The outside world is vast, and the sins of the past are many.
Hold tight to each other and never stop dreaming!
Fabula Ultima will bring you into worlds deeply
permeated by the cycles of time and nature, where young heroes
face the consequences of past mistakes and demonstrate that
history does not have to repeat itself, creating a brave
future of coexistence, much like in classic JRPGs!
What's Inside:
Dive into a new JRPG subgenre based upon
harmony and change with 4 new Classes (Floralist, Gourmet,
Invoker, and Merchant) and new Heroic Skills to create even
more combinations!
10 Natural Fantasy Locations: Archetypal
settings with tips and hints for playing an intense natural
fantasy campaign or which you can use as inspiration to
breathe life into your world.
Craft Equipment and Tools: Create weapons
and tools with any materials you gather using the rules for
custom crafting and forging.
Introduce Quirks: Optional rules that add
even more depth to your characters, taking a break to share
a convivial moment with camp activities.
5 Villains: Challenging new bosses of
increasing power to use in your adventures, providing your
Players with tougher and more exciting challenges.
208 Full-Color Pages: Featuring manga and
chibi-style illustrations from international artists.
The outside world is vast, and the sins of the past are
many. Hold tight to each other, and never stop dreaming!
Fabula Ultima will bring you into worlds
deeply permeated by the cycles of time and nature, where
young heroes face the consequences of past mistakes and
demonstrate that history does not have to repeat itself,
creating a brave future of coexistence, much like in classic
JRPGs!
Key Features Include:
Dive into a new JRPG subgenre
Based upon harmony and change with 4 new Classes
(Floralist, Gourmet, Invoker, and Merchant) and new
Heroic Skills to create even more combinations!
10 Natural Fantasy Locations
Archetypal settings with tips and hints for playing an
intense natural fantasy campaign, or which you can use
as inspiration to breathe life into your world.
Craft Equipment and Tools
Create equipment and tools with any materials you
gather, using the rules for custom weapons and forging.
Introduce Quirks
Optional rules that add even more depth to your
characters, allowing a break to share a convivial moment
with camp activities.
5 Villains
Challenging new bosses of increasing power to use in
your adventures, providing your players with tougher and
more exciting challenges.
208 Full-Color Pages
Featuring manga and chibi-style illustrations from
international artists.
The Mysteries of Ages Past Await You in the Fabula Ultima
Natural Fantasy Atlas
This expansion to the Core Rulebook focuses on a genre mainly
defined by truly ancient secrets, vast uncontaminated
territories, heroes who are both humble and persistent,
antagonists driven by unbridled curiosity (as well as by their
fear of death and the unknown) and powerful manifestations of
elemental forces.
This Atlas differs slightly from the Core Rulebook and the
previous Atlases because its stories are usually far more
delicate and less bombastic, but no less heroic – on the
contrary, it deliberately explores the fundamental concepts at
the roots of conflict in every other genre:
community, harmony and coexistence.
Besides offering a brief introduction to the way we envision the
natural fantasy genre, this Atlas provides advice and game
materials for the Game Master and additional rules for Players,
all in three simple chapters:
The World: Provides valuable elements for
creating natural fantasy settings, including 10 archetypal
locations you can use as campaign elements or for inspiration,
plus a list of new rare items and artifacts inspired by
folklore and tradition.
The Protagonists: Introduces 4 new Classes
(Floralist, Gourmet, Invoker and Merchant). It also provides
several optional rules (such as Camp Activities) to highlight
moments of rest and bonding between Player Characters in the
group.
The Antagonists: Focuses on 5 Villains –
pregenerated Bosses, each more fearsome than the last – that
embody the challenges and obstacles of this journey.
When compared to the genres of high fantasy and techno fantasy
covered in previous Atlases, Natural Fantasy is less frequently
the focus of JRPG-style works, and this book doesn’t presume to
be a complete guide to it. Some sections are tied more closely
than others to their authors’ creative and philosophical
inclinations: their goal is to provide advice and examples from
the inspirational works (see page 207), useful both to those
well-versed in this genre, and especially to those who have
recently found their way to Fabula Ultima and JRPGs in general.
Just turn the page to learn more!
Defining Natural Fantasy: Fabula Ultima
What Defines Fabula Ultima’s Natural Fantasy?
In this book, and in Fabula Ultima in general, the
term “natural fantasy” indicates a series of specific elements
that the authors feel are characteristic of a particular way
of building stories and settings.
In brief, we are discussing the authors’ personal visions,
which do not claim to be the absolute truth. Indeed, narrative
genres have nebulous boundaries, and it would be impossible –
maybe even irresponsible – to box them in too much.
What follows may help you to better understand the creative
roots behind this book!
Common People
The Player Characters (PCs) in a natural fantasy campaign are
usually everyday people, albeit possessing some unusual
abilities. Unlike princes, archmages, dark knights, or sky
pirates found in other genres, these protagonists give way to
roles such as
explorers, alchemists, scholars, and wandering
warriors.
These characters are often young and unaware of the great
mysteries of the world, with the exception of a few fragmented
legends which have scores of different interpretations. The
focal points of the natural fantasy style revolve around:
Rediscovery: The act of finding lost
knowledge or places.
Understanding & Empathy: Connecting deeply
with the world and its inhabitants.
Respect and Love: Showing reverence for the
current world and its past history.
By looking for answers with curiosity and humility, we are
guided toward a harmonious coexistence not only within
ourselves but also with the world at large.
The Mentor
While it is possible to play as a PC who "knows a lot,"
natural fantasy has established guidelines for this character
type:
Key Traits of the Natural Fantasy Mentor
Reluctance to Share: They hesitate to give
away their wisdom, often revealing vital information only
when they find it absolutely crucial (an excellent way to
spend Fabula Points).
Interdependence: They are unable to solve
the world’s problems without the rest of the group.
A classic example is an old scholar who discovers ancient
power that could protect a region, only to find that this
power is exclusive to a certain bloodline they are not part
of.
Of course, the role of mentor should be limited to one
character per group, usually the oldest. More often than not,
this protagonist will end up having to reconsider how much
they truly know and may even face a personal crisis,
eventually finding the answers they need in their younger
companions.
Chapter Introduction
INTRODUCTION
“Before deciding how to face this calamity, you should understand
what created it.”
VERTICAL DEVELOPMENT
Natural fantasy campaigns are often set in small regions or
villages rather than entire continents and cities, but
compensate for this “limited perspective” with vertical
development: the current world was built upon countless layers
of history, where terrible powers and wondrous magics are
buried. These are truly ancient worlds, where the past is
millennia away rather than centuries, so that the causes of
today’s misfortunes are often incomprehensible.
LIFE, DEATH, AND TRANSFORMATION
Natural fantasy mostly does away with epic and spectacular
aesthetics, instead presenting Fabula Ultima’s thematic core in
a visceral and sincere way, and involving the protagonists on an
intimate and personal level: these are stories about the
environment, life, and death. Like fairy tales, and the
philosophies and traditions that inspired it, the natural
fantasy style presents death as a necessary step for the world
to regenerate – a terrible pain and yet an opportunity to
appreciate life; a meaningful act which cannot be inflicted
lightly, nor be stripped of its solemnity.
MAIN REFERENCES
Here are some titles that shaped the artistic vision of this
book:
The Dusk trilogy (Ayesha, Escha & Logy,
Shallie) from the Atelier series is without a doubt one of our
main influences. It’s set on a dying world victim of the
manipulations of ancient humans, a world that can only be
revived thanks to the tenacity of a younger generation. The
Ryza trilogy and the Sophie duology also influenced the
aesthetics of this book.
The Monster Hunter Stories series shares its
setting with the famous Monster Hunter saga, but emphasizes
cooperation between human and monster and the importance of
preserving even the most dangerous species.
Jade Cocoon: Story of the Tamamayu is a great
example of a campaign that takes place in a short time frame,
and is set in a relatively small place: a single village and
the surrounding forests struggling against a terrible curse.
Etrian Odyssey Untold: The Millennium Girl
features a truly inspired cast of characters and a plot
centered around the progressive discovery of the mysteries of
the past. It also reinvents the concept of a post-apocalyptic
world as a lush and verdant landscape.
The Eight Pillars of Fabula Ultima
The Eight Pillars of Fabula Ultima
On page 14, the core concept is presented:
Fabula Ultima’s Core Rulebook discusses the
eight pillars that uphold its entire game experience. This
Atlas builds on those elements in its own unique way.
ANCIENT RUINS AND HARSH LANDS
This pillar plays an important role in the natural fantasy
style: its protagonists often find themselves traversing vast
uninhabited regions, where ground and roots merge with
millennia-old ruins of the past.
Thematic Detail Examples:
The wind blows strong among the cavities of the jungle
trees. Rumor has it that, in the past, a skilled navigator
used the thermal updrafts to fly over the hunting grounds of
the dynaguars and reach the Shattered City.
The Orwie river’s spring is lost among the fog and the
crevices of the Eastern Glacier. Its many waterfalls run
between the colossal remains of the Stone Guardians that,
according to legends, hold up the sky and prevent the stars
from falling.
The narrow strip of land connecting the Sparrow Coast to the
archipelago can be crossed only at low tide, when the metal
skeletons of the Airship Cemetery emerge from the waters and
the forebearers’ machines awaken.
A WORLD IN PERIL
In natural fantasy worlds, humanity is defined by its
relationship to the creatures of wilderness: some coexist with
them, others hunt them for food or protection.
Far more dangerous are those creatures born of ancient curses
and experiments, not to mention any antagonists who want to
make an improper or self-serving use of magic and technology
from the past.
Key Conflicts:
Eager to gain the approval of the city and its Council, a
young inventor decides to unearth and reactivate an ancient
alchemical machine, unaware that its magical vibrations will
once again lure the
Calamity Serpent.
One baby out of seven is born with a red horn sprouting from
its forehead; flowers bloom without color, waters boil, and
fire lashes out against those who attempt to wield it.
Oracles claim that the cinder giant, whose spirit was
dismembered and imprisoned in the temple of the Forbidden
Valley so that humanity could tame fire and build forges, is
finally enacting their revenge.
Source/Metadata: Natural Fantasy Pillars | ()
Natural Fantasy Campaign Concepts
Introduction to Natural Fantasy Campaigns
Clashing Communities
In natural fantasy campaigns, the clashes between different
factions are often of a much smaller scale: tensions between
neighboring villages or clans, and fights between humans and
animals or spirits, or between opposing parties of the same
people. In its darkest forms, such conflicts erupt into
violence, expropriation, or even genocide.
Newly arrived in the village and terrified by a spiked wildcat
sighted by his caravan during the journey, a nobleman has
ordered the local hunters guild to exterminate all predators
in the region. When they refuse to kill any creature that
hasn’t attacked the settlement, the noble hires some
mercenaries from the Citadel amidst the plains.
Only the Inara know the procedures required to activate the
progenitors’ metal artifacts, which lie scattered around the
archipelago. Driven by greed, the sheriffs of the capital
infiltrate Inara settlements to extort information; one of
these operations led to a terrible massacre of the natives.
Everything Has a Soul
This pillar is both central and explicit in natural fantasy:
the stream of souls manifests as elemental entities, animals
or plants—veritable holy symbols that embody the life cycle of
regeneration and transformation. The stream of souls is also
among the main victims of the Villains’ actions.
Hell-bent on reuniting the fragments of her wife’s soul,
scattered across the spirit world, the witch Ihimi bound her
spirit to the Rain Tree. Two thousand years have passed and
the stream of souls has stagnated: echoes of the departed roam
the earth, clinging to the living and turning them into
terrible monsters.
Just as the Progenitors cried their tears to create the ocean
and gave their flesh to make the earth, the inhabitants of the
Glass Isles accept that the nocturnal messengers devour the
bodies of the departed and feast on the grief of the living,
bringing both to the afterlife as nourishment and consolation
for the ancestral spirits.
Furthermore, the four ancient trees of the region, also known
as
Vei Arbru, host the elemental essences of the
seasons: each is kept safe by a guardian fairy that nurtures
it both when it’s in bloom and when it withers before being
born again.
The Chronicles of Magic and Technology
MAGIC AND TECHNOLOGY
The juxtaposition of magic and technology is a powerful element
of natural fantasy stories. Both have a light and dark side:
magic is tied to natural elements, but it can also destabilize
them, causing terrible catastrophes; technology – a reminder of
the wars and destruction of the past – can be recovered and
adapted, but it comes with the risk of repeating the same
mistakes.
The Necropolis
The Necropolis is a chasm spanning the size of an entire region,
that goes down into the depths of the earth. Inside, magical
energy – usually too rarefied to sustain any Ritual – can be
used in full. Scholars call this phenomenon
tomb radiation and it becomes more powerful the
deeper you go.
Travel Through Nature
Powered by a triple alchemical vapor-furnace and armed with
massive steel spikes, automatic crossbows and mortars, the
armored train crosses the vast forests of magical trees. It’s
the only true connection between the various settlements of the
region.
Heroes of Many Sizes and Shapes
The natural fantasy genre focuses upon the difficult journey
toward coexistence and harmony; as such, the Player Characters
represent a fundamental opportunity to show how representatives
of different people and cultures can learn from each other and,
in a spirit of mutual respect, fight for the future together.
Protagonists
Bomiri: A young moth-girl from Mangrove
Village. After the death of her elderly mentor, she fully
devoted herself to studying herbalism and medicine, in an
attempt to find a cure for the disease that killed her.
Lovisa: When she was twelve years old, Lovisa
got lost in the crevasses of the Mora glacier and was almost
devoured by a young nagadon who was trapped in a cave with
her. Despite being afraid, she gathered food for herself and
the hatchling, later preventing the rescuers from killing him.
Now they are inseparable and they carry letters, medicines and
information across the entire valley.
Yalsi: Famous among Inner Sea nomads for his
generous and slightly-too-exuberant character, Yalsi the thief
is wanted by the imperial navy for daring to rob a high
official: hidden amidst gold coins was a strange necklace,
which looks awfully familiar to the metallic heads buried
among the hills of Yalsi’s native village.
The Heroes' Tale
IT’S ALL ABOUT THE HEROES
CHAPTER INTRODUCTION
Natural fantasy protagonists might not look as extraordinary as
other heroes but, in reality, they embody the deepest meaning of
heroism:
humility, respect for life,
looking for dialogue, choosing the hardest path, and fighting
cruelty and ignorance with fiery compassion. From this point of
view, the world has a desperate need for people like them.
When their village was destroyed by the hill clan during their
hunt for miasma beasts, an old witch and a young blacksmith
joined forces with a deserter and a wandering swordswoman in an
attempt to outpace the army and prevent it from claiming a stone
stele that, according to the seidr tradition, gives access to
the power of the Triclopean God.
A mysterious and terrible virus, known as
scarlet death, is infecting the predators of
the region, prompting them to viciously maul weaker creatures
and attack settlements. Catha, a Rasna warrior-poet, believes
the epidemic originated at the brink of the continent in the
dragon boneyards, where lay the remains of once-great creatures
exterminated by the Ancients.
MYSTERY, DISCOVERY AND GROWTH
Given its focus on stories about travel, exploration, and
encounters between different people or discoveries from the
ancient past, mysteries and growth are two key elements of
natural fantasy. At the same time, this genre questions the
consequences of the application of knowledge, and how it can be
used for both good and evil.
Having reached the mechanical ruin buried among the dunes, the
heroes discover that the great forest is part of an ancient
project to cleanse the environment, started by a people who died
out millennia ago. Its keeper is an artificial intelligence,
meant to guide humanity in reconstruction, but turned cold and
uncaring by loneliness.
Growing up in the tower-city of Ur, council inspector Kalia was
soon met with the corruption rampant among her colleagues, who
took advantage of their positions to extort money from villages
in exchange for “protection”. Her principles will be harshly
tested throughout the campaign, culminating in a fight with her
superior officer, Corax, which will cause her to permanently do
away with her badge and dedicate herself to helping others
without the need for a fake authority to back her up.
“This world is ancient and in no hurry.
It reserves its deepest and most sincere affection
for those who take time to understand and grow.”
Natural Fantasy Guidelines
A RAW BEAUTY
The natural fantasy style relies on a careful balance between
moments of calm, serenity and beauty, alternating with moments
of raw and direct contact with the inevitable facts of life.
Neither of these aspects can be sacrificed: keeping only the
first means presenting a false and “sanitized” version of
nature; keeping only the second leads to self-indulging
morbidity.
This doesn’t mean that you have to include explicit or
particularly gory descriptions. On the contrary, discussing
how to handle scenes of violence and death is paramount,
especially when they involve people or animals (see Core
Rulebook, page 147).
THE HUNT
Killing other living creatures to protect your community or
provide resources is a common theme of natural fantasy and
should be handled with care.
Never minimize. Be it that of an animal, a
plant, a person, or a spirit, death is a significant event
that should be dignified. It should never be cold or
systematic, especially in a natural fantasy game, where it
should have ecological, emotional or spiritual consequences.
As explained on page 86 of the Core Rulebook, there is no
obligation to kill an enemy reduced to 0 Hit Points. It is a
choice.
Never demonize. If necessity demands it and
proper respect is shown for the consequences, killing another
creature to save lives, protect the ecosystem, or transform
their body into nourishment, tools or instruments is an
integral part of the cycle of life, not a violation.
EVERY LIFE MATTERS
Even when the world revolves around the cyclical return of every
lifeform to the stream of souls (one of the Eight Pillars of
Fabula Ultima, as shown on page 9), one should never downplay
the value of life. While it’s true that life (as a form of
energy) lasts for eternity across countless incarnations, this
life (the memories, personality, and feelings of a specific
individual) is unique and irreplaceable, and the moment it
leaves us should never not be seen as a tragedy.
BEFORE WE START
(Note: The following text appeared in the raw source but
was separated from the main document flow.)
COEXISTENCE DOESN’T MEAN SELF-ERASURE
In some stories, ecological themes are handled quite
superficially: humanity is depicted as a parasite, technology as
a source of corruption, and ancient lifestyles become
romanticized and stereotyped, often without a solid historical
or anthropological base. Although they provide fertile ground
for Villains, such simplistic perspectives represent a form of
cowardly nihilism.
What natural fantasy proposes is, instead, to make a humble and
brave choice: our heroes must stop seeing themselves as masters
or tormentors of nature, and remember they are merely one of its
many expressions, embracing the responsibilities that arise from
their ability to invent, create, and transform.
In short, we can coexist with the planet we live in precisely
because we are humans, rather than in spite of it.
CULTURAL INFLUENCES AND COLONIALISM
When we imagine a story centered around sharing and coexistence,
we are often influenced by existing cultures that consider those
principles as the foundation of their civilization, tradition,
and philosophy. Historically, however, those same cultures have
been targeted by violent and repressive colonialist politics,
their voices silenced even in present day. Their characteristic
cultural elements are often trivialized and reduced to mere
appearances, robbed of their significance and made to conform to
consumer logic, a surface representation that removes all
introspective or revolutionary charge.
If you want to take inspiration from these cultures when you
create new stories and characters, please strive not to repeat
that harmful rhetoric:
Look for detailed and
not instrumentalized sources which present
information with integrity and respect, without trivializing
cultural complexities or reducing them to stereotypes.
If your setting includes tribal cultures, or cultures inspired
by real-world native populations, do not consign them to the
role of enigmatic strangers, keepers of riches, threats or
victims in need of help: make them
full-fledged protagonists, avoiding recurring
stereotypes like the mystic, the raider or the scout.
Finally, make sure not to associate the search for harmony and
spirituality with a forcibly ascetic, passive or impractical
lifestyle; on the same count, do not associate it with a lack
of interest in science and technology.
Document Analysis and Structure
Project Requirements and Structural Guidelines
This document outlines the core guidelines for structuring and
styling extracted textual content to ensure a professional,
semantic, and highly readable web presentation.
Semantic HTML Structure: It is critical to
use appropriate HTML tags like <h1>,
<p>, <ul>,
<li>, and <strong>.
This ensures that the underlying structure accurately
reflects the content's hierarchy for maximum accessibility
and SEO performance.
Styling and Design Implementation: The
presentation must incorporate styling using either inline
CSS or a dedicated <style> block within
the <head> section. This style guide
requires modern sans-serif typography, clean margins, and a
clear, predictable layout to enhance user experience.
Output Formatting Compliance: The final
deliverable must consist of
ONLY valid HTML code. Under no
circumstances should markdown code block backticks
(<code></code>) or extra
conversational commentary be included in the resulting
output, maintaining purity and structural integrity.
The World - Chapter Overview
The World
This chapter provides a bird’s eye view of Fabula Ultima’s
approach to natural fantasy worlds. Both Players and Game
Masters are welcome to read it – it contains valuable tools for
both roles.
The chapter is constructed as follows:
Chapter Sections Overview
Natural Fantasy Locations: This section helps
you create natural fantasy regions, settlements and landmarks.
It also provides ten in-depth examples of natural fantasy
locations, each detailed first as a narrative archetype, and
then as a collection of playable hooks.
Conflicts: This section explores the
conflicts typical of natural fantasy, from both narrative and
rules perspectives.
Magic and Rituals: This section delves into
the role of magic and supernatural entities in natural fantasy
worlds, and what they represent.
Technology: This section provides ideas on
how to frame the role of technology and craftsmanship in
natural fantasy worlds, including new rules to create items
from raw materials.
Rare Items and Artifacts: The chapter’s last
two sections focus on rare items and artifacts you might find
in a natural fantasy setting. As well as general advice, there
are also a number of ready-to-use item lists.
Natural Fantasy Locations
Natural Fantasy Locations
During World Creation (see Core Rulebook, page 148) and play
sessions, you will often be called upon to introduce new
regions, towns, or interesting locations. This section
contains advice and suggestions and discusses the mindset to
adopt when creating natural fantasy locations, and then
provides ten examples you can use in your campaigns or draw
upon for inspiration.
Ancient Roots, Future Branches
The key element that sets natural fantasy locations apart is
simple, but should never be taken for granted – it’s the
tension between a mostly forgotten past and an unpredictable
future, a maelstrom of visions of ruin and hope.
Roots in the past. Ancient events and their
influence on the present might manifest in many different
ways: from the complex religious traditions of a clan of
hunters to the whispering ruins buried among the dunes of
the desert. Every place has many stories to tell and lessons
to teach those who explore it with an open mind, humility,
and respect, accepting even its long silences.
Branching toward the future. The future is
unpredictable and not yet written: its potential might take
the shape of a precious resource, a new generation able to
break a millennia-old curse or even a small cub or
hatchling, the last survivor of its kind.
To be narratively alive and inspired, a natural fantasy
location should exist in the present, the liminal space
between these vague extremes – showing the signs of a past
not fully understood and holding in its hands a fragile
future, which will blossom only if it’s protected without
smothering it. We might say that:
If a location does not offer significant revelations about
the world’s past or the traditions of its inhabitants, nor
hides a potential that might bring joy or ruination,
depending on how those same people cultivate it, then you
need to put a bit more work into it.
However, remember that it is not just the Game Master who has
the right and responsibility to create, describe, and enrich
locations and areas in interesting ways. For instance, you can
spend a Fabula Point to describe how your character hears a
feeble voice coming from the nearby spring, despite the local
elders believing its guardian spirit has long abandoned it –
this is the kind of contribution that
Players should provide often during the
course of the game.
THE WORLD
COMPLEX CULTURES AND COMMUNITIES
Natural fantasy settings often cover a much smaller area compared
to others, usually a single region or no more than two or three
settlements. You might think that this limits the variety of
situations and cultural contexts during the campaign, but in
reality it’s an excellent opportunity to flesh them out and make
them more complex, human, and multidimensional.
Recurring characters. When playing in a limited
setting, it’s very likely that the same character will appear
over and over again, even after many sessions. Give each one a
name and a face, learn to love them, showcase their merits and
flaws, and do your best to make them grow and evolve as much as
the protagonists.
Humanity. No matter if they live in an elven
village in the heart of the forest, are part of an ancient
people in possession of extraordinary technologies, or inhabit
an underwater city of fishpeople, each and every individual has
feelings, an interest in unique forms of art and beauty, doubts,
and curiosity, and behaves according to their own personal
morality. No community should be a monolithic stereotype where
everybody thinks in the same way.
We might say that natural fantasy replaces vastness with density:
this style of narrative likes to take time to showcase, for better
or worse, all the facets of each character and asks you, in a
gentle but firm voice, not to draw hasty conclusions, but rather
to love the world in all its complicated, ephemeral, and
magnificent vibrancy.
THE RECONSTRUCTION
Natural fantasy worlds have weathered many catastrophes – the
ability to get back up after a disaster, to reinvent and rebuild a
world together with those who surround us is a recurring theme,
but it might take two opposite forms. This dualism is often
mirrored in the locations and their inhabitants:
Hope and adaptability. Some people don’t just
survive in this new world, but find ways to gain strength and
enthusiasm from it. They find new passion and emotion in an
environment that tests them but they still respect the needs of
nature.
Reactionary nostalgia. At the same time, there
are those who see reconstruction as a way to go back to the
past, to dominate nature without taking into consideration how
the world has changed, and how the past they idolize has brought
them close to ruin once already. They chase an illusion that
will cause untold damage.
Vertical Worlds: The Abyss Setting
VERTICAL WORLDS
Some natural fantasy campaigns are characterized by a vertical
exploration of the setting: the story often starts on the
surface and develops underground, but the opposite is also
possible.
For example, the campaign might focus on the long descent into
the depths of a chasm containing a huge variety of ecosystems,
or the gradual ascent of a world tree so vast its branches host
entire regions, lakes and colossal ruins.
For the sake of brevity, no matter if the story develops toward
the top or the bottom, from this point on this kind of setting
is called “abyss”.
Although playing Fabula Ultima with an abyss setting isn’t much
different from usual, there are a few adjustments to consider
during World Creation (see Core Rulebook, page 148) and
throughout the campaign.
Abyss Setting Considerations
World Creation. The flowchart on page 149 of
the Core Rulebook should be replaced with that on the next
page, designed specifically for this kind of campaign.
Origins. The Player Characters’ birthplaces
are almost never visited during this type of campaign, but the
Origin Trait can be invoked as usual.
Antagonists. The main Villain is often an
environmental antagonist (see page 174) with a corrupting
presence, but they might also be someone who exploited the
group’s curiosity to open the way toward the heart of the
abyss and its treasures.
Traveling the abyss. Journeys across a single
stratum follow the normal rules (see Core Rulebook, page 106),
but moving between two adjacent strata requires some kind of
connection, like a tower, a flight of stairs, or a frozen
waterfall. In addition to the connections established during
step 5 (see next page), your group might introduce or discover
new passages and shortcuts during the campaign.
Safe zones. To ensure that the group has a
chance to rest, buy and sell items, or be rescued in the event
of a total Surrender, make sure to periodically introduce safe
havens across the various strata of the abyss, or include
“fast travel” options to and from the main settlement (ancient
elevators or portals are good options).
Visit www.fabulaultima.com to
download the abyss sheet for this kind of campaign.
Campaign Design Blueprint: The Abyss
Campaign Design Blueprint: The Abyss
I. Conceptual Foundations (The Source)
What is the role of magic and technology in the starting
settlement?
How do common magical or technological applications differ from
those found deep within the abyss?
Consider if
magic can only be used while inside the abyss.
II. Structural Geometry (The Abyss Sheet)
Direction and Shape: Choose whether the abyss
develops upward or downward. Is it a great
chasm with an unseen bottom, or an endless tower stretching
past the clouds? Has it been given a specific name?
The Starting Point: Place the starting
settlement at either the top or the bottom of the abyssal
sheet where the game begins. Each participant must contribute
at least one NPC or landmark (e.g., a well-stocked general
store, an archaeologist librarian).
The Heart Goal: At the opposite end sits the
heart of the abyss and the campaign’s main goal. Define what
it is: Is it a world-saving resource, the answer to a terrible
question, or an entity that must be sealed?
III. Depth Stratification (The Layers)
Create the strata of the abyss: Define five
distinct areas that separate the starting settlement from the
heart.
For each stratum, provide a name and define
its ecosystem, flora, and fauna.
Ensure at least one connection is established between each
pair of neighboring strata (including connections to the start
and the heart).
IV. History, Mystery, and Conflict
Lore & Enigma: For every stratum created,
establish a historical event deeply ingrained
in the settlement's memory, as well as an associated enigma or
mystery. What kind of theories do the exploring parties hold
about this mystery?
Threat Assessment: Create a distinct threat
for each layer (environmental danger, curse, or monster). Note
that the most terrifying threat should reside within the core
heart—this can be broadly defined now or left until later in
the campaign.
Environmental Design Concepts
ENVIRONMENTAL CONTRASTS
One of the most effective ways to create a memorable natural
fantasy location is to base the environment upon the contrast
between two typically opposite natural elements, such as air
and earth or ice and fire.
Common examples include icy plains dotted with bubbling
geysers and rocky deserts swept by the wind, but you could
also have oceanic depths inhabited by electric creatures.
In a similar vein, the contrast between old and new,
artificial construction and natural regrowth, adds personality
to a location and often provides clues about who lived here in
the past and how things have changed over time. The result
should be a form of dynamic balance, and can also elicit
feelings of melancholy or wonder in the travelers.
For instance, a vast horizon of skeletal skyscrapers overgrown
by vegetation and taken over by the nests of gigantic feathery
creatures; or an endless grassland where herds of bovine
calmly graze in the shadow of rusty, titanic war machines.
The goal of such a location isn’t purely visual – it
represents a fragile environment that is worth protecting and
a precarious peace that has been achieved, certainly not
without pain, over the course of the centuries.
FLORA, FAUNA, CONSTRUCTS, AND ELEMENTALS
Partially continuing from the points above one of the best
ways to make a location look alive is to populate it with
creatures whose appearance, behavior, and abilities are
strictly tied to their environment.
Beasts, monsters, and plants. These
creatures might prove more or less aggressive – similar to
the flora and fauna of our world, with just a few anomalies.
Their behavior varies based upon instinct and habits – they
may prove formidable opponents.
Constructs. Relics who outlived their
creators, constructs often lack a true conscience, acting
according to pre-programmed routines. Even when aware and
intelligent, they often speak ancient and almost forgotten
languages.
Elementals. Spirits of nature, fey
creatures, and guardian presences all fall into this
category. They are often peaceful or playful, but their
deep, instinctive attunement with the stream of souls might
easily lead to corruption.
The World: Chapter Guide
Using the Sample Locations
The following pages contain ten complete natural fantasy
locations, which you can draw ideas from or place directly in
your campaign, both during and after World Creation – for
example, when traversing an unexplored map region.
Location Structure
Each location entry is structured to provide comprehensive details
for running a session. The components are:
At a glance. This box provides a synopsis of
the location: its keywords, the themes it symbolizes, the
terrain around it, and its elemental forces, as well as
suggestions for dangers and discoveries in the area.
Questions for the group. In Fabula Ultima, you
should not introduce elements disconnected from the group. These
questions give depth to the location and allow Players to have
creative input. Usually, the Game Master will ask the questions
– and they should make it a habit of doing so even when
introducing locations that do not come from an Atlas.
Typical features. This section provides
examples of characters and other elements that can typically be
found in this sort of location. Feel free to take these and use
them in other similar locations of your own devising.
Position. Here, you will find suggestions on
where to place this type of location, both geographically and in
the campaign’s timeline – towards a campaign’s start or end, for
instance.
The Villains' plans. This section provides
suggestions on why Villains might be interested in this or other
similar locations.
Story hooks. Lastly, this rich section details
points of interest ($$), mysteries (bb) and help requests
((??)), which the Game Master can use in whole or in part during
play.
Guidance for Players and Game Masters
Players and Game Masters alike are welcome to read these sample
locations – they will help the group attune to the natural fantasy
style, and can provide you with inspiration when needed.
Important Note: Do not take any of what follows
as “canon” or “official”. You have full authority to modify any of
these places as you see fit!
“Change is the only true constant of life. Clinging to the past
for fear of the present is just a slow death.”
Few truly know what lurks behind the quiet of this enigmatic
place, lost in the depths of the forest. The locals never
cross its threshold—even during celebrations—and the
youngsters show great respect to those who dare enter just the
first chamber. Moss and lichens cover the wall of the now
forgotten Badger Temple… and its secret should be forgotten as
well.
BADGER TEMPLE AT A GLANCE
Keywords: curse, trial, seal.
Terrain:
stone, vines, water. Common elements:
L,
D,
E
Travel roll:
d8. Rare elements: A,
F
Key Features
Dangers
A huge sentient plant guarding the path.
A magical mist that fools the senses.
A barrier created by the statues that flank the
entrance.
Discoveries
A spirit protector of the forest.
A plant with miraculous properties.
A shrine hiding a prodigious blessing.
Themes:
Facing one’s fears, gaining self-awareness and
self-confidence, understanding the past to build the future.
Structural Context
THE ANCIENT SHRINE / Badger Temple
THE ANCIENT SHRINE
/
Badger Temple
Additional Data
Ancient Shrine Details
The World - Ancient Shrine Guide
Typical Features
The typical Ancient Shrine should include at least one of
these features:
Creatures or spells to test those who
enter.
An incredibly ancient evil sealed inside.
An artifact that belonged to a hero of the
past.
A legendary beast of great wisdom.
Position
Frequently enough, the location of the Ancient Shrine is
already known at the beginning of the campaign, but Player
Characters might not be able to explore it in full and are
forced to return later with an artifact or a magic password.
The Ancient Shrine might be where the prologue is set, when
the protagonists – unaware of the original purpose of the
structure and the unfortunate consequences of their curiosity
– discover or awaken something truly ancient and dangerous.
The Villains' Plans
Sometimes, the Ancient Shrine hides an artifact that a Villain
wants but, for some reason, can’t reach. These Villains often
wait for Player Characters to overcome the dangers of the
Shrine, only to then waylay them. Otherwise, a major or
supreme Villain might be sealed inside, patiently waiting.
Possible Questions for the Group
These points are designed to prompt player discussion and
mystery:
A number of wooden statues dot the path to the temple.
What do they represent? Why are they here?
A number of frescoes decorate the temple walls, depicting an
event so ancient it has been lost to time.
What is it?
The entrance to the temple is easy to find but the inner
sanctum is well protected.
How do you access it? What prevents you from reaching
it?
The Badger Temple hides an incredible secret.
What is it? Who knows about it and what is its price?
A terrible curse awaits those who desecrate the heart of the
temple.
What are its effects, and can you break it?
Story Hooks
STORY HOOKS
When bringing Badger Temple into play, the GM may use the
following points to enrich the story by introducing artifacts,
Villains, discoveries, and rewards.
The Hall of Trials
Light and Darkness. A single torch shines
true, revealing the living frescoes upon the walls – the
shadows of four badgers, each bearing a small rattle, slide
among the paintings. To continue, the PCs must collect the
four rattles. Every time they roll a Check to try, the GM
fills 1 section of an 8-section Clock. If the Clock is filled
before they succeed, or if they attempt to use violence, a
fearsome guardian emerges from the frescoes. What is it? Which
of the PCs knows legends about its weak spot?
Hall of Despair. This empty room seems
endless. Every now and then, the pale image of a badger
appears, beckoning the heroes to follow them in the darkness.
The PCs have to fill a 6-section Clock to keep the spirit in
sight and reach the exit. Whenever a PC fails a Check,
frustration gets the better of them, causing them to suffer a
random status effect among dazed, shaken, slow, and weak.
The Door. The badger stops next to a great
stone door covered in thorny vines, which can be removed
either with a Ritual or by suffering a heavy loss of Hit
Points. The badger glows with a feeble light, which restores
all the PCs’ Mind Points.
Dark Vines (The Rafflesia Encounter).
Sprawling creepers and living vines fill the entire room. At
the center, a massive, garish flower tinges the scene with
scarlet and purple hues. A glowing bud dangles from one of the
vines, right above the jaws of the plant-creature at the heart
of the flower: its name is Rafflesia. Its stalk is
covered in thorns, and the badger-spirits are trapped in its
two creeping tentacles.
Properties: It’s
Vulnerable to fire damage,
Resistant to ice and bolt, and
Absorbs light, thanks to the glowing bud,
which also hypnotizes its targets, forcing them to attack
the main body – those who charge into melee are punished
by its thorns.
Challenge: If both tentacles are
defeated, the twin badger spirits regain their powers and
Rafflesia becomes
Vulnerable to light damage. How did this
creature evolve? How was it created? What is hidden at the
center of the room?
The World: The Snake-Spirit
THE WORLD
Chapter B: The Snake-Spirit
A demon of ruin lies sealed in the heart of the temple, and an
almost forgotten prophecy foretells that a descendant of the
“snake lineage” will one day be able to free it. Key questions
remain: What is known about this lineage? Who among the Player
Characters has heard of it? Or, who among them will discover
that they descend from it?
Investigation Threads
The treasure in the statue. In the bowels
of the temple, wedged between the scales of a giant stone
serpent, there is an ancient scepter,
the Soulthorn—an artifact capable of
imprisoning a soul. Only the chosen one can awaken its
true power and free the snake-spirit. What would be the
consequences of its use? If left to its own devices, what
is the snake-spirit going to do once freed?
An ancient pact. Although remembered as
an evil being, the spirit actually taught humanity the
arts of herbalism, medicine, and poison. However, their
gifts were used to cause death and suffering, and, to
atone, the spirit began devouring any pain and diseases
they saw as born of their actions. As a last act, before
corruption overcame them, they sealed themselves away in
the temple, slowly losing all their memories.
Recovered memories. By using the
Soulthorn or coming into contact with the snake-spirit’s
power, Player Characters may recover fragments of their
memory and investigate further. What catastrophic event
forced the spirit to cut all ties with the world? Which of
their memories might restore their confidence?
Zecar
An aristocratic fox-man named Zecar offers the Player
Characters a lavish reward, provided they help him recover a
family heirloom from the temple. Investigation involves:
The sword of ages. Laying on a stone altar,
this sword is an artifact that, according to legend, grants
luck, fame, and wealth—but it’s protected by a seal. Who
among the Player Characters knows how to break it?
Unmasked! Zecar’s ancestry gained its
nobility thanks to the sword, but his ancestors returned it
to the temple, believing it was its rightful place. Once the
blade is in his hands, the haughty fox-man turns out to be a
minor Villain and uses an Ultima Point to escape. What are
his intentions? Why was the sword returned? Which dark
powers does it hide, and why is Zecar underestimating its
influence?
“A dark omen awaits, trapped in the depths.
A pure heart will free it; a pure heart might defeat it.”
Breezeburg Hamlet Profile
Breezeburg Hamlet
A secluded pocket of natural harmony.
Community Profile
Many people stumble almost by accident into this small hamlet.
Breezeburg is located among the rolling hills, far removed
from the bustle of the capital, the major trade routes, and
the general clamor of the outside world. On the surface, it
presents an idyllic scene—almost drowsy and peaceful—that
maximizes its few natural resources. The inhabitants have
successfully learned how to deeply respect the gentle pace of
nature and wind, living in a sustainable symbiosis with what
their environment offers.
Keywords
community, quiet, wind
Terrain / Elements
Primary: Hills, grasslands, brooks.
Common elements: A, L, E (Suggests
abundant access to these resources/materials).
Challenges & Lore
Travel Roll: d8
Rare Elements: B, F, D
Local Hazards and Secrets
Dangers
A foreboding presence residing in the nearby forest.
A persistent swarm of crabby insects.
The threat of a great thunderstorm incoming.
Discoveries & Themes
Potential Discoveries: A hermit who
retired here to hide an important secret, or an old
ruined building lost in the untouched wilds.
Underlying Themes: A simple life isn't
always easy; confronting blissful ignorance and false
security.
The World Guide - Sleepy Hamlet
THE WORLD
CHAPTER NINE: TYPICAL FEATURES
The typical Sleepy Hamlet should include at least one of these
features:
A gentle, soothing landscape.
An eager population, although unaware of the outside world.
A wise person of few words.
A small shrine tied to a forgotten legend.
POSITION
The Sleepy Hamlet is a starting location par excellence – it
could even be the birthplace of one or all protagonists (perhaps
with the exception of one of them, an outsider whose sudden
arrival puts events into motion). Our heroes might expect a
happy welcome, unless some negative event undermines the locals’
trust. Even then, it should be possible to rebuild it.
THE VILLAINS' PLANS
A place like Breezeburg is rarely relevant in the antagonists’
plans, unless they were born and raised there. Perhaps they were
childhood friends of the eldest among Player Characters. More
often, an antagonist might be looking for an item or a person
that lives here, or the Hamlet might suffer collateral damage in
the wake of the Villain’s plan or the catastrophe they
unleashed.
POSSIBLE QUESTIONS FOR THE GROUP
These questions can seed conflict and mystery:
Breezeburg is isolated, but not forgotten – there is just
nothing too remarkable here. Is it really such a happy place?
What is about to change?
Creatures that couldn’t live anywhere else proliferate here,
thanks to the untouched wilderness. What makes them unique?
The villagers live in harmony with the land, the flora, the
fauna, and every other natural element. Where does this
tradition come from?
A gentle breeze keeps the windmill’s blades in constant
motion. What traditions stem from this unusual situation?
Although welcoming, the locals are very narrow-minded and
suspicious about innovations. Why?
STORY HOOKS
When bringing Breezeburg into play, the GM may use the following
points to enrich the story by introducing artifacts, Villains,
discoveries, and rewards.
I. HIGHILL ROAD
The highest part of Breezeburg is dominated by the largest
windmill, and the most important buildings in the settlement all
lie just along this key road.
The Windmills
These massive structures work without pause; their huge
blades spin constantly in the wind. They contribute to the
survival of the small hamlet by powering both the irrigation
system and millstones, but not all seem to serve the same
purpose. What is the goal of these other windmills?
The Blacksmith
The small forge is the abode of a man tempered by his work
and proud of it. The firelight makes his creations shine:
tools for farming, for common use, and for artisans. There
are no weapons, except an old sword hanging on the wall.
What is the story behind it?
The Inn (The Wind Strider)
A modest inn stands along the road. The sign, creaking in
the breeze, says “The Wind Strider.” Though rather small, it
is warm and cozy. It’s quite rare for anyone to stop here:
usually only one or two adventurers pass by looking for
respite. Recently, though, a large group slept here—they
looked like acolytes on a pilgrimage. Who were they? Why did
they stop here of all places?
The Temple
Near the end of a forgotten track, at the highest spot in
Breezeburg, there is a small, old temple, covered in moss.
It has long-since been abandoned, yet a feeble heart pulses
inside. If a Player Character gets close, a gentle,
whisper-like breeze blows. Arcanists, Chimerists, Invokers,
and Spiritists are the best suited to interact. Who lives in
this temple? Why was it abandoned?
II. WHISPERING MANOR
The mansion house belonging to Breezeburg’s only noble family is
the most ancient building in the entire hamlet. According to the
villagers, Whispering Manor has existed since the settlement’s
foundation.
This large structure has three floors, rather distinctive
sloping roofs, and a visible large balcony overlooking all of
Breezeburg. But the most curious element is the great windmill
on the roof, whose blades never move.
Miscellaneous Note
The World Chapter Summary
THE WORLD
CHAPTER SUMMARY
Demetria
Description: Demetria is the young daughter
of the last laird of Breezeburg. She is secretly a minor
Villain.
Background: Following her father's death,
she secluded herself in the manor. The villagers treat her
with suspicion and spread rumors, though they do not bear
ill toward her directly.
Interaction: If the PCs meet her, Demetria
is grumpy but not overtly hostile. She avoids discussing her
decision and asks them to leave the manor, only using
violence if absolutely necessary.
Dark Secrets of Breezeburg
A long time ago, Demetria’s family captured
Zephyr, the spirit of air, to gain the wind's
favor for founding their hamlet. Demetria is deeply ashamed
but rationalizes Zephyr’s captivity as a necessary evil for
the community.
She feels undeserving of love from the villagers and overlooks
that the spirits themselves have nurtured resentment over
centuries. This accumulated power means they are poised to
wipe the entire hamlet out.
A Missing Friend
Mya, a child of the hamlet, has lost her cat,
Ruby. Their usual play area was near the edge
of the forest, and Mya is understandably afraid that Ruby got
lost.
Characters Involved
Ruby: A young, snow-furred, and strangely
silent cat that Mya found during spring. They instantly
became inseparable, leading Mya to adopt and care for the
cat, despite local suspicion toward stray animals.
Fang: A massive feline beast living in the
woods near Breezeburg. Although the inhabitants usually
prefer peaceful interactions with local wildlife, Fang has
recently become extremely irritable. He bears his name from
a massive fang visible on the left side of his jaw. Fang is
highly skilled, capable of inflicting 'slow' status effects
with powerful claws and summoning allies with a roar.
The Reunion (Plot Synopsis)
Fang is shown to be a loving father who lost his cherished cub
during the last harsh winter. It is revealed that
Ruby is actually the child of this powerful
feline, reborn as a cait sith. In the forest heart, the heroes
may witness a tender reunion between father and daughter.
If the group tries to retrieve Ruby, Fang will offer no mercy.
The outcome depends heavily on the Player Characters'
decisions and potentially on Ruby’s own intervention. Key
questions arise: Does she remember her previous life? Can any
PC (possibly a Chimerist) communicate with her? How will Mya
react to this tense situation?
“This isn’t a land of warriors and conquerors. We breathe the
wind and live in harmony and with patience, following the old
tradition.”
Source Material Note: ()
The Haunted Isle of Candle Bay
The Haunted Isle
Candle Bay
A haunted isle of steep inlets and rocky cliffs, Candle Bay is
home to countless mysteries and legends. The island owes its
name to flocks of ominous will-o-wisps that light up its
nights, creating a somber and enigmatic atmosphere. Strange
rumours abound of this grim and equally fascinating landscape,
but even an unsettling children’s tale can conceal glimmers of
truth...
Candle Bay At A Glance
Keywords: ghosts, isolation, transgression.
Terrain: thic*kets*, tombstones, reefs.
Common elements: BID
Travel Roll: d10. Rare elements:
AL
Elements of the Island
Dangers: A wrathful ghost that can’t find a
way back, or a small abandoned temple infested with
trickster spirits.
Discoveries: A good luck charm, an ancient
holy place, or a remote well that allows communication with
the dead – for a price.
Themes
Disturbed balance, respect for the past, and exploitation of
resources.
THE HAUNTED ISLAND
(A repeated or decorative title element)
Visitor Information
Candle Bay (The Haunted Isle)
Haunted Island Lore
The World: Haunted Islands
Typical Features
The typical Haunted Island should include at least one of these
features:
An ancient cemetery or ruin haunted by ghosts.
A small port or other settlement facing some sort of struggle.
A cruel specter, whose name appears in many horror stories.
A direct link with the stream of souls.
Position
A Haunted Island might be part of the setting from the start,
perhaps as a mystery and/or threat, or the group might land on
its shores because of a danger or as a result of a Surrender.
It’s usually the stage for an interlude or intermission, and as
such can be used at any point in the campaign. More rarely, it
could be the heroes’ final destination, especially if a
powerful, corrupt creature made it their lair.
The Villains’ Plans
In many cases, a location like Candle Bay acts as a subplot in
and of itself and has its own local Villain (probably a minor
Villain), although in some campaigns it might assume a more
central role. An antagonist might attempt to harvest the energy
of the restless spirits, or could even be a ghost themselves; or
a terrible demon or monster might consume the dark energies of
the island to enact a metamorphosis and reach their full
potential.
Possible Questions for the Group
Colored lights brighten the sky over the bay during “the night
of lamentation”.
What characterizes this event?
Since time immemorial, a majestic arc has dominated the great
hill.
Why was it built? What are the rumors about it?
It looks like the bay is the home of a creature that can grant
wishes.
What is their true nature? What is the price of such a
miracle?
They say the island stands at a crossroad between the world of
the living and the world of the dead.
What is its nature? Who would you like to see once
again?
The spirit of a famous character of the past manifests on
certain nights.
Who are they? What do they have in common with one of
you?
Story Hooks - Candle Bay
STORY HOOKS
When bringing Candle Bay into play, the GM may use the
following points to enrich the story by introducing artifacts,
Villains, discoveries, and rewards.
$ MINING VILLAGE
Rich in copper veins, but inexplicably abandoned, the island has
become the destination for miners from all over the region.
The dock. The bay’s cramped inlet presents
the only possible dock for boats and small ships. During the
night, however, the ground shakes and restless ghosts pour
across the streets, imploring the miners to leave the island.
The dig site. The miners’ countenances,
marked by constant toil, betray their growing concerns, but
Baron Darius (minor Villain) feverishly pushes them
to keep mining copper. What does he crave (or fear) even more
than the ghosts? Who among the miners is a familiar face for
the PCs?
The Baron. Descended from a local noble
family, Darius the Boastful craves fame and power.
Driven by a desire to emulate the deeds of his ancestors (or
fearing to let his lineage down), he strong-armed the
population into working without pause, challenging and
defeating the specter haunting Candle Bay.
The Centipede. Made sluggish by the magical
purifying properties of copper veins present in the rock, a
gigantic monster with almost impenetrable hide has slept under
the island for centuries. When challenged, it unleashes
seismic magic; its carapace regenerates each round and it can
also separate parts of its body, which act autonomously in the
form of soldier-rank enemies.
THE SEVEN-TAILS’ FOREST
At the top of the hill, an ancient cemetery hosts the souls of
the departed. At its center stands a great cherry tree,
apparently weak and dying. A dark aura seeps from the earth and
small will-o-wisps dance among the tombs, under the light of
distant stars.
Natsuki. In ancient times, the fox-demon
Natsuki haunted the island. Attempts at fighting them all
proved futile, until they fell in love with the young Soh and
swore never to harm another human as long as he remained at
their side. Determined to save his people, Soh bravely
accepted this bond – his spirit still roams the forest, now
only a pale blue flame. Did he regret his decision?
The World - Chapter Guide
THE WORLD
The Cemetery
Other spirits haunt the weathered tombstones. None remember
who they were in life, and the inscriptions are almost
unreadable. The Player Characters (PCs) may spend some time
deciphering them and discover a secret:
The people of the island built it as a ritual site which
sends a portion of the departed’s spiritual energy to Soh’s
soul, ensuring he continues in his duty even after death.
However, the young man’s spirit is growing weaker. The party
must investigate why.
The Awakening
This section describes a critical plot development concerning
Soh and Natsuki.
Condition: If the bond between Soh and
Natsuki is broken, the demon returns to torment the bay.
Game Mechanic: The Game Master must create
an “Awakening of the Seven-Tails” Clock with 8 sections. One
section fills at the end of each scene or round during
conflict with Natsuki.
Escalation: Each section except the last
represents the demon growing a new tail. Once the Clock is
full, Natsuki becomes a major Villain.
Combat Details (Natsuki)
Offensive Ability: Natsuki can charm their
enemies, inflicting Dazed and Weak status effects. Affected
characters deal half damage to the demon.
Vulnerability & Resistance:Vulnerable to air and light damage;
Resistant to earth and lightning; can
Absorb dark.
Diana, the Ghost of the Reef
The Player Characters find a bottle abandoned on the beach
containing a love letter. The addressee appears soon: Diana
tells the heroes her story and asks for their help to reach a
nearby atoll.
Encounter Scenarios
Stormy Sea (Diana & Talassia): For getting
too close to the human world, the nymph Talassia was
imprisoned inside the coral reef—this is how Diana
eventually met her. She promised to visit daily, but an
unexpected storm took the life of the young woman, leaving
her stuck in the bay as a ghost, unable to fulfill her
promise. How can the heroes help reunite them?
The Sea Nymph (Talassia): A member of the
sea people, Talassia has lived in the bay since time
immemorial, but ancient and strict laws forbid the nymphs
from interacting with surface dwellers, under penalty of
being sent straight back to the stream of souls.
A Happy Ending? (Reunion): Eventually,
lacking any news of Diana, Talassia tried to contact her
with a message in a bottle. If they are reunited, Talassia
leaves the sea, stepping onto land and returning to the
stream of souls together with her dearest Diana. The PCs can
witness their last smiles... or perhaps the first of many.
Player Choice: The characters may add a
special Bond to the two lovers (this does
not count towards the normal limit of six).
"The waters of the bay show the reflection of two worlds; so
close, yet so far apart. Reality doesn’t care if they are
benevolent or malevolent. They will return."
Cerulean Jungle Lore Document
CERULEAN JUNGLE AT A GLANCE
*(Context: The Eternal Forest)*
Overview and Description
This enchanted place, characterized by the majesty of the
jungle, is a realm where nature reigns supreme. It expresses a
harmonious and unpredictable complexity that often challenges
human understanding.
The Ecosystem
Majestic trees reach toward the sky amidst roaring waterfalls.
The jungle supports an extremely diverse fauna, including
remnants of primeval epochs. Here, fairy spirits and arboreal
creatures dance perpetually to the rhythm of the four seasons.
Key Lore Details
Keywords: magic, nature, hidden truths.
Terrain Elements: water, moss roots.
Common elements: I, E, T
Travel Rolls: d12.
Rare elements: A, F, B
Challenges and Discoveries
⚠️ Dangers
A territorial creature protecting its nest.
A thick jungle of carnivorous plants.
Turbulent streams leading to a hazardous waterfall.
✨ Potential Discoveries
Travelers may encounter:
An ancestral ruin overgrown by nature.
The favorable intervention of fairies.
An ancient creature believed to be extinct.
Themes
The jungle embodies several powerful themes:
The Majesty of the Jungle: Nature's
overwhelming power.
Feeling Small Compared to Nature: The
scale difference between civilization and wilderness.
Time Eventually Covers All: The
inevitable cycle of decay and renewal.
The Eternal Forest - World Guide
THE WORLD
CHAPTER 9: TYPICAL FEATURES
The typical Eternal Forest should include at least one of
these features:
Crystal-clear rivers forming majestic waterfalls.
The remains of ancient paths, barely usable.
Tunnels leading to enigmatic underground structures.
A legendary animal of great wisdom.
POSITION
Usually, the Eternal Forest occupies most of the map of the
known lands: all who travel the continent have to cross it or
sail its rivers. The Player Characters are likely to spend a
lot of time in the shadow of its trees, exploring many
different areas and stumbling upon dangers and discoveries
that will change and evolve the forest over the course of the
campaign. Who knows… maybe one day they might even reach those
secrets hidden far below its roots!
THE VILLAINS’ PLANS
The sheer size of the Eternal Forest makes it an ideal hideout
for a Villain, who might also take advantage of it and ambush
the heroes. Also, some antagonists will be interested in the
treasures and the miraculous machines hidden in the depths of
the forest – some out of greed, and some hoping to wield their
powers for good, unaware of their collateral effects.
POSSIBLE QUESTIONS FOR THE GROUP
Navigating and surviving seem impossible, but the forest
people live in complete symbiosis with nature. What is
their secret?
The locals don’t trust strangers. What do they fear? How
can you gain acceptance from them?
This place hosts a species considered extinct. What kind
of creatures are they? What makes them special?
A plant with miraculous properties grows only here. What
are these properties? Who is looking for it, and why?
Among the overgrown trees and shrubs, you find the remains
of a mysterious creature. Is it possible that their kin
are still alive?
Story Hooks: The Court of Seasons
STORY HOOKS
When bringing Cerulean Jungle into play, the GM may use the
following points to enrich the story by introducing artifacts,
Villains, discoveries, and rewards.
THE COURT OF SEASONS
A colossal tree rises at the foot of a majestic waterfall. Its
trunk splits into four sections, each with different colored
leaves, matching the season that rules it.
The Spring Court
Denizens: The Sylphs (wind fairies). They are
graceful and kind, always celebrating in a joyous atmosphere
thanks to brightly colored flowers and reeds, and bright green
leaves. Temperament: Lively and cheerful; the
queen spreads joy wherever she goes and loves to watch court
games.
Encounter Goal: Participate in the court
games. Reward: The PCs are rewarded with the
Rebirth Leaf, a rare accessory that increases
all healing received by 5.
The Summer Court
Denizens: The fire Salamanders. They are
famous for their exuberant and mischievous temperament, with a
main color of red. Environment: A sweltering
breeze makes this area extremely hot and causes the tree’s
fruits to mature very quickly.
Encounter Goal: Take a rest in the hot
springs. Reward: The PCs can enjoy the hot springs,
granting Resistance to fire damage until the
end of the next conflict.
The Autumn Court
Denizens: The earth Dryads. Characterized by
yellow color, they are mild-mannered, calm, generous, but very
shy. They feel the deepest connection with the tree.
Encounter Goal: Help them prepare for a
winter that never comes. Reward: The queen is mellow and agreeable,
rewarding help with a set of Gnarled Armor,
which Absorbs earth damage but makes the wearer Vulnerable to
fire.
The Winter Court
Denizens: The ice Undines. They are
blue-colored, haughty, contemptuous, bold, prideful, and easy
to offend. Environment: A chilling wind makes
this area positively frigid; everything is covered in white
snow, and the branches are withered.
Encounter Goal: Demonstrate that they meet
the court’s high standards. Reward: If successful, they receive the
Tiara of Tears, a rare accessory that
increases the wearer’s Willpower die by one size.
Echoing Ruins and Encounters
THE WORLD - ECHOING RUINS
The Ruins
The remains of ancient machines emerge from the undergrowth
alongside the metal fuselage of a huge airship, now crushed by
tree roots. The only creatures that live in these forgotten
ruins are constructs, intent on an endless cycle of repairs.
Key Discoveries and Mysteries
Echoing Ruins: Ancient technology is
preserved here. Deciphering the old logs and restarting the
main console, the PCs discover that this technology is not
from the known world. Which epoch does it come from?
Lost Technology: Strange weapons and tools
of unknown function lay under the dust inside the fuselage.
The PCs might find rare pieces of equipment, recharge their
Inventory Points, or decipher an ancient and forgotten
alphabet. What kind of tools do they find? What were they
designed for? How do they function?
Cold Fusion: The belly of the ship hides an
artifact that can generate infinite energy. The device now
exists symbiotically with the last of the lumenflies, an
ancient species of giant firefly considered extinct. The
artifact’s heat is necessary for the eggs to hatch, but
someone wants to use its power to fight a decisive battle.
Who are they? Is it possible to find a compromise?
PROTECTION WANTED
The heroes stumble upon a caravan of traveling merchants. They
are not familiar with this region and they aren’t confident to
continue without an escort.
Imperatrix
This creature has ruled the skies of the Cerulean Jungle
since time immemorial. Despite her fierce appearance, she
prefers to nest up in the mountains and has never attacked
the denizens of the forest... until now.
Abilities: She boasts a terrifying dive
attack that holds down the target until the end of the
round, dealing damage and inflicting slow, but she can
also breathe searing flames.
Crisis Form: When in Crisis, she can hit
up to two targets during a dive and inflict poisoned with
her tail sting.
Vulnerabilities/Resistances: She is
Vulnerable to ice and bolt damage, but
Immune to fire and poison.
Something Unsaid
In a cage on the central cart is the Imperatrix’s offspring,
which the merchants stole from the nest. Only the
inestimable value of such a creature pushed them to take
such a risk.
The Conflict: If the PCs discover the
truth, the merchants try to buy their silence. If someone
returns her lost hatchling, the mother returns to the
mountains without causing further damage to the forest. What
will the PCs do?
“Respect nature and it will respect you. Trample even a
single flower and it will take back what was stolen from it.
Everything has a place in this ecosystem!”
The Eerie Village: Darkdepth
The Eerie Village
Darkdepth
Ancient legends tell of the strange village hidden in the
darkest and humid depths of the great forest, inhabited by
mysterious, inhuman creatures who appear as silent shadows when
a traveler is in mortal danger, only to promptly drag their body
into the murky depths of the undergrowth. This putrid and rotten
place does not belong to the living, and no one returns from it.
Darkdepth at a Glance
Keywords: hideout, quiet, transformation.
Structural Elements
Terrain: bark, mud, moss.
Common elements: E, D, T
Travel roll: d10.
Rare elements: A, L
Features and Concepts
Dangers
A corpse-eating monster defending its territory
Clouds of choking spores
A giant corrosive slime
Discoveries
A fungus with exceedingly rare properties
A precious item left by a traveler
A wellspring of pure water
Themes
Unusual customs
New life born from death
Coexisting with what we don’t fully understand
Customer Inquiry
The World - Chapter Features
The World
Chapter 9: Typical Features of an Eerie Village
The typical Eerie Village should include at least one of these
features:
An ecological or spiritual role that scares or disgusts
humans.
A completely unique population.
A natural or magical resource not found elsewhere.
A protector figure with an inscrutable or difficult
personality.
Chapter 9: Location & Positioning
Locations like Darkdepth may appear as a discovery during a
journey or be introduced with a Fabula Point, but more often
they are a turning point of the campaign—an allegory of the main
themes of the story that the group can engage with and even
directly talk to.
For example, Darkdepth is linked to the fear of
death and the instinctive repulsion for decay and rotting, in
spite of the fact that these processes are inevitable and
essential to creating new life.
Chapter 9: The Villains’ Plans
Some Villains might see the Eerie Village as a precious source
of power. Others might plan to destroy it to wipe out its
influence over the environment—ignoring or underestimating the
consequences of such an act. From this point of view, the Eerie
Village symbolizes the need to learn why we have to protect what
we don’t understand and, sometimes, even what scares us.
Possible Questions for the Group:
Which one of you has already explored these woods? Have you
ever met or noticed the sinister presence of the legend?
When these forests were still young, an unknown population
lived here. Which one of you has heard of them or stumbled
upon the ruins of their civilization?
In the past, someone you knew got lost in these woods. Did
they ever return? If yes, how did the experience change them?
Who decided to make the forest paths secure once and for all?
How? What danger are they underestimating?
What dangerous creature roams in the muddy undergrowth?
Who is offering to guide you through the forest?
Summary Section: Darkdepth
(Note: The raw text suggests this section was repeated or
contained supplementary material related to " ()")
Story Hooks: Darkdepth
STORY HOOKS
When bringing Darkdepth into
play, the GM may use the following points to enrich the story by
introducing artifacts, villains, discoveries, and rewards.
Saprobes' Village
From outside, Darkdepth looks like the ruins of an ancient
village, plunged in a murky hollow in the undergrowth. Some
buildings are still visible in the dim light, their walls
covered in mold and roofs swelling from spores and mucilage.
Key Story Elements:
Far from the surface. Reaching Darkdepth
isn’t easy: one must wade through the dense mud of the forest
to a maze of underground caves, or follow the roots of
centuries-old trees until light fades and air becomes
suffocating.
(Intrigue Questions: Who or what is going to guide the PCs
to the village? What are their intentions?)
The saprobes. The villagers are silent
creatures who communicate using subtle movements and often
remain immobile, as if they’re listening. They are vaguely
humanoid in shape, but their decaying fungal bodies are all
different. Many wear jewels created by stringing together the
most disparate items; bone, wood, glass and ceramic are the
most common, but some saprobes add metal pins and earrings to
their gill caps.
(Intrigue Questions: Which of the PCs recognizes a familiar
symbol or item? Why does this disturb them?)
Leto. Tall and thin, Leto distinguishes
himself from the other saprobes with his interest in humans.
He collects and preserves a great number of books and notes,
going so far as to learn the basics of some languages and
dialects. The PCs’ arrival excites and worries him at the same
time: he’s willing to explain the nature and origin of
saprobes, but he wants to know more about the surface world in
exchange. He also asks the group not to reveal the location of
Darkdepth to nearby villages, because he “learned from his
books that humanity isn’t patient or sympathetic”.
(Intrigue Questions: What is the saprobe's role? Why do
they appear when someone’s life is in danger? What answers
are hidden among Leto’s dusty tomes? What happened to the
original inhabitants of Darkdepth?)
Bargain Alley. The long hollow of a fallen
tree has become a gathering place for saprobes, who come here
to trade items of every sort – those found upon the corpses
brought to Darkdepth. Some are really ancient, others
extremely new. Saprobes don’t use money and are outraged if
someone asks to buy some of the jewelry they adorn themselves
with.
(Intrigue Questions: Why is that? What kind of link do they
have with the items they choose to wear?)
Transaction Note: ()
The World - Chapter Extracts
41
THE WORLD
CHAPTER: The Depths of the Great Tree
Following a group of saprobes carrying a corpse to Darkdepths,
the PCs venture among the giant roots of a titanic tree,
completely covered with fungi. Its trunk, surrounded by
glowing spores, merges with the cave’s ceiling and the surface
ground.
Marshille: Sitting among the depths of the
roots is a giant woman with harsh, sharp features. She wears a
cobweb tunic and a large fungal cap. Her pale fingers end in
extremely long nails, with which she traces occult symbols in
the air with fine precision. The giantess speaks many
languages and introduces herself as “guest and sister” of the
saprobes. Is she a descendant of the people that lived here in
the past?
Life in Death: Marshille has no problem
explaining her role in Darkdepth: every creature that dies in
the area is brought to her, so that her magic might breathe
new life into the tree and the entire forest, not to mention
the saprobes themselves. How do the PCs react to this
revelation? Do they think that it is legitimate to deny the
mourning families a final farewell for the good of the forest,
considering those same families draw sustenance from its
fruits?
CHAPTER: The Drake Expedition
Seraphina Drake, a young and enterprising magician from the
Central Academy, is organizing an expedition to locate Darkdepth
and research the mysterious power that, according to her,
controls life and death in the entire forest. She is offering a
generous salary to those who escort her and ensure her safety.
Mercenaries: Anxious for results, Seraphina
hired some ex-military. Which of the PCs has dealt with them
in the past? What burning defeat still torments these
soldiers? Who is their leader and how long do they actually
plan on following the magician’s orders?
Henrietta Drake: Seraphina’s younger sister
accompanies the expedition and handles logistics and upkeep,
but she is concerned about her sister’s impatience and the
mercenaries’ methods. Her blood ties with Seraphina make her
an ideal hostage.
Temptation: After reaching Darkdepth and
discovering its ties with the life of the forest, the
expedition breaks apart: Henrietta and the mercenaries have
very different priorities and this will no doubt lead to a
Villain emerging (maybe two, depending on the circumstances).
Which side, if any, do the PCs take? Do the villagers have any
chance to fight back? How will the forest react to this
threat?
“We do not feel joy in delivering your corpses to the roots of
this old tree, but we do so with pride and respect, yes.”
Eisenstadt - City Guide
Eisenstadt
Overview
The great city of Eisenstadt rises magnificently among the
hills, in stark contrast with the surrounding countryside,
which has been progressively abandoned over the last few years
and is riddled with windworn megaliths, crumbled mounds and
abandoned iron mines.
As the seat of both the Alchemists’ College and the Government
Bureau, it’s for all intents and purposes the industrial,
political and economic capital of the region, not to mention
the destination of all who seek a Special Alchemist License.
Eisenstadt at a Glance
Keywords: elitism, progress, urbanism.
Key Elements
Terrain: hills, bridges, streets.
Common elements: B, F, E
Travel roll: d6.
Rare elements: A, I
Challenges & Opportunities
Dangers: night haunts emerging from the
mounds, a pair of big time swindlers, the eternal rival of
one of the PCs.
Discoveries: a young traveling merchant,
20% discounts all over the city, exclusive tickets to a
private soiree.
Themes
Explore themes relating to frantic and ambitious life, cold
logic, and the forgotten truths and customs of the past.
Information
The World - Chapter Summary
THE WORLD
Chapter 9: Typical Features
The typical Central City should include at least one of these
features:
A school or academy that explores new disciplines.
An enterprising but arrogant middle class.
Traces of a past culture that very few talk about.
A merchant quarter, the true hub of all major trade routes.
Chapter 9: Position
A location like Eisenstadt often represents a transformative
moment in the campaign. Here, the protagonists might find
incomplete answers to some questions, meet new allies, and,
perhaps, buy some brand new equipment and a flying or seaworthy
transport.
The Central City is also a great opportunity to introduce new
threats and start the second half of the campaign.
Chapter 9: The Villains’ Plans
Eisenstadt is the largest city in the region, distinguished by
its high technological level, easy access to numerous resources,
and an ambitious and individualistic society: fertile ground for
a Villain. This kind of location tends to present strictly
humanoid antagonists, such as greedy merchants, callous
industrialists, and alchemists or inventors willing to accept
daunting risks in the name of progress.
Possible Questions for the Group
These questions are designed to prompt roleplaying encounters
and build tension:
Which one of you has been to Eisenstadt before, and why? Has
it changed much compared to your memories?
The city is large and noisy. Which one of you feels lost? Who
has that enthusiastic shine in their eyes?
What is the most melancholic thing you saw crossing the hills
around the city? Which of you knows the story of the people
who lived there?
Which of your friends do you expect to meet here?
Did one of you attend the Alchemists’ College? Did any of the
scholars there leave an impression? Why?
What can you buy in this place?
Story Hooks Documentation
Story Hooks
When bringing Eisenstadt into play, the GM may use the
following points to enrich the story by introducing artifacts,
villains, discoveries, and rewards.
Alchemy & The Alchemists’ College
One of the most impressive buildings in Eisenstadt, the
College was built on ancient foundations, but it has been
renovated many times over the years to integrate special pipes
and remedy a few “accidents” caused by overzealous
researchers.
The Commission: Led by Dean Elsholtz, this
is a mandatory path required for receiving a Special License
and freely practicing alchemy. The Commission replaced the
previous individual apprenticeship system with a curriculum
aimed at industrial development, removing most of the
philosophical and anthropological studies, especially any
reference to forbidden alchemical techniques.
(Question prompts: Who among the PCs thinks this was a
reprehensible decision? Who deems it reasonable or
understandable?)
The Classrooms: Ten ample halls, designed
for both theoretical and practical lessons, occupy the third
and fourth floor of the College.
(Question prompts: What is the most unusual subject
taught here? Which of the professors shows some interest
in the Player Characters? Are there any known faces?)
Highflame Library: As emphasized by its
bright blue crest, the College considers knowledge similar
to fire, and its purest expression is an intense but
controlled flame, which gave name to this colossal library.
(Question prompts: What legendary tome is kept here? Who
can give permission to read it and who wants to prevent it
at all cost? And why?)
The Kiln: The College’s underground level
includes a network of boilers which provide energy to the
entire complex, along with a series of passages and rooms
connected to the sewers, containing more-or-less stable
remnants of old experiments.
(Question prompts: Who or what guards this area? Who has
an interest in recovering something from this maze of
dangerous junk?)
Inner Quarter: Just as thick walls separate
Eisenstadt from the countryside, towering fences isolate the
merchant and middle-class quarters from the College
district. This area contains specialized stores, luxury
apartments for the Dean and professors, plus a club for
licensed alchemists. Almost no students live in this
district.
Note:
Investigative Dossier
THE WORLD
CHAPTER B: THE CROMLECH
These megalithic complexes are characteristic of the hills
around Eisenstadt, but a few can also be found inside the city
in public and private parks. The hill folks worship them,
while the city folks disregard them.
Investigation Points:
Weathered words. Time almost completely
wiped out the engravings on the megaliths, hiding their true
meaning from scholars. However, rumor has it a miraculously
intact stele can be found in the garden of Governor Bauer.
Which of the PCs have studied these megaliths or
encountered others like them? How can one visit the
Governor’s estate?
The pattern. Although only partial
complexes have survived, the placement of the cromlech looks
anything but random. According to local folklore, magical
stones were used to commemorate the departed and honor the
pact between humanity and fairy folk, not to mention
ensuring the locals’ safety by keeping a dangerous nocturnal
predator at bay.
Who proposed conducting research on equal grounds with
the local shepherds, but was mocked and ostracized? Which
strange events seem to give them credit?
THE HUNT FOR REDGLOVE ERIKA
The city watch captain has placed a
5000 zenit bounty on
the head of the mysterious outlaw known as Redglove Erika, who
is sabotaging kilns and alchemical factories across the
region, recently striking at Eisenstadt itself.
Investigation Points:
Traces. Erika’s most recent attack was on
an experimental boiler; as usual, the machinery was damaged
beyond repair despite no one being harmed in the accident,
and a scarlet-painted glove was found.
What do the PCs think about it? Have any of them crossed
paths with Erika in the past or suspect her true identity?
What was the purpose of the experimental boiler, and what
about it seems suspicious or questionable?
Ashes.Erika (minor Villain)
is a 60 year old alchemist, jaded and pessimistic, who
considers the teachings of the College dangerously shallow
and prefers to destroy the alchemical arts rather than
letting a bunch of idiots (or worse, bureaucrats!) abuse
them. In battle, she is flanked by spirits of air, fire, ice
and earth, who make her immune to their respective elements
and let her unleash elemental attacks that drain Mind Points
and Inventory Points.
Which of the PCs understands or approves of her actions?
Is there anyone who might show her that people still
respect alchemy in its true complexity, and rather than
bury its darkest secrets would research them to better
contrast their use?
“This morning we visited the Expo, boutique shopping in the
afternoon, then a tour of the city walls and a night concert!
Sleeping? Sleeping is for losers!”
The Golden City
The Golden City
A vast city floating in the sky that escaped the unrelenting
march of time – few know of its existence and even fewer how to
reach it. Legend has it humans are the descendants of its
mysterious inhabitants, keepers of lost secrets since the dawn
of time. However, in the silent magnificence of this enchanted
place lurks the gloom and sadness of an inhuman secret.
Golden City At A Glance
Keywords: gloom, astonishment, emptiness.
Key Attributes
Terrain: buildings, gardens, stone
Common elements: A, B, F
Travel roll: d12. Rare elements: E, T
Dangers: an illusory trap that locks the
travelers in an endless mirage; the dormant security system
that protects the city.
Discoveries: an unknown artifact from a
lost civilization, an ancient and forgotten technology, a
primordial being and keeper of all lore.
Themes: the wonders of the ancients, the
creation outlasting the creators, the hidden rules of the
world, the loneliness of immortals.
The Remote Ruin
A secondary location/concept associated with the main city's
mystery.
Document Reference: Golden City ()
Metadata Source: Inquiry
The World: Remote Ruins Guide
THE WORLD
Chapter Guide
Remote Ruins Gazetteer Entry
TYPICAL FEATURES
The typical Remote Ruin should include at least one of these
features:
A unique defensive or cloaking system.
An unbelievably ancient creature that protects part of the
location.
Great mosaics or paintings depicting the history of the
world.
An artifact that should have never been unearthed.
POSITION
A Remote Ruin is a classic turning point – inaccessible to the
protagonists for a good chunk of the story. Reaching it means
finding a new perspective upon the world… and discovering its
most ancient shadows.
This is rarely the end point of the adventure; on the
contrary, this is where the protagonists fully realize the
magnitude of their task, but they might come back here once
they find a solution.
THE VILLAINS’ PLANS
Usually, the Remote Ruin and its amazing secrets are the main
objectives of one or more Villains from the beginning of the
campaign. This could be the lair of some ancient evil, but
it’s also possible that the entity living here is just gloomy
and in pain, easy prey for the Villain’s deceptions.
If such a creature realizes that they have been used again,
rage and desperation might turn them into a terrible scourge.
Only the Player Characters can find a way to save the creature
and the world.
POSSIBLE QUESTIONS FOR THE GROUP
What allows this place to float among the clouds? Why did
time never touch the remains of this ancient civilization?
A keeper ensures that none squander the secrets of the
ancients by wasting them on deaf ears. Who are they? How
do they fulfill their duty?
This place reawakens some lost memories in you. Which one
of you has been here before? If this was once your home,
why did you leave?
Strangers are forbidden to enter the city. How did you get
in here? What is the penalty for trespassers?
A deep sense of emptiness and gloom hangs in the air. What
caused it? How do the inhabitants cope with it?
Story Hooks: Golden City
STORY HOOKS
When bringing Golden City into play, the GM may use the
following points to enrich the story by introducing artifacts,
Villains, discoveries, and rewards.
The Celestial Gardens
These magnificent vertical gardens climb up into the sky.
Vibrant and gargantuan flowers of unusual colors, meandering
vines, and other plants with incomprehensible genetics
embellish streets and walls, but hidden within are the sad
truths of a lost civilization. There isn’t even a drop of
water.
What is the secret of these plants’ vitality? Why does
flora look so different in this place?
The Unliving
These mannequin-like creatures have been deprived of
humanity. With pale and expressionless features, they
aimlessly wander through streets and alleyways.
Who are these creatures? For what purpose were they
created?
A Cruel Experiment
Forced to wander eternally, a hybrid similar to a
shapeless chimera slowly walks every path of the gardens.
They have no defined shape, looking more like a
heterogeneous mass of animal limbs. Their eyes look almost
human and show sadness and resignation. If the PCs try to
speak to them, a human head and torso rise from beneath
the skin. The hybrid isn’t evil and fights only in
self-defense (their attacks are unpredictable and their
Affinities change every turn).
What is the true nature of this experiment? Which
animals made up their amorphous body?
A Harsh Reality
Paintings and frescoes decorate the gardens’ inner walls.
Studying them for a while, Player Characters may discover
a terrible truth about this experimental greenhouse: it
was the theater of macabre and obsessive experimentation.
Here, a now forgotten culture manipulated life itself and
molded nature and humanity according to a very detailed
plan.
Who were they? What was their ultimate goal, and what
interrupted their plan? Which of campaign’s main
antagonists made such an obsession their own, to the
point of trying to complete the work of these merciless
visionaries?
Not All That Glitters Is Gold
The glow of the Golden City shines beyond the clouds.
Thousands of luminous particles shimmer among the ruins,
residuum of the essences that have returned to the stream of
souls. And yet, the heart of the city is grim and dark. The
secret of its civilization must remain buried and no living
being should ever set foot in the Golden City.
Lore Document Excerpt
The World
Chapter Synopsis
Cradle of Life
The Golden City is where souls are purified and reprogrammed
for their next birth according to a precise scheme. Instead of
following the spontaneous chaos of nature, they are cleansed
of all memories and forced to reincarnate according to the
designs of an ancient entity, descendant of a forgotten
people.
Key Questions: Who were they? What caused
their disappearance? Why did they manipulate the stream of
souls to the point of replacing it?
Entities & Conflicts
Deus Ex (The Supreme Villain)
Description: The heir to
the will of the ancients appears as a colossal bronze
statue—a humanoid angel with two feathered right wings, a
female body, and a crying face in place of the left arm.
Its true essence is sealed in its head,
protected by a helmet that monitors all the city’s
functions.
Abilities/Threat: It has
been draining the spirits of any intruders and turning
them into pale shadows.
It is Immune to physical damage and
alternates between Vulnerability and Absorption to
light and dark each round, unleashing attacks based
upon the Absorbed element and inflicting random status
effects.
It controls the mechanical sentries of the entire
Golden City and can spend Ultima Points to summon
them.
Narrative Hook: In
reality, its spirit silently mourns its millennia-old
separation from the stream of souls—can the Player
Characters help them reunite with it, and how?
Castaways of the Sky
The Setup: Will and Orvy, two reckless
aviators, lose control of their aerostat and crash among
the ruins while escaping a deadly spirit. In helping them,
the PCs become embroiled in a violent conflict.
Necroptes (The Spirit): A ravenous winged
spirit that can smell death and knows no remorse.
Tactics: Casts fire and air spells.
Although fragile, it can strike down enemies in Crisis
with its terrible Death spell, which reduces victims’
Hit Points to 0 if they were a multiple of 5.
Resistances/Weaknesses: Vulnerable to
cold and light damage; Immune to earth and Absorbs
dark.
Conflict Resolution Points:
Collateral Damage: If the Necroptes
isn’t defeated within 4 rounds of conflict, the
aerostat becomes unusable due to collateral damage.
Rest in Peace: After the end of the
conflict, Will and Orvy explain they are fulfilling
their father’s last request: scattering his ashes from
the highest point in the sky. If the aerostat is still
serviceable, they take off; otherwise, can the PCs
figure out an alternative solution?
“This is where it all began – maybe for fun, boredom or
desperation. The memory is lost, the truth ignored, and
the answers denied.”
Lowtide: The Sunny Bay
The Sunny Bay
Lowtide
Overlooking the clear waters of a vast sea, Lowtide is a
nostalgic place—a glimpse of life on the coast of an
uncontaminated island. The crystalline waters and white sand
paint the landscape with romantic hues. During half-moon nights,
the waters withdraw, revealing secrets hidden beneath the waves
that might surprise even the most well-traveled adventurers.
LOWTIDE AT A GLANCE
Keywords
curiosity, memories, rest.
Terrain
sea, rocks, sand. Common elements: A,
B, L
Travel Roll
d8. Rare elements: I, D
Key Features
Dangers:
An unusually aggressive sea predator, sudden and
dangerous marine currents of unknown origin.
Discoveries:
An ancient underwater temple spoken of in many myths and
legends; the buried treasure of a famous pirate captain.
Themes:
Time spent together, childhood memories, dreams of
adventure, mysterious horizons.
The World - Chapter 9
CHAPTER 9: TYPICAL FEATURES
The typical Sunny Bay should include at least one of these
features:
A hidden beach, quite romantic, too.
An underwater cave where mysterious plants grow.
A cliff with an old lighthouse.
A dangerous island that can be reached only under special
conditions.
POSITION
Locations like the Sunny Bay are often used at the start of the
adventure. It might be a place where the people of the
protagonists’ village gather and celebrate, or the stage for the
first scenes of the campaign, perhaps during a test of courage
when something goes horribly wrong, causing the PCs to work
together for the first time.
THE VILLAIN'S PLANS
Usually, a place such as Lowtide is of no consequence to the
Villains, but it might provide the perfect opportunity to meet
with an accomplice or kidnap some isolated and unaware
individual. Over the course of the campaign, a Villain might
land here or make the beach their lair, preventing the locals
from entering, or turning it into a tourist trap, without any
regard for the environment and the creatures that live here.
POSSIBLE QUESTIONS FOR THE GROUP
One of you was born on the island. What are your childhood
memories? Why did you leave? What is your relationship with
the locals?
Once a year, on a special occasion, there is a traditional
festival on the island. What is its meaning? What does it pay
homage to?
What does the low tide reveal at night? Why does this
phenomenon happen only with the half-moon?
What other kinds of creatures live on the island? What
distinguishes their abodes? What kind of relationship do they
have with humans?
An ancient building lies undisturbed among the vegetation.
What kind of structure is it? What was its function?
[Document Reference: Page 51] | [ ]
Story Hooks - Lore Document
52
STORY HOOKS
When bringing Lowtide into play, the GM may use the following
points to enrich the story by introducing artifacts, Villains,
discoveries, and rewards.
THE LIGHTHOUSE ON THE CLIFF
At the top of a cliff overlooking the sea, hidden by thick
vegetation, is an old disused lighthouse—a picturesque and
oft-forgotten sight.
Crab cave.
A partially submerged cave leads directly into the cliff.
Giant crabs with strange carvings on their carapaces have
taken refuge from the currents here. They aren’t aggressive,
but react if someone attacks or gets too close. What is the
meaning of those carvings? Has one of the PCs ever seen
something similar?
The lighthouse.
This ancient building rises atop the cliff. Completely
covered in creeping vines, it lies forgotten in this remote
part of the promontory. It dates back to ancient
times—perhaps it was built by the ancestors of the bay’s
current residents. The lantern found at the top is decorated
with strange paintings and frescoes, depicting a flaming
bird. Who built the lighthouse? What was its original
purpose?
Golden egg.
Resting on the old lantern’s base, this object is craved by
researchers and smugglers. Nobody knows who the real owner
is, nor how it came to be here, and none has been brave
enough to move it. Gathering enough evidence, the Player
Characters may discover that the tower was the nest of an
ancient creature who used the lantern’s light as a waypoint
to return home, but that fire has been out for a long time.
What kind of egg is it? Where is the mother?
Curlybeard, the self-proclaimed Pirate King.
While inside the lantern room, an old sea dog looking for
the egg (see above) attacks the PCs. He fights with an old
pistol and a rusty cutlass, which can inflict weak. When he
enters Crisis, the pirate grabs the egg and attempts to
escape (a 4 section Clock, with one section automatically
filled at the end of each round). As the singed beard might
suggest, the pirate is
Vulnerable to fire
damage, but
Resistant to ice and
air. During the fight, the PCs feel the earth shake and the
cries of a strange creature getting closer each
round—perhaps the mother is coming back to protect the egg?
If so, would she unleash her fury only upon Curlybeard? Or
the protagonists as well?
The Coral Forest & Beyond
The Coral Forest
At low tide, a thick coral forest emerges from the sea, painting
the atmosphere with bright hues.
Locations within the Labyrinth
The coral labyrinth. It’s easy to get lost in
this living maze. Finding the exit requires filling an 8
section Clock. Each time they fail, the PCs bump into an
unwelcome snag, such as a shoal of marine creatures, sharp
poisonous corals or they feel a terrible sense of
disorientation (dazed status effect).
The flooded temple. At the heart of the
labyrinth lies an ancient ruin and in its main chamber,
inaccessible to humans, is the ancient Horn of Tides. Built by
an amphibious people that lived on the coast, the temple is
now the lair of a giant moray eel. She isn’t aggressive, but
values quiet, so she vehemently urges the PCs to face the
Trial of Currents (see below) to recover the
artifact… omitting a few details.
The Trial. At the mercy of thundering
currents, the heroes feel bitter memories emerging, but of
what kind? Each Player Character that manages to explain how
one of their Bonds would have helped on that occasion will
slowly be cradled by currents, and led before the Horn. What
kind of power does this artifact give?
The Damaged Boat
Stranded on the coast, the unlucky fisherman Orus needs
materials protected by dangerous plant creatures to fix his
badly damaged boat.
Potential Encounters
Wood Guardians. If the PCs try to establish
contact with the protectors of the forest, they are brought
before the sacred tree, a millennia-old magnolia always in
bloom. All living creatures in the area protect and worship
it, grateful for its gifts. What can be discovered by
communicating with the magnolia? What compromise does it
offer?
Violence is not the way. If the PCs try to
use force to get wood for the fisherman, or if they try to get
rid of the forest creatures, the voice of the sacred tree
echoes in their mind, ordering them to stop. What punishment
awaits them if they don’t comply?
The fisherman’s gratitude. If the group
returns empty handed, Orus understands the need to respect the
local laws and thanks the PCs for their help, showing them the
location of a mysterious island that doesn’t appear on any
map. If they get the wood, he offers to take them to the
island with his own boat. What kind of island is it? Which of
the PCs has heard of it? What does it hide?
“Whether it’s an object, a thought or a feeling, cast it in the
sea. The waters will keep your secret.”
The Barren Wastes
The Barren Wastes
A semi-arid, enigmatic expanse
Beyond the borders of known lands lies a barren waste, an arid
desert. Under its reddish sands lie buried the remains of many
failed attempts at surpassing humanity’s limits. However, this
inhospitable territory isn’t completely devoid of life, and over
the years, the local people have adapted to adversity, learning
to survive and find beauty in this hostile and enigmatic land.
Rocky Desert at a Glance
Keywords: ruin, survival, hope.
Key Features
Terrain: canyons, caves, dunes. Common
elements: A, F, E
Travel Roll: d20. Rare elements: I
Dangers: a forgotten and extremely
unstable alchemical experiment; a gargantuan sand
scorpion; a sudden ambush by the desert raiders.
Discoveries: a random encounter with an
ascetic who knows the secrets of the desert; a safe
refuge; a precious mineral sedimented over many centuries.
Themes
The irreparable consequences of human arrogance, beautiful and
merciless nature, finding strength in each other.
THE BARREN WASTES
(Rocky Desert / Barren Waste)
The World - Barren Waste Lore
THE WORLD
CHAPTER 9: TYPICAL FEATURES
The typical Barren Waste should include at least one of these
features:
A resourceful and ingenious nomad people.
An unstable and dangerous elemental phenomenon.
A roaming monstrous creature.
The remains of an arrogant or unfortunate civilization.
CHAPTER 9: POSITION
Often, the journey across the Barren Waste appears mid-adventure
or in the second half, and represents a coming-of-age moment for
the protagonists, as well as an occasion to consolidate their
goals and friendship. By facing the desert and meeting those who
have learned how to coexist with it, Player Characters learn to
appreciate and respect even the cruelest and most inhospitable
parts of their world—and how certain thresholds should never be
crossed.
CHAPTER 9: THE VILLAINS’ PLANS
Some Villains might use the Rocky Desert as their hideout or
lair, or plan to use local resources, precious yet unstable, to
the detriment of its people. A particularly ancient Villain
might even remember when this was a prosperous land and become
obsessed with mirages of past glory—or they might be a spirit
born of the desperation of those who witnessed the catastrophe
that made this territory arid and inhospitable.
POSSIBLE QUESTIONS FOR THE GROUP
An unusual phenomenon appears regularly in the desert. It’s
known as “crimson rain,” but it’s not water. What is it?
One of you knows the desert and how to navigate it. What’s
your story? Do you have a contact that might help you cross
it?
Here and there, ruins of a lost civilization pierce the
sand. Which people did they belong to? What is left of them?
How did the desert people adapt to these arid lands? What
threat makes it dangerous to cross the sands?
An ancient alchemical project lays dormant under the sand.
What is it? What was its purpose? Who is looking for it?
Story Hooks
STORY HOOKS
When bringing Rocky Desert into play, the GM may use the
following points to enrich the story by introducing artifacts,
Villains, discoveries, and rewards.
RUST SALT CANYON
An area of canyons filled with sharp rocks and salt crystals.
Among sand and stone emerge grooves and metal remains of what
seems to be a centuries-old railway, an attempt to connect
settlements destroyed by the passing of time.
Ancient railway. The ruins of this monumental
endeavor have been almost completely dismantled and repurposed
by the locals. In particular, its opaque metal is ideal to
forge very robust tools and pieces of equipment.
The desert people. Accustomed to the desert,
the inhabitants have learned to appreciate what it has to
offer and recognize beauty where others see only danger. They
have a symbiotic relationship with the Rocksoarers, creatures
unfit for hunting who instead feed upon the parasites found on
desert whales, and also cultivate a variety of plants and
shrubs unique to this region.
A slice of paradise. If the locals consider
them worthy of trust, the PCs are invited to witness a rare
spectacle. In a specific location, under a sky of stars, they
can hear the song of the desert whale, a majestic creature
that lives under the sand, emerging only during the cold
nights to draw breath.
(Potential mystery: What is the relationship between the
whales and the desert people? Why do they live only in a
certain area?)
The sea of sand. This endless waste is
dangerous and impossible to cross on foot, but that doesn’t
dissuade the desert people who, using swift, floating boats,
constantly probe the sands looking for ancient relics.
(Potential mystery: What are they really looking for? How
do these vehicles work?)
BURIED LABYRINTH
An obscure enigma is buried under the sand, in the heart of a
maze of tunnels and underground roads. Narrow passages, theater
to forgotten experiments, spread through the ground. Among
flasks and alembics, enigmatic notes preserved in dusty diaries
suggest the researchers were working on a device that could
reverse the fortunes of the desert’s inhabitants.
Adventure Excerpt
THE WORLD
CHAPTER
The Condenser
This powerful artifact is the result of many years of secret
experiments underground. It can extract all water contained in
both organic and inorganic matter, making it dry and barren.
The tank is inexplicably full. This device could be a game
changer for the desert people, but nobody remembers how to use
it. What are the PCs going to do? What are the potential
consequences of using such a device?
Failed experiment. The Condenser proved
unstable and became a death sentence for the entire city.
Stripped of all fluids, its inhabitants have been reduced to
withered skeletons that slumber in undeath. They can survive
without water and jealously guard their memories, especially
those of their mistakes.
The Nameless Queen. Once sovereign to the
surface and first among alchemists, this minor Villain hides
her mummified body under heavy, jeweled cloaks. Despite
being an undead with murky memories, she still has a knack
for the alchemical arts and can unleash devastating fire
spells or summon servants of sand and bones, who explode
when destroyed. If defeated, the Queen regains enough
lucidity to answer a few questions before disintegrating.
❓ A RARE FLOWER
An old nomad from the village wishes to commemorate his late
wife by planting the seed of an extraordinarily rare flower
next to her tomb.
Dalen. His weary body prevents him from
traveling the desert alone, but his wisdom is without equal.
Dalen is looking for the Snaplion, a flower
that grows only in the heart of the Rocky Desert. It was his
wife’s favorite, but those that blossomed next to her tomb
have now withered. If the PCs agree to accompany him, they
receive a +2 bonus to Open Checks to obtain information
about the desert.
Myrmidon. Similar to a giant antlion, this
creature lays in ambush in a sandpit, luring prey with
floral antennae. At the start of the conflict, Myrmidon
inflicts slow on all enemies, then strikes with its
powerful mandibles or the
Guillotine spell (same as Omega; see Core
Rulebook, page 193). It can burrow into the sand, drawing
slow enemies into its maw, causing heavy damage. It is
Immune to earth damage, Resistant to fire and Vulnerable to
ice and air.
Farewell. After defeating Myrmidon, it
becomes clear there are no more Snaplions, outside of the
fake flower the creature used as a lure. What are the PCs
going to say to Dalen?
“The desert sand buries the mistakes of the past, but it
cannot erase them, only hide them.”
Vertigo Peak Dossier
VERTIGO PEAK
The Frozen Mountain
Vertigo Peak stands as the tallest mountain
in a frozen and inhospitable range, constantly battered by
unending storms that howl across its crevasses. It looms at
the very edge of the continent.
Despite the eternal winter, specialized groups of seasoned
hunters have adapted their lives to survive this hostile
mountain, learning its brutal and harsh lessons. Concurrently,
the local fauna evolves at frantic speed, struggling to keep
pace with merciless environments and apex predators.
Vertigo Peak at a Glance
Keywords: catastrophe, ice, silence.
Key Elements
Terrain: crevices, geysers, ice.
Common Elements: A, I, D (Aid).
Travel Roll Difficulty: d20.
Rare Elements: F, T.
Dangers & Discoveries
Dangers
Thunder and lightning.
A sudden landslide event.
The unexpected evolution of a dangerous predator faced
by the group.
Discoveries
A safe camp situated deep amidst mountain crevasses.
The remains of a unique creature, harvested for valuable
materials.
Overarching Themes
Long journeys within extreme environments.
Punishment corresponding to past mistakes.
The difficulty and necessity of tough harmony.
Chapter Overview
The World - Chapter Overview
9. Typical Features
The typical Freezing Mountain should include at least one of
these features:
A dangerous path in a state of disarray.
A small settlement hiding ancient knowledge.
An ancient structure, extremely hard to reach.
A terrible beast that no hunter dares to face.
9. Position
Locations such as Vertigo Peak represent the
climax of the adventure and the final test of the Player
Character’s abilities. Unforgiving weather and dangerous
creatures make this the ideal setting for the final act of a
campaign. Furthermore, these locations are often situated near
a corner of the map sheet, far from all the main settlements
and shrouded in myth and legends.
9. The Villains’ Plans
Vertigo Peak is so remote and dangerous that a common Villain
would hesitate to use it as their base of operation. It’s far
more likely for it to be the abode of a simple and brutal
threat, a terrible catastrophe looming over the rest of the
world. The mountain might also be the birthplace of a
recurring Villain, where the heroes can finally discover the
antagonist’s past and understand how this merciless land
shaped their motivations.
Possible Questions for the Group
This is an extremely coveted hunting reserve. Which of the
local creatures threaten the ecosystem? What would happen if
they were not contained?
A recent and sudden climate shift wreaked havoc on the
mountain. What was the cause? How did the toughest species
adapt to it?
A decaying structure towers among the clouds. What is it?
What was its original function? Who or what occupies it now?
To fend off local wildlife, the denizens of the region
developed an ingenious defensive strategy. How does it work?
Among local hunters, one shines for their skill. What do
they have in common with one of you? What are they known
for?
Story Hooks: Vertigo Peak
STORY HOOKS
When bringing Vertigo Peak into play, the GM may use the
following points to enrich the story by introducing artifacts,
Villains, discoveries, and rewards.
HUNTING VILLAGE
The inhabitants of this settlement work hard to preserve the
delicate balance of the ecosystem, making sure the largest and
most dangerous creatures don’t descend upon the valley, where
the population won’t be able to fend them off.
The hamlet. The local hunters learned not
to waste anything, to use everything they harvest from their
prey to show respect for their “sacrifice”. Despite their
harsh and rough personalities, tempered by the difficulties
and hardship that they endure, they offer shelter to the
travelers.
What are the key traditions of these people? Why did they
adopt this particular philosophy?
Dragon Fang. A gigantic weapon used to
defend the village from aggressive creatures, this massive
harpoon was fashioned from an ancient and unbreakable
bone-like material, but the identity of the creature it
comes from has been lost to time.
What actually is the Dragon Fang? What creature did it
belong to?
The old hunter. His vast scars tell many
stories, including those he is unwilling to share. This
silent veteran was forced to retire after an unfortunate
hunting accident – he was the sole survivor of the
expedition, after which he became withdrawn and stopped
talking.
Who is this old hunter? What accident caused him to
retire? What discovery caused him to mistrust
everybody?
CALAMITY KEEP
This vast and partially ruined castle was built over the
original lair of the dragons, powerful creatures now forgotten
among the echoes of the past. Only the boldest and most
foolish dare trudge the path to this ancient building.
Lost Path
Many are the dangers hidden along this route. To reach the
castle, the PCs have to complete a 10 section Clock. With each
failed Check, the Game Master introduces one of the dangers of
Vertigo Peak – landslides, sudden fatigue, an abrupt snowstorm
or a pack of opportunistic predators.
World Excerpts
The World (Chapter Excerpts)
Key Locations and Phenomena
The Great Hall. This massive hall has seen
better days and, after a partial collapse, most of the exits
are blocked. However, the main structure is solid and only a
fool would blame its disrepair on the passage of time.
Inside the castle, PCs can find weapons from ages past,
brandished in an ancient battle. The keep also has ancient
defense mechanisms, such as ballistae and arquebuses.
Eternal Grudge. Scattered among the ruins,
tapestries and trophies tell the tale of an age past, when
dragons ruled the mountain – until some “champions”
exterminated them… except for one, who fled into the
northern mists. The last surviving knight, heavy with
remorse, foresaw the creature’s return.
Funeris (Major Villain)
In ancient times, this colossal demon experienced mankind’s
vainglory firsthand. Being the last of their kind and
tormented by the souls of dead dragons, they want revenge.
Enveloping the mountain’s side, Funeris is vast enough to be
split into three parts: head, tail, and claws, each
Resistant and
Vulnerable to different elements (the color
of the scales provides a clue).
They can breathe fire, which ignores Resistances.
They also use an explosive powder that increases the
damage of subsequent attacks.
The long tail strikes enemies with multi (3).
The powerful claws can grab a PC, temporarily separating
them from the rest of the group.
Combat Flow: Whenever a part is defeated,
Funeris takes off and skips his turns, preparing to unleash
a fearsome cataclysm. If the PCs fail to activate the keep’s
defenses (a 6 section Clock) by the end of the following
round, they all drop to 0 Hit Points. If they succeed,
Funeris’ remaining parts re-enter the conflict.
Character Encounters
Albert
A young and inexperienced explorer-photographer, Albert
isn’t equipped to face the mountain. He wants to make a name
for himself photographing a rare animal that lives only
here. Being too green to succeed, he asks the PCs for help.
Unwanted Attention: Albert isn’t evil, just
dangerously naive. His articles caught the attention of
hunters and trappers who want to make a trophy out of his
next subject. Which infamous hunter is following his tracks?
Which of the PCs has dealt with them in the past?
Qilin
While exploring, the group is caught by a sudden snowstorm.
A neigh cuts through the wind, but no horses live on Vertigo
Peak – the PCs have stumbled upon a qilin, an ancient
chimera with the body of a deer and the head of a unicorn.
Who among them knows the nature of the qilins and their
role as benevolent messengers?
Which lucky event does this one foretell?
Who reacts with suspicion or violence to them?
“The mountain is harsh but fair. No matter if predator or
prey: the true sovereign of the food chain is adaptability.”
Natural Fantasy Conflicts
The following pages provide suggestions to help you build
natural fantasy conflicts
They explore these situations from a rules perspective – which
the Core Rulebook also discusses at length from page 58 – but,
more importantly, they focus on the narrative tensions at play
during clashes between individuals or factions.
Ignorance and Fear
Natural fantasy conflicts are extremely varied, but all share
one common element: the will of one or more contenders to act
before fully understanding the nature of the problem and the
possible consequences. They often do so out of fear of what they
don’t know how to control or understand.
The simple answers are seldom the correct ones. Prejudice and
fear might cause irreparable damage but, at the same time, one
can’t wait forever. This contradiction is at the heart of
natural fantasy and something that has no simple solution – on
the contrary, this particular style of game hinges upon doing
your best, acting out of generosity and taking responsibility
for your mistakes.
When creating situations based on these dynamics, you should pay
attention to:
Fear and shame. Someone feels in danger: it
might just be due to survival instinct, but it can also arise
out of fear of losing credibility, power, or control, or the
growing realization that one’s worldview is naive or
incomplete.
Neglected teachings. Traditions, legends,
stories, and relics remind us of similar situations from the
past, but the factions or contenders involved are unaware of
them, willfully ignore them or (even worse!) misinterpret them
to fan the flames of conflict instead of solving it.
Pride and prejudice. The contenders often
have a shallow opinion of their adversaries, and stubbornly
refuse any chance of compromise, convinced that their actions
are an unfortunate necessity or inherently “righteous”.
Long-term consequences. Every conflict is
going to have an aftermath that the contenders do not
understand or choose to ignore, usually because they believe
it won’t really come to pass, won’t involve them directly or
is preferable to any other alternative regardless.
A glimmer of hope. In all these situations,
there is always a chance for negotiation and dialogue that
people are ignoring, and that is exactly where Player
Characters come into play and show their support.
MISTAKES OF THE PAST, HOPES OF THE PRESENT
THE WORLD
Natural fantasy stories don’t focus just on the immediate and
brutal pain caused by exploiting the land, oppressing people and
uprooting traditions and cultures. On the contrary, they argue
that such actions are going to have very long-term consequences,
much longer than the life expectancy of those involved, and that
to heal such wounds we will need not only the ability to
understand and forgive, but also the self-awareness and courage
to take a step back and change our point of view.
The price of past cruelties falls upon the people of the
present, and the price of present cruelty will fall on the
people of the future.
The recurring leitmotifs of the genre include neglectfulness,
the rediscovery of ancient and terrible technologies, curses
(often generational or cyclical), and the idea that the
protagonists have to endure and overcome the consequences of the
past, taking care not to cause the same suffering to future
generations.
If you are running low on inspiration, you can rely upon some
natural fantasy classics and their related conflicts:
Catastrophic artifacts. Magical or
technological items infused with almost miraculous powers
reemerging from ancient times. They represent a temptation for
both the hopeless and those who crave power and authority, but
in both cases these tools will unleash a devastation that the
planet was trying to forget.
Punishment incarnate. Curses, plagues and
epidemics might be the ecosystem’s answer to atrocities
committed by civilizations past – they often force animals,
spirits, and machines to act in a destructive manner, and
assume a full physical form only towards the end of the
campaign.
Millennia-old progenies. Simple in terms of
narrative premise yet extremely dangerous, these adversaries
are the result of century-old (perhaps millennia-old)
experiments to create better weapons or eliminate pollution
and radiation. They might be biological creatures or huge
out-of-control machines.
Further advice and suggestions on which Villains to use
depending on the situation can be found in Chapter 4:
Antagonists.
The Price of Peace
The idea that natural fantasy must have a bucolic aesthetic and
deal with small, peaceful villages is superficial to say the
least. A large number of these stories take a different twist,
highlighting the difficulties in human relationships.
Sometimes they are just the inner conflicts of a village or a
family, but tales of violence and oppression between neighboring
nations are equally common, not to mention the marginalization
of one or more individuals who called local dogmas into
question.
Traditions are important and they were probably created for a
good reason, but this might not be the case any longer: blindly
following them might lead to grave misjudgments. At the same
time, discarding them for profit or power is equally cruel and
irresponsible.
In line with the themes of change and coexistence that permeate
the natural fantasy genre, peace isn’t static, but something
that must be redefined day by day, based on new necessities,
otherwise it becomes an oppressive silence.
When Words Are Not Enough
Many natural fantasy conflicts involve factions who struggle to
communicate. These disputes often take the form of wars between
humans and animals, monsters, or spirits, but the idea also
works in the case of rivalries or tension between nations that
don’t speak the same language.
Some character options allow the PCs to communicate with usually
unintelligible creatures and powers—for example,
Elemental Harmony (see page 155),
Feral Speech (see Core Rulebook, page 183) and
some Rituals. These are excellent choices if you want one of the
protagonists to act as a mediator.
However, you might avoid these options on purpose, so that the
group has to struggle with the difficulties of communication (a
character might acquire them later to show their evolution).
Conflict Resolution & Understanding
In such situations, it’s important to highlight the values of
hospitality and understanding.
If the story includes a presence considered “alien” or
“outsider”, the heroes’ first instinct should be to suspend
judgment to understand its point of view, needs, and
necessities, instead of driving it back, fighting, or
eliminating it.
Although defending oneself from a raging monster or making
contact with destructive spirits is rather common (combat is a
core part of Fabula Ultima after all), the real antagonist
appears later, often under the guise of an evil influence that
has corrupted peaceful creatures (see page 174).
A Cruel Curiosity
THE WORLD
A CRUEL CURIOSITY
A lack of knowledge might spark a conflict, but seeking
knowledge can take on dangerous forms when not accompanied by
empathy and respect: it is fated to become a morbidly
analytical pursuit.
This category include those “scientists” who demand answers
and use any means necessary to reach them – vivisectioning
living creatures and putting whole ecosystems under the
microscope, destroying entire archaeological complexes and
ancient ruins, or stealing the ritual objects and cultural
heritage of an entire people just to catalog them in a
university library or flaunt a collection.
In this regard, archaeology, botany and zoology are excellent
starting points for a natural fantasy conflict. Even better if
a member of the group practices one of these disciplines with
both ethics and passion, or if they are a descendant of the
culture under scrutiny. It’s a great way to flip the usual
fantasy stereotype that depicts ancient ruins as completely
detached from the current culture, promoting a false portrayal
of archaeological research and its social and environmental
impact.
Example: At the center of Irkalla lake is a
millennia-old city-island whose name none remembers. Clattering
constructs, protected by stone armor and animated by complex
magics, wander across its labyrinthine canals. Along the
southern coast is a village, inhabited by the descendants of the
original builders: the local artisans adapted the wind motors
recovered among the ruins and the Council is gathering explorers
to discover the truth about their ancestors and the lights that
appear over the lake during the night. However, some want to
collect the maze’s treasures and sell them to the highest
bidder, and others have the dangerous wish to see in action the
miraculous weapons of light mentioned in the Irkallans’ poems.
Beasts and Monsters: A Guide
BEASTS AND MONSTERS
The protagonists of Fabula Ultima are positive, heroic figures,
who fight against the twisted ideologies and egotistic
machination of the Villains. This premise is strictly linked to
the idea that the antagonists are aware and in control of their
actions, even when they don’t fully understand the consequences.
What happens when the antagonists are little more than animals
or monstrous creatures that, acting on instinct or according to
their life cycle, threaten the region or the protagonists’
community? In such a case, it’s legitimate to question how
“heroic” it is to fight creatures who are just following their
instincts or needs.
The works that inspired this Atlas approach this subject in a
number of ways:
Survival. This is the easiest approach,
albeit a bit superficial and questionable, and it simply
reassures the Players that their actions are justified: in
these settings, humans are far less numerous than beasts and
monsters, hence it’s sometimes necessary to fight and kill
them.
Conservation. In this approach, slightly more
complex and thoughtful, it is legitimate to eliminate specific
creatures that can cause massive damage to the entire
ecosystem, making those specific creatures play the role of
Villains.
Exorcism. This approach is based upon the
idea of fighting only creatures that are corrupted or infected
by a magical influence or parasite, to purify them once they
are weakened (in Fabula Ultima one can choose the fate of an
enemy reduced to 0 Hit Points – death is not the rule). The
source of such corruption is often an environmental antagonist
(see page 174).
Revenge. In this variant of the previous
approaches, the heroes discover, often through the ability to
communicate with beasts, that the terrible fury or corrupting
influence was spawned from human atrocities, creating an
age-old grudge that might take the shape of a major (or even
supreme) Villain… and to make matters worse, our protagonists’
early actions might have contributed to such a disaster.
This Atlas cannot tell you which approach, or what relationship
between humanity and nature, you should adopt. This is something
your group should decide together. Nevertheless, remember that
the nature of the struggle between humans and the world is a
precise thematic choice that should never be trivialized.
Something Bitter or Melancholic
SOMETHING BITTER OR MELANCHOLIC
Finally, all tense situations and conflict scenes in a natural
fantasy campaign should have a bitter or melancholic aftertaste.
This undertone highlights the torment of the antagonists,
strengthens the bonds between the heroes and those who are in
danger, or reiterates how the PCs are facing the consequences
and paying the price of errors that were committed by the people
of the past.
Examples
Here are some examples of scenarios implementing this theme:
To defeat the wrathful ice spirits, the Alderman’s daughter
decided to wield an ancient relic with the power to destroy
souls. She too is going to forfeit her own, but the clan will
survive.
The majestic Jade-Horned Lion nourishes the region by
cyclically dying and being reborn; but his current incarnation
became attached to a human orphan and rejected death,
ultimately turning into a monster.
A terrible disease strikes down settlements that surpass a
certain technological level, or that dig up and activate the
Progenitors’ machines.
Cornered by new fishing regulations, the people of a Player
Character’s native village accepted the thane’s money and
allowed his men-at-arms to scour the forbidden ruins under the
village.
The heroes battle a beautiful and titanic plant monstrosity,
contaminated by the experiments of a careless apprentice
witch. The seed was planted by a young hunter to commemorate
the death of his partner.
Crossing the Bone Steppe at night is very dangerous –
following the steps of the Warthog Goddess, whose wounds bleed
continuously, restless spirits of animals killed by a
now-forgotten Empire possess their own bones and assault the
living.
Born from an egg that hatched centuries after the extinction
of her species and overwhelmed by desperation, the Magmamoth
Queen devoured the ancient magic of the forest, until she
became a veritable living hive.
“I have no doubt that it is necessary.
I just wish I wasn’t the one to carry this burden.”
Magic and Rituals Guide
MAGIC AND RITUALS
In a natural fantasy campaign, magic is a field where the themes
of balance, coexistence, mistakes, and punishment emerge at
their strongest. Moreover, the relationship between humanity and
supernatural creatures hinges on a few core assumptions,
discussed in the following pages.
MAGIC AS A NEGOTIATION
Magic represents the delicate relationship between humanity, the
ecosystem, and the mysteries of life itself: it’s important to
ask what is the source of the magical powers wielded by the
characters and how such abilities might alter the existing
balance.
The “Everything has a soul” pillar, from page 14 of the Core
Rulebook, comes into its highest expression in natural fantasy –
magic is alive, often incarnate as a local spirit or presence,
and reacts according to its own will and personality.
Depending on which characters are involved in the campaign and
what kind of threat they face, this approach might express
itself in many ways and should influence the game mechanics. The
following sections contain advice and considerations on how to
handle these themes, which require special attention.
SPIRITS, DEITIES, AND PRESENCES
“Divinity” isn’t something far away and limited to specific
moments of prayer; it’s close, everyday, and omnipresent, but
also extraordinary, sentient, and unpredictable. It’s part of
everything on both an individual and universal level.
Individual. Divine entities often appear as
spirits or presences inhabiting a place, object, or creature.
Sometimes they manifest as elemental beings, other times as
demons born from a build-up of spiritual power or due to a
creature’s extreme longevity, or as a conglomerate of magical
energy, lacking a conscience but still “alive”.
Universal. Divinity as a concept also
represents the global, cyclical and interconnected totality of
everything: a symphony of lives that are born, transformed and
pass away, feeding upon and influencing each other. This
universal dimension of the divine often appears in the guise
of a spirit realm, permeating reality but visible only to a
few.
We can say that magic draws power from a universal energy
through an individual medium, but in doing so it causes
immediate reactions on the individual level and/or long-term
consequences on a universal scale.
The World: Favorable and Unfavorable Reactions
CHAPTER 9: FAVORABLE AND UNFAVORABLE REACTIONS
Since both magic and the divine dwell in spirit form within
places, items, and creatures, the use of spells, Rituals, and
magic abilities – excluding those of the Invoker Class (see page
154), with its ability to harmonize with natural forces – might
provoke a reaction from those very same spirits. The details of
such events vary based on the character’s Identity and abilities
used, but they often come into play as a consequence of
Opportunities, Fabula Points, Sacrifices, Surrenders, or failed
Rituals. The Game Master might also add favorable and unfavorable
plot twists as they see fit.
Among the most fitting rules to use in these circumstances are
harmful or beneficial environmental effects
(see Core Rulebook, page 299), a sudden shift in the invocation
wellsprings (see page 156) or, in the most extreme situations,
the introduction of a new threat or danger.
MEDIATION AND RITUALS
Following these premises, Rituals become a dialogue with the
forces of nature and require self-discipline, empathy and
preparation – they are often the exclusive prerogative of a single
member of the group, trained in one or more disciplines:
Chimerism, Elementalism, and Spiritism. These
are the most common disciplines, associated with communicating
and negotiating with the spirits of flora and fauna, the
presences inhabiting the basic elements and the positive and
negative influences that flow through all living creatures,
respectively.
Arcanism. When reimagined to fit a natural
fantasy style, this discipline represents the ability to gain
the favor of ancient protector spirits, keeping a fragment of
their power inside any item they consider an appropriate vessel.
This may include being hosted within the Arcanist’s own body, in
the form of a tattoo, scarification or partial metamorphosis.
Entropism and Ritualism. Finally, these
disciplines are the most unusual and they are linked to a
subject we will address on the following page: magic as a form
of control.
Magic as Control - Guide Extract
MAGIC AS CONTROL
If the magical arts represent a field defined by difficult
compromise and negotiation between humanity and supernatural
powers, it’s just a matter of time before someone tries to
overstep these “limitations” and gain full control over these
forces.
In natural fantasy worlds, magic is an allegory of life itself:
the insidious desire to reject or eliminate its most complex and
mysterious aspects – so that it operates “on a human scale”,
following cold, predictable and standardized rules – sparked
some of the most terrible atrocities during ancient times.
Disciplines Focused on Control
Even in this case, some character options lend themselves more
to this kind of magic, unconcerned with the balance of the
ecosystem, focused on reaching a result without any regard for
the consequences:
Entropism. A complex discipline with
unlimited potential, capable of manipulating time and space,
Entropism is perfect as the legacy of a distant epoch, when
extremely advanced civilizations made reckless mistakes for
which the world is still paying the price. More often than
not, the protagonists that wield Entropism are androids or
experimental beings, awoken after millennia of stasis. It’s a
kind of magic dramatically out of place, a relic of a
different time that brings with it a warning about a calamity
that might strike the world again.
Ritualism. Precisely because of its
relatively basic and approachable nature, this discipline is
often assimilated with an academic or rationalist mindset,
divorced from the spiritual implications and, in the end,
reduced to a mere tool. If used in conjunction with
technological sciences it can reactivate ancient machinery to
take full control over the forces of nature or be used to
unleash indiscriminate preemptive destruction against any
threat, be it real or perceived.
Classes. It might be interesting to employ
Classes such as Tinkerer, Merchant (see page 158), Loremaster
and Symbolist (see High Fantasy Atlas, page 146) to create a
character with a cold, utilitarian view of magic at first –
over the course of the campaign they will develop a more
complex and nuanced perspective, recognizing and confronting
the idea that magic is a living force that they have to
coexist with.
Conclusionary Concepts
Finally, we have to spend a few words on the most common
variations of these concepts: deicide and fear of death.
The World - Chapter Excerpt
Page numbers/Context markers: 71 | W | 22 THE
WORLD
CHAPTER 9: DEICIDE
It might seem strange to so directly discuss the subject of
killing a god, since Fabula Ultima draws its
inspiration from a long video game tradition where the final
antagonist is often a god-like entity with almost unlimited
divine powers. However, in the natural fantasy genre, this
dynamic is often turned upside down: the destruction of a god
isn’t a rightful act of rebellion against a destiny that someone
else already wrote, but rather a violent, ignorant and selfish
act, showing a lack of empathy toward the spiritual world and
driven by fear or greed.
Example: After ransacking the villages of the
Great Taiga, the Shōgun didn’t find the fabled iron mines he was
looking for. However, his agents sighted a creature known as
Ōtetsuguma: a massive bear with metallic fur,
who defeated scores of soldiers and mercenaries sent to capture
her. Bent on defeating this threat and bringing a new trophy to
his master, the Shōgun ignores the fact that the protector god
of the region lives inside the bear: if she is killed before
finding a successor, she won’t be able to awaken the spirits of
flora and fauna in spring, condemning the Great Taiga to a
never-ending winter.
FEAR OF DEATH
One of the finest examples of the desire to control magic and
nature is, without any shadow of a doubt, the quest for
immortality, which often drives the actions of the main
antagonist or is the foundation of one or more mysteries or
threats. This endeavor is as futile as it is reckless: denying
the reality of death or attempting to trick it and push it away,
pollutes the cycle of life, causing spiritual stagnation and
unleashing upon the world a calamity that will snuff out future
generations.
Example: Ten thousand years ago, humanity fell
victim to a fearsome epidemic. Fearing extinction, scientists
dismembered the ancient Kalpavriksha tree and
developed a synthetic forest to separate bodies and souls:
instead of returning to the spiritual stream of the planet,
these souls were put in stasis inside the network, waiting for
it to birth a generation of clones, completely immune to the
disease, to host them. However, the research team grossly
underestimated humanity’s knack for survival: now, their
descendants live in harmony with generations of clones discarded
by the system, who developed individual souls in the meantime.
Trapped in their stasis, the original souls became corrupted,
making the resynchronization erratic and turning them into
malevolent shape-shifting spirits.
“He looked for immortality and it was granted to him. He
broke the peace and peace was forever taken from him.”
Technology in Natural Fantasy
Technology in Natural Fantasy
Contrary to what one might think, technology remains a core
element of natural fantasy campaigns. However, its role may
assume very different functions depending on how it is
integrated into the setting.
Machines of a Future Past
In the context of the natural fantasy world, technology
represents both the endless possibilities of the future and the
quiet warnings of the past—creating a thematic tension that can
become the hinge of a narrative arc for characters built around
the Tinkerer, Merchant (see
page 158), or Loremaster Classes.
Advice and Observations
Below are several pieces of advice and observations concerning
this topic:
Dangerous leaps. Recovering and studying
technological relics from eras past offers a chance to
accelerate the development of a community or settlement.
However, doing so without weighing potential consequences
might lead to a catastrophic outcome. The message of natural
fantasy stories isn’t that technology is inherently
malicious, but rather that its impact must be carefully
evaluated: often, the wiser path is slower and more careful
development, because taking every possible shortcut creates
fertile ground for opportunists.
Quest for coexistence. In line with the
previous point, natural fantasy strongly critiques the idea
of technology as a “victory over nature.” Even in a world
where humanity lives surrounded by dense forests and wild
animals, looking to rule over them rather than living in
harmony means surrendering our hearts to despair. The path
to coexistence is seldom peaceful, but there is a noticeable
difference between protecting what you love and annihilating
everything else.
Tools of destruction and rebirth. Natural
fantasy stories frequently depict the rediscovery or
reactivation of a machine, device, or generator that
provides extraordinary power... but also brought ruin upon
its ancient creators. These technologies have an ambivalent
role: they are gifts from the past just as much as they are
its curse. They represent another chance, but if handled
with arrogance or haste, they will inevitably lead to
tragedy.
Narrative Conflict
All these elements provide excellent ways to spark
conflict—either between different factions hell-bent on using
technology in divergent ways, or fundamentally between humans
and the spirits of nature. Thanks to their long lives, these
spirits remember perfectly the disasters of the past and
consider current humans as childish and irresponsible as their
ancestors, often leading them to choose a preemptive strike. Of
course, many would regard such "unmotivated" attacks as another
threat to be eradicated.
Natural Fantasy Worlds: Vehicles and Transports
THE WORLD
CHAPTER: VEHICLES AND TRANSPORTS
Natural fantasy worlds are characterized by small or
medium-sized settlements, dense forests and winding paths.
Travelers journey on foot or with mounts, carts, or small boats.
Flying vehicles and mounts are extremely rare, perhaps
nonexistent. However, sometimes the remains of ancient
technologies are combined and adapted to create ingenious rustic
hybrids.
From a thematic perspective, traveling on foot is a slow but
harmless choice, whereas using mounts or vehicles might be an
act of violence against nature, depending on the character’s
treatment of the animal or environment. The relationship between
a character and their
Faithful Companion (see Core Rulebook, page
217) is an excellent positive example, while destroying a forest
to create a railroad is a classic example of cruelty toward the
ecosystem.
THE ROLE OF THE ARTISAN
The artisan is a very important figure in natural fantasy
settings, and their social role can be characterized as mostly
technical, mostly spiritual, or a balanced mixture of the two.
Technical role. In this sense, the artisan
has the knowledge and abilities to shape matter and create
something new from it, giving form to an idea and finding
innovative solutions to many problems.
Spiritual role. From a magical and ritualist
perspective, the artisan has the gift to mediate between the
spirits and energies that inhabit matter, emphasizing their
unique properties in the final object.
These transformative roles are inextricably intertwined, but
some artisans focus more on one or the other.
Given their importance, the following pages present an updated
version of the optional rules for materials and forging,
originally introduced with the 2022 winter holidays bonus:
A Christmas Gift from Edgar!
Materials and Forging Rules
Materials and Forging
This optional rule is especially fitting for natural fantasy
stories, but it can be integrated into any campaign without any
modification.
Core Goals of the Rule
The module has four main goals:
Define more precise guidelines for the value
of materials than those provided in the Core Rulebook.
Extend the use of gathered materials to the
creation of equipment, instead of limiting it to selling,
funding Projects or reducing the Mind Point cost of Rituals.
Provide rules for characters that want to
forge weapons, armor, shields and accessories. (The Project
rules weren’t meant for this and they are quite unwieldy for
blacksmiths, weaponsmiths, stylists, goldsmiths, and so on.)
Allow Game Masters to offer forging materials
instead of complete items when giving rewards. This not only
saves time and energy better spent on designing adversaries
and important items, but also provides a way to reward the
Players even when the narrative situation doesn’t lend itself
to “classic” rewards such as rare items, Inventory Points or
money.
9 OBTAINING MATERIALS
The Core Rulebook already suggests that Game Masters include
non-equipment items among rewards (see pages 264–265); forging
materials follow those same rules and should be considered
part of the session’s rewards. Each copy of a given material
is a single-use item and has a value assigned by the GM
(ideally between
500 and 3000 zenit).
Example Scenario
Four level 12 Player Characters have defeated a colossal
insect. An appropriate reward would amount to 1800 zenit in
total, with no single item worth more than 1000 zenit. Since
the group already recovered an *aegis gorgonis* (800 zenit;
see Core Rulebook, page 283) shortly before the battle, the
Game Master offers them a
titan carapace (1000 zenit).
The Game Master is free to give materials any name and value,
or use the table from page 78 onward to randomly generate
them. The important thing to remember is that each material
has to quite clearly inspire one or more possible uses.
The World - Chapter 9
THE WORLD
Chapter 9: PURCHASING AND SELLING MATERIALS
Purchasing Materials (Section 9)
Characters may purchase any material available in their
surroundings by spending an amount of zenit equal to its
value. When it comes to Projects, step 3 on page 134 of the
Core Rulebook abstracts this process, but the group might
prefer to purchase specific materials and keep them for future
use.
The Game Master has the final say on which materials can be
bought in any given area, at which cost and in which quantity.
However, they should involve Players who control characters
from that region or have studied it, or who play Classes like
Tinkerer, Merchant (see page 158),
Loremaster, or Wayfarer.
Selling Materials (Section 9)
If there is an artisan, merchant or other potential buyer
available, Player Characters can usually sell materials at
half their normal value in the same way as for normal items
(see Core Rulebook, page 124).
Continuing from the previous example: if the group ever
decides to sell that titan carapace they retrieved, they would
earn 500 zenit.
On the other hand, using a material to cover the cost of a
Project (see Core Rulebook, page 137) or to forge items as
described on the next page will let you use its full value,
showcasing its full potential.
Ethical and Narrative Guidelines
These options involve PCs in the process of transformation,
death, and rebirth typical of natural fantasy, but must not be
used to reenact colonialist fantasies or gratuitous cruelties
towards animals and living beings.
Harvesting Remains: Harvesting the remains
of a monster that threatened the village and using them to
protect it is very different from hunting for others of the
same species just to hoard materials. Finding resources
should be a consequence of the story events, not a goal (you
can leave that to the Villains!).
Limitation: This system won’t suffer if you
limit yourselves to inanimate materials such as minerals,
fluids, scraps, fallen branches or leftover chrysalises.
Dignity of Creation: When you create an
item from the remains of a creature, strive to do so with
the required dignity, creating something that pays homage to
their original form, appearance, and nature.
Issues and Alternatives
Forging Process Rules
Forging Rare Items
The Forging Process
This optional rule makes it possible to spend materials to
create new weapons, armor, shields, and accessories designed
by the Players – as long as they meet at least one of the
following conditions:
Conditions for Success
NPC Artisan Access: The group has access to
an NPC artisan capable of creating the required item. (e.g.,
a blacksmith for armor or a tailor for a dress).
Magical/Technological Device: The group has
access to an artifact or other magical or technological
device that can synthesize or transform objects.
Player Expertise: The group includes at
least one Player Character with the
Tinkerer Class or an Identity that ties
into a profession relevant to the item they want to create.
(The Game Master has the final say, but they shouldn’t be
too restrictive.)
Note: The forging process described below usually
requires a single rest; keep in mind however that there is no
limit to the number of items the group can forge during the
same rest, provided they have all the appropriate materials
and enough zenit to pay all required
artisans.
The Step-by-Step Forging Procedure
Drafting the Item: The group prepares a
draft of the item they wish to create, using the rules in
the Core Rulebook (see page 266 onward). The
item’s total cost in zenit must be equal to or lower than
(the highest level among PCs, multiplied by 60).
Cost Assessment: The Game Master decides
whether the item has a cost appropriate to its effects and
whether the provided materials are fit for forging it.
Providing Materials: The group also
indicates which materials they will provide for forging
it; their total value must be equal to or higher than the
cost of the item (if higher, the materials will be
completely expended anyway).
Revision Loop: If the Game Master
proposes any changes, go back to step 1.
Completion: Once the Game Master approves
the draft and proposed materials, the item can be created.
If this is done by an artisan NPC, they will require
payment equal to a tenth of the item’s total cost in
zenit.
Order Details
Forging Rules Reference
Since the design and approval process for each item might
require a fairly long conversation, it’s often a good idea to
take care of forging during the downtime between sessions.
However, it’s important that the group is in a situation that
lets them rest between the end of a session and the start of
the next (irrespective of when you decided to play the
corresponding rest scene).
Continuing from the previous example: the group wants to use
the titan carapace to craft a heavy weapon with the same
profile as the Beowulf (see
Core Rulebook, page 276), but capable of dealing air
damage. The total cost is 660 zenit, well
within the limit of 720 zenit derived from the group’s level
of 12. The Game Master has no objections, so the item can be
crafted by expending the material (worth 1000 zenit – 340 are
wasted) and paying 66 zenit to a local weaponsmith. The
Brynhild will be ready in a few hours!
Going strictly by the numbers, this process is far less
convenient than a standard in-game reward, but it provides the
group with the freedom to choose which item they create and
gain access to. Moreover, finding a true rare item, instead of
a simple raw material, becomes a very special moment, since
its value will be slightly higher than anything the group
might forge on their own.
9 INTERACTIONS WITH OTHER RULES
Like most optional rules tied to equipment, forging might
raise a few questions. Here is a list of answers to the most
common ones:
Custom Weapons. The group can take
advantage of the forging rules to create any kind of
equipment, including custom weapons (see page 112). They
just need to use the base version of a custom weapon in the
draft, instead of an item from the basic equipment lists,
and then apply the rules from page 266 of the Core Rulebook
as usual.
Technospheres. Weapons, armor and shields
intended for technospheres (see
Techno Fantasy Atlas, page 130) follow the standard
rules for forging, but the only Qualities available are
slots α,
β,
γ and
δ.
Pilot’s Modules. Weapon, armor and support
modules (see Techno Fantasy Atlas, page 160) can be
forged using these rules. Keep in mind that the base version
of weapon and armor modules are worth about 500 zenit each
(any modifications increase their cost in the same way as
for rare items), while support modules are worth about 1000
zenit.
Animal Classification Comparative Analysis
Key Characteristics of Animal Groups
Taxon
Arthropods
Birds
Fishes
1. Antenna
Antenna
Bone
2. Carapace
Carapace
Cranium
Cartilage
3. Gland
Gland
Crest
Crest
4. Horn
Horn
Egg
Eggs
5. Leg
Leg
Feather
Fin
6. Mandible
Mandible
Membrane
Gland
7. Pincer
Pincer
Sac
Sac
8. Shell
Shell
Talon
Scale
9. Sting
Sting
Tendon
Spine
10. Web
Web
Wattle
Teeth
Taxonomic Feature Comparison
Feature
Mammals
Mollusks
Reptiles
1. Claw
Claw
Antenna
Bone
2. Cranium
Cranium
Gland
Claw
3. Fang
Fang
Membrane
Cranium
4. Fur
Fur
Sac
Crest
5. Horn
Horn
Scale
Egg
6. Rib
Rib
Seashell
Fang
7. Tail
Tail
Shell
Gland
8. Tendons
Tendons
Slime
Scale
9. Vertebra
Vertebra
Sting
Spine
10. Whiskers
Whiskers
Tentacle
Tail
Materials Generator
Index & Glossary
CHAPTER
Other Nature
(d8 or d12, based upon the context)
Type: Fungal / Incorporeal Liquid
Fungal
Boletus
Hen
Honeyshroom
Morel
Mucilage
Mushroom
Oyster
Truffle
Incorporeal Liquid
Ash
Bubble
Essence
Gas
Mirage
Smoke
Strand
Vapor
Properties
Clot
Drop
Extract
Fluid
Ichor
Oil
Reagent
Sludge
Artificial Mineral Plant
1. Chain
Core
Fabric
Gear
Leather
Lens
Plate
Propeller
Rope
Scrap
Spring
Valve
2. Block
Charcoal
Crystal
Dust
Fragment
Gem
Limestone
Block
Salt
Stele
Stone
3. Algae
Bark
Bramble
Flower
Berry
Branch
Fruit
Plant
Moss
Root
Thorn
1. Block (Restarting structure due to poor
extraction)
Algae
Bark
Crystal
Bramble
Flower
Fruit
Leaf
Moss
Petal
Stone
“This mushroom here? They call it Faery Toadstool. No.
It’s not a good idea to pick it.”
Elemental Descriptors Index
Elemental Descriptor Index
(d6, based upon the element)
AirBoltDark
1. Cerulean
2. Dry
3. Emerald
4. Green
5. Hollow
6. Light
1. Amber
2. Conductive
3. Electrostatic
4. Magnetic
5. Thundering
6. Yellow
1. Amethyst
2. Astral
3. Colorless
4. Fragile
5. Ruined
6. Spectral
Earth
1. Carved
2. Diamond
3. Fossil
4. Golden
5. Iron
6. Sandy
Fire
1. Blazing
2. Explosive
3. Incendiary
4. Ruby
5. Scarlet
6. Stinging
Ice
1. Arctic
2. Azure
3. Crystalline
4. Freezing
5. Frosty
6. Pale
Light
1. Ethereal
2. Opaline
3. Royal
4. Shining
5. Silver
6. Transparent
Poison
1. Corrosive
2. Infected
3. Speckled
4. Streaked
5. Toxic
6. Violet
Water
1. Blue
2. Coral
3. Deepwater
4. Sapphire
5. Thin
6. Wet
Details
Other Descriptors ListPage Context Header (81 | W 22 | THE WORLD)
Other Descriptors (d10, based upon the function)
Agility and Precision
1. Elastic
2. Glazed
3. Grim
4. Oily
5. Polished
6. Scrawny
7. Sharp
8. Slender
9. Slippery
10. Small
Damage and Power
1. Bloated
2. Broken
3. Chipped
4. Colossal
5. Fermented
6. Heavy
7. Monstrous
8. Serrated
9. Sharp
10. Thick
Protection
1. Ancient
2. Curly
3. Hardened
4. ??? (Implicit)
5. Holy
6. Colossal (Duplicated? Replicating text
flow.)
7. Holy (Duplication observed in source)
8. ???
9. Regal / Rough
10. ???
Recovery
1. Aromatic
2. Bitter
3. Blood
4. Fragrant
5. Fresh
6. Juicy
7. Purifying
8. Scarred
9. Smooth
10. Sweet
Sabotage
1. Bitter
2. Dazzling
3. Echoing
4. Eerie
5. Hexed
6. Hooked
7. Irritating
8. Nauseating
9. Rusty
10. Sticky
Support
1. Carved
2. Fairy
3. Glowing
4. Harmonious
5. Iridescent
6. Lucky
7. Magical
8. Noble
9. Soft
10. Warm
Natural Fantasy Equipment Tips
Playing Natural Fantasy Equipment
Playing Fabula Ultima in a natural fantasy setting is an
excellent opportunity to express your creativity and design
pieces of equipment tied to folklore, exploration and the
protagonists’ personality.
This section contains tips to help you imagine and describe
compelling natural fantasy equipment, followed by a list of new
rare items you can include in your campaign or use as
inspiration.
Ingenuity and Personality
In natural fantasy worlds, every item tells a story,
highlighting the ingenuity and the craftsmanship of its creator,
whether it’s a treasure from ages past or a trusty tool for
adventurers.
Past and Present. In natural fantasy
campaigns, contemporary equipment often looks very down to
earth and no-frills – not very memorable, perhaps, but solid
and reliable. On the other hand, more elaborate and unusual
pieces of equipment are often handed down from generation to
generation, or retrieved from the depths of mysterious ruins
and adapted to new uses. Firearms often fall in the last
category and are a once-in-a-lifetime sight.
Accessories of all kinds. Natural fantasy
accessories can be divided into three main categories:
precious jewelry created with highly refined craftsmanship and
symbolic materials, like silver, iron, jade, bone, or the
scales of a specific creature; lucky charms and other personal
creations; and finally, practical tools that the characters
carry for emergencies. This last category is of particular
importance because of an underlying message: even the most
humble tool can become powerful in the hands of a hero that
deeply cares for it.
Built with your own hands. One of the most
distinctive design principles of natural fantasy is the
ingenious combination of ancient technologies and recycled
materials, such as repeating crossbows built with wood and
bone, alchemical arquebuses, steam-powered devices, and blades
forged with unknown alloys or components recovered from
ancient constructs. These tools usually follow the standard
profiles included in the Core Rulebook, but the most complex
and unlikely weapons might require the custom weapon rules
(see page 112).
In short, natural fantasy items should stand out for their
practical appearance, handmade quality, the ability to merge
ancient technologies and recycled materials, or reveal
something about those who chose, created or gifted
them.
Rare Items
(The following section indicates a listing of rare items is
forthcoming.)
A Story in Every Item
CHAPTER | A STORY IN EVERY ITEM
When designing a rare item for a natural fantasy campaign, take
some time to think about the story it tells:
what technique was required? What materials were used? Which
places or creatures did they come from?
One of the core themes of natural fantasy is
transformation, which can also be interpreted
as the death or sacrifice of something in order for something
else to exist. From this point of view, a character’s equipment
is a collection of stories, taken from fragments of other
beings’ lives and bodies.
The rules for creating rare items from materials (see page 76)
offer an excellent opportunity to dive deep into this concept
over the course of the campaign.
Special Equipment
Characters with animal or plant-like features are rather common
in the natural fantasy genre, and it might be interesting to
create equipment tailor-made for them (perhaps using the custom
weapon rules; see page 112), or give their pieces of equipment
an unusual name and appearance.
Example: A spider-person using silk flails or
elemental stingers; a flower fairy dressed in petals; an
anthropomorphic cactus whose caps and berets are actually custom
weapons that determine the profile of their needle spray.
Historical, Folkloric, and Literary References
If you’re looking for a name for a natural fantasy item but
you’re short on ideas, you might draw inspiration from items and
creatures from folklore and literature, especially works tied to
spirits, ghosts, or fairies, or you could pay homage to famous
scholars, warriors, artisans and explorers from the real world.
Example Names: Bai Suzhen, Boggart, Bradamante,
Cervantes, Csoma, Da Vinci, Earhart, Gentileschi, Grimm,
Guðríðr, Gwyllion, Huolong, Kaguya, Oberon, Okiku, Qingzhao,
Rembrandt, Shahrazād, Shiranui, T omoe, Vasilisa, Yoshizawa,
Zaratan.
As usual, do your best to match each name with an item whose
properties mirror the historical and cultural inspiration,
rather than misrepresent it.
Description: If you have acquired the *Made
with Love* Skill (see page 149), treat your Skill Level in it
as if it were increased by 1 (up to a maximum of SL 4).
Camera ObscuraCost: 600 z | Attributes: (INS
+ INS) (HR + 6) dark
Classification: Arcane • Two-handed • Melee
Special Rule: When you obtain a result of 13 or
higher in a Check made to examine the profile of one or more
enemies that you can see, if you have acquired the *Spell
Mimic Skill* (see Core Rulebook, page 183), you can choose
one of those enemies. If the chosen enemy knows one or more
spells you may learn one of them as a Chimerist spell.
Description: The first attack you perform
with this weapon during each scene deals 5 extra damage. Also,
despite being based on the pistol’s profile, this isn’t
considered a martial (W) weapon.
Description: After you perform a Magic Check,
if the value of one die is a multiple of the value of the
other, you regain Inventory Points equal to (half your Skill
Level in *Winds of Trade* (see page 159)).
Description: When you use this weapon with
the *Knife and Fork* Skill (see page 149), you may add the
High Roll to the attack’s damage (you don’t have to treat it
as being equal to 0).
(This entry appears to be a catalog identifier rather than an
actual weapon profile, therefore only the name is styled as a
main heading.)
Equipment & Weapon Catalog
Weapons Catalog
Dagger
800 z (DEX + INS) +1 (HR + 8) poison
One-handed | Melee | Attacks with this weapon deal
5 extra damage as long as
it’s not your turn.
Summer Masher
1300 z (MIG + MIG) (HR + 18) ice
Heavy | Two-handed | Melee |
When you hit only one creature with this weapon, if that
creature belongs to the
plant Species, the attack
deals 10 extra damage.
Then, if that creature is in Crisis, you and every ally who
can see you recover an amount of Mind Points equal to your
High Roll in the Accuracy Check.
Norimitsu
1400 z (DEX + INS) +1 (HR + 14) physical
Two-handed | Melee | Attacks with this weapon deal
6 extra damage to elite
or champion-rank enemies.
The Barrel
1500 z (MIG + MIG) (HR + 18) physical
Heavy | Two-handed | Melee |
When you hit one or more creatures with this weapon, you may
spend 1 Trade Point (see page 159). If you do, the attack
deals extra damage equal to (your Skill Level in Private
Stock, multiplied by 5).
Pinwheel Rod
1600 z (WLP + WLP) (HR + 6) air
Arcane | Two-handed | Melee |
As long as one of your spells or invocations (see page 156)
deals air damage, it deals
10 extra damage.
Voltaic Hound
1600 z (DEX + INS) +1 (HR + 16) bolt
Firearm | Two-handed | Ranged |
After this weapon deals damage to one or more creatures, if at
least one of those creatures is Vulnerable to bolt damage, you
may deal
10 bolt damage to every
enemy you can see.
Hirundo
1800 z (DEX + DEX) (HR + 12) light
Bow | Two-handed | Ranged |
After resolving your Encourage Skill (see Core Rulebook, page
201), you may perform a free attack with this weapon. If you
do, treat your High Roll as 0 when calculating damage dealt by
this attack.
Sample Natural Fantasy Rare Weapons
Weapon
Cost/Stats
Damage Type
Attributes
Description
Ladle
500 z (DEX + INS) (HR + 8)
physical
Thrown | One-handed | Ranged
If you have acquired the Made with Love Skill (see page
149), treat your Skill Level in it as if it were increased
by 1 (up to a maximum of SL 4).
Camera Obscura
600 z (INS + INS) (HR + 6)
dark
Arcane | Two-handed | Melee
When you obtain a result of 13 or higher in a Check made
to examine the profile of one or more enemies that you can
see, if you have acquired the Spell Mimic Skill (see Core
Rulebook, page 183), you can choose one of those enemies.
If the chosen enemy knows one or more spells you may learn
one of them as a Chimerist spell.
Memorialis
700 z (DEX + MIG) +1 (HR + 12)
physical
Spear | Two-handed | Melee
When you use the Ripples Skill (see page 155), you recover
5 Mind Points.
Blazing Fan
800 z (DEX + MIG) +1 (HR + 6)
fire
Brawling | One-handed | Melee
Your invocations that target two or more creatures deal
extra damage equal to your Skill Level in Linked
Invocations (see page 155).
Derringer
800 z (DEX + INS) +1 (HR + 8)
physical
Firearm | One-handed | Ranged
The first attack you perform with this weapon during each
scene deals
5 extra damage. Also,
despite being based on the pistol’s profile, this isn’t
considered a martial (W) weapon.
Bronze Libra
900 z (INS + INS) (HR + 6)
earth
Arcane | Two-handed | Melee
After you perform a Magic Check, if the value of one die
is a multiple of the value of the other, you regain
Inventory Points equal to (half your Skill Level in Winds
of Trade (see page 159)).
Giant Fork
100
86
SAMPLE NATURAL FANTASY RARE ARMOR
ARMOR | COST | DEFENSE | MAGIC D. | INITIATIVE
Woolly Cuirass
W 800 z
11 DEF
INS size -3
As long as you’re not in Crisis, you gain Resistance to ice
damage and are immune to weak.
Engineer Jacket
1000 z
DEX size +1
INS size +1 -1
When you use an elemental shard, you may deal its damage to
each of up to three creatures you can see. Additionally, when
you deal damage with an elemental shard, you deal 5 extra
damage.
Noble Dress
1600 z
DEX size +1
INS size +1 -
When an ally who is able to see you causes you to recover Hit
Points, if you are in Crisis, that ally recovers 5 Mind
Points.
Apothecary Robes
1800 z
DEX size +1
INS size +2 -2
When you use the Potion Rain Skill (see Core Rulebook, page
211), the restoring effect is not halved.
Fairy Tunic
2000 z
DEX size +1
INS size +2 -2
As long as you are affected by one or more spells with a
duration of “Scene”, you gain a +2 bonus to Magic Defense.
SAMPLE NATURAL FANTASY RARE SHIELDS
SHIELD | COST | DEFENSE | MAGIC D. | INITIATIVE
Plate Manica
800 z
+2 DEF
-
As long as you have no martial armor and no other shield
equipped, you may apply the effects of the Dodge Skill (see
Core Rulebook, page 203).
Lid Shield
1500 z
+2 DEF
+2 MAN
When you deal damage with a delicacy (see page 151), you deal
5 extra damage.
Lily Vambrace
2000 z
+2 DEF
+2 MAN
If you have the Battle Gardening Skill (see page 139), you can
use it when you plant a magiseed with the Graft Skill.
Inventory Catalog
THE WORLD
CHAPTER SAMPLE NATURAL FANTASY ACCESSORIES
Watering Can500 z
When you perform a water invocation (see page 157), you may
fill 1 section of the Growth Clock (see page 140) of a
Player Character you can see.
Spicy Powder600 z
When you deal damage using a delicacy or potion, you may
change its type to fire. This effect may change the damage
type dealt by the Expiration Date Skill (see page 159).
Dandelion Obi700 z
When you perform an air invocation (see page 156), you may
recover from a single status effect of your choice.
Clockwork Heart800 z
You are Resistant to bolt and fire damage. If you enter
Crisis, the effect of this accessory ceases until your next
rest.
Needlefrog Mantle900 z
When you deal poison damage to one or more creatures during
a conflict, each of those creatures who loses Hit Points
this way cannot recover Hit Points until the start of your
next turn.
Handmade Scarf1000 z
When you gain one or more Trade Points via the Real Treasure
Skill (see page 159), you also gain 1 Fabula Point.
Fallen Leaf Amulet1500 z
When you use the Tree of Life Skill (see page 139), if you
are in Crisis and choose an ally you can see who is in
Crisis, you and that ally both benefit from the Hit Point
recovery granted by the Skill.
Eccentric’s Cookbook1600 z
Once per rest, you may choose a single combination of two
tastes whose effect you already discovered (see page 151).
If you do, roll again to determine the effect of the
combination, replacing the previous effect.
Natural Fantasy Artifacts
ARTIFACTS
Natural fantasy campaigns boast a massive variety of
artifacts. In line with the themes of this genre, their value
doesn’t necessarily stem from their power, but rather from
their cultural and sentimental value, as well as what they
represent for those who inherited them or received them as a
gift.
VISIONS OF THE PAST
Natural fantasy artifacts are often very ancient and impossible
to replicate in the current era. They include clues about the
epochs they came from and were often the epicenter of terrible
disasters and tragic mistakes that humanity barely remembers.
It’s very likely that, driven by ambition or necessity, we
repeat the errors that these artifacts were intended to warn us
against, misinterpreting what little information is available or
reinterpreting it at our convenience.
INSTRUMENTS OF TRANSFORMATION
Some natural fantasy artifacts have the power to transform
creatures, places and objects. These can be divided between
allegories of inevitable change (if the transformation is
spontaneous and uncontrolled) and temptations of control (if it
can be directed or manipulated). How people react to the
presence of such artifacts is a key aspect of natural fantasy
storylines.
DYNAMIC ARTIFACTS
More often than not, natural fantasy artifacts present a dynamic
evolution: not only do we discover more about their role, but
the artifacts themselves become progressively more powerful or
take a new form, even in rule terms – they might become an ally
or a vehicle, grant a new Skill, or create a Villain.
RENUNCIATION, RESTITUTION AND CONSERVATION
Fabula Ultima often portrays artifacts as dangerous items that
the heroes have to find before the Villains do. However, natural
fantasy artifacts tend to have a cultural significance – they
don’t belong in a museum, but rather, exactly where they are.
The heroes shouldn’t seek to replace Villains as the possessors
of such items, but rather ensure their restitution or that
nobody takes them. Sometimes, this means renouncing a great
power and trusting that others will keep it safe in the PCs’
absence – after all,
humility, hope, and trust are core elements of
natural fantasy protagonists.
Artifact Catalog Entries
THE WORLD
Classification: CARDINAL KYLIX
Description: A large, shallow metal cup, freezing to
the touch.
Legends tell of the Statue Civilization and their ability to
extinguish any opposition or rage from elemental forces,
making them docile and predictable – a power that, millennia
ago, allowed them to build immense cities and create an
unprecedented civilization. In this age of unpredictable and
destructive natural phenomena, some regard that power as a
source of hope and answers. Preserved in the hands of a
colossal statue at the bottom of the Northern Chasm, this
artifact whispers promises of control and safety, of a world
where humanity will become master of land and sea. There is
only one question it cannot answer: what will humans do when
they have nothing to fear anymore, except each other?
EGG OF ILLUYANKA
Description: A heavy and cumbersome egg with an
extremely hard, striped shell.
Over the centuries, the mighty draconic creatures known as
Illuyanka ruled over the Cedar Forest, discouraging any
attempt to build a permanent settlement. But with the arrival
of drought, the tribes of the plains formed an alliance,
creating hunter cadres to exterminate the already-scarce
Illuyanka, and cut down the forest to create new pastures.
This egg is probably the last of its kind, preserved by the
elven ascetics of the Yellowcape Clan in anticipation of a
threat that, according to their oral tradition, will manifest
when the egg hatches.
GEMSHORN OF TRANQUILITY
Description: A flute carved from the horn of a
cliffgoat.
When a cliffgoat reaches the end of their life and manages to
serenely breathe their last, one of their horns might fall
off. Once collected and crafted by a skilled artisan, the horn
becomes a musical instrument with magical properties: if the
flutist has good intentions, their music soothes the fear and
rage of beast, monster and plant creatures (an effect
equivalent to a Chimerism or Spiritism Ritual, but requiring
neither Mind Points nor a Magic Check; however, during a
conflict, it still needs a full Clock to activate).
Artifact Inventory
Artifact Catalog
WAVENBELL
A brass bell decorated with a red ribbon.
According to some folk tales, if you help a silkie in danger
or show her great respect and admiration, she might offer
you a small decorated bell. Ringing it causes a house to
appear nearby. It will be rustic, but welcoming and secure,
and it’s protected by the silkie herself, in the guise of a
tall, stern fairy with sapphire-colored hair.
You can rest here in complete security, but, at the end of
the rest, you have to roll 1d6: with a 1 or 2, the silkie
makes a peculiar (often bizarre) request of you. If the
request isn’t satisfied, this artifact vanishes in a puff of
leaves and dew.
KEYS OF THE HARMONIST
A large silver ring with nine keys of dull metal.
This artifact dates back to the time when the Harmonists
undertook long journeys across the southern plateau,
spending months in service to the animal spirit that, in
turn, would reveal their name and give them part of their
power. Today, the plateau is an icy waste and the heavy keys
that held the spirits’ favor are blackened and inert.
Still, if a group of brave and honest heroes were to follow
the pilgrimage’s path, showing their loyalty, that dormant
power might be reawakened and the spirits could fight
alongside humans once again, in the guise of
Arcana that can be summoned by any member
of the group (but not by two or more at once).
MOON MIRROR
A circular mirror of oxidized metal.
Found by one of the village’s founders in a very ancient
tomb near the ocean, this mirror appears to be made out of
an unknown metal which reflects moonlight with great
intensity. At night, it allows the user to perform a Ritual
as if they had acquired the
Verdant Sway Skill (see page 139), without
paying the Mind Point cost.
For this Ritual to succeed, the mirror must be oriented to
reflect moonlight toward the plant. Sometimes, the reflected
light causes vibrations and unpredictable movements in
machines and armor. What is its secret?
Lore Entries Catalog
THE WORLD
Volume 91 | Chapter/Section Marker (22)
Reidy’s Journal
An old journal with thick pages, overflowing with notes.
Written by a young and brilliant scholar during his final
days, this massive journal is a rich anthology of legends,
folklore and historical accounts.
Once per rest, the group may start a new search among its
pages or continue a previous one. The Game Master assigns a
Clock to each piece of research (the more obscure the
information, the bigger the clock, from 4 to 10 sections) and
Player Characters attempt a Group Check with DL 10 to make any
progress. Once a research Clock is full, the Game Master
provides a useful, reliable, and precise answer to the
original question.
Resin Tear
A curved sword carved from gleaming amber.
Unable to even dent the armor of the ape-people of Iron
Mountain, the warriors of Oradh Kingdom felled the Thunder
Forest’s trees, from youngest to oldest, sparing none but the
millennia-old yew tree near the waterfall. From its hardened
resin, boiling with sorrow, an Oradhan warrior carved a blade
that could command lightning (similar to an Elementalism
Ritual, but costing no Mind Points). Wielding it, he
exterminated the ape-people and conquered their forge, whose
secrets were stolen and acted as foundation to Oradhan’s
military tradition. Ever since that moment, the spirits and
beasts of land and sky are at war with the Oradh. The name of
that warrior was hidden, since his lineage is cursed.
Seal of the Second Sun
A delicate cylindrical seal made of lapis lazuli.
The embossed inscription on this artifact recites, in
high-imperial register: “In the hands of the Winter Queen, a
path opens to the new Sun”. Discovered by a young explorer
lost in the underground necropolis of Abarsa, this artifact
caught the attention of scholars and collectors, some drawing
connections to the female statues lining the perimeter of a
stone tower in the southern archipelago, dating back to the
imperial age and the second ice age. A group of adventurers is
organizing an expedition to the tower but, despite their
protests, they have been forbidden from taking the cylinder
with them.
[Sidebar Data / Transaction Record]
SKULL OF THE SALAMANDER-GODDESS
A massive salamander skull with topaz teeth.
Stolen from the stone circle at the bottom of the valley of
Three Volcanoes and brought before the Governor by an ambitious
merchant, this massive fossil is under investigation by the
Alchemists’ Guild, who are fascinated by its ability to emit
heat and fuel flames in close proximity.
During these academic investigations, however, the scholars
ignored the legends about this artifact, which represent the
earthly bond of the elemental spirit that protects the Three
Volcanoes – if the skull isn’t returned before the coming
summer,
She-Who-Breaks-the-Earth
will rise and, unable to find her head, will roam across the
world looking for it.
SKY OIL
A dense and viscous green liquid.
Having studied nature, the Ancients wished to rule it. Having
ruled it, they wished to create it. Having created it, they
wished to improve it. This mysterious liquid, which rains down
from reddish clouds gathered over the ocean, is an extraordinary
elemental conductor and the prime result of its creators’
boundless ambition.
This artifact transforms all it touches, following inscrutable
logics, compressing millennia of evolution into mere hours and
subjecting the victim to atrocious pain, as the mutations
observed in the aviocetae of the Coral Coast amply demonstrated.
THREE-KNOT ROPE
A thick rigging rope with three very tight knots.
Created in ancient times by the fishermen of the Mist Isle,
these magical ropes contained the essence of the wind in their
knots.
Undoing the first knot: Allows casting the
Ventus spell (see Core
Rulebook, page 189), ignoring its Mind Point cost.
Undoing the second knot: Enables performing
an Elementalism Ritual to control the wind, ignoring its Mind
Point cost.
The third and final knot: Rarely undone,
grants an audience with the Wind Princess herself.
Only one Three-Knot Rope has survived to the current day and the
art of their creation was lost during the occupation of the Mist
Isle, currently reduced as a domain of the Dogado.
Artifact Compendium
The World Compendium
[Page 93]
TOME OF THE METEOR
Classification: Book / Magical Relic
A strange mechanism is encased in the cover of this heavy
tome. One of the most discussed books in the Academy’s
library, this tome presents detailed descriptions of
improbable machines, alongside formulae and prayers to unknown
entities. Even the cover is a mystery: lodged inside the
wooden panel is an extraordinary clockwork device, with
comet-shaped pointers moving at different speeds along a
calendar, whose dates and seasons have nothing to do with
ours.
Every self-respecting scholar dismisses this artifact as a
very elaborate joke, but the most honest admit that they are a
bit worried at the idea that the mechanism might stop someday.
UNDOVEN
Description: A heavy metal contraption,
similar to a portable oven. This relic from a distant time
closely resembles a massive portable oven with a large front
door.
This artifact possesses the extraordinary ability to
disassemble any complex object into simple materials using
heat. It can also self-recharge, though this process requires
significant time.
Usage
Capacity: Once per rest, you may place any
one piece of equipment (weapon, armor, shield, or accessory)
inside the Undoven to gain two different materials (see page
74) with a combined value equal to that of the destroyed
item.
Question: What would happen if you put
another artifact inside?
WHITE MASK FRAGMENT
Description: The right half of a horned
wooden mask.
Some stories tell of how the sculptor Acaunissa lost her
inspiration. During a dream, a bat told her it was stuck at
the bottom of Bone Valley and that only the Vulture King could
grant it back to her. Her father forbade Acaunissa from
leaving, but she ignored him and sculpted a white mask with
two horns to trick the souls of the departed.
When she met the King, he told her the mask itself was proof
her inspiration had never been lost in the first place. After
her return, Acaunissa’s father punished her by breaking the
mask, but the artist’s courage still permeates this fragment
and no undead, except Villains, may harm the one who wears it.
“Perhaps due to our ability to communicate, we humans often
deem our pain more significant than the far quieter pain of
other creatures.”
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Protagonists Guide
Protagonists
This chapter is dedicated to the creation and growth of natural
fantasy Player Characters – to take full advantage of its
contents you have to pair it with the
Press Start chapter of the
Core Rulebook (from page 145 onward). All options contained here
are designed to be compatible with those presented in other
official Fabula Ultima Atlases. When deciding which additional
mechanics to include in your Fabula Ultima campaigns, the whole
group should consider what fits the narrative context and the
needs of all who participate – take good care of your play
experience!
This chapter contains two main sections:
Natural Fantasy Heroes
Here you will find tips and suggestions for Players who are
about to create a character and play in a natural fantasy
campaign, including several examples of PCs that make use of the
natural fantasy rules and options presented in the following
pages.
New Options
Here you will find new rules and mechanics designed for natural
fantasy PCs but compatible with any Fabula Ultima campaign:
Custom weapons. New rules to create unique
and ingenious weapons.
Natural Fantasy Quirks. New
natural-fantasy-style mechanics that enrich and add depth to
your characters.
Camp Activities. A new optional rule to add
mechanical depth to resting scenes.
New Classes. Four new Classes focused on
processes of growth and discovery: the prudent
Floralist, the surprising Gourmet, the
harmonious Invoker, and the dependable
Merchant.
New Heroic Skills. Twenty-one new Heroic
Skills that augment the options found within the Core Rulebook
and provide power-ups and support for the new Classes
introduced in this Atlas.
— ()
NATURAL FANTASY HEROES
The main characters of natural fantasy campaigns are extremely
varied, and often seem indistinguishable from those found in high
fantasy stories. However, we can still identify a number of
recurring elements that make them stand out.
In many ways, almost every natural fantasy Player Character can be
described as the “more restrained and less superheroic version” of
another classic archetype from a different Fabula Ultima campaign.
The core theme is always the same: the natural fantasy style
starts from the same premises and key concepts outlined in the
Core Rulebook, but makes the story more compact, simple (not
simplistic), and familiar.
BRAVERY AND INTROSPECTION
The natural fantasy style ties in strongly with ideas like the
rediscovery of the past and the ability to coexist with the
environment without suppressing it, but at the same time without
letting ourselves be crushed by it. Of course, these elements are
also a key part of our protagonists.
Many questions. Even the quietest and most
contemplative of natural fantasy characters is actually curious,
often fascinated by the mysteries of the past and the wide world
beyond the boundaries of their town or village. Of course, some
of these heroes are timid or insecure, but in the recesses of
their souls burn a craving for adventure and a fascination with
mythology, legends and tales of people and places far away in
time and space.
Compassionate souls. Natural fantasy heroes
often put themselves in someone else’s shoes, empathizing with
others and being deeply affected by their suffering. Some might
play the tough guy or appear cold because they were hurt one
time too many, but this facade should crack over the course of
the campaign, eventually crumbling once they face a situation
that reopens old wounds.
A steady heart. Despite living in an often
dangerous and incomprehensible world, surrounded by a
metaphorical and literal “dark forest”, these characters rally
tightly together, finding strength to overcome fear and doubt in
their fellow travelers.
Ready to take a step back. While possessing all
these qualities, natural fantasy heroes don’t demonstrate them
all the time and are far from perfect – in fact, it is key to
the development of the campaign that Players have their
characters make mistakes and be forced to reckon with their own
ignorance. This creates a chance for them to reevaluate
themselves and others, rather than seek refuge within pride and
fear. After all, seeking the truth means accepting that said
truth might be painful.
Protagonists: A Dynamic BalanceChapter Context
Protagonists
Page 97 / 33
A Dynamic Balance
The various elements described in the previous page lead to a
single, pivotal idea: balance. By this we don’t mean a static or
artificial balance, a combination of order, immobility, and
predictability, but rather the constantly shifting balance of
nature, made of mistakes, joy, pain, regrets, and events both
large and small, forming an interconnected network so vast that
nobody can truly glimpse all its nuances. Being a natural
fantasy hero means becoming an active and aware part of this
cycle, protecting it from those who want to control or interrupt
it out of fear.
Friends and Family
In many campaigns of Fabula Ultima, the protagonists’ friends
and families fade into the background or aren’t even mentioned
unless they are key characters in the setting or, as is so very
often the case, potential Villains. During a natural fantasy
game, however, it’s a good idea to break away from this habit:
Recurring NPCs. This option is ideal for
campaigns that take place in a relatively small region: some
NPCs might be childhood friends, relatives, or mentors to the
protagonists. We should also see their evolution over the
course of the story, without necessarily turning them into
allies or antagonists.
Bonds within the group. If the majority of
the PCs come from the same community, it’s an excellent idea
to represent their relationship using the
Starting Bonds optional rule (see Core Rulebook, page
220). We recommend that you use negative as well as positive
Bonds, to create more opportunities for character growth.
You can also establish that two or more Player Characters come
from the same family, but if you do, make sure this relationship
doesn’t mirror real life too closely and that it doesn’t create
discomfort at the table.
Sample Natural Fantasy Characters
The following pages provide profiles for ten Player Characters
designed for natural fantasy contexts. In contrast to the new
Classic Characters (see page 134), these examples focus on the
thematic construction of the heroes and provide some tips on how
to grow these characters and their role in the story.
All characters in the following pages use the optional rules for
Quirks (see page 120) and some have Custom Weapons (see page
112).
Akelarre
Basic Information
IdentityClumsy
Role/TitleJanara Apprentice
ThemeDoubt
OriginCreektown
QuirkFlight
Signature WeaponsMagic Pumpkins
Character Narrative & History
Akelarre trained by Janara witches in the magical art since the
age of seven. Akelarre abandoned his birth name and decided to
dedicate his entire being to honoring the memory of his mentor,
Hilda, who mysteriously disappeared during her pilgrimage to the
remote Willow Island: a journey that, at the time, the young
apprentice was considered too inexperienced to undertake.
Although Hilda was a very forgiving mentor and extraordinarily
talented in magic (or rather, because of that!), Akelarre is
plagued by Doubt and afraid that he will never measure up to
her, so he still lives in her shadow.
Skills & Purpose
Classes: Floralist, Elementalist, and
Wayfarer.
Together with the rest of the group, the Player repurposed the
Flight Quirk to represent his flying broom, a
gift from Hilda.
During the campaign, Akelarre’s Player should be the go-to
person regarding witchcraft traditions and legends about
Willow Island.
Character Arc
Akelarre’s journey will deal with his insecurities and need for
validation; his fellow travelers will play a pivotal role in
helping him (or putting him to the test).
Metadata
Character Profile: Apsu[Page 99] |
W33 PROTAGONISTS
APSU
BASIC INFORMATION
Identity:Waterfiend Hunter
Theme:Hope
Origin:Salt Hill
Quirk:Cursed
Signature Weapons:Short swords
APSU IN DETAIL
Background & Skills
The bards sing of another age, when humans waged war
against the sea, using their machines to poison it. Since
then, those who are born with blue hair are
Cursed by the Old Woman of the Tide,
scorned by the earth, and hounded by the ocean: their
blood is saltwater.
Able to see waterfiends due to his curse, Apsu earned his
livelihood by catching and killing them, to extract
drinking water from the remains. This brutal life was
interrupted when he met an old oracle on the way to
Ocean’s Mirror to negotiate a truce with the Old Woman of
the Tide or, if necessary, kill her.
Apsu is an Elementalist,
Wayfarer and
Weaponmaster, who uses Spellblade to cast
powerful spells such as Thunderbolt, through his
shortswords.
Although his background and skill suggest a story of pain
and violence, Apsu is an optimist who strives to see the
silver lining in all things – his Hope theme makes him a
real touchstone for the entire group.
Game Master Note: The GM should involve
Apsu’s Player in establishing any information about the curse
of blue hair and the water spirits, especially the most
dangerous and aggressive ones.
Donna Maxwell Profile
DONNA MAXWELL
BASIC INFORMATION
Identity: Spark-spirit
Huntress
Theme: Guilt
Origin: Illwind
Quirk: Ancient Weapon
Signature weapons: Seismic
revolver
DONNA IN DETAIL
Backstory & Abilities
Three years ago, a research team led by Donna Maxwell left
the fortified citadel of Illwind for the ruins of the
Celestial Labyrinth. Driven by arrogant curiosity, these
scholars activated the ancestral mechanism which the
Scripture calls the
Matrix of Days, thereby freeing the
Spark-spirit trapped in its engine and causing the
destruction of Illwind.
Armed with a seismic revolver found in the Labyrinth, Donna
swore to find and kill the Spark-spirit before it could
unleash its fury once more. She considers herself
Guilty of making a disastrous mistake, and
she isn’t wrong.
Donna’s Classes are Loremaster, Sharpshooter, and Tinkerer.
She uses a variety of infusions and capitalizes on her
Insight thanks to Knowledge is Power.
Donna’s Player should be the go-to person for everything
related to Illwind and its researchers, not to mention the
Celestial Labyrinth and the dreadful wonders it hides.
Donna’s revolver is a powerful weapon that targets Magic
Defense and deals 5 extra damage to elementals (a Quality
valued at around 900 zenit), but it reacts unpredictably
when near ancient machines and the ruins scattered across
the entire region.
Character Profile: Lady Undersson
LADY UNDERSSON
Basic Information
Identity:
Kind Android
Condition:
Without Memory
Theme:
Belonging
Origin:
Ancient Ruins
Quirk:
Underchild
Signature Weapons:
Clockwork Keys
LADY UNDERSSON In Detail
History & Lore:
When the villagers found her, Lady Undersson was standing
still, in absolute silence, in front of the evergreen tree
next to the entrance of the ancient ruins. Devoid of any
memory regarding her previous function, the android decided to
help the villagers in their everyday chores, overcoming their
initial hesitation due to their past experiences with machines
from underground.
Despite her desire to become part of the village community,
Lady Undersson is plagued by short, fragmented visions of a
hazy past that she cannot escape, and the looming feeling that
she forgot something terrible.
Lady Undersson is an Entropist and a Spiritist, who uses
clockwork keys (see page 116) as her weapon of choice.
The Game Master should consult with Lady Undersson’s Player
for details regarding ruins and ancient machines.
Over the course of the game, the Underchild Quirk allows Lady
Undersson’s memories to become clearer and clearer until she
remembers key information about a looming threat. It’s
essential that this moment establishes once and for all a bond
of trust between this PC and the rest of the group.
Profile
Order Details:
Character Dossier: Laurence
W LAURENCE
BASIC INFORMATION
Identity: Chef and Former Hunter
Theme: Mercy
Origin: Village of Arca
Quirk: Big Bro
Signature Weapons: Sword and Shield
LAURENCE IN DETAIL
Backstory & Profile
When Laurence was just an apprentice hunter, his squad
cornered a powerful and regal wyvern in its lair and killed
it. However, when the captain, who Laurence saw as his
adoptive mother, went in and exterminated the entire brood,
something in his soul snapped and he swore never to kill
again.
Recently, a mysterious force has been pushing beasts and
monsters to attack human settlements, destroying vehicles,
structures, and machinery with unprecedented ferocity.
Laurence volunteered to accompany a team of heroes to
discover what has caused such resentment.
Laurence is a Gourmet, Guardian and Weaponmaster. His
Big Bro Quirk makes him excel at supporting
the entire group.
The Game Master should consult Laurence’s Player when
describing wild beasts and their habits, not to mention the
tactics employed by the hunters of Arca.
Due to his oath, Laurence was mocked and shunned by the
hunters of Arca, and his old captain considers him her
greatest disappointment. It’s up to the other Player
Characters to help him when mentor and pupil inevitably
clash again.
Transaction Details
Character Dossier: Melissa Holtz
MELISSA HOLTZ
Chapter 103 | 33 PROTAGONISTS
BASIC INFORMATION
Identity:Exuberant Alchemist
Theme:Ambition
Origin:Eiche
Quirk:Traveling Workshop
Signature Weapons: Alchemical scepters
MELISSA IN DETAIL
In spite of her parents’ doubts, young Melissa worked hard
and traveled far to discover the secret of alchemy, with
the Ambition of attaining an official license and, upon
her eventual return, bringing prosperity to the mountain
hamlet of Eiche.
Melissa saved her money to buy a cart, pulled by a mighty
and loving auroch. This traveling workshop is full of
mementos, notes and unusual ingredients.
Melissa combines Gourmet, Spiritist and Sharpshooter:
together with the rest of the group she adapted the
Gourmet’s rules to represent alchemy, using five seasonal
essences instead of tastes. Her alchemical scepters are
custom arcane ranged weapons that she uses to fire her
compounds, creating expanding clouds using Barrage.
Taking inspiration from the wu xing’s Late Summer,
Melissa’s Player and the rest of the group decided to add
a fifth season to their setting, the Calm, which has its
own seasonal essence and is a time of transition for the
entire world when the elements coexist and combine in ways
that are, so far, poorly understood.
Melissa’s personal goals are rather simple, but the
mystery of the Calm should have a deep influence on the
story: of course, one or more Villains have plans for it.
Mylo Ulve Character Profile
Mylo Ulve
(Page/Document Reference 104)
Basic Information
Identity: Gentleman
Occupation/Role: Archaeologist
Theme: Justice
Origin: Zentralia
Quirk: Mysterious Grimoire
Signature Weapons: Elemental Rings
Detailed Background
An archaeology graduate from the Golden College, Mylo Ulve
left the capital when the Senate closed the faculty and sold
all exhibits to collectors to bankroll a new expansionist
campaign to the West. Mylo was able to save only the
Codex Rubrum, an
extraordinary magical tome that sometimes answers the
reader’s question in the language of the ancient
civilization of Escria.
The information in the Codex supports the College’s theories
about Escria and the magical prowess of its Scribe-Priests,
not to mention its downfall at the hands of the founders of
Zentralia. Even more importantly, it completely invalidates
the propaganda which presents the current aristocracy as
scions of the glorious Escria.
Mylo’s Classes are Loremaster, Tinkerer, and Wayfarer. He
uses Alchemy and potions and is one among the very few
Zentralians that understand the language of Escria.
Mylo’s character should be the go-to person for everything
related to the history of Zentralia and the fall of Escria
(unless the group includes a descendant of the Escrians, of
course).
Character Goals
Uncover the truth about the Codex Rubrum and Escria.
Oppose the Zentralian nobles who crave the ancient magic of
the Scribes.
Octavia - Protagonist ProfilePage 105 | W 33 PROTAGONISTS: OCTA VIA POLPI
BASIC INFORMATION
Identity:
Proud Ocean Merchant
Theme:
Rebellion
Origin:
Yonaguni
Quirk:
Stubborn Scion
Signature Weapons:
Reinforced Pipe
OCTAVIA IN DETAIL
The youngest offspring of the Polpi merchant clan, Octavia
is a young oceanid, whose stubbornness and cutting humor
hide a heart of gold. This spirit led her to rebel against
her own family's ways of conducting business, prompting her
decision to travel the surface world and build a commerce
and communication network that addresses local needs—and
outmaneuver her relatives in the process.
Octavia is always accompanied by two tireless bodyguards:
Crabecca and Breamthony. Breamthony shares some of her
opinions about the rest of the family, while Crabecca
remains constantly worried for her safety.
Octavia’s shrewdness is well represented by her Merchant and
Orator Classes. In times of emergency, she can deal
substantial blows with her reinforced pipe (which utilizes
the staff profile).
Campaign Guidance Notes
The Player should provide information about the Polpi
clan, the oceanids, and the underwater territory of
Yonaguni. This must include details regarding available
transportation methods for surface-dwellers planning a
visit.
At the start of the campaign, Octavia is driven by her
need for Rebellion. However, over the course of the game,
she should realize the true nature of her feelings and
demonstrate increased maturity.
Ruairi Character Profile
Ruairi Character Profile
Basic Information
Identity: Moth Court Outcast
Theme: Solitude
Origin: Hawthorn Forest
Quirk: Outcast Fairy
Signature Weapons: Floral greatswords
Background & History
Once upon a time, Ruairi was a noble warrior of the Moth
Court, but he was exiled because of his love for the Raven
Witch, Baobhan Sith. He wandered alone for centuries, only
to eventually stumble upon the tomb of his soulmate. There,
he fell into a deep slumber, until the arrival of a group of
heroes with more enthusiasm than common sense roused him
from sleep.
Despite how much time has passed, Ruairi is still an
exceptional fighter and many fairies remember his name;
however, the relationship between humanity and the fairy
realm has soured significantly, and both sides now look at
him with suspicion.
Ruairi wields a floral greatsword and combines the abilities
of Floralist and Darkblade, in a contrasting image of
fragile beauty and visceral sorrow. True to faefolk
tradition, iron is his weakness.
Story Details / GM Notes
The Game Master should often consult Ruairi’s Player about
all things related to the fairies’ society, tradition, and
powers.
Ruairi doesn’t like to talk about it, but fairies cannot die
unless killed, and such must have been Baobhan Sith’s fate.
One day, he’s going to discover who was responsible and, on
that day, he might swear Vengeance or perhaps even turn into
a Villain.
Metadata Source: ()
Tsukihime Character Profile
107 | W | 33 PROTAGONISTS
TSUKIHIME
BASIC INFORMATION
Identity:
Incarnation of the Moon God
Theme:
Duty
Origin:
Second Moon
Quirk:
The Long Dream
Signature weapons:
Bows
TSUKIHIME IN DETAIL
According to legend, when a grave danger looms over the Land
of Elms and the Second Moon shines blue, the Moon God
incarnates in the world with the shooting of an arrow. This
time, the guardian is a young woman of elegant bearing and
brave heart, albeit a bit stubborn. The Priestess named her
Tsukihime, or Moon Princess.
Tsukihime’s Duty is to quell the restless spirits and purify
the springs of the four rivers that cross the region. The
task will prove much bigger than expected, and she cannot do
it alone.
The moon’s favor grants Tsukihime a special affinity toward
nature – her Classes are Chimerist, Invoker and
Sharpshooter.
Tsukihime’s Player should be the go-to person for everything
related to the Moon God, the Second Moon and the spirit
world. At the same time, the Princess’ knowledge of human
society is extremely limited and, above all, outdated.
Every incarnation of the Moon God is destined to return to
the stars once their purpose is fulfilled. Hence, it’s
essential that Tsukihime and the rest of the group develop
strong emotional bonds over the course of the campaign.
Perhaps these bonds will be powerful enough to prevent a
painful farewell.
Game Options Guide
108
Chapter Focus: Campaign Options
From here on, the chapter focuses on new options and rules
designed to enhance the natural fantasy vibes of your Fabula
Ultima campaign. However, if the whole group agrees, you can use
these options for any campaign.
These introductory pages provide preliminary information about
the various options, in terms of both mechanics and play
experience, to help you identify the most interesting ones for
your game.
CUSTOM WEAPONS
You can use this rule to create unusual weapons. It’s a simple
and straightforward option with no profound gameplay
implications – you can always leave it open to anyone who is
interested.
NATURAL FANTASY QUIRKS
This option is more complex and has a significant effect on
character creation. If you use it, each Player Character gains a
set of unique mechanics defining their abilities and role in the
story.
These effects are powerful, ranging from the ability to ignore
Mind Point costs to brandishing a rare and ancient weapon.
Use Quirks if you and your group are comfortable setting aside
the power balance between characters in favor of strong
characterization.
This option works best in tight and collaborative groups and
may be too complex if this is your first experience with the
game.
NEW OPTIONS
W
(Placeholder for content/detail regarding option.)
Protagonists - Camp Activities
109 | W 33 PROTAGONISTS
CHAPTER CAMP ACTIVITIES
This new optional rule allows the group to put more emphasis on
resting scenes – rather than just a simple narrative interlude
used to create a new Bond or modify existing ones, they become a
way to provide special benefits to the entire group or to
specific allies.
In and of itself, this is a simple rule, but it adds a tangible
benefit to the rest scenes which allows the group to showcase
the personality and nature of each character.
Important Consideration: If you use this
option, resting scenes will take a larger part of each session,
on average, and you will need to keep track of which Activities
have already been used and what their benefits are (these are
often single-use).
NEW CLASSIC CHARACTERS
These sample natural fantasy builds expand on those provided in
the Core Rulebook (see page 172), expressing the full potential
of this Atlas’ new Classes. You will also find two premade
Groups to draw inspiration from – one features characters
sharing a common Class, and the other with greater variety.
NEW CLASSES
The Natural Fantasy Atlas introduces four new Classes for Player
Characters. They are designed to interact normally with those
found in the Core Rulebook and other expansions without any
modifications. The following pages contain some practical tips
for Players and Game Masters to get the most out of these new
Classes.
NEW HEROIC SKILLS
This last, lengthy section contains twenty-one new Heroic
Skills. Some are tied to the new Classes introduced by this
Atlas, but most add options for those found in the Core
Rulebook.
“I’ve never seen a flower like this. I wonder what its
properties are!”
Character Class Descriptions
FLORALIST
Floralists shine both for the variety of effects they can
unleash, and their efficiency – for all intents and
purposes, the magiseeds are "automatic" secondary actions in
addition to the character’s regular action. That being said,
this Class requires good timing, because planting a magiseed
one turn too late means wasting its potential.
Although the Floralist’s baseline aesthetic is tied to seeds
and plants, you can use this Class to represent any
character that can summon temporary little helpers. You can
go for a few simple cosmetic changes (algae, mushrooms,
corals, etc.), or you could choose something like clockwork
turrets, support drones or even familiars, sprites or imps!
Usually, a Floralist’s abilities go way beyond those of a
common gardener or botanist, and the Player should have
final say when establishing any element of the setting tied
to plants, forests, plant-related creatures, and enemies
belonging to the plant Species.
GOURMET
This is a very peculiar Class, designed to mimic the
experience of exploring and combining items in a videogame
by trial and error, without being able to consult a precise
guide. Its key feature is
procedural gameplay. Every Gourmet is
different from the last, despite using the same five
flavors: in order to discover which role the character will
play in the group, you must first and foremost play them.
The Gourmet’s rules are based upon flavors,
rather than specific ingredients. This makes it easy to use
this Class to represent other specialists (like brewers,
mixologists, confectioners or sushi chefs). You can also
create strictly vegetarian or vegan menus. You may also
adapt these rules to represent any character who combines
materials or ingredients to create special effects, be they
a chemist, an alchemist or a pyrotechnician – you only have
to define five ingredient types, and voila!
The preparation, presentation and consumption of food are
pivotal elements of each and every culture, and embody the
themes of transformation and interdependence that are the
beating heart of the natural fantasy style. If your group
includes the Gourmet, take your time to describe the most
unusual delicacies, but also to reflect upon the deep
implications of ending one life to feed another.
Character Archetypes: Protagonists
33 PROTAGONISTS
Character Archetypes
INVOKER
Inspired by the geomancer archetype presented in some JRPGs,
the Invoker never has access to their full range of
abilities – instead, their invocations are based upon the
elemental wellsprings available on the scene. To compensate,
their cost in Mind Points is low and their effects are quite
strong… not to mention the possibility of enhancing various
kinds of damage with “Hex” invocations.
The Ripples Skill is very powerful, but requires a synergy
with at least one other member of the group who is able to
capitalize upon the different types of damage: the obvious
choice is an Elementalist, but Chanters, Dancers (see
High Fantasy Atlas, page 136 and
142) and Espers (see
Techno Fantasy Atlas, page 150) are
not far behind.
Far from being a mere gameplay rule, the fact Invokers don’t
impose themselves upon the environment but rather adapt to
it is a powerful thematic choice. It also creates a contrast
with Elementalists, who have to spend vast amounts of Mind
Points to reliably access whatever damage type they require.
This tension, as well as the role of elemental creatures and
the relationship between magical arts and ecology, are very
interesting parts of the setting to explore.
MERCHANT
Although more compact than the previous three Classes, the
Merchant shouldn’t be underestimated: Winds of Trade lets
you introduce new NPCs and gives you access to the right
tool at the right time, while the other Skills form an
impressive support arsenal, especially for characters who
heavily rely on Inventory Points, such as Tinkerers and
Symbolists (see High Fantasy Atlas,
page 146).
A cornerstone of the Merchant is that it doesn’t focus on
accumulating money, as shown by the Real Treasure Skill. The
heroic nature of this Class hinges upon communication,
contacts, and helping exchanges between distant people. It’s
a quest for richness and prosperity, but in a human,
cultural and communal sense.
Merchants are curious, perceptive and very attentive
individuals: some have traveled far and wide, others have
accrued knowledge of every sort over the course of many
negotiations, meetings and encounters. A Merchant’s Player
should be involved in establishing setting elements such as
trade routes, roads, relationships between people, and key
resources, not to mention matters of etiquette, such as what
would be the most fitting gift to present to a prominent
public figure.
“You must be strong, yes! But also humble, and kind.
There is no other way for a better world.”
Custom Weapon Guide
Custom Weapons
Introduction
The majority of JRPG protagonists wield unique weapons that
reflect their personal style and character identity. These
custom creations range from battle umbrellas to gun axes,
proving that no weapon concept is too impractical!
These following rules guide you in creating a personalized
weapon for your hero during the character creation process.
Later on, the Game Master may create rare versions of these
weapons according to the standard rules found in the Core
Rulebook (see page 268). Sample rare custom weapons can be
viewed on subsequent pages.
Note: Custom weapons are not necessarily
superior to normal basic weapons. Always choose your weapon
based on what best fits your character's personal vision and
lore.
Creating a Custom Weapon
A custom weapon must adhere to the following foundational
characteristics:
Core Characteristics
Category: Belongs to one Category of your
choice (arcane, bow, brawling, dagger, firearm, flail, heavy,
spear, sword, or thrown).
Weapon Type: It is not inherently a martial
weapon (W), but can become one depending on the customizations
chosen.
Hand Requirement: It must be a two-handed
weapon and cannot benefit from the Monkey Grip Heroic Skill
(Core Rulebook, page 238); thus, it always occupies both hand
slots.
Function: It functions as either a melee or a
ranged weapon (your choice), regardless of the Category
selected.
Cost: The base cost is set at 300 zenit.
Accuracy Check: Relies on either (DEX + INS)
or (DEX + MIG) (your choice).
Damage Output: Deals physical damage equal to
(HR + 5).
Customizations
Furthermore, a custom weapon is enhanced by receiving three
customizations selected from the available list:
Each customization can only be chosen once for any single
custom weapon.
Selecting a customization marked with W will
classify the weapon as a martial type.
If a customization includes the pronoun “you,” it refers
directly to the character who equips the weapon.
Be advised that some especially powerful customizations may
count as two separate selections or increase the total cost of
the custom weapon beyond the base price.
Weapon Customization Details
WEAPON CUSTOMIZATIONS
Page 113
Accuracy Boost
Adds a +2 bonus to
the weapon’s Accuracy Check formula.
Defense Boost
You gain a
+2 bonus to Defense,
and you are treated as having a shield equipped for the
sake of your Skills (for instance, Defensive Mastery or
Dodge – see Core Rulebook, pages 197 and 203).
Elemental
Choose air, bolt, dark, earth, fire, ice, light or poison.
The weapon now deals damage of the chosen type instead of
physical, and also deals
2 extra damage.
Magic Defense Boost W
You gain a
+2 bonus to Magic Defense.
Powerful W
The weapon deals 5 extra damage, or 7 extra damage if it
is a heavy weapon.
This customization is not available for arcane and
dagger weapons, or for weapons with the quick
customization (see below).
Quick (counts as two customizations) W
When you perform the Attack action and choose to attack
with this weapon, you may perform two attacks (against the
same target or against different targets). If you do, both
attacks follow the rules for two-weapon fighting (see Core
Rulebook, page 69).
Transforming
(Increases the custom weapon’s cost by 100
zenit)
This weapon has a second form, which must be designed as
a separate custom weapon, must have the transforming
customization, and doesn’t cost you any zenit.
While you have one of the two forms equipped, you can
equip the other form whenever you want. During a
conflict scene, you can only do so during your turn,
while no other effect is being resolved, and only once
per turn.
If one or both of the forms are martial (W ), remember
that you must have the appropriate Classes to equip
them. Additionally, a transforming weapon can still only
have one Quality (the Quality applies to both forms).
Custom Weapon Compatibility Guide
Weapon Compatibility
Custom weapons allow you to create the most bizarre armaments
you can imagine, but at the same time, efforts have been made to
keep them somewhat balanced. For instance, one might argue that
a quick and accurate custom weapon is always better than a pair
of steel daggers, but there is a loss in flexibility because you
can’t combine that custom weapon with a different weapon –
there’s pros and cons to each choice.
Transforming Weapons
The transforming customization is by far the most complex option
provided by custom weapons. One important note, however: if one
form of your weapon is a melee weapon and the other is a ranged
weapon, or if they belong to different Categories, you only gain
the benefits of
one form at a time.
For instance, if you use a weapon with a melee form and a ranged
form, you won’t be able to add both Powerful Shot and Powerful
Strike to damage, or to Counterattack while simultaneously
having Crossfire available.
A character wielding a transforming weapon is always free to
decide which form they start with at the beginning of a
conflict.
Sample Natural Fantasy Custom Weapons
The following pages showcase a few examples of natural
fantasy-style custom weapons, accompanied by possible rare
evolutions. The following conditions apply:
You may never wield a custom weapon in a single hand, not even
decreasing its damage by 4 as indicated on page 268 of the
Core Rulebook.
When it comes to transforming weapons, any modification (extra
damage, Qualities, Accuracy bonuses etc.) is automatically
applied to both forms.
Narrative Considerations
Sometimes, a Player Character’s custom weapon will have
narrative weight (such as if it was obtained via the Ancient
Weapon Quirk, on page 121). In that case, it can be a good
idea to describe later rare variants as “upgrades” of the
initial weapon, instead of completely different items (for
instance, they might be described as ribbons attached to the
hilt of a sword, or arrows with unique properties for a bow).
However, the rules and mechanics that govern items and
equipment should not be altered.
Document Footer/Reference: ()
Protagonists Chapter 9
Chapter 9
AUTODRIVERS
Protagonists
Loud and powerful, these weapons were developed by the Merchant
Chloe from just a sketch and a double-pressure tank. Built to
process very tough material, rather than for combat, they
nevertheless proved themselves as highly effective weapons,
especially when combined with a host of experimental chemicals
(see infusions, Core Rulebook, page 214).
STAKE DRIVER W
The weapon’s basic form, worth 300 zenit.
Stats
Accuracy: (DEX + INS) +2
Damage: (HR + 10) physical
Specifications
Spear
Two-handed
Melee
No Quality.
This weapon has the accurate, defense boost and powerful
customizations.
AUTOSCRAPPER W
A possible rare evolution, worth 1400 zenit.
Stats
Accuracy: (DEX + INS) +2
Damage: (HR + 14) earth
Specifications
Spear
Two-handed
Melee
Effect: When you reduce an enemy to 0 Hit
Points with this weapon, you gain a material, chosen by
the Game Master, worth an amount of zenit equal to or less
than (your Tinkerer level, multiplied by 100).
This weapon has the accurate, defense boost and powerful
customizations.
“Oh! If we connect
the primary compressor
to the combustion chamber,
dividing the pressure
between the eight
secondary valves…
hehehe!”
9 CLOCKWORK KEYS
These special keys fit perfectly in Lady Undersson’s back
socket (see page 101) and power the special electrical beam
she fires from her chest.
BRASS KEY Worth 300 zenit
The weapon’s basic form.
Accuracy: (DEX + INS)
Damage: (HR + 7) bolt
Arcane
Two-handed
Ranged
No Quality.
This weapon has the accurate, defense boost and elemental
customizations.
OXIDIZED KEY Worth 800 zenit
A possible rare evolution.
Accuracy: (DEX + INS)
Damage: (HR + 7) bolt
Arcane
Two-handed
Ranged
Special Ability: All damage dealt by your
spells becomes air and its type cannot change. When an ally
present on the scene performs the Guard action, you may swap
this clockwork key with a different one in your backpack.
This weapon has the accurate, defense boost and elemental
customizations.
9 FLORAL SCISSORS
These huge scissor-swords are the weapon of choice of Jacek,
the Floralist. They can chop even the toughest shrub with
ease.
ROSENSCHWERT Worth 300 zenit
The weapon’s basic form.
Accuracy: (DEX + INS)
Damage: (HR + 10) physical
Sword
Two-handed
Melee
No Quality.
This weapon has the accurate, magic defense boost and
powerful customizations.
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Page 117
33. PROTAGONISTS
CRESCENT SCISSORS
A possible rare evolution, worth 1000 zenit.
Basic Info
Type: Sword
Handling: Two-handed
Combat Style: Melee
This weapon has the accurate, magic defense boost and powerful
customizations.
Form Details
Form I
W Accuracy: (DEX + INS)
Damage: (HR + 10) light
Unique Features: When you use the Graft Skill
(see page 139), you may erase 1 section of your Growth Clock. •
This weapon has the accurate, magic defense boost and powerful
customizations.
EYRE
For those who don’t sacrifice elegance, even during the most
dangerous adventures.
The weapon’s basic form, worth 400 zenit.
Form I
W Accuracy: (DEX + INS)
Damage: (HR + 5) physical
Type: Dagger
Handling: Two-handed
Combat Style: Melee
Quality: No Quality.
Features: This weapon has the defense boost,
magic defense boost and transforming customizations.
Form II
W Accuracy: (DEX + INS) +2
Damage: (HR + 10) physical
Type: Firearm
Handling: Two-handed
Combat Style: Ranged
Quality: No Quality.
Features: This weapon has the accurate,
powerful and transforming customizations.
EARNSHAW
A possible rare evolution, worth 1000 zenit.
Form I
W Accuracy: (DEX + INS)
Damage: (HR + 9) dark
Type: Dagger
Handling: Two-handed
Combat Style: Melee
Unique Ability: As long as an ally you have
a Bond of affection towards is present on the scene, damage
dealt by this weapon ignores Immunities and Resistances.
Features: This weapon has the defense boost,
magic defense boost and transforming customizations.
Form II
W Accuracy: (DEX + INS) +2
Damage: (HR + 14) dark
Type: Firearm
Handling: Two-handed
Combat Style: Ranged
Unique Ability: As long as an ally you have
a Bond of affection towards is present on the scene, damage
dealt by this weapon ignores Immunities and Resistances.
Features: This weapon has the accurate,
powerful and transforming customizations.
“The Lake Moth was one of the last spirits to fall prey to the
Fury, and this metal harbors their last will.”
Weapon Catalogue Excerpt
Page 118
HEAVY ARBALESTS
These massive crossbows must be fitted to a tripod before
shooting. They are built out of sheets of metal found in ancient
ruins.
GASTRAPHETES
Basic Form | Worth 300 Zenit
The weapon’s basic form.
Accuracy: (DEX + MIG) +2
Damage: (HR + 10) physical
Attributes: Bow, Two-handed, Ranged, No
Quality.
This weapon has the accurate, defense boost and powerful
customizations.
HELEPOLIS
Possible Rare Evolution | Worth 1600 Zenit
Accuracy: (DEX + MIG) +2
Damage: (HR + 14) fire
Attributes: Bow, Two-handed, Ranged.
Deals 5 extra damage to creatures suffering from slow.
This weapon has the accurate, defense boost and powerful
customizations.
METEOR BELLS
The warrior-invokers who pass the trial of the Whispering
Mountain wield these unusual weapons: a pair of massive,
hallowed rattles, connected by a strong hemp rope or a heavy
chain.
COPPER RATTLES (Form I)
Basic Form | Worth 400 Zenit
Accuracy: (DEX + MIG)
Damage: (HR + 5) physical
Attributes: Brawling, Two-handed, Melee, No
Quality.
This weapon has the quick and transforming
customizations.
COPPER RATTLES (Form II)
Variant Upgrade | (No listed cost, assumes upgrade
path)
Accuracy: (DEX + MIG)
Damage: (HR + 12) ice
Attributes: Flail, Two-handed, Melee, No
Quality.
This weapon has the elemental, powerful and transforming
customizations.
W
Weapon Listings
Page 119
PROTAGONISTS
WATER TOLL
A possible rare evolution, worth 1500 zenit.
Form I
Accuracy: (DEX + MIG)
Damage: (HR + 9) physical
Attributes: Brawling • Two-handed • Melee
After you resolve one of your water invocations (see page
157), you may perform a free attack with this weapon.
Treat your High Roll (HR) as 0 when calculating damage
dealt by this attack.
This weapon has the quick and transforming customizations.
Form II
Accuracy: (DEX + MIG)
Damage: (HR + 16) ice
Attributes: Flail • Two-handed • Melee
After you resolve one of your water invocations (see page
157), you may perform a free attack with this weapon.
Treat your High Roll (HR) as 0 when calculating damage
dealt by this attack.
This weapon has the elemental, powerful and transforming
customizations.
SEEKER’S SHOVELS
The crystal-seekers from Rockvale learn how to handle these
massive shovels from birth.
SHOVELPICK
(Basic Form), worth 300 zenit.
Accuracy: (DEX + MIG) +2
Damage: (HR + 12) physical
Attributes: Heavy • Two-handed • Melee
No Quality.
This weapon has the accurate, defense boost and powerful
customizations.
VANGUARD SPADE
A possible rare evolution, worth 1300 zenit.
Accuracy: (DEX + MIG) +2
Damage: (HR + 16) physical
Attributes: Heavy • Two-handed • Melee
You gain Resistance to earth damage. Additionally, when
you suffer earth damage, you gain 50 zenit and regain 1
Inventory Point.
This weapon has the accurate, defense boost and powerful
customizations.
cc Weapon customizations are not part of its Qualities!
Quirks System Rules
Quirks (Advanced Optional Rule)
Quirks are an advanced optional rule that
provides strong thematic and mechanical options for Player
Characters. The Quirks presented in these pages were written
with a Natural Fantasy assumption, but may be used in any
campaign; you may also use them as reference to create your own
Quirks — but you should only use those if the rest of your group
agrees to it.
Rules and Guidelines
A Player Character may only ever have
one Quirk.
If you use Quirks in your game, it is strongly suggested that
each Player Character begins play with one; additionally, no
two characters in the same group should have identical Quirks.
On average, a group of Player Characters with access to Quirks
will be able to tackle more challenging situations than what
would be normal for their level.
If it makes sense in the story, a character may lose their
current Quirk and gain a different one — discuss this with the
group.
USING QUIRKS IN YOUR GAME
Quirks should be seen as a mechanical and narrative
reinforcement of your characters’ unique nature. Keep the
following in mind:
Key Considerations
Shaping the Game: Even the less impactful
Quirk is a powerful statement about your character and their
role in the story. If you pick Ancient Weapon, that item will
surely have narrative implications; if you go with The Long
Dream, you are inviting the Game Master to create situations
in which you’ll be pressed to use your powers. Quirks will
take the already heroic Player Characters and kick them up a
notch, which can prove a bit overwhelming. Think carefully
before you use them!
Freedom of Choice: You don’t need a Quirk for
your character concept to be valid. If your Identity is
“Barkville’s Firstborn”, you shouldn’t feel forced to pick
Stubborn Scion for that Identity to be relevant to the story.
Ideal Uses (What you should use Quirks for):
Bringing interesting situations into play, giving your
character unique issues to confront, providing additional
mechanical support to your character’s Traits.
Forbidden Uses (What you should never use Quirks
for):
Making your character stronger than the rest of the group,
stealing the spotlight, bringing sensitive topics that make
others uncomfortable into play.
Natural Fantasy Quirks
(Note: The remaining text seems to be a citation or header
fragment and is placed under context.)
W ()
Game Rules Summary
Protagonists
Chapter 9: Ancient Weapon / Chapter
Ancient Weapon
You don’t fear delving deep in the ancient ruins; from their
cold tunnels you have retrieved an unusual weapon, which saved
your life in more than one occasion. Where did you find it?
When did you stumble upon a similar weapon, and who carried
it?
Custom Weapon Creation: Together with the
rest of your group, create a rare custom weapon (see page
112) worth 1200 zenit or less.
The weapon should have an especially unusual and
technological appearance; making it a firearm and
determining that similar items are rare and mysterious in
your world is advised.
Game Master Complications:
Once per session (approximately four hours of play), the Game
Master may give you 1 Fabula Point in order to have sudden
complications arise due to the unique nature of the weapon
(such as strange machines reacting to its presence, or
monsters drawn to the special energy it emits). However, the
weapon cannot be destroyed, damaged, lost, or stolen without
your permission as a Player.
Arboreal
The Arboreal Challenge
You are a sentient plant creature, with humanoid intelligence.
Do you belong to a particular species, or are you one of a
kind? How does your life cycle function? Do you resemble a
specific type of plant, flower, or tree?
Mandatory Choices
Status Immunity: Choose a status effect
(dazed, enraged, or shaken). You are immune to the chosen
status effect.
Vulnerability: You also gain Vulnerability
to a damage type of your choice:
air, bolt, earth, fire, or ice.
Unique Spell Learning: You learn one NPC
spell (pages 310-311 of the Core Rulebook; you cannot choose
Devastation; if a Magic Check is required, use (INS + WLP)).
Customize the spell as needed (name, damage type, status
effects etc.).
Sunlight Bonus: When you cast this spell
while in sunlight, its total MP cost is reduced by 5 (to a
minimum of 0 Mind Points).
Character Quirks Documentation
Character Quirk Documentation
9 BIG BRO
Your travel companions know they can rely on you when it’s
time to make camp and catch a precious breath among the
constant pressure of your adventure. Who taught you to care
for others? Is there anyone among the other Player Characters
you see as a younger brother or sister? What special promise
did you make them?
If your group’s campaign does not make use of the optional
rule
Camp Activities (see page 130), your
character still gains access to it. Your character gains
access to three Camp Activities instead of only two.
If you gain this Quirk during a campaign that already makes
use of Camp Activities, you simply gain access to a single new
Camp Activity of your choice.
When you choose to perform Camp Activities during a Rest,
choose one option:
Perform two different Camp Activities, whose effects cannot
be applied to the same creature; OR
Perform the same Camp Activity twice, applying its effects
to two different creatures.
9 CURSED
You bear the burden of a strange curse. Through which
supernatural effects does it manifest? How did you become
cursed? Did you bother a magical creature or explore a
forbidden place? Who might tell you how to break it?
When you acquire this Quirk, describe the nature of your curse
and tie it to one of the threats present in your world. Once
this threat is resolved, you will finally have a chance to
break free from the curse - describe how you expect this to
happen.
Examples: nearby animals become aggressive;
waters become treacherous when you swim or sail; invisible
sprites misplace your belongings.
When you are about to perform a Check, you may instead
describe how your curse gets in the way and automatically
roll a fumble (both dice are treated as if you had rolled a
1 on them). If you do, you receive
2 Fabula Points instead of 1, and generate
an opportunity as normal.
If you ever manage to break the curse, immediately gain a
Heroic Skill of your choice (you may even choose a Heroic
Skill whose requirements you do not satisfy, unless they
include a Skill you don’t have). This includes choosing a
Heroic Skill for a Class you do not have.
Character Quirk Guide
PROTAGONISTS
Chapter 9: Character Quirks
Elemental Soul (Air, Bolt, Earth, Fire, or Ice)
You are deeply infused with the power of a natural element.
Who among your forebears first received this magical spark?
What troubles has it caused you?
Mechanics:
Choose your elemental damage type:
air, bolt, earth, fire, or ice.
You gain Resistance to the chosen damage
type; additionally, whenever you deal damage, you may
change its type so that it matches your elemental damage
type.
However, you also gain Vulnerability to a
different damage type chosen among those five.
You also gain the ability to perform Rituals of the
Elementalism discipline, but
only if those Rituals manipulate your chosen element
(respectively air, electricity, earth/rock, fire, and
ice/water).
Flight
You belong to a unique heritage of humanoids who have the
ability to fly or levitate. How does this work? Is it
magical, or do you have wings? How did this particular
advantage shape the history and society of your people? How
do people usually react when they see you?
Benefits:
You are able to fly. In addition to the obvious advantage
in mobility, your melee attacks can target flying
creatures and you cannot be targeted by melee attacks
unless the attacker is flying or is somehow able to reach
flying targets.
Limitations:
While in Crisis or unable to fly freely (such as when
you’re inside a vehicle designed for human-sized creatures
or in a narrow corridor), you lose all benefits granted by
this Quirk.
Additionally, when you suffer
air,
bolt or
ice damage during a
conflict scene, you lose the benefits of this Quirk until
the start of your next turn.
“No blame in being afraid sometimes.
That's why we stick together: so that our friends can be brave
for us, when it happens.”
Mysterious Grimoire Quirk
9 MYSTERIOUS GRIMOIRE
You came into possession of an old and hefty magical tome;
sometimes, scribbles and advice appear on its pages, helping you
in your adventures. Where did you find it? What kind of
personality emerges from the text’s style and tone?
As long as you have this Quirk, your grimoire is an
indestructible artifact that cannot be lost or stolen unless as
a consequence of Surrender.
Quirk Functionality
When your group stumbles upon a danger or discovery after a
travel roll, you may ask the Game Master a single question
concerning that danger or discovery (you may ask it immediately
or save it for later); the Game Master answers truthfully and
describes how the answer appears on your grimoire.
Once your grimoire has answered 10 questions, it almost shared
all of its knowledge with you: choose one of the following
options.
Awakened Consciousness: You lose this Quirk
and the grimoire turns into a Non-Player Character. Create
this NPC together with the rest of your group, giving them a
name and describing their appearance. They do not have an NPC
profile and do not take part in Checks or conflicts, but they
learn two spells of your choice among those found in the
Elementalist, Entropist, and
Spiritist lists (see Core Rulebook, pages 188, 192
and 208 respectively). Once per conflict, if requested, the
NPC will cast one of these spells. Spells cast this way will
be cast at the end of the current round, require no Mind
Points, and use 2d10 for the Magic Check (if needed).
Hidden Magic: You lose this Quirk, but your
grimoire will still share a final and most powerful secret.
You acquire a Heroic Skill of your choice among
Comet, Extra Spells, Hope, and
Volcano (see Core Rulebook from page 232 onwards; you
may choose a Skill whose requirements you do not fulfill).
Alternative Use
You could also use this Quirk to introduce a new Player
Character (and Player) in your group; if you do, the character
who had taken this Quirk should receive the benefits listed by
Hidden Magic instead of those in Awakened
Conscience. Suggested Quirks for a Player Character brought into
a campaign this way are Arboreal, Robot,
The Beast Who Spoke, and The Long Dream.
Aftermath
Whatever your choice, the grimoire goes back to being a
completely normal book and the Game Master chooses one option:
the grimoire provides a key clue regarding a threat that is
present in your world; or the grimoire reveals the existence of
a new threat and provides a key clue about it.
Protagonist Guide
Page 125
PROTAGONISTS
Outcast Fairy
Lore and Background
Once upon a time, you lived with your kin in the Realm of
Fairies, in close contact with the stream of souls... but it
has been long since you last visited. What went wrong? What is
the state of the Realm at the moment? Who governs it?
You may always communicate with any creature belonging to the
beast, elemental, and plant Species.
Abilities
Magic Spells: You learn one spell of your
choice among those found in the Elementalist,
Entropist, and Spiritist lists (see Core
Rulebook, pages 188, 192 and 208 respectively).
Rituals: Additionally, you gain the ability
to perform Rituals whose effects fall within the
Ritualism discipline. You may use these Rituals to
transport creatures in and out of the Realm of Fairies.
Weakness (Unique Flaw)
You also possess a unique weakness typical of fairies: decide
it together with your group.
Weakness Mechanic: Once per session
(approximately four hours of play), the Game Master may give
you 1 Fabula Point in order to have sudden complications
arise due to this weakness or have you automatically fail a
Check. (The GM must do so before the Check is performed;
both the Check’s Result and High Roll are treated as being
0).
Examples: You are allergic to iron; you
must count all poured grains of sand or salt; if you see
someone perform a specific gesture, you must do the same.
Robot
Lore and Background
You are an artificial body in which a mysterious life shines,
lone descendant of an age lost to time. Do you look organic or
mechanical? What prevents you from perceiving or communicating
like a normal human would? What fragmented memories do you
still hold from the time you were created?
Mechanical Traits
Status: You are not considered a living
creature.
Resistances/Immunities: You gain Immunity
to poison damage, Resistance to earth damage, and are immune
to the poisoned status effect.
Sustenance: You do not need to breathe, eat
or drink, but you still follow the normal rules for resting;
you also recover Hit Points and recover from status effects
as normal.
Abilities
Technical Proficiency Bonus: You gain a
+2 bonus to all Checks you perform to
examine or interact with machines, technology, and
constructs (except for Accuracy Checks and Magic Checks).
Quirk Profile: Stubborn Scion
9 STUBBORN SCION
You hail from the wealthiest, most influential family in this
region. On what do they base their fortune and reputation? Are
you the only heir? What is it about your family you really
can’t stand, and why did it lead you to join the other
characters?
If you choose this Quirk during character creation, increase
your initial savings (see Core Rulebook,
page 165) by
1000 zenit.
Companions: The Loyal Bodyguards
Additionally, you are accompanied by two fiercely loyal
bodyguards: give them a name and describe their appearance.
They do not have an NPC profile and never take part in Checks
or conflicts, but you are inseparable and they somehow appear
whenever you need their help.
Be careful! When you suffer damage, you may
halve it.
Information Retrieval: During a Rest, you
may ask the Game Master one question; they will answer
truthfully.
Elemental Damage Boost: When you create an
elemental shard, you may have it deal extra damage equal to
(5 + half your level).
Limitations and Shared Strain: Whenever you
make use of one of these benefits, your bodyguards suffer
1d6 Fatigue Points. This fatigue is shared
between bodyguards; it is not tracked individually. As long
as they have 10 or more Fatigue Points, you cannot rely on
them.
Recovery: At the end of each session (approximately
four hours of play), your bodyguards recover from
1d6 Fatigue Points (to a minimum of zero).
Thematic Considerations for Quirk Creation
Many Quirks bring complex themes to your table: for
instance,
The Long Dream presents a dynamic that can be
dangerously close to that of a terminal illness;
Robot, Outcast Fairy,
The Beast Who Spoke and Underchild will
likely lead to the character being seen as an anomaly or
even as a threat; Stubborn Scion can involve
generational conflict and toxic family pressure;
Cursed or Survivor imply seriously
traumatic experiences.
Player Safety Commitment: When you choose
and customize your Quirks, commit to respecting the personal
boundaries of those who play with you. Use
lines and veils (see
Core Rulebook, page 140) and be ready to pause the game if a
scene is making someone uncomfortable. Be kind to each
other, and be kind to yourselves.
Character Class Profiles
Page 127 | Chapter Navigation
PROTAGONISTS
9. SURVIVOR
You are among the few who survived a natural catastrophe or
the attack of a dreadful creature. Do you believe someone is
responsible for this? Were you able to keep in contact with
any other survivors? Do you think reconstruction is
possible?
Permanent Benefits
Permanently increase your maximum
Hit Points and maximum
Mind Points by 5.
Choose One Option:
Gain the ability to equip martial melee and ranged
weapons, martial armor, and martial shields;
(*Restricts equipment choice*)
Learn any one spell from the
Elementalist or
Spiritist lists.
Permanently increase your maximum
Inventory Points by 2.
9. THE BEAST WHO SPOKE
You belong to a long line of magical beasts who protected
human villages over the centuries; nowadays, however,
humanity has forgotten your role. Where do you make your
nest? Do you know of any of your kind who are still alive?
Who, among the other Player Characters, has shown interest
or respect towards your nature?
Restrictions & Bonuses
You may not equip any items, with the exception of
accessories and weapon and armor modules (see
Pilot Class, page 158 of the T echno Fantasy
Atlas). However, as long as your armor slot is empty, you
gain a
+2 bonus to Defense
and a
+2 bonus to Magic Defense.
Additional Benefits (Choose Two):
You may also equip custom weapons (see page 112 for more).
Spell Mastery: You learn one NPC spell
(pages 310-311 of the Core Rulebook; you cannot choose the
spell Devastation; if a Magic Check is required, use (MIG
+ WLP)): customize the spell as needed (name, damage type,
status effects etc.).
Unarmed Strikes: Your attacks with
unarmed strikes deal 6 extra damage. This amount increases
to 10 extra damage if you are level 30 or higher.
Character Lore & Mechanics
THE LONG DREAM
Long ago, your spirit dwelled in nature; then, something brought
you to take on a human form, but it won’t be forever. Was it a
prayer or some kind of magic? What part of your appearance
betrays your origin? Do you fear that last farewell?
The Approaching Farewell
At the end of each session (approximately four hours of play),
before assigning XP, roll 2d20. If you roll a number equal to or
lower than your current character level, the
last farewell approaches.
When a rule or ability requires you to spend Hit Points, Mind
Points, or Fabula Points, you may instead ignore that cost. If
you do, the
last farewell approaches.
At the end of a scene where you ignored a cost as described
above, if the last farewell has approached at least 10 times
already, the moment has come for you to leave the world of
humans. You shall forever return to your original form as a
natural and inanimate object: together with your group, take
your time to roleplay one last bittersweet moment before you
go.
The same happens if you Sacrifice yourself.
Examples
You might turn into a great guardian tree.
Into a visage on the side of a cliff.
Into a uniquely shaped rock, or into the brightest star in
the sky.
A character whose last farewell has come is considered dead in
game terms, and cannot be brought back.
However, from now on all Player Characters in the campaign
(including your new character) will receive
1 additional Fabula Point at the start of
each session (approximately four hours of play).
TRAVELING WORKSHOP
You own a transport that also acts as your shop and
laboratory. How did you obtain it? How does it move, and what
energy fuels it? What makes it extremely recognizable?
Normally, how do people react to its passage?
Quirk Requirements
You may only choose this Quirk if your character has
acquired one or more Classes among
Gourmet (see page 148) and
Tinkerer (see Core Rulebook, page 210).
Mechanics
You obtain a land vehicle (see Core Rulebook, page 125).
This vehicle is big enough to accommodate you and the rest
of your group, plus two or three guests, but unfit for
combat.
If a Project requires a special ingredient or material, you
may spend
1 Fabula Point to suddenly stumble upon
something similar in your workshop; if you do, the invention
must have a terrible flaw (see Core Rulebook, page 134).
Character Quirk Detail
33 PROTAGONISTS
CHAPTER 9 UNDERCHILD
There isn’t much you remember about your past, but upon
awakening you found yourself in the depths. Once you reached the
surface, you realized you weren’t exactly like everyone else—you
are spontaneously attuned to ancient technology and boast a
strange power reserve you can draw from. Who was the first
person you encountered? What items did you have with you? Are
you afraid of regaining your memories?
The Primal Attunement Quirk
When a rule or ability requires you to spend
100 or fewer Hit Points, Mind Points, or Inventory
Points
during a conflict, you may instead ignore that cost. If you do,
you cannot ignore a cost this way again until the end of your
next Rest.
Examples of Source:
A magic gem hidden in your left eye.
A power generator grafted to your arm.
An arcane circuit that resembles an intricate tattoo.
Additionally, when you encounter a contraption
or creature connected to ancient technology or to a ruins’ past,
you may choose one option:
Ask the Game Master its purpose; (or)
Ask the Game Master what can activate it; (or)
Ask the Game Master what can deactivate it.
The Game Master answers truthfully and you describe a brief
flashback that reveals the answer.
After you receive an answer this way for the sixth time, you
remember the real reason why you had been left dormant
underground. The Game Master chooses one option:
You remember a key clue regarding a threat that is present in
your world;
(or)
You remember the existence of a new threat and receive a key
clue about it.
Note: You will keep all benefits from this
Quirk after this revelation (both the ability to ignore costs
and to ask questions).
Camp Activities Rule
130 W
Camp Activities
Camp Activities are an optional rule designed to give greater
spotlight to resting scenes (see
Core Rulebook, page 91) and provide more options in addition to just increasing or
modifying Bonds. While they have been created with a natural
fantasy tone in mind, they can be used in any campaign.
Using this rule will not make Player Characters especially more
powerful than normal, but surely offers an improvement in
flexibility.
Choosing Camp Activities
If you use this optional rule, each Player Character gains
access to two different Camp Activities, chosen during character
creation from the list in the following pages.
Make sure to avoid redundant Camp Activities within the same
group.
Choose Activities that fit your Player Character’s concept and
Identity.
Using Camp Activities
When Player Characters play a resting scene (be while inside a
settlement or in the wilderness), each Player Character who
takes part in it may perform one among the Camp Activities they
have access to, describing it and applying its benefits to the
chosen target.
It should be noted that each character may choose how to employ
the resting scene, independently from everyone else.
Example: Brandon, Martha, and Ylua pause to
rest in the city, spending 20 zenit each. They decide to play a
resting scene inside the tavern;
Brandon Sleeps Soundly
to gain an additional action in the future, while
Martha prepares a Double Portion
for Ylua, who is often the target of the party’s healing spells.
Seeing Martha’s kindness, Ylua decides to use this scene to
Gather a few useful ingredients for the cook...
hoping not to get into any trouble!
Whether they perform a Camp Activity or not, characters may
still use the resting scene to adjust their Bonds (see Core
Rulebook, page 91).
Camp Activities
Camp Activity Benefits
Keeping Track of the Benefits
Many Camp Activities provide a benefit that can be used only
once before the next rest. To make sure you easily remember
which characters have access to each specific benefit, you could
use tokens, counters, or other small objects that express the
personality of whatever Player Character performed the
corresponding Camp Activity.
Example: Brandon’s player keeps track of
Sleep Soundly using a pink plastic button; on the other
hand, Martha’s player gives a little badge portraying a slice of
cake to anyone who benefits from her Double Portion.
If the benefit carries over from one session to another,
instead, you can simply take note of it in a clearly visible
area on your character sheet!
Camp Activity Target
Camp Forge Yourself
Choose one option:
You repair a damaged item owned by the group; or
You create a single basic weapon, armor, or shield of your
choice (see pages 130-133 of the Core Rulebook) without
paying its cost in zenit; or
You destroy a single piece of equipment owned by the group
and obtain a material whose value is equal to the cost of
the destroyed item (see page 74 for more information on
materials).
Cartography Yourself
Once before the next rest, after your group makes a travel
roll, you may reroll the die and keep the new result.
Combat Lesson One ally
Once before the next rest, after making an Accuracy Check or a
Magic Check for an offensive spell (OO), the target may add a
bonus of +4 to the Result of the Check.
Character Abilities & Skills
Page 132
CAMP ACTIVITY TARGET
Daydream Yourself
Once before the next rest, when you lose Hit Points for
whatever reason, you may choose to halve that HP loss.
Double Portion
One ally
Once before the next rest, if the target is about to recover
Hit Points, they may double the amount of Hit Points
recovered.
Exploration Yourself or one ally
You spend your time looking for useful items; describe how,
then roll 1d6.
1. Ouch! You recover half the normal amount
of HP and MP during this rest.
2. Not what I was looking for... The target
regains 2 Inventory Points.
3-5. Hoho, this can be useful! The target
regains 3 Inventory Points.
6. Jackpot! The target regains 3 Inventory
Points, and you also find an amount of zenit equal to (your
character’s level × 50).
Gathering
A character with the Gourmet Class
You look for ingredients in the area; describe how, then roll
1d6.
1. H-help! At the end of this rest, the
entire group will be caught in an easy conflict against a
threat whose level is equal to the group level.
2. Will these be okay... The target
receives 2 ingredients with random tastes.
3-5. Looks tasty! The target receives 3
ingredients with random tastes.
6. Ah, these! The target receives 3
ingredients, each with a taste of their choice.
Magic Lesson
One ally
Choose a single spell among those you know. Once before the
next rest, the target may perform the Spell action to cast the
spell you chose (they must still pay its MP cost and perform
any Magic Checks as needed).
Martial Practice
Yourself
Once before the next rest, when you perform an attack, you may
grant that attack multi (2) or increase its multi property by
one point.
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Character Abilities Reference
PROTAGONISTS
Chapter Activity Targets
Camp Activities & Abilities:
MassageTarget: One ally
Once before the next rest, if the target is about to pay a
Mind Point cost, they may halve that MP cost. This benefit
cannot be applied to a Ritual’s MP cost.
Midnight OilTarget: Yourself
You generate 3 points of progress for a single Project of
your choice.
Pep TalkTarget: One ally
Once before the next rest, if the target is about to
recover Mind Points, they may double the amount of Mind
Points recovered.
PlanningTarget: One ally
Once before the next rest, after the target performs a
Group Check as leader or performs a Check to examine
someone or something, they may add a bonus of
+4 to the Result
of that Check.
Sleep SoundlyTarget: Yourself
Once before the next rest, you may perform an additional
action on your turn during a conflict scene. This action
must be used to perform the Equipment, Hinder, or
Inventory action.
TrainingTarget: Yourself
Once before the next rest, if you are about to suffer one
or more status effects from the same source, you may
instead choose not to suffer any of those status effects.
Note on Creation: You might create new Camp
Activities for your characters; if you do so, try to keep them
on the same power level as these. Then again, if your group
has a passion for fantasy cooking, you might change this rule
so that each Activity is instead a special dish created by
your character, and always has one ally as the target—sharing
is caring, after all!
Merchant (2 levels): Real Treasure, Winds of Trade
Wayfarer (3 levels): Faithful Companion
(SL 3; a massive and cuddly creature who can tap into the
PCs’ Trade Points to either negate all damage suffered by
another creature, or deal elemental damage)
Equipment:
Tome (described as an abacus!), silk shirt, 370 zenit
TROUBLEMAKER ROGUE
(DEXITY d10, INSIGHT d8, MIGHT d8, WILLPOWER d6)
Classes & Abilities:
Gourmet (2 levels): Cooking, Knife and Fork
Rogue (1 level): High Speed
Sharpshooter (2 levels): Barrage, Warning Shot
Equipment:
Shortbow
(described as a sling!), travel garb, 270 zenit. This
character’s delicacies take the form of sling bullets
with strange effects!
Three young heroes accompany a mysterious elf on a pilgrimage to
discover the meaning of the sudden visions that plague her. The
upbeat squire and the young herbalist are flexible characters,
capable of dealing damage as well as supporting their allies
with magiseeds and the
Breach and
Encourage Skills. The rowdy
miner hits hard but, above all else, she is of great help during
travel and can get useful information everywhere she goes!
“Despite the same world awaiting them, each would learn a
different lesson from it.”
Overview
This group explores the Gourmet Class in many different ways:
since each character’s cookbook sheet is personal and
independent, the same combinations yield different results
depending on who uses them!
Orator (2 levels): My Trust in You,
Unexpected Ally
Wayfarer (1 level): Tavern Talk
Weapon: Staff (described as a fan!)
Gear: Sage robe
Floralist Role Profile
FLORALIST
Associated Roles:
Bloomblade
Gardener
Herbalist
Floralist
"There is no rose without thorns."
Spiritual energy flows strongly within plants, thanks to their
direct connection to our earth. Growing from this encounter are
magiseeds, gifted with the unique ability to
thrive on spiritual energy and blossom into a majestic yet
ephemeral triumph of magic.
The Art of Floralism
Floralists possess specialized knowledge allowing them to
identify and cultivate these strange seeds. These magiseeds
grant a large variety of profound benefits, enabling their
combination with all sorts of disciplines—from advanced martial
arts techniques to complex magical practices. A true floralist
must understand both the botanical nature of the bloom and the
energetic resonance required for its proper mastery.
Order Details:
Prologue Character Sheet
CHAPTER 139
W / PROTAGONISTS
FLORALIST FREE BENEFITS
BATTLE GARDENING (çç3)
After you plant a magiseed through the Chloromancy Skill (not
when using Graft), you may choose one option:
Perform a free attack with an equipped weapon; or
Perform the Spell action for free, casting a spell with a
total Mind Point cost equal to or lower than (5 + (SL × 5))
(you must still pay its MP cost).
Note: Treat the High Roll (HR) of your
Accuracy Check or Magic Check as being equal to 0 when
determining damage dealt by this attack or spell.
CHLOROMANCY (çç10)
Each time you acquire this Skill, you discover a new type of
magiseed from the list found in the next pages.
During a conflict, if there are no magiseeds in your garden,
you may use an action and spend 20 Mind Points to plant a
magiseed of a type you have discovered. The rules for the
garden and for magiseed growth can be found in the next pages.
GRAFT
As long as there is a magiseed in your garden and 1 or more
sections of your Growth Clock are filled, you may use an
action to remove that magiseed from your garden: if you do,
plant a different magiseed among those you have discovered
(keep the current filled sections of your Growth Clock
unchanged).
TREE OF LIFE (çç5)
When a magiseed is removed from your garden, you may choose
one creature you can see: if that creature is in Crisis, they
recover (5 + (SL × 5)) Hit Points.
VERDANT SWAY
You gain the ability to perform Rituals of the Ritualism
discipline; additionally, you may use Ritualism to create,
animate, and/or control vegetation, pollen, spores, and toxins
(but you cannot create nor control plant-Species NPCs this
way).
Character Reflection
When did you first discover a magiseed, and where?
Who taught you how to tend to plants and flowers?
How did you implement magiseeds in your combat style?
Are there many practicing your art, or are you the
exception?
Magiseed Lore Document
Magiseed Mechanics
THE GARDEN
When you plant a magiseed, it takes root in your garden until
removed. Your garden is an abstract space whose appearance
varies depending on your character’s look: it might be a pot
on their back, a gap along their blade, or even the ground
under their feet.
Capacity Limit: Your garden can only
contain one magiseed at a time.
Reset Mechanic: Any magiseeds in your
garden are automatically removed at the end of each scene.
THE GROWTH CLOCK
When you acquire the Chloromancy Skill, you
also receive a Growth Clock which is present only during
conflict scenes and represents the cycle of life in your
garden.
Growth Clock Rules
Your Growth Clock has 4 sections, and it begins each scene
empty.
End-of-Turn Sequence: At the end of your
turn, follow these steps:
If a magiseed is present in your garden, fill 1 section
of your Growth Clock.
Then, if there is still a magiseed and that magiseed has
an "at the end of your turn" effect, apply that effect.
Completion/Reset: When you fill the fourth
section of your Growth Clock, remove the magiseed in your
garden, then erase all sections of your Growth Clock.
Restriction: Sections of your Growth Clock
may not be filled nor erased in any way other than described
above, through Brambleheart and
Green Thumb (pages 162 and 166), or through effects
that explicitly affect Growth Clocks.
MAGISEED EFFECTS
Magiseeds can have passive effects, or have effects that
trigger at the end of your turn, after your Growth Clock has
increased.
Application Rules
The effects of a magiseed apply only while it is present in
your garden.
The effect varies depending on the current number of filled
sections in your Growth Clock (T).
Precision: You must apply the effect
corresponding to the exact number of
currently filled sections, not any effect above or below it.
Level Modification Rules
If a magiseed’s effect:
Deals damage, it deals 5 extra damage if
you are level 30 or higher.
Causes Hit Point and/or Mind Point loss and/or recovery, the
amount increases by 10 if you are level 30
or higher.
MAGISEEDS
Magiseed List
Magiseed List
Below and in the next pages, you will find a list of standard
magiseeds that each Floralist can discover by investing levels
into the Chloromancy Skill.
Your group can also collaboratively create new magiseeds, and
the Game Master may opt to include them among rewards, obtained
independently of your investment in Chloromancy. Each magiseed
is worth approximately 1000 zenit; try your best to keep these
new magiseeds on a similar power to those on the standard list.
ARCTIC NARCISSUS
★
It stubbornly survives in frozen territories.
T EFFECT
0-1: You are Resistant to earth and ice
damage.
2-3: You and your allies present on the
scene are Resistant to earth and ice damage.
BLAZING CHRYSANTHEMUM
★
Its thick petals resemble an erupting volcano.
T EFFECT
1-3: At the end of your turn, choose earth
or fire. Until you use this effect again or this magiseed is
no longer in your garden, all damage dealt by you and every
ally present on the scene becomes the chosen type; its type
cannot change, and it ignores Resistances.
DESERT DAHLIA
★
A tenacious plant, it doesn’t fear the dryness of dunes.
T EFFECT
0-1: You are Resistant to air and fire
damage.
2-3: You and your allies present on the
scene are Resistant to air and fire damage.
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GOLDEN GINKGO
Its vibrantly colored leaves represent tenacity.
T EFFECT
At the end of your turn, you and every ally you can see
recover from dazed, enraged, and shaken.
At the end of your turn, you and every ally you can see
recover an amount of Mind Points equal to (5 + your Skill
Level in Chloromancy).
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GRAVE ASPHODEL
Solemn and elegant, it embodies death’s ineluctability.
T EFFECT
At the end of your turn, you may choose an enemy you can
see. If you do, that enemy suffers
shaken.
At the end of your turn, every enemy you can see suffers
shaken.
At the end of your turn, you deal an amount of dark damage
equal to (15 + your Skill Level in Chloromancy) to each
enemy you can see who is suffering from shaken.
W
HERMIT IRIS
Its leaves carry whispers of ancient knowledge.
T EFFECT
At the end of your turn, choose an enemy you can see. The
Game Master reveals its Level, Rank, Species, maximum Hit
Points, maximum Mind Points, Traits, Attributes, Defense,
and Magic Defense.
At the end of your turn, choose an enemy you can see. The
Game Master reveals its Level, Rank, Species, maximum Hit
Points, maximum Mind Points, Traits, Attributes, Defense,
Magic Defense, and Affinities.
Magiseed Catalog
M A G I S E E D
A Comprehensive Catalog
Protagonists
HOOKLEAF NIGHTSHADE
Its purplish berries contain a deadly magical venom.
T EFFECT0-1: All damage you deal
becomes poison, its type cannot change, and it ignores
Immunities and Resistances.
2-3: All damage you deal
becomes poison, its type cannot change, and it ignores
Immunities and Resistances. Additionally, when you deal
poison damage for the first time during your turn, you
deal extra damage equal to (your Skill Level in
Chloromancy) and each creature that lost Hit Points this
way suffers poisoned.
HORNED HAWTHORN
Favored by witches and surgeons alike for its purifying
properties.
T EFFECT0-1: You are Resistant
to dark and poison damage.
2-3: You and your allies
present on the scene are Resistant to dark and poison
damage.
LUNAR MAGNOLIA
It blooms in the darkest hours of the night.
T EFFECT1-3: At the end of your
turn, choose ice or light. Until you use this effect again
or this magiseed is no longer in your garden, all damage
dealt by you and every ally present on the scene becomes
the chosen type, its type cannot change, and it ignores
Resistances.
Botanical Entries Reference
144 W
OCEAN LOTUS
A graceful symbol of serenity and wisdom.
T EFFECT
0-1: You are immune to dazed and slow.
2: You treat your Dexterity and Insight as
being one die size higher (up to a maximum of d12).
3: You and every ally you can see treat
your Dexterity and Insight as being one die size higher (up
to a maximum of d12).
PILGRIM GAZALIA
Its flamboyant corolla is synonymous with abundance.
T EFFECT
1-2: At the end of your turn, choose
yourself or another Player Character you can see. The chosen
character regains 2 Inventory Points.
3: At the end of your turn, you and every
other Player Character you can see regain 1 Inventory Point.
PRANCING DANDELION
A symbol of energy and vivacity, it spreads seeds through
stormy winds.
T EFFECT
1-3: At the end of your turn, choose air or
bolt. Until you use this effect again or this magiseed is no
longer in your garden, all damage dealt by you and every
ally present on the scene becomes the chosen type, its type
cannot change, and it ignores Resistances.
W
Protagonists Abilities
33 PROTAGONISTS
REGAL PROTEA
A colorful and tenacious flower, favored by an ancient
dynasty.
T EFFECT
You are immune to shaken and weak.
You treat your Might and
Willpower as being one die size higher (up
to a maximum of d12).
You and every ally you can see treat your
Might and Willpower as
being one die size higher (up to a maximum of d12).
REMEDY LILY
Its elegant flowers filter and purify spiritual energy.
T EFFECT
At the end of your turn, you and every ally you can see
recover from poisoned, slow, and weak.
At the end of your turn, you and every ally you can see
recover an amount of Hit Points equal to (15 + your Skill
Level in
Chloromancy).
SERRATED ROSE
Its thorns form a tangle equally breathtaking and dangerous.
T EFFECT
At the end of your turn, you may choose an enemy you can
see. If you do, that enemy suffers slow.
At the end of your turn, every enemy you can see suffers
slow.
At the end of your turn, you deal an amount of physical
damage equal to (15 + your Skill Level in
Chloromancy) to each enemy you can see who
is suffering from slow.
Botanical Entries
W
SILVER STRELITZIA
Its silvery blossoms are easily mistaken for jewels.
T EFFECT
You are Resistant to bolt and light damage.
You and your allies present on the scene are Resistant
to bolt and light damage.
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STAR PEONY
It silently gazes into celestial depths.
T EFFECT
At the end of your turn, you may choose an enemy you can
see. If you do, that enemy suffers dazed.
At the end of your turn, every enemy you can see suffers
dazed.
At the end of your turn, you deal an amount of light
damage equal to (15 + your Skill Level in Chloromancy)
to each enemy you can see who is suffering from dazed.
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STRIPED ORCHID
Each segment of this plant is covered in toxins.
T EFFECT
At the end of your turn, you may choose an enemy you can
see. If you do, that enemy suffers weak.
At the end of your turn, every enemy you can see suffers
weak.
At the end of your turn, you deal an amount of poison
damage equal to (15 + your Skill Level in Chloromancy)
to each enemy you can see who is suffering from weak.
Protagonist Abilities Guide
Page 147 | W
PROTAGONISTS
CHAPTER WARDWATTLE
WARDWATTLE
A tangle of robust branches, whose thorns spread powerful
poison.
EFFECT
You are Resistant to physical damage.
You are Resistant to physical damage. Additionally, after a
creature hits you with a melee attack, you deal an amount of
physical damage to that creature equal to (5 + your Skill
Level in Chloromancy) (after their attack was resolved).
You are Resistant to physical damage. Additionally, after a
creature hits you with a melee attack, you deal an amount of
physical damage to that creature equal to (5 + your Skill
Level in Chloromancy), and then deal an amount of poison
damage to that creature equal to (5 + your Skill Level in
Chloromancy) (both these damage instances happen after that
creature’s attack was resolved).
WRATHFUL CARNATION
Despite their beauty, its yellow flowers emit an irritatingly
pungent smell.
EFFECT
When this magiseed leaves your garden, choose up to one
enemy you can see. Until the end of your next turn, when the
chosen enemy performs an attack or casts an offensive spell
(OO), they must include you among the targets of that attack
or spell (if able).
At the end of your turn, you may remove this magiseed from
your garden; if you do, erase all sections of your Growth
Clock.
Gourmet Profession Entry
GOURMET
Gourmet
ALSO: Brewer, Chef, Patissier
Definition and Skills
Cooking may be considered a common skill, but Gourmets refine
their knowledge of foodstuffs to a level that is nothing short
of supernatural: they refine the art of extracting spiritual
energies from every ingredient, infusing meals with powerful
magical effects!
Way of Life
While most Gourmets are content with simply settling down in a
town or village and making a living off their skills, some
wander the world in a lifelong search for new ingredients.
"A true chef respects the nature of that which they transform."
Page 148
Protagonists - Gourmet Skills
33 PROTAGONISTS
Page 149 | Gourmet Chapter
⭐ GOURMET FREE BENEFITS
Inventory Points: Permanently increase
your maximum Inventory Points by 2.
Project Creation: You may start Projects
to create unique foods and drinks; they are always
consumable, and their area is based on the number and type
of creatures you need to nourish.
🍖 GOURMET SKILLS
COOKING
(çç5)
When you rest inside a settlement, you gain (SL)
ingredients (see next page).
You may use an action and combine 2 or 3 ingredients to
prepare a delicacy (see next page). You choose one option:
you apply its effects to yourself or an ally you can see;
or you perform a free attack with a weapon you have
equipped. This attack deals no damage, but you apply the
delicacy’s effects to each enemy hit by the attack.
Ingredients Capacity: You may carry up to
10 + (SL × 5) ingredients, and they will never spoil until
you use them; if you take this Skill during character
creation, you begin play with ten ingredients with random
tastes.
KNIFE AND FORK
(N/A)
When you perform the free attack granted by the Cooking
Skill, if you combined no more than 2 ingredients, you may
have the attack deal damage as normal. If you do, you
treat your High Roll (HR) as 0 when calculating damage
dealt by this attack.
MADE WITH LOVE
(çç3)
When you use the Cooking Skill and choose to apply the
effects of the delicacy to yourself or an ally you can
see, you may spend up to (SL × 10) MP. For every 10 MP you
spend this way, apply the delicacy’s effects to an
additional ally you can see.
SALT AND PEPPER
(N/A)
When you prepare a delicacy, you may spend 2 Inventory
Points: if you do, change the taste of one ingredient to a
different taste of your choice.
TRAVELING COOK
(çç3)
After each travel roll, if you acquired the Cooking Skill,
you gain (SL × 2) ingredients.
Narrative Prompts:
Who taught you how to cook? What is your relationship
with your teacher?
Is your craft something revolutionary, or is it an
established field of work?
What does your cooking look like? Which tools do you
use?
What legendary recipe or ingredient are you looking for?
The Gourmet Class Cookbook
Ingredients & Delicacies
The Gourmet Class is designed around experimenting with new
taste combinations, as well as using these combinations to come
up with a variety of strategies. To help you keep track of all
this information, you can use a cookbook sheet, which can be
downloaded from
fabulaultima.com.
Gaining Ingredients
You will normally receive ingredients through the Cooking and
Traveling Cook Skills; you might also receive them as rewards
during play. When you obtain an ingredient, you’re never too
sure what it will taste like—roll a d6 to determine the
ingredient’s taste using the table below, then describe its
appearance and give it a name.
You may also purchase ingredients from stall, shops or
merchants: The price is 10 zenit for an
ingredient with a random taste, or 20 zenit for
an ingredient with a taste of your choice.
Ingredient Taste
1. Bitter
2. Salty
3. Sour
4. Sweet
5. Umami
6. Your choice
Example
After traversing the Petrified Forest, you gain two
ingredients thanks to the Traveling Cook Skill. You roll a 1
and 5 for their tastes, which means one tastes bitter and the
other tastes umami.
You decide to call the first ingredient “Fossil Honey” and the
second ingredient “Stonebark Shroom”. You record both of them
on your cookbook sheet, placing them in the matching taste
columns.
Cooking Skill Delicacies
Delicacies (Cooking Skill)
When you use the Cooking Skill, you combine
two or three ingredients to generate a special delicacy with
powerful effects that will be applied to its targets.
Rules of Creation
Every different combination of two tastes (even if it’s the
same taste used twice!) will add an effect to the delicacy.
When you combine two tastes you never combined before,
determine the effect of that combination by rolling a d12
and consulting the chart on the next page; most entries also
require you to make a choice (such as a specific damage type
or status effect). Once you’re done, record the resulting
effect on your cookbook sheet: from this moment on, that
taste combination will always produce that exact effect when
you use it.
No two combinations of tastes in your cookbook sheet can
have identical effects. When you determine the effect of a
new combination, you must make your choices in such a way
that the resulting effect has no precedents (for instance,
by selecting a different damage type or status effect); if
you can’t, reroll the d12.
When completed, your cookbook sheet will feature a total of
15 effects, one for each possible pair of tastes.
Example Usage
Consider the following scenario:
You combine three ingredients, one of them salty and two of
them bitter. The resulting delicacy features two combinations
(bitter + bitter and bitter + salty), which means it will have
two different effects.
In the past, you combined bitter + bitter and
rolled a 4, meaning the effect allows for MP recovery;
conversely, you never combined
bitter + salty before, so you must determine
this combination’s effect by rolling dice.
You roll a 1, and must choose a status effect for this effect;
since you already chose recovery from weak for the sour +
sweet combination in the past, you decide to opt for dazed.
From now on, the bitter + salty combination will always allow
you to heal the target from dazed.
Now that you’ve done this, you know that your delicacy allows
every target to heal from the dazed status
effect and also recover 40 Mind Points.
Important Notes
Delicacies created through the Cooking Skill have an
immediate effect and are then destroyed; if you want to
prepare foods with unique effects and use them later, you
must instead use the rules for
Projects (see Core Rulebook, page 134).
Delicacy Effect
DELICACY EFFECT
Combination effect
Each of this delicacy’s targets recovers from the
(choose one: dazed; enraged; poisoned; shaken; slow;
weak)
status effect.
Each of this delicacy’s targets suffers the
(choose one: dazed; shaken; slow; weak)
status effect.
Each of this delicacy’s targets recovers 40 Hit Points. This
amount increases to 50 if you are level 30 or higher.
Each of this delicacy’s targets recovers 40 Mind Points. This
amount increases to 50 if you are level 30 or higher.
This delicacy deals 20
(choose one: air; bolt; earth; fire; ice; poison)
damage to each of its targets. This amount increases to 30
damage if you are level 30 or higher.
Until the end of your next turn, every source that deals
(choose one: air; bolt; earth; fire; ice; poison)
damage deals 5 extra damage to each of this delicacy’s
targets.
Each of this delicacy’s targets cannot perform the Guard
action during their next turn.
Each of this delicacy’s targets cannot perform the Spell
action during their next turn.
Each of this delicacy’s targets cannot perform the Skill
action during their next turn.
Each of this delicacy’s targets gains Resistance to
(choose one: air; bolt; earth; fire; ice; poison)
damage until the end of your next turn.
Each of this delicacy’s targets treats their
(choose one: Dexterity; Insight; Might; Willpower)
as if it were one die size higher (up to a maximum of d12)
until the end of your next turn.
During the next turn of each of this delicacy’s targets, all
damage they deal becomes
(choose one: air; bolt; earth; fire; ice; poison)
and its type cannot change.
Special Rules of Effects
Protagonists
Page 153 | Chapter Rules
Special Rules of Effects
Delicacies and their effects follow a few unique rules:
Each delicacy always features one, two, or three effects,
depending on which taste combinations you used (the effects
may also be four or six if you use the All You Can Eat Heroic
Skill, on page 161); you decide in which order to apply these
effects, and may choose to forgo any number of them (this
choice must be exactly the same for all targets of the
delicacy).
Effects 5 to 12 can only be applied during conflict scenes.
A delicacy can only have one type 5 effect (which is to say, a
damage-dealing effect); if a delicacy has two or more type 5
effects due to the taste combinations you used, you must
choose one of them and forgo the others.
A delicacy can only have one type 12 effect (which is to say,
a damage type-changing effect); if a delicacy has two or more
type 12 effects due to the taste combinations you used, you
must choose one of them and forgo the others.
Other than that, all of a delicacy’s effects are cumulative, and
will be fully applied to each of its target.
Example: If you obtain a type 2 effect on sweet
+ umami, a type 5 effect on bitter + umami, and a type 9 effect
on bitter + sweet, the delicacy created combining these tastes
will be able to deal damage, inflict a status effect, and also
prevent the use of Skill actions for a brief period!
And Finally, A Bit of Advice!
This Class is quite atypical: there is no real way to
perfectly control the role your character will cover, because
your abilities are procedurally generated over the course of
the campaign. However, remember that you may prepare
delicacies outside of conflict scenes: it will cost you some
ingredients, true, but you will be able to “scout” the effects
ahead of time and avoid trial and error during a critical
situation.
Other than that, pay attention to which effects best synergize
with each other and with the rest of your group, and take
advantage of the multi property to apply the same delicacy to
two or more enemies!
Character Profile Extracts
Invoker
Summary: Ascetic, Channeler, Five-Soul Master
Invokers research the innate energy of souls and the way it
spontaneously flows and manifests throughout their
surroundings. Even if their art relies on calling upon the
power of the elements, they adapt to the existing power
sources rather than force an unnatural outcome and upset the
flow of spirits.
That said, Invokers remain formidable adventurers: they boast
great flexibility and a unique affinity for elemental
creatures.
"Wish not for control, but understanding."
Ascetic, Channeler, Five-Soul Master
This profile description appears fragmented in the source
material, suggesting it may be an alternative or expanded
title for a similar class to Invoker.
This section appears to be metadata regarding an order or
transactional entry, rather than character lore.
Page 155 | W 33 PROTAGONISTS CHAPTER
INVOKER
FREE BENEFITS
Permanently increase your maximum Hit Points or Mind Points
by 5 (your choice).
ELEMENTAL HARMONY (çç2)
You may always communicate with creatures of the elemental
Species.
When you restore a creature’s Hit Points with an invocation or
spell, if an elemental is present on the scene, the restored
amount is increased by
(SL × 5).
INVOCATION (çç3)
You may use an action and spend 5 Mind Points to perform an
invocation, drawing energy from one of the wellsprings present
on the scene (see next page). Your (SL) in this
Skill determines which invocations you have access to.
LINKED INVOCATION (çç3)
When you perform an invocation, you may spend up to
(SL × 10) additional Mind Points. For every 10
Mind Points you spend this way, the invocation may target an
additional creature you can see.
RIPPLES (çç5)
After an enemy you can see loses Hit Points due to damage dealt
by one of your allies, if that damage was increased by one or
more of your “hex” invocations, you may perform a free attack
with a weapon you have equipped. This attack may only target
that enemy, and receives a bonus equal to
(SL) to its Accuracy Check; if it is
successful, all its damage becomes of the same type dealt by
your ally, and all “hex” invocations present on its target end
immediately after the attack has been resolved.
If two or more enemies trigger this Skill at the same time, you
can perform a free attack against each of them, in whatever
order you prefer.
WELLSPRING EXPANSION (çç5)
As long as you have a weapon belonging to the arcane, bow,
brawling, flail, sword, or thrown Category equipped, your
“blast” invocations deal
(SL) extra damage, and the extra damage granted
by your “hex” invocations is increased by (SL).
Character Background
Personal Queries
How did you develop the art of invocation?
Is there a spirit or elemental creature you have a special
bond towards?
How do your invocations manifest?
Are your abilities relatively common, or are you the
exception?
Wellsprings and Invocations Reference
Wellsprings and Invocations
Determining Available Wellsprings
During each scene, your surroundings grant you two different
wellsprings. The Game Master tells you what these are.
Remember to describe how wellsprings manifest in the scene;
they may be natural features, objects, or even creatures.
Example: During a battle taking place on a
steam-powered airship amidst stormy clouds, any two of
air,
fire,
lightning and
water would make sense.
Performing an Invocation
When you perform an invocation, choose one option you have
access to among those in the table below (provided the
corresponding wellspring is available in the scene); then,
apply its effects to one creature you can see.
Determining Access
Skill Level Check: Your Skill Level in the
Invocation Skill determines which invocations you have
access to:
(SL 1) enables “blast” invocations.
(SL 2) enables “blast” and “hex” invocations.
(SL 3) gives you access to all invocations.
Example: If
air and
earth wellsprings are
available and your Skill Level is 2, you have access to Aero
Blast, Aero Hex, Geo Blast, and Geo Hex.
Scaling Effects (Level Bonuses)
Invocation effects scale with character level:
If an invocation deals damage, it will deal
5 extra damage if you are
level 20 or higher, or
10 extra damage if you
are level 40 or higher.
Similarly, if an invocation causes the target to recover Hit
Points or lose Mind Points, the amount will increase by
10 if you are level 20 or
higher, or by 20 if you
are level 40 or higher.
Wellsprings and Invocations
Air Wellspring (Damage Type: Air)
Aero Blast: You deal 20 air damage to the
target.
Aero Hex: Until the start of your next
turn, the target suffers 5 extra damage from all sources
that deal bolt and fire damage.
Breeze: The target recovers 30 Hit
Points.
Twister: You deal 10 air damage to the
target, and they suffer dazed.
Wellsprings and Invocations
PROTAGONISTS
WELLSPRINGS AND INVOCATIONS
Earth Wellspring
(Damage Type: Earth)
Geo Blast: You deal
20 earth damage to
the target.
Geo Hex: Until the start of your next turn,
the target suffers 5 extra damage from all
sources that deal air and ice damage.
Growth: The target recovers
30 Hit Points.
Quicksand: You deal
10 earth damage to the target, and they
suffer slow.
Fire Wellspring
(Damage Type: Fire)
Pyro Blast: You deal
20 fire damage to
the target.
Pyro Hex: Until the start of your next
turn, the target suffers
5 extra damage from all sources that deal
earth and ice damage.
Burst: You deal
10 fire damage to the target, and they
suffer shaken.
Smoke: The target loses
20 Mind Points and
also suffers weak.
Lightning Wellspring
(Damage Type: Bolt)
Electro Blast: You deal
20 bolt damage to
the target.
Electro Hex: Until the start of your next
turn, the target suffers
5 extra damage from all sources that deal
earth and fire damage.
Static: You deal
10 bolt damage to the target, and they
suffer slow.
Thunder: The target loses
20 Mind Points and
also suffers dazed.
Water Wellspring
(Damage Type: Ice)
Hydro Blast: You deal
20 ice damage to the
target.
Hydro Hex: Until the start of your next
turn, the target suffers
5 extra damage from all sources that deal
air and bolt damage.
Chill: The target loses
20 Mind Points and
also suffers shaken.
Frostbite: You deal
10 ice damage to the target, and they
suffer weak.
Merchant Entry
W158
Merchant
AKA:
Antiquarian, Collector, Pharmacist
Even in worlds rife with great magic, wealth and money are
very influential. Trade and commerce are one key aspect to
the development of nations and kingdoms, and Merchants are
quite aware of this power.
It might seem strange for a Merchant to be treated on par
with a hero: and yet, those who resist the temptation of
greed and rely on commerce to foster exchanges of ideas and
dialogue between distant people truly are fighting their
very own revolution.
A Point of Consideration
First of all, think:
how will this help people in need?
Document Source: ()
Merchant Skills Profile
PROTAGONISTS
Merchant Free Benefits & Skills
Merchants: Core Abilities
Basic Inventory Improvement: Permanently
increase your maximum Inventory Points by 2.
MERCHANT SKILLS
When a potion or delicacy (see page 151) you created that does
not deal damage causes one or more creatures to recover Hit
Points,
You may instead have it deal poison damage equal to (half your
level + (SL × 10)) to each of those creatures. This damage’s
type cannot change, and it is halved if you are dealing damage
to two or more creatures.
I’VE HEARD OF IT!
After you or an ally who is able to hear and understand you
roll dice for a Check to examine a creature, item, or
location, you may spend 1 Trade Point to grant a bonus equal
to (SL × 2) to the Result of that Check.
PRIVATE STOCK
When you or another Player Character spend (SL + 2) or fewer
Inventory Points, you may spend 1 Trade Point to ignore that
cost.
REAL TREASURE
Once per session, when you help an NPC or community defeat
greed and corruption, improve their quality of life, or
coexist with other creatures, if you have acquired the Winds
of Trade Skill, you gain (SL + 1) Trade Points.
WINDS OF TRADE
After you rest in an area where commerce is possible, you gain
(SL + 1) Trade Points. You may never have more than (SL + 3)
Trade Points; if you acquire this Skill during character
creation, you begin play with 2 Trade Points.
Advanced Use: During a non-conflict scene,
you may spend 2 Trade Points to choose one option:
You create a material or rare item approved by the Game
Master whose value in zenit is equal to or lower than (your
level, multiplied by 30);
OR
You create an NPC that lives nearby and explain their
occupation as well as how you met them, then the Game Master
tells you what they require in exchange for their services.
Character Connections
When developing your character background, consider these
questions:
Who introduced you to the art of commerce? Is it a family
business?
Would this world be better without money? If so, why are you
still a merchant?
What do you love about commerce? And what do you despise
about it?
Do you have a business rival? What is your relationship with
them?
Interaction
Reference:
Heroic Skills Reference
Heroic Skills Reference
These heroic skills are added to the list in the Core Rulebook
(see page 232).
Note: The description text provided appears
highly fragmented, suggesting specific context within the source
material. Structures have been inferred based on typical
rulebook layouts.
Heroic Skills with Class Mastery Requirements
All You Can Eat Gourmet
(No Specific Classes Listed)
Combine four ingredients into a delicacy.
Refraction
Classes: Arcanist, Spiritist
Improves Aura and Barrier, and punishes enemies who damage
protected targets.
Delicacies, potions and spells heal above maximum HP and MP.
Specialty of the HouseGourmet
Prepare a unique delicacy with alternative effects.
Strength of Five WellspringsInvoker
Invocations improve Attributes.
Wise CounselCommander, Loremaster, Orator
Your Support Checks grant extra benefits to the leader.
ALL YOU CAN EAT
Requirements: You must have mastered the
Gourmet Class.
Once per scene when you use the Cooking Skill, you may combine
four ingredients into a delicacy (thus ignoring the normal
limit of three ingredients). Other than that, the delicacy
follows the normal rules.
Spellbook Extracts162
AURAMANCER’S REFRACTION
Requirements
You must have mastered one or more Classes among Arcanist and
Spiritist, and must have learned the
Aura spell and/or the
Barrier spell.
Choose a damage type among air, bolt, earth, fire, ice, and
light.
Effect
When an enemy you can see deals damage to one or more
creatures who are affected by an Aura and/or Barrier spell you
cast, the damage suffered by each of those creatures is
reduced by an amount equal to (half your level in the
Spiritist Class) or to (your level, divided by 10) (use
whichever value is higher; this reduction is applied before
damage Affinities). Then, you may deal an amount of damage of
the chosen type equal to (half your level) to that enemy. If
you do, you cannot deal damage this way until the start of
your next turn.
BEND MAGIC
Requirements
You must have mastered one or more Classes among Elementalist,
Entropist, Invoker, and Symbolist (see High Fantasy Atlas,
page 146), and must have acquired the
Invocation Skill.
Effect
After an enemy you can see hits or misses you with an
offensive spell (OO ), if the Result of their Magic Check was
an even number, you may immediately use the Invocation Skill
for free (after the spell has been fully resolved) to perform
an invocation you have access to against that enemy, without
spending Mind Points. This invocation must not be a “hex”, and
it may target only that enemy (you cannot use the Linked
Invocation Skill with it).
BRAMBLEHEART
Requirements
You must have mastered one or more classes among Darkblade and
Floralist, and must have acquired the
Chloromancy Skill.
Effects
You are Resistant to light damage and poison damage.
After you lose Hit Points, if you are in Crisis and a
magiseed is present in your garden, you may fill 1 section
of your Growth Clock.
Additionally, when you use the
Shadow Strike Skill, you may have your
attack deal poison damage instead of dark damage (the damage
type still cannot be changed). If you do, your Shadow Strike
deals extra damage equal to (twice the number of filled
sections in your Growth Clock).
Skill and Class Descriptions
Advanced Skill Descriptions
BRAVE BASH
Requirements: You must have mastered one or
more Classes among Commander (see High Fantasy Atlas, page
140), Fury, Guardian, Pilot (see Techno Fantasy Atlas, page
158), and Weaponmaster.
When you use the Bone Crusher Skill, if your
attack targets only one creature and you have a shield
equipped, you may challenge that creature until the end of
your next turn. The challenge also ends if that creature is
challenged by someone else, or if you challenge another
creature.
The creature you are challenging must include you among the
targets of their attacks and offensive spells (OO), if able;
additionally, once per turn (including other creatures’
turns), when you deal damage to the creature you are
challenging with a free attack using a one-handed melee
weapon, or with a custom weapon belonging to the dagger or
sword Category, you may deal 5 extra damage to that creature.
CHEER UP!
Requirements: You must have mastered one or
more Classes among Chanter (see High Fantasy Atlas, page 136),
Esper (see Techno Fantasy Atlas, page 150) and Orator, and
must have acquired the My Trust in You Skill.
When you use My Trust in You on another
Player Character, that character chooses Dexterity, Insight,
Might, or Willpower: they treat the chosen Attribute as
being increased by one die size (up to a maximum of d12)
until the end of the scene or until you use My Trust in You
on them again.
CHIMERIC SOUL
Requirements: You must have mastered one or
more Classes among Chimerist and Mutant (see Techno Fantasy
Atlas, page 154), and must have acquired the
Spell Mimic Skill.
When you cast one of your Chimerist spells, you gain a
benefit based on the Species of the creature you originally
learned that spell from. Choose one option: you gain
Resistance to both damage types associated with that
Species; or when you deal damage of a type associated with
that Species, you deal 5 extra damage. The chosen benefit
lasts until the end of the scene, or until you cast a
Chimerist spell again.
The damage types associated to each Species are:
Air and ice (beast)
Earth and poison (construct)
Fire and ice (demon)
Air and bolt (elemental)
Bolt and fire (monster)
Earth and light (plant)
Dark and poison (undead)
Character Abilities Dossier
Character Abilities Dossier
Page 164
CLEANSING MOONLIGHT
Requirements: You must have mastered one or
more Classes among
Entropist and
Spiritist.
When you hit one or more creatures with an offensive spell (OO
), if you have an arcane weapon equipped and the High Roll of
your Magic Check is 8 or higher, you may have each of those
creatures no longer be affected by all spells with a duration
of “Scene” that are currently affecting them.
When you cast a spell targeting one or more allies, if you
have an arcane weapon equipped, you may choose one status
effect among:
dazed, enraged,
poisoned, shaken,
slow, and weak. If you do,
each target recovers from the chosen status effect.
EPHEMERAL TRANQUILITY
Requirements: You must have mastered one or
more Classes among Dancer (see
High Fantasy Atlas, page 142),
Esper (see T echno Fantasy
Atlas, page 150), Rogue,
Spiritist, and
Symbolist (see High Fantasy
Atlas, page 146).
When you cast the
Hallucination or
Torpor spells (see
Core Rulebook, page 208-209), you may apply both status
effects to each target hit by the spell.
During a conflict, you may use an action and spend up to 20
Mind Points. For every 10 Mind Points spent this way, you may
choose a different enemy you can see who is suffering from two
or more status effects. Every enemy chosen this way recovers
from all status effects and loses an amount of Hit Points
equal to (half your level + (the number of status effects that
enemy recovered from this way, multiplied by 10)).
Then, you recover 20 Mind Points for each of those enemies
that entered Crisis or was reduced to 0 Hit Points by this
effect.
FITCAST
Requirements: You must have mastered one or
more Classes among Chimerist,
Darkblade,
Esper (see T echno Fantasy
Atlas, page 150), Fury, and
Wayfarer.
When you perform a Magic Check for a spell or Ritual, you may
replace one of the Attributes with Might (such as (MIG + MIG)
for a Chimerism Ritual).
As long as the Accuracy formula of a weapon you have equipped
includes Might, you may treat that weapon as also belonging to
the
arcane Category for the purpose of Skills and
effects that require it.
Chapter Expansion Rules
CHAPTER FOR A BETTER FUTURE
Requirements: You must have mastered the
Merchant Class, and must
have acquired the
Real Treasure and
Winds of Trade Skills.
Trading and Point Mechanics
When you need to spend one or more
Fabula Points, if you are not spending them
to alter the story (see Core Rulebook, page 98), you may spend
that many Trade Points instead. Describe
which memories of your trades and journeys give you strength!
Additionally, when you gain two or more
Trade Points through the
Real Treasure or Winds of Trade Skills, you
may choose to gain exactly 1 Trade Point instead. If you do,
follow these steps:
Choose a settlement within 1 travel day of your position and
increase its prosperity by an amount equal to (your Skill
Level in
Winds of Trade + your Skill Level in
Real Treasure).
A settlement’s prosperity starts at 0 and has no upper
limit.
Prosperity Effects
The chart below indicates the effects of your donations on the
settlement and on anything within 1 travel day of it.
Minimum Prosperity
Effect within 1 Travel Day
10 or more
When you or an ally need to pay a cost in zenit,
whatever the reason, that cost is halved.
15 or more
People gladly accommodate you and your allies: while in
this area, you can always rest freely, without spending
zenit. Furthermore, any travel rolls made in this area
never use a die greater than d8.
20 or more
When a Villain in this area spends Ultima Points, they
must spend twice as many Ultima Points.
GREATER CHLOROMANCY
Requirements: You must have mastered the
Floralist Class.
Once per turn when a magiseed leaves your garden, if that
magiseed has one or more "at the end of your turn" effects,
you may spend
20 Mind Points. If you do, reproduce one of
those effects (you may also choose an effect that doesn’t
match the current sections of your Growth Clock).
Additionally, if you have acquired the
Verdant Sway Skill, your Rituals can now also
influence and control soldier-Rank creatures belonging to the
plant Species (but you are still unable to create them).
Skill Descriptions
GREEN THUMB
Requirements
you must have mastered the Floralist Class.
Effect
When you fill 1 or more sections of your Growth Clock, you
may choose one option:
You fill 1 additional section of your Growth Clock;
Or you fill 1 fewer section of your Growth Clock (to a
minimum of 0 sections filled).
If you do, you cannot use this effect again until after your
Growth Clock has become completely empty.
Additionally, damage dealt by your magiseeds ignores
Resistances.
INNER WELLSPRING
Requirements
you must have mastered the Invoker Class.
Effect
When you acquire this Heroic Skill and whenever you rest,
you may choose one wellspring: air, earth, fire, lightning,
or water. If you do, you gain the following benefits until
your next rest:
You always treat the chosen wellspring as being available
during each scene, in addition to whatever wellsprings are
already available.
You may perform Rituals of the Elementalism discipline,
but only if those Rituals manipulate the element of the
chosen wellspring.
You gain Resistance to the damage type corresponding to
the chosen wellspring.
When you deal damage, you may change its type to the one
corresponding to the chosen wellspring. If you do, that
damage ignores Resistances.
POWER NAP
Requirements
you must have mastered one or more Classes among
Guardian, Merchant, and
Wayfarer.
Effect
On your turn during a conflict, you may use an action to
recover an amount of Hit Points and Mind Points equal to (20
+ half your level) and also recover from all status effects.
If you do:
Your turn ends immediately;
You lose the ability to hear and see;
Your Defense and Magic Defense scores become equal to 5
and cannot be modified in any way (but you may still use
the Protect Skill from the Guardian Class, if you have
acquired it!).
These penalties last until the start of your next turn,
until after you lose Hit Points, or until after you are hit
by an attack or offensive spell.
Character Skills Documentation
Advanced Character Skills Overview
33PROTAGONISTS
Requirements: you must have mastered the
Wayfarer Class, and must have acquired the Faithful Companion
Skill.
When your companion deals damage, they deal 5 extra damage.
When your companion performs a Check, you may spend 1 Fabula
Point and invoke one of your companion’s Traits in order to
let them reroll one or both dice (as per the rules on page 46
of the Core Rulebook).
After you use the Faithful Companion Skill to have your
companion perform an action during your turn, you may choose
one option (after the companion’s action has been resolved):
You and your companion each recover 10 Mind Points;
(OR)
The first time you or your companion perform a Check before
the end of your next turn, that Check gains a bonus equal to
(your Skill Level in Faithful Companion).
SILENT HUNTER
Requirements: you must have mastered one or
more Classes among Rogue, Sharpshooter, and Weaponmaster, and
must have acquired the High Speed Skill.
When you use the High Speed Skill to perform a free attack
with a weapon belonging to the bow, spear, or thrown Category,
the attack deals extra damage equal to (your Skill Level in
the High Speed Skill, multiplied by 5).
Additionally, when you attack one or more creatures with a
weapon that belongs to the bow, spear, or thrown Category,
those creatures cannot perform free attacks until the end of
the current turn.
SKILLFUL DOSAGE
Requirements: you must have mastered one or
more Classes among Gourmet, Loremaster, Merchant, and
Tinkerer.
Potions and delicacies you create, as well as spells you cast,
can now cause creatures to recover Hit Points and Mind Points
beyond their maximum HP and MP scores.
This cannot cause a creature’s current HP and/or MP to go
above 150% of the respective maximum scores; at the end of
each scene, if the current Hit Points and/or Mind Points of a
creature are still above their maximum scores, they become
equal to the maximum score.
SPECIALTY OF THE HOUSE Ability168
SPECIALTY OF THE HOUSE
Requirements: You must have mastered the
Gourmet Class.
When you acquire this Heroic Skill, choose three different
tastes among
bitter, salty,
sour, sweet, and
umami. Then, choose three different effects
among the following:
Selectable Effects:
You deal 20 (choose one: dark, light) damage to each of this
delicacy’s targets. This amount increases to 30 damage if you
are level 30 or higher. Choose the type of this effect when
you acquire this Heroic Skill.
During the next turn of each of this delicacy’s targets, all
damage they deal becomes (choose one: dark, light) and its
type cannot change. Choose the type of this effect when you
acquire this Heroic Skill.
For each of this delicacy’s targets, if they are affected by
one or more spells with a duration of “Scene”, instead they
are no longer affected by any of those spells.
Choose yourself or an ally you can see. For each of this
delicacy’s targets, the next time that target performs an
attack or casts an offensive spell (OO) before the end of this
scene, they must include the chosen creature among the targets
of that attack or spell (if able).
Each of this delicacy’s targets suffers
enraged.
Each of this delicacy’s targets suffers
poisoned.
Each of this delicacy’s targets recovers 30 Hit Points and 30
Mind Points, or 40 Hit Points and 40 Mind Points if you are
level 30 or higher.
Each of this delicacy’s targets recovers from a single status
of their choice.
Each of this delicacy’s targets recovers from
dazed, enraged, and
shaken.
Each of this delicacy’s targets recovers from
poisoned, slow, and
weak.
Advanced Activation (Ingredient Mastery)
When you create a delicacy using exactly 3 ingredients during a
conflict, if each ingredient matches a different taste among
those chosen when you acquired this Heroic Skill, you may ignore
all of that delicacy’s normal effects. If you do, you may
instead apply one, two, or all the effects you chose when you
acquired this Heroic Skill.
W
Character Skill Descriptions
PROTAGONISTS CHAPTER
Strength of Five Wellsprings
Requirements: You must have mastered the
Invoker Class.
After you perform an invocation during a conflict, you and up
to one ally you can see increase one of your
Attributes’ die sizes by one (up to a maximum
of d12). This increase lasts until the end of the scene or
until you use this Skill again, and the Attribute is based on
the wellspring you invoked:
Air: Insight
Earth: One Attribute of your choice
Fire: Dexterity
Lightning: Might
Water: Willpower
Wise Counsel
Requirements: You must have mastered one or
more Classes among Commander (see High Fantasy Atlas, page
140), Loremaster, and Orator.
Support Check Modification
When you perform a Support Check, if the leader of the Group
Check can hear and understand you, you may use
(INS + INS), (INS + WLP), or
(WLP + WLP) instead of the normal Attributes required
by the Support Check.
Describe how you offer your advice!
Teamwork Boost
Additionally, when you use the teamwork option (see Core
Rulebook, page 76) to support another Player Character’s Check
during their turn in a conflict scene, you may spend 10 Mind
Points. If you do, choose up to two of the following benefits:
That character recovers 20 Mind Points.
That character recovers from dazed, enraged and shaken.
At the end of that character’s turn, choose one option:
perform a free attack with a weapon you have equipped; or
perform the Spell action for free, casting a spell whose
total MP cost is equal to or lower than 20.
If that character succeeds on their Check and the Check
allows them to fill or erase one or more sections of a
Clock, they may fill or erase 1 additional section of it.
This book’s fourth and final chapter delves into the creation of
natural fantasy enemy NPCs – especially Villains. Game Masters
can combine it with similar advice from the Core Rulebook
(mostly from page 292 onwards) to plan riveting conflict scenes
for all game levels. As usual, you can use the material as is or
adapt it to your liking by following the advice below.
NATURAL FANTASY VILLAINS
An introductory section containing tips and advice for creating
and playing pivotal antagonists in the natural fantasy style.
VILLAIN EXAMPLES
Five different enemy NPCs – one each for levels 5, 10, 20, 30,
and 40 – that make ideal natural fantasy Villains. For each,
you’ll find this information:
History. The Villain’s base concept and
possible backstory.
Profile. The Villain’s statistics, as
described on page 320 of the Core Rulebook.
Tactics. The Villain’s preferred combat
tactics.
Extra content. One or more additional ideas,
including tips for modifying the Villain’s profile, possible
supporting enemies, and even additional phases (see Core
Rulebook, page 301) that you can use during conflicts.
These Villains were designed to spark the Game Master’s
imagination and assume a group of 4 well-rounded PCs. Remember
that some of their abilities might not conform to the standard
cost for NPC Skills (see Core Rulebook, page 303) and that
you’ll likely need to tweak these Villains before adding them to
your campaign. To balance things out, consider your Player
Characters’ capacities and then modify any opposing Affinities,
immunities to status effects, damage types, or other parameters
that could be frustrating to deal with or unsuitable for your
group’s campaign.
```
Natural Fantasy Villains
When you create a natural fantasy antagonist, the information on
page 254 of the Core Rulebook is an excellent starting point,
but there are a few extra things to remember, just as there are
for Player Characters.
Basic Principles
The natural fantasy genre presents a significant variety of
archetypal Villains, but we can still infer some common key
traits:
A link to the past. These antagonists have
one or more elements that link them to the past of the
setting: some are obsessed by ancient legends; others crave
power and authority lent by millennia-old magics and
technologies, or want to wipe out every last trace of them;
finally, some are entities who survived an ancient calamity or
were created in the distant past.
Familiar concepts. A natural fantasy
antagonist’s motivations and origin are often linked to needs,
feelings, doubts, or emergencies that you might have had a
brush with at least once in your personal life. As much as
this might unsettle you, a part of you should be able to
understand, perhaps at an instinctual level, what these
Villains represent.
Catastrophic results. When a natural fantasy
Villain reaches their goals, the consequences are devastating:
be it the awakening of a truly ancient danger, a permanent
alteration to the ecosystem, or the extermination of entire
communities, the Villain’s victory will tear open a wound in
this world.
The Game Master is given three main tools for introducing these
Villains into the narrative and diving deep into their origins
and objectives:
Stories, relics and traditions. If a Villain
is the incarnation of an ancient danger, references to their
existence should gradually appear during the campaign: these
sources are often vague or partly contradictory – fertile
ground for studies and speculations.
Game Master scenes. Above all else, these
scenes are useful to add depth to the antagonists, revealing
their doubts and hesitations. When dealing with Villains that
are closer in nature to a cataclysm or a supernatural
presence, these scenes can show omens of their arrival and a
growing sense of foreboding.
Conflicts. During conflicts, natural fantasy
Villains tend to fully embrace one of two extremes: some speak
openly with the protagonists, explaining their reasons, while
others march forward, undeterred and silent, toward their
objective.
ANTAGONISTS
CHAPTER: THE FOUR ARCHETYPES
In natural fantasy, Villains often fit into one of four
recurring types, with some very distinctive characteristics.
THE ARROGANT
This Villain is driven by ego: craving power, money and/or
knowledge, they never stop to consider the destructive
consequences of their actions and see the world as something
to examine, dissect, exploit, and optimize.
Examples:
an adventurer willing to commit any kind of atrocity to
collect valuable trophies;
a pioneer ready to destroy the ecosystem to build roads and
railways.
THE PROTECTOR
This Villain wants to protect one community at the detriment
of another. They believe they are doing what is necessary and,
if defeated, might even become an ally.
Examples:
a warrior looking for an ancient weapon that will let him
impose a truce between clans;
a huntress who wants to exterminate every predator in the
continent.
THE OUTSIDER
Either supernatural or artificial, this antagonist follows a
personal and unfathomable logic. They rarely speak, and when
they do it muddies the waters even more, or they quote events,
rules or information completely unknown to the characters.
Examples:
a demon or ghost coming to reclaim a tribute in accordance
with a forgotten tradition;
an artificial intelligence reawakened in the wrong age.
THE CATASTROPHE
This Villain could be a monster, a beast, an elemental
phenomenon, a disease, or even an expanding ecosystem (see
next page). They are the incarnation of a looming disaster and
there is no chance for parlay.
Examples:
a scourge created by a cyclical curse;
an infection that corrupts animals and plants, turning them
into abominations;
a wandering volcano close to erupting.
Environmental Antagonists Mechanics
Environmental Antagonists
Sometimes, natural fantasy Villains manifest in the form of
miasmas, curses and afflictions that change any ecosystem their
influence spreads to. It should be noted that the antagonist is
not the environment itself, but rather whatever force is
corrupting it – this is often the result of actions by the
world’s ancient’s inhabitants.
This isn’t a struggle between people and nature, but a war where
both, side by side, face the consequences of a tragic, faded
past, in an attempt to understand it so that it doesn’t repeat
itself. Among the most common environmental antagonists are
magical phenomena, curses, elemental imbalances, and diseases
born of ancient experiments.
Game Rules Mechanics
When it comes to game rules, these Villains offer some
interesting possibilities:
Environmental Effects. The environment itself
might add special effects during conflicts: a corrupting
miasma that damages any creature suffering from a specific
status effect at the end of each round, a magical
desertification that halves any healing received by living
creatures, or an elemental aura that empowers or weakens a
specific type of damage. These effects can be very powerful
and should be considered an additional enemy for the sake of
conflict building.
Shared Ultima Points. The most dangerous
creatures among those affected by the corruption might be able
to spend Ultima Points from the Villain’s pool to invoke
Traits and Recover (see Core Rulebook, page 101). They
shouldn’t be able to Escape, but they are considered Villains
for the purpose of Skills and game effects.
Fabula Points and Atmosphere. If a Villain
manifests through environmental corruption, the Player
Characters should receive a Fabula Point every time their
influence become especially noticeable, for example in the
guise of a terrible omen or when a creature is shown to be a
thrall to the Villain’s will (see Shared Ultima Points above).
Game Master scenes are particularly useful for this purpose.
Final Battle. Usually, an environmental
antagonist cannot be confronted directly until the
protagonists reach their core or incarnation and free the
region from their influence – a liberation that is sometimes
only temporary.
Altered Wellsprings. This is a very specific
option, but if your group includes a character that can use
invocations (see page 156), the Villain’s influence might
create new wellsprings outside of the standard list or,
perhaps, alter the existing wellsprings over the course of a
conflict.
Antagonist Design Tips
ANTAGONISTS
Chapter: On a Smaller Scale
One recurring element of natural fantasy campaigns is that they
limit themselves to a rather small space and time frame: pretty
often, a natural fantasy Villain might renounce their goal or be
permanently defeated after just one or two confrontations.
From this point of view, the number of
Ultima Points available to these Villains might
become a problem: a Villain might have 5 or 6 Ultima Points left
when their story has reached a satisfying conclusion in terms of
narrative. This problem might present itself in any short
campaign, but the usual pace of natural fantasy games makes it
more noticeable.
Here is some advice to offset it:
Avoid supreme Villains. If you foresee a
short and focused campaign set in a small region, you can
easily limit yourself to a few minor Villains and a single
major Villain, without resorting to supreme Villains. If you
change your mind, you can always call for an escalation (see
Core Rulebook, page 102).
Make Villains fearsome. Spend Ultima Points
every time a Villain fails a Check, misses a target, or is
afflicted by two or more status effects; every now and then,
do it even when they succeed, just to improve the Result or
the High Roll!
Fiction first. If the Player Characters’
actions create a situation where the Villain no longer has a
reason to act (a rather common occurrence in natural fantasy,
where many antagonists are driven by very simple needs), it’s
not wrong to discard all the remaining Ultima Points and stop
considering this character a Villain.
Subverting The Premises
Natural fantasy campaigns offer excellent chances to subvert
many conventions of the JRPG genre and design Villains who are
essentially invincible if battle against them is approached as
usual (for example, the Heart of Eldgren on page 205).
Examples of Subversion:
A ghost that, if defeated, comes back to haunt the village at
night, unless someone returns a specific item to them.
A monster under a curse who, if brought to 0 Hit Points
without purifying them first via a Ritual or Project,
completely loses their conscience and becomes an abomination.
A truly ancient android who, when in Crisis, automatically
Surrenders if convinced to trust humanity via a Clock.
“You humans have a habit of considering cruel what is merely
equitable. For years you stole my children, and now I shall
steal yours.”
Note: The following text appears separated from the main
narrative content.
The Mystery of the Mountains of Edessa
Geological and Biological Overview
The Mountains of Edessa are famous for their electrore
formations, which create a rather unique biome. However, recent
lowering of temperatures across the region—caused by mysterious
turbulence from the west—has significantly reduced the charge
stored within this mineral. This deterioration has negatively
impacted the flora native to the area and forced many local
species to migrate.
Among these migrating species are the exceedingly rare
Thunder Spiders. Usually peaceful, once outside
their natural habitat, these huge arthropods become extremely
ravenous. They eat constantly and grow beyond measure. This
accelerated growth is not only painful but also makes them even
more aggressive.
The Threat of Tonitranea Rex
A truly gigantic specimen was recently spotted in the valley—one
so ferocious that it forced the population of nearby villages to
flee their homes. The residents speak with a mix of fear and
respect about the
Tonitranea Rex, known as the Lord of Thunder.
Its hunting ground grows by the day, threatening not just the
people of the valley but the balance of the region’s entire
ecosystem.
Guest Information
Creature Tactics: Tonitranea Rex
TONITRANEA REX’S TACTICS
During conflicts, the Tonitranea Rex uses its
heightened mobility to disorient enemies and take them down.
This gigantic arthropod is made up of three parts, each with its
own profile: the Head, the Thorax with its long legs, and the
massive Abdomen covered with electrostatic spines. In order to
defeat the creature, all three must be reduced to 0 Hit Points.
Turn Order Abilities
The attack sequence follows a strict schedule across four turns:
On the first enemy turn of each round: If at
least two enemies aren’t suffering from slow, the Abdomen uses
Paralyzing Silk against all enemies.
Otherwise, if it doesn’t have enough Mind Points or if it’s
electrified, the Abdomen uses
Trampling Slam against as many random targets
as possible (this causes the Thorax to stop dangling and the
Abdomen to stop being electrified).
On the second enemy turn: The Thorax uses
Predator Ascent to start dangling if it’s an
odd-numbered round, or
Electrostatic Charge if it’s an even-numbered
round. If it doesn’t have enough Mind Points, it uses
Lightning Claw against as many random targets
as possible.
On the third enemy turn of each round: The
Head uses Toxic Spit against a random target.
On the fourth enemy turn of each round: The
Thorax acts again, using
Lightning Claw against as many random targets
as possible.
Ultima Point Usage and Synergy
Since Head, Thorax and Abdomen are all parts of the Tonitranea,
each of them has access to the Villain’s Ultima Points pool,
with two critical caveats:
If one part spends 1 Ultima Point to recover from all status
effects and recover 50 Mind Points, all parts gain these
benefits.
If one part spends 1 Ultima Point to Escape from the scene,
all parts escape immediately together.
Engagement Rules
On the Hunt: If engaged while on the hunt,
the T onitranea Rex uses Ultima Points to
Invoke a Trait every time it misses one or
more targets in Crisis, but always keeps 1 Ultima Point to
Escape to its lair.
In the Lair: If engaged within the lair,
however, the creature spends Ultima Points more liberally and
uses them to activate the
Survival Instinct special rule (see Thorax).
Additional Details
Minor Villain: 5 Ultima Points; Champion 2 (worth 2 soldiers)
Monster Stat Blocks
ABDOMEN Lv 5 • MONSTER
Core Stats
DEX d8INS d6MIG d10WLP d8
Vitals & Attributes
HP: 60MP: 30DEF: +0M. DEF: +0P A R S B IM: d E V U F VU i l T RS
Basic Attacks
Trampling Slam (DEX + MIG) (HR + 5) physical
damage. If the Abdomen is electrified this attack deals
10 extra damage and all
its damage becomes bolt; if the Thorax is dangling, this
attack gains multi (2). After this attack is resolved, the
Thorax stops dangling and the Abdomen is no longer
electrified.
Spells
Paralyzing Silk(Cost: 20 MP | Type: Special | Instantaneous) Every enemy the Abdomen can see suffers slow.
Special Rules
Electrostatic Spines After a creature hits
the Abdomen with a melee attack, if the Abdomen is
electrified, it deals 5 bolt damage to that creature (after
the attack has been resolved).
Grounding If the Abdomen suffers earth
damage when electrified, it stops being electrified.
Limb The Abdomen is immune to dazed,
enraged and shaken.
HEAD Lv 5 • MONSTER
Traits: frail, lucifuge, poisonous, protected.
Core Stats
DEX d8INS d10MIG d6WLP d8
Vitals & Attributes
HP: 40MP: 20DEF: +0M. DEF: +0P V U A R S B RS d e f i L T IM
DEX d8 | INS d8 |
MIG d8 | WLP d8 |
HP 100 • MP 50 |
Init. 10
DEF +2 | M. DEF +1 |
p A RS B IM d E VU f ii VU l T RS
BASIC ATTACKS
Lightning Leg
(DEX + MIG) +3 • (HR + 5) bolt damage; if the Thorax is
dangling, damage dealt by this attack ignores Resistances.
This attack has multi (2), but it can only target two
enemies provided they are both suffering from slow.
OTHER ACTIONS
Electrostatic Charge
The Thorax can use an action and spend 10 Mind Points to
rub its back legs along the Abdomen, creating an
electrostatic cloud. If it does, the Abdomen (see page
178) becomes electrified.
Predator Ascent
The Thorax can use an action and spend 10 Mind Points to
climb up the webs and become dangling until it suffers
fire damage, ice damage, or damage of a type it is
Vulnerable to; the Thorax also stops dangling after the
Abdomen (see page 178) uses Trampling Slam. As long as the
Thorax is dangling, no part of the T onitranea Rex
(Abdomen, Head and Thorax) can be targeted with melee
attacks unless the attacker is flying or able to target
flying creatures.
SPECIAL RULES
Limb
The Thorax is immune to dazed, enraged and shaken.
Survival Instinct
At the end of each round, if the T onitranea Rex is within
its lair and the Abdomen and/or the Head are at 0 Hit
Points, the Thorax must spend 1 Ultima Point to gather its
strength and bring both parts back into the scene, each
with a number of Hit Points equal to their Crisis value,
but suffering from no status effects and at full Mind
Points.
HANDLING THE PARTS OF THE TONITRANEA REX
Although the various parts of this Villain have individual
profiles, in narrative terms they are actually a single
entity: for this reason, when one is reduced to 0 Hit Points
and/or leaves the conflict, they should be described as
grievously wounded or exhausted, not dead. At the same time,
their senses are based on the T onitranea Rex as a whole (for
example, defeating the Head does not impair the “sight” of the
other parts, which can target their enemies normally).
“Listen to me, lass, stay away from that creature: lightning
will reach you long before you hear the Lord of Thunder.”
Multi-Part Enemies Guide
Multi-Part Enemies
The concept of multi-part enemies is built according to an idea
common to both JRPGs and beat ‘em up games: a boss that appears
as a single body, but with a variety of minor parts that can be
targeted and damaged individually, to destroy, stun, or
immobilize them for a certain amount of time.
This method offers a number of advantages:
It safeguards the value of multi-target abilities;
those same abilities would otherwise be wasted against a
solitary champion-rank enemy.
It prevents the battle from becoming too long,
since the number of enemies goes down bit by bit when the
various parts are reduced to 0 Hit Points.
It provides a lot more personality to enemies with a
monstrous anatomy,
making each section of their bodies a mini-enemy that supports
or synergizes with the others, and these interactions show the
nature, instincts, and habits of said creature.
It allows the Game Master to add regeneration rules
that set the pace of the conflict and push the Players to make
significant tactical decisions: do they want to eliminate the
more aggressive secondary parts first, knowing that they might
come back later? Or do they focus on the main body?
Enemy Composition Rules
As a rule of thumb, an enemy built according to this logic
includes:
Main Body.
An elite or champion rank NPC that, usually, has support abilities
and an action or special rule that allows it to bring the other
parts back into the scene (usually when the main body enters
Crisis for the first time or at a set point each round). Sometimes
(but not always!), defeating the main body causes the remaining
parts to immediately leave the conflict.
Parts.
Each section of the creature that plays a pivotal role in their
tactics has a separate profile, usually of soldier rank. Some
parts are built for offense (such as the head of a dragon, a
robot’s ventral turret, or a manticore’s spiked tail) and others
for defense (such as an energy barrier generator, a claw shielding
the body, or a floating ring).
In most instances, the ideal composition is a champion rank main
body which replaces a number of soldiers equal to the PCs on the
scene minus 1, accompanied by two soldier rank parts. However,
as usual, you shouldn’t be afraid to experiment. The following
page presents some ideas to play with!
Adversary Dossier
Chapter 9: Antagonists Dossier
Adversary Index (44)
Ancient Robot
The outer shell of this complex adversary is the
Armor (soldier) with high Defenses and Hit Points, flanked by two
Armaments (soldier). These Armaments are more fragile but capable of unleashing
attacks and spells.
Inside resides a Core (elite), which is completely invulnerable as long as the Armor
remains on the scene. This Core creates a new Armament at the
end of each round if fewer than two exist. Both the initial
and subsequent Armaments are chosen at random from a
six-option list, each possessing different Affinities and
offensive capabilities.
If the Core is reduced to 0 Hit Points, the entire robot
deactivates immediately.
Magmasaur
This adversary consists of three primary components: a
Body (elite), a Head (elite), and a powerful Tail (soldier).
The Tail attacks with large swipes and can
even inflict a status effect, but it cannot be regenerated
if defeated.
The Head can cause grievous injuries with
its bite and flaming breath.
The Body strikes with sharp claws or, if in
Crisis, a powerful body slam.
Furthermore, at the end of each round, complex regeneration
occurs: If the Head is defeated but not the Body, the Head
returns to the scene with Hit Points equal to its Crisis
value. The same revival mechanic applies to the Body if it is
defeated while the Head remains active.
Storm Spirit
In contrast to previous examples, this adversary comprises
three parts of the same rank: the
Essence of Lightning (soldier), which uses electric attacks and spells; the
Essence of Air (soldier), which inflicts status effects like slow or weak; and the
Essence of Water (soldier), which heals the other parts' Hit Points and Mind Points.
These three Essences maintain a delicate balance. However, if
one Essence is defeated, the remaining Essences become
significantly more powerful, doubling both their maximum and
current Hit Points, not to mention increasing their number of
turns starting from the next round!
Document Snippet.
182W
Node and Dylon
Born and raised in the lake village of Turva,
Node and Dylon have been
inseparable since birth: together, the young human and the sea
tiger learned how to sail the narrow canals, swim against the
current, and survive among the waters. Side by side, they became
the most respected pair of hunters in the village, protecting it
from dangers, delivering letters and messages to nearby
settlements, and obtaining food, medicines, and other resources.
Everything changed during a particularly long hunting trip, when
a ravenous and overgrown eelfang attacked their group:
miraculously escaping the carnage, the two hunters developed a
grudge against the beast, despite the warning of their old
mentor, Stelarcte, and her stern exhortation to
remember the souls of the fallen without bringing further
torment to them. The duo left Turva for many months, trained
hard, and finally faced and killed the beast, exacting their
revenge.
Alas, awaiting their return was a gruesome silence: the village
had been reduced to ashes, destroyed by a migrating lava beast.
Node and Dylon came to a grim realization: a world populated by
monsters of such power would never be safe for humanity, and the
only way to save as many lives as possible was to preemptively
hunt down and kill these creatures. None but them can bear such
a burden, but, as always, having each other to rely upon will be
enough.
Details
Node and Dylon's Tactics
44 ANTAGONISTS
Node and Dylon’s Tactics
Node and Dylon add an environmental effect to every conflict
they take part in, the tide.
At the start of the conflict, the tide is high and it remains so
as long as neither of them is in Crisis; as soon as either of
them is in Crisis, the tide becomes low.
Environmental Turns
First Enemy Turn: Node uses
Hunting Horn if he has enough Mind Points and
hasn’t used it so far. Otherwise, he uses
Hunter’s Bow,
prioritizing targets suffering from weak (during high tide)
or slow (during low tide).
Second Enemy Turn: Dylon uses
Rock Toss against a random target. If he doesn’t
have enough Mind Points he uses Sea Fin against a
random target.
Third Enemy Turn: Node acts again, using
Net Throw against as
many random targets as possible, prioritizing those
suffering from weak during high tide.
Fourth Enemy Turn: Dylon uses
Coordinated Action, prioritizing enemies suffering
from weak. Node’s free attack (during high tide) targets a
random enemy instead. If Dylon doesn’t have enough Mind
Points, he uses
Sea Fin instead,
always prioritizing weak targets.
Symbiosis and Shared Resources
Node and Dylon are friends who share every aspect of their
lives: for this reason they have a single pool of
Ultima Points and each
can spend them to Invoke a Trait or Recover; if one spends an
Ultima Point to Escape, both leave the scene safely.
The goal of this rule is to highlight how deep the symbiosis
and harmony of this duo run, creating a stark contrast with
the mission they undertook: they are clearly able to show care
and tenderness, but they decided to discard these feelings
when looking at one of their prey.
Tactical Adjustments
Initial Conflict (Player Characters)
Mindset: They do not view the Player
Characters as worthy opponents, but rather as naive and
headstrong people who don’t understand the importance of
their mission.
Ultima Point Usage: They spend Ultima
Points to Recover only when suffering from 3 or more status
effects, and they always keep 1 Ultima Point to Escape as
soon as one of them is reduced to 0 Hit Points (ignore the
*I’ll Avenge You!* special rules).
Subsequent Battles
In subsequent battles, however, they consider the PCs a grave
danger to their mission and spend Ultima Points to Invoke a
Trait every time they fail a Check.
*Effect:* If the tide is high and the target is
suffering from weak, this attack deals 5 extra damage.
*Effect:* If the tide is low, the target suffers slow.
Spells
Hunting Horn 10 × T MP • Up to three creatures • Scene.
*Effect:* Until this spell ends, each target gains a +1
bonus to Accuracy Checks.
Special Rules & Mechanics
High Tide Style: When the tide is high,
Node’s attacks always treat the target’s Defense as being
equal to their current Might die size.
I’ll Avenge You!: When Dylon (see next
page) is reduced to 0 Hit Points, Node recovers from all
status effects and loses all his Vulnerabilities. After
that, the tide becomes high again.
Low Tide Speed: When the tide is low, all
damage dealt to Node by creatures suffering from slow is
reduced by 5 (before applying Affinities).
The Tide and Flow of the Battle
Node and Dylon’s special mechanic revolves around the tide:
this kind of additional rule is excellent to add “phases” to a
conflict without tying them to a specific adversary. It’s also
an interesting way to add a back-and-forth pace to the scene,
to reveal something about the enemies’ personality, and to
ensure they can’t benefit from all their skills at the same
time, which could make them too overwhelming or frustrating.
The best way to keep track of these effects is a physical
reminder, like a coin to flip or a card to rotate (this last
prop can easily represent a cycle of four phases, for
example).
Character Dossier & Reflection
ANTAGONISTS (Chapter)
DYLON PROFILE
“We don’t expect gratitude. Nonetheless, we know what must be
done.”
Dylon can use an action and spend 10 Mind Points to perform a
free attack with Sea Fin, treating the High Roll as 0 when
calculating damage. After this attack is resolved:
If the tide is high: Node (see previous page) performs a
free attack with Hunter’s Bow, treating the High Roll as 0.
If the tide is low: Node recovers 10 Hit Points instead.
Special Rules
High Tide Strength: When the tide is high,
all damage dealt by Dylon ignores Resistances.
I’ll Avenge You!: When Node (see previous
page) is reduced to 0 Hit Points, Dylon recovers from all
status effects and loses all his Vulnerabilities. After
that, the tide becomes high again.
Low Tide Tenacity: When the tide is low,
Dylon becomes Resistant to physical damage.
A Reflection In Two Parts
While the T onitranea Rex (see page 176) is a terrible
predator that upsets the ecosystem, Node and Dylon showcase
how pain and tragedy might warp protective instincts into
extremism – a preemptive and short-sighted hunt, fueled by
fear rather than understanding. However, the village of Turva
and their mentor cultivated a diametrically opposite
philosophy, one that still endures in the powerful bond
between Node and Dylon: it’s not too late, and the Player
Characters might be able to bring those feelings back to
surface before they drown in a sea of bitterness.
Brightvale Chronicle
The Legend of Brightvale
Legends say that once upon a time, at the foot of a mountain in
the Northlands, there was a village called Brightvale, because
of its verdant territory and favorable climate. The people of
the village were united, kind, welcoming, and loved life above
all else – in fact, they were healthy and very long-lived.
The Shadow of Immortality
However, this longevity made every bereavement excruciating: the
villagers would cry and try to comfort each other as the faint
light of the
Funerary Lantern guided the procession. Both
the living and the dead only wished to be able to remain with
their loved ones forever, and this is how some souls managed to
find a way back, guided by the Lantern itself. The people
thought it was a miracle, unaware of the looming danger: in
order to remain among the living against the natural order of
things, those spirits were consuming the life of their loved
ones.
As more and more people died, just as many spirits joined the
village. And year after year, those souls gradually forgot who
they were, until they became faint presences, attracted like
moths to the light of the Lantern. In the end, they turned into
pale flames thirsting for life.
The Transformation
Eventually, the spirits overtook the village, and Brightvale
itself – now the epicentre of this warping of the natural order
– was reborn as a terrible serpentine monstrosity that withers
everything it touches, constantly chasing the Lantern that the
naive villagers put all their faith into.
Customer Correspondence:
Antagonists Tactics
ANTAGONISTS
Major Villain (10 Ultima Points);
Champion 3 (worth 3 soldiers)
BRIGHTVALE’S TACTICS: PHASE 1
The battle with Brightvale is divided in two parts. During the
first, the heroes have to climb the lengthy Back of Brightvale,
trying to reach the head, while harassed by Will-o-Wisps
attracted by their life energy (at the start of the conflict
there are two Will-o-Wisps).
Actions per Round:
On the first enemy turn of each round, the
Back of Brightvale uses Compact Terrain (if
it is not in Crisis or already under its effect). Otherwise,
if it has 40 or more Mind Points, it uses
Silent Recall, targeting as many Will-o-Wisps
as possible, making them shoot Pale Flame against random
targets. If neither of these conditions is true, the Back
performs the Guard action instead (be aware
that its effect lasts only until the start of the Back’s next
turn in this round).
On the second enemy turn, the Back of
Brightvale uses Unstable Ground against two
random targets.
Then, all Will-o-Wisps present on the scene perform their
turns, using
Grave Whispers against a random target,
prioritizing those with the highest current Hit Points. If
they lack the Mind Points, they use Pale Flame against a
random target instead.
On the last enemy turn of the round, if it
has enough Mind Points, the Back of Brightvale uses
Sandy Dive, otherwise it uses
Stolen Strength.
At the end of each round, if there are less than two
Will-o-Wisps present on the scene, a new Will-o-Wisp joins the
conflict.
Note: In this phase, the Back of Brightvale
doesn’t use Ultima Points – from a certain point of view, it
hasn’t even noticed the characters yet.
When the Back reaches 0 Hit Points, the body of Brightvale
breaks apart and the gargantuan creature plummets to the ground.
Now the heroes can move to the second half of this battle,
against the Head of Brightvale and the Funerary Lantern hanging
in front of it (see page 190).
Post-Phase Actions:
We encourage you to give the Player Characters one round of
free actions to catch their breath and get ready for the next
part of the battle.
The conflict scene does not end and it’s not necessary to roll
initiative again, but all remaining Will-o-Wisps fade away,
leaving the scene.
— () —
The Back of Brightvale
A powerful, ancient location utilized as a source of abilities.
Core Statistics
DEXd8
INSd8
MIGd12
WLPd6
HP300
MP150
Init.11
Abilities and Actions
Basic Attacks
M Unstable Terrain
A powerful burst of earth damage. Deals (MIG + MIG) +2, or (HR
+ 10) earth damage. This attack has multi (2).
Spells
Compact Terrain
Cost: 5 MP | Type: Self | Scene.
Until this spell ends, the Back of Brightvale gains Resistance
to physical damage. This spell ends if the Back goes into
Crisis. The Back cannot cast this spell while in Crisis.
Silent Call
Cost: 10 × T MP | Targets: Up to two
creatures | Nature: Instantaneous.
Each target may perform a free attack with an equipped weapon
(or basic attack if an NPC). If they do, treat the High Roll
as 0 when calculating damage.
Other Actions
Sandy Dive
The Back of Brightvale can use an action and spend 20 Mind
Points to dive under the desert sand and suddenly reemerge. If
it does, all enemies present on the scene must perform a Group
Check (INS + MIG) with DL 10. Failure deals 15 earth damage to
each enemy seen, and those enemies suffer **shaken**.
Stolen Strength
The Back of Brightvale can use an action to steal energy from
the shattered souls that surround it. Each Will-o-Wisp on the
scene loses 20 Hit Points; then, the Back of Brightvale
recovers 20 Mind Points for each Will-o-Wisp that lost Hit
Points this way.
Special Rules
Construct: The Back of Brightvale is immune
to poisoned.
Sand and Dust: At the end of each of its
turns, if the Back of Brightvale is in Crisis, it loses 10 Hit
Points as its body slowly falls apart. If it reaches 0 Hit
Points this way, all of its enemies plummet to the ground,
suffering 20 physical damage.
Without Conscience: The Back of Brightvale is
immune to dazed, enraged and shaken.
Will-o-Wisp ProfileChapter Title PlaceholderPage 189
WILL-O-WISP
Lv 20 • UNDEAD
The remains of the inhabitants of Brightvale, the Will-o-Wisps
crave the energy of the living and float around the creature
that was once their home. Traits: empty, faint, incomplete,
whispering.
Characteristics & Stats
DEX d12 INS d8 MIG d6 WLP d8
HP: 70 • MP: 35
Init. 9
DEF +0 / M. DEF +0
P RS A VU B RS D IM E RS F RS I VU L VU T IM
Combat Details
BASIC ATTACKS M Pale Flame • (DEX + WLP) +2 • (HR + 10) fire
damage.
SPELLS
Grave Whispers OO • (INS + WLP) +5 • 5 MP •
One creature • Instantaneous. Deals (HR + 15) dark damage to
the target.
Special Rules
Embrace the End: As long as there are at
least two Will-o-Wisps on the scene, Grave Whispers deals 5
extra damage.
Feeble Flame: When a Will-o-Wisp suffers
damage it is Vulnerable to, it loses all Mind Points and
suffers dazed, shaken, slow and weak.
Flying: See Core Rulebook, page 307.
Parasitic Flame: When one or more enemies
recover Mind Points, they regain only half the normal amount
and each Will-o-Wisp recovers 999 Mind Points (if there are
two or more Will-o-Wisps on the scene, this effect triggers
only once).
Undead: The Will-o-Wisp is immune to
poisoned and HP recovery may harm it (see Core Rulebook,
page 305).
Lore Entry: Undead Adversaries in Natural Fantasy
Clinging to life so fiercely that one becomes undead is a
classic of the high fantasy genre: ancient warlocks becoming
abominable liches, entire spectral armies forced by ancient
oaths to emerge from their graves, and so on. Brightvale
frames this idea in a natural fantasy context, adding a touch
of horror – the love of a steadfast community turned to
unhealthy attachment and misfortune. This adversary doesn’t
have any evil plan or grand ambitions, it lacks even a real
conscience – it’s considered a Villain because it embodies the
villagers’ fear and refusal to accept the natural order of
life.
“Nothing remains of those ancient lands. Only sand, silence
and a pale light far, far away.”
Document Analysis
Brightvale’s Tactics (Phase 2)
W BRIGHTVALE’S TACTICS (PHASE 2)
The heroes must now face what is left of the souls of the
villagers, still tied to the world of the living by the pale
light of the
Funerary Lantern.
Enemy Turn Sequence
On the first enemy turn of each round, the Head of
Brightvale resolves
Unnatural Presence, then uses
Gravesand Jaws against a random target.
On the second enemy turn, if it has less than 30 Mind
Points, the Head spends 1 Ultima Point to recover;
otherwise, it uses
Dust to Dust against a random target.
On the third enemy turn, the Lantern uses
Follow Me… against a PC that is not under
its effect yet, prioritizing those with the highest current
Might. If it lacks the required Mind Points, it uses
Dim Light against random targets.
On the fourth enemy turn, if it has enough Mind Points, the
Head uses
Ancient Desires; otherwise, it uses
Gravesand Jaws against a random target.
In this phase, the Head of Brightvale doesn’t spend Ultima
Points as long as the Lantern is lit – but when it becomes
extinguished, the Head spends them liberally to strike its
enemies.
FUNERARY LANTERN Lv 20 • CONSTRUCT
Traits: ancient, faint, fragile, hypnotic.
DEX d8
INS d8
MIG d6
WLP d12
HP 70
MP 35
Init. 8
DEF +0
M. DEF +0
p a b
D VU E RS f I VU L AB T IM
BASIC ATTACKS
Dim Light • (WLP + WLP) +2 • (HR + 10)
light damage. This attack has multi (2).
SPELLS
Follow Me... OO • (INS + WLP) +2 • 10 MP
• One creature. Description: All damage dealt by the target
becomes light and its damage type cannot be changed. After
the target takes a turn, this spell ends.
SPECIAL RULES
Construct: The Funerary Lantern is immune
to poisoned.
Quiet in the Dark: When the Funerary
Lantern is reduced to 0 Hit Points, if it was lit, it
becomes extinguished and its current Hit Points become 1.
As long as it is extinguished, the Lantern cannot regain
or lose Hit Points, nor perform any actions or free
attacks.
The Head of Brightvale deals (HR + 20) earth damage to the
target, and the target suffers
weak.
Other Actions
Ancient Desires
The Head of Brightvale may use an action and spend 20 Mind
Points to choose one:
If the Funerary Lantern is extinguished, it becomes lit and
regains 35 Hit Points.
If the Funerary Lantern is lit, it recovers 35 Hit Points and
performs a free attack using Dim Light.
Special Rules
Desperation: When the Head of Brightvale loses
Hit Points from a recovery effect because of the Undead rule, if
the Funerary Lantern is extinguished, the Head loses an amount
of Hit Points equal to those it would have recovered (instead of
half).
Life Craving: After a Player Character spends a
Fabula Point to Invoke a Trait, if the Funerary Lantern is lit,
the Head of Brightvale recovers 10 Hit Points and that PC
becomes feeble until the
Lantern is extinguished. A feeble PC cannot invoke their Traits.
Symbol of Attachment: As long as the Funerary
Lantern is lit, the current Hit Points of the Head of Brightvale
cannot be lower than 1.
Undead: The Head of Brightvale is immune to
poisoned and HP recovery may harm it (see Core Rulebook, page
305).
Unnatural Presence: At the start of each of the
Head of Brightvale’s first turn during each round, if no Player
Character is suffering from shaken and the Funerary Lantern is
lit, all Player Characters on the scene become
shaken.
Titania, Queen of Fairies
Titania, Queen of Fairies
Many legends tell how dangerous it is to strike a deal with
fairies, the ancient beings who rule the woods of the shire.
And with good reason. It’s not their cunning, nor their
knack of twisting every word to their own desires that makes
them so fearsome; no, their most terrible weapon is time
itself.
Mortals age and die, and their descendants often forget the
ancient oaths or turn them into mere tales. But the fairy
beings are untouched by the flow of the years and, if
someone denies them their due, their fury is
inextinguishable.
The Pact of Frosthill
The villagers of Frosthill struck one such
deal with Titania, the Queen of Fairies: every year, the
Queen would grant plentiful crops and peaceful pastures but,
in exchange, the inhabitants had to gift them three seeds
from their favorite peach tree.
For three generations the villagers kept their word, but
gradually forgot the true meaning of the ceremony, until
they eventually disregarded it completely. And so the fury
of the Queen struck them down, causing the flora of the same
fields and pastures they had nurtured for years to grow
beyond measure. This created a gigantic plant maze that has
held the inhabitants hostage ever since, for the amusement
of the fairy court. It’s a magical domain, where day, night,
and climate answer to Queen’s every whim.
Information:
The Queen of Fairies - Antagonists
193
ANTAGONISTS
THE QUEEN OF FAIRIES
Titania is an atypical antagonist who might assume one of two
symmetrical forms, the Queen of Midday or the Queen of Midnight,
alongside their corresponding mischievous court.
Form Changes and Rules:
If the characters challenge Titania, the fae monarch enters
the fray as the Queen of Midday,
accompanied by two Sun Poppies.
When reduced to 0 Hit Points in either form, Titania uses
the Dawn or Dusk special rule (see upcoming pages) to assume
their opposite form.
After each shift, Titania is considered a new creature in
terms of rules, with full Hit Points and Mind Points, and no
lingering status effects. Any and all spells that affected
the other form end, and any symbol (see High Fantasy Atlas,
page 148) is removed. It’s possible to steal from them twice
using Soul Steal (see Core Rulebook, page 203), once per
form.
From the perspective of Titania and their court, our heroes
are a form of entertainment, so a sacrifice is not available
in this conflict, but it is possible to perform some deeds to
gain the favor of the court (the amount of favor granted is
shown in brackets in the list below). The Game Master has to
reveal this information as soon as someone fulfills a deed but
the full list must be kept secret. Each deed provides favor
only once.
Deeds to Gain Favor (Favor gained is in brackets):
Combo Breaker (+1). Titania cannot perform
any action during their turn.
Fourth Wall (+1). A Player (yes, a Player,
not a character!) makes Titania laugh.
Inconceivable! (+1). A PC wins an Opposed
Check where Titania uses the bonus of
Aspect of the Queen or
Aspect of the Huntress.
Insubordination (+1). A character with the
Outcast Fairy Quirk (see page 125) causes one of Titania’s
forms to enter Crisis.
Look Out, My Queen! (+1). A character uses
the Protect Skill (see Core Rulebook, page 197) to shield
Titania from danger.
One Hundred to Zero (+1). A PC reduces an
enemy from maximum HP to 0 HP.
To Persist is Human (+1). Titania has used
both Weird Mind and Eternal Body.
What a Boom! (+1). A PC brings two or more
enemies to 0 HP in a single turn.
Planned Defeat (+2). One Player Character
surrenders.
Spirit of the Underdog (+2). Titania has
reached 0 Hit Points once in each form.
If the PCs accumulate 6 or more favor, Titania loses all their
Ultima Points and the conflict ends: the Queen is now willing
to negotiate with the group.
Major Villain (10 Ultima Points); Variable rank (see below)
VS.
Queen of Midday
Queen of Midday
(Champion 3) Lv 30 • ELEMENTAL
Traits: ethereal, fickle, gracious, shimmering.
Statistics
DEXd8
INSd10
MIGd8
WLPd8
HP300
MP150
Init. / Def.160 / +1
Combat Details
MP Capacity:
12
DEF: +1 |
M. DEF: +2 |
PRS: A IM b D VU E VU
F IM I VU L AB T IM
Basic Attacks
Royal Fan (DEX + INS) +3
• (HR + 10) air damage and the target suffers slow.
Spells
Solar Mantle[Requires OO]
(INS + WLP) +3 • 10 × T MP • Up to three creatures •
Instantaneous.
Titania deals (HR + 20) light damage to each target.
Other Actions
Fairy Decree
[Free Action]
Titania may use an action to impose one of the following
decrees, ending any previous one; after that, they perform a
free attack with Royal Fan against a random target.
Season of the Opposites: When an enemy
performs a Check (but not Open or Opposed), they succeed
if the Result is lower than the Difficulty Level,
instead of equal or higher.
Mirror Mirror: When an enemy has to
choose one or more targets for an effect, they have to
do so randomly among the eligible targets.
Law of the Fairies: When an enemy
performs an Opposed Check, the Queen chooses which
Attributes they use.
Radiant Bloom[Spend 20 Mind Points]
Titania may use an action and spend 20 Mind Points to make
all Sun Poppies (see next page) bloom. If no Sun Poppy is
present, a new one enters the conflict and immediately
blooms.
Special Rules
Aspect of the Queen: Titania gains +3 to all
Opposed Checks concerning fairies or diplomacy.
Dusk: When Titania is reduced to 0 Hit Points
in her Queen of Midday form, she must spend 1 Ultima Point to
call forth the night. She and any remaining Sun Poppies leave
the conflict. At the end of the current round, she returns as
the Queen of Midnight accompanied by two Moon Orchids (see
page 197). If they have no Ultima Points left, Titania
surrenders.
Elemental: Titania is immune to poisoned.
Weird Mind: At the start of each of her
turns, if she is suffering from dazed and/or shaken, she
recovers from these status effects and regains 10 Mind Points.
SUN POPPY
Lv 30 • ELEMENTAL
Lazy fairies with the form of multicolored flowers, who
blissfully bask in the presence of their radiant Queen.
Traits: ephemeral, lazy, multicolored,
shining.
Statistics
DEX d8 | INS d10 |
MIG d8 | WLP d8
HP: 100 • MP: 50 |
Init. 9
DEF +1 M. DEF +2 p A RS b D VU e F RS I VU L IM T IM
Actions and Abilities
Basic Attacks
Diurnal Caress
(DEX + WLP) +6 • (HR + 10) light damage. The next time the
target suffers light damage during this round, they suffer 5
extra damage.
Other Actions
Sweet Oblivion
The Sun Poppy may use an action to drain enemies of their
strength. Each enemy the Sun Poppy can see loses 20 Mind
Points.
Special Rules
Elemental: The Sun Poppy is immune to
poisoned.
Energized Awakening: When the Sun Poppy is
reduced to 0 Hit Points, all enemies present on the scene
regain 30 Mind Points.
Kissed by the Sun: As long as she is in bloom
and Titania is not in Crisis, the Sun Poppy loses her
Vulnerabilities to ice and dark damage.
Withering Heat: After the Sun Poppy loses Hit
Points due to damage of a type she is Vulnerable to, or loses
any amount of Mind Points, if she is in bloom, she stops being
in bloom.
TITANIA, QUEEN OF MIDDAY’S TACTICS
On the first enemy turn of the round,
Titania uses Fairy Decree to impose one of their decrees, in
cyclical order: Season of the Opposites, Mirror Mirror, Law
of the Fairies, then Season of the Opposites again and so
on.
On the second enemy turn, if they have
enough Mind Points, Titania uses Radiant Bloom, otherwise
they attack a random target with Royal Fan.
Next, all Sun Poppies perform their turns.
The first (if present) uses Sweet Oblivion, the second (if
present) uses Diurnal Caress against a random target.
On the final enemy turn, Titania uses Solar
Mantle on as many enemies as possible. If they have less
than 10 Mind Points, they spend 1 Ultima Point to Recover
instead.
“Evil? Me? Nonsense. I was simply denied what was agreed
upon.”
Type: Instantaneous Cost: 10 MP • (INS + MIG) +3
Effect: Titania deals (HR + 20) dark damage
to the target, and the target suffers weak.
Other Actions
Gaunt Bloom(Action/Passive)
Titania may use an action and spend 20 Mind Points to make
all Moon Orchids (see next page) bloom. If there is no Moon
Orchid present on the scene, a new one enters the conflict
and immediately blooms.
Wild Hunt(Action)
Titania may use an action to declare one of the following
hunts, ending the effects of any previous one; after that,
they perform a free attack with Fairy Arrow against a random
target.
Hound the Prey: Titania and the Moon
Orchids (see next page) deal 5 extra damage against weak
targets.
Gathering Horn: Titania chooses a Moon
Orchid (see next page) present on the scene, who
performs his turn immediately after Titania’s this round
(following the tactics on next page).
Thrill of the Hunt: The next time a
source deals damage to Titania and/or one or more Moon
Orchids, that source deals no damage instead.
Special Rules
Aspect of the Huntress: Titania gains +3 to
all Opposed Checks concerning swiftness, accuracy or giving
chase.
Dawn: When Titania is reduced to 0 Hit
Points in the Queen of Midnight form, they have to spend 1
Ultima Point to call forth the day. In doing so, Titania and
any remaining Moon Orchids (see next page) leave the
conflict. At the end of the current round, Titania returns
to the conflict as the Queen of Midday accompanied by two
Sun Poppies (see page 195). If they have no Ultima Points
left, Titania surrenders.
Elemental: Titania is immune to poisoned.
Eternal Body: At the start of each of their
turns, if Titania is suffering from slow and/or weak, they
recover from these status effects and regain 10 Mind Points.
Character Profile Sheet
MOON ORCHID
Level 30 • ELEMENTAL
Fierce and devout fairies in the shape of delicate flowers.
They use their razor-sharp petals to hunt the prey chosen by
the Queen.
Traits: ephemeral, frantic, lethal, pure.
Stats & Attributes
Core Stats
DEX d10
INS d8
MIG d8
WLP d8
HP: 100
MP: 50
Init: 9
Defensive/Offensive Stats
DEF: +2
M. DEF: +1
p A V U b D I M E R S f I R S L V U T IM
(This appears to be an acronym key)
BASIC ATTACKS(See details below)
Abilities & Actions
⚔️ Basic Attacks
Nocturnal Laceration: (DEX + MIG) +6 • (HR
+ 10) dark damage. If the Moon Orchid is in bloom, this
attack deals 5 extra damage.
✨ Other Actions
SS Rude Awakening: The Moon Orchid may use
an action and spend 20 Mind Points to deal 10 dark damage to
every enemy he can see.
🌿 Special Rules
Elemental: The Moon Orchid is immune to
poisoned.
Ephemeral Beauty: As long as he is in
bloom, the Moon Orchid becomes Vulnerable to physical
damage.
Fragile Frost: After the Moon Orchid loses
Hit Points due to damage of a type he is Vulnerable to, or
loses any amount of Mind Points, if he is in bloom, he stops
being in bloom.
Moon Kiss: As long as at least one Moon
Orchid is in bloom, Titania loses their Vulnerabilities to
fire and light damage.
👑 TITANIA, QUEEN OF MIDNIGHT’S TACTICS
On the first enemy turn of each round, Titania uses Wild
Hunt to declare one of their hunts, in cyclical order: Hound
the Prey, Gathering Horn, Thrill of the Hunt, then Hound the
Prey again and so on.
On the second enemy turn, if they have enough Mind Points,
Titania uses Gaunt Bloom, otherwise they attack a random
target with Fairy Arrow.
Next, all Moon Orchids perform their turns. The first (if
present) uses Rude Awakening, the second (if present) uses
Nocturnal Laceration against a random target.
On the final enemy turn, Titania uses Lunar Blanket on as
many targets as possible. If the Queen has less than 10 Mind
Points, they spend 1 Ultima Point to Recover instead.
The Chronicles of Eldgren
The Awakening of Eldgren
Millennia ago, the great forest of **Eldgren** gracefully
welcomed those who proved themselves worthy of its favor. After
overcoming the tests imposed by the guardian spirits, worthy
mortals received the great tree’s blessings—so that entities
dwelling in the earth, the stone, among the branches, and in the
streams would heed their words and prayers.
Unfortunately, an ancient civilization, whose erudition was
matched only by their fear of the unknown, decided that these
superstitions were obsolete and dangerous. They believed such a
power had to be grasped and controlled. They started many wars,
but left precious few accounts. The forest was reduced to a
smoldering waste, but even less remained of those short-sighted
people.
The Lingering Scars
However, the spirits never left their home: over the centuries,
they healed the earth and new life blossomed in Eldgren. The
superficial wounds were mended, but the
rage and the resentment for the mortals’
actions still burned in the depths, like buried embers, slowly
poisoning the heart of the forest, and allowing an invisible
parasite to make its nest within it.
When young humans, oblivious to what had transpired, set foot
among the trees once again, Eldgren remained silent, waiting.
When some of them pushed deeper, studying the broken ruins of
those ancient people, Eldgren waited. But when the first trees
were felled, the spirits decided that these mortals were the
same as their ancestors and, if left unchecked, the tragedies of
the past would repeat themselves.
The Reckoning
Ash swept away, embers roar hateful once again: the ancient
guardians of the forest are ablaze with a ghostly and vengeful
fire, while millennia-old trees entwine their branches and shake
the ground to uproot the human threat once and for all… even at
the cost of snuffing out hundreds.
Not all is lost: a minuscule fragment of Eldgren’s ancient heart
managed to escape desperation and traveled beyond the boundaries
of the forest, looking for heroes who can heal its suffering…
“What do you know about pain? Of suffering?
Your ancestors committed unforgivable crimes.
You will be given no chance to repeat them!”
Chapter Layout
199
W
44 ANTAGONISTS
CHAPTER
— CHAPTER —
Content Flow Placeholder
This section would typically contain the main body text of
the chapter. Based on the raw extract, this area represents
the core content related to "Antagonists."
The Forest's Trial - Campaign Guide
THE FOREST'S TRIAL
Context:
In this first phase, the characters delve into the forest,
hoping to stop it before it unleashes its rage on nearby
villages.
Narrative Development
From a narrative perspective, the last non-corrupted shard of
the
heart of the forest guided the PCs here. The
shard might be an NPC, but it would be better if they are a
Player Character who has remembered the true nature of their
mission. Such a revelation might be triggered with a
Fabula Point or with a
Quirk like Underchild (see
page 129), or introduced by the awakening of the Mysterious
Grimoire Quirk (see page 124).
Another interesting option is the revelation that a PC’s
Faithful Companion (see Core Rulebook, page
217) is much more than a common animal.
Environmental Rules
In this phase, the forest is an environmental element; it
doesn’t take part in the conflict nor use any Ultima Points.
The main threat is the
Ashen Rådande (see page 201), who hinder the
heroes while they undertake the ancient trials of Eldgren.
The Trials
Sequence and Mechanics
The trials take place at the end of each round, in the
following order:
Trial of Strength (first round). Each PC
must perform a (MIG + WLP) Check with Difficulty Level 10.
For each success, the group accrue 1 Trial Point, but those
who fail lose half of their current Hit Points.
Trial of Remembrance (second round). Each
PC can choose one of their Bonds and give it to the Forest;
that Bond cannot be invoked until the end of the scene. Each
PC who chooses to give one of their Bonds must recount one
campaign event linked to it, and then roll their highest
base Attribute die, adding the strength of the gifted Bond,
accruing 1 Trial Point, plus another one if the result is 10
or higher. Each PC that doesn’t give a Bond fails the trial
and becomes coveted by the Rådande until the end of the
Scene.
Trial of Unity (third round). Each PC rolls
their lowest base Attribute die. If the result is equal to
or lower than that PC’s total number of Bonds, the group
accrue 1 Trial Point. If the result is higher, the PC loses
half of their current Mind Points.
Conclusion: At the end of the fourth round,
if the group has accrued a number of Trial Points equal to or
higher than (the number of Player Characters, multiplied by
3), the ancestral magic recognizes their valor and brings them
before the Ancient (see page 202). Otherwise, a strange spell
drops them at the edge of the forest and they will be able to
face the Ancient only later; meanwhile, Eldgren will have
started rampaging across the countryside.
W ELDGREN • PHASE 1
Ashen Rådande Profile
ASHEN RÅDANDE
Lv 40 • PLANT
Description
Once guardians of the forest, now they are driven by the
gut-wrenching hatred that burns in their hearts.
p A VU b d E RS F IM I VU l T RS (Placeholder for complex
stats)
Special Class Stats
Basic Damage: Fan the Flames • (DEX + MIG) +4 • (HR + 20)
fire damage. After resolving this attack, if the target
wasn’t coveted, the Ashen Rådande loses 10 Hit Points.
Shared T orment OO • (INS + WLP) +7 • 20 MP • One creature
• Instantaneous. Both the Ashen Rådande and the target
suffer poisoned.
Special Rules
Harrowing Rage: As long as the Ashen
Rådande is poisoned, all damage they deal ignores Immunities
and Resistances.
Plant: The Ashen Rådande is immune to
dazed, enraged, and shaken.
Trial by Fire: When the Ashen Rådande is
reduced to 0 Hit Points, Player Characters receive 1 Trial
Point.
Ashen Rådande Tactics
At the start of the conflict, a number of Rådande equal to the
number of PCs minus 1 enter the scene. The forest spirits’
grudge drives them to push intruders away, preventing them
from even attempting to demonstrate that they are worthy of
Eldgren’s trust and respect.
Behavior:
On their turn, if they are not poisoned, a Rådande uses
Shared T orment against a random target,
prioritizing those who are not poisoned already.
If poisoned, the Rådande uses
Fan the Flames against a random target,
prioritizing coveted ones.
Also, every time a Player Character fails one of the three
trials of the spirits, another Rådande immediately joins the
conflict (up to a maximum number of Rådande equal to how
many were present at the start of the conflict).
Villain Status
Major Villain (10 Ultima Points); Variable rank (see below)
Source Data: ()
Eldgren's Tactics: The Ancient
The Encounter
At this point, the PCs have to face Eldgren in all her rage,
under the guise of the ancient and colossal guardian of the
forest: a towering wooden colossus, similar to a giant moose
with blazing antlers.
Conflict Setup
This conflict can either immediately follow the trials
(described in the previous pages) or occur later on if the
characters failed the trials or didn't reach the forest before
it animated and began its march of destruction. In the first
case, you should make sure that the PCs have enough time to
reorganize and use potions or other abilities to regain
strength; in the second, if the group took a really long time to
arrive, this battle might include a Clock representing the
progressive destruction of a settlement or a region,
automatically filling by one section at the end of each round.
Ancient Abilities
In the form of the Ancient, Eldgren is powerful and unrelenting,
but quite predictable. Her turn actions follow a five-turn
cycle:
On her first turn: If two or less PCs are
enraged, Eldgren uses Rekindle the Embers; otherwise,
she uses Scorching Gaze against a random target. If
she doesn’t have enough Mind Points, she uses
Ashen Antlers against a random target.
On her second turn: Eldgren uses
Toxic Despair against as many random targets as
possible, prioritizing those already poisoned.
On her third turn: Eldgren uses
Scorching Gaze against a random target; if she
doesn’t have enough Mind Points, she spends 1 Ultima Point to
Recover.
On her fourth turn: Eldgren uses
Ashen Antlers against a random target.
On her fifth turn: Eldgren uses
Thousand-year Fury against the enemy toward which she
bears a grudge. If she doesn’t have a grudge against anyone,
she attacks a random target with
Ashen Antlers instead.
Mechanics and Outcome
Ultima Points (UP): In this phase, Eldgren
spends Ultima Points to Invoke a Trait every time she
fails a Magic Check to cast one of her offensive spells (OO),
or to Recover during her third turn.
Collapse Condition: Once reduced to 0 Hit
Points, the Ancient collapses to the ground and stops moving,
leaving the Heart of the Forest exposed (see page 204).
(MIG + MIG) +4 | (HR + 20) fire damage.
If Eldgren bears a grudge, this attack deals 5 extra damage.
If this attack misses while bearing a grudge, she loses 30
Hit Points after resolving the attack.
Toxic Despair
(INS + MIG) +4 | (HR + 15) poison damage. This attack has
multi (2). If a creature hit by this attack is suffering
from poisoned, they suffer shaken and weak.
Spells
Rekindle the Embers
(MIG + WLP) +4 | 10 × T MP • Up to three creatures •
Instantaneous.
Each target suffers enraged.
Scorching Gaze
(MIG + WLP) +4 | 10 MP • One creature • Instantaneous.
Eldgren deals (HR + 25) fire damage to the target, and the
target suffers shaken.
Other Actions
Thousand-year Fury
Eldgren may use an action to deal 30 damage to the creature
toward which she bears a grudge, plus 10 extra damage for
every other time she has used this action since the start of
the scene. Then, Eldgren stops bearing her grudge. Damage
dealt by this action has no type and thus ignores
Affinities.
Special Abilities & Conditions
Ancestral Grudge: When an enemy causes
Eldgren to lose Hit Points, she starts bearing a grudge
toward them. She can bear only one grudge at a time. If
Eldgren recovers Hit Points while bearing a grudge, instead
she recovers no Hit Points and stops bearing a grudge.
Misery: Eldgren is immune to poisoned. As
long as there are two or more creatures suffering from
poisoned present on the scene, Eldgren may treat her Defense
and Magic Defense scores as being equal to 13.
Plant: Eldgren is immune to dazed, enraged,
and shaken.
Suffering Exhale: When Eldgren enters
Crisis for the first time during a scene, all creatures
present on the scene suffer poisoned.
Tough Grudge: As long as she bears a
grudge, Eldgren gains Immunity to all damage types except
air and earth.
[ ()] - Data extracted from PDF document.
The Heart of the Forest
ELDGREN’S TACTICS: THE HEART OF THE FOREST
In this phase, the characters are face-to-face with the pulsing
Heart of the Forest, and at last they have the chance to heal
it, removing the mysterious and invisible parasite that infested
it.
Core Conflict Mechanics
The Heart's Limitations
This conflict is based upon a special rule designed to
showcase the narrative through the game mechanics:
The Heart enters the scene with current Hit Points equal to
1 and its Hit Points cannot go below 1.
If the Heart’s current Hit Points become equal to or greater
than 480, it loses all Ultima Points and Surrenders
immediately.
Slumbering Hope Clock
This scene also includes a “Slumbering Hope” Clock with
4 sections, visible to all participants. This
Clock can be filled or emptied only in the following ways:
When a Player Character present on the scene spends 1 Fabula
Point to invoke a Theme of Belonging, Hope, Justice or
Mercy, fill 1 section of the Clock.
At the start of the fourth enemy turn (see below) of the
round, if the Clock is full, empty it. If you do, the Heart
regains
40 Hit Points and
40 Mind Points, and it doesn’t perform any
action this turn.
The Heart's Strict Cycle of Play
The Heart follows a very strict cycle of play:
On the first enemy turn: The Heart uses
Flame of Remembrance during odd-numbered rounds or
Avenging Miasma during even-numbered rounds, both
against random targets.
On the second enemy turn: If it has enough
Mind Points, the Heart uses
Aura of Desperation during odd-numbered rounds, or
Ashen Breath during even-numbered rounds. If it lacks
the required Mind Points, it uses
Avenging Miasma against random targets.
On the third enemy turn: The Heart uses
Ancient Vitality or, if it doesn’t have enough Mind
Points, a Recovery action. If it doesn’t have any Ultima
Points left, it uses Flame of Remembrance against a
random target.
On the fourth enemy turn: Check the
“Slumbering Hope” Clock (see above). If the Clock isn’t empty
and the Heart is not in Crisis, it uses
Parasite Grasp. If the Heart is in Crisis and/or it
doesn’t have enough Mind Points, it uses
Flame of Remembrance against a random target.
The Heart
(Champion 4)
Once the living core of Eldgren, the Heart is covered by the
withered remains of the Rådande who died to protect it.
Requires (INS + WLP) +4 | Cost: 10 MP | Target: One
creature | Type: Instantaneous. The Heart deals (HR + 25)
fire damage to the target.
Aura of Desperation
Cost: 20 MP | Type: Special | Instantaneous. Every
creature able to see the Heart suffers shaken.
Parasite Grasp
Cost: 30 MP | Type: Special | Instantaneous. The
mysterious infection nestled in the Heart of Eldgren
spreads, causing it to spasm violently: the Heart loses
the exact amount of Hit Points required to enter Crisis.
After that, the Heart deals poison damage equal to (the
amount of Hit Points lost with this spell divided by the
number of creatures present on the scene) to each creature
present on the scene (including itself).
(Warning: If a Player Character learns this spell with
spell Mimic, they immediately lose all their Fabula
Points and suffer enraged. If the campaign continues,
the group might even have that character evolve into a
Villain.)
Other Actions
Ancestral Vitality
The Heart may use an action and spend 20 Mind Points to
stop being affected by any spell with duration “Scene” and
any “hex” invocations (see page 156).
Special Rules
Parasitic Despair
As long as it is not in Crisis, the Heart is treated as
having neutral Affinity (-) to all types of damage.
Plant
The Heart is immune to dazed, enraged, and shaken.
Index Directory
Index Directory
A
abyss sheet18
artifacts88
B
Badger Temple22
Breezeburg26
Brightvale186
C
Camp Activities130
Candle Bay30
Cerulean Jungle34
classic characters134
conflicts62
cookbook sheet150
custom weapons112
D
Darkdepth38
delicacy151–152
Dylon182
E
Eisenstadt42
Eldgren198
environmental antagonist174
F
Floralist138
forging74
G
garden140
Golden City46
Gourmet148
Growth Clock140
H
Heroic Skills160
I
invocation156
Invoker154
L
Lowtide50
M
magiseed140
materials74, 78
Merchant158
multi-part enemies180
N
natural fantasy locations16
natural fantasy Pillars8
Node182
Q
Quirks120
R
rare items82
accessories:
87
rare armor:
86
rare shields: 86
rare weapons: 84
Rocky Desert54
S
sample natural fantasy characters97
T
Titania, Queen of Fairies192
T onitranea Rex176
Trade Points159
V
vertical development worlds18
Vertigo Peak58
W
wellspring156
Inspirations and Credits
207
INSPIRATIONAL WORKS
Gaming Inspirations
A vast collection of influences drawn from various titles and
developers, including:
Atelier (Dusk trilogy, Ryza Trilogy and
Sophie duology) by Gust and Koei Tecmo
Bistro Heroes by Team Tapas
Etrian Odyssey III: The Drowned City and
Etrian Odyssey Untold: The Millennium Girl by
Atlus
Final Fantasy: Crystal Chronicles by Square
Enix
Harvestella by Live Wire Inc. and Square Enix
The Horizon series by Guerrilla Games
Ico, Shadow of the Colossus and
The Last Guardian by Team Ico
Jade Cocoon: Story of the Tamamayu by Genki
The Monster Hunter Stories series by Capcom
and Marvelous Inc.
Ōkami and Ōkamiden by Capcom
The Rune Factory series by Marvelous Inc.
The Legend of Zelda: Breath of The Wild, Tears of the
Kingdom
and The Wind Waker by Nintendo
Wild Arms 3 by Media Vision
Wild Hearts by Omega Force
Non-Videogame Inspiration
Drawing inspiration beyond video games from authors, manga, and
historical media:
Dungeon Meshi by Ryoko Kui
Earthborne Rangers by Earthborne Games
Frieren – Beyond Journey’s End by Kanehito
Yamada and Tsukasa Abe
Laputa – Castle in the Sky by Hayao Miyazaki
and Studio Ghibli
Made in Abyss by Akihito Tsukushi
Mushishi by Yuki Urushibara
Nausicaä of the Valley of the Wind by Hayao
Miyazaki and Topcraft
Princess Mononoke by Hayao Miyazaki and
Studio Ghibli
Seirei no Moribito by Nahoko Uehashi
Symbaroum by Mattias Johnsson and Mattias
Lilja
The Dragon, the Hero and the Courier by
Yamada Gregorius
The Fire Hunter by Rieko Hinata and Akihiro
Yamada
The Wildsea by Felix Isaacs
Trigun by Yasuhiro Nightow
Magic: The Gathering settings including
the Ikoria, Lorwyn and Zendikar and Rei
Nakazawa’s flavor texts for the Kamigawa set.
CREDITS
Acknowledgements
Special thanks to:
Nicola Degobbis, Chris Pagliari, Marco Munari, Alberto
Orlandini, Marta Palvarini, Matteo Pedroni, Selene Dal Borgo
and Erica Viotto for their direct contribution to this volume.
Thanks also to the many patrons who continue to support this
project worldwide:
Alberto “107”, Alena, Anise, Francesco
Castelli, Pieralberto Cavallo, Cryo, Dracoknight, Lassic,
Libro, Chiara Listo, Andrea Lucca, Monowave, Nadia, Nicola
Marchi, Nitro, Diego Proietti Petretti, Claudio Pustorino,
Rosencranz, Claudio Serena, Stepnix, Tails, Tekko!, Triex and
Giuseppe Vitale for precious advice and observations.
Also thanks to Ali A Olomi, Ancient Americas, Rhystic Studies,
Spice8Rack, and The Asians Represent Podcast for their
invaluable contents.
Community Support
Thank you also to the Fabula Ultima and
Rooster Games communities: during the
development months you have provided tireless insights and
precious opinions on our playtest content – and special thanks
to our hard-working mods Alberto “107”, Chris, Cryo, Nadia and
Stepnix.
Final Thanks
And finally, a special thank you goes to Reidy,
Will, and their play groups. Whatever awaits us
at the journey’s end, I believe we will play together, again and
again.
Document Summary
Our Story
This endeavor will bring new kindness and positive change.
We are dedicated to sharing our story of impact and
community growth. Our goal is to bring renewed kindness to
all.