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Eidolon Alpha
Eidolon Alpha
ALPHA
It came to me in my sixteenth summer, calling from within the Echo, as
I was told it would. As we were all told it would. For so long, I hoped
that I would be spared the blessing, that I would be left alone to live a
life among the citizens of Iadrum. I would be a fisherman, or a goat
herd, or perhaps a musician like my brother and my father. But on that
hot, quiet evening, after the ceremonies and the feasting and the revels,
and in the quiet of the night, it came to me.
Its coils unwound from the pillar in the great hall, its silver wings
unfurled and spread and shone in the firelight. I knew that only I was
seeing it, for nobody stirred around me. I alone could feel its heavy
presence, which seemed to give added weight to every stone in my clan’s
homestead. From its tusked head, the head of a boar, the great Eidolon
spoke my name: “Arvad!”
It was the Gorgon, Iadrum’s mighty guardian, and it had come for me.
I was not to be a fisherman, or a goat herd, nor even a musician. I was
to be an endarch, as I was told I would.
Eidolon Alpha is a setting for Cortex Prime. It’s a world of fables and
legends and godlike spirits who watch over a thriving civilization
of city-states ringing a bright sea. In Eidolon Alpha, you play an
endarch, an individual chosen by one of these spirits, these eidolons,
to act as a vessel for their power and an instrument of their will in
the world. Only a handful in each generation are chosen for this
blessing, though many others serve the eidolons as acolytes and lay
folk. For the endarchs, the ability to embody their eidolon’s mystical
powers grants them abilities above and beyond those of their fellow
citizens, as well as a responsibility to use that power to further their
eidolon’s cause.
Each of the ten Great Eidolons confers a different set of abilities to
its endarchs. Each of them also feuds with one of the other Great
Eidolons, which manifests as an ancient rivalry between their
respective city-states. Yet all of the Great Eidolons share a common
enemy in the Skotos, the Darkness that quiets the Echo, and the
servants of the Skotos are foes of every endarch.
In this game, you create an endarch by selecting a Great Eidolon
as your spirit patron, choosing a role that best reflects how you
want to play your endarch, and then assigning trait dice based on
these choices. As you play, you unlock more abilities and acquire
greater status within the cult of your Great Eidolon, perhaps one day
becoming your guardian spirit’s greatest champion, the Alpha.
NEO-CLASSIC FANTASY
Neoclassicism is the revival or reflection of ancient cultures in music,
literature, and architecture. In this case, it means we take inspiration
and ideas from Greek myths and use them to create larger-than-
life fantasy stories featuring huge monsters, pirate queens, hardy
merchants, and sword-wielding warriors.
CHIMERA’S MUTARCH ⑧
Fierce and mercurial, your breath can set the world afire.
GORGON’S PETRARCH ⑧
Dauntless and stubborn, neither spear nor sword can pierce your
FLIGHT PETRIFICATION STONE SKIN
stony hide.
● when you switch out this distinction’s
b Hinder: Gain a Ⓟ
⑧ for a ④.
Z Step up your STONE SKIN die when defending against
manufactured weapons.
Z Spend a Ⓟ
● to join or leave a scene that is already underway.
b Summon: Shut down this distinction to summon the Gorgon.
The Gorgon appears on your next turn.
GRIFFIN’S ONYCHARCH ⑧
Swift and deadly, your claws tear through your foes like a scythe
through wheat.
b Hinder: Gain a Ⓟ
● when you switch out this distinction’s
⑧ for a ④.
Z Step up your SPEED die when defending against two or
more foes.
Z Spend a Ⓟ
● to join or leave a scene that is already underway.
b Summon: Shut down this distinction to summon the Griffin.
The Griffin appears on your next turn.
MINOTAUR’S METALLARCH ⑧
Cunning and powerful, your bronze hide turns aside
tooth and claw.
b Hinder: Gain a Ⓟ
● when you switch out this distinction’s
⑧ for a ④.
Z Step up your BRONZE SKIN die when defending against
natural weapons.
Z Spend a Ⓟ● to find your way out of any building, trap, or maze.
b Summon: Shut down this distinction to summon the Minotaur.
The Minotaur appears on your next turn.
WYVERN’S HELICARCH ⑧
Impulsive and daring, your snakelike limbs can envelop the most
evasive foe.
b Hinder: Gain a Ⓟ
● when you switch out this distinction’s
⑧ for a ④.
Z Step up your STRETCHING die when grappling or restraining
a target.
Z Spend a Ⓟ ● to join or leave a scene that is already underway.
b Summon: Shut down this distinction to summon the Wyvern.
The Wyvern appears on your next turn.
These tireless foes of the Chimera cult are famous for Due to its prized goldmines and fruit orchards, great
their numbers and their tendency to infi ltrate other Regnium has had to withstand centuries of warfare
communities, especially the cult in Conomora. Their and confl ict. The Phoenix cult has kept this fortress-
endarchs possess the ability to recover quickly from like city-state and its half-dozen trade routes protected
being injured, even when brought near death, and can from threats, real or imagined. Blessed with the power to
breathe underwater. return from certain death to fight on, Phoenix endarchs
are terrifying opponents.
Each role has a rating and lists several example : You are a skilled veteran of many skirmishes.
distinctions, which only have one SFX: the base Hinder
: You are familiar with weapons and their use.
SFX all distinctions have. For their ⑩ role, players should
choose one of these distinctions or create their own : You eschew violence and favor other approaches
original distinction using these as guidelines. to resolving disagreements.
Each role lists two highlight attributes, which are stepped WARRIOR DISTINCTIONS
up by one during character creation.
� KEEN-EYED ARCHER
Roles may be enhanced by specialties; no character starts � STRONG-ARMED HAMMERER
with a specialty but can acquire them as part of character � FLEET-FOOTED SWORDMASTER
growth. A specialty works as described on page 59 and � HARD-HEARTED CAPTAIN
begins as a ⑥. � BLOOD-SWORN LANCER
: You are one of the learned masters. : You are a tracker without equal.
: You are a towering intellect, sure in your beliefs. : You are one with the road and the wilderness, both at
home and far away.
: You have an acute understanding of lore
and letters. : You know of many places and the roads that connect
them all.
: You can recite the great stories and understand
their teachings. : You can follow a path and find your way in the world.
: You leave knowledge and studying to others. : You would prefer not to travel if you can avoid it.
CONOMORA
HYDRA POISONER
ENDARCH COURAGE
VIGOR
The Enemy: Hydra
The Situation: Cultists of the Hydra have successfully infiltrated the city and
HYDRA CULTIST
are gathering together for a combined strike against the city’s prized grain
stores. Several city officials are found dead, their bodies wracked with poison. ⑧ CAUTIOUS ⑧ INfiLTRATOR
⑧ TOXIC
IADRUM
SIREN COURAGE
PIRATE-QUEEN
GRACE
BASE TRAIT
⑧ ⑧ or ④ ④
⑩ WARRIOR GUILE
⑧ PRIEST
⑥ SCOUT REASON
VIGOR
The Enemy: Siren
The Situation: A Siren pirate queen has brought dozens of ships under her
SIREN CULTIST
banner and is preparing to mount a coastal assault on Iadrum from the mists
of the Sea of Corsi, sinking any merchant ships in the harbor. The attack is ⑧ BRASH ⑧ DRUNK
timed during one of the most sacred rituals, the Fire Festival, leaving the port ⑧ PIRATE
of Phonos poorly defended.
⑥ PRIEST
⑧ SCOUT REASON
VIGOR
The Enemy: Manticore
The Situation: The brutal Manticore mercenaries have intimidated several
MANTICORE CULTIST
villages near Drepanos, drawing the attention of the Griffin cult. They claim
to be providing protection services for the villages, but in truth they are ⑧ BULLYING ⑧ CUTTHROAT
extorting the village councils out of gold and copper. ⑧ MERCENARY
SULENIUM
LEVIATHAN
STORM-PRINCE COURAGE
VIGOR
The Enemy: Leviathan
The Situation: Storm-princes of the Leviathan cult have declared a nearby
LEVIATHAN CULTIST
island notable for its zinc and copper mines as their own. They’ve used their
magic to batter away all ships and are holding the locals prisoner on their ⑧ DIRECT ⑧ GREEDY
own island. ⑧ MIGHTY
OPHELAEUM
PHOENIX COURAGE
CULT LEADER
GRACE
BASE TRAIT
⑧ ⑧ or ④ ④
⑥ WARRIOR GUILE
⑩ PRIEST
⑧ SCOUT REASON
VIGOR
The Enemy: Phoenix
The Situation: The Phoenix cult leader has issued an order for the capture
PHOENIX CULTIST
of one of the endarchs defending Ophelaeum. Not long after this, caravan
guards along the spice routes contested by the Wyvern and the Phoenix have ⑧ BOLD ⑧ OBSESSIVE
been doubled in anticipation of a Phoenix attack. ⑧ TIRELESS
AMAGOIA AGIRRE
within the leader, they can reduce or Future sessions of Eidolon Alpha draw upon this initial
even eliminate the die, exorcising the revelation and set-up. You can introduce other Skotos-
Skotos spirit. To do this, they must infected cultists or endarchs, but not every session needs
SCALE announce they’re targeting the trait to feature one of these (and probably shouldn’t). Here
die and roll against a difficulty of ⑥⑥ are some suggestions for future situations in which the
+ any additional factors. If they succeed and their effect endarchs’ assistance is needed:
die is greater than the Skotos scale die, the scale die is
� Trading dispute
eliminated. If they succeed and their effect die is equal
� Death of a city official or leader
to the Skotos scale die or smaller, step down the Skotos
� Mysterious illness or plague
scale die by one.
� Rogue spirits attack a village or community
The Skotos-infected antagonists can be negotiated with � Feud between families over inheritance
once the Skotos infection is exorcised from them, and you � Lovers request help escaping troubled family
should encourage the players to consider several possible � Rare materials needed for major ritual
solutions. Some players won’t feel satisfied until they’ve or ceremony
beaten their opponents handily, but others might want � Festival of the seasons stricken by bad
to preserve the general détente of the Sea of Corsi’s city- weather or natural disaster
states and restore things to a semblance of normal.
1 It’s best to have an idea of who our character is, especially what 2 We chose the Wyvern as our Great Eidolon so
Great Eidolon to choose. We named our character Dante and our distinction is WYVERN’S HELICARCH (page
provided a brief history, and a description of what they look like 140). We write the name of our distinction above
and brief notes about their personality. “Endarch Distinction” and fill out the powers
below. Hinder and Summon are automatically
unlocked. The highlight attributes from this
distinction are COURAGE and GRACE so we fill in
the “Highlight” circles next to those attributes
in the first column. We can unlock an additional
SFX, which we write under Hinder.
DISTINCTIONS
CHARACTER FILE
WYVERN’S HELICARCH
which is written above “Role Distinction.”
ENDARCH DISTINCTION
Priest FLIGHT BITE STRETCHING
Power 1 Power 2 Power 3
4 All attributes start at ⑥. We look at the highlight
Scout Hinder: Gain a when you switch out your endarch attributes of Dante’s endarch and role distinctions
distinction’s rating of ⑧ for a ④.
and step up accordingly (GRACE twice, and
Step up your STRETCHING die when grappling COURAGE and GUILE once). We chose not to alter
or restraining a target
Other any other attributes, but you could choose to step
down an attribute to step up another.
Courage
ENDARCH SFX
ATTRIBUTES
Highlight
XP
SCALE
Courage highlight attributes are rated at ⑫.
Guile Highlight
Bite
Stretching
Grace
STRESS
ROLE DISTINCTION
6 Finally, we write in a freeform distinction that
STRESS
Hinder: Gain a when you switch out this distinction’s ⑧ for a ④. works in universe with the character. We chose
“Trouble is my Middle Name.”
Vigor Highlight “Trouble is my Middle Name”
FREEFORM DISTINCTION
STRESS Hinder: Gain a when you switch out this distinction’s ⑧ for a ④.
THE XP TRACK
For best results, use pencil.
Use the XP column to keep track of your
completed sessions. Each session counts as a
single XP point which you can use in different
ways to advance your character.
See “Training Up” on page 145. When XP is
spent, erase the filled circles or just cross
them out.
Note: As these are meant to be multi-session Note: Use the margins for
sheets, we recommend using pencil if you’re not notes or to keep track of
using a digital character file. Attributes and other assets (which can become PRINTABLE FILE ON PAGE 244
traits can change during the course of a series. signature assets with XP).
ALSO AVAILABLE AT CORTEXRPG.COM
Warrior
ROLES
DISTINCTIONS
CHARACTER FILE
ENDARCH DISTINCTION
Priest
Power 1 Power 2 Power 3
Other
Courage
ENDARCH SFX
ATTRIBUTES
Highlight
XP
Grace Highlight
SUMMONED EIDOLON
SCALE
Guile Highlight
STRESS
Reason Highlight
ROLE DISTINCTION
Hinder: Gain a when you switch out this distinction’s ⑧ for a ④.
STRESS
Vigor Highlight
FREEFORM DISTINCTION
STRESS Hinder: Gain a when you switch out this distinction’s ⑧ for a ④.