The Emperor is Dead.

His soldiers have abandoned their posts.

The Night is drawing in.

The Tavarin Empire

For 500 years the empire has expanded, its conquering armies flooding across the land like an inexorable tide.

Now, the tide has turned.

People that once trembled before the thunder of marching legionaries rise up in rebellion.

The faithful question their fervour.

Heresy blossoms.

Such a grand idea as the Empire will not die quietly, in its death throes it lashes out, staining the soil with the blood of its foes and citizens alike.

And the blood feeds the earth.

Uzama

Fire.

It drives back the night, but as easily destroys.

It devours, but gives life.

The essence of the God known as Uzama, a dichotomy that balances life and death.

A martial spirit and the veneration of wisdom and knowledge, concentrated and encoded by Uzama's priestly caste.

Beyond the Borders

In the hinterlands ancient powers stir, dormant for all of living memory. Their awakening heralds the twilight of civilisation.

Shamans entreat with spirits in smoke filled yurts, the wind whistling across the barren steppe.

Fae creatures revel beneath the stars, dancing to a song only they can hear, bathing in the otherworldly light of the moon.

In the spaces between worlds capricious entities gather, their eyes dark pools that devour the light.

A black and white sketch of a soldier standing in front of a tree. In the distance a castle. Behind him a skeleton leans from the tree to pierce the soldier with a spear. At the soldier's feet strange characters cavort.

The Imperial Province of Vassica

At the western edge of the Empire sits the province of Vassica. The forests here are old, and the people still fear to visit them after dark.

The provincial capital of Linium bustles with trade: The blood red wood of the local Wick trees, and peat from the bogs are loaded onto ships bound for the rest of the Empire. Fed by imports and the outlying towns of Pira and Gera. The Governor Kyros Anton has increased taxes steadily over the years, leading to discontent amongst the merchant class.

The glades around Gera are filled with the sound of industry as the locals fell the Wick trees to meet the demands of the Empire. Smoke rises from chimneys in the densely packed streets and vendors hawk their wares from stalls, each vying to shout down their competition.

Once a border fort, a town has slowly grown up around Pira. The original stone wall has long been usurped and converted into housing, replaced by a much flimsier palisade and ditch. The community of Pira remains tight knit, with many of the original garrison having settled and grown old in the town.

Now the soldiers have withdrawn from the towns, the Governor ordering them back to Linium. Fear grows, fed by tales told by refugees fleeing their villages. The night is coming, and dawn may never break again in Vassica.

Who?

D8 You are a with a
1 Soldier shield or Gambeson
2 Merchant purse with 5D6 Dersha or an extra prize possession
3 Scholar ancient tome or scroll
4 Priest scroll or holy incense
5 Hermit a pet falcon or knowledge of a ritual
6 Noble family signet ring or fine sword
7 Thief pair of muffled shoes or climbing equipment
8 Farmer wagon and donkey or provisions
D10 Who wants
1 fame
2 wealth
3 power
4 knowledge
5 death
6 to help
7 redemption
8 to find something/someone
9 immortality
10 revenge
D3 In your purse you have
1 5D6 Dersha
2 5D10 Dersha
3 5D20 Dersha
D20 Your most prized possession is
1 an ancient tome
2 a sacred pendant
3 your father's sword
4 a horse
5 a dog
6 a longbow
7 a ring with a snake sigil
8 a medicine chest
9 a box of high quality tools
10 a secret stash of coins (5D6 dersha)
11 a crystal ball
12 a sturdy pack
13 a heavy leather belt
14 a set of loaded dice
15 a bone necklace (whose bones?)
16 a scroll
17 a bag of mushrooms
18 the clothes on your back
19 6 skins of fine wine
20 a polished mirror
D8 You serve
1 yourself
2 a minor noble
3 the priesthood
4 a business
5 a secret society
6 the voices in your head
7 your family
8 the community elders

Attributes

Attributes are between -3 and 6. They may never be increased above or below this (except temporarily, e.g. by a potion).

The GM should decide whether randomised starting attributes, or matrix starting attributes will be used.

Randomised Starting Attributes

To calculate your starting value roll on the table for each attribute. For the attribute associated with your profession you may roll 4D6 and discard the lowest value.

3D6 Starting Value
3 -3
4 -2
5 -1
6-10 0
11-14 1
15-16 2
17-18 3

Matrix Starting Attributes

Pick one of the rows from the table and assign each value to one of your 7 attributes:

2 1 1 1 0 0 0
3 2 1 0 0 0 -1
2 2 2 0 0 0 -1
3 2 2 1 0 -1 -2
2 2 2 2 -1 -1 -1

Experience

Individual attributes accrue experience (XP). Once an attribute has 6XP you may increase it by 1 point.

Experience is awarded:

Tests

Roll D20 + your attribute score to equal or exceed Difficulty Rating (DR).

NPCs do not roll in most circumstance, if the a PC wishes to prevent an NPCs action they must pass a check. E.g. to defend against a bandit attacking them with a club they would test Agility DR 10. If an NPC is required to make a test they roll a flat D20.

Take 1 stress before making a test to decrease the DR by 4. You can take a maximum stress equal to the higher of your Willpower or 1.

A natural 20 is considered a critical and a natural 1 is considered a fumble.

DR Rating
8 Easy
10 Normal
12 Challenging
15 Very Hard
18 Nearly Impossible

Combat

Initiative

Roll D6:

1-3 Enemies act first

4-6 PCs act first

Attacking

Melee Test Strength

Ranged Test Presence

Defending

Dodge Test Agility

Block Test Strength

Wounds

If you fail to defend you take wounds. Stronger opponents with better weapons deal more wounds.

You can take a maximum wounds equal to the higher of your Toughness or 1.

If you take wounds equal to or exceeding your maximum, or wounds while at your maximum you must roll on the critical injury table.

Unconscious characters cannot act. If you are attacked while unconscious, do not roll to defend, instead roll on the above table subtracting 3 from the result.

Critical Injury Table

D6 Result
1 You die.
2 Crippled, roll on the permanent injuries table.
3 Bleeding out. Roll again on this table every round until the end of combat or you roll a different result.
4 Unconscious for 3 rounds.
5 Unconscious for 2 rounds.
6 Unconscious for 1 round.

Permanent Injury Table

D6 Result
1 Hamstrung: -1 Agility
2 Brain Damage: -1 Intelligence
3 Cracked Ribs: -1 Toughness
4 Impaled Eye: -1 Presence
5 Torn Muscles: -1 Strength
6 Ruined Hand: -1 Dexterity

Unarmed Attacks

Before making an unarmed attack, declare whether you intend to strike or to pin your opponent. If you choose to pin and are successful then your opponent may take no other action, other than to try and break the pin, until you release them.

You may make unarmed attacks against an opponent that you have pinned.

Armour

Armour grants armour boxes. You may expend a box of armour to ignore all wounds from an attack. Armour piercing attacks require expending two boxes of armour to ignore.

Once a box of armour has been expended it must be repaired.

Magic

Read the blessed words from a scroll to cast a spell, ozone fills the air and the paper smolders as the magic is brought forth.

Test intelligence against the DR of the scroll. Each time you read the spell on a scroll the DR increases by 1.

If you fail the scroll ignites in your hands, take one wound (ignores armour). If you fumble roll on the arcane mishap table.

D6 Arcane Mishap
1 All scrolls in your vicinity spontaneously combust
2 You go mute, blind and deaf for D6 rounds
3 You bear an invisible mark of Uzama's displeasure that causes those of true faith to distrust you
4 A bolt of lightning strikes you, take 3 wounds (ignores armour)
5 Fiery runes crawl beneath your skin. Whenever you read a scroll they feel as if they are burning, take 1 wound (ignores armour)
6 The warmth of fires chills you, the bright light of day burns your eyes and your very soul quails in the presence of the holy (+1DR in day light and +1DR when in the vicinity of a holy item).
Scroll Effect DR
Cleansing Fire A ring of fire encircles an area within your sight, it shrinks each round, collapsing into a pillar of flame after 5 rounds. 10
Uzama's Wrath The sky darkens, the wind howls and a lightning bolt strikes you before jumping from your outstretched hands to a nearby target, disintegrating it. You take 1 wound (ignores armour) as the lightning flows through you. 12
Divine Command You speak in a long dead language which a single target will immediately obey blindly. 12
Blessed Dawn The area in your vicinity is illuminated by dawn's light for 1 hour. 8
Vengeful Visage All corporal evil beings flee and evil spirits are banished from your vicinity for D6 rounds. 10
Aegis of Faith One target glows with holy light and is immune to all harm for D6 rounds. 14

Rituals

Anoint yourself with unguents, draw sigils in the smoke from rare herbs, and construct the wards to perform a ritual. The veil between worlds is drawn back.

Test dexterity against the DR of the ritual.

If you fail your next sleep is haunted (no reduction of stress or wounds when you sleep). If you fumble roll on the ritual mishap table.

D6 Ritual Mishap
1 Your skeleton is possessed by a malicious entity, it longs to be free of your disgusting flesh. Whenever you sleep test willpower DR 10 to prevent it from taking control and trying to kill you.
2 Your teeth grow sharper each day until they form needle like fangs. Your eyes turn a deep black that reflects no light and your skin becomes pallid. You crave blood, and recover a wound when you slake your thirst but may not remove stress on a day you have not fed.
3 The sky boils with fantastic colours and writhing shapes during the day, filling you with a dread of open spaces exposed to it +1DR to all checks. At night something lurking amongst the stars sings to you.
4 A shadowy, ephemeral figure stalks you, invisible to others. They draw closer with each passing day until you awaken to their fingers closing around your throat. Test strength DR 14 or die.
5 Animals flee your presence, you cast no shadow, and have no reflection. Those who look into your eyes are filled with hopelessness, you no longer feel any desire. No experience points can be awarded for attempting to achieve your goal.
6 Whenever you are near a still body of water a siren song fills your ears, exhorting you to join "them" in the water. Test willpower DR12 or try to swim to the bottom of the water.
Ritual Effect DR
Farseeing Observe somewhere from afar 8
The Whispering Gate Commune with the dead 12
Fae Blessing Remove all wounds and stress from a character 10
Wild Tongues Commune with animals for a short period 8
Twisting Paths Observe possible paths in your near future 14
Ancestor's Grace Watchful spirits protect you the next time you suffer harm 10

Consumables

When you use a consumable, make a supply roll with its current supply rank. On a 1 or 2 its supply decreases by 1 rank.

Supply ranks: D20, D12, D10, D8, D6, D4, 1 use left


At Camp

Catch your breath, fill your belly, warm your hands by the fire. But don't forget, there are things out there in the dark.

Have some downtime:

Roll supply for your rations.

Then get some sleep:

If you don't have any rations to consume, do not clear wounds when you sleep.


Equipment

A character can carry a total weight of items equal to their Strength +6. If a weight is given after a / then this is the weight when worn.

Item Notes Weight Cost
Sword -1DR when attacking 2 80-100
Zweihander or Battleaxe 3 90-110
Axe 1 20-30
Warhammer Armour piercing 1 80-100
Spear -2DR when defending in melee 2 20-30
Club 2 5-10
Dagger 1 10-20
Shield -1DR when blocking 2 20-30
Linen Gambeson 1 Armour Box 1/0 50-80
Chainmail 2 Armour Boxes (May be worn atop a gambeson) 2/1 120-150
Helmet 1 Armour Box 1/0 80-100
Medicine Chest Consumable D6 Supply. Test Intelligence DR10 to clear 1 wound 2 80-100
Longbow 1 80-100
Sling 1 5-10
Ferric Bru Consumable D4 Supply. Increases Strength by 1 for the day 1 20-40
Galbek's Draught Consumable D4 Supply. Clear 1 stress 1 10-20
Scholar's Tonic Consumable D4 Supply. Increases Intelligence by 1 for the day 1 30-50
Death Cap Infusion Consumable D4 Supply. Test Toughness DR12 or fall into fever dreams for D3 days. Each day test Toughness DR10 or die. 1 40-60
King's Bane Consumable D4 Supply. Test Toughness DR12 or take 1 wound (ignores armour). If you fail, test again at DR8 in one round or die. 1 80-100
Fae Draught Consumable D4 Supply. Your eyes turn a bright green, granting you improved visual acuity and allowing you to perceive lay lines. Test Toughness DR8 or lose your wits for the day (-2 Intelligence for the day) 1 80-100
Bag of Mushrooms Consumable D6 Supply. Roll 1D6. 1: Strange Hallucinations (+2DR for 1 hour). 2-5: Clear two stress. 6: Mental Clarity (-2DR for 1 hour) 1 10-30
Crystal Ball Test Intelligence DR8 once a day to observe from afar. A failure results in only vague shapes and fog. A fumble causes the crystal ball to explode, releasing the spirit trapped inside. 1 120-140
Talisman 1 20-50
Climbing gear 1 10-30
Lockpicks 1 10-30
Tools 2 40-70
Furs 1/0 30-50
Pitch Torch Consumable D4 Supply 1 5-10
Oil Lantern Consumable D12 Supply 1 40-70
Ancient Tome Roll 1D6 before testing Intelligence on a 5 or 6 that test is -4DR 1 90-120
Quiver of Arrows Consumable D12 Supply 1 30-50
Horse 20 150-200
Wagon 30
Heavy Leather Belt +1 Strength while wearing 1/0 20-30
Scroll 1 70-100
Sturdy Pack Increases carrying capacity by 6. 2/0 30-50
Dog 3 40-60
Muffled Shoes -2DR when trying to move undetected 1/0 20-40
Provisions Consumable D10 Supply. 1 20-30
Incense Consumable D6 Supply. 1 30-50

Acknowledgements and Notices

Layout and system rules inspired by the awesome MÖRK BORG.

Order of the Samurai artwork by Edmund Joseph Sullivan.

Chomsky font produced by Fredrick R. Brennan and used under the SIL Open Font License.

Alegreya font produced by Juan Pablo del Peral and used under the SIL Open Font License.

Dripping Blood CSS by Pavithran Gridharan.

Flaired edges CSS on HR element by Tomas Theunissen.

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