Season 1 tidings
  1. tidings
  2. planning
  3. resolution
  4. resistance
  5. battle
  6. cleanup
Contents

Champions#

Basic Actions:#

*️⃣⚖️Commandeer - Claim a town you stand in until you leave it. Announced publicly, and renounces all claims on other towns. Anyone with a claim on the town may ↩️ to oppose you.

Wizard:#

Highly Skilled: Start with 7 ranks in skills, with up to two ranks in each skill. 📖 and 🔮 are recommended.

Sorcery: Start with 2 Fast and 2 Slow Spells.

Arcane Defense: Privately describe one magical defense on your person and how it could be overcome. It is quite hard to kill you while this defense remains.

Starting Resources - Choose 2:

  • Fragments of two magic items of your own design
  • 2 counts of a rank 3 unique material
  • 7 coin

Shaded Fire: You take five private actions each month. Your final action goes last.

Multifocused: You can have two minor ambitions at a time (You still start with just one).

Excellent Personal Magic: You can store up to three of each mana during a given season. You can cast through your person.

Dealer of Wisdom: At the start of each season, during Tidings, gain 2 insights.

Strange Allies: Describe 2 rogue armies that are on opposite sides of the map, one rank 2 and one rank 3, such as the protectors of independent towns, reclusive fantastical creatures, or wild elementals. You have friendly relations with them, to the extent that you can take control of them for one season without spending an action. You can also negotiate with them on other seasons as an action to convince them that working with you is in their interests, granting you control over them for an amount of time based on the degree of success. Note that you have a support limit of 0, so controlling them across seasons can become very expensive.

Far Traveler: You have a personal mobility of 6.

*️⃣Wander: Move across the map. You may spend a point of movement up to once per hex to gain a mana of that hex’s type. Difficulty: the amount that the movement exceeds your mobility.

Advanced Perks#

Perfected Spell: Perfect one spell you know. The first time you cast a perfected spell each month, reduce its cost by 2. The second time you cast it, reduce its cost by 1.

  • Upgrade: Perfect two additional spells.

Channeled Shield: You can generate AFEW mana at any time, but doing so breaks your Arcane Defense for the season.

Master of Artifice: You can personally wield two more magic items.

Dreamwalk: You can meditate to appear in the dreams of a creature you have previously made eye contact with or connected to magically, including creatures in other planes or well protected from physical interference. While meditating your body is still but you are aware of its surroundings and can respond to danger.

Elemental Flexibility: When you cast a spell, substitute up to one required mana for mana of another type.

Dragon:#

Raider: Start with 2 ranks in ⚔️
Moderately Skilled: Start with 5 ranks in other skills, with up to two ranks in each skill.

Awesome Power: You are a premium ⭐titanic rank 4 army with 4 units and a terrestrial element, such as an adult dragon, a mutated giant basilisk, an avenging angel, or an ancient giant. You are Loyal only to yourself. This stat block is enough to fight toe to toe with most rogue armies or the defenses of small towns, but the full force of an opposed power can usually stop you. For now.

Dread Growth: At the start of each season, during Tidings, gain 1 unit in your army, keeping track of the maximum reached. If you are less than the maximum, gain 2 instead.

Startling Immunity: Describe one magical defense on your person and how it could be overcome. It is quite hard to kill you directly while this defense remains, and when you would be slain in battle you instead retreat, with all but one mortal wound, to a hex of the GM’s choice.

Resources - None. All you have is the strength of your body and your avarice for the wealth of others.

Unsubtle Acts: You take four public actions each month.

Personal Magic: You can store up to two of each mana during a given season. You can cast through your person.

*️⃣Trample Terrain: Move publicly across the map. You may spend a hex of movement and damage a feature (such as dungeons, walls, or industries) when you leave a hex to gain one mana of that hex’s element. The difficulty is the amount that the movement exceeds your mobility, plus the total level of opposed armies in those hexes.
*️⃣⚔️Slaughter: Reduce the population of a claimed town you are in by 1, then gain Fear or Respect equal to the new population. Apply 2 “Uprising”. Difficulty: The stacks of Uprising and Depopulated + the total units of opposed armies in this town.
*️⃣⚖️Sack: Reduce the wealth of a claimed town you are in by 1, then gain Coin equal to the new Wealth. Apply 2 “Uprising”. Difficulty: The level of Uprising + the total units of opposed armies in this town.

Advanced Perks#

Knowledge Gobbler: When you win a battle where an enemy cast a spell, learn it. Gain the following action.
*️⃣ 🔮Inquisitive Eater: Gain an insight of rank equal to the new population of a claimed town you are in. Apply 2 Uprising and 2 Depopulated. Difficulty: The level of Uprising + the total units of opposed armies in this town.

Ironskin: Mortally wounded units in your personal army still count for combat checks (but when the last is slain, you still must escape or perish).
🆚
Ironmind: Routed units in your personal army still count for combat checks (but if all of you routs, you still must rout)

Warbacked: You can carry another willing army with you, treating yourself as their garrison. Increase your support limit by 5.

Monstrous: Gain a premium army keyword.

Subtle Titan: Your army gains Stealthy and half of your monthly actions become private

  • Upgrade: Increase the Stealthy bonus to Strengthened 2 and all of your monthly actions become private

Magical Beast: You can store three of each mana, and generate one mana of your element at the start of each season.
🆚
Divine Beast: Your element is Light or Dark. Generate two mana of this element at the start of each season.

Paragon:#

Moderately Skilled: Start with 5 ranks in other skills, with up to two ranks in each skill. 📖 and ⚔️ are recommended.

Protective Blessing: Describe one magical defense on your person and how it could be overcome. It is quite hard to kill you while this defense remains.

Mentorship: One elderly rank 2 Rooted agent garrisoned in a hex of your choice with a mobility of 0. Describe how they helped you develop your moral footing

Holy Magic: You can store up to two mana of each element during a given season. You can cast through your person. Choose 1 of the following actions:
*️⃣Meditate: Gain 1 mana matching each terrain you’ve passed through this month
*️⃣Preach: Gain 1 mana of each elemental association of armies you lead

Wandering Warrior - Choose 1

  • Fight Like 10 Men: At the start of battle, choose a friendly army. Grant it an extra unit (yourself). That unit is always the last to be wounded or routed, and routs instead if it would be slain. For each rank less than 4 that the army has, grant it +2 die size to Attack, Presence or Morale.
  • Battlefield Sabotage: During the spellcasting step once each battle, choose an enemy army. Exhaust it and inflict 2 wounds.
  • Reinvigorating Speech: When you command an army, they may recover a routed unit.

Starting Resources - Choose 2:

  • Fragments of a magic item of your own design
  • 2 counts of a rank 2 luxury
  • 3 coin

Mobile garrison: You can become the garrison point for armies you control. This is called “Leading” them. You have a support limit of 5. You take 4 actions per month: they are public if you are leading any armies, and private otherwise.

Far Traveler: You have a personal mobility of 5.

*️⃣🦶March: Move yourself and armies garrisoned on you. The movement cost is doubled for rough terrain and halved by roads, and compared to each army’s mobility. For armies and yourself moved beyond their mobility, the difficulty is increased by the difference.

Advanced Perks#

Crusader: Gain +5 Support Limit and the following action.
*️⃣♥️Onward, for Further Glory: In the month after battling alongside an army, you gain control of them by convincing them to join you, though the Power that controls them could ↩️ to oppose the attempt.

  • Upgrade: You have a +2 on rolls to gain control of an army from “Onward, for Further Glory!” and the second army you lead does not reduce your march speed.

Borrowed Magic: You can store an additional mana of each element during a given season. You can cast through any army you lead, though doing so reduces the effective rank by 1.

Greater Holy Magic: You can store an additional mana of each element during a given season. You can use either of your Holy Magic actions.

Distant Loyalties: Your claims remain when you leave a town and you can claim up to two towns at a time.

Warmaster: Choose another wandering warrior option. Gain +5 Support Limit.

Assured Trainer: When training an army your ⚔️skill is assured. Gain +5 Support Limit.