TEXT: 1
  COVER
  
  2
  Designer
  Ludovico Alves
  InteriorArt&Layout
  Ludovico Alves
  CoverArt
  Milene Agos�nho
  This work is based on Trophy, product of Jesse
  Ross and Hedgemaze Press, and licensed for
  our
  use
  under
  the
  Crea�ve
  Commons
  A�ribu�on 4.0 License. Trophy is adapted from
  Cthulhu
  Dark with
  permission
  of Graham
  Walmsley. Trophy is also based on Blades in the
  Dark, product of One Seven Design, developed
  and authored by John Harper, and licensed for
  our
  use
  under
  the
  Crea�ve
  Commons
  A�ribu�on 3.0 Unported license.
  Credits
  
  3
  If you are reading this book, you have heard about
  tabletop
  roleplaying
  games
  and
  Dungeons
  and
  Dragons through cultural osmosis, and you were
  curious. It seems like good old fun.
  But then you checked it on the internet and damn, that
  is quite a step price for entry. And one of you needs to
  buy even more material? And be something they call a
  Dungeon Master? And study three whole books?
  Seems harsh on your �me and wallet. All you wanted
  to do is to be a gay elf with your friends.
  There has to be another way to check this Dungeons
  and Dragons thing.
  We intend this book to be just that: an accessible,
  inclusive entry into the world of roleplaying games. A
  budget, drama-focused game that may touch the same
  subjects as that game of dragons and dungeons.
  A gateway into a fantastical world of Drama, Hijinks and
  Adventure.
  This will be a bit different from playing Dungeons and
  Dragons or similar roleplaying games.
  We focus in replica�ng the experiences that may have
  got you interested. The gameplay you may have
  experienced on Cri�cal Role, Stranger Things, The
  Adventure Zone, Dice Funk, or any other new media
  depic�on of the hobby.
  We hope to get you to play.
  Ruby Radiance 6E
  Drama
  Hijinks
  Adventure
  
  4
  Credits
  2
  Introduction
  3
  What is this game about?
  6
  Playing the Game
  7
  PlayCycle
  7
  Whatdoyouneedtoplay
  7
  Before you start playing
  8
  Principles
  9
  Ground Rules
  10
  Ground Rules
  10
  CreateTrustandSafety
  10
  IntermissionsandBreaks
  10
  ContentandConsent
  11
  Character Creation
  12
  Attainment
  12
  Attributes
  12
  Approaches
  13
  Attainments
  13
  Ancestry
  14
  Drive
  15
  MagicandLevel
  16
  Magic Schools
  17
  Character Creation Summary
  19
  Adventure
  20
  FaceChallenge
  21
  FaceChallenge6E
  22
  Hijinks
  23
  Combat
  24
  Combat6E
  25
  Drama
  26
  ManagingDrama
  27
  Consequences
  28
  EscalatingDrama
  29
  ConfrontDrama
  29
  Downtime
  30
  Resupply
  31
  MagicItems
  31
  ImprovedIconicItem
  38
  LevelUpScene
  38
  Examples
  39
  CharacterCreation#1
  40
  CharacterCreation#3
  40
  CharacterCreation#2
  40
  FaceChallenge #1
  40
  TABLEOF
  CONTENTS
  
  5
  Combat #1
  41
  Combat #2
  41
  FaceChallenge #2
  41
  FaceChallenge #3
  41
  Consequences
  42
  ConfrontDrama
  42
  ManagingDrama
  42
  Ringmaster
  43
  Season/Campaign
  44
  Episode/Adventure
  45
  CastMembers
  47
  Roaring Valley
  49
  RoaringValleyPrimer
  50
  Elves,dwarves,andkin
  51
  Humansandgoblins
  51
  Starfolks
  51
  Cantons of the Roar
  52
  Bull
  52
  Boar
  52
  Eagle
  53
  Phoenix
  53
  Goat
  53
  Homegrown Mystery
  54
  Summary
  54
  Setup
  54
  JourneytoLurius
  55
  Lurius
  56
  Briefing
  56
  TuskRangers
  56
  JourneytoNava-zain
  57
  Nava-zain
  58
  WoadenClans
  59
  Travelers
  59
  LegainFamily
  60
  GardenHouse
  60
  Others
  60
  CrimeDrama
  61
  TheWarden’sLetter
  63
  MysteryCults
  63
  Caseclosed?
  64
  What Now?
  65
  
  6
  This Game Is About...
  This Game Is not About...
  A simple, accessible, game about fantasy
  heroics that requires little investment of
  money and time.
  Roleplaying for an audience and/or drama
  that emulates your favorite shows and the
  games they play.
  The type of dungeoning and dragoning your
  favorite streamers and podcasters indulge
  on.
  Big damn character-driven drama and a
  constant storm of hijinks and heroic
  opportunities.
  Associated with Hasbro, any of its subsidiary
  companies or any of the brands/intellectual
  proprieties they own and manage.
  It is not Dungeons and Dragons.
  Not part of the OSR (Old School Renaissance). It
  breaks many of their principles in order to stick
  closer to the principles of new media rather than
  old-school roleplaying.
  A proper reflection on the capitalist, imperialist/
  colonizing elements of certain mainstream fantasy
  games. We tried our best to remove these elements
  from the text, but we are far from satisfied with the
  results; they are too ubiquitous and unchallenged
  on most of the touchstones we seek to emulate.We
  strive to do better; others actually do so: please
  support their work.
  
  7
  PlayingThe
  game
  The game is, at its core, a conversa�on
  back and forth between players. Of
  course, conversa�ons don’t o�en flow in
  a fair and orderly manner: people talk out
  of turn, others are more comfortable, and
  privileged voices tend to be louder. The
  rules of the game aim to make the
  conversa�on
  more
  manageable
  and
  focus on the story of drama and hijinks
  you came together to tell.
  It is easy to get overwhelmed. If at some
  point you are unsure, take a break and
  return to the conversa�on:
  Tell the group what you want to
  see happen.
  Ask
  a
  lot
  of
  ques�ons, with
  addi�onal follow-up ques�ons.
  Listen to the most quiet voices.
  PlayCycle
  Every �me an adventure resents itself,
  your group starts a new episodic story,
  an arc. We call these Rings.
  You play through that Ring for a few
  game sessions, progressing towards the
  overarching seasonal plot, which we call
  a Campaign.
  We will talk about play structure on the
  sec�on about being the Ringmaster: the
  player responsible
  for managing
  the
  game world.
  Start a new adventure
  Go on an adventure.
  Accumulate Drama and Hijinks.
  Return to your adventuring base.
  Level up.
  Go on down�me scenes.
  Confront your drama.
  Get new toys.
  Start a new adventure.
  Whatdoyouneedtoplay
  This book.
  Character sheets, index cards and/or other means of note taking.
  A bunch of d20s (20-sided dice, it is the weird big lumpy dice of all the memes).
  You will want at least two different colors*.
  Players. One of them will be a special type of player, responsible for playing the
  world. This player is the Ringmaster (RM if you are feeling nasty).
  *You can use conven�onal dice, also known as d6s. More on that later.
  
  8
  BEFORE YOU START PLAYING
  BEFORE YOU START PLAYING...
  Read the game Principles
  Establish safety and tone through
  Ground Rules
  Make characters as group
  
  9
  PRinciples
  ForAllPlayers
  Create interes�ng challenges.
  Get
  involved
  in
  each
  others
  stories.
  Be awesome when the spotlight
  falls on you.
  Turn the spotlight towards others.
  Make this history your own.
  Embrace Hijinks and Drama.
  Push your Drive.
  ForTheRingmaster
  Portray a world of high adventure
  and drama.
  Be a fan of the characters.
  Create problems not issues.
  Listen and ask ques�ons.
  Delegate responsibility.
  
  10
  GROUND
  RULES
  There are no problems if you don’t get
  the other rules of this book right, or if you
  �nker and adapt them; however, these
  rules are not op�onal or supplementary:
  these are the most important rules for
  playing this game.
  CreateTrustandSafety
  Make sure everyone you are playing with
  is someone you trust and feel safe. If you
  would be uncomfortable socializing with
  them in any other se�ng, you should not
  play with them. If you are playing in a
  public se�ng, with some people you
  don’t
  know
  and
  people
  that
  you
  unfortunately know all too well, make
  clear
  the
  level
  of vulnerability
  and
  in�macy you will engage with. Comfort
  and
  safety
  are
  the
  most
  important
  elements of the game; without that you
  cannot
  have
  a
  good
  coopera�ve
  storytelling
  experience. The
  game
  is
  supposed to be fun for everyone.
  Everyone at the table should try to
  communicate
  whenever
  they
  are
  uncomfortable and check on each other
  constantly.
  Ask
  ques�ons,
  state
  clearly what you want from a scene, and
  brief and debrief a�er any scene and/or
  before moving on.
  IntermissionsandBreaks
  An intermission would be a commercial
  break, a zone of money, a li�le jingle
  between scenes or any form of a call to
  ac�on. The game evokes similar breaks in
  the ac�on, with intermissions. You can
  use the restroom, go for snacks, or keep
  a finger on the pulse of the game and
  discuss how to handle content safely. It is
  very important to remind yourselves that
  anyone can call for an intermission, in
  part of its most important func�on: to
  take a break and decide how y'all going to
  handle a par�cular scene bordering on
  the uncomfortable. Always err on the
  side of safety, call an intermission and
  a�er the break, consider one of the
  following op�ons:
  Ask for another player to change
  something
  on
  the
  scene.
  Or
  rewind. Or replay it constantly.
  Just say what you want to change
  and change it. No nego�a�on, no
  compromise, no prying ques�ons.
  Ask the Ringmaster to change the
  current
  scene.
  Either
  cut
  to
  another scene, fast-forward, fade
  it into the background or even
  change
  the
  en�re
  setup. The
  Ringmaster
  should
  always
  integrate player feedback during
  the game; this becomes their sole
  priority
  once
  safety
  concerns
  have been raised.
  Take a long break. If you are
  uncomfortable, leave. Everyone
  else must be as accommoda�ng
  as possible. You can leave for the
  dura�on of a scene, or a session,
  or the game altogether. The other
  players
  should
  take
  a
  break,
  reconvene, stop or con�nue the
  game. If you con�nue the game
  without the absent player, do so
  with as much compassion and
  respect as possible.
  
  11
  ContentandConsent
  When players get together to play a
  game, there is an assump�on that they
  want this, an implicit consent to be part
  of the game. They want drama, they want
  hijinks, they want adventures. But more
  o�en than not, the “this” that they want
  is not so clear, or there are degrees. You
  may expect some violence, but have
  limits to the degree it dominates the
  game.
  One player may be okay with
  violence,
  but
  prefer
  toned
  down
  descrip�ons and more fade to black.
  While other player is not okay with
  violence enacted to and by them, but has
  no problems with it being something
  other players engage with.
  The content you want in your shared
  game should be part of the conversa�on
  before the game. Hold a “writers' room”
  mee�ng, where the Ringmaster presents
  a short list of content and themes they
  have been �nkering with. Players take
  turns adding some content they would
  enjoy exploring during the game.
  A�er they have compiled a list, pass it
  around.
  If
  you
  are
  not
  clear
  how
  something on the list can be interpreted,
  read it aloud and let everyone say how
  they interpret that content. Then, make a
  Yes and No column next to the themes.
  Keep the list rota�ng among players.
  If there is something that you
  don’t want to see at the table at
  all, scratch it. It will NOT be a part
  of your story.
  If you think it should happen off-
  camera, and the game should fade
  to black when approached, write
  F next to it.
  If you do not want to be involved
  on that content, write your name
  on the “No” column.
  If not only you want to engage
  with the content, but want it to be
  a focal theme or point of your
  plots, write your name on the
  “Yes” column.
  The content and consent list should be
  kept available to anyone at all the �me.
  We treat it as an open, living document
  that can and should be edited at any
  point. Whenever you change something
  to the list, inform the Ringmaster and
  other players.
  
  12
  Character
  CReation
  Every player but the Ringmaster has a
  character they play. Each character has:
  A�ributes, an A�ainment and an
  Approach to adventuring.
  An Ancestry
  A Drive and Iconic Item
  Magic and Level
  Attainment
  Your A�ainment is a general term to your
  combined
  abili�es,
  how
  you
  have
  survived and proven yourself on the road
  and as an adventurer. There are many
  paths as there are adventurers.
  Each A�ainment offers three skills. Two
  are general groups of abili�es in which
  your character excels—A�ributes. The
  third skill is an Approach, an ability that
  changes how you interact with the rules
  of the game.
  Attributes
  Strength
  Feats of might,
  brute force and
  direct violence.
  Dexterity
  Speed or precision,
  and ability to avoid
  direct violence.
  Cons�tu�on
  Endurance,
  stamina and
  ability to resist
  violence.
  Intelligence
  You know that it is
  raining.
  Wisdom
  You know that
  you should get an
  umbrella.
  Charisma
  You know that you
  can share the
  umbrella.
  
  13
  Approaches
  Weapon Mastery
  You may reroll any number of light
  dice once per Combat roll.
  Unbridled Fury
  You may add two dice (one light,
  one dark) to any Combat you take
  part on.
  Unearthed Lore
  You have 3 schools of magic. Start
  with an ac�ve school. Change
  schools when rolling 1 or 20 on
  Weak dice and Face Challenge.
  Majes�c Patronage
  You have two schools of magic.
  Whenever you gain Drama, you
  may bargain with your patron for a
  single-use of ANY spell.
  Righteous Smite
  You may reroll any number of dark
  dice once per Combat roll.
  Inspiring Mockery
  You can add a dark dice to a Face
  Challenge or Combat roll in which
  you are not involved.
  Sneaky Assault
  You do not have to give your Weak
  light dice to another character
  when retrea�ng from Combat. You
  can add a dark dice to the Combat
  pool to rejoin Combat.
  Divine Command
  You have two schools of magic.
  Whenever you cast a spell on
  someone with Drama 5, your deity
  makes a request of them. If they
  accept, reduce their Drama by 1.
  Despondent Leadership
  A�er someone gain Drama during
  Combat, you may remove their
  Weak Dice from the Combat roll.
  Natural Communion
  You have two schools of magic.
  Whenever you cast a spell or gain
  Drama, you may shi� into an
  animal form.
  Attainments
  Here
  are
  some
  example
  A�ainments using the Approaches
  on this page. Feel free to create
  new ones!
  Fighter
  Skilled
  in
  Strength,
  Wisdom, Weapon Mastery
  Barbarian
  Skilled
  in
  Strength,
  Cons�tu�on, Unbridled Fury
  Wizard
  Skilled
  in
  Intelligence,
  Wisdom, Unearthed Lore
  Warlock
  Skilled
  in
  Charisma,
  Cons�tu�on, Majes�c Patronage
  Paladin
  Skilled
  in
  Strength,
  Charisma, Righteous Smite
  Bard
  Skilled
  in
  Charisma,
  Dexterity, Inspiring Mockery
  Rogue
  Skilled
  in
  Dexterity,
  Intelligence, Sneaky Assault
  Cleric
  Skilled
  in
  Wisdom,
  Charisma, Divine Command
  Warlord
  Skilled
  in
  Strength,
  Intelligence,
  Despondent
  Leadership
  Druid
  Skilled
  in
  Wisdom,
  Cons�tu�on, Natural Communion
  
  14
  ChAracter
  Creation
  Ancestry
  Beyond your A�ainment, you also have
  your Ancestry—your background, what
  you inherited, what you carry with you. It
  includes previous occupa�ons, important
  life events and the fruits of a previous
  genera�ons’ work.
  Each of them gives you an addi�onal skill.
  You may pick from this list, roll or create
  your
  own.
  Backgrounds
  from
  other
  Rooted in Trophy games can be used as
  Ancestries.
  1
  Daring
  Pirate
  (skilled
  in
  Swashbuckling)
  2 Guild Journeyman (skilled in
  Cra�smanship)
  3 Folk Hero (skilled in Solidarity)
  4 Communal Farmer (skilled in
  Coopera�on)
  5 Veteran Mercenary (skilled in
  Extor�on)
  6
  Elven
  Emissary
  (skilled
  in
  Diplomacy)
  7 Dwarven Teamsters (skilled in
  Packing)
  8 Goblin Muledriver (skilled in
  Animals)
  9
  Orcish
  Courier
  (skilled
  in
  Inscrip�on)
  10
  Noble
  Scion
  (skilled
  in
  Vainglory)
  11 Cult Acolyte (skilled in Ritual)
  12 Confidence Ar�st (skilled in
  Decep�on)
  13 Roguish Outcast (skilled in
  Streetwise)
  14 Regional Performer (skilled in
  Entertainment)
  15 Lone Wolf (skilled in Forsaken
  Lore)
  16 Wandering Outsider (skilled in
  Pathfinding)
  17
  Learned
  Sage
  (skilled
  in
  Conven�onal Wisdom)
  18 River-Folk Child (skilled in
  Traveling)
  19
  Devoted Agent
  (skilled
  in
  Spycra�)
  20 Survivor (skilled in Enduring)
  
  15
  Drive
  People
  with
  available
  choices
  don’t
  become adventurers. You had to take this
  life, because it is the only way you can
  fulfill your Drive.
  Most people belong to communes, social
  clubs, tribes, families and guilds. These
  provide shelter, food and healthcare, as
  well
  as
  other
  essen�al
  ameni�es.
  Anything bigger requires collabora�on
  and drawing from the labor of one or
  more
  communi�es,
  with
  individual
  consump�on
  compensated with your
  character's work: that’s a Drive.
  You dream big. You want something that
  requires so much consump�on, such
  large collabora�ons and the work of
  mul�ple
  communi�es.
  A
  life�me
  of
  conven�onal, safe work would not be
  enough to make up for this. You have to
  become an adventurer if you want to
  make your dream real.
  Your Drive is what sets you on this road.
  Each Drive gives you one last skill,
  something you learned on its pursuit. You
  also have an Iconic Item—a treasure your
  community entrusted to you out of
  respect
  for
  your
  sacrifice
  and
  determina�on.
  Feel free to create your own Drives, skills
  and Iconic Item. You can adapt Drives
  from
  Rooted
  in
  Trophy
  content
  by
  designing the associated skill and Iconic
  Item.
  1 Start a mystery cult (Miracles;
  holy symbol)
  2 Become the dean of the Corvine
  Conservatory (Music; instrument)
  3 Transform into a dragon (Awe;
  wings)
  4 Create a new people (Ideology;
  banner)
  5
  Slay
  one
  of
  the
  ur-beasts
  (Monsters; spear)
  6 Obtain immortality (Legends;
  cup)
  7 Sail beyond the horizon (Sailing;
  astrolabe)
  8 Bring war to the hegemon
  (Guerilla; sword)
  9 Ascend as a demigod (Power;
  staff)
  10
  Enter
  the Vault
  of
  Souls
  (Death; ra�le )
  11 Organize a new commune
  (Solidarity; vo�ng-pole)
  12 Be allowed use of a fallen star
  (Astral-gazing; hammer)
  13 Establish a new social club
  (Logis�cs; keys)
  14
  Fulfill
  a
  polemical
  vow
  (Determina�on; ta�oo )
  15
  Explore
  the
  deep-sea
  arboretum (Diving; coral branch)
  16 Requisi�on rare tomes for a
  new library (Bookbinding; catalog)
  17 Have a region design and
  support
  a
  park
  (Animals;
  backpack)
  18 Open a new route across
  inhospitable terrain (Engineering;
  drill)
  19 Go on a world tour (Culture;
  brush)
  20 Regicide (Violence; dagger)
  
  16
  Character
  CReation
  MagicandLevel
  Everything in the world is a bit magical.
  Every culture has its own scales or view
  of magic power, but mechanically all is
  represented by its Level. Characters start
  at Level 1, and grow in power at every
  successful adventure.
  Magic can come forth in many ways.
  Most
  are
  subtle,
  like
  small
  effects,
  subconscious manipula�on or in helpful
  mundane ways. Every adventurer knows
  at least one way to channel magical
  poten�al as spells, using a thema�c
  focus—or School—to control their power.
  Each adventurer has one School, with
  certain A�ainments giving access to
  addi�onal Schools.
  Anyone can cast spells of their Level or
  lower.
  A spell is usually cast as a Challenge roll
  or as part of one. As the spell caster
  tampers with fate, they must roll with
  the Drama dice when using magic. Most
  of the �me, a spell has the same
  Challenge
  as
  the
  level
  a
  character
  unlocked
  it,
  but
  changes
  in
  circumstances
  (preparing
  a
  ritual
  advance,
  assistance,
  rare
  reagents,
  rushing the cas�ng or stretching what
  the
  spell
  allows)
  can
  modify
  the
  Challenge.
  Feel free to add more Schools and/or
  Spells of different sources. Rooted in
  Trophy rituals and other heroic fantasy
  games make good inspira�on for Schools
  
  17
  1: Chill
  2: Magic Missile
  3: Acid Arrow
  4: Fireball
  5: Thermal shift
  6: Lightning Bolt
  7: Disintegration
  8: Sunbeam
  9: Conflagration
  10: Bouquet of
  Falling Stars
  1: Mend Self
  2: Perfect Disguise
  3: Restrain Body
  4: Animal Shape
  5: Flight
  6: Mend Others
  7: Mutation
  8: Shapechange
  9: Mask of Divinity
  10: Dragon Shadow
  Evocation
  1: Summon Familiar
  2: Faithful Steed
  3: Summon spirit
  4: Conjure force
  5: Truthful Aura
  6: Summon divinity
  7: Reach beyond the Veil
  8: Walk Between Worlds
  9: Stampede
  10: Conjure Host
  Conjuration
  Transmutation
  1: Arrow-snaring Cloak
  2: Dancing Shield
  3: Armor of Conviction
  4: Shelter
  5: Awesome Wall
  6: Sanctuary
  7: Diplomatic Flag
  8: Flight of Doves
  9: Forcefield
  10: Mind Fortress
  PROTECTION
  MAGICSchools
  
  18
  1: Honey Heist
  2: Clear Path
  3: Tap Water
  4: Animal Communion
  5: Call of Nature
  6: Primordial Empathy
  7: Elemental Storm
  8: Bestow Intellect
  9: Awake The World
  10: Power of the Season
  1: Promptly Retreat
  2: Blink
  3: Call Object
  4: Twist Path
  5: Stretch Space
  6: Phase Shift
  7: Everlasting Portal
  8: Teleport
  9: Labyrinth
  10: Create Plane
  FOREST
  1: After-image
  2: Freeze Wounds
  3: Haste
  4: Burden of Time
  5: Prediction
  6: Scry Past
  7: Importune Future Self
  8: Time-out
  9: Daily Rewind
  10: Save Point
  TIME
  SPACE
  1: Slicing Cut
  2: Water-walking
  3: Soaring slice
  4: Water Darts
  5: Underwater
  Movement
  6: Acid Rain
  7: Spinning Whirlwind
  8: Become Water
  9: Tidal Wave
  10: Cleansing Deluge
  OCEAN
  MAGICSchools
  
  19
  CHARACTERCREATION
  SUMMARY
  Attainment
  Pick an A�ainment
  OR
  Create a new A�ainment by selec�ng two A�ributes and one Approach
  Ancestry
  Select, roll or create an Ancestry. This grants you an addi�onal skill.
  Drive
  Select, roll or create a Drive. This grants you an addi�onal skill and an Iconic
  Item.
  Level
  Set your Level at 1.
  Magic
  Select or create one magic school. If your Approach allows it, select or create
  addi�onal schools.
  
  20AdVenTURE
  
  21
  ADventurE
  “Adventuring”
  is
  a
  pre�y
  roman�c
  defini�on of what you do. You run
  around ge�ng into trouble. When you
  deal with this trouble or circumvent an
  obstacle, you Face Challenge. If whatever
  troubles you fights back, you engage in
  Combat. You can improve your odds and
  add extra spicy drama by engaging in
  Hijinks.
  And then you do it again.
  This sec�on covers the rules that
  let you interact with the world of
  your story.
  They
  are
  summoned
  by
  the
  conversa�on
  and
  add
  new
  interes�ng topics to it.
  FaceChallenge
  You start by assembling a pool of dice.
  Describe
  what
  you
  are
  trying
  to
  accomplish and how. Take a d20 for each:
  You have at least a skill that
  applies.
  You use your Iconic Item in an
  useful way.
  You spend a Magic Item.
  You can also get addi�onal d20 dice by
  accep�ng Hijinks from another player or
  Ringmaster.
  You can get a different-colored d20 (the
  Drama
  Die)
  if you
  declare yourself
  personally invested on this situa�on and
  willing
  to
  risk your well-being. You
  always must use this dice if you are using
  magic.
  Once you roll dice, check the results on
  the regular and Drama Dice:
  Each 11+ Result is a Success.
  Each 20 is a Cri�cal Success. It
  counts as 2 successes.
  If any dice is a 1, a Cri�cal Failure
  happens. It does not detract from your
  progress
  resolu�on,
  but
  adds
  a
  complica�on that occurs as result of
  your
  a�empts
  to
  overcome
  the
  challenge.
  You can always reroll the Drama Die,
  un�l you are sa�sfied with the result,
  unless:
  You got a Cri�cal Failure
  The Drama Die was the highest
  result rolled.
  You need several successes to overcome
  an obstacle: the number required is its
  Challenge. The Ringmaster assigns the
  obstacle Challenge value, o�en between
  1 and 10 and based on the level of the
  situa�on.
  Once you obtain the required successes
  through one or more Face Challenge
  rolls, you accomplish what you sought to
  do.
  The
  Drama
  Die
  demands
  special
  a�en�on. If the Drama Die is the highest
  die or �ed with the highest, increase
  your Drama by 1; expect some personal
  drama to drop on you at the moment it
  would be most awkward. Bonus points if
  
  22
  it is related to your Drive.
  If you get a Cri�cal Success or Failure on
  the Drama Die, a Twist happens. Resolve
  the roll as normal, but something was not
  quite what
  it
  appeared
  to
  be. The
  Ringmaster will introduce drama�c new
  development.
  FaceChallenge,6EStyle
  When using d6s instead of d20s:
  Dice Pool
  Add a conven�onal d6s for each of these:
  Having an appropriate skill
  Using your Iconic Item
  Spending a Magic Item
  Accep�ng a Hijinks
  Add a different colored d6 (Drama Die) if you are willing to risk your well-being
  or using magic.
  Successes
  You need to get a number of successes determined by the Ringmaster.
  Each 4,5,6 is a Success.
  Every 6 a�er the first counts as two successes (Cri�cal Success).
  Critical Failure
  If you get two or more 1s, there was a Cri�cal Failure. Gain a complica�on.
  Drama Dice
  You can reroll the Drama dice as long as it is not the highest result or there is no
  Cri�cal Failure. Add another Drama Die whenever you reroll them.
  Drama
  If a Drama die is the highest or �ed to the highest result, gain 1 Drama.
  Twist
  If a Drama Die is a 6 during a Cri�cal Success and/or a 1 during a Cri�cal Failure,
  a twist happens.
  
  23
  Hijinks
  You can ask for Hijinks whenever you
  Face Challenge. Each player (including
  the Ringmaster) can make a sugges�on.
  A�er listening to the whole group, the
  Ringmaster proposes any number of
  them for your considera�on.
  A Hijinks is something that happens
  during the roll—no ma�er if you fail, if
  you succeed or if there is twist or further
  complica�ons. A Hijink always happen.
  They
  should
  never
  invalidate
  your
  success and your progress, but make the
  situa�on
  more
  interes�ng.
  Some
  sugges�ons for Hijinks:
  Introduce a character.
  Share a spotlight with another
  player character.
  Separate someone.
  Force a dilemma.
  Consume a resource.
  Reveal a drama�c truth.
  You can refuse, accept, or combine any
  numbers of Hijinks. If something doesn’t
  quite work for you, you can suggest
  changes that would make it fun and
  comfortable.
  If a Hijinks affects your character in a
  way that makes you uncomfortable, you
  have right of veto over it.
  Hijinks,6EStyle
  When using d6s instead of d20s:
  Hijinks work as in the d20 rules,
  but the extra dice they grant is a
  conven�onal d6 instead.
  
  24
  Combat
  Whenever
  a
  combat
  start,
  the
  Ringmaster assembles a dice pool to
  represent the chaos of the ba�lefield.
  A light-colored d20, laid in front of
  each player or color-coded. This is
  the Weak Point of each party
  member, and what makes them
  vulnerable.
  A dark-colored d20 for each party
  member. This
  represents
  their
  skill as combatants, and their
  capacity
  to
  overcome
  their
  enemies.
  Add an addi�onal dark-colored
  d20 if you know the creature
  Weakness.
  Roll all assembled dice.
  Compare dice against twice the enemy
  Level plus any modifier the Ringmaster
  applies to find its Challenge value.
  Each enemy has a Level from 1 to 10,
  determined by the Ringmaster. As such,
  you will be figh�ng against 2-20 most of
  the �me.
  Use of spells, traps, and prepara�on may
  reduce an enemy’s Challenge value.
  Ambushes, complica�ons and allies may
  increase it.
  If two or more dark dice beat the enemy
  Challenge, they defeat the opposi�on.
  If any dark dice match the number of a
  light dice, that player suffers an injury or
  loss
  that
  makes
  them
  vulnerable;
  increase their Drama by 1, as their
  drama�c
  elements
  will
  exploit
  this
  opportunity.
  If the the two highest dark dices results
  are lower than the monster’s Challenge,
  the opposi�on has not been defeated.
  You have two choices:
  Retreat
  Con�nue in the fight.
  When you retreat, you must give your
  Weak Point light die to another player, as
  they have to cover for you.
  Once you determined which combatants
  have retreated/stayed in the fight, add a
  dark die and re-roll all the dice. Resolve
  as before.
  Repeat as many �mes necessary or un�l
  everyone in one side of the combat
  retreats.
  CastingSpellsinCombat
  A�er the first round, you may
  retreat, give someone else your
  Weak Dice and Face Challenge
  against the spell level.
  
  25
  Combat,6EStyle
  When using d6s instead of d20s:
  Dice Pool
  Give a light-colored d6 to each player. That’s their Weak Point.
  Add a dark-colored d6 for each player in the fight.
  Add a dark-colored d6 if they know the creature’s Weakness
  Add a dark-colored d6 for each round a�er the first.
  Determine Challenge
  A combat has a Challenge value equal to 6+highest Level among the opposi�on.
  Reduce or increase it by 1 or 2 depending on tac�cal
  disadvantages and
  advantages.
  Resolving a Round
  A�er rolling the dice:
  If any dark dice is equal to a character’s light dice, they are hit in the Weak Point.
  They gain 1 Drama.
  If the sum of three highest dark dice results equals/beats the Challenge, you win
  the combat.
  If the sum of the three highest dark dice is lower than the Challenge, start a new
  Round.
  Retreat
  Give your light-colored to another player.
  Start the Next Round
  Add a dark-colored dice and reroll all the dice.
  Unearthed Lore
  Wizards may change schools when they roll a 6 on their Weak Point and when
  they get a Cri�cal Failure or Success on Face Challenge.
  
  26
  DRAMA
  
  27
  Drama
  Adventures and quests are nice, but we
  are here for Drama. Drama is how we get
  our characters into trouble, allowing
  them to face the world and grow.
  Drama has a value between 1 and 6
  Characters always have some Drama
  going on. It starts at 1.
  Whenever a character increases their
  Drama,
  the
  Ringmaster
  prepares
  an
  immediate
  setup.
  This
  is
  how
  you
  adver�se
  future
  badness,
  collec�ng
  informa�on that you can use to escalate
  Drama.
  You do this by asking someone at the
  table (o�en the player of the character
  subjected to Drama) a leading ques�on.
  Here are some examples:
  How do you feel as things seem to
  go your way?
  What tells you that the owner of
  this place shares your tastes?
  Who walks in just in �me to
  witness this moment?
  Why
  do
  you
  hesitate
  before
  accep�ng the sword?
  Which of you thinks they deserve
  to be the new captain?
  Where were you the last �me you
  saw the banner of the Hegemon?
  The ritual needs an addi�onal
  component. What is it?
  Build upon the answers.
  Once the player has a pre�y good idea of
  the Drama they are involved in, they give
  it a Theme.
  Are they dealing with a
  curse? A nemesis? Escaping their past?
  Dealing with the consequences of poor
  dice rolls and even worse choices?
  ManagingDrama
  Adventures
  are
  good
  at
  throwing
  themselves into their job to not have to
  think about their Drama. This never ends
  well, and that is how we like it.
  Losing yourself in other people’s troubles
  is not without Consequences.
  Once you get to Drama 5, you can get
  too invested in the current adventure so
  you don’t have deal with your shit. You
  either get too involved with relevant
  characters, take unnecessary risks or
  commit great sacrifices.
  Roll a dark d20; if you get 11+, you
  can take a Consequence to reduce
  your Drama to 1. You can do this
  mul�ple
  �mes
  during
  any
  adventure you get to Drama 5.
  If you are using d6s, you need a
  dark d6 under your current Drama
  a�er you get to Drama 5. If you
  do, you can take a Consequence
  and reduce your Drama to 1.
  
  28
  Consequences
  Consequences
  represent
  ongoing
  complica�ons, something that stands
  between you and your Drive and/or
  impairs your adventures.
  Consequences may make Challenges and
  Combats
  more
  difficult,
  create
  complica�ons in the fic�on, or escalate
  the stakes of ongoing Drama.
  You can clear Consequences between
  adventures.
  If at any point your character has six
  consequences, it is impossible for them
  to con�nue the current adventure: they
  must re�re temporarily and may need to
  reconsider if their Drive is worth the
  con�nuous risks of adventuring.
  Players create Consequences for their
  characters
  when
  they
  succeed
  at
  Managing Drama.
  ExampleConsequences
  Broken Arm
  Missing Eye
  In Love.
  Running From The Law
  Indebted to the King
  Reluctant Leader
  Wolf-cursed
  Dragonmold Carrier
  Phasing Out of Reality
  Mortal Wound
  Charmed
  Caught in a Lie
  Disgraced Reputa�on
  Oathbound
  Exhausted
  Magic Drain
  Disarmed
  Seasickness
  
  29
  EscalatingDrama
  Once a character’s Drama gets to 6, their
  past and future catch up with them.
  Each new scene during the adventure,
  the Ringmaster should remind the table
  that this threat is coming home and
  cannot be ignored any long. They can do
  so by:
  Remind them what is at stake.
  Threaten their Drive.
  Present a dilemma.
  Reveal a terrifying secret.
  Let
  enemies
  rejoice
  in
  their
  temporary triumph.
  Show the effects of their neglect
  on the world.
  ConfrontDrama
  A�er an adventure end, a character with
  Drama 6 must confront their Drama.
  Turn the spotlight towards them and
  have them be awesome.
  Characters can call in any favor, use any
  tool at their disposal, discharge all magic
  and techniques they have mastered.
  A�er they narrate all they do, decide as a
  group
  what
  it
  takes
  for
  them
  to
  accomplish their goal and how well they
  deal with the Drama.
  They contain the threat—for now.
  The Drama will eventually return,
  but that is a problem for future
  you.
  The threat has to be engaged
  directly. Facing it becomes the
  next Adventure.
  The plan is solid but takes �me.
  The character will be too busy to
  join the next Adventure.
  It
  requires
  great
  personal
  sacrifice. Change your Drive.
  The character is no longer willing
  or able to con�nue adventure.
  Re�re the character.
  The world reacts to the ongoing
  drama. A major change occurs to
  the se�ng.
  
  30
  Downtime
  
  31
  Downtime
  Any
  �me
  not
  spent
  ques�ng
  or
  adventuring is considered Down�me.
  Down�me can last one or more sessions,
  during which you let the game breathe,
  the plot relax and your player’s explore
  other elements of their character’s. It is a
  �me to meet the home and support
  network of characters, to see them
  interact with each other without the
  stress and violence of their occupa�on.
  And some�mes that is when characters
  face their demons.
  A�er
  comple�ng
  an
  Adventure
  or
  Quest, engage in Down�me.
  Play any number of scenes
  as
  the
  characters celebrate their successes and
  prepare for new endeavors. Then, for
  each character:
  Resupply
  Improve Iconic Item
  Level up scene
  Resupply
  The game assumes the characters are
  able to resupply adventuring supplies
  without
  major
  issues.
  Unless
  a
  Consequence
  would
  impede
  so,
  everyone
  gets
  armor
  and
  weapons
  repaired, a pack full of ra�ons and
  whatever useful trinkets they may want.
  More intricate assistance is limited by
  resources and �me.
  Three
  �mes
  per
  Down�me,
  each
  character may:
  Remove a Consequence and play
  out how.
  Get a Magic Item from their
  support network.
  MagicItems
  Magic is ubiquitous but unique in its
  manifesta�ons, hard to predict even
  when codified into spells and schools.
  Magic Items are par�cularly rare; Iconic
  Items are powered by the will and Drive
  of
  their wielders,
  but
  most
  objects
  imbued with magic energies tend to lose
  their power when le� una�ended. This
  means magic tends to be powerful but
  unreliable.
  Magic Items are one-use items that lose
  their power a�er being unleashed. They
  can be used to create an effect or as part
  of a Face Challenge.
  Whenever you want a new Magic Item,
  Put five dark and five light dice inside a
  bag. Pull out two dice, roll them and
  check on the following lists.
  
  32
  Light/Light Magic Items
  2 Sanguine Thermometer
  Take the temperature of a rela�onship.
  3 Bri�le Brick
  Crush to undo a mortal work.
  4 Ceramic Magpie
  Whisper into it a secret that is hidden from the world--un�l it breaks.
  5 Iron Coin
  Whatever you offer when offering it may be exchanged by the coin.
  6 Split Lens
  Find anyone's weakness.
  7 Bone Whistle
  Summon a powerful spirit.
  8 Bean Ra�le
  Calm the restless.
  9 Dark Water Clock
  Create a secret hour for those with your blessing.
  10 Crystal Fame
  Bring fire to those beyond your reach.
  11 Limestone Knife
  Escape your current dilemma and take control of fate.
  12 Bo�led Spring
  Release an awkward amount of water.
  13 Sacred Goose
  Dispel all illusions and reveal hidden threats.
  14 Oozing Brush
  Write a message that refuses erasure.
  15 Canned Joy
  Create a powerful illusion.
  
  33
  16 Bronze Piston
  Prototype an ingenious machine.
  17 S�rring Groma
  Create a bridge between two loca�ons.
  18 Fractal Spire
  Protect from a lethal wound.
  19 Rocket Boots
  Reach the unreachable.
  20 Dragon Tears
  Shape the environment and command
  local reality.
  21 Velvet Glove
  Take whatever you set your heart on.
  22 Living String
  Restrain or bind the restless.
  23 Roaring Flag
  Issue an unrefusable challenge.
  24 Resona�ng Ta�oo
  Bare and amplify the poten�al of the
  bearer.
  25 Escape Fruit
  Say its name aloud to escape this place.
  26 Silent Bell
  Conjure a ghostly feast of your favorite
  food.
  27 Fencing S�ck
  Piercing and knocking, you deny a fair
  fight.
  28 Mirrored Locket
  Exchange places with someone.
  29 Urban snowflake
  Melts with the echoing sounds and
  smells of a crowd.
  30 Mutual bracelet
  Someone shares what torments and
  empowers you.
  31 Bo�led Eclipse
  Snuff all light and condemn an area to
  darkness.
  32 Clay Flesh
  Mend all wounds and illnesses.
  33 Bloodhound Ball
  Nobody can elude the tracking skills of
  this spectral dog.
  34 Vengeful Canary
  Alarms fail, sentries are distracted and
  scents subdued, allowing for the perfect
  ambush.
  35 Charmed Cat
  This ebony cat will share with you its
  impossible luck.
  36 Personal Stamp
  Write someone's name on it .
  37 Topographic Marker
  Mark a resource or vein and teleport it to
  a loca�on of your choosing.
  38 Ferocious Stapler
  whatever
  it
  staples
  together,
  stays
  together.
  39 Automata Merchant
  Get any magic item you need, right now.
  40 Magic scroll
  Comes with a spell and may cast it.
  
  34
  Light/DARK Magic Items
  2 Wishing Cricket
  Make a wish, but the cricket demands something in exchange.
  3 Drunken Parrot
  Release to spread discord and hos�lity between two groups.
  4 Horse Blinders
  Hide something from everyone’s senses.
  5 Moonstone Memory
  Record a memory that can be relived by anyone holding the stone.
  6 Endless Scroll
  Whatever you write in it subtly appears in all printed medium.
  7 Dragon Saga
  Dragon biographies are too much for mortals, and reading from one
  can make anything fall asleep.
  8 Clear Blood
  Bring new life by pouring it over a target.
  9 Blue Dust
  Consume for a burst of azure arcane power.
  10 Royal Flute
  Charm a noble or another unjus�fiable authority.
  11 Weeping Key
  Close or open any lock. You can create a lock where there is none,
  but the key will cry.
  12 S�ll Mirror
  Freeze the image reflected within forever.
  13 Scorching Sunfire
  Release a storm of plasma and light.
  14 Sybil Head
  Provides an unnervingly accurate prophecy.
  15 Stone Egg
  Boil to feed a village.
  
  35
  16 Many-Worlds Atlas
  Take something from another universe
  into ours.
  17 Pickled Tongue
  Project your voice across any distance.
  18 Jeweled Beetle
  Can perform a single task with eighty
  eight years of skill.
  19 Turtle-Drum
  Split earth and water apart.
  20 God-puppet
  String and wood can s�ll call miracles, as
  long as you play the part.
  21 Misery Chimes
  Traps a dream and allows you to visit it.
  22 Blooming Worms
  These hardworking animals can make a
  lot of organic ma�er disappear.
  23 Thousand Heresies
  The gods look away, which is convenient
  if you want to hide something from
  them.
  24 Postcard of Adventure Past.
  Teleport a group to a loca�on you have
  been to
  25 Golden Cloud
  Give you the clout and bearing of a
  demigod
  26 Triton Twin-Tail
  Breath and maneuver underwater for a
  day and night.
  27 Spo�ed Dic�onary
  Confuse and befuddle those unwilling to
  listen to you.
  28 Grey Le�er
  Write down a le�er to the past.
  29 Clockwork Magpie
  Steal
  anything,
  no
  ma�er
  how
  immaterial.
  30 Antler Box
  Open to cover an area in spikes and
  snares.
  31 Deck of Curses
  Split the deck to curse the deserving.
  32 Shroud of Moths
  Fly for the direc�on of a scene.
  33 Earthshaker Foot
  Tremors spread from where you stand.
  34 Universal catalyzer
  Perform any reac�on at peak efficiency.
  35 Crossed Rulers
  Adjust something size up or down 10%.
  36 Courier Badge
  Gets you invited anywhere.
  37 Snowflake Staff
  Encase something in eternal ice.
  38 Armillary Sphere
  Find out when and where crossing will
  be allowed between this world and
  another.
  39 Catalog of Forbidden Knowledge
  Remember out a lost truth that has been
  purged from living memory.
  40 Shining Tablet
  Recreate func�onal simulacra of a ruined
  loca�on.
  
  36
  DARK/DARK Magic Items
  2 Philosopher's Skull
  Transmute lead into something of great value.
  3 Census of True Names
  Impose a magical geas/quest upon someone.
  4 Fingernail Boat
  Expand into a full-sized six persons boat.
  5 Tar Ring
  Convert a large area of organic ma�er into highly flammable fuel.
  6 Contained disease
  Unleash a terrifying pathogen in unpredictable ways.
  7 Boardgame Piece
  Re-posi�on someone.
  8 Curious portrait
  Learn the iden�ty of the figure in the portrait.
  9 Polished shell
  Provide comfortable shelter.
  10 Roof �le
  Never misses a target.
  11 Mor�cian’s Scalpel
  Remove or add something from a body, without pain or loss for the
  target.
  12 Red Sand
  Crush into a wondrous gem.
  13 Nauseous song
  Disorient a crowd.
  14 Stone trumpet
  Give life to inanimate ma�er.
  15 Asphodel flower
  Quench all-consuming desire with contentment.
  
  37
  16 Glass Grass
  Create a dangerous, vicious terrain.
  17 Jade Bullets
  Shoot someone into place.
  18 Deck of cards
  Shuffle to reroll all your dice.
  19 Lightbox
  Program it to repeat a simple task as long
  as the box lasts.
  20 Pickled Starfish
  Confer
  impossible
  regenera�on
  and
  awful taste.
  21 Vampire Feather
  Grant the vampirism and prowess of a
  stryx.
  22 Chicken Feet
  Greatly increase overland travel.
  23 Oathbreaker Veil
  Become a pariah to allies and friend to
  enemies un�l you remove the veil.
  24 Scapegoat Skin
  Ac�vate to pin your current ac�on on
  the last person to touch the skin.
  25 Blackstone Ichor
  Earn the favor of a being beyond reality.
  26 Cracked Teacup
  Impose a ceasefire.
  27 Coal Toaster
  Produce ridiculous amounts of smoke.
  28 Ruined Notebook
  Allows you to change one of your magic
  schools.
  29 Road Sign
  Prevents ambushes and stops any traps
  from triggering.
  30 Bu�erfly Coin
  Throw it on salty water to gain the
  service of a carnivorous giant bu�erfly.
  31 Grass Crown
  Provide or receive rescue.
  32 Tunneler Mask
  Discoverer a structure invading a natural
  space.
  33 Diamond Drill
  Create a permanent shortcut.
  34 Elegant Worm
  See through ma�er of your choice.
  35 Lion’s Guile
  Disappear into the shadows and remain
  invisible un�l sundown.
  36 Glass Coffin
  Preserve what is deposited within un�l
  reopened.
  37 Amber Kris
  Cut through anything but never break
  skin.
  38 Bunny Slippers
  Climb up any walls.
  39 Sagacious Jewelry Box
  Fuse two magic items within it, with
  unpredictable consequences.
  40 Ebony hairclip
  Store your current garb and look, ready
  any�me you put this on.
  
  38
  ImproveIconicItem
  You can sacrifice Magic Items, channeling
  their energies. These powers are much
  weaker than the original item’s, however,
  they are a�uned to your character’s will
  and thus, long-las�ng.
  You may do this once per Down�me.
  When you sacrifice a Magic Item to feed
  your Iconic Item, roll a light and a dark
  die.
  If the light is the highest, pick a
  light feature.
  If the dark is the highest, you pick
  a dark feature.
  If you get a �e, the Iconic Item
  gains a modified ability of the
  Magic Item sacrifice, created by
  the Ringmaster. Describe how the
  Iconic Item has changed to reflect
  its new abili�es.
  LevelUpScene
  Once everyone is happy with what they
  accomplished during their Down�me,
  players
  take
  turns
  playing
  their
  characters during a special scene.
  They increase their level by 1, and frame
  a scene where the evolu�on of their
  character is put under the spotlight. It
  can be as developing a rela�onship with
  a
  new
  character,
  learning
  a
  new
  technique, having a novel experience or
  ge�ng an impressive toy that makes
  them more competent.
  Once that is done, everyone is ready to
  go back to Adventuring.
  Light
  1 Dancing: the item can act on
  its own.
  2 Dusk: it is a treasure blessed by
  the Dusk Covenant (or celes�al/
  ”good” powers).
  3 Defensive : Once per
  adventure, negate Drama gain.
  4 Hopeful: communicate when
  an ally is in peril.
  5 Awesome: can perform a
  miraculous, impossible feat once
  per campaign.
  6 Communal: once per adventure
  you can lend it to another, giving
  them a Hijinks dice without
  further issues.
  Dark
  1 Blooded: bleed yourself and
  your enemy.
  2 Phasing: the item can phase
  through ma�er, with odd
  repercussions.
  3 Ostenta�ous: it inspires awe
  and draws a�en�on.
  4 Dawn: is a�uned to the Dawn
  Pantheon (or infernal/”bad”
  powers).
  5 Deflec�ve: Once per
  adventure, deny a Drama gain at
  the expense of someone else.
  6 Distressing: Communicate
  whenever enemies are nearby.
  
  39
  EXAMPLES
  
  40
  EXAMPLES
  We assume this book is not your first
  interac�on
  with
  the
  concept
  of
  a
  roleplaying
  games,
  that
  media
  have
  imprinted ideas and expecta�ons.
  In the previous sec�ons we laid out how
  to create characters and play the game.
  In this sec�on we aim to meet you
  halfway: speak to the expecta�ons on
  your head, �e them to the rules we
  described and give you a series of
  examples that helps you play the type of
  games you want to play.
  CharacterCreation#1
  Sandra wants
  to
  make
  a
  tradi�onal
  warrior-thief hero. They pick Fighter as
  their
  A�ainment:
  this
  gives
  their
  character the Strength and Wisdom
  A�ributes and the Weapon Mastery
  Approach. They are
  not
  sure which
  Ancestry to pick, so they roll two d20s.
  Between the two results, they pick
  Dwarven Teamster, which gives them a
  skill in Packing. They decide their Drive is
  to Recover a lost treasure of their
  people, and give themselves skill in
  Thievery and a broken sword as their
  Iconic Item. Finally, they pick Protec�on
  as their School and set their Level and
  Drama at 1.
  CharacterCreation#2
  Joel is not sa�sfied with the A�ainments;
  he wants a different take on a religious
  adventurer. He picks Intelligence and
  Strength
  as
  their
  A�ributes
  and
  Righteous Smite as their Approach. He
  names this new A�ainment “Inquisitor”.
  He picks Devoted Agent as Ancestry,
  gaining Spycra�. For their Drive, he
  wishes to start a new mystery cult
  devoted to a new aspect of an exis�ng
  divinity, gaining Miracles and a holy
  symbol.
  For
  their
  School
  they
  pick
  Evoca�on.
  CharacterCreation#3
  Alex wants to play a more complex take
  on a ferocious warrior, so creates a new
  Approach: “Fana�c Frenzy”, which lets
  her add their Weak Dice to the results of
  a combat roll as long as it matched a
  dark-dice and caused her to gain Drama.
  For her A�ributes, she picks Strength
  and
  Cons�tu�on
  and
  names
  this
  A�anment “Berserker”. She rolls once for
  Ancestry and gets Elven Emissary, which
  gives her Diplomacy. She rolls for Drive
  and gets Create A New People, which
  gives her Ideology and makes her iconic
  item a banner. For her School, she picks
  Transmuta�on.
  FaceChallenge#1
  Alex’s character has been delayed and
  harassed by the bureaucrats of the local
  community (level 2, pe�y), who refuse to
  acknowledge her travel papers. With a
  lot of free �me in this place, she starts to
  s�r enough popular unrest and cause
  some trouble. Based on the descrip�on
  of the character’s ac�on, the Ringmaster
  says this benefits from Diplomacy or
  Ideology. Alex explains that she is using
  the
  banner
  during
  secret
  mee�ngs,
  benefi�ng from her Iconic Item. Then,
  the Ringmaster asks Alex if her character
  is willing to risk their well-being; because
  they want to be hurried out of town and
  not jailed, she refuses. But she is willing
  to hear some Hijinks; the group bounces
  back and forth some ideas, and the
  Ringmaster proposes that no ma�er the
  outcome, an authority figure will know
  what Alex’s did and will try to pin
  something on her. Alex is willing to go
  with that. She gathers a light-die for her
  skills, another for her Iconic Item and a
  third light-die for accep�ng a Hijinks. She
  rolls a 4, a 6 and 1. That’s two successes,
  enough to beat a Challenge 2. The local
  bailiff escorts Alex’s character out of
  town but discreetly sends some thugs
  a�er her…
  
  41
  FaceChallenge#2
  Joel’s character has been kidnapped by
  the fae, and is trying to escape their
  enchanted realm (level 7 region). He is
  using both Intelligence and Spycra�, and
  it could be argued Miracles would help.
  He is willing to risk everything to get
  away, and sacrifices one of his Magic
  Items, a set of Crossed Rules that allow
  him to shorten distances. He can’t think
  how
  the
  holy symbol,
  that
  he
  has
  previously established as the pommel of
  his weapon, could help. He asks for
  Hijinks but finds them too costly. That
  would be one die for skills, one for Magic
  Items, and a dark-die Drama die for
  risking everything: he rolls a 1 and a 2 on
  the regular dice and 6 on Drama dice. Far
  from the seven successes required for a
  level 7 challenge, Joel will have to
  con�nue their challenge. Under normal
  circumstances, he would be free to
  change the fic�on and try again, but
  since their Drama die was the highest,
  they have to increase Drama by 1.
  However, the Ringmaster has a proposal
  for Joel…
  Combat#1
  Alex’s characters makes camp, only to be
  a�acked
  by
  two
  bandits
  (level
  1,
  troublemaker) in the middle of the night.
  The Ringmaster gives them +1 for their
  number advantage, +1 for sneaking on
  Alex. That means Alex needs to beat a 9
  with their combat result! Alex only has
  her Weak Die and a single dark die. She
  rolls a 4 on the Weak Die and a 5 on the
  dark side. Alex’s character is able to fend
  off the a�ackers, exchanging blows and
  not risking anything. They could try to
  retreat, but figure that would lead to
  losing some of her stuff or having to run
  across the wild in darkness. S�cking to
  the fight, they add a dark die to their
  pool. They roll a 2 on their Weak Die, and
  a 1 and 2 on the dark dice. That’s 3, and
  even with her Fana�cal Frenzy, that
  would only bump the result to a 5.
  Because her Weak Die matches a dark
  dice,
  Alex’s
  character
  increases
  her
  Drama by 1: the Ringmasker asks Alex
  what terrible truth strikes her as the light
  of the campfire reveals the features of
  one of the a�ackers. Alex replies that she
  realizes
  these
  are
  not
  the
  bailiff's
  underlings, but people that have been
  following her from beyond the sea! The
  Ringmaster asks if she wants to con�nue.
  Alex’s drama is pre�y high, so she
  decides to do so. A Face Challenge
  follows to see what her escape costs
  her…
  Combat#2
  Joel and Sandra are figh�ng a charming
  satyr (level 5, enchan�ng music), armed
  with cold iron soaked in ivy-imbued
  honey:
  the
  fae’s weakness.
  Sandra’s
  character has successfully cast Armor of
  Convic�on, lowering the difficulty of the
  challenge to 10. Each of them has their
  own Weak Die, and get two dark dice.
  They know the opposi�on’s Weakness,
  so that is one extra die. Joel’s Weak Die
  is a 4; Sandra’s Weak Die is a 5. Their
  Dark Die are 2, 3 and 6! The sum of the
  three highest dice is 11, which beats the
  satyr’s 10! Their prepara�ons paid off
  and they are able to describe how they
  deal with the troublesome fae.
  FaceChallenge#3
  Sandra’s group has been having some
  trouble
  facing
  a
  magical-resistant
  construct (level 7, �tanium body), so
  they intend to create a safe place to plot
  by cas�ng Sanctuary. They give their
  Weak Die to another player and retreat
  combat. They put everything in: they use
  their Wisdom, sap the arcane energies
  from a magic item, get the Drama die for
  using magic and ask for Hijinks. The
  group suggests that the figh�ng and
  arcane turmoil will cause a cave-in;
  Sandra accepts. They get 1, 6 and 3 in
  their light die and 2 on the dark Drama
  die. They decide to reroll dark die: they
  get another dark die and roll them. A 3
  and 4. That’s s�ll only two successes;
  Sandra wants to try to cast the spell
  faster; they reroll the Drama
  dice and
  add a third die. A 4 a 1 and a 1. A Cri�cal
  Failure! This prevents further rerolls and
  adds a Complica�on and a Twist!
  S�ll,
  that’s 2 successes, out of the 6 Sandra’s
  
  42
  needs. The Ringmaster describes the
  start of the cave-in, separa�ng Sandra’s
  character from the rest of the team. As
  they prepare to con�nue cas�ng the
  spell,
  they
  hear
  their
  father’s voice
  coming from the construct…
  ManagingDrama
  Back to Joel’s escape from the faerie
  realm: he gets 1 Drama, which increases
  their
  Drama
  to
  5.
  The
  Ringmaster
  suggests that falling prey to fae influence
  would be an interes�ng Consequence.
  Because Joel does not want to confront
  their Drama or risk their Drive just yet,
  they try to Manage Drama. They roll 1
  under 5, so they take a Consequence and
  reduce their Drama to 1. Joel describes
  as his character has to, against his best
  sense, drink and eat within the fae’s
  domains. Exhaus�on eventually gets to
  his character and he transforms during
  his slumber. He writes Stag Party as a
  Consequence.
  Consequences
  Since
  this
  would
  be
  Joel’s
  sixth
  Consequence, Joel has to retreat his
  character’s from the current adventure.
  He describes as he turns into a majes�c
  stag of purple and green fur and starry
  eyes.
  The
  Ringmaster
  describes
  a
  mysterious archfae, emerging from the
  darkest woods to claim Joel’s stag as
  their own as payment for the bounty of
  their domain. It seems it is en�rely up to
  the rest of the group to save him.
  ConfrontDrama
  Sandra
  eventually
  managed
  to
  cast
  Sanctuary, reunite with the rest of the
  group and go on a journey between
  dimensions; however, their Drama has
  hit
  6
  and
  its
  theme
  was
  family
  obliga�ons. Their parents want them to
  abandon their quest, to forsake old
  cultural treasures and just live a peaceful
  life in the commune. They call their
  friends in the Corvine Conservatory,
  allies among other Travelers and the
  unique
  things
  they
  saw
  on
  their
  adventures. A�er a hear�elt scene, the
  group decides that Sandra’s character
  will get to them, but not before spending
  a season with them and skipping the
  next Adventure.
  
  43
  RingmAster
  
  44
  RINGMASTER
  One of you will be the Ringmaster. You
  don’t
  make
  a
  character
  like
  the
  others; instead, you play everyone else in
  the world
  and
  make
  sure
  it
  is
  an
  interes�ng, rich place worth saving.
  Sounds overwhelming. Don’t worry. You
  got this. This is easy. If at any moment
  you are unsure what to do, remember to:
  Listen to the players.
  Delegate to the tables.
  Take a break.
  Consult the rules.
  Ask more ques�ons.
  Everyone eventually strikes their own
  flow. You will find your own, as long as
  you focus on your group experience and
  needs.
  I will
  not
  tell you
  how
  to
  Ringmaster, that is how much confidence
  I have on you. Instead, I will help you
  what an overwhelming aspect of being a
  Ringmaster that aim to organize a long-
  campaign that mirrors the shows we seek
  to emulate: structure.
  Season/Campaign
  The tradi�onal way these games are
  structured is as part of overarching
  campaigns
  or
  seasons;
  essen�ally,
  a
  season
  is
  a
  grouping
  of
  episodic
  adventures. Play with the structure as
  you wish, but for learning these games,
  we suggest:
  Plan for five/six Adventures. This
  is
  a
  good
  number
  that
  allow
  character
  growth,
  the
  achievement of Drives and some
  high-stakes Drama.
  Have
  an
  overarching
  Theme.
  Having a well-defined single word
  theme
  can
  help
  otherwise
  dissonant
  episodic
  adventures
  come together. It can also help you
  focus when overwhelmed.
  Keep
  looking
  for Touchstones.
  Touchstones are the elements that
  define your campaign, how you
  can evoke and play with its theme.
  Pay a�en�on to your players; if
  they seem to come back to the
  same loca�on or people, if they
  keep talking and asking about
  something,
  congratula�ons:
  there’s your Touchstone.
  Example
  Our Ringmaster prepares their
  first campaign. They have a good
  idea for an adventure based on
  their players’ characters and their
  backgrounds, so they write it
  down:
  "Goblin
  Mines
  of
  Feldelver". They leave the other
  five adventures empty. They will
  fill depending how the first one
  goes.
  They consider the Drives of the
  player characters and se�le on a
  theme: Home. They cannot wait
  to see which touchstones emerge
  during play
  
  45
  Episode/Adventure
  An adventure is a single, self-contained
  story or quest. It will probably take
  between 1-4 sessions of play to get
  through. We can break an adventure
  down into the following elements:
  Level. These numbers should give
  you guidelines for the difficulty of
  enemies and challenges during
  this adventure. Levels go between
  1 to 10 and When in doubt, make
  the Level equal to the player’s.
  Summary. The premise of the
  adventure.
  A
  good
  summary
  should establish the ini�al setup
  as players arrive. A great one
  should outline what may happen
  should players not intervene.
  Goal. The aim of the quests, why
  players are here. Most common
  vic�ms of Twists and Hijinks; do
  not cling to it.
  Cast. Six landmarks, events of
  characters
  crucial
  for
  the
  adventure. A name or evoca�ve
  descrip�on is enough.
  Reac�ons.
  How the
  adventure
  strikes back at characters when
  they fail and/or gain Drama. Most
  of
  these
  replace
  Drama
  gain,
  unless you don’t want it to.
  Example
  Back
  at
  Goblin
  Mines
  of
  Feldelver,
  let's
  establish
  the
  summary and Goal.
  Summary: A bold commune of
  goblins has taken mining in the
  dangerous Feldelver Mountain.
  Their
  hard
  work
  has
  helped
  rese�le many refugees escaping
  the hegemonies, but something is
  off. Their shipments and requests
  have
  stopped
  and
  there
  are
  rumors of a Hegemon Army in
  Feldelver.
  Goal: Find out what troubles the
  goblins of Feldelver.
  For a star�ng adventure for new
  players, our GM sets its difficulty
  quite low.
  Level 1.
  For the Cast, our GM has a few
  ideas, but leaves two slots open
  for future developments.
  Cast: Worker´s Council, Erra�c
  Automatam Hegemony Soldiers,
  Arcane-Captain Amarante
  The goblins living in Feldelver and
  a trio of possible sources of their
  troubles. Finally, our GM comes
  up with some Reac�ons that
  represent the fickle nature of
  Feldelver`s
  mines,
  ruins
  and
  spirits.
  Reac�ons: Lost (Whenever you
  get
  Drama,
  you
  also
  get
  separated from the group.); Wild
  Magic (When you cast a spell, ask
  players for Hijinks or get Drama).
  
  46
  
  47
  CastMembers
  The cast elements of the adventure
  demand special a�en�on. You don’t have
  to establish most or even any element in
  advance, and you may write leading
  ques�ons for players.
  Level. In case the cast element has
  a
  different
  level
  from
  the
  adventure’s average.
  Six traits. Short but evoca�ve,
  these should help you roleplay,
  describe
  and
  portray
  those
  loca�ons. It can be overwhelming;
  we suggest you draw inspira�on
  how something is perceived by
  different senses, their inner world,
  and ques�ons you ponder when
  looking at that cast element and
  their role in the adventure. These
  traits players should learn easily
  when
  interac�ng
  with
  this
  element.
  Core Flaw. While other traits may
  change or be made irrelevant,
  each element has a core defining
  element
  that
  they
  cannot
  overcome; this makes this flaw
  their weakness, which
  can
  be
  exploited to make challenges and
  combat
  easier.
  Whenever
  you
  wonder how a cast element would
  react to some ac�on, look at this
  core
  flaw.
  Unlike
  other
  traits,
  these are hard to discern. Players
  should need magic, wit and take
  risks to learn them.
  Reac�ons. Just like Adventures,
  Cast
  elements
  can
  have
  their
  unique way to react to players
  ac�ons, specially their Drama and
  failure.
  Example
  Our GM leaves most elements
  vague for now and fill a�er some
  input from players, focusing only
  on
  Arcane-Captain
  Amarante.
  They
  picture
  a
  haughty
  and
  ambi�ous elf wizard.
  Level: 2. They think Amarante is
  likely to be the antagonist of the
  adventure, and a general pain in
  the ass.
  Traits: Cruel beauty, Sulphur and
  pine resin, Rough burn scars,
  Courteous mockery.
  While
  they
  can
  see
  how
  Amarante looks, performs and
  smells, they are having problems
  nailing their mo�va�on. So they
  write
  two
  of
  the
  Traits
  as
  ques�ons to ask players:
  Traits: What marks Amarante’s
  disgrace
  in
  the
  eyes
  of
  the
  Hegemon? Why does Amarante
  seems to respect you as a peer?
  Ge�ng a good feeling of the type
  of person Amarante is, our GM
  gives them the following Core
  Flaw: Hegemon instead of the
  Hegemon.
  It seems Amarante strong opinion
  of
  themselves
  and
  usurping
  ambi�on keeps landing the elf
  wizard in hot water. Not much of
  wizardry on this character, so
  they decide to make those traits
  into Reac�ons.
  Reac�ons: Spellsword. Whenever
  someone gains Drama figh�ng
  Amarante, Amarante can cast a
  spell
  of their level
  or lower.
  Arcane
  Cunning.
  If Amarante
  witnesses someone cast a spell,
  they
  may
  use
  it
  later
  that
  adventure.
  
  48
  
  49
  ROARING VALLEY
  
  50
  RoaringValleyPrimer
  Most folks live in for�fied villages,
  with a dozen or so towns and
  ci�es where the rivers, ancient
  roads and railways meet.
  Everyone has some rela�onship
  with
  magic,
  a
  gi�
  from
  the
  divini�es of the Dusk Covenant.
  While the exis�ng communi�es
  and known paths are (mostly)
  safe, one only needs to veer into
  the woods or mountains to find
  dangerous ruins, monster dens
  and
  rampaging
  spirits
  and
  divini�es.
  People organize themselves in
  extended
  families,
  communes,
  social clubs, tribes and guilds. One
  individual may belong to mul�ple
  groups, sharing their �me and
  labor across them; no ma�er their
  abili�es
  and
  effort,
  they
  are
  provided with shelter, healthcare,
  food and educa�on.
  Anything not provided by the
  local communes is handled my the
  different merchant guilds, clans
  and clubs; they o�en seek rare
  services and skills, while traveling
  between communes and offering
  what individuals may desire.
  Some�mes, individuals have goals
  and desires that go beyond the
  consump�on that communes and
  merchants can fulfill; these efforts
  require the goodwill and labor of
  mul�ple groups , and there is only
  one job that can earn one that
  privilege: adventurer.
  Adventurers assemble in groups
  of
  like-minded
  individuals,
  tackling the tasks not covered by
  the
  majority
  of
  the
  people:
  fending
  off
  agents
  of
  the
  hegemony,
  dealing with
  rogue
  divini�es, tracking and mapping
  monster migra�ons
  or delving
  ancient ruins.
  Roaring
  Valley
  The
  Dawn
  came
  the
  world,
  and
  its
  pantheons made them people and their
  grand empires of awesome achievements in
  cruelty.
  Their
  divine
  command
  went
  unchallenged, un�l the dragon turned on
  them and freed the Dusk. The Dusk, the
  divini�es and spirits that did not just build
  the world, that were the world. Chaos
  flowed back into the the world, but the
  Dusk made its Covenant with the people,
  sheltering them and allowing them to
  rebuild upon the vanity and hypocrisy of
  empires. They gave us The Valley, but it is up
  to all to make it Roar as the hegemony
  encroaches.
  The Roaring Valley is what is commonly
  called a se�ng. A se�ng is an aggregate
  of facts, lore, and shared symbols that
  unify adventures and even campaigns; or
  in more straigh�orward terms, a se�ng
  is
  its
  own
  self-contained
  fic�onal
  universe.
  An intellectual property, the works of an
  ar�st and/or company, they all can be
  se�ngs. Your favorite show, is at least
  one se�ng. The Balance universe of the
  McElroys is a se�ng. The con�nent of
  Exandria is a se�ng. Each season of Dice
  Funk is its own self-contained se�ng,
  but part of a greater se�ng across �me
  and dimensions...
  Okay there is more to what makes a
  se�ng; ignore everything else: a se�ng
  is the game board where you play.
  You can play this game on any se�ng or
  world you wish, create your own, or just
  use the scenarios of your favorite shows.
  We offer the Roaring Valley as a se�ng
  for your campaigns, should you wish one
  designed with new media, streaming and
  this game system in mind.
  
  51
  Peoplesof
  theValley
  The lineages and heritages that compose
  most of the inhabitants of The Valley
  speak to its past and the long shadow it
  casts.
  Elves,dwarvesandkin
  The gods would miss the poten�al and
  chaos, and sought to preserve in a
  magical people. They embodied change,
  and the power to enact it through and
  with their environment; it comes to no
  surprise that they a�uned themselves to
  powerful arcane energies, becoming a
  myriad of peoples and cultures. The most
  prominent ones are the cultural blocks of
  elves and dwarves. Them and their less
  common kin share an affinity with magic,
  an understanding of their environment,
  near-immortality
  and
  maturing
  from
  immaterial elfin spirits.
  Humansandgoblins
  Dawn Pantheon theology proclaimed the
  various human and goblin as servants for
  nobler people, a disgus�ng view fi�ng
  those monstrous dei�es. They share a lot
  of
  characteris�cs
  that
  made
  them
  excellent workers: short lives, diversity,
  adaptability
  and
  strong
  bonds
  of
  community and love. While some state
  hyperbolically that The Valley was build
  by humans and goblins, that betrays the
  one unifying trait of these heterogenous
  peoples: their capacity for impossible
  charity, working en�re lives to leave
  wonders and knowledge for those that
  will come a�er them.
  CourtlyFolk
  While the Dusk Covenant protects The
  Valley from meddling from the faeries,
  they do not deter those mortals that seek
  them
  willingly.
  Those
  bi�ersweet
  encounters
  gave
  us
  no
  shortage
  of
  tragedies and comedies, but le� its
  imprint on the cultures of the Roar.
  Genera�ons of children-simulacra, fey
  migrants and those contract and spell-
  bound gave birth to its own culture: the
  courtly
  folk.
  Despise
  being
  a
  dis-
  propor�onally small group, they have
  carved their own niche in The Valley.
  They focus in promises and contracts,
  curses
  and
  blessings,
  and
  more
  important, on the treatment of criminals
  and their rehabilita�on.
  Starfolks
  It may seem out of character for the
  Dawn Pantheon, but the last people they
  wanted in their world was one of true,
  boundless
  love;
  people
  that
  could
  explore beyond the veil of this world,
  capable of seeing love in being that even
  chaos was foreign to. No wonder many
  theologians argue this act of crea�on
  was the Dawn’s sole concession to the
  Dusk. Most star folks never returned, s�ll
  wandering... beyond. Some have come
  and introduced unique lineages, the two
  most successful being the Taminorel clan
  and the Dawned. The Taminorel have
  found boundless spirits of raw poten�al
  and strong emo�ons and gave them
  masks—and their flesh. Returning to the
  world with these demons, Taminorel built
  a mighty empire that challenged the gods
  themselves; some blame these demon-
  touched starfolk for the end of the Dawn
  era, while some thank them for the same.
  The Dawned are descended from star
  folk that loved even the distant Dawn
  pantheon, bringing their light into this
  world; people from The Valley struggle
  with their prejudice against them.
  
  52
  everywhere they go. Boar is also a place
  fi�ng for those that value privacy and
  solitude in a society of communal living;
  it is easy to lose yourself in its hills and
  forests, while s�ll being supported by
  Boar’s inhabitants.
  Lurius
  is
  a
  city
  of
  games
  and
  compe��on.
  If you are proud of your
  skills, you are expected to test them in
  some ways on the many arenas, taverns
  and game rooms at some point on your
  life or nobody will take you seriously. A
  strange tourism industry has boomed, as
  beings and peoples beyond the Roar
  smuggle themselves into the Boar to
  witness
  and
  take
  part
  on
  these
  compe��ons.
  Cantonsof
  TheRoar
  The
  loose
  federa�on
  of
  communes,
  social clubs and tribes of The Valley
  roughly divine themselves in six cantons.
  Each has its seat of power, which handles
  decisions that affect all and organize
  defense
  and
  diplomacy,
  and
  crisis
  response. While most people go through
  their whole life without interac�ng with
  the canton system, they are essen�al for
  the life of adventurers. Each canton has
  a half-dozen major se�lements.
  Bull
  The biggest canton, Bull borders all
  others.
  More
  people
  live
  here
  than
  anywhere else, organizing themselves in
  countless different ways, preserving old
  cultures and crea�ng new ones. Perhaps
  the most striking element of the Bull is
  the role magic and the Dusk Covenant
  plays. Sanctuaries simple and grandiose
  honor the Divine Workers,the Divine
  Means, and the ways they cooperate
  with mortals to stave off exploita�on and
  suffering.
  Oleria is more a temple complex than a
  city. It is a major center for fes�vals, for
  miracles and the mee�ng of people that
  miss each other. If you have a large,
  unreasonable demand your social groups
  cannot sustain, you come to Oleria to
  plead your case. Most adventurers start
  their careers in this sacred place.
  Boar
  Boar is a deliberately untouched canton.
  With more complex produc�on ac�ng
  elsewhere, the peoples of Boar are
  focused in harmonizing their lives with
  the ancient beasts of the world—and
  taking
  their
  hard-learnt
  lessons
  
  53
  Eagle
  The fallen canton, Eagle proves that even
  all the accomplishments of the Roar are
  fragile and fallible. Hegemony forces
  took over most of Eagle, and a new
  genera�on has been born and raised
  knowing
  only
  this.
  Some
  secluded
  communes and resistance groups s�ll live
  on, even a�er the canton has been cut
  off from the rest of The Valley.
  In-figh�ng between hegemons has led
  them to abandon Eagle and created an
  opportunity
  for
  communards.
  The
  Garden was founded recently, a cell of
  freedom
  fighters,
  supported
  by
  the
  occasional adventurer that breaks into
  Eagle. Unfortunately, if the rumors are to
  be believed, the people of Eagle have
  been poisoned by hegemonic realism and
  may be dangerous allies.
  Crow
  The Crow canton is the gateway to the
  outside world, where the ambi�ons of
  hegemons are crushed over and over
  again. Voluntary forces occupy ancient
  fortresses on its many mountain passes,
  pirate fleets sail from its rich-delta and
  cunning diplomats and cour�ers play
  enemy agents against each other.
  Perch,
  home
  of
  the
  Corvine
  Conservatory and one of the major ports,
  is the seat of Crow administra�on. It is a
  town
  of
  tricksters
  and
  strange
  covenants, dedicated to the tenets of
  The Valley as the rest of the Roar.
  Phoenix
  No canton has inherited the most than
  Phoenix. Ancient and new infrastructure
  permeates most of the canton, and its
  maintenance is the main priority for the
  peoples that inhabit it. The bea�ng heart
  of
  the
  Phoenix
  proves
  that
  there’s
  another way, that all needs can be met
  with will and flowing work.
  Taminoa is the center of the canton, and
  the closest thing The Roar’s “capital”.
  Massive
  parks
  and
  reserves
  flank
  extensive libraries and academies, with
  its center dominated by towering star
  folk ruins. Ferries and rails stretch in
  every direc�on, connec�ng every part of
  the Roar together.
  Goat
  Chaos never le� this canton, and is a
  source
  of wonder
  and
  danger. The
  communi�es
  that
  inhabit
  Goat
  are
  rugged
  and
  curious,
  cataloguing
  the
  powerful spirits and magics that seem to
  erupt and how to hardness them to
  improve lives.
  Regem is a city on wheels, moving to
  accommodate
  the
  ever-shi�ing
  environment and as the building of new
  infrastructure demands. The tents of
  Regem are filled with shou�ng, as people
  present evidence and discoveries, as
  Goat reveals more secrets and con�nues
  to defy easy explana�ons
  
  54
  Why do you fear for what may
  happen while you are away?
  Which of your social clubs throws
  you a surprise party?
  Who accompanies you to the rail
  sta�on?
  Homegrown
  Mystery
  Want an adventure to kick off a
  game?
  Or you
  just
  want
  an
  example of what an adventure in
  Ruby Radiance is like? This is it.
  Summary
  A local merchant has been murdered
  while visi�ng a remote se�lement in the
  Boar. A
  detec�ve
  is
  summoned
  to
  inves�gate the ma�er in what everyone
  assumes to be a poli�cal powder-keg.
  Surprisingly,
  concordance
  s�ll
  rules between the local communi�es, its
  members anxious but suppor�ve. A�er
  figuring out who called the Canton for a
  detec�ve and the bizarre circumstance
  behind the murder, they set out to
  inves�gate
  emerging
  cults
  and
  its
  malicious rivals.
  Setup
  This adventure would make an excellent
  star�ng quest, for new adventurers just
  beginning to pursue their Drive and
  without too much of personal Drama. Let
  players introduce their characters, their
  feelings and prepara�ons when learning
  they will begin their adventuring career
  pursuing
  a
  murderer.
  Use
  leading
  ques�ons to give them space for an
  expanded characteriza�on.
  Which neatly packed memento
  you bring from home?
  What is your favorite place in the
  world, which you visit one last
  �me?
  RoaringLaw
  There are no police force, formal
  legal
  codes
  or
  ins�tu�onal
  enforcement
  within
  the
  Roar.
  Communi�es protect themselves
  from threats to their existence
  and
  liberty
  by
  communal
  watches,
  sacred
  bands,
  social
  clubs
  and
  collec�ve
  armories.
  These tasks are o�en the most
  undesired within a community,
  o�en assigned as punishment.
  These
  tasks
  don’t
  carry
  any
  expecta�on of power and remain
  under the preview of associated
  communi�es.
  Punishment
  is
  carried
  at
  the
  communal level, upon judgment
  by all communi�es affected.
  Grievous
  crimes
  pursuit
  of
  criminals and the rehabilita�on of
  those falls under the purview of
  social clubs of wardens. These
  wardens are specialists that study
  forensics,
  deduc�on,
  oratory,
  sen�ent culture and psychology;
  they are a diverse, unusual lot,
  with different �tles conferred by
  their
  Canton
  of
  membership.
  Because of their rare skills and
  general
  dislike
  of
  violence,
  wardens are o�en accompanied
  by adventurers on the field.
  In
  Crow,
  wardens
  are
  called
  Detec�ves.
  
  55
  JourneytoLurius(lvl1)
  Player characters must make their way
  from their home community and/or from
  Oleria to the Boar’s capital of Lurius,
  where they are expected to join the
  Detec�ve in charge of the case, brief and
  depart
  for
  their
  first
  official
  quest.
  Voyage across the InterCanton rail is
  (mostly) safe but full of opportuni�es
  (2d6)
  to
  meet
  other
  adventurous
  characters (2d6).
  2d6
  Adventurers
  2
  The ambassador from an
  hegemon Vollen (lvl 3, scheming,
  spy)
  3
  Magistrate Joline (lvl 4, exhausted
  warden), escorting a prisoner to
  their exile
  4
  A squadron of Hawk soldiers (lvl 2,
  veterans) looking forward for some
  R&R
  5
  Emma (lvl 2, demon-scholar), on
  their way to a lecture at Perch
  6
  Joan and Larisa (lvl 1, explorers),
  just married
  7
  A Traveler looking for a new clan
  Regaen (lvl 2, hopeful, scarred)
  8
  Social worker on a way to an
  organizing crisis, Alba (lvl 1,
  rebellious)
  9
  Crystal engine AKARRAN (lvl 5,
  chipped) that has just finished a
  quest
  10
  A foreign mercenary Irkkin (lvl 3,
  shady past), trying to hide their
  confusion at life in the Roar
  11
  A living spell (lvl 6, Sanctuary), still
  trying to figure this sentience thing
  12
  Very nervous Hul, (lvl 3, indebted),
  going home for some Drama
  2d6
  InterRail Opportunities
  2
  A nature spirit (lvl 2, phasing,
  thorny) is causing mischief in the
  engine room
  3
  Misunderstanding about beds on
  the sleeping car
  4
  A member of the Conservatory (lvl
  4, bard) starts an impromptu
  concert in the lounge car
  5
  Invited for dinner by an
  adventurous type
  6
  Ended up in possession of lost
  correspondence.
  7
  Flash-flood disrupts the rails.
  Stuck for 1d6 hours. Can help
  with the repairs (lvl 3)
  8
  Scheduled maintenance. Spend
  1d3 days in Taminoa
  9
  Rail syndicate strike!
  10
  The bar car is closed. Nobody
  talks about the why
  11
  Another traveler relaxing on the
  library car is seeking adventurers
  for a quest
  12
  InterCanton Train Robbery!
  
  56
  Their contact is Lucien Borles (lvl 3,
  stonemason, archery champion), one of
  the current Captains. They summoned a
  warden, and have li�le to share they did
  not discuss by le�er with Ardin. This
  conversa�on is for the player character’s
  benefit.
  TuskRangers(lvl3)
  A
  social
  club
  dedicated
  to
  empowering
  and
  suppor�ng
  disaffected
  youths
  and
  other
  minor troublemakers with weak
  or no communal �es. They offer a
  way to safely explore the Boar
  canton, teaching useful forestry
  and
  ar�san
  skills,
  organizing
  camping trips and relief efforts
  for
  communi�es
  vic�m
  of
  nature’s whims.
  Most of its urban peacekeeping
  opera�ons
  are
  handed
  are
  punishment to its more unruly
  members: night watch, weight
  and measures inspec�on, sewage
  maintenance, rail clean-up and
  road patrolling. There is a high
  turnover in its membership: it is
  very rarely for anyone to be a
  Ranger for more than a couple of
  years, learning some skills before
  being generously rewarded and
  joining other social club.
  The six captains of the Tusk
  Rangers
  are
  assigned
  by
  the
  Lurius commune every year; most
  of them have at some point
  served as Rangers and know how
  hard and fulfilling this occupa�on
  can be.
  Lurius(lvl2)
  Lurius (lvl 2, holiday, overcrowded) is
  par�cularly busy this week, as many local
  fes�vals overlap. This is an excellent
  chance to pull a tradi�onal fantasy trope:
  carousing and res�ng on a cramped,
  noisy tavern. Expect a lot of boas�ng and
  toas�ng as they become the center of
  the a�en�on. Everyone has ques�ons
  about what it means to be an adventurer,
  what Drives them and what are their
  skills.
  This is the city of compe��on: any pride
  and confidence in one’s abili�es will
  capture the a�en�on of an experienced
  adventurer,
  Noscia
  Lafarelle
  (lvl
  3,
  provoca�ve, crusader). They will tease
  one or more members of the group,
  issuing a challenge to them. If they
  succeed or are good sports, Noscia will
  gi� them one of their Magic Items and
  wish them good luck on their careers.
  Briefing
  The next day they have a mee�ng with a
  hangover,
  insomnia
  and/or Detec�ve
  Arden Ardina (lvl 4, inquisi�ve, teacher at
  heart). Ardin was un�l recently a mute/
  deaf
  lecturer
  at
  the
  Corvine
  Conservatory, but an unlikely series of
  events resulted in them consul�ng for a
  detec�ve. Ardin found they had the
  stomach, skills and taste for it, leaving
  the Conservatory to study under various
  wardens. This is their fourth case solo;
  nobody wanted to touch it, so they had
  to get a rela�vely inexperienced warden
  all the way from Perch.
  They are eager, posi�ve overseer. They
  will give the party a lot of leeway in how
  they assist with the inves�ga�on. More
  important, they will handle the boring
  stuff, leaving the Drama and excitement
  to their neophyte companions.
  The group meets Ardin either at the
  tavern for breakfast or at the office of the
  social club responsible for calling the
  Detec�ve: the Tusk Rangers.
  
  57
  Maddox Bulganin (lvl 6, haggling,
  scavenging), a merchant of the
  Boar Trade Syndicate (BTS) has
  been
  reported
  missing
  three
  weeks ago by their family and
  syndicate. He was found to have
  been murdered in the remote
  se�lement of Nava-zain.
  Nava-zain
  (lvl
  2,
  dispersed
  homesteads, pris�ne woodlands)
  is, like most places in the Roar, a
  hybrid village suppor�ng a small
  permanent
  popula�on
  and
  a
  substan�al
  semi-nomadic
  one.
  The se�lement is so new that it
  doesn’t even have a commune
  charter yet.
  There are conflic�ng social clubs
  that
  oversee
  the
  nascent
  community: the Legain family, the
  local Woaden clans, BTS (that
  commissioned
  the
  se�lement)
  and
  the
  housing
  syndicate
  responsible
  for
  laying
  down
  infrastructure.
  The
  lack
  of
  a
  shared commune has made every
  warden that Lucien has contacted
  nervous; Ardin was the only one
  willing to take the job (if asked
  later, Ardin will confess that they
  knew Maddox’s husband from the
  Conservatory
  and
  could
  not
  imagine
  the
  suffering
  the
  Bulganin
  family
  was
  going
  through).
  Lucien does not understand who
  sent the request for a warden: it
  was
  an
  anonymous,
  magic-
  imbued le�er. It was simple and to
  the
  point:
  Maddox
  had
  been
  found in Nava-zain, he had been
  killed in a way that couldn’t be
  explained
  as
  an
  accident
  or
  natural
  disaster
  and
  they
  requested an Inquisitor. Lucien
  is
  intrigued by that last point:
  they did not call for a Magistrate
  or a warden, but by the �tle given
  to Bull’s wardens. They will show
  the le�er if requested.
  JourneytoNava-zain(lvl2)
  The Boar is a wild-place, even if it is more
  predictable than Goat. People spend a
  life�me trying to find harmony with its
  untouched nature. Adventurers, by their
  own Drive, catch unwanted a�en�on.
  There is not a rail line anywhere near
  Nava-zain; it will be a Challenge to get
  there. Here are some threats that may
  complicate their journey.
  2d6
  Journey Encounters
  2
  Hegemon knight and their
  companions (lvl 3, entourage,
  shiny)
  3
  Infamous assassin (lvl 3, trophy
  hunter, shadow-mage) hiding
  between jobs
  4
  A jaded lonely ex-adventurer (lvl
  4, hermit, trap master) that wants
  to keep you away from their hut
  5
  Ravenous Bu�erfly-Hawks (lvl 2,
  starving, bird of prey, fearless)
  6
  3-5 Boars (lvl 2, territorial, tough,
  clever)
  7
  Bandits serving the so called Boar
  Monarch (lvl 1, tyrannical, not
  alone)
  8
  Fungal bloom (lvl 1, replicating,
  possessing-spores) on the look for
  biomass
  9
  Forest-cleanup construct (lvl 2,
  out-of-control, big spinning saw)
  10
  Non-sen�ent Woaden blues (lvl 2,
  plant, predator, ghost of intellect)
  11
  Fae cour�ers (lvl 3, bickering),
  taking their disagreements outside
  and ready to have a duel
  12
  Boar Monarch (lvl 4, robber baron,
  proud, regal ambitions)
  
  58
  Nava-zain(lvl2)
  The newest se�lement of Boar, Nava-
  zain has s�ll to develop its own iden�ty.
  Its cohesion is a mystery for outsiders.
  Overview
  Four decades ago, when Woaden and
  Boar communards found each other,
  they started a strange but profitable
  partnership. The BTS always supported
  itself from expor�ng rare woods, dyes
  and magical reagents; Woaden were
  quite eager to carefully cul�vate those
  among
  their
  non-sen�ent
  kin
  in
  exchange
  for
  services
  from
  other
  cantons. As the rela�onship grew, BTS
  coordinated
  the
  building
  of
  more
  permanent communi�es. Nava-zain is
  the latest and most ambi�ous.
  BoarTradingSyndicate
  Before Lurius, before even Boar was its
  own canton, the dispersed peoples living
  in
  this
  reason
  depended
  on
  a
  disorganized
  group
  of
  merchant-
  logis�cians.
  These
  essen�al
  workers
  eventually
  coalesced into their own guild, the Boar
  Trading Syndicate, or BTS for short. For
  most
  of
  its
  history,
  BTS
  was
  compensated
  with
  the
  means
  to
  perpetuate itself, its workforce and its
  opera�ons. This changed around fi�een
  years ago, with internal and external
  analysts concluding the organiza�on had
  reached cri�cal expansion mass.
  BTS
  is
  undergoing
  a
  process
  of
  devolu�on: it is being compensated on
  new Boar infrastructure. Se�lements,
  smaller redundant social clubs and guilds,
  self-sustainable communi�es, etc.
  Nava-zain
  Nava-zain
  Summary: New se�lement in the
  primal woods, shared between
  different
  peoples
  and
  divided
  among two mystery cults.
  Goal:
  Solve
  the
  mystery
  of
  Maddox Bulganin’s death.
  Reac�on:
  Unsafe
  Construc�on
  Sites
  When someone increases Drama,
  you may instead threaten them
  with a construc�on accident.
  Reac�on: Primal Whispers
  When someone increases Drama,
  you may reveal to them a unique
  wonder from the Boar wilds and a
  terrible secret.
  Cast:
  BTS Trading Post and Allyson Jur
  (lvl 1, bored trader)
  Azure Mustard Woaden clan (lvl 3,
  sowing, compu�ng)
  Pulpy Cerulean Woaden clan (lvl
  2,
  anxious,
  wai�ng
  for
  developments)
  Ingagar
  Traveler
  tribe
  (lvl
  4,
  fishing, awkward party)
  Legain
  family
  (lvl
  2,
  local
  innkeepers,
  barely
  holding
  together, pessimis�c)
  Garden House syndicate (lvl 4,
  �red
  veterans,
  construc�on
  stopped)
  Kaba
  (lvl
  3,
  sen�ent
  agrarian
  hauler, local wizard and sage)
  Demon Jkerik’en (lvl 3, worship
  deprived,
  miraculous,
  murder
  weapon)
  
  59
  Guild members look forward for the
  future; they know some of them will live
  to see a Boar that no longer needs them.
  There is a single permanent member in
  Nava-zain, the unenthusias�c Allyson
  Jur. They keep inventory and safeguard
  the keys to the communal stores.
  WoadenClans
  People always told tales about the blue-
  stained predatory plants of the Roar, and
  how they ruled over swaths of primordial
  forest, fulfilling the desires of some vast
  intellect. Only a few genera�ons ago
  have Roar communards realized that not
  only are the Woaden intelligent, some of
  them
  possess
  sen�ence. They
  been
  invited to join the Covenant, even if
  neither side really knows what that
  en�tles.
  Less than 1% of the Woaden biomass has
  some
  degree
  of
  sen�ence.
  Only
  a
  minority of that have more than a
  flee�ng illusion of self and conscience.
  Unburdened
  by
  such
  delusions
  of
  neuronal grandeur, most of Woaden
  plants
  process
  complex
  magic
  and
  organic processes; a Woaden cabbage-
  patch can solve complex problems faster
  than all the sages of the Conservatory
  working in tandem. The ques�on is why
  would they bother.
  Sen�ent Woaden organize themselves in
  clans, united by gene�cs and/or purpose.
  They are amused and terrified that there
  are
  en�re
  species
  tormented
  by
  sen�ence and work hard to ease this
  burden
  and
  understand
  this
  trial
  together. Woaden take care of their
  unconcerned kin, growing rare ma�er to
  support their communard conscience-
  siblings. Two clans live around Nava-zain
  and will join the nascent community.
  The Azure Mustard clan is horrified by
  the
  poten�al
  for
  discord
  and
  harm
  between the peoples of the Roar, and
  have vowed to offer as much of their
  wisdom as possible. They made the
  propose of plan�ng of two Woaden
  “cabbage patches” servers to assist the
  governance of Nava-zain. They are pre�y
  much tradi�onal Woaden clan, as much
  as that is a thing.
  The Pulpy Cerulean clan is a heteredox
  one, united by the belief that the world is
  essen�ally beau�ful, and those burdened
  with self and conscience have a duty to
  seek
  and
  cherish
  beauty,
  empower
  themselves
  as
  individuals
  and
  stand
  against cruelty. They are always seeking
  works of art from beyond the Boar and
  are very proac�ve in learning about other
  cultures. Their posi�ve outlook is not the
  only thing that separates them from
  other Woaden. Whatever makes them
  sen�ent seems to abhor flowering, so
  most sen�ent Woaden develop no sexual
  organs. That is not the case for Pulpy
  Cerulean: stockier and short-lived, they
  seem to grow extravagantly perfumed
  and
  colored
  bundles
  of
  flowers,
  customizing
  their
  sex
  for
  personal
  expression; they got the concept of
  genders from communards and have
  embraced it with the same passion they
  embrace everything else.
  Travelers
  Supply and trade routs outside of the rail
  lines and navigable rivers is a cyclopean
  task; places like Nava-zain would not
  even exist if not for the civic and social
  services
  provided
  by
  semi-nomadic
  Traveler
  tribes.
  Mul�ple
  tribes
  have
  contributed labor for Woaden-BTS trade
  and for the incep�on of Nava-zain; it
  came to no surprise that the semi-
  permanent
  shelter
  facili�es,
  running
  water
  and
  hea�ng
  was
  the
  first
  infrastructure to be assembled.
  While most of the year their wagons and
  tents cover half of the communal area,
  many Travelers are visi�ng the Lurius’
  region as part of its seasonal fes�vals.
  The only tribe player character’s can
  meet during their stay on Nava-zain is
  the Ingagar.
  The Ingagar are fishermen, rota�ng their
  stay across different water-bodies in the
  Boar and Phoenix. Once they have a
  good haul they seek friendly communes,
  where
  they
  build
  semi-permanent
  smokehouses and cra�-shops; this is not
  
  60
  one of these �mes. One of their young
  ones seeks to become an Adventurer,
  and they have picked their usual stop at
  Nava-zain for a farewell party.
  They were not expec�ng to find a murder
  inves�ga�on going on.
  LegainFamily
  The Legain family was started by the
  union of the members of two Traveler
  trbies with one of first BTS traders to
  build a permanent outpost in the region.
  The
  three
  women
  built
  the
  oldest
  building of Nava-zain, expanding the
  ini�al trading post into a for�fied inn.
  The twenty-six members of the family
  inhabit
  the
  old
  inn
  and
  the
  six
  homesteads spread around the central
  ring.
  Farming
  and
  hun�ng
  became
  less
  necessary once the Woaden moved in,
  and trade has been en�rely the domain
  of BTS. As Nava-zain moves to become a
  full-fledged
  commune,
  the
  current
  genera�on of matriarchs ponders the
  future of the family. Their homes are
  going
  to
  be
  protected
  as
  personal
  propriety as long as a member of the
  family lives on it and they are bound to
  become a powerful vo�ng block during
  the
  decisive
  years
  of
  the
  village’s
  se�lement.
  However,
  things
  are
  changing:
  the
  youngest
  work
  in
  construc�on,
  engineering
  and
  cra�s.
  What the future holds? Nobody knows.
  The
  murder has shaken the Legain
  family. They see this is as an unwanted
  form of change, and they fear that other
  hardships will strike them.
  GardenHouse
  Yes, these people have come all the way
  from hegemon-occupied Hawk to build
  Nava-zain.
  This
  unusual
  syndicate
  started with the building boom across
  the Roar to house Hawk’s refugees,
  favoring members of the fallen Canton.
  During a par�cularly odd �me of �me
  they
  were
  even
  the
  core
  of
  the
  commune-in-exile, arranging the efforts
  to infiltrate and liberate Garden. They
  became a housing syndicate when it
  came to rebuild Garden, compensa�ng
  various social clubs for their support by
  helping them establish fledgling chapters
  in Hawk.
  A final transforma�on has occurred in
  the recent years: the Garden House
  syndicate
  turned
  to
  veteran
  mili�a
  members, freedom fighters, and those
  whose educa�on and training suffered
  during
  hegemonic
  occupa�on,
  and
  provides them with a purpose to build a
  future and new communi�es. The many
  social contracts granted to BTS offer an
  unique opportunity: these people will be
  empowered and given a part in crea�ng
  something new. There are way too many
  workers, more than a village the size of
  Nava-zain requires; it is the syndicate
  hope that these people become fulfilled
  communards and find purpose outside of
  war.
  Others
  There are a few people that do not
  belong to any of the other social clubs,
  hoping to join the commune or on their
  way somewhere else. Of par�cular note
  are:
  Kaba, an old machine that to great
  sadness
  to
  the
  Woaden
  found
  a
  personality and self, abandoning all good
  sense by becoming a student of wild
  magics. They have no�ced the weird
  spiritual energies created by the three
  mystery cults, but somehow, haven’t
  no�ced a murder has happened and
  there is a detec�ve in town.
  The spirit (demon?) Jkerik’en has seized
  into a lot of the eldritch power gathered
  by the misguided cult of the Horned
  Woods.
  They
  possessed
  and
  rode
  Maddox Bulganin into town, “dropping”
  the body when it was too worn to use. It
  has been trying to convince the cult
  members with visions and miracles to
  con�nue their gatherings, but they are
  too afraid. Jkerik’en was the murder
  weapon, and depending how you see
  Maddox’s role, the murderer.
  
  61
  2d6
  Outskirts Encounters
  2
  Hypno�zed ca�le (lvl 1, hive-mind,
  demon-possessed)
  3
  Disembodied Soul (lvl 1, expelled
  from body, confused)
  4
  Monkey-rat hybrids (lvl 2, love
  smoked fish, two thumbs of thief)
  5
  Spy-bird (lvl 3, not from around
  here, hegemon agent)
  6
  Bog corpse (lvl 1, hard as rock,
  should not be walking)
  7
  Glitching Cabbage Patch (lvl 1,
  ghost in the greens, rampant
  growth)
  8
  Echoing spell (lvl 2, not alive, raw
  energy, purposeless)
  9
  More boars (lvl 2, territorial, have
  no chill, too many)
  10
  Floral spirit (lvl 2, demands
  sacrifices, deserves beauty)
  11
  A stryx (lvl 3, vampire, giant owl)
  12
  Active fae ring (lvl 4, pissed off
  fae, wild magic)
  Crime
  DRama
  Look,
  the
  people
  of
  Nava-zain
  are
  nervous, anxious and did not call for any
  warden. They want to cooperate, and
  they are eager to get over this and return
  to normalcy. But you have any idea how
  difficult it is to get an adventurer? Here?
  Detec�ve Ardina is going to be busy
  going from mee�ng to mee�ng, bu�ering
  locals and covering up for all the Drama
  and Hijinks adventurers you cause. Your
  group can find the following clues by
  asking people around or a�er being
  tricked into doing quests for them. Use
  the table on this page for ideas for short
  adventures or complica�ons that may
  rise during the inves�ga�on.
  While this informa�on is helpful, it is
  non-essen�al. We can find core clues to
  solve the mystery on their respec�ve
  sec�ons: who sent the le�er to the Tusk
  Rangers, the existence of the mystery
  cults, the demon-summoning.
  If at any point players are stuck, use
  Detec�ve Ardina. They will want to
  debrief with the party every day, know
  what
  they learned
  and
  formulate
  a
  hypothesis. They even have a clue they
  don’t know about.
  
  62
  Maddox was not a regular visitor
  to Nava-zain. They only visited
  when the BTS needed someone
  to handle unique ar�facts. Last
  �me was three months away.
  A working crew found the corpse,
  while
  performing
  scheduled
  maintenance
  on
  the
  cooling
  cellars under the BTS warehouse.
  Alysson Jur and and Maddox were
  the only people with keys to the
  place. It would take a master thief
  to break in. Alysson Jur knew
  when the crew would come and
  would have had plenty of �me to
  move the body.
  Alysson Jur used a rare memory
  crystal to record the crime scene.
  Magical experts or Kaba can use
  cra� a ritual to project a perfect
  recrea�on.
  A quick analysis of the crime
  scene
  reveals
  that
  Maddox’s
  corpse had all the keys on his ring.
  The body seems to have wasted
  away,
  and
  not
  because
  of
  decomposi�on. Limbs lay as if
  bones were broken and never set,
  skin stretched over lean flesh. The
  skin was full of marks. hin�ng at
  lesions and bruises before and
  a�er dead.
  There are no signs of struggle, any
  form
  of
  binding
  or restraints,
  tracks or footprints. It is almost as
  if Maddox died somewhere else,
  opened the door, walked in and
  just dropped. (Which is exactly
  what happened).
  An ewe wrecked the enclosures of
  a nearby pasture, a few nights
  before they found the body. It has
  been seen once or twice, glaring
  at people before running into the
  wild. It looked almost possessed
  by something (it was).
  Asking the Legain family about
  Maddox let’s players know that
  Maddox married a second-cousin
  of the Legain. The husband, Emil
  Bulganin,
  le�
  to
  the
  Corvine
  Conservatory and never returned
  to the Boar, deciding to se�le
  down and marry Maddox and into
  the Bulganin family. The Legain
  family will also remark that young
  Emil was pre�y close to Floribella
  Holypaw. Floribella, of course, is
  the person who sent the le�er
  and is a member of two of the
  three mystery cults.
  At any men�on of magical or
  supernatural involvement, or the
  name of Emil Bulganin, Detec�ve
  Ardina will inform the players that
  Emil is one of the prime scholars
  of
  the
  controversial
  categoriza�on
  of
  en��es
  as
  spirits or demons. The posi�ons
  of his spouse, Maddox, assured
  they had an extensive personal
  collec�on
  of
  alleged
  demonic
  ar�facts.
  Any substan�al amount of �me
  studying the woods nearby or the
  limits of the future village will
  reveal that groups of people keep
  coming in and out of the woods at
  odd
  �mes. These
  people
  are
  members of the mystery cult,
  tending to their spiritual needs
  during these tes�ng �mes.
  Woaden
  seedlings
  have
  been
  compu�ng
  nonsense
  (this
  is
  because of demonic influence).
  Anyone sensing or studying magic
  will find the subdued energies of
  the mystery cult’s rituals. The
  locals
  will
  dismiss
  it
  as
  the
  weirdness of a fae ring (the thing
  they use to scare outsiders away
  from the Sapphire Grove). Long
  study will reveal it cannot be fae
  magic: too serene but disrupted
  by blood-soaked malice.
  
  63
  TheWarden’sLetter
  Floribella Holypaw (lvl 3, warlock, high
  femme, flowery Woaden) is a student of
  Dusk Covenant theology that divides
  their days between Nava-zain and Oleria.
  They have joined the mystery cults of
  Eternal-Song and Horned Woods.
  They don’t know why Maddox died, but
  suspect it may have been related to the
  Horned Woods. Why would they be on
  Nava-zain if not for that? Consumed by
  nightmares and visions of regret (actually
  the influence of the demon Jkerik’en,
  trying to get Floribella to take leadership
  of the cult), they sent the le�er. They
  wrote it on the train to Oriela, so the
  word Inquisitor slipped their mind.
  Ironically, Floribella never learned that
  Maddox was Emil’s spouse; their petals
  will fall if they learn their cult leader was
  married to their childhood sweetroot.
  They will lose all chlorophyll when they
  realize this makes them the only suspect.
  MysteryCults
  The reason why these peoples have
  developed such solidarity and harmony
  without apparent social unity? Well, they
  have a shared culture: almost everyone
  in Nava-zain belongs to one of the two
  mystery cults. Three of them (two now)
  even belonged to the third.
  The
  two
  major
  cults
  are
  harmless,
  beneficial even. They both result from
  syncre�c evolu�on of Woaden culture,
  with communal ceremonies happening in
  the
  same
  Sapphire
  Grove,
  where
  thousands of Woaden seedlings dream
  and compute in beds of moist moss. The
  secrecy of the two mystery cults is to
  save everyone a lot of awkwardness and
  trouble; it does not fall neatly within the
  Covenant, it is an ancient part of sen�ent
  and non sen�ent culture and would
  cause a lot of troublesome ques�ons to
  priests and theologians. Be�er to keep
  this local.
  Both cults celebrate the powerful and
  serene Woaden intellect as a mean to
  commune with the primal woods. The
  Silent-Blooming
  cult
  is
  about
  overcoming the anxiety of self, losing in
  feeling the light and sounds of the woods
  for hours, medita�ng on an empty mind
  and undergoing ego-death in special
  fes�vi�es. The Eternal-Song is all about
  cheering conscience, bringing the fruits
  of it to the unburdened intellects of the
  Sapphire Grove; cul�sts share mysteries
  in song, stories, communal cra�ing and
  even ritualized acts of love and conflict.
  The third cult is an abnormality, a bone
  spike jammed into the boun�ful soil of
  the primordial Boreal Boar, the powerful
  spirit that nurtures most of the canton.
  The mystery cult of the Horned Woods is
  old,
  perhaps
  older
  than
  the
  Dusk
  Covenant. They seem to appear at the
  �me of great upheaval, spikes emerging
  from
  ancient
  trees
  and
  underwater
  gro�oes. Bone demons within promise
  the power to protect the woods, if only
  one pays the price, if only one will
  sacrifice what makes them weak.
  Maddox heard about the Blood-Water
  Gro�o from a hermit. Planning to re�re
  as a scholar to spend more �me with
  their husband, Maddox figured that an
  sociological study on demon cults of the
  Boar would be a great introduc�on to the
  Conservatory. Maddox found a lot of
  curious and intelligent individuals across
  their trade mee�ngs, including Floribella
  and Brendan Harrier (lvl 2, construc�on
  worker,sir-no-appearing-in-this-
  adventure) from Nava-zain. Instead of
  seeking sanc�on and support from the
  Phoenix, the Crow or the Bull, these
  people were too smart for their own
  good: they contacted the impossibly old
  bone demons and got their secrets and
  power.
  While
  this
  current
  incarna�on
  of
  the Horned Woods got quite adept at
  controlling
  and
  restraining
  the
  bone
  demons, they were not the only spirits
  sealed within the spikes. Jkerik’en, a
  marrow imp, managed do ride Maddox
  and
  escape
  outside.
  Panicked,
  the
  merchant/cult leader went deeper into
  the wilds, figh�ng to keep Jreik’en from
  possessing them. They succeeded in life,
  but eventually died from exhaus�on.
  
  64
  Jreik’en
  had
  grown
  stronger
  in
  the
  knowledge
  inside
  Maddox’s
  mind,
  running
  around
  between
  cult
  safehouses, destroying or changing the
  ritual notes and introducing flaws that
  their kin could exploit. When they went
  to check on the BTS post in Nava-zain,
  their �me was up: the body no longer
  viable, the weakened Jkerik’en had to
  possess something nearby.
  Possessing an ewe, Jreik’en spied on the
  people of Nava-zain and figured out who
  to target to get the Horned Woods back.
  Eventually, the sheep body could bear no
  more; Jkerik’en pulled its spirit towards a
  new cabbage patch server, where it is
  currently sca�ered
  across
  a
  bed
  of
  Woaden
  seedlings.
  If
  aware
  of
  the
  inves�ga�on, Jkerik’en will try to make
  Floribella look like the culprit, so the
  players go away. It is very easy to deal
  with Jreik’en once they find it: any
  Woaden can just twist the seedlings,
  hardening their fused biomass into a
  calcified
  spike.
  The
  demon,
  sealed
  forever.
  Caseclosed?
  Once the demon Jkerik’en has been
  iden�fied, the case is done. It is up for
  the players to interpret the situa�on and
  determine how culpable Floribella (and
  other cul�sts) are. Detec�ve Ardina will
  note that Maddox Bulgarin may have
  prevented a worst version of the Horned
  Woods from emerging, but their work
  was only half-done. They decide this
  version of the events will bring peace to
  the family. What to do about the Hollow
  Woods? They leave that to Nava-zain
  and the players.
  There is s�ll the Blood-Water Gro�o and
  its
  demonic
  bony
  spike.
  Perhaps
  someone should do something about
  that;
  Floribella’s
  assistance will
  give
  Weakness in any combat with any of the
  demon within. The bone spike is a
  terrifying construct with a nasty arsenal
  of magic (lvl 5, reac�on: momentary
  possession, near indestruc�ble, demon
  sorcery), and it is far from the only
  challenge within.
  2d6
  Blood-Water Grotto
  2
  Howling steam (lvl 3, obscuring,
  despairing, steaming hot)
  3
  Osteo blast (lvl 4, deadly trap,
  concussion force)
  4
  Blood-flooded sec�on (lvl 3,
  creepy, wet, no air)
  5
  Shard storm (lvl 3, senses living,
  high speed projectile, too many)
  6
  Skeleton gang (lvl 2, determined,
  not a brain among them)
  7
  Bone demon (lvl 3, ethereal,
  teleporting, bone weapons)
  8
  Ground Ribs (lvl 4, sharp, piercing,
  can reach places)
  9
  Returning cul�st (lvl 2, wrong
  place, wrong time)
  10
  Decoy bone spike (lvl 2, illusion
  magic, feels too easy)
  11
  Bonetouched warlock (lvl 4,
  mercurial, almost unlimited power)
  12
  Marrow Imp (lvl 1,possessive,
  undetectable, disturbing)
  
  65
  What
  NOW?
  
  66
  to learn and easy to teach, it explores
  character interac�ons through a series of
  unique mini-games.
  Bleak Spirit and Shadow of the Demon
  Lord: Want to bring some Dark Souls
  experience to your role-playing stories?
  These games are for you. Bleak Spirit
  focuses on emula�ng the atmosphere
  and grim decaying tone of Souls-like
  games, allowing everyone at the table to
  be surprised as they try to understand
  their character and the world through
  loose pieces of lore. Shadow of the
  Demon
  Lord
  focuses
  in
  giving
  an
  experience more similar to playing Dark
  Souls,
  focusing
  in
  system
  mastery,
  learning how to predict mechanics and
  a�acks and a nasty, brooding, doomed
  world.
  Numenera: Want to play fantasy but with
  the power of memes? Play in a future so
  distant, everything is basically magic.
  With a solid system, easy to learn, and
  with plenty of supported products to
  expand your game.
  For the Queen: The best way you can
  spread
  your
  newfound
  love
  for
  roleplaying games. A brilliant story game
  about
  a
  queen
  traveling with
  their
  beloved companions, players take turns
  asking ques�ons to each other, learning
  their rela�onship with the queen and
  each other.
  Masks:
  One
  of
  most
  accessible
  superhero games, Masks does a great job
  emula�ng
  the
  stories
  about
  young
  heroes. With its clever systems, it allows
  you play exactly the story you want to
  tell, allowing your character to learn their
  place in the team, in the city, and clash
  against the expecta�ons of adults. It
  delivers
  on
  drama,
  adventure
  and
  awesome ac�on.
  The Quiet Year: One of the most unique
  story games, you play a post-apocalyp�c
  community, rebuilding during a year of
  rela�ve peace. You take turns through
  the seasons, establishing mysteries and
  characters, slowly building up projects.
  What will you build together? And what
  will survive past Winter?
  WhaTNow?
  So, you tried this game and you decided
  you
  actually
  like
  this
  hobby.
  Great,
  always happy to welcome new people.
  You can s�ck around, and honestly, if
  there is interest on this game I would
  love nothing more than expand the
  Roaring Valley and made even design
  whole campaigns for this game. But more
  important, I would love to hear about
  your games.
  The best way to become be�er a player
  or games facilitator is to try new games.
  These are some games that I have
  compiled, based on different genres,
  ease of play and the novel experiences
  they teach. I’m not recommending that
  certain game; we know you know of it.
  Trophy (Dark and Gold): Trophy, the
  original progenitor of the Rooted in
  Trophy engine, offers a quite different
  experience than this game with similar
  mechanics. Dark and Gold are games
  about
  despairing
  people,
  braving
  a
  cursed forest and ruins for their very
  survival or as a last-ditch a�empt to fulfill
  their goals. If you want horror, deadly
  experiences, and gri�y fantasy you will
  want to check these games.
  Fellowship: A prime example of a fantasy
  game, with emphasis on community and
  grand heroics. You do not just play a
  dwarf or giant but THE dwarf or THE
  giant, a champion of your people. The
  original
  game
  was
  about
  facing
  a
  terrifying Overlord, but two variants of
  the
  game
  have
  been
  released:
  one
  centered about exploring a vast world of
  people in need and mysterious wonders,
  another about rebelling against a world
  where the Dark Lord won.
  The King is Dead: An easy to learn game
  that gets all that A Game Of Thrones
  energy. The King is dead, and warrior
  princes and princesses of five great
  houses vie for control of the throne. Easy
  
  67
  Dread: One of the most ingenious horror
  games ever, Dread conjures the tension
  and thriller of the genre into a physical
  object: a tower of wooden blocks. Each
  pull makes things harder, and if the tower
  falls, your character is doomed—to death
  or worse. A must try and an easy game to
  introduce new players!
  Fate/FAE:
  Fate
  Core
  and
  Fate
  Accelerated
  are
  powerful
  narra�ve
  systems that allow a lot of versa�lity
  while using the same ruleset. You can
  find a decade of resources, with tools
  how to implement any genre or world in
  this ruleset. A great game to prac�ce
  building your own games and worlds.
  Apocalypse World: The ul�mate post-
  apocalypse game, this is the Mad Max
  Fury Road of role-playing games. Even if
  post-apocalypse is not your thing, it
  spawned an en�re new lineage of games.
  Perhaps you want the drama of teenage
  monsters
  of
  Monsterhearts?
  Or you
  prefer
  to
  go
  monster
  hun�ng
  and
  mystery solving with Monster of the
  Week? There is for sure a Powered by the
  Apocalypse game out there for you.
  Blades
  in
  the
  Dark: Another
  dying
  fantasy
  world,
  this
  one
  is
  more
  Bloodborne, Dishonored, and Thief. Play
  a crew of thieves, doing daring jobs in a
  sunless world. You cannot really win, but
  damn if you are not going to get away
  with as much cash as you possible before
  your enemies and traumas catch up with
  you.
  Sunset Kills: Relive the best hits of urban
  fantasy through 90s and 00s television
  with
  a
  clever take
  on
  Powered
  by
  Apocalypse. Want some Buffy, Charmed,
  Torchwood or Supernatural ac�on and
  accessible rules? This one is for you.
  Zombie World: More of a boardgame
  than a tradi�onal roleplaying games, this
  game gives you an easy to learn and
  assemble
  apocalypse-in-the-box.
  Not
  the most drama-focused game, it s�ll
  offers a good roleplaying experience for
  beginners.
  Good Society: An extraordinary game,
  this Jane Austen RPG offers something
  for players of all level of experience. The
  game has a lot of replayability, high-value
  components,
  and
  a
  structure
  that
  facilitates flow and good prac�ces. A
  must-play for lovers of drama and hijinks!
  Dream Askew/Dream Apart: These two
  games
  offer
  a
  lived
  experience
  on
  community
  and
  stories
  about
  community. Their mechanics focus in
  nego�a�on and shared responsibility of
  characters and the world.
  Fall of Magic: Hard to get, but a gorgeous
  game that is sure to get everyone’s
  a�en�on. Full of roleplaying prompts,
  highly evoca�ve scroll-map and with an
  unique tac�le experience. Try this game
  if you have the opportunity!
  
  68
  Ruby Radiance is a game about adventure, hijinks and drama
  aimed at beginners and players of all levels of skill.
  Within you will find all the tools necessaries to immerse yourself
  in the world of roleplaying games.
  Play Heroic and Fantas�c Heroes on any Quest you can imagine.
  Designed to emulate your favorite actual play podcasts and
  shows.
  Simple system that you can play with conven�onal dice or d20s.
  Dynamic combat system.
  You will never have to use more than one page of rules.
  Drama system helps you hit the narra�ve and fic�on beats you
  love.
  Uses the Rooted in Trophy system and is compa�ble with most
  Trophy content.
  Play your favorite adventures and modules of popular games with
  these rules.
  Includes a campaign se�ng and introductory adventure.
  RubyRadiance
  A GamebyLudovico Alves
  
SOURCE: textdata/thevault/Ruby Radiance/pub-RubyRadiance6e_singles.pdf