A party of adventurers crouches on a wooded autumn hilltop above a harbor town with tall ships, with tricorn-hatted soldiers in the foreground.
Adventurers of mixed peoples study a map on a crate at a busy harbor with tall ships.
Explorers with a spyglass and a dog overlook a river valley with waterfalls and red canyons.

The New World

Across the Eastern Ocean from the old world lies a broad continent of deep forest, a great river, endless plains, red canyons and inland seas. Elves and dwarves have lived here for as long as anyone remembers. Nearly two centuries ago the ships came, bringing humans and halflings, iron, coin, gunpowder and sickness.

What drew them, and what keeps them, is the Worldsoul: the living breath of the land, which can be worked as magic here and nowhere else.

As the story begins, the continent is on the eve of a war.

Charter colony surveyors with a theodolite and a map beside a timber fort, under a crowned banner.

The charter colonies

are spreading west, and their surveyors are already in the river valley that everyone expects the war to start in.

A river traders' stone fort and wharf on the great river, under a pine-tree banner.

The river traders

have built a chain of forts down the great river, and their soldiers are moving into the same valley.

Armoured horsemen of the southern crown ride past a canyon city under red sun banners.

The southern crown

holds the south and the canyons, mints the continent's coin, and would be glad to see its rivals bleed each other.

Merchant company traders load crates at a harbour beside a tall ship, under a crowned banner.

The merchant company

will sell powder to whichever side pays, and would pay almost anything to own the Worldsoul.

Seekers arrive by ship at a crowded dock, under a purple star banner.

The seekers

keep arriving by the shipload, hungry to learn the Worldsoul, while witchfinders hunt anyone who works it.

A halfling family gathers the harvest at their farmstead, under a green leaf banner.

The halfling homesteads

want only to be left alone, and lie in the path of any army that marches west.

A forest elf leader speaks before standing stones carved with glowing spirals, under a stag banner.

The League of the forest elves

has kept the Great Peace and stayed neutral for sixty-five years. Now both sides are pressing it to choose.

Plains elf riders with bows cross the grassland among bison, under a feather banner.

The plains elves

want the fighting kept off their grass and the trade flowing.

River elves paddle a canoe below a mound on the great river, under a pine banner.

The river elves

carry for anyone who pays, and keep their silence about the empty mound cities.

A canyon dwarf hammers glowing metal at a rune-forge, under a mountain banner.

The canyon dwarves

keep their rune-forges lit behind closed doors under the crown.

Shore dwarves build a ship at a lakeside town, under an anvil banner.

The shore dwarves

keep their craft from being bought up by the newcomers.

A party of adventurers and their dog watch from a hillside as an army marches below at sunset.

Your characters belong to none of these powers, or not entirely.

They are the ones caught between them: a trapper who knows the back trails, an envoy carrying words no one wants to hear, a deserter with a price on their head, a Keeper guarding something old, a seeker just off the boat. Where the great powers move armies, characters like these decide what happens in the places in between.

And War is coming…

The basics

This is a roleplaying game: a story told together around a table. There is no board and no winner. One person runs the world, and everyone else plays a single character in it: a trapper, an envoy, a deserter, a Keeper, a seeker just off the boat. Together you find out what happens to them on the eve of a war.

The players

Each player makes a character and speaks for them: what they say, what they want and what they try to do. A player might say their character slips out of the trading post to look at the canoes, or offers the trapper a drink and asks who came through today. Characters can be brave or careful, honest or not. They grow over many sessions, and some of them will not live to see the war end.

The GM

One player is the game master, or GM. The GM describes the world: the forest, the river, the forts and the people in them. The GM plays everyone the characters meet, from a nervous trapper to a crown officer, and every beast in the woods. The GM sets up the trouble, decides how the world answers what the characters do, and applies the rules fairly.

The conversation

Play goes back and forth. The GM describes the scene, the players say what their characters do, and the GM says what happens next. Most of the time that needs nothing more than talk.

What you need

This book, a character sheet for each player, pencils, and some dice: two six-sided dice for every player, a third six-sided die of a different colour for hit locations, and two ten-sided dice for the occasional percentile roll.

Sessions and adventures

A session is one evening of play. An adventure is one story, such as following a stolen strongbox upriver, and usually takes a few sessions.

When the dice come out

Sometimes during an adventure a character tries something where the outcome is in doubt: a shot across the clearing, a lie told to a suspicious officer, a climb up a rain-slick cliff. When that happens, talk is not enough. The dice decide, and that is the roll.

An elf, a trapper, a tattooed dwarf and a halfling sit around a campfire with a cooking pot on a riverbank at sunset, canoes and a tent behind them.

The roll

Every test is one roll: 2d6 + characteristic + skill rank, succeeding on a total equal to or above the difficulty.

Difficulty Target Average, familiar (+3) Above average, trained (+5) Roll limit (+9) With a cap talent (+10)
Very easy 7 92% 97% 97% 97%
Easy 9 72% 92% 97% 97%
Medium 11 42% 72% 97% 97%
Hard 13 17% 42% 92% 97%
Very hard 15 3% 17% 72% 83%
Nearly impossible 17 0% 3% 42% 58%

The 2d6 curve

The 2d6 curve is steep: +1 near the middle is worth about +3 on a d20.

Situational modifiers

Situational modifiers are small bonuses or penalties for the conditions of the moment, such as good tools, poor light, haste or help. Each stays within −2 to +2. Separate modifiers add together, so the total on one roll can go beyond that.

Characteristic and skill rank

Characteristic + skill rank is 9 at most, for every species. A cap talent raises that limit to 10 for one characteristic's skills.

Snake eyes always fails. A roll of 1 and 1 on the two dice fails, whatever the total and whatever the difficulty. No modifier, talent or Luck can turn it into a success.

An elf and a traveller crouch on a rocky hillside, pointing toward a walled town beside a river.

Opposed rolls

A bearded man with a dagger grapples a man in a red coat and tricorn hat in an autumn wood.

When two characters work against each other, both roll and the higher total wins.

The roll

Each side rolls 2d6 + characteristic + rank in their own skill, with their own talents and modifiers. The difference between the totals is the margin.

Ties

Ties go to the defender, or to whoever is trying to keep things as they are.

Common pairs

Here are some common opposed rolls.

Attempting to... Opposed by...
Deception Insight
Stealth Perception
Intimidation Resist (Coercion)
Athletics (tug of war) Athletics
Animal Handling An animal's Resolve

Passive opposition

When one side is not actively trying, such as a sentry half asleep or a merchant who suspects nothing, only the active side rolls. The difficulty is 7 + the other side's characteristic + rank.

Combat

Combat has its own opposed rolls, such as grappling, Feint and disarming, which follow these rules unless their own section says otherwise.

In a town street, a hooded figure hides behind a barrel from a patrolling redcoat while a cloaked man haggles at a market stall.
Three adventurers heave a heavy iron-bound chest on a hillside above a lake and castle.

Helping

One helper or two. A character who helps with a task gives the roller +1. A second helper gives a further +1. More help than that adds nothing.

The helper must be able to do the job. They need at least Familiar rank in an advanced skill, or any rank in a basic one, and must be in a position to help.

Shared risk. If the roll fails by 5 or more, the helpers share whatever goes wrong.

Not for attacks, Resist rolls or casting. Fighting together is covered by Outnumbering, in chapter 8, and casters help each other only with rituals. Help is a modifier, not a talent, so it adds alongside one talent.

Trying again

A young man sits pensively on a rock beside a map, compass and chest, looking toward a ruined tower.

A failed roll stands. A character may try again only if something changes: more time, better tools, a new approach, or a different character making the attempt.

Each new attempt costs the time and risk of the first, and the GM may raise the difficulty by 2 if the first failure made things worse, such as a guard now on the alert.

Character creation steps

Making a character is done in order, in the steps below. Have a blank character sheet ready, and note each result on it as you go.

An elf traveller with a heavy pack sits on a rock studying a compass, with a lake and mountains behind her.
  1. Choose a species and people. Pick human, elf, dwarf or halfling, then one people of that species, such as the river traders or the canyon dwarves. The species sets your characteristic rolls, Luck and Size. Note the languages you speak: Portage, the tongue of your people and one more (see Languages in chapter 2).
  2. Roll your characteristics. Roll each of the ten characteristics as shown for your species, and write the results in the Starting row. Note the caps for your species, the highest each characteristic can ever be raised, but this does not need to be recorded on your character sheet.
  3. Choose or roll a career. Roll percentile dice on the career table, or choose any career open to your species. Note the career and its advancement profile, which sets what every later advance costs. Each career is described in chapter 3, Careers.
  4. Note your starting skills. You start at Familiar rank (0) in every primary and secondary skill of your career. A human also starts at Familiar in one more basic skill of their choice, from the Adaptable talent.
  5. Note your starting talents. You get two species talents free: the one your whole species shares, and one of the two offered by your people.
  6. Take your 2 free advances. Add one advance to a primary (1) characteristic of your career (+1), and raise one primary skill from Familiar to Trained (+1).
  7. Work out your derived values. Wounds, Movement, both Defences, Initiative and Luck come from your characteristics and species. Fatigue starts at 0.
  8. Gather your trappings. Take the trappings listed for your career in chapter 3, plus travelling clothes, flint and steel, and d6 pieces.
  9. Pick your starting spells. A Keeper or a Hearthwarden chooses three spells from their magic skill's list: two from the Very easy tier and one from the Easy tier. A Runewright chooses two runes from those tiers instead, one of them the rune on their starting device. Other careers start with no spells. See chapter 11, Spell and rune lists, for more information.
A red-bearded dwarf smith hammers glowing metal at an anvil before a cliff city.

Species and peoples

Every character is one of four species and belongs to one people of that species. See chapter 2, Species and peoples, for more information on each species, its peoples and their species talents.

Species People Description
Dwarf Canyon dwarves Cliff-town dwellers of the red canyon country, who keep their rune-forges lit behind closed doors under the southern crown.
Dwarf Shore dwarves Copper workers of the inland seas, and the first to cut a rune into metal.
Shore dwarves work copper at a lakeside town as a longship sails past.
An elf archer in a green cloak stands in a forest with her bow.
Species People Description
Elf Forest elves The League of five nations in the eastern forest, neutral between the crowns and pressed to choose a side.
Elf Plains elves Wealthy horse riders of the western grasslands, at home with the newcomers' coin and manners.
Elf River elves The secretive boat-clans of the great river, descended from the builders of the empty mound cities.
Elves ride white horses past river longships and mound cities.
A halfling boy with an apple and a dog on a stone wall before a thatched farmstead and sheep.
Species People Description
Halfling Halfling homesteads Quiet farmers who bought their land fairly and want to be left alone on it.
Sheep graze by a fence above a river, with a stone bridge and a town beyond.
A colonial officer and a young woman stand beside a ship flying a crown banner.
Species People Description
Human Charter colonies Farmers, traders and militia of the eastern shore, spreading west on royal charters.
Human Merchant company Factors and agents who trade with anyone and want to own the Worldsoul.
Human River traders Fur traders who live, trade and marry among the nations along the northern rivers.
Human Seekers Newcomers from every nation of the old world, drawn by the promise of real magic.
Human Southern crown The first crown to arrive. It mints the continent's coin and forbids the Worldsoul.
A fur-clad trapper, a canoe and a hooded staff-bearer by a river.
A harbor village with a sailing ship and a church on a lakeshore.

Characteristics

There are ten characteristics.

Abbr Characteristic Covers
MS Melee Skill Aptitude in hand-to-hand fighting
RS Ranged Skill Aptitude with thrown and missile weapons
MIG Might Strength; adds to melee damage
AGI Agility Whole-body movement, defence, initiative; adds to damage with most ranged weapons and light melee weapons
END Endurance Physical resistance; soaks damage
INT Intellect Slow reasoning and knowledge
WIT Wits Perception and thinking under pressure
RES Resolve Mental resistance
PRE Presence Active influence; persuade, deceive, command, intimidate
APP Appearance Passive reaction from others; no skills

The table below uses Might as its example, and the creature examples in it are Might scores. Every other characteristic follows the same scale: 3 is an average human and 6 is the human peak. Some species can reach 7 in their strongest characteristics, and creatures can go higher still.

A surveyor in a tricorn hat holds a sextant and notebook on a rock above a lake.
Might Meaning
1 Below the human starting range.
2 Low for a human
3 Average human
4 High for a human; best starting score
5 Exceptional
6 Human peak
7-8 Might of a crown stag, moss bear or riding horse.
9-10 Might of an old tusker
11+ Beyond any creature known on the frontier

Starting characteristics

Rolling. Roll each characteristic as shown for your species in the table below. Humans roll d3+1 for all ten, giving 2 to 4 with an average of 3. Other species roll d3, d3+1 or d3+2, depending on the characteristic.

Recording. Write each result in the Starting row on the character sheet. The sheet tracks three rows: Starting, Career bonus (advances bought) and Current.

What the scores mean. Humans run 2 to 6 and creatures can go far higher. The full score always adds to a roll, however high.

Human Elf Dwarf Halfling
Melee Skill d3+1 d3+1 d3+2 d3
Ranged Skill d3+1 d3+2 d3 d3+2
Might d3+1 d3+1 d3+2 d3
Agility d3+1 d3+2 d3 d3+2
Endurance d3+1 d3 d3+2 d3
Intellect d3+1 d3+1 d3+1 d3+1
Wits d3+1 d3+1 d3+1 d3+1
Resolve d3+1 d3+1 d3+2 d3+1
Presence d3+1 d3+1 d3 d3+2
Appearance d3+1 d3+2 d3 d3+1
Luck 3 1 2 4
Size Medium Medium Medium Small
An elf, a human and a dwarf huddle over papers, a map and dice on a harbor table.

Career

To find a career at random, roll two d10s as a percentile: one die is the tens and the other the units, and a roll of 00 counts as 100. Read the result in your species' column. A player may always choose instead, from any career that is not marked None for their species.

Career Human Elf Dwarf Halfling
Acrobat 01-03 01-04 01 01-05
Antiquarian 04-06 05-08 02-06 06-08
Barber-Surgeon 07-10 09-10 07-10 09-13
Bowman 11-12 11-22 11 14-17
Charlatan 13-16 23-24 12-13 18-23
Duellist 17-19 25-28 14-15 24
Envoy 20-22 29-35 16-20 25-29
Hearthwarden 23 36 21 30-37
Highwayman 24-27 37-38 22-23 38-40
Housebreaker 28-31 39-40 24-26 41-47
Keeper 32 41-48 27 48
Lancer 33-35 49-54 28 None
Minstrel 36-39 55-60 29-31 49-55
Pilgrim 40-43 61-64 32-36 56-61
Powderman 44-47 None None 62-63
Privateer 48-52 65-66 37-40 64-66
Prizefighter 53-56 67 41-47 67
Raider 57-58 68-73 48-56 None
Rifleman 59-63 None None 68-71
Runewright 64 74 57-64 72
Soldier 65-72 75-77 65-74 73-74
Surveyor 73-77 78-80 75-80 75-79
Sworn Guard 78-82 81-84 81-89 80-81
Thief-Taker 83-86 85-86 90-93 82-85
Trapper 87-91 87-93 94-97 86-92
Witchfinder 92-94 None None 93
Woods Runner 95-00 94-00 98-00 94-00
A duelist, a minstrel with a lute and a barber-surgeon stand before a harbor with ships and a town.

Note your career and its advancement profile on your character sheet. The profile is the line of cost multipliers beside the career's name in chapter 4, Careers.

Closed careers. Elves and dwarves never took up gunpowder, so neither can be a Powderman or a Rifleman, and neither serves as a Witchfinder. Halflings are too small to be Lancers or Raiders.

The three magic careers are open to every species but are rare outside the people whose tradition it is, because a teacher is hard to find.

Each career is described in full in chapter 4, Careers.

In a sunlit workshop above a harbor town, a woman guides a young man assembling a brass armillary device while an elf listens.

Starting skills

A new character starts at Familiar rank (0) in every primary and secondary skill of their first career. Where the career lists a skill as (all), that means every group of the skill.

Humans also start at Familiar in one more skill, from the Adaptable talent: any basic skill, or basic group of a grouped skill, that is not on their first career's lists. It is still a skill outside the career, so later ranks in it cost triple.

Entering a later career gives no starting ranks. See Changing career in chapter 3, Careers.

Skill descriptions and the rules for skills are in chapter 4, Skills.

Two young people spar with wooden swords before a target.

Starting talents

A new character starts with two species talents, free: the one shared by their whole species, and one of the two listed for their people. See chapter 2, Species and peoples.

Every other talent must be bought with experience.

Talent descriptions and the rules for talents are in chapter 5, Talents.

Starting advances

A new character gets one free advance (+1) in a primary (1) characteristic from their first career.

A new character also gets one free advance in a single primary skill of their first career, raising it from Familiar (0) to Trained (+1).

The free advances count as bought. The next advance in that characteristic, its second, costs the normal amount for a second advance, and the next rank in that skill, Expert (+2), costs the normal amount for Expert. See chapter 7, Advancement.

Entering a later career gives no free advances. See Changing career in chapter 3, Careers.

A journal, amulet, sword and fencing diagrams lie on rocks.

Derived values

Work out these values and record them on the character sheet. How each one is used is explained later in the rules.

Value Formula What it is
Wounds (Endurance + Resolve) x 2 How much harm the character can take before suffering critical wounds.
Movement 3 + Agility, or 2 + Agility for halflings How many paces the character covers with one Move action.
Melee Defence 7 + Melee Skill + half Agility, rounded down The total a melee attack roll must reach to hit the character.
Ranged Defence 8 + Agility The total a ranged attack roll must reach to hit the character.
Initiative Agility, highest first, no roll When the character acts in each round of a fight.
Luck Human 3, Elf 1, Dwarf 2, Halfling 4; refills each session Points to spend to add to your roll. See the next page for rules on spending Luck.
Fatigue Starts at 0. Each fight adds 1, whether you fight, cast spells or both. Outside a fight, each spell after the first in a scene adds 1, and rituals add ritual Fatigue. See Fatigue in chapter 9, Injury and recovery, for more details. Physical and mental tiredness, which builds up and weakens casting and attacks until the character rests.
A woman sits on a riverside bench while an older man bandages her forearm.

Luck

Luck is a derived value, like Movement and the Defences, and is not one of the ten characteristics. Its value is set by species. It is a pool of points to spend, not a score that adds to rolls.

Spending Luck. Spend 1 Luck to add +1 to a roll you make. You may spend several points on one roll.

After the roll. Luck is spent after the dice are seen.

Limits. Luck is outside the roll limit and the one-talent-per-roll rule.

Recovery. Luck returns to full at the start of every session.

Increasing Luck. Luck cannot be raised with experience. Only the Lucky talent raises it, by 1.

A smiling halfling crouches by a stream to pick up a coin, beside a stone bridge.
A swashbuckler in a red coat with a rapier leans on a harbor wall beside a blue sun-emblem banner.

What talents are

Talents are special abilities. Some let a character do something no one else can, such as disarming a foe without penalty, reloading a crossbow faster or shrugging off the Fatigue of a fight. Most give a bonus to a skill in a particular situation, such as +1 Survival to track and hunt, or +1 Stealth in the wilderness. All talents are described in chapter 5, Talents.

Talents make easy tasks automatic. If you have a talent that covers what you are doing, and at least Familiar rank in the skill, you pass any Very easy (7) or Easy (9) roll with that skill without rolling. A character with Scale Sheer Surface climbs an ordinary wall without a roll, and a character with Hunter's Eye follows a fresh trail without one. This never applies to attack rolls or Resist rolls. You may always choose to roll anyway, for the chance of a better margin.

A seaside town and ships with blue sun-emblem banners below mountains.

Characters start only with the two talents from their species. The rest must be purchased with experience.