Gamemaster's Guide I: A Legacy Tabletop Roleplaying Game
Gamemaster's Guide I: A Legacy Tabletop Roleplaying Game
Gamemaster’s
Righthand Section Title Guide I 1
Table of Contents
How to Tell a Compelling Story 11 The natural world 92 Great Beasts 151
The character at the center 13 The Alpine Forest 93 Awoken Flora 153
III. Expanded game Rules 30 TheWetlands 109 The Tournament of Champions 211
Civilization Markers 31 VII. Combat Design 114 [Link] Shrine of The Onabi 14
Rules of Town Building 45 Designing Monsters: A detailed Guide 120 Farmhouse Ryokan 24
I. Introduction 6
[Link] A Story 8
Introduction
guy? They will share your fate. The consequences of the resources of iron age history and folklore to craft
player action in Sacadia will never impact the GM alone. unique and dangerous combats.
Instead, they will resonate throughout history, and each
subsequent character your players create will feel the
burden of their historical behavior.
5 Introduction 6
II. Writing A Story
Writing
A Story
7 Writing a Story - A GM’s Role 8
Character Players Setting Players Balancing Combat and Group Stability
I want to become my character! I want to experience a detailed world!
Roleplay Sacadia is a legacy tabletop roleplaying game, which
means it takes place over multiple [Link], the
Character players strive to create the most alive Setting players love playing tabletop roleplaying games The way combat and roleplay should be balanced will completion of an arc of Sacadia can take a decade or
character they can, and try to disappear into their for the world of the game. They are most eager to depend upon the composition of your group. If half your more, as players wrestle with the rise and fall of an
character role whenever they come to the table. Once experience a world different from their own. party is composed of battle players, be sure to include empire.
settled into their player roles, they have a strong battle proportionately into the game.
tendency to portray any action or event as they believe The setting player does not require the boat to be If old players quit the game and new players come into
their character will act. rocked—they require that the world itself feels natural If none of your players are battle players, you should still the game, GMs are free to continue playing—even
and well [Link] players will have fun if the plot include combat—but specifically in order to facilitate bringing old consequences to the forefront for new
A character player’s goal is that their character drives carries forth, if another character fundamentally shifts the plot and character reflection. Combat can take up as players. However, these consequences and events will
the world, rather than the other way around. For these the nature of the game, or if combat is often a large part little as ¼ of the game while continually bringing focus have stronger impact if the same players stick around for
players, they want to be enabled to take on the role of of the [Link] are fundamentally excited about being and reflection to characters in the game. the full arc.
their character that they see as mattering. Getting in the a part of the experience this world can provide.
way of that experience will reduce their enjoyment of If you are truly interested in removing combat Thus, it is important before playing Sacadia to consider
the game. If you have character players you struggle Setting players should enjoy the differences between altogether, you can GM a game without professions. the types of players a GM wants to play with, and what
with, try to discuss their motives and backstory for their Sacadia and other TTRPGs brought out by the Unique Here, players will have talents and races, but no combat they want out of a group. Players leaving the game can
character, to understand why they play the role they [Link] will require well formed cultures to enjoy skills. detrimentally affect the game, and so creating a stable
play. the game long-term. group with whom to play matters. This is, often, a
[Link] remedy that, the author recommends the
Fundamentally, Sacadia seeks to enable these players to Hangout Players Wrestling with following:
take the actions they feel is most appropriate. As a game I just want to hang out!
about lasting consequences, games in Sacadia should Consequences I. Communication: Never be afraid to talk to your
allow players to do anything appropriate to their Hangout players arrive at the table for the people rather Games are built on consequence. Plot-focused and players one on one about events—this can matter
character. Character players will be drawn in by both the than the game. If they are playing a tabletop roleplaying character-focused players are drawn into a game by the when you feel like the game is taking a turn, or a
setting and the lasting consequences their actions will game or a board game or a video game, they will have consequences of their actions. Mechanics players and player isn’t having enough fun
have throughout both the current game and future fun as long as they are with the right people. Setting Players are often sold on plot when their actions
games. II. Commitment: Do not play with players who are
bring about strong [Link], these moments only coming to the game to hang out. Sacadia is not
While not inherently bad for a game, hangout players do are important to any roleplaying game. meant for this type of player
Mechanics Players not revere the methodology of the game, the plot, or
I want to exploit the rules to grow stronger! character like other players. Thus, they can sometimes In Sacadia, consequences may be far reaching. Players III. GM for Players: Always ensure that you are
bring a flippancy to their roles that does not care about may take an action in a game that cannot quickly GMing for the players, rather than for the story
Mechanics players are interested in killing, and killing the lasting consequences of the game. To them, these resolve—instead, it will simmer for years in the world IV. Balance: Seek to have a balanced group of players
good, or exploring the world in an optimal way. They games are just games. until it eventually bursts. This means that players can who care about the same or related elements of the
are the Max/Minners of tabletop roleplaying games, and take an action in one game that will only affect the world game. If your players align or find balance in the
they show up to be the best and strongest at whatever Fundamentally, a player who is solely a hangout player in future games. GMs are encouraged to take the long aspect of the game that excites them, the game will
they do. may not enjoy Sacadia. The legacy form of the game approach when appropriate—tying campaigns together progress more smoothly.
requires commitment to both consequence of action will be a unique part of the setting.
Mechanics players can spread a wide gamut between and the lengthy time investment involved. If a player is V. Player Count: Do not play with too many or too
being very simple to play with and somewhat playing to hang out alone, they may find the game an Fundamentally, GMs should be saying yes to player few players—four to five players is a strong
challenging to cater to. Many mechanics players are insufficient expenditure for the time investment actions whenever they can. The rules of Sacadia are number to start with.
content to sit in the background and wait for the next required. meant to facilitate a multitude of player actions, and
fight or skill check, while others will seek to create players will try to take advantage of that. Letting a player
combat scenarios themselves. GMs are encouraged to take a dangerous action—saying yes—costs nothing to
Combination Players
take advantage of their mechanics players by creating a GM, especially when the yes may lead to lasting
Most players form a combination of the above
situations where a murder can be easily performed and consequences (both good and bad) for players.
archetypes. For example, a character/hangout player
plot engaging—but leads to lasting consequences. will come to the table with the flippant “it’s just a game” GMs should take notes whenever they believe an action
attitude of the hangout player, but the dedication to
Mechanics players will be drawn to Sacadia by the wide will have consequence, and use that later.
character that a character player exhibits. This type of
versatility and choice in every class, which will enable player is a poster child bard—engaged in playing their
them to engineer the form of combat they want. They character strongly, but trying to keep the game light and
may not find the long-form narrative consequences of fun with the types of characters they build.
Sacadia very rewarding.
3
Name, Connection to Plot, Minimal Background,
Voice/Accent/Description, Associated NPCs
Lvl. 2 + backstory, general likes and dislikes,
The greatest art of tabletop roleplaying is the not every NPC needs to be engaging. Consider the aspirations and dreams
Reminder: Code of Conduct 4 Lvl. 3 +Specific relationship to every member of
interweaving of a compelling story and setting created following levels of NPCs:
by you, the character interactions as players seek to The �rst time you sit down with your players, you should the party
portray their unique creations through challenges faced, create a code of conduct for how characters may behave in Level 1. Set-piece NPCs
and the game mechanics built to prop up the game and game,and what should be off limits for making characters A backdrop in the world and story that Sweet Romance
enable the choices of you and your players. Threading feel [Link] is the whole party’s responsibility to players have chosen to engage It is common in TTRPG games to forego romantic
the needle between enabling players and creating hold itself to this code, and players should not be enabled subplots due to the embarrassment and challenge
Level 2. Plot-Relevant NPCs
profound plots is a challenge – most character players to break these rules. associated with romantic roleplay between a GM and
An NPC that is part of a plot, and has a name
will subvert your intended plot at every turn, yet player. However, it is often the case that people are
and existence relevant to the plot to which
denying them player choice poses a risk to ruin the game compelled most by romance and fear, and removing
they contribute
for a player. Following Through romance from games reduces them from their potential.
When your players do something damaging, dangerous, Level 3. Character NPCs
In this section, instructions are given to create a reckless, or heroic – it is your responsibility to reward An NPC meant to flesh out and be a part of You should feel encouraged to include romantic
character-focused story, enable your players, and keep or punish them for these behaviors. When characters the [Link] may be a part of a plot, but subplots in your game, and to engage players with this
the game ‘on track’ in spite of all your players’ best change the story, they are looking to push the boundary outside of that they have aspirations, unique form of storytelling through subplots. Romance
efforts. of how their character interacts with the world, and they challenges, and a backstory can be a driving force for adventure, either to drive
will revel in the experience much more for seeing the characters to succeed or to push them along a specific
Level 4. Evocative NPCs
consequences of that activity. path.
WORKING WITH CHARACTERS An NPC that is cherished, hated, or otherwise
compelled to remain in the story as a function
The center of any good story is its characters, but unlike This said, punishment feels bad – ultimately, your Romance does not require overt sexual tones, and
of the way their interaction with the party has
in traditional storytelling, you have no control over your players came to the table to play a game, and if they are should fade to black early if romantic subplots go to
resonated such that it elevates them above
characters when you GM a tabletop roleplaying game. It punished too harshly, they will not enjoy the game. Any [Link] goal is to have fun with your players – but all
their original purpose in the eyes of players
is very likely that their reaction to certain story stimuli punishment you choose should not reduce their ability good things in moderation!
you present will be different than your expectations, to experience all parts of the game (e.g., players should
setting you off to improvise during each session. not be denied combat ability as punishment for Some characters can be a flat, two dimensional Keeping Players Comfortable
roleplay). The GM guide includes optional rules for interaction for players to engage briefly in order to At the start of your games, you should ask your players if
Given that player choice is so likely to be so antithetical Curses and Blessings – just one example of a way to move the plot along. Gate guards to a king’s hillfort can they are comfortable or uncomfortable with romance
to your story, how do you rein in those pesky PCs? The punish or reward characters without breaking the game be a great example of this, or farmers along the road subplots involving their characters (and ask this each
short answer is, you should not. or the enjoyment of your players. watching a parade. They are backdrops in the world. game). Players may not want this, and that desire might
Others must be fully fleshed out, with intentions and change over time after they see the connections formed by
dreams and [Link] table on this page should help to
How to Say Yes When to Railroad other players, or as they grow more comfortable with their
drive what you must have written for each level of NPC.
An easy and common mistake for early GMs to make is Railroading is represented as inherently negative in own roleplay. Your ultimate priority here should be
to regularly say no to players – to deny their actions tabletop because of the impact it can have to player ensuring players are having fun.
How Do I KnowWhatType Each NPC Should Be?
because they do not fit within your expectations for choice. And rightfully so–players should usually be able
their behavior, or because of the potential complications to choose a course of action. Set-piece NPCs are the backdrop of your world, and you
caused by their actions. This is likely to upset your will reactively play them in response to players engaging
players (especially character players, who show up to However, you are seeking to craft a powerful story for someone you did not intend them to engage. Plot-
the game in order to act and drive action). your players, and from time to time there may be no relevant NPCs exist only to further a plot - write this
way around railroading to accomplish your [Link] if you intend to never return to them. In each area of your
Except for very when players are themselves being this happens, remember–your ultimate goal is telling a game, there should be some number of Character
troubling, character conduct rejects the rules compelling story your players will enjoy. NPCs–at least 10-12–that exist to help liven up the
established at the beginning of the game by your party, world when players come across them. Pay attention to
or when something should truly be impossible in a how players respond to any NPC–they will decide who
game, you should always seek to enable your PCs to becomes an Evocative NPC.
attempt a behavior.
13 Writing a Story - The Character at the Center Writing a Story - The Character at the Center 14
Sandbox Crisis Tying to the Game A World Full of Outline Map
The crisis should always reflect: Once you have an outline of the plot, create a draft of
Storytelling Mystery the map. As you go, try to fill in details of the map. At
I. Party Level: The party should be able to, at their this stage, just try to put interesting and engaging
15 Writing a Story - Sandbox Crisis Storytelling Writing a Story - AWorld Full of Mystery 16
V. The Ancient World
Competing Cosmologies
In Sacadia, different cultures have different beliefs in the
afterlife, the various planes of existence, and even where
heaven and hell lie. Because Sacadia is driven by belief,
all are true–and because belief is channeled by divinity,
geography separates planar boundaries.
The ancient
World
17 18
Types of Society Example: Eurasian Steppe Peoples War
Because early agricultural practices rely heavily on
Throughout much of the Bronze and Iron Age, the
19 The Ancient World - Types of Society The Ancient World - Types of Society 20
Proto-Urban Society Leadership Urban City-state Experimental Governments
Because multiple clans commonly come together to City-states are the breeding ground of experimental,
Proto-urban societies like early greek towns and Post- The classical urban city-state is most commonly
form a proto-urban society, clan dynamics must be non-monarch governments. Especially in Greece,
Hallstatt Le Tené military democracies lead to the referenced in regard to greek city-states, but the
controlled to prevent war. Most societies turn to a experimental governments like democracy will appear
centralization of production. In this transitionary stage complete urbanization of communities also took place
shared religion as the dominant caretaker in and expand, enabled by an increasing complexity in class
between agrarian farmer societies and completely urban through the Celtic Oppidium and in many other
accommodating disputes, and religion takes on a more structure and unaware complexity brought upon by
city-states, organizational structure begins to shift. urban communities.
dominant role in society. urban politics and economy.
Here, complete urbanization gives rise to a complete
Community Structure Religious leaders support and advise the king and merchant class and completely centralized production. Commerce
The increased complexity of growing agrarian societies support dynastic transfers of power from one leader to Agrarian communities ring the centralized city-state City-states have permanent marketplaces, often
leads to further social stratification and advancement. It the [Link] may also support and look over clientage and support the urban community, but the urban goods centrally located in city-states about a forum–public
enables larger structures, and in a proto-urban society relationships, especially when disputes form. production allows for advanced cultural, military, gathering place where speeches are given, temples are
either multiple agrarian tribes come together or a single government, and social practices. located, and the heart of the city beats.
tribe grows significantly. In both cases, the formulation Commerce and Specialization
of a fort extends into a proto-urban center, where The centralization of the proto-urban community The city-state will be the cultural center of most early- Permanent stalls and buildings sprout here, a source of
centralized production and good exchange occurs. creates central markets that would be the gathering age games in Sacadia, and was the heart of many early water is always publicly provided, and those
place of villages in the area. Large harvest festivals can iron age communities. homeowners lucky enough to live on the edge of the
Multiple agrarian communities form clans around a now be held that coordinate the surplus good supply of forum or plaza very regularly create tabernae out the
central, dominant fort structure which achieves a multiple villages, and the centralization of production exterior of their domus to provide storefronts they can
“proto-urbanism”. In this township, artisans begin to sell Class Structure
leads to permanent shops that appear within the walls of rent. Further away from the heart of the marketplace,
wares that they create within this early township, and Complete centralization of production withins city-
the growing forts. smaller markets may make up the ground floor of
the first permanent shops appear (in the form of stalls). states leads to fully urban communities, in which fully Insulae, where tenants live on the upper stories before
artisanal goods production begin to develop. The new,
Specialized good production may include intricate making their way to the ground floor to sell their wares.
much larger goods production leads to the merchant or
Class Structure jewelry, dyed pottery, metalworks, masonry, carpentry, ‘middle’ class–social classes that sprout from a mix of
Class structure further expands due to the increased alcohol, baking, or even cheesemaking. The goods that The economic complexity requires coinage if it does not
wealthy clientage and artisan producers to create a
population, but not uniformly. Some cultures maintain crop up in such a community will depend almost yet exist, as well as banks for loans, money exchangers
group of people that are not civilizational elites, but are
the strong clan allegiance to their agrarian city-centers. entirely upon the individual community and associated for travelers, and–due to the increase of disputes
also impactful to the city as a whole and live well.
Here clan loyalty, though subservient to the larger culture. regarding land, goods, and complex trades–lawyers.
whims of the proto-urban society, still remains the Some societies will maintain clientage through this
largest focus of subservience. The appearance of specialized good production and the period with patrons–others may develop a very Professional Militaries
ease of accessing the trade goods of this community complex set of social classes that goes far beyond the Urban city-states and Oppidia have sufficient wealth to
In other societies, a merchant class begins to form, and leads to increased trade with other communities. If traditional three class types. Class structure can be field professional militaries, if only for the summer.
location near or within the proto-urban township begins goods specialization becomes unique enough or significantly more involved in these societies. These militaries still often require that soldiers bring
to become a point of class dynamics, where people take interesting (e.g., Gallic amber), more advanced their own gear, but the increased wealth allows for
pride in their physical location rather than genealogy. cultures may expand trade routes to gain more access to middle and upper classes to field organized infantry and
these goods. cavalry with complete gear-outs.
Clientage When proto-urban societies achieve strong trade with
Clientship is a common practice in this period, whereby In some societies, professional militaries are even
fully urban societies, the ensuing cultural exchange can
wealthy, powerful, and aristocratic classes of people equipped with standard gear and colors (though this
create rapid change within a proto-urban society.
offer clientage to subservient classes. Wealthy and often waits until the empire era).
powerful protect the weaker, smaller class groups in
exchange for goods and early taxation. Both would War and Raiding Complex Religious Rites
agree to this arrangement due to the prominent benefit The increased military prowess of the proto-urban Religious temples blossom in city-states, with
it offers to both organized structures. If clientage failed society as well as the relative newness of complex permanent houses that are given enriched tidings and
to offer benefit to either group, social classes could geopolitics for these cultures often leads to a warlike sacrifices. Religious temples are often very wealthy in
decline clientage through legal rights. raiding tradition. this period, and complex temples form, as well as
complex holidays and religious rituals that the fullness
Additionally, clientage often means exchange of Many proto-urban societies employ early organized of the city-state will attend. As one example of a
hostages and marriages. Arranged marriages often militaries to engage in warfare. Commonly, such religious temple, the Saint-Pierre Fountain is a complex
solidify clientage, while the exchange of young children cultures will raid other civilizations to steal their gold, fountain and religious center for the Celtic people in an
to be raised by foster parents further solidifies the bonds their gods or simply for glory. Aedui Oppidium (near Burgundy, France) known as
of clientage between two communities. Bibracte (left).
21 The Ancient World - Types of Society The Ancient World - Types of Society 22
Iron Age Setting Tabernae in Rome The Hillfort Cultural Centers in Rome
The marketplace of the Roman Empire,Tabernae came Hillforts were a type of earthwork uses as a fortified Though the Forum dominated at least Roman life, there
General Tabernae
refuge or defended settlement set on the top of a hill or
similarly defensible high ground. They were used in
many Celtic regions of the world as defensible
fortifications, and also matched the style of the Greek
were many other cultural centers where people would
go to travel, enjoy social life or sport, or worship.
areas players are likely to experience in certain cultures. Early Tabernae (though they remained common Bath houses
acropolis. Because hilltops were strongly defensible
throughout the Roman empire) were single-room stalls One such example was the Bath House, where Romans
when compared to surrounding regions, they were
or shops set into the front-facing wall of a Domus. The would go to bathe. Bathhouses were very public spaces,
Homes in Ancient Rome owner of the Domus may use the Tabernae to sell their often seen as an ideal settling location for a capitol or for rather than private, and people would go to these pools
a defensive fortification.
goods and wares, or they might rent out theTabernae to (many of which were heated) in order to bathe and
The Domus others to use. socialize.
Celtic hillforts were lined with earthworks and
The classical ancient architectural style of wealthy defensive walls, as well as external ditches. Acropolises
Roman homes, a Domus was laid out uniquely around Bathhouses had unique architecture and often multiple
Large Tabernae often had stone walls and additional fortifications.
an [Link] atriums, which were much like a baths at varying temperatures.
Tabernae were common bordering a marketplace, or
courtyard with an open ceiling in the center, were along bustling city streets. But due to their popularity,
surrounded with bedrooms, offices, or dining rooms Pincer Gates
some large-scale buildings were constructed specifically Temples
arranged at the exterior of these courtyards. A pincer gate was the most common entrance into a
for Tabernae to be placed. Early concepts of an indoor Temples to the Gods were different from modern
Celtic hillfort. Pincer gates were deeply inset between
mall or marketplace, these large Tabernae had various churches in layout. Roman temples were often open-
In wealthier Domuses, two sets of Atriums may be walls of a fortification so that people who sought to
dozens of stalls and single-room shops that could be facing constructions with an open portico with columns
connected - one that more greatly faces the public and enter the gate had to pass between a long row of wall-
perused, and a large interior marketplace for shopping. in the interior direction into the temple.
another which was more [Link] Domus layout was tops (which could be filled with archers or defenders in
very common to the Mediterranean, where mild the event of siege). Some temples (especially certain Greek-style temples)
winters meant that homes with an open courtyard The Forum would continue in this way with an open interior let out
weren’t too cold. Forums were Roman marketplaces (bordered by
Tabernae and often filled with stalls and stoas for public City Planning to the air, while other temples would have a true
interior closed off to the outside.
sale of goods). But they were also a gathering place,
The Villa where people would go to hear word of news from the Roman Colonial Layout
The rural village home of wealthy Roman elite, villas In ancient Rome, temples could be massive.
empire, and where speeches would be given. Many city-states had precise layout configurations used
were wealthy manors in the countryside on the land for their colonies, but few matched the rigor of Rome.
tended by these Roman elite (or in many cases, their Roman colonies all had a very similar layout. Amphitheaters
servants). The villa was a large home, and like the Ancient Inns A final and well known construction within Roman
Domus it was arranged around a courtyard. In the case Roman colonies were constructed with orthogonal cities was the amphitheater such as the colosseum. The
of a Villa, many different architectural styles were used, The Ryokan grids laid out in a North/South and East/West facing place for spectacle (both sports like gladiatorial combat,
but one such style was arranged around a large central Although technically an artifact of the early middle ages, direction around a central forum next to a church. and also certain plays), amphitheaters were a gathering
garden, with rooms and hallways arranged around the the Ryokan is a unique form of inn where travelers Nearby bath houses would provide access to people, and place for larger events.
garden. could stay which leverages a unique style of furnishing inns were set next to the entry gates to the cities.
and architecture. Often set along roads or in rural areas Colosseums and amphitheaters were set just outside. Most Roman cities had two forms of amphitheaters - the
The Insulae of a home, Ryokan also offer dinner and breakfast to broad, circular style (like the Roman colosseum) and a
Both the name for city blocks in Rome and also for poor weary travelers. long format used for chariot races and horse events.
Aqueducts
tenements, Insulae often had multi-story buildings set Aqueducts were how many civilizations moved water.
into a crowded street. These Insulae, which could be Larger cities had both of these styles, while smaller
The Caravanserai Man-made channels into the earth or set upon bridges,
rented or purchased by impoverished citizens, costed cities may only have the circular style. Most major cities
A roadside inn for travelers to rest along a journey, aqueducts allowed civilizations to move water from a
more money for rooms lower to the [Link] story in ancient Rome had these amphitheaters, though they
Caravanserais were started by the Achemenid empire, place of high elevation to low elevation.
rooms were the most dangerous and often the smallest. may be constructed of stone or wood.
but maintained throughout much of the Silk Roads’
history. Caravanserais could be urban as well, set into Simple aqueducts were cut channels, while other
cities, and commonly were arranged around a central aqueducts may at times require bridges to carry water
open courtyard, with rooms off to the sides. from place to place. One of the most famous of these
was the Roman aqueduct system, which came with a
Often, they were a sign of prosperous roads and safety. complex set of laws governing the prioritization of
More dangerous, less traveled roads did not have them water within a city and how it could be distributed.
as commonly.
23 The Ancient World - Iron Age Setting The Ancient World - Iron Age Setting 24
Unique Practices China Rome
25 The Ancient World - Unique Practices The Ancient World - Unique Practices 26
Creating a Culture Neighboring Influence Cultural Questions 5. Religion: What are the religious customs of this
In detail, neighboring influence is a part of the cultural culture? What are their primary Gods? How
In the search to create a unique culture, it can be
27 The Ancient World - Creating a Culture The Ancient World - Creating a Culture 28
III. Expanded game Rules
Rules to include:
◆Working with a party aspect (how to create a
game for different party types)
◆ Creating a biome
◆ Rules for swimming - how it works when you
only have a talent, vs. when you have
swimming skills
2. Gathering information/explorers
Expanded
Game Rules
29 Expanded Game Rules 30
Marker Descriptions Military
The Military Power of a civilization is expressed by its
Each Civilization Marker covers an expanse of military score. Military directly corresponds to the
civilizational elements, and may interact with set rules fieldable army size of a civilization as well as
within the game. Descriptions of each marker is given defensive bonuses to that military prowess. In
below. Conquest games, civilizations with larger Military can
field larger armies against one another.
Food
Food is the measure of the total agricultural Military also indirectly measures the military influence
production of a society. When food is low, stability in [Link] military is high, societies become more
will decrease, and civilizations with very high food centered around their military aims, and a high military
production are considered ‘bread baskets’ of the region. may even forcefully transition a society’s government.
Food Production is often capped by the terrain upon GM Note: Military Armament
which a civilization sits, because different lands may Neighboring a society that is rapidly increasing their
enable different amounts of crops. Military score may be a sign of danger in the near term,
as arming a society comes at the cost of Food and Stability.
Population You may use this to your advantage when planning
Population is the measure of how many people live in a Conquest games.
region or civilization. It is a direct measure of the
manpower of a society, and is used as the ‘labor pool’
which constructs the enabling total of Food, Military, religion
Economic, and Cultural generating capability within a Religion is a measure of how religious a society is.
society. Higher religion scores means a society is more fervently
concerned with religious rites and devotions to their
Example: Population for Military faiths. High religion also may mean increased boons
from deities or a greater focus on religious festivals.
When players create more military, they must pull that
Civilization Markers What are the Markers?
military from their total available population, thus
Civilization Markers denote distinct features of a divvying up the responsibilities of their population Economy
I. Food
accordingly. This restricts the civilization’s ability to
expend that same population towards other enterprises.
The Economy of a civilization includes the immediately
fieldable wealth an empire controls, the taxable
wealth it may accrue through taxation policies against
its own people, and the amount of wealth brought into
culture may alter across time, as well as influence the Stability a society through trade.
culture around them. II. Population Stability is the measure of how resilient a society is to
In this section, the markers of civilization are outlined - III. Stability change, and how close a society is to collapse. Stability Economy indirectly influences many other Civilization
where they come from, how they evolve, and what they is often easily managed in early Sacadia empires, but Markers, including Culture, Stability, and Military (after
IV. Culture
mean for both your players’ civilization, and the falters as complexity increases, or when war blooms. all, it costs a lot of money to field a military venture).
civilizations around them. V. Military Low stability leads to uprisings - while high stability may
lead to cultural boons.
VI. Religion Complexity
GM Note: Civilization Markers in the Game Complexity is the measure of how sprawling an empire
VII. Economy
These Civilization Markers do not change on a small Culture has become. It is affected by the scale of an empire as
timescale, and you will only need to follow the rules for VIII. Complexity Culture is the measure of the cultural influence on a well as the geographic sprawl, as well as impacted by the
changing them once between each campaign you play. society. High culture means that a society will appear policy choices of a government and indirectly by
From there, it should be a straight shot to empire! GM Note: Scale of Markers attractive to its neighbors, leading to narrative benefits, elements such as culture, religion, or economy.
and often leading to opportunities for growth in the
Individual towns and cities have Civilization Markers,
Each of these markers governs rules on how a culture cultural tapestry. As complexity grows, player influence over the cultural
which sum to form provincial Civilization Marker totals
may evolve and adapt - and they tie into every aspect of tapestry decreases, until finally an empire reaches a
in a larger province. A full empire may directly sum the
a game of Sacadia, from the way cultural tapestries may As civilizations influence their neighbors, narrative and ‘decline’ period, where the cultural tapestry cannot be
provincial civilization markers to accumulate its total.
develop, to the way town building may be performed. mechanical boons are granted to a society. Increasing directly changed through narrative play. At this point,
The exception to this is Complexity, which scales culture can therefore grant asymmetric boons Intrigue games become enabled - and players can begin
nonlinearly when summed across regions of a society depending upon a culture’s neighbors. tearing down the complex empire they have built.
(depicting the challenge of ruling a sprawling empire).
31 Expanding the World - Civilization Markers Expanding the World - Civilization Markers 32
Measuring Civilization Population GM Note: Intrigue and Stability Religion
Population measures the populace of an empire in units Religion measures how religious a society is, from
markers During Intrigue games, Stability is a limiter in player
of ten thousand. Population is typically tied to Food 0-100. A corresponding society of 0 religion is
actions that allows them to interfere with society for their
Production (each produced Food leads to another unit punitively atheist, while a religion score of 100 is
Civilization Markers are not equivalent in meaning and personal glory, and they must keep careful eye on it.
of Population), with some stipulations: zealous in its religious fervor.
depiction. Many Civilization Markers can be further
broken into categories. This section highlights how to I. Exponential Growth: Every hundred years, a Religion is one score - but GMs should be sure to track
measure each marker and determine what they mean. Culture
population approximately doubles if the cap will the percentage of each religion in a society. If religious
Culture is a measure of the cultural influence the society
allow it. If Food Production lurches ahead of this fervor is high, but there are two primary religions in a
has. It is predominantly impacted by the Cultural
Measuring Food proportionate growth, there is a lag as Population society, Religious Schism Crisis Events will begin.
Tapestry, and is impacted by Complexity and Economy
Food is a measure of the arable land and fishing that can catches [Link] is called a Harvest Boon (specifically Trade).There are two elements to Culture:
be worked, and is being worked, in a civilization. It is II. Famine: If Food Production decreases below the Economy
measured by three numbers: Population, the society must resolve this concern I. Culture: The raw cultural influence within a society. Economy is a measure of the wealth of a society and the
or Population will decrease to meet the new cap Culture is capped by Complexity, as more complex capability of that society. Like Culture, it is capped by
I. Arable Cap: The total number of possible food societies can support more complex cultures and the Complexity of a society, as greater economies
production in a civilization [Link]: Population can be directly used to increase influences demand more complex civilizations. Economy is
military power by tasking the Population towards
II. Production: The proportion of arable land and measured in three parts:
this work. If that population then loses in battle, II. Influence: The influence a civilization’s culture has
fishing that is being actively worked in a civilization the overall population will reduce. on its neighboring cultures. Influence is capped by I. Fieldable Wealth: The economic stores a
III. Stores: Food stores prepared by a society in Trade, and leads to narrative events with civilization has to act with at a moment’s notice.
advance of reduction of Food Production neighboring civilizations This is comparative to the wealth hordes of an
Tasking Population empire, and is useful when direct expenses (e.g.,
As empires grow, they commonly work to fill the Arable Population must be tasked. By default, Population will paying mercenaries) are necessary
Cap, because food production directly impacts the work Food Production, but only 75% of a civilization Military
amount of population that may be possessed, which in must work Food Production to meet food Production Military is a measure of the offensive and defensive [Link] Wealth: The economic capability of an
turn may be used for powerful in-game potential (such [Link] other 25% may be tasked to other aims in a power of a civilization. Military is measured by three [Link], taxable wealth makes up the
as military). It is a good idea to focus on increasing [Link] include the following: numbers: overwhelming majority of wealth in an economy.
Production early towards filling the Arable Cap. Players may increase taxable wealth with taxation
I. Production: Farming or Fishing jobs that meet I. Army: The fieldable army size of a civilization, policies, which typically reduce stability
Several narrative elements may diminish either the Food Production requirements or fill Stores including the number of foot-soldiers. Army size [Link]: The trade power of an empire with its
Arable Cap or Production: must be pulled from Population, and Economy and
II. Military: Military jobs that enable war efforts. [Link] power allows civilizations to
is directly dependent upon Population tasked to it
Higher tasking in Military means a larger army! expend Influence to create wealth - or expend
I. Famine: Famine Crisis Events can directly reduce Maintained military expenditures may be created II. Navy: The fieldable navy of a [Link] must wealth for other boons, to the limit of trade power.
food [Link] in turn will lead to a through Professional Armies, which restricts player also be tasked by Population and Economy, but also
corresponding decrease in population (such that ability to re-task military to other pursuits requires Specialization jobs to create ships.
overall Population continued to meet the new Complexity
Production limit) unless the Famine is resolved by III. Specializations: Specializations include III. Defenses: The defensive fortifications of a The Complexity of a civilization is a single number
the society economic, religious, government, and cultural civilization, including walls, roads, and natural showing how complex a society is. It naturally increases
jobs. As complexity increases, players must apply fortifications (such as mountain ranges). Defense
II. Natural Disasters: Natural disaster Crisis Events when civilizations grow (e.g., when an empire
Population to specialist roles. Economic supports civilizations only when invaded.
directly impact the Arable Cap of a region forever. incorporates new provinces or territories), especially
opportunities also allow specialist roles to form. when those territories are overseas (it is more
Use of Military complicated to manage territories that are harder to get
Stores of Food Military typically works its way into games through to). Complexity is also affected by decisions made in the
Stability
Stores are created when more than 75% of the Conquest campaigns, whereby the �elded Army and Navy Cultural Tapestry such as taxation policies or
Stability is a single unit of measure from 0-100 - a
Population works on Food Production. Stores do not sizes correspond to the total military sizes of each governmental policies.
percentile measure of how stable a society is.
last - they are held only across the course of a single civilization in a Conquest game.
[Link] are important only for war or famine - When Complexity increases, it often demands that
By default, Stability starts at 65, and can increase with
such as to last through sieges. Defense typically comes into play during sieges, or when civilizations begin tasking Population to government
appropriate social changes and policies, or decrease in civilizations are invaded (from either side) by way of Specializations, at the expense of other possible roles.
reaction to crisis or [Link] Stability reaches
Most civilizations will have good food stores in early providing boosts to the army modi�er of the defending When Complexity grows too much, players lose the
certain thresholds, events naturally occur in the plot of
games, as there aren’t many ways to task population [Link], such boosts correspond 1:1 from ability to influence the cultural tapestry until the empire
a society.
outside farming. As complexity grows, food stores Defense to an Army Modi�er boost. slides into Decline - at which players may begin Intrigue
become harder to maintain. campaigns.
33 Expanding the World - Civilization Markers Expanding the World - Civilization Markers 34
Rules of Civilization Food in settlement Economic Boon Table
Some regions are more arable than others. Natural
Markers regions have a maximum cap to their overall food Natural Resource
Hardwood
Economy Benefit
1
production which determines the total amount of food
Silica 2
35 Expanding the World - Civilization Markers Expanding the World - Civilization Markers 36
Monarchy II. Absolute Monarchy: In an Absolute Monarchy,
the ruler has absolute power (i.e., a form of
A Monarchy is a form of government characterized by a despotism). An Absolute Monarch has complete
single ruler (a monarch) ostensibly leading as head of control in how power is transitioned (e.g., they
state. Typically monarchs are still governed by specific need not transfer power according to a hereditary
laws of their civilization - but ensuring consquences for law).Typically, right to rule is more complex to
them breaking those laws can by difficult in some express in this system than in a Hereditary
societies. Monarchy
III. Parliamentary Monarchy: In a Parliamentary
Characteristics of Monarchy Monarchy, the Monarch does not rule alone, but
There are several main characteristics of monarchy, rules alongside a ruling class that forms a
given below: parliament or senate. In most versions of this
complex ruling system, the Monarch is bound by
I. Lifelong Rule: Monarchs rule until abdication or the advice of the Parliament but they are sworn to
death. It is possible that they are forced out of rule support the [Link] split of power between
through conflict. both groups will depend upon the individual
[Link] of Power: The transfer of power in a system. Sometimes, the Monarch is elected by the
monarchy depends upon a line of succession and Parliament.
transfer of [Link] it, there is a succession
crisis. In some monarchies, these crises are Example: Parliamentary Monarchy
common Parliamentary Monarchs were exceedingly rare in
III. Symbolism: The Monarch embodies the identity antiquity, but the Hittite Panku forms one example of
of their nation or empire, and must represent it in their use. Often, the Panku may be a solely judicial ruling
many [Link] reflect - and alter - the cultural party, or exist speci�cally to reign in the monarch.
identity of their people Con�ict in this sytem arises when one of these parties
attempts to increase their respective control.
IV. Right to Rule: Monarchs must have some form of
Government Forms of Government a right to rule, or justification for why they should For example, in a Roman Dictatorial system, the Senate
be the ruler. In most civilizations, they are
The major forms of government that will be relevant in elected a monarch (the Dictator) who was meant to return
Lifestyles Urbanists
You are focused on production, and are accomplished at
Before beginning Town Building, players may take on a urban trades that can help you achieve that goal.
Lifestyle. A Lifestyle is a high-level modifier players
receive to all town-building in exchange for boons and When you take the Surveil action, your GM makes three
banes that affect all rolls they make. Players are not Surveil rolls instead of [Link] may not take the Hunter-
required to take a custom, but doing so can create a lilt Gatherer action. In addition, whenever you find raw
in their culture that pushes them in a certain direction goods using the Surveil action, you must build the
of [Link] are six customs: follow-on building constructions associated with raw
minerals you find.
I. Sustainable Farmers
II. Seafarers Tradesmen
III. Urbanists You are accomplished traders and get along well with
your neighbors.
[Link]
V. Isolationists Once per epoch when you make a trade roll, you may
re-roll that trade roll and take the second roll made. At
VI. Nomads the start of every epoch, roll 1d4 and subtract it from
available supply. This supply is reduced as a tax from a
Each are described in the following sections. neighboring nation-state.
GM Note: First Time Town Building
Isolationists
Lifestyles are not required to play through Townbuilding. You are defensively focused and do not wish to trade
If you don’t have a strong sense of cultural identity with your neighbors. Instead, you seek an isolationist
pushing you towards a particular lifestyle, you are lifestyle away from the influence of others.
encouraged to play through the Townbuilding exercise
without a lifestyle in your �rst game! Increase your Defense by 5 when you take [Link]
Town Building Should we Take this Aspect?
cannot take the Trade action, and your Trade cannot
Town building takes place outside the regular game increase above 0.
43 Expanding the World - Town Building Expanding the World - Town Building 44
Rules of Town Settlement Roles The Use of Roles
The first epoch of town building is settlement, wherein Each role will seek to grow a particular part of the city,
Although players take on the role of heroic adventurers
Building players select their first buildings, explore the natural in most of Sacadia, they take on roles of prominent but their power is up to the form of government. In a
area around them, and learn a little about the world. direct democracy, you may give each role a portion of
townspeople in the town building exercise. These
45 Expanding the World - Town Building Expanding the World - Town Building 46
Gathering Supply As players build their town by selecting how to spend Placing Buildings
Ex.A Noble Curse Towns naturally settle with a starter supply, and create Supply, other events will naturally occur, such as In the initial settlement epoch, players will pick a
This role secret is given to whoever plays the nobility. necessary capability to grow that supply. religious boons, new trade opportunities, or automatic geographic region for their culture to settle off the map.
development of the town through the creation of As the GM, you should pull up the map and let them
You are cursed by a dark [Link] members of your In the settlement epoch, players will settle with caravans Forums, Insulae, or nobility. describe (quite generally) where they would like to
family die, they are forced to wander the earth in a or ships governing their amount of supply. Typically, a settle within the region.
cursed existence, hungering for the �esh of innocents. town will be settled with 12 supply, though players can Building Aspect
expand their supply count through various in-game From the buildings they construct, place the initial town
Players purchase buildings using supply instead of aspect
Throughout the game, you must seek to isolate the activities prior to settling, if you as the GM approve of in place. From that point on, whenever players select a
points.
nobility from the rest of town. Feel free to feign this. building to construct, let them decide (if they would
haughtiness or grandeur to get this done—but you like) where to put it. if they do not, put the building
must not let the town �nd out about your secret. Afterwards, certain buildings will generate supply. where you think is most [Link] in mind some
Surveilling
Players can also gain supply through trade with other rules about the creation of towns:
In order to mine and perform production, a village must
The Dead Pit (Read when this event occurs): the dead nearby cultures, or receive supply through ‘events’ surveil the land near the village for raw resources,
pit found just outside of town is none other than the (described further in this chapter). I. Anything that produces a lot of fire should be far
including stone (granite, marble), common metals
dumping ground of the bodies you have stolen to feed from other buildings or well protected
(iron, tin, copper), rare metals (gold, silver, cinnabar,
your growing undead family over the [Link]’s Purchasing Buildings gemstones), asbestos, clay, silica, and hardwood. II. For any city center, there should be a lot of
worse—it looks like some of your slaves are missing, Players use supply to build buildings within their town. farmland. Farms can be quite large
and may be trying to tell the town of your curse!You Buildings have associated value in terms of cultural In order to surveil, the party must purchase surveilling.
must prevent the reveal of your secret. III. Centrally located and defensible sites are
resources those buildings generate, and also lead to When they do so, the GM will roll twice on the often the location of central structures such as
future development. following table. If the GM rolls something on the table forts or community halls
which has already been rolled, the source of this
Supply and Purchasing Each building is listed in terms of the following resource is found in greater abundance (e.g., a quarry is IV. Certain geographies may be better to settle
Players will begin town building with a set amount of resources provided: found to be much larger than previously expected). upon than others. For example, soft silts are
supply, measured in caravans or boats. Each ‘unit’ of unlikely to contain large buildings
supply represents general building supply that players Supply: Supply is the resource used to purchase A GM may also declare that certain resources are easily
will have throughout the town building exercise, and buildings. Increased supply will give players more accessible or impossible to find, and do not need to be The Placement of Buildings
is directly related to the number of buildings and buying power in the next age. rolled for. For example, a village at the edge of an old The �nal placement of buildings will drive future
resources they can manufacture. Each building that forest may have ready access to hardwood, or a village in economic development and the creation of districts. It is
can be manufactured will be paid in supply. Complexity: Complexity is the power of a town to a vast desert may not have access to hardwood at all. not a super�uous choice.
create complex practices or buildings. Greater
complexity allows a town to create more advanced Improving Surveilling
Supply Types (often beneficial) buildings Several buildings improve surveilling by adjusting the The Nature of Buildings
General supply: Used to purchase any buildings number on a surveil, or allow for event [Link] can When your group places buildings, they should depict
Culture: Culture is a measure of the cultural
or goods throughout town building, and the cost also improve surveilling in certain cases. the nature of these buildings. Crops will differ by town.
significance of a town. Each district also costs 12
of all buildings is listed in terms of supply. Though most shops will take the format of small stalls in
culture in the final epoch.
Surveilling Table a market early on, as time progresses they may grow
Specialized supply: Can only be used to into fully fledged buildings.
Trade: Trade increases rare goods, information, and Resource Probability
purchase a specific type of building, but that more coming into your settlement. An increase in Hardwood 1-20
building is either not available through general You should always be asking your players to flesh out the
trade increases trade opportunities. Silica 21-30
town building or the specialized supply allows buildings they have placed in their town–the nature of
players to purchase it at reduced cost. Clay 31-40 shops or goods being sold, or the cultural impact they
Defense: Defense is a measure of your town’s Granite 41-50 might have.
ability to defend [Link] will matter through
Gaining Supply in Games Marble 51-60
certain events in the town building process,
Iron 60-70 Example: Cheese Stall
Throughout certain games, players will be given an through which the town may be attacked.
opportunity to receive general or specialized supply. Tin 71-75 The group has placed a thermopolia (food stall) in their
Either may be bene�cial—specialized supply may not Religion: Religious adherence adds blessings to Copper 76-80 [Link] GM asks the party the nature of the stall, and
be useful to players seeking to cultivate a speci�c your settlement, which will bring positive boons Asbestos 81-85 the party decides that the stall sells sheep cheeses, baked
culture or town. Players should not choose which they through events that crop up as a result of religion Cinnabar 86-90 and drizzled in [Link] forms a new local delicacy,
prefer during the game. Instead, they should select Gemstones 90-93 Savillum.
during town-building. Silver 94-97
Gold 98-100
47 Expanding the World - Town Building Expanding the World - Town Building 48
Trade Trade Points Events Types of Events
In order to trade, a village must accumulate trade
Trade is a way for towns to gain resources and supplies Events are the growing pains of a small town as it There are multiple types of events that players may have
points. Trade points are provided by certain buildings.
they would not normally have. It can lead to the stutters into existence and prominence. Depending on to wrestle with as part of growing their town. Some of
For every three trade points a city accumulates, that city
construction of special buildings that cannot otherwise the way you employ the town building exercise, events them require player interaction, while others are
can trade with another town or civilization.
be found, and it can also bring with it problems. may form part of the plot of a game or they may be small compulsory and occur automatically as your group
events you discuss with your players. selects buildings.
Trade doesn’t go away—when players hit Trade 3, they
When your town decides to trade in each epoch, it must can trade with one civilization from then on at every
decide who it will trade with from all available towns, When an event happens outside of a game, ask your You may choose to have players roll certain, simple
epoch of the town building exercise.
and then roll a random 1D100 die to determine the players how they feel this event might be handled by ‘Fortune Checks’ to determine their success against
results of their trade. current culture. Players should fall into their roles for events. If you do so, players use the following ability to
Players may choose to trade with a number of towns up these [Link] would their role do in response roll:
to their Trade score/3 (rounded down).
The resulting effects of trade will depend heavily upon to a certain disaster? How will that help form culture? Town Fortune: Roll 1D20+X against the Fortune Check
the cultures near your own, but the below is one such Example:Trade Possibilities determined by the GM, where X is the town’s Religion/2
example of trade at work. Example: Punitive Justice (rounded up). If you succeed, you successfully deal with the
The town of Uruk seeks to trade with nearby [Link] The town of Uruk is a newly formed Mesopotamian problem. If you roll within 5 under the Check DC, you ‘succeed
Trade: Soft Successes are three towns within range that may provide reasonable community, and its people are growing quickly. Focused with complications’.
trade for them to choose from:
The bene�ts of trade may be both soft bene�ts (e.g., mostly on culture, the city has already invented a new
creation of a new types of cultural in�uence that does not alcohol (beer) and is rapidly increasing trade between
Ur Responsive Events
speci�cally adjust supply/culture/defense) and hard neighboring civilizations. This new prosperity has
• 0-40%: Rare-colored textiles are provided. + 1 culture Responsive events are a way to weave a long-form story
bene�ts (e.g., increase in supply). Both will be bene�cial brought wealth, and with it a rash of banditry.
• 41-80%: Dyes of rare colors are brought to the empire. +2 culture, through your town across multiple generations or
in the long run across the game. Feel free to include and additionally open a rare dye shop in the market.(Event:Players games. As your group builds their town, certain events
culturally speci�c events as part of trade. However, Uruk is not focused on punitive justice, and it
must decide the source of several dyes) may happen that—when taken individually—seem
does not have a town guard. How can the town respond to
• 81-100%:The written word is brought to Uruk. Increase Trade, unconnected, but can actually be part of something
this sudden increase in crime?
Defense, Supply, Culture by +1. Additionally, a professional bigger.
Expanding Trade surveyor comes to the village. If players roll Surveilling this epoch,
As epochs continue, players may trade from further and they may re-roll any surveil once, keeping the second roll. If responsive events take place during a game, they form
further away, and trade routes may expand. Ultimately, Events and the Tapestry quests that the town must deal with. If they take place
you create the available trade opportunities that players Ultimately, events form a very easy way to expand the
Nippur outside of a game, the town leaders (your player group)
can have in each epoch, and they do not have to be the tapestry and show cultural growth of the town between
• 0-20%: Reduce religion by 2 as other religions create a schism. must agree on how they will deal with these problems.
same from epoch to epoch. Susa may cease to have a [Link] town events will dictate the growth of your
(Event: Players decide the nature of this new schism).
surplus in supply, and may instead provide different tapestry between games and help form the base columns
• 21-40%: Change your grave system to crypt-based graves, as the Example: Barbarian Invaders
goods through trade. of your culture for your next game.
in�uence of Nippur changes grave superstitions (Event: Players
Helkriders from the northern steppes are raiding Uruk
decide what superstition results).
One thing to pay attention to in expanding trade is the Note:A Growing Town with increasing [Link] you have fended them off
• 41-60%: Nippur teaches your civilization the bene�ts of boating.
effect this has on the region. How does this change the so far, you will be unable to continue. How will you
If you have a boathouse,create a large [Link] you do not have As your players’ town grows, events should grow to re�ect
geopolitical landscape? address the challenge? (Some solutions include: Find and
a boathouse, gain a boathouse. (Event: Players must create a the town’s changing [Link] to pay attention to the �ght the Helkriders, Expand town defenses, Hire outside
superstition about the river Tigris). form or nature of the town’s culture as it expands. Events
Example: Expanding Trade mercenaries, or bargain with the helkriders).
• 61-80%: Add another temple to the city to the God of Nippur, based on your growing cultural tapestry can help
Players decide to trade with all cities in a certain Ashur. Gain the bene�ts of a temple whether or not you already highlight gaps to the cultural tapestry or challenges that The party decides to �nd and �ght the helkriders, which is
direction. You as the GM decide to expand the road have a temple. (Event: Players must reconcile the two present may exist in the town based on the way that town is set harder than many of the other [Link] Check DC is
network between these places, and a new town is founded religions with the current tapestry). up. set to 18, and the town of Uruk has a religion of [Link]
along the route. • 81-100%:Add aTea Shop to the [Link] produces +2 culture and
roll 1D20+3 and get a 19! They successfully repel the
+2 trade. (Event: Players must create at least one superstitious use
invading helkrider, killing most of them.
for tea).
What does the town do with the invader bodies? Are they
Susa to be buried, set out as a warning, or something else?
• 0-20%: +1 Supply for next epoch
• 21-40%: +2 Supply for next epoch
• 41-60%: +3 Supply for next epoch
• 61-80%: +4 Supply for next epoch
• 81-100%: +5 Supply for next epoch
49 Expanding the World - Town Building Expanding the World - Town Building 50
Tapestry Events Locations of Generative Events Generative Events List
Tapestry are events that let you flesh out the culture of Markets of any kind are likely to sprout up naturally
the town better across time. Most commonly, tapestry Trigger Event Description
about the forum, unless your group speci�es otherwise.
events reflect gaps in the cultural tapestry that the party Likewise, important buildings are most likely to sprout up Supply 8 Farmer’s Market A regular farmer’s market sprouts up. Decide how the market occurs(weekly? Daily?)
has not addressed as much in games. The purpose of in this area if there is space.
tapestry events is to create unique culture within the Supply 16 Nobility The economy booms, and class distinction broadens. Depict how that occurs.
town. You should feel free to use tapestry events
multiple times if it helps you flesh out the world. No Supply 24 Unique Crop Supply has grown to such heights that a new crop is at play. Decide what this crop is that
culture has only had one holiday! City Expansion your people cultivate.
Throughout three or four epochs of the town building Culture 8 Forum A forum sprouts up in the center of the city as the gathering place, nexus of markets and
culture in town
Event: Creating a Holiday exercise, players (and the GM!) will create an
established town in the region they chose to settle. Culture 16 Calendar Your city creates a unique calendar. Depict this calendar in terms of days of the week, how
As the town has grown, it has [Link] must create a the year is divided (solar/lunar being common), and the format of the months.
Eventually, that town will grow into a city, whose aims
holiday for your town that is unique to your culture, as Culture 24 Theatre A theatre sprouts up in the city. Decide the most common practices and events held here.
and ambition exceed those of their roots.
well as at least three associated holiday festivities.
By the time you have a city, you should have multiple Culture 32 District District your city as it has grown.
Some examples of common iron age holidays include: 1) city districts (at least three), as well as a complete
Religious festivals celebrating and revering the Gods, 2) Trade 8 Inn A place of rest for travelers sprouts up. Depict what it is like for travelers to come stay in
cultural tapestry governing the unique practices,
Autumn harvest festivals celebrating crops and the gods the city.
holidays, language, commerce, government, and more
that allowed them, 3) Anniversary celebrations, either of Trade 16 Established Routes Regular trade has created an established trade route between your city and others. Depict
regarding your culture.
the town founding, a sacred event, or commemorating a the length of a unit of road, and denote several cultural effects of this deeply seeped trade.
victorious battle,and 4) Celebrating and remembering the Trade 24 Library A library of texts and records is constructed for those who can read. Depict its location.
Gaps in the Tapestry: Along with this library, a map of the known world is provided.
dead, as well as maintaining vigil for their souls.
If you come to the end of the town building exercise and you Defense 8 Fortifications Your town builds an interior wall around the most fortifiable part of town (the fort, if you
Event: Folklore of theWell still have gaps in your cultural tapestry, be sure to create have one).
some �nal events that help drive the development of Defense 16 Dungeons Your military guard adds a dungeon. Depict the nature of the dungeon.
Your growing town is heavily dependent upon water from culture in your town.
stepped wells, and the water pushing up from the ground Defense 24 Paid Military Volunteer military services, though still common for so small a town, are now
seems almost improbable to certain members of your town. supplemented by a small trained and paid military source. Depict the nature of this military
Create some form of folklore surrounding the wells in your force, and what it does most of the time,
Districting Religion 8 Gravestone A religious gravesite is [Link] must depict the nature of your communal graves.
town, describing why water pushes up from the ground The final act of the game will be the completion of
here, what causes it, and what might go wrong to prevent districts. Districts will be important in city exploration, Religion 16 Religious Festival A lengthy, weeklong religious festival is built. Depict the nature of the festival, which gods
this water from staying. as well as in city expansion in the next arc of the game are worshipped, and how it is performed.
loop. Religion 24 Temple Monument A grandiose monument is constructed in the forum to a god, gods, or event that is central
Generative Events to your culture. Depict the monument.
To district your town (either at the end of town building Supply 12, Religion Sacrifice Event Your supply now allows for regular sacrifices to be given to the gods. Depict why/how
Generative events form naturally as players expand their or any time previously), any player can select a 12 sacrifices to the gods occur.
town, based on the way players choose to expend geographic region within the town that is not already Culture 12,Trade 12 Tea House Trade has brought tea—small leaves you can steep and brew that give energy and health
supply. Each type of development will naturally lead to districted and explain why they believe it would benefits.
the creation of one of these event types. naturally form a specific district. Provided everyone Culture 20, Defense Colosseum Your culture’s strong military traditions brings about the construction of a large colosseum.
agrees, the region becomes that district. 20 Depict the types of games played here.
Example:A Forum Grows Naturally
Trade 12, Defense 12 Mercenary Event Trade has brought the potential for mercenaries to your [Link] may now hire mercenaries
As soon as players reach 8 culture, a small forum will Some common districts are listed below: to fill your [Link] GM will provide a list of mercenary types and origins.
spring [Link] is both the marketplace and the center of ◆ Commercial District
the town. ◆ City Center
◆ Religious District
◆ Fisherman’s Wharf
◆ Noble District
◆ Impoverished District
◆ Trade District
51 Expanding the World - Town Building Expanding the World - Town Building 52
Agriculture and Commerce [1|3] Hunter-Gatherers: [0] Artisan Stall: Mining and Production
Your village still practices limited hunter-gathering, allowing You may open artisan stalls from the choices below. Each has
[1|3e] Farm (Crops): [1|1e] Surveilling:
you to avoid the limitations of village [Link] you take unique [Link] you open a new artisan stall,
Your village sows food [Link] must determine the nature of Your village surveils for stone (granite, marble), common metals
this, gain +3 to Supply for this epoch only. Alternatively, you can add +1 to Trade (on top of any benefits granted by the stalls).
these food crops. +3 to Supply in future epochs. (iron, tin, copper), rare metals (gold, silver, cinnabar,
use this to adjust a surveil roll by up to +5 or -10. Your town may have up to 1 Artisan Stall/4 complexity.
gemstones), asbestos, clay, silica, and [Link] GM will
[2] Bakery: (Prerequisite: Farm (Crops) [2]).
[2] Herbalist: (Prerequisite: Hunter-Gatherers [1]). [2] Apothecary: (Prerequisite: Farm (Medicine) [1]). highlight whatever is found on a regional map, following
You bake breads (you must determine the nature of baked
Your village is attuned to nature, and has an herbalist with You open a religious apothecary. Determine the nature of surveilling rules in this section.
goods). Add +2 to Culture, +1 to Supply.
unique foraged. Determine the nature and use of three both the medicines and religious tie. +4 to religion.
[2] Masonry: (Prerequisite: Surveilling [Stone]).
[2] Brewery: (Prerequisite: Farm (Crops) [2], Potter or such plants. +2 to Religion, Culture.
[2] Barber: Your village builds a stone quarry and opens a masonry
Glassblower).
[2] Alchemist: (Prerequisite: Herbalist, Complexity You open a barbershop, tending to hair, nails, and skin. shop. Place both of them on the map (consult the GM on
You create alcohols with your crops (you must determine
[16]). Describe two popular haircuts. +4 to Culture. where quarrying can take place). +3 to Complexity.
the nature of your alcoholic drinks). Add +3 to culture.
Your village acquires an alchemist attempting to
[2] Clothing Store: (Prerequisite: Farm (Textiles) [1]). [1] Statue: (Prerequisite: Masonry).
[2] Brothel: (Prerequisite: Brewery, Complexity [8]). transmute material. Determine the magical nature and
You open a clothing store. Describe three unique styles of Your village acquires a statue. Place the statue and
You either expand a brewery to include a brothel or practices of this alchemy. Immediately upon taking
clothing. +2 to Complexity, +1 to Defense, Culture. describe what it depicts. +3 to Culture.
add a brothel nearby. Add +3 to Culture. this, you may convert up to 4 Supply to either
Complexity, Culture, Defense, Religion, or Trade [2] Cobbler: (Prerequisite:Tannery). [3] Mine (Common Metals): (Prerequisite: Surveilling
[2|2] Farm (Dyes): (Prerequisite: Farm (Crops) [6],
(permanently). You open a cobbler, making shoes and sandals. Describe [Common Metals]).
Complexity [12]).
common footwear in your village. +4 to Complexity. Your village creates a mine for common metals (iron, tin,
You convert an existent farm to dyes. Choose the nature [3] Boathouse (Small): (Prerequisite: Large body of water,
and copper) and opens a smithing shop. Place both of them
and color of three dyes. -2 to Supply, +2 to Culture,Trade, Woodcutter). [2] Dye Shop: (Prerequisite: Farm (Dyes) [1]).
on the map (consult the GM where common mines can be
Complexity. Your village puts a small boathouse to construct and repair You open a stall trading in rare dyes. Determine the nature
placed). +3 to Complexity, Defense.
boats. Describe how small rowboats are constructed. +2 to of the dyes and their colors. +2 to culture, trade.
[1|2] Farm (Medicine): (Prerequisite: Farm (Crops) [6],
Complexity, Supply, and [Link] you construct this [3] Armaments: (Prerequisite: Mine (Common
Herbalist, Complexity [8]). [2] Jeweler: (Prerequisite: Mine (Rare Metals)).
Boathouse, increase the amount of boats that can be constructed Metals), Complexity [16]).
You convert an existent farm to medicinal plants. Choose You open a stall selling fine jewelry. Define three common
per epoch from 1e to 2e. Your village creates village armaments rather than
the nature of these plants. -2 to Supply. +2 to Religion, forms of jewelry (e.g., gemstone anklets, turquoise and
requiring soldiers to arm themselves. +4 to Defense.
Defense. [3] Boathouse (Large): (Prerequisite: Boathouse (Small), silver). +4 to Trade.
The next time you play a Conquest Campaign, if you
Complexity [12]).
[1|1e] Farm (Orchard): (Prerequisite: Farm (Crops) [6]). [3] Luxury Goods Stall: (Prerequisite:Trade [16]). choose Infantry as your party specialization receive 2
Your village expands the boathouse to create new, larger
You convert an existent farm to an orchard. Choose the Your village opens a stall selling fine imported trade goods. extra points to put into Infantry.
boats with single sails as well as oars. Describe your sails.
nature of your fruit crops. +2 to Supply from that farm. Define three imported goods. +2 to Culture, Complexity,
+3 to Trade, [Link] you construct this Boathouse, [3] Mine (Rare Metals): (Prerequisite: Surveilling [Rare
Religion.
[1|2] Farm (Textiles): (Prerequisite: Farm (Crops) [6], increase the amount of boats that can be constructed per Metals]).
Complexity [4]). epoch from 2e to 4e. [3] Musician’s Shop: (Prerequisite:Woodcutter,Tanner). Your village mines rare metals (gold, silver, cinnabar,
You convert an existent farm to a textile farm. Choose the Your village begins to sell musical instruments. Describe gemstones). Define the nature of any gemstones found.
[3] Military Ships: (Prerequisite: Boathouse (Large),
nature of these plants. -2 to Supply. +2 to Culture,Trade. two local instruments. +2 to Culture, Religion, Place the mine on the map (consult with the GM to
Complexity [16]).
Complexity. determine where rare metals mines can be placed). +3 to
[1|2e] Farm (Animals): Your village grows in experience in naval warfare. +4
Complexity, Culture.
Your village rears animals for food. Determine the nature of to [Link] next time you play a Conquest [2] Ropemaker: (Prerequisite: Farm (Textiles) [2]).
these animals. +1 to both Supply, Defense. Campaign, if you choose Navy as your party Your village opens a stall selling rope. +4 to Complexity. [4] Mint: (Prerequisite: Mine (Rare Metals),
specialization, receive 2 extra points to put into Navy Complexity [20]).
[2] Butchery: (Prerequisite: Farm (Animals) [1]). [2] Scribe’s Shop: (Prerequisite:Trade [12]).
at the start of the game. Your village mints currency. Describe both the
Your village opens a butcher shop. Determine two A small scribe shop opens in your town. Define the
coinage and several initial depictions on coinage using
delicacies sold by this butchery. +1 to Culture, +2 to [3] Fish Market: (Prerequisite: Boathouse (Small), Rope). primary uses for writing in your village, as well as writing
available rare metals. +5 to Culture, +5 to Trade.
Supply. You open a fish market in your town. Depict where you put implements (e.g., wooden slats, clay tablets, scroll). +1 to
the fish market, and at least three fish sold here. +1 to Complexity, Culture, Defense, Religion, Supply. [3] Insulation: (Prerequisite: Surveilling [Asbestos]).
[1|2] Farm (Riders): (Prerequisite: Farm (Animals) [3]).
Culture. +2 to Supply, Trade. You begin placing asbestos insulation in all new buildings
Your village rears beasts of burden to be ridden (you must [1|2] Thermopolia: (Prerequisite:Three types of farms).
added in your town. +4 to trade, +3 to Complexity.
select either Litopa or Helk). +1 to Trade, +2 to Defense. [1|1e] Fishing Boats: (Prerequisite: Large Body ofWater) Your village opens a food stall, or thermopolia. Define the
Automatically pass any event involving fire breaking out in
Your village fishes nearby waters for [Link] must determine delicate treats sold at this food stall. +2 to Culture, +1 to
[3] Military Riders: (Prerequisite: Farm (Riders), your town.
the nature of acquired seafood. +3 to supply in future epochs. Supply.
Complexity [16]).
[2] Potter: (Prerequisite: Surveilling [Clay]).
Your village has an elite unit of military soldiers riding [2] Woodcarver: (Prerequisite:Woodcutter).
Your village begins creating unique pottery. Describe
helk. +4 to [Link] next time you play a Your village opens a woodcarver stall, depicting small
several unique types of pottery (e.g., face urns, bulbous
Conquest Campaign, if you choose Cavalry as your personal items which are predominately religious. +2 to
pots). +2 to Culture, +2 to Complexity.
party specialization receive 2 extra points to put into Complexity, Religion.
Cavalry.
53 Expanding the World - Town Building Expanding the World - Town Building 54
[2] Glassblower: (Prerequisite: Surveilling [Silica]). [3] Guard Station (Large): (Prerequisite: Guard Station [2] Divination Hall: (Prerequisite: Astronomy [2], [4] Communal Hall (Large): (Prerequisite: Communal
Your village begins blowing unique glass. Describe several (Small), Complexity [12]). Complexity [16]). Hall (Small), Complexity [12]).
unique glassblowing practices (e.g., windows, colored glass, You extend your guard station. Describe the nature of this Your village adds a place for oracles. Describe the nature of You extend the communal hall for your village. +3 to
bottle shapes). +2 to Complexity. +1 to Culture, Supply. extension. +6 to Defense. this building and the oracle profession in your [Link] Culture, Defense, Religion. Gain 1x advantage to one
you take the Divination Hall, you gain three Divination Event or Surveil roll you make this epoch.
[2] Tannery: (Prerequisite: Farm (Animals) [1]). [3] Road (Dirt):
Points, which may be used at any time in Trade, in
Your village opens a shop producing leather. +3 to Complexity. You add a dirt road between your town and nearby trading [5] King’s Hall: (Prerequisite: Communal Hall
Surveilling, or in response to events, in order to reroll a
+2 to Defense. villages, speeding up travel between towns. +3 to Trade, +2 to (Large), Complexity [20]).
[Link] you reroll using your Divination Points, you
Defense. You create a large central space for governance and
[2] Textile Production: (Prerequisite: Farm (Textiles) [1]). must keep the second roll.
gathering of the people of your village. +3 to Culture,
You village opens a shop producing textiles. Describe at least [5] Road (Stone): (Prerequisite: Road (Dirt), Masonry,
Defense, Religion, and Trade. Gain 1x advantage to
two unique cloth patterns and colors. +2 to Culture, +3 to Complexity [16]).
Complexity. You pave your road with stone. Increase Defense by 5,
Government and religion one Event or Surveil roll you make this epoch.
Trade by 5. [4] Communal Hall (Small): [4] Temple (Small):
[2] Woodcutter:
You create a gathering place for your people. Describe the You add a small temple to your village. Describe both the
Your village begins cutting hardwood at large scale. Place a [3] Storehouse (Small): (Prerequisite: Glassblower or Potter).
nature of this building and its architecture. +3 to Culture, religious practices here and the architecture of the temple. +5
woodcutting building on the map. Describe at least one unique Your village adds a storehouse for overwintering food and also in
Defense. Gain 1x advantage to one Event or Surveil roll you to Religion.
tree being cut. +4 to Complexity. case of drought. +4 to Supply, +1 to Trade.
make this epoch.
[5] Temple (Large): (Prerequisite:Temple (Small),
[4] Storehouse (Large): (Prerequisite: Storehouse (Small),
Complexity [16]).
Military and Trade Wall).
You renovate your village’s temple into a larger one.
Your village expands the storehouse to accommodate
[2] Guard Station (Small): Describe the purpose of the renovation and architectural
potential sieges. +8 to Defense.
You add a small guard station to your village. Describe the design. +10 to Religion.
nature of your guard and where militia is drawn from among [1] Military Monument: (Prerequisite: Masonry, A war event
[3] Bank: (Prerequisite: Mint,Trade [15], Complexity [20]).
your populace. +3 to Defense. has occurred which may be commemorated).
You create a bank, allowing the exchange of currencies and the
Your village remembers a warlike victory/disaster by
lending of money. Create a cultural tradition surrounding the
immortalizing it in stone. +3 to Defense.
lending of money. Reduce the Supply cost of one building
[5] Wall: (Prerequisite: Complexity [12], Masonry,Woodcutter). purchase this era to 0. Additionally, you may reroll one Trade
Your village adds a wall around its external border. Define the roll this epoch.
geographic border (it should not include most farms) and where
[3] Government Surveillors: (Prerequisite: Complexity [10]).
the gates are. +12 to Defense.
Your village creates a specific role for someone seeking to
[2] Second Gate: (Prerequisite:Wall). surveil. Each time you surveil, you may re-roll one surveil
You add a defensive gate to your wall. Describe the check.
defensive nature of your second gate (e.g., a courtyard
between two gates fenced by the walls of the city). +5 to
Defense.
[1] Decorative Gate: (Prerequisite: Second Gate,
Complexity [20]).
Your village portrays an ornamental, decorative front
gate. Describe the artistic nature of the front gate and
what it depicts. +2 to Culture, +1 to Trade.
[2|2] Watch Tower: (Prerequisite:Wall).
You add a watchtower to your village’s walls. +4 to
Defense.
[1|1e] Astronomy:
Your village portends fate from the stars. Describe a
constellation. Gain +2 to one of the following, depending upon
the constellation you describe: Complexity, Culture, Defense,
Religion,Trade. Additionally, you may add +5 to any one surveil
roll you make this epoch.
55 Expanding the World - Town Building Expanding the World - Town Building 56
Determining Ingredients Ingredient Exceptions
When players kill a monster, it is naturally that they By far the most common ways to gather craft
would want to find craft ingredients. The table below ingredients in Sacadia is to forage, pillage, or go to
determines probability of players finding a craft markets. Killing monsters is likely to produce craft
ingredient according to a monster type and [Link] ingredients at a lot probability per kill, but will not lead
players kill a monster of a certain level, you should to copious craft ingredients.
secretly roll XD100 (where X is the maximum number
of craft ingredients that monster can have) and compare There are exceptions to this rule, and in rules for
each D100 roll to the probability tables [Link] roll determining craft qualities. For example, monsters with
may be made for each slain monster regardless of type. secrets always drop a craft ingredient if players discern
and defeat that secret – because resolving secrets can be
long and complex processes, players should be richly
rewarded. Boss fights may also be an opportunity for
you to reward your players with craft ingredients.
Beast 100 99-100 98-100 96-100 94-100 91-100 81-100 71-100 61-100 51-100 N/A N/A N/A N/A N/A
max[1] max[1] max[1] max[1] max[1] max[1] max[1] max[1] max[1] max[1]
Magical 91-100 86-100 81-100 76-100 71-100 71-100 66-100 61-100 56-100 51-100 51-100 46-100 41-100 36-100 31-100
Beast max[1] max[1] max[1] max[1] max[1] max[2] max[2] max[2] max[2] max[2] max[3] max[3] max[3] max[3] max[3]
Folk Fae 91-100 86-100 81-100 76-100 71-100 71-100 66-100 61-100 56-100 51-100 51-100 46-100 41-100 36-100 31-100
max[1] max[1] max[1] max[1] max[1] max[2] max[2] max[2] max[2] max[2] max[3] max[3] max[3] max[3] max[3]
Crafting Guide What Part of the Boar? Wild Fae 91-100 86-100 81-100 76-100 71-100 71-100 66-100 61-100 56-100 51-100 51-100 46-100 41-100 36-100 31-100
max[1] max[1] max[1] max[1] max[1] max[2] max[2] max[2] max[2] max[2] max[3] max[3] max[3] max[3] max[3]
Artifact Rarity: Whatever the case, sometimes a player will request Doing so is inherently dangerous, and can readily
What do We Find? the ability to regularly acquire a craft ingredient curse an item. However, it provides a simple and
When your party kills a dire boar, what items are there Artifacts are particularly rare, and not associated with a based on their background or race. Naturally, such provocative way to achieve rare craft ingredients for
to be found on the creature? Are the tusks magic, or the craft. Instead, they are fully crafted items [Link] craft ingredients are less likely to be rare or the amoral among a party.
eyes, or the hide itself? Players are likely to ask these should be signi�cantly more rare than craft ingredients. fantastical in any way.
questions often. The most important rule to follow
when players find something is that items should be The Value of a Soul
However, sometimes they may still result in
spread out across the following item types and subtypes: Determining Elemental Quality If you craft with a human soul, you should consult the
something interesting.
The six elemental qualities are Rot/ Salt, Water/Fire, following table to prescribe the value of those souls.
[Link] Goods: Dyes, Incense, Spices,Textiles and Earth/Air. Craft ingredients of specific elements Certain souls may exist on a spectrum – it is up to
cannot be combined with their ‘elemental opposite’. Harvest Regularity you to decide how valuable a soul may be.
II. Food: Fish, Mammals, Birds, Grains Harvests may occur at irregular intervals. In Sacadia,
III. Botanicals: Flowers, Seeds, Leaves, Fungus The Six Divine Elements crafts can only be harvested once per long rest and a
character has to be present to harvest their craft Soul Craft Rarity
IV. Minerals: Metals, Gems, Stones, Salts Elemental quality is the primary shape of divinity within
a craft ingredient. In Sacadia, all items are imbued with Soul Craft Rarity Curse Probability
V. Artifacts: Ruins, Ancient Objects, Magical Items Unintelligent Animal Common 0%
certain levels of [Link] more rare they are, the more Harvesting
divinity they contain, and this divinity is polarized in a In order for a character to harvest, they first roll Intelligent Animal Uncommon 5%
certain way (the elemental quality). Scholars in different 1D20 and compare to the ‘Harvest Rarity Roll’ table Evil/Cruel Person Rare 10%
Ingredient TYPE cultures will attribute different meanings or descriptions below. If they roll a nat20, they will roll an exploding Neutral Person Very Rare 20%
Roll [1D20] Element of this polarity–feel free to create unique meanings rarity die and compare to the ‘Exploding Rarity Roll’ Good/Altruistic Person Legendary 30%
1 Trade Goods[Woods] behind elemental quality for your own culture. table. Finally, they will roll 1d20 and compare to the
‘Property Roll’ table.
2 Trade Goods[Dye Plants, Insects] Special properties in Souls
To determine elemental quality, you may prescribe Special properties appear in the soul of any virgin, child,
3 Trade Goods[Incense,Wax] certain elemental qualities based on the type of
ingredient (for example, an ingredient taken from a Harvesting Rolls or baby used in [Link] implement this, roll randomly
4 Trade Goods[Spices] Harvest Rarity Roll Result on the 1d100 random special property table.
Flame Sylnid is likely to be Fire).
5 Trade Goods[Textiles, Fibers] 1-(16-Proficiency) Common
6 Trade goods[Pelts, Hides] At any time, you may also roll 1D6 on the table below. (16-Proficiency)-19 Uncommon Curses from Soulcrafting
Nat20 Exploding Rarity – reroll Soulcrafting is an easy way for amoral characters to
7 Trade Goods[Feathers]
Elemental Quality Table achieve legendary crafts. Soulcrafting is also inherently
8 Foodcrops[Meats] Exploding nat20 Roll Result evil, and for each soul incorporated into any craft, a
9 Foodcrops[Fish, Mollusks] Roll Element
1-10 Rare character must roll 1d20 for the probability of
1 Earth introducing incurable crafting taint and cursed counters
10 Foodcrops[Grains, Hops] 11-18 Very Rare
to the use of the associated craft.
11 Foodcrops[Seeds, Nuts, Berries] 2 Air 19-20 Legendary
Crafting Check DC
GM Note: Optional Rules
Be aware that these rules for critical crafting rolls are
optional. By default, crafting rolls are treated like any
other talent roll (and therefore, there is no critical success
campaign, but in future campaigns. Item Rarity Check DC or failure of these checks).
Grognar seeks to hallow a large temple against an undead
This section governs the rules for crafting, and how you 1 (Common) 10
scourge about to attack the temple. He uses the following:
can ensure balance in the crafts made by players When rolling to incorporate single ingredients into
• Duration: CollorantWax (Rare) 2 (Uncommon) 12
throughout the game. crafts, it is possible to critically succeed or fail at a
• Area of Effect: Silvertongue Mercury (Very Rare)
3 (Rare) 16 crafting [Link] resulting effect of this critical success
• Strength: Smudge of Sage (Uncommon)
When can my players craft? 4 (Very Rare) 18 or failure does not need to be shared with your players
• Discrimination: Elder Twineberry (Uncommon)
– but there is some flexibility in how you can leverage
Regardless of craft type, crafting is meant to take place 5 (Legendary) 22 these rolls to either create cursed or blessed crafts.
only over long [Link] should always ensure a long rest The GM asks Grognar’s intention with the craft. Grognar’s 6 (Relic) 22
in order to create crafts. goal is to make it hard for undead to enter the temple. For common and uncommon ingredients, a nat1 or
Crafting and Skill nat20 craft check is simply treated as a normal talent roll
The GM is able to immediately determine from the tables (e.g., any other dice roll). This represents the reduced
Rarity of Resultant Crafts that the resultant craft should be able to hold undead for When players gain levels in a crafting skill, they also gain quantity of innate divinity in these craft ingredients.
an hour from entering a very large building like the
When players craft an item using a series of ingredients, advantage and increased skill. However, their ability to
[Link] asks Grognar to clarify his intention if undead
the resultant craft’s rarity is the average of all automatically succeed is gated differently than for
try to cross the threshold,to which Grognar replies that he Nat20 Crafting check
combined craft ingredient rarity, rounded to normal talent [Link] players take additional levels in
would like the undead to be stunned.A glance at the table When a nat20 is rolled to incorporate a craft ingredient
the nearest whole digit. a crafting talent, they get 1X advantage on all talent
tells the GM that if undead try to cross the threshold,they of rare or higher level, you can choose to do either of
checks. However, for each additional rarity a craft
will need to make a Courage Check against Grognar’s the following:
Craft Rarity: X.5 ingredient has, players get 1X disadvantage. Thus, the
Check DC or take two points of Stun. difficulty of crafting rolls can be expressed through the
When a craft has a rarity average of X.5,always round up, I. Added Twist:You can add a minor element to the
below table.
not down. In contrast, X.49 should round down to X. The GM then asks Grognar his intention behind ability that improves its overall capability or makes
Discrimination. Grognar replies that he wants the effect Craft Roll Advantage something interesting happen
to only trigger against [Link] �nal item is below. II. Added Level:You can add a level to the craft
Craft Ingredient Rarity Roll Roll Roll Roll
Item ingredient rarity, accounting for the increased skill
Although crafts created from different rarities will have [0] Hallowed TempleP: Rarity (General (Special (Special (Special
Talent) Talent: 1) Talent: 2) Talent: 3) of the craftsman
an average ‘total rarity’, the effect of an ingredient into This effect triggers only when an undead creature crosses the
a craft will still play a big impact in the craft. Specifically, threshold of the Dogmare Temple and lasts for one hour. Any 1 No 1X 2X 3X
craft ingredients placed into each slot create a specific nonliving creature crossing the temple threshold rolls a Courage Common Advantage Advantage Advantage Advantage
Nat1 Crafting Check
outcome based on the ingredient rarity and the slot Check against Grognar’s Check DC or take two points of Stun. 2 No 1X 2X 3X
Uncommon Advantage Advantage Advantage Advantage When a nat1 is rolled to incorporate a craft ingredient
[Link] ingredient rarity, therefore, factors directly of rare or higher level, you can choose to do either of
into the effect produced by the resultant item. 3 No 1X 2X
Relic Aspects Rare N/A Advantage Advantage Advantage the following:
When Relic ingredients are used in craft (and, rarely,
Example: Crafting a Healing Stew 4 N/A N/A No 1X
Legendary ingredients), the formed craft becomes an Very Rare Advantage Advantage I. Reduce Level: Treat the roll as a failure even if
Daigo seeks to create a healing stew in his craft, and has Aspect. That means that players can take levels in the 5 No modifiers would make it succeed. Reduce the craft
selected to use a Fire Tuber (Very Rare) as the base (Area craft to make it stronger over [Link] is the case no N/A N/A N/A ingredient level by 1, and let the player try again. If
Legendary Advantage
of effect), Antelope Meat (Uncommon) for the Duration, matter the craft. For each relic craft ingredient 6 No the failed craft is a common item already, it is
and Aloe Root (Rare) for the Strength of the craft. incorporated in a craft, add abilities for 10-12 combat N/A N/A N/A destroyed and the slot must be left empty.
Relic Advantage
points or 3-4 talent points worth of abilities that may be II. Add Taint: Incorporate a level of craft taint to the
He successfully crafts with all [Link] resultant taken in lieu of other combat or talent abilities. item, and define rules for the curse, problem, or
healing stew is Rare, and has the following properties: challenge with this resultant craft.
The below tables are still a strong guide for this process
• Area of Effect: Four uses of the stew (Very Rare Fire Tuber)
to ensure a balanced craft–but ultimately, the nature of
• Duration:Takes one uninterrupted minute to work (Uncommon
relic items is up to you.
Antelope Meat)
• Strength: Heals 3D10hp (Rare Aloe Root)
Check DC Table
T here are many types of games in Sacadia. Some are
realistic–ancient armies and empires clash for
glory and fade into ruin. Others are myths–told
through the lens of storytellers describing a piece of the
example, rely heavily on magical abilities), and magic
will exist within your game regardless of whether or not
it is a myth or historical game.
past with an air of [Link] stories are awash in However, the flair of magic will change in a
Level Easy Moderate Hard Expert titans, gods, and demons. They are not true, but they mythological game to be less subtle. Spellcasters should
1 8 13 18 23 hold within them a seed of pure truth. be swallowed in shadow as they chant dark spells, before
2 8 13 18 23 bolts of black lightning shoot forth from their hands.
3 9 14 19 24 These games are games of myth. Creature may be turned into animals, forced to scurry
4 9 14 19 24 around. Magic in a myth game will be more overt, while
5 10 15 20 25 Running Myth and History in a historical game, magic may be more subtle. The
6 10 15 20 25 oracle chants, and the enemy grows frightened. An
7 11 16 21 26 There are several key differences between a myth enemy becomes confused or stunned at the sight of
8 11 16 21 26 campaign and a historical campaign. Predominantly, something horrific that only it can see.
9 12 17 22 27 they have to do with magic and the divine, such as
10 12 17 22 27 [Link] also involve some of the innate magic of
11 13 18 23 28 the world itself. Monsters of Myth
12 13 18 23 28 Myths are full of monstrous beasts fighting brave heroes
13 14 19 24 29 (Heracles being the most obvious example, with
Gods and Men
14 14 19 24 29 parallels like Cu Chulainn and others around the globe).
In a historical campaign, the gods do not answer prayers,
15 15 20 25 30 intervene, assist, or give direct signs. The divinity of In historical games, players should predominantly fight
Godhood can be inferred from indirect effects. beasts and men, as well as occasionally magical beasts.
Interpreting Check DC However, in mythological campaigns, they directly Fae and demons, titans and giants should all be myths
The meaning of individual Check DCs is listed in the answer prayers, respond with signs, and can even spoken about but not experienced.
table below. Each row represents an increased appear.
specialization in a skill capability. When a player has a
listed amount of training or specialization in a Talent, A God can appear and do anything, for any side, but they Lands of Legend
their probability to succeed a check is listed on the are as fickle and dangerous as they are powerful. As a The land itself is stranger, more wild, and more
associated row below. GM, be sure to treat gods as different and otherworldly, dangerous in games of myth. In historical games, travel
and use them cautiously–gods may command players, to other planes of existence does not occur, and the full
Check DC Interpretation and if players reject gods the punishment should be swift game takes place on the sole material plane.
and harsh.
Difficulty Easy Moderate Hard Expert Furthermore, rare biomes are comparatively
Untrained <65% <40% <15% 5%* Additionally, gods can answer prayers. If a player seeks uncommon in historical games, while prevalent in
Trained 75% 50% 25% 5%* to pray, they make a Fate Check while making a sacrifice. games of myth. Even a rock shaped like a giant may
Specialist 1 95%* 75% 50% 25% If they roll above a DC20, they will receive some form appear obviously so in a game of myth, but require some
Specialist 2 95%* 90% 65% 40% of sign from the god to which they pray. squinting to achieve the same effect in a historical game.
Specialist 3 100% 100% 100% See Note
The better the sacrifice, the more advantage they may Leveling
*Talent rolls listed with a ‘*’ only succeed with a nat20, receive in this roll: Mythological games go to level 15, while historical
or only fail with a nat1. games should cap at level 10. Players inherently become
No Sacrifice: 1x Disadvantage mythological heroes between levels 11-15, and such
Players who attempt to make an untrained Talent Foodcrops, Blood: Normal characters have no place in historical stories.
Check, when allowed by their GM, roll a D20 and add Live Animal: 1x Advantage
nothing to [Link], as levels progress, the “Easy” check Human: 2x Advantage
DC will become more and more difficult for them. Lore Points
Although players receive 2x advantage sacrificing a At GM discretion, you may choose to deny lore points
When players achieve Specialist 3, they receive a 20 on human, they should be cautious in doing so. Besides to players in historical games. Due to the historical
their roll instead of rolling a D20 on their specialist being amoral, only some gods desire human sacrifices. nature, unfortunate events are more likely, and
checks. Thus, they cannot fail except on Expert rolls, mythological and legendary rallying is far less likely.
and will automatically fail if they do not addTrait Scores
to their roll.
89 90
VI. Biomes of Sacadia
gM Description
The GM description table is useful for the GM to Biome Modifiers
provide flavor to a specific region or tile into which When players enter a new tile or biome, a GM may roll
players [Link] descriptions are meant only to add on the ‘Biome Modifier’ table in order to derive
to depth to the feeling of a region, so that players can modifiers for that biome that can drive changes to the
envision the world a little better. feeling of each tile.
Biomes
encounter does not have travelers, roll
Encounters and Battles again.
16-17 Barren Add only 1 ingredient from the special
When players travel, events break up that travel and give ingredients table when rolling instead of 2.
it a real feeling--without events in travel, it occurs
18-19 Lush Add 3 ingredients from the special
instantly and does not feel as real. Thus, GMs may ingredients table when rolling instead of 2.
consult the encounter table for random encounters that
Of Sacadia they may desire--or they may roll on the Battle Table if 20 Weird Roll once on theWeird table.
they wish to cut straight to the chase and start a fight.
91 Biomes 92
The Alpine Forest Special Craft Ingredients
Encounters
Below is a list of common possible Alpine encounters
Colder and quieter than deciduous forests, Alpine Roll Item Description Element and monsters that players may come across on their
Forests are forests that border tundra regions, and travels. Alpine encounters are often dangerous just
therefore experience deep cold and thick snow for 1 Liverwort or Moist nonvascular plants, Water because of the dangers of weather.
much of the [Link] forests are the border between Hornwort often used in herbalism
worlds--one side habitable and sustainable, and the 2 Deadly Poisonous variant of the Rot Alpine Encounters
other wild, freezing cold, and dangerous. Hemlock hemlock plant
Roll Encounter
3 Ice Crystals Lichen that bonds to ice and Water, Salt
GM Descriptions creates stable crystals
Roll Description 4 Whitebark Pale white bark often used in Salt, Earth, 1 Battle Encounter
rituals, herbalism, or paper Air
1 Snow drifts pile against trees up to eight feet, giving 5 Live Ice Small beetles that inhabit ice Fire,Water 2 A blizzard picks up and the temperature drops,
the forest a slanted and ribbony appearance. in holes, used in dyes/rituals creating dangerous conditions
2 Light snow falls through the trees, giving the ground a 6 Fire Fir Bright red fir trees used in Fire 3 The party comes to a broad river that needs to be
mottled, patchwork appearance. fire rituals, arts crossed, but roars with fresh snow melt
3 Heavy snow falls through the forest, making visibility 7 Brimstone Bright yellow ore used in Fire, Rot
alchemy, rituals 4 A herd of Saiga antelope meander nearby, but pay the
poor. party no mind
8 Winter Furs Thick winter furs that make Earth, Salt,
4 Wind whips snow around the forest in thick flurries, for excellent winter tailoring Fire 5 You come across a yellow patch of dirt that is warm
adding a biting chill to the air. and smells of rotten eggs. Small plumes of yellow gas
9 Ivory Tusks of mammoths or other Salt, Earth
5 Tracks of dozens of small animals zigs and zags larger tundra mammals spew from the ground.
through the snow from tree to tree. 6 A tree crackles and falls in the forest [Link] a
10 Stone Item of the first world Artifact start, you see that rubbing against it is a massive bear.
6 Thickly furred treecats howl at you from the conifers Spearheads
around you, defending their clutches of nuts. 7 The party comes across a cave. Inside the cave,
paintings on the wall depict a scene of tribal battle.
7 The trees of this forest have thick trunks, and feel old-
-as though they have been here for thousands of years. 8 The sound of singing echoes through the forest
8 The trees in this part of the forest grow wiry and frail,
Special Property Table valley--and you can see a young woman picking
exposing you to the elements. flowers.
Roll Special Effect 9 The party comes upon a small, long dead campsite.
9 Snow piles up so high that you can see the tops of Crafting Property Nearby, a frozen corpse lies half eaten.
trees poking out around you. Alpine forests are sparse in resources, especially due to
10 A herd of mammoths moves between forest
10 Snow melt creates crystalline springs of water that snow. Where they do hold resources, these resources 1-13 See General N/A [Link] eye you warily, but do not attack.
flow around [Link] ground is muddy. must last through intense cold. Table
11 You can hear the sounds of a fox nearby, but see Item Element 14 Everwinter The Everwinter property is associated
nothing. with the cold, and with frost effects Battle Encounters
12 Thick tree cover prevents you from seeing the sun or Pine Needles Earth
sky, but the ground here has very little snow on it. 15 Camouflage The Camouflage property is associated Roll Encounter
13 Thick icicles dangle from tree branches all around Pine Nuts Earth with hiding, stealth, and invisibility 1 1 Wolverine
you, and the reflecting light glimmers through them.
Berries Water, Earth, Salt 16 Hibernation The Hibernation property is associated 2 1D6 Bandits or Thieves
14 A small herd of wild boar rummage through the snow,
digging for scraps of [Link] pay you no mind. with deep sleep and stability, as well as 3 1D6 Bison
Bird Eggs Air metabolisms
15 Enormous prints rampage through the snow along 17 Tree Line The Tree Line property is associated with 4 1 Ground Sloth
your path, evidence of animals moving in a hurry. air, and running out of it.
Animal Pelts Salt, Earth, Fire 5 1 Frost Draugr
16 Trees in this part of the forest have been knocked
aside or broken in a lengthy trail. Antlers/Horns Earth, Salt 18 Predatory The predatory property is associated with 6 1D4 Tuanta Coa
17 A roaring river follows along the side of the trail. It is strength and anger
as cold as ice, and crystal clear. Lichen Earth, Rot, Salt 7 1D6 Mammoths
18 Brightly colored birds flit through the trees around 19 Harshness The Harshness property is associated with
you, chirping happily. Winter Hemlock Rot, Earth,Water surviving harsh conditions, and the 8 1Dire Bear
brutality associated with it.
19 Small berries hang from vines on the trees around 9 1 Saber-toothed Tiger
you. Mistletoe is thick here. Giant Rosette plants Earth,Water
20 Krummholz The Krummholz property is associated 10 2D6 Mammoths
20 Vegetation here is gnarled and twisted, and stunted in Alpine Flowers Earth, Fire, Air,Water with gnarled, twisted, and crooked things.
growth.
1 Thick moss hangs from tree branches. 5 Amber Fossilized tree sap, gem Earth 12 A Mischievous and Dangerous Fae tries to mess with
the party
6 Spice Plants A plant that makes natural Fire
2 Tall, thick trees fill the forest, but the ground is clear spice/incense 13 A tree root clasps over one character’s foot, as
and open. though it grabbed them.
7 Iron Iron ores, used in crafting Earth
3 Gnarled roots cover the ground, giving the earth an
old and weathered feeling. 14 The party comes to a forest lake. Dragonflies dance
8 Fungal Spores that come off fungus. Rot over the top.
4 Thin, wiry trees fill this part of the forest, making it Spores Typically more powerful than
look malnourished. normal fungus. 15 A small wagon edges through the forest, loaded with
9 Arrowhead Item of the first world Artifact raw craft ingredients and led by two Helk.
5 Birds do not sing in the forest, and it is eerily silent.
Fog hangs thick in the air. 16 A large, carved boulder covered in moss [Link]
6 Vines climb thickly across all surfaces on the trees, 10 Runic Stone Item of the first world Artifact long gone remnant of an ancient wall.
making the forest a tangle of branches and vines.
17 A peaceful, bubbling hot spring pools crystal clear
7 Leaves clot the earth in thick layers, rustling as you water in a nook between several trees.
walk. Special Property Table
8 Thick bushes crowd the edges of the trail, forcing you
close. Roll Special Effect 18 A peaceful flock of fae flit through the trees, playing
Property with one another.
9 Tall grasses grow around you, reaching tall around the Crafting
base of trees Forests are common places to find herbal ingredients 1-10 See General N/A
Table 19 A small blue flame appears deep within the dark
10 The trees here are young and green, and grow and cooking supplies. It is rare to find ore or gems of any forest, then disappears as though it were never there.
ambitiously around one another competitively. kind in forests, as they are typically covered in plants. 11 Season This magical property changes with the
seasons, and is associated with: 1) Birth 20 A herd of black deer wander through the [Link]
11 Lichen spatters the trees around you as if they have (spring), 2) Life (summer), 3) Harvest eye you curiously, but seem unafraid.
been painted
General Craft Ingredients (autumn), and 4) Death (winter)
12 Bugs choke the air, buzzing all around you. 12 Birth Items with Birth are known to be
Item Element
associated with fertility and life Battle Encounters
13 Flowers dot the forest, glittering beautifully in the 13 Growth Items with Growth are known to
dim forest light Tree nuts Earth Roll Encounter
embody the ability to grow.
14 The canopy of the forest grows so thickly here that Flowers Earth, Fire, Air 1 1D6 Wild Boar
very little light reaches the ground 14 Earthen The Earthen property is associated with
expanding earth properties 2 Forest Sloth (Large)
15 Thick rays of light stream around you from holes in Moss Water, Earth
the canopy, illuminating patches of [Link] 15 Predatory The predatory property is associated
with strength and anger 3 1D4 Dire Boar
these patches touch the earth, an explosion of plants Fowl Air
sprout. 16 Fairy Magic associated with mischievous 4 1D6 Bandits or Thieves
16 Birds sing loudly all around you, filling the forest with Elk Earth forest Fae. Adds sly touches of magic
the sounds of life. 5 1 Flat-Nosed Bear
Mushrooms Rot 17 Calming The calming property is associated with
17 Canyons of earth cut deep into the forest hills, such relaxation, sleep, or death (if excess) 6 2D6 Curiot Warriors
that your path winds into the earth and back out Poison Berries Rot
around trees. 18 Protection This property is associated with 7 1 Forest Witch
18 Rocky soil forces tree roots to grow above ground. protection and defense
Lichen Earth, Rot
19 Blackthorn This property is associated with death 8 1 Forest Aef
19 Large boulders fill the forest, and moss coats their Bird Eggs Air and rot, as well as strong poisons.
[Link] grow up around them. 20 Change Change can be used to swap elemental 9 1 Fer Delæn
20 The air is wet, and tree leaves drip precipitation Insects Rot, Air properties, destroying ‘Change’ in the 10 1 Willower
regularly upon you. process.
105 Biomes – The Temperate Forest Biomes – The Temperate Forest 106
The Tundra Special Craft Ingredients
Encounters
Below is a list of common possible Tundra encounters
Icy grasslands spread out under a faded sky near to the Roll Item Description Element and monsters that players may come across on their
horizon. Sparse vegetation grows here, and the ground travels.
is treacherous with [Link] are no trees here. 1 Saiga Tooth The tooth of Saiga antelope Earth
Tundras are cold, frozen, and icy much of the year. 2 Crispbeetle This very large beetle has Fire Tundra Encounters
During their short growing season, grasslands and small tasty meat
shrubs are able to take root, but trees never manage to Roll Encounter
3 Loamstone A stone that rapidly rots Rot
put down roots in the permafrost. things near it
4 Blackstone Naturally forming charcoal Fire 1-11 Battle Encounter
5 Thistle A thorny medicinal plant Salt 12 Howling winds batter the party, but a thin bridge is
the only way to cross this canyon
GM Descriptions 6 Redpod Highly poisonous berry that Rot 13 An active blizzard forces the party to seek shelter
Berry looks like gooseberry
Roll Description
7 Greenmoss Vibrant green moss used in Earth
ritual divination 14 Players must cross a vast glacier, with treacherous
1 Howling winds pull snow into sharp drifts that are the pitfalls and holes
only markings to this bleak landscape. 8 Bridle Gall A ball of grass found within Salt
2 Snow dunes pile far above your head, creating walls sedges, said to grant strength 15 A hole in the earth leads deep into the permafrost. It
that delineate the harsh landscape 9 Blue Ice Ice that doesn’t melt Water seems like it was carved by… something.
3 Wind billows through sparse grasses peaking through naturally 16 A baby caribou is alone and appears cold. Its leg is
thick snow 10 Mammoth The tusk of a mammoth Earth broken.
4 Dirty snow piles high around [Link] air is still, and Tusk
mud peers through patches of the snow 17 Players come across the grounds of a long-forgotten
hunting camp, with ruined yurts
5 A thick canyon is visible in the distance, glittering blue
with ice 18 A nomadic hunting party [Link] are friendly,
6 Buzzing clouds of mosquitos cloister in the air over Special Property Table but do not speak a language the party knows
stagnant, rotting ponds of snow melt
Roll Special Effect 19 Sedges in the area all have fairy circles in them, and
7 Small, dirty game trails mark the only path between Sylnid dance within them
large snow drifts Crafting Property
8 A small herd of mammoths eyes you warily across a Tundra are a sparse landscape, populated by little other 1-13 Roll on N/A 20 A stampeding herd of mammoths crosses the players,
muddy, snowy plain. than ice, grasses, and mosses. Creatures survive on little General Table forcing them to act
9 A small fox tries to chase an all-white hare across the here.
surface of a treacherous snowy plain 14 Gale This property is associated with harsh,
Item Element cold winds
10 Wind howls across plains of rippling [Link]
snow is visible in small patches, but otherwise gone. 15 Treeline The Tree Line property is associated with Battle Encounters
11 Small humps of brown, wet grass spread out in every Lichen Earth,Water air, and running out of it. Roll Encounter
direction as far as the eye can see
12 Colorful lichens and mosses dot a rocky landscape, Grass Seed Earth, Air,Water 16 Winter TheWinter property is associated with all 1 1D4 Saiga Antelope
but patches of dirt show through. things winter
13 Vibrant red bushes dot a sparse grassland, gathering Iron Earth, Fire 17 Hibernation The Hibernation property is associated 2 2D4 Caribou + 1 Bull Caribou
tightly as though to protect against the howling wind. with dormant states and sleep
Flowers Earth, Air, Salt 3 1 Carver Worm
14 Sedges rise up occasionally, adding the only height to
the otherwise flat, brown and white earth. 18 Lichen The Lichen property is associated with 4 1 Mammoth
15 A large herd of caribou chew at sparse patches of icy Grasses Earth, Air healing and collaboration
[Link] caribou look thin. 19 Snowmelt The snowmelt property is associated with 5 1D6 Nomadic Barbarians
16 Verdant green, brown, and red grasses spread out Saiga/Caribou Meat Earth warming and purity
before you, interspersed with ponds of melted snow. 6 1 Dire Bear
17 Thin, winding creeks of snow melt crisscross a rocky, Insects Earth, Air, Rot 20 Glacier The glacier property is associated with
overwhelming strength and cold 7 1D4 Sylnid of Fresh Snow
moss-coated landscape.
18 Mountains carved by glaciers reveal sheer, smooth Edible Berries Earth, Fire, Salt 8 1 Sylnid of Avalanche
rock walls rimming a vast, snowy valley
19 Herds of bison roam a grassy landscape, crowding Snow Hare Pelts Earth,Water, Air 9 3D6 Nomadic Barbarians + 1 Barbarian Chief
together both for warmth and family.
20 Herds of saiga jump from rock to rock across thick Snowmelt Water Water 10 3D4 Mammoths + 2 Mammoth Bulls
streams of snow melt
Natural Disasters
challenges of existence in the iron age. The world can grind to a halt if the weather is Additionally, disadvantage on anything that requires
Whether caused by furious sylnid or randomly
Whatever your reason to include weather, remember adverse. Though a useful feature to explore the sight.
encountered in the world, natural disasters are
the situation at hand. Some weather may have effects of the natural world, particularly adverse Camp Challenges: devastating to even high-level adventurers, and have
situational impact far outpacing its effect normally. weather should be used sparingly–it will create plot- In an exploration game, you must expense one additional the ability to completely uproot a plot.
For example, heavy snow in a mountain pass is much relevant challenges for a party of explorers or armies Supply to set up camp or have a fitful rest in this weather. In
more dangerous than in a desert. fighting for conquest. a conquest game, gain -1 to Baseline AM for the camp you set When using natural disasters in your game, it should
up in this weather. be plot relevant. Natural disasters can be the result of
Weather Effects Table Scraping By:
a displeased deity, a demon working dark magics, or
Die Roll Weather Effect
town curses.
You may not set up camp or have a fitful rest in this
weather. Gain -2 to Baseline AM for the camp you set
1 Natural Disaster (Hurricane,Tornado, etc.) Heavy Obscuring, Scraping By, , Immobility up in this weather. Lead-In
Natural disasters do not often just happen. The day
2 Lightning Storm Heavy Obscuring, Scraping By, Immobility,Windy Days Travel Restrictions:
before a hurricane, the skies are unusually calm. Just
It costs your party one additional Supply to move through
3 Torrential Downpour Heavy Obscuring, Scraping By,Travel Restrictions before a tornado, the sky will turn green.
this area.
Earthquakes often precede tsunamis and volcano
4 Hailstorm Heavy Obscuring, Scraping By,Travel Restrictions Immobility: eruptions, and earthquakes themselves often build
You cannot move from this area until the weather clears. after a series of micro-quakes. A red sky can warn of
5 Blizzard Heavy Obscuring, Scraping By, Immobility, Extreme Temperatures For each night you stay in this area, expense one supply. wildfire.
6 Searing Heat Camp Challenges,Travel Restrictions, Extreme Temperatures Extreme Temperatures:
It is important to warn your players that a natural
Take one level of Fatigue per day you travel through this
disaster is coming to ensure that they can prepare,
7 Snowy Heavy Obscuring, Camp Challenges,Travel Restrictions [Link] may reduce the fatigue effect by taking a fitful
react, or notice something is wrong.
rest.
8 Thick Fog Heavy Obscuring, Camp Challenges
Combat
be sure to recreate that creature’s combat capabilities to
Monster CR is balanced about character levels, which re�ect the balance of players rather than monsters. Much
are meant to intuitively follow an associated humanoid like how in video games, when the BBEG joins the party
[Link] a result, monsters with a certain CR they may become weaker. But this trade allows for a
Design
should be considered an ‘even’ combat for a group of broader effect of balance to permeate the game.
four humanoids of comparable skill, in which these
humanoids are in mortal danger, but will be able to take
down the monster of equivalent CR.
DPR in Combat
The below table is meant for players to feel weak at low The below tables assume that players use all but 1AP in
DPR is designed such that each enemy, on average, deals
The Balance of Sacadia a percent of HP of a total party as shown in the levels (1-2), and like mythological heroes from levels attacks, healing, or applying conditions. 1 AP is wasted
11-15 (this follows the Exemplar CR table under the upon Move Actions or other non-combat abilitie under
Sacadia is balanced around a certain set of damage, following [Link] damage averages over five rounds – Monster CR section of these rules). Thus, players are this assumption. Monster HP is calibrated about player
defense, and hitpoints. Sacadia is additionally always therefore if an enemy has higher-than-average HP, it will expected to hit at a 40% rate at level 1, ramping up to DPR (to assume this monster drops in six rounds from
balanced around a 4 adventurer party - so scale deal additional damage as it lasts additional rounds. 70% by level 15. Players are expected to succeed at a 4 players applying this DPR to that monster each
accordingly if your own party is larger or smaller. Trait Check 50% of the time by default. round).
I. Fight Count: How many fights do we have between
Party HP Loss per Combat
Quick and Fitful Rests? Player Level Average HP Lost per Combat Player and Allies Combat Table
1-5 45% Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
II. Length of a Fight: How many rounds does a fight 6-10 42%
last? Average HP 21 33 45 57 69 82 96 110 124 137 150 164 178 192 205
11-15 42%
III. Damage Output:What is the expected damage 16+ (See Note) 45%
Average PD 13 16 16 16 18 19 19 20 21 21 21 22 22 22 23
dealt by enemies to players, and players to
enemies, in each round? The average HP lost by a 4-player party in combat Average 13 13 14 14 15 15 16 16 18 18 18 19 19 19 20
against a same-CR enemy should decrease as they level MD
IV. Hitpoints Lost: How much damage do Average To-
between levels 1-5 and 6-16. +2 +3 +4 +4 +5 +6 +6 +7 +8 +8 +9 +10 +10 +11 +12
combatants of both sides do in a single round of Hit
combat when compared with the total hitpoints of This slow degradation of HP loss is meant to reflect the P[To-Hit] 40% 45% 50% 50% 50% 55% 55% 55% 60% 60% 65% 65% 65% 65% 70%
the opposing team? experience gain of players in combat. As players level,
they not only gain strategies and ways to engage combat, Average
Trait Check +2
In this section, the CR of enemies when compared with +3 +4 +4 +5 +5 +5 +6 +7 +7 +8 +8 +8 +10 +10
but the average HP loss they experience slowly falls off.
damage output and HP is considered. Average
This is designed to provide subtle feedback to players DDpH 1D6 1D6 1D8 1D8 1D8 1D8 1D8 1D10 1D10 1D10 1D10 1D10 2D6 2D6 2D6
that they are growing stronger over time.
Fight Count Average 5 8 12 16 24 32 40 48 56 66 76 88 100 112 125
DPR
All CR is balanced around fight [Link] CR of fights After a certain point, players are no longer fighting
in Sacadia is balanced around a party having fights with normal [Link] are instead fighting rare beasts of Enemy Combat Table
the following frequency: myth and legend, and they won’t fight such beasts
regularly. These combats should be both an epic CR 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
◆ One fight per Quick Rest challenge and a reflection of the dangers parties are Average
◆ Three fights per Fitful Rest HP 80 128 192 256 384 512 640 768 896 1056 1216 1408 1600 1792 2000 2250 2500 2800 3100 3500
experiencing at high [Link], these combats have an
increased risk of danger once more. Average
As a result, each combat is built around the concept of a 15 15 15 15 16 16 16 17 17 17 17 18 18 19 19 20 21 21 22 23
PD
balanced fight requiring that the total damage output is
equivalent to a set percent of the HP of all party Hitpoints Lost Average 12 12 12 12 13 13 13 14 14 14 14 15 15 16 16 17 18 18 19 20
members in an average equivalent-CR combat (see Combat is balanced about every member of a party MD
‘Party HP loss per Combat’), which allows them to fully losing approximately some percent of their HP in a Average To- +4
heal between each fight – but just barely. single combat and across 5 rounds (see ‘Party HP Loss +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 +21 +22 +23
Hit
per Combat’ above).Thus, if a party of 4 adventurers at Average
Proficiency +1
level 3 has an average of 30HP each, the DPR should be +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10
Length of a Fight approximately 9 (30HP x 4 adventurers, times 0.4,
The length of a fight is dependent upon hp between Average
divided by 6 rounds). Once again, DPR is rounded up 14 14 15 15 16 16 17 17 18 18 19 19 20 20 21 21 22 22 23 23
combatants and how long you intend for a fight to last. Check DC
(under the assumption that enemies will not usually only
The typical length of a fight around which Sacadia is try to do damage).
balanced is 5 rounds – long enough to support P[To-Hit] 50% 50% 50% 55% 55% 55% 60% 60% 60% 65% 65% 70% 70% 75% 75% 80% 85% 90% 95% 99%
strategies but short enough to keep the pacing brisk.
Average 8 12 16 20 25 28 32 36 41 46 51 56 61 66 71 76 82 88 94 100
DPR
115 116
Summation Table For Computing Combat CR How to Calculate DPR DPR of Healing
When creatures heal their allies, this creates an effective
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 The Damage Per Round (DPR) in combat is the boost to DPR because it makes allies last longer in
measure of a creature’s effectiveness against its enemies.
CR 1 1 0.630 0.449 0.337 0.246 0.203 0.160 0.138 0.112 0.099 0.086 0.076 0.064 0.059 0.050 combat and therefore increases their own DPR.
It is the sum total of a creature’s combat prowess
CR 2 1.586 1 0.714 0.536 0.391 0.323 0.256 0.220 0.180 0.159 0.137 0.121 0.103 0.095 0.081 (damage it deals) in addition to conditions it deals and To compute the DPR of healing, calculate the expected
healing effects. Calculating DPR and HP is the fastest
CR 3 2.227 1.404 1 0.751 0.546 0.448 0.356 0.305 0.252 0.222 0.191 0.169 0.144 0.132 0.114 average healing a creature will do each round across a
way to compute combat balance. five round combat. Then, add that to their DPR. There
CR 4 2.957 1.865 1.331 1 0.727 0.598 0.474 0.408 0.337 0.297 0.256 0.227 0.194 0.177 0.154
is no probability roll needed for healing, as healing
GM Note: Complexity of DPR
CR 5 4.111 2.592 1.841 1.383 1 0.817 0.649 0.557 0.463 0.407 0.351 0.311 0.266 0.243 0.211 always works.
Computing a creature’s DPR seems complex – but the
CR 6 5.135 3.234 2.285 1.716 1.232 1 0.795 0.681 0.567 0.497 0.429 0.379 0.325 0.297 0.259
basics of DPR are the multiplication of a creature’s P[To- DPR of Conditions
CR 7 6.411 4.041 2.862 2.150 1.546 1.257 1 0.858 0.717 0.628 0.542 0.481 0.412 0.376 0.329 Hit] times its damage if successful. If you create monsters, There are two tiers of conditions, denoted by weak
try starting by creating monsters with simple attacks that
CR 8 7.532 4.746 3.354 2.520 1.808 1.466 1.167 1 0.836 0.732 0.632 0.561 0.481 0.438 0.383 conditions and strong conditions. For the purposes of
deal damage – add in conditions,healing,buffs,and more calculating DPR, creatures that give strong conditions
CR 9 8.880 5.599 3.971 2.983 2.146 1.745 1.390 1.193 1 0.877 0.756 0.673 0.577 0.526 0.461 as you learn along the [Link] remember! Every monster add 5 DPR per level of that condition given, while weak
in the Monster Manual has its DPR [Link] only need
CR 10 10.225 6.445 4.560 3.245 2.458 1.992 1.587 1.362 1.142 1 0.863 0.767 0.658 0.600 0.526 conditions add 2.5 DPR per level of that condition
to calculate DPR for new monsters you create! given. Players do not need to compute probability of
CR 11 11.752 7.410 5.252 3.945 2.835 2.300 1.833 1.574 1.323 1.159 1 0.891 0.764 0.697 0.612
successful hit for conditions – all condition levels are
CR 12 13.321 8.396 5.937 4.459 3.196 2.587 2.062 1.769 1.488 1.302 1.123 1 0.858 0.782 0.688 balanced around a 50% chance of affecting players.
Calculating DPR
CR 13 15.304 9.651 6.845 5.141 3.694 2.997 2.370 2.052 1.730 1.515 1.307 1.166 1 0.912 0.803 The damage output per round (DPR) of an enemy in Condition Strength
Sacadia is determined under nominal assumptions –
CR 14 16.897 10.653 7.543 5.665 4.063 3.290 2.624 2.252 1.899 1.662 1.434 1.279 1.097 1 0.880 Weak Conditions Strong Conditions
both groups of combatants come together as a wall (no
side flanking or performing strategies) and hit each Delirium Fatigue
CR 15 18.958 11.958 8.485 6.373 4.579 3.713 2.963 2.545 2.149 1.882 1.623 1.451 1.244 1.134 1
other with all of their [Link] determine the average DPR Nausea Taunted
CR 16 20.938 13.202 9.347 7.020 5.032 4.071 3.249 2.788 2.356 2.061 1.778 1.587 1.362 1.241 1.095 Hemorrhage Blinded
of combatants, multiply all of the following together:
CR 17 23.333 14.717 10.437 7.839 5.626 4.557 3.638 3.125 2.644 2.313 1.996 1.784 1.531 1.396 1.232 Pinned Panic
◆ Number of attacks in a round if expensing full Dim/Bright Surrounded
CR 18 25.759 16.243 11.499 8.636 6.186 5.001 3.993 3.427 2.900 2.536 2.189 1.955 1.678 1.529 1.350 AP, less 1AP per turn, to attack, harm, or heal Frenzy Surprised
◆ Probability of hitting target (Probability of Fumbled (x4) Unconscious
CR 19 28.661 18.078 12.821 9.629 6.908 5.591 4.466 3.836 3.250 2.843 2.454 2.195 1.884 1.717 1.518
rolling 1D20 at or above Defense minus To-
CR 20 31.741 21.014 14.159 10.633 7.608 6.142 4.907 4.210 3.569 3.119 2.692 2.406 2.066 1.882 1.664 Hit)
◆ Average Damage on a successful hit DPR: example
Summation Table Summed Difficulty DPR is always rounded up. There are some exceptions A simple Draigar tries to hit a Level 4 character. The
The above Summation Table allows players to compute to calculating DPR, provided in the next sections. Draigar has 3 AP and the following attacks:
the comparable CR of a monster against their [Link] Desired Sum Sum Sum
table can be read as follows: Combat • Claw: +4 vs. PD/1D4+3
(3 Players) (4 Players) (5 Players) The table below gives the average roll for various dice.
Difficulty • Sword: +3 vs. PD/1D8+3
◆ Select the column that matches the party’s You may use these values when determining the damage
Trivial <0.48 <0.6 <0.72 • Bite: +3 vs. PD/1D4+3 plus defense against Nausea (DC15
player level applied by a dice roll. Courage Check)
◆ Select the monster CR of the monster you wish Weak 0.48-0.72 0.6-0.9 0.72-1.08
to place in a combat Average Dice Rolls Per the “Players and Allies Combat Table”, a Level 4
Balanced 0.72-0.88 0.9-1.1 1.08-1.32
◆ Add the number of that cell to the summation character has avg. 17 PD and +3 to [Link]:
for this combat Strong 0.88-1.04 1.1-1.3 1.32-1.56 Dice Type Average Roll
• Claw: 35% (17 minus avg. 14 so -15% chance to-hit)
◆ Repeat until you reach the desired summation 1D4 2.5
Boss-Tier 1.04-1.28 1.3-1.6 1.56-1.92 1D6 3.5 • Sword: 30%
Overmatched 1D8 4.5 • Bite: 30% plus Nausea: {30% x 40%}
By design, a combat is balanced when you place a sum of 1.28+ 1.6+ 1.92+
1 from the Summation Table into an encounter. (Skull) 1D10 5.5 The Draigar then has the following DPR:
2D4 5
2D6 7 • Claw: 0.35 x 5.5 = 1.93
GM Note: Different types of combats GM Note: Party Size and Dif�culty
2D8 9 • Sword: 0.30 x 7.5 = 2.25
Different professions are good against different types of Every added player changes the desired summation by 1.2x 2D10 11 • Bite: 0.30 x (5.5 + 0.40 x 5.5) = 2.695
[Link] will need to feel out your party’s strengths with respect to the initial 4-player party sum. Conversely, The total DPR of the Draigar is 8.
and weaknesses against different types of enemies! removing one player divides party strength by 1.2.
117 118
Balancing CR CR Adjustment Table Designing Monsters: GM Note: DPR vs. CR?
If you look at average DPR alone in the ‘Enemy Combat
A detailed Guide
B alancing the CR of a combat can depend heavily on
the party. Here, a quick guide and detailed guide
CR Adjustment
HP
-1
-25%
+1
+25%
Table’ you will see that the average difference in enemy
DPR per level is actually 4. So why do we need to raise it
are given to assist you in balancing your own party.
119 Expanded Game Rules - Monster CR Expanded Game Rules - Monster CR 120
Default Skills Who does this Monster fight? Balancing Swarms
As a baseline, you may assume the monster has the basic One important question to ask yourself in designing a When players fight a monster, combat balance is
HP, Defense,To-Hit, Proficiency, Check DC, and DPR combat is, who will this monster be fighting? determined by the number of turns they are expected to
listed for its level in the ‘Enemy Combat Table’. Even in live (determined by monster HP, defenses, and party
detailed combat design, this forms a good baseline for Monster DPR is based on the assumption that monster DPR) and the amount of damage they will deal per
abilities for a monster. damage is evenly distributed between all party round (monster DPR).
members. If you have a four-adventurer party in your
group, and two are frontline tanks while the other two A more holistic calculus is to determine the expected
Adjusting Skills are ranged attackers, your frontline adventurers will total damage the enemy will deal in a combat, and
The best way to adjust the skills of your monster is to often be endangered by a balanced-CR combat, while balance that around the lifespan of the [Link], to
look at the comparative probability of to-hit and damage your ranged party members will be perfectly safe. account for multiple opponents:
for both the monster, and a comparative-level party Sometimes this is a good strategy for a combat – but it
against that [Link] can compute that, just like the ◆ If you expect enemies will readily surround
is important that this is not always the case.
DPR table on the previous page, by multiplying the party members, add 0.2 to P[To-Hit]
probability of an effect being successful by the ◆ Most parties do not systematically target one
Likewise, your party will feel endangered if your
numerical average output of that effect. enemy at a time, and often 3-4 at a [Link],
frontline combatants are near death. This can be calculate the single creature lifespan as
somewhat offset by the Surrounded condition (your
Keep in mind – your changes to the average skills will 3*Enemy HP / Party DPR
solo monster will have an effective CR of -1 while
affect the overall balance of the combat. For example, if surrounded), but if your Monster has any resistances
you reduce a CR 5 monster’s HP by 80, and up its Thus, the new calculation for multiple-opponent swarm
to the Surrounded condition or you offset that condition
damage by 8, it will appear as a glass cannon – but will DPR can be seen as follows:
with additional PD, the combat is likely to be too
remain balanced to its level. challenging. I. Compute Lifespan: Compute the average Single-
Creature Lifespan of this creature as: 3*Creature
CR and DPR Nuance Solo vs. Swarm HP/Party DPR
If you follow the Monster Combat Table and Player Combats are balanced around an enemy having a set II. Compute To-Hit Ratio: Compute the adjusted
Combat Table on the previous pages, you are likely to initial HP, and dealing a set amount of damage, each P[To-Hit] if you expect it to immediately surround
find the following: round. This balances easily for solo-enemy combats its targets as P_adj = P[To-Hit] +0.2
wherein the enemy will deal its set DPR no matter how
◆ Monsters overwhelmingly harm frontline party little HP it has remaining, but for combats with multiple III. Compute Others: Compute other effects of the
members, often to unconsciousness, by the opponents – and especially combats in which many creature as normal, such as healing and condition
end of the fight smaller enemies are lower-CR (and therefore have effects
◆ Individual monsters are rapidly destroyed if lower to-hit scores) – this balance does not work as well.
players surround them IV. Swarm Creature DPR: Single-Creature Lifespan *
◆ At early levels, players are downed quickly and (P_adj * Raw Damage + 1/5 * [HP] +
GM Note: Swarms are Easier
easily P[Condition] * Condition/Turn)
Once they are at higher levels, players should �ght larger
The reason for this is combat design. The above table swarms more often, and swarm combats often re�ect the GM Note: Swarm Feel
calculates Monster DPR under the assumption that all increase in PC prowess by making them feel capable of In a swarm combat, the enemy will do approximately 2/3
players and all monsters evenly do damage to one killing powerful monsters. of their damage in the �rst half of the [Link] combat
another, with no conditions or buffs, and that nothing progresses, more swarm creatures die, and their DPR drops
unique or interesting happens in a combat. Especially at A single level 1 bandit forms a powerful solo �ght for a [Link] overall DPR of a swarm creature will
low levels, players are often subjected to a single critical group of level 1 players, whereas by level 6, players can likely be lower than for a single-creature combat, because
hit from a monster and drop to unconsciousness. Finally kill an average of two level 1 bandits per round and the swarm creature is not designed to last to the end of
– fighting a single brute of a monster is a very different balance around approximately bandits. combat.
combat than fighting a swarm of small monsters, due
both to the single-monster DPR against a single target,
and due to the impact of the Surrounded condition.
121 Expanded Game Rules - Monster CR Expanded Game Rules - Monster CR 122
Dynamic Combats Landscape Combats Unfolding Combats Summoning Combats
Landscape combats allow players and enemies to take An unfolding combat requires that the enemies in A summoning combat is a combat in which new enemies
123 Expanded Game Rules - Dynamic Combats Expanded Game Rules - Dynamic Combats 124
Fighting in Water Effects of Water Fighting in Fire Fire Spreading
Start at 1D4
the water. Firestarter
if the water is shallow enough to walk in, provided the The Dynamics of Fire
water goes up past their knees. Normal Start at 1D2. Increase 1 dice type each round
Combats in Water Starting a Fire in Combat Damp Start at 1D2. 2nd round, remains 1D2. Increase 1
Combat in water requires some thought from you! Staying Afloat In the fast pace of combat, there must be a source of dry Firestarter dice type each round thereafter
Which players can swim? How can those who can and Creatures who can swim but do not natively inhabit the kindling, and a creature must have a source of fire (such Damp Start at 1D2. Increase 1 dice type every two
cannot swim engage in these combats? What are the water (i.e., have a swim speed) must make a Power or as a lit torch, or some sort of fire breath). A creature Environment rounds thereafter
Survival scores of those in combat? Survival is a strong Finesse Check against the Check DC of the water at the must then press the source of fire (such as a torch) to the
determiner of swimming ability due to the talent start of their turn. If they succeed, they may use the dry kindling to ignite a single square of combat with fire. GM Note: Fire Prevention Starts withYou!
specialization Survival: Swimmer. remainder of their turn. If they fail, they lose one AP and Putting out a �re is easy initially, and becomes
cannot use the limb on their turn, as they struggle to GM Note:Action Economy for Firestarting prohibitively challenging after just a few rounds. Players
remain afloat.
Design for those who can It takes time to start a �re. If a character has a readied who worry about a �re should put it out quickly.
torch, they must equip the torch and then light it, taking
swim… I can’t swim! two actions to have a lit [Link], they can throw or
Players who can swim can get in the water and engage Players who cannot swim and are in the water may not use the lit torch to start a �re. Combat around Fire
the enemy. They will treat the terrain as difficult, use , , or . Players who cannot swim gain two Once a fire has spread, combat occurs in a changing
meaning most of your players will move at half speed levels of Fatigue at the start of each turn, representing environment. The effects of fire is determined by the
even if they know how to swim. their Fatigue as they attempt to remain [Link] may Spreading Fires size of that fire, which in turn is determined by how
continue to make Trait Checks (Power or Finesse) to Once a fire has started, it will begin to spread quickly. large the Fire Spread Roll was the last time it was rolled.
The immediate challenge associated with combat design remain afloat. Each round, the player (or GM) who starts the fire rolls Players and GMs should note that there is no Trait
in open water should be thinking about how to make a die to determine how much the fire has [Link]
Swimming Check DC Check made against most fire effects, with the
sure that the natural flow of combat has the enemies the die is rolled, the resultant number determines how exception of Power Checks made against Burning.
always close to players who enter the [Link] want Terrain Check DC many squares the fire spreads to during that round. Each
your players to be able to get close and engage enemies round, the dice type increases from the initial turn
Calm Seas or Lake 10
in the water, rather than have these enemies always swim (where the fire starter rolls 1D4 by default). Smoke and Heat
out of reach. Slow Moving River 12 Smoke can dim or even blind the [Link] fires
The dice type rolled may increase or decrease according spread, creatures will be subject to intense smoke which
Choppy Seas 14
Keep in mind – players who can swim have invested to how damp the conditions are (see the‘Fire Spreading’ can prevent them from taking action. Heat can harm
precious talent points into this skill. They should be Fast Moving River 16 table). players simply by being too close to the fire, even if they
rewarded for accepting the risk of diving into the water are not in the fire.
Rapids 18
to fight an aquatic enemy! Putting out a Fire
LargeWaves 20
Creatures may attempt to put out a fire by rolling a Standing in Fire
And for those who cannot Finesse Check as a Body [Link] get 1x advantage Creatures entering a fire or starting their turn in it
Players who cannot swim cannot get in deep [Link] Drowning on this roll if they have a source of available water. For will roll a Power Check against the Burning condition.
can engage in combat when they can walk in the water Players and enemies who cannot swim and have taken every 10 rolled on this check, they reduce the size of the They also take immediate damage from the fire. The
(i.e., the water is no more than three feet deep), or too much fatigue will fall unconscious from their fatigue fire (in squares) by 1 [Link] Checks do not amount of fire damage taken is dependent upon the Fire
when they have access to places they can stand, such as and slip below the waves. Although fatigue-driven reduce the next spread roll, though GMs may decide to Strength, corresponding with the ‘Fire Damage Table’
large open rocks, boats, sandy shoals, etc. unconsciousness does not give a character the dying reward player efforts by reducing the Fire Spread Roll. given on the following page.
condition, the second players are underwater and
When you design these combats, think both of giving unconscious they must immediately begin making Fire Effects
players who cannot swim a place to fight and think of Survival:Withstand checks or simple Power Checks if
how the enemy will react. If all of your melee fighters they cannot. The first time they roll below a 12 on a Fire Spread Fire Smoke Effect Heat Effect Burning Check
Roll Strength
are stuck on a large rock, but the enemy can make Survival: Withstand check, they immediately take the <1D6 Weak Fire N/A Treat as Held Fire when within 5ft 1 Level of Burning
ranged attacks against the party, it will make for a dying condition. After this, they will automatically fail 1D6-1D8 Medium Fire Dim within 30ft Treat as Weak Fire when within 10ft 2 Levels of Burning
horrible fight for your players. one Dying Check at the start of each turn due to their 1D10-2D6 Medium Fire Dim within 60ft Treat as Weak Fire when within 20ft 3 Levels of Burning
inability to breathe. 2D8-2D10 Strong Fire Blinded within 30ft, Dim within 120ft Treat as Medium Fire when within 20ft 4 Levels of Burning
3D8+ Strong Fire Blinded within 60ft, Dim within 200ft Treat as Medium Fire when within 60ft 5 Levels of Burning
127 Expanded Game Rules - Dynamic Combats Expanded Game Rules 128
Mobile Encounters Example Mobile Encounter: Hired Spears Monster Archetypes
monstrous Fae of folklore and the spirits of the damned. Awoken Flora
Divinity may also imbue plants, bringing them to life.
Notes on Alterations These plants may be toxic fungal spores brought to life,
Where various armor, weapons, or traits can be divine and mysterious Face Trees, or angered trees
employed, descriptions of humanoids are followed with imbued with magic.
modifications to those monsters that may be changed.
Multiple alterations may be used together to create Folk Fae
more complex enemies. Belief drives the world in Sacadia. If enough people
believe in something, it may come true. This is
Divinity and Nature particularly apt for Folk Fae, which are the Fae created
by human cultural [Link] Fae, often found within
Magic in Sacadia infuses everything. Divinity is the or at the edge of cities, can be dangerous, cunning, and
energy that brings reality into existence, and it suffuses remarkably powerful.
the whole world. Divinity is chaotic, wild, and
[Link], it pools, it builds, it shifts--it can take
the shape of anything. Wild Fae
In the same way that human belief drives changes to the
Where divinity naturally pools, more magical things natural world, the wilderness creates and destroys wild
occur. If enough divinity is brought together, it will fae when enough divinity infuses something. This can
create rare, magical biomes such as the Mistlands or create Hulinari--the wild shapeshifters that embody the
Forseas. Where human belief draws divinity together spirit of a single animal--or it can imbue an animal with
into place, it can bring about changes to divinity and the [Link] events grow much more common
spontaneous creation of a new creature. Divinity in rare biomes, where divinity infuses the very air
therefore creates and destroys magic around the world. breathed. Here, wild fae are everywhere, and the world
grows dangerous.
Types of monsters
Fontmade
Besides divinity, arcane magicks are the strong, singly-
Humanoids focused magic of a particular force. Storms, fire, life,
Intelligent, organized, and cultured, humanoids come in death--each has a font in the world. Fonts are places
a number of shapes, sizes, and cultures. From bandits on where raw, forcible magic changes everything around it.
the road to trained assassins, humans will pose one of Unlike divinity which reflects the world around it,
the most common and effective enemy in any game. arcane magic warps the world to meet its image.
Other humanoids--such as Goliaths or Curiots--may
pose different challenges and specialties. Fontmade are creatures that drew too close to an arcane
font and were warped by its power. The closer a
Beasts Fontmade has drawn to a Font, the more powerful it will
The wild, natural animals of the world, beasts such as become.
Elk, Boar, and Elephants roam the land in large number.
Commonly encountered, though not commonly actively Undead
aggressive towards players, beasts are the second most Not quite Fae yet not quite humanoid, Undead are the
commonly encountered creature at low levels.
Monsters
spirits of the dead who have been denied rest. These
spirits, often imbued with significant divine energy and
Of note--beasts in Sacadia are based on Pleistocene kept alive by wrathful hatred, these creatures form their
[Link] most dangerous beasts of the world, such own type of magical creature.
as mammoths, dire boar, and giant Moa may be
unfamiliar to some players.
133 134
Bandits (Inexperienced)
Bandit Poisoner
Inexperienced bandits have been working as bandits Stats
for several years, and have learned a few tricks to stay Type Humanoid
alive. These bandits are about as experienced as CR 1
soldiers just out of training. DPR 7
Size Medium
Bandit (Basic) Prof. +1
Stats HP 80
Type Humanoid Move 30ft
CR 1 Check DC 14
DPR 6 AP 3
Size Medium PD 14
Prof. +2 MD 12
HP 75 Power Finesse Wiles Courage Fate
Move 30ft 0 2 1 0 0
Check DC 11 Talents Perception +4, Nimble Hands +4
AP 3 Abilities
PD 14 DaggerA: +4 vs. PD/1D4. Range 5ft. Attempt to give 2
MD 12 levels of Hemorrhage (Power Check negates).
Power Finesse Wiles Courage Fate
2 2 0 0 0 ShortbowA: +4 vs. PD/1D8+3. Range 80ft. Attempt to
Talents Perception +4 give 2 levels of Hemorrhage (Power Check negates).
Abilities Frenzying DaggerA: Range 5ft. Attempt to give 3 levels of
ShortswordA: +4 vs. PD/1D6+3. Range 5ft. Frenzy (Wiles Check negates). Can use this once per combat.
SpearA: +4 vs. PD/1D8+3. Range 10ft.
Bandit Toxinmaster
DaggerA (2): +4 vs. PD/1D4+3. Range 5ft/40ft (Versatile).
Stats
Humanoids Bandits (Novice) Type Humanoid
A young, untrained bandit, novices have little Bandit Archer CR 2
DaggerA (2):
Bandit (Basic)
Abilities (Replace)
+3 vs. PD/1D4+3. Range 5ft/40ft (Versatile).
DPR
Size
Prof.
HP
13
Medium
+3
160
threatened, starving, or cornered, humanoids will LongbowA (4.5): +5 vs. PD/2D6+3. Range 120ft. Move 30ft
kill to steal, kill for a creed, or kill even for fun. Stats Check DC 14
Type Humanoid
As a result, players may face bandits on the road, CR 1/2 Bandit Shielder AP 3
whole armies ready to kill them, or a vengeful PD 14
DPR 2 Alters Bandit (Basic)
spouse. MD 14
Size Medium Stats (Replace) Power Finesse Wiles Courage Fate
Prof. +1 PD 16 0 2 2 0 0
Humanoids have a tendency to use weapons, and as HP 40 Abilities (Add)
such they are a highly customizable enemy type to Talents Perception +5, Nimble Hands +5
Move 30ft Shield BashA: +4 vs. PD/Target makes Power Check or falls
throw at your players. Here, we present some of the Check DC 13 Abilities
Prone.
most common subtypes of humanoid enemies and AP 2 DaggerA: +5 vs. PD/1D4+2 (Versatile: 5-40ft). Attempt to
their abilities. PD 14 give 3 levels of Hemorrhage.
MD 12 Armored Bandit ShortbowA (4.5): +5 vs. PD/1D8+2. Range 80ft. Attempt
Human Bandits Power Finesse Wiles Courage Fate Alters Bandit (Basic) to give 3 levels of Hemorrhage.
1 1 0 0 0 Stats (Add)
Human bandits take many shapes and sizes. In Talents Perception +3 Frenzying DaggerA: +5 vs. PD/1D4. Attempt to give 3
Sacadia’s broad wilderness, bandits have an excellent PD Varied: +2 (Pads) to +5 (Metal Armor) levels of Frenzy. Can use this once per combat.
Abilities
time waiting on the side of the road for good ShortswordA: +3 vs. PD/1D6+1. Range 5ft. Stunning DaggerA: Attempt to give 3 levels of Fatigue to
opportunities for theft. one target. Can successfully use this once per combat.
ShortbowA: +3 vs. PD/1D6+1. Range 80ft.
Level
DPR
Stats (Replace)
Rat Swarm
3
14
quite easily if they aren’t careful--and such beasts can Rat Size Large
be anywhere. Stats HP 200
Sacadia is a world of ancient fantasy, and the creatures Type Beast Abilities (Add)
of the world are indicative not only of beasts players CR 1/8 SwarmingF: Move into a 10x10 square. As long as you
might be familiar with, but also Pleistocene DPR 2 occupy this square, every creature within that square makes a
megafauna--that is, beasts of the Ice Age as would be Size Tiny Finesse Check against 2D6 damage at the start of each turn.
found all over the world prior to human contact. Prof. +0
HP 8
Characters may come across giant ground sloths Move 20ft / 20ft Swim
lumbering the world, bears as large as a truck, or Check DC 10
giant boas that could swallow them whole. AP 2
PD 10
Sacadia is not a kind place to the unprepared. MD 10
Power Finesse Wiles Courage Fate
0 2 0 0 0
GM Note: Beasts
Talents Perception +4, Survival +3
Beasts rarely have alteration options because beasts Abilities
rarely have special strategies or attacks. They are BiteA: +3 vs. PD/1D4+1. Range 5ft.
unique in this. Some alterations are listed.
Stats
Type Awoken Flora Loamhunder
CR 1/4 Stats
Awoken Flora DPR 3 Type Awoken Flora
Size Small CR 1/2
169 170
Frost Draugr Sloughrot Draigar
Stats Stats
Type Undead Type Undead
CR 5 CR 3 (5 with Summon)
DPR 22 DPR 16
Size Medium Size Medium
Prof +4 Prof. +3
Health 380 HP 200
Move 30ft Move 30ft
Check DC 15 Check DC 15
AP 4 AP 3
PA 18 PA 16
MA 16 MA 14
Power Finesse Wiles Courage Fate Power Finesse Wiles Courage Fate
4 2 0 0 3 0 2 3 0 4
Talents Perception +8, Athletics +8, Survival +8 Talents Perception +6, Survival +6
Abilities Abilities
Frost SwordA: +8 vs. PD/2D6+4. 5ft Range. Summon Rat SwarmA: Summon 1D4 Rat Swarms or one
Large Rat Swarm once per quick rest.
Frost SpearA: +8 vs. PD/2D8 + 3. 10ft range.
BiteA (5): +6 vs. PD/1D10+4 Damage.
SlamA: +8 vs. PD/3D6 + 3 Damage. 5ft Range.
Cloud of BugsF (8): In a 15ft radius about a point in range,
Bleeding BiteA: +6 vs. PD/4D8 Frost Damage, plus the
treat lighting as [Link] an enemy enters this radius or
Draugr recovers half that damage as health.
starts their turn inside of it, they take 3D6 points of damage
Ice StormF: Once per quick rest, the Frost Draugr can (Finesse halves).
manipulate the weather to make the storm worse. It chooses a
NauseatingVisageA (10): Attempt to give one target within
point in range. In a 120ft radius around that point, a storm
60ft 4 levels of Nausea (Courage Check negates).
billows into existence. Every creature in the range takes 4D10
Undead Shackled BÁnÁnach Ice damage when this initiates (Courage halves). All spaces in
Stats the range are Obscured as Dim (except for the Draugr) for as
from unique cultural customs and practices that Prof. +1 The Draugr will rise up after one minute of falling to zero
cannot be visited upon the dead. HP 120 health, and comes back at full [Link] only way to prevent this
Move 30ft is to either cast a ritual spell to release its spirit, or to burn it to
When the dead are unable to receive a proper burial
Check DC 14 [Link] Draugr is resistant to any cold-related effect by 10pts,
or custom, or when their grave has been damaged or
AP 3 and is weak to fire by [Link] secret may be discovered by
altered against the will of their respective culture, the
PD 15 applying any fire damage to the Draugr, or by communicating
dead are cursed - trapped in this world and unable to
MD 15 with NPCs who may be aware of the Draugr’s origins.
leave. These souls end up damned to wander the
earth in some form or another. Power Finesse Wiles Courage Fate
0 0 1 3 3
Other Undead may be formed through dark curses Talents Perception +5
visited upon the living - such as stillbirth curses, Abilities
violent murders, or other heinous deliverances. PiercingWailF: All creatures within 30ft of the Bánánach
Whatever the case, Undead are predominantly the take XD4 damage (where X is the number of turns the
result of divinity-infused anger and pain, and undead Bánánach has retained focus) at the start of its turn. Courage
act on this pain. Check halves.
Chill TouchA: +5 vs. MD/2D6+3 damage. 5ft range.
Fontmade
GM Note:Arcane Fonts
Arcane Fonts, covered elsewhere in this guide, form
powerfully magical locations �lled with rare craft
ingredients - but they come at legendary cost.
Repairing Broodknitter
Alters Broodknitter
Stats (Replace)
Level 3
Abilities (Add)
Restorative NeedleworkA: +5 vs. PD/target gains one
level of Pin (in addition to Pin they already have been given
through Needlepoint) to a maximum of 4. Finesse Check
negates. 5ft range. May use once per turn.
Deer Abilities
BiteA: +2/1D6 + 2
Pack TacticsP: If the wolf is within 5ft of another wolf, it gets 1x
advantage on the first attack it makes each turn and cannot be
Elephants and Mastodons surrounded.
Wolves
quite easily if they aren’t careful--and such beasts can bear, flat-nosed bear, and dire bear (in increasing level Dire Wolf
be anywhere. Normal, winter, dire Stats
of difficulty). Bears are solitary creatures, and
Sacadia is a world of ancient fantasy, and the creatures typically among the most fearsome solitary animals Level 3
of the world are indicative not only of beasts players that players can fight. Size Large
might be familiar with, but also Pleistocene Health 40
megafauna--that is, beasts of the Ice Age as would be Move 40ft
Grizzly Bear
found all over the world prior to human contact. Check DC 16
AP 3
Characters may come across giant ground sloths PA 16
lumbering the world, bears as large as a truck, or Flat-Nosed Bear MA 12
giant boas that could swallow them whole. Power Finesse Wiles Courage Fate
4 3 0 2 0
Sacadia is not a kind place to the unprepared. Dire Bear Abilities
GM Note: Beasts BiteA: +5/2D6 + 4
Beasts rarely have alteration options because beasts Note--add polar variant Pack TacticsP: If the wolf is within 5ft of another wolf, it gets 1x
rarely have special strategies or attacks. They are advantage on the first attack it makes each turn and cannot be
unique in this. Some alterations are listed. surrounded.
195 196
Sylnid of Fresh Snow Sylnid of Falling Leaves
When snow falls across the land, blanketing it in snow The falling leaves in a forest come in a myriad of
that is just perfect, Sylnid can often be seen dancing colors--red, yellow, brown, [Link] they fall, it
atop it. Medium sized, taking the form of a group of is sometimes said to be the cause of Sylnid who dance
children with no color at all in their skin--pure white- among the trees as they light them aflame.
-Sylnid of Fresh Snow prefer dancing unperturbed
across the surface. The Sylnid of Falling Leaves appears as a tiny, dancing
adult human with butterfly wings in vibrant reds,
They will attack anything that disturbs the fresh snow orange, and yellow.
upon which they dance, and do so mercilessly.
Sylnid of Falling Leaves
Stats
Sylnid of Fresh Snow
Level 3
Stats
Size Tiny
Level 2
Health 26
Size Medium
Move 40ft fly
Health 38
Check DC 16
Move 30ft AP 4
Check DC 14 PA 14
AP 3 MA 18
PA 12 Power Finesse Wiles Courage Fate
MA 16 0 3 3 1 2
Power Finesse Wiles Courage Fate
0 2 3 0 3 Abilities
Abilities BurnA: +5/1D8+3 Fire damage, 60ft range
Secrets
A Rust Sylnid will explode in rust when it dies. Everything within
30ft of it must make a DC15 Finesse Check or reduce the defense
of worn armor by 1.
199 200
Drai Frost Draugr Draigar Nauseating Draigar
Stats A minor undead, Draigar are the bodies of improperly
The souls of the dead left behind, unable to reach the buried or cremated souls who, unable to find rest, rise Alters Any Draigar
Level 5
afterlife, or cursed, Drai are damned to wander the Size Medium and seek a different end. Cursed soldiers, Draigar are Level +1
earth in some form or another. Health 65
stronger than they were in life, fueled by their relentless Abilities (Add)
Move 30ft
anger at the injustice of their own death. Even still, most
There are many species of Drai and many variants, all lack all but the barest hint of sentience. Cloud of FliesF: All creatures reliant on sight or smell to
Check DC 15
sharing the underlying trait of a physical body and a Draigar attack the Draigar treat the area as low visibility. Any creature
AP 4
cursed soul. starting their turn within 10ft of the Draigar make a Courage
PA 16 Stats Check or take 1 level of Nausea.
MA 14 Level 3
The Lantern Lighter Power Finesse Wiles Courage Fate Sloughing BiteA: +5ft range, +5 vs. PD/1D6+3. Attempt
DPR 14
The soul of a damned priest left behind in an ancient 3 2 0 0 1 Size Medium
to give defender 3 levels of Nausea.
ruin, the Lantern Lighter has a solemn vow to
Actions HP 160
maintain the temple lights to call divinity forth for
Move 30ft
Awoken Draigar
[Link] anyone else lighting them, a lantern Frost SwordA: +5/1D8 + 3 Damage Stats
lighter is thus doomed to remain in ruined temples, Proficiency +2
Check DC 13 Level 5
lighting the torches and lamps that no one else will. Frost SpearA: +5/1D10 + 3 Damage, 30ft range.
AP 4 Size Medium
SlamA: +5/2D6 + 3 Damage. PD 14 Health 65
Frost Draugr MD 12 Move 30ft
In some cultures, dying in the ice and snow means an Bleeding BiteA: +6/2D8+3 Frost Damage, plus the Draugr Power Finesse Wiles Courage Fate Check DC 16
inability to die in battle or surrounded by family. In recovers half that damage as health. 3 1 0 0 2 AP 4
these cultures, such people may be denied the Ice StormF: The Frost Draugr can manipulate the weather to Actions PD 18
crossing of death, and wander the earth as Frost MD 14
make the storm worse. It chooses a point in range. In a 120ft
Draugr. ClawA (3.5): +5/1D6 + 3 Damage Power Finesse Wiles Courage Fate
radius around that point, a storm billows into existence. At the
start of its turn as long as it maintains focus, every creature in 3 1 2 0 1
Known for being exceptionally dangerous unto SwordA (4): +5/1D8 + 3 Damage.
the range must make a Courage Check or take 1D12 Ice Actions
themselves--but especially so in the dead of night or damage. All spaces in the range are Obscured as Dim (except
the frozen wastes they often call home--Frost Draugr BiteA (6.5): +5/1D4+3 Damage. Defender makes a Courage Shield BashA: Defender makes a Power Check or is knocked
for the Draugr).
are spoken about in hushed tones to keep children Check against three levels of Nausea. back 5ft and falls prone.
safe or careful. Secrets
The Draugr will rise up after one minute of falling to zero health. Deathly ResistanceP: Resistance to physical weapon damage by SwordA: +5/1D8 + 5 Damage.
The only way to prevent this is to either cast a ritual spell to half.
release its spirit, or to burn it to [Link] Draugr is resistant to Hooking SwordA: Defender makes a Finesse Check or is
any cold-related effect by 10pts, and is weak to fire by 10pts. disarmed of one weapon or shield.
Spearman Draigar
Call to ActionA: Points to a target. All Drai within 5ft of that
Alters Any Draigar except Awoken.
Rending Draugr Level +1
target (excluding the Awoken Draigar) make an attack against
that target simultaneously using their reactions.
Alters Any Draugr PD +3
Level +1 Reactive DodgeR: In reaction to a single attack that would hit
Actions (replace) this creature, the attack misses [Link] ability can be used
Health +20
Shield BashA: Defender makes a Power Check or is knocked 3 times per quick rest.
Abilities (Add) back 5ft and falls prone.
Deathly ResistanceP: Resistance to physical weapon damage by
RendB: The Draugr can rend flesh from bone with its attacks. half.
SpearA: +3/1D10 + 3 Damage. 10ft range.
Once per turn as a bonus action, it may rend an enemy, adding
2D6 to any attack made.
BiteA: +2/1D4+3 Damage. Defender makes a Courage
WrestleA: The Draugr attempts to give 4 wrestle dice to the Check or takes one level of Nausea.
target.
Deathly ResistanceP: Resistance to physical weapon damage by
Raging InfusionB: The Draugr can make all attacks in a turn half.
with 2x advantage. If it does so, all attacks made against it until
the start of its next turn are made at 1x advantage.
203 204
205 206
Folk fae Weird fae The Face Tree
Stats
Encompassing a wide array of the strange and Fae that do not fall into any of the other areas listed Level 8
superstitious, Folk Fae are spirits that are created by in this book are given here. Often, these Fae come
human rumors within villages and cities. Folk Fae are from particular, niche legends, or are the result of Size Large or Huge
specifically tied to suspicions and traditions regarding divinity manifesting something strange unto its own. Health 120
items, homes, and farms. One such example is Living Move 0
Items: divine household items who have been owned Whatever the case, these Fae are known to insight Check DC 18
by a family for a very long time and achieve sentience. both laughter and fear. AP 5
PA 10
Fer Delæn
Stats The Face Tree MA 20
Level 1 The Face Trees are a divine legend across the world, Power Finesse Wiles Courage Fate
Size Tiny
known for their strange appearance, behavior, and 0 0 0 0 6
secrets. It is said that the trees can just as easily kill a
Health 12 Actions
man, tell him the way he will die, or grant him a
Move 20ft
boon--though it is not often said what that boon is. Needled LeafA: +4/1D8+ 4 Damage.
Check DC 12
AP 2 Psionic CalmF: The Face Tree psionically calms anyone within
The Face Tree has a number of magical abilities, and
PA 12 30ft of it, reducing available AP by 1. Fate Check negates.
it exercises them with wild abandon and no apparent
MA 12 Shifting RootsA: The Face Tree will move its roots to trip up
pattern--thus it is not suspected that the Face Trees
Power Finesse Wiles Courage Fate enemies. All ground within 30ft of the face tree is difficult.
are intelligent as much as they act upon the whims of
0 1 2 0 0 fate itself. Psionic FrightA: The Face Tree attempts to give every
Actions creature within 30ft of it Panic Dice. Fate Check to prevent.
Face trees are known to bleed human blood, and
BiteA: +2/1D4+ 2 Damage.
some say they only grow atop the dead. FaceTrees do Psionic SpearA: The Face Tree psionically attacks enemies.
Pack TacticsP: When the Fer Delæn is within 5ft of an allied Fer not innately attack anyone they are not said to kill +10 / 2D6 + 6 damage.
Delæn, it gets 1x advantage on all to-hits made. (according to the fates), and so they tend to be Secrets
Secrets friendly to travelers. The Face Tree can be killed, and like many trees it is weak to fire.
Fer Delæn are kleptomaniacs, and will ruthlessly hunt someone However, the Face Tree can also be defeated by laughing at it
who has stolen something from [Link] stop a Fer Delæn, a Face Tree’s Children (range 30ft).The absurdity of the tree itself will do 4D10 damage
creature can return what it has ‘stolen’ from the creature or give If a FaceTree is defeated by laughing at it, the tree will per laugh action to the tree. If the tree falls to 0hp this way, it
it another item the Fer Delæn sees as equally valuable (what it
sees as equally valuable is a mystery, but as they build homes with drop fruit--small bald heads of men and women, fully begins dropping fruit to the ground.
them, something that would fill the same slot on their nest formed. If the tree is eaten, magical effects occur (see If you eat the fruit of a Face Tree, roll 1D4. On a 1) Take 100pts of
typically suffices). Secrets of the Face Tree), but if the fruit is kept safe damage. On a 2) Laugh uncontrollably until you fall unconscious,
and warm for 30 days and 30 nights, a fully grown 3) Gain 10hp, 4)You learn the way that you will die if fate
Sorcerous Fer Delæn human adult will grow from the fruit. continues as it is planned
Alters Any Fer Delæn
These humans are a type of Fixren with innate
Level +1 connection to trees and forests, and they are often
Health +6 well connected to magic.
Check DC +2
Wiles +1
Abilities (Add)
InvisibilityF: The Fer Delæn can become invisible. As long as
it maintains focus, it cannot be seen, and all checks to detect it
are made at disadvantage.
most unwholesome of all crimes - tax fraud. Whitehall market Yoska the Spanner
Whitehall market is a bustling indoor marketplace Yoska is a level 5 Handspanner, and therefore ordained
In response to these astonishing allegations, they have [Link] Whei Bureau of Policy: In charge of law and
under a massive marble dome. Here, merchants sell to measure the distance citizens are from the law and
coordinated with the local Bureacracy offices to interpretation of that law. Minor government
anything the citizens ofWhitecliff could ever need. justice. She is eager to keep her head down and get the
dispatch a group of experienced Bureaucrats to respond officials, lobbyists, and more serve here. job [Link] is a white marble sylnfolk sentinel,
to this harmful accusation for a fair market rate. Players will find evidence of tax evasion here, leading [Link] Ebol Bureau of Economy: In charge of and is quiet but rigid when it comes to legal affairs.
them to the Garum Factory. taxation and economic measures. Additionally in
In the Whitehall adventure, players take on the role of charge of the judgement of criminals
those bureaucrats, ready to put life and limb on the line Halvo, Teacher of Pain
for justice - or at least, taxes. The Garum Factory [Link] Yeil Bureau of Measurement: In charge of Halvo is a level 5 bureaucrat of Whitecliff’s Educational
The Garum Factory is a fish sauce factory by the measuring. Includes the measurement of value, the Bureau, and although he is currently on temporary
dockside of Whitehall. Here, fish are dried, fermented, measurement of land, and the measure of taxable assignment from the mail carrier department, he is
The Adventure and made into sauce to sell within the markets. [Link] very closely with the Ebol Bureau. insistent that he be refered to as the ‘Teacher of Pain’.
Players take on the role of bureaucrats investigating tax Also includes the police force, called the Spannai Halvo is a human fatebound, and is a little weird.
fraud through the byzantine markets of Whitehall, and Players will need to find the entrance to the Underbelly [Link] Alur Bureau of Education: In charge of
finally into a local garum [Link] the way, they are in order to find the tax documents they seek. education and the furthering of Myrgha Legalism. Riga, Priestess of the Adversary
beset upon by challenges - some more dangerous than Specifically trains tutors to teach others Riga is a level 5 bureaucrat of the Bureau of Religion,
others. The Underbelly and is a motherly priestess. She has been given discrete
[Link] Rochi Bureau of Religion: In charge of
The Underbelly runs beneath the whole of Whitecliff. orders from the Bureau of Policy to please keep this
GM Note:Tax Evasion inWhitehall religious measures and support of the divine.
Illegal groups have cut into the marble beneath the city group in line, and intends (on the honor of the Gods) to
Specifically includes the Rochi Shaman Order.
InWhitehall, players take on the role of to-the-letter tax to create a byzantine network of tunnels and criminal keep that promise. Riga is a human oracle, and she has
[Link] will encounter many illegal activities in their hideouts. a divine connection to the most hated of all gods: the
adventure, but they only care about investigating the adversary.
fraud. Other illegal activities should not be resolved! Here, players will find proof of tax evasion.
13 14
History Crafting and Resolution Story Structure GM Note: Rituals
The Island of Miradzuki has been inhabited by humans Defeating either the GiseiYako or Wo Lai’s Hinnagami After players initialize the cultural tapestry, level their Some parties may not have players with the Ritual craft.
for nearly three hundred years, and the first of those will be impossible alone. Both spirits possess the ability party aspect tree, and level their characters to level In this case, Kin Meddia, Giar Inchi, or Han Boian can
humans settled at the edge of the Shichu Lake, building to leave the material plane, teleporting away the instant 4, they are ready to begin the game. cast the ritual for them provided players can acquire the
up the village of Mura Shichu. For two hundred years, they come into danger, and both are far too smart not to necessary [Link] required craft ingredients may be
this village of hunter-gatherers lived in quiet peace, realize when they are outmatched. Furthermore, the provided by these individuals, whether or not players cast
Part 1: Arrival
eventually growing sufficiently to found a second Hinnagami can possess individuals in combat to force the ritual or these NPCs do.
In part one, players arrive on the island in Uchipoto, and
village, Uchipoto, which served Mura Shichu as a client them to do her bidding, while the GiseiYako can become slowly make their way north to Mura Shichu. Along the
state. In that time, little changed, except the small entirely invisible and silent. way, they may learn clues from the inhabitants all over
introduction of minor agricultural practices (the Part 3: Gathering Ingredients
the island, as some people around the island know
harvesting of Sari beans and rearing of boar). In order to defeat these spirits, players must craft items Through casting a Ritual of Learning, players will learn
secrets or facts that will help players solve the mystery.
that will enable them to defeat these special enemies. the weaknesses of their particular antagonistic spirit.
When an emissary of the Shaman-Empress arrived Crafting requires rare ingredients which can be found Then, players must gather ingredients for the crafts they
Players begin in Uchipoto and either walk or take a
almost fifty years ago, they brought with them fine silks, throughout the island, and so players will need to need to make.
boat to Mura Shichu after dining with Gasin Chi. Along
iron and steel weapons, and ships much larger than journey (within their limited window of time prior to the way, they stop at Farmhouse Ryokan for a warm
anything the island of Mura Shichu could craft. Though the next murder) around the island to gather To do this, players will have to travel out to the edges of
meal, clues, and sleep. When players arrive at Mura
militaristically superior, the Shaman-Empress had an components to build their [Link] players craft with the island, to areas where rare craft ingredients grow.
Shichu, they should go to the Imperial Post to meet
offer for the island: join her empire, worship the new these ingredients is up to them, but these crafts will be This may take players to mountain peaks or alpine
withYin Shan, who will give them a wealth of clues and
gods, and rejoice in prosperity. The local leader Lord necessary to defeat the spirits of the island. forests. It may also take them to Mura Nishi, where (if
hints for both of the possible antagonists.
Hanni Jo (Fan’s father), aware of both the implication of players are particularly evil-inclined) they can entreat
war in refusing this offer and the potential gains for with the Westlake Glaistig after solving the minor
accepting, was quick to join the empire. Tone of the game Part 2: The Mystery mystery of theWestlake Glaistig for a powerful gift.
This game is one of exploration and horror. Old spirits Across part two, players will gather clues from in and
The following fifty years have been a whirlwind for the terrorize Mura Shichu, and resolving the murders of the around Mura Shichu. They may speak to locals, Most of part three (1-3 sessions) should follow the
island, which is naturally abundant in both mulberry island will bring players face to face with these horrors investigate clues, craft items to assist in their exploration-themed activities to gather ingredients.
trees (perfect for harvesting silk) and ironwood (ideal themselves. When players come across signs of these investigation, or more. Random encounters are welcome here, as are random
for the Empire’s ships). Thus, the empire has vested spirits, there should be no doubt of their evil nature - or events the GM may seek to generate. GMs are
great wealth in expanding the city of Mura Shichu and that they must be stopped rather than spoken with. At some point during their investigations, players should encouraged to look at Fixed-point Fae here, as there are
the island’s influence itself. In just fifty years, the island’s learn enough about the cause of the crimes to identify a few Fae that appear at certain nodes.
population has nearly tripled to over one thousand, and The villages of the island are closely [Link] influence the murderous [Link] is called a Key Point, and at
the villagers here have gone from living in small, one- of the empire has not yet torn away old grudges, old the key point, players now know the cause of the GM Note: Impatient Players
roomed huts to crowded marketplaces, sometimes fears, or old loves, and players are entering an island full murders and can act on it. Players can choose to �ght the principal enemy early,
dense Insulae (multi-family homes), and multi-story of conspiracies and [Link] who worship the without crafting items to make their life easier. It is
villas proclaiming the wealth of the most fortunate in old spirits will not trust the empire or its GM Note: Other Endings entirely possible that they will all die trying. Try to
town. The island has also become predominantly representatives, while those who worship the Five If players do not discover the cause of the crimes within one impress this threat upon your players. If they still bite, let
agricultural in a short time with the introduction of Lucky Gods and her empress will be excited at the week of arriving at the island, Lord Hanni will make a them try.
whiteseed and tuberoot--two crops that grow easily and players’ [Link] they like it or not, the players great sacri�ce to the altar of the Moon [Link] will
provide much [Link] the villagers of the island are themselves a representation of a political stance on end the investigation, but a furious Onabi will come
still hunt to supplement their agriculture, they do so less the island, and interactions with villagers should reflect howling out of the forest into Mura Shichu. Players will Part 4: Resolution
and less. that drama and tension. need to kill it before it destroys the town, ending the game In part four, players will craft items in order to kill the
prematurely. murderous spirit--typically either Wo Lai’s Hinnagami
One of the largest changes to the island has been The wilds of Miradzuki are another world. Barely or the GiseiYako.
religion, with the small shrines to house and island touched by humans, players should feel the ferocity of If players do not follow the clues of the mystery at all, and
spirits having been supplanted by a large shrine to the the natural world. Every day exploring the land could be are content to explore the problem and ignore the plot (as In either case, players may create rituals to lock the
Five Lucky Gods (Five Gods said to bring prosperity to a new challenge or surprise, and GMs are encouraged to players are want to do), they will eventually come upon monster in place and fight them. Once a ritual or item
those who worship, as well as the Empress herself, who ensure that the island is unpredictable for the players. the Basan and the Baba, which are the cause of the hinders one of these spirits, they will lash out at players
is said to be a living God). This change has been the Bandits, stampedes of elephants, or a chance encounter murders. If players kill them, they succeed. in defense of their life.
hardest to take. Many islanders have enjoyed close with a Fae that turns people into bees are all possible on
relationships with spirits near them--and the Five Lucky any given day here. Once players know what causes the murders, they must Once players have killed the offending spirit, they have
Gods do not leave room for the worship of these pagan learn how to kill the spirit by acquiring a piece of completed the game! They may treat themselves to a
deities. the murderer (hair, bronze nail being the most feast on behalf of Mura Shichu and be on their way to the
common) and casting a ritual of learning. next adventure.
Guest Houses
Guest houses of the Farmhouse open up to a large
central courtyard built on a wooden platform over
the rice paddies.
◆ Players can findYi Gaolai here, though he will
try to sneak out before talking to the party.
Uchipoto Docks
Harborhead Tabernae Uchipoto docks are the entrance to both the game
The tabernae for the Uchipoto docks, Harborhead and the [Link] are bustling and expanding.
Tabernae has within it a small saké bar, a mulberry tea Farmhouse Ryokan The Hoi Family
◆ Gasin Re works here during the day The Hoi family is hospitable and will provide guests with
shop, and a small store that sells trade goods from
abroad.
◆Wo Feng can be found here after dining with
Gasin Chi. He will be drunk.
Hari Jin
Of gossipy character, but polite enough, Hari Jin has
strong opinions about the goings-on of the island.
A long the road to Mura Shichu, a tree will be
painted that points the way to a Ryokan (or guest
house) called ‘The Farmhouse’, positioned such
that it is about equidistant from Mura Shichu and
a place to stay for the night if they are interested. They
will also give the party a warm meal, and as they make
money off visitors staying at their home, are quite
friendly.
Uchipoto.
Players can purchase basic goods from the Tabernae. Clues: Hari Jin Clues:The Hoi Family
The Farmhouse is at the edge of the river and along a
• Hari Jin will swear up and down about Crei’s character - and large rice paddy, and to get to it players have to cross a •The Hoi family knows little about the events going on - at least,that
Uchipoto furthermore, for the second murder, Crei was with Hari Jin large bridge out onto the rice paddy itself, such that they others do not know.
transporting goods to Uchipoto. His whole crew can con�rm. approach a building stilted over the paddy. At this time •The Hoi family prays ardently to the �ve Lucky Gods at their family
Yi Gaolai
shrine, but acknowledges a strong tension in Mura Shichu
regarding this recent religious [Link] herbalist in Mura Shichu
was a worshipper of the old gods - they would have thought the
murders would stopped when she was kicked out.
If players findYi Gaolai and speak with him, he has some
Gasin Re find themselves invited to dine with Gasin Chi (the lord • (Hinnagami) The Hoi family farm has been purchased byWo Lai,
clues, but is very reticent to speak with them. He is
Chi’s son, Re operates the docks. He is a boring man and of Uchipoto) over a fancy meal at his domus. Gasin Chi and they work for him now. He has not visited in several years, and
staying at the Hoi house on his way north to Mura
a little slow, but he gives good directions. He aspires to is goodhearted and straightforward, and wishes the simply sends representatives to collect supplies.
Shichu, to stay with his family and to help Uch Shiniki
be a cartographer, and sells poor maps of the island. party to pass on good will to the empress. • (Hinnagami) Per the Hoi family, the last time they sawWo Lai, he
with her shop. brought his daughter along, and she said nothing all night. He
Clues: Gasin Chi looked poorly upon their shrine and asked them to tear it down.
Wo Feng Clues:Yi Gaolai When they said no, he left.
Wo Feng is the cousin of Wo Lai, a lord in Mura Shichu, • Chi believes that Mura Shichu has brought this danger upon
• (GiseiYako)Yi Gaolai found Uch Kan’s body, and states that he
who Wo Feng believes to be of suspicious character. themselves by ceasing sacri�ces to the old forest.
doesn’t think a man could have killed him - his body was splayed
• Two other people in Uchipoto may know more: 1)Yi Gaolai, who
in sacri�ce and cut to pieces in a bloody display - blood was even
Clues:The Harborhead Tabernae lives in an Insulae on the north side of town by the docks, and 2)
on [Link] Gaolai believe an angry forest spirit is killing the
Hari Jin, a boatman who knows Crei.
• (Hinnagami)Wo Feng boisterously suspects his cousinWo Lai villagers, and says his mother-in-law Uch Yama will know more.
• Chi does not know details of the murders - only they are gruesome.
because he has become a reclusive, angry, wealthy man over time.
A
n old shrine dedicated to the island, the Moon
Shrine is a religious stone shrine.
Villagers of Mura Shichu make regular visits to
the Moon Shrine, and lay out sacrifices to the
sacrificial pillar within the Moon Shrine, and the largest
on the island (nearly 12 feet tall). It is composed of five
wooden boards ornately carved in runes and arranged
around a sacrificial stone. Pieces of animals are nailed to
A broad, snowy valley, Kazekita Vale is two days’
walk north of Mura Shichu, beyond the old
forest. The valley, nestled in a ring of large
mountains, is an alpine valley and home to herds of flat-
month ago, the island’s herbalist, healer, and oracle.
When she failed to predict the end of the murders in
Mura Shichu, she ran away.
it and rotting away, including an elk skull on the largest nosed elephants and Siberian lions. Kin Meddia looks like an old, hard-headed woman,
Yako (night spirits) and the Moncræn (nature spirits). board. wearing thick furs and living alone in her herbalist hut.
A snowy, icy region, Kazekita Vale will have several feet She is well protected by a series of wards, however,
of fresh snow on the ground when players arrive.
Uch Yama Clues:The Moon Shrine Altar (GiseiYako) which she places to prevent enemies from getting too
Players can explore the valley for supplies and forage, or
A well known superstitious old lady, UchYama is the close.
• The Moon Shrine altar has fresh blood on it, in spite of sacri�ces they can meet with Kin Meddia, who lives alone in the
matriar of the Uch family and the mother of Uch Kan being [Link] stone also has scorch marks, as though a �re has valley by the river in a small, one-roomed hut.
(Shiniki’s now dead husband). She has been in a three- Clues: Kin Meddia
burned on it.
month vigil now over the loss of her husband, never • The sacri�cial blade on the stone altar matches the Tabernae cuts. • Kin Meddia casted two oracle predictions on behest of Lord Hanni,
leaving the Moon Shrine. Meddia’s Hut
• Several bronze nails are missing from the Moon Shrine altar. which taught her: 1) the sacri�ces were going undesired by the Old
Kin Meddia is an expert ritual craftsperson, and has set Forest and that if they didn’t cease, the Old Forest would destroy
Clues: UchYama (GiseiYako) up a series of protective runes around her hut, as she the city, and 2) the end of the sacri�ces will cause the city to be
assumes that Lord Hanni will try to kill her for
• UchYama is convinced that the old spirits are punishing converts to Wan Oye destroyed - by what, Meddia does not know.
abandoning her job.
the new Gods--and so blames Uch shiniki for Kan’s death A town miscreant and troublemaker,Wan Oye is new in • From these two, Meddia has inferred that something wants the
• UchYama was desecrating the Shrine of the Five lucky Gods--an town. Deaths began soon after he arrived to begin taking village to keep making sacri�ces, or potentially, wants to kill the
Players may encounter any of the following:
offense punishable by death. logging jobs. Wan Oye claims to have seen the most village.
• UchYama claims that the Moon Shrine’s altar is not in the same recent death--though no one seems to believe him. ◆ A ward along the path to her house which will • Meddia ran away because Lord Hanni told her that if she did not
place it used to be--as though it moved. cause 3 levels of Fatigue in a 10ft radius (Wiles predict the salvation of the village, he would kill her. An easy
Clues:Wan Oye (Hinnagami) DC 15) decision, in her mind, to try to protect herself.
◆ A blessing on her own bow that gives her • Meddia will stress that if Hanni sacri�ces to the Old Forest, an
•Wan Oye swears he saw Kaijo ferryWo Lai and a spirit across the
Han Boian advantage to hit anyone for the first minute of Onabi will attack the village--and that will be a much quicker
ferry on the night of the latest death--he claims to have followed
The high priest of the old gods, Han Boian lives in the combat death than ‘one person/month’.
and was seen, so he ran.
main house of the moons shrine and performs daily rites ◆ A ward on her doorway that causes anyone with • (GiseiYako) Meddia thinks the best place to go for more information
•Wan Oye worked forWo Lai, and had heard strange things from the
to the old spirits and the island. murderous intent to immediately take 3D10 would be the Moon Shrine, where sacri�ces take place
shrine during worship. He believesWo Lai is working with spirits.
damage (Wiles DC 15 halves)
•Wan Oye saw Crei dragging the body of Uch Kan, but he was
Key Point:The GiseiYako If the party can convince Lord Hanni to protect Meddia,
walking strangely--as if his body were not his own.
Kin Meddia will try to shoot first and ask questions she will return with them to Mura Shichu. No matter
If players confront Boian about the blood, Boian will swear later--but if players get past her defenses they can speak where she is, she will help the party craft rituals to
up and down no sacri�ces have been [Link],he will with her. identify the monster if they ask.
claim that he saw the altar disappear before his very eyes,
and return the next morning covered in fresh [Link]
altar is alive - and making its own sacri�ces.
A
very small silk farming village, Mura Nishi has Tabernae at night,Aia is a headstrong woman who keeps Crafting in Sacadia is a narrative game loop by which
sprouted up in only the last twenty years on
command from the emperor. Almost all
villagers are new to the island, and interact
only very little with other people.
to herself and can handle the rowdy men of Mura Nishi.
Ikki Brothers
I n order for players to successfully kill either the
Hinnagami or the GiseiYako, they must craft items
to kill these beasts. The following crafts are
relevant to this adventure path, though players do not
players may take ingredients they find in their travels
and convert them into magical ingredients by rolling
Crafting Talent Checks.
The Ikki brothers are known all over the island as the need to create a craft for all of these - just the Crafts are a storytelling-focused arc. Players take
only three people who are allowed passage by the Identifying Ritual and at least one other: each ingredient and designate a slot they wish to put
Silk Tabernae Glaistig of Westlake, and they revel in this position that into, and why - then, they roll a crafting check to
The sole tabernae or non-insulae building in Mura through heavy taxes of the silk on-board (though not so I. Identifying Ritual: A ritual that identifies the succeed. By describing the intent of how each craft
Nishi, the SilkTabernae is right up against the only dock heavy that they cannot get away with it from the monster killing people in Mura Shichu ingredient will be used in an overall craft, they can
in Mura [Link] Tabernae is rowdy, rough, and caters empire). II. Binding: An item or ritual that binds the describe a desired effect. Based on the rarity of each
to a group of people whose sole specialty is drinking, monster to the material plane so that it cannot ingredient and the intent of the crafter, the GM then
fighting, and farming silk. Clues:The Ikki Brothers (Glaistig) teleport away or around the battlefield designs a magic item based around these crafting
• Speci�cally if the party identi�es themselves to the Ikki Brothers as rolls.
[Link]: An item or ritual that allows the
Kappa Fort representatives of the empire, are very friendly to the Ikki Brothers,
invisible GiseiYako to be seen
A small shrine to the Glaistig in Westlake, Kappa Fort is and ask about how they became able to pass by the Glaistig, they If players do not wish to create their own crafts in this
a strange assortment of wooden totems, live sacrifices, will show the party a letter from the military back home, telling IV. Mind (Hinnagami): An item or ritual that arc, they are free to use the below recipes, which can
gold, and more--all of which are set into Kappa Fort by them to establish a silk road throughWestlake however necessary. prevents the Hinnagami from possessing party make it easier for them to get started with crafting.
people trying to figure out a way to appease the Glaistig. They will then admit to sacri�cing children of the Pin family to the members in a fight
Glaistig about 2 decades ago in order to get access to the mulberry
Thus far, none of them have seemed to work. [Link] naturally believe the party to be on their side.
recipes
Finding Recipes
Clues: Kappa Fort (Glaistig) Lamp of Illuminating
Players are free to craft anything that they wish using
The Pin Family The Lamp of Illuminating is a typical lamp with a
• The shrine does not have any sacri�ces from the Ikki brothers functional ingredients found on the island. However,
Not actually a single family, but several instead--the Pin wrought iron frame and a rope harness to allow the
• The shrine has two small wooden dolls, which a good check will some recipes below contain useful options for killing
family is made up of people exiled by the ikki brothers lamp to be [Link] glass of the lamp, however, is
identify as small requests to old spirits for children to be treated the monsters.
either for trying to fight the Glaistig or for anti-Ikki pitch black, and when lit the lamp does not reveal
well in the afterlife
[Link] group of people lives together just outside normal light. Instead, it reveals [Link] Lamp
These recipes can be gained in game by taking
of Mura Nishi, establishing a small fort of villagers. of Illuminating is an Uncommon magical item.
information about the threats to a craftsman in any
Chenchi Ro village. Specific craftsmen in this module are Aira and Lamp of IlluminatingA: As an action, you may light the
Clues:The Pin Family (Glaistig)
A rowdy and unpleasant man, Ro is the village drunk in JanYi (the Yi), who make up the town tailor and Lamp of Illuminating, revealing all invisible creatures within
Mura Nishi. He is commonly found tailing Aia against • The oldest members of the Pin family are missing children, though blacksmith. 10ft of your position for the next hour. After one use, the
her will, and is confrontational to anyone who those children have been gone for nearly twenty years now,and died Lamp of Illuminating cannot be used again until it has been
approaches. in a string of killings. Not only will theYi provide recipes, they will also tell refilled.
• One member of the Pin family believes these children to be lost due the party where to look for raw ingredients: Uncommon is the minimum rarity of black sand.
Chenchi Ro will tell anyone who listens that he has seen to wandering off and getting killed ,perhaps by the [Link]
Increased ingredient rarity for the Oil increases the
a building at the bottom of the lake, and that the Glaistig other family is convinced of foul play, still concerned about the loss I. Black Sand: Azuma Woods radius by 10ft each.
has rare treasures beneath the waters. of their [Link] suspect, but have no proof, of the Ikki
II. Bindingweed: Nishi Woods
Brothers.
III. Ore of Strength: Nishi Woods Lamp of Illuminating
IV. Spiritstone: Crescent Peak (Left) Slot Item Minimum Rarity
V. Root of the Damned: Crescent Peak (Right) Strength Iron Common
Duration Rope Common
Area of Effect Oil Uncommon
Will
Distance
Discrimination Black Sand (Glass) Uncommon