Nightsong
Rulebook
This page exists as a dedicated print/export view that compiles the full Nightsong rulebook into a clean, print-ready layout. It is designed for browser print-to-PDF so players and GMs can generate a shareable offline copy with minimal extra formatting.
Table of Contents
Offline Copy
Print Rulebook PDF
Download a generated PDF of the full rulebook. A fully designed layout edition is coming soon, but we are still finalizing the text at the moment so it is not ready for layout just yet.
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About
Credits
Concept, Rules and Layout: René-Pier Deshaies-Gélinas
Illustrations: Galen Pejeau
Heroes: Andrew Boyd, Lynn Jones, Matteo Sciutteri, Xavier Tétreault, Gabriel Lemire, Louis-Philippe Déragon, Dominic Tremblay, Emmanuel Beauregard.
Support Nightsong
Commission Original Illustrations
Nightsong is free and always will be. But if you'd like to support the project, donations go directly toward commissioning original artwork from Galen Pejeau for the rulebook.
Miscellaneous
- Heading text font: Centaur MT Std
- Body text font: Candara
- Table entry font: Nimbus Sans L
- Helper text font: Roboto Condensed
Inspirations
While designing Nightsong, we have drawn inspiration from many games, books, films, and other media, including:
Games
This game would not exist without the foundations laid by these amazing projects and their brilliant creators.
- MÖRK BORG, by Pelle Nilsson and Johan Nohr
- Mausritter, by Isaac Williams
- The Black Hack, by David Black
- Into the Odd, by Chris McDowall
- Cairn, by Yochai Gal
- Shadowdark, by Kelsey Dionne
- DURF Expanded, by Emiel Boven
Video Games
- Guild Wars, ArenaNet
- Ori and the Blind Forest, Moon Studios
- Child of Light, Ubisoft Montreal
- Hollow Knight, Team Cherry
- Fable, Lionhead Studios
Films & Series
- Onward, Pixar
- Princess Mononoke, Studio Ghibli
- Wolfwalkers, Cartoon Saloon
- Avatar: The Last Airbender, Nickelodeon
License
Nightsong is released under an open license. You are free to use it to create your own game built on its rules or to develop compatible third-party material.
Attribution Text
If you use our Licensed Material in your own published work, please credit us in your product as follows:
This product is based on Nightsong, published by Fari RPGs (https://farirpgs.com/), developed and authored by René-Pier Deshaies-Gélinas, and is licensed for use under the Open RPG Creative License. This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein.
Overview
What Is This
Nightsong is a fantasy adventure game of heroism, friendship, and mysteries in an era of wonders and dangers. Players take the role of wanderers, bound to no lord or guild, carving their own path in a world still reeling from the calamity that recently befell it.
This game is two things.
- First, it is a set of rules, systems, mechanisms, and procedures designed for playing either as a solo game, as a duet with one other player, or as a group.
- Second, it is a breathing, living world called Penumbra, described and hinted at through character creation options, tables, adventures, creatures, and more. Penumbra existed before you started playing and will continue to persist long after you’re done with it.
You can use Nightsong’s setting as-is, or make minor or even major modifications to the default assumptions about the world to better suit your table’s taste.
You can also bring your own setting and rely solely on the mechanics and procedures of the game to carry your story forward.
A Game of Nightsong
Here is a quick but important outline of what Nightsong promises, both mechanically and thematically.
Traveling the land of Penumbra, the characters will:
Relying on the rules of Nightsong, players will:
- Set the scope. Whether players want to walk the path of heroes, explore the land for its mysteries, build a small haven for their loved ones, or something in between is entirely up to them.
- Have conversations. During play, the established fiction will unfold and the players’ choices will outline a potential fiction that may or may not come to pass.
- Roll dice. In moments of uncertainty, dice will be used to resolve what happens next. Certain factors based on the established fiction or mechanical traits may shift the odds, but dice serve the story keeping things unpredictable and interesting.
- Make new rulings. There will be moments in the story where the players wish a rule covered how something should be handled, and it won’t. In those cases, the players are expected to create a new rule for themselves, adapting it over time to make this game theirs.
- Be clever. Even in a radiant world, the dangers of the land and rules this game can be harsh on characters acting foolishly. Players are expected to play in a way that outsmarts the world. People have goals and desires. Monsters have weaknesses and tells. Pay attention, ask questions, and a path forward will reveal itself.
How To Play
The goal of Nightsong is to explore a fictional world and watch an emergent story take shape over time.
Every player at the table controls a player character. Each player chooses what their character thinks, feels, says, and does. The world then reacts to those actions.
The remaining player is the Referee, the neutral voice of the world. The Referee describes the places the characters visit and portrays the people and creatures they encounter, known as non-player characters or NPCs. The Referee is also responsible for presenting problems and opportunities to the player characters, making the world react to their actions, and deciding when the rules come into play and how they should be interpreted. It is the Referee’s job to challenge the characters and put obstacles in their path, forcing them to show what they are made of. But it is not the Referee’s job to decide how the story ends. That is what play is for. We play to find out what happens.
In a solo game, a single player fills both roles, leaning on the Referee’s tools and oracle tables to answer questions the world would normally handle. In a duet game, one player can serve as the Referee while the other controls a single character, or both players can share the two roles, trading off as the fiction demands.
At its core, the game is a conversation. The Referee sets a scene, players ask questions and declare actions, outcomes are resolved through fiction or dice, the world shifts in response, and the conversation picks back up.
There is no need to memorize every rule before the first session. A cheat sheet is included with this game covering the essentials. If a rule is forgotten mid-session, make a quick ruling that feels fair and look it up later. A misremembered or bad interpretation will not ruin the game. What matters is that the story keeps moving and everyone at the table is having a good time.
Dice
This game uses polyhedral dice. They are written as D followed by a number indicating which die to roll. D4 is a four-sided die, D6 is a six-sided die, and so on. A number before the D means roll multiple dice and add the results together. 2D6 means roll two six-sided dice and sum them.
Each die type has a distinct role in the game:
- D20: Used for Ability Checks, testing a character’s capabilities against a difficult challenge.
- D4 to D12: Used for Step Dice, tracking dwindling resources and consumables. Also used for Damage and Armor rolls during combat.
- D%: Used as a Die of Fate, an oracle for answering questions about the fiction when the player characters are not directly involved in the outcome. Note that this is the individual percentile die (labeled 10, 20, 30, … 90, 00, where 00 represents 100), not the combined D10 + D% roll you may have seen in other games.
- D66: Used to draw results from the various rolling tables and generators in the game. Roll a D6 twice. The first roll is the tens digit, the second is the ones digit. Results range from 11 to 66, for a total of 36 possible outcomes.
Play Materials
When playing in person, each player needs a printed character sheet, a set of polyhedral dice, and a pencil with an eraser. The Referee needs the same, along with a printed copy of the game’s cheat sheet.
When playing online, digital and interactive versions of the character sheet, cheat sheet, dice roller, and more are available at https://nightsong.farirpgs.com/resources.
Rulings
The rules in this game are resilient and hackable, but they will not cover every situation. Bend them, break them, rebuild them to suit your table. This game is yours, and you have our full permission to make it your own.
You are also encouraged to publish your own material, whether compatible (“Designed for use with Nightsong”) or derived from it (“Powered by Nightsong”). For more on this topic, visit https://nightsong.farirpgs.com/license.
Design Principles
These principles shape how the rules were designed, how the Referee runs the world, and how players approach the game.
- Fiction First. The conversation at the table drives the game. The Referee describes a situation, players respond based on what makes sense in the fiction, and dice step in only when the outcome is uncertain.
- Rulings Over Rules. No rulebook can cover every situation. When the rules fall short, the Referee makes a fair call and the table moves on. A misremembered rule will not ruin the game.
- Classless. Characters are defined by the equipment they carry, the conditions they bear, and the choices they make. There are no classes or levels gating what a character can attempt.
- Player Skill. Clever thinking matters more than what is written on the character sheet. Ask questions, study the environment, and use what you have.
- Danger Is Real. The world does not scale to meet the characters. Weapons break, Armor wears thin, and some fights simply cannot be won. Know when to retreat.
- Combat Is War. Fighting is a choice, and rarely the safest one. Ambush, negotiate, outmaneuver, or avoid the fight entirely. Stack the odds before drawing steel.
- Information Is Free. Players should have enough information to make meaningful decisions. The Referee describes situations honestly and telegraphs danger clearly.
- The World Lives. Factions pursue their own goals on their own timelines. Events unfold whether the characters are present or not.
- Emergent Story. There is no predetermined plot. The story arises from player choices and the consequences the world delivers. Play to find out what happens.
- Growth Through Experience. Characters advance typically after completing an adventure, overcoming a dangerous foe, or returning from the depths with hard-won treasure.
The Nightsong Rulebook
The complete rulebook contains everything needed to play, whether in Lorent or a world of your own making. It is organized into the following chapters.
- Introduction. The game’s premise, how it works, and what to expect at the table.
- The World of
. The default setting for Nightsong, its history, peoples, and places. - Character Creation. Building a character and stepping into the world as a wanderer.
- Rules. The core systems of play, from ability checks to combat to magic.
- Procedures. Adventuring in practice, covering travel, exploration, and encounters.
- Bestiary. The creatures and dangers that inhabit the world.
- Guidelines. Refereeing advice and notes on converting material from other games.
Work in Progress
Character Creation
To create a character, go through the following steps.
1. Abilities
A character has four core Abilities that define their capabilities in different situations.
Strength represents might and power. This Ability also determines the number of Slots a character has for carrying items and bearing conditions.
Dexterity represents agility and finesse. This Ability also determines Focus, a reserve of effort and luck that can be spent to give a Check or Damage roll Advantage.
Presence represents willpower and charm. This Ability is used to resist the strain of casting Spells and determines how many Spell Shards a character can refill during a Long Rest.
Constitution represents toughness and resistance. This Ability determines starting Hit Points, a measure of the number of injuries a character can sustain before they die, and is used to resist fatigue, poison, and disease.
Distribute +2, +1, 0, and -1 among the Abilities, or roll 2D6 for each using the list below. If no score is +1 or higher, reroll all Abilities.
- On a 2, set the Ability score to -3.
- On a 3, set the Ability score to -2.
- On a 4 to 5, set the Ability score to -1.
- On a 6 to 8, set the Ability score to 0.
- On a 9 to 10, set the Ability score to +1.
- On an 11, set the Ability score to +2.
- On a 12, set the Ability score to +3.
2. Hit Points
Hit Points represent the number of injuries a character can sustain before they die. Set the character’s maximum Hit Points to Constitution + 6.
3. Focus
Focus is a reserve of effort and luck that can be spent to give a Check or Damage roll Advantage.
Each session, a character’s Focus is set to their Dexterity score, up to 3.
Unspent Focus is lost at the end of each session and does not carry over.
4. Slots
Slots measure how much a character can carry and how many conditions they can bear. Set the character total Slots to Strength + 10.
Standard items take 1 Slot, bulky items take 2 Slots, and petty items take no Slots.
5. Starting Backgrounds
Each character begins with common supplies and one background. To choose the background, find the character’s highest Ability score, then roll 1D6 on the matching table in the Belongings section. If two or more Abilities are tied, the player chooses which table to use. Instead of rolling, the player can simply pick a background that suits the idea they have for their character if they have one.
6. Additional Details
To finish the character, roll or choose from the Details tables in the section section. Note the character’s name and preferred pronouns. The character can now start their journey!
Belongings
Every character starts with the following supplies:
- A bundle of torches (D6 Uses)
- Pack rations (D6 Uses, petty)
- 3D6 x 10 coins (petty)
Background Tables
After noting down the supplies above, add the items from one of the following backgrounds. Pick or roll on the table that matches the character’s highest Ability score.
Strength Backgrounds 1D6
| Roll 1D6 | |
|---|---|
| 1D6 | Strength Backgrounds |
| 1 | Soldier: Greatsword (D10, bulky), Chain Armor (D6), rope (50ft), spikes, whetstone. |
| 2 | Blacksmith: Battle axe (D10, bulky), Leather Armor (D4), tongs, hammer, bellows. |
| 3 | Guard: Polearm (D10, bulky), Shield (D6), manacles, whistle, horn. |
| 4 | Farmer: Spear (D8), cloak, shovel, chicken, sack. |
| 5 | Sailor: Cutlass (D8), Leather Armor (D4), grappling hook, tar, rum. |
| 6 | Outlaw: Halberd (D10, bulky), Leather Armor (D4), crowbar, lockpicks, caltrops. |
Dexterity Backgrounds 1D6
| Roll 1D6 | |
|---|---|
| 1D6 | Dexterity Backgrounds |
| 1 | Thief: Dagger (D6), Leather Armor (D4), lockpicks, mirror, caltrops. |
| 2 | Hunter: Short sword (D8), Leather Armor (D4), snare wire, trap, knife. |
| 3 | Scout: Crossbow (D8, bulky), Leather Armor (D4), map case, chalk, spyglass. |
| 4 | Messenger: Shortbow (D6, bulky), cloak, satchel, wax, whistle. |
| 5 | Servant: Knife (D6), robe, disguise kit, poison, soap. |
| 6 | Performer: Rapier (D8), cloak, makeup kit, cards, costume. |
Presence Spell Shards
Characters with Presence as their highest Ability score own a number of Spell Shards equal to their Presence score. Each Spell Shard takes 1 Slot in a character’s inventory. To determine which Spell a character possesses, pick or roll on the Spell tables found on the following pages. Spell Shards cannot be copied or crafted through ordinary means and are usually found in places of knowledge, power, or danger.
Presence Backgrounds 1D6
| Roll 1D6 | |
|---|---|
| 1D6 | Presence Backgrounds |
| 1 | Priest: Mace (D8), robe, holy symbol, incense (D6 Uses), bell. |
| 2 | Scholar: Staff (D6), robe, Spell Shard, ink and quill, lens. |
| 3 | Hermit: Staff (D6), cloak, charm pouch, bones, herbs (D6 Uses). |
| 4 | Noble: Short sword (D8), cloak, signet ring, perfume, letter of credit. |
| 5 | Scribe: Dagger (D6), robe, blank book, seal, wax. |
| 6 | Pilgrim: Club (D6), Leather Armor (D4), prayer book, bandages (D6 Uses), staff. |
Constitution Backgrounds 1D6
| Roll 1D6 | |
|---|---|
| 1D6 | Constitution Backgrounds |
| 1 | Healer: Club (D6), Leather Armor (D4), herbs (D6 Uses), bandages (D6 Uses), salve. |
| 2 | Miner: Pick (D8), Leather Armor (D4), shovel, lamp, oil (D6 Uses). |
| 3 | Cook: Cleaver (D8), Leather Armor (D4), pot, spices, meat. |
| 4 | Fisher: Spear (D8), cloak, net, fishing kit, flask. |
| 5 | Laborer: Hammer (D8), Shield (D6), pry bar, rope (50ft), nails. |
| 6 | Monk: Staff (D6), robe, prayer beads, tea tin, blanket. |
Details
Once the mechanical side of the character is set, a few personal details bring them to life. The tables below cover appearance, personality, and names.
Detail Tables
Roll on or pick from any of the following tables to flesh out the character. None of these choices affect the rules, they simply help define who the character is at the start of their journey.
| Roll 1D6 | |
|---|---|
| 1D6 | Face |
| 1 | Round |
| 2 | Long |
| 3 | Wide |
| 4 | Plain |
| 5 | Lined |
| 6 | Scarred |
| Roll 1D6 | |
|---|---|
| 1D6 | Eyes |
| 1 | Piercing |
| 2 | Gentle |
| 3 | Cold |
| 4 | Weary |
| 5 | Bright |
| 6 | Distant |
| Roll 1D6 | |
|---|---|
| 1D6 | Hair |
| 1 | Short |
| 2 | Long |
| 3 | Curly |
| 4 | Braided |
| 5 | Bald |
| 6 | Gray |
| Roll 1D6 | |
|---|---|
| 1D6 | Physique |
| 1 | Slim |
| 2 | Stocky |
| 3 | Muscular |
| 4 | Heavy |
| 5 | Tall |
| 6 | Short |
| Roll 1D6 | |
|---|---|
| 1D6 | Clothing |
| 1 | Old |
| 2 | Fancy |
| 3 | Odd |
| 4 | Trendy |
| 5 | Dirty |
| 6 | Patched |
| Roll 1D6 | |
|---|---|
| 1D6 | Mannerism |
| 1 | Fidgets |
| 2 | Stares |
| 3 | Laughs often |
| 4 | Mumbles |
| 5 | Gestures |
| 6 | Never smiles |
| Roll 1D6 | |
|---|---|
| 1D6 | Speech |
| 1 | Loud |
| 2 | Mysterious |
| 3 | Slow |
| 4 | Fancy |
| 5 | Rough |
| 6 | Soft |
| Roll 1D6 | |
|---|---|
| 1D6 | Virtue |
| 1 | Brave |
| 2 | Patient |
| 3 | Kind |
| 4 | Loyal |
| 5 | Curious |
| 6 | Honest |
| Roll 1D6 | |
|---|---|
| 1D6 | Flaw |
| 1 | Proud |
| 2 | Greedy |
| 3 | Rash |
| 4 | Stubborn |
| 5 | Restless |
| 6 | Fearful |
| Roll 1D6 | |
|---|---|
| 1D6 | Drive |
| 1 | Freedom |
| 2 | Justice |
| 3 | Wealth |
| 4 | Revenge |
| 5 | Duty |
| 6 | Survival |
| Roll 1D20 | |
|---|---|
| 1D20 | Names |
| 1 | Alder |
| 2 | Bram |
| 3 | Cora |
| 4 | Dain |
| 5 | Elin |
| 6 | Finn |
| 7 | Mira |
| 8 | Tessa |
| 9 | Garron |
| 10 | Haldor |
| 11 | Ilya |
| 12 | Jora |
| 13 | Kellan |
| 14 | Lysa |
| 15 | Orrin |
| 16 | Petra |
| 17 | Rook |
| 18 | Sable |
| 19 | Thane |
| 20 | Uma |
| Roll 1D20 | |
|---|---|
| 1D20 | cont. |
| 1 | Vale |
| 2 | Wren |
| 3 | Yara |
| 4 | Zane |
| 5 | Aric |
| 6 | Bria |
| 7 | Calder |
| 8 | Della |
| 9 | Elden |
| 10 | Frey |
| 11 | Joss |
| 12 | Rowan |
| 13 | Kade |
| 14 | Lina |
| 15 | Merek |
| 16 | Nessa |
| 17 | Orla |
| 18 | Quin |
| 19 | Risa |
| 20 | Sten |
| Roll 1D20 | |
|---|---|
| 1D20 | Surname |
| 1 | Ash- |
| 2 | Brown- |
| 3 | Green- |
| 4 | Gray- |
| 5 | Clay- |
| 6 | Reed- |
| 7 | Moss- |
| 8 | Oak- |
| 9 | Pine- |
| 10 | Birch- |
| 11 | Hazel- |
| 12 | Flint- |
| 13 | Slate- |
| 14 | Sand- |
| 15 | Barley- |
| 16 | Rye- |
| 17 | Swift- |
| 18 | Still- |
| 19 | Long- |
| 20 | Short- |
| Roll 1D20 | |
|---|---|
| 1D20 | + suffix |
| 1 | -brook |
| 2 | -field |
| 3 | -wood |
| 4 | -hill |
| 5 | -stone |
| 6 | -ford |
| 7 | -dale |
| 8 | -moor |
| 9 | -croft |
| 10 | -ton |
| 11 | -ham |
| 12 | -worth |
| 13 | -stead |
| 14 | -wick |
| 15 | -by |
| 16 | -leigh |
| 17 | -marsh |
| 18 | -bridge |
| 19 | -tree |
| 20 | -well |
Basics
Time
The game uses three scales of time.
Rounds: Each Round lasts less than 1 minute and tracks actions used during combat.
Turns: Each Turn lasts about 10 minutes and tracks actions used during exploration.
Watches: Each Watch lasts about 6 hours and tracks actions used during travel. Each day is divided into four Watches: morning, afternoon, evening, and night.
Step Dice
Step Dice track anything that can be used up, wear out, run down, or draw near. They follow a die chain from D12 down through D10, D8, D6, D4, and finally D0.
Roll a Step Die when a resource is used, an item is stressed, or time passes. Interpret the result as follows:
- On a 1, reduce the Step Die by two steps.
- On a 2 to 3, reduce the Step Die by one step.
- On a 4+, the Step Die stays the same.
At D0: The resource is spent, the item breaks, the timer runs out, or the situation changes, depending on what the die was tracking.
Step Dice can track items with limited uses:
- Bundle of healing herbs (D4)
- Quiver of arrows (D10)
- Rations (D6)
Step Dice can also track timers:
- How long a torch stays lit (D6)
- How long an oil lantern stays lit (D8)
- How soon before a dangerous creature catches up (D4)
- How close a certain faction is to reaching its goal (D6)
Characters
Abilities
A character has four core Abilities.
Strength: Represents might and power. It also determines how many Slots a character has for carrying items and bearing Conditions.
Dexterity: Represents agility and finesse. It also determines Focus, a reserve of effort and luck that can be spent to give a Check or Damage roll Advantage.
Presence: Represents willpower and charm. It is used to resist the strain of casting and determines how many Spell Shards a character can refill with mana during a Long Rest.
Constitution: Represents toughness and endurance. It also determines starting Hit Points, and is used to resist fatigue, poison, and disease.
During character creation, distribute +2, +1, 0, and -1 among the Abilities, or roll 2D6 for each using the list below. If no score is +1 or higher, reroll all Abilities.
- On a 2, set the Ability score to -3.
- On a 3, set the Ability score to -2.
- On a 4 to 5, set the Ability score to -1.
- On a 6 to 8, set the Ability score to 0.
- On a 9 to 10, set the Ability score to +1.
- On an 11, set the Ability score to +2.
- On a 12, set the Ability score to +3.
Hit Points
Hit Points (HP) measure how many injuries a character can take before they die. When a character takes Damage, reduce their HP by that amount. At 0 HP or lower, the character is taken out and will die in a numnber of minutes (or Rounds) equal to Constitution + 1D4 unless they receive help or assistance.
During character creation, set maximum HP to Constitution + 6.
Death
When a character dies, the player creates a new character, and the Referee introduces them to the group as soon as possible. Alternatively, the player may take over an NPC already traveling with the group.
Rests
When a character has time to pause and recover, they can take a Rest to refill lost HP and tend to Conditions. Resting takes time, and time may cost the group opportunities or attract danger.
A Short Rest takes 10 minutes (one Turn) and refills 1D4 HP.
A Long Rest takes 6 hours (one Watch) and refills 1D6 HP. It also clears most minor Conditions, such as fatigue, stress, or exhaustion, though some may still require treatment, a Remedy, or specific action in the fiction.
A Full Rest takes one week and refills all HP. It also clears most major Conditions, such as broken limbs, deep sickness, or lingering poisons, provided the character has access to shelter, care, or whatever the fiction requires.
Remedies
A Remedy is any curative preparation, whether a potion, salve, herbal bundle, or similar material. A Remedy takes 1 Slot, and its uses are tracked with a Step Die.
Using a Remedy takes 10 minutes (one Turn). Afterward, roll 1D6 and recover that many HP.
- A common Remedy starts at D4.
- A well-crafted one starts at D6.
- A rare or powerful Remedy starts at D8 or higher.
Focus
Focus is a reserve of effort and luck that can be spent to give a Check or Damage roll Advantage. It refills each session to match a character’s Dexterity, up to a maximum of 3.
Spend: A character can spend 1 Focus to give a Check or Damage roll Advantage, even after seeing the result.
Refresh: Any unspent Focus is lost at the end of a game session.
Slots
A character has a number of Slots for tracking what they carry and the Conditinos that hinders them. The following all take up Slots.
Items: An item is anything a character picks up, buys, or finds and keeps in their inventory. Most items take 1 Slot. Bulky items take 2, and petty items take none. Supplies such as torches or rations have uses tracked with a Step Die. At D0, the item is gone.
Weapons: A Weapon is anything used to deal Damage in combat. A Weapon’s quality is tracked with a Step Die and ranges from D4 to D12. Roll its die when attacking. After each combat encounter, players roll the Step Die of each Weapon their character used in the fight. At D0, the Weapon breaks and must be repaired or replaced.
Armor: Armor is the protective gear a character wears to reduce incoming Damage. An Armor’s quality is tracked with a Step Die and ranges from D4 to D6. When a character takes Damage, roll the Armor Die and subtract the result from the Damage. After each combat encounter, players roll the Step Die of the Armor their character wore in the fight. At D0, the Armor breaks and must be repaired or replaced.
Shields: A Shield is a piece of defensive equipment used to block and cancel the Damage of an entire attack. A Shield’s quality is tracked with a Step Die and ranges from D4 to D6. Unlike Weapons and Armor, a Shield’s Step Die is rolled after each use, not after a combat. At D0, the Shield breaks and must be repaired or replaced.
Conditions: A Condition is any affliction that hinders a character, such as fatigue, stress, broken limbs, poison, and more. Each Condition takes 1 Slot, but may take more if it worsens over time. If no Slot is available, the character must drop something to make room. A Condition may impose Disadvantage on certain actions or render them impossible. To clear a Condition, a character must rest or receive the appropriate care.
During character creation, set the total number of Slots to Strength + 10. If a character’s Strength increases through an Advancement, update the total number of Slots available.
Actions
Resolving Actions
When a player describes an action, the Referee looks to the fiction and decides whether the outcome is assured, uncertain, or impossible before any dice are rolled.
Assured: The character has the ability, tools, time, and opportunity, so the action simply happens.
Uncertain: The outcome is in doubt, the stakes matter, and so the Referee calls for a Check.
Impossible: The action cannot succeed as described. The Referee explains why to allow the player to try a different approach.
If a competent character has what they need and nothing meaningfully stands in the way, the action should simply unfold. Checks are for moments where the result is truly uncertain and the outcome will change the situation.
Checks
When the outcome of an action is uncertain, the Referee calls for a Check and sets a Difficulty Rating (DR).
- A DR of 6 is routine.
- A DR of 9 is easy.
- A DR of 12 is normal.
- A DR of 15 is difficult.
- A DR of 18 is extreme.
To make a Check, the player rolls 1D20 and adds the most relevant Ability score. If the total meets or exceeds the DR, the action succeeds. Otherwise, it fails.
When playing solo, always default to DR 12 unless the fiction clearly calls for something easier or harder.
Advantage: When factors in the fiction improve a character’s position, such as a clever plan, surprise, or an enemy’s weakness, the Referee may grant Advantage. When a Check has Advantage, roll 2D20 and keep the highest die.
Disadvantage: When the situation works against the character, such as darkness, harsh weather, a debilitating Condition, or firing into cover, the Referee may impose Disadvantage. When a Check has Disadvantage, roll 2D20 and keep the lowest die.
Helping: Before a Check is rolled, one nearby ally who could reasonably assist may help and grant Advantage to the acting character. The ally must be physically present and able to take part in the action, and only one ally can help on a given Check. An ally who helps shares the same risk and consequences as the character making the Check. In combat, helping costs the ally their action for that Round.
Opposed Checks: When two characters act directly against each other, both make a Check and the higher total wins. On a tie, roll again.
Nuanced Checks
When the Referee wants more than a binary result when making a Check, the player makes a Nuanced Check instead. Roll 2D20, add the most relevant Ability score to each die separately, and compare both totals to the DR.
- If both totals meet or exceed the DR, it is a strong success. The action succeeds cleanly, quickly, or with an added benefit.
- If only one total meets or exceeds the DR, it is a weak success. The action succeeds, but a cost, delay, reduced effect, exposure, or new complication follows.
- If neither total meets or exceeds the DR, it is a failure. The action does not go as intended, and the fiction moves forward with a consequence.
When playing solo, all Checks should be resolved as Nuanced Checks.
Advantage: When a Nuanced Check has Advantage, roll 3D20 and keep the highest two dice, then resolve the Nuanced Check normally.
Disadvantage: When a Nuanced Check has Disadvantage, roll 3D20 and keep the lowest two dice, then resolve the Nuanced Check normally.
Spells
Spell Shards: Each Spell is held in a Spell Shard. Its uses are tracked with a Step Die, and each Spell Shard takes 1 Slot.
Casting: Anyone can use magic, and Spells always take effect when cast. After casting, the caster must succeed a DR12 Presence Check or gain a “fatigued” Condition.
Recovery: After each cast, roll the Spell’s Step Die. At D0, the Spell is drained and can no longer be used. During a Long Rest, a character may refill a number of Spell Shards equal to their Presence score.
Advancements
The Referee decides when characters receive an Advancement, typically after completing a quest, making a significant discovery, or overcoming a powerful foe.
When characters receive an Advancement:
- Add 1D6 to their maximum HP.
- Roll 1D6 for each Ability. If the result is equal to or higher than the Ability’s current score, increase it by 1, up to a limit of +6.
- If Strength increases, update the total number of Slots available.
- If Dexterity increases, update the maximum Focus.
Die of Fate
When the outcome of a situation is uncertain, the Referee may roll a 1D% Die of Fate instead of deciding the answer directly. If the result is 50 or lower, the answer is positive. If it is 60 or higher, it is negative.
The Referee may adjust the threshold based on how likely a favorable outcome is, raising it to 70 or more for something very likely, or lowering it to 30 or less for something unlikely.
The Die of Fate is used throughout the game’s procedures: weather, navigation, foraging, encounters, NPC reactions, and surprise.
In published adventures, the Die of Fate may appear as an explicit percentage threshold such as “X% chance of ___”. If the result falls within the stated range, the outcome happens.
Combat
Rounds: When combat begins, players usually act first. After that, each Round has one player turn and one enemy turn, with play alternating between each side.
Surprise: When characters are caught off guard, they act last in the first Round. When NPCs are caught by surprise, they act last instead. After the first Round, combat proceeds normally.
Actions: When players act, they may do so in any order they wish. Each Round, a character can move a short distance and take one other action: attack, cast a spell, perform a feat, move further away, use an item, attempt a rescue, or something else which the fiction allows.
NPCs: When an NPC enters combat, they have a number of HP, Weapons, sometimes Armor, and a Resolve rating. At 0 HP, they are taken out of combat.
Attacks: When a character attacks, roll their Weapon Die for Damage. If the defender has Armor, roll their Armor Die and subtract the result from Damage before applying the remainder to the defender’s HP.
Advantage: When an attack has Advantage, such as when striking an unaware enemy, attacking from high ground, or exploiting an enemy’s weakness, roll the Damage twice and keep the highest result. When an attack has Disadvantage, such as when fighting in total darkness, attacking while restrained, or using an unfamiliar Weapon, roll the Damage twice and keep the lowest result.
Feats: When a character attacks with an improvised Weapon, uses the environment, or does something harmful but hard to quantify, the Referee assigns a Damage Die based on the situation: D4 for limited harm, D6 for serious harm, D8 or higher for devastating harm. If the action is more about position, control, or escape than harm, the Referee may call for a Check instead. If the Check succeeds, the fiction shifts accordingly.
Misses: When rolling a 1 during a Damage roll, the attack misses entirely. When rolling a 1 during an Armor roll, the Armor is ignored and provides no protection.
Wear and Tear: At the end of each combat encounter, players roll the Step Die of each Weapon and Armor that was used by their characters and step them down as normal. At D0, the item breaks and must be repaired or replaced in the fiction.
Other Combat Situations
Multiple Attacks: Some weapons, attacks, or NPCs can strike more than once with a single action. When this happens, the attack is written with a plus sign between the dice, such as D8 + D8. Roll each Damage die and keep the highest result.
Blast Damage: Some attacks affect everyone within a blast radius. Make one Damage roll for each affected target. If it is unclear how many targets are caught in the blast, the Referee rolls the attack’s Damage die and uses that result as the number of targets, then rolls Damage for each target.
Unarmed Combat: Unarmed attacks deal 1D4 Damage unless the fiction suggests otherwise.
Ranged Attacks: Ranged attacks cannot be made while engaged in melee. Otherwise, they can target distant enemies as long as the attacker has a clear line of sight. Protective cover imposes Disadvantage.
Adventuring
Journeying
Use these procedures when characters journey into the wilds.
Travel: Characters can travel six miles per Watch across clear terrain. Difficult terrain halves this distance. Clear paths double it. Traveling on horseback doubles the distance. Traveling by ship triples it.
Weather: At the start of each Watch, roll the Die of Fate to see whether the weather holds. If not, the group can wait it out and make no progress this Watch, or press on with Disadvantage and halve their travel distance. The Referee may adjust the threshold based on season and climate: 30% in dry or mild seasons, 70% in stormy or harsh ones.
Navigation: When traveling without a clear path or landmark, roll the Die of Fate at the start of each Watch to see whether the characters stay on course. If not, they get lost or drift in an unintended direction. The Referee may adjust the threshold based on terrain and weather: 30% in dense forests, fog, or blizzards, 70% on open plains or under clear skies.
Foraging: When foraging or hunting, roll the Die of Fate to see whether the characters find anything worthwhile. If they do, increase one ration’s Step Die by 1 step. The Referee may adjust the threshold based on terrain and season: 30% or lower in barren or frozen regions, 70% or higher in lush or abundant ones.
Rations: Each character must consume one ration per day, rolling its Step Die, or gain a “starving” Condition.
Short Rest: Characters may spend one Turn (10 minutes) taking a Short Rest to recover. Resting takes time, and time may cost opportunities or attract danger.
Long Rest: Characters may spend one Watch (6 hours) taking a Long Rest to recover. If they do not do this at least once each day, they gain a “fatigued” Condition.
Delving
Use these procedures when characters delve into lightless reaches.
Movement: Each Turn, characters may carefully move to a nearby area and take one additional action.
Light: A reliable light source is required when exploring depths and dungeons. Without one, characters have Disadvantage on all their rolls. A single light source is enough for a group moving together. When a light is lit, a player rolls the Step Die of the consumable item. The Referee then tracks its duration with a Step Die: D6 for torches and D8 for oil lanterns. Each Turn, the Referee rolls that die and steps it down as normal. At D0, the light goes out and a new one must be lit.
Encounters & Events
Use these procedures whenever characters journey or delve.
Events: At the start of each Turn (10 minutes) or Watch (6 hours), roll the Die of Fate to see whether the way ahead stays clear. If not, the Referee introduces an encounter, hazard, complication, or sign of a looming event. The Referee may adjust the threshold based on how active the environment is: 30% in quiet or empty stretches, 70% in populated or dangerous territory.
Looming Events: When the Referee reveals signs of a looming event, start an Event Step Die to show it drawing closer. The larger the die, the more time remains before it occurs. If unsure, use a D6. At the start of each following Turn or Watch, roll the Event Step Die and step it down as normal. At D0, the event unfolds.
Distance: When an encounter occurs, roll the Die of Fate to see if it starts far or near. If it is far, the group has time to react, hide, or prepare. If it is near, the characters must act now. The Referee may adjust the threshold based on terrain: 30% in dense cover or darkness, 70% on open ground or with advance warning.
Reactions: When the characters meet an NPC or creature, use whatever reaction fits the situation. When the response is uncertain, roll the Die of Fate to see whether the NPC is curious, kind, or helpful. If not, they are wary, dangerous, or hostile. The Referee may adjust the threshold based on the situation: 30% for predators or hostile creatures, 70% for typically peaceful folk.
Resolve: NPCs have a Resolve rating expressed as a percentage. A rating of 30% is cowardly, 50% is average, and 70% or higher is steadfast. If a group of NPCs loses half their numbers or a lone NPC loses half their HP, the Referee rolls 1D%. If the result is equal to or under the Resolve rating, the NPC holds. Otherwise, they rout, flee, or yield.
NPCs and Creatures
Use these procedures when characters encounter NPCs or creatures.
Drive: Most NPCs have drives or goals. They may accept bribes, withdraw when outmatched, or negotiate if it serves them. Violence is rarely the only option.
Hit Points: Most NPCs and creatures have 4-12 HP. Tough or large beings have 13-20 HP. Only colossal threats exceed 20 HP, up to a maximum of 30 HP.
Damage: Unarmed or weak attacks deal D4 Damage. Light Weapons or attacks deal D6 Damage. Medium Weapons or dangerous attacks deal D8 Damage. Heavy Weapons or deadly threats deal D10 Damage. Some Weapons or attacks deal Damage multiple times, shown with a plus sign, such as D8 + D8. In those cases, roll each Damage die and keep the single highest result.
Armor: Most NPCs and creatures have no Armor. Some have D4 Armor, while hardier foes have D6. Unusual beings may grant attackers Advantage, impose Disadvantage on certain attacks, or prove immune to them entirely.
Resolve: Most NPCs have a Resolve of 50%. Cowardly or weak-willed foes may have as little as 30%, while elite or fanatical enemies can have 70% or higher.
Specials: Some NPCs or creatures use attacks that break the usual rules. These attacks might call for a Check, ignore standard Weapon Dice, bypass Armor entirely, inflict Conditions, or impose unusual effects.
Forces: Warbands, armies, and massive creatures count as one NPC. They ignore damage from individuals and require coordinated force or tactics to harm. At 0 HP, they perish, rout, or yield.
Recruitment
Characters may gather or recruit help throughout their journey. Some serve out of duty, others out of conviction, but most expect payment.
Individual recruits are treated as NPCs with HP, a Weapon Die, Armor, and a Resolve rating. Groups or warbands are treated as a Force, also with HP, a Weapon Die, Armor, and a Resolve rating. The Referee sets these values based on the group’s quality and number.
NPCs must be fed, rested, and paid. When any of these needs go unmet, the Referee rolls the Die of Fate against the Force’s Resolve. If the result is above the Resolve rating, the NPCs mutiny, desert, or disband. Otherwise, reduce their Resolve by 10%. Resolve recovers by 10% per day once their needs are being met again.
Structures and ___
Structures have HP and sometimes Armor. At 0 HP, they are destroyed. Repairing or providing care for them takes one day of work per point of HP restored.
Light Structures: Buildings made of wood or similar materials cannot be harmed by ordinary Weapons. Damaging them requires fire, magic, heavy ordnance, or a creature large enough to tear them apart.
Fortifications: Walls and stonework are immune to most forms of attack. Breaking through requires heavy ordnance or finding a way around, such as a gate, a hatch, or a sewer.
- Small (gate, hatch, weak spot): 5 HP, D4 Armor.
- Medium (barricade, reinforced door): 10 HP, D4 Armor.
- Large (fortress wall, vault): 10 HP, D6 Armor.
Mounts and Flyers: When mounts or flyers collide, each takes D12 Damage. If one vessel is much larger than the other, the larger one only takes D6 Damage and the smaller one takes D12 Damage.
- Small (cart, raft, skiff): 4 HP.
- Medium (carriage, longship, glider): 7 HP, D4 Armor.
- Large (warship, airship, convoy): 10 HP, D6 Armor.
Heavy Ordnance: This is the only reliable way to damage fortified structures.
- Small (portable): D12 Damage.
- Medium (mounted): D12 Blast Damage.
- Large (immobile): D12 + D12 + D12 Blast Damage.
Living World
Use these procedures to create a Land, a part of the world that feels alive and worth exploring. Each Land is represented by a 5 x 5 flower map of 6-mile hexes.
Open the interactive hex mapping tool →
Regions
Repeat these steps until every hex in the Land is filled with a Region.
- Roll 1D6 and consult the table below to determine the Region’s type and Spread Die.
- Drop the Region’s Spread Die onto the map to choose its start hex. If it lands off the map, reroll. If it lands on a colored hex, move it to the nearest uncolored hex.
- Color a number of uncolored hexes equal to the result, starting from the start hex and spreading outward. If the Region gets boxed in before all hexes are placed, place the remainder from the nearest uncolored hex.
- Use the tables below to generate the Region’s name, features, and more.
Region Type 1D6
| Roll 1D6 | ||
|---|---|---|
| 1D6 | Region Type | Spread Die |
| 1 | Waters (rivers, lakes, coast) | D6 |
| 2 | Wetlands (marsh, bog, fen) | D6 |
| 3 | Plains (meadows, grassland, flats) | D4 |
| 4 | Forests (woodlands, groves, old growth) | D4 |
| 5 | Peaks (mountains, ranges, ridges) | D4 |
| 6 | Barrens (desert, tundra, salt flats) | D4 |
Region Vegetation 1D6
| Roll 1D6 | |
|---|---|
| 1D6 | Region Vegetation |
| 1 | Bare (not for Wetlands or Waters) |
| 2 | Sparse (all terrain) |
| 3 | Patchy (all terrain) |
| 4 | Common (all terrain) |
| 5 | Dense (not for Barrens) |
| 6 | Overgrown (not for Peaks or Barrens) |
Factions
Factions populate a Region and shape its conflicts, trade, faith, and everyday life. Follow these steps to add Factions to a Region.
- Roll 1D4 to determine how many Factions exist in the Region.
- For each Faction, roll 1D6 and consult the table below to determine its type and Influence Die.
- Drop the Faction’s Influence Die onto the map to choose its start hex. If it lands off the map, reroll. If it lands on a hex already claimed by another Faction, move it to the nearest unclaimed hex.
- Claim a number of hexes equal to the result, starting from the start hex and spreading outward by coloring the borders of those hexes. This marks the Faction’s territory.
- Use the tables below to generate the Faction’s name, wants, methods, assets, and current activity.
Faction Type 1D6
| Roll 1D6 | ||
|---|---|---|
| 1D6 | Faction Type | Influence Die |
| 1 | Highborn (court, knights, lords) | D6 |
| 2 | Religious (clergy, monks, templars) | D6 |
| 3 | Merchants (traders, crafts, coin) | D4 |
| 4 | Outlaws (thieves, rogues, rebels) | D4 |
| 5 | Mages (wizards, scholars, cultists) | D4 |
| 6 | Wardens (druids, rangers, tribes) | D4 |
Faction Clocks
Factions are always working toward a goal. To represent this, assign each Faction a Goal Step Die and roll it between sessions. The larger the die, the longer or more complex the goal. If unsure, use a D6. At D0, the Faction reaches its goal, and the Land changes to reflect it.
Region Names
Use the following tables to generate a Region name based on its land type.
| Roll 1D66 | |
|---|---|
| 1D66 | Waters |
| 1·2/1 | Wyrm- |
| 1·2/2 | Mist- |
| 1·2/3 | Sorrow- |
| 1·2/4 | Moon- |
| 1·2/5 | Serpent- |
| 1·2/6 | Black- |
| 3·4/1 | Storm- |
| 3·4/2 | Glass- |
| 3·4/3 | Silver- |
| 3·4/4 | Frost- |
| 3·4/5 | Dusk- |
| 3·4/6 | Veil- |
| 5·6/1 | Star- |
| 5·6/2 | Still- |
| 5·6/3 | Shadow- |
| 5·6/4 | White- |
| 5·6/5 | Dark- |
| 5·6/6 | Grey- |
| Roll 1D66 | |
|---|---|
| 1D66 | + [suffix] |
| 1·2/1 | -haven |
| 1·2/2 | -water |
| 1·2/3 | -mere |
| 1·2/4 | -sound |
| 1·2/5 | -ford |
| 1·2/6 | -reach |
| 3·4/1 | -pool |
| 3·4/2 | -gulf |
| 3·4/3 | -tarn |
| 3·4/4 | -shore |
| 3·4/5 | -lake |
| 3·4/6 | -bourne |
| 5·6/1 | -deep |
| 5·6/2 | -bay |
| 5·6/3 | -run |
| 5·6/4 | -fall |
| 5·6/5 | -strand |
| 5·6/6 | -coast |
| Roll 1D66 | |
|---|---|
| 1D66 | Wetlands |
| 1·2/1 | Mist- |
| 1·2/2 | Wail- |
| 1·2/3 | Leech- |
| 1·2/4 | Blight- |
| 1·2/5 | Tangle- |
| 1·2/6 | Bone- |
| 3·4/1 | Rot- |
| 3·4/2 | Venom- |
| 3·4/3 | Drown- |
| 3·4/4 | Gloom- |
| 3·4/5 | Muck- |
| 3·4/6 | Reek- |
| 5·6/1 | Pitch- |
| 5·6/2 | Mourn- |
| 5·6/3 | Witch- |
| 5·6/4 | Creep- |
| 5·6/5 | Shade- |
| 5·6/6 | Foul- |
| Roll 1D66 | |
|---|---|
| 1D66 | + [suffix] |
| 1·2/1 | -mire |
| 1·2/2 | -quag |
| 1·2/3 | -marsh |
| 1·2/4 | -sink |
| 1·2/5 | -fen |
| 1·2/6 | -seep |
| 3·4/1 | -ooze |
| 3·4/2 | -bog |
| 3·4/3 | -sump |
| 3·4/4 | -moor |
| 3·4/5 | -slough |
| 3·4/6 | -hollow |
| 5·6/1 | -shallow |
| 5·6/2 | -pool |
| 5·6/3 | -moss |
| 5·6/4 | -murk |
| 5·6/5 | -swamp |
| 5·6/6 | -mere |
| Roll 1D66 | |
|---|---|
| 1D66 | Plains |
| 1·2/1 | Green- |
| 1·2/2 | Gold- |
| 1·2/3 | Sun- |
| 1·2/4 | Whisper- |
| 1·2/5 | Wind- |
| 1·2/6 | Dawn- |
| 3·4/1 | Honey- |
| 3·4/2 | Amber- |
| 3·4/3 | Pale- |
| 3·4/4 | Wild- |
| 3·4/5 | Fair- |
| 3·4/6 | Bright- |
| 5·6/1 | Silver- |
| 5·6/2 | Still- |
| 5·6/3 | Long- |
| 5·6/4 | High- |
| 5·6/5 | Broad- |
| 5·6/6 | Ever- |
| Roll 1D66 | |
|---|---|
| 1D66 | + [suffix] |
| 1·2/1 | -mead |
| 1·2/2 | -lea |
| 1·2/3 | -heath |
| 1·2/4 | -land |
| 1·2/5 | -plain |
| 1·2/6 | -field |
| 3·4/1 | -stead |
| 3·4/2 | -wold |
| 3·4/3 | -spread |
| 3·4/4 | -reach |
| 3·4/5 | -down |
| 3·4/6 | -grass |
| 5·6/1 | -span |
| 5·6/2 | -dale |
| 5·6/3 | -vale |
| 5·6/4 | -common |
| 5·6/5 | -ward |
| 5·6/6 | -march |
| Roll 1D66 | |
|---|---|
| 1D66 | Forests |
| 1·2/1 | Pine- |
| 1·2/2 | Oak- |
| 1·2/3 | Moss- |
| 1·2/4 | Briar- |
| 1·2/5 | Cinder- |
| 1·2/6 | Raven- |
| 3·4/1 | Thorn- |
| 3·4/2 | Hollow- |
| 3·4/3 | Shade- |
| 3·4/4 | Wolf- |
| 3·4/5 | Mist- |
| 3·4/6 | Root- |
| 5·6/1 | Elder- |
| 5·6/2 | Fern- |
| 5·6/3 | Black- |
| 5·6/4 | Whisper- |
| 5·6/5 | Deep- |
| 5·6/6 | Moon- |
| Roll 1D66 | |
|---|---|
| 1D66 | + [suffix] |
| 1·2/1 | -wood |
| 1·2/2 | -grove |
| 1·2/3 | -thicket |
| 1·2/4 | -glade |
| 1·2/5 | -copse |
| 1·2/6 | -holt |
| 3·4/1 | -bough |
| 3·4/2 | -weald |
| 3·4/3 | -canopy |
| 3·4/4 | -brake |
| 3·4/5 | -shade |
| 3·4/6 | -wild |
| 5·6/1 | -pines |
| 5·6/2 | -oaks |
| 5·6/3 | -fir |
| 5·6/4 | -moss |
| 5·6/5 | -fern |
| 5·6/6 | -forest |
| Roll 1D66 | |
|---|---|
| 1D66 | Peaks |
| 1·2/1 | Ice- |
| 1·2/2 | Riven- |
| 1·2/3 | Dead- |
| 1·2/4 | Frost- |
| 1·2/5 | Doom- |
| 1·2/6 | Howl- |
| 3·4/1 | Bleak- |
| 3·4/2 | Grim- |
| 3·4/3 | Iron- |
| 3·4/4 | Jagged- |
| 3·4/5 | Ash- |
| 3·4/6 | King- |
| 5·6/1 | Broken- |
| 5·6/2 | Silent- |
| 5·6/3 | Dread- |
| 5·6/4 | Sky- |
| 5·6/5 | Wyrm- |
| 5·6/6 | Giant- |
| Roll 1D66 | |
|---|---|
| 1D66 | + [suffix] |
| 1·2/1 | -watch |
| 1·2/2 | -wall |
| 1·2/3 | -guard |
| 1·2/4 | -crown |
| 1·2/5 | -fang |
| 1·2/6 | -helm |
| 3·4/1 | -ridge |
| 3·4/2 | -mount |
| 3·4/3 | -spire |
| 3·4/4 | -crag |
| 3·4/5 | -horn |
| 3·4/6 | -tower |
| 5·6/1 | -spine |
| 5·6/2 | -tooth |
| 5·6/3 | -peak |
| 5·6/4 | -spear |
| 5·6/5 | -head |
| 5·6/6 | -reach |
| Roll 1D66 | |
|---|---|
| 1D66 | Barrens |
| 1·2/1 | Scour- |
| 1·2/2 | Crack- |
| 1·2/3 | Ruin- |
| 1·2/4 | Void- |
| 1·2/5 | Raze- |
| 1·2/6 | Dead- |
| 3·4/1 | Curse- |
| 3·4/2 | Lost- |
| 3·4/3 | Scorch- |
| 3·4/4 | Endless- |
| 3·4/5 | Bone- |
| 3·4/6 | Still- |
| 5·6/1 | Char- |
| 5·6/2 | Dust- |
| 5·6/3 | Rift- |
| 5·6/4 | Grim- |
| 5·6/5 | Black- |
| 5·6/6 | Waste- |
| Roll 1D66 | |
|---|---|
| 1D66 | + [suffix] |
| 1·2/1 | -field |
| 1·2/2 | -flat |
| 1·2/3 | -pan |
| 1·2/4 | -reach |
| 1·2/5 | -scape |
| 1·2/6 | -span |
| 3·4/1 | -sand |
| 3·4/2 | -plain |
| 3·4/3 | -waste |
| 3·4/4 | -land |
| 3·4/5 | -sea |
| 3·4/6 | -death |
| 5·6/1 | -hollow |
| 5·6/2 | -dune |
| 5·6/3 | -scar |
| 5·6/4 | -grave |
| 5·6/5 | -mark |
| 5·6/6 | -void |
Region Features and Spark
Use the following tables when generating a Region’s features or overall vibe. Create a Spark by pairing one Spark Theme with one Spark Action to suggest a live situation in the Region.
Features 1D66
| Roll 1D66 | |
|---|---|
| 1D66 | Features |
| 1·2/1 | Bridge |
| 1·2/2 | Cairn |
| 1·2/3 | Tower |
| 1·2/4 | Barrow |
| 1·2/5 | Circle |
| 1·2/6 | Monastery |
| 3·4/1 | Standing Stones |
| 3·4/2 | Chapel |
| 3·4/3 | Temple |
| 3·4/4 | Dolmen |
| 3·4/5 | Keep |
| 3·4/6 | Mill |
| 5·6/1 | Shrine |
| 5·6/2 | Fort |
| 5·6/3 | Tomb |
| 5·6/4 | Abbey |
| 5·6/5 | Castle |
| 5·6/6 | Well |
Descriptor 1D66
| Roll 1D66 | |
|---|---|
| 1D66 | Descriptor |
| 1·2/1 | Overgrown |
| 1·2/2 | Haunted |
| 1·2/3 | Forgotten |
| 1·2/4 | Crumbling |
| 1·2/5 | Broken |
| 1·2/6 | Silent |
| 3·4/1 | Ancient |
| 3·4/2 | Cursed |
| 3·4/3 | Sunken |
| 3·4/4 | Weathered |
| 3·4/5 | Hidden |
| 3·4/6 | Lost |
| 5·6/1 | Abandoned |
| 5·6/2 | Flooded |
| 5·6/3 | Burned |
| 5·6/4 | Warded |
| 5·6/5 | Bloody |
| 5·6/6 | Hallowed |
Spark Theme 1D66
| Roll 1D66 | |
|---|---|
| 1D66 | Spark Theme |
| 1·2/1 | Shadow |
| 1·2/2 | Journey |
| 1·2/3 | Faith |
| 1·2/4 | Memory |
| 1·2/5 | Power |
| 1·2/6 | Ruin |
| 3·4/1 | Trade |
| 3·4/2 | Blood |
| 3·4/3 | Death |
| 3·4/4 | Fate |
| 3·4/5 | Knowledge |
| 3·4/6 | Vision |
| 5·6/1 | War |
| 5·6/2 | Truth |
| 5·6/3 | Nature |
| 5·6/4 | Honor |
| 5·6/5 | Life |
| 5·6/6 | Debt |
Spark Action 1D66
| Roll 1D66 | |
|---|---|
| 1D66 | Spark Action |
| 1·2/1 | Reveal |
| 1·2/2 | Guard |
| 1·2/3 | Destroy |
| 1·2/4 | Transform |
| 1·2/5 | Pursue |
| 1·2/6 | Depart |
| 3·4/1 | Gather |
| 3·4/2 | Betray |
| 3·4/3 | Weaken |
| 3·4/4 | Bind |
| 3·4/5 | Seize |
| 3·4/6 | Hide |
| 5·6/1 | Avenge |
| 5·6/2 | Uncover |
| 5·6/3 | Create |
| 5·6/4 | Release |
| 5·6/5 | Corrupt |
| 5·6/6 | Hunt |
Faction Names
Use the following tables to generate a Faction name based on its type.
| Roll 1D66 | |
|---|---|
| 1D66 | Highborn |
| 1·2/1 | Ash- |
| 1·2/2 | Black- |
| 1·2/3 | Gold- |
| 1·2/4 | Iron- |
| 1·2/5 | Oak- |
| 1·2/6 | Raven- |
| 3·4/1 | Stone- |
| 3·4/2 | White- |
| 3·4/3 | Wolf- |
| 3·4/4 | Silver- |
| 3·4/5 | Gray- |
| 3·4/6 | Green- |
| 5·6/1 | Storm- |
| 5·6/2 | Winter- |
| 5·6/3 | Blood- |
| 5·6/4 | Star- |
| 5·6/5 | Thorn- |
| 5·6/6 | Red- |
| Roll 1D66 | |
|---|---|
| 1D66 | + [suffix] |
| 1·2/1 | -wood |
| 1·2/2 | -ford |
| 1·2/3 | -vale |
| 1·2/4 | -crest |
| 1·2/5 | -brook |
| 1·2/6 | -mere |
| 3·4/1 | -mark |
| 3·4/2 | -ridge |
| 3·4/3 | -field |
| 3·4/4 | -haven |
| 3·4/5 | -tower |
| 3·4/6 | -keep |
| 5·6/1 | -hold |
| 5·6/2 | -gate |
| 5·6/3 | -crown |
| 5·6/4 | -shield |
| 5·6/5 | -sword |
| 5·6/6 | -blade |
| Roll 1D66 | |
|---|---|
| 1D66 | Religious |
| 1·2/1 | White- |
| 1·2/2 | Silver- |
| 1·2/3 | Gold- |
| 1·2/4 | Ash- |
| 1·2/5 | Star- |
| 1·2/6 | Moon- |
| 3·4/1 | Sun- |
| 3·4/2 | Dawn- |
| 3·4/3 | Sacred- |
| 3·4/4 | Holy- |
| 3·4/5 | True- |
| 3·4/6 | Silent- |
| 5·6/1 | Blessed- |
| 5·6/2 | Radiant- |
| 5·6/3 | Eternal- |
| 5·6/4 | Ancient- |
| 5·6/5 | Iron- |
| 5·6/6 | Crimson- |
| Roll 1D66 | |
|---|---|
| 1D66 | + [suffix] |
| 1·2/1 | -flame |
| 1·2/2 | -path |
| 1·2/3 | -shield |
| 1·2/4 | -hand |
| 1·2/5 | -word |
| 1·2/6 | -way |
| 3·4/1 | -crown |
| 3·4/2 | -heart |
| 3·4/3 | -soul |
| 3·4/4 | -spirit |
| 3·4/5 | -grace |
| 3·4/6 | -vow |
| 5·6/1 | -oath |
| 5·6/2 | -song |
| 5·6/3 | -prayer |
| 5·6/4 | -gate |
| 5·6/5 | -tower |
| 5·6/6 | -vigil |
| Roll 1D66 | |
|---|---|
| 1D66 | Merchants |
| 1·2/1 | Gold- |
| 1·2/2 | Silver- |
| 1·2/3 | Iron- |
| 1·2/4 | Silk- |
| 1·2/5 | Spice- |
| 1·2/6 | River- |
| 3·4/1 | Harbor- |
| 3·4/2 | Free- |
| 3·4/3 | Fair- |
| 3·4/4 | East- |
| 3·4/5 | West- |
| 3·4/6 | North- |
| 5·6/1 | South- |
| 5·6/2 | Royal- |
| 5·6/3 | Amber- |
| 5·6/4 | Copper- |
| 5·6/5 | Grand- |
| 5·6/6 | High- |
| Roll 1D66 | |
|---|---|
| 1D66 | + [suffix] |
| 1·2/1 | -road |
| 1·2/2 | -port |
| 1·2/3 | -gate |
| 1·2/4 | -mark |
| 1·2/5 | -way |
| 1·2/6 | -bridge |
| 3·4/1 | -cross |
| 3·4/2 | -coin |
| 3·4/3 | -scale |
| 3·4/4 | -wheel |
| 3·4/5 | -hand |
| 3·4/6 | -key |
| 5·6/1 | -seal |
| 5·6/2 | -ring |
| 5·6/3 | -chain |
| 5·6/4 | -vault |
| 5·6/5 | -crown |
| 5·6/6 | -bond |
| Roll 1D66 | |
|---|---|
| 1D66 | Outlaws |
| 1·2/1 | Black- |
| 1·2/2 | Red- |
| 1·2/3 | Wild- |
| 1·2/4 | Free- |
| 1·2/5 | Shadow- |
| 1·2/6 | Night- |
| 3·4/1 | Wolf- |
| 3·4/2 | Raven- |
| 3·4/3 | Fox- |
| 3·4/4 | Crow- |
| 3·4/5 | Thorn- |
| 3·4/6 | Ash- |
| 5·6/1 | Iron- |
| 5·6/2 | Gray- |
| 5·6/3 | Broken- |
| 5·6/4 | Lost- |
| 5·6/5 | Scar- |
| 5·6/6 | Grim- |
| Roll 1D66 | |
|---|---|
| 1D66 | + [suffix] |
| 1·2/1 | -blade |
| 1·2/2 | -knife |
| 1·2/3 | -fang |
| 1·2/4 | -claw |
| 1·2/5 | -heart |
| 1·2/6 | -hand |
| 3·4/1 | -eye |
| 3·4/2 | -wing |
| 3·4/3 | -paw |
| 3·4/4 | -blood |
| 3·4/5 | -bone |
| 3·4/6 | -moon |
| 5·6/1 | -wind |
| 5·6/2 | -stone |
| 5·6/3 | -mark |
| 5·6/4 | -tooth |
| 5·6/5 | -scar |
| 5·6/6 | -skull |
| Roll 1D66 | |
|---|---|
| 1D66 | Mages |
| 1·2/1 | Star- |
| 1·2/2 | Moon- |
| 1·2/3 | Silver- |
| 1·2/4 | Crystal- |
| 1·2/5 | Obsidian- |
| 1·2/6 | Azure- |
| 3·4/1 | Twilight- |
| 3·4/2 | Shadow- |
| 3·4/3 | Ancient- |
| 3·4/4 | Hidden- |
| 3·4/5 | Secret- |
| 3·4/6 | Mystic- |
| 5·6/1 | Deep- |
| 5·6/2 | Veiled- |
| 5·6/3 | Void- |
| 5·6/4 | Astral- |
| 5·6/5 | Crimson- |
| 5·6/6 | Onyx- |
| Roll 1D66 | |
|---|---|
| 1D66 | + [suffix] |
| 1·2/1 | -tower |
| 1·2/2 | -spire |
| 1·2/3 | -eye |
| 1·2/4 | -hand |
| 1·2/5 | -flame |
| 1·2/6 | -gate |
| 3·4/1 | -key |
| 3·4/2 | -seal |
| 3·4/3 | -rune |
| 3·4/4 | -sigil |
| 3·4/5 | -ward |
| 3·4/6 | -mark |
| 5·6/1 | -tome |
| 5·6/2 | -scroll |
| 5·6/3 | -vault |
| 5·6/4 | -crown |
| 5·6/5 | -circle |
| 5·6/6 | -moon |
| Roll 1D66 | |
|---|---|
| 1D66 | Wild Folk |
| 1·2/1 | Oak- |
| 1·2/2 | Ash- |
| 1·2/3 | Willow- |
| 1·2/4 | Thorn- |
| 1·2/5 | Moss- |
| 1·2/6 | Fern- |
| 3·4/1 | River- |
| 3·4/2 | Stone- |
| 3·4/3 | Wolf- |
| 3·4/4 | Bear- |
| 3·4/5 | Stag- |
| 3·4/6 | Raven- |
| 5·6/1 | Hawk- |
| 5·6/2 | Fox- |
| 5·6/3 | Otter- |
| 5·6/4 | Badger- |
| 5·6/5 | Pine- |
| 5·6/6 | Elder- |
| Roll 1D66 | |
|---|---|
| 1D66 | + [suffix] |
| 1·2/1 | -root |
| 1·2/2 | -leaf |
| 1·2/3 | -bark |
| 1·2/4 | -branch |
| 1·2/5 | -shadow |
| 1·2/6 | -song |
| 3·4/1 | -path |
| 3·4/2 | -walker |
| 3·4/3 | -runner |
| 3·4/4 | -strider |
| 3·4/5 | -tracker |
| 3·4/6 | -watcher |
| 5·6/1 | -keeper |
| 5·6/2 | -heart |
| 5·6/3 | -spirit |
| 5·6/4 | -blood |
| 5·6/5 | -fang |
| 5·6/6 | -claw |
Faction Goals and Assets
Use the following tables when generating a Faction’s goals, methods, resources, and current activity.
| Roll 1D66 | |
|---|---|
| 1D66 | Wants |
| 1·2/1 | Conquest |
| 1·2/2 | Unity |
| 1·2/3 | Secrets |
| 1·2/4 | Revenge |
| 1·2/5 | Riches |
| 1·2/6 | Balance |
| 3·4/1 | Power |
| 3·4/2 | Dominion |
| 3·4/3 | Immortality |
| 3·4/4 | Legacy |
| 3·4/5 | Expansion |
| 3·4/6 | Knowledge |
| 5·6/1 | Protection |
| 5·6/2 | Purity |
| 5·6/3 | Tradition |
| 5·6/4 | Freedom |
| 5·6/5 | Justice |
| 5·6/6 | Salvation |
| Roll 1D66 | |
|---|---|
| 1D66 | through |
| 1·2/1 | Force |
| 1·2/2 | Ritual |
| 1·2/3 | Deception |
| 1·2/4 | Charity |
| 1·2/5 | Scholarship |
| 1·2/6 | Intrigue |
| 3·4/1 | Magic |
| 3·4/2 | Devotion |
| 3·4/3 | Blood |
| 3·4/4 | Propaganda |
| 3·4/5 | Alliance |
| 3·4/6 | Espionage |
| 5·6/1 | Trade |
| 5·6/2 | Intimidation |
| 5·6/3 | Prophecy |
| 5·6/4 | Diplomacy |
| 5·6/5 | Assassination |
| 5·6/6 | Law |
Has… 1D66
| Roll 1D66 | |
|---|---|
| 1D66 | Has |
| 1·2/1 | Archives |
| 1·2/2 | Relics |
| 1·2/3 | Monopoly |
| 1·2/4 | Scripture |
| 1·2/5 | Coffers |
| 1·2/6 | Fleet |
| 3·4/1 | Pact |
| 3·4/2 | Army |
| 3·4/3 | Artifact |
| 3·4/4 | Sanctuary |
| 3·4/5 | Oracle |
| 3·4/6 | Bloodline |
| 5·6/1 | Fortress |
| 5·6/2 | Spies |
| 5·6/3 | Mines |
| 5·6/4 | Network |
| 5·6/5 | Hostages |
| 5·6/6 | Farmland |
Is…
| Roll 1D66 | |
|---|---|
| 1D66 | Is... |
| 1·2/1 | Smuggling |
| 1·2/2 | Converting |
| 1·2/3 | Searching |
| 1·2/4 | Plotting |
| 1·2/5 | Negotiating |
| 1·2/6 | Retreating |
| 3·4/1 | Warring |
| 3·4/2 | Fortifying |
| 3·4/3 | Building |
| 3·4/4 | Purging |
| 3·4/5 | Recruiting |
| 3·4/6 | Trading |
| 5·6/1 | Excavating |
| 5·6/2 | Patrolling |
| 5·6/3 | Occupying |
| 5·6/4 | Infiltrating |
| 5·6/5 | Summoning |
| 5·6/6 | Hiding |
Refereeing
The Referee can use these guidelines to stay consistent without slowing the game down. They won’t cover every situation, but they should make running the game a lot easier.
Guidelines
Conversions
To play Nightsong using the extensive adventures and bestiaries published for countless OSR games over the years, the guidelines below can be used to convert NPCs and creatures into the Nightsong format.
These are good baselines, but the Referee may adjust the numbers in case they do not feel right at the table.
Nightsong NPCs
In Nightsong, NPCs are defined by:
Drives: What the NPC wants, fears, or is trying to achieve. Drives inform behavior and negotiation.
Hit Points: The amount of Damage an NPC can sustain before being taken out.
Attacks: The weapons, natural attacks, or abilities used to deal Damage.
Armor/Shields: Equipment or natural protection that helps resist Damage.
Resolve: A percentage rating representing the NPC’s will to fight. 30% is cowardly, 50% is average, 70% or higher is steadfast. When a morale test is triggered, the Referee rolls 1D%. If the result is equal to or under the Resolve rating, the NPC holds. Otherwise, they rout, flee, or yield.
Specials: Unique traits, powers, or exceptions that bend or break the standard rules of play.
Nightsong “Saves”
Many traditional old-school games call for “saves” to avoid special effects or dangerous consequences. In Nightsong, only player characters make these rolls. When a save is required, the character makes a DR12 Check using the most appropriate Ability, adjusting the DR up or down to reflect the severity of the threat. When an NPC would be asked to save, the Referee rolls the 1D% Die of Fate to determine the outcome instead.
MÖRK BORG
- Hit Points: Stay the same.
- Weapons: Stay the same. D2 damage becomes D4 in Nightsong.
- Armor: Tier 1 Armor becomes D4. Tier 2 or Tier 3 Armor becomes D6. Shields stay the same.
- Resolve: Use the creature’s Morale score. Morale 2-5 is 30%, Morale 6-7 is 50%, Morale 8-9 is 70%, and Morale 10-12 is 90%.
Cairn
- Hit Points: Stay the same.
- Weapons: Stay the same.
- Armor: Armor 1 becomes D4. Armor 2 or 3 becomes D6.
- Resolve: Use the creature’s WIL score. WIL 3-6 is 30%, WIL 7-11 is 50%, WIL 12-15 is 70%, and WIL 16-18 is 90%.
Knave
- Hit Points: If the creature lists Hit Dice, use Hit Dice x 4. If it already lists HP, stay the same.
- Weapons: Stay the same.
- Armor: Light Armor or 1-2 Armor Points becomes D4. Heavier Armor or 3+ Armor Points becomes D6.
- Resolve: Use the creature’s Morale score directly. Morale 2-5 is 30%, Morale 6-7 is 50%, Morale 8-9 is 70%, and Morale 10-12 is 90%.
Old-School Essentials
- Hit Points: Use Hit Dice x 4.
- Weapons: Stay the same.
- Armor: Unarmored, hide, or Leather Armor is None or D4. Mail, plate, or supernatural plating is D6. Shields stay the same if noted.
- Resolve: Use the creature’s Morale score. Morale 2-5 is 30%, Morale 6-7 is 50%, Morale 8-9 is 70%, and Morale 10-12 is 90%.
DCC
- Hit Points: If the stat block already lists HP, stay the same. Otherwise use Hit Dice x 4.
- Weapons: Stay the same. If the creature uses “funky dice” damage, round to the closest standard die.
- Armor: Unarmored, hide, or Leather Armor is None or D4. Mail, plate, or supernatural plating is D6. Shields stay the same if noted.
- Resolve: Set Resolve by the creature’s temperament. Skittish, hungry, pressed into service, or weak-willed foes are 30%. Typical soldiers, bandits, beasts, and guards are 50%. Elite troops, cultists, undead, constructs, and fanatics are 70%. Mindless horrors, holy guardians, and beings that do not fear death are 90%.
Thank you
Thank you so much for reading Nightsong!
What Next
Now that you have finished reading the game, here are a few paths forward.
Play: print the cheatsheet, create characters using our online tool. Gather dice or use the dice roller, a few players, then step into a world of wonders and dangers.
Feedback: Nightsong is still evolving, and reader feedback helps sharpen both the rules and the presentation. Notes on clarity, edge cases, typos, and table use are all welcome. Visit farirpgs.com/discord or farirpgs.com/contact.
Suggestions: Nightsong is a community project. If there are additional rules, tables, procedures, or guidelines that would make the game easier to run or more fun to play, suggestions are welcome.
Donations: Nightsong is free and always will be. If the game brought something to your table and you want to support its continued development, donations are welcome.
Third-Party Works: Nightsong is meant to be hacked, expanded, and remixed into new adventures and new games. To publish work based on Nightsong, download compatibility logos at nightsong.farirpgs.com/license and include the following notice in the published work:
This product is based on Nightsong, published by Fari RPGs (https://farirpgs.com/), developed and authored by René-Pier Deshaies-Gélinas, and is licensed for use under the Open RPG Creative License. This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein.
More: For updates, tools, downloads, and related projects, visit nightsong.farirpgs.com.
This is a work in progress…
Creatures
Humanoid
Humanoid
Brigand
- HP
- 4 HP
- Armor
- D4 Armor
- Resolve
- 30% Resolve
A rough figure steps from the tree line, blade drawn and eyes hungry. Behind them, more shadows shift. They want coin, not a fight, but they will take both.
Actions
- ❖Short Sword: Melee, D6 Damage.
- ❖Shortbow: Ranged, D6 Damage.
This is a work in progress…