TEXT: OF
  You are one of the few surviving soldiers in the Legion—a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction of 
  the Eastern Kingdoms. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire, do the following:
   
   Pick a starting ability. Any will do, but if you’re stumped, choose the first.
   
   Pick a heritage. Choose a name, two traits, and detail it (e.g. old farming family).
   
   Assign 4 more Action points. Descriptions are on the back. Max starting rating is 2.
   
   Report for duty.
  bartan (warm, pious, stoic, educated)
  Names: Arun, Karoj, Kirish, Makit, Rakash; 
  Aswina, Kaviya, Kita, Riya, Shimya, Vani.
  Family Names: Arani, Chabarti, Dardhi, 
  Dewa, Kapatia, Khatri, Manabur, Pakshi.
  orite (noble, connected, vengeful, stern)
  Titles: Cadret, Chevalier, Equite, Graf, 
  Landgrave, Marchioness, Reina, Viscount.
  Names: Albra, Blas, Elrik, Eucho, Hadclio, 
  Syanus, Tyrius; Aurora, Canonia, Favia, 
  Hadriana, Livia, Myrtia, Phaera, Virdria.
  zemyati (tough, bold, loyal, stubborn)
  First names: Adrimir, Colay, Gabridyor, 
  Liavel, Maleksei, Melislav; Alika, Dania, 
  Freriya, Klarina, Sverena, Valentina, Zaya.
  patronymics: -ovich, -evich, -ich.
   
  matronymics: -yevna, -ovna or -ichna.
  Color Name: Blue, Gray, Indigo, Red, Silver.
  Mark Name: Charging, Dancing, Echoing, 
  Raging, Rising, Shifting, Striking, Vexing.
  Deed Name: Forest, Gale, Iron, Pyre, Wind.
  heritage names
  actions
  Version 1.3
  Name:
  panyar (artisan, traveler, shrewd, marked)
   
  Anchor is the Heavy Specialist action. 
  For details on it, see the Specialist 
  Action section below.
   
  Consort with friends, contacts, 
  or connections from your heritage 
  and background to gain access to 
  resources, information, people, or 
  places. Make a good impression.
   
  Discipline a fellow soldier; command 
  obedience using force of personality; 
  intimidate or threaten.
   
  Maneuver into position and traverse 
  obstacles; climb, swim, run, jump, and 
  tumble; handle a pack animal; ride a 
  mount.
   
  Marshal a squad or larger group to 
  action; command attention amidst 
  chaos; coordinate fire on a target.
   
  Research a person, document, or 
  item with close scrutiny to gather 
  information and apply knowledge; 
  gain a deeper understanding.
   
  Rig together mechanical solutions; 
  disable, repair, or create mechanisms; 
  disable a trap, pick a lock; build 
  fortifications; repair siege weapons. 
   
  Scout a location or situation to gather 
  information; move or observe without 
  being noticed; spot weaknesses or 
  exploits if there are any to be seen.
   
  Shoot a target with precision from a 
  distance; find a perch with clear lines 
  of fire; make trick shots.
   
  Skirmish with an opponent in close 
  combat; assault a position; brawl and 
  wrestle; fire pistols at short range.
   
  Sway someone with guile, charm, 
  logic, or deception; change attitudes 
  or behavior using manipulation or 
  seduction; disguise yourself.
   
  Wreck a place, item, or obstacle with 
  savage force or careful sabotage; distract 
  and sow chaos; breach defenses with 
  force; use, throw, or place explosives or 
  alchemicals; use siege weapons.
  heavy advancement
  Anchor is an action that Heavies specialize and train in. Unlike most actions it’s 
  not rolled, but its rating determines its uses per mission. While on a mission, you 
  may spend anchor uses to fight as a small group. This means you can face groups 
  of lesser undead without loss of effect.
  specialist action
   
   If you survived the mission.
   
   If you helped your squad through might or fortitude.
   
   If you brought into play your heritage or traumas (2 xp if you did both).
   
   Per threat of the highest threat opponent on the mission.
  At the end of each mission, mark 1 xp (playbook or attribute)...
   
   When you roll a desperate action, mark 1 xp in that action’s attribute.
  playbook: heavy
  
      anchor
      research
      rig
      scout
      maneuver
      shoot
      skirmish
      wreck
      consort
      discipline
      marshal
      sway
      aim
      anchor
      channels
      grit
      scrounge
      weave
  special abilities
  prowess
  resolve
  specialist
    +1 resist
    +1 resist
    +1 resist
  load 
  4
  Death
  3
      
  need 
  help
  2
    
  -1d
  1
  
  less 
  effect
  bartan traits 
       Warm: +1 consort  (max 2). 
       Pious: Always equip a Reliquary.
       Stoic: +1d to prowess resist.
       Educated: +1 research  (max 2).
  orite traits 
       Noble: Boost 1 campaign action for you.
       Connected: +1 sway  (max 3).
       Vengeful: Potency when harm penalized.
       Stern: +1 discipline  (max 2).
  panyar traits 
       Artisan: You can have up to 4 rig.
       Traveler: Fast/quiet in normal load.
       Shrewd: +1d to insight resist.
       Marked: +2d to resist corruption.
  zemyati traits 
       Tough: Ignore level 1 harm penalties.
       Bold: +1d to resist on desperate actions.
       Loyal: +1d in group actions.
       Stubborn: +1d to resolve resist.
  detail:                                                                                                                
  heritage
  stress
  corruption
           
  trauma
     
  blight
       
  notes:
  trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
  conditions:    anathema—host—hunger—miasma—mutation—rage—rot—visions
     
  name
  insight
  harm
  armor 
  
  heavy 
  
  shield 
  
  special 
  
  Choose Light/Normal/Heavy, and 2 Utility.   
  Bold items are fine. 
   Light
  Quieter/faster. All items below.
   Normal
  All Light items and...
   Heavy
  Slower. All Normal items and...
  Utility. Choose 2 load below.
                                   
     
     
  heavy
  
   Bulwark: You can spend anchor uses as 
  special armor against consequences to a 
  squad you are defending.
  
   Backup: When you protect a squadmate, 
  resist with +1d. When you assist someone, 
  their pushes only cost 1 stress.
  
   Tenacious: Penalties from harm are one level less severe 
  (though level 4 harm is still fatal). 
  
   Weaponmaster: You’re known as a Weaponmaster even 
  outside the Legion. When you push yourself, you also gain 
  potency in melee combat.
  
   War Machine: When you push yourself you can do 
  one of the following: perform a feat of physical force that 
  verges on the superhuman — reduce the threat level of all 
  the enemies you’re facing by one.
  
   Vigorous: When you check wounds during rest and 
  recuperation, place one free check. When you take harm, 
  clear 1 stress.
  
   Against the Darkness: You and all squadmates that 
  can see you gain +1d to resist fear and corruption.
  
   Elite: Gain mastery of 2 actions (they can go up to rank 4).
  
    
  Hardened: You can mark 2 additional stress boxes.
  
    Survivor: You can take +1 trauma before dying.
  
    Veteran: Take a special ability from another source.
    Flare Gun     
    Fine Armor
    Fine Hand Weapon
    Fine Wrecking Kit
    Fine Tower Shield
     Replaces any Shield.
    Fitted Heavy Plate 
  Replaces any Armor.
   Fine Shield
  —or—
   Fine Heavy Weapon
   Hand Weapon
   Heavy Weapon
   Shield
   Winter Clothing
   Supplies      
   Soldier’s Kit 
                                
                                
   Wrecking Kit
   Reliquary    
   Black Shot       Oil    
  anchor uses
  
  OF
  You are one of the few surviving soldiers in the Legion—a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction of 
  the Eastern Kingdoms. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire, do the following:
   
   Pick a starting ability. Any will do, but if you’re stumped, choose the first.
   
   Pick a heritage. Choose a name, two traits, and detail it (e.g. old farming family).
   
   Assign 4 more Action points. Descriptions are on the back. Max starting rating is 2.
   
   Report for duty.
  bartan (warm, pious, stoic, educated)
  Names: Arun, Karoj, Kirish, Makit, Rakash; 
  Aswina, Kaviya, Kita, Riya, Shimya, Vani.
  Family Names: Arani, Chabarti, Dardhi, 
  Dewa, Kapatia, Khatri, Manabur, Pakshi.
  orite (noble, connected, vengeful, stern)
  Titles: Cadret, Chevalier, Equite, Graf, 
  Landgrave, Marchioness, Reina, Viscount.
  Names: Albra, Blas, Elrik, Eucho, Hadclio, 
  Syanus, Tyrius; Aurora, Canonia, Favia, 
  Hadriana, Livia, Myrtia, Phaera, Virdria.
  zemyati (tough, bold, loyal, stubborn)
  First names: Adrimir, Colay, Gabridyor, 
  Liavel, Maleksei, Melislav; Alika, Dania, 
  Freriya, Klarina, Sverena, Valentina, Zaya.
  patronymics: -ovich, -evich, -ich.
   
  matronymics: -yevna, -ovna or -ichna.
  Color Name: Blue, Gray, Indigo, Red, Silver.
  Mark Name: Charging, Dancing, Echoing, 
  Raging, Rising, Shifting, Striking, Vexing.
  Deed Name: Forest, Gale, Iron, Pyre, Wind.
  heritage names
  actions
  Version 1.3
  Name:
  panyar (artisan, traveler, shrewd, marked)
   
  Consort with friends, contacts, 
  or connections from your heritage 
  and background to gain access to 
  resources, information, people, or 
  places. Make a good impression.
   
  Discipline a fellow soldier; command 
  obedience using force of personality; 
  intimidate or threaten.
   
  Doctor is the Medic Specialist action. 
  For details on it, see the Specialist 
  Action section below.
   
  Maneuver into position and traverse 
  obstacles; climb, swim, run, jump, and 
  tumble; handle a pack animal; ride a 
  mount.
   
  Marshal a squad or larger group to 
  action; command attention amidst 
  chaos; coordinate fire on a target.
   
  Research a person, document, or 
  item with close scrutiny to gather 
  information and apply knowledge; 
  gain a deeper understanding.
   
  Rig together mechanical solutions; 
  disable, repair, or create mechanisms; 
  disable a trap, pick a lock; build 
  fortifications; repair siege weapons. 
   
  Scout a location or situation to gather 
  information; move or observe without 
  being noticed; spot weaknesses or 
  exploits if there are any to be seen.
   
  Shoot a target with precision from a 
  distance; find a perch with clear lines 
  of fire; make trick shots.
   
  Skirmish with an opponent in close 
  combat; assault a position; brawl and 
  wrestle; fire pistols at short range.
   
  Sway someone with guile, charm, 
  logic, or deception; change attitudes 
  or behavior using manipulation or 
  seduction; disguise yourself.
   
  Wreck a place, item, or obstacle with 
  savage force or careful sabotage; distract 
  and sow chaos; breach defenses with 
  force; use, throw, or place explosives or 
  alchemicals; use siege weapons.
  Doctor is an action that Medics specialize and train in. Unlike most actions it’s not 
  rolled, but its rating determines its uses per mission. While on a mission, you may 
  spend doctor uses to treat a fellow Legionnaire so they ignore all wound penalties 
  for a scene. Level 4 harm is still lethal.
  You are one of the few surviving soldiers in the Legion—a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction of 
  the Eastern Kingdoms. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire, do the following:
   
   Pick a starting ability. You get Attaché. Pick one more (First Aid is good).
   
   Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
   
   Assign 4 more Action points. Descriptions are on the back. Max starting rating is 2.
   
   Report for duty.
  specialist action
  medic advancement
   
   If you survived the mission.
   
   If you helped your squad through medical knowledge or emotional comfort.
   
   If you brought into play your heritage or traumas (2 xp if you did both).
   
   Per threat of the highest threat opponent on the mission.
  At the end of each mission, mark 1 xp (playbook or attribute)...
   
   When you roll a desperate action, mark 1 xp in that action’s attribute.
  playbook: medic
  
      doctor
      research
      rig
      scout
      maneuver
      shoot
      skirmish
      wreck
      consort
      discipline
      marshal
      sway
      aim
      anchor
      channels
      grit
      scrounge
      weave
  special abilities
  prowess
  resolve
  specialist
    +1 resist
    +1 resist
    +1 resist
  load 
  4
  Death
  3
      
  need 
  help
  2
    
  -1d
  1
  
  less 
  effect
  bartan traits 
       Warm: +1 consort  (max 2). 
       Pious: Always equip a Reliquary.
       Stoic: +1d to prowess resist.
       Educated: +1 research  (max 2).
  orite traits 
       Noble: Boost 1 campaign action for you.
       Connected: +1 sway  (max 3).
       Vengeful: Potency when harm penalized.
       Stern: +1 discipline  (max 2).
  panyar traits 
       Artisan: You can have up to 4 rig.
       Traveler: Fast/quiet in normal load.
       Shrewd: +1d to insight resist.
       Marked: +2d to resist corruption.
  zemyati traits 
       Tough: Ignore level 1 harm penalties.
       Bold: +1d to resist on desperate actions.
       Loyal: +1d in group actions.
       Stubborn: +1d to resolve resist.
  detail:                                                                                                                
  heritage
  stress
  corruption
           
  trauma
     
  blight
       
  notes:
  trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
  conditions:    anathema—host—hunger—miasma—mutation—rage—rot—visions
     
  name
  insight
  harm
  armor 
  
  heavy 
  
  shield 
  
  special 
  
  Choose Light/Normal/Heavy, and 2 Utility.   
  Bold items are fine. 
   Light
  Quieter/faster. All items below.
   Normal
  All Light items and...
   Heavy
  Slower. All Normal items and...
  Utility. Choose 2 load below.
                                   
     
     
  medic
  
   Attaché: You may deploy on any mission, 
  even outside the usual Specialist caps. Gain 
  this ability for free when you become a Medic.
  
   First Aid: You can spend 1 use of Tonics to 
  remove appropriate level 1 harm from any 
  one person on your mission. 
  
   Not Today: You can spend a doctor use on a Legionnaire 
  who has taken level 4 harm on a mission, but you must 
  do so quickly before they die. You treat them and reduce 
  the wound to level 3 harm instead.
  
   Doctor Feelgood: Spend 1 use of Tonics to grant one 
  person potency for a physical action.
  
   Field Dressing: At the end of a mission you may expend 
  remaining doctor uses to add 1 check to a Legionnaire’s 
  level 2 or 3 harm, once per person.
  
   Chemist: You have training in Orite alchemical medicine. 
  You may equip an Alchemical Bandolier on each mission.
  
   Moral Support: You know how to keep troop spirits up. 
  Once a mission, if you tell a funny, personal, or meaningful 
  story when the squad is resting, anyone listening may 
  clear 1 stress.
  
   Elite: Gain mastery of 2 abilities (they can go up to rank 4).
  
    
  Hardened: You can mark 2 additional stress boxes.
  
    Survivor: You can take +1 trauma before dying.
  
    Veteran: Take a special ability from another source.
    Fine Medic Kit    
    Tonics  
    Holy Symbol of Mercy
   Mark of the Healing God
    Tonics  
    Tonics  
    Fine Pistol
    Ammo      
    Armor
    Tonics  
   Hand Weapon
   Oil    
   Shield
   Winter Clothing
   Supplies      
   Repair Kit      
                                
                                
   Books & Scrolls     Reliquary    
   Bandolier       
   Black Shot    
  doctor uses
  Orite Medical Alchemy (see chemist ability)
  
   Owlsight Oil: See in the dark (24h). Light sensitive.
  
   Chembalm: Neutralizes most poisons and toxins.
  
   Deep: Lets you hold your breath for a scene.
  
   Rage Venom: Gain physical potency for a scene. You 
  must make a resolve resist to avoid attacking friend 
  and foe indiscriminately. Addictive.
  
  OF
  You are one of the few surviving soldiers in the Legion—a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction of 
  the Eastern Kingdoms. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire, do the following:
   
   Pick a starting ability. Any will do, but if you’re stumped, choose the first.
   
   Pick a heritage. Choose a name, two traits, and detail it (e.g. old farming family).
   
   Assign 4 more Action points. Descriptions are on the back. Max starting rating is 2.
   
   Report for duty.
  bartan (warm, pious, stoic, educated)
  Names: Arun, Karoj, Kirish, Makit, Rakash; 
  Aswina, Kaviya, Kita, Riya, Shimya, Vani.
  Family Names: Arani, Chabarti, Dardhi, 
  Dewa, Kapatia, Khatri, Manabur, Pakshi.
  orite (noble, connected, vengeful, stern)
  Titles: Cadret, Chevalier, Equite, Graf, 
  Landgrave, Marchioness, Reina, Viscount.
  Names: Albra, Blas, Elrik, Eucho, Hadclio, 
  Syanus, Tyrius; Aurora, Canonia, Favia, 
  Hadriana, Livia, Myrtia, Phaera, Virdria.
  zemyati (tough, bold, loyal, stubborn)
  First names: Adrimir, Colay, Gabridyor, 
  Liavel, Maleksei, Melislav; Alika, Dania, 
  Freriya, Klarina, Sverena, Valentina, Zaya.
  patronymics: -ovich, -evich, -ich.
   
  matronymics: -yevna, -ovna or -ichna.
  Color Name: Blue, Gray, Indigo, Red, Silver.
  Mark Name: Charging, Dancing, Echoing, 
  Raging, Rising, Shifting, Striking, Vexing.
  Deed Name: Forest, Gale, Iron, Pyre, Wind.
  heritage names
  actions
  Version 1.3
  Name:
  panyar (artisan, traveler, shrewd, marked)
   
  Channels is the Officer Specialist 
  action. For details on it, see the 
  Specialist Action section below.
   
  Consort with friends, contacts, 
  or connections from your heritage 
  and background to gain access to 
  resources, information, people, or 
  places. Make a good impression.
   
  Discipline a fellow soldier; command 
  obedience using force of personality; 
  intimidate or threaten.
   
  Maneuver into position and traverse 
  obstacles; climb, swim, run, jump, and 
  tumble; handle a pack animal; ride a 
  mount.
   
  Marshal a squad or larger group to 
  action; command attention amidst 
  chaos; coordinate fire on a target.
   
  Research a person, document, or 
  item with close scrutiny to gather 
  information and apply knowledge; 
  gain a deeper understanding.
   
  Rig together mechanical solutions; 
  disable, repair, or create mechanisms; 
  disable a trap, pick a lock; build 
  fortifications; repair siege weapons. 
   
  Scout a location or situation to gather 
  information; move or observe without 
  being noticed; spot weaknesses or 
  exploits if there are any to be seen.
   
  Shoot a target with precision from a 
  distance; find a perch with clear lines 
  of fire; make trick shots.
   
  Skirmish with an opponent in close 
  combat; assault a position; brawl and 
  wrestle; fire pistols at short range.
   
  Sway someone with guile, charm, 
  logic, or deception; change attitudes 
  or behavior using manipulation or 
  seduction; disguise yourself.
   
  Wreck a place, item, or obstacle with 
  savage force or careful sabotage; distract 
  and sow chaos; breach defenses with 
  force; use, throw, or place explosives or 
  alchemicals; use siege weapons.
  Channels is an action that Officers specialize in. Unlike most actions it’s not rolled, 
  but its rating determines its uses per mission. You may spend channels uses to 
  acquire an asset for your squad in a flashback. Roll sway to determine quality. You 
  can spend additional uses to improve the quality as per supply rules. Such assets 
  are temporary or "on loan" and will go away when the mission ends.
  specialist action
  officer advancement
   
   If you survived the mission.
   
   If you helped your squad through enforcing discipline or strategic planning.
   
   If you brought into play your heritage or traumas (2 xp if you did both).
   
   Per threat of the highest threat opponent on the mission.
  At the end of each mission, mark 1 xp (playbook or attribute)...
   
   When you roll a desperate action, mark 1 xp in that action’s attribute.
  playbook: officer
  
      channels
      research
      rig
      scout
      maneuver
      shoot
      skirmish
      wreck
      consort
      discipline
      marshal
      sway
      aim
      anchor
      doctor
      grit
      scrounge
      weave
  special abilities
  prowess
  resolve
  specialist
    +1 resist
    +1 resist
    +1 resist
  load 
  4
  Death
  3
      
  need 
  help
  2
    
  -1d
  1
  
  less 
  effect
  bartan traits 
       Warm: +1 consort  (max 2). 
       Pious: Always equip a Reliquary.
       Stoic: +1d to prowess resist.
       Educated: +1 research  (max 2).
  orite traits 
       Noble: Boost 1 campaign action for you.
       Connected: +1 sway  (max 3).
       Vengeful: Potency when harm penalized.
       Stern: +1 discipline  (max 2).
  panyar traits 
       Artisan: You can have up to 4 rig.
       Traveler: Fast/quiet in normal load.
       Shrewd: +1d to insight resist.
       Marked: +2d to resist corruption.
  zemyati traits 
       Tough: Ignore level 1 harm penalties.
       Bold: +1d to resist on desperate actions.
       Loyal: +1d in group actions.
       Stubborn: +1d to resolve resist.
  detail:                                                                                                                
  heritage
  stress
  corruption
           
  trauma
     
  blight
       
  notes:
  trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
  conditions:    anathema—host—hunger—miasma—mutation—rage—rot—visions
     
  name
  insight
  harm
  armor 
  
  heavy 
  
  shield 
  
  special 
  
  Choose Light/Normal/Heavy, and 2 Utility.   
  Bold items are fine. 
   Light
  Quieter/faster. All items below.
   Normal
  All Light items and...
   Heavy
  Slower. All Normal items and...
  Utility. Choose 2 load below.
                                   
     
     
  officer
  
   Tactician: You anticipate problems others 
  would never see coming. When you lead a 
  group action you may suffer at most 1 stress.
  
   Lead from the Front: Whenever you lead 
  a group action, improve scale up or down 
  one level (for example: a small group counts 
  as a medium group or an individual). If you 
  lead a group action in combat, you may count 
  multiple 6s from different rolls as a critical.
  
   Logistical Support: channels uses can be spent 
  to assist a squadmate. When you do this, they get an 
  additional +1d. Tell us how your preparation or supplies 
  help them against this threat or obstacle.
  
   Mission First: Add the following to "at the end of 
  mission" xp triggers:  If anyone died under your command.
  
   Obedience: An NPC squadmate sacrifices themselves, 
  on your orders. They die, and absorb all the harm for you 
  or another Specialist from one attack. Remember that the 
  Legion takes -1 morale each time this occurs.
  
   Strategist: You gain +1d to sway when acquiring assets 
  for a mission via channels uses. You also get +1d to the 
  engagement roll for a mission.
  
   Officer School: You’re well educated and know 
  arcane esoterica. Gain +1d when gathering info through 
  research and when resisting with insight.
  
   Elite: Gain mastery of 2 abilities (they can go up to rank 4).
  
    
  Hardened: You can mark 2 additional stress boxes.
  
    Survivor: You can take +1 trauma before dying.
  
    Veteran: Take a special ability from another source.
    Battlefield Banner
    Fine Heavy Armor
     Replaces Armor.
   Hand Weapon
   Large Weapon
   Shield
   Winter Clothing
   Supplies      
   Compass & Maps  
                                
                                
   Lenses
   Reliquary    
   Black Shot       Oil    
    Flare Gun     
    Fine Armor
    Fine Hand Weapon
   Fine Ornate Cloak
    Fine Luxury Item
   Fine Shield
  —or—
   Fine Pistol
   Ammo       
  channels uses
  
  OF
  You are one of the few surviving soldiers in the Legion—a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction of 
  the Eastern Kingdoms. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire, do the following:
   
   Pick a starting ability. Any will do, but if you’re stumped, choose the first.
   
   Pick a heritage. Choose a name, two traits, and detail it (e.g. old farming family).
   
   Assign 4 more Action points. Descriptions are on the back. Max starting rating is 2.
   
   Report for duty.
  bartan (warm, pious, stoic, educated)
  Names: Arun, Karoj, Kirish, Makit, Rakash; 
  Aswina, Kaviya, Kita, Riya, Shimya, Vani.
  Family Names: Arani, Chabarti, Dardhi, 
  Dewa, Kapatia, Khatri, Manabur, Pakshi.
  orite (noble, connected, vengeful, stern)
  Titles: Cadret, Chevalier, Equite, Graf, 
  Landgrave, Marchioness, Reina, Viscount.
  Names: Albra, Blas, Elrik, Eucho, Hadclio, 
  Syanus, Tyrius; Aurora, Canonia, Favia, 
  Hadriana, Livia, Myrtia, Phaera, Virdria.
  zemyati (tough, bold, loyal, stubborn)
  First names: Adrimir, Colay, Gabridyor, 
  Liavel, Maleksei, Melislav; Alika, Dania, 
  Freriya, Klarina, Sverena, Valentina, Zaya.
  patronymics: -ovich, -evich, -ich.
   
  matronymics: -yevna, -ovna or -ichna.
  Color Name: Blue, Gray, Indigo, Red, Silver.
  Mark Name: Charging, Dancing, Echoing, 
  Raging, Rising, Shifting, Striking, Vexing.
  Deed Name: Forest, Gale, Iron, Pyre, Wind.
  heritage names
  actions
  Version 1.3
  Name:
  panyar (artisan, traveler, shrewd, marked)
   
  Consort with friends, contacts, 
  or connections from your heritage 
  and background to gain access to 
  resources, information, people, or 
  places. Make a good impression.
   
  Discipline a fellow soldier; command 
  obedience using force of personality; 
  intimidate or threaten.
   
  Maneuver into position and traverse 
  obstacles; climb, swim, run, and jump; 
  handle a pack animal; ride a  mount.
   
  Marshal a squad or larger group to 
  action; command attention amidst 
  chaos; coordinate fire on a target.
   
  Research a person, document, or 
  item with close scrutiny to gather 
  information and apply knowledge; 
  gain a deeper understanding.
   
  Rig together mechanical solutions; 
  disable, repair, or create mechanisms; 
  disable a trap, pick a lock; build 
  fortifications; repair siege weapons.   
   
  Scout a location or situation to gather 
  information; move or observe without 
  being noticed; spot weaknesses or 
  exploits if there are any to be seen. 
   
  Scrounge is the Scout Specialist 
  action. For details see the Specialist 
  Action section below.
   
  Shoot a target with precision from a 
  distance; find a perch with clear lines 
  of fire; make trick shots.
   
  Skirmish with an opponent in close 
  combat; assault  a position; brawl and 
  wrestle; fire pistols at short range.
   
  Sway someone with guile, charm, 
  logic, or deception; change attitudes 
  or behavior using manipulation or 
  seduction; disguise yourself.
   
  Wreck a place, item, or obstacle with 
  savage force or careful sabotage; distract 
  and sow chaos; breach defenses with 
  force; use, throw, or place explosives or 
  alchemicals; use siege weapons.
  Scrounge is an action that Scouts specialize and train in. Unlike most actions it’s 
  not rolled, but its rating determines its uses per mission. While on a mission, you 
  may spend scrounge uses to find safe and secure shelter or one load worth of 
  supplies for everyone in your squad.
  specialist action
  scout advancement
   
   If you survived the mission.
   
   If you helped your squad through stealth or foresight.
   
   If you brought into play your heritage or traumas (2 xp if you did both).
   
   Per threat of the highest threat opponent on the mission.
  At the end of each mission, mark 1 xp (playbook or attribute)...
   
   When you roll a desperate action, mark 1 xp in that action’s attribute.
  playbook: scout
  
      scrounge
      research
      rig
      scout
      maneuver
      shoot
      skirmish
      wreck
      consort
      discipline
      marshal
      sway
      aim
      anchor
      channels
      doctor
      grit
      weave
  special abilities
  prowess
  resolve
  specialist
    +1 resist
    +1 resist
    +1 resist
  load 
  4
  Death
  3
      
  need 
  help
  2
    
  -1d
  1
  
  less 
  effect
  bartan traits 
       Warm: +1 consort  (max 2). 
       Pious: Always equip a Reliquary.
       Stoic: +1d to prowess resist.
       Educated: +1 research  (max 2).
  orite traits 
       Noble: Boost 1 campaign action for you.
       Connected: +1 sway  (max 3).
       Vengeful: Potency when harm penalized.
       Stern: +1 discipline  (max 2).
  panyar traits 
       Artisan: You can have up to 4 rig.
       Traveler: Fast/quiet in normal load.
       Shrewd: +1d to insight resist.
       Marked: +2d to resist corruption.
  zemyati traits 
       Tough: Ignore level 1 harm penalties.
       Bold: +1d to resist on desperate actions.
       Loyal: +1d in group actions.
       Stubborn: +1d to resolve resist.
  detail:                                                                                                                
  heritage
  stress
  corruption
           
  trauma
     
  blight
       
  notes:
  trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
  conditions:    anathema—host—hunger—miasma—mutation—rage—rot—visions
     
  name
  insight
  harm
  armor 
  
  heavy 
  
  shield 
  
  special 
  
  Choose Light/Normal/Heavy, and 2 Utility.   
  Bold items are fine. 
   Light
  Quieter/faster. All items below.
   Normal
  All Light items and...
   Heavy
  Slower. All Normal items and...
  Utility. Choose 2 load below.
                                   
     
     
  scout
  
   Ghost: You can spend scrounge uses as 
  special armor against traps or detection.
  
   Panther-Like Grace: When you are quick 
  and carrying no armor, any harm you take 
  starts as 1 level lower. 
  
   Like the Wind: Whenever there’s a question of who 
  goes first, the answer is you. Also take +1d when resisting 
  attacks with prowess.
  
   Infiltrator: When you gather info through clandestine 
  observation, or attempt to bypass traps and security 
  measures, gain potency.
  
   Sixth Sense: You just know when there are undead 
  nearby. You always know what the highest threat level 
  of undead is in the area. You can gather info on them 
  with resolve.
  
   Ready for Anything: When being ambushed, your 
  flashbacks cost 0 stress and you gain potency to all actions 
  during those flashbacks. You also take 1 less level of harm 
  on secondary missions.
  
   Daredevil: When you make a desperate roll, gain +1d.
  
   Elite: Gain mastery of 2 abilities (they can go up to rank 4).
  
    
  Hardened: You can mark 2 additional stress boxes.
  
    Survivor: You can take +1 trauma before dying.
  
    Veteran: Take a special ability from another source.
    Fine Compass & Maps
    Fine Bow & Arrows
    Black Arrows     
    Camo Gear
    Fine Armor
    Climbing Kit
    Fine Lenses
    Fine Reliquary 
    
   Hand Weapon
   Large Weapon
   Pistol
   Ammo        
   Supplies      
   Winter Clothing
                                
                                
   Soldier’s Kit
   Reliquary    
   Black Shot       Flare Gun     
  scrounge uses
  
  OF
  You are one of the few surviving soldiers in the Legion—a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction of 
  the Eastern Kingdoms. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire, do the following:
   
   Pick a starting ability. Any will do, but if you’re stumped, choose the first.
   
   Pick a heritage. Choose a name, two traits, and detail it (e.g. old farming family).
   
   Assign 4 more Action points. Descriptions are on the back. Max starting rating is 2.
   
   Report for duty.
  bartan (warm, pious, stoic, educated)
  Names: Arun, Karoj, Kirish, Makit, Rakash; 
  Aswina, Kaviya, Kita, Riya, Shimya, Vani.
  Family Names: Arani, Chabarti, Dardhi, 
  Dewa, Kapatia, Khatri, Manabur, Pakshi.
  orite (noble, connected, vengeful, stern)
  Titles: Cadret, Chevalier, Equite, Graf, 
  Landgrave, Marchioness, Reina, Viscount.
  Names: Albra, Blas, Elrik, Eucho, Hadclio, 
  Syanus, Tyrius; Aurora, Canonia, Favia, 
  Hadriana, Livia, Myrtia, Phaera, Virdria.
  zemyati (tough, bold, loyal, stubborn)
  First names: Adrimir, Colay, Gabridyor, 
  Liavel, Maleksei, Melislav; Alika, Dania, 
  Freriya, Klarina, Sverena, Valentina, Zaya.
  patronymics: -ovich, -evich, -ich.
   
  matronymics: -yevna, -ovna or -ichna.
  Color Name: Blue, Gray, Indigo, Red, Silver.
  Mark Name: Charging, Dancing, Echoing, 
  Raging, Rising, Shifting, Striking, Vexing.
  Deed Name: Forest, Gale, Iron, Pyre, Wind.
  heritage names
  actions
  Version 1.3
  Name:
  panyar (artisan, traveler, shrewd, marked)
   
  Aim is the Sniper Specialist action. For 
  details on it, see the Specialist Action 
  section below.
   
  Consort with friends, contacts, 
  or connections from your heritage 
  and background to gain access to 
  resources, information, people, or 
  places. Make a good impression.
   
  Discipline a fellow soldier; command 
  obedience using force of personality; 
  intimidate or threaten.
   
  Maneuver into position and traverse 
  obstacles; climb, swim, run, jump, and 
  tumble; handle a pack animal; ride a 
  mount.
   
  Marshal a squad or larger group to 
  action; command attention amidst 
  chaos; coordinate fire on a target.
   
  Research a person, document, or 
  item with close scrutiny to gather 
  information and apply knowledge; 
  gain a deeper understanding.
   
  Rig together mechanical solutions; 
  disable, repair, or create mechanisms; 
  disable a trap, pick a lock; build 
  fortifications; repair siege weapons. 
   
  Scout a location or situation to gather 
  information; move or observe without 
  being noticed; spot weaknesses or 
  exploits if there are any to be seen.
   
  Shoot a target with precision from a 
  distance; find a perch with clear lines 
  of fire; make trick shots.
   
  Skirmish with an opponent in close 
  combat; assault a position; brawl and 
  wrestle; fire pistols at short range.
   
  Sway someone with guile, charm, 
  logic, or deception; change attitudes 
  or behavior using manipulation or 
  seduction; disguise yourself.
   
  Wreck a place, item, or obstacle with 
  savage force or careful sabotage; distract 
  and sow chaos; breach defenses with 
  force; use, throw, or place explosives or 
  alchemicals; use siege weapons.
  Aim is an action that Snipers specialize and train in. Unlike most actions it’s not 
  rolled, but its rating determines its uses per mission. While on a mission, you may 
  spend aim uses to increase the effect level of a shot. This means you can sometimes 
  take out large, dangerous enemies with a single bullet.
  specialist action
  sniper advancement
   
   If you survived the mission.
   
   If you helped your squad through keen observation or key shots.
   
   If you brought into play your heritage or traumas (2 xp if you did both).
   
   Per threat of the highest threat opponent on the mission.
  At the end of each mission, mark 1 xp (playbook or attribute)...
   
   When you roll a desperate action, mark 1 xp in that action’s attribute.
  playbook: sniper
  
      aim
      research
      rig
      scout
      maneuver
      shoot
      skirmish
      wreck
      consort
      discipline
      marshal
      sway
      anchor
      channels
      doctor
      grit
      scrounge
      weave
  special abilities
  prowess
  resolve
  specialist
    +1 resist
    +1 resist
    +1 resist
  load 
  4
  Death
  3
      
  need 
  help
  2
    
  -1d
  1
  
  less 
  effect
  bartan traits 
       Warm: +1 consort  (max 2). 
       Pious: Always equip a Reliquary.
       Stoic: +1d to prowess resist.
       Educated: +1 research  (max 2).
  orite traits 
       Noble: Boost 1 campaign action for you.
       Connected: +1 sway  (max 3).
       Vengeful: Potency when harm penalized.
       Stern: +1 discipline  (max 2).
  panyar traits 
       Artisan: You can have up to 4 rig.
       Traveler: Fast/quiet in normal load.
       Shrewd: +1d to insight resist.
       Marked: +2d to resist corruption.
  zemyati traits 
       Tough: Ignore level 1 harm penalties.
       Bold: +1d to resist on desperate actions.
       Loyal: +1d in group actions.
       Stubborn: +1d to resolve resist.
  detail:                                                                                                                
  heritage
  stress
  corruption
           
  trauma
     
  blight
       
  notes:
  trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
  conditions:    anathema—host—hunger—miasma—mutation—rage—rot—visions
     
  name
  insight
  harm
  armor 
  
  heavy 
  
  shield 
  
  special 
  
  Choose Light/Normal/Heavy, and 2 Utility.   
  Bold items are fine. 
   Light
  Quieter/faster. All items below.
   Normal
  All Light items and...
   Heavy
  Slower. All Normal items and...
  Utility. Choose 2 load below.
                                   
     
     
  sniper
  
   One Eye: You’ve replaced an eye with an 
  alchemical construct. You can see invisible 
  targets clearly and identify supernatural forces.
  
   Ambush: When you attack from hiding or 
  spring a trap, you get +1d.
  
   Akimbo: When dueling at close range with two pistols, 
  gain potency.
  
   Notches: If you land the killing blow on a threat 2 or 
  higher opponent, mark 1 xp in any category.
  
   Sharpshooter: You can push yourself to do one of the 
  following: make a ranged attack at extreme distance beyond 
  what’s normal for the weapon — unleash a barrage of rapid  
  fire to suppress the enemy.
  
   Cover Fire: If you set up someone with shoot or provide 
  covering fire, they gain potency on their next action. 
  
   Crimson Shot: You’re authorized to bring one Crimson 
  Seeker shell on missions. Firing it counts as a threat 4 
  attack, and you must mark a trauma.
  
   Elite: Gain mastery of 2 abilities (they can go up to rank 4).
  
    
  Hardened: You can mark 2 additional stress boxes.
  
    Survivor: You can take +1 trauma before dying.
  
    Veteran: Take a special ability from another source.
    Black Shot     
    Ammo       
   2 Fine Pistols
  —or—
   Fine Long Rifle
   2 Fine Pistols
  —or—
   Fine Long Rifle
  Whichever you didn’t take at 
  Light load.
    Gun Maintenance Kit
    Fine Armor
   Crimson Shot
   Hand Weapon
   Pistol
   Ammo        
   Supplies      
   Winter Clothing
                                
                                
   Soldier’s Kit
   Reliquary    
   Black Shot       Oil     
  aim uses
  
  OF
  You are one of the few surviving soldiers in the Legion—a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction of 
  the Eastern Kingdoms. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire, do the following:
   
   Pick a starting ability. Any will do, but if you’re stumped, choose the first.
   
   Pick a heritage. Choose a name, two traits, and detail it (e.g. old farming family).
   
   Assign 4 more Action points. Descriptions are on the back. Max starting rating is 2.
   
   Report for duty.
  bartan (warm, pious, stoic, educated)
  Names: Arun, Karoj, Kirish, Makit, Rakash; 
  Aswina, Kaviya, Kita, Riya, Shimya, Vani.
  Family Names: Arani, Chabarti, Dardhi, 
  Dewa, Kapatia, Khatri, Manabur, Pakshi.
  orite (noble, connected, vengeful, stern)
  Titles: Cadret, Chevalier, Equite, Graf, 
  Landgrave, Marchioness, Reina, Viscount.
  Names: Albra, Blas, Elrik, Eucho, Hadclio, 
  Syanus, Tyrius; Aurora, Canonia, Favia, 
  Hadriana, Livia, Myrtia, Phaera, Virdria.
  zemyati (tough, bold, loyal, stubborn)
  First names: Adrimir, Colay, Gabridyor, 
  Liavel, Maleksei, Melislav; Alika, Dania, 
  Freriya, Klarina, Sverena, Valentina, Zaya.
  patronymics: -ovich, -evich, -ich.
   
  matronymics: -yevna, -ovna or -ichna.
  Color Name: Blue, Gray, Indigo, Red, Silver.
  Mark Name: Charging, Dancing, Echoing, 
  Raging, Rising, Shifting, Striking, Vexing.
  Deed Name: Forest, Gale, Iron, Pyre, Wind.
  heritage names
  actions
  Version 1.3
  Name:
  panyar (artisan, traveler, shrewd, marked)
   
  Consort with friends, contacts, 
  or connections from your heritage 
  and background to gain access to 
  resources, information, people, or 
  places. Make a good impression.
   
  Discipline a fellow soldier; command 
  obedience using force of personality; 
  intimidate or threaten.
   
  Maneuver into position and traverse 
  obstacles; climb, swim, run, and jump; 
  handle a pack animal; ride a  mount.
   
  Marshal a squad or larger group to 
  action; command attention amidst 
  chaos; coordinate fire on a target.
   
  Research a person, document, or 
  item with close scrutiny to gather 
  information and apply knowledge; 
  gain a deeper understanding.
   
  Rig together mechanical solutions; 
  disable, repair, or create mechanisms; 
  disable a trap, pick a lock; build 
  fortifications; repair siege weapons.  
   
  Scout a location or situation to gather 
  information; move or observe without 
  being noticed; spot weaknesses or 
  exploits if there are any to be seen.
   
  Shoot a target with precision from a 
  distance; find a perch with clear lines 
  of fire; make trick shots.
   
  Skirmish with an opponent in close 
  combat; assault  a position; brawl and 
  wrestle; fire pistols at short range.
   
  Specialist: Rookies have no Specialist 
  action but they will gain one when 
  they promote.
   
  Sway someone with guile, charm, 
  logic, or deception; change attitudes 
  or behavior using manipulation or 
  seduction; disguise yourself.
   
  Wreck a place, item, or obstacle with 
  savage force or careful sabotage; distract 
  and sow chaos; breach defenses with 
  force; use, throw, or place explosives or 
  alchemicals; use siege weapons.
  As a Rookie you don’t get a Specialist action of your own. You will get one (grit) 
  when you advance and become a Soldier. You advance to Soldier by taking the 
  Not a Rookie Anymore ability, and they must take this ability as their first playbook 
  advance.
  specialist action
  rookie advancement
   
   If you survived the mission.
   
   If you helped your squad by staying out of the way or surviving despite the odds.
   
   If you brought into play your heritage or traumas (2 xp if you did both).
   
   Per threat of the highest threat opponent on the mission.
  At the end of each mission, mark 1 xp (playbook or attribute)...
   
   When you roll a desperate action, mark 1 xp in that action’s attribute.
  playbook: rookie
  
     
  —
      research
      rig
      scout
      maneuver
      shoot
      skirmish
      wreck
      consort
      discipline
      marshal
      sway
      aim
      anchor
      channels
      doctor
      grit
      scrounge
      weave
  special abilities
    +1 resist
    +1 resist
    +1 resist
  prowess
  resolve
  specialist
  load 
  4
  Death
  3
      
  need 
  help
  2
    
  -1d
  1
  
  less 
  effect
  bartan traits 
       Warm: +1 consort  (max 2). 
       Pious: Always equip a Reliquary.
       Stoic: +1d to prowess resist.
       Educated: +1 research  (max 2).
  orite traits 
       Noble: Boost 1 campaign action for you.
       Connected: +1 sway  (max 3).
       Vengeful: Potency when harm penalized.
       Stern: +1 discipline  (max 2).
  panyar traits 
       Artisan: You can have up to 4 rig.
       Traveler: Fast/quiet in normal load.
       Shrewd: +1d to insight resist.
       Marked: +2d to resist corruption.
  zemyati traits 
       Tough: Ignore level 1 harm penalties.
       Bold: +1d to resist on desperate actions.
       Loyal: +1d in group actions.
       Stubborn: +1d to resolve resist.
  detail:                                                                                                                
  heritage
  stress
  corruption
           
  trauma
  blight
       
  notes:
  trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
  conditions:    anathema—host—hunger—miasma—mutation—rage—rot—visions
     
  name
  insight
  harm
  armor 
  
  heavy 
  
  shield 
  
  special 
  
  Choose Light/Normal/Heavy, and 2 Utility.   
  Bold items are fine. 
   Light
  Quieter/faster. All items below.
   Normal
  All Light items and...
   Heavy
  Slower. All Normal items and...
  Utility. Choose 2 load below.
                                   
     
     
  rookie
     
  
   Devil’s Own Luck: You gain +1d to all 
  resistance rolls. This ability cannot be taken 
  as a Veteran advance.
  
   Every Inch a... : You start with all the traits 
  from your heritage. If taken as a Veteran 
  advance, it must be the first ability selected at 
  character creation.
  
   Hard Knocks: Mark 2 xp in any category at the end of 
  any mission where you took level 2 harm or higher. This 
  ability cannot be taken as a Veteran advance.
  
   Just a Kid: When someone suffers harm when protecting 
  you, they mark xp. When you promote, choose a second 
  special ability from your new playbook to replace this one. 
  This ability cannot be taken as a Veteran advance.
  
   Gotta Make it out Alive: You can take 1 additional 
  trauma before dying. When you promote, replace this 
  ability with a level of Survivor. This ability cannot be taken 
  as a Veteran advance. 
  
   Home Cooking: If a mission takes multiple days, use 
  your Fresh Food. Say what you cook. Everyone in the 
  squad that partakes clears 1 stress.  This ability cannot be 
  taken as a Veteran advance.
  
   Jack of all Trades: Increase 2 zero-ranked skills to 
  rank 1. This ability cannot be taken as a Veteran advance.
  
   Not a Rookie Anymore: You are promoted! You become 
  a Soldier. Gain 1 special ability and 1 rank of Grit. You 
  must take this as your first playbook advance. This ability 
  cannot be taken as a Veteran advance or a starting ability.
    Naive Hope
    Memento of Home
    Soldier’s Kit
    Musket
    Ammo      
    Armor
    Shield
    Family Weapon
   Tents & Camping Gear
  —or—
   Cooking Kit
   Fresh Food
   Armor
   Hand Weapon
   Shield
   Winter Clothing
   Supplies      
   Medic Kit      
                                
                                
   Black Shot       Oil    
   Climbing Kit
   Reliquary    
                                   
  
  OF
  You are one of the few surviving soldiers in the Legion—a famous band of sell-swords. You and 
  your Chosen are all that stands between the Cinder King’s undead armies and the destruction of 
  the Eastern Kingdoms. The war has lasted three years, and the dead do not grow weary.
  To create your Legionnaire, do the following:
   
   Pick a starting ability. Any will do, but if you’re stumped, choose the first.
   
   Pick a heritage. Choose a name, two traits, and detail it (e.g. old farming family).
   
   Assign 4 more Action points. Descriptions are on the back. Max starting rating is 2.
   
   Report for duty.
  bartan (warm, pious, stoic, educated)
  Names: Arun, Karoj, Kirish, Makit, Rakash; 
  Aswina, Kaviya, Kita, Riya, Shimya, Vani.
  Family Names: Arani, Chabarti, Dardhi, 
  Dewa, Kapatia, Khatri, Manabur, Pakshi.
  orite (noble, connected, vengeful, stern)
  Titles: Cadret, Chevalier, Equite, Graf, 
  Landgrave, Marchioness, Reina, Viscount.
  Names: Albra, Blas, Elrik, Eucho, Hadclio, 
  Syanus, Tyrius; Aurora, Canonia, Favia, 
  Hadriana, Livia, Myrtia, Phaera, Virdria.
  zemyati (tough, bold, loyal, stubborn)
  First names: Adrimir, Colay, Gabridyor, 
  Liavel, Maleksei, Melislav; Alika, Dania, 
  Freriya, Klarina, Sverena, Valentina, Zaya.
  patronymics: -ovich, -evich, -ich.
   
  matronymics: -yevna, -ovna or -ichna.
  Color Name: Blue, Gray, Indigo, Red, Silver.
  Mark Name: Charging, Dancing, Echoing, 
  Raging, Rising, Shifting, Striking, Vexing.
  Deed Name: Forest, Gale, Iron, Pyre, Wind.
  heritage names
  actions
  Version 1.3
  Name:
  panyar (artisan, traveler, shrewd, marked)
   
  Consort with friends, contacts, 
  or connections from your heritage 
  and background to gain access to 
  resources, information, people, or 
  places. Make a good impression.
   
  Discipline a fellow soldier; command 
  obedience using force of personality; 
  intimidate or threaten.
   
  Grit is the Soldier Specialist action. 
  For details on it, see the Specialist 
  Action section below.
   
  Maneuver into position and traverse 
  obstacles; climb, swim, run, jump, and 
  tumble; handle a pack animal; ride a 
  mount.
   
  Marshal a squad or larger group to 
  action; command attention amidst 
  chaos; coordinate fire on a target.
   
  Research a person, document, or 
  item with close scrutiny to gather 
  information and apply knowledge; 
  gain a deeper understanding.
   
  Rig together mechanical solutions; 
  disable, repair, or create mechanisms; 
  disable a trap, pick a lock; build 
  fortifications; repair siege weapons. 
   
  Scout a location or situation to gather 
  information; move or observe without 
  being noticed; spot weaknesses or 
  exploits if there are any to be seen.
   
  Shoot a target with precision from a 
  distance; find a perch with clear lines 
  of fire; make trick shots.
   
  Skirmish with an opponent in close 
  combat; assault a position; brawl and 
  wrestle; fire pistols at short range.
   
  Sway someone with guile, charm, 
  logic, or deception; change attitudes 
  or behavior using manipulation or 
  seduction; disguise yourself.
   
  Wreck a place, item, or obstacle with 
  savage force or careful sabotage; distract 
  and sow chaos; breach defenses with 
  force; use, throw, or place explosives or 
  alchemicals; use siege weapons.
  Grit is an action that Soldiers specialize and train in. Unlike most actions it’s not 
  rolled, but its rating determines its uses per mission. You may spend grit uses to 
  add +2d to a resistance roll. The grit use must be spent before the roll. You may 
  only spend 1 grit use this way per roll.
  specialist action
  officer advancement
   
   If you survived the mission.
   
   If you helped your squad through courage or determination.
   
   If you brought into play your heritage or traumas (2 xp if you did both).
   
   Per threat of the highest threat opponent on the mission.
  At the end of each mission, mark 1 xp (playbook or attribute)...
   
   When you roll a desperate action, mark 1 xp in that action’s attribute.
  playbook: soldier
  
      grit
      research
      rig
      scout
      maneuver
      shoot
      skirmish
      wreck
      consort
      discipline
      marshal
      sway
      aim
      anchor
      channels
      doctor
      scrounge
      weave
  special abilities
  prowess
  resolve
  specialist
    +1 resist
    +1 resist
    +1 resist
  load 
  4
  Death
  3
      
  need 
  help
  2
    
  -1d
  1
  
  less 
  effect
  bartan traits 
       Warm: +1 consort  (max 2). 
       Pious: Always equip a Reliquary.
       Stoic: +1d to prowess resist.
       Educated: +1 research  (max 2).
  orite traits 
       Noble: Boost 1 campaign action for you.
       Connected: +1 sway  (max 3).
       Vengeful: Potency when harm penalized.
       Stern: +1 discipline  (max 2).
  panyar traits 
       Artisan: You can have up to 4 rig.
       Traveler: Fast/quiet in normal load.
       Shrewd: +1d to insight resist.
       Marked: +2d to resist corruption.
  zemyati traits 
       Tough: Ignore level 1 harm penalties.
       Bold: +1d to resist on desperate actions.
       Loyal: +1d in group actions.
       Stubborn: +1d to resolve resist.
  detail:                                                                                                                
  heritage
  stress
  corruption
           
  trauma
     
  blight
       
  notes:
  trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
  conditions:    anathema—host—hunger—miasma—mutation—rage—rot—visions
     
  name
  insight
  harm
  armor 
  
  heavy 
  
  shield 
  
  special 
  
  Choose Light/Normal/Heavy, and 2 Utility.   
  Bold items are fine. 
   Light
  Quieter/faster. All items below.
   Normal
  All Light items and...
   Heavy
  Slower. All Normal items and...
  Utility. Choose 2 load below.
                                   
     
     
  soldier
  
   Relentless: You may spend grit uses to 
  push yourself.
  
   Over the Top: When you charge into the 
  teeth of an enemy that outnumbers or outguns 
  you, clear 1 stress and take +1d to maneuver. 
  
   Iron Will: You can spend grit uses as 
  special armor vs. fear, paralysis, corruption, 
  and fatigue.
  
   Loaded for Bear: When selecting load, you may select 
  4 utility load instead of 2.
  
   Eat Iron, Shit Nails: When you push yourself, you 
  may ignore all harm penalties. Also take +1d to resist the 
  consequence of any roll you pushed yourself on.
  
   Grenadier: You have had explosives training and can 
  always bring a grenade (1 load) or explosive charges (2 
  load) as part of your light load.
  
   Cavalry: If the Quartermaster has Horses uses available, 
  all members of your squad start missions with mounts. 
  You gain +1d to maneuver while mounted.
  
   Elite: Gain mastery of 2 abilities (they can go up to rank 4).
  
    
  Hardened: You can mark 2 additional stress boxes.
  
    Survivor: You can take +1 trauma before dying.
  
    Veteran: Take a special ability from another source.
  
   Specialist Training: You promote to a Specialist.  Make 
  a new playbook: mark 1 special ability and a rank of the 
  starting Specialist action.
    +1 Utility mark below.
    Fine Heavy Armor
     Replaces Armor.
    +2 Utility mark below.
   Fine Heavy Weapon
  —or—
   Fine Shield
   Musket
   Pistol
   Ammo      
   Winter Clothing
   Supplies      
   Medic Kit      
                                
                                
   Soldier’s Kit
   Reliquary    
   Black Shot       Oil    
    Fine Armor
    Memento of Home
    Fine Hand Weapon
    Fine Kit. Pick one: Medic, 
  Climbing, Cooking, Repair, 
  Soldier’s, or Wrecking.
  grit uses
  
  Controlled 
  You act on your terms. You press a strong advantage.
  Risky 
  You go head-to-head. Act under fire. Take a chance.
  Desperate 
  You overreach. You’re in serious trouble.
  critical: You do it with increased effect.
  6: You do it.
  4/5: You hesitate. Withdraw and try a different 
  approach, or else do it with a minor consequence: 
  a minor complication occurs, you have reduced 
  effect, you suffer lesser harm, you end up in a 
  risky position.
  1-3: You’re blocked or you falter. Press on by 
  seizing a risky opportunity, or withdraw and 
  try a different approach.
  critical: You do it with increased effect.
  6: You do it.
  4/5: You do it but there’s a consequence: You 
  suffer harm, a complication occurs, you have 
  reduced effect, you end up in a desperate 
  position.
  1-3: Things go badly. You suffer harm, a 
  complication occurs, you end up in a desperate 
  position, you lose this opportunity.
  critical: You do it with increased effect.
  6: You do it.
  4/5: You do it but there’s a consequence: You 
  suffer severe harm, a serious complication 
  occurs.
  1-3: It’s the worst outcome. You suffer severe 
  harm, a complication occurs, you lose this 
  opportunity.
  1d per action dot
  Take +1d if you 
  push yourself 
  (you take 2 stress) 
  — or —  
  +1d if you accept a 
  devil’s bargain
   +
  Note: You cannot both push 
  yourself and accept a Devil’s 
  Bargain for +1d.
  Risky actions are the staple 
  position of Band of Blades. If 
  no position is declared, assume 
  the roll to be risky.
  Each time you roll a desperate 
  action, mark a tick of xp in 
  that action’s attribute.
  action roll
  death
  If you suffer level 4+ harm or take your last trauma, your Legionnaire dies. Take 
  over an available NPC Legionnaire to play. Detail an appropriate playbook.
  armor and special armor
  Mark armor to reduce a consequence. In combat, Armor and Shield provide 1 
  armor each. Heavy Armor provides 2 armor. Special armor (see Specialist actions 
  and special abilities) reduces consequences in specific scenarios and situations.
  You reduce or avoid the consequence and take 6 
  stress minus your highest die result.
  1d per attribute
  resistance roll
  resistance rolls
  When resolving action rolls, the GM sets consequences (one, some, or all listed) 
  according to the situation and character position. You may attempt to avoid or 
  reduce each consequence individually with a resistance roll.
  When you roll a critical on a resistance roll, clear 1 stress.
  assist
  Take 1 stress to give another player +1d. You might also suffer consequences 
  from the roll. Only one person may assist a roll.
  protect
  Face danger for a fellow Legionnaire. Step in to suffer a consequence in their 
  place. You may roll to resist as normal, or use armor if you wish.
  set up
  Set up a character by performing your own action, with its own consequences. 
  If you do it, team members who follow up get +1 effect or improved position.
  lead a group action
  Roll the action for each character participating in the group action. The best 
  single roll counts as the action result, which applies to every character that 
  rolled. Leader takes 1 stress for each 1-3 result rolled.
  group actions
  OF
  Version 1.3
  
  utility gear
  Ammo: Powder, wadding, or paper shells 
  for loading powder guns and pistols. 
  Spend to reload ranged weapons. Uses: 5.
  Armor: Mostly leather. Some chain. 
  Will turn a knife or undead teeth. Not 
  much help against the big ones. Provides 
  1 armor against physical attacks. Fine: 
  Often ornate or dyed. Custom for you.
  Black Shot: Crafted by Alchemists, 
  these precious bullets are carried in 
  sawdust-packed, sealed, wood-and-
  leather cases. A mere graze kills lesser 
  undead. Grants potency against undead. 
  Don’t shake. Use sparingly. Uses: 3.
  Books & Scrolls: You bring the right 
  academic treatise or bit of the Legion 
  Annals. Spend to gain +1d or +1 effect 
  level to research action rolls. Uses: 2.
  Hand Weapon: Sword, spear, or axe. 
  Military one-handed weapon. Not knives. 
  You can take two if you don’t use a shield. 
  Fine: Dueling blade, longsword, sabre, 
  heartwood spear, or similar one-handed 
  weapon. Named. Exceptional quality.
  Heavy Armor: Metal plates and leather. 
  Layers. Many have embossed designs, 
  sigils, and painted crests. Not subtle or 
  quiet. Small blades or fists have little 
  to no effect. Provides 2 armor against 
  physical attacks.
  Heavy weapon: Halberds. Longbows. 
  Massive axes. Mauls. Fine: Claymores. 
  Warhammers. Morningstars. Too heavy 
  for most. Well worn and familiar to you.
  Musket: Breech-loaded ball ammo or 
  primitive shells. Standard Legion issue. 
  Accurate at 50 yards. Rookies caught 
  without one get dressed down.
  Oil: Has a number of uses from quieting 
  hinges to filling lanterns. Catches fire 
  easily. Uses: 3.
  Pistol: Single shot. Breech loaded. 
  Fine: Orite revolver (5 shots). Embossed 
  (fancy!). Balanced for quick reloading.
  Reliquary: Bones of ancient Chosen 
  in vials of sacred oil. Shavings of relics. 
  Spend to reduce corruption taken by 
  1 and +1d to resist it. Fine: Reduces 
  corruption taken by 2. Uses: 3.
  Shield: Wood with metal reinforcement. 
  Provides 1 armor against physical 
  attacks. Fine: Fully metal. Sweet decal.
  Supplies: Dry food packed for travel. 
  Not really appetizing unless cooked. One 
  use feeds a Legionnaire for a day. Hope 
  a Rookie packed a Cooking Kit. Uses: 5.
  Winter Clothing: Don’t freeze to 
  death. And if you do, don’t come back.
  kits
  Climbing Kit: Grapples, pitons, rope. 
  A must for mountains, useful in forests.
  Cooking Kit: Pots, pans, grills, spices, 
  and coal you’re made to carry. If a Rookie 
  doesn’t have these, folks will be upset.
  Gun Maintenance Kit: For clearing 
  out jams and  field-modifying a gun. No 
  Sniper should be in the field without this. 
  Medic Kit: Antiseptic, slings, sutures, 
  poultices, and gauze. Spend for special 
  armor against disease and wound 
  complications. Fine: Bandages, draughts, 
  sterile compresses, and medicines.
  Repair Kit: Hammers, files, nails, pins, 
  planks, pulleys, rope, and saws. Can jam 
  traps, repair doors, siege devices, etc.
  Soldier’s Kit: Issued identical, soldiers 
  trade parts and customize. Contains: 
  bedroll, flint and tinder, knife, lantern, 
  small mirror, soap, shaving kit, trowel, 
  whetstone, day’s rations, etc.
  Wrecking Kit: Mallet and spikes. 
  Prybar. Axes. Drills. Vials of acid and 
  small alchemical hand-charges.
  shared gear
  Compass & Maps: Fine Bartan compass 
  (hard to replace). Maps of the local area 
  that you’ve personally annotated.
  Flare Gun: Break-action pistol with 
  colored smoke charges and burning 
  flares. Standard pack includes 4 shells. 
  Lenses: An expensive Bartan telescoping 
  lens for viewing things at a distance.
  Memento of Home: A piece of jewelry. 
  Pressed  flowers. Fine blade with a house 
  crest. Tiny portrait. A letter or book.
  rookie gear
  Family Weapon: Not stylish, but has a 
  history. How did you get it?
  Fresh Food: Enough for a good meal 
  or tasty stew. One of the few things 
  Specialists will respect you for. What 
  touch do you add to your recipe? Uses: 1.
  Naive Hope: May be an asset or liability. 
  You won’t have this long either way.
  Tents & Camping Gear: Lean-tos and 
  maybe the corporal’s tent. Keeps the rain 
  off. Everyone expects you to carry these. 
  Nobody will thank you for it.
  soldier gear
  See Utility, Kits, Shared and Rookie Gear.
  officer gear
  Battlefield Banner: A standard, 
  used to coordinate troops. These banners 
  boost morale—unless they fall. Assign it 
  to someone and they must carry it. 
  Fine Ornate Cloak: An outfit 
  befitting an officer. Crested clasp. A mark 
  of station among the troops.
  Luxury Item: Fine brandies. Spices. 
  Treats. Beautiful game sets. A musical 
  instrument. Privileges befitting rank.
  heavy gear
  Fitted Heavy Plate: Replaces Armor. 
  Recognizable at a distance. Customized. 
  Counts as Fine. Grants 2 armor.
  Fine Tower Shield: Replaces Shield. 
  Massive shield that can be used to protect 
  others. Grants 1 armor.
  medic gear
  Holy Symbol of Mercy: A physical 
  symbol of the Goddess of Mercy often 
  worn as a broach or necklace, or wrapped 
  around the hand.
  Mark of the Healing Goddess: 
  Those physicians who take the Oath of 
  Healing and Mercy (seek no harm to 
  any person, turn away no patient, give 
  mercy to those that cannot be saved) at 
  a temple to Asrika are branded with a 
  sigil of folded wings. Such a symbol is 
  universally recognized as a medic’s mark, 
  and villagers and strangers will provide 
  courtesy and passage to those branded 
  when they wouldn’t otherwise.
  Tonics: Potions and draughts to remove 
  pain, heal common ailments, aid in sleep, 
  and give mercy to those that cannot be 
  saved. Chirurgy materials. Uses: 1.
  scout gear
  Black Arrows: Black Shot-tipped 
  arrows. Potent against undead. Uses: 3.
  Camo Gear: Netting, clothes, bedrolls, 
  and tents designed to blend in with 
  terrain. Can hide a whole camp with this.
  Fine Bow & Arrows: Panyar heartwood 
  recurve bow. Whisper quiet.
  sniper gear
  Fine Long Rifle: A marvel of Orite 
  priest machining. Accurate at 240 yards.
  Not quiet. Scoped. Jacketed rounds. 
  
  summer ends
  The South falls.
  fall deepens
  Panya burns.
  time     How long you have to get to Skydagger, and how undead strength grows
  time: Add 1 tick when time passes, or when you advance and roll pressure, and when 
  missions have a time penalty. Reduce the clocks when mission rewards include time. If you do 
  not complete the missions at Skydagger Keep before the last clock is filled, you lose the game.
  pressure     A measure of how surrounded you are by undead
  pressure: When you advance, roll pressure minus Horses uses spent, and 
  add time below. (1-3: One. 4/5: Two. 6: Three. crit: Five) Then reset pressure 
  to 0. Add pressure when time passes (after campaign actions), or when there 
  is a pressure penalty for a failed mission.
  intel     A measure of how much you know about undead movements and the war
  intel: Spend 1 intel to add +1d to any engagement roll, or to access a special 
  mission in a location in addition to your mission priorities. Gain intel from 
  Recon mission rewards. Before you pick primary and secondary missions, ask 
  intel questions based on how much intel you hold (see below).
  if you hold 0+ intel, ask one of the 
  following questions:
   
   What’s the highest threat we can expect?
   
   How much travel should we expect?
   
   What would be a useful item to bring?
   
   What are 2 approaches we could use here?
   
   How’s our Chosen feel about the missions?
   
   Which squads distrust or don’t respect the 
  leadership?
  if you hold 1+ intel, also ask one 
  of the following questions:
   
   What’s useful to bring on this mission?
   
   Who’s invested in this mission?
   
   What’s a challenge on this mission?
   
   Whose troops might we expect to 
  encounter on these missions?
   
   What resources or benefits might we 
  find at a specific location ahead?
   
   What might be a weakness of an Elite 
  we have encountered?
   
   What might be a craving or instinct of 
  an Elite we have encountered?
  if you hold 2+ intel, also ask one of 
  the following questions:
   
   Which Infamous or Lieutenant might we 
  face on this mission?
   
   What’s the main weakness of the undead’s 
  position on this mission?
   
   Is this related to a previous mission? How?
   
   Which way are the Broken moving?
   
   What is a weakness of an Infamous we’ve 
  seen previously?
   
   What challenges or problems are inherent 
  in a specific location ahead?
  if you hold 3+ intel, also ask one of 
  the following questions:
   
   What is the weakness of a Lieutenant we’ve 
  encountered previously?
   
   What is a craving or instinct of a Lieutenant 
  we’ve encountered previously?
   
   What is a specific Broken researching?
   
   What special missions have we heard of at 
  a location ahead?
   
   What news of the Cinder King?
  OF
  This is a required role for the campaign. 
  The Commander is the Legion’s purpose and direction personified. Choose the Legion’s 
  path. Pick mission focus and emphasis. The Legion cannot spare many soldiers, so 
  prioritize missions you need, and accept the penalties when you cannot.
  Before Play. To prepare the Legion for the campaign, do the following:
  
   Describe the Commander. Select Commander traits from the lists below.
  
   Initial Pressure & Time. Ask the GM how the first mission affected the undead 
  pressure on the Legion, and how it affected the time left to get to Skydagger Keep.
  
   Initial Intel. Ask the GM what intel the first mission revealed, if any.
  
   Advance. After the Quartermaster’s first set of actions, the Legion must advance 
  to the Western Front.
  Commander Traits. Before the game, select from each of the following:
  Heritage (1): 
   Bartan  Orite 
   Zemyati 
   Panyar  Other
  Reputation (1):  
   Fierce 
   Devious  Unstoppable  Proud 
   Inspiring 
  Personality (1-2):   Bold 
   Cold 
   Calculating  Stoic 
   Prideful
  Look (1-3):  
   Lithe 
   Haggard  Well-kempt  Scarred  Athletic
  Your Duties. During the game, do the following:
  
   Track Time and Pressure. Pressure and time increase when time passes 
  or for certain mission penalties. Pressure decreases from some missions, and 
  advancing resets it to zero. Time (rarely) decreases as a result of select missions.
  
   Track Location and Movement. Decide when the Legion advances. You 
  may never backtrack. Mark the Legion position and route on your map. When 
  you advance, roll pressure minus Horses uses spent, and add time based on the 
  roll. (1-3: One. 4/5: Two. 6: Three. crit: Five.)
  
   Track and Spend Intel. Spend intel to add +1d to mission engagement rolls 
  or gain access to a special mission at your location. Ask intel questions before 
  each mission. Intel can be gained from mission rewards.
  
   Pick Missions. Decide on a type of mission to focus on (assault, recon, religious, 
  or supply) and tell the GM. The GM will tell you what’s available. Pick two missions 
  to perform and designate one “primary,” to be played out at the table. The other 
  is secondary and resolved with an engagement roll. If you were presented with 
  a third mission, you automatically fail it.
  
   Work with Other Roles. Consult with the rest of the players to make the 
  best decisions you can, but you have the final say in the duties you are tasked 
  with. The fate of the Legion is in your hands. Good luck.
  Version 1.3
  role: commander
  
   locations
   missions
        Assault
  Raids. Ambushes. Attacks.
  rewards:
  
   Morale
  
   Supply
  
   Time
  failure cost:
  
   Pressure
  
   Supply
  
   Time
        Recon
  Infiltrations. Patrols. Surveys.
  rewards:
  
   Intel
  
   Asset
  
   Troops
  failure cost:
  
   Pressure
  
   Troop Loss
  
   Time
  Pilgrimages. Rituals.
  rewards:
  
   Fine Assets
  
   Time
  
   Specialist
  failure cost:
  
   Pressure
  
   Troop Loss
  
   Morale
  western front
  plainsworth
  long road
  barrak mines
  gallows pass
  sunstrider camp
  duresh forest
  talgon forest
  westlake
  eastlake
  fort calisco
  the maw
  high road
  Small camp. Broken soldiers. Many undead.
  Once prosperous plains town, protected by an ancient wall.
  Ancient wards. Exposed. Too long. Few supplies.
  Rich mine for Black Shot supplies.
  Narrow mountain pilgrimage route.
  Plains camp used by many. Refugees.
  Beasts. Hunters. Hard to navigate.
  Forest heart holy to the Horned god.
  Walled city.  Suspicious. Corrupt. Pride and politics.
  Rich city. Very religious. Very proud.
  A besieged military outpost at the base of the mountains.
  Ancient, haunted, underground passage.
  Old pilgrimage route. Easy to be ambushed.
  Location name, notes, and mission availability.
  skydagger keep
  Controls the pass. Your mission is to hold it until snows stop undead advance.
        Supply
        Religious
  Scrounging. Mercenary work.
  rewards:
  
   Supply
  
   Assets
  failure cost:
  
   Morale
  
   Supply
  Choose one to prioritize each time. Bold means more likely.
  
   engagements
  The Marshal assembles and rolls dice for engagements.
  OF
  This is a required role for the campaign. 
  The Marshal orders soldiers into battle. Assign squads and Specialists to the missions 
  the Commander undertakes—you’re responsible for making sure they have the best 
  chance of making it back to camp.  You track morale, troop experience, and health. 
  You decide who’s in charge on a mission.
  Before Play. To prepare the Legion for the campaign, do the following:
  
  Describe the Marshal. Select Marshal traits from the lists below.
  
  Initial Morale. Ask the GM how the first mission affected the Legion morale. 
  
  Create Additional Specialists. The Legion starts with five Specialists. Any 
  that were not created by other players for the first mission are yours to detail. 
  Describe where they were during the starting mission. 
  
  Fill Out Your Starting Squad. The Legion starts with all six squads full of 
  Rookies, but you are responsible for detailing them only when needed. For now, 
  detail the one sent on the starting mission. Select the heritage and names for any 
  squad members that weren’t already named.
  Marshal Traits. Before the game, select from each of the following:
  Heritage (1): 
   Bartan 
   Orite 
   Zemyati 
   Panyar  Other
  Reputation (1):  
   Callous 
   Fearless  Honorable  Proud 
   Protective 
  Personality (1-2):   Bold 
   Cold 
   Cautious 
   Fierce 
   Vengeful
  Look (1-3):  
   Grizzled  Stylish 
   One-Eyed  Scarred  Crisp
  Version 1.3
  Your Duties. During the game, do the following:
  
  Track Morale. Morale increases during the liberty campaign action, and from 
  mission rewards. It decreases from mission penalties, when soldiers die (-1 per), 
  and when there isn’t supply (-1) or Food (-2) when it must be spent.
  
  Assign Who Goes On And Leads Missions. Decide who goes on missions. 
  Missions take 1 squad and up to 2 Specialists by default. If there’s an Officer on a 
  mission, they’re in charge. Otherwise, you say who’s in charge.
  
  Track squads and Specialists. Between missions, keep the playbooks. Mark 
  losses, harm, stress, advancement, and promotions. Name squad members as 
  needed. Detail any Specialists the Legion gains.
  
  Make Engagement Rolls. See the back of this sheet. It’s your duty to roll.
  
  Ensure Legionnaires Advance. Make sure the group remembers to track xp 
  after missions. Secondary missions grant 2 xp to Specialists regardless of outcome.
  
  Work with Other Roles. Consult with others to make the best decisions you 
  can, but you have the final say in the duties you are tasked with.
  Engagement rolls determine unit disposition at the start of a primary mission and 
  the outcome of secondary missions. As the one sending troops into battle, it’s the 
  Marshal’s duty to assemble the dice and make the engagement rolls. 
  Before Every Mission. Assemble the engagement roll by asking the following:
   
    Legion Loyalty. Are all on the mission oathsworn to the Legion? Take +1d.
   
    Intel. Did the Commander spend 1 intel to give you foresight and info? Take +1d.
   
    Veteran. Is everyone on the mission a Specialist or Soldier? Take +1d.
   
    Leadership. Does any Legionnaire distrust the leadership or not fear them 
  enough to obey orders on the battlefield? Take -1d.
   
    Parameters. Are required Specialists or equipment not on the mission? Take -1d.
  Assault Mission. On each assault mission, also ask the following:
   
    Weapons. Did the Quartermaster equip the soldiers with Black Shot? Take +1d.
   
    Wounds. Is any Legionnaire starting the mission wounded? Take -1d.
  Recon Mission. On each recon mission, also ask the following:
   
    Speed. Did the Quartermaster spend Horses to equip the mission? Take +1d.
   
    Stealth. Is any Legionnaire starting with heavy load? Take -1d.
  Religious Mission. On each religious mission, also ask the following:
   
    Arcane. Did the Quartermaster send Religious Supplies to ward and protect 
  the Legionnaires? Take +1d.
   
    Corruption. Is any Legionnaire starting with blight? Take -1d.
  Supply Mission. On each supply mission, also ask the following:
   
    Supplies. Did the Quartermaster spend Food to equip the mission? Take +1d.
   
    Enemies. Is the current pressure higher than 2? Take -1d.
  engagement roll outcomes
   
    Critical. Primary Mission: You’ve overcome the first obstacle and are in a 
  controlled position at the next. Secondary Mission: You succeed at the mission, 
  and promote one squad member (see Rookie/Soldier special abilities for details).
   
    6. Primary Mission: You’re in a controlled position when the action starts. 
  Secondary Mission: You succeed at the mission, all Specialists take level 1 harm, 
  and you may choose to lose 2 squad members to promote a Rookie to Soldier.
   
    4/5. Primary Mission: You are in a risky position when the action starts.  
  Secondary Mission: Fail the mission or you can succeed, two squad members 
  die, and all Specialists take level 2 harm.
   
    1-3. Primary Mission: You’re in a desperate position when the action starts. 
  Secondary Mission: You fail the mission, lose 3 squad members, and all Specialists 
  take level 3 harm.
  role: marshal
  
   specialists
  morale
      
        
      
  shattered lions
  stress
  soldier
  name
  wounds
  
  
   
  
  
   
  
  
   
  
  
   
  
  
   
  ember wolves
  stress
  soldier
  name
  wounds
  
  
   
  
  
   
  
  
   
  
  
   
  
  
   
  grinning ravens
  stress
  soldier
  name
  wounds
  
  
   
  
  
   
  
  
   
  
  
   
  
  
   
  star vipers
  stress
  soldier
  name
  wounds
  
  
   
  
  
   
  
  
   
  
  
   
  
  
   
  ghost owls
  stress
  soldier
  name
  wounds
  
  
   
  
  
   
  
  
   
  
  
   
  
  
   
  silver stags
  stress
  soldier
  name
  wounds
  
  
   
  
  
   
  
  
   
  
  
   
  
  
   
  name
  stress
  wounds
  actions
  abilities
  
  
  
  
  
  
  
  
  
  heavy  —   assault and supply missions
  name
  stress
  wounds
  actions
  abilities
  
  
  
  
  
  
  
  
  
  medic  —   assault and religious missions
  name
  stress
  wounds
  actions
  abilities
  
  
  
  
  
  
  
  
  
  officer  —   religious and supply missions
  name
  stress
  wounds
  actions
  abilities
  
  
  
  
  
  
  
  
  
  scout  —   recon and supply missions
  name
  stress
  wounds
  actions
  abilities
  
  
  
  
  
  
  
  
  
  sniper  —   assault and recon missions
  name / type
  stress
  wounds
  actions
  abilities
  
  
  
  
  
  
  
  
  
  other 
   Lose morale from:
   
   Missions. Penalties for failure or loss.
   
   Materiel. Can’t pay supply (-1) or Food (-2).
   
   Death. Whenever a soldier dies (-1).
  campaign actions: Each campaign phase, gain actions based on morale. 3-: None. 4-7: One. 8-10: Two.
  desertion: If you lose morale and have none, soldiers desert (one per morale you can’t pay). 
  You lose Rookies, then Soldiers. If fewer than 3 full squads, end the game. The Legion is no more.
   Gain morale from:
   
   Missions. Successful mission rewards.
   
   Liberty. Whenever the Quartermaster 
  chooses the liberty campaign action.
  
  OF
  This is a required role for the campaign. 
  The Quartermaster commands non-combat personnel and holds keys to all Legion 
  supplies and weapons. Decide what to equip squads with to prepare for the missions 
  ahead. Declare campaign actions between missions to resupply troops, prepare nasty 
  surprises, and acquire much-needed supplies for the march.
  Before Play. To prepare the Legion for the campaign, do the following:
  
  Describe the Quartermaster. Select traits from the lists below.
  
  Initial Supply. Ask the GM how supplies were affected by the first mission.
  
  Initial Non-Legion Personnel. Select one Mercy or Alchemist. Name them.
  
  Initial Food. Mark 1 Food box. This is what’s left in your stores.
  
  Starting Materiel. Pick 5 additional boxes of materiel. Black Shot, Food, 
  Horses, and Religious Supplies are used for mission engagement dice. Laborers, 
  Siege Weapons, and Supply Carts modify approaches to those missions.
  
  Modify Materiel. Ask the GM how the first mission affected your materiel.
  Quartermaster Traits. Before the game, select from each of the following:
  Heritage (1): 
   Bartan  Orite 
   Zemyati 
   Panyar  Other
  Reputation (1):  
   Precise  Clever 
   Prepared 
   Frugal 
   Cautious 
  Personality (1-2):   Smart 
   Kind 
   Resourceful  Frugal 
   Haughty
  Look (1-3):  
   Stylish  Opulent  Colorful 
   Tired 
   Grizzled
  Your Duties. During the game, do the following:
  
  Track and Spend Supply. You gain supply primarily from supply mission 
  rewards. Spend supply for additional campaign actions or to boost a campaign 
  action. When the Commander advances the Legion, lose any supply you can’t 
  take with you (maximum 3 supply, plus 1 per Supply Cart).
  
  Perform Campaign Actions. Between mission phases, perform a number of 
  campaign actions according to troop morale. Ask the Marshal how many you get.
  
  Track and Use Materiel and Non-Legion Personnel. Expend materiel 
  to make missions more successful. Track Mercy and Alchemist statuses, such as 
  wounds and corruption. Work on projects to change the position of the Legion.
  
  Work with Other Roles. Consult with the rest of the players to make the 
  best decisions you can, but you have the final say in the duties you are tasked 
  with. The fate of the Legion is in your hands. Good luck.
  Version 1.3
  After missions, perform campaign actions based on morale (ask the Marshal). 
  Take additional campaign actions by spending supply one-for-one. Spend a 
  supply to boost an action in addition to any other costs. You can do each action 
  once per campaign phase (except acquire assets and long-term projects).
  rest and recuperation
  Take time to let soldiers tend wounds and rest. Each Legionnaire marks a tick 
  in any harm row. Once a row’s healing ticks are full, erase the ticks and injuries 
  in that row. If you wound a Mercy, one Specialist gains an extra healing tick. 
  Finally, heal any Mercies wounded before this recuperation action.
  boosted: Every Legionnaire gains a second healing tick.
  Legionnaires are given leave of their responsibilities for a few days, good food 
  and drink is provided, and campfire revelry is permitted. During this time, 
  Legionnaires at liberty can party, fraternize, or relax as they see fit. Every 
  character clears up to 3 stress. Increase Legion morale by 2. 
  boosted: Legionnaires clear all stress. Increase Legion morale by 4 (total).
  liberty
  The war has left soldiers crawling home and mercenaries guarding villages 
  and roads—or raiding them. You recruit these recluses, rejects, and returning 
  warriors to serve in the Legion’s ranks. Gain up to five Rookies for the Marshal 
  to replenish the rosters with.
  boosted: Two of those Rookies are Soldiers instead (the other 3 remain Rookies).
  recruit
  Beg, borrow, or steal an asset you need. Roll the location’s assets rating. The 
  result indicates the quality of the asset (1-3: Poor. 4/5: Standard. 6: Fine. crit: 
  Exceptional). Laborers, Siege Weapons, and alchemical concoctions are fine 
  quality. Alchemists and Mercies are exceptional quality.
  boosted: Upgrade result by one level. You may spend multiple supply.
  acquire assets
  Work on a long-term project, if you have the means. Pick a Specialist to lead the 
  project. They roll an action and mark segments on the project clock based on 
  the result (1-3: One. 4/5: Two. 6: Three. crit: Five). You can do this campaign 
  action multiple times, but only if working on a different project each time.
  boosted: Upgrade result by one level. You may spend multiple supply.
  long-term project
   campaign actions
  role: quartermaster
  
   non—legion personnel
   materiel
  Supply Carts
  Mercy
  Alchemist
  Alchemist
  Alchemist
  Mercy
  Mercy
  Food Stores
  Horses
  Black Shot
  Horses
  Black Shot
  Horses
  Black Shot
  Religious Supplies
  Religious Supplies
  Siege Weapons
  Laborers
  Food Stores
  Food Stores
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
    
   wounded 
  corruption
  corruption
  corruption
   wounded 
   wounded 
    
    
    
    
    
  
  
  
  
  
  
  
  
  
    
    
    
    
    
    
    
    
    
    
    
    
  Spend 1 use of Food Stores when 
  time passes or lose 2 morale. 
  Carry up to 6 food per Food 
  Stores with Supply Carts. 
  
  
  
  
  
  
  supply     A measure of the Legion’s spare gear, liquid funds, and trade goods.
  supply: Gain from mission rewards. Lose from mission penalties. If you 
  lose supply and have none, lose 1 morale instead. Spend supply to boost 
  campaign actions and to take additional campaign actions. You can keep a 
  max of 3 supply +1 per Supply Cart (see Materiel below) when advancing.
      Each box of resources has 3 uses (circles) by default.
  materiel details
  non—legion personnel details
   
  Black Shot: A rare metal transmuted 
  to become anathema to undead. 
  Mechanics: You may spend a use of 
  Black Shot (circle) to add +1d to an 
  assault mission engagement roll. 
  When you do, all Specialists on the 
  mission equip Black Shot for free.
   
  Food Stores: An army moves on its 
  stomach. Grains, cured meats, etc.
  Mechanics: Consume 1 use of Food 
  when time passes. If you can’t, the lose 
  2 morale.  Spend 1 use of Food to add 
  +1d to a supply mission engagement 
  roll. When you do, all Specialists on 
  the mission equip Supplies for free.
   
  Horses: Used to outfit scouts, pull 
  supplies, etc. Critical to logistics.
  Mechanics: Spend a use of Horses 
  to add +1d to a recon mission 
  engagement roll or reduce pressure 
  by 1 when advancing. You may spend 
  multiple uses when advancing.
   
  Alchemist: Bound to the Maker or 
  Builder, Alchemists are scientists able 
  to transmute materials. With a god 
  Broken, alchemy now corrupts.
  Mechanics: Alchemists can make 
  alchemicals and cure mystic diseases. 
  The GM says if this is an acquire asset 
  or an alchemical long-term project 
  (done in addition to other actions). 
  Roll dice equal to Alchemists for effect. 
  Then roll Alchemist dice for corruption 
  (1-3: 3. 4/5: 2. 6: 1. crit: 0). Distribute 
  corruption among Alchemist clocks. 
  When full, the Alchemist is blighted 
  and ended. Dangerous projects may 
  add +1 or +2 corruption per roll.
  
  Religious Supplies: Bones of saints, 
  pages of holy books and other mystic 
  supplies used to help fight the undead.
  Mechanics: Spend a use of Religious 
  Supplies to add +1d to a religious 
  mission engagement roll. When you 
  do, all Specialists on the mission equip 
  a Reliquary for free.
  
  Siege Weapons: Ballista, catapult, 
  trebuchet, or cannon. Used to assault 
  fortified positions or powerful undead.
  Mechanics: Required for some special 
  missions. Can reduce threat or scale 
  of enemies when deployed. Increases 
  final score.
  
  Supply Carts: Logistics carts enable 
  the Legion to carry more supplies and 
  food stores and still push forward at 
  the same speed.
  Mechanics: Adds 1 to your maximum 
  supply and extends each Food Stores 
  by one per cart (max 6).
   
  Laborers: A catch-all category for 
  blacksmiths, engineers, carpenters, 
  and the like that travel with and 
  function alongside the Legionnaires.
  Mechanics: Each unit of laborers puts 
  1 tick on any appropriate long-term 
  project during campaign actions. 
  Increases final score.
   
  Mercy: Bound to the goddess Asrika, 
  these unsettling mendicants can take 
  the injuries of others onto themselves.
  Mechanics: When taking the rest and 
  recuperation campaign action, you 
  may wound an unwounded Mercy to 
  give 1 Specialist an extra healing tick. 
  
  This is an optional role for the campaign. 
  The Legionnaires look to the Lorekeeper to remind them of trials and tribulations 
  survived, and connect them with heroes of the past. Confer with the other Roles 
  so they make decisions consistent with the Legion’s values. You’re entrusted with 
  recording events and remembering the dead within the Annals of the Fallen.
  Before Play. To prepare the Legion for the campaign, do the following:
  
    Describe the Lorekeeper. Select Lorekeeper traits from the lists below.
  
   Remember the Battle of Ettenmark Fields. Tell us the tale of the battle 
  where the Legion’s offensive was shattered. What mistake did the Legion make? 
  Which Broken did you face? What did you see? Who saved you? What did you learn?
  
    Initial Legion Values. Cross out one option from each of the three morale 
  categories for the Back at Camp lists on the Skydagger Keep sheet. Tell everyone 
  how the lessons learned at Ettenmark have shaped the Legion’s current values.
  Lorekeeper Traits. Before the game, select from each of the following:
  Heritage (1): 
   Bartan  Orite 
   Zemyati 
   Panyar 
   Other
  Reputation (1):  
   Wise 
   Friendly  Inquisitive  Dedicated 
   Famous 
  Personality (1-2):   Warm  Clever 
   Eloquent 
   Young 
   Curious
  Look (1-3):  
   Soft 
   Maimed  One-Eyed  Ink-Stained  Grizzled
  Your Duties. During the game, do the following:
   
    Track the Dead. Note every Legionnaire that dies. The book weighs heavy, 
  but while there is still a Legion, you have a sacred duty to remember all sacrifices.
   
    Tell the Tales of the Legion. When four new names are added to your 
  lists of the dead, tell a Tale of the Legion. Answer all questions the Tale asks in 
  your story, then choose one benefit to the troops. The first five tales in that order.
   
    Keep the Annals. Note missions, who is sent, and their outcomes. If there is 
  any question what happened, it is your duty to recall it for others. Keep these 
  books safe. If you’ve kept the Annals faithfully through the end of the campaign, 
  and they’ve reached Skydagger Keep safely, add 10 points to your final score.
   
    Set Back at Camp Scenes. Consult with the Marshal on morale before making 
  your selection. If a decision needs to be made about the camp or its rules, you 
  will make them.
   
    Work with Other Roles. Advise the other Roles as necessary. Keep in mind 
  the Legion’s beliefs and lessons you have set, and remind them.
   
  When all Tales are told, and four more names enter your Annals, you may tell any 
  Tale—but each can only be told once until all types of Tales are told once again. 
  further annals
  OF
  Version 1.3
  role: lorekeeper
  
    Tell a Tale of the Legion’s Founding
  Let me tell you a Tale of the Legion’s founding by the Seventh 
  Emperor, as recorded 427 years ago in the first Annals...
   
   Who was the first Commander / Legionnaire / Lorekeeper?
   
   How (or for what) is that person remembered?
   
   What dangerous threat was the Legion formed to face?
    Tell a Tale of the Legion’s Independence
  After the Old Empire fell, the Legion became sellswords that 
  hired out to causes they believed in. This is a tale of…
   
   Where is the Legion’s original charter stored?
   
   What unusual restriction(s) are placed on Legionnaires?
   
   What cause has the Legion taken up previously?
    Tell a Tale of Hardening in Battle
  These undead are not the greatest threat the Legion has faced. 
  Let me tell you a Tale of when we faced impossible odds...
   
   What terrible power did this threat wield?
   
   How was this threat’s unknown weakness found?
   
   At what cost did the Legion overcome this foe?
    Tell a Tale of the Legion’s Unyielding Will
  We have fought holy and unholy since our inception, even in 
  the Godswar, when Chosen took arms against Chosen...
   
   Which previous Chosen did the Legion fight beside?
   
   Against which supernatural threat did they fight?
   
   How many survived and how did they rebuild the Legion?
    Tell a Tale of the Legion’s Meaning
  The Legion is no longer just a military, but family forged in 
  blood over a century. This is a tale...
   
   How do civilians treat the Legion differently from other units?
   
   How are new recruits inducted into the Legion?
   
   What oath must all Legionnaires speak?
  Choose 1 Effect on the Legion:
   
   The soldiers learn a lesson. All Specialists may 
  place 1 xp in any category.
   
   The Legion seeks glory of yesteryear. Your next 
  set of missions will include a special mission.
   
   The histories raise morale. The Legion gains +2 
  morale.
  Choose 1 Effect on the Legion:
   
   Legionnaires shrug off wounds. All Specialists 
  may mark 1 free healing tick.
   
   The Legion purifies hearts and minds. All 
  Legionnaires reduce corruption by 2.
   
   Soldiers work extra shifts. Add 3 ticks to a long 
  -term project.
  Choose 1 Effect on the Legion:
   
   The Legion digs in. Remove 1 pressure, but the 
  Commander may not advance in the next phase.
   
   Soldiers prepare to fight swiftly. Next mission, all 
  Specialists gain +1d to maneuver rolls.
   
   Soldiers prepare their strongest weapons. Next 
  mission, all Specialists gain +1d to wreck rolls.
  Choose 1 Effect on the Legion:
   
   Your Chosen is moved. Your Chosen gains 1 favor 
  as if they had completed a favored mission.
   
   Never give up. Next mission, all Legionnaires 
  gain +1d to all resistance rolls.
   
   Soldiers prepare to face the unholy. Next mission, 
  all Legionnaires get +2d to resolve resists.
  Choose 1 Effect on the Legion:
   
   The Legion promotes an exemplar. Promote a 
  Rookie to Soldier.
   
   Soldiers remember why they fight. One mission 
  next session gains +2d to its engagement roll.
   
   Legionnaires protect each other. Next primary 
  mission, each Specialist gets 1 special armor: any.
   annals of the legions
  When a soldier falls, note their name. When four are entered into the Annals, the next time that time 
  passes, before campaign actions, take a moment to tell a tale and choose the effect it has on the Legion.
  
  This is an optional role for the campaign. 
  The official title of the Spymaster is "The Master of Whispers." Your job is to find and 
  train the right people to solve problems a hundred men are not suited to. The colorful 
  people you truck with have dozens of stories and tall tales told about each of them. 
  Before Play. To prepare the Spymaster for the campaign, do the following:
  
    Describe the Spymaster. Select Spymaster traits from the lists below.
  
   Initial Spies. Select 2 spies to start. Mark one as Trained and the other as 
  Master. You can gain one more as play progresses, up to three total.
  Spymaster Traits. Before the game, select from each of the following:
  Heritage (1): 
   Bartan  Orite 
   Zemyati 
   Panyar  Other
  Reputation (1):  
   Aloof 
   Deadly 
   Dangerous 
   Cold 
   Shrewd 
  Personality (1-2):   Cold 
   Quiet 
   Calculating  Smug 
   Gracious
  Look (1-3):  
   Comely  Colorful  Nondescript  Gaunt 
   Tattooed
  Your Duties. During the game, do the following:
  
   Dispatch Spies. Dispatch spies on assignments during campaign actions. 
  Simple assignments complete immediately (though interrogation takes place 
  right before missions). Long-term assignments take time to finish, and different 
  spies may take turns working on them.
  
   Grow Your Network. Your true enemies are the Broken. Prepare for them. 
  
   Work with Other Roles. Consult with the other Roles to make the best 
  decisions you can, but you have the final say in the duties you are tasked with. 
  The fate of the Legion is in your hands. Good luck.
   
  During  campaign actions, spies may be given long-term assignments. Only 1 
  spy may be sent on each assignment. Roll 1d for trained spies (2d for masters). 
  Advance according to results. 1-3: 1 tick, and the spy is wounded. 4/5: 2 ticks. 
  6: 3 ticks. crit: 5 ticks. A wounded spy that is wounded again dies.
  long-term assignments
   simple assignments
  During campaign actions, you can assign spies to simple assignments. Spies on 
  simple assignment cannot undertake long-term assignments (back). 
   
    Recover. The spy heals and recuperates. Remove their wounded condition.
   
    Interrogate. Ask the Commander for the intel questions list. Your spy is 
  sent on a mission and can answer one question from any list (regardless of the 
  Commander’s intel total) whenever missions are presented by the GM.
  
  Blackmail. Spy bribes or threatens as needed. Add +1d to an acquire assets roll.
  
   Help. Spy bribes or threatens as needed. Add +1d to a long-term project roll.
  augument missions
  Use contacts to bolster the Commander’s mission selection.
  complete: Next GM mission generation, tell them to add 
  +1 to the rewards  and mission penalty rolls on one mission 
  of the Commander’s focus type. That type must appear once.
  lay trap
  Goad an undead with a known weakness or desire into 
  exposing themselves to attack.
  complete: The next mission list will include an assault 
  mission to attack a specific Lieutenant or Infamous.
  expand network
  Take the time to build contacts, informants, and local resources 
  in the area, and expand and hone your spies’ effectiveness.
  complete: Choose a new spy network advancement connected 
  to any piece of the network you have.
  recruit
  Spies lead dangerous lives. Sometimes you have to recruit more.
  complete: If you’ve lost a spy, add one to the roster. You can 
  only have 2 spies at a time, or 3 if you have Acquisition in your 
  spy network.
  research
  Undercover spies research an area for high-reward missions.
  complete: Learn all the special missions in a location, and if 
  the Commander spends an intel to acquire one, you may pick 
  which to do. If you move past the location, reset the clock.
  OF
  role: spymaster
  Version 1.3
  
  Bortis:  A grizzled Zemyati, Bortis is an asset on and off the field. 
  Rumor is that if he lives, he’ll become the next Spymaster.
  Specialty: When Bortis rolls on expand network assignments, 
  he generates +1 segment on his rolls.
   Trained     Master                      Wounded 
  Antoinette: Denied nobility by birth, this Orite seamstress found 
  a better calling in life. She’s broken countless hearts, poisoned nobles 
  and warriors both, and has yet to fail a mission.
  Specialty: Antoinette automatically upgrades to a master spy.
   Trained     Master                      Wounded 
  Liya: This Bartan bears none of the usual Bartan jewelry signifying 
  kinship and prefers deep cover and long-term solo missions. She’s 
  also a master duelist, and a known Weaponmaster.
  Specialty: Liya rolls +1d on research assignments.
   Trained     Master                      Wounded 
  Onyetin: This friendly bear of a man is also one of the deadliest 
  assassins in the Eastern Kingdoms. He knows exactly how to spot 
  or uncover hidden targets and caches.
  Specialty: Onyetin rolls +1d on augument mission assignments.
   Trained     Master                      Wounded 
  Crimson Vexing Gale: Little is known about this Panyar, except 
  that their eyes reflect silver beneath a hood. They come and go as 
  they please. Many rumors surround their past.
  Specialty: Does not wound on any mission.
   Trained     Master
  Igrid: An Aldermark local, Igrid blends into all the settlements 
  nearby. She travels the area freely, taking note of news and rumors.
  Specialty: Whenever Igrid interrogates you may ask 1 additional 
  intel question.
   Trained     Master                      Wounded 
   spies
   
  spy network
      spy network
  You are able to train, support, and 
  utilize spies. You start with 2 spies. 
  One trained and one master spy.
  
      merchants
  augumented supply missions give 
  +1 supply beyond the usual rewards.
  
      entrapment
  Spies roll +1d on Lay Trap 
  missions.
  
      acquisition
  Gain another spy. Mark 
  their trained box.
  
      analysts
  Spies roll +1d on research 
  assignments.
  
      investments
  Spies roll +1d on expand 
  network assignments.
  
      field assessment
  You may ask 1 additional question 
  when you interrogate.
  
      training
  One of your trained spies becomes a 
  master spy. This may be taken twice.
   
      rangers
  augumented recon missions give 
  +1 intel beyond the usual rewards.
  
      mercenaries
  augumented assault missions give 
  +1 morale beyond the usual rewards.
  
      holy orders
  augumented religious missions 
  give +1 asset beyond the usual rewards.
  
      sources
  You have loyal contacts & informants 
  everywhere. Spies roll +1d on 
  augument mission assignments.
  
  
  OF
  This is a required role for the campaign. 
  You are the Game Master for this game of Band of Blades. Manage and portray non-
  player characters, facilitate gameplay, and keep the world consistent in tone, history, 
  and with the events of gameplay.
  Before Play. To prepare the game, do the following:
  
   Gather the Troops. Gather 3-4 friends for the game. Discuss the premise 
  and buy-in of the game. Make sure everyone is on the same page about the tone, 
  horror, and lethality of the setting.
  
   Select Chosen. Discuss and select an appropriate Chosen who rides with the 
  Legion. Follow setup instructions and read the starting mission.
  
   Select Broken. Pick two Broken (black banner) to be the antagonists of your 
  campaign. Follow the appropriate instructions to set them up.
  
  Facilitate Setup. Print out what’s required. Print extra Rookie sheets. Help 
  everyone make Specialists. Remember that Legion players will pick Roles after 
  the first mission. Answer questions about the setting and rules.
  
   Gather GM Materials. Make sure you have this sheet, the book (or PDF), 
  Broken sheets, and the proper Chosen sheet at hand.
  Your Duties. During the game, do the following:
  
   Keep the Rules. Keep track of what phase of play you’re in. Answer rules 
  questions. Call for rolls when the characters take actions that are difficult or 
  dangerous. Consult fortune rolls when answers are uncertain.
  
   Speak the World as it is. Keep the fiction and tone consistent. Pour fear and 
  disgust into the undead. Keep the gods mysterious and incomprehensible. Make 
  the people the soldiers meet real. Show the terrible consequences of war. Show 
  that there are no magical solutions to the problems of the Legion.
  
  Make Choices Matter. If the players choose not to cure a plague, the disease 
  spreads. If they negotiate a treaty, reflect this in the Legion resources appropriately. 
  Always consider what the enemy is doing in response to the Legion’s actions.
  
  Generate Missions. Whenever necessary, generate the next batch of missions. 
  Consult the mission generation charts for inspiration, but you must breathe life 
  into them. Make the fiction of the missions tie into the story of the journey and 
  previous actions. Make the objectives interesting and ensure the consequences 
  of not doing missions count.
  Version 1.3
  threat and harm
  Legion troops operate as threat 1 (fine equipment makes this effectively 2). 
  Pushing for effect and set up actions can mitigate effect difference. Undead 
  have an effective threat based on their type (from threat 1 line troops to threat 
  5 Broken). Harm from a higher threat undead is more deadly. Increase harm 
  (level set by position—controlled: 1, risky: 2, desperate: 3) by 1 per difference 
  in threat. A Legionnaire in a desperate position hit by a threat 3 undead endures 
  level 5 harm; survivable with armor and resistances, but not easy to weather.
  game structure
  Play rotates through two main phases. Aim to start the session with the mission 
  phase where you zoom in and play out the primary mission (chosen by the 
  Commander), resolve the secondary mission with an engagement roll, and reap 
  mission penalties and rewards. Roleplay Back at Camp scenes, and consume 
  required resources. Then we go the campaign phase. At the campaign level, the 
  players perform their Legion roles. Campaign actions are enacted and missions 
  prioritized and selected. Play then shifts back to the mission phase.
  corruption
  The Word animating the undead has a corrupting influence on the living. After 
  a corrupting attack from an undead (something that spreads the unwholesome 
  essence of undeath—like the bite of the Rotters, or sorcerous power like Shadow 
  Witch hexes), the victim gains corruption equal to the Threat of the enemy. 
  Resist corruption with resolve. Corruption is usually only reduced.
  missions
  campaign
  Priority. Commander picks 
  primary and secondary mission. 
  Primary Mission. Play out the 
  details at the table. Legionnaires 
  gain xp.
  Secondary Mission. Resolve 
  the outcome via an engagement 
  roll by the Marshal.
   Bookkeeping. Gain mission 
  penalties and mission rewards, 
  and lose morale for dead soldiers.
  Back at Camp. Play out what 
  happens at camp during missions. 
  Go to Campaign Phase.
  Time Passes. Pressure and time 
  increase. Food is consumed. A 
  Lorekeeper tells tales if present.
  Campaign Actions. Choose 
  and resolve campaign actions 
  (see Quartermaster/Marshal). 
  If you have a Spymaster, they 
  deploy spies.
  Advance. Commander chooses 
  whether to advance the Legion.
  New Mission Generation. 
  Commander picks mission type 
  to focus. GM generates missions. 
  Go to Mission Phase.
  role: game master
  
  type
  reward
  penalty
  assault
  1
  People
  1
  +2 Morale.
  1
  +1 Pressure. +1 Time.
  2
  The Wild
  2
  +3 Morale.
  2
  +1 Time.
  3
  Undead
  3
  +4 Morale.
  3
  -1 Supply.
  4
  Undead
  4
  +2 Morale. +1 Supply.
  4
  -1 Pressure.
  5
  Powerful Undead
  5
  +2 Morale. +1 Intel.
  5
  -1 Pressure.
  6
  Powerful Undead
  6
  +2 Morale. -1 Time.
  6
  -1 Pressure.
  recon
  1
  Area Recon
  1
  +2 Intel.
  1
  +1 Time.
  2
  Route Recon
  2
  +2 Intel.
  2
  2 Deaths.
  3
  Troop Recon
  3
  +1 Intel. Asset.
  3
  1 Death.
  4
  Infiltration
  4
  +1 Intel. Asset/Troops.
  4
  +1 Pressure.
  5
  Exfiltration
  5
  +1 Intel. -1 Time.
  5
  +1 Pressure.
  6
  Pick Above + Danger 6
  +3 Intel.
  6
  None.
  religious
  1
  Escort
  1
  -1 Time. +2 xp.
  1
  -1 Morale. +1 Pressure.
  2
  Cleansing
  2
  +2 Morale. +10 pts.
  2
  +1 Pressure.
  3
  Defense
  3
  +1 Intel. +2 Morale.
  3
  +1 Pressure.
  4
  Unearth
  4
  Fine Asset.
  4
  +1 Morale.
  5
  Pick Above + Favor
  5
  Exceptional Asset.
  5
  +1 Morale.
  6
  Pick Above + Favor
  6
  Specialist.
  6
  None.
  supply
  1
  Scrounge or Trade
  1
  Asset. +1 Supply.
  1
  -1 Morale. -1 Supply.
  2
  Scrounge or Trade
  2
  Asset. +1 Supply.
  2
  -1 Supply.
  3
  Rescue Supplies
  3
  +2 Supply.
  3
  +1 Morale.
  4
  Rescue Supplies
  4
  Asset. +2 Supply.
  4
  +1 Morale.
  5
  Mercenary Work
  5
  +3 Supply.
  5
  None.
  6
  Mercenary Work
  6
  +3 Supply.
  6
  None.
  mission count
  1
  3 Missions
  2
  3 Missions
  3
  3 (one +1 Specialist)
  4
  2 Missions
  5
  3 (one has Favor)
  6
  3 (one is Special) 
  mission type
  1
  Assault
  2
  Recon
  3
  Religious
  4
  Supply
  5
  Commander’s Pick
  6
  GM’s Choice
  Favors
  1
  Mystic
  2
  Holy
  3
  Glory
  4
  Knowledge
  5
  Mercy
  6
  Wild
  devil’s bargains
  specialists
  1
  Heavy
  2
  Medic
  3
  Scout
  4
  Sniper
  5
  Officer
  6
  Alchemist / Mercy
   
    Collateral damage. Unintended harm.
   
    Sacrifice or destroy an item.
   
    Betray a friend or loved one.
   
    Offend or anger your Chosen.
   
    Start and/or tick a troublesome clock.
   
    Suffer Harm or Corruption.
  Specialist Correlation. Missions can take 2 Specialists and 1 squad normally. 
  Each requires one of the following. Assault: Heavy, Medic, or Sniper. Recon: Scout or 
  Sniper. Religious: Medic or Officer. Supply: Heavy, Officer, or Scout.
  gm goals 
  
   Play to find out what happens.
  
   Convey the fictional world honestly.
  
   Bring Aldermark to life.
  mission generation
  First ask the Commander for their mission priority. Roll on the mission count and 
  type tables on the right, then generate each mission details using the chart below and 
  add details based on narrative and previous actions. If you roll a mission type that’s 
  not available at the Legion’s current location, use the next highest number that’s valid.
  gm actions
  
   Ask questions.
  
   Follow the fiction.
  
   Cut to the action.
  
   Tell them the consequences and ask.
  
   Telegraph trouble before it strikes.
  
   Follow through.
  
   Initiate an action with an NPC.
  
   Tick a clock.
  
   Offer a Devil’s Bargain.
  
   Think offscreen.
  gm principles
  
   Be a fan of the PCs.
  
   Always follow the fiction.
  
   Pour fear and disgust into the undead.
  
   Keep the gods mysterious and 
  incomprehensible.
  
   Make the people the Legionnaires meet 
  real.
  
   Show the terrible consequences of war.
  
   Address the characters.
  
   Address the players.
  
   Consider the risk.
  
   Hold on lightly.
  
   Check in with the other players.
  
   
  
  Book of Hours: All Specialists start 
  with 2 extra ranks of actions. 
  
  Asrika’s Mercy: When the Legion 
  recuperates, place 1 additional healing 
  tick on all Legionnaires.
  
  Asrika’s Blessing: Legionnaires 
  always take 1 less corruption.
  
  Asrika’s Tears: When you mourn, 
  you feel a profound sense of peace. 
  Liberty campaign actions provide +1 
  morale and additional -1 stress.
  
  Anointed: Holy, Mystic, and Mercy 
  missions all grant mission favor. Start 
  with 1 mission favor filled in. 
  
  Battle-Saint: Shreya is threat 5 and 
  she has potency against all opponents.
  
  Blood of the Chosen: When you 
  spend a Religious Supply, you also get 
  a sanctified melee weapon on that 
  mission. It is potent against undead. 
  Start with 1 free Religious Supply.
  
  War-Saint: The Quartermaster may 
  select a training campaign action. Each 
  Specialist may mark 3 resolve xp.
  chosen abilities
  chosen advancement
   
   You first select your Chosen.
   
   You complete a campaign.
   
   You complete four missions of your Chosen’s favor type.
  Your Chosen gains a Chosen ability when...
  features: alluring — ferocious 
  fearsome — monstrous — radiant 
  serene — sinister — transcendent
  favor:  holy — mystic — mercy
  chosen of asrika
  mission 
  favor
  OF
  This is a handout for the gm role. 
  Chosen are the divinely infused humans that accepted the rite of Choosing, swearing 
  their bodies to the service of a deity. The ritual that binds the divine Grace to flesh is 
  known to often burn out any trace of the former person. Once a Bartan war-general, 
  Shreya is now the Chosen of Asrika, the Bartan goddess of Healing and Mercy.
  Shreya’s tactical mind and near-supernatural understanding of strategy were the 
  reason the Eastern Kingdoms pushed forth in this latest offensive. Counted by 
  humanity as a major defeat, it is unclear if she has even registered the cost. Her 
  demeanor can be inscrutable and intimidating. She is said to stand guard at odd 
  hours, staring into the darkness for unseen signs of danger—a practice simultane-
  ously comforting and unnerving.
  Before Play. To prepare the Chosen for the campaign, do the following:
  
  Asrika’s Favor. Asrika provides Shreya with one favor. Completing a mission 
  of this appropriate favor type will gain your Chosen new abilities (one every four 
  missions). Ask the players which favor they prefer.
  
  Divine Features. Select two features Asrika’s Grace causes Shreya to manifest.
  
  Chosen Ability. Shreya’s presence within the Legion provides it with a tangible 
  benefit. Chosen abilities are gained slowly, so choose wisely.
  chosen: shreya
  Version 1.3
  Intensely driven by Asrika’s fury over the undead breach of the mercy of death, 
  Shreya is aggressive in her pursuit of their destruction. She is willing to sacrifice 
  much, including those in the Legion, if the reward is great enough. Her top priority 
  is defeating the Broken in this theater of war while staging a tactical retreat.
  The Chosen that became Blighter was once a lover of Shreya’s, and it seems that 
  Shreya has a particular hatred for her. She won’t speak of it, and it’s unclear what, 
  if any, emotions remain. She will not hesitate to join in a mission where Blighter 
  is personally present.
  Shreya is very sensitive to corruption and does not suffer the blighted to live around 
  her. While she is merciful in her executions of those suffering from corruption, she 
  cannot be swayed to stay her hand. As a result, if any of the Legionnaires become 
  blighted, they must keep this corruption hidden or be killed.
  motives, goals, and agendas
  
  starting mission
  the first mission
  With the crafting of Black Shot, the undead armies had been at a standstill in the 
  Western Kingdoms—too well entrenched to attack directly, and held at bay by smaller 
  but better-equipped forces. That changed at the Battle of Ettenmark Fields.
  Now, the Legion has been shattered and the Cinder King’s troops march east, bolstered 
  with heretofore unseen horrors to fight humanity. You and your squad must secure a 
  retreat for your comrades. To make it worse, Shreya has gone off on her own mission 
  and left you to make do without her.
  The Legion has marched across the Hozelbrucke Bridge—the only easy passage over the 
  Tigeria River for miles—but the undead are ceaseless in their advance. Your mission is 
  to blow the bridge with alchemical charges. The enemy must be delayed if the Legion is 
  to gain enough time to advance and set up a defensive position closer to the mountains.
  Can you stay alive long enough to blow the bridge? Who, if anyone, will make it back 
  to camp? How will you deal with the advance forces the Broken have sent to stop you? 
  We play to find out.
  After they make characters, have your fellow players each pick a character to play for 
  this assault mission—Rookies are acceptable—and tell them this:
  The Commander has issued orders, the Marshal handpicked you all, the Quartermaster 
  left the last of the alchemicals, and the army continues its march into the distance. 
  On the horizon, the dust of the undead army heads this way. If they are to be slowed 
  at all, you must destroy this bridge. Do not let anything stop you.
  Create a 10-segment “Bridge Demolition” clock. The charges must be placed in several 
  hard-to-reach locations about the bridge. The bridge is long and covered in makeshift 
  fortifications—crates left behind by desperate escapees, and carts turned into temporary 
  barricades. A few central pillars descend into the raging waters far below.
  Start the mission in a risky position.
  obstacles
  Environmental Hazards: It’s night, visibility is low, and the recent rains have 
  swollen the river and slicked the stones of the bridge. Placing charges will be dangerous, 
  requiring climbing (maneuver) and demolitions (wreck or rig) expertise.
  Undead: The undead know their prey is close. They’ve sent advance raiding parties 
  sporting some of their new monstrosities to ensure the Legion didn’t leave them any 
  nasty surprises. Expect company when you least want it.
  after the mission
  Once the starting mission is completed, Legion players will select Roles to portray 
  during the campaign phase. As part of creating those Roles, they will ask you questions, 
  and you will answer with the information below.
  commander: 
  Initial Pressure: If successful, the undead won’t be mounting a solid offensive 
  against your camp and troops on the road any time soon. Pressure starts at zero. 
  Otherwise, enemy troops are past the Tigeria in force. Enemies will be more 
  numerous and aggressive. Pressure starts at 2.
  Initial Time: If successful, the enemy is cut off. You’ve bought yourself more time 
  to make it to Skydagger Keep. Start with two ticks on the “Time” clock. Otherwise, 
  the undead have a perfect route to engage with the Legion. Start with four ticks 
  of time.
  Initial Intel: The Legion has had no chance to do recon. Start with 0 intel. 
  marshal: 
  Initial Morale: If successful, the troops will feel reassured that they have sufficient 
  time to set up a fortified camp across the river. Starting morale is 8, minus 1 per 
  death that occurred on the mission. Otherwise, morale starts at 7 minus any deaths, 
  as rumblings of dissent can be heard in camp.
  quartermaster: 
  Initial Supply: Most Legion supplies were left behind. Start with 2 supply.
  Materiel: In your haste to make it to the Western Front, you have not been able 
  to scavenge any additional resources.
  The lorekeeper and spymaster have initial setups to perform, but do 
  not require the GM to answer any questions. 
  After selecting Roles and answering their initial questions, proceed with the 
  bookkeeping step of the mission phase.
  The first Back at Camp scene (whether set by the GM or Lorekeeper) is not set 
  as normal. Instead, set a specific scene of Shreya returning from a solo mission 
  carrying the head of an Infamous. Cross off the Infamous of your choice from a 
  Broken’s playbook. It has been ended.
  Advancing is mandatory, and the Legion arrives at the Western Front.
  The above is the basic cycle of the game. Each of the Generals should have a basic 
  understanding of their role now (Commander, Quartermaster, and Marshal). 
  Play to find out if the Legion makes it to Skydagger Keep, and what it costs. Good luck.
  
   
  
   Horned God’s Bounty: When time 
  passes, ask if the Legion will advance. 
  If it does, do not spend Food.
  
   Horned God’s Eyes: If there is a 
  Panyar Specialist on a recon mission, 
  add +1d to the engagement roll.
  
   Horned God’s Thews: Legionnaires 
  can spend special armor to resist 
  physical consequences, or to push 
  themselves on any prowess action.
  
   Shapeshifter: Gain 1 intel after 
  completing 2 primary missions.
  
  Anointed: Holy, Mystic, and Wild 
  missions all grant mission favor. Start 
  with 1 mission favor filled in.
  
   Great Hunter: The Quartermaster 
  may select a training campaign action. 
  Each Specialist may mark 3 insight xp.
  
   Forest’s Wings: When you spend 
  Religious Supply on a  mission, squads 
  bring up to 3 animals that can whisper 
  messages to each other and to camp.
  
   Hide of the White Hind: All 
  Specialists can speak to and understand 
  wild beasts.
  chosen abilities
  chosen advancement
   
   You first select your Chosen.
   
   You complete a campaign.
   
   You complete four missions of your Chosen’s favor type.
  Your Chosen gains a Chosen ability when...
  features: alluring — bestial 
  fearsome — monstrous — radiant 
  feral — sinister — transcendent
  favor:  holy — mystic — wild
  chosen of the horned one
  mission 
  favor
  OF
  This is a handout for the gm role. 
  Chosen are the divinely infused humans that accepted the rite of Choosing, swearing 
  their bodies to the service of a deity. The ritual that binds the divine Grace to flesh is 
  known to often burn out any trace of the former person. Silver Dancing Moonlight is 
  now the Chosen of the Horned One, Panyar god of beasts and forests.
  When the Panyar goddess of the moon Nyx was Broken, the moon in the sky 
  shattered. Where others were filled with fear, the young girl known as Silver 
  Dancing Moonlight had only rage at the loss of her goddess. She found an ancient 
  temple, and the Horned One offered her the Choice. Her rage fuels the Horned 
  One’s; together they seek vengeance for their loss. They use shapeshifting to spy 
  out enemy tactics before engaging, and they guide with cunning rather than force.
  Before Play. To prepare the Chosen for the campaign, do the following:
   
  Horned One’s Favor. The Horned One provides his Chosen with one favor. 
  Completing a mission of this appropriate favor type will gain your Chosen new 
  abilities (one every four missions). Ask the players which favor they prefer.
   
  Divine Features. Select two features the Horned One’s Chosen manifests.
   
  Chosen Ability. The Horned One’s presence within the Legion provides it with 
  a tangible benefit. Chosen abilities are gained slowly, so choose wisely.
  chosen: horned one
  Version 1.3
  Where some Chosen are military-minded and tactically focused, the Horned One 
  functions on instinct. This is not a warrior clashing with an opponent. This is a 
  predatory hunter, testing and learning about how to best kill their prey. 
  The Horned One spends a lot of time in animal forms, watching, observing, and 
  learning. Known forms include a raven, bear, and giant hooded serpent, and each 
  bears a set of antlers—Silver Dancing Moonlight’s Panyar mark. The Chosen comes 
  and goes without a word. Though this may be unnerving, many soldiers have stories 
  of a bird leading a lost squad to a mountain path, or enormous fish mysteriously 
  left in camp as a gift for starving troops. 
  The Horned One will join missions that offer an opportunity to observe and test a 
  powerful undead. The tiny, robed figure amidst soldiers may seem out of place, but 
  many Legionnaires are reassured by the Horned One’s odd, animalistic presence.
  motives, goals, and agendas
  
  starting mission
  the first mission
  With the crafting of Black Shot, the undead armies had been at a standstill in the 
  Western Kingdoms—too well entrenched to attack directly, and held at bay by smaller 
  but better-equipped forces. That changed at the Battle of Ettenmark Fields.
  Now, the Legion has been shattered and the Cinder King’s troops march east, bolstered 
  with heretofore unseen horrors to fight humanity. Critical supplies of Black Shot were 
  left behind the lines as the retreat was organized. Now those caravans have been overrun 
  by undead. If you’re to have a fighting chance, you need that shot.
  The Legion made it over the Hozelbrucke Bridge some miles south. Your mission is 
  to assault and reclaim several carts of Black Shot—without these supplies, you will be 
  unable to restock or hold out against the undead for long. Attack the convoy, liberate 
  the supplies, and then make your way east to ford the Tigeria River.
  Can you reclaim the Black Shot? How will you ford the river with crates of bullets? 
  How will you deal with the undead camp and the horrors within? We play to find out.
  After they make characters, have your fellow players each pick a character to play for 
  this assault mission—Rookies are acceptable—and tell them this:
  The rain and thunder is punctuated by the howls of undead lurking about. In the 
  near distance, the convoy awaits. This mission is critical. If the Legion is to have a 
  chance, they need those supplies. You cannot fail them.
  The convoy is guarded by an Elite, an Infamous, and at least two full squads of undead. 
  The Black Shot is distributed across several caravan wagons. If the players approach 
  with stealth, make an 8-clock, and tick it once per wagon looted. Otherwise, make an 
  8-clock for the Elite, make a 10-clock for the Horned One and Infamous, and handle 
  the rest with combat. The Horned One will engage the Infamous to protect the Legion, 
  but retreats when the clock is full. Remind them that the mission is to bring back the 
  shot, not kill everything.
  Start the mission in a risky position.
  obstacles
  Environmental Hazards: Even once the undead are vanquished and the crates 
  liberated, the players still need to ford the rain-swollen Tigeria. Expect to make some 
  maneuver or rig rolls to float the shot and gear across and back to the Legion.
  Undead: The undead here are entrenched, and their Elite minders have them patrolling 
  the area. Killing the Elite will devolve the undead into a feral, unfocused horde, which 
  is not much better. As consequences for failed rolls, you may introduce more packs 
  of undead.
  after the mission
  Once the starting mission is completed, Legion players will select Roles to portray 
  during the campaign phase. As part of creating those Roles, they will ask you questions, 
  and you will answer with the information below.
  commander: 
  Initial Pressure: If successful, the extra shot supplies will allow the Legion to more 
  easily defend the base camp. Pressure starts at zero. Otherwise, pressure starts at 
  1, and they must make do with what few supplies they have left.
  Initial Time: The Legion has made good time escaping from the undead army, 
  but the undead never rest and continue to march even while the Legion sleeps. 
  Start with three ticks of time.
  Initial Intel: The Horned One has scouted for the Legion returning with enemy 
  troop locations and terrain information. Start with 1 intel. 
  marshal: 
  Initial Morale: If successful, the troops will know they will have the weapons they 
  need to make their retreat. Starting morale is 9, minus 1 per death that occurred 
  on the mission. Otherwise, morale starts at 7 minus any deaths, despair visible 
  in their faces.
  quartermaster: 
  Initial Supply: Most Legion supplies were left behind. Start with 2 supply.
  Materiel: If successful, you reclaim several essential crates of Black Shot and can 
  mark one additional box. Otherwise, you cannot acquire more Black Shot until you 
  find a specific source. Create a 4-clock long-term project to represent this shortage.
  The lorekeeper and spymaster have initial setups to perform, but do 
  not require the GM to answer any questions. Hand the Back at Camp scene list 
  to the Lorekeeper, as they must remove some scenes from the list, and set the next 
  such scene in a moment.
  After selecting Roles and answering their initial questions, proceed with the 
  bookkeeping step of the mission phase.
  Advancing is mandatory, and the Legion arrives at the Western Front.
  The above is the basic cycle of the game. Each of the Generals should have a basic 
  understanding of their role now (Commander, Quartermaster, and Marshal). 
  Play to find out if the Legion makes it to Skydagger Keep, and what it costs. Good luck.
  
   
  
   Star of the Dawn: When you ad-
  vance, roll pressure as if 1 lower.
  
   Sacred Seals: All Legionnaires gain 
  special armor versus magical effects. 
  
   Living God’s Fury: The Quarter-
  master may spend Religious Supply 
  before an assault mission to add +1d 
  on the engagement roll. Legionnaires 
  equip both Reliquaries and Black Shot.
  
    Living God’s Kiss: During a rest and 
  recuperation campaign action, each 
  Legionnaire removes 2 corruption in 
  addition to healing.
  
   Living God’s Vigor: Specialists can 
  take an extra level 2 harm (3 total).
  
   Heart of Heroes: All Legionnaires 
  add the xp trigger: If you engaged a 
  higher threat opponent by yourself.
  
  Anointed: Holy, Mystic, and Glory 
  missions all grant favor. Start with 1 
  mission favor already marked.
  
  Blood of Fire: When you spend 
  Religious Supply on a  mission, all 
  Legionnaires equip Fire Oil (1 load).
  chosen abilities
  chosen advancement
   
   You first select your Chosen.
   
   You complete a campaign.
   
   You complete four missions of your Chosen’s favor type.
  Your Chosen gains a Chosen ability when...
  features: alluring — blazing 
  fearsome — monstrous — radiant 
  shining — vicious — transcendent
  favor:  holy — mystic — glory
  chosen of the living god
  mission 
  favor
  OF
  This is a handout for the gm role. 
  Chosen are the divinely infused humans that accepted the rite of Choosing, swearing 
  their bodies to the service of a deity. The ritual that binds the divine Grace to flesh 
  is known to often burn out any trace of the former person. Chosen long ago, Zora is 
  often dubbed the Ancient. She’s been a Chosen of the Living God for centuries.
  The Living God of the Zemyati created nine Chosen long ago, and unlike the 
  Chosen of other gods they’ve never burnt out or faded. Instead, they persist until 
  after completing their task, though they can be killed. Zora has defied even this 
  expectation. She broke Dar long ago, and ended the Godswar using terrifying 
  magic to strike the god within a Chosen before walking off the battlefield and into 
  rumor and legend. As the Legion was about to be shattered in this latest offensive, 
  Zora reappeared to save them.
  Before Play. To prepare the Chosen for the campaign, do the following:
   
  Living God’s Favor. The Living God infused Zora with one favor. Completing 
  a mission of this appropriate favor type will gain your Chosen new abilities (one 
  every four missions). Ask the players which favor they prefer.
   
  Divine Features. Select two features the Living God’s Chosen manifests.
   
  Chosen Ability. Zora’s presence within the Legion provides it with a tangible 
  benefit. Chosen abilities are gained slowly, so choose wisely.
  chosen: zora
  Version 1.3
  motives, goals, and agendas
  Zora is a challenging Chosen for the rank and file; on the one hand, she’s by far the 
  most personable of the Chosen, seeming to genuinely like engaging with people. On 
  the other hand, she is constantly testing those around her in little ways, honing them 
  into a fine blade. There are stories of Legionnaires waking up in a tree in the woods, 
  a single knife strapped to their chest and miles of territory to cross back to camp. 
  Or warriors that wake to a battle cry as she strikes a blow to start morning training. 
  She drinks with victors and shows disappointment to those that retreat from battle.
  Zora has said it is her appointed task to kill the Cinder King, which is odd since 
  she’s claimed other tasks previously. Vlaisim—now called Render—also claimed 
  this task before he was Broken. In battle, she bears a fiery circlet above her head, 
  and holds an empty hilt that generates a blade of solid flame. The troops have taken 
  to calling her the Fire, though none would risk such casualness with her directly.
  
  starting mission
  the first mission
  obstacles
  With the crafting of Black Shot, the undead armies had been at a standstill in the 
  Western Kingdoms—too well entrenched to attack directly, and held at bay by smaller 
  but better-equipped forces. That changed at the Battle of Ettenmark Fields.
  Now, the Legion has been shattered and the Cinder King’s troops march east, bolstered 
  with heretofore unseen horrors to fight humanity. The Legion Commander was captured 
  holding the retreat, and taken to an Aldermani mountain castle on the border of Dar.
  The red banners of the Cinder King were sighted entering the keep, and Zora claims a 
  special interrogator was sent to turn the Commander with his mind intact. The Legion’s 
  leaders have decided on one last-ditch rescue attempt. Castles are designed to keep people 
  out, but there is a drainage pipe beneath the mountain that might provide a way in.
  Can you rescue the Commander before he is turned and all Legion secrets extracted 
  from him? Or can you take him out, before it’s too late? Can you make it out alive? 
  We play to find out.
  After they make characters, have your fellow players each pick a character to play for 
  this assault mission—Rookies are acceptable—and tell them this:
  Rain and thunder is punctuated by the howls of undead above. The rainwater exits 
  the drainage pipe. Your Chosen, Zora, will lead an assault on the main gates as a 
  distraction. This is a stealth and speed mission. Get in. Get the Commander. Get 
  out. Whatever you do, don’t let the undead learn the Legion’s secrets. Do not fail.
  Set up an 8-clock for the castle alert and a 10-clock for the Commander breaking 
  (they’re very strong willed). Make a 10-clock for Zora (and use four dice for this clock) 
  fighting the troops at the gates, which are being led by an Infamous. Roll for the battle 
  whenever it seems like time has passed. The Legion and the Chosen retreat when the 
  “Zora” clock is full, and all the undead can focus on searching the castle. The mission 
  is to recover the Commander, not kill everything.
  Start the mission in a risky position.
  after the mission
  Once the starting mission is completed, Legion players will select Roles to portray 
  during the campaign phase. As part of creating those Roles, they will ask you questions, 
  and you will answer with the information below.
  commander: 
  Initial Pressure: If successful, the undead will take time to recoup and find the 
  Legion again. Pressure starts at zero. Otherwise, pressure starts at 1, and the Legion 
  must select a new Commander while on the move.
  Initial Time: The Legion has made good time escaping from the undead army, 
  but the undead never rest and continue to march even while the Legion sleeps. 
  Start with three ticks of time.
  Initial Intel: The Legion has had no chance to do recon. Start with 0 intel.  
  marshal: 
  Initial Morale: If successful, the troops will rest easier that the undead have not 
  gained any special insight into the Legion’s weaknesses or plans. Starting morale 
  is 9. Otherwise, morale starts at 7. Remember to subtract 1 per Legionnaire death, 
  and that the Commander is a Legionnaire.
  quartermaster: 
  Initial Supply: Most Legion supplies were left behind. Start with 2 supply.
  Materiel: In your haste to make it to the Western Front, you have not been able 
  to scavenge any additional resources.
  The lorekeeper and spymaster have initial setups to perform, but do 
  not require the GM to answer any questions. Hand the Back at Camp scene list 
  to the Lorekeeper, as they must remove some scenes from the list, and set the next 
  such scene in a moment.
  gm: This mission is particularly glorious, and Zora will mark one mission favor 
  as a result.
  After selecting Roles and answering their initial questions, proceed with the 
  bookkeeping step of the mission phase.
  Advancing is mandatory, and the Legion arrives at the Western Front.
  The above is the basic cycle of the game. Each of the Generals should have a basic 
  understanding of their role now (Commander, Quartermaster, and Marshal). 
  Play to find out if the Legion makes it to Skydagger Keep, and what it costs. Good luck.
  Undead obstacles across three instances (sewers, grounds, and keep) stand in the way of 
  success. Remember the night is dark and there is a storm, if folks try to climb or hide.
  Undead: There are feral undead prowling the sewers, not to mention plenty of grates and 
  other obstacles. The grounds and keep have patrols of undead line troops under orders from 
  a few Elites overseeing them. Suspicious or loud activity may raise the “Alert” clock, but they 
  will usually look first where the activity occurred. The Commander is in the keep dungeon 
  in a room with a red-hooded, pale Inquisitor (threat 2, pale, hooded, unsettling)—and two 
  black-flame containing Cinder Guards (threat 3, armored, brutal, potent).
  
   
  
   Abominable Science: Blighter’s 
  chirurgeons learn to stitch writhing 
  undead together functionally. Horrors 
  can appear in any mission.
  
   Attrition Strategies: Blighter 
  attacks & poisons supply lines. Supply 
  mission engagement rolls take -1d.
  
   Cruel Gluttony: Blighter crafts 
  fluids that brew acid inside undead. 
  Gut-Sacks can appear in any mission.
  
   Toxic Bile: Gut-Sacks and Spitters 
  cause corrupting wounds. At the end 
  of a mission, untreated corrupting 
  wounds cause +1 corruption each.
  
   Modern Warfare: Blighter’s troops 
  carry appropriate fine arms and armor.
  
    Scars of War: Blighter’s troops can 
  corrupt the land. Poison mists erupt 
  and plague the countryside. While 
  not always present, they may rise up 
  suddenly as consequences of a roll.
  
   Toxic Mutagen: Blighter’s troops 
  coat their weapons in an alchemical 
  oil, causing +1 corruption when they 
  wound someone.
  
   Violent Emulsion: Blighter crafts 
  undead to overdrive bile production. 
  Spitters can appear in any mission.
  broken abilities
  broken advancement
   
   You first select your Broken.
   
   A time clock is filled (see Commander sheet).
  Blighter gains an additional Broken ability when...
  Blighter starts with the Abominable Science ability.
  blighter      Also called The Foul, and Corrupter of Flesh.
  broken: blighter
  OF
  This is a handout for the gm role. 
  The Broken were once Chosen. But when facing the Cinder King three years ago, he 
  Broke them, creating undead generals that now serve him. When humanity levied 
  new armies and crossed the Eastwall with Black Shot to fight again, they were not 
  prepared for the new horrors the Broken had created. Now, the Broken advance 
  eastward on the Eastern Kingdoms, fighting on several fronts to gain access to the 
  last large-scale bastion of humanity on the continent.
  Blighter was once Elenessa, a high engineer-priestess of the Orite triumvirate 
  of crafter gods—the Builder, the Maker, and the Crafter. When Shreya—then 
  a famous Bartan warrior—won her favor during a knights tournament, their 
  romance became the stuff of poems and song. The Cinder King rose in the West 
  and began his march, and Elenessa was Chosen by the Crafter, whose worshipers 
  practice the great craft of alchemy. Once she was Broken, the craft itself became 
  tainted. Now its practitioners eventually corrupt and become monsters themselves.
  Where she lacks raw power, she substitutes a deadly intellect, divine understanding 
  of Craft, and a brutal cunning. Her full title is Flesh Blighter, also called the Foul, 
  Corrupter of Flesh, and Plaguebringer. The troops tend to just call her Blighter.
  Before Play. To prepare the Broken for the campaign, do the following:
   
  Broken Abilities. Check the Broken Advancement section. Each Broken 
  starts with one ability, and you get to choose one more to start your campaign.
  Your Duties. During the game, do the following:
   
  Make Your Broken Terrifying. Make the undead worthy adversaries 
  capable of threatening humanity’s very existence. Showcase the particular flavor 
  of horror this Broken’s troops embody. 
   
  Make Them Mysterious. Though regularly facing the undead, humanity 
  knows relatively little about the Broken. Let them find out in play, and keep 
  them off balance by introducing new tactics and horrors as the undead advance.
   
  Make Them Petty. Though individuals seldom catch a Broken’s eye, the undead 
  generals will notice when they are slighted. Have them set traps, and retaliate for 
  major victories, and wait patiently for a chance to return the favor. Though bound 
  to serve the Cinder King, the Broken often fight amongst each other, and their 
  petty squabbles and rivalries might snatch victory away when it should be certain.
  Version 1.3
  
  Rotters: Undead burning with a hate for the living. These corpses 
  continue to rot, even as dark sorcery compels them into battle. To 
  make Rotters, corpses have an alchemical liquid forced through 
  their veins. Carts with canisters of this liquid make good mission 
  targets. Blighter is always tinkering with plagues and toxins which, 
  if injected into a person before death, can raise Rotters.
  Horrors: Freakish amalgamations of parts of different people, 
  stitched together into a towering beast of festering anger. These 8-to-
  14-foot-tall giants fall only to concentrated fire or heavy weaponry—
  Black Shot does not kill them outright. Many are augmented by 
  metal or machined parts or armor screwed directly into flesh. Some 
  have multiple bodies stitched together, and fight at scale.
  Crows: A striking sight on the field of battle, these undead make 
  no sound, but wear plague masks and cloaks. The troops nicknamed 
  them after watching them walk amongst the dead, marking corpses 
  to be taken and raised. Their very presence focuses and organizes the 
  undead. The process of their creation is unclear, but their movements 
  are incredibly fluid, and their bodies rapidly decay if killed.
  Gut-Sacks: Failed attempts at creating Spitters, Gut-Sacks are more 
  numerous than other Elites. Their pendulous and corpulent bodies 
  might be almost comical if it weren’t for their terrifying effect. When 
  killed, their bodies explode in a shower of poison and flesh-melting 
  acid. Gut-sacks are usually deployed in units of three, with a Crow 
  minder, or occasionally attached to other Elites.
  Spitters: Blighter captures and transports cages of people to make 
  Spitters. They must be injected alive, and their mouths sewn shut 
  while their insides transform. If the formula is off, or they die before 
  transforming, they become Gut-Sacks. Spitters constantly dribble 
  flesh-melting acid, and can projectile vomit it at surprising distances. 
  They are used for area denial and mid-range engagements.
   
  undead armies
   look, themes, and tactics
  Blighter’s legions are packs of Rotters (6-12) controlled by a Crow or Elite. Without 
  supervision, Rotters are feral and unfocused, showcasing a bestial desire to chew apart 
  enemies without discipline or tactics. Supplementing her troops are engineered weapons 
  used to deliver acids, toxic mists, and poisons. 
  Blighter: Blighter is a pale, hooded, leather-clad figure with dark hair and green eyes. 
  She bears alchemical seals on her gloves and bandoliers of chemicals about her body. 
  She fights as a threat 5 enemy.
  Tactics: Blighter wields powerful Craft (alchemy). Not physically potent, she mixes 
  human ingenuity with alchemy, creating siege weapons and having her undead bear 
  arms and armor. When possible, she prefers guile and cunning to open battle. Blighter 
  tolerates living among her ranks, and treats them better than the other Broken do. 
  Themes: Body horror. Surgery and science gone wrong. Toxic gases and the horrors of 
  trench warfare. Troops oozing pus and disease. Bodies knitted together in disturbing 
  ways. Limbs and organs where they shouldn’t be. Open sores. Bolted-on parts.
  Elite troops take a lot more resources and time to create, so they aren’t as common as 
  the line troops. Each should worry Legionnaires when spotted. Infamous Elites are 
  ones that have survived numerous battles.
  line troops
  elites
    threat 1 - Well-equipped soldiers can fight a few.
    threat 2 - A dangerous fight. Bring friends.
  Viktoria Karhowl, Macabre Scientist: A corrupted engineer that, while not 
  dead, has long since traded in her humanity for a seat at the Cinder King’s table. Blighter 
  uses her clever designs for siege weapons and advanced clockworks to build up her army.
  Black Rotting Gale, the Abomination: A joint venture of Viktoria and Blighter, 
  this Horror exchanged raw size for tubes and tanks of alchemicals. As it walks, it vents 
  a cloud that’s toxic to all organic matter. It yearns to deprive the land of all natural life.
  Lugos, the Clockwork Assassin: This Crow has much of its body replaced with 
  advanced clockworks, enhancing strength and vision. Its armor makes it immune to Black 
  Shot and most blades. It habitually winds itself. Lugos feels only when surrounded by fear.
  lieutenants   threat 4 - Some of you will die. Good luck.
  Red Hook (infamous horror): After a nasty encounter with a fortified position, 
  this Horror lost a “hand,” which was replaced by a hook on a chain. It uses this hook 
  to scale walls and drag soldiers about while they scream so it can lure out their friends.
  The Doctor (infamous crow): Once in a while, Crows regain their former intellect. 
  Wearing a bone-white mask with a bloody handprint, he can be found modifying 
  Rotters and Horrors, often with parts carved from still-dying Legionnaires.
  Wailer (infamous horror): Most Horrors have one head. Wailer has nine embedded 
  about its body, all crying and screaming in horrific dissonance. The creature also has 
  half a dozen spikes inset into it that it uses to carry back bodies for “repairs.”
  infamous   threat 3 - You need a plan, friends, and some good equipment.
  
   
   The Coven: Breaker binds hexed souls 
  into still-living bodies to craft acolytes. 
  Shadow Witches can appear in any 
  mission.
  The Changing Curse: Shadow 
  Witches twist the living. Transformed 
  can appear in any mission.
  Pillar of Skulls: Breaker makes a 
  pillar of wailing bodies to summon and 
  corrupt sacred beasts. Devourers can 
  appear in any mission.
   Nature’s Fury: Breaker & Witches can 
  hex nature, covering troops with fog and 
  storms, and animating trees in combat.
   Storm Riding: Shadow Witches learn 
  to use the lightning forces inside Burned 
  to jump from body to body, allowing 
  them to escape death.
   Wild Awakening: Shadow Witches 
  and Breaker hex animals into spies, and 
  packs for the Transformed to run with. 
  Dark Visions: Breaker hexes the Legion 
  with horrible screaming nightmares. 
  Liberties restores 1 less stress.
  Defilement: Breaker’s defilement of 
  religious sites has diminished the holy 
  influences in this region. Religious 
  mission engagement rolls take -1d.
  broken abilities
  broken advancement
   
   You first select your Broken.
   
   A time clock is filled (see Commander sheet).
  Breaker gains an additional Broken ability when...
  Breaker starts with the The Coven ability.
  breaker    Also called Stormbreaker, and the Bringer of Thunder.
  broken: breaker
  OF
  This is a handout for the gm role. 
  The Broken were once Chosen. But when facing the Cinder King three years ago, he 
  Broke them, creating undead generals that now serve him. When humanity levied 
  new armies and crossed the Eastwall with Black Shot to fight again, they were not 
  prepared for the new horrors the Broken had created. Now, the Broken advance 
  eastward on the Eastern Kingdoms, fighting on several fronts to gain access to the 
  last large-scale bastion of humanity on the continent.
  Breaker was once Minika Arya, a priestess of the Bartan goddess Vazara. Unlike 
  many of her fellow Chosen, she was not world-famous or of high birth. An orphan 
  adopted by a priestess, she dedicated her life to traveling the Bartan coast—the 
  way of her order—praying to alleviate the worst of storms, warding boats, and 
  living a quiet life of meditation on coastal islands. A mystic powerhouse among the 
  Chosen, she rode in the vanguard of the assault on the Cinder King. Her Breaking 
  site remains scorched from lightning that struck the same spot for a week after.
  Her full title is Stormbreaker, also called the Bringer of Thunder or the Weather 
  Witch. Her ability to weave hexes and dark magic impressed even the Cinder King. 
  With Breaker on the field, the natural order cannot be trusted.
  Before Play. To prepare the Broken for the campaign, do the following:
   
  Broken Abilities. Check the Broken Advancement section. Each broken 
  starts with one ability, and you get to choose one more to start your campaign.
  Your Duties. During the game, do the following:
   
  Make Your Broken Terrifying. Make the undead worthy adversaries 
  capable of threatening humanity’s very existence. Showcase the particular flavor 
  of horror this Broken’s troops embody. 
   
  Make Them Mysterious. Though regularly facing the undead, humanity 
  knows relatively little about the Broken. Let them find out in play, and keep 
  them off balance by introducing new tactics and horrors as the undead advance.
   
  Make Them Petty. Though individuals seldom catch a Broken’s eye, the undead 
  generals will notice when they are slighted. Have them set traps, and retaliate for 
  major victories, and wait patiently for a chance to return the favor. Though bound 
  to serve the Cinder King, the Broken often fight amongst each other, and their 
  petty squabbles and rivalries might snatch victory away when it should be certain.
  Version 1.3
  
  Burned: These are made by taking freshly killed or still-living 
  people and impaling them on specially prepared trees with 
  sharpened branches. Near-perpetual summoned storms blast them 
  with lightning, animating those impaled. Burned often give off 
  sparks and minor shocks when struck, and unlike other undead, 
  they are still warm inside. Destroying such trees should be a priority.
  Shadow Witches: Infused with a piece of Breaker stitched into 
  their body, these former people beg for forgiveness in combat, but 
  are controlled from within. No longer human, Shadow Witches 
  use hexes to twist the world around them to their whim, binding 
  limbs, corrupting animals, befouling supplies, and weakening troops 
  before setting rank and file undead on them.
  Hexed: Breaker and her Shadow Witch acolytes carve sigils into 
  flesh that can dominate the minds of victims, breaking their soul 
  down directly without killing their bodies first. While under the 
  supervision of one of her Shadow Witches, a Hexed can pass a casual 
  inspection as a normal person. With these in her arsenal, even the 
  most docile of villages can be converted into a threat.
  Devourers: Once the sacred, rainbow-feathered beasts of Vazara, 
  Breaker summons these large, bat-like creatures and shares her 
  corruption with them, making Devourers. Now covered in black 
  feathers and mange-ridden fur, they strike from the skies with razor 
  sharp teeth, dragging off fully armored soldiers. Their shrieking caw 
  can strike fear into the heart of any Legionnaire.
  Transformed: The same sigils carved into Hexed can also 
  warp bodies, changing pieces of people into animal parts. These 
  transformations are never clean, some limbs never making the full 
  transformation, and others becoming twisted or enlarged. Always 
  consumed by the pain of their transformation, they are a terrifyingly 
  effective shock troop in Breaker’s forces.
   
  undead armies
   look, themes, and tactics
  Breaker’s legions are mixes of Burned and Hexed (12-18) guarding and supporting 
  a single Shadow Witch. Without supervision, Burned are feral, and Hexed dull and 
  unfocused unless provoked. Her troops will often attempt ambushes, using hexes and 
  magic to weaken their foes before striking, but not afraid to engage if needed.  
  Breaker: Breaker is a gaunt, pale figure, using illusion to disguise the marks of death. 
  In mockery of Bartan tradition, she has replaced the jewelry family and friends had 
  given with the bones of family and friends she’s murdered. The rattling of this garb 
  precedes her, and Legionnaires fear it. She fights as a threat 5 enemy.
  Tactics: Breaker likes to inspire fear in her targets, toying with people as she confuses 
  their senses, instills doubt, and takes away their choices. She relies on her inherent 
  control of lightning and monstrous things bound to her when it’s time to deploy force.
  Themes: Long blood rituals. Tension, uncertainty, and psychological horror. Perversion 
  of natural order. Wind, thunder, lightning, and wailing. Monstrous transformations of 
  beautiful things. Hexes that bind the bones and make you doubt what you see.
  Elite troops take a lot more resources and time to create, so they aren’t as common as 
  the line troops. Each should worry Legionnaires when spotted. Infamous Elites are 
  ones that have survived numerous battles.
  line troops
  elites
    threat 1 - Well-equipped soldiers can fight a few.
    threat 2 - A dangerous fight. Bring friends.
  Bhed, the Wolf: A Transformed who shrugs off most wounds, this nine-foot-tall, 
  wolf-headed beast-man is always surrounded by a circle of five Shadow Witches, who 
  make sure his mental bindings never slip, lest his rage turn instead on Breaker.
  The Hag: The Hag killed and devoured her coven and decorates herself with their 
  skulls. She’s warped into a far more powerful force, capable of sustaining multiple hexes 
  at once. She looks for opportunities to devour more of Breaker’s essence at every turn.
  Ogiyer, the Cinder Guard: Clad in red armor, this decayed body is hollow and 
  filled with black flame. The Cinder King wants oversight on Breaker, and this potent, 
  armored monstrosity is rarely far from her side.
  lieutenants   threat 4 - Some of you will die. Good luck.
  Chimera (infamous transformed): An early Changing Curse experiment, the 
  Chimera somehow survived. Unlike most Transformed, he’s a mix of several animal 
  parts, and the heads of a few constantly try to bite and chew apart his body.
  Elia (infamous hexed): A Hexed that carves her sigils on others, and has learned 
  to transfer her essence, Elia works alone. Many Legionnaire squads have realized far 
  too late that one of their members was not who they seemed.
  Silver (infamous devourer): Breaker’s personal steed, Silver, is named for his 
  color. With a 14-foot wingspan and potent strength, he’s a terror on the battlefield. 
  He’s known for riding storms and dropping soldiers on their friends from vast heights.
  infamous   threat 3 - You need a plan, friends, and some good equipment.
  
   
   The Sworn: Some oaths transcend 
  death. Knights of the Black Oak can 
  appear in any mission.
  The Forge: Render forges blades of 
  the fallen and cinderblood into Elites. 
  Thorns can appear in any mission.
  Heartless: Render grants those that 
  carve out their own hearts strength. 
  Heartless can appear in any mission.
   Spearforge: Render smiths massive, 
  bladed, corrupting, black-iron spears 
  that Heartless carry and Knights fire 
  from ballistae.
    Fury: Render learns to spread his hate 
  to his line troops. Gaunt now move 
  swiftly and can act with cunning if their 
  Elite dies.
   Shredders: Remnants of Thorns, 
  these balls of blades and Render’s blood 
  explode when near troops. Often buried 
  in the ground or thrown into squads. 
   Forced March: Render’s troops fueled 
  by rage push forward. Add 3 ticks to the 
  time clocks (Commander).
  Massacre: Render’s savage tactics and 
  defiling use of the dead instills fear in all 
  soldiers.  Assault mission engagement 
  rolls take -1d.
  broken abilities
  broken advancement
   
   You first select your Broken.
   
   A time clock is filled (see Commander sheet).
  Render gains an additional Broken ability when...
  Render starts with the The Sworn ability.
  render     Also called Bonerender, and the Hollow Knight.
  broken: render
  OF
  This is a handout for the gm role. 
  The Broken were once Chosen. But when facing the Cinder King three years ago, he 
  Broke them, creating undead generals that now serve him. When humanity levied 
  new armies and crossed the Eastwall with Black Shot to fight again, they were not 
  prepared for the new horrors the Broken had created. Now, the Broken advance 
  eastward on the Eastern Kingdoms, fighting on several fronts to gain access to the 
  last large-scale bastion of humanity on the continent.
  Long ago, the Living God of the Zemyati created nine Chosen that do not burn out 
  until after they complete their task. Legends of figures in the forests and mountains 
  performing miracles or saving the lost are common in Zemya. Vlaisim—the 
  Shining One—stepped out of the mountains three years ago, saying he was called 
  to end the war. When Breaking him, the Cinder King burned Vlaisim’s face, and 
  commands him never to hide it. Now clad in black armor, he’s only filled with hate, 
  which he infects his ranks with. 
  His full title is Bonerender, also called the Hollow Knight, or the Burned One 
  (never to his face). His physical prowess is unmatched among the Broken, and the 
  Cinder King has granted him the secret of cinderblood to warp his armies further. 
  A precious resource, it has powers beyond that of alchemy.
  Before Play. To prepare the Broken for the campaign, do the following:
   
  Broken Abilities. Check the Broken Advancement section. Each broken 
  starts with one ability, and you get to choose one more to start your campaign.
  Your Duties. During the game, do the following:
   
  Make Your Broken Terrifying. Make the undead worthy adversaries 
  capable of threatening humanity’s very existence. Showcase the particular flavor 
  of horror this Broken’s troops embody. 
   
  Make Them Mysterious. Though regularly facing the undead, humanity 
  knows relatively little about the Broken. Let them find out in play, and keep 
  them off balance by introducing new tactics and horrors as the undead advance.
   
  Make Them Petty. Though individuals seldom catch a Broken’s eye, the undead 
  generals will notice when they are slighted. Have them set traps, and retaliate for 
  major victories, and wait patiently for a chance to return the favor. Though bound 
  to serve the Cinder King, the Broken often fight amongst each other, and their 
  petty squabbles and rivalries might snatch victory away when it should be certain.
  Version 1.3
  
  The Gaunt: As humans, they were drained over the course of 
  months, their blood infused with cinderblood and reinjected into 
  them. These monsters have had armor and plates bolted and fused 
  directly onto their flesh. None survive the process, reanimating after 
  they are so equipped. They are slower than most undead but the 
  armor can make landing shots particularly tricky at any sort of range.
  Knights of the Black Oak: A holy order sworn to Vlaisim who 
  have chosen to remain loyal after his Breaking. They are a mix of 
  pikemen and heavy cavalry, but their time with Render has changed 
  them. Many bear grisly trophies, and carve their flesh as gestures 
  of loyalty. Many use hooks on chains to drag back the living to be 
  converted. Because they are still alive, Black Shot has reduced effect.
  Hounds: Hounds were once people, now with eyes sewn shut, lips 
  ripped off, teeth filed to points, and chains attached to their ribs, 
  spines, or collar bones. They smell the breath of the living—holding 
  your breath can help you hide from them. Most Elites in Render’s 
  army hold a few on a leash to find any escaped enemies, rewarding 
  a good hunt with a limb of the hunted to feast on.
  Heartless: Often taken from the ranks of the Knights, these giants 
  are pumped full of cinderblood, giving them immense strength and 
  size. They wear ornate metal armor, except on their torsos. There, 
  they bare their flesh, to show the hole where their heart was brutally 
  removed, always on proud display for Render’s inspection. They 
  wield oversized metal weapons used to sever limbs and rend armor.
  Thorns: Made by skewering the fallen killed by Render’s troops with 
  metal blades treated with cinderblood. The process leaves the body 
  damaged, and only by mixing blood with cinderblood can they stay 
  active. In combat they often grip people to themselves and shred them 
  apart, to absorb the blood they need. When alone, they might capture 
  people and slowly amputate parts over days to sustain themselves.
   
  undead armies
   look, themes, and tactics
  Render’s legions are Gaunt (6-12) supporting a Heartless, or units of Knights of the 
  Black Oak (6-8) on foot or horseback. Both will usually have a few Hounds chained for 
  tracking or a single Thorn as a shock troop. Without supervision, Gaunt are destructive, 
  and Hounds vicious but each Knight is intelligent and a trained soldier.  
  Render: Render is seven feet tall and clad in solid black armor, wielding a massive 
  metal sword. His echoing voice sounds like grinding iron. The few that have seen him 
  say he is pale, with a palmprint burned onto his face that still smolders. He fights as a 
  threat 5 enemy, potent in melee.
  Tactics: Render echoes edicts categorically, brooking neither indecision nor 
  compromise. He is knowledgeable in military strategy, and knows how to delegate to 
  his knights, but prefers direct approaches that utilize his troops’ strength and potency.
  Themes: Brutal simplicity. Overwhelming force. Bloodthirst. The unstoppable tide of 
  undead. Metal and smoke and fire and soot. The depersonalization of war. Totalitarianism 
  and rigidity. Piles of dead bodies. Rivers running red with blood. War as hell.
  Elite troops take a lot more resources and time to create, so they aren’t as common as 
  the line troops. Each should worry Legionnaires when spotted. Infamous Elites are 
  ones that have survived numerous battles.
  line troops
  elites
    threat 1 - Well-equipped soldiers can fight a few.
    threat 2 - A dangerous fight. Bring friends.
  Irag, the Flayed: A Knight renowned as a Weaponmaster, Irag has removed all 
  his skin as a show of loyalty to Render. Arrows and bullets are lodged in his flesh, but 
  he feels no pain. Render feeds him pure cinderblood, giving him immense strength.
  Mihkin, the Dark General: Astride on an armored steed, Mihkin bears a holy 
  lance, cut from his family tree, now blackened and twisted. On his shoulders are the 
  skulls of those that disagreed with his choice to keep the Knights loyal to Render.
  Zenya, the Sable Arrow: A raven-haired archer, Zenya is the primary scout for the 
  Black Oak. Her quiver is filled with arrows Render has gifted her with, each causing 
  corruption and disease that can burn a Legionnaire from inside.
  lieutenants   threat 4 - Some of you will die. Good luck.
  Ache (infamous heartless): Born with his heart on the right, Ache has two holes in 
  his chest. His hearthole stays empty, but he places the head of his most recent conquest 
  in the other. This dessicated head tells him secrets that only the dead know. 
  Eater (infamous hound): This pale-skinned Hound feasts on the last breath of 
  the dying, stealing a touch of their essence. The voices of many dead echo through its 
  baying and cause physical pain or hallucinations in the minds of its prey. 
  Shatter (infamous thorn): A Thorn forged by including blades of two dead 
  Chosen, its movements are precise and the metal sounds of its movements exude malice. 
  It’s said Chosen blood is mixed inside it, and it seems to seek any remnant of more.
  infamous   threat 3 - You need a plan, friends, and some good equipment.
  
  skydagger keep
  skydagger missions
  Skydagger—the keep named after its tall, pointed spire—whose walls guard the only pass 
  through the Westwall mountains. The only thing standing between the Broken hordes 
  in Aldermark and passage into Barta and the Eastern Kingdoms. The Legion has a few 
  precious hours before the bulk of the undead bring their numbers to bear—hours that must 
  be spent readying the old, unused keep to hold a sizable force amidst the bitter, biting cold.
  Preparing the keep and defending it from the oncoming horde plays out as a series 
  of vignettes or missions. Each vignette or mission is occurring at approximately the 
  same time, so a Specialist or squad assigned to one cannot be reused for another. The 
  Commander decides in what order the vignettes will be done, the Marshal for who is 
  assigned to which, and the Quartermaster for what resources are assigned to each task.
  There are six objectives that need to be completed before the keep can hold against the 
  undead during the winter months. Skip any of these, and tremendous risks will make 
  it almost impossible to keep the Eastern Kingdoms from being overrun.
   
    Reinforce the Ramparts and Gates. Skydagger has not been maintained in 
  decades, and has never been besieged. Start a 10-segment long-term project, and 
  assign a Specialist and a squad to it. Roll once before each other mission. Add +1d 
  to each roll for each Laborers squad the Legion has.
   
    Hold the Lower Pass. One squad and up to three Specialists must hold the 
  pass. If they manage to hold off three enemy units and an Infamous, the mission is 
  complete. This counts as an assault mission. If any Broken has been defeated already, 
  you need not do this mission.
   
    Stop the Main Force. Assign one squad and two Specialists to a dangerous recon 
  mission that involves climbing the mountain passes and evading undead patrols. 
  The objective is to start an avalanche to stall and stagger the main undead force.
   
    Assemble the Siege Weapons. There are a few underground routes to siege 
  weapon positions on the cliffs above. Nobody knows if the undead have sent more 
  nimble units to reach them overland, or what might be nesting amidst the tunnels. 
  Assign one squad and two Specialists to this supply mission. Take +1d to the 
  engagement roll if the Legion has Siege Weapons. Otherwise, you must repair the 
  old, unused ones on the cliffs.
   
    Hold the Second Wave. Fight off a Lieutenant and its undead at the walls. Your 
  Chosen will take the field (make a 10-clock for the Chosen and the Lieutenant as 
  they clash). The undead will attempt to scale the walls and get in. If the Ramparts 
  and Gates mission is complete, add +1d to your engagement roll. Assign one squad 
  and up to three Specialists.
  the final wave
  This is it. A broken assaults the wall and the keep must hold. This is the final wave 
  of this campaign, and it’s resolved as a fortune roll, to see how prepared the Legion 
  is to weather it. Assemble the dice based on the following:
   
    The Survivors. Always start with 1d for making it to the final wave. 
   
    The Chosen. Take +1d if your Chosen is still alive and with the Legion.
   
    The Prepared. Take +1d for each Siege Weapon the Quartermaster has.
   
    The Resourceful. Take +1d if the Legion has both a Mercy and Alchemist.
   
    The Brave. Take +1d if you’ve lit the fires at Kevala.
   
    The Blessed. Take +1d if someone in the Legion can weave moonlight.
   
    The Angry. Take +1d if the Legion has Flame Oil supplies.
   
    The Godslayers. Take +1d if you can ring a bell to end Broken power.
   
    The Graverobbers. Take +1d if you have the head or chain of a past Chosen.
   
     The Warded. Take +1d if the Legion carries an Old Empire warding stone 
  for protection at the gates.
   
    The Weary. Take -1d if Legion Morale is 3 or less.
   
    Enemy at the Gates. Take -1d if you have 3 or fewer time remaining.
   
    The Endless Foes. Take -1d for each Infamous left alive.
   
    The Crumbling Defenses. Take -1d for every incomplete or failed Skydagger 
  Keep mission (see left).
  Your final totals are affected as follows: Poor (1-3, -30 points to final score): The 
  Legion is hard-pressed to survive the winter, much less against the undead. Bitter 
  (4/5, -10 points to final score): The Legion may hold, but this will likely be their 
  last stand. Victors (6, no modifiers to final score): The Legion is well prepared to 
  hold the keep, and will have strong footing when it’s time to do so. The Legends 
  (Crit, +10 points to final score): The Legion scores a massive victory, and the 
  undead are cautious to challenge them again.
  
  type
  high morale
  
  Soldiers hold a remembrance for the fallen.
  
  A young soldier is detonating munitions, egged on by others.
  
  Storms darken the skies. Rumors and wild speculation spread.
  
  Supply crates go missing, but no one admits to knowing why.
  
  A squad talks about home and asks their captain about theirs.
  
  Your Chosen has fallen silent and refuses to speak to anyone.
  medium  morale
  
  A fight breaks out over one Legionnaire stealing from another.
  
  After an undead attack, the Legion must break camp and relocate.
  
  A soldier is caught selling supplies to locals for special treats or favors.
  
  News arrives of devastation from a different front.
  
  A squad refuses to go into the field until their captain is replaced.
   
  A band of refugees stumbles upon your camp and begs for help.
  low morale
  
  A festering blight wound covered up by a soldier is revealed.
  
  A bunch of Legion medical supplies are missing. The wounded cry.
  
  Hidden experimentation on an undead is uncovered within the camp.
   
  Screams can be heard in the distance at all hours, preventing any rest.
   
  A hungry squad that resorted to foraging becomes badly ill.
     A deserter is caught before they can leave. Judgment must be passed.
  back at camp
  After missions are done but before campaign actions, play out a small scene about 
  what happened at camp during or shortly after the mission. Remember to carry the 
  story forward (e.g. soldier desertions and deaths still cause morale loss). Explore the 
  struggles of life on the road while together with soldiers from many different cultures.
  The GM should select an event below based on morale (1-3: low, 4-7: medium, and 
  8+: high). Mark it off, and frame the scene. If no events are unmarked, use the next 
  bracket down (life in battle and on the run eventually grinds everyone down). Ask the 
  Marshal for an appropriate Legionnaire if you don’t immediately know who’s present.
  The prompts are loose inspiration. Experimentation on undead might be a soldier 
  trying to cure a corrupted brother-in-arms, kept chained in his tent. Refugees may 
  seek protection, donation of food supplies, or be emissaries from a nearby settlement. 
  final scoring
  Here is how you calculate your final score for the campaign. Although it might be fun 
  to see how good (or disastrous) your campaign was, it’s most relevant if you want to 
  continue your game. The final score for each campaign is used to set up the next chapter 
  of the Legion’s story (such as the defense of Skydagger Keep).
  Low scores mean that you’ll start weaker in the next round and might have trouble 
  catching up as the story advances. It’s a metric to have an idea whether your Legion 
  will be able to survive to the last campaign (or if you feel like jumping into a future 
  chapter to begin with, to let you decide how you want to play). 
  After the Final Mission at Skydagger keep.
   
    Survivors. You made it! Before winter! Gain 20 points.
  Soldiers and Troops. Have the Marshal condense troops to fill out squads, then:
   
    Soldiers Remembered. For each squad gone (0 survivors), lose10 points.
   
    Formation. For each wounded squad (<5 survivors), lose 5 points.
   
    Specialists. For each surviving Specialist, gain 5 points.
   
    Chosen. For each Chosen advance, gain 10 points.
   
    Morale. If your morale is 4-7, gain 5 points. If it’s 8+, gain 10 points.
  Supplies Held. The Quartermaster assesses resources and calculates the following:
   
    Supplies. For each supply remaining, gain 5 points.
   
    Siege Weapons. You’ll need these to hold the keep. For each one, gain 5 points.
   
    Laborers. You need these to fortify the keep. For each, gain 5 points.
  Legion Path. The Commander reviews completed missions and calculates:
   
    Special Missions. For each special mission completed, gain 5 points.
   
    Relics. Are you bearing any relics found on special missions? Gain 10 points per.
   
    Lieutenants. For each enemy Lieutenant slain, gain 10 points.
   
    Broken. Did you slay a Broken? Gain 30 points.
  Values. If your game has a Lorekeeper, add the following:
   
    Annals. If you’ve kept the Annals faithfully through the end of the campaign, and 
  they’ve reached Skydagger Keep safely, gain 10 points. As the game designers, we 
  would love to read them.
  your final score: 
  You can start future campaigns by just picking a score to jump ahead or set the difficulty 
  with your group. If you carry scores through, be aware that low scores might mean 
  that you’ll start weaker in the next round and possibly have even more trouble later on. 
  
  OF
  CULTURES OF THE WEST
  TIME LINE
  TODAY (848 OEF) 
  0 Old Empire Founded  
  Though cultures existed previous, they 
  didn’t keep great records until the first 
  Emperor standardized writing. Historical 
  texts are written using OEF notation—
  Old Empire founding being set as the 
  year 0.
   422 Legion Founded
  Tantarus founds the Legion as an elite 
  unit trained to fight supernatural or 
  impossible threats under his personal 
  banner.
  566 Empire Shattered  
  The Last Emperor is killed by a Chosen, 
  and the Legion becomes a mercenary 
  unit, selling services to nations that can 
  afford them.
  838 Cinder King Appears  
  The Cinder King gains a crown of True 
  Fire and emerges in the West. He uses 
  sorceries to slay a city and build his army. 
  841 - 842 Conquest of Royin  
  Cinder King conquers the Confederacy of 
  Royin. Their Chosen does not manifest. 
  Aldermark marshals its armies, and the 
  Twin Gods Choose. 
  841 - 844 Aldermark Conquest  
  Cinder King pushes east. The Aldermani  
  fight a retreating battle, buying time. 
  Cinder King crosses the Tigeria.
  845 - 847 New Muster  
  Shreya returns to the Eastern Kingdoms 
  for fresh levies. She posits a new plan and 
  is granted fresh armies. A Bartan general 
  enlists the Legion from their contract in 
  the Isles. They march with the armies.
   658 The Godswar
  The Chosen battle each other. Legion is 
  reduced to a handful before rebuilding.
   408 Tantarus Ascends
  The 7th Emperor takes the throne of the 
  Old Empire.
   840 The First Breaking
  A Chosen manifests itself in the Western 
  Kingdoms to face the Cinder King. The 
  First Breaking occurs.
   843  Battle for Aldermark
  Cinder King faces the Aldermani armies. 
  When he breaks one of the Twins, nine 
  Chosen appear immediately in the 
  Eastern Kingdoms. Eastern Kingdoms 
  marshal their armies.
   845 The  Great Breaking
  Black shot helps the Eastern armies push 
  the Cinder King back. In a decisive battle 
  five Chosen are Broken, but the line holds.
   848  Ettenmark Fields
  The Armies lose. What remains retreats 
  east, hoping to hold the Eastern Kingdoms 
  in a final stand.
  aldermark
  dar
  other places
  Aldermark was glad to lose the yoke of the Old Empire and looks down on those 
  that still venerate its remains. Somewhat xenophobic, they value their own culture 
  and twin gods above others. They’re olive-skinned people with brown and black 
  hair. Though ravaged by the undead, they remain a proud people, using their 
  own language whenever possible, and priding themselves on surviving. They’re 
  known for the powerful cavalry from the southern plains and their great hunters 
  in the northern woods. They’ve invested the money they earn via trade into Orite 
  inventions, having black powder technology, good roads, and primitive steam 
  engines fueled by their many forests.
  Given Name: Aldke, Buren, Deikart, Fulon, Haghulm, Hanar, Janton, Zigfren; 
  Anjika, Ennika, Erelda, Grisynn, Idlin, Joha, Karona, Katriza, Kola, Lenia, Sarina.
  Family Name: Beher, Jeiker, Pober, Scharel, Schmeker, Skeider, Weidt, Weyer.
  An ancient cataclysm broke Dar. Now, deadly shadows are bound to its confines 
  and walk the ashen wasteland, with few arable cities and paths warded by ancient 
  stones. North of Dar is the Gap—a pit so deep the ocean flows into it at high tide 
  and it has not filled. At the center of Dar is a basalt throne, above which a 10-pointed 
  crown of True Fire once floated. Why would anyone stay in such a hellish land? 
  The pale-haired, pale-skinned Dar can’t leave. After a few years away, the bodies of 
  those born in Dar start bleeding until they either die or return to the cursed land. 
  Many refuse to take the Dar black coinage, and are superstitious about catching the 
  curse of the pale folk. The Dar are haunted, but iron-willed, and do what they must.
  Given Name: Basar, Birosh, Garanj, Hirem, Kibak, Mekan, Okosh, Pogan, Sarkar; 
  Akara, Orosha, Gada, Beila, Hikata, Mekuna, Okona, Paya, Sakara, Zagona.
  Family Name: Bekatief, Lahazar, Mehalsun, Omonar, Royota, Siharun, Zohitar.
  West of Aldermark are some notable areas that may be noted in the Legions Annals.
  The Confederacy of Royin. A theocracy that worships a single god, but whose 
  Chosen often leave offspring that bear powers, which can be passed on through 
  bloodlines. Many tales are told of these Blooded heroes, but most were killed 
  when the Cinder King razed the country almost a decade ago.
  The Great Cities of the Wastes. The Bone Wastes are considered an inhospitable 
  desert land, except for the Great Cities. Each boasting a unique culture, they exist 
  as treasured stops and the backbone of the trade routes through the Wastes. Each 
  has a powerful ruler claiming a different title. Stories abound of Sorcerer Kings 
  and Queens, and chained Wastes beasts.
  The Principalities of Andrastus. Nobody is sure how many tiny city-states are 
  part of Andrastus at any given time. The Andrasti Great Families war constantly, 
  and these cities are annexed or conquered regularly. The one thing known about 
  this war-torn land is that they will band together if outsiders try to claim territory. 
  The Cinder King has sent one of his Broken to conquer them.
  Version 1.3
  
  barta 
  or
  panya
  zemya
  Barta is the largest of the Eastern Kingdoms. Once—long ago—they fled a disaster 
  from distant shores, landing in the Eastern Kingdoms as invaders from across the 
  seas. They have been part of the region since before the Old Empire. Barta is a fertile 
  land and provides food for most of the Eastern Kingdoms. They are a republic, with 
  each major subregion electing a religious and civil head, which together comprise 
  their ruling body, the Circle. They value age and wisdom.
  Bartans are tall, dark-haired people, with skin of varying shades of brown, with red 
  or black eyes. They have strong kinship and family alliances. Their dress favors wraps 
  and flowing cloth, where they show off their mastery of brilliant dyes. Many Bartans 
  decorate their skin with complex tattoos and detailed, painted designs. Most Bartans 
  wear jewelry displaying tokens granted to them by family and people they have 
  forged strong friendships with. Contracts and alliances are sealed with such tokens. 
  Many Bartan tales start with such a token being used to gain hospitality or ask for 
  favors via ancient alliances. There are seven major deities, including the temple of 
  the blue-skinned Goddess, where the clergy attempts each day to invoke a Chosen. 
  This Choosing is often how the call of danger is heard across the East.
  Bartan names use the Old Empire format of given name followed by a family name. 
  Family names are always passed on through the mother.
  Given Name: Adikar, Arun, Karoj, Kirish, Makit, Nadit, Parkresh, Raghav, Rakash; 
  Adisha, Aswina, Rahika, Kalyika, Mitali, Rashi, Kaviya, Riya, Seneha, Shimya, Vani. 
  Family Name:  Arani, Chabarti, Dardhi, Dewa, Kapatia, Khatri, Pakshi, Manabur.  
  Once a group of tiny, disparate city-states, Or was unified by a religious order of their 
  three Gods of Civilization—the Maker, the Shaper, and the Builder. They forged a 
  nation by proposing an unheard-of accord—instead of a unified monarchy and noble 
  structure, Or would recognize all of them at once. In return, the order would give 
  to each equal advantages. Hence most people in Or have one noble title or another 
  (such as being a prince of a principality the size of a village). Orites first meeting 
  often ask each other probing questions to determine lineage and title.
  Orite religions study alchemy and other sciences, and have created many of the 
  wonders seen in the world today. From a variety of clockwork inventions, to steam-
  powered engines, to precision-ground lenses, to meticulously machined guns, Orite 
  achievements in metallurgy, math, and science are renowned well past their borders. 
  Their port capital hosts ships from many nations seeking these wonders.
  Their cities are cosmopolitan, and Orites are people of many different skin, hair, 
  and eye colors. Orites prefer complex inlays in their metalwork and armor, and 
  garments of linen and velvet cloth. As a matter of fashion, Orites prefer to wear 
  masks to hats—skilled mask makers are often very distinguished and Orites go to 
  great lengths to retain their services.
  Noble Titles:  Princips, Graf, Reina, Viscount, Contessa, Baronet, Dame, Gallant.
  Given Name: Alben, Anton, Blas, Cyprian, Elrik, Farian, Leon, Marilo, Rubin, Silvin; 
  Aurora, Chiara, Emetta, Hadriana, Katovica, Livia, Millia, Severina, Tiana, Valeria.   
  Family Name:  Albrekt, Garossi, Rodano, Loprio, Martiko, Sanicci, Zardani.
  The land of Panya is considered blessed by the Panyar and cursed by everyone else. 
  It’s a deep forest, peppered with ancient ruins. Dangerous beasts roam, and paths 
  appear and change with the moon cycles.
  Being Panyar isn’t a question of an ethnicity, but of habitation. Anyone that lives a 
  dozen or so years in the forest gains the mark of an animal—cat-like eyes, striped or 
  spotted hair, fangs—and once they do, the more dangerous beasts of the woods tend 
  to leave them alone. The paths about the ruins do not shift much, and the Panyar take 
  advantage of this, building their cities around them. They decorate their homes with 
  beautiful, intricate carvings. The Panyar recognize two divine beings: the Horned 
  One, god of the forest, and Nyx, goddess of the moon.
  Panyar names have three parts. The first name, a color, is granted by a mother, though 
  some have special meaning. For example, silver is the color of Nyx, and means the 
  Panyar is an orphan. Black is the color of exiles and treaty-breakers. When a child’s 
  mark appears, they gain their second name if they can get three adults to agree on 
  what it should be. The Panyar have deeds outlined in folklore, which they perform 
  for their third name. Though these names are drawn from nature, they never use the 
  names of animals, as they consider those to belong to the Horned One.
  Color Name: Amber, Azure, Russet, Scarlet, Sapphire, Silver, Vermilion, Violet.
  Mark Name: Charging, Dancing, Flowing, Growing, Raging, Surging, Standing.
  Deed Name: Blaze, Ember, Flood, Grove, Glade, Reef, Storm, Tempest, Tide, Weald.
  The Zemyati are a pale-skinned people inhabiting the mountain region of Zemya, 
  to the north. They are organized into clans and often raid to supplement their food, 
  supplies, and treasure. They tend to wear heavier cloth with high collars, usually 
  detailed with embroidery in gold and silver. Both men and women wear jewelry of 
  braided metals, and decorate clothes with forged pieces reminiscent of armor.
  Each Zemyati bears a small dagger on their person for swearing blood oaths and 
  sealing contracts. This knife is used in many of their rituals, including their ritual 
  of mourning. Each clan has planted a tree that they water with the blood of all who 
  would become clan members. Each family in turn grows a tree by (or sometimes in) 
  their family home cut from their clan tree. The Zemyati believe each tree is an abode 
  for their Living God, who answers no Zemyati prayers but who they believe curses 
  those that break rules of hospitality or oaths sworn before such trees. Trees growing 
  inside houses and caves are signs of Zemyati holy places.
  Zemyati surnames are always tied to their clan. Since all clansfolk share the same 
  surname, they identify each other by patronymics/matronymics and monikers. A 
  patronymic or matronymic is a parent name with an ending. So Vikei, son of Boryev, 
  could be Vikei Boryevich. Kariya, daughter of Eleya, would be Kariya Eleyovna. 
  Monikers (Vikei One-eye, Boryev Keen-axe, Eleya Fire-hair) are also common.
  Given Name: Adrimir, Colay, Gabridyor, Liavel, Maleksei, Melislav, Theonin, Viltory; 
  Alika, Dania, Emilinya, Freriya, Isalana, Klarina, Sverena, Tatinika, Valentina, Zaya. 
  Patronymic/Matronymic: -ovich, -evich, -ich; -yevna, -ovna or -ichna.
  CULTURES OF THE east
  
SOURCE: textdata/thevault/Blades in the Dark (PbtA) [multi]/Forged in the Dark (Games built from BitD)/Band of Blades/Band of Blades - Sheets B&W.pdf