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Gubat Banwa v1.21
Gubat Banwa v1.21
“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.
"Illumination blinds thee," replied the servant. "Glory is not illustrious, it is liberation."
"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 (v1.2) A Note on Intended Audience
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 ang
crucible of this project, and I have said all I have ever wanted to katong uban na ubos ra kaayo ang pag tan’aw sa iyang mga silingan.
say about this game within the game itself. This is a game of Lisud g’yud , labi na kabahin aning ‘Fantasy’ nga ga basi sa atong
pure burning passion and love for the cultures, peoples, arts, mga gipangagi. Pero sige lang, ingon diay akong anhing papa
and faiths that live and thrive in Southeast Asia, and a rejection sauna na ‘dasig lang jud dong’, wala jud nako na kalimti. Para ni
of “default” fantasy. It is a gamified love letter to wuxia and nato tanan, among gipangtrabaho na Fantasy sa atong
hong kong martial arts films, to Southeast Asian epics (both lost kaugalingong paglantaw.
and loved). It is fantasy on our terms.
It is a work that exalts Southeast Asia, remembers lost lore, and There is no reckoning with such things like heritage,history and
seeks deeper into the past and the cultures that have been culture without pain. Colonization is violence after all, apocalypse,
forced from us due to colonization. I started on this project with erasure and trauma. It is pain that echoes and ripples across
an ambitious objective, and I think I’ve been able to live up to it. history, down the generations. To deny this pain, these tensions,
Not because this Core Rulebook is everything I wanted to put in would be further reduction of our histories, our cultures, our
here (it’s not!) but because this is the start of the greater project heritages. I refer to these things as plurals because that is the truth,
that is Gubat Banwa. to do otherwise is reduction, the same kind the colonizers have
done to us. They have already done enough.
An important thing to note is that I (and this book) is not a final
word on anything. I am a Filipino writing something I wish was Violence is varied, abstract and painful. Dying languages, regional
more well known in the Philippines, and I am a single person. tensions, erasure, issues of representation. We can pretend none of
No matter how much research I have done, it will never be these exist, we can pretend ‘Filipino’ is not fraught with baggage
enough. Therefore, do not use this book as a guide or anything. and trauma in the oft forgotten regions of the isles and in quiet
Use it as it is: a game made by Filipinos to express their cultures rooms in the capitol. But some of us non-default Filipinos do not
and for others to revel with them. have this luxury. I never tire of correcting people who wonder why
our game is called ‘Jungle Place’, maybe it doesn't mean that,
Finally, please note that this is a Core Rulebook without much perhaps there are other languages in the Philippines no?
financial backing. I juggled paying for this game’s art with
personal expenses, rent, buying for research, etc. This is not the This game is a labor of love, a challenge, an undertaking. This is
book that will be printed: there will be a more definitive version fantasy on our own terms, a love letter to the forgotten heroes of the
of that soon (hopefully) with the help of crowdfunding. I have isles, our understated diversity, a spear thrown at this idea of a
not been able to afford an editor for this yet, so expect homogeneous ‘Filipino culture’, and an empty hand reaching for
inconsistencies, typos, and errors. As well as eventual updates our shared history among our neighbors in SEA. We are taught to
due to these typos as well as appropriate balancing and wording view ourselves in the lens of those who we used to bow to. If we
clarifications. But for now, this game is more than enough to could see ourselves on our own terms, tensions, shortcomings,
revel in Gubat Banwa. serenity and violence all, what stories would we tell? What dreams
The warring nations are beckoning. Gubat Banwa is not yet would we dream together?
done. We need you to complete it with us. Love and Violence to
all. Dyl
Until Glory, Kadungganan.
Waks
Dyl
5
Table of Contents
Table of Contents 7 II: PLAY 33
The Himulawan Rule 35
The Wandering Sheathe 8
The Pilak Rule 35
Solo Play 38
I: An Introduction 14
War Drama 42
The Realms of Battle 15
Moons 44
The Rise of Datu 15
Honor 45
The Lunar Advent 16
Downtime 48
Issohappa Invades 16
Optional Rule: No Tactical Violence 53
Eclipse Age 17
Enemy Origins 94
Where is Gubat Banwa? 25
A Note on Trichiliocosms 25 IV: KADUNGGANAN 136
Kadungganan Creation 140
The Five Major Mandalas 26
Alignments 141
The Rajahnate of Gatusan 27
Folk 142
The Confederation of Apumbukid 28
Cultures 148
The Sultanate of Akai 29
Gatusan 148
The Lakanate of Virbanwa 30
Apumbukid 154
The Kingdom of Ba-e 31
Akai 160
6
VIRBANWA 166
VII: Lore 354
Ba-e 172
Barter Items 356
Conjunctures 178
A Collection of Writings and Silks of the
Debt 180 Lotus 358
Warbands 186
VIII: Running The Game 383
Kadungganan Advancement: Legend 192
Umalagad Basics 384
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 walked
clothes on her back—long silk robes over a textile tube skirt and on ahead, a pack of dogs ravaged a corpse lying on the street.
wooden sandals—and an empty dragon-mouthed 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
Sulad!” “What do you think you’re doing, staying outside like that?” The
man closed the door behind her. He offered for her to wash her
“Laki!” feet, and she did so. She removed the poor abaca slippers she had
on.
But he heard no more, as the luthang’s cacophony ripped
through the air. Herons flew overhead. “What’s happened to the village?”
The manggugubat pushed the oripun’s body into the river, where “Oh don’t worry about that. Here, sit. Have you eaten?” The man
nature will reclaim what is theirs. Without a proper burial, seems to be another oripun. His shoulder-length hair was tied up
however, the oripun will surely toil in Sulad for eternity, or be into a severe bun, and he wore nothing but a simple cloth over his
eaten by Siginiguran. shoulders like a cloak, and a piece of cloth tied around his waist
like a sarong.
The woman waited for the scuffle to be over. When the man
turned around and walked back into the reeds, and presumably “No.”
back to his balay, the woman continued walking on, deeper into
the village. “Here, I have some taro I left in stock. I don’t have any fish or
meat however.”
“It’s all right. I am eternally grateful for you warriors have arrived at their doorstop. Only Ilu watched her, his eyes wide with a mix of
sharing your food.” three of them seemed to be well-armored: fear and awe.
wearing baluti and bringing with them
“Ah, you probably haven’t eaten in a long while. kalasag. Upon their feet they wore paruka, and “I’ll make it up to you,” said Odyong, as she
Don’t worry about it! Unfortunately, I don’t had bamboo shinguards. Their bahag were walked over to the door. “I’ll get rid of the
have any betel nut chew quids right now, so cloth and had long flowing flaps, and they wore Virbanwans.”
please don’t take that as a hint of non- patadyong, or a kind of sarong, over it.
hospitality.” ***
The one that kicked the man in, bringing with That night, after an extended detour through
The woman shook her head. “Do not worry him a rusting kris, walked in, without
overmuch about it. I will be fine.” She looked removing his footwear. He squatted down the docks and killing more warriors there,
out of the window, discreetly, as that small beside Odyong, smiling. His moustache was Odyong made her way up to the balay of the
band of warriors walked through the town. long, and his pudong was large, almost like a Lord. It wasn’t hard to find. It was smack dab in
Kicking rocks and extorting whatever food or turban, and excessively decorated. the middle of the town, in front of the weapon’s
other tax they could get from the residents storehouse, which meant that they probably
living in. “What has happened to this place, He smelled Odyong’s hair, which flowed long, had some sort of fighting chance.
this town, this banwa?” braided with flowers and thorns. “AhÖ what a Just that they weren’t successful.
catch.”
“Ah, I must apologize again to the Bayi. You’ve Odyong walked over to the balay and was
found us at a most inopportune time. A Odyong sighed. “Don’t do anything you’ll immediately greeted by two warrior men, both
Lakanate raiding party has arrived this regret, Laki.” wielding spears. They wore a carabao horn
morning. We’re staying inside until they finish cuirass over silken shirts and pants, and
what they have to do.” The man paused. His eyes widened. He turned
to his lackeys and shouted, “Did you hear this peaked helmets.
The Ba-e turned to look at the man as he boiled bitch? Ha! Jusko, and I thought I was funny!” “I’m looking for the Lord of this village.”
some taro. “Why? You do not flee inland?” He turned and snarled into her ear, “If you
don’t want to fucking die, you’re going to do The two kawal, or guardsmen, simply looked at
He shook his head. “Their warlord promised what I want you to.” His saliva was infused each other, eyebrows furrowed. With a shake
that we would be slain if we did. They brought with the stench of midday alcohol. of their heads, they turned and tried to shove
with them Makagagahum Miracles. They Odyong away. Odyong caught one of their
summoned fire from their palms. Our guns “Duck,” replied Odyong. hands and promptly broke it, then used the
could do nothing, and we do not have enough other hand that held a spear to skewer the
witches to fight back.” The man’s face contorted into confusion.
“What--” other man’s throat. Odyong then knocked the
The woman watched as the men passed by. kawal out and broke his nose with his own
“Where is your Lord?” Odyong’s dragon-mouthed sheath clubbed his spear.
face, stunning him, then she struck thrice:
“Locked up in his balay. They talk with him, chest, groin, then face. Like lightning. Inside the Lord’s balay, a man sits on the
saying that they’re there to ‘negotiate’.” bamboo throne of the old Lord.
The man fell backwards, knocked out.
“Why not just take debtors and be done with The Lord himself lay to the side, skull
it?” asked the woman. She gripped her dragon- Odyong reached over and picked up the kris, blossomed into fragments upon the wall.
mouthed sheathe. sheathing it into her sheathe. It fit perfectly.
The man sitting upon the bamboo throne was a
“Oh, you. Of course you know that the “Thanks,” she replied, rising. “Ilu, I would man with a peaked helmet, full armor covering
Lakanate does not deal like the rest of the apologize in advance for what they’re about to him in abaca and carabao horn from shoulders
polities in the known isles. They’re here to do to your house.” to ankles, and wearing wooden sandals. He sat
expand their power by conquering land and “What?” nonchalantly, with one knee up. He held his
territories, instead of establishing luthang up, butt on the ground, barrel pointing
relationships.” He shrugged as he turned the “Ha! The bitch bites! Get ‘em, boys. Tell ‘er what at the door.
taro in the pot. “It’s something we never happens to the dog when they anger the
thought we’d have to suffer, as we’re just a crocodile.”
small settlement, and our Lord’s wife is the A melee ensued: two armored warriors and His legions rose, brandished their weapons.
sister of a Lord under Rajah Batara AmbasiÖ almost ten horohan, or warrior debtors, “Ease, ease,” said the Virbanwan commander,
but I suppose in their conquest they will not against Odyong and her sheathe plus sword. raising his hand. The legions lowered their
settle until every rock is under their weapons: spears, swords, mostly. The
jurisdiction. Come, eat.” Odyong summarily dispatched of them occasional bow.
without much trouble. She didn’t need to
She nodded. She left the window and ate. advance: they attacked her for her. She The commander rose, pushing a crying woman
“I’m Ilu, by the way. What’s your name, Ba-e?” countered, wove, struck. from his side, who wore a golden diadem. No
doubt the wife of the now late Lord.
“Odyong Pitara,” she replied, as she took a bit She disarmed a dagger that flew and
of the taro. punctured the eye of another. She parried one “So, you’re the one that has been tearing up this
attack, hit another warrior thrice with the little village,” he grinned, revealing his
*** sheathe, and then leapt off of that man to perfectly white teeth. The teeth of animals.
When they finished their meal, there was a impale the one she parried with the kris. One “Ha. Your humor does not amuse me.”
knock on Ilu’s door. of them she threw over and out of the window.
She sidestepped a charging attack of another “I’m not trying to make you laugh, pretty. Now,
Ilu froze. He slowly rose to his feet and walked to send him flying directly into the fire of thecome, then. What is it you want? Power?
over to it. He opened, it just a small bit, and kitchen, slapping him on the back with her Position? Wealth? You want to become a Lord?
asked: “Who is it--” sheathe. I have power in Virbanwa. I’m Senapati
“Don’t go hiding her in here old man!” And the This dance of swords and sheaths happened in Kampiyador, Third Warlord of Batara Lakan
man kicked the door in, sending Ilu flying the length it would take one to blink an eye. Huwan Rekno, long may he live.”
backwards. Odyong Pitara reached around and
nonchalantly caught him, placing him safely to At the end of it all, half were dead, and half “I want you to leave this village.”
his side. wished they were. As those incapacitated “Ha!” The senapati’s grin faded. “You’re not as
groaned in pain, Odyong sheathed her blade funny as I thought.” He rose, his shadow
Odyong realized that the small band of and sighed. “Again, apologies, Ilu.” looming. He raised his sabre and said: “Get
out.” insurmountable can be shattered with the
power of ‘we’.”
Grand. We don’t have to waste time
looking for them.”
T
The legions readied their weapons.
*** Odyong nodded. She unsheathed her kris,
Odyong frowned. She watched the legions. then, and turned to face the village.
The Senapati took a few steps forward. “All The next morning, Odyong arrived at the
right, now you really don’t amuse me. I shore of the village to the sound of a The legion faced them. It was an entire
said, get out.” He raised his hand and bodyong being sounded. army, rows and rows of spear and swords,
outstretched his fingers against Odyong. the occasional gun and bow. Off to the
The sound echoed across the entire island. sides, standing upon balay roofs, war
An invisible hammer slammed into her, drummers wrapped in drab sack cloths
into the door frame, sending splinters in Odyong leapt out of the foliage and met
the incoming Biray. banged upon agung.
every direction.
“What took you all so long, mga buang?” Despite being of Virbanwa, their war
Odyong flew, backwards and out, landing tactics and traditions still echoed that of
upon dirt and stone, rolling into the Odyong said, a small smile breaking out
from her stoic face. their roots. The warriors wanted nothing
bushes. The legion leapt out, then, but to fulfill their debt to their masters,
screaming war cries, firing arrows, Upon the prow of the ship, four warriors while those in the ranks that were
rushing with swords and spears at the met her. One sat on the side: a beautiful, wrapped in armor and wielding shields
ready. rose-eyed man wielding a long kudyapi, and ceremonial blades no doubt wanted
Odyong had no choice but to flee. She leapt wearing no armor but a colorful and glory. Those richer warriors, wrapped in
over to a lost hole in the ground, near the golden-tasselled saob-saob only worn by decorative jewelry, painted armors,
hinterlands where the swiddens became royalty. wearing pants and sarongs and pudongs
the wilds, and hid there until the legions Another sat by the outrigger, a young boy bespeckled with carnelians and ivories,
slowed their search. with a bow longer than him. Another sat looked almost bored--some even apalled
behind the prow, a large woman with a or disgusted--that their entire army had
It took them the whole night. Odyong fell been amassed to face this small contingent
asleep within her hiding grove. large iron gut. She’s the one blowing the
bodyong. Her sundang glinted in the of five warriors. Five Kadungganan.
*** rising sunlight. Five Kadungganan.
Upon a cliff, whereupon the Pak-an Galura The last one was a man with an almost Lightning flashed and thunder crashed.
village overlooks vast mountains of the flamboyant baro and sarong get up, Yet the banging of agung was louder still.
Masanun Island Chain, an elder man with whereupon he wore plumage upon his The cacophony of war.
hair like wisps of clouds countered the pudong. Using sorcerous wind, he leapt
attack of a young Odyong, wearing a from the ship’s prow and landed upon the Far behind them, standing atop the Lord’s
lambong and tubatub. shore. balay, Senapati Kampiyador raised an
excessively bangled hand, glinting like the
“Guro!” She snarled as she pushed herself “Ah, have patience with us, Odyong,” said sun’s rays.
off of the ground. Her guro stared off over the man, grinning. His gold-pegged teeth
to the rolling mountains. They trained at made it look like his mouth was made of His right hand man, dripping with jewelry,
the edge of a cliff, where the wrong step sunshine. “Kara-Kara over there couldn’t blew the bodyong, and its sound ripped
could spell certain doom. “I cannot get help but stop by a nearby settlement to heaven.
past your defense.” She rushed forward have a chance at their shrimp dishes.” At that sound, the servant that paddled the
again, exploding with a flurry of blows, but biray that the rest of the Wandering Sword
her Guro blocked them all in a furious Kara-Kara, the boy with the sikarom, leapt
off from the outriggers and onto the shore. Souls arrived upon paddled away, as fast as
exchange of strikes and parries. they could.
“They had buttered hipon, how could I say
At the end, he locked her striking arms, no! Bangol, come on, you’re with me on Just as well, thought Odyong to herself.
and then pushed her away. She fell this, right?” She straightened herself, readying her
backwards. blade and her sheath, her saob-saob
Bangol, the iron-gut warlord, leapt down
“Guro!” Her frustration dripped from her from the biray and onto the shore. “Ah, flapping in the cold morning wind.
words. “I have been training for most of don’t bring me into this. I have nothing to There, five souls stood upon the shore,
my life. Getting past you is impossible!” do with that,” she said, grinning. bodies hardened after a lifetime’s worth of
“Nonsense, young one,” replied the Guro, “Not anymore, when you finished them martial training, hands quicker after
stretching his limbs. “Nothing is all,” said the rose-eyed kudyapi player, as three. Weapons at the ready, sorceries
impossible, not one.” he leapt down from the side of the biray prepared.
and onto the shore. He wore a malong, as The legions of the senapati advanced.
Odyong rose to her feet, dusting off the any woman would.
dust from her malong. “I’m tired. Lets go The Wandering Sword Souls strode
home.” “Come on I thought you were on my side forward to meet them.
Dagna!” Bangol whined, pertaining to the
“Not until you can get past me. Tomorrow kudyapi player. Dagna shrugged.
is your final trial, remember?”
Odyong couldn’t help but let out a small
Odyong let out a slow, dangerous breath. laugh. “Tandayag,” spoke Odyong,
“How can I do that? I’ve done all the referring to the man with plumage upon
techniques I know. I cannot get past your his pudong. “Thank the spirits that you got
defenses.” the message quickly.”
“Then it is time for your final lesson, little “Of course,” said Tandayag, smiling. “It is
frog. If something before you seems destiny. And liberating villages is part and
insurmountable,” he raised his hands in a parcel for the Wandering Sword Souls.
ready stance. “Then do not depend on ‘I’. And it looks like the fight has come to us!
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
0 Beast Player by Nahoko Uehashi. This novel focuses on the Video Games
relations of men with nature, and is an integral part to viewing 0 Tactics Ogre: Let Us Cling Together and Final Fantasy Tactics.
how nature gods might be viewed in the setting, as well as the Both games helmed by the seminal Yasumi Matsuno, these
political upheavals from messing with nature. intricate war narratives blend together fantasy with hard hitting
0 Malazan: Book of the Fallen by Steven Erikson. An epic political narratives. Gritty without being grimdark, and mixed in
fantasy novel series that focuses on the tragedies of war, the with a good sense of adventure and action. The most important
military, and the sins of the past, complete with shapeshifting things you can get from these games are the politically focused
dragon gods and skeleton fantasy neanderthals. The themes of narratives (which make for great war drama) and the encounter
Malazan greatly inspired Gubat Banwa’s exploration into culture, design. Maps are not huge, and they are vertically diverse, which
violence and evil. is what you want to make combat not boring and dynamic.
0 Legend of Condor Heroes by Jin Yong. Jin Yong’s genre 0 Samurai Warriors, Dynasty Warriors, and Sengoku Basara.
defining wuxia work is a huge inspiration to Gubat Banwa’s Less so on the one vs. 1000 gameplay and more on the high
fiction: to descriptions of combat, to violence, to spirituality. fantasy, stylish action take on historical periods and the focus on
the different warriors, pitting them against each other. This series
0 Shri-Bishaya and Margosatubig by Ramon Muzones. Once made me wonder what a Warriors game based on our own ancient
serialized in Hiligaynon, English translations now abound. Great heroes and warriors would look like, and helped me fantasize or
way to look at precolonial Philippine fantasy and with all the make easier for consumption the many details of Precolonial
mystic fantasy that entails. Muzones mixes this with myth and Philippines.
folklore and traditions of the Hiligaynon people Balu are inspired
from Margosatubig!
0 Tigana, Under Heaven and Lions of Al-Rassan by Guy
Gavriel Kay. Great and absolutely poetic Fantasy novels both
based on different time periods (Renaissance Italy, Song China,
and Moorish Spain respectively) that manage to create a beautiful
and intricate fantasy setting from the flesh of historical periods.
Filled with equal parts action, drama, tragedy, and touching
themes, these are great novels to get in the mood of Gubat
Banwa’s brand of historical-esque fantasy and tragic drama.
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
a g at
NW NE
| Eastwind Sea to SW SE
Foreigners Ipo
i han S
Am Kanaway
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
The Lunar Advent
One of the most powerful faiths that managed to survive There she began her Holy Quest, to spread the truth of
The Sidereal Wars was the Lunar Faith, or Bulanism, Baginda Sumongsuklay far and wide. Her faith was
named after the Moon. widely accepted.
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.
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.
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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, Wajrasatta, 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
Gubat Banwa’s setting is one of Hyper Southeast Asian fantasy. It Embrace Diversity
will be difficult to grok, and there is a lot of material. It can be
overwhelming, but you do not need to know every little detail There are a thousand thousand kingdoms within a thousand
about the setting. As long as you follow the following Setting thousand islands. Even the larger continents are made up of an
Assumptions, or Philosophies you are playing in Gubat Banwa’s excessively diverse collection of cultures and ethnicities. This fact
setting. is inspired by the inherent and vast diversity found in the real
world. Use this to your advantage: no single religion is correct,
A Violent World there are a million gods, no single polity type exists, you can
create truly unique and weird cultures that embrace the truth of
The word violent and consequently, violence, is a powerful word the world.
that is used by this game to denote strength of emotion. Violence
is often used to mean physical force, usually in an adverse No Single Ruling Body
manner. Occultists and the Bible has used Violence as a manner
of superlative: to showcase intense emotion. “The kingdom of the There is no single ruling empire across The Sword Isles, and
heavens is taken by violence” meant a large flock of people are especially none through Gubat Banwa. There might be some
filled with an overwhelming joy and feeling to enter into heaven. kingdoms that have a larger stretch of control over others, but
To take by force what we have not by nature, such as love and there is no single ruling body that warrants a single hegemonic
glory. culture. Revel in this diversity, all become unique. Consequently,
interstate war is more likely in this setup.
Violence in the physical manner is also just as important in the
world of Gubat Banwa. The world itself has been fraught and torn Culture is Magic
apart due to incessant violence, and the lack of response by better
men. Violence is a tool, as with any human creation, and there is Magic here is not simply fireballs and magic hands. Gubat Banwa
such a thing as justified violence. The violence of the master is approaches magic through what it is: culture and religion. Magic
different from the liberating violence of the slave. is the little hand gestures we do before walking into a dark spot
in the forest, the reverence we do by avoiding certain rocks, the
Inspired By Southeast Asia worship we do by placing rice balls upon a tree stump altar. Don’t
be fooled, there are still fireballs and such, but that is squarely
Gubat Banwa is a fantasy setting, but it seeks to re-evaluate and within the purview of martial arts.
revamp what “Fantasy” means. It starts its foundations and
assumptions upon Southeast Asian folklore and experience, Exalt the Martial Arts
instead of any fantasy literature or pop-fantasy crafted by many
Western Fantasy conventions. If you wish to play Gubat Banwa, We reject the Western pop culture definition of martial arts
you must center Southeast Asia. Old Fantasy conventions might being simply “kung-fu”, or anything that looks like a “Monk”.
be found here, but only because of the inherent similarities of Martial Arts is an important art of any culture as much as visual
Southeast Asian stories with other stories. It is important to art or performance art is. Martial art is an expression of
remember that Gubat Banwa is not Southeast Asia. It is inspired humanity and culture, and so we do the same here. Any fighting
by it, and in turn uplifts it, but it is not it. This is an important style is a martial art (because they are), whether it be the sword
dichotomy. and board or the bow and arrow.
There are five major mandalas in the Sword Isles, each one Divinity in the Uncanny
inspired by a different period of Southeast Asian History.
Gods live within every single thing. You can speak with them,
0 Gatusan - Inspired by Maritime Hindu-Buddhist Kingdoms and they will speak with you. Large concentrations of them
(Srivijaya, Sugbu, Majapahit) gather in the divine wilds, deep outside the limits of civilization.
They do not care for you, so be careful with them. The dark is holy
0 Apumbukid - Inspired by Hinterland and Highland Indigenous
through them, for that is where they live. They live in the cold and
societies. (Sama, Balinese, Maranao)
the dark, in the uncanny, in the supernatural. They do not and
0 Akai - Inspired by Islamized Sultanates and Kingdoms. (Sulu, will never think like us. Nature is not us, nature is not human.
Maguindanao, Ternate, Aceh) Reverence, Respect and Awe are all children of Fear.
0 Virbanwa - Inspired by Colonial Era settlements, cities, and
Glory Through Conviction
villages. (Batavia, Malacca, Manila)
0 Ba-e - Inspired by Chinese Influence in Southeast Asia and To enact proper violence, one must have proper conviction.
Mainland Southeast Asian kingdoms. (Champa, Ma-i, Ayutthaya, Violence without proper conviction is bloodlust. Violence with
Khmer) harmful conviction is evil. Violence with proper conviction is the
path to Glory. Only by achieving Glory will one find true
The World Is in its Final Days enlightenment, and the path to Glory is not something that can
be chased after. One must become Glory.
The world of the Warring Realms is on the verge of death. It is
destined to be destroyed by burgeoning empires and mercantile
dreams. This era of decay is beautiful, in the same way a sunset is
beautiful. The world must end, but what is important is what the
people within it are doing to make a better world from its ashes:
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
There is an attainable name for those that wish to be more If you like the dramatics found in various Asian Dramas,
than just warriors. More than just Kadungganan, prestigious. wherein we imagine and revel in a dramatic hyperreality, this
It is Barani, Hero. But you are no hero. Not yet. Maybe you game is also for you!
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 The Lower Shell is where earthly mortals reside. The 1st
made of three billion billion realms. Layer, the one closest to Hanginbanwa, is ours, where
mortals and spirits thrive, known as Gubat Banwa.
The cosmos of Gubat Banwa is vast and large. Imagine a
giant coconut floating in a vast sea of wine (though others The 2nd layer is the abode of the tree and mountain spirits,
ask you to imagine a lotus instead). The cosmos itself is called and guardian spirits, known as Kahoybanwa, Realm of
Kalibutan. The higher layer of Kalibutan, residing on the Wood.
upper shell, are the Seven Upper Realms, and the bottom
shell of Kalibutan are known as the Seven Lower Realms. The 3rd layer is the realm of the sea, the oceans, saltwater,
Each Realm is stacked on top of each other in layers. which stream in past the World Jaws from the endless Ocean
Denizens of the two Shells can usually move in between each of Wine. Here the sea gods dwell in their mighty kingdoms,
banwa more or less freely. However, each layer of the upper known as Kadagatan.
layer is guarded by a garoda, giant birds 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 ancestor
lands. spirits, in the form of crocodiles, rule the earth.
Haribanwa, the Realm of God-Kings, the 7th Realm, farthest The 5th Layer is the layer of subterranean spirits: the gods of
from us mortals, where Creators watch from void. the lower soil, of caves, of lost things. This is the layer where
Sulad is, floating in an underground ocean. Sulad, the
Himayabanwa, the Realm of Glory, the 6th Realm, where afterlife of many Sword Isles folk, is owned by Sumpoy,
rescued souls go to rest, and where the angels of various Slaver of Souls, who forces folk not saved by Iraon Daron to
cultures serve. 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 as
highest mountains reach, and where the Tree of Life resides. Nerak, or Inferno. Adherents of Bulanan and Sampalataya
fall here when they die and did not follow the tenets of their
Langitbanwa, the Realm of the Sky, the 4th Layer, land of the faith. Other folk fall here if they must be cleansed of
Sun, Moon, and Stars misdeeds in their past life.
Balahalabanwa, the 3rd Layer, Realm of the Gods. Warriors The 7th Layer is the Empty Layer. It has no name. The four
that die in combat are brought here by the rainbow. pillars of the world uphold the rest of the layers here, where
Apobanwa, the 2nd layer, Realm of the Ancestors, who no sound can be heard. The world shakes when the Abyssal
stride freely between this and the land of the Gods, for they Boar or Abyssal Serpent shakes the world pillars.
become Gods themselves. Sometimes chains rattle impossibly in its vaunted halls.
Hanginbanwa, the 1st layer, Realm of the Wind Spirits.
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 � The above rule additionally means it won’t trigger off of
effects that have “X per Y+”, as it is just a Hit and not a
number rolled.
Bulawan, Bisaya for Gold or pure gold.
Both Kadungganan and Umalagad begin each Session
The Bulawan Rule is this: fiction and drama over with 1 Thunderbolt Token.
everything else. If it makes sense in the fiction or if its
particularly dramatic, it happens. Let the story being told When you try to stop a flood and gain a Full Success through
take precedence over rules. In combat, if someone is Water, perhaps you can describe that you manage to
Incapacitated, they obviously would not be able to meditate and unlock a hidden connection through extreme
perform effects or keep an effect going, because they’re meditation, and you manage to stop the flood with
unconscious. Additionally, this is an endorsement for telekinetic prowess.
players (specifically the Umalagad) to create rulings.
Rulings over rules. When you try to intimidate a warlord and gain a partial
success, you can take hold of the interpretation. After a
The Pilak Rule � booming speech against the warlord, perhaps the warlord is
simply even more agitated, and this in turn caused your
warriors to be agitated as well, and so you start improvising
Pilak, Tagalog/Bisaya for Silver. and say: you actually invoked an ancient clan war between
the settlements, and now you must fight it again to seal it
The Pilak Rule is this: specific trumps general. A specific once and for all.
rule from a Discipline or item is what will happen instead
of a general rule. If a general rule tells you that you suffer When you Stride, say out loud that your Kadungganan is
damage, but a specific rule says that you do not suffer rushing across vines, vaulting over fallen trunks, running
that damage, then you do not suffer that damage. across ruin walls. When you inflict violence, say out loud
that your Kadungganan is unleashing a flurry of strikes, or is
The Tumbaga Rule � striking 6 times in a span of a second (works best if you roll
6 Attack Teeth!)
The Tumbaga Rule is the rule of rounding and teeth. The Puthaw Rule �
Whenever you must halve something, unless otherwise Puthaw means iron in Bisaya.
stated, round up. Additionally, if your dice pool is ever
reduced to 0, you still roll 1. The Puthaw Rule is this: follow your responsibilities.
These are:
The Vajra Rule � 0 Agree on a Theme and Tone
The Vajra is the Thunderbolt or Diamond. 0 Care about combat
0 Play into the melodrama
As much as possible, the mechanics presented here in
Gubat Banwa is injected with the high-flying, ballistic 0 Make every fight meaningful
martial arts melodramatic fiction that can be found in 0 Learn to fight together
many Philippine Epics, Southeast Asian stories, and
Wuxia dramas. However, for this to work best, it requires 0 Make sure everyone is safe
the buy-in from the players. 0 Make sure everyone is having fun
One of the most important rules of Gubat Banwa is to 0 Portray a fantastical feudal world embroiled in war
describe martial arts and drama through the mechanics. 0 Fill the Kadungganan’s life with war and drama
In general, if you describe what you are doing in the 0 Play to find out what happens
fiction in a melodramatic or badass way (describing your The Sword Isles is not a nice place. In fact, it is a horrible
Stride as wuxia-style bounds, acting out a speech with another place. It is a place that is directly horrible because of the
warrior that you must betray but you have begun having feelings actions of those that have gone before. They who have
for) you gain a Thunderbolt Token! perpetuated this never ending war, this endless cycle of
blood and vengeance. This can only be achieved if
Whenever you Cast, you can spend any number of everyone is on the same page. This world is a world
Thunderbolt Tokens to turn that many Alignment, primed for the kinds of stories Gubat Banwa wants to tell,
Attack or Defense Teeth from Non-Hits or Non- and you must play into your role as Kadungganan that
Defends into Hits or Defends, before cancelling. must suffer it.
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… Kadungganan. O faithful guardians, gods of this world, hear our calls and our
Those who bear the Steel of Conviction, the Flame of Want, the Burden of hearts
Rumination, and the strength of Conviction. Find us true and pure and clean and cleanse us from any impurities
Stand, now. Stand, and never let the world bring you to your knees! Guard us from all things that wish to bend us.
Kadungganan! Fulfill your blasted name! In the darkness of the Eighth Star Era, where the Goddess of the Blackest
In honor and legend, let your name be writ across the eternal stars! Night brings impenetrable darkness:
Stride upon the bloody lands of GUBAT BANWA and change the Be our only guiding light.
course of history!
Sunder the world with your sins so that we may build a better one. Umalagad means Guardian Ancestor. Very often known as
Umalagad across many cultures, known as Ferandal in Apumbukid,
Kadungganan in Gatusanon, Hulubalang in Akainon, Bayani in Ba- Kiraman in Akai, Katutubo in Ba-e, and Anghel in Virbanwa.
e, Kabalyero in Virbanwa, and Vwiraya in Apu-apu.
In Solo and Co-Op Play, the Umalagad is a guiding force, and not a
Kadungganan means Honor and Prestige. It is what you are. If we player role. When things seem uncertain, the Kadungganan Look
are to translate it to this tongue, it can be Gallant or Knight. to the Umalagad to keep the game moving.
Kadungganan is the Trade Mataram term for the various esteemed In traditional play, it is the role of the Umalagad to see that a
and honorable warriors across all of Gubat Banwa. It is a lingua Kadungganan goes on their journeys, and work toward their
franca term for martial artists who are the best and most skilled of Convictions and Wants. To this end, you facilitate the revealing of
all the warriors of their culture, whether they be the Mahavira of Gubat Banwa to the Kadungganan, to the players. Whenever the
the Varshan Empires to the Xia of Southern Baik Hu. Kadungganan acts, the Umalagad dictates how the world reacts. As
a Umalagad, reveal that the world of Gubat Banwa is bloody and
In Gubat Banwa, you play as these Kadungganan. As a
visceral, fraught with violence, infighting, but also reveal that it can
Kadungganan, the world around you treats you with a certain
be saved, that there is always good, and that that is worth fighting
respect. Warrior cultures might look upon you as a folk hero, and
for. The Umalagad’s role is to establish fiction, and then react. The
treat you with the same respect as nobles. Others, such as powerful
Kadungganan will act, move through the rivers of the fiction, and
states and hegemonies, might look upon you as a true nuisance, an
the Umalagad reacts to it.
evil upstart, threats to their absolute authority.
In Traditional Play, the Umalagad’s responsibility is roleplaying as
As a Kadungganan, you play to uphold your Conviction and to fulfill
the world, as the world of the mortals, Gubat Banwa, as the various
your Want. While in Gubat Banwa the cultures mostly look upon
NPCs, or Non-Player Characters, that the umalagad have deemed
Kadungganan as these unblemished heroes who are worthy of
fated to be complicated and entwined into the hearts and drama of
places in their songs and genealogies, this cannot be any farther
the Kadungganan. The Umalagad influence the movement of the
from the truth. Kadungganan, by virtue of their Want, are capable
world, after all, and the Kadungganan pay respects, revere rites,
of exalted highs, but also are prone to falling to the lowest of lows.
and worship the umalagad to bring them good tidings.
As a Kadungganan, you can change the world. But are you willing to
lose yourself in the process?
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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.
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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 what you do when
you make an uncertain or dramatic action: you roll the dice and
divine your fate.
0 Moons are analogous to progress clocks, wherein
crescents are filled in with segments as danger rises, as
you work on a long-term project, or as you face other
warriors.
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.
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Casting the Crocodile’s Teeth
The Sword Isles is full of uncertainty. In Role-Playing Games, Uncertain might mean: “I try to stop this boat from crashing
you can do almost anything you wish your character will do in into the river with my bare ability. I don’t know if I’ll be able to do
the fiction, as long as it makes sense with both your it, so may my forefathers bear witness.”
established character and the established fiction. However,
some things might be uncertain, or have a dramatic outcome. Dramatic might mean: “I want to try and persuade this
When these things happen, we cast the crocodile’s teeth, that aristocrat to my side, to create a blood compact. Should I fail, I
is to say: we roll dice and interpret what it means, and then will incur their ire. Should I succeed, I will gain the favor of a
apply that interpretation to the fiction. harbor prince, and gain access to international riches.”
If attempting an action that is uncertain or dramatic, you must Cast Collect a number of d10s equal to your Alignment, your Alignment
The Crocodile’s Teeth. Find out how you are approaching the action to Teeth. If there are any items, subcultures, lineages, social standing,
determine what Alignment is to be used, and then determine, convictions, or fictional effects that would give you some sort of help
according to the fiction, how great the effect will be. or advantage, gain +1d, to a max of +3d.
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Kinds of Moons
Moons What follows is a non-exhaustive list of kinds of Moons that
The clock exists in The Sword you can employ for your games, detailing what each Crescent
Isles, but it is not needed. Time is represents.
reckoned perfectly by the
movement of the sun, and days Impending Moon
are reckoned flawlessly by the
phases of the moon. The As already stated, the impending moon represents an
Bakunawa, celestial eater, rises up to impending danger. This can be the alerting of warrior-guards
eat it, causing eclipses. within a settlement you’re trying to sneak through, the ire of a
diplomat, or indeed the impending doom of raiders. Each
The Moon is a tool used to gauge accumulated crescent represents a countdown of the arrival of
progress to a certain fictional happening. Use this when consequence, and might even signify things changing in the
having to resolve something that requires more than a single environment: at 3/4 crescents, for example, one might hear
Cast to perform, and requires several actions to see it the warhorns and marching symphonies of the incoming
through. raider warband.
When the rules tell you to create a moon, doodle a circle and Progress Moon
separate it into crescents. The most common is 4-crescents. If
a certain activity is difficult or takes a long time, it might be Progress Moons represent longterm work for a project. This
6-crescents. If it’s extremely hard and/or takes a really long can be something crafted, or perhaps an important ritual with
time, it might be 8-crescents. This should be named multiple components required to be able to work. Each
specifically with the goal in mind: “The Palace” or “The crescent filled represents the eventual completion of the
Raiders”. The Crescents should be about the obstacle or event, progress, and is commonly used for more beneficial things.
and not the method. Gaining successes on Casts here commonly grants crescents
to the moon.
Afterward, define what crescents mean in the context of the
Moon. Each Moon is different. For example: a “King’s Kris” Phasing Moon
wherein each crescent represents a step in the progress of
crafting the King’s Kris. In contrast, a “Prince’s Settlement” This kind of Moon represents a tug-of-war sort of progress,
Moon wherein each crescent represents the village getting which represent a back and forth. Perhaps you are trying to
more and more agitated by the presence of the Kadungganan sway a powerful aristocrat: each crescent filled is the
as the Kadungganan tries to find more information. Kadungganan making a good argument for the aristocrat to
consider. Phasing Moons are unique in that they can lose
If the event requires a long amount of time, a particularly crescents. Losing crescents represent an argument or perhaps
large amount of actions, or a particularly complex problem a social faux pas that causes the aristocrat to lose faith in the
might require 2 or more linked crescents. Kadungganan. When the Moon is filled, the aristocrat is
swayed. However, if the Moon is at 0 Crescents and the
Example: There are Raiders outside of your village that are Kadungganan does something that causes them to lose
planning on raiding it. You want to face this problem, so you another Crescent, the Moon is consumed and they are blocked
mark it out as an 8-Crescent Impending Moon. This means off from the Action. In this example’s case: the aristocrat is
that whenever you fail a Catch or Consequence, you fill in a deaf to their arguments, and might even cause a violent
Crescent, representing the imminent danger of the Raiders. A reaction from the aristocrat if the action that caused them to
crescent can also be filled in according to the fiction: if the consume the moon is particularly blasphemous.
Kadungganan do nothing of importance and only dally, fill in
a Crescent to remind them of the impending arrival of the Dueling Moons
Raiders.
Dueling Moons represent two or more different parties trying
There are three potential things that might help the to achieve some goal first. This one has you creating two or
Kadungganan: Secure Chokepoints, Ask help from an Akai more competing Moons with the same amount of Crescents.
Outpost, and perform a proper ritual to the mountain gods. Whoever’s Moon fills first (each crescent filled by anything
Each one becomes a Moon in itself, linked to the Raider Moon. that helps them achieve their goal) wins. This can be used for
Each one is 4-Crescent: Chokepoints, Akai Outpost, and races (two moons that represent two racing warriors) or even
Mountain God Ritual. Each one is a Progress Moon, meaning duels (two duelists finding an opening first).
each Crescent represents progress done to finishing what
they want. Catches and Complications don’t hinder progress Faction Moon
of Progress Moons, though. Instead, they still fill in Crescents
on the Raider Moon, representing the imminent danger of the This is mostly optional, but to simulate a dynamic world, one
Raiders as the Kadungganan scramble to get help for the can choose to assign Faction Moons to any faction they think
Raiders. is relevant for their game. Anytime the Kadungganan rest in
Downtime, fill in a crescent for each Faction Moon,
No matter what happens, though, the Raiders will arrive more representing them changing, growing, or performing moves.
or less. It’s all a matter of how well protected the village will be Each crescent represents a shift in the faction, which must be
when they arrive. defined: a Crescent filled might represent that faction finally
gaining horses, or a faction making a treaty.
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Bartering
Honor Honor lets you barter. Often, people will
In the Archipelago of The Sword want something exactly equal in
Isles, there is no proper coinage. value (in their eyes) when you
Due to the inherent and vast want something. If you want a
interconnectedness of the sword, then you must trade
Sword Isles, there is no single something equally important
currency. Instead, warriors back, perhaps like a slave.
and kings deal in honor. In
the Sword Isles, goods are However, if you have
exchanged for either other Honor, you can haggle. If
goods or services. As you have Honor of at
Kadungganan, your main least 1, you can spend that
form of gaining goods is Honor to add +1d to any
rendering service to rajas, cast related to haggling
especially if you are still a new with the person.
warrior who has not yet made
name for themselves. (Example: Haggling with a
merchant for a cannon might
Honor is your social status: the necessitate some kind of Cast.
higher Honor you have, the more You can spend whatever Honor
dependable people find you. Only you have to gain +1d to try and
those with high honor can become succeed that Cast, as the merchant
kings. Only the most honorable contemplates upon your place in the
warrior can become chakravarti. As a Sword Isles.)
Kadungganan, you begin with 1 Honor.
You cannot have more Honor than 8. Mountain settlements for example
might consider fish and salt essential
Honor is commonly used to influence items, but they might consider rice--
others. When you ask something from something they harvest and export--as
someone that they would feasibly do abundant items. Gaining abundant items
(example: giving you something they sell, are easy, but things that are commonly
granting you an estate, giving you retainers, considered valuable or treasure in the isles
fighting on your side) you may either spend 1 require specialized merchants and traders to
of their Debt that they owe you or spend a gain, but are signs of wealth. Richer datu
number of Honor equal to what they ask for. might want to establish good connections
The Honor you must spend can be with you if you showcase treasure on you,
determined randomly depending on what such as foreign armor.
you’re asking them to do:
Foreigners would usually count what is just
commodities to Sword Isles Folk as necessities. Pearls in
Their Disposition to the Proposition Honor to the Sword Isles might be abundant (pretty ones
Spend nevertheless, and used as jewelry), but they are treasure in
Something they are likely to do (because they 1 Baik Hu and Iyamat. Clay pots are abundant in the isles,
like you, it is easy for them, etc.) but Iyamat folk treat them as essentials due to their ability
Something they must think about (because it is 1 + 1d4 to store tea leaves.
difficult for them, or they do not particularly
like you) Lose Honor When You... Gain Honor When You...
Something they are not likely to do at all 2 + 1d4 Break a promise. Accomplish Victory in Violence.
(because they don’t like you, or it is an almost Kill someone meritorious. Achieve an optional objective in
impossible task). Violence.
Are defeated in Violence. Find a truth about the world.
Suffer Consequences. Perform a task for someone higher
Your Honor fluctuates. If your Honor ever hits -1 or lower, than you.
you become a true villain: your character becomes an Non-
Player Character. This means that Kadungganan can lose Break a social taboo. Earn the favor of kings.
all Honor while being at high Legend: that is what makes Blaspheme someone important. Prove your loyalty to another.
for true infamy. Inflict violence indiscriminately, Engage in violence in line with
without proper conviction. your Conviction, beliefs, and loved
ones.
Are accused of doing something Prove that you are trustworthy.
dishonorable.
Voluntarily choose not to follow Choose your Conviction, even to
your Conviction. the detriment of others.
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Debt
Example: If Sampong Baha saves Bakong from an execution,
Sampong Baha gains Bakong’s Debt. As long as Sampong
Baha has Bakong’s Debt, Bakong is considered as owing
Sampong Baha.
Debt Actions When you wish to pull on your Debts, spend 1 of their Debts
and choose 1 below:
The following Debt Actions must follow the fiction. An
important note on this is that both Non-Player Characters can 0 You can ask them to do a single thing. If they choose not to,
also gain Debt from Kadungganan, which means they can also they give you another Debt. If they give any more Debt, they
influence you with Debt. must do that thing.
0 If you’re attacking a target that owes you, gain 1 Hit.
Accruing Debt
0 If you’re defending against a target that owes you, gain 1
When a character does an entity a solid, help them when Defend.
they’re in dire straits, give them gifts, or otherwise both
parties agree that one of them owes the other... the character
gains the Debt from the entity they did a solid for, marked as X
Owes Me, with X being the character.
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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. Alternatively, you can spend 1 Honor to
cancel out 1 Debt to them.
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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.
When the Warband (or you, if playing Solo) enters Downtime, check the list below.
Mark each one that is true:
If you mark 3+, unmark all the milestones and the Warband’s or Kadungganan’s
Legend Grows: they advance by 1 Legend. If they mark 1-2 only, keep those marked
so that there is a greater chance of them advancing in Legend next Downtime.
You can keep playing past Legend 8, though you do not gain more Legends.
Instead, every time you would grow in Legend, you instead gain a new Technique.
However, going into Violence, remember that you cannot have more than 10
Techniques equipped out of Downtime.
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Downtime Actions
Mingle Market
You go out and meet someone you want to meet. This can either You travel to the settlement’s marketplace, looking for
be someone you already know or someone you haven’t met something specifically. State what you’re looking for, but you
before. When meeting with someone in this way, make sure it must roll an Alignment then look below:
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
If it’s someone you haven’t met before, roll a d6. strings attached. On no Hits, choose 2 below.
0 1 – They are fiercely hostile to you. 0 The Item is not exactly what you thought it would be.
0 2 – They are wary of you. 0 The Item took a bit more haggling to get. You owe someone
powerful: give them your Debt, meaning you owe them
0 3-4 – They are neutral: they don’t know you yet.
something. The Umalagad can choose to hide who this is.
0 5 – They are receptive to you.
0 Getting the Item took a lot of time. You can only gain the Item
0 6 – They are enthusiastic in meeting you. when you next return to Downtime.
0 The Item is dangerous somehow, physically: it might blow up,
Town Talk or corrupt you.
Go around and listen to the town talk. This can also be 0 The Item is dangerous societally: you have
used to poke your nose somewhere where it doesn’t attracted dangerous attention.
belong, or somehow be a fly on a wall for some Hunt
important information. Use this to find information,
but spiritual knowledge can only be found through Whether with the datu or not, you
meditation or if there are spiritual leaders in the area can go hunting for food and game.
(balyan, sages, guro, panditas, saints, priests, and the This is usually for ritual sacrifices
like.) and items for a Feast. Make an
appropriate Cast as to where you’re
State your method and what hunting (or fishing). With an
information you’re looking for and appropriate difficulty depending on
then cast the Crocodile’s Teeth. what you’re trying to hunt. Each
Kadungganan on the hunt makes a Cast.
Full Success: You get info.
Full Success: Gain 2 hunting loot.
Partial Success: You get info but attract
unwanted attention. Partial Success: You find 1 hunting loot but
you lose something: an item, your
Failure: You do not find what you were Conviction (change it), someone’s Debt to you,
looking for, but perhaps you find some other something important to you.
information.
Failure: You attract unwanted attention, either
Change Discipline the spirits of the forest or the wrath of the gods.
Other than a specific story beat, you can also If you choose not to give any of your hunting spoil
willingly change your Discipline by using this to the gods of the forest that you hunted in, you
Downtime Event. As always, keep in mind that incur the wrath of the gods, which will befall you
switching a style also means having to recalibrate at the worst possible time.
muscle memories, as well as having to deal with
any fallouts from your previous guro. Most Doing this Event with royalty is a popular way of
Disciplines require a Guro to learn, which bonding with them: Hunting with Chiefs and
sometimes only come when you have enough Kings is a popular pastime in the islands, and is
Honor for the Guro to find you worth it to teach. an important way for a datu to showcase his
skill, as well as his warrior vassals to prove
When you Change Disciplines, choose a new both their loyalty and their strength to
Discipline and take that Discipline’s Traits and their ruler.
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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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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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.
Heal Injuries
When you choose to heal any injury that you currently have, roll a d6. On a 5+, you heal it no problem. On a 2-4, you have
had to get someone’s help to heal it. Define who and play it out. On a 1, you heal it, but you owe someone now.
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.
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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!”
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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.
TTB is not needed to play Gubat Banwa. It is there purely for 0 Kill a target
those that want to interface with it. If you want to run quick 0 Stop a ritual from being performed
combats within the system, using Moons and Casting the
Crocodile’s Teeth should be more than enough for this, and the 0 Break down the stone wall
use of fiction. In general, one wants to use Tactical Martial Arts 0 Get all allies to the specified location area
for either narratively important or dramatic fights, or if your
table enjoys tactical grid-based combat. 0 Activate all traps or contraptions
0 Incapacitate the enemy team
The Rule of Rosy Gold 0 Convince them to take your side
0 Ensure an escape route
This is the Rosy Gold Rule, so called because it is the Bulawan
Rule tinged with the color of blood. It is this: even in violence, 0 Survive until end of Strike 6
fiction first. This means if something happens that doesn’t make 0 Protect a particular important person or thing
sense in the fiction, that doesn’t happen. Err on the side of
fiction when making proper rulings. The mechanics in this game 0 Destroy a target's ship or armor
will not cover every single fictional possibility.
Loss Condition
The Battle Meditation With all of that done, the Umalagad then sets the Loss
Assume open information in Violence. In Fiction, this is the Condition. Usually this is something like: “If all the
Kadungganan’s Battle Meditation, their inherent grasp on Kadungganan are Posture-Broken or Defeated at the same
violence, intuitively analyzing and predicting their enemy’s time”. Some example Loss Conditions are shown below.
moves, even when outnumbered. Open information is necessary Whatever it is, if the Loss Conditions are met, the Kadungganan
in co-op or solo play. This means every single mechanic in the are considered as having lost the battle, and suffer consequences
map should be known or told before the fight starts or when afterwards. Defeated Kadungganan lose all Conviction they
relevant, including NPC placements and gambits. Stealth might currently have.
mean the Kadungganan know there are warriors there, but they
do not know where exactly. 0 A leader is killed.
0 A place is breached.
0 An enemy falls in love with an ally.
0 An ally reaches the enemy.
0 An ally attacks an enemy.
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Martial Abilities Styles
Each Martial Ability (except HP) starts at 3, and you begin with 2 points distribute
among them during Character Creation, and then gain +1 every time your Legend Each fighter has a Style, which is one from 5.
Grows. Raiders deal damage and move quickly,
Sharpshooters deal damage from afar and
BRV (Bravery): Represents for physical attacks and weapon attacks. Always rolled blasts large areas, Sentinels take the heat and
against POS. take damage, Witches inflict debuffs and forced
movement, and Mediums support their allies
FTH (Faith): Represents mystic attacks, from gods, from magick, from spirits, and heal.
from the soul. Always rolled against RES.
POS (Posture): Parries, deflects, and dodges. Always used to defend against
Bravery Attacks.
Hit Points
RES (Resistance): Represents enduring the strength of explosions, magical lances, Abbreviated as HP, Hit Points dictates how
mental trauma, and soul-rending strikes. Always used to defend against Faith many hits you can take before becoming open to
Attacks. a Deathblow. This is dictated by your active
Discipline.
SPD (Speed): Represents how quick you can travel across the battlefield. SPD is the
number of squares you can move when you Stride.
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.
At the start of violence, you begin at the 1st Strike. At the beginning of every Strike, an NPC Acts first, Example: Suppose there
then a Kadungganan, then an NPC, then so on and so forth, until all fighters have Fulminated. Then, are 3 Kadungganan
that Strike ends and a new Strike begins. This goes on until the Objective or Defeat Conditions are met. (Sam’baha, Dagna, and
Eg: NPC > Kadungganan > NPC > Kadungganan, and so on. NPCs always Fulminate first on every Bakong) against 5 NPCs.
Strike, even if they Fulminated last on the previous Strike. When the Strike begins, the
first NPC fulminates, then
Sam’baha, then the 2nd
A fighter may Fulminate once a Strike. If all fighters of a side have Fulminated, but there are still NPC, then Dagna, then the
fighters on the opposing side that still must Fulminate, a fighter of that side may Fulminate again. No 3rd NPC, then Bakong, then
two fighters of the same side may Fulminate consecutively. The Strike ends when all fighters have the 4th NPC, then Dagna
Fulminated at least once. decides to Fulminate. Then
the 5th NPC goes, and then
If you want to place a hard cap on fights, very often you can make this a Defeat Condition: “Victory is Sam’baha decides to
not achieved by the 8th Strike”. When it is your side’s turn to Fulminate, talk amongst your side who Fulminate afterwards.
the most optimal fighter to Fulminate will be, as a tactical consideration. When you Fulminate, you Then, we move on to the
next Strike.
follow the following steps.
At the start of your Fulmination, roll Fray Teeth > end any
START OF FULMINATION effects that end on Start of Fulmination > Perform any
effects that can be done during Start of Fulmination.
Leap [1]: Rush equal to half of your SPD, but only in a straight line. If
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 more if it
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.
takes more time, usually put in Brackets [X]. Make Vulnerable [1]: Spend 1 Debt from an adjacent fighter and force
them to choose: suffer Sunder (1) or they gain 2 Debt to you at the end
DEFLECT [1]: Bank 1 Defend. If not used before start of your of Violence.
next Fulmination, it goes away. End your Fulmination. Raise [1]: Heal 1 to one Critical ally adjacent to you.
INFLICT VIOLENCE [1]: Unleash one of your Discipline’s Inflict
Violences, the fundamental strikes of your art. Surge [1]: Heal 1/4 of your HP, gain POS and RES Up (2), and then
cleanse all Fray. 1/Violence.
INTERACT [1]: Interact with an item you have. You can also use
this as a general technique for any improvised actions (such as Shove [1]: Push 1 an adjacent fighter or object.
sharing items, etc.) Stride [1]: Move a number of squares up to your SPD.
End and/or perform any effects that end on at the end of your
END OF FULMINATION Fulmination > Tick down durations of all Status Dice by 1 >
Then your Fulmination ends and you can only Fulminate again
on the next Strike.
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Attack Composition
The Violence Cast Attacks will generally be written as follows:
Similar to Casting The Crocodile’s Teeth, when you [Skewering or Overwhelming] [Attack Type] [Attack Element] [BRV or
make an Attack, you perform the Violence Cast. FTH] vs [Target and Range], and then [Additional Effect]
Attack Types
When you make an Attack, (Defense Teeth) equal to the There are three attack types. Attacks will always define what their
collect a number of d10s (Attack target’s appropriate defense Attack Type will be.
Teeth) equal to the indicated (BRV targets POS, FTH targets
Martial Ability (BRV or FTH). RES.) Melee Attacks are attacks that target close by. Melee attacks benefit
from flanking and vantage.
Finally, collect a number of d8s
Ranged Attacks are attacks that target those from afar. Ranged attacks
benefit from vantage but suffer Dullness when attacking a fighter
adjacent to the one making the ranged attack.
If making a melee or ranged Combo Breaker: If this is the Area Attacks are attacks that target multiple fighters. Area attacks do
attack from an Elevation higher second attack in a Fulmination, not benefit from flanking or vantage.
than the target, you have suffer -2d. If this is the 3rd attack
vantage, gain +1d to the Attack or beyond in a Fulmination, Defenses
Teeth. suffer -3d.
Each attack targets a Defense.
If making a melee attack against Add any more bonuses from
an adjacent fighter that you are effects. 0 Posture. You dip, dodge, deflect, and parry and maintain physical
flanking, gain Sharpness. tenacity and composure. Used against Bravery Attacks.
If the attack has more than 1
If attacking a target behind target, roll the Attack Teeth once, 0 Resistance. You steel your willpower, maintain mental composure,
cover, or attacking an adjacent while each target rolls their and dig for a deeper strength, one of the soul. Used against Faith
fighter with a ranged attack, the Defense Teeth. Attacks.
attack suffers Dullness.
A Note on Combined Attacks
Some attacks deal a combined Bravery+Faith. Simply use the higher of
POS or RES to defend against this.
Attack Teeth: d10s that come up Every attack automatically has 1 Hits and Defends Outside of Attacks
as 6+ are Hits (5+ with Sharpness, Hit immediately, which can still
7+ with Dullness). 10s are 2 Hits. be cancelled. You can suffer Hits outside of attacks, which are usually sure Hits,
unless you have Defends stocked up as well. Defends and Hits cancel
Defense Teeth: d8s that come up After cancelling, find the final each other out, so when you use a Defend to cancel a Hit, that Defend is
as 6+ are Defends. Defends number of Hits. For each Hit, gone.
cancel out Hits, 1-for-1. reduce the target’s HP by 1.
Attack Elements
0 If the attack has Skewering, 0 If the attack has
discard the first Defend result. Overwhelming, each Hit from There five attack elements showcase the numerous ways of maiming
0 If the target has Eviscerate, the Violence Cast reduces the that martial artists in Gubat Banwa can do. These elements are
discard 1 Defend. target by 2 HP. intertwined with the various elemental philosophies of the cultures in
0 If the attack scores 0 Hits after Gubat Banwa.
0 If the attacker has Unbalance,
discard the first Hit. all defenses, gain a Thunderbolt
Token. 0 Fire is the scalding flames of blazes, the heat of gun powder and
0 True Hits cannot be cancelled by bullets, blinding lights, the radiance of the stars and the sun. These
Defends. light flammable terrain on fire.
0 Water is intertwined with water, representing cutting jets of water,
sundering poisons and acids, goopy marshes, and even the deep dark
of the unknown abyss, the chilling gloom, and all the spirits within.
0 Air is the howling winds, the boom of thunder and war gongs, the
VISUALIZING THE VIOLENCE CAST devastation of storms, the cackling fulmination of lightning, the flight
When making a Violence Cast, imagine every Attack Tooth as an of arrows and slicing of daggers as well as the heavens and the clouds
actual attack launched: a sword swing, a syllable of an incantation. themselves, and all the spirits within.
Every Hit is something that strikes home. 0 Metal is the harmony of water and fire, the heart of weaponry, the
Every Defense Tooth is an attempt at a block or a parry: a raising of a unmoving being of ambition and strength, the impact of bludgeoning
shield, a meditation upon the diamond body, a maneuvering to steel. Metal in the Sword Isles is often connected to Gold, and also
dodge, a sword clanging against steel. represents lightning (as it conducts it) as well as strength of emotion
and mental state. Metal damage can also represent damage against the
Every Defend cancelling a Hit is a successful block or evasion: lifting a mind.
foot dodge a sweep, twisting in mid-air to deflect flying knives,
standing resolute to prevent a fireball from piercing through, 0 Earth is the element that represents all the living creatures upon the
meditating on protective prayers to resist occult effects! land, which includes Folk, trees, mountains, and all, since everything
has a spirit. It represents even the invisible beings deep in the
Every Hit breaches defense, swats away a guardian sword, draws mountains, the darkness of the divine wilds, and the dead things deep
blood, singes talismans, strikes flesh! below, because what else is death but another phase of life?
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Violent Glossolalia
0 Adjacent: Every square that touches your square’s 0 Flanking: When you and an ally are on squares that are
sides and corners (all 8 squares around you). on opposite ends of a fighter, you are considered
flanking them. Gain Sharpness on melee attacks
0 Ally: Any fighters on your side. against them.
0 Area of Effect (AoE): Any burst, blast, path, or line 0 Fray: Fray is a special kind of damage that represents
patterns. lasting wounds, potent poisons, burning flames,
0 Block: Block is temporary hit points, and do not stack, chilling frosts, and any thing else that might sap your
simply take the highest instance. When you gain Block, vitality as the fight goes on. (P. 64)
all hits against you reduces Block first. 0 Heal X: Heal X amounts of HP.
0 Burning Terrain: Starting a Fulmination or moving 0 Marks: Usually a fighter can only have 1 Mark on them
into Burning Terrain inflicts 1 Hit on the target. at a time. Newer Marks supercede older marks. Unless
0 Chasm: A square that is lower than -4 Elevation. When Marks have a stated duration, they last until the end of
moved into a Chasm, roll a Chance Die. On a 2+, you the Violence or until the marker becomes Critical or
suffer Unbalance and then end up in a square adjacent to Defeated.
the Chasm instead. On a 1, you are Removed From Play 0 Object: Any thing in the battlefield with Durability
instead and return to a square adjacent at the start of (equal to 5 x Size).
the next Strike.
0 Overwhelming: Every Hit from a Violence Cast
0 Cleanse: When you Cleanse something, you remove it reduces 2 HP instead of just 1.
completely, including all Durations of it.
0 Ranges From Elevation: All effects from a higher
0 Close: Every square orthogonal to you (cardinal elevation have a bonus to their range equal to the
directions) on the same Elevation. difference of Elevation between them and the target.
0 Conditioning: When you are attacked by an attack 0 Removed From Play: When you are removed from
with an element you have conditioning to, gain +1 play, you remove your fighter from the battlefield and
Defend. they cannot be targeted.
0 Cover: Cover is a kind of terrain. When line of effect 0 Rush: Special movement that doesn’t trigger any
would go through cover terrain before you, the attack effects, as well as ignores Difficult Terrain. Commonly
suffers Dullness. written as Rush X with X being the number of squares
0 Combo Breaker: A fighter’s second attack in a that can be moved.
Fulmination suffers -2d. Their 3rd attack and beyond 0 Sharpness: Every 5+ on your Attack Teeth is a Hit.
suffers -3d. Cancels out Dullness.
0 Dangerous Terrain: Moving into Dangerous Terrain 0 Skewering: Discard the 1st Defend from the Defense
inflicts 1 Hit on the target. Teeth.
0 Difficult Terrain: It costs +1 Speed to move into 0 Square: The abstract spacial units of a battlefield,
Difficult Terrain. representative of the holy five point shape. The scale of
0 Dullness: You only gain Hits on 7+ on your Attack how large a square is can change according to the
Teeth. Cancels out Sharpness. battlefield.
0 Element: Each attack has an element: either fire, 0 Staggered: If you hit 1/2 of your HP or below, you are
water, metal, air, or earth. Staggered.
0 Elevation: Higher or lower squares. There can be no 0 Summon: Creatures summoned by a summoner.
more than +4 Elevation or -4 Elevation in a map. Higher Usually has 4 HP, and shares Abilities with the
than that is removed from play, lower than that is a Summoner, considered Allies.
chasm. Moving into a square that is higher than you 0 Target: The chosen target of an effect, can be a fighter
costs +1 Speed per Elevation level. Moving into a square or an object.
that is 3+ Elevation levels lower than you inflicts True
Hits equal to the number of Elevation levels you move 0 Terrain: Characteristics of a square.
down. 0 Thunderbolt Tokens [p. 35]: Spend any number of
0 Enemy: Any fighter that is not on your side. these to turn a non-Hit or non-Defend into a Hit or
Defend, before cancelling. Gain whenever you do
0 Fighter: Any creature in the battlefield with HP, something dramatic or badass.
actively fighting.
0 Vantage: When attacking a target on a lower elevation
0 Flying: You ignore terrain and elevation when moving, with a melee or ranged attack, gain +1d.
inflict Dullness against Melee Attacks against you, have
Vantage. Lose Flying when you have Daze, Unbalance, 0 Vulnerability: When you are attacked by an attack
Juggle, or Stun. with an element you have vulnerability to, suffer +1
Hit.
0 Water Terrain: Moving into Water Terrain costs +1
Speed. While in water terrain you are have water and air
vulnerability, but fire conditioning.
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Status Effects
Statuses define a fighter’s current state. When you gain a Status Effect, take a d6 (Status Die) and set it at the Duration dictated by
the status in parenthesis (ie. Bleed (1) would have you put down a d6 at 1). Every end of your Fulmination, tick down the d6 by 1 (a d6
at 2 would go down to 1). If it is at 1, remove that Status. Whenever you gain a Status that you already have, simply add the duration
to the current duration and set the d6 to that (ie., Gaining Bleed (2) while you have Bleed (1) makes you set the status die to 3.) This
means statuses cannot go beyond 6.
Statuses are split into two: Boons are positive effects while Banes are negative effects.
Boons Banes
[ABILITY] [Ability] can be either BRV, FTH, POS, [ABILITY] [Ability] can be either BRV, FTH, POS, RES, or SPD.
Up RES, or SPD. [Ability] Up grants the Down [Ability] Down grants the defined Ability -1.
defined Ability +1.
[Element] [Element] is an attack Element. Having
[Element] [Element] is an attack Element. Having
Vulnerability Vulnerability to an Element makes you suffer +1 Hit
Conditioning Conditioning to an Element gives you +1
Defend against attacks of that element. against attacks of that Element.
Float Ignore all terrain. Bleed Whenever you move, whether voluntarily or
involuntarily, you suffer 1 True Hit.
Protect You have 1 Defend against all sources of
Hits. Daze You can only target close fighters. Lose all Stances.
Regen Short for “regeneration”. Every start of Eviscerate Discard 1 Defend from your Defense Teeth.
Fulmination, you heal 1. Juggle All attacks against you have Sharpness, and you
Stealth Cannot be a valid target for any melee or lose all Stances and cannot take new ones.
ranged attack or effect. Immediately Provoke All your attacks must include the fighter that last
lose this when dealing or suffering provoked you as a target and you cannot move
damage. further away from them.
Stability You cannot be forcibly moved unless you Slow You cannot Fulminate until all other fighters in the
choose to be. field have already Fulminated, 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.
Unbalance Cannot flank, lose all Stances and cannot take new
ones, and you discard the 1st Hit from your Attack
Teeth.
When an attack would bring a Kadungganan to 0 HP, they simply stay at 0 HP. While at
0 HP, they are Critical. While Critical, they can Fulminate as normal. However, if an
attack should bring them to below 0 HP, then the attacker gets to inflict a Deathblow on
the Kadungganan, making them Defeated. Note that a Deathblow can only be dealt by
an Attack or Fray: a Kadungganan cannot be Defeated by non-Violence Cast or non-Fray
Hits.
NPCs are different. Very often once they hit 0 HP, the Kadungganan immediately
gets to inflict a Deathblow on them, and they can be Defeated by Non-Attack Hits.
Defeated means you are removed from play until the end of Violence. Afterwards,
your Kadungganan suffers a Wound Consequence. Defeated doesn’t inherently mean
death. 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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AREA OF EFFECT DIAGRAMS
Burst
X is every square from an Origin Point. If
no range then origin point is caster. To the
left is an example of a range 3 burst 1.
Blast
X is how wide and tall in squares the box
is, but one square must be adjacent to the
origin point. To the right is an example of
a blast 2.
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. To the left is a Line 4.
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. To the
right is a Path 4.
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Advanced
Violence Rules
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Firing of an attack/effect against a target on a lower If no range is listed in an area of effect (or you do not put
Elevation than you gives a +1 square bonus to the range of it within X squares and whatnot) the origin square of the
the effect (if it is not adjacent, melee or close) per AoE is the square of the one performing the effect, or the
Elevation Difference. (Example: Healing someone that is caster.
1 square high, while you’re on a square that is 3 square
high, gives you +2 extra range. A range 2 heal becomes Area of Effect is blocked by blocking terrain, as it still
range 4.) requires line of effect. This means that blocking terrain
can block off an AoE’s effect.
If it is a [range] and then [area of effect], you choose a
square within the specified number of squares from you. 0 Burst X: This is an area that extends to X squares in
That becomes the origin square of the area of effect. every direction from the origin, which can either be an
Range 1 Burst 2 means the you place the origin point of origin square or the user. Every square includes elevation:
the burst within 1 square of you. Range 3 Burst 3 means going up and down. Bursts often include the origin square.
you place it within 3 squares of you. 0 Blast X: This is an attack that must have at least 1
square in its area of effect that is adjacent to the origin
Adjacency: Everywhere within 1 square of you point. X dictates how large the area is: blast 2 would mean
(basically all 8 squares around yours) is considered
X it covers a 2x2 squares area adjacent to the origin point.
adjacent to you. This includes all squares with a For example: a rifle technique might be Range 0 Blast 3,
elevation difference of 1. which means it affects a 3x3 square area, but one of the
squares must be adjacent to the fighter using the
technique. The Blast covers a cube area, so a Blast 3 also
goes up 3 squares and down 3 squares.
Close: Melee range is every square orthogonal to
you (cardinal directions: north, south, east, and X 0 Line X: This is an area that fills a single straight line in
west). Someone not on the same elevation as you is any direction starting from a square adjacent to its origin
not close to you. point. X is how many squares the line is long. The squares
of a Line must be contiguous (sharing a common side or
corner, so you can angle the Line diagonally) but you
Counting Ranges cannot make it so that it “snakes”, it must look like a
straight line. You can angle a line so that it targets
When you count ranges, start from a square adjacent to vertically or diagonally upward.
the origin. Count ranges the same as movement. 0 Path X: This is an area that can be placed in any manner
as long as at least one square is adjacent to the origin
When counting ranges into elevations, in general it is square and all squares are contiguous with each other,
treated the same as if they are horizontal. If you have a sharing at least a path and corner, meaning you can
Technique that targets someone in range 3, you can target “snake” paths. X means how long the path goes.
up 3 squares as well. This can mean a fighter that is 3
squares away and 3 squares up or down in Elevation.
Horizontal range is vertical range. Fields
Fields are lingering zones in the battlefield, like smoke or
changing tides. Fields last until the end of the scene or
until overwritten. New fields overwrite older fields on
each square. In general, you cannot have two of the same
Fields on the battlefield: you cannot have 2 Blazing Fields,
for example. Putting down another field of the same type
would remove the previous Field of that type. Putting
down a second Blazing Field would cost the first Blazing
Field to peter out.
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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 elevation and
on a lower elevation, you are considered as having width in fiction.
vantage: 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
In general, larger sizes are treated as Size 1 when it comes are crocodiles that cause a change in tides, eagles whose
to effects (ie., you cannot hit a Size 2 enemy twice with an wings block out the sun, turtles that are entire islands on
area attack, they only suffer “leave a square” effects once their own, primordial titans, serpents that wind about
every time they move, etc.) entire mountains, and gods.
For the most part, most fighters will be Size 1. Size 1 is, as Elevation Differences: Larger warriors might have
with everything, an abstraction: it can be a small goblin differing elevations. They are always considered on the
ghoul or a mounted knight upon a rainbow raptor. Size 1 highest elevation that any of their squares is on. They are
only takes up a single square on the grid. considered as being on Elevation equal to their Size.
(Example: Size 2 is treated as being on +2 Elevation. A
Size 1/2 are smaller beings. Miniature beings: little earth Size 2 fighter moving from 0 Elevation to +2 Elevation
gods, geckos, ants, little lizards, and such. Size 1/2 is does not spend extra Speed.)
anything below 1 square tall and wide. They only take up
1/4 of a square.
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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When you are Defeated, all your marks on other fighters (N x 2) + 1 Enemies: 4 Fulminations
are lost.
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 expressions of nature. Edges of the Battlefield
Therefore the Battlefield plays an important part to every fight. When creating a battlefield, decide whether the Battlefield’s
Edges (that is, the perimeter, the out of bounds area of the
The three aspects of a Battlefield are Terrain, Weather, and Field battlefield) are either walls or chasms. Check these terrain types
Traits. on the side. If the wall is broken, it becomes chasms.
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Storm Moongleam
The winds pick up, and the rains have come. The moon’s rictus grin shines down upon you all.
0 All ranged attacks suffer -1 range.
0 All area attacks lose the first Hit result.
0 All ranged attacks suffer Dullness.
0 At Strike 3+, every Start of Fulmination, that
0 All fighters’ Speeds are halved unless in covered fighter must roll a Chance Die: on a 7+, they suffer
areas. Daze (2).
0 All Metal Attacks gain +1 Hit.
Hunting Moon
Thunderstorm The moon is gone, and darkness comes upon you all.
It is almost impossible to see through the pall of the 0 All fighters have cover against melee and ranged
tempest. attacks.
0 All ranged attacks suffer -1 range.
0 All ranged attacks suffer +Dullness.
Night
0 All fighters’ Speeds are halved unless in covered
areas. It is the night. The moon might or might not be
shining. A dark premonition burns.
0 All Metal Attacks gain +1 Hit.
0 All fighters in exposed squares have a 10% chance 0 Any fighter in a square not within the illumination
of being struck by lightning (1 True Hit) when they of a light source is considered as having cover.
start their Fulmination.
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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.
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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 or all Fray Teeth 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. Your next
attack is Overwhelming.
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Scenarios
While Victory Conditions supply enough diversity to
completely avoid the “deathmatch” type of encounter, here Escort
are four additional combat encounter types that change “The Sarripada’s life before ours. We must remember our oaths.
things up. These are called Scenarios. The four presented That sworn fealty we pledged under the blooming bamboo
here are: Capture, Escort, Defense, and Last Stand. flowers, before the grand mountain of Gising-gising. If we break
our oath, then what are we but base rocks, made to bleed foes? Let
Capture us remember where we came from. Let sorrow 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
“Datu! The tree, the stone, and the longhouse in the present
HARVEST OF THE SEVENTH MOON 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) travel
struggle!” - Satariya Pakrud, in the Battle of Lightnings and
from one corner of the map to the opposite corner of the
Flames, during the 12th Harvest of the Eighth Moon Era.
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 at Defeat Condition: Strike 6 ends without gaining Victory.
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 16x16 squares. Then, place the deployment
Stalemate: An equal amount of points is achieved at the end zone of the Kadungganan in one of the four corners of the
of Strike 5. map. Make it so that they can surround the Escort Unit.
Then, place the Escape Zone in a 3x3 place that is at least 2 to
Battlefield Setup: When setting up the Battlefield, you must 3 spaces from the opposite edge of the map.
make the size at least 16x16 squares. Then, place three
different 3x3 zones in the field. These are the Zones of Then, place the Initial Deployment Zone for the Enemies
Contention. directly in front of the Target Zone, around 3 to 4 spaces
from it. Then, place reinforcement deployment zones in four
At the end of every Strike, both sides count the number of different parts of the map. Make sure that there are no more
fighters they have at least partially within the Zone of than N + 3 fighters in the map at any given time.
Contention. For each fighter you have within the Zone of
Contention, gain a Capture Point. Prepare double the amount of Enemies than you normally
would, but deploy them in staggered intervals, or to increase
Deployment: Kadungganan and Enemies deploy in opposite tension. You can deploy new Enemies at the beginning of
sides of the map. Both Enemies and Kadungganan must any Enemy Beat.
deploy within a 3x3 space at both edges of the map.
The Escort: Build the Escort as a Companion Folk with the
Enemies may have a contingent of reinforcements, but there same tier as a Kadungganan, but they do not have their own
cannot be more than N + 3 foes on the field at any given time. Fulmination. The Escort moves whenever a Kadungganan or
N being the number of Kadungganan. 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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Defense The young girl did not answer. Sri Nagini turned to the others.
Two young men, one of them drowning himself with alcohol. The
other was stretching, almost nonchalant, like a cat.
“Remember! We are the thunder and the lightning, the hurricane
“All right, fools. Listen up. All we have to do is be a thorn on
and the mountain! We shall protect what is ours. Now is not the
their side, and their war machine will fall. Death is not defeat.”
time to run: they try to raid us for revenge? HA! Let us see about
Sri Nagini turned as the forces of Virbanwa moved across the
that. We are the golden gleaming blades! When we sunder them,
grasslands, appearing from the trees. Sri Nagini and the
let us make sure that they will not meet Hell!” - Sri Pakrud, the
Kadungganan stood within an ancient kota, overlooking the
Battle of Indigo Lake, deep in Tauhaw, against belligerent
Lake of Sirimina.
Tauhawnon, during the Fifth Star Era.
“Remember that wretched and exalted phrase,” said Sri Nagini,
and she raised her spear—the bells upon it clanging in
Defense has you protecting either a single or a number of cacophony—to signal that they were there. She screamed:
Size 3-5 objects. These can be used to dramatically simulate “Revel in love and lightning!”
protecting a castle, protecting civilians and peasants,
protecting a town, or protecting important artifacts. The Last Stand is one of pure desperation. At best, it's
holding out just long enough for a victory in another area.
Objective: The Ward/s still stands at the end of the Strike 8. At worst, it is certain death.
Defeat Condition: All Wards are destroyed. But death brings glory.
Stalemate: All Kadungganan are Defeated. Objective: The Kadungganan have 1 or more Points at the
end of the Strike 6.
Field Setup: When setting up the Field, you must make the
size at least 16x16 squares. Then, place the Ward to be Defeat Condition: The Kadungganan have less than 1 Point
defended in one side. Place Kadungganan Deployment at the end of Strike 6.
directly in front of the objective.
Stalemate: None. This is Victory or Death.
Then, place Enemy deployment zones in three different
areas: one in front of the Kadungganan Deployment zone, Battlefield Setup: When setting up the Field, you must
and then two more at two different sides, on both sides of make the size at least 16x16 squares. Then, place the Last
the map. None should begin behind or beside the Ward. Stand Zone in the center of the map, usually a 3x3 space.
Prepare double the amount of Enemies ([N+3]*2), but hold During Preparation Phase, Kadungganan may place 1:
half of them as reinforcements. At the beginning of Strike either Blocking Terrain or a space of difficult terrain in 1
3+, deploy any number of reinforcements at the edges of square within 2 squares of the Last Stand Zone.
the map, but never going past N+3.
The Foe Deployment Zone is every side of the map. They
Ward: The Object should be at Size 3 to Size 5, and it can be must start from the edges of the map, but they may deploy
a single object or multiple objects (good for simulating in any part of the map’s edges.
defending a number of houses, for example). Define what
this is. Prepare triple the amount of Enemies, but hold half as
Reinforcements. At the beginning of Strike 3+, you can
Last Stand begin deploying reinforcements in the edges of the map,
but you should never have more than N+3.
It was a thunderous morning. The sun was not there to greet
Last Stand Zone: The Kadungganan begin with 4 points. At
them.
the end of Strike 6, tally the points. For each Enemy within
As expected, Sri Nagini was correct. She had anticipated that
the Last Stand Zone, the Kadungganan lose 1 Point. This
the Virbanwanon would follow them to the depths of the
can bring their points to the negatives.
Mairete. She was stuck with just four other Mairete
Kadungganan. Lingid, too. Unknown. No songs about them.
Greenhorns, but Kadungganan all the same. They would have
to do.
The war drums of the Virbanwanon— plundered from Akai
towns no doubt— resounded in the distance.
“Bayi,” said one of them. A young girl, wielding a sikarom taller
than her. She was clad in the full vestment of breastplates and
abaca undershirts. “How many are there?”
“Are you ready for death, child?”
They had to hold out. Just for a bit. Sri Nagini knew that the
young Rajah Batara Ambasi was halfway through the mountain
of Janagdan. All they needed was a couple sun-movements, and
they will be in Alang-alang, and on a karakoa home. To safety.
Rajah Batara Ambasi must not fall.
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At the start of an NPC’s Fulmination, roll their Gambit Die. Once you’ve considered the number of enemies, you should
The result dictates what techniques the NPC performs in then choose at least 2 from below, 3 if its a particularly
order, listed in the Gambit Entry. significant setpiece:
The Gambit is what you call the table itself, Gambit Entries 0 3-5 Field Traits.
are each of the entries listed down, which differ based on the 0 A elevation Variation equal to or greater than +5/-5.
complexity of each Gambit. Each Gambit Entry will have a
multitude of actions. Some actions are Basic Techniques 0 Large swathes of difficult terrain.
(costing 1 Beat to do), but they might have access to other 0 At least 3-5 pieces of cover or blocking terrain.
effects, wherein the number of Beats needed to use it would
be noted in brackets: [X] 0 At least 10 sides of walls.
0 A change in Weather.
If an Action wouldn’t do anything (ie., Inflicting Violence
without a target) the enemy can choose to Stride or Deflect Defeat
instead in place of that part of the Gambit. They must then
move on to the next Gambit action. When an NPC is brought to 0 HP, they are immediately
Defeated, unless stated otherwise.
Traditional Play
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Raider Types
RAIDERS
Raiders move swiftly and scrap, dealing large amounts of damage
when given the opportunity.
MARTIAL ABILITIES
HP 8/9/10 POS 3/4/5
BRV 5/7/9 RES 3/4/4
FTH 3/5/6 SPD 4/6/8
TRAIT: AMBUSH
Ambush: Raiders gain +1d on all melee attacks against targets with
full HP.
Inflict Violence: Flurry
melee metal bravery attack vs 1 adjacent fighter.
GAMBITS (d8)
1-3 Stride > Inflict Violence > Deflect
FIST ASSASSIN
Powerful front line pugilists who can grapple enemies and strike with Extremely close quarters warriors that are super fast and have
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 8/9/10 POS 3/4/5
HP 8/9/10 POS 3/4/5
BRV 5/7/9 RES 3/4/4
BRV 5/7/9 RES 3/4/4
FTH 3/5/6 SPD 4/6/8
FTH 3/5/6 SPD 4/6/8
TRAIT: GRAPPLER
TRAIT: ASSASSIN
Attacks against fighters with Stop have Overwhelming.
Close Attacks vs Staggered enemies have +1 Hit.
INFLICT VIOLENCE: LOCK AND BREAK
Inflict Violence: Karambit
attack with sword elbows that turn into grapples. make a
melee earth bravery attack vs 1 close target, then inflict Lacerate with Unbridled Precision. Melee Air Bravery Attack
stop (1) per 8+ on the attack teeth. vs 1 adjacent fighter. If the target becomes Critical or
Defeated, this fighter may teleport 1.
GAMBITS (d8)
GAMBITS (d8)
1-2 Stride > Inflict Violence > Inflict Violence
1-2 Stride > Inflict Violence > Deflect
3-4 Stride > Inflict Violence > Whack [1]: Inflict 1 Hit on 1
adjacent fighter 3-4 Stride > Inflict Violence > Gatling [1]: Inflict
Violence, ignoring Combo Breaker
5-6 Rush 2 > Inflict Violence > Mortal Grapples Gods [1]: 5-6 Shadows Strike Twice [1]: Teleport SPD > Inflict
Melee Fire Bravery Attack vs 1 close target, consume Violence > Shadowstep [1]: Teleport 2
X Stop to inflict X Hits.
7-8 Shadowstep [1]: Teleport 3 + Anino Devaraja [2]:
7-8 Stride > Wrestle Buddhas [2]: Melee Fire Inflict Violence twice, ignoring Combo Breaker.
Bravery+Faith Attack vs all enemies in blast 3, then
inflict Stop (1).
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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 8/9/10 POS 3/4/5
HP 8/9/10 POS 3/4/5
BRV 5/7/9 RES 3/4/4
BRV 5/7/9 RES 3/4/4
FTH 3/5/6 SPD 4/6/8
FTH 3/5/6 SPD 4/6/8
TRAIT: RAGE
TRAIT: CHARGE
Rage: When Staggered, immediately become Raging for the
After striding 4+ square, gain BRV Up (2). rest of violence. While Raging: Gain +2 to BRV and FTH.
INFLICT VIOLENCE: IMPALE INFLICT VIOLENCE: FURY
skewer enemies: melee metal bravery attack vs 2 attack recklessly: melee metal (fire if raging)
targets in line 2 bravery (+faith if raging) attack vs an adjacent
GAMBITS (d8)
fighter.
GAMBITS (d8)
1-2 Stride > Inflict Violence > Deflect
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 fighter in range 3, then Inflict Stop God! Area Fire Bravery+Faith Attack vs all
(1). fighters in Blast 3
5-6 Lancer’s Speed [1]: Effect: Gain SPD Up (2) > 5-6 Temper [1]: Next attack becomes Skewering. If
Stride > Inflict Violence Raging, also gain Overwhelming > Stride >
7-8 Stride > Sibat Bakunawa [2]: Throw spear in a Inflict Violence
straight line, channeling the spirit of the 7-8 Stride > Fell Cleave [2]: Inflict Violence three
Bakunawa: Area Water Bravery + Faith Attack times, ignoring Combo Breaker.
vs all fighters in Line 6
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 8/9/10 POS 3/4/5
HP 8/9/10 POS 3/4/5
BRV 5/7/9 RES 3/4/4
BRV 5/7/9 RES 3/4/4
FTH 3/5/6 SPD 4/6/8
FTH 3/5/6 SPD 4/6/8
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 Up (2). this fighter. That becomes a Chasm.
INFLICT VIOLENCE: GRACEFUL BLADE At Start of Fulmination, may turn 1 adjacent free square into a
strike like a dancer: melee water bravery attack vs Difficult Terrain, if already Difficult, it becomes a Chasm.
2 fighter in burst 1 Immune to all Terrain.
GAMBITS (d8) INFLICT VIOLENCE: REAP
1-2 Stride > Inflict Violence > Parry [1]: Take on the reap with a sickle: melee earth bravery attack vs
Parry Stance until end of this fighter’s next all fighters in path 3 and then mark each target
Fulmination. While in this stance, when hit.
suffering a melee attack, inflict Unbalance (1) GAMBITS (d8)
per surplus Defend.
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 fighters in
fighters in burst 1. burst 2, all free squares in the burst become
Difficult Terrain
5-6 Sharpen [1]: Gain BRV Up (2) > Stride > Inflict
Violence 3-4 Stride > Harvest [2]: All marked enemies suffer
Pull 2 and 1 Hit.
7-8 Sword Dance [3]: Rush 6 in a straight line,
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 fighters
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 7/8/9 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+ Let loose a flurry of shots:
square away has +1 Hitd. Ranged Metal Bravery Attack
vs 1 fighter in range 6
GAMBITS (d6)
1-2 Stride > Inflict Violence > Inflict Violence
3-4 Push 1/Stride > Inflict Violence > Aim [1]: Mark 1
fighter in range 5 until the end of next Fulmination.
All attacks of this fighter 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 fighters 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 7/8/9 POS 3/4/5
MARTIAL ABILITIES BRV 4/6/8 RES 3/4/5
HP 7/8/9 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 fighters
in blast 3.
When hitting a target with a Shoot the perfect shot:
ranged attack, inflict Aim on Ranged Air Bravery Attack GAMBITS (d6)
them, indefinitely. When vs 1 fighter in range 6, 1 Stride > Stride > Inflict Violence
making an attack on a target ignoring blocking terrain
with Aim, consume X Aim to 2-3 Stride > Inflict Violence > Deflect
add +Xd to the attack. Aim is and cover.
considered a mark.
4-5 Stride(+1) > Dragon Flame [2]: Unleash a
stream of dragon breath: Area Fire
GAMBITS (d6) Bravery+Faith Attack vs all fighters 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 fighters 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 square within burst 5,
inflict 1 True Hit.
6 Stride > Hiyang Shot [2]: Inflict 1 True Hit to all
marked enemies.
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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 7/8/9 POS 3/4/5 HP 7/8/9 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 an area attack, Toss your daggers: Area Metal When attacking with Vantage, Blow a dart: Ranged Earth
inflict 1 True Hit on an enemy Bravery Attack vs all fighters inflict +1 Hit. Bravery Attack vs 1 fighter in
within range 2 of one of the in path 4. range 4, then inflict SPD
targets of the attack Down (1).
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 elevation.
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]: Area Metal Bravery 6 Acrobatics [2]: Rush 5 ignoring elevation >
Attack vs all fighters in path 6, inflicting Venom Cloud: Inflict 1 True Hit and Fray 2 on
Eviscerate (1+1 per 8+ on the attack teeth.) all enemies in blast 4.
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 7/8/9 POS 3/4/5
MARTIAL ABILITIES BRV 4/6/8 RES 3/4/5
HP 7/8/9 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: Ranged
attack. Air Bravery Attack vs 1 fighter
At Strike 3+, gain Float, Lob an explosive ball of flame: in range 3, then all allies in
Overwhelming, and all Hits Area Fire Faith Attack vs all burst 2 may rush 1.
are True Hits until the end of fighters in range 4 burst 1. GAMBITS (d6)
Violence.
1 Stride > Stride > Inflict Violence
GAMBITS (d6)
2-3 Stride > Inflict Violence > Spear Dance [1]:
1 Stride > Inflict Violence > Stride Choose 1 ally in range 3. Bless them with BRV
2-3 Stride > Teleport 1 > Overwhelming Siwa-Merit Up (1).
[1]: Area Fire Faith Attack vs all enemies in 4-5 Stride > Burning Dance [2]: Area Fire Bravery
burst 2. Attack vs all chosen targets in burst 3. All Allies
4-5 Teleport 3 > Siwa Lantaka [2]: Area Fire Faith in the burst gains Overwhelming on their next
Attack vs all fighters in Blast 5. attack.
6 Ajna Siwa [3]: Inflict 1 True Hit on any fighter 6 Stride > Channel Nataraja [2]: Area Earth
in the battlefield. Bravery+Faith Attack vs all enemies in burst 3.
All allies in the burst can Rush 2 and then Inflict
Violence.
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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 10/11/12 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 against the Attack vs an adjacent fighter
triggering fighter. then Push 1
GAMBITS (d10)
1-4 Stride > Stride > Inflict Violence
5-8 Shove/Stride > Inflict Violence > Provoke [1]:
Choose 1 fighter in range 3 and give them Provoke
(1).
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 an
in the thick of it, keeping heat off allies. indestructible wall, a lightning rod against all attacks.
MARTIAL ABILITIES MARTIAL ABILITIES
HP 10/11/12 POS 5/7/9 HP 10/11/12 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: Melee
not have movement stopped. Melee Earth Bravery Attack vs leaves an adjacent square, inflict 1 Metal Bravery attack vs an
Can move into enemy squares, an adjacent fighter, Push 1, True Hit. adjacent fighter, inflict SPD Down
colliding. Does not suffer then Rush into the vacated (1).
damage from collides. Can only square
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 Defend
1-3 Stride > Inflict Violence > Inflict Violence against the next attack.
4-6 Stride > Inflict Violence > Momentum [1]: Gain 7-9 Stalwart [1]: Gain Block +1 > Taunt [1]: Pull 2 one
SPD Up (2). fighter in burst 3 > Inflict Violence
7-9 Inflict Violence > Stampede [2]: Rush 5, moving 10 Stride > Guardian Aura [2]: Mark every ally in burst 3.
through enemies, inflicting 2 True Hits per Any time a fighter makes an attack against a marked
enemy moved through. Can only move through ally, become the target of the attack instead.
enemies once.
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 10/11/12 POS 5/7/9 HP 10/11/12 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 an adjacent Any fighter that has Fray is Strike with burning strikes:
fighter, inflict Eviscerate (1) considered as having Provoke Melee Fire Faith vs All target
to the Destroyer in path 2, inflict Fray 1.
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] twice. When an enemy
Gain Opportunity [Boon] twice. When an leaves an adjacent square, inflict 1 True Hit
enemy leaves an adjacent square, inflict 1 True 4-6 Stride > Inflict Violence > Conflagrate [1]:
Hit Inflict Fray 1 on all enemies in burst 2.
7-9 Stride > Quake [2]: Area Earth Bravery Attack 7-9 Stride > Cleansing Flame of Makaobus [2]: Area
vs all enemies in range 1 burst 1, then inflict Fire Bravery (+1 per Bane on target) Attack vs
Stop (1) all enemies in blast 3, inflicting Fray 2.
10 Stride > Stalwart [1]: Gain Block +1 > Shield 10 Makaobus-Buda Inferno [3]: Area Fire
Bash [1]: Melee Metal Bravery (+1 per current Faith+Bravery Attack vs all enemies in burst 5,
Block) attack vs 1 adjacent fighter, then Push 2. Pull 3 (any fighter that collides with the
Destroyer suffers Fray 1)
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 10/11/12 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 10/11/12 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 an adjacent Trait: Burden Inflict Violence: Blessed Kalis
attacked, Rush 3, inflicting 1 fighter, if the target has When an ally is targeted Smite with blessed fervor:
True Hit if adjacent by end of Provoke, this becomes within burst 2, may change the Melee Fire Bravery vs an
Rush. Choose a new Ward Bravery+Bravery. target to the Champion adjacent fighter. 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 (2) to a single adjacent fighter. Block +1
4-6 Stride > Inflict Violence > Opportunity [1]: 4-6 Stride > Budhi Taming [2]: Gain Block 3.
Gain Opportunity [Boon] twice. When an
enemy leaves an adjacent square, inflict 1 True
Hit 7-9 Stride > Imbue Sunlight [1]: Protect (2) all allies
7-9 Dogged Drive [1]: Gain SPD Up (2) > Stride > in burst 2. > Adlaw’s Glave [1]: Melee Fire
Hamstring [1]: Melee Earth Bravery attack vs Bravery+Faith Attack vs All Fighters in Blast 3
an adjacent fighter, then inflict Stop (1). 10 Dakog Kalasag [3]: Gain Immunity against the
10 Mukunda’s Chariot [3]: Teleport adjacent to any next melee or ranged attack.
enemy and then Inflict Violence to all enemies
in burst 2, then inflict Provoke (1 +1 per 7+ on
the Attack Teeth).
83
VIOLENCE
Witch Types
WITCH
Witches control the battlefield with banes and afflictions.
MARTIAL ABILITIES
HP 6/7/8 POS 3/4/5
BRV 3/4/5 RES 3/4/5
FTH 5/7/9 SPD 3/4/5
Trait: Potent Curse Inflict Violence: Hex
When this fighter makes a Faith A word and gesture, snarling,
Attack, every Hit they gain post- and then torture: Ranged Earth
Defends also gives the target Faith Attack vs 1 fighter in range
Eviscerate (1). 5 then inflict BRV Down (1)
GAMBITS (d12)
1-4 Stride > Inflict Violence > Stride
5-8 Stride > Cursed Suggestion [1]: Slide 1 all fighters
of choice in range 3 burst 1 > Inflict Violence
9-12 Stride > Armor Break [2]: Inflict all chosen fighters
in range 3 burst 1 with POS Down (2).
TORMENTOR ATROCITY
Tormentors are bombard victims with ailments to slow them A Dihiyang infested warrior, who uses the perversion of harmony
down and whittle their will. 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 6/7/8 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 3/4/5
FTH 5/7/9 SPD 3/4/5
FTH 5/7/9 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 fighter in range 3, then all fighter in range 3, inflict BRV
target. Can only have 3 Spirits Spirits in the field inflict 1 Down (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, 1-3 Stride > Stride > Inflict Violence
put down a Spirit in range 5.
4-6 Stride > Doubt [1]: Inflict FTH Down (2) to a
GAMBITS (d12) fighter in range 3 > Insult [1]: Inflict POS Down
1-3 Inflict Violence > Inflict Violence > Inflict (2) to a fighter in range 3
Violence 7-9 Stride > Dominate [2]: Force 1 fighter in range 3
4-6 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) 1 fighter in
7-9 Faith Unending [1]: Heal 1 all spirits > Fury range 2.
Diwa [1]: All spirits may Rush 1 > Reprimand [1]:
Stop (1) 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 6/7/8 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 3/4/5
FTH 5/7/9 SPD 3/4/5
FTH 5/7/9 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 fighters, then Push 2
into dangerous terrain until attack vs all fighters in range 3 GAMBITS (d12)
the end of their next blast 3, inflict Bleed (1).
Fulmination 1-3 Build [1]: Place a Size 1 Object on an adjacent
free square > Stride > Inflict Violence
GAMBITS (d12)
4-6 Build [1]: Place a Size 1 Object on an adjacent
1-3 Stride > Inflict Violence > Hobbling Trap [1]: free square > Leap > Inflict Violence
Turn 1 free square in range 3 into difficult
terrain 7-9 Repair [1]: Heal 1 all adjacent allies >
Inscriptions [1]: All enemies adjacent to objects
4-6 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
7-9 Spike Trap [2]: Choose 1 square in range 3. All free square >Build [1]: Place a Size 1 Object on
enemies in burst 2 of the square suffer 1 True an adjacent free square >Build [1]: Place a Size 1
Hit and Stop (1) > Stride Object on an adjacent free square
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 9/10/11 POS 3/4/5
BRV 3/4/5 RES 4/5/6
FTH 3/4/5 SPD 3/4/5
Trait: Empower Inflict Violence: Chant
When an ally starts their Incant a stirring chant: Ranged
Fulmination adjacent to the Fire Faith attack vs 1 fighter in
Medium, they gain Block 1. 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 wounds Spirit mediums that interact with the invisible realm of spirits
and make others stronger. through trances and dances.
MARTIAL ABILITIES MARTIAL ABILITIES
HP 9/10/11 POS 3/4/5 HP 9/10/11 POS 3/4/5
BRV 3/4/5 RES 4/5/6 BRV 3/4/5 RES 4/5/6
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 ally Draw blood for healing: Melee Allies that start their Choose 1 ally in range 3. A sword
falls to Staggered, heal 2 them Metal Bravery attack vs an Fulmination adjacent heal 1. spirit possesses them: giving
immediately. adjacent fighter, Push 2 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 RES+1 >
2-3 Stride > Inflict Violence > Heal [1]: Heal 1 one range Spirit Break! [1]: Let 1 ally in range 3 Inflict
2 ally Violence
4-5 Stride > Hearten [1]: Give 1 ally in range 3 RES+1 > 4-5 Stride > Balahala Adlaw’s Blessing [2]: Range 3
Purify [1]: Cleanse a single effect from an ally in Burst 2: all allies in the burst can gain +1d on their
range 3. next attack and they can choose to make it deal fire
6 Selfcare [1]: Heal 1 self > Stride > Heal [1]: Heal 1 one attack.
range 2 ally 6 Stride > Flood God [2]: All allies in line of sight gain
Regen (2).
86
VIOLENCE
WARLORD SINGER
A frontline warrior that leads their allies to supreme victory. Incanters and intoners who have mastered the art of the
warsong, letting them infuse powerful spirits of song upon
MARTIAL ABILITIES themselves and their allies.
HP 9/10/11 POS 3/4/5 MARTIAL ABILITIES
BRV 4/5/6 RES 4/5/6 HP 9/10/11 POS 3/4/5
FTH 2/3/4 SPD 3/4/5 BRV 4/5/6 RES 4/5/6
Trait: Advance Inflict Violence: Blade FTH 3/4/5 SPD 3/4/5
At start of Fulmination, Rush 1 Strike with a leading blade: Trait: Tempo Inflict Violence: Kudyapi
all adjacent allies. Melee Metal Bravery Attack vs
an adjacent fighter, then 1 When an ally starts their Strum the strings: Area Air
adjacent ally may Inflict Fulmination while within the Faith attack vs all enemies in
Violence burst 2 of the Singer they gain blast 3, all allies in the blast
SPD Up (1). may rush 1
GAMBITS (d6)
GAMBITS (d6)
1 Stride > Order [1]: 1 ally in range 2 may Stride >
Inflict Violence 1 Stride > Quickening Ambahan [2]: All allies in
2-3 Inspire [1]: Heal 1 adjacent ally > Inflict burst 2 gain SPD Up (2).
Violence > Rouse [1]: Give 1 ally in range 3 SPD 2-3 Stride > Exalt [2]: Heal 1 all allies in blast 3
Up (2) 4-5 Stride > War Song [2]: All allies in line of sight
4-5 Stride > Brave [2]: All allies in line of sight gain gain the Aggressive Stance until they are
BRV Up (2). attacked. When attacked, they can choose to
6 Order [1]: 1 ally in range 2 may Stride > Break roll their BRV or FTH instead of Defense,
[2]: All allies in burst 2 may inflict violence. rolling Hits against the attacker instead of
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 9/10/11 POS 3/4/5 HP 9/10/11 POS 3/4/5
BRV 2/3/4 RES 4/5/6 BRV 3/4/5 RES 4/5/6
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-
have +1d to all attacks. palm: Melee Fire Faith Attack within burst 2, inflict 1 Hit to headed mace: melee metal
vs all fighters in Line 3, 1 ally the attacker afterwards. Faith Attack vs 1 fighter in
that can be seen gets +1d on range 3. Then inflict SPD
their next attack. Down (1).
GAMBITS (d6) GAMBITS (d6)
1 Stride > Enlighten [1]: All allies in burst 2 gain 1 Law of Siwa-Batala Reality [3]: Teleport 3 all
FTH Up (1) > Inflict Violence allies in the battlefield.
2-3 Stride > Purification [2]: Mark all allies in burst 2-3 Stride > Eradicate Maya [2]: Cleanse all chosen
2 indefinitely. A marked ally can only suffer 1 effects from a single ally within line of sight
Hit on the next attack against them, they then 4-5 Rush 3 > Place Altar [2]: Place a Size 1 Altar in
lose the mark. an adjacent square. All allies adjacent to the
4-5 Stride > Love [1]: 1 ally in range 3 gains POS Up altar are considered as having Protect.
(2) and RES Up (2). > Lightning [1]: All enemies 6 Law of Wisnu-Hari Reality [3]: All enemies in
adjacent to any ally with any Ability Modifier the field are marked. When the marked enemy
suffers 1 True Hit. makes an attack during their turn, Stop (1)
6 Temporary Nirvana [3]: 1 ally in range 3 them immediately, and then inflict 1 True Hit.
becomes immune to all hits on the next attack. They then lose the Mark.
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 8 x Kadungganan POS 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 against Heirloom Blade: Strike down with
all ranged attacks. an heirloom blade, sending
cutting winds in a line. Melee
Parry: Once per Strike, the Metal Bravery attack vs all fighters
Swordmaster may declare that in Line 3, may Rush 1 before or
they Parry when the target of a 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 Down (1) to 1 adjacent fighter.
3-4 Stride > Inflict Violence > Sword Break [2]: Inflict
BRV Down (1) to 1 adjacent fighter.
5-6 Stride > Judgment Cut [2]: Area Metal Bravery Attack
vs all fighters in range 3 burst 1 > Mind Break [2]:
Inflict FTH Down (1) to 1 adjacent fighter.
7-8 Stride > Inflict Violence > Time Break [2]: Inflict SPD
Down (1) to 1 adjacent fighter.
PHASE 2: UNSHEATHED SWORD (When Staggered, trigger this
immediately. Also, Gambit Die becomes a d10.)
1-2 Teleport adjacent to any Sword > Inflict Violence >
Sword God [2}: Inflict 1 Hit on all enemies adjacent to
each Sword
3-4 Stride > Braver [1]: Gain BRV Up (2) > 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 fighters 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 Combo Breaker
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 7x 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 fighter in
Quick Reload: Reroll all 1s on range 7
Attack Teeth.
Lantaka: Area Water Bravery
Bombardier: All area attacks Attack vs 1 fighter in range 4
have +1 Hit. Burst 1
Terakul: Area Fire Bravery
Attack vs all fighters 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 fighters in Line 7 >
Rush 2
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 fighters in Line 7 >
Rusak Astra [1]: Inflict 1 Hit on any fighter in
the battlefield
4 Nataraja Gunslinger [1]: Rush 4, then gain SPD
Up (2) 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]: Overwhelming Area Fire
Bravery+Faith Attack vs all chosen targets in
Blast 5
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 10 x 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.
They have Metal and Earth Conditioning, but Air Vulnerability.
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 -1 to SPD.
Inflict Violence: Kali Panabas
Cleave the earth with the panabas of the goddess of destruction: Melee
Metal Bravery Attack vs all chosen fighters in blast 3, then mark all
fighters until the end of their Fulmination.
GAMBITS (d10)
Phase 1: Channel Rudra
1-3 Stride > Stride > Inflict Violence > Shove
4-6 Stride > Inflict Violence > Distract [1]: Provoke (2)
fighter in range 2 > Shove
7-8 Stride > Inflict Violence > Makapulao Facet [1]: Inflict
a Slow (1) on 1 fighter in range 2. > Shield Up [1]: Gain
1 Defense against the next attack.
9-10 Laho Swallows The Sun [4]: Take on the Sun-
Swallowing Stance. While in the Stance, gain +1d to
all Defense Teeth. 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 2 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 +1 to all
Defense Teeth. 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 square >
Lakanbakod’s Wall [2]: Place a wall terrain in one side
of the target’s square > Stride
7-8 Wisnu Ward [2]: Gain Block 5 > Inflict Violence >
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 7x 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 Phase 2: Power of the Crone (Trigger immediately when Staggered)
Witchery: Area Air Faith Attack vs all chosen targets in Blast 5, Slide 1-3 Dog Shapeshift [1]: Gain SPD Up (2), inflict SPD Down (1) on all
3, and then Fray 1. enemies in burst 2 > Stride > Inflict Violence > Night Veil [1]:
Gain a Cover against the next attack
GAMBITS (d12)
4-6 Stride > Dog Shapeshift [1]: Gain SPD Up (2), inflict SPD Down
Phase 1: Wicked Witcheries (1) on all enemies in burst 2 > Demon Bird Shapeshift [1]:
1-3 Stride > Inflict Violence > Inflict Violence > Stride Teleport 3 and then gain Vantage on all attacks until end of
next Fulmination > Hokot [1]: Inflict 1 True Hit to all enemies
4-6 Teleport 5 > Inflict Violence > Night Veil [1]: Gain a in line 6
Cover against the next attack > Shatter Hex [1]: 7-9 Stride > Rakshasa Hex [3]: Inflict two: SPD Down (1),
Inflict BRV Down (2), FTH Down (2). Eviscerate (2), Unbalance (2), POS Down (2) or RES Down (2) to
7-9 Stride > Dog Shapeshift [1]: Gain SPD Up (2), 1 fighter in range 5 > Hokot [1]: Inflict 1 True Hit to all enemies
inflict SPD Down (1) on all enemies in burst 2 > in line 6
Stride > Inflict Violence 10-11 Asura Shapeshift [2]: Gain Overwhelming and Skewering to
10-11 Stride > Demon Bird Shapeshift [1]: Teleport 3 and all attacks until end of next Strike, and gain FTH Up (3) > Inflict
then gain Vantage on all attacks until end of next Cursed Ajna [2]: Inflict 1 True Hit on all enemies in the
Fulmination > Hokot [1]: Inflict 1 True Hit to all battlefield, and give each POS Down (2).
enemies in line 6 > Inflict Violence 12 Mahakala Swallowing [4]: Inflict Doom x5 on each enemy in
12 Stride > Rakshasa Hex [3]: Inflict two: SPD Down the field. When a fighter removes the last Doom, they are
(1), Eviscerate (2), Unbalance (2), POS Down (2) or immediately Defeated. Trigger this automatically at the
RES Down (2) to 1 fighter in range 5 beginning of Strike 5. Cannot stack Doom: whenever Mahakala
Swallowing is performed again, simply Stun (1) 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 9x 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 and FTH Up
(2).
GAMBITS (d6)
Phase 1: Channel Spirits Phase 2: Channel Gods (Trigger immediately when Staggered)
1-2: Stride > Inflict Violence > Evoke [2] All minions in the field 1-2 Stride > Inflict Violence > Evoke [2] All minions in the field
may Inflict Violence may Inflict Violence
3: Teleport 3 > Law of Siwa-Batala Reality [3]: Teleport 3 all allies 3 Stride > War Spirit Summons [2]: All allies in burst 2 gain
in the battlefield. Block 3 and Skewering until the end of their next
4: Spirit Tunnel [1]: Switch places with a minion in the field, Fulmination. > Inflict Violence
teleporting > Inflict Violence > Lesser Evoke [1]: 1 minion in the 4 Stride > Channel Lawana [2]: The Katuuran and all allies in
field may inflict violence the field may teleport 3, then gain POS Up (2) and RES Up
5: Stride > Thunderbolt Vehicle [2]: All allies in burst 3 may (2) > Inflict Violence
inflict violence with +1 Hit > God Lightning [1]: Inflict 1 Hit on a 5 Stride > Channel Lakapati [3]: All enemies in burst 2’s next
single enemy in the battlefield, consume any number of effects attack cannot gain more than 1 Hit.
to deal 1 Hit per effect consume
6 Channel Batala [4]: The Katuuran and all allies in the field
6: Teleport 5 > Place Altar [2]: Place a Size 1 Altar in an adjacent gain Overwhelming until the end of the next Strike. The
square. All allies adjacent to the altar are considered as having Katuuran then summons 3 more minions, and raises 5
Protect. > Slide 3 an enemy in range 4 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 > Inflict Violence > 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 CAZADOR DE DIOSES, ROYAL HUNTSMAN
even in death. It is my work that matters to them. It is my
function. ‘Tis the only Nirvana.” “O, mighty Star God, I am wreathed in shadow. I am the blade
of the Church and the arrow loosed from the bow of the
MARTIAL ABILITIES Crown. I am the greatest weapon, the srike upon the
HP 16/18/20 POS 3/3/3 heathens. When I have chosen my prey, I will not stop until
they are dead. My head is that of an Astral Owl, and my skin is
BRV 7/8/9 RES 3/3/3 as black as a starless night. I stand towering over others, and
my appendages are slender like branches of trees, and my jaw
FTH 7/8/9 SPD 6/6/6 hangs slack. My bow is my spine. I am the shadow at the
Trait: Carry Out The Great Inflict Violence: Holy Starlight corner of thine eyes. Ye are my prey.”
Commission Lance MARTIAL ABILITIES
Ignore all terrain and Summon a lance of HP 14/16/18 POS 2/3/4
elevation, as well as cover. All fulminating starburst: Melee
attacks against non-Pale Kings Fire Bravery attack vs all BRV 4/6/8 RES 3/4/5
always have Sharpness. fighters in Line 2 FTH 4/6/8 SPD 6/6/6
GAMBITS (d8) Trait: Sidereal Bullet Cazador Inflict Violence: Sidereal Rifle
1-2 Stride > Inflict Violence > Inflict Violence Attacking marked targets Fire an astral bullet: Ranged
Sharpness. All melee attacks Fire Bravery Attack vs 1
3-4 Stride > Inflict Violence > Arrows From The against the Cazador suffer fighter in range 15, Skewering,
Stars [1]: Area Fire Faith Attack vs all fighters in Dullness. Mark each target
range 3 burst 1
5-6 Stride > Sidereal Blessing Sword [1]: Area Fire GAMBITS (d6)
Faith Attack vs all fighters in Blast 5 > Pain [1] 1-2 Stride > Stride > Inflict Violence
Melee Fire Bravery Attack vs 1 fighter in blast 5 3-4 Teleport 5 > Inflict Violence > Shadeflesh [1]:
7-8 With This Lance I Shall Skewer Your Heathen Gain cover until end of next Fulmination.
Gods [3]: Make the following attack twice: When suffering any damage while in cover,
Melee Fire Bravery+Faith Attack vs all fighters inflict 1 Hit to all enemies in burst 2.
in range 5 Line 6 5 Aim [1]: Sunder (1) all Marks. > Arrows From
Heaven [2]: Inflict Violence twice, ignoring
Combo Breaker.
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 12/14/16 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 20/22/24 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 enemies in range
Trait: Astral Steed Inflict Violence: Astral Saber 3 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 fighters 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 (2) and Fire Vulnerability (2) to 1
1-3 Stride > Stride > Inflict Violence fighter 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 fighter
inflict 1 True Hit on all enemies in the field. in range 3.
7-9 Horrid Visages [1]: Provoke (1) a fighter in Ruin: Your HP becomes 1 for the duration of
range 3. While Provoked, they are considered Ruin. If you are brought to 0 HP, lose Ruin.
as suffering Slow. > Stride > Smite [1]: Melee 10-12 Screaming Scorn Sermon [3]: Inflict 1 True Hit
Fire Bravery+Faith Attack, Fray 2, if target has and Stun (1) on all chosen targets in burst 3.
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 9 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 always has Float.
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 enemies 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 Up (1), FTH Up (1) > Hosanna! [1]: All allies in the
battlefield gain POS Up (2) and RES Up (2). > 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
To make a Folk enemy, choose one of the Enemy Types and JAVELIN
apply the Folk Template and one of the Mahamandala
Templates below. Poison dipped spears are the most common form of projectile
weapon in Gatusan. Oftentimes deadlier than bullets, as the
spears thrown—bamboo with firehardened tips—are hard to get
Gatusan out, embed deeper, and can spread horrible poison. Javelins are a
trained class of spear throwers that rival even the best of archers
The Rajahnate is made up of 999 Chiefdoms, all pledging and gunners.
allegiance to a single Raja, known as the Raja Batara. The MARTIAL ABILITIES
current Raja Batara is a powerful warrior named Ambasi. HP 7/8/9 POS 3/4/4
Each of the chiefdoms are on the brink of statehood. Their
mandalas grow. Any single state that gains large amounts of BRV 4/6/8 RES 3/4/5
manpower will for be able to challenge Ambasi’s Mandala, FTH 4/6/8 SPD 3/3/4
which emanates from Kotaraya Kangdaya, or the great City Trait: Pinning Spears Inflict Violence: Throw Javelin
of Kangdaya.
When making a Ranged attack Chuck a long javelin: Ranged
Warriors of Gatusan burn with a yearning for gold and with vantage, also inflict SPD Metal Bravery Attack vs 1 fighter
Down (1). in range 4, then Rush 1
glory. For them, Glory is nirvana, it is a transcendent ideal,
something that will make them Gods, but something that GAMBITS (d6)
must forever be chased after. 1 Stride > Stride > Inflict Violence
2-3 Stride > Leap > Inflict Violence
Gatusan Origin Template
4-5 Stride > Snake Venom [2]: Ranged Earth Bravery
Each Gatusan fighter has the following mechanic: Attack vs 1 fighter in range 5, Fray (1 +1 per 9+ on
the Attack Teeth)
It’s Time To Raid! At the beginning of a Strike, the Gatusan 6 Stride > Inflict Violence > Spear Palisade [1]: Put
fighters choose a single enemy in the field as their Raid down a wall on any side of any square in range 4.
Target. All their attacks against the Raid Target gains
Skewering. If that enemy is brought to 0 HP, all Gatusan
fighters in the field can heal 1 HP and Rush 1.
100
VIOLENCE
KAWACA LORD
Powerful warriors clad in chainmail (known as kawaca) and crimson Lords are chosen by their merit and their might. Even if they
kopiah. They wield guns, water-engraved shields, and swords. They come from a long line of kings, if they cannot supply the
make up an elite warrior-class, though not all of them are required righteousness or violence, then they will be taken over
Kadungganan. Very often they are royal guardians, very close to the by that which deserves it more. Most Lords are on the Path of
warlord that they serve. Glory, fighting and inflicting violence to ensure peace for their
family (that is, their entire banwa) as well as to perform great
MARTIAL ABILITIES feats of excellence that will cause them to be remembered.
HP 10/11/12 POS 5/7/9
MARTIAL ABILITIES
BRV 3/4/5 RES 4/5/6
HP 9/10/11 POS 3/4/5
FTH 3/4/5 SPD 3/4/4
BRV 3/4/5 RES 3/4/5
Trait: Readied Shields Inflict Violence: Lance FTH 3/4/5 SPD 3/4/5
8s on Defense Teeth generate 2 Strike down with polished spears:
Defenses. Melee Metal Bravery Attack vs 1 Trait: Shout! Inflict Violence: Cleave
fighter in range 2, Slide 1 Whenever this fighter starts Slice with a rending weapon:
their Fulmination, it and all Melee Metal Bravery Attack vs 2
GAMBITS (d10) allies in burst 2 may Rush 2. adjacent fighters, then Slide 2
1-3 Stride > Inflict Violence > Inflict Violence GAMBITS (d6)
4-6 Stride > Inflict Violence/Push 3 > Inflict Violence/ 1 Mocking Laugh [3]: Inflict 1 damage on each
Push 3 enemy in burst 3, and then inflict Unbalance (2).
7-9 Rush 3, ignoring terrain > Water Buffalo Overwhelm 2-3 Chant: This fighter and all allies in burst 3 gain
[2]: Melee Earth Bravery Attack vs all enemies in blast BRV Up (1) and FTH Up (1) > Stride > Inflict
3, inflicting Provoke (1) Violence
10 Stride > Fire! [2]: Area Fire Bravery+Faith Attack vs all 4-5 Stride > Bodyong [1]: 1 ally in range 3 may Inflict
enemies in line 5, inflicting Provoke (1) Violence > Inflict Violence
6 Rousing Speech [3]: Gain Skewering on this
fighter’s next attack. All allies in burst 3 gains
CURSEWITCH Overwhelming on their next attack.
MARTIAL ABILITIES
HP 6/7/8 POS 3/4/5
BRV 3/4/5 RES 3/4/5
FTH 5/7/9 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. Can Earth Faith Attack vs 1 fighter in
be used as the origin point for all range 4, inflict POS Down (1) and
effects by the Cursewitch. Every RES Down (1)
start of this fighter’s
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 (2)/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 2 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 (2) 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 10 x Kadungganan POS 7/8/9
BRV 5/6/7 RES 7/8/9
FTH 5/6/7 SPD 5/5/5
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 +1 to BRV > 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 (2).
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 Up (2), Stability (2), and
SPD Up (2).
3-4 Stride > Inflict Violence > Gatling [1]: Inflict Violence withou Combo Breaker > Deflect
5-6 Stride > Inflict Violence > Impossible Virtue [2]: Gain Stability (2), SPD Up (2), and POS Up (2).
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 fighter in range 3, inflict POS grass, burning, water, (1) on an adjacent fighter.
they become a different Down (1) frozen, or scorched terrain Then inflict 1 Hit on every
Apumbukid Origin Fighter. as the origin point for fighter in the field with
They may Fulminate again. effects. Stop.
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 (2)
2-3 Stride > Inflict Violence > Think [1]: The sage on every enemy in burst 3.
and all allies in burst 2 Deflect.
7-9 Stride > Momentum [1]: Rush 3, moving
4-5 Stride > Inflict Violence > Inflict Harmony [1]: through enemies. If moving into tall grass
The Sage and any fighter in the battlefield terrain, teleport 3, and then continue the rush
may swap squares, teleporting. if there is still rush remaining. Enemies
6 Kill [3]: The Sage asks all enemies in the moved through suffer Stop (1) > Inflict
battlefield to roll a d6. On a 5+, they are safe. Violence
Otherwise, they suffer 5 True Hits. Any 10-12 Stride > Inflict Violence > Tear Apart [1]: Slide
fighters brought to 0HP from this heals 1 the 1 a fighter in range 3 and then Slide 2 any
Sage and all allies. fighter in the field with Stop.
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
Attack vs 1 fighter in path 3 an adjacent fighter, Push 1 per
6+.
GAMBITS (d8)
GAMBITS (d10)
1-2 Stride > Stride > Inflict Violence
1-3 Stride > Inflict Violence > Inflict Violence
3-4 Stride > Purify Blade [1]: If there is tall grass,
burning, water, or frozen terrain adjacent, 4-6 Stride > Stampede [2]: Rush 6 in a straight line,
channel the terrain to +1d on next attack > through enemies. Inflict 1 Hit to every enemy
Deflection [1]: Gain Deflection Stance. After moved through.
canceling any Hits with Defends, Rush 2 after 7-9 Rush 3, ignoring terrain > Inflict Violence > Plant
the attack. Shield [1]: Place a shield (Size 1 Object, Blocking
5-6 Pureblade Emanation [2]: Inflict 1 Hit on Terrain, Cover) in an adjacent square. Any fighter
every enemy within burst 1 of every tall grass that collides with the shield suffers Push 1 away
terrain > Inflict Violence from the shield.
7-8 White Wind Slicing [3]: Take on the White 10 Stride > Shield Whirlwind! [2]: Area Air
Wind Stance. At any point before start of this Bravery+Faith Attack vs all enemies in burst 2,
fighter’s next Fulmination, may consume the then plant a Shield in an unoccupied square in the
White Wind Stance to teleport 1 and then burst.
make a Melee Fire Bravery Attack vs all
fighters in Path 10
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. fighters in range 3 blast 3.
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 (1) on a
fighter in range 6 > Lightning Arc [1]: Make a
ranged air faith attack vs 1 fighter in range 5,
make the same attack against any target in
range 2.
6 Wind Rider [3]: Area Air Faith Attack vs all
fighters 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 9 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 an
adjacent fighter, 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]: Give self and all allies in burst 3 BRV Up (2), FTH Up (2) > 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 suffer Fray 2.
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]: Give self and all allies in burst 3 BRV Up (2), FTH Up (2) > 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 2.
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 enemies 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 trickster 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 6/7/8 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 5/7/9 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 fighter
gains Striving, they give +2d in range 2. Any one ally may the field may teleport 1. in 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 enemies 7-9 Stride > Return Gift [2]: 1 fighter in range 3
in blast 3, all allies in the blast may Rush 1 and gains of Sunder (d8).
gains BRV Up/FTH Up (2).
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 Up (2) and BRV Up/FTH Up (2).
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 10/11/12 POS 5/7/9
HP 8/9/10 POS 3/4/5
BRV 3/4/5 RES 3/4/5
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 an Striving, they mark all Bravery Attack vs all fighters
spaces and become a adjacent fighter, then this enemies in burst 3, they gain in path 4, inflict +1 Hit if the
Phantasm until start of next fighter gains Stealth (2) 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 > Inflict Violence > 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 (1) 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 an adjacent 3.
fighter, 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 (2) 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 7/8/9 POS 3/4/5
BRV 4/6/8 RES 3/4/5
FTH 4/6/8 SPD 3/3/4
Trait: Pandita Inflict Violence: Wither
When this fighter gains Unleash a powerful gust:
Striving, inflict 1 Hit on all Ranged Water Faith Attack vs
enemies in burst 3, and then 1 fighter in range 5, inflict
heal 1 all allies in the burst. Eviscerate (1)
GAMBITS (d6)
1 Mata-Mata [2]: Teleport 5, and then inflict
Daze (1) 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 fighters in path 7,
inflicting Slow (1) 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 8 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 fighters
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 Combo Breaker.
3-4 Stride > Waste The Land [2]: Area Earth Bravery Attack vs all fighters in burst 3, inflict Stun (1), but
suffer Stun (1) > Deflect
5-6 Stride > Grab [1]: Inflict Stop (1) 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 (1) 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 Combo Breaker.
3-4 Stride > Waste The Land [2]: Area Earth Bravery Attack vs all fighters in burst 3, inflict Stun (1), but
suffer Stun (1) > Deflect
5 Stride > Grab [1]: Inflict Stop (1) 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 (1) 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 9/10/11 POS 3/4/5
MARTIAL ABILITIES
BRV 4/5/6 RES 4/5/6
HP 6/7/8 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 Trait: Unmask Inflict Violence: Singe
Line. All allies In Line with fighter in range 3, 1 fighter In
the Heneral cannot fall below Line in the battlefield may While In Line, they may Burn a fighter’s soul with
1 HP. inflict violence. remove their habits to reveal holy light: inflict 1 Hit and
spiked leather garments Fray 1 on a fighter in range
GAMBITS (d6) underneath, and turn holy 5.
1 March [3]: The Heneral rushes 3, all allies In light into a flaming whip:
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 Fray 2, 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 fighter in range 4, inflict Stop (1)
and Fray 2
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 fighters in range 4 burst 1. All
squares in the burst fall down -1 Elevation.
6 Stride > VM Cannon [2]: Make an Area Fire
Faith Attack vs all fighters 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 7 x Kadungganan POS 3/4/5
BRV 3/4/5 RES 4/5/6
FTH 5/7/9 SPD 5/5/5
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 fighters in Path 5. The last target in the field
minute, Smite them: they suffer 3 True Hits. suffers Eviscerate (1).
Friar Teachings: This fighter permanently has Float.
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 (1) 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 (1) > 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 (1) 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 (1) > 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, place With prayer beads, summon a
When an enemy in burst 3 Impose evil consequences 2 Angel-Slaves [Raider 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 fighter in range 4, Slide 3. Can
the enemy suffers Dark Karma. dharmapalas: Ranged Metal fall below 1 HP as long as be used to slide allies safely.
Faith Attack vs 1 fighter in there are Angel-Slaves in the
Light Karma: Suffer -1 Hit. range 3, they suffer -1d on their battlefield.
Dark Karma: Suffer +1 Hit. next Defense Teeth.
Spend 1 Merit during your
GAMBITS (d6) Fulmination to summon 1
Angel-Slave adjacent to the
1 Moon [3]: Inflict 1 Light Karma on all allies and 1 Slaver.
Dark Karma on ell enemies in burst 3
2-3 Stride > Inflict Violence > Rahu [1]: Inflict 1 Light GAMBITS (d12)
Karma on an ally in range 3. 1-3 Stride > Teleport 1 > Inflict Violence
4-5 Stride > Inflict Violence > Kedu [1]: Inflict 1 Dark 4-6 Stride > Prod [2]: All angel-slaves can Rush 4 and
Karma on an ally in range 3. then Inflict Violence.
6 Svarbhanu Nature [3]: All allies that have Light 7-9 Stride > Dharma [1]: Swap places with an angel-
Karma heal 1 per Light Karma. All enemies with slave, teleporting > Rend [1]: Inflict Bleed (1) to
Dark Karma suffer 1 per Dark Karma. All Karma all enemies adajcent to the slaver and all angel-
is removed afterwards. slaves.
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 sword-axe Giant sage statues that pocked the grasslands of Ba-e gave Kadanay
the Panabas, usually with elongated handles so that it resembles artifactsmiths ideas. They had too much fun. Now they ride these
more a sword-axe with a spear shaft, the variation called sage statue-shaped gold-and-jade armors, with four arms, a weaker
Dakpanabas. Sundermonks value the soul of the weapon, and form of the God Body.
believe the Dakpanabas is the perfect combination of the sword,
axe, and spear, and seek to win in as much violence as possible to MARTIAL ABILITIES
prove it.
HP 10/11/12 POS 5/7/9
MARTIAL ABILITIES BRV 3/4/5 RES 4/5/6
HP 8/9/10 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 armor Strike with four palms: make a
powered by souls of overjoyous Melee Metal Bravery Attack vs an
When you make an attack, spend Twirl the panabas: Melee Metal ancestor spirits, with four arms. adjacent fighter, then push 2
1 Merit to gain +2d. Bravery Attack vs all fighters in As long as they have Merit, they
burst 1. are Metal Immune. They can
GAMBITS (d8) spend 1 Merit when a fighter
leaves an adjacent square to
1-2 Stride > Inflict Violence > Inflict Violence inflict 1 True Hit to them.
3-4 Leap/Stride > Decapitate [2]: Melee Metal Bravery GAMBITS (d10)
Attack vs an adjacent fighter. If the 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 4-6 Stride > Inflict Violence > Pure Body [1]: Cleanse
in path 3. > Deflect self of 1 effect.
7-8 Inflict Sunyata [3]: Strike with the axe in a cleaving 7-9 Stride > Thunderclap [2]: Area Air Bravery Attack vs
arc, summoning emptiness, make a Melee Metal all enemies in Blast 3, then inflict Unbalance (1)
Bravery + Faith Attack vs all fighters in blast 3. 10 Stride > Textile Shattering [2]: Make four Area
Earth Bravery Attacks vs all enemies in close line 6,
each attack must be made in each of the four
cardinal directions.
Astra
A master barilero who works with Kadanay jade and clay to destroy
the victim of their scorn, imbuing their weapons with the essence of
gods.
MARTIAL ABILITIES
HP 7/8/9 POS 3/4/5
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-annihilating
range of any ranged attack with light: Area Fire Faith Attack vs all
range to the entire battlefield. fighters in 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 10 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 fighters 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 +1 to BRV.
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 +1 to BRV.
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 (1) on all enemies in blast 4 > Inflict Violence >
Dharma’s Statue [1]: Teleport 1, leave a Statue of the Dharmapala behind [Size 1]. All enemies
that inflict violence while adjacent to the Dharmapala are teleported to a square adjacent to
the Dharmapala after their attack resolves. There can only be 1 Dharmapala statue at a time.
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 themselves with Auspicious diviners who bring fortune and merit through proper
the Tranquil Way to make sure their attacks always hit. movement upon the earth and construction of buildings. In combat, they
can use their incantations and techniques to manipulate the earth itself, as
MARTIAL ABILITIES well as fortunes.
HP 7/8/9 POS 2/3/4 MARTIAL ABILITIES
BRV 4/6/8 RES 3/4/5
HP 6/7/8 POS 4/5/6
FTH 5/7/8 SPD 3/3/4
BRV 3/4/5 RES 3/4/5
Trait: Way of Water Inflict Violence: Loose
FTH 5/7/9 SPD 4/5/6
If the Shedaoist does not move Fire a bullet infused with dao:
voluntarily by End of Area Air Faith Attack vs all Trait: Geomancy Inflict Violence: Entomb
Fulmination, they can turn 2 Hits fighters in line 6, ignores blocking
into 2 True Hits on their next terrain and cover The Geomancer has permanent Entomb foes with burning earth:
attack. Stability. When they Ignite, they Area Earth Faith Attack vs all
also give Stability (2). fighters in range 5 burst 1, then
When they Ignite, every ignited inflict Stop (1)
fighter gains +1 to all ranges. Geomancers inflict 1 True Hit to all
enemies they forcibly move, once
GAMBITS (d6) per enemy per Fulmination.
1 Flow [3]: Fire an arrow into the sky. At any point
outside of your own Fulmination, the arrow can drop GAMBITS (d12)
down into any fighter, inflicting 1 Hit. 1-3 Stride > Stride > Inflict Violence
2-3 Stride > Inflict Violence > Paralyzing Arrow [1]: 1 4-6 Stride > Inflict Violence > Binding Talisman [1]: Inflict
fighter in range 5 suffers Stop (1) until end of their Binding [Bane] on 1 fighter in range 5. While suffering
next Fulmination. Bindings, they cannot move nor be moved.
4-5 Stride > Endless Vigil [2]: Take on the Endless Vigil 7-9 Teleport 4 > Geomantle [2]: Inflict 1 Hit and Leaden
Stance until start of next Fulmination. When a [Bane] on 1 fighter in range 3. While suffering Leaden
fighter moves into a square in range 5 of the they cannot move diagonally.
Shedaoist, they may inflict 1 True Hit on that fighter.
1/Fulmination. 10-12 Teleport 5 > Wind-Water Fist [2]: Make a Melee Water
Faith Attack vs all fighters in line 10, gain Overwhelming
6 Naga Arrow [3]: Area Water Bravery + Faith Attack vs on the attack if target has Stop, Slow, SPD Down,
all fighters in path 7, inflict Unbalance (1) per 8+ on Bindings, or Leaden.
the Attack Teeth.
Alchemist
Cataphract
Erudite philosophers and sages. Using internal alchemies they strengthen
Armored horse riding warriors clad in steel and brigandine, carrying themselves, collecting Red Qi within, and then granting them to allies with
spears and shields to move across the field and break ranks. external alchemies, expulsing Blue Qi.
MARTIAL ABILITIES MARTIAL ABILITIES
HP 10/11/12 POS 4/5/6 HP 9/10/11 POS 3/4/5
BRV 4/5/6 RES 3/4/5 BRV 3/4/5 RES 4/5/6
FTH 3/4/5 SPD 5/5/5 FTH 4/5/6 SPD 3/4/5
Trait: Knight Inflict Violence: Dragoncharge Trait: Qi Inflict Violence: Close Open Fist
The cavalry is mounted: all melee Pierce through: rush 4 in a The Alchemist plays with Qi, the vital Strike with a closed fist: Melee Earth
attacks against the cataphract has straight line and then make a breath of the universe. The Alchemist Faith Attack vs 1 fighter in range 3. The
Dullness. Melee Metal Bravery Attack vs 1 gains 1 Red Qi whenever they start their next time the Alchemist uses this Inflict
close target. Fulmination or Ignite. Violence, they strike with an Open
When the Cataphract ignites, the
Cataphract and all ignited fighters Palm: Melee Water Faith Attack vs 1
They gain 1 Blue Qi when they are fighter in range 3, and then Push 3.
gain Protect (1). healed or spend 1 Beat to turn any
GAMBITS (d10) number of Red Qi to an equal amount of
Blue Qi.
1-3 Stride > Stride > Inflict Violence
If the Alchemist has an equal amount of
4-6 Stride > Keening Thunderhead [2]: Rush exactly 5 Red and Blue Qi, they are considered In
squares in a straight line, moving through enemies. Balance. While In Balance, all allies in
Make a Melee Metal Bravery Attack vs 1 close target the battlefield have +1 to all Martial
with Skewering. Inflict 1 Hit on every enemy moved Abilities.
through.
7-9 Stride > The Dragon’s Guard [1]: Inflict Provoke (1) GAMBITS (d6)
on all enemies in burst 2 > Deflect 1 Shared Breath [3]: Give any number of allies in burst 3 any
10 Stride > Dreadnought Stance [1]: Gain the number of Blue Qi.
Dreadnought Stance until start of next Fulmination. 2-3 Stride > Inflict Violence > External Heaven [1]: Consume all
While in this stance, they have +2 SPD, they have Blue Qi on an ally to heal 1 that ally per Blue Qi consumed.
Stability, and they are immune to all terrain. > Inflict
Violence 4-5 Stride > Thunder Fang [2]: Spend any number of Red Qi to
give an ally in burst 3 +1d on their next attack per Red Qi
spent.
6 Trigram [3]: Mark out a burst 2. Spend X Red Qi to inflict X
Hit to all enemies in the burst, spend X Blue Qi to Heal X all
allies in the burst.
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VIOLENCE
Commandant
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 8 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 an adjacent fighter.
Commandant.
Every start of Fulmination at Phase 2, the Commandant gains
Block 1 and Rushes 1.
Without Equal: Whenever the Commandant 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 (2 for all)
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 Combo Breaker.
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 fighters in
blast 3, all allies in the field may rush 3.
5-6 Stride > Dragon Blazing Halberd [2]: Melee Fire Bravery Attack vs all fighters in Path 4, all squares
must be adjacent to the Commandant, 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 Combo Breaker.
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 fighters in
blast 3, all allies in the field may rush 3.
3 Stride > Dragon Blazing Halberd [2]: Melee Fire Bravery Attack vs all fighters in Path 4, all squares
must be adjacent to the Commandant, 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 fighters 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 fighters in blast 10.
8 Summon Army [4]: Cannot use this until Strike 5+. The Commandant rings their summoning bell.
At the end of the next Strike, the fight ends as the Commandant’s Army arrives. The Kadungganan
must choose to either flee or stay: either way, they are Defeated.
122
VIOLENCE
123
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.
Trait: Watchlight Inflict Violence: Embers Trait: Grasping Ghost Inflict Violence: Claws
All allies in burst 2 of the Sparkling embers: make an Pull 1 in range 5 every end of The hungry ghost shrieks,
Mangalayo have Protect (1). Area Fire Faith Attack vs all Fulmination. Has scratching and clawing. Melee
enemies in burst 1, all allies in Conditioning to all attacks. Earth Faith Attack vs an
the field gain BRV Up (1). adjacent fighter, inflict Bleed
(1).
GAMBITS (d6)
1 Streak [3]: Rush 6 in a straight line, moving GAMBITS (d12)
through enemies. Any enemies moved through 1-3 Stride > Stride > Inflict Violence
suffer Fray 1. Any allies moved through gain
Regen (1). 4-6 Stride > Inflict Violence > Shove
2-3 Stride > Inflict Violence > Guiding Warmth [1]: 7-9 Stride > Shriek [2]: All enemies in burst 3 suffer -
All allies in burst 2 gain RES Up (2). 1d to their next Attack.
4-5 Stride > Inflict Violence > Alight [1]: All allies in 10-12 Stride > Grudge [2]: Choose 1 fighter in burst 3. If
burst 2 gain FTH Up (2). this Hungry Ghost is Defeated before the start of
their next Fulmination, the chosen fighter
6 Emblazon [3]: All allies in burst 3 gain +1 Hit on suffers 2 Hits.
their next attack and can make it Fire. All
enemies in the burst suffer Fray 2.
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VIOLENCE
Patianak Busaw
Hobgoblin ghosts that used to be women that have died during Those that die with vengeful hearts or because of horrible
childbirth, come to haunt villages by walking under their houses. butchering sometimes become restless dead known as busaw,
They scramble across the earth quickly and erratically. especially if they are warriors, priests, and nobles. Busaw can walk
MARTIAL ABILITIES among folk, sleep in trees, and steal items from corpses so that
those corpses are not saved by Iraon Daron.
HP 8/9/10 POS 3/3/4
MARTIAL ABILITIES
BRV 6/8/10 RES 3/3/4
HP 10/11//12 POS 5/7/9
FTH 6/8/10 SPD 4/5/6
BRV 4/5/6 RES 4/5/6
Trait: Clattering Ghost Inflict Violence: Claws
FTH 3/4/5 SPD 3/4/4
After making an attack, rush 1. Strike with freakishly long claws:
Melee Earth Faith Attack vs 1 Trait: Corpse Eater Inflict Violence: Throw Corpse
adjacent fighter, then mark The busaw is Size 2. All enemies Fling a corpse part at a victim:
them. While marked, they cannot adjacent to the busaw are Ranged Melee Earth Bravery
be healed nor gain Boons. considered suffering Eviscerate. Attack vs 1 fighter in range 3,
GAMBITS (d8) then inflict SPD Down (1).
1-2 Stride > Inflict Violence > Inflict Violence GAMBITS (d10)
3-4 Leap/Stride > Rip [1]: Inflict Eviscerate (1) 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]: Rush 3 squares in a Consume a Bane and heal 1.
straight line, through enemies. If ending in an 7-9 Stride > Break Earth [2]: Melee Earth Bravery
enemy square, cling onto the enemy, inflicting SPD Attack vs an adjacent fighter, inflict Unbalance (1).
Down and Fray until they defeat the Patianak or the If there is an object or blocking terrain, the busaw
Patianak leaps free for 1 Beat. A clinging patianak can pick it up and slam it against the fighter,
cannot move, but can continue making attacks. inflicting +1 Hit, Push 1, and put the object down at
7-8 Unhinge Jaw [2]: Gain Stability (2), then pull 2 1 the square vacated.
enemy in range 3 > Devour [1]: Inflict 1 True Hit on 10 Corpse Omen [1]: Put down a corpse in range 4 >
an adjacent fighter, Stride > Consume [1]: The busaw can consume an
adjacent corpse, healing 2 and then inflicting Daze
(1) 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 7/8/9 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, they Shoot a jet of water: Ranged
pull 3 all enemies in burst 3 of the Water Faith Attack vs 1 fighter in
grudge they leave behind. range 5
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 Down (1) to 1
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]: Sink into mystical water: you gain POS Up
(2), RES Up (2) and SPD Up (2). Inflict Slow (1) on
every enemy in burst 2. 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 9 x 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. fighters 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
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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 (1) 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 of
giant monk staffs that have been shattered. Prods demons to 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 9/10/11 POS 3/4/5 MARTIAL ABILITIES
BRV 3/4/5 RES 4/5/6 HP 6/7/8 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 becomes After inflicting hits on a Fire a sulfurous orb: Area Fire
dangerous terrain (against fighter, make a Pact with Faith Attack vs all fighters in
enemies) until the start of this them until start of next range 5 burst 1.
fighter’s next fulmination Fulmination. Consume the
Pact at any point to force the
GAMBITS (d6) fighter to inflict violence.
1 Antigod Field [3]: Choose a square in range 3. A When the Witch festers,
burst 2 Antigod Field erupts from it. All demons inflict 1 True Hit to all Pacts
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 their 4-6 Stride > Inflict Violence > Blood Bond [1]:
next attack. Connect two fighters within range 5 of the Witch
6 Hell Fog [3]: All allies in burst 3 gain +1 Hit on Demon and each other. A rope of blood binds
their next attack and can make it Fire. All them together: they cannot move further from
enemies in the burst suffer Fray 2. 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 also suffer Sunder (2).
10-12 Teleport 5 > Witch Pact [2]: Choose 1 fighter in
burst 4. They must inflict violence, with the
target chosen by the witch.
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VIOLENCE
Warrior Demon Ogre Demon
Crimson-skinned creatures, wearing bahag and clad in golden Giant demons that have eaten a large number of other demons,
amulets, shocks of shorn black hair, crimson streaks across their festering and growing in their self-serving atrocity. Usually takes
body like tiger-stripes, and shattered halos looking like crescent the form of humanoids, but can take on the form of giant boars,
moon horns. crocodiles, serpents, monitor lizards, and the like. Frequently
travels around with a colossal weapon: a pillar from a palace, a bell
MARTIAL ABILITIES from a temple, a giant hammer from a dead god.
HP 8/9/10 POS 3/3/4 MARTIAL ABILITIES
BRV 6/8/10 RES 3/3/4 HP 10/11/12 POS 4/5/6
FTH 6/8/10 SPD 6/6/7 BRV 5/6/7 RES 4/5/6
Trait: Unending Violence Inflict Violence: Hateful Wrath FTH 3/4/5 SPD 3/4/4
Strike
Trait: Brute Inflict Violence: Heaven Pillar
When a warrior demon festers, Assault them with giant
they may immediately rush 4. weapons: Melee Fire Bravery The Ogre is Size 2. Whenever a Strike down with a colossal
Attack vs 1 adjacent fighter. If demon is Defeated in the weapon: Area Earth Bravery
target is Staggered, gain battlefield, the Ogre heals 1. Attack vs all enemies in line 3.
Skewering. When the Ogre Festers, they gain
GAMBITS (d8) Block 1.
1-2 Stride > Inflict Violence > Inflict Violence GAMBITS (d10)
3-4 Leap/Stride > Rejoice [2]: Inflict Violence. If it 1-3 Stride > Leap > Inflict Violence
Defeats the target, Rush 2 and gain block 1. 4-6 Stride > Inflict Violence > Go Wild [1]: Roll a d4.
5-6 Stride > Wild Swings [2]: Area Fire Bravery Attack Inflict 1 Hit on a number of adjacent fighters equal
vs all fighters in blast 3. to the result. Cannot hit the same enemy twice.
7-8 Carnage [2]: Rush 5. Inflict 1 Hit on any enemy that 7-9 Stride > Brute Stance [1]: Take on the Brute Stance
becomes adjacent to you during the movement, until end of next Fulmination. While in this stance,
once per enemy. > Deflect gain Stability (2) and every attack against this
fighter gives 1 Charge. Can spend X Charges to
inflict +X Hits on any attack. > Inflict Violence
Gun Demon 10 Rush 2 > Lift [1]: Inflict Juggle (1) on all enemies in
blast 3 > Down To Narka [1]: Area Fire Bravery
A new and fickle demon, arising from a new sort of weapon. It is a Attack vs all enemies in burst 3. If the target is
bit trigger happy, and loves unloading hot steel upon the battlefield. Juggled, consume the Juggled to inflict +2 Hits and
Stun (1).
MARTIAL ABILITIES
HP 7/8/9 POS 2/3/4
BRV 4/6/8 RES 3/4/5
FTH 4/6/8 SPD 3/3/4
Trait: Hot Chamber Inflict Violence: Live Bullet
When the Gun Demon festers, it Shoot a curving demon-bullet:
inflicts 1 Hit on d3 targets in Area Fire Faith Attack vs all
range 3. fighters in path 5
Gun Demons gain Sharpness
instead of Dullness when
attacking adjacent fighters with
ranged attacks.
GAMBITS (d6)
1 Heat Up [3]: Gain 2 Bullets. When making any area
or ranged attacks, spend the Bullets to gain +2d
Attack Teeth per bullet.
2-3 Stride > Devil Pistol Stance [1]: Take on the Devil
Pistol Stance until end of next Fulmination. When
attacked or a fighter moves into an adjacent square,
consume the stance to rush 1 and inflict 1 Hit on the
triggering fighter > Inflict Violence
4-5 Stride > Ebony Ivory [2]: Area Fire Faith Attack vs
all chosen targets in blast 4
6 Judas Silver [3]: Throw a silver coin to a square in
range 4, another in range 5-7, and another in range
7-8. Then shoot the first coin: draw a straight line
from the Gun Demon to the first coin, and then
from the first to the second, and the second to the
third. Inflict 1 Hit on every enemy whose square is
touched by the lines. The coins stay for the rest of
Violence: using this Technique again lets the Gun
Demon shoot any of the coins.
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 7 x Kadungganan POS 3/4/5
BRV 5/7/9 RES 3/4/5
FTH 5/7/9 SPD 5/6/7
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 fighters in range 4 blast 3.
difficult terrain.
Wrath Greater Than Compassion: The Asura 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 (1) on all enemies in burst 2.
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 fighters 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 (1) on all enemies in burst 2.
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 fighters 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.
130
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 (1 +1 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 .
132
VIOLENCE
133
VIOLENCE
134
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 (3). 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
square adjacent to the diwata, inflict 1 True
7. Royalty. When the diwata Shoves, they can Hit.
target 1 fighter in range 10, and they can slide
them by 3. 16. Diamond Body. When colliding with the
diwata, they suffer no Hits and they inflict 2
8. Isvara. When an ally starts or ends their Hits on the colliding target.
Fulmination adjacent to the Diwata, they heal
1 HP. 17. Indra’s Net. All things are interconnected.
When the diwata Shoves, can choose 2 targets
9. Elemental Harmony. At the beginning of a and teleport them 5 square, and then the
Strike, the diwata must choose an element. All diwata teleports 5 as well.
enemies suffer vulnerability to that.
18. Glory. When a diwata brings a fighter to 0 HP,
10. Shrine. Place a shrine (Size 1 object) in the they gain +1 Beat for their current Fulmination
battlefield at the beginning of Violence. The
diwata can use the shrine as the origin point 19. Divine Wrath. At Strike 4+, the Diwata gains
for any effect. Attacking the shrine grants the +1 to all Martial Abilities for the rest of
diwata BRV Up (2), FTH Up (1). Violence.
20. Gajaraja. A diwata has a giant mount. They are
always considered 1 Elevation higher and they
become immune to Unbalance, Juggle, and
Stun.
135
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 changes and
follow The Path, which describes the whatnot, since all kinds of Folk can be found across the Isles. When in doubt,
following things: choose Bamboofolk: they are the most common of the folk. This one does not
need a Lifepath choice, though it will most likely affect what your parents look
0 Where you come from and how you were like.
brought up (Culture, Subculture, Lineage,
and Social Standing) 2: CHOOSE OR ROLL CULTURE
0 Something interesting that happened to After choosing a Culture, you must find out your Subculture, Lineage, and Social
you (Conjuncture) Standing.
0 How you approach things (Alignments) 0 Subculture is from which specific place in the mahamandala they come from,
0 What you learned to wield (Discipline) 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 they
whichever best suits your image of your deal with everything in the world, and why they fight and toil in the wheel of
Kadungganan. violence.
4: Discover Conjunctures, Debts and Complications
EXCLAIM Steps 4 and 7 are optional. If
you are running a short Arc or a Find out your Conjuncture, something that happened to you in
one shot, you can ignore these. the past. Then Choose 1 person that you owe a Debt to and then
You can also choose to uncover 1 Complication you share with your Bandmates.
these Complications, Debts, and
Conjunctures through play. 5: Divine Alignments
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
4, 3, 3, 2, 2
140
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 4, 3, 3, 2, 2 among them, and whenever your Legend Grows you gain 1 point to improve
them.
Fire Air
Dynamism, Enthusiastic, Passion Fickle, Free-Spirited, Benevolent
Fire is the element of strength, persistence, and restlessness. Air is the element of vivacity. It represents flexibility,
A flame burns continuously until something puts it out, or fecundity, beginning of life (as the Breath is air), and is
until it eats up all the fuel that it gives itself. In Gubat Banwa, constantly moving, never staying in a single place. Air gives
Fire includes not just the burning blazes, but also the birth to fire, moves water, important for crafting metal, and is
nourishing warmth of the sun, the heat of live bodies, the the sister to earth. Many Air Gods and Spirits reside in the
hotness generated by leaping into love and war. Gods aligned upper realms, in the Skyworld, and are generally the most
with Fire tend to be passionate and hot headed. powerful of the gods. Air is the element of aristocrats and
nobles, those who have the capability to travel across the
Associations: Warriors, Red, Indigo, Yellow, Orange, realms.
Noontime, Sun, Stars, The Rooster
Association: Aristocrats, Storms, Planting Season, Dawn,
ROLL THIS WHEN APPROACHING SOMETHING Green, Yellow, Blue, Indigo, The Hornbill
THROUGH CREATIVITY, PASSION, ENTHUSIASM,
EMOTION, OR DIPLOMACY. ROLL THIS WHEN APPROACHING SOMETHING
THROUGH GRACE, DEXTERITY, WIT, REACTION, OR
Water QUICKNESS.
Tranquility, Intelligence, Fluidity Earth
Water is the element of wisdom. It is fluidity, it is flowing. In Stable, Nurturing, Secure
Gubat Banwa, water is the most powerful element, as it
surrounds the lands and it overflows into the edges of Earth is the element of nature, of life and death. It is the
Trichiliocosm and beyond. The rules of the sea are different element found in the mountains, in the trees, all the way to the
from the rules of the land: dying in the sea will not grant you depths of the underworld, where the gods of the earth sleep in
the same afterlife as dying on land. You become sea gods and the sacred darkness of the boughs. The element of earth is very
spirits. Water is a mysterious element upon which everything all encompassing, it includes the animals and the godly
else floats. Water Gods and Spirits are almost unknowable, beasts, even the grand staircases that lead to heaven, and the
fickle, but with a terrifying calm. The kind of calm that comes jaws of the world that keeps the continents from spilling out
with the knowledge that you will outlast everything. into nothingness. It is nature itself, brother to the Air and
Water. Earth is the where all things go through: the air
Associations: The Naga (dragon), the Color Blue and Black, the screams through treetops, the water becomes rivers upon it,
Moon, Cold Weather, Sages, Night metal is born from it, fire scours it.
ROLL THIS WHEN APPROACHING SOMETHING Association: Workers, Harvesting Season, Masculine and
THROUGH KNOWLEDGE, SPEECH, WISDOM, Feminine together, Yellow, Brown, Orange, Beige,
SPIRITUALITY, OR SUBTLETY. the Crocodile
Metal ROLL THIS WHEN APPROACHING
SOMETHING THROUGH VIGOR,
Controlling, Ambitious, Determined. STEADFASTNESS, STAMINA,
Metal is the element of ambition. Constantly driven by their ENTHUSIASM, AND FRIENDSHIP.
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.
146
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 home from a History
long day of raiding, covered in tattoos and abaca armor and
hardwood breastplates, brandishing their kampilan and krises The Rajahnate was established by the Auraskan Prince from
and bows and bangkaw spears. Their song was a song that the far eastern kingdom of Mahajola. This prince, named Sri
echoed across all of the Gatusan: “We warriors of Datu Tupas... Bishaya, left to establish his own kingdom. He found it in the
Are warriors undefeatable!” And they sang and danced and far island of Tauhaw, in the island hinterlands.
chanted.
Eventually, Sri Bishaya had two sons: Sri Bantug and Sri
“Captain, incoming!” shouted the young man clinging atop the Daya. They warred for ownership of Kangbishaya and
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 Kangdaya,
All of them turned to where the sun was setting and sure
enough, there was a small battalion of them, heading straight the seat of the Rajah across the Rajahnate. After Sri Daya
for an engagement. “Warriors of Datu Ha-ik Lawot! Tiglantakas, became Rajah, he went on a tour of duty, making sure that
man your stations and fire when ready!” surrounding islands swore a blood oath to him, and traded
with him, strengthening his own polity. Then, he proceeded
The booming sound of the lantakas resonated across the sea. to focus his efforts on creating fortifications and weapons to
The warriors of Radya Sandata sung and laughed as they took combat the invading hordes of the magalo from beyond the
out at least two of the incoming warriors. The others were jaws of the world.
quick, howver.
The current Rajah is Raja-Batara Ambasi, who is the third
One of them, a large brown man with tattoos covering his face son of Sri Malaya, who is the last direct descendant of Sri
in the visage of a demon, hollered. “O, these stupid warriors! Daya. He carries within him auraska blood, which shows in
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 the first Rajah to take the moniker or Hari, which is the term
bow of the ship, raising his kalasag and kampilan. He wore a for God-King. His majesty and strength is recognized
hardwood pakil breastplate and a pakupya helmet. “To arms! indubitably across the 999 Chiefdoms. He will lead Gatusan
Buwaya riders at the ready!” into the Great World Raid.
The slender man of the raiding party nodded, and they began At one point in a dream, he saw the Suladnon Bakunawa--
prodding the large crocodiles that rested on the back end of one of the many celestial eaters--rise from the sea and
the ship. The crocodiles slipped into the sea, and the buwaya attempt to eat the sun instead of the moon, and she spoke to
riders hopped atop them, positioning themselves onto their him, telling him that as she will consume the sun, so will the
mounts. There were only three of them: one of them wielded a Rajahnate consume the islands. Promising victory, Batara
salapang trident, two more wielded bows.
Ambasi solidified his connections and kin and proceeded to
“Charge!” conquer a Sultanate city on the opposite coast of his island.
Through this act of supreme valor, he consolidated his
The buwaya riders split wide, hoping to flank in on the Rajahnate.
incoming warriors, who seemed to be riding on the backs of
sharks.
“Captain!” Shouted the scout once again. “I can see what they’re
Tradition
riding now! They’re... O Indira Suga! They’re balu riders!” Warriors of the Gatusan region are born into a free-wheeling
And when the scout screamed that warning, the incoming society of poets and and sea raiders. Their culture values
warriors of Ha-ik Lawot screamed ululating cries, and their fish valor, glory, freedom, and community. Children are
mounts took to the skies. Balu were winged swordfish, and the expected to be well-versed in poetic tradition--even those
warriors of Ha-ik Lawot were infamous for having them. that are not royalty--due to histories and stories passed
down through these songs. Sea shanties are old stories by
“And I thought we were going to have an easy one,” said the ancient shamans.
captain. “Buwaya riders, advance! Men, bring out your spears:
We have a fish to catch!” Part of the coming of age ritual for any Gatusan is the
tattooing, a spiritually important practice that puts the child
The Rajahnate of Gatusan is a collection of settlements and down the Glory Path. They gain this at first conquest of war
cities all bound beneath a collectively chosen Overlord, or violence. Gatusan cultures believe that dying in combat is
known as the Rajah. While these datu do not see the Rajah as a one-way path to becoming a god, an ancestor that is
superior, they do go to the Rajah to resolve interpolity worshipped. Their kalag (souls) become deities to be
disputes. The Collective of Crocodile Lords decide who invoked. Those that find true Glory often become
becomes Rajah, but lately the Collective has been gripped by Himayanon, or Blossomed: those that leave the
the lineage of Ambasi, who traces a direct line to the Makinaadmanon (Cruel Wheel), and are liberated through
legendary founder of Kangdaya, Sri Bishaya, the their own violence.
Tempestuous Tiger Who Roars from the White Mountain.
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KADUNGGANAN
He has managed to survive every assassination attempt As a Gatusanon, keep the following in mind:
thus far. Only a truly concerted effort can bring him down
now. 0 You are prone to song.
0 The Datu must always be respected, unless you have the
Rajah Batara Ambasi’s taste for grandeur is reflected in strength to do otherwise.
the grand city of Kangdaya, golden and gleaming, with
rivers running up its densely populated neighborhoods. 0 All loot must be shared with the datu.
With Baikhan junks and Naksuwargan adyongs all 0 Respect those with skill.
embarking and disembarking within, with their 0 Fuck with others.
marketplace always filled. The Rajah will make sure that
those that try to depose him understand why he is Rajah in As a Gatusanon you begin with two: A set of crafting
the first place. tools, an anvil, a bag of trinkets, a tutubi necklace (gold
necklace that resembles dragonflies), flowers and herbs for
Datu Sukarno. A mustachioed Datu who hails from the dyes, jade earrings, something you’ve created, a pouch of
island of Buwol, upon the grand city of Tajilaran. Datu failed inventions, a boat lute (kudyapi), a bamboo flute, a jaw
Sukarno is a well known scheming warlord, who wants harp, palm leaf scrolls, writing implements, a ceremonial
nothing but the safety and freedom and prestige of his staff, tinder, a piece of the sky
home banwa.
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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 enforcers
principalities of the Confederation of Apumbukid. of hiyang. The Confederation of Apumbukid is a collection of
kedatuans that has grown about the Holy Mountain of Apu,
Let us remember where we came from. The words echoed in the Center Pillar of the World. They are united by Five Elders,
the minds of the Vwiraya, the warrior-braves of their mountain known as the Limang Timuay. The Limang Timuay were each
kingdom. These words echoed even as they descended down granted a shard of Apu Dayaw’s Violence, and therefore are
their mountain slopes. It was time for a headhunting raid. bolstered with divine, righteous might.
Today’s targets were easy and important: those peaked
helmed and lamellar wearing silk men from the Kingdom of The people here worship the Holy Mountain Apu, for
Baik Hu. They have arrived today and traveled deep into climbing up to its peak one will arrive at the gates of heaven.
Pumirang’s peninsula. Dangerously close to the holy mountain. Within the Holy Mountain of Apu sleeps the Original Spirit,
the one that came into being, defying causation, and caused
The Datu, Datu Fikisi, brought his spear and headhunting axe to causation itself: Apu Dayaw.
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 strength this day. History
The Baik Hu caravan, trespassing upon the holy grounds of Apu Dayaw is said to have been the original creator,
Apu, was large, strangely so. As they passed by the mountain sometimes conflated with the Gatusan-Pannai God Malaun,
road, which was flanked by beautiful blossoming trees of the Eldest One. Apu Dayaw is said to slumber deep within the
azure and crimson flowers, as well as bamboo, they noticed burning heart of Mount Apu, and it is said that when Apu
that guarding both the back and front of the palanquin Dayaw awakes, the world shall end, and a new one shall
caravans were men and women wreathed in the kalabaw hide begin.
vests and long habay-habay of Virbanwa.
One of their diwata, a Deity of Law named Kakum, gave them
“Datu,” said one of Datu Fikisi’s sandig, his right hand man. “The the Code of Rajivithra, a code of law that all people of
Virbanwans trade with the land defilers.” Apumbukid must abide by. The code has orders for the
stewardship of all holy mountains, of protection of Apu, and
“This is so,” replied Datu Fikisi. “We have warned the Virbanwan of the maintaining of Hiyang.
to be careful of the land, but they do not listen. And now they
trespass upon sacred ground.” Beyond the 5 Kedatuan that surround the mountain of Apu,
the Confederation of Apumbukid has begun setting up their
“I suppose,” a woman’s voice this time, lying low, wearing a large own Kedatuan all across the Archipelago. These Kedatuan
rain coat and a helmet adorned with feathers of rainbow birds. swear no fealty but to nature, and will not back down from
“The promise of wealth is too much for them to turn away.” fighting with other polities to maintain their sovereignty and
stewardship.
“They will exploit the land,” said Datu Fikisi. “We must stop
them.” This necessitates a certain degree of oneness with nature,
and from them comes the enlightenment of Hiyang, the
“But if we attack, surely Virbanwa will strike back!” Said his truth of oneness with nature. The truth that Nature is all
sandig. there is, and all things cycle back to nature.
“That is of no consequence to us,” replied the Datu. “Remember By achieving true Hiyang, one becomes Naghiyang: a being
where we stand. Remember that Virbanwa has already begun that is one with all things, all universes, all worlds: great
its conquest of the land. They must remember who it is that Alam, embodying all its forces, its death and its life, its fires
dictates our fate.” and waters and airs and earths.
154
KADUNGGANAN
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, Baguybuy,
0 Timway Koyayaw, the jovial Elder of Trade. He is the 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, an
assassins. 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. 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.
159
KADUNGGANAN
Akai
The war gongs sounded. Our armies assembled. On one “They said that they remain faithful to you, Sultana, the
side, under the blazing crimson banner of Sultana Conquerer of this Earth, the Render of Heaven, the
Yarashgara XII, the Omniscient King, chosen by Baginda Omniscient Queen.”
Sumongsuklay herself, we stood. In front of the flattened
plain, facing the sea. We prepared our lantakas, our The Beloved Sultana nodded and smiled. “Good answer.”
arquebusiers raised their guns, our longbowmen raised And she raised her giant kris, and lightning struck it, and
their bamboo bows the length of their bodies. Our she flared like a god.
frontmen raised their kampilan and kris and sundang,
beating them against their kalasag. Our cavalry rode upon
water buffaloes and elephants, wielding arquebuses and History
spears. We were ready to take them on, and we will bring
them down. The Akai Sultanate was established a hundred years
during the ending of the Seventh Sun Era. Jaris Akai
Off to the distance, like a black blade sweeping in from the arrived in the island of Siga upon a vast metal vase. Then,
horizon, sailed the bastard forces of the wicked sea king, he found and married a princess of one of the local
Radya Gaputan. He declared himself true sultan and settlements. Through that he, bred a powerful line of ten
declared war upon us last moon, and now he comes with sons, who eventually became the Ten Datu that ruled over
the full force of his fleet. the ten regions of the region that surrounded Siga, the
island whereupon the holy capital of the Sultanate was to
My Beloved Sultana walked up beside me. I lowered my be born.
head to her, the golden threads of my sarok creating a soft
rustling symphony. “Parawali,” she said. “Report.” She was Then, Jaris Akai conquered and subsumed the native
garbed in the full ensemble of war god armor: elephant peoples blessing them and granting them the title of
hide breastplate and steel armor from head to toe, a Datu, while he himself became their grand emperor. Jaris
helmet fashioned to make her look like the dragon that Akai brought the island of Siga and the surrounding
eats the moon, and a kiwo-kiwo kris that was larger than islands to heel.
any other. Around her armor she wore a colorful textile
sarong of white, pink, and crimson, which flowed to her Jaris Akai, also known as Maharajah Akai, faced down a
feet. rebellion from the Ten Rajahnates of his sons, which he
managed to win after the arrival of Sihkandag, the
“Beloved Sultana,” I said, and I pulled out the bamboo scroll Warrior-Priestess of Baginda Sumongsuklay. Through
from my sleeve. “Radya Gaputan comes in with a force that her counsel, medicine, and sorceries, Jaris Akai brought
is seven times stronger than our land army.” his sons to line, and then eventually established the
Sultanate.
“But our army is all supremely trained,” replied my Beloved
Sultana. “And they are nothing but mercenaries and Soon after, the Sultanate adopted the Moon Faith,
horohan.” Bulanan, as a state religion. As more pandita wisefolk
came in and taught the religion, more culture (both social
“It may be so, but their superior numbers leave us at a and material) was brought into the ten islands. They
disadvantage.” crafted powerful weapons and learned great techniques
which he taught to his ten sons. Upon his ten sons, he
Sultana Yarashgara XII nodded, and then said, “Did my conquered the island of Siga and the surrounding
friend Datu Kumusuli reply?” islands, a portion of the islands of Simipatra, and the
coasts of Kalanawan.
I smiled. “They did, oh Valued One.”
His reign only ended due to the quarreling and
“And? What was their reply?” politicking of his ten Sons, who bickered and warred,
fighting for inheritance of the Throne.
The war horns began then. The agung quickened. The
entire army began screaming in rage and defiance against Eventually Jaris Akai perished, and in mourning, the Isles
the wretched horde of Radya Gaputan. On top of the hill we of Siga and the coastal shores of Kalawanan erupted into
stood upon, overlooking the shore, the great Paraawit sang the Ten Datu War. Ten of his greatest sons, Fire and
her greatest song. The Neverending War of the Sultanate. Storm Kings, warriors of the current, echoes in the
She sang of all the great battles the sultanate has fought, forest.
will fight, and will ever fight, and told of how they were
victorious above them all. The winner Yarashgara I, who was not the eldest but the
one destined to be the leader among the Ten Datus, as
And as the war gongs clashed and the war horns bellowed, spoken by esteemed pandita Saka Iskandr. And thus it
a fleet of colorful sails came in from both sides of the was so, and the rest of the ten cities and states paid fealty
horizon, as if rushing to meet the incoming horde. A to him, for he and his line became the inheritors of the
multitude, like fire encroaching upon oil. Lunar Throne.
160
KADUNGGANAN
The Akai Sultanate believes in what they call Bulanan. It is the Naksuwarga and Baik Hu. They have access to inscriptions
faith that the Moon Goddess Baginda Sumongsuklay created and culture from other parts of the world through this trade.
the islands after warring with the sun, and became the This has caused many of the Sultanate tawo to be exceedingly
Resplendent Night Queen that held sway over both night and diverse culturally.
day. Everything they do is in service to the Goddess, the
highest principle, the Most High, the Ancient of Ancients. Among the Nobles, they share much in common with the Akai
as well. Especially rich folk that do not have noble blood, the
Baginda Sumongsuklay was privy to power over the most orangkaya, are known to have their own little society within
powerful realm in the world: the Sea, and the Sultanate Akai, and in some cases influence the decisions of the Datu.
became peerless sea raiders and warriors thanks to their Many epics and songs and poetry has been born due to the
blessing from Baginda Sumongsuklay. They have created constant adventuring of nobles.
Lunar Temples for her in spiritually powerful places. All
diwata pay fealty to her, the greatest of the diwata. Akai Warriors are known as Satariya, but Sultanate
Kadungganan are called hulubalang, peerless warriors. They
As of present day, the Ten Datu and the Sultana still have a fight not only for their Datu, but also for the Sultanate. When
convocation at every Full Moon for feasting and trading and the Final Wars come, or when the Sultana seeks for them,
speaking and organizing new ventures, as well as other they will ride with their Datu to the Sultana’s side, and they
diplomatic political inventions. Lately they have been will reach heaven through violence.
preparing, as the Lakanate of Virbanwa readies their armies
and recruits from their villages. The most faithful of warriors gird themselves for battle: they
wrap themselves when performing Holy War with the
The Akai Sultanate will not bow. It launches its own conquest trappings of those to be buried: anointed with oil, shaved,
to spread the word of Prophet Ayah Menat and establish and invested with white garments. They will bring as many as
extensive trading relations to further their understanding of they can with them, and in their death, they will reach
the known world. heaven.
161
KADUNGGANAN
Upon her throne in the Lunar Palace, she sits upon a stone He travels the land as a scholar and spreader of the word
dais that is made of the bones of a great moon-eating of Baginda Sumongsuklay, making sure that all beings
serpent, the Bakunawa Throne. She sits upon it with legs can accept her ever-gleaming brightness. He seeks to turn
folded, wearing a great pudong that does not fall, but all of The Sword Isles to the truth of Bulanan, to push them
rather, is attracted to the sky, so it falls upwards always, to a new age of enlightenment. To that end, he travels,
creating a spiralling crown unrivalled. paying boat-owners and merchants alike to ride upon
their vessels, to travel as far as his eye can see.
It and the rest of her garments--a lambung so long that it
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 moon. 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 and
not to recognize Yarashgara, who was born Ilasun, as the 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’
greatness.
162
KADUNGGANAN
Subculture
There are eight primary Subcultures of the Apunon. 5 Barungsai. Another ancient polity that once warred
Choose 1 or roll a d8. continuously with Naksuwarga. Naksuwarga once
conquered Barungsai and massacred its ruling family, but
1 The Holy Kedatuan of Harigii. Called solely because of has since been able to free itself from Naksuwarga’s
the ancient holy temple built upon a high mountain by clutches. They practice a mix of indigenous Barungsaian
the first few preachers and apostles of the Moon religion known as Jiwajiwa (literally, Lives) and Ashinin
Goddess, and was where the First Teacher, Indra Guro, religion, and so they are composed of regal and royal
died and was buried. heritage. From them comes the story of Hari Binalo and
The Holy Temple has since withered away to the Hara Harmangga, the King Guardian Spirit and the
elements, as it was built on bamboo, save for the four Demon Witch Queen. Barungsai is intimately close with
pillars that it was built upon, which never wilt away. nature, and they write their scriptures upon stone
When a person cut the pillar to examine it, the part monoliths, which are then carved away to become the
that was cut immediately withered and aged. Many many gods that they worship, a form of revelatory
people that live in Harigii grow up to become priests, scripture. If you come from Barungsai, you can speak
scholars, and monks for the Moon faith. Harigii has Barunga and carry around a jasmine wreath that never
since become the pilgrimage site for all Bulanists. wilts, a symbol of Jiwajiwa.
The current Datu of Harigii is a once-pandita preacher
named Datu Dahit Sabad. You can speak Harigiinon 6 Kirir. Kirir is another site of ancient land that is home to
and begin with a holy ritual spear. the Aasama, the People of the Waters, who worship
(alongside Baginda Sumongsuklay) the ancient Goddess
2 Pasara. The capital of the island of Ulahina, the crown Dewigansa (literally, Goose Goddess) who embodies their
jewel of the Sultanate, ruled by the Datu Gaddung Sea and Sky duality. The people of Kiri live in either stilt
Kira-Kira, who is a peerless blacksmith and a loyal houses built on the sides of cliffs or far off from shores.
vassal to Yarashgara. Pasara is an entry city that leads They can hold their breath far longer than other cultures
into verdant forests, jade statues overgrown now by can, and Kirir has a special mother pearl that is also the egg
trees, and clear streams that flow out of the mountain. for the next Lokapala Naga, who is supposed to guard the
The mountain upon which Pasara lies at the base of world from the dangers of the Chaos that surrounds the
Mount Sithi, is said to be the home of the Diwata Sithi, Cosmos. If you come from Kirir, you can speak Kirirnun
Goddess of Tears and Love, and it is said that the two and begin with pearl bracelets and anklets.
rivers that stream down on both sides of the mountain
are her tears. 7 Luwas. Luwas is a modern settlement founded after Sultan
Most people that live here are known to be excellent Yarashgara XI, the one before the Sultana, walked down
entertainers and performers, creating an extravagant the Footsteps of the Gods and found a place of rest within
economy for tourists and travelers from all across The Luwas, which was beautiful and had vast prawling
Sword Isles and the greater world. You can speak flowerbeds before its mountain. Luwas was turned into a
Pasaranun and begin with a saffron shawl. veritable paradise, with elephants and tigers from Jamiyun
Kulisa’s Arrows, lions from the jungles deep of
3 Yikapu. A polity ruled by the current Mahapanglima, Naksuwarga, and all kinds of orchids and jasmines from
or Grand General, Jamrud Wanni. Yikapu is situated every portion of the Sword Isles. Yarahsgara XI’s corpse is
on a small island south of Jambangan, and it is said to be mummified here, within an ancient tomb within
protected by moonstone fortresses and star-bamboo a cave upon the base of Mount Luwas. It is rumored that
towers. Here the superior military force of Akai is both Yarahsgara XI converted to Annuvaran right before his
trained, stationed, and launched. The satariya trained death. If you come from the beautiful naturalistic
here are taught how to use lantaka, cannons used for settlements of Luwas, you can speak Luwanon and begin
war, powered by strange busalian sorceries, as well as with petal swords and thorn daggers.
how to use their soul to fight back against the
beguiling enchantments of both god and witch. You 8 Jambangan. The Land of Flowers. The holy city-state in the
can speak Yikapunun and begin brass plate armor. middle of the Sultanate’s jurisdiction. It is large enough to
cover all of the island of Siga, where it is situated. In the
4 Naksuwarga. An ancient polity that once stretched its middle of the archipelago is a holy pyramid to the Moon
influence across Jamiyun Kulisa’s Arrows, that region Goddess Baginda Sumongsuklay, which they call the Holy
of the isles that are fraught with warring even with the Lunar Temple. Beside it is the Grand Lunar Palace Kota,
Continent. Naksuwarga was principally invaded by the where the current Omniscient Queen Sultana: Yarashgara
ancient Mahajola, which spread Annuvaran thought XII, lives along with her closest relatives and servants. The
and religion into its shores, which then expanded to
the rest of The Sword Isles through missionaries and Palace Fortress is impregnable.
traders. Now Akai has claimed it for its own, but its Workers, debtors, and warriors live in swathes of
kings, called Rakan, are powerful and refuse to be neighborhoods. Siga thus faces war from all sides, but it is
cowed, and pray upon their more ancient gods to fiercely defended by loyal datu and satariya, as well as
eventually fight back against Akai. If you come from strong stone fortifications.
Naksuwarga, you can speak Nak-an and carry around
a necklace of small gods. You begin with city clothing (trousers, silk jacket,
headwrap) and a bronze mirror.
163
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.
164
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.
165
KADUNGGANAN
VIRBANWA
A priest walks out of an Earthquake baroque cathedral. Doves Ambitious warlords, imperialist nobles, and opportunistic
flutter in every direction. He is wrapped in three layers of silk: merchants. The river chiefdoms of Lontok, Namayan,
a robe, a jacket, and then a scarf. The robes of a sonat. He Malilu, and Tundun were conquered and invaded by the
wraps his headwrap around his forehead and it bears the Empire of Issohappa, led by the Pale Kings, which
seven-pointed star of his religion: the belief in Makakagahum introduced to them the concepts of land ownership,
and all His angels. 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 with his History
friends.
Issohappa was driven away ten years ago, at the turn of the
As they eat, a party of armored men: dressed in abaca fiber century. They adopted everything that benefitted them:
undershirts and bamboo breastplates, riding upon tall and Issohappan temporality, work mindset, mercantilism, and
noble sarimanok, saunter into town. They give a quick imperialism. Tundun did not drive Issohappa away on its
offering to the church, before walking down to an inn to find own: they had the help of all the major kingdoms in the
some rest. 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
peaked 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 believe ideas from Issohappa--that meshed with the native
in Makakagahum and the power that he can grant us all.” The religion. Together, they set off with a new goal in mind: to
kabalyero smiles. He is buff, wide-set, and wearing a large unite the disparate warring states of The Sword Isles into a
textile scarf around his shoulders like a cloak. “Then you have single, unified state, known as the Virbanwan Lakanate and
to show your Datu that you are worthy of becoming one.” to usher in the Millenium Kingdom.
“I will!” For the next fifty years the Lakanate trained and grew
stronger, raiding and trading along the shores of Baik Hu
“O, Huwana, come here dear!” And an elderly woman, wearing for more knowledge and weaponry, as well as more
a simple dark undyed gray robe pulls the young girl back to connections to gain external wealth. They conquered the
her. “O, most gracious and valiant kabalyero, thank you.” river and lake kingdoms and expanded their domain.
“There is no need. In fact, you must flee right now. Evacuate They learned to create earthquake baroque structures,
into the hills, where the shelters are.” strong against both typhoons and earthquakes, and
through this they created huge temples for Makagagahum,
“Why, o great kabalyero?” their Paramount God who was said to rule over all the other
smaller deities (called dyos) which were in the style of their
As he speaks, the other kabalyero are already going about own spirit houses, albeit with a few innovations from
warning the people, and the speaking kabalyero’s captain Issohappa introduced.
walks up to the Datu to tell him to gather his people and his
forces for a stand. These great churches, otherwise known as simbahan, or
worship places, became the centers of Virbanwan
“Raiders have come,” says the kabalyero. “We have to fight settlements, and usually right beside their Datu. A single
them back, for the glory of the Lakanate.” Virbanwan settlement is bound to have both a pari, a priest,
and a balyan, a faith healer spirit medium, who attend to
“I see. May Makakagahum bless you!” different needs.
“And may the Ashen Star light your road,” replies the The Lakanate has since been growing their strength,
kabalyero, just as he wheels around and brings out his lance, earning the ability to saddle and ride upon horses as well as
decorated with gold and flames and stars. fight with more steel armor, although not at length for the
tropical swelter of the Archipelago might overcome them.
There is a shout, a war cry. In addition to those, they stole the printing press brought
about by Issohappa, and have since become the first polity
The Kabalyero of the Lakanate charge, to protect the Lakan in to begin printing texts. They used this chance to write
the name of their God. official government history texts that exalted Virbanwa’s
cherry-picked best qualities, and ignored everything else.
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Subcultures
There are 3 Major Subcultures in Virbanwa. Roll a d6 or choose:
Provincial. You live in the provinces, 5-6 City. You live in the heart of darkness, the grand
outside of the city. You all once had capital city of Virbanwa. Ananara is so large that it
your own cultures (and truly, you still consumes most of the Ananaran Bay, and has choked
retain them in one way or another) but out the grand River it sits upon (whose name now has
1-2
you have been thoroughly erased by been forgotten, though many say that it is named
Virbanwan imperialism, and you are Layag, or Layaraya, or Namyan), killing the diwata of
conditioned to follow the city’s lead, the river. Ananara is the crown city of the Lakanate,
and the city’s lead only. You can speak where the current Batara Lakan, Lakan Huwan Rekno,
Virbanwanun and you begin with a and the royal family live, ordained as divine ruler by
worthless item. the Mahapari (greatest priest), currently Yesidru.
Ananara is the largest metropole in all of The Sword
Corregimiento. You live in the borders Isles, owing to its long history as being the eventual
of Virbanwa, where various descendant of the ancient grand chiefdom of Tundun.
corregimientos or forts are put up, to It is structured like a wheel, with all roads being the
protect the Lakanate from attacks spokes, and the Broken Bone Cathedral Palace being
from outside, as well as to continue its the hub. Near the hub, all buildings are made of
3-4 expansion. You may have been bloodstone, created from the coagulated and then
conscripted from a young age, or if mined blood of killed Pale Kings. In random areas of
not, at least have been taught how to the city, the ancient Angel Machines powered by Pale
protect yourself from raids. You can King blood have been colonized and repurposed into
speak Virbanwanun and you begin apartment complexes. Important due to the ever
with a bolo. increasing trade and population brought about by
domestic and international trade.
Port trade is lively here, and the people here really do
believe that Virbanwa is the most powerful of the
polities. All people here usually wear (and you begin
with): silk jackets, balloon pants, and simple wooden
sandals (paruka).
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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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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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Ba-e
The last Baikhan junk left the harbor. Trading season with Baik “In the next moon. Don’t worry.”
Hu had ended. Danum worked the bellows of her master’s
forge, even as the master finished her last batch of iron blades. “Are you going to be okay?” Kinaiya bit her lip.
“That’s enough. You go on ahead and take a break. There’s a Danum turned to her and placed a hand on her cheek. “I will.
feast tonight, to mark the end of trade.” Don’t worry. War Smiths don’t usually head into the front lines.
And if we do, I’m pretty good with a hammer. You don’t have to
Her master was Kadanay, signified by his glinting emerald eyes. worry about me, all right?”
Danum nodded, as her master wiped his brow with a nearby
cloth and made his way back into his home. “I can’t help but.”
Danum cleaned up what was left of the blacksmith shed “Then let me leave you with a promise.” Danum leaned in and
(gusali), and then walked over to a hill overlooking the harbor. kissed Kinaiya. Kinaiya breathed in sharply, but kissed her back.
From here, Danum could see most of Ba-e, even as it glowed as When Danum pulled away, Kinaiya’s emerald eyes glinted. “With
the torches were lit, as the sun dipped into the horizon. that, I seal you a promise. I will return. And we will work on
helping you hone your Stonewaking sorceries. All right?”
She sat with her hammer, tossing it and catching it reflexively,
as she walked around the area. Before long, a “psst” resounded “All right.”
from the trees behind her.
“Gotta remember, according to your own mother: trade
Danum turned and smiled. A young woman, wrapped in crimson connections cannot be established without a bit of raiding,”
silk although wearing no jewelry, hid within the tangle. said Danum, smiling. “It’s a necessary evil to realize the
Sangpamegat’s dream of a righteous kingdom.”
“Your Majesty, do you not think it is uncouth of you to play
around in the tangle like that?” Ancient guardians, sacred priests, and keepers of vast lore.
Ba-e is currently ruled by Sangpamegat Kalangitan. They,
“Hold your tongue, Danum. I wish only that none of my kawal poetically called The First Kingdom in The Sword Isles, will
know that I’m gone from my bukot.” not bow to the rising tide of violence of the Festival of the
Reddest Night. They believe their Sangpamegat (Highest
Danum smiled, then. “Come then, Kinaiya. The waterfall awaits.” Chief), Dayang Kalangitan, to be a manifestation of the
bodhisattva Avalokitesvara, the Queen of Mercy. She claims
Giggling, Danum took Kinaiya’s hand and Kinaiya felt her heart the title Chakravarti and wishes to expand to the Nine
leap. She felt warm, even as they rushed down the hill and Directions to place all under her righteousness, to guide all
followed up a stream. After a few more moments of walking, living beings to Glory.
Kinaiya heard the rushing of water.
The grasslands, wetlands, and forests of Ba-e are pocked with
They broke through a brush, and there found a lake whereupon mysterious statues of the Tranquil Sage Himayanon Nawara,
a waterfall cascaded. The most interesting thing about it is the cast in stone, bronze, and gold. Other statues of other
giant bronze statue, depicting a diwata they knew by the name worshipped deities exist, such a Golden Tara, the great
of Magayong Masukiling, the hibiscus goddess of love and BATALA, the destroyer Makaobus, and the dharmapala
compassion. Mahakala.
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sure that it will survive more. Ba-e is the oldest living polity,
Traditions almost a thousand years in its life, and has since evolved to
incorporate ancient Kadanay technology (the art of
Ba-e records all official documents in copperplate, whether it stonewaking) into their daily lives. Not just that, but
be paying off debts, creating alliances between polities, and the geomancies from Baik Hu have made their way here as well,
like. This is a practice inherited and copied by Virbanwa and giving rise to unique syncretized pagodas, kirin statues, and
Akai, but not Gatusan and Apumbukid, who find that spoken phoenix houses. They have also copied Baikhan schooling
word is more powerful than written script. systems, mixing it with monastery-schools from the greater
Crescent Archipelago, to create a system of creating officials to
Ba-e religions is influenced by foreign Ashinin-Annuvaran certify that Ba-e does not only continue, but it will flourish. Ba-
religion, from phallic symbols known as linga being used for e wishes to create a veritable Merchant Republic.
rituals, to the statues of the Annuvara from the Annuvaran
Religion still standing and prayed to. Ba-e dead are buried Their adherence and proximity to ancient Kadanay technology
twice: once full, and then again cremated, to purify their sins has provided them with unique aesthetics, clothing, and
from the world, and so that their charred remains can become architecture. They prefer to cover themselves more fully, as with
ancestor spirits that can be worshipped. Ba-enun Anitu teaches the Virbanwans. Their jewelry is not just gold, but jade and
the following of rituals that align one with the various stone, glowing green. Even debtors wear this. The houses of the
paganitohan (gods) and bulakdiwa (bodhisattvas) as paths to rich are built on top of hills, with vast gardens at the bottom of
becoming Himayanon (literally: Blossomed): one who finds the hills. They prefer to wear unalloyed gold upon themselves,
Glory and finds existence outside of the cycles of violence. which they believe to be the cleanest and purest of all metals.
Temples are created as well: 8-roofed pagodas of both wood and The most important area of Ba-e is the Lake of Pulilan, the
stone, inspired by Annuvaran architecture, kept within 8-sided largest freshwater body in the Sword Isles. This lake is home to
walls of painted stone, with a single opening depicting freshwater sardines, crocodiles, and other important
blossoming flowers and ancient serpents. Houses are also freshwater marine food that has become an integral part to Ba-
enclaves of 5 houses within a square stone. These are all e life. Pulilan Silangan drains directly into the Bay of Ananara,
influences of Ashinin-Annnuvaran faiths. and through the Silangan Strait do most junks travel into.
Ba-e holds the number 8 to high regard among them. Their
houses are always of 4 sides, and royalty have access to 8-roofed
and 16-roofed houses. There are 8 holy weapon types: the sword, Aesthetics
the dagger, the spear, the shield, the bow, the blowgun, the Their makeup and hygiene is extraordinary even for tawo
javelin, and the gun. Their walls are almost always 8-sided, each among the Sword Isles, using white foundation and pitch black
one facing the eight holy directions, which are each protected inks to create wingtips and eyeshadows, influenced by their
by a holy guardian beasts, or the Bantay Walodako, literally, the long history. This facepaint has become an important part of
Eight Directions Guardians. culture by Royal Courtesans and Aristocratic Politicking, and
even into the court dancing cultures. Ba-e royalty and nobles
Ba-e has constructed a giant hardwood and stone house with 16 are horribly prone to realpolitik, vying for power over seaports,
roofs. It is not a house for living, but rather for study. Within connections with powerful warriors, trading settlements, and
shelves are scrolls and scrolls of palm leaf manuscripts as well positions among the court of the Sangpamegat.
as copperplate slates, as well as paper scrolls imported from
other regions across the known world. This is known as the Ba-e values material wealth. Many of them wear silk and cloth
Bahay Karunongan, or the House of Wisdom, the only place in shirts, whether man or woman, and they coat themselves in
all of the Sword Isles where knowledge and writing has been tassels and jewelry, usually of gold. The nobility flaunt their
written down. This is something that Virbanwa has been trying exotic, foreign items and wealth: black and white silks, ivory
to gain access to, to no avail. parasols, porcelain jars and accoutrements. Weapons from
Iyamat or Baik Hu. Armor from Sonyoh. Ba-e is using its
Only the smartest and most intelligent of parawali can be ancient knowledge and affinity to ancient sorceries to begin a
admitted within, remembered by guardian spirits of the House campaign to unite all beings under the Sangpamegat, not
of Wisdom itself. There is said to be approximately 875,000 through war but through trade networks and linking. In this
pieces of writing within the cascading square-patterned way, they seek to become the center of the world, the nexus of
shelves of the 16 roofed House. Recently, the Balay has begun to the Universal Silkroad.
admit students, those with promising spiritual or martial
prowess. This is a poorly veiled attempt by the Sangpamegat to Ba-e warriors--especially the bravest among them, the generals
cultivate thunderous Kadungganan loyal to Ba-e. These and commanders--enjoy enhanced warring technology that
Kadungganan are taught in poetry, writing, politics, and has allowed them to keep pace with the growing weapon
warfare. They are known as the Mandirigma ng Ilang-Ilang, prowess of Virbanwa. Bows that have bowstrings made of light,
Warriors of Ylang-Ylang, shortened to Digilang (dig[ma] + swords that have blades made of sun-rays, and daggers that
ilang-ilang, war ilang-ilang). The Ilang-Ilang is a flower have edges of crystallized moongleam: all practices and
extracted for oil and is used to ward off evil spirits. smithing techniques passed down by the Kadanay. The most
important technology among the Ba-e tawo are two things: the
The royals of Ba-e are therefore swathed in silks and parasols, sky-sampans and the artifact slates. Sky-sampans, which are
flower crowns and gold jewelry. Cauldrons and weapons from circular boats that ride upon the wind, worked upon by diwata
Baik Hu itself. Their lords are called Datu, but also Huang, that are contractually bound by ancient Kadanay oath to carry
King, due to Baik Hu recognizing them as an official kingdom. the sampan, have become a major source for personal travel.
Sages and nobility would ride upon these if they could
Ba-e has survived multiple Eras, and those that live in it will be commission them.
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KADUNGGANAN
Sangpamegat Dayang Kalangitan, the Eternal Monarch, To Virbanwa: Wayward stars streak across the sky.
Chakravartin, Devarani. Once just a Dayang, she took Thrones shall fall before we do.
over after her husband, Pamegat Diwajaya, was killed in
battle against a Virbanwan Warlord. Using her Kadanay To Akai: Warrior Braves and courtly regals. They are
blood, she perfected the sorceries of Stonewaking, royalty, grandeur, and raiders all. They deserve respect,
instilling stone and clay sculptures made by local potters but we have stood far longer than they have existed.
and smiths with additional utility, the ability to float, and
to keep food frozen. This technological marvels gave her To Gatusan: They shall raid the world, and if we play our
the title of Hexer-Queen. cards right, they will be shackled by gold and heirloom to
us. They shall be the swordfish to our barge.
She has frozen herself into a diwa-silk cocoon, letting her
soul wander freely and roam, unshackled by physicality, To Apumbukid: Our goals do not conflict, but their
but her body itself is entombed upon her throne, isolation will be their downfall. The roots speak, the earth
whereupon a giant gold statue of her has been built: a breathes. To Achieve Concordance, one must be willing to
goddess with eight hands, each wielding a weapon, and a break it. To become God one must be willing to kill Him.
crown that is like a balete tree.
Ba-e Honorifics: Gat for Males, Binibini for females.
She rules Ba-e directly, and eternally. She will eventually
rule Gubat Banwa, and she supremely believes that she is Ba-e Naming Conventions: Similar to Rajahnate
the Queen Aspect of the Mahawaira Himayanon, the conventions. They do not have surnames, and usually use
Primordial Buddha. Believing herself to be a Philosopher- one or two words.
Empress, a Devi Chakravartin, she wishes to spread her
glory, righteousness, and merit by invading other Ba-enon Names: Pangil, Lontok, Dula, Angkatan, Namwaran,
countries and not slaying or colonizing them, but rather, Tagkan, Palaba, Kalamayin, Panginoan, Bagtas, Sasaban,
letting them convert into Anitu. All gods have a place in Salalila, Avijirkaya, Maitan, Salihan, Talim, Lumban, Pila,
anitu. Gatid, Dewata.
Maharlika Langkus. A maharlika who has only recently As a Ba-enon, keep in mind...
awoken from a hundred year slumber, being submerged
and contained in the Temple of Resurrection, a natural 0 You are more often than not a follower of Ashinin-
temple within a large cave upon the mountain of Tinaga. Annuvaran-Anitu faith. Remind another of the Righteous
Known for his strange cloud-white hair, he travels around Path.
the Ba-e region helping out those in need. He is mute as 0 Only through merit can one find strength and glory.
well, although he can communicate well enough with
gestures and writings. 0 The great saints that have gone before you offer a path
to righteousness.
Thus he brings with him a great number of palm leaf 0 There is more to this world than physicality.
scrolls. He is a master swordmaster, walking around with
a salawal, sarong, paruka, azure baro, and grand crimson 0 The gods are great, yet still stuck within the cycle of
pudong, with tails that flow in the wind. He loves chicken violence.
as well. He wishes to find an ancient binukot that he was
tasked with protecting, the reason for his travels. As a Ba-enon, you begin with two: glass beads, a statue of
the Tranquil Sage Ascetic Annuvara, a soft bamboo flute, a
Senapati Sibasib. A burgeoning warlord-merchant datu pack of healing poultices that will run out soon, flowers in a
who seeks to prove himself powerful, leading his haop of garland, cooking implements, jarlets filled with hot spring
Katingan to battle. He is loyal to Ba-e, and always jumps at water, a white stone from a holy mountain, a hardwood
the chance to conduct raids against the various Virbanwa shield (kalasag), a breastplate made of elephant hide, a
or Gatusan settlements, even all the way to Sinuku or collection of boar tusks, a peaked iron helmet, bamboo
Ibalnong. He is one of the first ones to adopt the Akai shinguards, golden bangles, a hunting spear, wooden
introduction of horses, known as kuda, in their tongue, sandals
which the people of Sinuku also know of.
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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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33. You learned true patience after trying to fish for ocean 52. You took a wrong turn and ended up in the underworld,
dragons. once. You found your way out thanks to Iraon Daron,
whose kind smile you will never forget.
34. You have the demon blight upon your hand. Hide it.
53. An imperialist killed your parents, and then took pity
35. You used to have a whole slew of pets, from king eagles and adopted you.
to giant tortoises. You had to leave the island they
frequented. 54. Your body was stolen. You live in a body given to you by
a Langitnon. You do not remember how you look like.
36. A winged eagle sang to you once, when you were a
child. You’ve been chasing the song ever since. 55. You died. Or, at least you thought so. You were brought
back to life by a Kadungganan, but the Kadungganan
37. You copied the dance of fighting monkeys and hawks, died in doing so.
and you have become like that flaming dance ever
since. 56. You fell in love with someone you were supposed to
steal from or con.
38. You found the story of the ancient datu Sumakwel
being told by an elder shaman-healer. When you heard 57. You killed an innocent person before.
the entire story, the shaman-healer died.
58. You committed the atrocity of butchering, but you were
39. You brought a community to tears before. Why must under orders. You were under orders.
you inflict that? You must return to them one day.
59. You killed a nature spirit before. It was a petty spirit,
40. A person you loved told you the story of the Mahanaga, one of a minor stream you once loved bathing in.
the great serpent that encircled the world and one
could see at night as a streak of white, like a river of 60. A serpent coiled around your loved one and now that
stars. loved one is immortal, but you cannot touch them.
41. Javril, the Great Angel of Flowers, sang to you a melody, 61. The stories of the Night Child killed your nights. One
one which you can only remember bits and pieces from day, you met the night child, and they stole away your
whenever you engage in violence. gender.
42. You fell in love with a Goddess, who lives in the sky 62. You suffered a horrible, horrible injustice. To this day,
above. there is no reckoning.
43. Your eye was plucked out by a crow. You’ve never 63. You were part of a different warband. You no longer
needed it since. fight together. One of them has died.
44. You gave counsel to a datu before, but it did not lead to 64. You moved to another settlement to follow someone,
a good outcome. but they were never there.
45. You saw the truth of the world, you felt the Supreme 65. You were raised in a farming settlement deep into the
Soul, the goal of Hiyang, but have since forgotten it. plains of Rusunuga. All your life, you saw giant dragons
Glimpses of it appear in your trances. flying in the clouds and warriors fighting in the fields.
Eventually, you left your farming settlement, but this
46. You wrote a treatise on something before, but it's lost to was a decision you’ve since learned to regret.
time or to flames. Someone read it before it was
vanquished. 66. You remember the beautiful multicolored flowers of
the grasslands of Kalanawan, but you don’t remember
47. You’ve been to the moon when you were a child. You having lived there ever in your life.
saw the factory of angels, and the nest of devils. You
saw the Grand Palace On The Moon. 67. You were the apprentice of a blacksmith, but someone
killed your master, forcing you to wander alone. Did
48. A Langitnon, a god from the sky, gave you wisdom you know who killed them?
before. It was the wisdom of forgetting, and you have
since forgotten it. 68. You were swindled before by a wealthy merchant
prince, who went away with all your gold before. Do you
49. A Suladnon, a god from the world under, gave you still look for them? Do you want your shit back?
knowledge, before. It was the knowledge that all
knowledge is not true. 69. You were raised in the streets of one of the metropoles,
and had to fight your way to survive, becoming anyone
50. You were the only one that escaped your village’s and everyone’s servant. You were blessed eventually by
destruction. Buyung Limus-an, the Diwata of Beggars. Where do
you travel now? What useless item did Buyung Limus-
51. You stole something from your datu, and so the datu an give you?
took something away from you.
70. You are a foreigner, looking for something here in the
Isles. You will not find it.
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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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Arc 1 is known as the Arc of Earth, because the Kadungganan Arc 3 is known as the Arc of Heaven. At this point, the
still have their feet upon the ground. Arc 1 encompasses Legend Kadungganan are poised to fulfill that fabled verse: Seize
0-2. At this stage, the Kadungganan have trained their skills but heaven’s thunderclaps. Arc 3 encompasses Legend 6-8, and
don’t have much combat experience of their own. They must go showcases them not at the end of their venturing days but
out there and make their names known. They can be rather, at their peak. They are on the cusp, perhaps, of Glory:
performing the following: liberation from the wheel of violence, manifesting in visages of
God-Kings and Devil-Witches, attainment of the demeanors of
0 Working for various Datu as free roaming mercenaries. actual buddhas and bodhisattvas. Some examples of what the
Kadungganan are meant to do are:
0 Performing various jobs for the datu of their own settlement.
0 Traveling across the lands accruing wealth and legend that they 0 Running their own settlements that can become Mandala of
did not have. their own right.
0 Trying to break free from tyrannical overlords. 0 Wrestling with legendary monsters and creatures of myth,
preventing Celestial Eaters from eating either the Sun or the
Arc 2 - Lightning Moon.
Arc 2 is known as the Arc of Lightning, because the 0 Fighting with Gods and bringing them to heel, or maybe even
Kadungganan are rising above and taking on various, more becoming Gods themselves by dying in glorious combat.
challenging situations. Arc 2 encompasses Legend 3-5. They 0 Enacting long-lasting change upon Gubat Banwa, perhaps even
cannot sit idly by, their inherent Gahom pushes them forward, contributing to the end or even ending the Cycles of Violence.
their innate spiritual power calls them to perform greater and
greater deeds, or else die in the cycle of violence. At Arc 3, a Kadungganan must have their final aesthetic change,
known as their Perfected Form. They should have changed
Arc 2 can even be split up into its own Mini-Arcs with how much drastically from who they were at Arc 1, and this represents
venturing the Kadungganan are meant to do. Some examples of their skills at its utmost peak. Here they are meant to match
what they might be doing are: gods and goddesses with their visages, manifestations of
wrathful deities. At Arc 3, a Kadungganan gains a final name,
0 Establishing their own community, no matter how small. one which they will be remembered for the rest of time.
0 Fighting against powerful datu with large settlements or
towns.
0 Venturing deep into hitherto untraveled paths, like Deep
Forests, the Floor of the Ocean, the Cave to the Underworld, and
even the Clouds.
0 Making a name for themselves as their titles are writ across the
isles, and more and more datu chase after them.
At Arc 2, a Kadungganan must have an Arc 2 Form, known as
their Refined Form. At this point, something about them has
changed physically, representing the rising of their own
abilities, and the things they have faced in Arc 1. They should
also get a new name, which can be a sobriquet or title, but will
always reflect their exploits during the past Arc.
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Advancement Table
This can be used if you have fewer Violences in particular in your campaign as well, so that Violences can be seen as
milestones.
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Disciplines
All Kadungganan are asdang haniti, (literally, hand-to-hand Asdang began the tradition of Guros passing down what they
combat experts) masters of martial arts. Disciplines are systems know to learners. "Balahala Hinagiban Kaalamdag" is now a
of fighting, martial arts, spread throughout the Sword Isles. spiritual rite, a principle, a fabled title that all aspire to. It is the
There are exactly One Million and One Fighting Sciences in The science and tradition, revered and favored, taught from
Sword Isles alone. Very common among the Arts are familial ancestors to descendants.
strifes, grudges between martial arts that are similar and/or
have deep-seated histories, as well as the act of keeping All Disciplines are born from the Godly Weapon Science.
particular martial arts a secret from outsiders. The names for
these Disciplines are very often the practitioner of their Martial The combat arts are known differently for each of the Polity,
Art. although they all mean the same thing.
The irst martial arts were invented by the gods at the beginning 0 Virbanwa calls their martial arts Sining Pandigma.
of time, when they resorted to war to arbitrate their concerns 0 Gatusan calls their martial arts Paagi sa Gubat.
like the hypocrites they are.
0 Akai calls their martial arts Agama Pagbunu.
When they eventually taught the ways of violence to mortals, it 0 Ba-e calls their martial arts Pagdahas.
became known as the Balahala Hinagiban Agham, the Godly
Weapon Science. From here the first martial art arose, violence 0 Apumbukid calls their martial arts Kaqalim Matarem.
taught by nature itself: Asdang.
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Equipped Techniques
A Kadungganan is greatly skilled, however they can only keep so many techniques at the forefront of their mind. Every
Kadungganan meditates upon the Ten-Armed God, a god who wields 10 weapons. For the Kadungganan to be in perfect
equilibrium with their violent form, they can only focus on 10 Techniques at a time to use in combat. Therefore, even if
they know more than 10 Techniques (which they most probably will by Legend 5), they can only “equip
10 Techniques of them into Violence.
Before leaving Downtime, a Kadungganan must “equip” 10 Techniques: choose 10 Techniques that you will be using for .
Imagine these Techniques to be the ones they meditated upon, practiced, and perfected during Downtime, while they’re
“rusty” with their other Techniques. Therefore, they can only use those 10 Techniques at a time. They will only be able to
swap them around at the next Downtime.
This is to limit Kadungganan power, as well as to make combat a bit easier to parse (too many Techniques will be a hell of
a mental load).
There is an “11th” slot, which is simply the slot for the Enlightenment. You can equip any Enlightenment you already have,
regardless of your Discipline, but you can only equip one.
Equipped Techniques
Enlightenment
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.
Raider Style describes martial arts that focus on movement, fluidity, and damage. Their
techniques tend to focus on dealing as much damage as possible and moving as much as
possible, although since they mostly do their damage from up close, they are horribly
vulnerable to being locked down and focused on. Raiders laugh in the face of Sharpshooters.
Sharpshooter Style describes martial arts that focus on long-ranged attacks, dependable
damage, and area effects. Their techniques tend to focus on attacking fighters from afar, and
usually more accurately than others. Since they focus on these techniques, they tend to move
slower than other Styles and a lot of their abilities lose a lot of efficacy at close ranges.
Sharpshooters laugh in the face of Witches.
Witch Style describes martial arts that focus on eviscerating attacks, area denial, and
condition-application. Their abilities tend to stop movement, or inflict persistent damage, or
force movement upon others, and they are good at ripping away armor. However they have
low defenses in exchange, some of the lowest in the game, to compensate for their wicked
debilitations. Witches laugh at Sentinels.
Medium Style describes versatile martial arts that focus on supporting allies and doing
esoteric effects that always force interesting situations to happen to the battlefield. Their
abilities tend to heal allies, give Precision and damage reductions, enable their actions, or
give allies benefices for doing things that help the Discipline. Their Traits tend to be average
across the board, they do not inherently laugh at any of the other Styles.
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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.
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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: Ascendancy of the Sangpamegat
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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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 Unbalance (1).
- Makara Exalt Sutla 128 You cannot bring a square past -2 Elevation this way.
Crocodiles are venerated like ancestor gods in the isles,
and to have one fight with you is a sign of respect and +1 Beat: Increase the burst to Burst 2.
prestige. They are sometimes seen as psychopomps, +1 Beat: Turn the square you’re on into a Chasm, then
and that is exactly what you will be doing: bringing Rush 2.
your enemies to hell.
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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 Spend 1 Beat at Strike 3+ to turn your mount into
waged war to seize wealth. Makara are said to be the a makara, legendary dragon-crocodile. Gain the
first of the crocodiles, and are the original dragons: Following Benefits for the rest of Violence: +1
their spiritual pairing created the three draconic forms BRV, +1 FTH, +2 SPD, +2 POS, StabIlity, and
that many gods take on: Naga, the Flying Water Regen. Finally, you ignore all terrain and
Guardian Spirits. Pythons, the Deep Earth and Tree
Serpent. And finally, the Crocodile, the Sea and Soil elevation, and become Size 2.
Dragon. It is said that a Makara encircles the entire
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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Kawal Techniques
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 unleash a staggering blow: Make a
used this to cut swathes through undead warriors to save his Melee Earth Bravery Attack vs 1 adjacent fighter, then
settlement. inflict BRV Down (1).
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 (1) on any 1 fighter 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 fighters 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 at the start of your
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 or effects that do not come
Rudrakasha is the Guardian Lord of the Southwest Corner, from each other’s attacks and effects. You and the
where the land is barren and eventually becomes a white void, target of the Bulu can only treat each other as valid
the horizon between Sky and Sea. They guard this targets. However, you gain +1 to all Martial Abilities
impossibility, but with their single eye (which is the Eye of the while in the Bulu. If you or the target falls to 0 HP, the
Hurricane) they can see all, and they can strike at any warrior
from afar, gaining their ire, becoming their fate, with his bow Bulu ends.
and arrow, known only as Kalma, or Destiny.
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Mangangayaw Techniques
Spend 1 Beat to raid! Choose 1 fighter that you
can see, then Stride. You must end the
Bleeding Steel Monsoon movement at least 2+ squares away from where
you started, and you gain Eviscerate (1). Then, if
You move like a whirlpool in the midst of the sea, within range, you may inflict violence on the
burgeoning and breaking and crashing and alluring chosen fighter. End your Fulmination
ships into their depths. But you are steel, and you afterwards.
become like an unstoppable whirling wind of
sharpness and blades. +1 Beat to gain BRV Up (1) instead of Eviscerate.
+1 Beat to be able to Rush 1 after the attack.
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Enlightenment: Seize
Heaven’s Thunderclaps You gain Momentum: whenever you move 4+
squares, gain +1d on your next attack.
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, make an Overwhelming
binding you together. You move like the hurricane, slam Skewering Water Melee Attack vs every enemy on
like the tsunami. “Violence is life, and life is violence. the battlefield. Then teleport to a square adjacent to
Rememver this dichotomy, and every move you make will any of the enemies in the field.
be an attack.” – The Teachings of Panglima Namwaran,
warlord-datu of ancient Tundun.
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Not just that, whenever Sword Poet sing, they echo similes and Inflict Violences
metaphors and personifications in a different language. One
more flowery and filled with impossible metaphors and idioms
Singing Swords [1]: Strike while singing. Make a Melee Air
that only they can truly understand. This language is known as Faith Attack vs 1 adjacent fighter, then you may rush into
Flower Tongue, and it is said to be the most beautiful language
never spoken, only sung. the target’s square and slide them into the square you
vacated.
When you become a Sword Poet, ask yourself: why do you fight Mocking Swords [1]: Strike and mock the target. Make a
for a land that does not hear the notes of your sorrowsong? Melee Air Faith Attack vs 1 adjacent fighter. Inflict
Your song falls upon bloodied ears and corpses. Will you wait Provoke (1) on the target.
until your song ends?
Sword of Diplomacy [1]: Strike and instill a better world with
your poetry. Make a Melee Air Faith Attack vs 1 adjacent
fighter. Slide 1 (+1 stack per 9+ on the Attack Teeth.)
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Sword Ambahan For 1 Beat, you dance a song of steel around you:
A flamboyant Sword Poet, Si Pahimuot, once performed make an Air Faith Attack vs all enemies in burst 1.
this amidst the kawal of Datu Mabigi, from the league
of Pannai, who hunted him down due to him killing his +1 Beat to make it Bravery + Faith.
bride. He escaped by staying silent—unheard of for a
Sword Poet—and amplifying the cutting tang of his +1 Beat to increase the range to Burst 2
blade. He performed a quick dance, cutting all those
about him.
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Balyan are the spiritual leaders of the faith that Discipline Traits
encompasses almost all of the Sword Isles, which is
known to outside people as Anitu. Usually female, but
men can also become Balyan, although they must take HP: 11 - Style: Medium
upon the trappings and present as female, becoming Weapons: Ritual staffs, wreaths, bundles of grass, incense, tattooed
the asug gender. Asug, however, is said like an hands, vajras, monk staffs, bells, ritual knives
honorific or a title. Anitu has commonly subsumed
most of the religions that have arrived within: while it Armors: Multicolored robes, cloaks, golden sandals, flower diadems,
does live alongside the other common religions in the breastplates, ritual war jackets
isles, such as the Ashinin Faith of the Myriad Gods, and
the Annuvaran Faith of Tranquilities, it also takes Xenoglossy
inspiration from them and takes their own gods. During the alabay stages of training (apprenticeship), each balyan undergoes a
Balahala Saiwa, for example, one of the Triumphant vision quest under a strangler fig, or balete tree, and there in the abode of spirits they
Gods of Ashinin Faith, has since become subsumed as are expected to find their familiar, or their abayan, their companion. When they do,
a sort of Supreme God in modern anitu thought the familiar often manifests as a physical animal, such as a small snake, or an owl, a
among the harbor kingdoms. This is less true among bird, or a young monkey, or even a dog. Balyan go into a state of divine trance as they
the hinterland principalities and settlements, who channel the gods. The gods are divinity, unfit for our mortal bodies, and so when a
worship a less god-focused anitu and a more ancestor mortal channels a god, their body contorts in inhuman ways to try and accommodate
focused one. the god’s being. Warrior Balyan have perfected the art of going into a violent trance-
dance in the middle of combat, and use that erratic movement to both channel the
As the spiritual leaders, they must know the principles strength of the gods to their allies, as well as to make their own attacks unpredictable.
of nature and the world, including the imperative to For 1 Beat, summon a Spirit Familiar from the list below in an
live harmoniously with nature, where all spirits live, as adjacent square. You can summon up to 2 at a time, though a fighter
well as to do what the ancestor spirits find good and can only achieve xenoglossy with 1 spirit at a time. All your effects
right, so as to not incur their wrath and accrue grave can begin from your familiars.
misfortune.
Whenever you or an ally moves into a spirit’s square (or the spirit
They are the masters of ritual, performing all rituals moves into your or an ally’s square), you can allow the spirit to
such as the ritual before travel, ritual for war, ritual for possess them, allowing you or the ally to achieve Xenoglossy. The
the death of a Datu, burial rites, and more. They know possessing spirit shares a square with the possessed fighter. When
rites for casting off diseases, healing wounds, as well the possessed fighter becomes Critical, the spirit dissipates. You can
as inflicting wounds and diseases. They speak and ask ask the spirit to leave a fighter for 1 Beat, putting them in an adjacent
guidance from the ancestor spirits, known as square.
umalagad, to give them power or answers, or to defend
them in forthcoming tribulations as guardian spirits. For 1 Beat, any number of Spirits you have on the field may rush 3.
They divine by the use of specific rituals to see what the This can be used even if the Spirit is in Xenoglossy, letting both the
anitu might tell them. Very commonly, the ancestor spirit and the possessed rush.
spirits are the ones truly worshipped, while the Diwata
are simply revered. However the most powerful of the 0 Serpent. Xenoglossy grants Earth Conditioning, +1d on Earth
anitu, the gods, are worshipped in temples, altars, Attacks, and +2 POS.
pagodas, and churches.
0 Owl. Xenoglossy grants Air Conditioning, +1d on Air Attacks,
As Balyan, they know the truth of the world: that and +2 SPD.
nature is alive and all things have souls, nature spirits.
Nature gods are Diwata, ancestor spirits are Apo, 0 Deer. Xenoglossy grants Metal Conditioning, +1d on Metal
Guardian Spirits are umalagad, of which many Apo Attacks, and +2 RES.
are. Flowing through the world is Diwa, the essence of 0 Rooster. Xenoglossy grants Fire Conditioning, +1d on Fire
all things. When something loses Diwa, they lose their Attacks and +2 BRV.
own essence, similar to how a tawo without a soul
becomes a bumbling animal fool. A sword without its 0 Naga. Xenoglossy grants Water Conditioning, +1d on Water
diwa becomes a sword that cannot cut, which is what Attacks and +2 FTH.
makes a sword a sword. When a balyan is possessed by
a spirit, whether apo or diwata, they go into a fevered
trance-dance, wherein the spirit speaks through them,
overwhelming their body. Inflict Violences
Balyan are all at once sage-philosopher-scientist. They
learn about the natural world and its secrets and teach War Trance [1]: Dance a horrid dance to curry the favor of the gods. Choose
it to their settlement. These inscriptions stand the test any spirit on the field and perform the following effect based on the
of time. Warrior Balyan are those that study and spirit chosen, with the target being 1 fighter in range 3, or the fighter
channel the gods of Violence, the very circle of killing. currently in Xenoglossy with that spirit.
Serpent: Slide 1.
Ask yourself: why do you abuse your connection with Owl: Teleport 1.
the divine to perpetuate this cycle of endless violence? Deer: Give POS Up (1).
You have blood on your hands, balyan. Does it matter Rooster: Heal 1.
whether it is yours, your allies’, or your enemies? Naga: Inflict RES Up (1).
Ritual Weapon [1]: Strike with a blessed weapon. Melee Fire Faith Attack
vs an adjacent fighter, +1d if the target has Banes.
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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 Prereq: Naga Nature Pamaagi
"I have lain retribution
Suga, who is not his upon what my sister has Spend 1 Beat to bolster an adjacent ally with either the
Mother but rather his
partner. Together they
cursed upon me." blessing of Lightning or the blessing of war. Blessings
create the Great
"And what have they cannot stack.
cursed upon you?"
Dichotomy within the "Jealousy." 0 Blessing of Lightning: An ally with this blessing may
Sword Isles, the two
overpowering Seasons of With another mighty consume it when they leave a square to teleport 6.
the Center of the World: laugh, Apung 0 Blessing of War: An Ally with this blessing may consume it
the Dry Season of Indira Makangayaw answered: when they make an attack to give that Attack +2d.
Suga and the Monsoon "And so the cycle begins."
Season of Jamiyun Apung Makangayaw is +1 Beat: Give it to an ally in range 5.
Kulisa. offered to whenever a
As Jamiyun Kulisa is the ceremonial raid is +1 Beat: Give both Blessings to the chosen ally.
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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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 Prereq: Love and Lightning
and understanding. They was killed by a Ten-
possess the Knowledge of Fathoms Long Lance, she You have light and darkness internalized. Spend 1 Beat to
Good and Evil that they became a star that undertake either the Light Nature or Dark Nature, though
used to have when they exploded upon the field, you cannot be both at the same time.
were humans. When a burning all in smokeless
Mahadiwa dies or is flame, and then shot up 0 Light Nature: All allies within burst 2 of you heal 2 when
killed, they simply into the sky as the you start your Fulmination.
reincarnate as another Evening Star. 0 Dark Nature: All Attack Teeth generate 2 Hits on a 9+.
Mahadiwa. Through this, She is said to have a
they live 999,999,999,999 mirror image: Mahadiwa Spend 1 Beat to share your current Nature to an ally in
lives.
Mahadiwa Tala
Kalakatri Duumanun, her range 3, and they have that nature until the end of Violence.
darker side, the shadow
Kinabanaagan is the that wraps around each Spend 2 Beats to choose yourself or an ally that has a
Bronze Multiplicitous star at night. They are Nature to overload it. Perform the following effect
Sidereal Steward of both all at once the same centered on the chosen fighter:
Stars, who lives in the and also different. The
Morning Star that brings Bulakdiwa say: she is like 0 Light Nature: Inflict Stun (1) to all enemies in burst 2.
with it the dawn. this because she dared
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 Once Overloaded, you cannot take upon that Nature again
Palanquins are said to fly the void and the world until the end of Violence.
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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Enlightenment: Minor
Glory, Transcendent Unity
This is your final testament, and your own minor You constantly hover on the cusp of
transcendence, your own inkling of enlightenment. A little Transcendent Glory, Unity With All Things.
taste of what truly means. You become a Bulakdiwa, a
bodhisattva on the cusp of Blossoming and finding Glory When you are attacked, roll a Chance Die before
in Harmony. How do you feel? Take that next step. the Violence Cast. On a 10, you cancel the attack
The first violence was when the Bulakdiwa of Violence against you completely.
glimped Blossoming when she realized the truth of the At Strike 5+, spend 1 Beat to achieve temporary
world: it is a vicious wheel. From the ancient war of the
Southwest Monsoon and the Northeast Storm, to the Liberation: Become Immune to all attacks, but
slaying of the Ancient Dragon at the hands of you cannot deal any damage as well. Any time
Sumongsuklay, to the violence of the Giants Upon The you attack a target or inflict hits on them, heal
Oldest of the Creators. All of these were Wheels of 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
violence. She forestalled Glory to bring others to Glory.
She let herself be mauled by suffering to show others a
better path.
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Discipline Traits
Dancers along the lines of Cyclical Death,
spirit mediums of Yamadiraja, Diwa of HP: 10 - Style: Raider; Weapons: Hands, feet, head, elbows, knees;
Death and Violence. Armors: Tattoos, bahag, sarongs, handwraps
With your knife fists and sword feet, dance along Many Handed Wheel-Turner
the lines of death, so that you may evermore be Let Death speak for one last time: “There are things that are meant to cycle, such as
changed. Remember, faithful students, enact the flow of the universe, and things that are not meant to cycle, such as the
Cyclical Change to ensure the river ever flows.” generational evils. Therefore with your internalization of Cyclical Death, you will
Death Dancers channel the tenet of Cyclical Death know which cycles to kill, and which cycles to preserve. Remember, however, that no
to cleanse Gubat Banwa. They are the purest God shall ever be Immortal. Therefore killing God enacts Cyclical Death as much as
incarnation of Gubat Banwa, fighters that excel in severing a slave from their master enacts Cyclical Death. Let all things end with
the styles of martial art known as Empty Hand, as you.”
well as Lightning Feet.
Rush 1 when you take a stance. Additionally, you can now take upon
Heed the truth, then: Death Dancers are actually more than one Stance at a time. If you do, gain a number of benefits
spirit mediums that channel Yamadiraja, the God equal to the number of stances you are currently in. These benefits
of Death and Violence. In a vast number of beliefs, are accumulative: having 3+ Stances means you also have the benefit
Yamadiraja is considered an Aspect of Rajaraya of being in 2+ and 1 Stance:
Pintas, the Ancestor God of Violence, while other
sects, like the Kayama-an religion in far east 0 2+ Stance: While you have at least 2 Stances, when you take on a
Gatusan, recognizes Yamadiraja as the Supreme new Stance, you may immediately rush 2, moving through enemies
God and the Creator God, who created this reality and hindering terrain.
by murdering the past reality. In Kayama-an, 0 3+ Stances: Once you gain 3 Stances, you may inflict violence for
Kalakatri is not seen as an Aspect of Mahadiwa but free. When you end your Fulmination with 3+ Stances, inflict 1 Hit
rather, an Aspect of Yamadiraja. on all adjacent enemies.
The martial art of Death Dancers, the Dance of 0 4+ Stances: While you have 4+ Stances, you are immune to
Death, originated from deep within the mountains Unbalance and Daze and all your melee attacks have
of the isles in far east Gatusan, where it is said that Overwhelming.
there is a cave that leads into the Underworld.
There, Yamadiraja (who is said to be the same
person as Sri Dapa, the God of War and Mortality Body As Weapon Paagi
in Southern Regions of the Sword Isles), came to You take upon yourself the initiation of cyclical death. What does the cycles of
them and taught them his Dance, as a way of violence see now? Dance along the lines of death.
achieving Hiyang with him, and to become agents Choose whether your practicing the Heavy Handed Executioner or
of Cyclical Death (that is to say, death needed to the Lightning Death Movement style when you go into combat:
continue the cycle, so that it is not corrupted with
false immortals jockeying for power). Therefore 0 Heavy Handed Executioner: Your Hundred Hands of
the Dance of Death is at once an intricate ritual and Yamadiraja is slower but more powerful: Melee Earth Faith
a powerful martial art used to devastate. Many Attack vs 1 close Fighter, with Overwhelming, but you have -1
sages conjecture that this was actually a powerful SPD.
turning point for Gubat Banwa: for the God of 0 Lightning Death Movement: Your Hundred Hands of
Death itself to teach their supreme art marked the Yamadiraja is quicker but weaker: You may teleport 1 then make
beginning of the Eighth Star Era. a Melee Air Faith Attack vs All Enemies in Burst 1 with
Various mediums of Yamadiraja have come down Dullness.
from that mountain and spread across the land,
Mastery their art to those that would accept the
channeling and worship of Yamadiraja, or Sri
Dapa. In the Eighth Star Era, they have multiplied, Inflict Violences
and various settlements have created their own Inflict Violences
versions and manifestations of Yamadiraja’s
supreme art.
The Hundred Hands of Yamadiraja [1]: There are a thousand deaths a
There was a Mastery, however, that was given to the day, and that is how many strikes you unleash. This is dictated by your
Death Dancers, as they were taught the final chosen Body As Weapon Paagi style.
maneuver of the most lethal art in Gubat Banwa:
“When you have attained the awe inspiring fires of Sunyata Palm [1]: Breathe and meditate upon the emptiness taught by
death itself, which humbles even the gods, what do Destined Death. Make a Melee Metal Faith Attack (1 adjacent fighter)
you do next? Use it with the same function as an and then inflict RES Down (1).
especially sharp rock?” Diamond Body [1]: Perform an anyo ritual, striking each point of your
body and hardening it to a thunderbolt. Take on the Diamond Body
Stance until the end of your next Fulmination. While in the Stance,
you cannot be forcibly moved and when you move into an enemy’s
square, you collide with them (do not suffer Hits) and push them 1.
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Sea and Storm Dance Spend 1 Beat to take on Forceful Wave Stance: All
your Melee Attacks now Push 1 per 7+ on the Attack
Mastery Ninth: Be as water, formless but all form, Teeth and you can walk on water, ignoring water
thoughtless but all thought. The final conceit of the terrain.
transcendental animism, this oneness with nature, this
Hiyang, is to be as the bamboo, swaying in the wind, +1 Beat to take on Razing Storm Stance instead: As
thinking not, but becoming that thing. Through with Forceful Wave Stance, but you can consume the
thoughtlessness, become violence. This is a gentle fist, be Stance when you Push a fighter, to teleport to a
not afraid to use it. With it, you shall toss boulders. Death square adjacent to the fighter after the Push.
crumbles all things, even mountains."
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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
Death: “The Four-Armed Thunderbolt Wielder is one dance, you explode in deathly energies: inflict 6
of the primal versions of Yamadiraja. If there would be true hits upon all enemies in burst 3.
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.”
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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 when you take this stance to also gain Stability
50 - This lesson cannot be written down, for it exists and while in this 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
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Enlightenment: Yamakala
Nature When you make Melee Attacks against enemies with
Whenever you move through the shadows, the god of Full HP, you may roll twice and take the better result.
ritual killing sends merit, flashing out in shadowy
arms, striking all about you. At Strike 4+, spend 2 Beats to kill all enemies who
One of the many Gods of Fated Death is said to be have 3 or less HP.
the god/goddess Yamakala Lakibayibatara (Male-
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.
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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 3, 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 range 4 blast 5.
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 Down (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 (2).
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 Kusobatubalani, but increase the burst to burst 3.
earth gods have an innate spiritual attraction that
brings all mortals down.
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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 (1).
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.
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Embodiments of Minor
Enlightenment, Manifestations
of the Wind, Arrows of
Harmony, Born from the
Watchtowers.
Tigpana [tig-pa-NA’] translates directly
to archer. This is the discipline of long
distance combat atop bamboo
watchtowers, treehouses and rocky
outcroppings peppered across The
Sword Isles. This discipline actually
originated in Ibalnong, but was applied
to the rest of the archipelago by
Apumbukid as violence intensified.
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Tigpana Techniques
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Warspeaker Techniques
Spend 1 Beat to manipulate a fighter’s
Butterfly Words Style perceptions and movement: Slide 2 a fighter
in range 3.
“Master this utterance and command the
battlefield with your words.” You utter +1 Beat: You can slide two fighters in range 3
A·TAS, warriors find themselves moving of instead.
their own accord.
+1 Beat: To Slide 3 instead.
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Discipline Traits
Martial Artists of the Perfect Hunt, Tamers
of the Divine Wilds, Seekers of Truth and
0 Canine: Your beast howls. All
Hunters of Gods HP: 8 - Style: Witch enemies in burst 1 of the
Hunting is a popular trade and profession in the Weapons: Spears, harpoon, Canine suffer a -1d to their next
isles. It's how one gets pig and meat, after all. And pig bows, guns, crossbows, Defense Teeth.
caught in the forest is a ritual sacrifice, filled with daggers, gunong, barong, 0 Feline: Your beast inflicts
metaspiritual meaning and power. Hunting in the throwing knives Eviscerate (1) on an adjacent
isles are done either by one’s self, with traps, or with Armors: Shawls, breastplates, enemy.
a dog or two, who can pin down game. sarongs, pants, sandals, war 0 Raptor: Your beast swoops
When war breaks out, and constant violence looms, jacket, lamellar down, inflicting Bleed (1) on 1
specialized hunters arose, pointing their traps and
their dogs at their enemies. They took it upon Hunting Beasts close target.
themselves. Now they train their children not only in Beast Hunters have with them a 0 Reptilian: Your beast flails
the arts of hunting, but also in war. They call powerful companion, a Hunting wildly, inflicting Unbalance (1)
themselves the Beast Hunters, for they both hunt and Beast, usually a dog, but possibly also on all adjacent enemies.
handle beasts, and what are warriors but beasts of a boars, owls, cats, or any other beast
0 Mauler: Your beast mauls the
different name? The Moon and Star Dance was an they have created a connection with.
target, inflicting push 4 to 1
easy Martial Art to spread across the Isles. The Akai These become their Sidereal
adjacent fighter.
Clan that began the Moon and Star Dance is long Companion, the Stars to their Moon
gone, their traditions dispersed across all of the isles. dance. These Hunting Beasts are very
You can move into your pet’s
commonly chosen from birth, and you
It was Akai that first saw their applicability in war, space to mount them. You can
live all your life with them. They are
and began granting nobility and vassalage to hunters still command your pet while
very often anointed with lunar oils.
who would join the Sultana’s following and army. An Mounted. While Mounted, you
Beast Hunter fail their best friends
even smaller contingent of elite hunters serve as her gain the following benefits:
sometimes. It is required, a suffering
royal hunters, outfitted with silks and golds and lesson, to reach mastery of the Perfect You gain +3 SPD and all your
jades. Hunt. effects with ranges have their
Beast Hunters use a large variety of constructed ranges increased by 2.
You have a Pet that travels with
traps to control the battlefield. They might bait their
enemies, use strange pits to make them fall, or soften
you and begins every violence
adjacent to you. Name them. Best Friend
Hunters in the Sword Isles make best
the soil to make them slip quicker. Beast Hunters are
unmatched when it comes to manipulating the They are Size 1 fighters and friends with their pets, giving them
battlefield with their ingenuity and closest allies. share your Martial Abilities. names and treating them like siblings
They thrive in the mid-range, putting down traps to They do not have their own or their own children. They create
shut down enemy movement and skill. Fulmination, but every end of lavish burials for their pets that die
your Fulmination they are not while in duty.
Most importantly, the Moon and Star Dance focuses mounted they will Rush 2 and When you fall to 0 HP, you can
on flowing, mindful movements that incorporate the then inflict 1 True Hit on an switch squares with your Pet,
Sidereal Companion: Hunting Beasts. Hunting adjacent enemy. and the Pet is the one Defeated
beasts are fierce and they never back down, and they The first time you switch into instead. You don’t suffer the
even prefer to fight against things larger than them, this Discipline or during Hits.
the devil bastards. They rejoice in the glory of Downtime, choose your Pet’s
savaging a giant boar or crocodile or stag and type to find out what they do
bringing them writhing to the floor. The most when you Command them for 1
common beast is a witch dog, forest canines that can Beat.
climb trees and have constantly sharp claws, but
common hunting beasts also include monkey-eating
eagles, fierce civets, juvenile crocodiles, and
sometimes even wild warty boars.
Beast Hunters are sought after for their trapmaking
expertise and their peerless skill in surviving the
Inflict Violences
deep forests. They come from all walks of life, and
with their hunting companions, they can take on Crippling Shot [1]: Let loose an arrow or shoot a gun to break your prey.
whatever challenge that will come their way, with a Ranged Metal Bravery Attack vs 1 fighter in range 5, inflicting SPD
combination of their wit, their innovative skill, and Down (1), and then your pet may rush 1.
the fierceness of their hunting beasts.
Bleeding Shot [1]: Fire a flurry of shots that draws blood. Ranged Earth
If you choose to be that consummate hunter, ask why Bravery Attack vs 1 fighter in range 5, inflicting Bleed (2). Your pet
you used your hunting and trade for battle. What may inflict Fray 1 on an adjacent fighter.
made you hunt the ultimate predator? Why do you
sic your hunting beasts at your fellow man? Evisceration Gun [1]: Fire a straight shot that opens wounds. Area
Earth Bravery Attack vs all chosen targets in line 5, inflicting
Eviscerate (1).
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KADUNGGANAN
Witch Dog Summoning Pamaagi Prereq: Pit Trap Technique, Gilded Hound Nails
Witch dogs are diwata that guard the forests. The Spend 1 Beat to summon a Size 1 Witch Dog in a
fabled witch dogs or asonanggubat (forest dog) are square adjacent to you, which shares your Martial
some of the most vicious dogs, that only the most Abilities. At the start of your Fulmination, the
skilled of hunters can summon. These black-mouthed, Witch Dog may rush 3. All enemies adjacent to the
large and wide-shouldered dogs have severely sharp
claws that regularly shed, making it so that their Witch Dog cannot make attacks that do not include
claws are always sharp. the Witch Dog as a target.
Enlightenment: Elephant At the start of your Fulmination, you may give 1 enemy in
Hunter range 4 that you can see 1 Hunt. Only 1 fighter can have
Hunt in the battlefield at any given time--if you give a
The great Maharaja Indrajaya, one of the most well- different fighter the Hunt, transfer all current Hunt to
known ancient datu under the Sultanate, once went on that fighter. A fighter can have up to 5 Hunts.
a hunting journey with Jaris Akai himself in Jamiyun
Kulisa’s Arrows. There they found large elephants, Whenever a fighter with Hunt is the target of an attack,
and decided that these behemoths are the greatest
hunting targets. They went and killed many, but were the attacker may spend any number of Hunts to add that
faced with Sri Ganesh, the Elephant God. With the many Attack Teeth to the Violence Cast.
help of Baginda (who gave them a blessed moonsilver
needle that destroyed Sri Ganesh’s god nature) they Spend 2 Beats at Strike 3+ to throw a Moonsilver needle
defeated Sri Ganesh, who told them that they could at up to 3 fighters in the battlefield. They have the needle
continue hunting elephants, but must only do so as a for the rest of Violence. While they have the needle, they
powerful ritual offering to gods. With this agreement, suffer 1 true hit every time they leave a square.
Jaris Akai introduced elephants to Siga upon great
war junks. Maharaja Indrajaya became known as the
great Hunter King, and many Akai hunters invoke his
soul when going out on hunting expeditions.
251
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Warriors of the Most High, Sacrifical Berserkers, Those Who Will Die For The Moon
Goddess, They Who Triumph In Adversity
Martyrs triumph in adversity. They kill and die in the name of their conviction. While Faith in the Moon
Goddess isn’t a prerequisite to mag-sabil, conviction is. A conviction to die in the face of imminent, and
sometimes quite certain, death.
All warriors can perform the sabil, that sacrosanct war-ritual. However, Martyrs dedicate their entire lives to
the sabil. Every venture they go out on is a venture they are prepared to die for their faith in. This has caused
Martyrs to be particularly feared, due to their total lack of self-preservation.
252
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KADUNGGANAN
KADUNGGANAN
Martyrs can also be found all across the archipelago, Whet The Body
Wield the Moon’s Holy Blade, which is you. You! This is your strength, let
especially those that have the same amount of zeal and Baginda Sumongsuklay, peace be unto her, wield you and bring the final
loyalty to their leaders and the spirits of their triumph of victory. Who else could it be but you? With this internalization, you
settlements. They are, however, few and far in between in wield the holy blade of tenacity, and nothing shall ever stop your advance.
number, a small number of warrior braves who are
always ready to die for their leader and faith. 1/Fulmination: When you suffer a Bravery attack, gain FTH Up
(2).
Before going out on a venture, you dress yourself in the
raiment 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 jewelry, to make sure that you bring Inflict Violences
with you your earthly wealth to the next life and be
accepted into heaven with open arms. Holy Berserk [1]: Let loose for Goddess! Melee Fire Faith Attack vs
an adjacent fighter with Skewering, then you suffer Eviscerate (1)
If you chose the violent life of the Martyr, ask yourself afterward.
who you profess your faith to. Why? Do you wish heaven?
Or is this a convenient excuse for you to inflict Overwhelming Force [1]: Break through, IDA IDA! Push 4 a close
indiscriminate violence? target, inflict Unbalance (1) on them afterward.
Purification [1]: Become holy before Goddess! Melee Fire Faith
Attack vs an adjacent fighter, gain Block 1.
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KADUNGGANAN
Martyr Techniques
Spend 1 Beat to anoint yourself with oils: gain
Faith Unending +1d on your next Melee Attack.
The Lunar Goddess has seen it fit for you +1 Beat to give this benefit to an adjacent ally as
to strive. Coat yourself in the holy oils. well.
Battle is always death, battle is always
death. Let out your rage, mighty Martyr! +1 Beat to strike with overpowering strength:
The Lunar Palace Upon The Moon every 8+ on your next Melee Attack’s Attack
beckons you! If you are to fall, then you Teeth either inflicts 1 Hit on a fighter adjacent
shall bring all those around you with you! to you or turns a square adjacent to you into
difficult terrain.
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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.
at strike 5+, while staggered, spend 1 beat to
The Martyr rejoices in the glory of combat. You ready
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 beats per fulmination. however,
PERISH. YOUR FURY IS A FIRE THAT should you fall to critical, you immediately die.
CANNOT BE EXTINGUISHED, IT SHINES
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
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KADUNGGANAN
KADUNGGANAN
While Sarimanok Knights were born in Akai, trained from Inflict Violences
the local warriors here who already rode upon Sarimanok
when they unleashed their raids, Virbanwa has also taken to
breeding these rainbow raptors to create a sarimanok Heaven’s Eye [1]: Fire a burning weapon. Ranged Air Bravery
cavalry of their own. However, theirs is smaller than the Attack vs 1 fighter in range 4. If the target is exactly 4 squares
colorful plumage and gigantic wings of the sarimanok of away, may rush 1 toward them.
the Kalanawan region. Raptor Javelin [1]: Strike down with your weapon, letting rainbow
If you choose to become a Sarimanok Knight, ask yourself blades cascade from it. Melee Air Bravery Attack vs 1 adjacent
fighter, then cleanse 1 Status from self.
when you started training, and for what reason? To protect
your datu? To save yourself? Your family? Why would you Sarimanok Flight [1]: Strike up with rainbow blades. Melee Air
bring a majestic creature into the heat of a skirmish, of a Bravery Attack vs an adjacent fighter, inflicting Juggle (1) per
tactical engagement, where both of you are poised to die? 8+.
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KADUNGGANAN
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KADUNGGANAN
Kartike’s Arrow
The First Sarimanok Knight was said to have been
the son of Siwa, the Triumphant and Auspicious Prereq: Sky Cloak Pamaagi
God, who is very frequently known as Rajah
Indarapatra of the Thunderclouds in more modern Spend 2 Beats to fire a burning arrow of
Akai literature. His eldest son, Yskanda Kartike, incandescent fulgur: Area Fire Bravery Attack vs all
Archer of the Rainbow Raptor, was said to have chosen targets in Line 6, then mark the target until
come down upon the world upon the Sarimanok the end of your next Fulmination.
that took his father to the moon. There he taught
the truths of the Sarimanok Knight, and how to Whenever a fighter marked by this technique
properly befriend them, and how to treat them not makes an attack, inflict 1 Hit on them.
as a horse but as a fierce brother. Yskanda Kartike
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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KADUNGGANAN
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Strifesinger Techniques
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 can take
also failed. The truth is now long forgotten, and some 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.
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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
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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
but a tool,” BALAHARI GILUSOT tells you. At Strike 4+, Spend 3 Beats to shoot the god of your gun,
“Do not get attached to beings that have never releasing bullet hell upon the battlefield: For the rest of
been human. Fool, kill it! Kill it now! Before it violence, whenever an enemy leaves a square, they suffer
realizes your soul and shoots itself through you! A 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
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Bladeweaver Techniques
Spend 1 Beat to inflict 1 Hit on a target in
range 3, then teleport to a square adjacent
Firebird Mentala to them.
Developed by elite Bladeweavers who
went to fight in the Thundering +1 Beat to teleport an adjacent ally with
Elephant War in the Southeastern you.
Continent, who incorporated +1 Beat to inflict Fire Vulnerability on the
Continental Sorcery and Spirituality.
target.
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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+, spend 1 Beat to can activate Minor
sword. Liberation. Every time you Stride, Move, or Rush, you
An advanced technique that is hard to perfect but may teleport that much instead. At Strike 4+, inflict 1 True
unfortunately is probably the most important ability Hit on every enemy in the battlefield when you teleport.
of all Bladeweavers. This is a favorite of Master
Samasida, a wily hermit found in the island of Bakara If you are Defeated while you have Minor Liberation
near the Ruins of Samrasat, where he studies with Activated, you vanish from reality, unravelling from
wandering souls of that ancient civilization. material.
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If you become a Murderglave, ask yourself why you have chosen Censer of Purity [1]: Test your victim’s purity. Choose 1
such a bloody path. The Left-Handed Path of the Blackened adjacent fighter. They can inflict 1 Hit against you. If
Blood is not the safest path, and is not the friendliest. Why do they do, inflict 1 True Hit back at them and inflict
you suffer to help others? When you know that all your Provoke (1). If they choose not to, they suffer Stun (1).
suffering is potentially in vain?
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KADUNGGANAN
Murderglave Techniques
Spend 1 Beat to strike with the darkness of
Sinful Blade passion: Melee Earth Faith Attack vs an
"You must remember the pain of this, of trying adjacent fighter, inflicting Provoke (1 +1 per 6+
to discover who you are. For now, keep quiet, on the Attack Teeth.)
fester in your trauma."
+1 Beat to inflict SPD Down (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.
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Enlightenment: Dalagang
Bakal: Self-Love You can suffer 1 extra Hit when suffering
attacks to gain +1d on your next attack. If
Makayao’s death promises the end of all things, and your next attack inflicts 2+ Hits, you heal 1.
so you bring it with you. As your bladed armor bites
into your skin you remember your penitence. How do At Strike 3+, Spend 1 Beat to summon the
you have space for Want? Shadow of your Self-Love, for who else can
The Dalagang Bakal bleeds. Murderglave armors are love yourself but yourself? Place a Shadow
living iron maidens: they have spikes that dig deeper version of you in any square in range 5. The
into the host, so that one never forgets their lifelong Shadow is you, and Fulminates like you do,
penitence, their pain, their sin for inflicting such has your traits, martial abilties, and
violence upon this world. This technique was crafted
by the First Murderglave, Saint Lorenzo, who died techniques. Any thing done to the shadow is
performing it. His armor still exists somewhere in the considered as done to you instead.
Sword Isles, with his corpse kept within, as the
Church considered it heresy to keep it in their vaults,
and has since thrown it away.
281
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Senapati Techniques
284
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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 square 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 gain 5 Thunderbolt
divine heritage, bloodline, or superior ultraviolence, 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
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All at once a prayer and a spell. With an +1 Beat to summon a Sword Hurricane instead: inflict 1
intercession to Gattalim, Pintakasi (Patron Saint Hit on all enemies in burst 1, and then gain a
Intercessor) of Blades, Makaubos allows his blades Summoned Sword.
to circle around the target of your scorn, ready to
bring them down. +1 Beat to instead fire a Summoned Sword at any
fighter, object, or terrain in range 4. You teleport to a
square adjacent to the chosen target.
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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
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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 fighter in range 4, inflict Bleed 1.
secrets of ancient necromancy and decay. She
crafted a thorn, which has since become a primary +1 Beat: heal 1 per target inflicted Bleed upon.
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 fighters in burst 2.
covetously and as hidden as possible, woven
between sung incantations and empty hand forms.
Brambles As Dragons
Prereq: Biting Thorn Attack
Technique
Spend 1 Beat to touch a warrior and let brambles
Corpse Flower Necromancy has part of a shaman
initiation rite baked into their training. They are bind them: inflict Stop (1) on a fighter in range 3.
taught to practice and learn the ways of the Spend +1 Beat to increase the target and range to all
spirits, to communicate with them, and to give chosen fighters range 3 burst 1.
extra reverence–even more so than usual priests
and shamans do–due to their own trespasses +1 Beat to inflict Stop (3) instead.
brought about by learning their Martial Art.
Flower Necromancers therefore are intimately
connected to the societies of spirits.
294
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Heavenspear Techniques
Spend 1 Beat to take on the Hornbill Stance.
Hornbill Step When you move or are moved, consume the
A technique mastered by winged eaglefolk stance to immediately rush 3 at any point in the
Nawilani, who perfected it when they resolved movement. This is not triggered by Rushes.
to ignore their weakness as someone that cannot
fly. The Heavenspear is not impeded by the Spend +1 Beat to ignore Elevation differences
battlefield. All obstacles are simply things that of 1 for any kind of movement while in the
must be vaulted over. Heavenspear Hinalus Stance.
sped through an entire forest to strike at a
warrior resting within the mouth of a river. Spend +1 Beat to gain +1d on your next Air
Attack when you consume the stance.
298
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Healers of Sword, the Traveling Doctors, Masters Finally, The Immortal is the soul that collects all of our
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 are upon as ancestors.
balyan who focus on their studies of Dalankalag, the path of
the soul, Dalanlikas, the path of nature, and Dalandiwa, the Finally, Sri Dewa Sarripada Agas teaches that most ailments
path of essence. They pay less heed to Dalananito, the path of happen due to destruction and imbalances within the soul
worship, and truly this has led them to come at heads with caused by an element. Most ailments begin spiritual, and
other balyan. Menders travel the isles as healers and only those powerful boil over into the physical, affecting us
doctors, and in recent times they have become even more in physically. The most grievous of ailments, such as cutting
demand due to the rising tensions of war and violence. and slashes and crushing blows, for example, is a perfect
example of the element of Space separating or pushing
They specialize in healing physical and spiritual harm. together the Vigor. Thus, Menders are taught to heal the soul
Spiritual including any intellectual and emotional damage. first, so that the physical may heal properly afterwards.
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 patients, Discipline Traits
healing those wounded and cleansing of disease.
Menders in particular are trained to be desensitized to the HP: 11 - Style: Medium
atrocities of war and are meant to fight in the frontlines. Weapons: Jade beads, parasols, clothing, sashes, fans,
There they are trained to bring herbal remedies and other hats, oils, perfumes
such potions to quickly heal warriors and to bring them to
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 Mixture Master
when mixed with each other, something that balyan don’t All magical effects are just a matter of the correct combination of
exactly need to do (but most of them do anyway). While in a herbs, knowledge of the soul, and twisting of your own ghost. As a
venture, having a Mender is necessary to avoid eating master healer, use this to your advantage, and channel Sri Dewa
poisonous herbs or omen flowers, as well as finding a way to Sarripada Agas.
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 can
various drugs to enhance the capabilities of their allies. use on yourself or throw it at fighters in range 3. Using
these does not use Beats.
The first Mender was said to be none other than the Healing Mixture: Heal 2.
panganitohan Sri Dewa Sarripada Agas. The Mender,
embodying the best of both masculine and feminine Protective Mixture: Gain 1 Defend.
energies, learned to combine the disparate parts of nature Cleansing Mixture: Cleanse all negative effects
to create harmonifying tinctures. These healing remedies (including Fray).
became known as tambal. Thus the tambalan arose: those
that used or worked with tambal. They have knowledge of Fire Mixture: Gain +1d on next attack.
advanced healing techniques as well, although not as broad Water Mixture: Gain Stealth (2).
in their expertise as balyan. They know the basics of hilot,
and usually know the correct oils to apply to the proper
muscles.
Healer Meditation
The Palm of Rumsua is the perfection of the healing mantle. They can
Sri Dewa Sarripada Agas, known to many Menders as The heal even more than the balyan can. They are born as inherent
Blue Man, as they manifested before them when a Mender rejection of the Eighth Star Era’s violence. You are taught to be the
would first begin their journey. Each Mender is given a perfect places to hit, strike, massage, as well as the right oils to use, to
snake- twin--something usually only given as a guardian soothe your allies.
spirit to specific chosen children--crafted by Sri Dewa When an ally falls to Staggered in the first time in the
Sarripada Agas themself. Then they will explain that all tawo Violence, give them Block 2.
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, Inflict Violences
instead of forced regeneration.
Sri Dewa Sarripada Agas also taught the truth of the soul to Palm [1]: Strike with a mystic palm. Melee Fire Faith
the Mender: there are four souls: The Vigor, The Power, The Attack vs an adjacent fighter, and then inflict SPD
Thought, and finally The Immortal. The Vigor is the life Down (1).
principle, known usually as Diwa. It is what makes us alive.
The Power is that which can leave us during our sleep, or can Cloth Flurry [1]: Strike with sleeves and clothing to turn
be filled with puhon, and is the soul that activates whenever enemies about. Melee Metal Faith Attack vs 1 fighter in
sorcery is used. Without The Power, we are like husks. Then range 2. Slide 2.
there is the The Thought, which can leave us if we do not Fending Spell [1]: Let go of jade beads, parasols, a hat, or
cultivate proper spiritual and mental life. Staying alone for anything else that might protect. It flies out and protects
long periods of time can cause this. 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.
301
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Mender Techniques
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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 allies
0 - Discord is an excuse for harmony. In the beginning up to Full HP, bringing any Defeated Ally back to
all things were harmonious. Assemble souls that have play.
become sundered from each other. Rejoin with that
supreme soul, that supernal consciousness, and find
enlightenment. Only then shall you achieve
Conjunction.
303
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Starshooter Techniques
Ratu’s Receive Spend 1 Beat to raise your feet and ready: take on
the Receiving Stance until the end of your next
Leap down and recieve an attack. “THE Fulmination. While in this stance, you have SPD
GREAT IWAS-IWAS HAS DODGED Up and Stability, and any ally can target you to
THE DIMAKAUSOG’S FIREBALL make you the origin square of any ranged attack
STRIKE! HIS COUNTERATTACK IS that has a target with range, giving the ranged
SET TO FINISH THIS MATCH!” - attack +1d.
Shoutcaster Basaka Tagaka, during the
semifinals match point of the Shooting Star
Massacre. +1 Beat to gain the following effect: whenever you
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! Spend 2 Beats to rush 2, and then you gain the
WHEN SOMETHING FAILS, MAKE IT Rolling Thunder Boon.
SUCCEED!” - Sipa Master Hanahayan.
Rolling Thunder: 1/Fulmination, when a
“Why do you kick, Karipal?” ranged attack’s line of effect goes through your
“For the same reason as you, Banas. To become the spaces or any space adjacent to you, deflect the
lightning.” attack, targeting a space or fighter in range 3.
“You will not find it in the arena, you know this.” When you lose Rolling Thunder, rush 2 again.
“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 attack.
Unity which contained Dichotomy: unity is thus
balance, and balance is achieved with two things Spend 1 Beat at Strike 2+ to summon a falling
against each other. Cause-Effect is a single thing that meteor, which can be seen atop the battlefield,
is not separate from each other: therefore they are not bursting through the clouds. It starts at Size 2.
two different things but rather two parts of the same
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
Warsmith Techniques
Hammer Shatters Earth Spend 1 Beat to strike down with a hammer: make
a Melee Metal Bravery Attack vs 1 adjacent fighter,
Use your hammer to make a better world. inflicting Knockdown. While knocked down, they
Warsmiths wield all sorts of weapons, constantly cannot move voluntarily. They must spend 1 Beat to
shifting, masters of every possible armament so stand up, removing Knockdown.
that they are never caught off-guard. Their strikes
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 at
The Sword Isles are Anting-Anting (charms or talismans) Akai certain Legends, they can still gain Anting-Anting from the
and Ba-e know this as agimat or ajimat. 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 the
weapons (heirloom swords, holy shields). 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 these
that work similarly to Feats or Talents in other systems. magical items.
You gain your first Anting-Anting at Legend 1, as one of your Arc 1: 2 Anting-Anting Slots -> Arc 2: 3 Anting-Anting Slots ->
items burns with the power of your legend, or as your legend Arc 3: 4 Anting-Anting Slots
grows and more anting-anting become attracted to you.
The following are the Anting-Anting that you can choose Item Sets
from. Each Anting-Anting is unique: you cannot have more
than one of the same Anting- Anting. Some Anting-Anting might be part of Sets. Equipping all
parts of a Set will give you an additional effect, which is
written on each of the Anting-Anting that is part of that set.
312
KADUNGGANAN
Effect: When you are forcibly moved, inflict 1 Hit on the one Effect: You have 1 Crocodile Tooth Charge every Violence.
forcibly moving you. When a fighter that you have inflicted Fray upon rolls their
Fray Teeth, you may spend the Charge to make it so that their
Crimson Pudong Fray Teeth scores True Hits on a 5+.
A large headwrap bathed in deep crimson blood. Represents
Spiraling Dagger
burning courage and bravery.
A dagger that spins around, like a furling wave.
Effect: When a fighter in the battlefield is Defeated, heal 1.
Effect: All your melee attacks against close targets always
Iron Skin Mutya deal 1 Hit minimum in a Violence Cast. This does not ignore
You have ingested a mutya that turned your skin to iron. immunity and conditioning.
Protective Amulet
Effect: Start the fight with Protect (2).
A stone inscribed with mentala. Protects from bullets and all.
Wicked Sharp Mutya
You have ingested a mutya that has sharpened your violent intent Effect: Gain metal conditioning but suffer water and air
into a killing spirit. vulnerability.
Lightning Agimat
Effect: Your first Hit in a Melee Bravery Attack is a True Hit.
A piece of wood scorched by lightning, turned into a protective
Gold Eye Necklace amulet.
A necklace that depicts the gold sun eye, a burning surya.
Effect: Gain air conditioning but suffer earth vulnerability.
Effect: When you inflict a Bane, inflict +1 duration of it. Steel Taming
Naga Javelin A taming shield made for blocking all sorts of attacks.
A javelin made of a deep sea dragon tooth, or perhaps the bone is
mined from those caves that have titanic skeletons? Effect: You start every Violence with 2 Steel Charges. When
you suffer a Faith Attack, you can consume a Steel Charge to
Effect: Your ranged attacks have -2 to their maximum range, use POS instead of RES against it.
but they gain +1d. Hatred Agimat
Naga Set (1/4): You become a Naga Knight: gain Bravery +2 A talisman with the face of a grinning demon. Feared and hated by
while you’re Flanked. all.
Naga Gauntlets
Effect: All enemies in burst 1 of you are considered as
Gauntlets made up of a giant naga’s tooth. It is abrasive to touch,
suffering provoke to you, which cannot be overridden.
and can be used to cut.
Kawaca
Effect: 1/Fulmination, when you push an enemy, inflict 1 Hit. A cuirass with the face of a vengeant deity in front. Worn by high-
Naga Set (1/4): You become a Naga Knight: gain Bravery +2 ranking warriors.
while you’re Flanked.
Effect: Begin the fight with Block 2.
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KADUNGGANAN
Effect: You cannot collide with fighters. Effect: All bursts, lines, blasts, and paths on your Area Attacks
have +1 to their size.
Garoda Set (1/3): You are considered a Garoda Knight. You
have 1 set Garoda Wings, which you can wear for 1 Beat. If you Scale Lamellar
do, gain Garoda Flight x3, wherein you can teleport when you A lamellar made of square rectangles made of either crocodile
move or are moved. scales, naga scales, or iron.
Garoda Wingspear
Effect: When you are pushed, gain Block 1 after the push.
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 Razor Bracers
perfectly weighted.
You wield bracers that are fitted with razor sharp obsidian blades.
Effect: Your Combo Breaker Penalty becomes -1d/-3d instead Effect: Whenever you end your Fulmination adjacent to 2+
of -2d/-3d. enemies, inflict 1 Hit on one of them.
Garoda Set (1/3): You are considered a Garoda Knight. You Stingray Shield
have 1 set Garoda Wings, which you can wear for 1 Beat. If you
do, gain Garoda Flight x3, wherein you can teleport when you Gatusanon would coat their shields with stingray skin, treated to
move or are moved. the point that they almost had a pearloid quality. This dulls blades.
Garoda Wingcoat Effect: You gain water conditioning, but gain fire
A golden breastplate and coat that covers almost the entire body, vulnerability.
but is surprisingly light. Decorated with intricate gold jewelry
Copper Claws
patterned into the wings of a garoda.
Fingernail ornaments that create the visage of musang claws. Can
Effect: When you suffer a melee or ranged attack, you can rend entire ships.
rush 1 square after the attack.
Effect: Inflict Bleed (1) per 9+ on the Attack Teeth.
Garoda Set (1/3): You are considered a Garoda Knight. You
have 1 set Garoda Wings, which you can wear for 1 Beat. If you Copper Cat Demon Set (1/3): You ignore elevation when you
do, gain Garoda Flight x3, wherein you can teleport when you move on your Fulmination, and you do not suffer fall damage.
move or are moved. Copper Demon Mask
Godtree Kalasagdako A mask depicting a tusked bearcat, grinning indefinitely, in
Kalasagdako is “Large Shield”. This is a giant kalasag made of defiance of the sun.
holy strangler fig fibers and wood, strengthened by shaman ritual.
Effect: When you forcibly move a fighter, inflict 1 True Hit on
Effect: From Strike 1 to 3, when you roll POS, you gain them, 1/Fulmination.
Defends on 5+ on your Defense Teeth. Lose this benefit at Copper Cat Demon Set (1/3): You ignore elevation when you
Strike 4+. move on your Fulmination, and you do not suffer fall
Wicked Panabas damage.
A giant, broad-bladed panabas, once used only for ceremony, now Copper Ear Ornaments
used for inflicting violence. Moonflowers are inscribed upon the
Copper ear ornaments that, instead of depicting the wings of an
base of its blade.
eagle, showcase razor sharp feline ears.
Effect: When you roll a 10 on Attack Teeth, roll another Attack Effect: Whenever you are attacked while you’re flanked, gain
Tooth. SPD Up (1).
Eagle Eye Bracelet Copper Cat Demon Set (1/3): You ignore elevation when you
You have a bracelet made of gold beads, with the center being an move on your Fulmination, and you do not suffer fall damage.
eagle eye. It burns bright when you aim.
Explosion Inscriptions
Effect: When you end your Fulmination with unspent Beats, You have surat inscribed upon your weapons burning red, which
your next ranged attack gains Sharpness and +1d. burn hotter and hotter and eventually explode as the fight
continues.
Sorcerer’s Talisman
A talisman with a magical beast’s tooth, nail, eye, or hair lock tied Effect: Whenever you make an area or ranged attack, gain 1
to it. Explosion Charge. When you reach 3 Explosion Charges,
immediately trigger the following effect.
Effect: When you put down a Field, increase it’s size by 1 (ie.,
Burst 1 becomes Burst 2.) Gatling Fulmination: Deal 1 True Hit to all enemies adjacent to
you, then lose all Explosion Charges.
314
KADUNGGANAN
315
KADUNGGANAN
KADUNGGANAN
Butterfly Pewter Staff Naga Maw Periapt
A pewter staff that wherein cocoons blossom from, wherein scarlet This is a maw made of gold that wraps around the lower half of the
butterflies erupt whenever the bell is rung. The scarlet butterfly is an face and flanges into two wing-shaped peaks that elongate the ears,
important symbol of metamorphosis and symbiosis for the First giving the illusion that the wearer is a naga itself. Worn by gods and
Makinaadmanon, who ascertained that it was nature’s beauty, kings of The Sword Isles, one can only wear this periapt when
cyclical nature and inherent unity condensed into a single being. Its allowed by Balyan. If not, both spirits and demons will follow you.
fluttering and beauty is brief, but the fact that it ends make it Naga are dragons, but commonly are guardians against fire, while
important, and the spores it spreads with its wings ensure that life serpents are guardians against earth, sickness, and beast, while
continues evermore. crocodiles are guardians against water and death.
Effect: Whenever you end your Fulmination, heal 1 all adjacent Effect: Whenever you make Faith Attacks, you gain a Dragon
allies. Token. When you reach 3 Dragon Tokens, you gain a Dragon
Install, which you can only have 1 at a time. You can spend the
Stone Geni Idol Dragon Install when you make any attack to immediately make
one die into a 10.
Geni is the god of fire found in the isles. This idol is made of stone
from the depths of ancient volcanoes across the isles. Confers the
Parrying Palisay
ability to become completely immune to fire. The first to find and
wield this stone was known as the Magmabreaker Tunggadiraja, A palisay is a smaller shield, almost a buckler, as opposed to the full
who conquered the volcano naga of the isle of Kadaki. body kalasag. Only the greatest of warriors can afford to wield a
palisay–the lightness lets them be quick in their parrying. Sumpoy is
Effect: Inflict Fray 1 per 10 on the Attack Teeth. Fray inflicted the Slaver of Souls and Batara Yamakala is the God of the
through this Anting-Anting with a single attack is counted as Underworld, the Keeper of Justice, and of all Death. The God of
just a single instance of Fray. Life, funnily enough, belongs to Si Dapa, The Kneeling One, whom
many–due to the fact that Life is an antecedent of Death–worship
Peakflower Diadem wrongfully as the God of Death. By bearing Si Dapa’s face upon the
The Peakflower is a colorful blossom with multiple petals, shield, you can enact the retort of the living.
reminiscent of chrysanthemum, that can only grow in the coldest
areas at the peak of mountains in the Sword Isles, where the caps are Effect: When you Deflect, gain 2 Defends instead of 1.
sheathed in frost and snow. This sheathes the wearer in a veil of chill,
and causes them to cough out peakflower petals. As this anting- Pestilent Knife
anting is refined, its flower grows, and begins strangling you.
A ritual knife crusted with the blood of divine beings. When used to
Effect: You gain Wind Conditioning, but Earth Vulnerability. attack, brings pestilence upon the target of your scorn. Virulences
and plagues are said to belong to the old Sky God, who was so
Vairakav War Attire distant from mortals that he does not know the threat of plagues
upon them.
Golden armor with a sun-tiger on the chest plate. This includes a set
of armor: a peaked helmet, gold-and-brass lamellar, gilded dragon Effect: Every 10 on Attack Teeth against fighters inflict a stack
bracers, a golden dragonfly belt woven with a veil-thin silk as a skirt, of Pestilence. While they have Pestilence, they cannot be
and golden tail-eating dragon bangles. Once belonged to the ancient healed, cannot gain positive Ability Mods, and suffer -1d to all
warriors of Put’wan. Vairakav is one of the fierce forms of the great Defense Teeth.
god Rayasaiwa, who destroyed the past world to pave the way for
this one.
Effect: Gain +2 HP to your base HP.
316
KADUNGGANAN
KADUNGGANAN
317
DIVINATIONS
V: Divinations
318
DIVINATIONS
Divinations are generators that can help you move the game Folk Traits Divinations: A list of traits that can be used to make
forward, in any mode of play. These are not completely fleshed characters more unique.
out scenarios and generations but rather, things that can spark
your creation. Take what you can get from here and go wild Location Divinations: This is a list of Locations that one might
with it, while hewing close to the Principles of the setting. Use find almost anywhere in the Sword Isles.
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.
Action Divinations: This is a list of actions that an NPC might Seed Divinations: These are some situations or contexts that
take. one might find themselves in.
Vibe Divinations: This is a list of vibes that a place or an NPC NPC Divinations: These are some NPCs that one might find in
might have. the Sword Isles.
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 can be
according to the situation and context of the fiction. Roll a interpreted in a particular situation or context. This table can be
d100. This is always a verb. combined with Action to find an interesting creative prompt that you
can interpret and begin play through. This is always a noun. Roll a
1-2 Defile 51-52 Await d100.
3-4 Revere 53-54 Impress
1-2 Fire 51-52 Healing
5-6 Instill Fear 55-56 Depress
3-4 Ritual 53-54 Knowledge
7-8 Boast 57-58 Debate
5-6 Affection 55-56 Fame
9-10 Destroy 59-60 Endure
7-8 Family 57-58 Power
11-12 Nourish 61-62 Lose
9-10 Settlement 59-60 Glory
13-14 Create 63-64 Explore
11-12 Band 61-62 Freedom
15-16 Avoid 65-66 Finish
13-14 Violence 63-64 Liberty
17-18 Reject 67-68 Mend
15-16 Mysticism 65-66 Emancipation
19-20 Love 69-70 Summon
17-18 Lore 67-68 Ruin
21-22 Abhor 71-72 Reduce
19-20 Song 69-70 Pride
23-34 Hate 73-74 Demean
21-22 Poem 71-72 Loss
25-26 Rebel 75-76 Protect
23-34 God 73-74 Law
27-28 Change 77-78 Communicate
25-26 Spirit 75-76 Transgression
29-30 Transform 79-80 Demand
27-28 Faith 77-78 War
31-32 Elide 81-82 Expect
29-30 Belief 79-80 Peace
33-34 Gather 83-84 Grieve
31-32 Altar 81-82 Supply
35-36 Strengthen 85-86 Find
33-34 Opinion 83-84 Venture
37-38 Nurture 87-88 Hunt
35-36 Palace 85-86 Leader
39-40 Deflect 89-90 Express
37-38 Rival 87-88 Wise Folk
41-42 Threaten 91-92 Break
39-40 Ideal 89-90 Priest/Priestess
43-44 Provoke 93-94 Raid
41-42 Fate 91-92 Love
45-46 Obsess 95-96 Inspect
43-44 Health 93-94 Hatred
47-48 Devote 97-98 Worship
45-46 Forestry 95-96 Wealth
49-50 Project 99-100 Entertain
47-48 Vengeance 97-98 Relationship
49-50 Justice 99-100 Burden
319
Descriptor Folk Traits
Use this particularly for traits for folk, which is often very
Use this divination if you need to find how an action precise. In general, you roll d100 three times to gain three
might have been done, or need a more precise traits. You can also roll on Descriptor to give the Folk
descriptor of a location or a vibe. Use these to inspire another, more esoteric trait.
1 Wise 51 Slow
1-2 Foggy 51-52 Foul 2 Fair 52 Joyful
3-4 Silent 53-54 Wild 3 Snob 53 Unintelligent
5-6 Melancholy 55-56 Settled 4 Noble 54 Thrillseeker
7-8 Bright 57-58 Low 5 Stoic 55 Glory seeker
9-10 Warm 59-60 Beautiful 6 Aloof 56 Wicked
11-12 Cozy 61-62 Heartrending 7 Lax 57 Sharp
13-14 Nostalgic 63-64 Violent 8 Attractive 58 Secretive
15-16 Rabid 65-66 Rich 9 Beautiful 59 Languid
17-18 Abrasive 67-68 Simple 10 Vengeful 60 Irresistible
19-20 Pensive 69-70 Fertile 11 Adventurous 61 Lethargic
21-22 Dull 71-72 Grim 12 Wrathful 62 Drowsy
23-24 Stagnant 73-74 Hidden 13 Boisterous 63 Curious
25-26 Tense 75-76 Perilous 14 Tall 64 Questing
27-28 Angry 77-78 Dead 15 Lenient 65 Ponderous
29-30 Hostile 79-80 Ruined 16 Intelligent 66 Spiritual
31-32 Vile 81-82 Cold 17 Honorable 67 Superstitious
33-34 Peaceful 83-84 Blighted 18 Cruel 68 Reverent
35-36 Calm 85-86 Lush 19 Quiet 69 Docile
37-38 Noisy 87-88 Flooded 20 Frail 70 Loyal
39-40 Tense 89-90 Empty 21 Friendly 71 Fearful
41-42 Anxious 91-92 Weird 22 Stealthy 72 Brave
43-44 Relaxed 93-94 Uncanny 23 Manipulative 73 Reckless
45-46 Pressured 95-96 Reverent 24 Troublemaker 74 Lonely
47-48 Excited 97-98 Spiritual 25 Stingy 75 Vibrant
49-50 Dense 99-100 Dignified 26 Timid 76 Extraverted
27 Lazy 77 Introverted
28 Pragmatic 78 Antisocial
29 Resourceful 79 Determined
30 Weary 80 Ambitious
31 Anxious 81 Silly
32 Honest 82 Hateful
33 Infamous 83 Prejudiced
34 Fatalistic 84 Faithful
35 Experienced 85 Sensitive
36 Deceitful 86 Short
37 Wary 87 Affectionate
38 Strong 88 Compassionate
39 Bold 89 Spoiled
40 Dauntless 90 Soft-Spoken
41 Famous 91 Loud
42 Artistic 92 Direct
43 Creative 93 Cutting
44 Comfy 94 Quirky
45 Charming 95 Even
46 Violent 96 Kind
47 Temperamental 97 Nice
48 Stern 98 Sad
49 Fickle 99 Avoidant
50 Insightful 100 Confrontational
Location Settlement Problem
Use this divination if you need an answer about where Use this divination to find out what problems there might be
something might be, or perhaps what you come across while in a settlement, whether it be a town, a village, or a city. Roll
traveling. These are locations you can find across the Sword a d100.
Isles. Roll a d100.
1-2 Shrine 51-52 Flower Plains 1-2 Scarce 51-52 Betrayals from
3-4 Pavilion 53-54 Rice Paddies Provisions within
5-6 Town House 55-56 Rice Terraces 3-4 Agitated a God 53-54 Nature retaliates
7-8 Ruins 57-58 Swidden Farms 5-6 Infestation 55-56 The settlement is
Nearby too cold and is di-
9-10 Palace 59-60 Mangrove Forest hiyang
11-12 Stilt House 61-62 Stream 7-8 Infiltrated by 57-58 Demons have
13-14 Upriver Town 63-64 Quiet Grove Disease arrived
15-16 Shore City 65-66 Hilltop 9-10 Cursed by 59-60 The dead have
17-18 Farming Village 67-68 Plateau Top Pestilence begun to walk
19-20 Fortress 69-70 Temple City 11-12 Hexed by a Witch 61-62 Shadows are
hunting those alive
21-22 Shrine 71-72 Pagoda
13-14 Natural Disaster 63-64 Turned into ruin
23-34 Altar 73-74 Communal Worship from a war
House
15-16 Fateful Omen 65-66 Rejected travelers
25-26 Temple 75-76 Lake
17-18 Haunted by the 67-68 River trade blocked
27-28 Low Mountain 77-78 Delta Past
29-30 Mountain Peak 79-80 Revered Site 19-20 Angered the 69-70 Landslide blocked
31-32 Near Wood 81-82 Raiding Outpost Ancestors off travel
33-34 Deep Woods 83-84 Hallowed Cave 21-22 Killed an 71-72 A tradition harms
35-36 Near Shores 85-86 Burial Site innocent others
37-38 Far Sea 87-88 Merchant Barge 23-34 Mysterious 73-74 Ceremony is
39-40 Canopy 89-90 Caravan murders interrupted
41-42 Hunter’s House 91-92 War Barge 25-26 People going lost 75-76 Feasting is invaded
43-44 Fishing Village 93-94 Treasure Ships 27-28 Death of the 77-78 Accident causes ill
datu omen
45-46 Vast Plains 95-96 Hunting Fields
29-30 Raided by an 79-80 Debt arrives
47-48 Deep Wilds 97-98 River Marketplace enemy
49-50 Rivers 99-100 Defiled Place settlement
31-32 Hunted by 81-82 Revolution against
Beasts the leader
33-34 Broken truce 83-84 Royalty finds
forbidden love
35-36 Target of a rival 85-86 Societal tradition
settlement forces oppresses
others
37-38 Preparing for a 87-88 Tyrant oppresses
revenge raid subjects
39-40 Conflict between 89-90 Chattel trade
nobles
41-42 Royalty vying for 91-92 Families get in a
the seat of chief/ fight
king
43-44 Stuck between 93-94 An outcast returns
rival settlements with vengeance
45-46 Victim of a 95-96 A lady is stolen by
vengeful God raiders
47-48 Broken by giants 97-98 Ritualists create
harmful cult
49-50 Urgent venture 99-100 Roll twice
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 1 Infantry (Debtor)
like, as so much of society hinges upon them.
2 Servant (Debtor)
3 Peasant (Debtor)
Basic Clothing
4 Freeman
The basic garment for males is the bahag (think a bulky 5 Noble
Scottish kilt, probably more colorful, and richer people 6 Spiritual Leader (Noble)
would have them made from foreign silks).
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
Sandig Sa Datu
Royalty 1 Atubang. The datu’s chief minister and privy
Datu is the term for the heads of settlements. Leaders, lords, and counselor.
owners of vast amounts of heirloom wealth. In Ancient Visayas, 2 Paragahin. The datu’s steward, one who speaks,
Datu was also the term for the closest family of the Datu: their makes arrangements or takes charge for them.
spouses and their children, denoting them as lordly royalty, higher 3 Bilanggowan. The datu’s sheriff, who has a house
than other nobility. In The Sword Isles, we use the term kedatuan called a bilanggo that acts as a jail.
to denote that they’re royalty, belonging to the family of a lord, so
as to not confuse the terms. 4 Paratawag. The towns-crier, who announces
unto the settlement through shouting from a tall
The Paramount Leader tree or delivering a message directly to the
persons concerned (such as calling specific
Larger settlements, such as the Rajahnate of Gatusan or Ba-e, Kadungganan for a raid).
would have multiple datu underneath a single Paramount Leader 5 Senapati. A warlord and commander of a portion
(usually having the name of King or Emperor). A Paramount of the Datu’s army, answering directly to the
Leader is usually chosen of all royalty in multiple settlements datu. In smaller settlements, a datu takes on the
settling on one that is considered “fit to lead” the datu. This role of a senapati.
procedure is sometimes democratic. The parameters for becoming 6 Shahbandar. The collector of anchorage fees and
a paramount leaderusually include warrior prestige, skillful merit, the one who sets up the port markets during the
and natural charisma. trading season.
Recently many paramount leaders have used a claim to divine
blood or divine manifestation to become kings.
Royalty Dispositions
Leader’s Council
1 Black-toothed and quirky eyed, with a penchant
The closest followers of the datu constitute a sort of inner circle of for collecting scraps to create new inventions.
people. This is usually called sandig sa datu. They might not be the Would love to explore the ancient tombs left
datu’s kin or blood (although they can be, or might be of the behind by the Kadanay people.
nobility), but they are treated with a similar deference. This is
something that can be found across all the polities.
2 Large and heavyset, always grim. Readying their
haop for war. Is vigilant, knows that another
Kedatuan are treated more or less with the same deference as the settlement is going to come any day to attack for
Datu, and enjoy all the benefits of being nobility. something they did not do.
3 A datu hellbent on correcting injustices, for they
Datu are lords of their following. As already established, land is not suffered injustices of their own and they would not
the scale by which a Datu’s power is measured, by their following, wish it upon others.
known as their haop. Their haop engulfs and covers all the people
that follow the Datu: from nobility all the way to the smallest of 4 An ancient and wizened old datu, leaning upon a
debtors. staff made of the bones of an ancient tiger. Skilled
in the ways of offensive sorcery. Seeks to create a
Kedatuan can still fall into debt, especially should they loan new religion.
something but find that they cannot pay it back. In this manner,
kedatuan can become debtors to even other datu, or even to other 5 A skilled and tricky lord who knows the ways of
servants. politics and abuses it to get what they want. Helms
a large haop, which is built upon spider web.
Datu are expected to be skilled in war, and truly many Datu earn
their name through valor in combat. There are also Datu that 6 A young datu who has something to prove, and
become Datu after being married to someone who is of Kedatuan. sometimes does not listen to the counsel of the
Datu are usually skilled in trades as well, many becoming wiser due to his rashness.
blacksmiths, jewelers, song makers, and more.
7 A broken datu who has suffered too much during
Binukot their lifetime, and goes into combat for if they do
not, they will break down.
Binukot are veiled princes and princesses, hidden away in special
compartment rooms in the attics of royal houses or hidden deep 8 A datu burning with ideals, seeking to change the
within sacred caves, all caled bukot. Binukot are never shown to the course of the world as they see it, attempting to
public eye, but are taught how to sing, fight, dance, and read within abolish the classes from the top down.
their bukot. When a binukot is brought out into the public, they are
carried by strongmen or women upon their shoulders, making 9 An older, more caring Datu, who treats their
sure that the binukot never let their feet touch the ground. They are followers like their own children and cares for
usually used as barter or leverage to create social kinship and them as their own.
connections with other settlements, letting one’s own binukot
marry another datu to establish a strong bond with that
10 A militaristic Datu hellbent on conquest of the
settlement. Of course, not many binukot like this arrangement. entire archipelago. All in the name of peace.
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.
324
DIVINATIONS
Nobility
Tumao in the Rajahnate, Timway in the Sultanate, Maginoo in the Nobility Problems
Lakanate, Kadangyan in the Confederation.
1 Another noble has blasphemed their countenance, and
The Nobility are usually those that have in some way a blood must be punished.
connection with the Datu: either through lineage, as their 2 They must be ready and need new items for makeup for the
relatives (cousins, nieces, nephews, and the like), or as blood- coming feast.
sworn kin (through the Sanduguan, the Blood Compact).
3 Someone from the lower class saw them making love with
The Nobles are considered the second rank of nobility, right someone that they should not be making love with.
below the kedatuan royalty.
4 They have broken the Golden Web Tapestry, and seek to
Many Nobility act as retainers and vassals to the Datu, helping evade the consequences or are being hunted down.
them and doing work for the datu, should they need it, whether
it be contributing materiel, working their fields, or fighting in 5 A noble is hunted down for not honoring a trading contract
raids and war engagements. However, they do not need to pay with another settlement.
tribute, only that they fight with the datu should the datu call
upon them, and they very commonly engage in their own 6 A noble has blasphemed the name of the Datu in a feast.
pursuits, whether it be artistic or mercantile.
7 A noble has lost their heirloom wealth and must get it back.
Golden Web Tapestry
8 A noble has lost their imported texts, which they use to
Nobility and Kedatuan, and especially Datu, are beholden to the learn more languages. They believe someone has stolen it,
Golden Web Tapestry: an “elevated” form of speech that is polite as texts are well wanted as culture in other settlements.
speech in all but name. One is expected to be dancing the Nobility Dispositions
Golden Web Tapestry when before a noble, even if you are noble
yourself, and especially if you are of lower class. You cannot
speak certain words before them, and you must speak wholly in
1 An eccentric noble who pores over palm leaf manuscripts
third-person, never addressing the noble directly--ie. as “you”. seeking enlightenment.
This polite speech is expected even amongst balyan and other 2 A calm noble who loves performing tea, wine, and betel nut
spirit mediums that are ubiquitous in the archipelago. Other ceremonies for their guests.
examples include burping or talking about how dirty a noble’s
nails or ears have become. 3 A generous noble who loves giving away items for the ones
that amuse them.
If one breaks the Golden Web Tapestry, it unravels a whole slew
of consequences. Things such as fines and debt for the lower 4 A broken noble who has seen the terrors of war, despite not
classes, while other nobles might suffer societal disgrace and being a warrior.
public shame, which is something no noble wants, as they
would be indebted, or have Debt, to the noble that they 5 A brave noble singer seeks to travel with Kadungganan to
committed the breaking of the Golden Web Tapestry to. Of expand their song repertoire and to create more songs for
course, the Golden Web Tapestry is simply a social construct, the settlement.
and needs a society to be enforced.
6 A wide-eyed noble who wants to see the world from beyond
Spiritual Leaders their palace walls.
Very often, the spiritual leaders of a settlement (whether they be 7 A wise noble who gives actually good advice, and loves to
a priest, a balyan spirit medium, or a bishop) are also sit upon the porch of their house observing the town.
considered nobles of their settlement, or at least higher than
Freemen. There tend to be several spiritual leaders in a single
8 A loving noble who makes sure that their debtors are
settlement, and a mix of Bulanan bishops exist with Virbanwan properly treated.
priests and Gatusan balyan. 9 A conniving noble who has mastered the polite speech of
As spiritual leaders, spirit mediums are very often the right the Golden Web Tapestry, who wishes to climb the social
hand of the settlement leader, and they are considered to be class even further.
their other half. While the chief speaks and wars, the spiritual 10 An artful noble who creates paintings upon palm leaf
leader heals, pleads with the gods, and performs sorcery. They scrolls, and uses sorcery only to fly.
perform rituals to ensure that raids and harvests are bountiful.
11 A noble who thrives on the thrill of battle, usually to the
The head spiritual leaders, such as the Katuuran (Head Balyan), detriment of themself or their friends.
the High Bishops, or the Wali ar commonly treated as Royalty
due to their influence, charisma, and their function in society as 12 A strict noble who has mastered a particular form of
performing the most important rituals to accrue merit, weaponry, and acts as a guardian or bodyguard (kawal) for
blessings, and appease the ancestors and gods. kedatuan royalty.
325
DIVINATIONS
326
DIVINATIONS
327
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
Servants live in their master’s houses, and any person can have a
servant, even other servants (thus making them the lowest rung Infantry Dispositions
of the Debtor Class). Servants are not to be traded away and
must be treated well, lest you become a bad master, as tradition 1 An infantry who is born into war and fighting, always
dictates. They must be fed and given clothing by the masters. looking for the next fight.
Masters dictate when a servant can marry and sometimes even 2 An infantry who sees fighting and combat as their duty
who they can marry. The servant’s children inherit their class and nothing else, and they aim to be the best at it.
until they can pay off the debt price. Servants render all their
labor to their master, and they live in their master’s house. 3 An infantry that loves their master, and will do anything
Should they give birth, the master is expected to take care of the to protect them.
servant’s child as if it were their own. A master may even have a
favorite servant, who act similarly as retainers, which they call 4 An infantry who abhors fighting, and only does it
their sibin. because they are ordered to, but is scarily good at
fighting.
Infantry
5 An infantry filled with hatred and a longing for justice,
Infantry serve as footsoldiers for the master they serve, and wishes to depose datu and cast down false thrones.
oftentimes working as a personal guard as well. Their masters
train them and equip them, Infantry usually have similar tasks 6 An infantry brimming with a hard knowledge of truth,
and functions to squires: helping their masters when it comes to and wishes to document all things they must witness in
combat, maintaining their weapons, and more. war to make sure future generations do not witness and
suffer their mistakes.
329
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
333
DIVINATIONS
Quirks
Use this divination to make even more unique characters by finding out what
quirks they might have, special to the Sword Isles. Roll a d100.
1-2 Has a barge prow for a 51-52 Cannot be killed, their heart is
head within a different animal
16. Nia Hibii. A balyan that wears armor and goes
on ventures with her Datu in an attempt to 3-4 Sits on a floating broad- 53-54 Babbles in an indecipherable
speak to as many spirits as she can. Nia loves rimmed hat language
collecting little items as well, and she always 5-6 Swathed in spirit idols 55-56 Has long hair that covers their
carries a rattan bag with her. Her balay back in eyes
her home settlement of Bakim is filled with 7-8 Has a crimson gem on 57-58 Is blind, sees through Nihawa
items that she has collected from her travels. their brow
She is protective of her datu, and loves nature
far more than she can care for, even moreso
9-10 Has wild bulging eyes like 59-60 Carries a weapon that they
than her datu. She loves calamansi juice and a vengeful god treat like their lover
fragrant flowers, and hates the tea from Baik 11-12 Has an extra set of arms 61-62 Obsessed with honor
Hu and porcelain jars. 13-14 Carries around a 63-64 Is actually a kinnari in
17. Simamari. A pandita who always carries bejeweled dagger disguise, a celestial half-bird,
around palm leaf manuscripts and bamboo musicians of the celestial
scrolls. These he writes upon, taking stock of mountains
all the new things that he sees. He chronicles 15-16 Is run through with a 65-66 Is being stalked by a fierce
them back home, writing them upon phantom sword demon
imperishable copperplate inscriptions. He 17-18 Has an artificial arm made 67-68 Is addicted to various spices
does this to expand the knowledge of the of jade and concoctions in a search for
Sultanate. He loves writing and songs, but the immortality elixir
hates sweet food. 19-20 Has hair or eyes the color 69-70 Is overly zealous about the
18. Datu Ragyan Amamira. A fun-loving and of the moon ancestors
courageous Datu, who has a penchant for 21-22 Has a giant sword that 71-72 Decked out in too many
being deceitful to accomplish his goals, but they drag everywhere magical amulets
only his goals. He stays true with everything
else. This does not help him, however. He fights
23-34 Has a spear they don’t 73-74 Mute to folk, but animals can
with a bladed yo-yo, and he strikes with a quick know how to wield understand them
blade. Many call him the Monkey Lord, for his 25-26 Has a giant lantaka tied to 75-76 Obsessed with numbers and
fighting style and trickery. His settlement still their back scales
loves him of course, and the Datu is committed 27-28 Walks around with three 77-78 Has died once before,
to making sure his settlement is rich and well babies hanging from body something marks their trauma
protected, against even the Batara Lakan and cloth
the Mahapari himself. He loves spicy food and
women, but hates men also.
29-30 Wears a court dancer 79-80 Has a face behind their head
demon mask
19. Parawali Kusa Paladha. A no nonsense 31-32 Has chains around their 81-82 Has spiders crawling up and
parawali who fights with a hardwood staff. He ankles down a mechanical spine
always wears a shawl and long-sleeved baro,
keeping almost his entire body save for his
33-34 Wears a crown with a halo 83-84 Has a centipede for a spine
head unexposed. His face is almost always in a behind it
constant frown, but he cares for his settlement 35-36 Travels with their 85-86 Has the eyes of a serpent,
and is willing to consort with Yawa to do this. apprentice, who carries strangely aloof
Kusa is devoted to his settlement to a fault. He their smith’s workshop
loves warrior epics and learning new things, 37-38 Has iridescent fishes 87-88 Speaks solely in traditional
and he hates having to sing and perform hanging from their waist island songs
poetry in front of an audience. at all times
20. Dimatablang Dayang Kalis. A powerful noble 39-40 Wears bird of paradise tail 89-90 Speaks solely in cryptic
lady that has now escaped and is traveling the feather mantras and sutras
isles in search for adventure and violence. She 41-42 Walks around with a 91-92 Has azure skin like the sky
is well adjusted to war, and chooses not to kill if censer
she can help it. Her chosen weapon is a giant 43-44 Has grayed eyes and can 93-94 Doesn’t have a shadow
kris the length of her body, which she has only see through spirit
called Kilat, the lightning bolt. She loves eating
but hates seafood. 45-46 Can see the unseen 95-96 Winces at a particular common
word
47-48 Has only one hand 97-98 Has a serpent coiled around
their wrist
49-50 Perpetually carries a 99-100 Remembers their past life
beautifully carved clay jar
filled with something
balanced on their head
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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
336
DIVINATIONS
Apumbukid Akai
337
DIVINATIONS
338
DIVINATIONS
339
The Sword Isles
340
The Sword Isles
341
The Sword Isles
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.
346
The Sword Isles
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 Continent of the far Southeast.
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, this is considered as
furthering your glory for the purposes of growing your Legend.
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.
347
The Sword Isles
The Graveyard of
the Winds
Two ancient wind gods, Habagat and Amihan, warred
here. The islands are not islands but giant cannonballs,
astras, giant skybarges, ancient arrows, shattered
blades, scorched astras, cracked lances.
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, but your Faith rises by 1 until your next Downtime.
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.
348
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.
349
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.
350
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.
351
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.
352
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).
356
56 - Patan-aw. Ear Trinket. Dangling gold earrings where 73 - Bangkat. Bamboo carrying basket.
articulation is achieved by fusing zigzagging gold wire into
hollow hoops. From these dangle multiple round, rhomboid, 74 - Kupang. A skein of cotton.
and foliate spangles and ornaments. 75 - Tapul. Tar-based teeth coating that can be applied to give
57 – Paruka. Wooden clogs, sometimes made of intricate gold. the teeth polished ivory. It also acts as teeth preservatives. In
A sign of wealth.. most of the cultures of the known isles, white teeth belongs
only to the animals.
58 - Gold Barter Rings. Ring. Golden rings engraved with
exquisite wave patterns used as trading currency. 76 - Lakha. Red ant eggs chewed to grant the teeth a deep red
color.
61 - Tutubi Necklace. Neck Trinket. Or dragonfly necklace.
Made of gold, a kind of necklace made of thousands of 77 - Pandong. Any natural covering used as a lady’s cloak.
granulated gold beads, flattened to create a shimmering effect 78 - Sarok. A headdress with a deep crown, used for travel on
reminiscent of the tails of tutubi, dragonflies. Expensive foot or by boat.
almost anywhere.
81 - Paraluman. A compass, not really used much as sailors in
62 - Golden Forearm Bands. Wrist Bangles. Gold bands made the Archipelago memorize the currents, the islands, and know
of sheets of gold wrapped around the forearms, decorated how to read the stars.
with rose and palmetto motifs.
82 - Bronze Mirror. Used as a mirror.
63 - Gold Armbands and Bracelets. Wrist Bangles. Wide gold
flaring bands worn as bracelets. 83 - Incense Pots. Valued by those higher in society, important
during death rituals, funerals, and mournings.
64 - Gold Petaloid Ear Ornaments. Earring. Ear ornaments
with petaloid protrusions and floral designs. 84 - Bulat. A perfumed ointment, compounded of many
ingredients, used for hair fragrance and luxuriant growth.
65 - Habul. Abaca cloth, used for a variety of things.
85 - Puno. A fine comb for removing head lice or ringworm
66 - Salt. Salt derived from saltwater was precious. One ganta scales.
(3 liters) is usually needed by most people.
86 - Silat. A toothbrush made of vegetable husk for cleaning
67 - Kukot. Wooden counters for calculation of barter. Every and polishing teeth.
tenth kukot was of a different size, to help in counting.
87 - Powdered Duyong Bones. A panacea for all kinds of
68 - Cast-Iron Pans. From trade with others. Wanted by treatment.
panday sa puthaw (blacksmiths). Commodity, Necessity to
smiths. 88 - Puso Rice Cakes. Rice cakes boiled in a little wrapper of
coconut leaves.
71 - Bugsok. A bamboo clothes hamper that you can keep your
clothes and other items in.
72 - Kupit. A knapsack for holding items.
357
On the Topic of Rulership
A Collection of Written by Sri Kadasiga Mahawagas, an excerpt from his
358
The hierarchies of Rulership are as follows. Chiefs very often depend on authority given to them by lineage or
divinity (those that have the blood of diwata or of ancient hero
Servants - The lowest in the Social Classes, those that can be sold ancestors are very often Chiefs). However, authority only gets
like items, and are owned by those they owe their debt to. them so far: they must consolidate their power by gathering
Servants are transferred through transference of debt. These are many treasures, which they must showcase and flaunt to impress
known as aliping sagigilid in both Ba-e and Virbanwa, oripun upon their Following the strength of their power.
hayohay in Gatusan, ipun in Akai, and bayang in Apumbukid.
Even lower than servants are the war chattel, known as captives, King/Queen/Great King/Great Queen - Kings are rarer than not
who do not even serve and are just sold like items. They are in the Sword Isles, and are very commonly just Chiefs on a larger
known as bihag across the isles. scale. They are commonly known as rajah or sarripada, while Ba-
e calls them Pamegat, and Virbanwa calls them Lakan. Kings do
Peasant - The next lowest. They are indebted to their Chief, and not have larger swathes of land to control, but rather, have a
are considered as owned by their Chief, in the same sense that a number of Chiefs that defer authority to them, and they have this
serf would be owned by a Lord. These are aliping namamahay in authority by dint of either communal agreement (as is the case in
both Ba-e and Virbanwa, oripun tuhay in Gatusan, Gatusan), Trade Monopoly (meaning they have access to much
kiapangdilihan in Akai, and nugkat in Apumbukid. wanted international wares and other wares from even within
Conscript - The third lowest of the “servant” classes, conscripts the Sword Isles), or through debt (they have a number of Chiefs
have the most capacity for social mobility, as their primary that have debt to them, meaning the Chiefs become part of their
purpose is to serve both as boat rowers for their Chief or owner’s Following). However, very often, when a King is defeated, since
vessel, as well as fighting for them. Brave exploits in combat in their power comes from the three things above, it does not mean
the Isles are recognized, and many Chiefs elevate faithful that the Followings under the King’s authority automatically
conscripts to becoming warriors. These are commonly known as follow the one that defeated the King. In many cases, it means the
horohan across the isles. Chiefdoms under the King are freed from the King’s authority,
unless the one replacing the King can showcase that their power
Warriors - The middle-class after the peasants. They are similar can daunt the other Followings as well.
to vassals in that they will fight for their owner. They are very
often owned by Chiefs, and they have the ability to pay off their Some Kings can be considered Great Kings, if they have Kings in
duty freely and to leave and choose a different Chief to serve. their debt. These Great Kings are rare in the isles, but they exist,
They are known as maharlika in Ba-e, sundalo in Virbanwa, and they are very easy to depose due to the volatile nature of
timawa in Gatusan, kalita-o in Apumbukid, and satariya in Akai. political relationships. Great Kings very often have the title of
Maharajah.
Kadungganan - The best of the warriors, very often treated like
aristocracy. Kadungganan are well feared across the archipelago, Both Kings and Great Kings when they reach this position take
and spoken off in hushed tones. Many Kadungganan become on a different title, something impressive, something foreign, to
Chiefs of their own right, or become sung about in the songs of consolidate their power.
the lorekeepers. Kadungganan in Gatusanon, Hulubalang in God-Kings/God-Queens - There are only five God-Kings in the
Akainon, Bayani in Ba-e, Kabalyero in Virbanwa, and Vwiraya in Sword Isles. These are the rulers of the five major polities. In
Apu-apu. Akai, it is the Sultana. In Virbanwa, it is the Batara Lakan. In Ba-
Aristocrat - The nobles, very often they are related in some way to e, it is the Sangpamegat. In Apumbukid, it is the Jayavarnam (of
the Chief, whether it be through blood (even second nephews which there are none, and is a title given only to the God of Apu
become Aristocrats), marriage, or by the Chief absolving them of Dayawa). And in Gatusan there is the Hari (a term taken more
all Debt and making someone their vassal. Aristocrats enjoy the recently, as it was once reseved for foreign kings, but Rajah
most freedom in society, second only to the Royalty and the Chief Ambasi has accrued enough power to take that term for himself).
themselves, and very often delve into trades and professions that The God-Kings emanate with divinity, and with so much power
they can afford, such as boatwrightship, singing, mourning, that their very bodies are considered treasures, said to shine with
weaving, blacksmithing, merchantry, and far-continent trading. a sungleam aura, and their eyes burn with a different flame than
A chief’s concubines are considered Aristocrats. They are known mortals. This is not poetry: the God-Kings are said to have been
as tumao in Gatusan, mafengal in Apumbukid, tuwan in Akai, blessed by the Ancestors so much that they are very close to being
maginoo/binibini in Ba-e, and don/donya in Virbanwa. the most powerful of mortals, and if any of them played their
Royalty - The greatest of the nobles, these are first of kin blood- cards right, they could begin a Conquest that could span the
related to the Chief, or those that the Chief married. This includes entirety of Gubat Banwa.
the Chief’s parents, brothers, children, and grandchildren. Only And that exactly is the problem: all mahamandalas (even
the Chief’s main wife is considered royalty. Royalty have access to Apumbukid, who must engage in violence to sustain Hiyang) are
the wealth of the settlement, and enjoy the servitude of those that at the tipping edge of all out war, a war to see who will become the
also serve the Chief. They are known as kadatuan in most Universal Ruler of The Sword Isles. If any one takes control of the
communities, and datu in Akai. Sword Isles, they can feasibly take control of all of Gubat Banwa.
Chief - The greatest of royalty. They are the owners of a When the balance is broken is when begins the Eighth Star Era,
settlement. The entire settlement is known as their Following poetically known as the Year of Kalakatri, Goddess of Star
(remember power is gauged not by land controlled but by Darkness and Murder. Even more poetically, it is known as The
number of people you lord over) or their Chiefdom. When a Chief Longest Year. The Himayanon once said that the world ends at
must pass down their title, they can choose amongst other Eight, the holy number, the last number, perfection of divinity.
royalty, and not just the eldest son. This is very often an Thus: the Eighth Star Era is said to be the final era of Gubat
important event, with the Chief speaking with a council of elders, Banwa.
sages, and warriors to choose the next Chief. Chiefs commonly
choose the next Chief while still alive, and then retreat into a
safer position deeper inland or within natural defensive
bulwarks to live there, and are considered Elder Chiefs, who are
considered Chiefs even as their Following is transferred to the
newer Chief. Known as datu in most cultures. Akai calls them
panglima.
359
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.
360
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.
361
On Hiyang The first cause-effect is two things as well: Love-Evisceration.
They are the same and also different. The Sky and Sea was also the
1 - One day, walking upon a river of water lilies, Malaun the Oldest Skysea. They are one and the same, but then they are also
God asked Baginda Sumongsuklay, Despot of the Moon: “Demons different.
are notorious liars. Do you not think this?”
When the Skysea became the Sky and Sea was the First Division.
2 - “I am inclined to think this, for I have slain demons and they have It was already that, of course. The Sky and Sea became Skysea as
decided to live instead.” well, it also became First Unity. Thus the first Division and the
First Unity are constantly, consistently, parallel and endlessly
3 - “And should you believe anything a demon says?” simultaneous. The Himayanon has been illuminated to this and
4 - “I would think not,” said Baginda Sumongsuklay, as she cleaved a thus he almost achieved the ultimate division.
mountain in two, and took some of its copper and threw it to the All things are cause-effect. Thus all things are the causes of each
moon. “That is dangerous, and will make me a liar.” other’s effects, and vice versa.
5 - “Baginda is delightful. But would a demon know the truth of this We are all changing each other. This is called Evisceration, the
world?” purest form of cause-effect, because we inherently are products
6 - “I would think not! Or perhaps, they would know truth but of it, so are we it. Therefore, we must change each other
understand it incorrectly!” responsibly, in accordance with each other’s needs, because we
are all part of the same cause-effect. That is, nature.
“Then what are mortals to you, then, Moon Goddess? They look at
the truth of the world square in the eye but choose to Folk are not separate from nature, they are nature. The greatest
misunderstand it.” mistake of elder-thought is their belief that they are different or
higher than others. This is the sin of Anthropocentrism. Nothing
7 - “Mortals are worse than demons, Elder One,” said Baginda can be further from the truth; you must return to us.
Sumongsuklay. “For it is their nature to reject their nature.”
Only by returning to us will you find hiyang, which is a state of
8 - “A paradox of self-evisceration. Why do you think this? And what being harmonious with the cause-effect, which is nature.
do you think of it? Rumination precedes anticipation.”
Being dissonant with the cause-effect, being in the state of Di
9 - Baginda Sumongsuklay thought for a moment. The moon lost 37 Hiyang, creates ripples and scourges through the cause-effect.
phases at that moment, as she felt paradoxes convalesce. “I have Since we are constantly affecting each other, if you do things that
seen them toil and work as all beings do. I have seen them slay their do are not Hiyang, then others will be affected: spirits might be
lovers to lay with others. They have no halo but the blood of their
victims. Yet they seek happiness and love and joy. In a state of displaced, trees might shrivel. A butterfly’s wings cause a storm,
constant self-compassion and self-evisceration.” you see. Your unrighteous murder of your brother by the riverbed
might cause her corpse to fall into the river, which angers the
“Why do you think they are stuck in this loop?” spirits of the sea, which might summon a grand typhoon upon
your island, and the typhoon might threaten the grand god of
10 - “Because they do not understand the truth of the world, of your island’s volcano, and thus they might burst open, and cause
which they misinterpret. The greatest of their sages write upon clouds of black to block out the sun, and freeze Gubat Banwa
palm-leaf treatises on Oneness and Harmony and Completion and
loss of self. That is a misinterpretation.” forever. That is how your act of murder can lead to apocalypse.
Therefore, being Hiyang is, in other words, being mindful of two
“You know the half of it. Why do they misinterpret, o Huntress?”
things: your actions and your place in nature. You belong to us,
11 - “They believe themselves to be separate from nature.” you have never been apart from us. Even your weapons, and
cannons, and vessels, and explosives, and towers… they are all
“What is the truth of nature, then? Why must one be in harmony part of the cause-effect, created with our consent. Thus is the
with nature?” same with you: we cannot affect you and kill you unless you allow,
or if you have tampered with nature, which is our responsibility.
12 - Baginda Sumongsuklay looked up in confusion. Malaon the
Eldest One, Ancestor of All Things, said: “Pity the fool, or pity none
at all. Cast the teeth and tell innumerable stories. Believing
themselves to be separate from nature is their greatest sin: they
are part of nature. We are all part of a whole, but we are also
completely different from each other. We are like the planks of a
boat, meant to fit together, to create grand war barges that can sail
to heaven.”
13 - “Then great Baginda, what must be chased after?”
14 - Pagmata, or Awakening, to the transcendent truth. Only then
can one become Himayanon, Blossomed, liberated, living in Glory,
detached from the world and also being the world itself.
362
363
Himayanon The Flowing Flower River
Meaning Glorious - a syncretization of the Annuvaran buddha. The Flowing Flower River, spoken in a sermon by Dalugdog
While Annuvaran preaches absence of self and liberation from Himayanon, the Thundering Awakened, condenses to a single
the phenomenal world (the term known as Annuvar), the Flower thought: give unto those around you, and those around you shall
Philosophy teaches that Blossoming is like a transcendent give unto you. This is visualized by a flowing flower-river: when
joining. Your soul (kalag, or atma) is removed from kalibutan you are in the river you think you are just a flower upon the river,
and becomes one with it, and thsu you achieve liberation from but the river is actually connected to the sea, and the sea actually
the Wheel. It is the realization that the Self and the All are one becomes the clouds, and the clouds eventually becomes the rain,
and the same. The Self is not part of the All, and the All is not and the rain is the reason why there is a river in the first place. At
composed of the Self. It is simply one thing, a transcendent what point is there separation?
supreme 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 of Nature.
Himayanon are not gods. They are past godhood, for even gods As the Self, you must live in accordance with the Community, so
are subject to the illusion of phenomenal reality (or dichotomous that the Community can live in accordance with Nature. Nature
reality). Very often gods achieve Himayanon, however. in turn will grant blessings upon the Community, and all
blessings upon the Community will become blessings upon the
Paired with a new chosen name: ie. Himayanon Madaogong Self. Therefore, be mindful of yourself and those around you. No
Senapati, or Himayanon Libong Kalis. firefly alights alone, and no man is a single island in an
archipelago.
Himayadiwa The Path of the Flowing Flower River can be summarized into 4
Parts:
Syncretized from Annuvaran bodhisattva. One who possesses
perfect wisdom and has Glory (Himaya) Essence (Diwa). 1. Know your place. Help those around you, and those around you
Someone so close to the state of Namulakhood but has chosen to will help you in turn.
forestall Blossoming to spread teachings and help others achieve
Himayahood. Himayadiwa are greater than gods as well, for they 2. Live with the Community. The Community must live with you.
Help the Community, which might include things that might hurt
are effectively liberated from kalibutan. the Community.
To achieve Himayadiwa one must first be Naghiyang, as to live in
3. Respect the Ancestors. They are the rain that created the river
glory one must first experience concordance, but some that you are, but do not honor them if they have been detrimental
exceptions exist: those that have attained a twisted to the Community, and therefore, to Nature.
understanding of twisted glory and think that the wheel of
nature must be stopped or that all spirituality must be destroyed 4. Revere Nature: you are the Trichiliocosm experiencing itself.
are known as Pintasdiwa (Cruel Essence). Liberation is not freedom but enlightenment. Glory is nothing but
returning to the Trichiliocosm. Live in harmony 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 animal that
There are 5 animals in the Sword Isles that are almost always toils endlessly but is treated as a close companion. Many horses
considered Holy, or at least Sacred. One must know that the are outfitted with royal saddles of gold and pearl. Horses are
attitude to things holy and sacred in the Sword Isles tend to be named, and there are professional horse caretakers: some
one with fear and reverence, awe and monumental respect. settlements in Kalanawan center around taking care of horses for
example. Horses are also a symbol of royalty, faithfulness, and
The Crocodile is one of the most well respected beasts: they are tenacity. It is also revered as a giver, as horse hide can be turned
very often considered to be avatars of the ancestors themselves, into armor, and their postures are commonly imitated by Akai
and are treated like Grandfathers—that is, with utmost care and warriors, creating the universal Akai martial art stance of kuda-
respect. They are the great masters of both sea and land, kuda. Elder wild steeds become gods of the plains, and only the
protectors of the places where water and earth meet. greatest of warlords can tame the horse gods.
The Serpent is another well respected beast, and is just as feared. In the Lunar Faith, the Water Buffalo is sometimes replaced with
They are the consummate lords of the earth, as they are always in the Elephant. The elephant, or gaja in Akainon tongue, is a grand
tune with the flow of the land, of the soil, of the rocks. Serpents animal that worships the moon and bathes in moonlight, a
that do not get killed are said to live forever, growing to immense symbol of wealth, prestige, and most importantly, power. The
sizes. Giant serpents are very often found in the deep forests, and elephant is not native to Akai, although dwarf elephants
they are very often gods. Serpent venom is the most potent (remembered still by the Ba-enon as gaja pandak) were common
venom, powerful enough to corrode the target’s shields and flesh, in the elder Cycles. Much of the elephants were sailed in from
but it is also a healing component that must be mixed with blood Barungsai, Naksuwarga, and Malirawat, and many live now in
and feathers of its opposite beast, the Eagle. Siga and northern Kalanawan. Elephants in the Sword Isles have
only since become popular hunting game for Royal Hunts, led by
The Water Buffalo is the lord of the plains. In Virbanwa, they are Datu and Panglimas, although the Moonstone Elephants
considered the lords of farmlands and tenacity, as they are used (gajabulan)—elephants with ivory skin and have a third eye made
for plows. The Water Buffalo represents determination and of moonstone—are reserved for the Sultana’s Royal Hunts only. It
steadfastness, and most importantly, the conviction of warriors. has been long said that elephants are the royal mount of Baginda
Water buffalo horn and hide is used to create armors and shields. Sumongsuklay.
The Dog is the lord of hunting and forests. They are cooperation, In the Lunar Faith (especially those Lunar Faith practitioners still
familial nature, and faithfulness incarnate. They represent living in Ananara), the Dog is sometimes replaced with the Tiger.
honest work, and discipline needed for those in need. Dogs are Harimau in the Akainon tongue, the tiger is a burning symbol of
very often guardian beasts for mountain settlements and inland ferocity, strength, power, and regality. There are only a few tigers
settlements. The fabled Witch Dogs live in the deep forest: they in the Sword Isles, and most of them are found only in the Blade
are nature guardian spirits in their own right, and harming them Island of Khadnala: the Khadnalan Tiger is the same tiger as the
is said to place a curse upon you. Sonyoh Tiger, which prowl the deep forests and create temples
In the Ashen Star Faith, the Serpent is sometimes replaced with with the bones of its prey. Tiger fangs and claws are very often
The Lion. There are no Lions in the Sword Isles, but there are lions heirlooms, which boast great spiritual power and often have
from the regions where the Tranquility Missionaries from the Far magical effects. The tiger’s majesty is alluded to among the
Southeast and the Sanguine Missionaries of Issohappa hailed Northeastern Akai settlements, closer to the Shield Isle of
from. The Lion is the holy beast of pride, of strength, of Sonyoh: they only ever talk about tigers in euphemisms, such as
leadership. It is associated with individuality and royalty, things deep forest dog or striped bear. Legendary Sonyoh and Old
kings cling to to keep power. Tundun demigod Si 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 They could not be further apart: one is majesty in darkness, the
other a palimpsest of our violence. One is divine, the other is
What is in a name? Let the Makinaadmanon speak: the name is mortal, truly mortal.
the approximation of lightning. Do you know that what we name These names do not define them, of course, but they define their
lightning is a fulmination at both end and beginning? Lightning names. Bulan is a noble, rich and powerful, bathed in copper like
leaves its origin and meets its destination immediately. We name the moon itself. Siga, on the other hand, is infantry, a warrior-
and wax poetic about a moment without dichotomy, the truth of slave, to her. Like the flame that she is, she climbs up the ranks,
this world, for [now/later] or [beginning/ending] is a builds her own honor, until she is finally become a warrior, of the
misconception made by mortals that die. warrior class, and appointed as personal guard to Bulan.
And so thus is how we name ourselves. At our brightest, at our Do you see the constellation I write with these words-as-stars?
fulmination, at when we are reminded that we are both
beginning and ending at the same exact time. Time is but The noble Bulan was not allowed to be seen by men. Of course she
justification. wasn’t: she was a veiled maiden, binukot in our dragon-slaying
tongue. She was meant to be sold off to powerful nobles to
Like lightning, we are bright across a number of points, we are increase the power of her father ruler.
bright in a line, not a point. We are both instant and also
causation-effect. Siga was seen as a woman as well as dictated by her society,
despite her being in a primarily male profession. She was allowed
Names, therefore, in the Thunder-Stricken Isles, are mercurial. into Bulan’s enclosure, and there their rituals were religion.
To have only one name is the first death. To have many is Hushed whispers, breath like incense smoke. There they named
immortality. The Thunder Lord Datu Sumangga, for example, is each other again: something only they can know. Only they can
known very frequently only as the Thunder Lord, Datu know.
Dawogdong, in other tongues. These are all their names and
more, because what are names but approximations of us? “Let us defy our fates,” whispered Bulan, her voice small, her
voice not her, but Siga’s, for the first time.
Lovers, blood-oathed brothers, fire-forged friends (what’s the
difference? I lump them together, my palm leaf paper binding “I want to reach you,” replied Siga, as a flame that can never, ever,
them together as banana leaves wrap rice) frequently give each climb high enough to singe the moon.
other poetic names that only they and they alone can speak, in the “Then you must become the darkness that wraps about me,”
seconds of true night, in the glimpses of coming dawn. This is Bulan said, pushing a lock of hair behind Siga’s ear. “Because the
ours, they will say to themselves, because so many things are not darkness that wraps about the moon is perpetual, and eventually,
theirs. This is ours and the worlds, not theirs. subsumes it.”
Ito ay sa atin, at atin lamang, they say. Sa atin, kasama ang “Name me, and so shall I name you,” Siga whispered, her flames
daigdig, ang kalikasan, ikaw, at ako, hindi sila. dying out into embers, into darkness, as she was told.
[This is ours, and ours only. Ours: that is to say, the world’s, “You are Dulumgabii,” Dark Night or Night Darkness, not any
nature’s, yours, and mine, but not theirs.] other kind of darkness.
Witness two women: one named Bulan, for she was born during Dulumgabii nodded. She held her push-dagger so tight that she
the full moon, and the other Siga, for she was born the day after a cut herself with its water-whetted blade. “And you will be my
burning of villages. 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 Some terms connect two nouns together to create a new
meaning. Gubat Banwa is war + land. The various kinds of spirits
The locals have their own language, and each polity has their own have the region or location they live in before -diwata.
languages. Gatusanun is closest to Sinugbuanon. Ba-enun and Banwadiwata (Land Spirit) means they’re a forest/mountain/
Virbanwanun is closest to Tagalog. Akainun is closest to Tausug. inland spirit, basically any spirit in untouched, natural land.
Apumbukidnun is closest also to Sinugbuanon, but also Dagatdiwata (Sea spirit) means they’re a sea spirit.
Maranao. They are mutually unintelligible, though Gatusanun, Lungsoddiwata (Community spirit) means they’re a settlement
Ba-enun, and Akainun can communicate passingly through spirit, whether the settlement be a small hamlet or a large city.
brute forcing similar sounding terms. Translating Kusanagi-no-Tsurugi (Grass Cutter Sword) to Trade
However, when trading they use the prominent Trading Mataram would then be “Sundangsin-Ganut” (Sword of Grass-
Language, Trade Mataram, which is a heavily mixed language Clearing). This can be rendered either as Sundangsinganut or
that built upon two frameworks: Put’wanun (the language of Sundangsin Ganut and they mean the same. Ame-no-
Put’wan) and Mataraman (the language in the old Mataram Murakumo-no-Tsurugi (Heavenly Sword of Gathering Clouds)
Kingdom, before it fell to ruin, and was succeeded by would be written as “Sundanglangitnonsin Nangtigomng
Naksuwarga). They were the foremost traders, and thus everyone Panganod” which translates closest to (Heavenly Sword of
else took up their terms. Trade Mataram is a constructed Gathering Clouds).
language that is explicitly similar to a mixture of Bahasa Melayu Due to the nature of the Sword Isles, there is a great number of
and Sinugbuanon Bisaya, with borrowings from Old Tagalog, foreign terms that borrow from other terms. A worshipped god is
Hiligaynon, and the Tausug languages. usually understood to be a diwa. But a borrowed term from
Words are modified through the use of particles. In particular: Naksuwarga has become used to refer to worshipped gods that
do not live in nature and/or live in the sky, which is balahala.
-sin is equal to “of” in English, and is used to show that something
afterwards owns it. Therefore: Sundangsin would translate to To get words for Trade Mataram, use Cebuano, Hiligaynon, or
“Sword of”. Sundangsin Kadaugan would translate to “Sword of Butuanon words for common things, while more esoteric or
Victory”. specific concepts such as noble lords, flying serpents, winged
beings, etc. can be Javanese, Thai, or Balinese in origin. More
Manga- is a plural modifier and added in front of a word. modern concepts can have Hokkien or Mandarin roots, such as
“Mangasundang” means “Swords”. “Mangasundangsin Kadaugan” the printing press and carriages. Use these to spice up your Gubat
would translate to Swords of Victory.
Banwa settings.
-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”.
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The Kadanay Hara Binalo and Hari
It is a common problem to think that the Kadanay were a vast
empire in the past. Nothing is further from the truth: the
Harmanaga
Kadanay are magenta-eyed demispirits born through the Hara Binalo, Queen of the Tanggal demonwitches, beings that
matrimony of Ka, the Fuchsin Dragon, and Danay, the ancient can bisect themselves, peerless swordmasters and witches that
moon-haired immortal who lived in the top of holy Mountain practice Slicing sorcery. The tanggal are said to be the physical
Banahaw before having to come down due to violence. manifestation of the art of cutting, and therefore most swords
Their children became the Kadanay people, who lived in the must learn from them.
northeastern blade-tip of Rusunuga. There they traded with Hara Binalo lives deep in the forests of Kihod, the Coral Island of
elder Tsam Saola, the ancient predecessor to the great Fire and Lightning, which arose from the Sea’s wombs. Kihod is
Nagrakampa kingdom. known to house the head coven of the Tanggal demonwitches,
The Kadanay people are peaceful traders, and their martial art is Hara Binalo was said to be an angry witch that was sometimes
inherently protective and defensive, not made for raiding or conflated as an Aspect of Mahadiwa Kalakatri, or sometimes is
warring. Due to their trade with the Tsam Saola, they managed to referred to simply as her priestess. Hara Binalo’s daughter,
create vast nephrite and earthenware items, such as burial jars, Sintaputri, was one of the most beautiful women in all of the
swords, axes, and boats. Due to their inherent connection to Sword Isles, but was shunned due to her mother. In anger, Hara
nature, they have had access to incantations and rituals that let Binalo revealed herself as the Mother of Ratu Tugas, the King of
them create vast wooden and nephrite edifices, many of which Kihod, who was cast out because of her increasing study and
are now gone in the Eighth Star Era for they understand the truth acceptance of Tanggal sorcery.
of things: anything they make pales in comparison with the Ratu Tugas, wishing for help, consulted his guardian ancestor
natural monuments of the world. spirit, who was Hari Harmanaga, the Dragon-Tiger of Kihod.
Ancient Kadanay burial jars also actually work as birth jars. Most Arising from the cleanest springs of the island of Kihod, bathed
burial jars depict a god rowing a boat with mortals sitting upon once in the sea, Hari Harmanaga took to the deep forest and
it, representing the journey into the underworld. Kadanay jars clashed with Hara Binalo, healing sorceries against cutting
have those, but some of them also choose to depict a serpent sorceries.
instead. Hari Harmanaga and his Dragon-Tiger Shamans performed
This is the life of a Kadanay: they are born from these burial jars preventive sorceries to combat this, making them invulnerable.
as giant, barely conscious serpents, bursting forth impossibly The blood drops from this strange paradoxical interaction can
like a snake from an egg. Their scales are magenta which, when still be found across Kihod, rendering one immune to piercing
shed, become violet-petalled flowers. weapons for a short time when ingested.
A village takes care of a young Kadanay serpent-dragon during Eventually Hari Harmanaga succeeded and won, overcoming
their youthful ages. Eventually, after a few moons, a Kadanay Hara Binalo in the ancient Dance of Katakeris in Tamagunas,
serpent-dragon grows smaller, and develops humanoid features Hara Binalo’s strangler fig and bone temple-castle, dedicated to
as they grow older. By the time they are around 30 years old, the Kalakatri. There, Binalo was sealed in her own ancient
equivalent of a 20 harvest old bamboofolk, they are tall giants, earthenware jar, and then sent down to the depths of Tamagunas,
always at least 8 feet tall, with dragon eyes and antler horns. Their into the deepest cave complexes, so deep that the soil has become
hands and feet have four fingers each, creating 16 fingers, double coral once again.
the holy 8, which represents infinity and the spirits. Their feet are Hari Harmanaga positioned himself then as king of spirits, the
taloned, as with a monitor lizard, and are zygodactyl. protector of good, and forevermore afterwards appears as
Kadanay study the songs of the ancients, as well as pottery. They umalagad for some warriors, and answers calls for protection
can choose to learn the Art of Dragon Protection, their martial and healing, a benevolent incarnation of Hiyang.
art, or weaving. Farming is common amongst them as well, but
many of them choose to embark on boatmaking and travel to
their brothers in Tsam Saola, now Nagrakampa.
The Kadanay clan has dwindled in numbers in the Eighth Star
Era. Many say this is because the Kadanay are not made to suffer
the great violence of the final Era of Gubat Banwa, the final gift of
Ka to her scions. Much of their “achievements” have already been
claimed by the earth, but that is because that is how they made it.
They do not dream of empire.
More importantly, the Kadanay clan dwindles in numbers
becuase they cannot procreate indefinitely. There are a limited
number of birth-burial jars that can create new Kadanay, and all
the jarsmiths that knew how to create more have passed.
Kadanay don’t die, you see. They live for 300 years. As they age,
they grow smaller and smaller. A 200 year old Kadanay is around
3 to four feet tall. Eventually they grow so small that they actually
unite with the land, and become diwata. This is because they are
immortal, their birthright. Remember that no mortal has ever
become diwata.
There are only 180 Kadanay left in the world.
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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.
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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.
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Some children are also given skull molding, which is done
Life In Settlements through contraptions that flattened the front of the skull,
I have been using settlements to refer to the towns, villages, letting the front of the skull grow backwards instead of
neighborhoods, and cities of The Sword Isles. This is forwards. The Sword Isles beauty standards hold crescent
because they are called a variety of things in The Sword moon-like skulls, called tinangad, to the peak of beauty,
Isles: in the Rajahnate it is usually termed haop, (following) alongside broad faces and flat noses. This practice is more
and already stated, but in the Lakanate it is bayan. popular among the Rajahnate and Confederation
settlements than the Lakanate and Rajahnate.
Settlements are neighborhoods of around 30 or more
households, each one usually pledging allegiance to a Datu. Jewelry
Settlements can band together and work together, fusing
to become larger settlements. Larger settlements are Jewelry is an important part of The Sword Isles culture:
known to have more than one Datu governing them. even debtors would have bangles or anklets of gold. Some
jewelry would have carnelian adornments, or pearl, or
The following is generic, it is not true for every settlement sometimes even diamonds and rubies. The most important
and for every culture. jewelry is of course the gold accessories, which range from
diadems to bangles to waist cords to sashes made of pure
Hygiene, Makeup, and Aesthetics gold to rings to arm bands to thigh bands to belts to anklets
to ear ornaments to ear piercings and even to golden pegs
Mornings begin at the first light of dawn, when the wind is upon the teeth.
chilly and the sun has not risen up fully just yet. They then
bathe, usually in rivers, using oils and other herbal extracts Decorative dentistry is another important component of
to shampoo hair and apply fragrances upon their body. jewelry: those that can afford it would fill the gaps between
Hygiene is an integral part of The Sword Isles life: men and their teeth with gold, and others would peg their teeth with
women both pluck their eyebrows to thin crescents, gold stubs, making it so that whenever they grinned or
Lakanate and Sultanate men grow their moustaches and smiled their mouth would shine like the sun, akin to the
beards out while Confederation and Rajahnate men trim epic heroes of their tales.
them or clip them off with clam shaped tweezers.
Most ilawod settlements are almost never built out of reach
Bodies are scrubbed with pumice and other fragrant of salt water. Men and women that paddled would carve out
flowers, especially among nobles, who wish to have good their own paddles, and were as personal to them as their
body odors. They clean their ears out with feathers and weapons.
swabs and brush their teeth with a toothbrush made of
vegetable husk, to polish and keep teeth clean.
This does not make their teeth white, however: white is for
the foreigners, who are like animals. Only animals have
white teeth. The tawo of The Sword Isles pride themselves
on stained teeth, reddened or blackened, and sometimes
completely pitch or crimson. Some tawo even file their
teeth to points.
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Tattooing Planting and harvesting season is not the same across the
islands of The Sword Isles, due to varying exposure to
Tattoos are called batuk or patik, and mostly only some monsoon winds. Time was measured through harvests: a
settlements in the Rajahnate and the Confederation used year is defined as the time between one harvest and the
them. Professional tattoo artists are called Mambabatuk next. Age therefore is measured through how many
and those tattooed are called binatakan. The first tattoo is harvests a person has lived through.
usually given as a coming of age deal, with a person’s first
conquest in war or love: either by killing another or by
having sex. Tattoos are then only given to those that Woodworking
continue to conquer, each new tattoo a burning marking of Carpenters cut their own timber. They had lore for when to
his valor. They are given piecemeal, but each one would cut: different species are felled during the different turns of
eventually connect with other tattoos to create an intricate the moon, some are more solid on the eastern side, and
painting with the body as a canvas. The most valiant of “male” trees are always stronger than the “females” of a
them, which constituted a sort of warrior elite, will have species. Trees are felled with ax and bolo, split down the
tattoos up to the eyelids, giving them a demonic look and middle with edges, and then each half is adzed into a single
no doubt affect their enemies psychologically. plank, squared with the same tool. All carpentry and house
construction are done with skillful joinery without saws or
Working the Field nails. This has lead to beautiful geometrical pegs and
shapes made to fit entire boats and houses, usually only
During the early hours of morning, if it is planting or held together by the ingenuity of the joinery design or by
harvesting season, they work the fields. Not only do the thick abaca rope.
peasant work the fields, but so do also the rest of the people,
especially if they must work the fields of the Datu. Even Plates, bowls, spoons, and ladles, urns called bohon,
nobles, Kadungganan, and freemen must pitch in, as a coffins, and chests of all sizes are hewn from single blocks
form of tribute to the Datu at some point during the of wood, and often decorated with fine carvings. Rough
planting or harvesting season. leaves of the hagopit tree or biri palm are used as
sandpaper, and ray fish tails or dahonan hides are used to
Most farming is done upon swiddens, using a traditional smooth even the hardest of woods.
kaingin system of slash-and-burn farming. This
constituted rice farming for some islands that had the .
conditions for it. The most common crop was the root crop,
such as taro and yams. Rice, while favored, was not always
in supply, and was much less available year round. In worse
harvesting days, even nobility resorted to eating root crops
instead of rice.
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Smithing Goldworking
Smithing is a very valued skill, and one that even datu Most The Sword Isles settlements and polities almost
practice due to its prestige. Being a smith, which is called a always have gold upon almost every person. Most gold was
panday, does not only mean you can create weapons and mined by placer mining: gold panning in streams or
armor. Smiths can craft all sorts of things, from gold riverbeds. These placers are called dulangan, dulang being
(Panday-sa-bulawan) to iron (Panday-sa-puthaw). the wooden pan used. Pamiling, sifting, was the activity.
Smithing is expensive since it would mean you would have Gold is bulawan, fine gold is himulawan. They had
the materials needed to craft weapons and items. It is touchstones known as sanitran to test its quality, but most
considered the noblest trade, as usually only the wealthiest people could estimate content on sight. Some men would
datu could even afford the raw material. Iron and such carry around little scales and weights in special pouches to
were usually not mined, but rather, stolen from raids make spot purchases.
against other polities, whether it be from within the
Archipelago or from foreign influences. Regular raids to A panday-sa-bulawan take advantage of gold’s supremely
Baik Hu to gain iron to melt and use for smithing is a very workable material. Lumps are carved, modeled, and
common raiding impetus. hammered to shape, beat out into onionskin sheets, to be
cut with shears into silhouettes, wrapped into beads, or
A smith’s shed is called gusali. This is usually an open house drawn into thin wires to be used in filgree work or woven
beside their actual house. Here they would have their forge, into thick ropes. They soldered tiny granules together,
made of hollowed out small tree trunks, with pistons several hundred in a square centimeter.
ringed with chicken feathers set so as to collapse on the
return stroke. They were alternately raised and lowered by None have surpassed The Sword Isles smiths in this
the blacksmith’s apprentice, knwon as masaop, to produce manner.
a steady draft. Both cylinders had a bamboo outlet near the The Sword Isles gold is integral to this goldworking
bottom which led to a common stone receptacle known as progress.
a lilong, which concetrated the draft into a charcoal fire.
The anvil was a piece of iron set in a heavy wooden block,
and the smiths’ tools were: palo (two-handed stone maul),
a palo-palo (stone hammer), kipit (pair of tongs), and an
assortment of bolos for cutting the red-hot metal.
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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 employ the
usually done through the use of backstrap looms. The warp potter’s wheel but rather, the paddle-and-anvil technique.
threads were not placed in a permanent framework but
rather, in one continuous loop around a loom bar held in The common cooking pot is daba/koron. Wide-mouthed
the weaver’s lap by a strap behind her back, and another jars are bogoy, and flat pans for cooking are balanga. Banga
one suspended from a house beam or tree branch. water jars are shaped like porcelain jars. Dinner plates are
Baikhan porcelain, however: pingan lasa are large ones,
Weaving is a normal part of housekeeping, and weavers lampay are small ones, and siwit are little ones like sauce
supplied clothing. In the epic literature even in the dishes.
Philippines, this is the pastime of even royal ladies. Heroes
departing on ventures are ritually clothed with magical Baikhan jars are known as ang-ang, those used for pangasi
raiments and garments by their mothers and sisters. alcohol are gining. Linoping are big ones with ears for
handles, so called because they look like men tattooed all
Cotton and abaca are both exports here. Baik Hu called Ba- over. Hinalasan are dragon jars, so called because of the
e abaca yu-da, or jute, in the thirteenth century. Wives of serpent done in high relief on their sides. Tinampilak are
householding oripun are required to spin cotton, supplied large black jars, tuytuy are small black ones. Kabo are blue
to them by their masters. Paid workers are employed as and white jarlets, often used for tea and carrying waters
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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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
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Running The Game
Improvising
When preparing, make sure to...
Perhaps one of the most difficult skills to accomplish. How do
...keep track of the world. Know what’s going on, and use that to you improvise successfully? Essentially, what I do is I lean into
your advantage. Have the world constantly be moving, use things my prep or what I already know. If you have things prepped up
that might happen whenever your players don’t expect it: prep for and you’re stuck in a strange spot in the game where the players
random events such as landslides or demon gorilla attacks, not have reacted and you don’t know what to do next, drive them
necessarily combat encounters. forward. Speed them on in the world. Let the world move on
without them. Introduce danger. Lean on what you know about
...make NPCs, not just Foes. Make them interesting, give them a the world: you’ve established that a rogue Kadungganan is
single personality trait and a single quirk if you expect them to hunting after them. When there’s a lull in the game and you’re
last longer than usual. Give them a unique thing that lets them not sure what to do next, let the Kadungganan appear.
stand out from the rest: this can be a physical tell such as weird
hair, or even an important relationship, such as them being the Some good improvisational tools are:
brother of the Datu the Kadungganan serve.
0 A list of character names.
...listen to your players, and form your prep around them. If your 0 A list of what the most relevant NPCs are doing at the moment.
players aren’t planning on going into a deep dark cave next
session, don’t prepare a cave exploration map! Instead, if they 0 A list of what kind of Foes can be encountered in the immediate
want to go to the wedding feast, prepare NPCs for that wedding vicinity.
feast, strange encounters that might happen, and maybe even a 0 A list of all the ongoing threats in the campaign.
twist! Get the players jogging, get them reacting: that’s your job.
0 A list of quick combat encounters!
...take a break. Sometimes, you don’t even have to prep! The
players will ride out the game with you, and you can hand them
some of the responsibility of creating interesting NPCs! Ask
them sometimes what weird interesting thing an NPC has, or a
secret that they harbor. You are a player too, so remember to have
fun.
The Game
Due to the general prevailing culture right now, there is an
expectation that you, the one playing as the NPCs and adjucating
the rules of the game, are supposed to know the game inside and
out, and also know how to entice your players into a wild and
crazy fantasy world!
The truth about that is that this expectation sets you up for
failure, because even the most veteran Game Masters will know
that you simply can’t learn a game through and through
especially when a game is different when played at your table,
and because it is as much as the responsibility of the Players to be
invested into the fantasy that I’m sure you’re trying your best to
invoke. I know many Game Masters that have been running for
years and are really really good at what they do don’t even prep!
They rely on their collected media knowledge, weird trivia, and
obsession in invoking a feel or obsession for good game
mechanics.
They don’t try to “run” a game. They play it, just like the players.
Now this advice won’t work for everybody, I’m sure, and I don’t
even think a lot of people that will be getting this game will be
even reading this section (since the main draw of this game is
probably either the setting and/or the tactical Fantasy combat),
but I’ll be laying down the things that I’ve been doing that I hope
will be able to steer people that want to run War Drama in
Fantasy Precolonial Philippines in the right direction.
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Running The Game
Describing
Keep descriptions to 1 to 2 sentences long, leaving long and
Aftercare
overwrought descriptions to really grandiose setpieces (or you Alternatively titled, after the game.
know, just use a picture). State one or two important details, and The first thing that I usually say is: “I hope you guys enjoyed the
then end it. If the players want to know more, then you give game!” I don’t ask my players if they liked it, since that usually
them more. You don’t want to drabble on for too long. You want puts the players on the spot. I just state that, and then usually go
to get a scene into the player’s heads using their senses and their around and message my players if they did have a good time or
presumptions and then snap back to the question: What do you not. That’s pretty important.
do?
Ending the Game
Don’t Get Hung Up On Rules
As someone who’s written serials before, what you want as much
Gubat Banwa’s system usually works, but there are some areas as possible is a cliffhanger for a campaign. Now a cliffhanger
where the rules don’t cover. This is because Gubat Banwa is for doesn’t exactly have to be a cool gotcha moment, like an evil guy
running tactical combat and period dramas, and not much for coming to their village or a mountain collapsing under them.
anything else. Building up strongholds and learning how to Sometimes a good cliffhanger is reminding the players that
weave is not fully encompassed in the core rules, and that’s there are still some loose threads unsolved even after you’ve
intended. For the most part, leave these things to fiction: let finished a particular narrative arc or story beat. That will
them happen if the players want them. The game is not a definitely help keep the players on their toes, thinking about the
simulation of the world, but a way for players to engage with it next session.
in a fun and quick way.
Now if it’s going to be a kind of “season ender” or if the session
Follow Your Principles and Agenda you’re currently having is setting up for a big payoff, it would be
Principles are some of the most important parts of running a good idea then not to have a cliffhanger (although loose
Gubat Banwa. As long as you’re sticking close to the game’s threads still work fine). Let the players relish at the end of a
principles, you’re running it right, even if it isn’t even in the payoff. Let them breathe. Breathing is the most important part
same setting anymore! Name your NPCs, give them of a game: it lets them reflect back on the game, how much fun
motivations, uphold the tragedy of war. they’ve had, all the memorable NPCs and events that happened,
and how long they had gotten. Keep those in mind, and you’ll be
Communicate fine.
Many things can be fixed with proper communication (obviously Rest
not all things, but it usually helps!) If you made a bad rules call,
or an encounter dragged on for too long, or if you missed I highly recommend not jumping into prep right after the game.
obvious signs in play, be sure to talk about it with the other Resting after a game is integral: roleplaying as different NPCs,
players. You’re not perfect, and none of the players expect you to facilitating combat, and being the one to dole out the rules and
be either. follow them is a heavy, heavy task. One that is usually rewarding
(and some people really do love running games!) But one that
During the game, you still want to be on the same page as your can take a toll on you mentally. Have a good break, maybe eat
players, as much as possible. Be sure to remind people of what some food with your friends, talk about your favorite thing that
the theme and mood of your campaign is, so that your players happened during the game, compliment each other, have a blast.
can be sure to play up to it. Lead by example! Make
melodramatic characters, have your characters cry when their
brother dies! Have sad K-Drama music playing while a beloved
NPC is slaughtered by the 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.
0 Palani’s Growth. Palani will need strong Kadungganan if it wishes to survive the Festival of the Longest Night.
0 The Ashen Star Conquest Begins: More Virbanwans are on the way, or perhaps the steel ships are allowing for prospective
Kadungganan that wants more jobs.
0 The Lunar Crescent Cleaves: Akai warriors are on the way and will see the island of Nangka as an old Virbanwan stronghold.
0 The Demons of the Mountain: There is a Demon-Prince that lives upon the mountain of Nangka, which is potentially where
the warrior demons came from.
0 Sri Palani’s Final Wish: Sri Palani’s shrine must be fixed. Once it is, Sri Palani will ask for Kadungganan that can carry out
her final wish: the briinging of her burial jar to her home city of Kaundr deep in the cave tombs of Siga, in the Footsteps of the
Gods.
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The Sword Devil
392
The Sword Devil
393
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 being +4 Elevation. The
Virbanwans all begin from +4 or +3 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 the
0 5 Boulders, 5 Trees.
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 Size 1
Kadungganan. This is an Escape Point. They simply need to Object with Durability 20.
move into an Escape Point to flee.
Objective
Objective
Defeat the Sword Devil Nitida and protect Palani’s Shrine.
Defeat the assassins or all Kadungganan escape.
Loss Conditions: All Kadungganan are defeated, you reach
Loss Condition: All Kadungganan are defeated or you reach Strike 10 without achieving your Objective, or Palani’s
Strike 10 Shrine is destroyed.
Enemies Enemies
Enemy Forces Enemy Forces
0 1 Apumbukid Ritualist 0 3 Virbanwan Sentinel Minions
0 1 Apumbukid Assassin 0 3 Virbanwan Tiglantaka Minions
0 1 Apumbukid Juggler 0 1 Virbanwan Swordmaster (Sword Devil Nitida)
0 1 Apumbukid Hound Enemy Reinforcements
0 1 Apumbukid Herbalist
Reinforcements arrive at the bottom of the map.
Tactics
0 3 Virbanwan Guardian Minion
The Ritualist will set up Spirits immediately, while the
Assassin and the Juggler will move behind the Juggernaut. 0 3 Virbanwan Sniper Minion
The Herbalist will stay as far away from the Kadungganan 0 3 Virbanwan Medium Minion.
as possible.
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 Sentinel Minion
A 20x20 field with the following field traits: 0 5 Virbanwan Sharpshooter 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!
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