For Jared
Blood, Steel and Honor
John Wick
Storn A. Cook
Daniel Solis
RESEARCH, WRITING AND GAME DESIGN
John Wick
ASPECTS AND PHASES
FROM THE FATE SYSTEM
EDITING
Mario Cerame, Rochelle Watts, John Wick
Fred Hicks and Rob Donoghue
ADDITIONAL RESEARCH
ARTWORK
Quinn Hinrichs
Storn A. Cook
Jess Heinig
Blake Hutchins
INTERIOR & COVER DESIGN
Ben Englesberg
Daniel Solis
WEBSITE DESIGN
Richard Logue
PLAYTESTING
Loyal Vassals of the Lady Quinn
Court of the Sour Duke
The Hub Barons
Matt Bakke
Shawn Dempsey
(The House of Kryos)
Luther Belk
Steve Goldstein
Mario Cerame
Pam Greenway
The Reverend Sensei Jessie
Storn Cook
Quin Hinrichs
D. Foster, Elephant King
Judd Karlman
Renee York
Gabe Real
Jeff Lower
Jammie Sobley
Antony Lionaz
Children of the Serpent
Jessica Lilyan Swift
Paul Allaire
Rochelle Watts
Ben Englesberg
The Yvarai Twins
Smitty
Jeff Jennings
The Duchy of Golgo Galgo
Jon Jensen
Gulgulgulgathon
Amanda Lappe
Tom Calpin
Jason Lappe
John Polack
Darren Schmidt
Ben Woerner
Rochelle Watts
Houses of the Blooded is and 2008 by John Wick. All rights
reserved by the Author, published here under permission. Any
mention of trademark or copyrighted material is not a challenge
to those marks. The stories, characters and situations in this book
are entirely ctional, except where noted. In the instance of actual
persons, all are listed because the Author felt their contributions were
so invaluable, their names should appear in the book. I couldnt have
done it without you.
Portions of this book will be released as Open Content; please see
www.housesoftheblooded.com for more information.
HOW TO USE THIS BOOK
SHANRI & THE VEN
CHARACTER
RISK
P.
8 REVENGE
P.
178
P.
18
9 ROMANCE
P.
214
P.
84
10 SEASONS
P.
230
P.
108
11 SORCERY
P.
284
VIRTUES
P.
128
12 SUAVEN
P.
302
ASPECTS
P.
138
13 PLAYER
P.
328
POISON
P.
168
14 NARRATOR
P.
362
HOW
TO
USE
THIS
BOOK
ELLO THERE.
MY
NAME IS
MY ROLEPLAYING GAME.
JOHN
HOW TO USE THIS BOOK
H
AND THIS IS
There are many lies in
the world, and so few
ABOUT TRAGEDY. WITH IT, YOU PLAY THE ROLE OF A
hold any truth.
NOBLEONE OF THE BLOODEDFROM A GREAT AND
This lie is true.
POWERFUL HOUSEHOLD OF NOBLES. YOU HAVE LANDS
For it is true there was
AND VASSALS AND INCREDIBLE POWER, BUT YOU ARE
ALSO HINDERED BY YOUR OWN PASSIONS AND DESIRES. a time when our world was
newly born and the Sun
YOU ARE THE SOURCE OF YOUR OWN DOWNFALL.
Now, if you dont know what a roleplaying game is or was red and rain was black
how it works, dont worry. Well go through all of that in this and the Moon shone with a
introduction. In fact, even if you do know how a roleplaying golden darkness.
And it is true that
game works, I highly suggest reading through this Introduction.
Houses of the Blooded is not your standard RPG. It challenges a humanity fell from Heaven,
lot of tried and true standards. So, before we go any further, but not the Heaven of any
lets take a look at how Houses of the Blooded sets itself apart God we know.
Wary and wise are those
from its cousins.
who keep their minds
WHAT IS A ROLEPLAYING GAME? ignorant of these truths,
A roleplaying game is a kind of storytelling game with rules for those few who learn of
how the world was, they
for handling narrative conicts. Let me explain.
You need at least two people to play, but you can have more. pine for it like the kiss of a
Most groups feel comfortable with four to six players. As a lost lover.
Nights of golden
group, the players tell stories about their characters. Whenever
those characters take risky actions, the players roll dice to moonlight.
And storms of black rain.
determine the outcome. The higher you roll, the better.
ROLEPLAYING GAME
In Houses of the Blooded, you play the role of a character in T HE B OOK
an ongoing story. You dene your character with traits listed
OF
W HISPERED P SALMS
on a character sheet. Together with your friends, you sit down
with other players and make your characters together, relying
on each other to assist in that process. This game calls those
characters player characters because they are characters
controlled by the players.
WHAT IS A ROLEPLAYING GAME?
CHAPTER 1
One player takes on a special role. She doesnt make a character of her own, but instead,
plays all the characters in the story you and your other friends dont play: the servants,
enemies, rivals, and allies of your player characters (or PCs). Most games call her either
the Game Master or the Dungeon Master. In this game, we call that player the Narrator
because that better ts her role in the game.
Like I said, the Narrator plays all the secondary parts in the story you and your friends
will tell together. She also narrates details of the scenes to the other players, serving as kind
of a storyteller and referee all rolled up into one. She is also the nal arbiter in disputes
between the players.
So far, all of this should sound familiar to regular players, but were about to jump off
the deep end. Hold on to your life preserver.
HOW IS HOUSES OF THE BLOODED DIFFERENT?
In many ways, really. Lets go through them one-by-one.
THE ANTI-D&D RPG
I have to be right up front about this. Houses of the Blooded has two inspirations. The rst is
an ancient Antediluvian race called the ven. Well talk more about them later. The second
inspiration is the Big Daddy of Roleplaying Games: Dungeons & Dragons. I designed Houses
with D&D in mind. No hiding that. But I did so as a reaction to D&D. I didnt want to
re-design that game, but design a new game that was a kind of response to it.
Almost everything thats true about D&D is untrue in this game. In D&D, the most common
kind of character is a wandering nomad who lives outside the law, an adventurer roaming
the countryside, scouring dungeons, killing monsters, gaining treasure and weapons so
he can kill bigger monsters. Cities are little more than outdoor dungeons and characters
rarelyif everencounter the upper class or deal with politics.
In Houses, you play a noble. A character with a past. A character with a family, with
vassals, responsibilities and duties. The Law is an ever-present factor in your life. Because
you are a noble, treasure really has no value for you and problems such as wandering
monsters are problems for someone of lesser status to handle. Someone you can hire.
Someone expendable. And rather than living in a bubble immune to the effects of political
scheming, your character lives in a world that looks like a bastard child of Tanith Lee and
Niccol Machiavelli.
HOW IS HOUSES OF THE BLOODED DIFFERENT?
HOW
TO
USE
THIS
BOOK
TIME
If youve ever played a roleplaying game before,
you may have noticed that characters seldom
agelocked in a perpetual state of twenty-ve
years oldand they always seem to get better.
As they move through their lives, experience points
always add to the characters abilities. Regardless
of how old they look, all RPG characters seem to
be an eternal and everlasting twenty-ve years
old.
Not so here.
Characters in this game begin young. Perhaps
sixteen to nineteen. As the game progresses, they
age. As they grow older, they learn new skills and
discover new talents. As they grow older, however,
age creeps up on them like an inevitable shadow.
You cant escape it. Always around the corner.
This game is not about a constant push upward
toward perfection. It is about doing everything
you can in the time you have. Theres a clock on
Her dreams were hungry,
eating away her days.
Her sweat-soaked
sheets clung to her skin,
her bones so heavy, her
muscles so weak. Even
the noonday sun was dim
in her eyes. Solace was
upon her and all she could
do was think back. Think
back to her truest love
and her truest enemy.
And, of course, he was
the same man
FROM T HE G REAT AND T ERRIBLE
L IFE OF S HARA Y VARAI
your character, constantly ticking. That hour hand
always moving toward midnight.
It is always later than you think.
SUCCESS AND FAILURE
Most roleplaying games use dice, cards or some other random number generator to
determine the outcome of risky actions. If you roll well, the Narrator tells you how your
character succeeded. If you roll poorly, the Narrator tells you how your character fails.
Not so here.
In this game, if you roll well, you get to narrate the outcome of your characters action.
If you roll poorly, the Narrator tells you about your success or failure.
Its not at all different from a standard RPG. The only twist here is that everyone gets a
chance to be the Narrator. To be author of their own destiny.
HOW IS HOUSES OF THE BLOODED DIFFERENT?
10
CHAPTER 1
TRAGEDY
There are all kinds of roleplaying games. Horror, fantasy, science ction. But no matter the
genre, there is one literary element that is almost never employed. The element of tragedy.
Houses of the Blooded is a game about tragedy. Now, most folks think tragedy means
when something awful happens. Thats not what were talking about here. What were
talking about is when the main character makes a terrible but well-informed choice. A
choice the audience can clearly see as misguided, but because of his own circumstances,
the hero cannot. As far as the hero can tell, his decision is the best decision to make, but
because the audience has more information, they can see his choice will lead to his own
downfall.
We hope the hero will recognize his mistake in time, but we know he will not. We hope
for a happy ending, and the author may even give us hints that such an ending is possible,
but we know in our heart that the end is inevitable.
This can only end in tears and blood.
But exactly who are the main characters of this collective work? An ancient and nearly
forgotten people who called themselves the ven.
The purpose of this game
THIS IS NOT A WORK OF FICTION
is to portray ven myth, not
I learned about the ven about a decade ago. A pre-
ven history. It is important to
Atlantean people mentioned in texts such as the Book
make this distinction. Players
of Dzyan and the Voynich Manuscript, the ven were a
who want a more realistic
passionate people obsessed with etiquette, beauty and art.
game can easily omit the
And revenge. Always revenge.
fantastic elements while
When my own research began, we knew almost nothing
keeping the key themes of
about them. No primary sources. The secondary sources
Romance and Revenge.
were suspect at best, written almost entirely in Greek.
The translations from those documents dated back to the
late 1800s. Needless to say, the scholars of that time took many liberties with the Greek
translations, and the Greeks probably took many liberties with the primary sources.
But in 2002, a breakthrough. Discovered in a cave just south of Damascus, a small
bundle of papers gave us our rst primary sources.
The true voice of the ven.
A year passed before the rst translations were released to the public, giving us our rst
look at the convoluted and trap-laden language. Since then, four translations have been
released. An exciting time for ven scholarship.
HOW IS HOUSES OF THE BLOODED DIFFERENT? | THIS IS NOT A WORK OF FICTION
HOW
TO
USE
THIS
BOOK
11
LITTLE GAMES
Meanwhile, as my research crept along, I was designing little games for a publishing
house I owned with my business partner, Jared Sorensen. We called it The Wicked
Dead Brewing Company. Little roleplaying games. Books no bigger than 100 pages
(with one notable exception), focused themes and short-term play. All of these were very
small compared to work Id done on big games like Legend of the Five Rings and 7th Sea.
And while my friends all enjoyed my little games, it was my friend Rob who voiced their
collective desire.
John, you should write a Big Game again.
By Big Game, they meant something that could be played over a long period of time. A
campaign game.
I didnt want to design another Big Game. Starting that kind of project is like taking
a blind dive into a swimming pool, hoping youll nd water and not the naked concrete
bottom. But, they kept bothering me and bothering me, and soon enough, I started to feel
the urge to do just that. Design a Big Game.
And so, another dive into the pool.
As it turned out, there wasnt any water, but the ven were there to catch me.
JAREDS BIG THREE QUESTIONS
When I rst met Jared Sorensen, we spent a long time talking about game design. Most
designers have at least a little philosophy about the subject, but most of these philosophies
are pretty useless when it really comes down to playing the game.
Ive adopted many different approaches to game design, learned from a lot of different
people. I took a lot from talking to Dan Verssen about board games, I learned a whole lot
from Dave Williams talking about collectible card games, and I learned from other gamers
and my own playing experience.
Jared taught me three simple questions to ask when approaching a new game. In
addition to everything else Ive learned, I always keep these three questions close at hand.
They help me keep focus on my work and re-direct me to my goals when I get lost. I also
use them to help explain my game to others.
So, lets ask those three questions right now.
THIS IS NOT A WORK OF FICTION
| JAREDS BIG THREE QUESTIONS
12
CHAPTER 1
WHAT IS MY GAME ABOUT?
This game is about tragedy. Specically, the kind of tragedy found in the literature of
the ven. It is about their style of storytelling, their culture, their obsession with romance
and revenge.
In it, you take on the roles of ven nobles struggling to survive in a deadly and
duplicitous culture.
But you wont just play a single character. You have the opportunity to play many.
Your noble will grow older as the years pass, transforming from a young noble to an adult,
and then nally, to an ancient aristocrat looking for an heir. You may choose to play that
heir, or you may choose to play another character. You can also take the roles of your
nobles various vassals. Master spies, valets and maids, roadmen, masters of the sword:
these are all characters that ll the pages of ven pillowbooks and populate the stages of the
theater and the opera.
More than that, though, this game is about passion and the price it carries; the implicit
moral behind all ven literature.
HOW DOES MY GAME DO THAT?
My game creates a sense of ven tragedy by embracing their culture and mindset like a
knife through the heart. Right up to the hilt.
The game takes the six most prominent ven Virtues (Strength, Cunning, Wisdom,
Martial Prowess, Beauty, and Courage) and makes mechanics out of them. Every strength
on your characters sheet is also a weakness: a vulnerability that can be taken advantage of
by enemies. I have rules for trust, rules for betrayal, rules for love and rules for revenge.
In short, everything the ven portray as important in their own literature, Ive made a
mechanic in the game.
WHAT BEHAVIORS DOES MY GAME REWARD AND PUNISH?
My game rewards players for acting like the characters from ven literature. Passionate but
short-sighted. Powerful but vulnerable. Loyal but treacherous. The players are rewarded
with style points. These points allow them to use mechanics on their character sheet that
make their characters more powerful, but they get these points by making decisions that
make their character more vulnerable.
JAREDS BIG THREE QUESTIONS
HOW
TO
USE
THIS
BOOK
13
THE EASTWOOD DEFENSE
There are precious few ven scholars in the world, but I have a feeling most of them
will nd many problems with the liberties Ive taken in this book. Just in case they
are reading, I want to make it clear that Im taking The Eastwood Defense.
Clint Eastwood once said he wasnt interested in making a historical movie as
he was in making a lm feel authentic. I like that sentiment, and when I wrote
a game about samurai in Legend of the Five Rings, I stole it. Later, when I wrote 7th
Seaa game about Restoration Era swashbucklingI stole it again.
When I rst approached the ven, I did so as I rst approached the Japanese
and Europeans: I began by studying their language. I believe a cultures language
is the key to understanding that culture. For the ven, the most revealing element of
their language was the fact they use the same word for love and revenge. Just
a slightly different shift of accent on syllables.
Houses bears another similarity to my other big games. Like L5R and 7th Sea, this
is not a historical game. L5R portrayed samurai culture in a romanticized light. 7th
Sea did the same thing for 17th century Europe. But neither game was really about
portraying historically accurate samurai or swashbucklers: both games were about
portraying the literature of those cultures. The same can be said about Houses of
the Blooded.
This is a romanticized version of the ven. It should not be considered anything
near a historical document. In fact, Ive done my best to pretty up the ugliest
elements of ven culture while maintaining a sense of authenticity. Its been a
troublesome juggling act. A good example of an issue Ive dodged is how ven
culture treats the fairer sex. At their best, the ven treated women as second-rate
citizens. At worst, as property. Ive elevated the role of ven women to be as equals,
as per the literature of the time. Not out of any sense of political correctness, but
because playing a second-hand citizen just isnt fun for most players. Of course,
if youd like to play a character the rest of the world considers little more than
property well, maybe Ill include that in a supplement.
So, again, in the tradition of L5R and 7th Sea, Houses is not meant to be
a historical game, but rather, a game that authentically recreates the stories
presented in ven literature.
THE EASTWOOD DEFENSE
14
CHAPTER 1
PILLOW BOOKS, THEATER AND OPERA
We have three sources of ven literature: pillow books, plays,
and opera.
Ven pillow books (ushavana: book for the bed) were
written for women. Romance novels. Romance novels
Bibliography
with blood. Scandalous things, they drew characters larger
Alvarez, Anthony. Love and
than life, performing daring and dangerous acts. The
Revenge in Ven Culture.
most fascinating part of pillow book lore is the ongoing
Academic Journal of Quasi-
assumption that the booksalmost all written under
History & Metaphysics. 2000.
pseudonymswere written by ven nobility, based loosely
Volume 8, pp. 277-288.
on their actual lives.
Anonymous. The Sword:
The most famous pillow book series centered on the
Complete. Translated by
character Shara Yvarai. The hub of a long series of fortunes
Berek, Jeremiah. Bakerseld
and misfortunes, Sharas story became a kind of prototype
Publishing Inc. 1901.
for others. The anonymous author, presumed to be a woman
Armitage, Henry. Thoughts on
named Asara, was a maid to one of the most scandalous
Lessons: FraNarratorents
women in Shanri. Unfortunately, we do not have the true
Translated with Annotations.
name of Asaras mistress, but we do have a majority of the
Private Publication. 1927.
series. Ive drawn heavily from this particular series for
Asara. The Great and Terrible
Life of Shara Yvarai, Volumes
examples and illustrations in this book.
An escape from their lives, pillow books were all the
1-5. Authors private collection.
rage during the time Im drawing from here. Of all their
Publication date unknown.
literature and history, pillow books are the largest source of
Avalon, Elaine. Blood Opera:
A Tradition of Tragedy.
information regarding the ven.
Ven theater, on the other hand, was a bloody affair, lled
November Press. 1967.
with revenge, violence, and carnage. Written for the masses,
Black, Jacob. Ven Magic and
its powerful themes were considered too passionate by the
Mysticism. Private Publication.
nobility but that did not stop them from slouching into
1872.
a slumming cloak and sitting in the darkest corners of the
theater to enjoy the spectacular mess.
Opera, however, is the Great Alchemical Art. A
demanding and exacting form, opera invokes theater, music,
dance, painting, and all the Arts. With ancient characters
written bigger than mountains, it is, without a doubt, the
most powerful of all the ven Arts. Ven opera must be seen
to be believed.
THE EASTWOOD DEFENSE
HOW
TO
USE
THIS
BOOK
15
Theater, pillow books and opera. As I said, this book draws
from ven literature rather than history. Ive used scholarly
sources to give certain ambiguous elements of the culture
context, but in the end, this should not be considered an
authoritative work. For readers more interested in historical
Carter, J. Pre-Atlantean Cultures.
documents, I refer you to the short bibliography in the nearby
Vincenzi Press. 1922.
sidebars.
Dare, Virginia. Temple of
the Sacred Harlot. Private
THE VEN WRITING STYLE
Publication. 2007.
I should also warn any readers not familiar with the ven
Fledderjon, Marcus. Virtues: The
language about a few eccentricities.
Complete Yvarai Text. Dancing
I have on many occasions (semi-humorously) referred to
Goblin Press. 1899.
myself as a method writer. I nd adopting the philosophies
Pugg, O. Troubles in Translating
of my subject matter helps capture the essence of their spirit as
Ven Texts. Mu Magazine.
I write. It was so with games such as Legend of the Five Rings, 7th
May 18, 1992.
Sea and Orkworld. Expect no different with the ven.
Shosuro, K. The Role of
I have tried my best to adopt not only the philosophy of
Women in Ven Pillow Books.
the ven, but in translating their texts, I have also made every
Harrington University Journal.
attempt to stay true to their language. This will cause a few
1982. Volume 17, pp. 18-43.
problems. To begin with, the ven had a very different attitude
Szasz, Roland. Sex and Magick
toward their language than most modern societies. For
in the Ven Tradition.
example, the ven languageyllanavanahas some rather lax
Miskatonic University Annual
rules regarding usage and grammar. The ven attitude toward
Anthropology/Archaeology
language was, If you can communicate meaning, your usage
Journal. 1827. Volume 18, pp.
is correct. This particular attitude drives most Western
22-29
scholars mad. Often times, you will nd them breaking rules
Wick, John. Enemy Gods. Wicked
of usage for the purposes of effect. Single word sentences,
Dead Brewing Company. 2001.
fragments and other stylistic oddities are common.
Common.
The ven also employed repetition as emphasis as well as
capitalization. The ven loved capitalizing Auspicious words.
They did it time and time again.
And again.
And again.
THE EASTWOOD DEFENSE
16
CHAPTER 1
As for the language itself, most scholars assume yllanavana was a kind of singsong, their
prose reading like lyrics, almost like poetry. Every sentence an intentional act of Beauty.
I apologize in advance if my stylistic voice in this book escapes me from time to time.
The ven viewed such writing as a Virtue. Such lack of discipline demonstrated the writers
passion. Petty rules of grammar could not hold back the emotion in his heart. Pounding.
Seeping into the words. Finding the reader. Reaching up through the page, grabbing him
by the throat, shouting into his face.
Again, apologies in advance. And you have been warned.
NOW, ENOUGH OF MY YAPPIN! LETS BOOGIE!
THE EASTWOOD DEFENSE
HOW
TO
USE
THIS
BOOK
17
This is where it ends.
With blood and pain and
revenge. But it began with love.
This is how everything
begins and this is how
everything ends.
T HE G REAT
L IFE
OF
AND
T ERRIBLE
S HARA Y VARAI
SHANRI &
THE
VEN
RITING ABOUT A CULTURE THAT LIVED AND
PRIMEVAL AGEBEFORE
ATLANTIS SAW ITS GREAT RISE AND MU WAS STILL
A DISTANT DREAMIS NO EASY TASK. THEIRS
WAS A BRIEF TIME, BEFORE THE RETURN OF THE
SORCERER-KINGS AND THE BLOODY CENTURIES
THAT FOLLOWED. STILL, FOR A MOMENT, THE
WORLD WAS THEIRS. OR SO THEY THOUGHT.
DIED IN THE
They called themselves the ven. Translated, the
The best of us are always
looking to take care for the
worst of us.
V IRTUES , C ASSIAS A LDOPHUS
Everyone is looking for a
place to put the knife.
L ESSONS , C YRIN I LDELVI
word means all of us or even just we. They called
the world around them Shanri; a word meaning, the
Great Enemy, giving a vivid clue as to how the ven
viewed the world around them.
In this chapter, Im going to talk about Shanri and the ven. I wont spend too much time
on history; enough of that is already known and documented. Instead, Id like to discuss
the world of the moment, the world as they saw it. This is the Age of Clandestine Blood,
the height of ven culture. The pinnacle. Standing high enough, close enough, to feel the
heat on their ngertips as they reached to touch the sun. Just moments before they fell fast
into the chasm of unforgiving darkness.
A BIT OF HISTORY
Almost everyone knows the story. For thousands of years, the sorcerer-kingsthe
mysterious aelva dannamade war against each other on an unimaginable scale. Using
armies and eldritch sorcery, they almost destroyed the world, but instead, destroyed
themselves. What they left behind was a shattered remnant of the world they created.
The servitor race called the ven dug themselves up and out of the rubble. The world
they found was nothing like the world they knew. At long last, they were free from the
aelva danna, free from magical slavery, free to make their own destiny. It would take
almost two centuries to re-build, but every step was worth it.
The world now looks completely different from the world of the sorcerer-kings. During
their time, the land was rich and plentiful, a vast pangaea full of life and wonder. Now, the
world is shattered, torn and mutated by sorcerous warfare. All that remains is a spiraling
chain of archipelagos lled with mutant ora and fauna.
19
SHANRI & THE VEN
20
CHAPTER 2
Bred to be industrious, the ven began rebuilding. The remaining armies of the aelva
danna gobbled up land. Led by the surviving generals, the armies held their territories
with military might, promises of protection and threats of violence. The warlords were
strengthened with their knowledge of ironworking, knowledge exclusive to the noble
caste. Iron is one of the rarest elements on Shanri. Noble families looking high and low
for new sources of the precious metal. Soon thereafter, civilization began to get under
way again. Farmers returned to their work, learning how to woo their crops from the
newly-changed soil. Glass blowers and brewers, bankers and blacksmiths all returned to
their trades, almost oblivious to the wars around them.
A high king was chosen from among the nobles: a man who was wise, kind, and
honorable. His family ruled the ven for almost ten generations until the corruption
of the sorcerer-kings returned. The promise of their power was too great, even for the
greatest of ven. The remaining nobles drew together to overthrow him and his Bloodline,
resulting in a deadly war that lasted over ten years. When the war was over, the king was
overthrown and his family in disgrace, but there was a price to be paid.
The king cursed all who betrayed him. The Betrayer Curse settled on the heads of the
noble families; a curse that would last one thousand generations.
Almost two centuries of warfare between the land-owning nobles eventually led to a
system of non-violent settlement. This settlement led to the foundation of a Senate; a place
where all may bring grievance and issue before the land-owning nobility. Each noble was
given a certain number of votes based on his lands and title. When issues are brought
before the Senate, the nobles vote on the best course of action.
Now, two centuries after the Curse fell on their heads, ven culture has been born
again like a rose from the rubble. The ven not only maintain what they have, but send
out explorers to chart the outer territories, looking for new lands to conquer and new
resources to claim as their own. The common folk continue to live as they always have: as
vassals under a ruling class that regards them as little more than property. The growing
merchant class bumps into the cultures articial limits as commerce blossoms. And the
nobles continue to play their eternal games of warfare, intrigue and espionage.
After countless centuries, the ven have established themselves as masters of Shanri. Or
so they believe. But the last two centuries have been turbulent. A brief outline follows.
A BIT OF HISTORY
SHANRI &
THE
VEN
21
200 YEARS AGO: THE BETRAYER WAR
Aeldana de Shanru Tala
Two centuries past, the ven were ruled by an Emperor. THE WORLD HAS NO MERCY.
His name was Jaymen Steele, Earl of Blayloch, Blooded
The world that surrounds the ven is full
of the Elk, patriarch of the Steele family. His rule was
of danger. The jungles are populated
hard, but not harsh. His mercy was rare, but predictable.
with deadly creaturessome of which
He was, by all accounts, a good Emperor. He was also
defy reason. The Season of Storms
the last.
lasts almost sixty percent of the year.
As his Solace approached, Steele began to seek ways
Skimming the seas are leviathans,
to delay the great sleep, or prevent it entirely. This single
just waiting for the unwary sailor or
occupation eventually turned into a passion, then an
sherman. Travel requires bodyguards
obsession. An obsession that drove him willingly into the
trained in the ways of the world.
arms of madness.
The Betrayer War brought together the combined
forces of all Houses against the Emperor. So great was
When the ven speak of the
world, they call her Shanru Domya,
the merciless mother. The ven
his might, those in his own House turned against him, and
pray to their ancestors, but not to
even that great Strength was barely enough to defeat Steele.
Shanru Domya.
Decades of sorcerous research empowered him beyond
This attitude of self-reliance has
imagination. When he was defeated, a council of nobles
found its way into the very heart of ven
gathered to cast the course of the future. No ven should
culture. Every child is expected to stand
ever again be declared Emperor. More, that the House of
on his own. Those who rely on others
the Elk be held at half-shroud. A warning if they should
are weak and worthy of ridicule, scorn
ever demonstrate the hubris of their Blood again. Sorcery
and even violence. Those who cannot
was outlawed, except for the Blooded of the Serpent who
protect themselves do not deserve
were allowed to study the Forbidden Art for the purposes
mercy. Even the ven legal system reects
of never allowing any future abuse of power.
this callous attitude (see below).
The Betrayer War forever changed the face of Shanri.
Those who are strong, those who
Steeles researches unlocked old doors that should have
grow from their suffering, those who
never been opened. The land was lled with ancient horrors,
prove themselves worthy may gain a
terrible and unspeakable. The Blooded of the Falcon gave
blessing from the cruel mother, but
up their own lands to serve as roadmen, protecting the
none dare thank her. Speaking her
common people against the horrors unleashed by Steeles
name will only draw her attention and
ambition. The House of the Bear, most deeply wounded
no sane man wants that.
by the war, retreated to the mountains to heal.
A BIT OF HISTORY
22
CHAPTER 2
150 YEARS AGO: THE QUIET POISON
Over the next century, the Blooded of the Wolf moved quickly to consolidate their power
and ll the vacuum left behind by an empty throne. The House of the Fox did the same,
but met with quick resistance from the Adrente wolves. A second war erupted, but it did
not nd its end on the battleeld. Instead, the war was ended on the oor of the newly
created Senate.
The Senate adopted what would come to be known as the War Amendment (taken from
Jonan Draxs ancient Laws) forbidding any noble from gathering armies. The nobility was
permitted to keep a small personal guard for the purposes of security and protection, but
otherwise, no soldiers, no garrisons, and no armies. Needless to say, the ven reacted to the
amendment in their own way. They started gathering armies.
Because a noble was allowed a small personal guard, the ven began acquiring soldiers
for that very purpose. The denition of small varied from noble to noble, from twenty
armed men to as many as one hundred or more. After all, according to the Law, nobles were
also required to protect their vassals. Because vassals are property, they arelegallyan
extension of the nobles person. And so, in a moment of pure irony, personal protection
became the key phrase that allowed the nobility to raise armies.
But waging war was still illegal. And in reaction to that clause, espionage and
assassination became the primary cause of death among nobles in Shanri. For seventy-ve
years, the death toll became almost epidemic. The primary method of assassination was
poison, providing an anonymous method of doing away with powerful enemies.
Thanks to another amendment passed by the Senate, dueling transformed from a messy
and bloody exercise into pure ritual. The Dueling Act forbade casual Swordplay, requiring
proper procedure for the vens most deadly art.
From all this bloodshed, the Wolf and Fox developed the rules for duels, rening them
as they murdered each other. Warfare occurred in the courts, civilized and ritualized, but
still just as bloody.
100 YEARS AGO: THE ANGUISH
This storm knows us, Uvand Philo wrote. It knows our names.
The Storm, dubbed the Anguish by those who lived through it, ravaged all of Shanri.
It rst appeared a century ago, seemingly willful, seemingly knowing, all too deadly. A
murderous Storm. It did indeed seem to know their names.
A BIT OF HISTORY
SHANRI &
THE
VEN
23
Ever since that day, the Storm returns, seeking the Blood of
Aelva danna de nuru
the ven. At rst, they were unprepared, their homes and villages THE WICKED ONES
and crops wrecked. With no foreknowledge or understanding
of what they were dealing with, the ven suffered. Their only
ONLY SLEEP.
The history of the ven is tied
warning a distant howling wind like the cry of a wounded
into the demise of Shanris
animal and the slowly darkening sky.
previous masters: the mysterious
Many ven moved into the ancient ruins of the sorcerer-
sorcerer-kings the ven called
kings for shelter. For generations, those buildings remained
aelva danna. Aelva danna can
empty out of fear of what may lay within, but fear of a present
also be translated as the wicked
danger trumped the fear of the past. The ven cleaned out the
ones, and is sometimes used as a
vast hallways and rooms, seeking shelter from the Storm.
pejorative against those who study
But one ven sought truth rather than shelter. The Storm
the forbidden art of Blood sorcery.
knows our names, he wrote. We shall return the favor.
These sorcerer-kings ruled Shanri
His name was Uvand Philo. Blooded of the Serpent, Duke
for well, no ven knows for certain
of Ychara, Philo spent all his waking days searching for the
how long they ruled Shanri. For all
origin of the Storm and all his nights communing with the
the ven know, the aelva danna have
suaven, seeking their Wisdom. It took him fty years, right
always been. And they will return
up to the edge of Solace, but in the end, he found what he
one day to rule again.
was looking for. He went to a particular aelven danna ruin
For thousands of years, these
with three others. Of the four, only one returned. Danaria
sorcerer-kings made war against
Del, Blooded of the Falcon. She knew the Storms name and
each other on an unimaginable
she brought it back but only for those of her Blood.
scale. Using vast armies and eldritch
Since then, the Blooded of the Falcon alone know the
sorcery, they almost destroyed
Storms name. They call upon the Storm and send it back,
the world, but instead, destroyed
although sometimes its fury is too great for even those who
themselves. What they left behind
know its secret.
was a shattered remnant of the
world they created.
50 YEARS AGO: CLANDESTINE BLOOD
The Storm accomplished two things. First, it made the House of the Falconmostly
disregarded by the other Housesa vital and essential part of every nobles life. Second, it
moved the nobles into the deserted mansions and castles of the sorcerer-kings. Many scholars
mark this last move as the beginning of a new era for the ven. An era of comfort, security
and overcondence. The great lordsEarls and Dukesbegan looking at expanding their
domains. This led to smaller noblesthe Baronslooking for allies wherever they could
A BIT OF HISTORY
24
CHAPTER 2
nd them. Of course, this required a degree of trust no
Organized Religion in Shanri
We have precious little
ven was willing to give. The Barons needed a solution
and they found it in the libraries of the sorcerer kings.
information on the mystery cults
Sorcery, long since made illegal by the Senate, found a
of the Suaven, but we can make
resurgence in the minor Houses of Shanri. It was Vudru
a few assumptions based on
Kouser, Baron of Etrain, Blooded of the Serpent who
tangential references. We know
rst brought the Blood Oath into the courts. His tiny
the cults had secret hierarchies
lands were surrounded by enemies and he needed an ally
and the high priests (vdallvyr)
he could trust. Using a secret he swore never to reveal,
exercised considerable inuence
he forged a pact with ve other Barons, a sorcerous oath
among the noble class. So much
that bound them together. The Oath, sealed with their
so that the high priestess of Talia
own Blood, not only ensured no Baron would dare break
Yvaraiwearing a mask as all
the Oath, but also gave each noble secrets they swore
priestesses of Talia are required to
never to reveal.
doand prevented Uvalon Burghe,
Kousers Oath found its way across Shanri in a matter
the Earl of Tyvn, from murdering
of months. In almost every court, Barons were taking the
his adulterous wife.
Oath, nding allies with sorcery they could not nd on
We assume High Priests were
their own. The Barons were united, and because their
selected by the cult based on their
Oaths were made in secret, no Earl or Duke was willing
connection with the Suaven. The
to step into the complicated web of alliances. A stalemate
deeper the connection, the higher
no one dared disturb.
in rank and privilege. The nobility
feared the clergy. Feared the wrath
TODAY: TOTEM REX
of the Suaven they served. Many
The most dangerous kind of talk wanders the halls of the
nobles of lesser birthsecond-,
Senate. The Earls have been whispering of a high king.
third- and fourth-bornsjoined
Not an Emperor. A king. A monarch with independent
the cults in earnest, all but
powers, answerable to the Senate. While Shanris
throwing away their titles for the
greatest nobles (the distinguished Earls) conspire to
ghost authority gained by the rank
make such a title, they know the Barons will never agree.
of clergy.
There are not enough votes in the Senate to pass such
an amendment. That makes some Earls consider less
peaceful options.
Meanwhile, exploration into ruins deeper in the world and further from the hub of
civilization have uncovered dangerous secrets. New sorceries, unspeakable monsters, and
A BIT OF HISTORY
SHANRI &
THE
VEN
25
treasures of breathtaking Beauty. As this news makes its way through the courts, more
nobles sponsor expeditions into the uncharted realms, hoping to bring back treasures and
marvels to impress and awe the court.
With the import of such valuables, piracy is at an all time high. Whereas before, the ven
feared the orks of the sea, now they brave the waters. The seas are now lled with ships
ying the colors of the Houses and ying black ags: anonymous badges of piracy.
SHANRI
You know the past. Lets talk about the present. At least, the world as seen through the
pages of a ven pillow book.
Of Shanri itself, no ven maps survive. We have little idea of its geography or topography.
Knowing what we do of the Atlanteans, it is safe to say the world we know now could have
looked much different in the era of the ven.
We do know the sorcerer-kings all but wrecked the world, leaving in their wake disparate
land masses lled with dangerous ora and fauna. Countless eons of experimentation and
mutation turned the world around the ven into an enemy. They had to cut through hungry
plants and Cunning creatures just to settle their homes.
We also do not even know the locations of the Houses. Most pillow books take place
in a kind of fantastic version of Shanri itselfa mythic Shanri, if you will. Different
sources contradict each other on exactly where the Houses were situated. It is entirely
possible strife among the Houses was so ruthless that land changed from hand to Bloody
hand on a regular basis. At the very least, that is what the books suggest. And thats a truth
well be maintaining here.
The various archipelagos where the ven lived did seem to surround a central minicontinent called Qnaldinir (a double meaning: Golden Center under the Sky and Hub
of All Revenge). On Qnaldinir, the Senate was formed, meeting in one of the greatest
ruins of the elder age. Poems of its Beauty and awful countenance ll page after page.
Weaker ven were said to shudder and stammer in its shadow. I have also found various
passages giving credence to the theory that Qnaldinir was also the central point of ven
expansion. Other scholars have suggested differently, but I have found little evidence for
their hypotheses.
As I said, the ven carved their homes out of the chaos around them with re and
Sword. The world did not yield itself lightly. Two hundred years of Blood and toil. At the
time of this book, their work is still undone. Much of Shanri remains unexplored. Vast
jungles and hidden ruins hold many promises. Dangerous promises.
A BIT OF HISTORY | SHANRI
26
CHAPTER 2
ORK
Shanri has a wide diversity of creatures and plant life. None of it was untouched by the
sorcerer-kings. Mutations are everywhere. To the ven, these are ork.
The word ork best translates as monster. In the English language, we have many
kinds of monsters. Trolls, vampires, hobgoblins, boogeymen. All of these fall under the
category of monster. Likewise, on the face of Shanri, there are many different kinds of
orks. (The ven are lax on the usage of ork, especially in terms of plurality. Sometimes,
they use ork as the plural, and others they use orks. Ive tried to maintain a consistent
usage here, but Im afraid it slips now and then.)
On a deeper level, ork means other or outsider. The context is plain: anything
that is not ven is ork. And while we have a distinct hominid impression attached to the
word, to the ven, an ork is any living thing that is not ven. It may be bi-pedal, it may be a
carnivorous plant, it could also be a spectral force that cannot be entirely seen. Thus, there
is also a malicious connotation to the word. Dangerous others are ork. Others that are less
dangerous, or even downright safe, are not ork. Instead, they are just ruk. A little word that
Ive translated as beneath notice.
Like peasants. Ruk.
SPECTRES
While orks make up the majority of visible, tangible threats on Shanri, the invisible and
intangible should not be underestimated.
The ven word for a creature of the invisible world is illdrua. Ive translated this as
spectre. (From Latin spectrum, meaning appearance, from specere, to look.) Not all
ven can see into the invisible world. A few can. Others use rituals. But just as ork is a
generic term used to describe many different species of monsters, the word spectre has
the same function.
In ven literature, I found a vast amount of references to spectres. Most of these look
more like the hungry spirits of the Chinese/Japanese variety. They can touch you, but
you cannot touch them. And they take. They take because they hunger. They take your
eyes, they take your tongue, they take your heart. Hungry. For what they cannot have.
Spectres take the form of the ven, but they are not the lost and wandering souls of the
ven, because the ven have no souls. At least, thats what they believe. The entire concept of
a soula spirit inhabiting the physical bodydoes not exist in ven metaphysics. Spectres
SHANRI
SHANRI &
THE
VEN
27
appear like the ven because it pleases them. It pleases them to terrify those who look upon
them. A spectres true form is terrible to behold. No mortal sees a spectres true form and
retains his sanity.
Spectres haunt the old ruins of the sorcerer-kings and ancient forests. They are not to
be tried with.
ORICHALCUM: THE SORCEROUS STEEL
A mineral found in Shanri, almost extinct in
our own time, orichalcum is also known as the
sorcerous or sacred steel. Harder and lighter
than iron, items and weapons forged from this
material are highly desired by the ven. The secret
of working orichalcum is closely held by those
who know it; one of Shanris greatest mysteries.
The most typical use of the sorcerous steel
is in Swords. An orichalcum blade can shatter
Carry a sword. A quick apology
stings less than a quick duel,
and leaves fewer scars.
any other weapon, cut through stone, and slice
a falling silk handkerchief. Not a blemish on
the blade.
It is the anathema of spectres: the only material
that can touch and injure them. This makes
weapons and wards made from orichalcum
highly prized, indeed. Swords, charms, arrows,
medallions. Highly prized.
Orichalcum appears as a dark red metal,
clearly different from iron, copper and tin. (The
ven have not yet discovered the amalgam we
call steel.) It is cold to the touch and has been
described as holding the slightest vibration.
It is not mined but created by a ritual known
to only a few, merging gold and silver, bound
together by Blood.
Gold and silver. Sun and Moon. Will and
imagination. The vital instruments of magic.
SHANRI
28
CHAPTER 2
THE OLIVANA: SACRED ANIMALS
Some creatures familiar to our own time were also familiar to the ven. Although some are so
foreign, so alien, scholars cannot nd contemporaries.
A few animals, however, the ven regard as sacred. Sacred in an almost totemic way. In fact,
I think its safe to ditch the almost. For the Houses, these animals are holy. Only the Blooded
may hunt a sacred animal, and even then, only on holy days.
It is said the ven traded something to these animals allowing them to survive the destruction
the sorcerer-kings brought upon themselves. Because of that bargain, these animals share a
special kinship with the Blooded. When they are hunted on their sacred ays, it is said eating
of their esh brings Strength and healing. Of course, the prey must be killed in a specic,
ritualistic way. Otherwise, the hunter shows disrespect to the holy animal.
You can nd them in nearby boxed text. All of them are similar to their modern counterparts,
but larger, stronger, and smarter. Just like the ven.
BEAR
BOAR
From ven reports, the Shanri bear shares
Shanri boar stand three feet at the haunches.
many characteristics with the American
Uvandir. The wrathful and stubborn. Boars
grizzly. It stands nearly twelve feet tall, has
remember. Living in small families, digging,
a predators Cunning, but is not generally
knocking down trees while they rub down
carnivorous, preferring sh and berries. It
their skin. Tasty, but dangerous.
will eat predators and has been seen hunting
And they remember.
larger animals such as elk, moose and deer if
forced to. Bears move as family units and ght
with tactics. They hibernate in the winter.
CAT
The Shanri cat, (kachka) is a curious creature.
One of my favorite stories is the Blooded of
We know the ven didnt spend a lot of time
the Bear who was lost in the mountains during
domesticating animals, and yet, there was the
winter. Stumbling on a cave of sleeping bears,
cat. Illustrations show us many breeds of cats,
he settled down and woke in spring. When
large and small. We also know the ven suspected
he awoke, he was alone and unharmed but
cats could communicate with a sophisticated
remembered vivid dreams of hunting with
unspoken language. Some even claimed to
the family of bears.
be able to speak to cats, but these folks were
dismissed as we dismiss faith healers.
Well, at least, in my house we dismiss them.
THE OLIVANA: SACRED ANIMALS
THE
VEN
29
SHANRI &
The ven keep cats for a single purpose:
falcon sees. Ven literature is rife with
they believe cats can see into the invisible
such rumors. Of course, thats all they are.
world. When a cat suddenly reacts to
Rumors. Of course.
something the ven cannot see, they assume
the cat is reacting to a disturbance in the
FOX
invisible world. The ven also believed cats
It is said the qal, the Shanri fox, can change
had sorcery of their own. Disappearing at
its form. A creature of desire. A creature that
will, passing through doors, charming those
cannot help but love. Foxwives, a legend we
with weak minds. Such is the mind of a ven:
inherited from the ven, are common in the
full of superstition and nonsense.
literature of the time. Most pillow books
at least have some sort of reference to the
ELK
fox and her ability to charm a man beyond
There is talk of khanurdante, the Great Elk
reason. The twist on the ven version of this
of Shanri. A magnicent creature, pure
ancient tale is that the fox can only charm
white, antlers that shine like stars. King of
someone who has already won its heart.
all creatures, the ven give it powers beyond
Foxes are not hunted in Shanri. The ven
those of mortals and orks. It is some kind
know better. As beautiful as the fox may
of source of terrible power. Many have
be, her anger is even greater. And the fox
quested to see it. All come back changed
does not gain its Revenge through force
men, unable to speak of the experience.
or martial means. Oh, no. A fox hurts you
Visibly changed.
where the wound will never heal.
Elk are sacred to all Houses, not just those
In the heart.
who wear the heraldry. No ven hunt them,
although spotting an elk on a hunt is said to
HORSE
bring good fortune. Killing an elk brings...
There are three distinct breeds of equine
something else.
on Shanri, some considered noble, others
not as much. Ilderim, the noble breed are
FALCON
used for riding by the noble class. Tall
Without domesticated canines, the falcon
and strong, their speed unparalleled by
is the primary hunting animal for the ven.
any other creature. The grusha, smaller
Vigilant. Courageous. Quick. A hunter
(and by all accounts, uglier) horses, are
without equal. Speed. Shivu. The falcon.
used for pulling carriages. Finally, mules
It is said those of the Thorne Blood
perform a secret ritual with their hunting
and donkeys are used by the peasantry for
pulling carts and farm use.
animals, allowing them to see what the
THE OLIVANA: SACRED ANIMALS
30
CHAPTER 2
SERPENT
WASP
The Blood of Mwrr trace their lineage back
While many scholars translate the word
to Serpent (avala), a mysterious gure in
eshanu as bee, I personally prefer
ven mythology. Like most primal animals,
translating it as wasp. Eshanu are not the
it was said Serpent had great power,
little honey bee we are familiar with. True,
but he gave that power up for Wisdom,
they live in hives and make honey, but the
surrendering it to the Well at the Center
connotation of bee doesnt carry the same
of the World. He was asked to give up his
kind of danger that wasp brings with it.
arms. He did. He was asked to give up
A single sting from an eshanu can be
his legs. He did. His ears. His beautiful
deadly. More than one sting is deadly. But
hair. Then, his poison. That was one thing
the honey intoxicating.
Serpent would not surrender. And so, he
Honey is a sacred food among the ven.
carries the Wisdom of the world but not
If kept in sealed pots, honey never stales,
all of it. And he is cursed. Every question
never spoils. Honey makes everything
he answers leads to more questions.
better. Tasting like nothing else. A sacred
The ven regard serpents with awe and
respect. They are venomous creatures,
food guarded by poison. Could anything
appeal to the ven more?
black scaled and quick. It is said their eyes
WOLF
can charm the weak-willed. I have taken
that tale as fact.
The closest Shanri comes to domesticated
canine is the wolf, the drende. Four feet at
SPIDER
the haunches, two hundred pounds. Teeth
We have many breeds of spider in our own
and cLaws. Burning eyes, bristled back.
time. Not so much in the time of the ven.
The Shanri wolf hunts in packs, bringing
Spiders are small, spiders are huge. The
down large animals (like bears), eating
great spiders, deep in the jungles. Patient
quickly and moving on. Migratory.
and deadly. Communicating by vibrating
The wolf is always on the move, but
their webs. Prey. Danger. The ven word for
if you know his secrets, you can always
spider is agotha. I wait.
nd him.
Deep in the jungles of Shanri sit the Great
Some ven keep wolves on their grounds
Spiders. Powerful and terrible, larger than
as a way to discourage spies. These creatures
a man, as old as the sorcerer-kings. Great is
are far from pets, although those of the
their knowledge for those who are humble
Blood are said to keep a kind of kinship
enough to kneel. And bring sacrice.
with the hunters. No Adrente has ever
been killed by a wolf. So the story goes.
THE OLIVANA: SACRED ANIMALS
SHANRI &
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31
A dream. Naked. Running under the
In a moment. A brief ash of a moment.
moonlight. Blood on your lips. Pain. Teeth
For there are moments when words fail.
on your throat. A word, whispered in your
The limitations of language simply cannot
ears. Awakening with the Bloody scars on
contain the sublime truth.
your back.
These moments these precious
Running with wolves.
moments when all the world falls away,
all time falls away, when the moment rests
DRAGONS
for a thousand years, lifting all the weight
And then, there are dragons. Avanadande.
But
not
the
cave-dwelling,
virgin
from your heart, that we can feel the
lingering after presence of a dragon.
snatching, gold hoarding kind. Something
Dragons are not physical creatures, but
very different. If shes luckyvery luckya
the manifestation of moments. Moments
ven may see a dragon once in her life.
of power, moments of grief, moments of
Perhaps only once. And only if shes
she s paying
love, moments of hate, moments of hope.
attention
Some ven scholars speculate that the
ven themselves create dragons: the raw
A soldier looks up on a battlefield
and sees his best friend cut in two.
emotional energy, the ven summons an
aura of power so palpable all who stand
in its aura can feel it. Like an ache in the
A woman watches a ship leaving port,
her own true love watching from the deck.
bones. A lightning bolt down the spine.
A ven can live his whole life without
ever knowing that sensation, but once it
Brothers separated for years are
reunited at their fathers funeral.
happens, there is no forgetting it. It remains,
a reminder of the split second when the
world paused, took a deep breath, and let
The first kiss of an affair
that lasts for decades.
wonder seep into its skin.
THE OLIVANA: SACRED ANIMALS
32
CHAPTER 2
RUINS
The sorcerer-kings left behind more than just biological monstrosities. Amazing structures
defying all the ven understand of architecture and geometry. Great and terrible. Frightening
and beautiful. Houses, mansions, castles. Underground fortresses. These are the amazing
falin duada. Puzzle Houses. The ruins of the sorcerer-kings.
The falin duada are not only puzzles but prizes. Each lord dreams of making his
stronghold from one of the old ruins. A house that guards itself. A house with a will of its
own. And the ven know any will can be tamed. Time, patience and Cunning.
Falin duada come in all shapes and sizes, but one truth always remains. The doors are
tall. The steps are tall. The corridors wide. Ancient artifacts linger within. So do spectres
and orks. To claim your own puzzle house, youll need a small armyI mean, personal
guardto clean the place out. Once inside, youll nd all sorts of treasures. Ancient
documents written in the Old Tongue. Artifacts of untold power. Secret histories.
But like I said, to get the goodies, you have to get by the guards. And not everyone has
the courage for that kind of action.
TRAVEL
Getting around Shanri is no easy task. Even in the more civilized regions, orks linger on
the tree line, waiting for unsuspecting travelers. Going anywhere alone is suicide. Unless
you have the Blood of the Falcon. Then, its just brave.
Caravan is the most common form of travel in Shanri. The ven use mules and other
beasts of burden to pull their carriages, wagons and carts. They used Swords and pole
arms to guard their carriages, wagons and carts.
And bandits. Lets not forget bandits.
Meanwhile, on the great blue, the orks of the sea include a wide variety of terrors,
making traveling between Shanris archipelagos equally dangerous. The ven connected a
few of the closer archipelagos with bridges, but few are strong or wide enough to support
caravans. Barges move cargo between the closer land masses, but ships are needed for
longer journeys. Of course, moving cargo overseas isnt just dangerous because of orks,
but because of piracy. Many nobles secretly employ pirates to raid foreign trade, splitting
the prots with the corsairs.
No cannons. No muskets. No pistols. Just bows, arrows, Swords, pole arms and muscle.
And rum. Yo ho.
THE OLIVANA: SACRED ANIMALS
SHANRI &
THE
VEN
33
VILLAGES
Travelers can stop in local villages where the hospitality of the common people will feed
and comfort them during a long night away from the secure castle. Theres a headman with
limited authority, usually assigned by a sheriff or baron. He carries no weapons but has
the authority of the Law to protect him.
A village usually has a source of water, at least a few local farms and a small retinue of
craftsmen to keep the place going. An elder council for important decisions. Because of its
rural surroundings, villagers have to deal with orks quite a bit. Without the legal authority
to wield weapons, they resort to farm implements. Pitchforks, shovels and the like.
TOWNS
Townships are grown-up villages. More organization, more bureaucracy. A mayor, a local
sheriff, a small town guard (armed with tools such as saps, staves, and pitchforks). More
farms, more farmers. Merchants. Blacksmith, cooper, baker, cobbler. Nightwatchmen.
Perhaps even a shrine or two. Maybe even a temple. But certainly enough sharpened iron
to keep orks at bay.
CITIES
And of course, theres the hub of civilization. Most ven cities are built on ruins left behind
by the sorcerer-kings. The buildings are larger but then again, so are the walls. The ven
havent quite gured out how the sorcerer-kings made the walls surrounding the cities so
tall. Or at those angles. And what exactly is that theyre made out of? It isnt stone. It isnt
mortar. Even half ruined walls are better than the walls the ven could build.
Once inside those gates and walls, the city seems like a thriving entity onto itself.
Merchants on every street, screaming their particular calls. Everything is for sale. Fruits,
vegetables, milk, mead, wine, shoes, sex, smoked ork meat, a song. You want to nd it,
you can.
Cities are usually governed by a local lord or a magistrate with guards to assist him
in keeping the peace. Because of the rather visceral nature of ven vengeance, there is
surprisingly little crime in the cities. Or maybe thats just because the criminal element
knows the exact price to keep ofcials quiet.
THE OLIVANA: SACRED ANIMALS
34
CHAPTER 2
FOOD
The Greatest City in the World
The ven enjoy all kinds of food and drink, but as with
Davfanna Aldrena.
most things, the most common foods depend on which
Hub of the world. The Shining Star.
Home.
Approaching it from the water,
part of the social order you belong.
Peasants eat lots of vegetables. Beans, peas, carrots,
corn, peppers, potatoes, radishes. The usual. Peasants
all the sailors can see are the walls.
also drink water, milk and brew their own beer. Peasants
Reaching up tall enough to scrape
may not hunt game. Because they are not allowed to
the clouds. A single gate allows
carry weapons, most dont mind.
ships in and out. The busiest port in
Nobles like fruits and meats. They grow orchards with
all of Shanri. Once inside, the city
orange and cherry trees, blackberry bushes and grow
looms over you like an angry parent.
peanuts. Nobles never drink water, but enjoy a wide
Its tallest minarets. The wide streets.
stock of alcoholic beverages. Wines are very popular as
The bridges. The canals.
is rum.
Divided into two citiesupper
A noble never drinks beer, except when there is
and lowerby an eruption of land
nothing else but water and milk. And even then, sour cat
reaching up into the sky. Hard
piss might be a better alternative. After all, beers pretty
black stone, ripping up from the
much the same thing.
soil, dividing the Blooded from the
unblooded. In the upper city, the
LANGUAGE
remains of the great palaces and
The ven use three languages: the High, the Vulgar, and
temples. The tallest structurethe
the Old Tongue.
Senatesits in the center, making all
other buildings just satellites.
The lower city, on the other
The nobility employ the High Tongue, a shifting
and cryptic language. Servants are trained to speak
it, forbidden from speaking anything else while in the
hand, is carved apart by canals. The
presence of the nobility. The language is lled with
buildings half-submerged in the
double and secret meanings, changing its shape and form
sea surrounding it. The city has no
with the whims of those who speak it. A kind of spastic
worries about large underwater orks,
slang altering with the whim of the courts. With such a
and smaller ones are kept out by
quirky tongue, it is difcult to determine exactly how the
underwater gates.
language worked, let alone how it sounded.
Below that, the undercity. Nobody
goes there.
Each Season, the most inuential and fashionable
of nobles decide on changes of phrase, changes of
pronunciation, changes of meaning. They enforce their
FOOD | LANGUAGE
SHANRI &
THE
VEN
35
What is the ritual for...
will through sheer linguistic bullying. If
you dont speak as they do, they simply do
The ven have a lot of rituals. All through
not speak to you. Each Season.
this chapter, Ive mentioned obscure rituals
The Vulgar Tongue remains in the streets
for even the most minor tasks. Now, I
and taverns and theaters of Shanri, but
could write a whole book of ven rituals,
forbidden in the presence of the Blooded.
but instead, I think it would be much more
From what we can tell, the Vulgar Tongue is
fun for players (at least, I thought it would
a sing-song language designed for its tenor
be more fun) if I gave them the authority
rather than its clarity. A ravishing language.
to invent the rituals as they went. Give the
A passionate language. A language of the
players the power to set precedent.
heart, not of the mind.
So, as you go, if you nd the need for
Finally, the Old Tongue. This is the
language
of
the
sorcerer-kings.
a ven ritual, make it up. Go ahead. I trust
The
you. Besides, making up rituals is a blast.
language the peasants never hear. Kept
Why should I have all the fun?
in complete secrecy, the ven use the Old
Tongue for sorcery and ritual.
THE HORSES OF SHANRI
We should probably spend a few moments on horses. Like the Sword, a Blooded vens
steed is a symbol of pride and power. And, like the Sword, this particular symbol is kept
only for the worthy. The peasantry must live without.
There are three distinct categories of equines in Shanri. The rst are the ilderim. They
belong only to the nobility. Next are the grusha. These are the animals used by the peasantry.
Lastly, are the other beasts of burden: donkeys, mules, and oxen.
ILDERIM
There is no direct translation for the word ilderim. The closest scholars can come to is
steed or high-bred horse. The term horse, when used in ven documents, refers only
to the ilderim. As I said earlier, the ildirim belong to the Blooded. Only the Blooded. They
are worth thirty times one grusha. For a peasant to kill an ilderim is punishable by death
(as if theres any other punishment for a peasant). If one of the Blooded kills another vens
steed, it is a horrendous insult.
The ilderim are tall. Tall enough to accommodate the impressive stature of their riders.
They stand about 16 hands (64 inches) at the shoulder with slender bodies, graceful legs, and
LANGUAGE | THE HOURSES OF SHANRI
36
CHAPTER 2
a high tail carriage. Their rened heads, set on proud necks, are made all the more elegant
by long, owing manes; large, intelligent eyes, and short, alert ears. Their coats are sleek and
come in a variety of solid colors comparable to those of modern horses: bay, chestnut, gray,
black, palomino, etc. White markings on the legs and faces are particularly prized.
Ven raise ilderim on luxurious stud farms managed by highly trained and well trusted
staff. The ilderim are allowed to breed only once every three years, and then, only in the
spring, so that when the foal is born the following spring, he can graze on the most lush
pastures that Shanri has to offer.
Riding is Shanris primary means of transportation as well as entertainment. Horse races
are a spectacle held in most courtswith signicant wagering, of course. Hunts are held
on horseback, the ven using riding equipment worthy of their steeds. Heavily embroidered
saddle blankets, quilted pads of silk, velvet or other ne fabrics.
The saddlecomplete with girth and stirrupsmade of tooled leather, embroidered
fabric, ivory, and precious metals, sometimes ornamented with bells and gemstones. Plumes,
tassels, bells, precious metals, and beadwork. The horses themselves are not nailed on, but
shod with metal shoes fastened to their feet like a sort of sandal.
All Blooded children are taught to ride and only on ilderim. These noble steeds are never
used as draft animals, never put in harnesswith a single exception.
Chariot racing.
GRUSHA AND OTHER BEASTS OF BURDEN
Again, there is no direct translation for the word grusha, but the closest is peoples animal.
It is also called a pony, cob, or tarpan in ven writing.
In comparison to the ilderim, the grusha were small never taller than 14 hands (56
inches) at the shoulder. They had thick, stout bodies; wide crested necks; and short, stocky
legs. Their ears were rather long, and their eyes small, placed near the top of the head.
Their manes and tails, which were coarse and sparse, were almost always black; and their
rough coats only came in shades of tan, grayish-yellow (dun), mouse, and brown. They had
no white markings. They had hard little feet that did not require shoes.
The grusha were hardy animals that were often required to glean what nutrition they
could from sparse pasture and harvested elds. They were allowed to breed as the farmers
saw t, and feral herds of them were not uncommon.
They were sometimes used as meat, but were more commonly used by the peasantry as
a riding and pack animal (along with donkeys and mules). The peasant saddle when one
THE HORSES OF SHANRI
SHANRI &
THE
VEN
37
was used at all was rarely more than a simple
saddle pad that may or may not have had a girth
or stirrups.
It does not appear that the ven used the horse
collar. Instead, they used yokes and neckbands.
The trouble with this is that horses pulling large
weights without a collar are very inefcient. As
a result, for pulling heavy loads and for plowing,
oxen were used more often than equines. It was
Other Cultures
not uncommon to harness a donkey, mule, or
The ven never mention other cultures,
grusha alongside an ox for heavy pulling.
but we do know they co-existed with
the early Atlanteans, Lemurians and
CARTS AND CARRIAGES
Hyperborians. These cultures were in
Carts and carriages in Shanri are somewhat
their infancy (it is anyones guess if the
primitive, with a single, long shaft extending from
ven would consider them anything
the axle to which a pair of animals are harnessed.
other than ork), but they do exist.
Most carts and carriages (and chariots) have
Like I said, these alien cultures never
only two wheels. Four-wheeled vehicles are not
appear in any ven literature. Given
commonly used.
the auspiciousness of such a meeting,
Carts are for working, for carrying loads, for
wed expect even a casual mention of
carrying peasants. Not for carrying ven. Carts are
Atlantean magicians, Lemurian mystics
pulled by donkeys, mules, or grusha. Mules are
or even Hyperborian warlords. But,
highly-prized as driving animals. Hybrid vigor
unfortunately, there is nothing.
makes them stronger than grusha and larger and
heartier than donkeys.
When they choose not to ride, the ven use
carriages. (So did very rich peasants who were
acting above their station.) Carriages were used
primarily for the inrm, the elderly, and for those
wishing to make a statement of decadence. A
carriage holds between one and four passengers.
Carriages are ornate, usually a combination of
carved wood and ne, embroidered fabric, pulled
by a pair of large mules.
THE HORSES OF SHANRI
38
CHAPTER 2
THE VEN
And now, with the setting done, ink and pain still drying
Your strength
is a measure
of your desire.
on the canvas, we turn our attention to the stars of this
little spectacle. Still unrehearsed, they walk onto the stage
naked except for their bravado. Playing at what they are
not, overwhelmed by what they might be, we see them for
what they truly are.
BASICS
For biological facts, Im drawing from the only sources we have: the pillow books. We
must assume theres at least some exaggeration going on here, but since the game is about
the ven found in their literature, lets use those numbers.
The ven look a lot like us. Arms, legs, heads, ngers, toes. I do not know if the term
mammal is appropriate. Designed from scratch by the sorcerer-kings to be servants,
lovers and warriors.
The average ven male and female appear to stand between ve foot ten and six foot
three with variations on either end. The oldest character I can nd in any of the literature
seems to be approximately 100 years old. Im setting that as the cap.
The books also demonstrate ven heroes and heroines performing incredible acts of
physicality. Lifting, jumping, pulling, pushing. On the other hand, a single knife to the
heart or throat qualies as a mortal wound. While they may be stronger and faster, they
certainly seem just as mortal.
From the minimal mentions of pregnancy in their literature, scholars have come to the
conclusion that the ven pregnancies lasted approximately three to four months. This comes
from two passages from ven pillow books, both making mention of pregnancy lasting a
Season (four months).
PHYSICAL FEATURES
The variety of ven is as mixed as homo sapiens, although there are a few common descriptors.
But before we get into all that, heres an important note on a characters appearance.
Ven authors used physical characteristics as identiers; a kind of short-hand the
author uses to identify particular kinds of characters. Blue-eyed characters are usually
inquisitive while gold-eyed characters fall more into the trickster category. Villainous or
untrustworthy characters are identied with red hair, pale skin and grey eyes. The more
of these traits the character has, the more villainous she is.
THE VEN
THE
VEN
39
SHANRI &
Cosmetics
Ven skin is dark. Not black, but dark. If
a ven walked down our own streets today,
The ven use cosmetics to alter their
he would most denitely not be considered
appearance. They use dyes in their hair
Caucasian. Perhaps some biracial heritage,
and pigment to adorn their skin. Men
but not Caucasian. Ven skin color varies from
either keep their hair short or grow it
deep tan to darker red. Eye colors always
very long. Tied with a braid. Beards and
sound fantastic and spectacular. Ice blue, gold,
mustaches are common. Nails are painted
silver, russet and sometimes black. Ven hair
black or red or whatever color suits him.
is anywhere from gold to shimmering red to
Women always grow their hair,
midnight black. It is usually curly (like the kind
weaving elaborate spectacles. A womans
found in the Mediterranean) and wild while
hair is a source of pride. Cutting it is a
straight hair signies a more serious kind of
source of shame. Usually a punishment or
character. I found very few blondes.
the bad end of a bargain. Dark or light
around the eyes, rouge for the cheeks
SOLACE
and lips.
The ven age, but they do not die from it.
The ven never get sick.
The ven do not believe in a soul. They wouldnt even understand the concept.
For the ven, there are only two sources of death: accident and deliberate murder.
The ven do not die of old age. Instead, they pass into the Quiet Winter. Something they
call Solace.
The word is qva. Sometimes translated as the Stillness, a ven begins showing signs of
Solace in his late fties. The bones begin to ache. The muscles do not respond as quickly
as they used to. Vivid dreams. Bloody dreams. Seeming memories.
As the ven age, they grow taller and thinner. Their eyes turn a shade of gold. Widening.
The bones ache because they are changing. Thinner. Taller. Many ven approaching
Solace also demonstrate peculiar habits. Obsession with tiny details. A deep passion for a
particular kind of fruit. A constant and knowing grin.
In the later stages, the body begins excreting a thick, sticky white substance. Almost
like hair, from every part of the body. The ven call this vaqin: webs of dreaming. The
muscles continue to slow down. Voice drops. Difcult to move. Sleeping longer every
night. Physical desires dying. Food, drink, sex. Only sleep. Where the dreams wait.
Calling.
Finally, the body surrenders. Solace.
THE VEN
40
CHAPTER 2
Deep in sleep, the vaqin envelops the ven in a kind of cocoon. It solidies, making the
ven inside nearly invulnerable from the outside world. No ven knows what happens inside
that cocoon, but they do know no ven has ever awoken from Solace.
Not yet.
Still, the ven know something is happening. For if a ven sleeps close to her dreaming
ancestors, they can hear voices calling to them. Voices from Solace. Voices and dreams.
Oracular visions. Cryptic conversations.
These are the suaven. The sleeping ones. The dreaming. Some day, we will join them.
And some day, we will awaken.
Murder
The ven are vulnerable to zsanstozs, the Final Sin. Murder. While they seem stronger and
faster than us, a cold shaft of iron through the heart or drawn across the throat is enough
to kill even the healthiest specimen.
Murder and accident are the only ways ven die of natural causes, and both are events
of signicance. Robbed of Solace. Robbed of Eternity.
Revenge.
Suicide
There is another option. The call of the blackest despair. Complete defeat. The Loneliest
Death.
Suicide is rare in ven culture, but it is present. And even more than natural death,
suicide is a source of true grief.
Like everything else in their lives, ven view suicide as a ritualistic, symbolic act. An act
with true meaning. Not an act of passion, but an act of intention.
An act of Tragedy and Beauty.
CASTES
The ven divide their society into two castes: the Blooded and the unblooded.
The Blooded
Powerful. Intelligent. Cruel.
In their Blood is the sorcery of the old ones, the unspeakable sorcerer-kings, long dead
but far from forgotten. Taller. Faster. Almost angelic. They look down on their lesser
THE VEN
SHANRI &
THE
VEN
41
counterparts, not out of irrational emotion, but cold-Blooded logic. They are the strong,
the powerful.
You own what you hold.
Blessed by secret ritual, the Bloodedhajkalay in the ven tonguerule the ven
civilization of Shanri by right of force. The ritual that turns an ordinary ven into one of
the Blooded has remained a secret for well, no ven really knows how long. That would
require looking back through time to the past, and thats a difcult thing for most ven.
Looking back means looking in the direction of the sorcerer-kings, and thats not done.
Speaking of the past is taboo. And living in it.
Dukes and barons, they own the land, bless the less fortunate with their mercy, and
play their elaborate games while the unblooded toil for the pleasures of their masters.
Blood and Land
As I said, Ill be using Shara as an example all through this book. So, when it comes time
to illustrate a nobles life, lets use her.
Lets start with a simple question. Why is Shara a noble? Two answers. Blood
and Land.
First, her Blood burns with the Fox. When she was a girl, she underwent the Ritual of
Blooding: a sorcerous procedure separating her from the common folk. Without that ritual,
no ven is Blooded.
Second, Shara owns land, but unlike their modern counterparts, ven nobles do not
inherit land. They ght for it.
For the ven, the concept of possession is a bit different than our own. The Law states
that you only own what you can keep. If someone steals something from Shara, she wasnt
clever enough to keep it. And no ven noble would ever admit to being less than clever.
Thats an insult to yourself. Admitting you had been taken, fooled, tricked. Never. No nay
never. And so, when items are stolen, the subject almost never comes up. The shame of
admitting youve been put on the wrong end of a trick, that someone got the better of you,
is just too great. Just admit to yourself you were beaten and move on.
This is important when it comes to Sharas lands. As long as she can prove they belong
to herby protecting them from other noblesthe lands belong to her.
A noble cannot simply inherit his land from another. He must ght for his lands!
Blood makes the soil rich!
Blood makes the soil rich!
Blood makes the soil rich!
THE VEN
42
CHAPTER 2
The more you say it, the more you must believe it.
(But dont overdo it. Bad form.)
Therefore, when a noble dies, his lands become disputed. Any noble with the Strength
to take them is fully within his rights to do so. This means the nobles who have an heir in
mind put actions in motion ensuring their heirs success. Of course, just because you have
a plan doesnt mean it will succeed. And, as Lessons teaches us, you dont have to be smart
to have a plan.
A Noble and Her People
How does Shara interact with those who belong to her?
When Shara Yvarai walks in the villages and cities of her land, she never pays for
anything. After all, to her peasants, she provides protection from the horrors of the Great
Enemy and the greed of enemy neighbors. (The ven word for neighbor is also the word
for enemy.) She can go to a blacksmith and demand a new Sword, go to a farmstead
and demand food, go to a leatherworker and demand new boots. She provides a valuable
service: she protects them from orks and neighboring nobles looking to take over the land.
Because of her generosity, because of her kindness, because of her compassion, Sharas
people love her and gladly exchange their labor for hers.
The only thing that matters to Sharafrom an economic point of viewis her harvest.
Because of the feudal contract between herself and her subjects, she retains a majority
of their labor. They pay her in spices, wines, food, lumber and stone: the fruits of their
efforts. She uses those to make contracts with neighboring nobles, hire personal guards,
roadmen and other ofcials to protect her roads and villages. She also uses it to expand
her domain. A stronger domain leads to more security for her subjects. More security
leads to happier subjects.
When outside her own lands, Sharas situation changes. If Shara goes to another domain
and demands service from a merchant, tradesman or craftsman, the peasant may answer,
I am already under the shadow of my lord. This indicates he cannot cease his current
service and the noble has to nd a different peasant to bully around. Of course, the noble
can answer such insolence with violence at a risk. More on that in a bit.
But lets go back to Sharas own domain for a moment. Shara has the authority to
protect her subjects any way she sees t. If that means re and pain, shes within her rights
to do so but theres a downside to mistreating peasants. Unhappy peasants lead to subtle
revolts. Resource shortages. Spies for foreign enemies. Missing sheriffs. The liege who only
uses the stick and never offers a carrot learns this lesson. Sooner than he expects.
THE VEN
SHANRI &
THE
VEN
43
THE UNBLOODED
Ruk. Thats what we call them. Lesser. Inferior. Unmentionable.
They are the peasants, the merchants, the workers. Trading their toil for safety. Trading
their sweat for safety. No Heart. No Life. No Blood.
Among the unblooded, we have the classic peasant, but we also have a new kind of
peasant. Proud dirt. Well talk about them in a moment as well.
Peasant
Veth. A poetic interpretation may be, People of the Soil. That was a common way to
address ven peasants in older texts. More recently, scholars have been employing the less
politically correct translation.
Veth. Dirt.
The peasant caste is mostly illiterate. Mostly. There are peasants who can read, but not
many, and the nobility doesnt go out of its way to change that fact. This makes the ven
economy difcult because almost every economic transaction involves a contract. Almost.
Most peasant communities have developed a share and share alike economy. The
blacksmith repairs everyones tools. The farmer shares all his food. The cobbler repairs
everyones shoes. Hand-me-downs dont just go from sibling to sibling, but family to
family. This is what the ven call tuthallen. Ive translated this word as generosity. The
literal meaning is something along the lines of, What is mine is ours.
Personal possession is still present in peasant culture, but you have to understand the
mindset. For the unblooded, an object can only be claimed if someone else acknowledges
it is yours. Your mother passes away, for example, and your fatherwho inherits all her
belongingsgives you her favorite shawl. The community recognizes that shawl as yours.
This brings up the entire notion of inheritance.
But for the moment, understand that among the unblooded, nothing belongs to you
unless it has been given to you by someone else. Of course, the sincerity of the gift may go
questioned by another, and in that case, the community decides who owns the item.
And by item, I mean houses, cows, land, forks. Everything. Possessions belong to
the community.
Peasants also spend most of their time toiling away, proving their worth with labor.
When harvest arrives, they surrender nearly everything they produce to the liege while he
leaves them enough to survive until the next harvest. To be fair, not all lords and ladies are
tyrants. A fewa precious fewtreat their peasants well. Enough to be exceptions.
THE VEN
44
CHAPTER 2
Most peasants never walk a mile away from the place they were born, but a few carry
fruits, vegetables, skins and other tradable items to the local faire. However, most peasants
do not have enough time to go to town. Each Season provides a new opportunity to trade
with distant cousins. Or perfect strangers. Trade is the commerce here. A farmer brings
his carrots, dried peas and salted ham. A blacksmith has new tools. A carpenter puts up a
sign for repairs. Everyone has something to trade. The trick is nding someone with what
you want willing to trade for what youve got.
The peasant caste trades for tools and repairs. Better tools for the farm, repairs for old
tools not ready for abandonment. Most of these deals are made on the spot. Once the trade
is made, its done. No quibbling, no arguing. Done, done, done.
Thats the tradition among traders. One says, Done. The second echoes his remark.
The rst says it again. Done. Done. Done. That seals the deal.
Once a deal is set, there is no going back. And because verbal deals are quick, nobody
needs to argue over it. If you got shafted, you know to deal with a different trader next
time. Thats peasant law. Live and learn. And leave me alone.
Long-term deals are also available, but only by contract. Most peasants cannot read, so
signing long-term contracts is out of the question. A few bring along a literate relative to
look over contracts. Few and far between.
So a peasants life is spent in toil and trade. Toil for his labor, trade for his labor. It isnt
a pretty life, no matter how the poets and playwrights try to make it so.
This says enough. Saying more will only soil my tongue.
Merchant
For merchants in Shanri, the economic situation becomes... a bit murky. Peasants work
for their labor. The nobility bleed for their labor. A merchant... he sells the labor of others.
Murky.
Ven Law has not caught up with the quick rise of the merchant class. Ven who have
made a living from the loopholes in the ven economic system. Contracts. It has everything
to do with contracts.
The merchant class (not caste) arose twenty years ago when a small group of craftsmen
realized their goods were worth more than food. An apple in the stomach is gone
tomorrow, yet my knife cuts more apples, wrote the merchant Tulthande Shen (Shen,
the Blacksmith). He made the connection that his craft remained.
THE VEN
SHANRI &
THE
VEN
45
His idea spread quickly, but quietly. Being a ven of half a mind, he knew such an idea
was dangerous, so he kept it to himself and a few others. Twenty years later, his circle of
friends has grown, but not by much. He remains one of the most powerful and richest ven
in Shanri. But his secret, like most secrets, did not stay in its box for long.
The only box that can hold a secret is a cofn.
In the era depicted in this game, the merchant class moves closer to eclipsing the
nobility. Recognizing goods and services as the prime commodity, they trade for real
estate and recognition with the Blooded, earning themselves titles, but not the full status
of nobility. The merchant barons hold lands bartered from nobles in exchange for goods
and services, but no noble has traded away any title higher than baron. Not yet, at least.
That moment is yet to come.
And no merchant baron has yet to be called Blooded. Before that can happen, a
murder must take place. That event is also on the horizon.
And so, for the merchant barons, they must be content with their borrowed titles. They
own land but cannot pass it down to an inheritor. They have title, but not access to the
sorcery of the nobility. They have what might be called wealth, but in fact, they are little
more than the peasants they look down upon.
Shluah veth. Proud dirt.
Questions
RISING AND FALLING
Can the Blooded become
It is possible for the ruk to be raised to the rank of the Blooded.
unblooded?
Courage, conviction, loyalty. Proving himself beyond his
No. Although Im sure theres a
birth, a peasant may be brought above his own station.
ritual out there somewhere that
A ritual of Blood and trust.
takes care of that.
It is rare, but it occurs in the literature more than it
does in history. Because this is a game concerned with the
What happens when an unblooded
literature and unconcerned with history, well assume it
murders another unblooded?
happens every once in a while.
Property vs. property. Do you really
A long while.
care if a cow kills another cow?
THE VEN
46
CHAPTER 2
THE HOUSES
From the ruins of the old world came warlords of might and power. They united the ven
under banners of war and cleared away the rubble and jungles of Shanri. Staking their
claims, they built empires from the dust. Once they were ten. Now, they are six. All others
are covered by the black veil of shame.
The Senate currently recognizes six unveiled Houses.
BLOODED OF THE BEAR
Families: Burghe, Steiner, Rusu, Reinhold, Bowen
The House of the Bear holds lands far to the North,
away from the reach of civilized hands. While no
Blooded noble would ever say so to his face, the Blooded
of the Bear are considered less rened than their southern
neighbors. The House of the Bear know this, and could
not care less.
Legends of the House founderJacob Burgheare
told all around Shanri. His Strength and courage are
unquestioned, equaled only by his desire to be left alone. When the Betrayer Curse fell,
Steiner took his family and followers North, far from the war they left behind. Some say
he sought lands where he could teach his inheritors independence. Others say he wished
to escape the inevitable politics that were sure to follow. But all agree on one motivation:
he didnt trust anyone he could not call kin.
The Burghes motives live on in his descendants. They are ercely independent, strong,
capable, and isolated in their tundra. Children are taught how to fend for themselves,
shunning subtlety and politics for pure honesty.
BLOODED OF THE ELK
Families: Steele, Thayl, Jasnine, Uvan, Ballan
One of the most powerful families in the land, the Thayl
held the Imperial Throne for centuries. The last Thayl
Emperor, however, was driven insane by his own ambition.
He was put down by the other Blooded families but not
before he could impart a curse upon each one. His nal
curse shattered the land, sending all the families to the ve
corners of the world. Ever since then, the Blooded of the
Elk have sought to restore their familys name.
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47
Regardless of their past, the Blooded of the Elk are still masters of the Subtle Game.
They are the backbone of the courts, the power behind the thrones. Nearly every Great
House has an Elk advisor, putting them in key positions all throughout the land.
Despite their unique position, many Laws restrict their Strength. These Laws, passed
by the Senate, restrict how much land the Blooded of the Elk may hold and what sorceries
they can practice. All of this ensures the family that almost destroyed the world will never
have the opportunity to do so again.
BLOODED OF THE FALCON
Families: Thorne, Askhen, Krev, Sinjin, Thali
After the Betrayers Curse fell on the Houses, the Blooded
spread across the face of the world looking for lands amidst the
ruin. The lands were snatched up quickly, leaving little room
for stragglers. One House, the Blooded of the Falcon, didnt
look to the land for a home, but looked within themselves.
For centuries, the Falcon had no homeland. Instead, they wandered the lands by
both caravan and ship, maintaining their Bloodline through discipline and strict code.
Mistrusting all other Houses, developing secret symbols, signs and rituals to identify true
cousins from false ones.
But fty years ago, the Falcon made a daring move. Striking from the forests and
wild lands, they took lands as their own, carving out their own provinces, unveiling their
banner in the halls of the Senate. Because of their position, the Blooded of the Falcon are
the noble house closest to the common folk. They Operate in the world of the unblooded,
dealing with their issues, facing their troubles. Of all the houses, the peasantry trust the
Falcon more than any other.
BLOODED OF THE FOX
Families: Yvarai, Silja, Qn, Eshu, Tammel
Their names are as elegant as silks and their poetry is like
spice. The Blooded of the Fox take a special pride in Beauty,
elegance and indulgence. They are the harvesters of culture and
etiquette, masters of innuendo and double-meanings, speaking
in elaborate codes that only the initiated may decipher.
The House of the Fox was founded by a man obsessed with excellence in all things.
If one is good, ten is better. Their music is loud and full of passion. It was the Fox who
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CHAPTER 2
brought the Courts of Romance to the Blooded Houses, introducing the concept of courtly
love with stories, poems and songs, and they are the masters of Operathe high alchemical
artlled with stories of doomed lovers and grand tragedies. They are also masters of
sanjien, a martial art that binds the soul and Sword.
The House of the Fox views hedonism, ajurna, as the art of pleasure. Knowing ones
limits is the rst step of this art: knowing when to stop the pleasure before pain begins.
Excess causes pain, and the rst lesson of ajurna is how to indulge in pleasure while
avoiding the consequences of pain.
BLOODED OF THE SERPENT
Families: Mwrr, Jalan, Ovjen, Ru, Valar
The House of Jalan was instrumental in Thayls
downfall, freeing the other Houses from the mad emperors
tyrannical rule. This historical fact has not been forgotten
by the other Houses, but it does not diminish the level of
mistrust they hold for the Blooded of the Serpent.
Houses must deal with politics, intrigue, and sorcery. All of these things have one element
in common: the element of secrecy. The Serpent is a symbol of dangerous Wisdom in ven
mythology. He is the trickster spirit with poison that kills the weak and enlightens the
strong. The Blooded of the Serpent are the only house who do not trace their lineage back
to a man, but back to Serpent himself, the grand trickster, who fooled a mortal woman and
begat his children through her (although some suggest it was she who fooled Serpent).
No other House knows more about Shanri than the Serpent. Her mysteries and secrets,
her hidden ruins and strains of ork. Vast libraries document Serpents knowledge of the
world, available only to those strong enough to carry the pain of Wisdom.
BLOODED OF THE WOLF
Families: Adrente, Banin, Drew, Sheeda, Tal
The Blooded of the Wolf live in the central isles where
mountains reach up from the waters. They are a small
people, dark-haired and dark-eyed. They who revere
memory can list their lineages by heart. They take pride in
knowledge and scholarship, but are best known for another
trait: in combat, they are completely mad.
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SHANRI &
Accounting Books
The House of the Wolf see knowledge
as a weaponjust like everything else in
Many ven carry didjerva: accounting books.
the worldthat a ven must use to maintain
Not so much accounting as in keeping track of
his freedom. They are fanatical scholars and
things, but someone is going to pay.
truth-seekers. In fact, one could say the Wolf
Small bundles of pages to keep track of their
are fanatical about everythingat least the
various Promises and obligations. In later years,
things important to the Wolf.
accounting books became all the rage, each
The dichotomy between scholar and berserk
noble upping the ante.
is the dening trait of the Wolf. The founder
Accounting books also became kind of
of the House, Tal Adrente, was a small man of
journals for nobles. After passing into Solace,
great mirth and anger. Easily riled, he carried
many accounting books were published by
no weapons. Ill just take his, he once said
friends and family memberswith proper
of a particularly rude opponent. He did, and
editing for decorums sake, of course.
beat his enemy to death with his own Sword.
NAMES
To the ven, names are sacred. I know, in our own culture, names dont mean squat. But
for the ven, naming a thing means you own it. Parents name their children. Nobles name
their lands. A noble may even give a peasant a new name. She owns the peasant, after all.
Her right. For better or worse.
For the ven, names also have a spiritual signicance. A name can set your destiny.
Change your name, you change the path you walk upon. This is a deep spiritual truth for
the ven. A name is no small affair. Sublime. Blessed. Sacred.
More than that, names are so powerful, that if you name a thing, you own it. So is
your power over it. You dene its destiny. A mother and child. A beloved friend.
A triumphant enemy.
You name a thing, you own it.
BLOODED NAMES
Blooded ven have three names. The rst is the family name, indicating who owns you.
The second is the public name. This is the name people use when addressing you. Most ven,
but not all, change their personal name when they come of age: a symbolic act of claiming
yourself. Last is your secret name. The name your mother whispers in your ear when you
are only a babe and you never forget it. No, that isnt a metaphor.
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CHAPTER 2
House
Family Name
Meaning
Bear
Burghe
Alone, we stand together.
Elk
Steele
I have never surrendered.
Falcon
Thorne
I am the land.
Fox
Yvarai
Desire is tamed with a kiss.
Serpent
Mwrr (moor)
I bear Wisdoms price.
Wolf
Adrente
My weapon is myself.
UNBLOODED NAMES
Unblooded ven have two names. The rst is the name of your father or mother. The second
is the region you were born. Thats about it for the unblooded.
Some unblooded follow the tradition of their more noble cousins, adopting a third
nameone of their own choiceupon adulthood. Many unblooded see this as vanity
and asking for trouble.
TITLES
The ven love titles. A title is like another name. Another element of power.
Nobles bestow titles on their subjects, those whom they hold regency over. Duke,
Marquis, Count, Baron, Roadman. The Duke of Marvanday, the Earl of Basinforth, the
Marquis of Vashthrena. Nobles who swear fealty to someone higher.
LIEGE LORD
Now, before we go any further, I should explain an important term. Altrex. Liege lord.
This is the noble who has direct authority over you. If you are a roadman, your liege is a
Baron. If you are a baron, your liege is a Count. Counts swear fealty to a Marquis and the
Marquis swears fealty to a Duke. Theres always someone higher on the ladder. Except if
youre the Duke. Then, youre A #1.
BARONS, DUKES AND COUNTS, OH MY!
In our own time, noble title is inherited. Passed down through Bloodlines. For the ven,
this is also true, but not as often. In fact, more often than not, someone other than a
nobles direct lineage inherits his land. This is because, in the world of Shanri, nobility is
something that is taken, not inherited.
The ven put a great emphasis on taking what is yours and keeping it. Demonstrates
courage, conviction and Cunning. They like that. Getting something because you were
THE HOUSES | TITLES
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51
Noble Rank
born in the right place at the right time is shameful. Bad
Ven nobles do not have
form. Therefore, daughters and sons must at least make the
a pecking order. I mean,
appearance of usurping their land from their parents. Some,
nothing says a Baron cant
however, dont need to make a play out of it.
smart off to a Duke; he
Taking another nobles land from the hands of his
just has to understand the
incompetent heir is both right and honorable. A weakling
consequences of doing so. Its
cannot rule. Strength. Courage. Cunning. These are the things
the threat of retaliation that
that make a ven noble. Not inheritance.
gives a noble his authority,
And so, as you read on, remember this distinction. Nearly
every noble mentioned took the land they rule from someone
not his rank.
The pillow books and other
else. That end result did not have to end in death. Surrender is
literature have all sorts of
an honorable option.
examples of nobles throwing
Surrender gives you the opportunity to live another day
and plot Revenge.
around attitude, regardless
of rank. Now, younger nobles
are seen as impetuous for
GAINING TITLE
doing so, but the ven regard
Ven scholars know how a noble gains title. He takes it. But
that sort of behavior as a
what does it mean to be a count or a baron or an earl?
Virtue, not a vice.
If a ven demonstrates he is able to maintain a large enough
Nobles who take offense
amount of landa baronyhe may appeal to a higher lord
at every little insinuation?
for the right of title. He appeals to a Baronone who has
Boorish louts who need
demonstrated he can maintain landand asks for the right
to get a sense of humor,
to be knighted. To carry the title. If the Baron feels the vens
delicacyand taste.
request is fair, he bestows the title of Knight upon the ven,
Bad form.
granting him rank and privilege.
A Knight must then go out into Shanri and conquer land in the name of his liege. By
conquering land, the Knight forces others to swear fealty to his own name, or he may win
the favor of other knights through less violent means.
Eventually, a Knight has vassals of his own: those who have sworn fealty to him out of
respect, love or fear. When a Knight has these followers, he brings them before the Senate
and declares himself a Baron, offering his fealty to any Count who may take it. (A Baron
may have a specic liege in mind, but the ceremony of announcement is a ritual that should
not be disregarded.)
If the noble claim of Baron is not accepted by any Count, the Knight remains a Knight.
The Senate rejects his claim of Baron.
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CHAPTER 2
Bold Lords
Likewise, when a Baron has enough vassals who have
The Ceremony of Progression
T
sworn fealty to his name, he may go before the Senate and
thats when a noble comes before
make the claim of Count. And a Count make the claim of
the Senate and declares his titleis
Marquis. And the Marquis make the claim of Duke.
a time-honored tradition. Not
You can nd the rules for noble progressionhow a
something to be taken lightly. But
Baron can become a Count, a Count become a Marquis,
when a noble comes before the
etc.in the Seasons chapter.
Senate and no other noble accepts
his claim, he is expected to accept
RIGHTS OF NOBILITY
his rejection quietly. With dignity.
Being a noble means you have certain rights. (Well get more
But there is another tradition.
into these in the Law section, below.) Among them are:
When no noble comes forward
Exemption from paying taxesThe right to hunt
to claim the ven as his own, some
The right to wear a Sword and have a coat of arms
nobles simply claim the title. Take
The right to own land
it by throat and make it theirs.
The right of Revenge
The ven must admit a grudging
Unblooded do not have these rights. Peasants cannot
respect for such nobles who do so.
carry Swords, cannot own land, cannot have a court of
Daring. Unafraid. Bold.
arms, cannot declare Revenge. Only the Blooded. Only.
The term qvalrux means bold
Each title bestows the noble with rights, lands and
nobility. Those who come before
wealth, but also specic duties. It is the duty of the noble
the Senate and claim their title
to protect those lands from the liege lords enemies, collect
regardless of what others may think
taxes, and raise an army. I mean, personal guard. (Thats
or say. A kind of announcement:
a joke. You wont get it for a few pages.)
This is mine, and if you disagree, try
taking it from me.
Of course, a qvalrux has no
Not only does the liege lord have the right to create these
titles, but he has the right to take them away, and even
remove them from existence. In this way, the lords land is
higher liege to protect him. If some
divided into duchies, earldoms, marches, and baronies, each
other noble comes to mess with a
with their own rulers, duties, and responsibilities.
bold Baron, he cannot call for help
When the lord creates a title, he creates a contract for
from his Count. He has no Count
that title. The contract includes details such as the lands the
to call upon. Those who make the
title will control, the length of the titles existence, and the
bold claim must have the Strength
number of soldiers the title is allowed to muster. I mean, the
to do so. Cunning to do so. Have
number of personal guard he may retain. High ranking nobles
the Courage to do so.
deal out titles carefully, making sure no noble has enough
income or force to overthrow his own rule.
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Some contracts are for a single generation, while others
Dont Break the Dishes
last in perpetuity, as long as a clear heir is declared. In the
While ven parties are often
end, a nobles lands almost always belong to the liege; he
wild exhibitions of uninhibited
grants lesser nobles the right to govern the lands. It is the
debauchery, a line must be drawn.
rare exception a noble is granted free title to his lands. In
That line starts with the dishes.
the time of this game, generational land grants are more
The ven phrase Pala da nata,
common that in previous eras. Also, a recent Law has
means dont break the dishes.
nearly trumped all other land Laws. Well talk about that
It refers to an old tradition, the
in a moment.
tradition of Hospitality. No matter
how wild a party may become, the
NOBLE RANK
guests must make every effort to
Now, lets look at the rank and le of ven nobility. Well
respect the home of the host. You
start at the bottom and work our way up.
can drink every last bottle in his
cellar, you can eat every last morsel
Roadman (Knight)
in his kitchens, you can have sex in
A quick note. In the ven literature, knight is not the correct
the courtyard fountain, but dont
word to use here. There is no ven word for knight, but
dont dont damage the house.
there is a cultural equivalent. Yvil. Road warden. Or, more
informally, roadman. One Victorian translation I was
A vens house is sacred. Dont
mess with that.
particularly fond of is highwayman. Thats my favorite.
Yvil are men and women of note, given title by a lord, granting them privileges
not available to those of lesser status. Becoming a roadman is recognition by the noble
class of a worthy heart. When a group of heroes saves a village from a band of orks or
rescues a Barons daughter or thwarts an assassination attempt, the typical reward is the
title of roadman.
Heroes are made roadmen for two chief reasons:
1.
So the lord can be identied with the heroes who performed the deed, and
2.
So the lord can fund the heroes efforts and further his association with them.
Turning brave common ven into roadmen increases a lords reputation among his
people and the reputation of his court. Of course, only rarely is a roadman Blooded. That
particular ritual is reserved for those of exceptional caliber.
A roadman receives a nancial reward, gets invited to the lords court functions, can gain
prestige among Shanris wealthiest. The courts expect a certain behavior from roadmen,
although commoners-made-roadmen may be given a bit of latitude. After all, theyre only
commoners. Exceptional commoners. Exceptional dirt.
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CHAPTER 2
Yvtavia
And now, some fun.
In the ven pillowbooks, a ladys
personal guard are not called yvil.
They are not roadmen. Instead,
When roadmen perform daring and famous acts, the
lords name is spoken in the same breath; and when the
roadmen need food or shelter, they can go to the lord and,
as his roadmen and ask for aid.
Also, roadmen are recognized by the noble class as
they are yvtavia. This word has a
equals. Well lesser equals. Either way, roadmen gain a
lot of weight. It means a ladys
certain amount of prestige in polite society. Roadmen are
guard, but the literal translation
invited to ofcial ceremonies and other celebrations, getting
is guardian of the garter. This
a chance to hobnob with the wealthy and privileged. This,
title comes from the original
of course, leads to the its not what you know, but who
duty of a ladys personal guard:
you know philosophy of getting ahead in life.
to protect the ladys Virtue from
discreet suitors. Of course, the
RANKS
word has a double meaning. Yv
Even among roadmen, there are ranks. Heres where
can mean guardian, but it can
translation gets tricky. The ven are very casual with rank
also mean keeper, or he who
among roadmen, often using (what appears to me) to be
has taken.
contradictory distinctions. While it may not be completely
Make of that what you will.
correct, Im using a rather arbitrary system using the terms
Yvtavia also has another
available. My apologies to the purists.
meaning. Ladys Guard. It is the
The term yvil seems most often used with warriors
tradition that the ladys roadmen
rewarded with title through acts of courage and dignity. The
should go out into the lands and
lords court provides a home for the roadman, a roof to sleep
prove themselves worthy of her
under, a blacksmith to repair his weapons and a table to
favor. Defending the helpless,
satisfy his appetite. Even if the roadman doesnt partake of
hunting orks, nding beautiful
the lords hospitality, he is expected to attend the lords court
things. You know, chivalry. Spend
and answer the lords requests for counsel and assistance.
most of the year out hunting,
Yvaya seems to be what most scholars interpret as
then return for the winter to tell
highwayman. This is a roadman who has been given a
great tales. Keep the ladies warm
small parcel of land from his lord. He usually has a single
with stories and songs. That sort
castle to maintain. This is a roadman who is still proving
of thing.
himself to his lord, given his rst responsibility to prove
So while the lords roadmen
stay at his side, a ladys roadmen
are always on the road. Where
they belong, one might say.
THE HOUSES
he can handle more. He has no retainers of his own to
command and is not allowed personal heraldry.
Ysalta is a distinguished roadman allowed to wear his
lords colors and heraldry. Im going to translate this as
SHANRI &
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55
banneret. It seems to carry the same connotation. A banneret
Na Nanva
serves as a sergeant for a squad of dozen lesser-ranked yvil. A
The ven consider a straight
lord usually has many banneret, each leading such a squad.
up No one of the most rude
The highest rank of roadman are those who serve as
things you can say to one of
personal retinue to a noble. This is the yvasa. The Master of
the Blooded. Intolerable for
the Road. An yvasa represents the best roadman in the lords
the unblooded, insufferable
lands and sometimes even serves as a personal bodyguard to
for another noble. You simply
his liege.
dont answer any request with
Proper address for a roadman is sir or dame accompanied
by the roadmans personal name. A roadman is referred to as
honorable, as in the honorable Tilvan Syver.
a simple No.
Instead, the ven say Na
nanva. It means, Not
now or Perhaps later. The
The Master of the Road
connotation: Your current
Meanwhile, a special kind of roadman, a Master of the Road,
request is inconvenient; ask me
is usually assigned to maintain a shire (a collection of villages).
again at a different time.
The position of Master of the Road is usually delegated to the
So, if one of the Blooded
highest roadman in the lords employ. A sheriff usually owns
asks you to do something
no land of his own, but is responsible for collecting taxes and
especially someone who can
returning them to his lord. A sheriff has a number of constables
make trouble for younever
to assist him in his duties, usually strong, young worthies
ever say No.
pulled from the common folk.
Say, Not now.
Baron/Baroness
The baron is on the bottom of the land-owning lord, one step up from being a Banneret
roadman. A baron does not always own the land he governs, but is given the title to
distinguish him from the other non-land owning nobles. In the end, a baron almost always
reports directly to a higher noble and stands the chance of having his lands revoked if he
offends. A barons land contract is often for a single generation and must be renewed by
his liege.
Proper address for a baron or baroness is Lord or Lady. Barons and baronesses are
referred to as Your Lordship or Your Ladyship, as in Her Ladyship, the Baroness of
Qnn, Shara Yvarai.
The ven word is rshana.
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CHAPTER 2
Count/Countess
When a Baron has gained enough self-sufciency and proven enough loyalty that he can
accompany his lord on important journeys, his liege promotes him to the title of count.
A count is responsible for a county: a large parcel of land made up of many shires and
townships.
Counts and countesses are referred to as Your Excellency as in His Excellency, the
Count of Vimour, Lord Pywnn Steele.
The ven word is rhushva.
Marquis/Marquise
Marquis is a distinction given by a duke to an impressive (and dangerous) count. The
title was originally given to a noble who was set to guard the outer lands (the marches),
a place of great danger. Dukes gave these lands only to those they trusted most. A high
gift. A dangerous gift. While his lands may not have been as vast as another noble, they
held a particular value that could not be entrusted to just anyone. Since then, the title has
changed. A marquis is now a title of distinction, demonstrating one who has taken lands of
another by force, guile and Cunning. He has risen up through the ranks of the nobility by
his own actions, earning him respect and fear by the other nobles.
A marquis and marquise are referred to as Your grace or the lord protector. As in,
His Grace, the Marquise of Flouven, Lord Protector Ellwn Thorne.
The ven word is fyllyn.
Duke
Shanris most powerful nobles are the dukes. The title comes from the personal guard
the Emperor kept, the most powerful and inuential ven in Shanri. These days, ven Law
forbids an Emperor. Instead, the people are divided by the Houses, ruled by the dukes, the
true owners of Shanri. Dukes own their own land. They are vassals to no-one. Their word
is Law and their authority unquestionedin the open, at least. Dukes are high above the
social order, almost immune to it. Almost.
A duke or duchess is referred to as Your Highness. As in, His Highness, the Duke
of Myvster, Olderon Burghe.
The ven word is ohlrex.
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57
Earl
At the head of each House is the avirex. The high duke, or Earl. There are
currently six Earls: one for each unveiled House. Technically, the Earls are Dukes,
but I have given them a different name to make a distinction between the Dukes
who rule their own domains and the Dukes who govern the Houses proper.
While the Earls are the heads of the Houses, they are often portrayed as distant and
removed from the daily politics of the Houses. Unaware of the petty maneuverings of their
underlings, the Earls live in decadent splendor, relying on others to protect their lands.
This, of course, led to many usurpers stealing the title of the Earl.
Women who held the title were called avirexa. Ive taken the liberty to keep the translated
title gender neutral in this book; a woman holding the title is still referred to as an Earl.
SORCERY
It is called senva. Blood magic. A relic from the sorcerer-kings. The ven are magical
creatures imbued with power. Power that can be harnessed and channeled. It ows in
their Blood.
On altars high above their ancient and arcane cities, the sorcerer-kings sacriced
hundreds of ven at a time, harnessing the power in their Blood. Now that the sorcererkings are no more, this ancient and unholy art should have gone forgotten.
Should have.
Blood spilled. Power harnessed. What ven can resist power? Even if it means spilling his
own Blood. Or the Blood of another.
Scholars do not agree on when the ven began using sorcery. Ofcial records do not give
us any clues. It is clear that, since the Fall, ven Law have expressly forbids use of sorcery
under penalty of death. Of course, this did little to hinder research of the topic.
The earliest histories make mention of the House of the Serpents deep association
with Blood magic. From the very beginning, journals and other records make note of the
sorcerous Serpents. The Senate records do note that almost two hundred years after
the founding of the body, various membersoften associated either directly or indirectly
with the House of the Serpentmade any use of sorcery illegal. While this may seem
contradictory, it only adds to the Serpents advantage. For the Serpent, the cat was already
out of the bag: nearly every member of the House was well associated with the rituals of
the sorcerer-kings. Making the art illegal would only Strengthen their position.
Since then, use of sorcerous rituals has become almost commonplace in the courts of
Shanri, although it is still considered a crime on the streets and in the elds. In fact, it is
still considered a crime anywhere, but the dark art has become so commonplace among
THE HOUSES | SORCERY
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CHAPTER 2
the nobility, any condemnation of it would only point out ones
Bad Form
own hypocrisy. Almost every noble Swordsman carries a Blood
Blunda. Most translate this
Sword. Nobles use sorcerous oaths to maintain alliances between
as bad form. Ven who
Houses. Espionage using various sorcerous tools is an everyday
break tradition, who overuse
occurrence. If any noble dared to accuse another of using sorcery,
tradition, who otherwise
he had better have his hands clean of Blood.
make an ass of themselves
Needless to say, some Houses keep a minor noble around
commit blunda. Bad form.
for just such a happenstance: a young ven who has never cast a
Youll see it used in this book.
ritual, never been the target of a ritual, and never makes use of
any Blooded tools. In the current social climate, however, this is
Ambigrams
incredibly dangerous. Not utilizing the benets of Blood magic
The ven used a particular
puts one at a signicant disadvantage. However, it also keeps a
writing style called
vens conscience clear when he makes an accusation of sorcery.
vanadanav. Ambigrams.
RITUAL
Words like vrente were
written to mean one thing,
Ven culture is a mass of etiquette, courtesy and ritual. (Mass in
but when the text was
both the measurement and the Catholic sense of the word.) For
turned over, the same word
the ven, there is only one correct way to do anything and a
meant something else.
dozen exceptions to every rule. A proper way to say goodbye, a
The ven used the
proper way to say hello, a proper way to elicit aid, a proper way
vanadanav style to write
to apologize, a proper way to eat, a proper way to drink, a proper
secret letters as well. If you
way to smoke those little black cigars made from the leaves of
witchwood trees, a proper way to irt, a proper way to kiss, a
know the correct way to
read the letter (upside down),
you can discern the hidden
message.
proper way to love, a proper way to murder, a proper way to die.
If you want chaos, go live with the orks.
WEIGHTS AND MEASURES
The subject of weights and measures is a highly disputed topic among scholars. The chief
controversy revolves around exactly what constitutes a shvla. However, because this is a
game rather than an archeological paper, Im not going to burden you with this mess.
Instead, lets assume the ven measure things the same way we do. That is, the same way
Americans do. Pounds, inches, leagues, miles, gallons. Unless you dont live in America, in
which case, just assume all measurements are metric.
Theres a distinct line drawn between authentic and fun. For me, these kind of details
cross that line. If you feel differently, you can try to make sense out of the shvla controversy.
Good luck.
SORCERY | RITUAL | WEIGHTS AND MEASURES
THE
VEN
59
SHANRI &
MEASURING TIME
The ven system of measuring time is well, lets call it complicated.
I could write an entire book on how the system works, including
all the exceptions and calculations. Yes, the ven make exceptions
for time.
Instead, lets assume ven time works like our own. Seconds, minutes,
hours, days, weeks, months, years. Thatll make things easier.
The world has
more fools than
days in the year,
hours in the day,
and minutes in
the hour.
Yes, I know you lose some of the fun of using a foreign calendar.
Im a gamer, too. I know how much fun that is. But trust me, the
Veta a Vasha
ven calendar is a mess. It makes little sense to those who have
FACE AND FAN
studied it for years, let alone trying to include the thing in a
roleplaying game.
Face and fan. What you
hide and what you show.
So, for ease of convenience, just assume the ven dont count
For the ven, high society
weeks or months. Just Seasons. Spring, Summer, Autumn, and
is a game of illusions,
Winter. And years. If you want a detailed summary of the ven
misdirection and calculation.
year, there are plenty of other resources to draw from. Go nd
What cannot calculate what
them and enjoy.
you cannot see.
The tradition of carrying
EDUCATION
fans to hide a blush or an
The Blooded remove boys and girls from their families at an early
expression of surprise. What
age: between six and eight, depending on the childs maturity and
you hide and what you see.
competence. Like everything else in ven culture, were talking
Permitting another to see
about ritual. A special meal and drink, the last supper with mother
beyond the fan is a matter
and father. Gifts. Mementos. The mother and father both give the
of trust. Betray that trust
child a token to remember them by. Then, in the morning, the
and you cause Insult. You
child is gone.
may even cause Injury. The
Training takes place in ushanavan: schools for young nobles.
pillow books are littered
The schools teach manners, etiquette, history, politics, and self-
with stories about ven
defense. Schools are independentnot attached to any particular
who extend a modicum of
Housebut while the school has no political leanings, the same
trust for the sole purpose
cannot be said of the faculty.
of setting up a betrayal.
Other ven employ private tutors to raise their children, teaching
So, take care of whom you
them the arts of Swordplay, politics, and treachery. Poisons,
allow behind the fan and
music and sush: the way of silence. (Literally, moving without a
take care whom you allow
shadow.)
to take you there.
MEASURING TIME | EDUCATION
60
CHAPTER 2
ART
Tala. When we are reminded that we are not alone.
To elevate or render ner. To convert into something of higher worth.
For the ven, the entire purpose of art is to transform the viewer from the mundane to
the sublime. The wretched to the holy. The profane to the sacred.
Opera, theater, poetry. These things transform us with the sublime language of Art.
Anyone who has been to a concert, the Grand Canyon, or seen through a telescope knows
what Im talking about. Events that can only be reported, not duplicated.
Try explaining the Grand Canyon with just words. Big isnt big enough. Enormous
isnt big enough. In fact, there is no word big enough to convey the BIG of the Grand
Canyon.
You just have to stand in awe.
The ven love that sensation. Awestruck. Awesome. Terrible.
Sublime.
Art does that. Makes you hate a villain, makes you love a hero, makes you weep, makes
you cheer. All for people, places and events that never existed.
OPERA: THE HIGH ART
Alvathen. The High Alchemical Art.
Nothing compares to Opera.
The Art that demands all other Arts. Drama. Music. Architecture. Dance.
And, of course, Romance and Revenge.
Ven Opera is full of spectacle. Jim Steinman meets John Woo. The thunder of the
music cracking the plaster in the walls. Actors bursting their throats, their eyes full of rage
and tears. Musicians in the pit, playing beatic anger and furious joy. Choirs chanting
choruses over and over and over.
There is no word in the ven language for overstatement.
Like everything else, the ven are obsessed with the proper presentation of Opera. So
much so that they only recognize seven plots as appropriate to the stage. This requires a
bit of explanation.
Think for a moment about our own King Arthur. Just saying the name summons
images and names. Camelot, Gwenevere, Lancelot, Excalibur, Mordred, Merlin, Morgana,
love, loyalty and betrayal. Arthurs story has been told thousands of times in thousands of
different ways, but the key characters and elements remain. And though storytellers have
ART
SHANRI &
THE
VEN
61
taken liberty with Arthurs tale, we accept those liberties so
long as the truth of the story remains intact and honored.
When Arthurs story goes too far from what we expect,
The Zhivali Deck
The Zhivali deck is a common
distraction for the Blooded. A
we feel betrayed. Not an emotion easily explained. An
deck of cards with provocative
instinct. An understanding. Almost as if we have to protect
pictures and themes, the deck is
the story in some way.
usedfor both simple card games
So are the ven and their Opera.
and fortune telling. Its difcult
Only seven stories are worthy of the stage. The ven
to discern how much faith
recognize these stories from the characters names. Just
the ven put in a Zhivali deck.
as we would know the plot the moment Hamlets name
Sometimes, characters dismiss
was mentioned. Or Odysseus. Or even James Bond. And
it while other times, it proves
while the plot may weave differently, certain key elements
to be the foreshadowing of
remain. Secondary characters come and go, but the
fortune or disaster.
lynchpin personae remain.
Authors and composers work to re-tell these seven tales
The decks most mentioned
cards include the Sisters Fate
with different voices, using each to communicate a new
and Fortune. Many scholars
moral, a new truth. Just as Arthurs tale can communicate
believe these two characters are
the conict of true love and duty, so can it tell the conict
hold-overs from old sorcerer king
of Christian against Pagan. So can it tell the tale of Britains
mythology. It is said that when
natives against her invaders. Just a tweak of the pen and a
the world was new, the Sisters
familiar tale delivers a different message.
used the deck to determine who
So are the ven and their Opera.
would govern the world. Fate
Lesser tales are delegated to playhouses and street
knew the outcome, but Fortune
theater. But not the Opera house. Not that great and sacred
got to deal the cards.
place. Seven stories. Only seven.
And there is only one ending. Blood.
The High Alchemical Art, combining all the disciplines into a transcendent experience.
Music. Poetry. Drama. Transforming the Opera house into the place of imagination, where
heroes and stories wait to be discovered.
This time in ven history is the golden age of Opera. Unfortunately, we have precious
few texts from this time (because of the Dire Times that would soon follow), only a handful
of the manuscripts from these amazing works. Most of the documents we do have are
severely damaged, giving us only a glimpse of the work.
ART
62
CHAPTER 2
WORKS AND FOOLS
The ven were very specic about their Opera. So much
Fate and Chance are the
undoing of us all.
other Operas were lesser works, not truly inspired,
not Art.
so they recognized only seven Operas as ofcial. All
FROM THE LIBRETTO OF
U FALTIR
BY
R HONDIR Y VARAI
These seven Operas, or Great Works, may be
called tragedies if there were not so much joy in the
libretto and orchestration. It seems the ven found great joy in
Blood and death and calamity. But ven tragedy is very specic, and
since the word has taken on so many different denitions in our own culture, Ill
take a moment to specify what the ven meant by the word.
For the ven, tragedy has specic necessary elements. To begin with, the ending must
include the death or undoing of the hero. Also, the hero of the tale must be responsible for
his own undoing. This may be a slight at the beginning of the Opera that triggers a series
of events eventually leading to his demise or it could be a deliberate action, a decision that
destroys him. In short, accident does not belong in ven tragedy. Chance and Fate work
against him, his end always inevitable, but his end is due to his own shortcomings. His
own lack of Virtue.
The Great Works are based on seven characters that appear in all Operas. Each Opera
focuses on one of these seven characters, otherwise known as the Seven Fools. While the
alterthe genders, the names, the relationshipsthe
appearance of the characters may alter
the Works.
Seven Fools are consistent through all th
Like I said, the Seven Fools have be
been portrayed as both genders, but the role itself
is always gender specic. For example, tthere have been both male and female characters
but because he rst appeared as male, that role is
who t the role of the Rake, b
always referred to in the male gender.
Seven Fools are: the Actress, the Dowager Duchess,
The Sev
the Husband, the Rake, the Swordsman, the
Wife and the Wise Man.
The world has given us two kinds of fools:
those who are easily duped and those
who dupe themselves.
Do not be a fool yourself: destroy them both.
ART
SHANRI &
THE
VEN
63
The Actress
The character known as the Actress rises
much time with banter, she never takes
up through ven society through some sort
advantage of opportunities to say something
of Art. She comes from humble beginnings,
meaningful, to say and do the things she
but convinced by the praise of others, she
should before Solace takes her away. The
loses sight of those beginnings.
Opera ends with the Duchesss inevitable
The rst Actress was Qvanna Yvarai
passage into Solace, surrounded by friends
from the Opera of the same name. A
and family, unable to speak, weeping,
common theater actress she took to the
longing for just one more minute so she can
stage only to bring enough coin to feed
say what needs to be said, to alter a tragedy
her aging and crippled father. She was
of her own making. Of course, Solace
discovered by a slumming lord (the Rake),
claims her voice and all she can do is watch.
and enchanted by her Beauty and talent,
The theme of the Opera is plain: the end is
he trained her in the ways of the Great Art,
sooner than you think.
bringing her to Shanris most magnicent
Opera houses. But her pride blinded her.
The Husband
She abandoned her lover, destroyed her
The Husband is the archetypal neglectful
reputation with scandal, and ends her life
spouse. He is often male, although he has
with suicide. The variations on the Actress
been portrayed as female on rare occasions
are many, but nearly all of them end with
(and equally rare success). His undoing is
the ambitious youth taking her own life.
underestimating his wifes (or husbands)
desires for independence and happiness.
The Dowager Duchess
The rst appearance of the Husband
The Dowager Duchess is a woman (or
occurs in the Opera Darbys Pride. Darby
man) who is advanced in age, but refuses to
Steele spends all his time securing his lands,
acknowledge the inevitable grasp of Solace.
building a great castle, and ruining his
She acts like a young woman until the cruel
enemies. All the while, his wifes own desires
truth of the world comes knocking on her
are neglected. The Opera portrays her as
door, and nding her unprepared, she faces
devoted, loving, and willing to sacrice for
death, losing the sleep of Solace forever.
security. She gives away a chance at true
The rst Dowager Duchess was Lady
love with a less ambitious baron for Darby,
Peacock, a very popular character in ven
and slowly regretting her decision. At the
literature. A tragedy in every sense of the
end of the Opera, Darby discovers her in
word, the Opera begins as pure farce, a
the arms (and bed) of another man. He kills
comical satire of ven cultures hypocrisies
them both and burns down his castle, racing
and double-standards. She spends so
into the wilderness, completely mad.
ART
64
CHAPTER 2
The Rake
The Rake is unmarried, either male or female,
In Cyrvanto, we see the Swordsman: a
looking to rise in society through romantic
man of courage, wit, and cruelty. He has
conquests. His undoing is his own shallow
no patience for those who would oppose
heart and misunderstanding of the sacredness
him, no mercy for those who taunt him, no
of love.
mercy for those who question his honor.
Of all the Great Works, it seems the ven
But then, he meets his match: a woman of
were most liberal with the Rake. Identied
equal skill, of equal wit, of equal cruelty. It
by his namea play on Shvan, the original
is she who undoes him. Looking to make
Rakeeach Opera seems to be a different
a reputation for herself, she wins his favor
argument about the true nature of love.
and eventually his heart. Then, using
He may be young, he may be old, he may
the knowledge and trust she gained, she
even be a woman, but he always faces the
challenges him to a duel. Unable to kill the
conict of love versus duty. In the original
one thing he learned to love in all his life,
Opera, he is a young noble seeking to
her Sword nds his heart, ending his life
restore the lands of his wounded father.
and the Opera.
Unable to maintain the lands himself, the
Rake seeks allies by seducing wives of
The Wife
other nobles, secretly making alliances
The Wife is demanding, selsh and proud;
behind their backs. But true love calls in
the things that allowed her to reach the
the form of a family friend, thought long
pinnacle of society. Unfortunately, these
lost, and everything the Rake has worked
same qualities are her undoing.
to accomplish comes crumbling to the
The story of Benejitrix is a familiar
ground when he must choose between the
one to the ven, found in the Opera, One
woman he loves and a woman who can save
Stitch Too Many. Benejitrix is a beautiful
his lands. How the Rake chooses changes
woman married to a scoundrel of a man.
with each tale, but it always ends with a
Marrying for his lands, she hopes to end
betrayal and tragedy.
his life prematurely, claiming his lands as
her own. Her stepson, equally ambitious,
The Swordsman
plots with his mother. (Many versions
His Prowess unmatched, he walks the streets
play up the sexual implications only hinted
of Shanri unafraid, taking all challenges. This
at in the rst production.) Her plans are
is Cyrvanto, the Swordsman. Arrogant, and
thwarted, however, by her own ambition
proud of it, he refuses apology, demanding
and the betrayal of her stepson, leaving her
the Sword answer all threats to his honor.
scandalized and alone.
All of which, of course, lead to his ruin.
ART
SHANRI &
THE
VEN
65
The Wise Man
The character of the Wise Man is one of
simple wisdom, employing the simpleton
the least popular subjects in ven Opera.
as his advisor. The tragedy of the tale, of
Of all the Fools, his tragedy seems the
course, does not fall on the Wise Man, but
most difcult to make compelling to a ven
on those who think themselves wise. Yvala
audience. Most Artists see the Wise Man
Mrr wrote the Opera, a daring shift from
as a challenge, attempting to make this
paradigm that stuck in ven consciousness
character into high Art. Most fail. Neglected
for generations.
for decades, it seemed the Seventh Fool
would fall from grace until one Artist
The Servants
succeeded to such a degree, all his following
Another omnipresent element of ven Opera
work was said to pale in comparison.
is the presence of the Servants. Two
Entitled Bjornae, this particular Wise
Servants, always named Ythala (a woman)
Man was not wise at all. Instead, he was
and Talsho (a man), appear in all variations,
a simple soldier thrown into circumstances
acting as a kind of Greek chorus, giving
beyond his control. On the verge of an attack
exposition to the audience with their gossip.
from a legion of Swordsmen, the desperate
Traditionally, the servants have the last
Count turned to a ragged soldier, seeking
word, giving the moral of the Opera to
any advice at all. The soldier, completely
the audience, although more bold artists
over his head, gave the Count his advice.
use the Servants to comment on the moral.
Swimming requires stamina, he said. The
Dangerous. But then again, true Art is
Count becomes transxed with Bjornaes
always dangerous.
THEATER: THE RECALCITRANT HEART
No self-respecting Senator would ever be caught dead in a theater. Where the commoners
put on their unremarkable pageants. Where actors summon inspiration from their own
hearts and minds with something they call improvisation. As if the words of the author
were not good enough for their peasant tongues.
Filthy. Uncouth. The crowd screaming at the actors, throwing biscuits and fruit. A mob,
not an audience. And high above this mob, high above the rotten straw and the spilled beer,
are the cloaked boxes where hooded gures watch. And smile.
No self-respecting man or woman of the Senate would ever be caught dead in a theater.
The theater is the common mans Opera, but ven nobility have discovered a Truth
about theater. It is where actors embrace what the ven call the Recalcitrant Heart. Plays
ART
66
CHAPTER 2
are written by authors, but the actors are not expected to memorize the lines. Instead,
they learn the part well enough to bring the true emotion of the character to the stage.
Summoning the spirit of the character. Letting him enter you. Letting him speak for you.
Letting him guide your hand, your tongue, your heart.
Often, the character cannot keep with the script. His own desires, his own passions.
They guide him. Not the passions or desires of another. Actors on the stage know this
and embrace it. They allow the character to take over, to take the lead. Some ven claim
to see a different person when an actor takes the stage. Possessed by the character, he is
a different person.
Dangerous magic. Peasant magic. Not the forbidden sorcery. Something different all
together.
This is the theater. Allowing the character to take the stage.
No set number of plots or characters. No rules. But the audience is always watching.
The audience is unforgiving. They came to see that magic. Possession. And they can tell
when an actor has it and when an actor does not.
Ithuna. Faker.
Cabbages and biscuits.
In the theater, the audience cheers, the audience cries. They boo and jeer. They grow
deadly silent. Waiting.
When the ven go to the Opera, they know what to expect. No-one knows what to
expect in the theater. Anything could happen. Love. Revenge. Murder.
And an actor cannot be held responsible for what his character may do.
Love. Revenge. Murder.
The theater.
CIRCLING PATTERNS
Were not exactly sure what kind of instruments the ven had, although a few engravings
give us hints. We know the two most popular ven instruments strongly resembled the
harpsichord and the guitar. The ven called these the pendala and the jiv, respectively. The
pendala was a little larger than our own historical harpsicord, although not as large as a
piano. Also, the pendala had three sets of keys rather than two. Meanwhile, the jiv had
eight strings rather than six, a longer neck and a deeper body, providing for a richer sound.
Another instrument, the ojava, resembled a violin or ddle. Variations on these three key
instruments made up the majority of ven music.
ART
SHANRI &
THE
VEN
67
For other instruments, the ven relied on something resembling a didgeridoo they called
a voca, a hammer dulcimer they called a toola, and a lute (looking very much like a sarod)
called a tamtalt.
The chief characteristic of ven music is its reliance on silence for punctuation. Long,
still moments passing. No sound. Also, most compositions rely on repetitive patterns,
variations on those patterns, and return to the original structure. The silence allows the
listener to contemplate the variations and their meaning.
As far as we can tell, the concept of the ballada song that tells a story with accompanying
wordsdid not exist in ven music. Perhaps it was seen as a slight to Opera, setting words
to music. Perhaps.
PORTRAITS AND LANDSCAPES
Painting with inks, dyes and oils. Water colors.
The ven dont paint fruit.
People. People in motion. Laughing, crying, loving, dying. The purpose of Art is to
unveil the Truth. There is no Truth in a basket of apples.
Ven art bears a strong resemblance to German Expressionism. Extreme angles. Beatic
and grotesque. Details fall by the wayside.
I have no more words to say about pictures.
THE SENATE
Davfanna Aldrena, the Senate, is the voice of the ven, those who own land and guide Shanris
destiny. They sit in the Senate because they fought for that right. Bled for it. Killed for it.
For each region a noble governs, he owns a seat in the Senate. The number of seats he
owns equals the number of votes he may cast when the Senate votes. He may use his votes
as he wishes, splitting them or even abstaining. His votes are his own.
A Senators rank depends on the land he owns. A duke outranks a marquis outranks a
count outranks a baron. You will soon discover a ranks importance.
The dukes lead the Senate. They recognize speakers. They call for votes. On matters
of order, they perform the dukes privilege. The council of dukeshowever there
may bevote on the matter in question, settling disputes and deciding on matters of
unclear precedent.
The Senate meets on the rst new moon of each Season. Any Senator may bring voice
to the chamber, but he must be recognized. At least three other Senators must recognize
him. Three other Senators who outrank him.
ART | THE SENATE
68
CHAPTER 2
One recognized, he may speak for as long as he may
hold the oor. He may not sit, he may not drink, he may not
How Many Votes per Seat?
ask for support. He may pause for questions, but he must
A noble holds a number of
answer the question posed directly. Avoidance of questions
votes in the Senate based on
calls for removal from the oor. A Senator indicates he is
his title. The actual system is
nished by kneeling and bowing.
very complicated, so to simplify
At the end of his speech, the Senate hears comments.
it, Ive said that a noble has a
Then, the Council of Dukes calls for a vote. Votes are made
number of votes equal to the
in public. The dukes privilege is made in secret.
number of Provinces he holds.
No duels allowed on the Senate oor. No Bloodshed.
Therefore, a Baron would have
If a lord loses all his land, he loses all his seats.
at least one vote while a Duke
Emergency meetings of the Senate have been called, but
could have many dozen. You can
are difcult to pull off. The Council of Dukes must have
nd out more about Regions in
a majority vote (one half, plus one) to call an emergency
the Seasons chapter.
meeting. Sunrise, two days following, the Senate gathers
to discuss the emergency, giving enough time for Senators
to gather.
THE DANCE OF WORDS
Another tradition of the ven Senate is dachanau, or the dance of words.
(A quick side note. The ven word for duel and dance have the same root. Dacha. The
literal translation is feet moving.)
If a Senator calls for dachanau, two Senators are chosen to take opposing sides of an
argument. They stand in the center of the Senate on either side of a table. On the table is
a golden rod. When a Senator has the golden rod, the other Senator cannot speak. When
he is nished making his point, the Senator puts down the rod and the other takes it up,
rebutting the rst Senators arguments.
The purpose of dachanau is to illustrate the various points-of-view on a complicated
subject; to educate Senators who may not understand the ner points of an issue. Multiple
debates may be held on a single vote.
Dachanau has become a popular event in the Senate, even drawing outsiders to watch
the amboyant duels of words. It has become such a fashionable activity, it has passed into
common usage among the public, seen at parties and taverns alike.
THE SENATE
THE
VEN
69
SHANRI &
THE VASHNA
The Senate has the right to appoint vashna
(investigators) in any matter the Senate deems
appropriate. Vashna are marked with the Senates
enates
colors: black and silver. Black for the color
of non-identity, putting aside House and personal
ersonal
honor to protect the Senate. Silver for the purity
urity it
represents. Black cloaks, silver trim.
Cunning is the mastery
of desires: your own and
the desires of others.
The Dukes Council choose the vashna, assigning
signing
them to tasks and duties. They are the Senates
enates
roadmen and no ven is above their authority.
ty. The
vashna hold the authority of dukes and may
y use it
at their discretion. Keeping an eye on the parts of
Shanri where the Senate cannot go.
They must be delicate. A vashna carries
ies the
authority of the Senate, but a black cloak cannot
protect anyone from a poison cup. Who is to blame
when a vashna dies in his lands? No-one
ne can
say. Especially when the lord of those lands was a
thousand leagues away when it happened.
Vashna cannot declare Revenge. A vashna
na has
no personal honor to defend, only the honorr of the
Senate, and the Senate does not declare Revenge.
The rst moon of each Season, just as the Senate
meets, so do the vashna report their investigations.
Evidence, testimony. Judgment.
The ranks of the vashna are lled with nobles who
owe favors, who have been disenfranchised from
their families. Landless, homeless. And then there are
those who seek the power the black cloak gives them.
Carrying the weight of the Senates vengeance.
Each vashna carries a signed letter and a signet
ring, bearing the seal of the Senate, as evidence of
their authority.
THE SENATE
70
CHAPTER 2
FASHION
Ornamentation. Thats the rst word to know. The ven
word is aelvadyn which means little stars. Ven legend
The Earls
says the sorcerer-kings came from the stars, thus the
At the time this game represents,
similarity with the ven word for the sorcerer-kings a
the Earls of the Houses are as follows:
word I will refrain from using out of respect for that
House of the Bear
The Burghe, Aelvan, Earl of Tain
tradition.
Like the ven themselves, ven fashion is extravagant.
House of the Elk
Exaggerated. Opulent. Magnicent statements of
Dalvinosh Steele, Earl of Ivanisck
Beauty and glamour.
House of the Falcon
Unfortunately, thats about all we know about ven
Bennyn Thorne, Earl of Uqv
fashion. We know a few other detailslike the symbolic
House of the Fox
importance of colorbut other than that, were pretty
Vishashael Yvarai, Earl of Aeldrena
much in the dark. A few snippets here and there, what
House of the Serpent
we have are words impossible to translate.
Jsae Mwnn, Earl of Heenag
For
example,
most
scholars
agree
the
House of the Wolf
corset was a part of ven fashionat least in
Qll Adrente, Earl of Gashva
this periodbut only because the word syldana seems
to be from the same word as sylv, which means to
bind. The context given suggests a woman wearing
a garment that binds the bust. Thus, we give syldana
the distinction of being the closest thing we have to a
ven corset.
Most mundane words are easy to translate. We know the ven wore hats. Wide-brimmed.
Gloves, boots, coats. Dresses, we have, but were not exactly sure what kind.
We also know it was uncommon for women to dress like men, and was not viewed in
any kind of positive light. This says much about ven gender issuesalthough, well take a
deeper look at those a little later.
The reason I bring all this ambiguity up. We dont know, so you should feel free to
be creative. We know the ven certainly were. Lady Sharas dresses were supposed to be
scandalous. I cant exactly imagine what the ven would consider scandalous, but we know
she set a precedent with her formal gowns.
If you see the ven in corsets, cloaks, gloves and gowns, go for it. If you see something
closer to a Restoration Era costume set, or perhaps a Regency era style, feel free to
go for it. If the experts cant agree, I dont see any reason why we should be limited by
their disagreement.
FASHION
SHANRI &
THE
VEN
71
COLORS
While we dont know the exact details of ven clothing, we do know they had a profound
symbolic attachment to colors. The pillowbooks are lled with characters identied by
specic color combinations, all symbolizing different attitudes, standings, and other details.
These are the colors I use for my home campaign based on my own favorite pillow
books. Different authors use different colors, but Im assuming a level of organization the
ven probably didnt have. If you want to change up the colors, switch them out, or use
completely different combinations, feel free to do so.
Also, the ven had about twenty different words for each color, each word with a different
meaning. Like that old story about the Inuit and their many, many words for snow, the
ven had just about as many words for red, green, and all the other signicant colors.
Again, this gives us the opportunity to use the base meaning and apply
subtle differences. Bright red, dark red, Blood red, pink. All slight variations on the
primary meaning.
Black
Red
I am veiled by my shame.
Get out of my way.
For the ven, wearing black is a symbol of
Red is the color of passion, the color of
shame. The ven word dulla (doo-EE-ah).
Romance, the color of Revenge.
Best translated as veiled. You may also
Romance. Revenge.
translate it as invisible.
In the ven language, Romance and
Criminals wear black. And no-one
Revenge are the same word, differentiated
speaks to them. No-one helps them. No-one
only by stressing different syllables. Red is
pays attention when theyre being mugged.
its color.
Dulla.
Wearing red indicates to others that
Nobles hire personal guard. Personal
you have declared Revenge or Romance.
guard do not use Swords, they use spears.
Or both. Well talk about Romance and
To hide their identityand their shame
Revenge in a moment or two, but for
they wear masks and black robes. At
right now, what you need to know is this.
parties, everyone ignores them. No need to
Nothing stands in the way of Revenge or
point out another vens shame. Hes already
Romance. No Law, no ven.
being punished enough.
Nothing.
So, no black. Sure, you can have black
boots and black gloves. Thats ne.
FASHION
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CHAPTER 2
Grey
Blue
Tears are not enough.
I want to know.
Grey is the color of mourning, but for
Blue is the color of Wisdom. As wide is the
the ven, death has a deeper, more tragic
sky, so is all a child has to learn. Blue and
meaning. For most human cultures, we
green are common color combinations.
assume an afterlife. The dead are not truly
gone, only waiting for us on the other
I have learned much, but there is still
much more to know.
side. But for the ven, death is the End. The
Both male and female children wear blue.
ven do not believe in a soul or an afterlife.
Older ven wear deep blue robes symbolizing
Solace, at least, holds some kind of promise,
their experience and knowledge. The
but death holds no promise at all.
deeper the color, the greater the Wisdom.
As the sun reaches the west, so grows
Yellow
darker the sky.
The forbidden color. Illness. Madness. No
colorsinvites questions and debate. The
ven wears yellow.
Old
stories.
Wearing blue especially darker
Unspeakable
horrors.
Something darker than orks.
No ven wears yellow.
color also communicates I want to learn.
At ven parties, I imagine seeing rooms lled
with ven wearing blue, all in various hues
and shades, debating all kinds of topics.
GREEN
Spring is in my veins.
Of course, choosing which hue to wear is
For the ven, green is a color of youth. It is
you think you deserve to wear. Then again,
the color of spring, vigor, lust, and Strength.
who ever accused the ven of being safe?
important. Safe to wear a lighter color than
Pillow books use it to symbolize characters
who are particularly naive. It is also associated
with generosity.
The young have yet to learn the blessings
of selshness.
Lavender
Entertain me.
Lavender is the party color. Enjoyment.
Delight. Not as intense as red, purple is
The ven use green as the color of
the color of idle enjoyment. Theater seats
sincerity, renewal and rebirth. Because it
ll with lavender. Reclining in parlors.
represents renewal, the ven also wear green
Whimsy. Foolishness. Simple pleasures.
when seeking forgiveness, giving it a strong
association with regret.
To understand we have done wrong, we
must put aside what we think and remind
ourselves of what we know.
FASHION
An undemanding color. Disarming. I am
playing the game, but not for keeps.
SHANRI &
THE
VEN
73
White
Gold & Silver
I am ready.
Gold. The color of the sun. The color of
Solace is the inevitable. Ven wearing white
are preparing for Solace. A symbol of
serenity and patience, those who wear the
color of Solace are ready for their end.
Wearing white can also symbolize that
reason. Soft, malleable.
Silver. The color of moon. The color of
emotion. Hard, cold.
The colors of nobility. Power and purity.
Only the Blooded may wear these colors.
a beloved relative or friend is passing into
the Great Sleep. You show your thoughts
are with them as they enter eternal slumber.
Some
mystery
cults
encourage
Roses
their
members to wear white from an early age,
Wearing a rose of a particular color serves
signifying the long preparation for the great
as an accent. A secondary message. Mixing
sleep. Others weave small white fabrics
roses with primary colorswearing a red
into their clothes, eventually replacing their
rose with a blue dress, for examplesends
colors with pure white.
subtle signals.
Giving a rose in full bloom is kind of like
Brown
I am not playing the game.
an explanation point. Giving a rose while it
is still in the bud is a more subtle expression.
Many ven don brown for the sole purpose of
Giving a withered rose... dont do this unless
remaining outside the various machinations
you mean it.
and plots of their neighbors and kin. Brown
Black: given to a ven under the veil of shame
is the color of soil. Labor. I am too busy
Bouquet of full bloom: a sincere expression
to play. Brown is also the color of honest
of gratitude
work. Although the nobility would never
Dark Crimson: Revenge
admit it, an unspoken truth lingers here.
Garland or crown of: reward of merit
An acknowledgement that all play and no
Pink: please believe me
work allows civilization to fall apart.
Red and white (given together): unity
Brown also carries the connotation of
Red: I love you
the unblooded. Many nobles wear brown
Thornless: love at rst sight
to show an appreciation for the labor of
White: secrecy and silence
the unblooded, a respect for the underclass.
Yellow: nobody gives a yellow rose
Controversial, at least. Scandalous at best.
FASHION
74
CHAPTER 2
ECONOMY
There is no money. No coin, no paper. The ven do not have currency.
Gold is abundant. So is silver and platinum. The mines left behind by the sorcererkings make digging these things out of the soil easy, but other resources such as
lumber, food, and stoneare more difcult to acquire. You see, the sorcerer-kings
populated the world with monsters. Outside the protective walls of the cities, the
forests and elds teem with unspeakable horrors. Villages often suffer from ork attacks,
making the need for sheriffs and rangers essential. (Of course, this is where the Blooded
of the Falcon come in to the picture.)
Farming, shing, mining, and other common work is dangerous. The peasants
expect the nobles to keep their end of the feudal compact alive: I will serve you if you
protect me.
But there is no money. No coin, no paper.
Ven economy is based entirely on trade and promise. Although, the ven are self-aware
enough to realize just how much a promise is worth. That is why every barter and bargain
is written down and signed by both parties. This has created an incredible amount of
bureaucracy: contracts are the standard for all ven interactions. Some of those contracts
involve Bloodbut we dont talk about that in public.
Lets look at an example. The farmer comes to town with his seven bushels of wheat.
In town, there is also the sherman, the tailor, the baker... almost everything you could
want. The farmer knows he needs a new plow, the wheel xed on his cart, and getting his
wife a bolt of material for a new dress would make her very happy indeed. He goes to the
blacksmith rst. He produces the contract he has with the blacksmith, outlining the bargain
they made two summers ago. The blacksmith takes wheat in exchange for a new plow. The
blacksmith isnt very happythere is too much wheat in market this Season, making it
easy to getbut the contract is for one more Season. Next Season, hell renegotiate. Next
is the carpenter who is in a similar situation. He can get wheat wherever he wants it, so he
tells the farmer he isnt interested in trading this Season. So much for that new wheel. The
tailor, on the other hand, is getting as much wheat as he can. Nobodys really sure why.
But hes more than willing to honor his contract with the farmer and take all the wheat he
can get in exchange for a bolt of ne cotton fabric.
Meanwhile, the farmer has to renegotiate his contract with the baker. The contract he
signed is up this Season and it is time to settle on a new deal. The farmer and baker sort it
all out and settle their new contract with an exchange of wheat and pastries. The pastries
will go good with that bolt of cotton. His wife will be very happy this Season.
There is no money. No coin, no paper. But there is barter and trade. And contracts.
ECONOMY
SHANRI &
THE
VEN
75
CONTRACTS
As far as the Law is concerned, any formal agreement is a contract. To make an agreement
formal, a particular ritual must be performed. (Of course.) However, no matter what form
the contract takes, the Law sees all contracts the same. Same enforcement, same penalties.
A simple handshake sufces for most contracts. Witnesses help enforce such verbal
agreements. An older ritual called for a kiss, but only nostalgic, romantic ven adhere to
this. Only romantic, nostalgic ven. In other words, every single noble in Shanri.
Written contracts are pretty standard in ven society, creating an entire profession of
contract writers. The ven call them puja. Quills.
Contracts can last days, weeks, years, even generations. Breaking a contract calls for a
steep penalty. See The Law, above, for more details.
SORCERY
Sorcery in Shanri is actually the amalgam of three different belief systems. Two of these
are native to the ven but the third is what remains of aelva donna sorcery.
What the ven conveniently call alchemy is actually a combination of two religions: old
world alchemy and new world polytheism. The principles of these two religions have many
complimentary factors, but they also have many contradictory principles. The ven see no
contradiction in these two sometimes-opposing beliefs.
VALAE TYRUN: SORCERY
A much older magic exists in Shanri, but one the ven view with suspicion and fear. Valae
tyrun (Blood magic) was created by the sorcerer-kings thousands of years ago. Its power is
undeniable, although the price is costly. To invoke the powers of valae tyrun, the sorcerer
must draw Blood either his own or the Blood of another.
Use of Blood magic is not illegal, although it is viewed by many as immoral to say the
least. Stories of practitioners stoned to death by peasants are regular and those who practice
it in the noble caste are outcasts and social pariahs. Although, two ritualsthe Blood oath
and the soul Sword ritualare used regularly in upper circles.
BLOOD OATHS
While most of the nobility is bound by family loyalty, individual members are also bound
by a valae tiquim, or Blood oath. One of the artifacts of the sorcerer-kings, Blood oaths
are magical agreements nobles take ensuring loyalty in a state of deception and doublecrosses. While valae tyrun is forbidden in Shanri, the ritual of the Blood oath is the its last
legal remnant.
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CHAPTER 2
(Some might argue the utility of valae tiquim is what
keeps the practice legal and alive, but they do not argue
Blood Contracts
Ven Law says Blood contractsa
it too loudly.)
When a noble signs a valae tiquim, his promise is
dangerous sorcerous ritualare
sealed by magical symbols. If he violates the agreement,
illegal except when they arent.
the document burns and a symbol from the Old
The Law is explicit on its view
Tongue appears on his head: worloch, the symbol for
of sorcery. Illegal illegal illegal.
oath-breaker. The brand lasts for a year and a day,
But the Law also allows for
although wearing it often damages a nobles political
exceptions to absolutes.
career for life.
Specically, the Law states
Most nobles make Blood oaths in secret the
that no ven may enter into a
practice of Blood magic is looked down upon in almost
Blood contract unwillingly. If all
all circles although the number of Blood oaths present
parties agree, Blood contracts
in the Council is more than any would dare suspect.
are perfectly legal.
SENVU SWORDSMEN
The senvu ritual involves mingling ones Blood with the
red-hot iron of a Sword. The Sword and Swordsman
are bonded two souls become one, as the ritual
says. The senvu ritual is very popular among nobility
(many noble families have declared the ritual illegal
by anyone of the merchant or peasant caste) and the
presence of senvu Swordsmen in the courts has become
quite commonplace. The sevnu see themselves as a kind
All promises lead to ruin.
Make men your slaves
by your promises while
offering none of your own.
of elite brotherhood, keeping the secret of their ritual
to themselves. Any who disclose the secrets are found
dispatched in a most brutal way: with their tongues torn
out, throats slit, left on the shore for the crabs.
There are other sorcerous rituals, but most have been
lost. Sorcerers seek out these rituals in the ruins of the
sorcerer kings... but these places are haunted by the
past. Vast catacombs of underground cities populated
with horrors from before the cataclysm
SORCERY
SHANRI &
THE
VEN
77
HOSPITALITY
Vow of Hospitality
One of the most important traditions in ven culture is
hovana. Hospitality.
The Vow of Hospitality is very, very
When a noble invites another noble into his home, he
long. This is a highly abbreviated
has the opportunity to extend the rights of hospitality.
version for folks who dont have a
These protect the noble from all harm. All harm. No poison.
few weeks to memorize it.
No treachery. No games. All harm.
In exchange, the visiting noble tacitly agrees not to
Host: I swear to you now safety
in my home. Be my brother/sister.
sneak around the house, open locked doors, and otherwise
For while you are here, I will
respect the home he visits.
protect you as my own Blood.
This is a sacred tradition. I cannot over-emphasize its
Visitor: I sear to you now safety
importance. A noble who violates the tradition of hospitality
in your home. My brother/sister.
asks to wear the black for a long, long time. (See the Revenge
While I am here, I will protect you
chapter for what Im talking about.)
as my own Blood.
REVENGE
Vrentae. The Hate. The Old Tongue. A red spirit
pirit possesses
the Heart. Hungry. It can only dine on retribution.
etribution. To
You will always be hated.
Doing good, doing evil.
You will always be hated.
satisfy the Hate, one must undertake High Revenge.
evenge.
This is not analogy or allegory. The ven believe
ieve the magic
of their Blood creates a spirit that swims through them,
poisoning all it touches. They grow ill. They cannot
nnot eat. They
cannot sleep. Consumed by Hate, action must be taken.
Hate. The sickness that can only be cured by the cause.
This particular subject is so important, it has
as its own chapter later in this book. But until
then, let me spend a moment talking about what
hat the ven call the Sacred Passion.
First off, there is no word in the ven language for justice. That is the rst and last time
you will see that word in this book. It just doesnt exist.
On the other hand, Revenge is a word that can be found in every legal document,
every pillow book, every Opera, every play.
The ven arent interested in fairness or equity or harmony. If hes been wronged, a ven
only cares about making the one who harmed him suffer the same.
Suffer the same. Thats Revenge. And thats what you need to keep in the forefront of
your mind while we discuss ven Law.
How did this obsession begin? How did it take such a hold on the hearts of the ven? As
far as we can tell, it was an inadvertent response to an idealistic Law.
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CHAPTER 2
NO WAR
Thats what Jonan Drax said when he laid down his Seven Laws.
A sensible idea backed by harsh realities of ven life.
The concept of war, as we understand it, is completely alien to
the ven for many reasons. The rst is resources. While the ven are
not a culture of scarcity, there is not enough land to support and
maintain a standing army. The ven did inherit the ideas of warfare
from the aelva danna, but it is no longer seen as a practical method
of resolving dispute. The ven adapted and evolved, developing a
style of warfare that t their circumstances.
Unable to wage war on a large scale, the ven have mastered
waging war on a small scale. Demonstrating how reverently the
No Ven Shall
Make War.
ven treat little wars, they use the Old Tongue of the aelva danna
when speaking of it. The word most commonly associated with the
act of ritual violence is vrentae, which best translates as Revenge.
The ven are civilized creatures. They agree upon a set of Laws,
and abide by those Laws, surrendering certain civil liberties in
exchange for safety. Without this mutual agreement, the ven
would be reduced to chaos. Nobles are the keepers of civilization,
the watershed against that chaos. Even still, there comes a time
when words and rhetoric fail, and when they do, the only recourse
is action.
The noble caste recognizes this, and recognizes a nobles right to
defend his honor, and defend it with Blood, if necessary. Violence
is a part of ven culture, but if arms must be taken up, they will
be taken up with a mind toward Art. Two opponents, each with
the same weapon, facing off to prove or disprove a claim of honor.
This is the purpose of ritual Bloodshed: to address the necessity of
violence in a civilized culture.
As weve seen mentioned elsewhere, for the ven, Revenge is a
sacred part of their culture. Not to be trivialized, disrespected or
abused. The ven right of Revenge is sacrosanct. But, in order to
perform Revenge properly, you must know the proper rituals.
REVENGE
SHANRI &
THE
VEN
79
INSULT & INJURY
Another word that doesnt appear in the ven language.
Crime. There is no crime. Only Insult and Injury. Let
me explain.
If I cannot have his heart,
I will have his lands.
Violence is illegal in Shanri, except under specic L ADY N IASSA ,
circumstances. Those circumstances are the Three
T HE G REAT AND T RAGIC
L IFE OF S HARA Y VARAI
Offenses, conditions upon which a ven may rightfully
commit violence against another. Under the Law, only the
Blooded are allowed to commit violence. No unblooded
may commit violence under any circumstance.
The Senates Laws regarding violence are strict and the punishment for breaking those
Laws is not pleasant. Those who are already familiar with the ven know this, but Im
making a concerted effort to remind you of those consequences here.
The ven do not tolerate random violence. Only righteous violence.
When a ven breaks the Law, he has committed Insult or Injury or both. This is different
from our own legal system which tries to isolate the victim from the crime. (At least, thats
the idea.) Murder or theft are crimes no matter who the victim is and the decision of a
judge or jury is based on legal precedent. Past decisions determine the punishment with
slight modications depending on the circumstance.
In ven Law, this is not the case.
There is no precedent in ven Law. Every case is unique and must be considered carefully.
Must be scrutinized. And the judgment must be proper to the case.
If it has been found that a ven is guilty of Insult or Injury, recompense must be
administered. Not fairness. Not equity.
Revenge.
When a ven nds himself Insulted or Injured, he goes before a Jury to make his case. If
the Jury nds in his favor, he is allowed to seek Revenge.
Typically, this means the right to challenge his rival to a duel. And, of course, the
consequences of this always end in tears.
But how does all of this happen? How does the Jury decide what is worthy of Revenge
and what is simply petty bickering?
Well discuss all of that in the Revenge chapter.
REVENGE
80
CHAPTER 2
ROMANCE
Dalven Suena
What you have is what you
Vrentae. The Lust. The Old Tongue. A red spirit
possesses the Heart. Hungry. It can only dine on the
deserve.
rage of Passion. To satisfy it, one must undertake
For the ven, there are no inalienable
Romance.
rights. What you have is what
This is not analogy or allegory. The ven believe the
you deserve. Those who have the
magic of their Blood creates a spirit that swims through
Strength to take what they want
them, poisoning all it touches. They grow ill. They
earn what they get. Those who are
cannot eat. They cannot sleep. Consumed by Lust,
weak deserve nothing. This isnt to
action must be taken.
say that ven culture is without rules.
There are many, many, many rules.
Romance. The sickness that can only be cured by
the cause.
However, there are more loopholes
Poets have been put to death for writing of it. Men
than rules and those who are clever
and women alike have been punished horribly for
know them all.
believing in it. The Senate has condemned it, calling
Just as the ven value Strength,
it a weakness.
they also value Cunning, and most
That crazy little thing called love.
of all, they value manners. After
The ven were thunderstruck by this notion of
all, manners demonstrate mental
personal love; their social structure completely
Strength. Any brute can kill and take
unequipped to handle it. In a world of arranged
what he wants, but those who make
marriageswhere the bride and groom rarely met
weapons of their minds are highly
before their wedding daysuch a notion undermined
regarded. The ven are not beasts.
the entire social order.
They are creatures of dignity, honor,
To understand how drastic a perspective shift this all
and sophistication, differentiating
is, imagine for a moment a world devoid of the notion of
themselves from the foul creatures of
love. Love at rst sight, falling in love, irting, dating,
the jungle. The vulgar are seen as less
the rst kissimagine all of these notions we take for
than weak, held below contempt. The
granted simply did not exist.
ven have a procedure for everything:
All of it is nothing more than simple Lust.
acquiring land, arranging a marriage,
Lust. A poison infecting your heart. Rushing fever
and even purchasing an apple. They
through the body. Inducing foolishness. Bringing
most certainly have rules for the
illness. You act against your family for it. Against your
grand and noble art of the duel.
House for it. Against all your better instincts. Just for
Violating the rules shows mental
a chance to win the glance the touch
weaknessa lack of disciplineand
the kiss
carries dire consequences.
skin
ROMANCE
SHANRI &
THE
VEN
81
Love is a sickness. The sickness that can only be cured by the cause.
And then along comes a notion that perhaps love isnt a sickness. Perhaps, and Im going
out on a limb here, that perhaps love is something else. Something virtuous. Something
righteous. Something worthy.
Perhaps even something sacred.
VRENTAE: HOLDING MY HEART.
The word vrentae is best translated as obsession, although the literal meaning is holding
my heart. Depending on the accentuation, the word has two connotations. The rst is
love. The second is Revenge. If the rst syllable is accentedvren-tayit means love.
If the second syllable is accentedvren-tayit means Revenge.
In the minds and hearts of the ven, these two things are nearly identical.
First, let us explore Revenge.
The concept of war, as we understand it, is completely alien to the ven for many reasons.
First among them is resources. While the ven are not a culture of scarcity, there is not
enough dry land to support a standing army. The ven did inherit the ideas of warfare from
the aelva danna, but it is no longer considered a practical method of resolving dispute. The
ven adapted and evolved, developing a style of warfare that t their circumstances.
most common way to settle a dispute is private duel. One-on-one combat. The two
combatants agree on terms through a disinterested third party, meet at a predetermined
time, select weapons, then ceremoniously try to kill each other. The winner is considered
correct in the dispute.
However, despite all of this formal combat, deaths occur outside the parameters of
legal duel all the time. We would call this murder. The ven call it uvanla: a moment of
opportunity. When a ven is killed outside the scope of legal murder, the relatives of the
deceased are obliged to call vrentae. The process for calling vrentae is complicated and must
follow the correct procedure. If it is not correctly followed, the vrentae is not considered
ofcial and may carry dire consequences.
When a ven calls for vrentae, he marks himself in a distinct mannerusually with the
color redand is considered immune to almost all other procedures and bureaucracy.
No other matter is more important than avenging the wrongful death of a relative. He is
considered free of sin until the vrentae is carried out. However, if he fails to carry out the
vrentae in the proper amount of time, or does not carry it out in the proper fashion, his
reputation will be severely damaged.
ROMANCE
82
CHAPTER 2
More on duels and formal combat can be found in a
My lady is not vengeful.
She was cursed with a
forgiving heart. Her love
for you would make a poet
weep. Make the stars stand
still. No, my lady is not
vengeful. That is why she
sent me.
T ALASH V A ,
T HE D UCHESS
OF
V ALANTAIN
later chapter. And now, let us talk about the other side
of vrentae. Let us talk about love.
While many have translated vrentae as love, it is not
a fully correct translation. Romantic love is closer, but
still not completely correct. The ven do not view love
as eternal, nor do they understand the concept of a
soul mate. Marriage does exist in ven culture, but as
a bargaining chip for settling land disputes, inheritance
and for making heirs. All of this is rather cold, but vrentae
is anything but. It is hot. It is the passion that drives
men and women mad. As one ven poet wrote, It is the
sickness for which the only cure is the cause.
For the ven, vrentae is a cause for poetry, for song and for story. It makes us unwise,
drives us to tragedy, and blinds our reason. This is vrentae. And, just as those who are
driven by Revenge wear a color to distinguish themselves, so do those who have fallen
under the mad spell of love. While wearing such a distinction, a man or woman may expect
a bit more tolerance from those who understand the sickness of love. Those under its sway
act madly and do foolish things. They cannot be held responsible for what they do: they
are in love!
But love, like Revenge, does not last. It fades like the Seasons. Eventually, an affair
grows cold and becomes like the marriage the lovers ed from. Marriages last forever, but
affairs come and go. This is the way of love: powerful but ckle, passionate but passing.
And while it may make us mad for a time, we cannot be fools forever.
IS THIS A KISSING BOOK?
Go to your bookshelf. Go pull down your favorite fantasy novel. It could be Tolkien, it
could be Zelazny, it could be anything with fantasy on the spine.
One hundred years ago, a book like the one youre holding wouldnt be called a
fantasy, itd be called a Romance. A work of romantic notions like heroes, heroines,
acts of daring-do, swashbuckling and something called true love. Romantic notions. The
novels of Alexandre Dumas were Romances, the Arthurian myths were Romances, and yes,
the War of the Ring was called a Romance in the time the Professor wrote it. Not a
fantasy, but a Romance.
ROMANCE
SHANRI &
THE
VEN
83
Sex & Taboo
(Technically, he called it a history, but were willing to
allow the Professor a mistake or two now and then.)
And with that in mind, look through the pages of that
Homosexuality, lesbianism
and incest are not taboos
fantasy novel of yours. Look at the passion of the characters,
in ven culture; theyre more
willing to throw their lives in the way of danger for romantic
like excesses. Mistakes. Errors
ideals. Romance can be silly, but it can also be dramatic,
in judgment. While they are
subtle, and even tragic. Romance can be an adventure in
scandalous, they are at best
itself, or it can be the springboard for adventures, giving
insults in the eyes of the ven.
your character a reason to act as he does. Greed only carries
Someone asked me if the ven
a man so far; what happens when he collects his 100,000
recognize gay marriage. They
gold pieces? He retires from the dangerous profession
do not. The purpose of marriage
of adventuring, gets married and has a few kids, opens a
is procreation, not pleasure,
smithy and spends the rest of his life in relaxed luxury. But
happiness or love. Thats what
a man in love will do just about anything, even don that
Romance is for.
armor one more time, kiss his wife and children goodbye
(Notice Romance is capitalized
and go out into the wild world to protect everything hes
and marriage is not. That should
built. Love is the greatest motivator in the world, and it can
tell you something.)
provide a hero with powers he never knew he had.
As well see later
Romance is a vital and powerful force in Shanri. It burns in the hearts of the ven. You
will learn more about passion and love affairs in the Romance chapter.
CONCLUSION
And there you have it. Your primer on ven culture. Of course there is more. So much more,
I could write six or seven books on the subject and not even begin to scratch the surface.
A book about the Wastelands outside ven civilization. A book about how the ven go
Slumming through the cities of the unblooded. A book about the Senate and all its political
machinations. A book about Manners, lled with the intricacies of what the ven call the
Invisible Language. And speaking of invisible, I could also write an entire book about the
rites and rituals of the suaven. The Invisible World.
Six or seven.
But, until then, continue on. You now know enough to make intelligent choices about
your ven character. The next chapter teaches you how to make that character, including
his lands, his vassals, his enemies. Youll need some paper, some pencils and some friends.
So, get to it.
ROMANCE | CONCLUSION
CHARACTER
CHARACTER
YOU SHOULD NOT DO IT ALONE. IN FACT, YOU CANNOT TAKE
ADVANTAGE OF CERTAIN BENEFITS AND BONUSES IF YOU CREATE
YOUR CHARACTER IN A VACUUM. SO, BE SURE TO GET TOGETHER ALL
YOUR FELLOW PLAYERS, GET CHARACTER SHEETS, PENCILS, SNACKS
AND DRINKS, AND GET READY TO MAKE CHARACTERS.
85
REATING A CHARACTER IS A SOCIAL EXERCISE. IN OTHER WORDS,
Judge a man by
the quality of the
company he keeps.
HUMAN
Judge a man by the
enemies he makes.
VEN
STEP-BY-STEP
PROVERB
PROVERB
Making a character in Houses of the Blooded may seem like a huge undertaking, but like most
journeys, if you concentrate on the steps, youll get to the end faster than you think. And
you wont be alone. Ill be going through the chapter as you do, making my own character. I
decided to make Shara Yvaraione of the most popular pillow book charactersusing the
same system. Well see how true to form she comes out.
STEP 1: BACKGROUND
STEP 4: DEVOTIONS
Your characters younger years are important:
The sleeping ven, the Suaven, wait for your
building the foundation for the rest of his
reverence. They have blessings to give you.
life, helping him into adulthood. This step
All you must give in return is your Devotion.
determines his Family (not something you
have a lot of choice in, Im afraid), his Name
STEP 5: DOMAIN
(a powerful inuence on his life path), and
This step outlines your characters lands
which House he belongs to.
and vassals. What he owns. Rolling plains,
majestic mountains, cunning spy masters and
STEP 2: VIRTUES
faithful swordsmen. All at your command.
This step determines your characters Virtues
and his weakness. All ven have a weakness
and your character is no exception.
STEP 6: BONUS
Your character also gains a number of bonus
points to spend.
STEP 3: PHASES
The ven measure their lives in Phases, based on
DONE AND DONE!
the four Seasons: Spring, Summer, Autumn,
Once youve done all ve steps, youre ready
and Solace (Winter). Phases determine the
to play. So, lets start at the beginning. Lets
number of Aspects your character has and
talk about your characters past
how many Contacts hes gained.
86
CHAPTER 3
STEP 1: BACKGROUND
Heres where we begin, with who your character was before the very rst game. Her
mother and father, siblings (if any), the House she was born under all of these are
elements of your characters past.
Now, I have to warn you: this is also the only part of character generation that is
completely random. You may know the saying, You can choose your friends, but you
cant choose your family. Well, Ive made that phrase a part of the game. A mechanic. The
only element of chance in character creation rests here. Your family.
Roll on each of the following tables to determine the specics of your family. Now,
because I believe folks should have some degree of say in who their character is, Ive given
you three points to modify the results of your rolls. Each point moves your roll up or down
one point. You can spend all three on one result, one point on three results or decide you
dont want to spend any points at all. But remember. This is your family. You may not
have chosen them, but they belong to you. And you belong to them.
If its okay with your Narrator, you can choose from these charts without rolling. I like
the random factor, but at the same time, Im a control addict who wants to be free to make
choices when I make my character. I sympathize with both sides, so I leave the choice up
to you.
PARENTS
1 Bear
4 Fox
First, nd which Houses shadow your parents were born under.
2 Elk
5 Serpent
Again, you have a total of three points to modify your die rolls. Each
3 Falcon
6 Wolf
point modies your roll one pip, either up or down. If you spend a
point here, you have only two points to spend on your other rolls.
Once youve got your parents Houses, choose which parent was dominant and
which parent was submissive. Roll a die for each one. Whoever gets the higher roll is
the dominant.
Finally, choose which House you adopt as your own: your mothers or your fathers.
SIBLINGS
Time to determine your siblings. Roll one die. This is your rank in the birth order. In other
words, if you roll a 3, you were third born.
Next, roll one more die and subtract one from the total. This is the total number
of surviving children in your family. Because of the possibility of rolling zero and one
(rolling one and subtracting one or rolling two and subtracting one), you may be the only
child remaining.
STEP-BY-STEP
CHARACTER
87
Finally, roll one die for each sibling. An even result indicates a brother, an odd result
indicates a sister.
Again, you can use your three points to modify these rolls in any way you like.
FAMILY STANDING
All starting characters begin as Barons, but your parents
Baron
Count
titles are still important to know. Roll for your parents social
Baron
Count
standing. Again, roll one die and check the table to the right.
Baron
Marquis
PICK A HOUSE (UNDER THE SHADOW)
Your parents could be from the same House or be from two different Houses, but youve
chosen to align yourself under the shadow of one House: your mothers or your fathers.
Thus, when you introduce yourself, you will do so as (your name), House X.
In other words, if my chosen House was the Serpent, I would introduce myself as
John Wick, House of the Serpent. You can choose either your mother or fathers House,
but you have to choose one.
Your choice of Houses inuences every other step of character creation, so choose
wisely. There are currently six unveiled Houses in the Senate. What follows are simple
illustrations of the six unveiled Houses.
House of the Bear
House of the Elk
The embodiment of self-determination,
The Elk are a shunned House, but their
the Blooded of the Bear live alone in the
banner has not yet been veiled. Once the
mountains. They are not isolationists, nor do
most powerful House, the Blooded of the
they shun the company of their cousins, but
Elk were nearly stripped of their lands and
prefer to remain above such petty matters
titles. If not for the precious favors they
as politics. Pillowbooks paint caricatures
traded to keep their status, the Elk would
of Bears as boorish and loud, disregarding
be no more. Now, their banner sits half-
tradition and fashion, but they can also be
veiled in the Senate, a symbol of their shame.
duplicitous asthe most crafty Elk or Serpent.
But they are still one of the most powerful
The Blooded of the Bear can use intrigue to
Houses, masters of politics and intrigue.
solve matters, but prefer to deal with such
Moving their inuences from sight, they
issues up front, in the open, and with brutal
are the most subtle manipulators, regaining
honesty. The virtue the Bear value above
their Strength and glory one maneuver at
all others is strunaga: Strength. The ability
a time. The virtue of the Elk is inguena:
to stand alone.
cunning. To plot, to plan, and to execute.
STEP-BY-STEP
88
CHAPTER 3
House of the Falcon
House of the Serpent
After the fall of the Empire, the Blooded of
Mysterious servant of the underworld, he
the Falcon gave up their lands to wander
is a symbol of knowledge and the price it
Shanri. We have lost our way, the Grand
carries. The Blooded of the Serpent know
Earl of the Falcon declared, veiling his own
this price. They have paid it well. And now,
banner. And for many years, the Blooded of
they wield the benet. The House of the
the Falcon were gone. Five years ago, they
Serpent are keepers of all manner of esoteric
returned, reclaiming their lands in daring
knowing, including mastery of the forbidden
raids and sieges. The grandson of the man
Blood magic of the sorcerer-kings. If you
who veiled their colors took the black from
want to know a secret, the best place to start
their heraldry, declaring their return. Of all
is with the Serpent but be prepared to pay.
the Houses, the Falcon have the closest bond
The virtue the Serpent reveres is uvaltua:
with the common folk and are most familiar Wisdom. To suffer painful knowledge.
with the ways of the Road. The virtue the
House of the Wolf
Falcon reveres is talanday: Courage. To
maintain virtue above all temptations.
Are you tool or weapon? This is the
question the Blooded of the Wolf ask their
House of the Fox
children. Just before they throw them into
With voices like choirs, they announce
the pit. Brutal taskmasters, the House
their arrival. The Blooded of the Fox are
of the Wolf does not suffer those who
the shining jewels of the court. They are
show weakness. All their lives, they study
masters of all the Arts, but they are best
strategy and tactics, learning the subtle
known for the ne Art of seduction. Music
Art of advantage. They are taught to see
and Romance are in their Blood and they
strength and weakness in all situations, for
ache to share their Arts but only with
in the eyes of the Wolf, every moment is
you. Of course, only with you. The virtue
war. The virtue the Wolf reveres is wavenda:
the Fox reveres is yvaytha: Beauty. To Prowess. To nd advantage.
bring sublime majesty to all things.
NAMES
One of the most important traits on your sheet is your characters Name. Your characters
Name has a deep history; you walk in the footprints of those who carried your name before.
When you choose your characters name, you choose a destiny.
Your name has three parts. The rst part is your family name, which is your
dominant House.
STEP-BY-STEP
89
CHARACTER
Family Names
The second name is your secret name. Do
House
Family Name Meaning
not divulge this name to anyone. Keeping this
Bear
Burghe
Alone, we stand together.
name a secret keeps you safe from the more
Elk
Steele
I have never surrendered.
dangerous and deadly sorcery. The reason the
Falcon
Thorne
I am the land.
name is secret is so your full name can never
Fox
Yvarai
Desire is tamed with a kiss.
be revealed. If someone discovers your full
Serpent
Mwnn
I bear Wisdoms price.
name, you will be at their mercy.
Wolf
Adrente
My weapon is myself.
Finally, you have your public name. This is
the name you use from day to day. Your rst name. The name everyone knows you by.
It is also at this time that you should name both your father and your mother. If you dont
know any ven names, you can check at the end of this chapter for some examples.
AGE
Age Chart
Lets decide how old your character is. The
ven age up to about one hundred years before
Adolescence (Spring)
(10 - 19 years)
passing into Solace. Listed below are the four
Adulthood (Summer)
(20 - 49 years)
Maturity (Autumn)
(50- 79 years)
Solace (Winter)
(80-100 years)
ages your character will inevitably encounter
over his lifetime. The default starting Age for
characters is Spring. Your Narrator may allow
older characters, but thats really up to her.
If your Narrator allows characters of different Ages, decide on an Age for your
character. Not the years, but the Season. Are you a Spring character, a Summer character,
an Autumn character or a Solace character? As far as the system is concerned, specic age
doesnt really matter. Well cover how your character ages in the Seasons chapter, later
in this book.
SPOUSE AND CHILDREN
Its true. Your character is probably married.
Most ven marry between the ages of thirteen and sixteen. Marriages are nothing more
than contracts, peace accords, and land deals. The married couple seldom, if ever, meets
before the wedding day.
Your spouse isnt just a ball and chain around your ankle. He can also be a mechanical
advantage. In fact, he can be a few mechanical advantages. Your spouse can be an Aspect.
Ill explain what that means in a little bit. Also, your spouse can take Season actions. Yeah,
Ill explain those, too.
STEP-BY-STEP
90
CHAPTER 3
You also have to decide which of you is the dominant partner in the arrangement. If
you are the dominant partner, the land belongs to you and your spouse is along for the ride.
If your spouse is the dominant partner, youre the one along for the ride.
The yvestra (dominant) takes care of the land. The land is the yvestras responsibility.
Management, improvement, all that stuff. The yvestra makes all the decisions, has all the
authority, has all the responsibility, has all the accountability.
The ytola (submissive) has no authority, no responsibility, no accountability. Also, the
bureaucracy favors the ytola over the yvestra if that messy Romance thing shows up and
someone makes a stink about it. After all, the yvestra is supposed to be the responsible one,
right? If hanky panky is going on under his nose, thats his problem.
Weakness.
Also,
if
the
yvestra
dies,
his
parents
nd
the
ytola
new
mate:
someone they nd aceptable. As far as the Law is concerned, the ties
to the old ytolas family are cutunless some manner of exception was made in the
marriage contract.
Your characters lands are a combination of all the holdings he owns and his spouse
brought to the marriage.
So, you have another decision to make. Are you married and do you have
Roll Married?
1-4
Yes
any children? Most ven nobles get married before the age of 16, so the answer
5-6
No
to your question is probably yes. Although, not all ven marry so young. And
not every married couple has children.
While such trivial matters would not matter if you were a wandering
Roll Children?
1-2
None
mercenary, looting and pillaging your way through the countryside, without
3-4
care or ethics or morals, but youre a noble now, and your priorities have to
5-6
change. Besides, there are mechanical advantages to having a spouse and child.
If you want to roll randomly to decide, use the charts to the left.
TITLE
Titles are distinctions your character carries with him. Titles give your character a degree
of authority, identify him as the rightful owner of land, and give him legal powers other
nobles do not have.
Every character created with this system is assumed to be a minor noble, therefore, all
characters start with one title which is either Baron or Baroness. Later on in the game, you
may also have titles such as Sheriff, or Master of the Road, or Master Spy.
But for now, just write Baron or Baroness in this space.
STEP-BY-STEP
CHARACTER
91
Background Example
For Shara, I wanted to make her faithful to the
Standing. I roll a 3. Sharas father is a Baron.
character in the pillow books, so I decided to
Pick a House. Like the Shara from the pillow
use those three points to make sure her parents
books, my Shara chooses to be under the shadow
Houses were correct.
of the Fox.
Parents. I roll a 5 and a 4. Serpent and Fox. I
want Shara to be born from a Wolf mother and
a Fox father, so I use one point to change the
Name. Shara. The Veiled Rose.
Age. I choose Spring. The young Shara. Nave
Shara.
Serpent to a Wolf and keep the Fox.
Spouse and Children. Shara is unmarried when
Siblings. I roll a 3. 1 1 = 2. Two surviving
her adventures begin, so I choose to make her
siblings. In the pillow books, Shara is an only child,
so I use my two remaining points to deduct that
2 to a zero. Im now out of points; I get no more
unmarried.
Title. Finally, like all starting characters, Shara is
a Baroness.
modications.
VIRTUES
Your character sheet shows six Virtues. Six. But, you must choose which of these Virtues
your character does not have. Thats right. Six, but you only get ve of them. The Virtue
you do not have is called your weakness.
So, read through the Virtues. Each is associated with a specic House. In case youre
wondering, you may choose your Houses Virtue as your weakness thats a valid choice.
And a risky one.
BEARS STRENGTH
Strength
represents
almost
all
your
If you do not choose Strength
Lifting,
your character is a weakling. He cant
pushing, tearing, pulling, punching, jumping,
shove heavy (or jammed) doors open, cant
wrestling and other forms of unarmed
bend bars, and certainly cant lift gates.
characters
physical
actions.
combat are all determined by Strength.
You roll a number of dice equal to your
If you choose Strength as one of your Virtues Strength for any physical risk. Physical
he can always lift, push, pull, move,
force, manual dexterity, everything. If you
jump, run, climb better than anyone else
do not have Strength, you get no dice. No
around and never needs any help for
dice means you do not get to narrate your
anything.
characters success or failure.
STEP-BY-STEP | VIRTUES
92
CHAPTER 3
ELKS CUNNING
Cunning is a measure of your characters
If you do not choose Courage
ability to see what others are trying to hide
your character nds temptation and
and nd creative solutions for difcult
distraction difcult hurdles. He doesnt
problems. You know how to put together
have any midnight oil to burn and he
elaborate plans from disparate parts and
cant face danger without some external
how to see patterns where others cannot.
motivation to push him along.
If you choose Cunning as one of your Virtues
Without Courage, your characters risks
your character is always thinking
will face difculties. Every dangerous risk
outside of the box. He doesnt go for
requires that you test your Courage. If
traditional
disparate
you are successful, your character receives
advantages into delicate and detailed plans.
bonus dice. If unsuccessful, your characters
He can see.
dice are penalized.
solutions,
turns
If you do not choose Cunning
FOXS BEAUTY
your character is overwhelmed by
obstacles, cannot think quickly on his feet,
Beauty
or see what others want to hide.
creativity, expression, and natural charm.
represents
your
characters
Cunning also determines the number
Whenever your character embarks on a
of Season Actions your character gets.
creative endeavor, his Beauty determines
Without Season Actions, your characters
his ability to create works that resonate.
Domain will grow very slowly; more slowly
than other Domains.
If you choose Beauty as one of your Virtues
youre character knows and understands
the ner points of sophistication and culture.
FALCONS COURAGE
Courage
represents
your
characters
physical will and determination to go on,
He can debate, paint, sculpt, write music
and plays, or conduct an orchestra.
If you do not choose Beauty
regardless of the things that stand in his
your character does not care for the
way. Whenever you face danger, whenever
ner parts of cultureprobably because
you must make seless decisions, whenever
he does not understand them. He cannot
you have to ght through the pain, your
interpret poetry, appreciate music, or enjoy
Courage helps you reach the other side.
the subtle nuances of any of the Arts.
If you choose Courage as one of your Virtues
A ven without any sense of Beauty will
your characters will is powerful.
nd great difculty with Romance, Art and
Others must test their skills to tempt him.
other vital elements in the game. You may
He can ignore pain and fear, and do what
want to take a few Aspects to compensate
must be done.
for your weakness.
VIRTUES
93
CHARACTER
SERPENTS WISDOM
WOLFS PROWESS
A characters Wisdom represents his
Prowess reects your characters martial
memory and learning ability. When you
training. Using weapons, surviving on a
have to recall facts or memorize charts, you
battleeld,
call upon your Wisdom.
tactics all fall under the purview of Prowess.
If you choose Wisdom as one of your Virtues
understanding
strategy
and
If you choose Prowess as one of your Virtues
the amount of information you carry
a sword feels like a natural extension
is immense. You know something about
of his body. He will dodge deadly blows,
everything and can talk for hours about
maneuver
even the most trivial matters.
understand the philosophy of warfare.
If you do not choose Wisdom
through
battleelds,
and
If you do not choose Prowess
your character is very naive about the
your character has never even been in a
world around him. He wont be able to draw ght, let alone held a sword. He cannot stand
on any experiences, wont know what berries
on his own against a trained opponent and
are poisonous, and has problems making
will likely break at the rst sign of danger.
change between the different currencies.
Without Wisdom, you cannot dene
Without Prowess, your character will lose
every ght. Hell be helpless. No hope. No
elements of the world. Wisdom is the key chance. Get yourself a bodyguard or buy
trait to knowing Shanris secrets. If you
up some ghting Aspects to compensate.
want your character to know anything Otherwise, youll be nothing more than a tool
about the ven and their world, you must
in a world of weapons.
have Wisdom.
VIRTUE RANKS
You must now assign ranks to your Virtues. A rank is a number representing the Strength
of the Virtue. The higher the rank, the stronger the Virtue. Thus, a character with a 2
Strength would have a great deal of difculty wrestling a character with a 5 Strength.
Also, be sure to remember, one of these Virtues is your weakness.
Choose one Virtue at rank 4.
Choose two other Virtues at rank 3.
Choose two other Virtues at rank 2.
Then, choose one Virtue to be your weakness. Write weakness in the space provided.
Finally, when you are all done, add one rank to your House Virtue. That is, if your
character is Blooded of the Wolf, add one rank to his Prowess, whatever it may be.
Likewise, if your character is Blooded of the Bear, add one rank to his Strength. If your
House Virtue is your weakness, you may not add a rank to it.
VIRTUES
94
CHAPTER 3
Virtues Example: I always start a new character by picking her
Strength
weakness. The one Virtue she does not have. For Sharathe young
Cunning
Sharaits pretty easy. Wisdom.
Wisdom
weakness
Courage
2 and 2. Heres how I sorted them out. Because Beauty is the Virtue
Beauty
3 (+1 House bonus)
of the Fox, I add one to Beauty, giving Shara a Beauty rank of 4.
Prowess
Now, that leaves me with ve Virtues and ve numbers. 4, 3, 3,
PHASES
Phase 1: Spring
While creating a character, you wont just look at who he is, but youll
2 Aspects
also take a look at who he was.
1 Contact
Your characters past is told in a series of Phases. A Phase represents
Phase 2: Summer
a certain amount of time in your characters past. For example, the
4 Aspects
Spring Phase embodies your characters youngest years: from birth
2 contacts
to adolescence while Solace represents your characters twilight
years.
Phase 3: Autumn
5 Aspects
Each Phase is different, representing a different time in your
1 Solace Aspect
characters life. The more Phases you choose for your character,
3 contacts
the older your character becomes. Age brings advantages but also
Phase 4: Solace
carries the weight of certain disadvantages. See each Phase below
6 Aspects
for details.
2 Solace Aspects
For each Phase, your character gets Aspects and Contacts.
4 contacts
ASPECTS
Aspects are words, phrases or even quotes that help dene your
House Aspect
character. They are the keywords you use to describe not only who
Ive also given each
your character is, but what your character means. Aspects can make
house an Aspect based
the difference between a good character and a great character.
on the Family Name. If
Start by thinking about who your character is. A ven noble. What
you like, you can take
makes your character unique from the others youll meet? What
this Aspect or choose
makes you stand apart?
to make a house rule
If you had only two things to say about your characterand each
that all characters have
had to be summed up in ve words or lesswhat would those two
a House Aspect. You
things be? Thats a good way to start thinking about Aspects. And
can nd these in the
remember, an Aspect can be a single word, a couple of words, a phrase,
Aspects Chapter.
an item, or even a quote. Here are a few examples to get you started.
VIRTUES | PHASES
Bookworm
Impromptu Wit
I Never Promised You Anything! Withdrawn
Willful Eyes
Clever
Mommas Boy
I have a bad feeling about this.
Regal
I Never Forget a Face.
Short-Tempered
Favorite with the Ladies
95
CHARACTER
I never forget a face...
Court Gossip
Impetuous
My Lords Right Hand
Clever Smirk
Perfumed
No Stranger to Pain
Poison Kiss
Untrusting
Old Sword
Why wont you die?
I will never love again...
Honorable
Home-Wrecker
Forgiven
Broken Heart
Willing Smile
Silent as Midnight
Eyes Wide Open
None More Black
Cold as the Winter Wind
My Fathers Sword
Born of the Storm
Brother to All Who Know Me
Dastardly
Trust me.
My Mothers Diaries
My favorite dish is Revenge.
Quiet
No, You Do it Like This!
Boastful
I am sure youre mistaken...
Strong and Certain Grip
Now, its dark...
Bureaucrat
This book is littered with aspects. You can nd a ton of them in the Aspects chapter. Go
check it out for more examples.
Invoked, Tagged, Compelled
Aspects are made up of three elements: the invoke, the tag and the compel.
Each Aspect gives you a particular advantage. This is the Aspects invoke. You, and only
you, may invoke your Aspect to gain bonus dice on your characters rolls.
Each Aspect also has a particular disadvantage. This is the Aspects tag. If another
character discovers your tag, she can use it against you in contested rolls.
Finally, an Aspect can make you act a certain manner, for good or for ill. This is the
Aspects compel. Any player (even the Narrator) may compel your Aspect to limit your
characters behavior.
For each Aspect, decide on the Aspects three elements. These three must be specic.
In other words, your Aspect can give you bonus dice under a explicit circumstance. An
Aspect that is too general, that can be invoked at any time under any circumstance, is
power gaming and should be avoided by grown-up, responsible, adult gamers who know
better. If you dont know any adult gamers, get yourself a different group.
An important note: Your tags and compels are secret. Nobody can tag or compel your
Aspects unless they know them. If they dont know how to tag and/or compel your Aspect,
they cant take advantage of your weaknesses.
PHASES
96
CHAPTER 3
Swordsman: A Sample Aspect
Heres a sample Aspect to give
Solace Aspects
As the ven grow older, they begin showing signs of
you an idea how the whole
Solace, the Great Sleep. As your character ages, she too
thing works.
will begin showing these signs. These are reected on your
Lets say your character wants
an Aspect that makes him a
character sheet as Solace Aspects.
Solace Aspects can be tagged and compelled, but they
brilliant swordsman. Picking an
cannot be invoked. Tagged and compelled, but not invoked.
aspect like Fighter is a bit too
Thats right, getting old sucks.
broad, so, you take Swordsman
as an Aspect.
Solace Aspects reect physical difculties or mental
abnormalities your character has taken on. Ven reaching
Invoke: You invoke this
Solace are taller. Ghostly grey skin, silver eyes. Their
Aspect when using a sword.
voices echo in their own throats. Their ngers grow long
Invoking this Aspect gets you 3
and thin.
bonus dice.
If you play a character in Autumn or Winter, you must
Tag: Other players (and the
choose Solace Aspects to reect your characters progress
Narrator) can tag this Aspect to
into the Great Sleep. Like I said above, these Aspects can
gain bonus dice when ghting
only be compelled and tagged, so you must nd physical
against you. The tag represents
difculties or changes that allow other characters to gain
a weakness in your ghting style.
bonus dice and limit your behavior in some way.
You decide your overhead strike
Solace Aspects cannot be hidden. Another player does
leaves a severe opening in your
not need to make any kind of risk to know the tag and
defenses. If someone gures out
compel. They sit right there, out in the open, ready for
your weakness, they can tag this
anyone to take advantage of them.
Aspect for bonus dice.
Compel: Finally, your Aspect
Finally, Solace Aspects are Free Aspects. That means
they dont count toward the total number of tags your
limits your characters behavior
enemies may take in a risk. Youll learn more about Free
in some way. This Aspect gives
Aspects in the Aspects Chapter.
you a particular code of honor.
Your code of honor means you
will feel compelled to risk your
own life to protect others.
ASPECTS & STYLE
Invoking one of your own Aspects costs a Style point. If
another player or the Narrator tags or compels one of your
Aspects, you get a Style point.
And about Style points. You dont know what they are
yet. Thats ne. Well get to them in the Risk chapter.
PHASES
CHARACTER
97
CONTACTS
All through your characters life, hes made important
Courtier: Another Sample Aspect
You want your character to be trained
d
connections with other ven. Sometimes those connections
in handling sticky social situations.
fade, sometimes they last for years. Each Phase, your
Handling sticky social situations is
character has an opportunity to make a contact, a
a bit vague. I mean, just about any
friend or ally that lasts through the storms life throws at
situation could be interpreted as a
relationships.
sticky social situation, so we have to
Each Phase, pick another player. That players character
be a bit more specic. In this case, the
is this Phases Contact. The two characters have some sort
player decides knowing my manners
of connection, a story about how you met and why you
is a good denition for this Aspect.
became such close friends.
If you like, draw a name out of a hat or make a deliberate
Invoke: You invoke this Aspect
when you want to know the right
choice. Either way, you should choose a different character
thing to do at the right time. Invoking
for each Phase.
this Aspect gets you 3 bonus dice.
Not only does this build relationships with other
Tag: Other players (and the
characters, but it also helps build your own history, lling
Narrator) can tag this Aspect to gain
in details, getting input from other players, facets of your
bonus dice when acting against your
character you may have never thought of yourself.
character in a particular circumstance.
Mechanical benets for having Contacts are many. For
Remember, every Aspect has a
example, you may spend style points to refresh a contacts
weakness. This Aspects weakness
Aspects and trading resources and goods are easier with a
hinges on dealing with unruly people.
contact. As we go through the rules, youll see other places
A raging Bear, a vengeful Wolf, an
where contacts provide advantages youll want in the game.
overly-friendly Fox. When folks act
Keep an eye out for them.
inappropriately, you dont know
what to do and they get 2 bonus dice
Phases Example
Young Shara starts out as a Spring character. She gets 2
Aspects and 1 Contact.
For her rst Aspect, I pick a quote from one of the pillow books.
I know how to hurt you. For the second Aspect, I pick another quote
against you.
Compel: Finally, your Aspect
limits your characters behavior in
some way. This Aspect gives you a
particular way of behaving. Behaving
that seems to match Sharas character: I know what you want.
properly. Another player (or the
You can see them in a nearby sidebar.
Narrator) can compel this Aspect to
For her Contact, I pick a childhood friend. Valin Burghe. A
young Bear recently returned from well, nobody really knows
make you act according to the rules
of culture and etiquette.
where from. Ill talk more about Valin in the Narrator Chapter.
PHASES
98
CHAPTER 3
Limp:
I Know How to Hurt You
An Example Solace Aspect
Your character has developed a heavy
Invoke: Shara gains three dice when trying
to cause physical injury to an opponent.
Tag: Sharas ghting style is too reckless. She
limp from his muscles tightening and
his bones growing thin.
Tag: Other players (and the
Narrator) can tag this Aspect to gain
makes little attempt to protect herself. Anyone
who knows this tag can spend a Style point to
gain two dice against her in a duel.
Compel: Shes not only good at hurting
bonus dice when acting against your
character in a particular circumstance.
people, she likes it. Anyone who knows this can
Remember, every Aspect has a
spend a Style point to force Shara to pick a ght
weakness. Your weaknesses are your
just for the chance to give someone a scar.
thin bones and decrepit muscles.
I Know How What You Want
Any time you are in a contested
Invoke: Shara knows desire. She knows lust.
risk against another character and
your bum leg may be a factor, your
She knows exactly what you want. She gains
opponent gains two dice.
three dice when making rolls to nd out what
Compel: Your Narratoror other
another character wants.
Tag: Shara knows pleasure and desire so well,
playerscan compel this Aspect,
forcing your character to fall or fail at
shes a victim of both. Another ven who knows
some kind of physical action because
this tag can spend a Style point to gain two dice
of your limp.
when trying to seduce Shara.
Compel: Like her other Aspect, Shara is
compelled by her impulses. She loves the game.
Maybe a bit to
too much. (Shes a Spring. Give her
Learn this Aspects compel, spend a
a break.) Lea
Style point and you can make her play the game:
shell do it just for fun.
Do not injure an enemy: destroy him.
The world has no mercy for the merciful.
PHASES
99
CHARACTER
DEVOTIONS
Devotions Example
When they pass into Solace, the ven are trapped between
In her youth, Shara was devoted
the visible world and the invisible world, communicating
to two Suaven: Talia Yvarai and
with a symbolic language few understand. The ven on
Falvren Dyr. While readers of the
the waking side still communicate with their sleeping kin
book may dispute which is closer
through visions and dreams. Your character has found some
to her heart, my own judgment
kind of communion with one of these Suaven. Devotion for
tells me it was Talia who was her
the patron saints of Shanri.
primary Devotion until certain
Your character can devote himself to one or more of
circumstances changed that.
these Suaven, winning their favor and Blessings. You
I therefore choose to give two
measure your Devotion to a Suaven in ranksjust like
of my three points of Devotion
everything else on your character sheet. If you revere a
to Talia and my third to Falvren
Suaven, you are said to have Devotion to that Suaven.
Dyr. When Shara visits their
Like our own patron saints, the ven associate the Suaven
shrines and seeks their wisdom,
with a particular attribute. Just as Saint Jude is the
the Narrator will determine
patron saint of lost causes, Althana Steele is the Suaven of
which Blessings she will receive.
desperate measures. Althana is not the only patron saint of
desperate measures and everyone has a favorite.
Each Suaven is surrounded by a mystery cult: a sect of devoted followers. Joining
a mystery cult allows you to learn the secrets of that Suavens life. The more you learn,
the more you know how to communicate with a Suaven in his dreaming state. You learn
symbols associated with that Suaven, surround yourself with those symbols, and further
attune yourself to her slumbering mind.
Now, if you show your Suaven the proper respect, reverence and adoration (like bringing
wine and owers to their shrines), the Suaven return your kindness with Blessings. These
are supernatural gifts that benet your character in specic ways. You can read all about
the Blessings in the Suaven chapter.
You can have a Suaven of swords, a Suaven of bridges, a Suaven of gardening, a Suaven
of just about anything. You may not have a Suaven of winning rolls. That would be lame.
Bad form.
This book lists six major Suaven. You may choose to divide your Devotion among
these Suaven. You have three points of Devotion to give these Suaven, each point increasing
your Devotion to that Suaven by one rank. For example, if you put two points toward
Ashalim Avendi, your Devotion to the Falcons Friend is rank 2. If you put one point
toward Falvren Dyr, your Devotion to Old One-Eye is rank 1.
DEVOTIONS
10
CHAPTER 3
Ashalim Avendi: master of the road,
Manna Renay: the hearthmother, ward-
falcons friend, the beggar brigand. Call
teacher, grand dame. Call upon her when
upon him when you seek insight into the
you seek insight into the ways of Etiquette.
Talia Yvarai: the celestial muse, sacred
ways of the Road.
Falvren Dyr: swordsman, old one-eye,
harlot, keeper of roses. Call upon her when
the crimson cloak. Call upon him when you
you seek insight into the ways of Romance.
seek insight into the ways of the Sword.
Talten Steele: the Iron Heart, Winters
Promise, the Ruthless. Call upon him when
Tyane Bran: keeper of secrets, the blind
one, whisperer. Call upon him when you
seek insight into the ways of Intrigue.
you seek insight into the ways of Politics.
DOMAIN
I assume your character is a landed noble: a ven with lands and followers. As the last part
of character creation, its time to determine what Regions and Vassals he owns.
A Domain is a vague stretch of land with various geographical features. Because
the sorcerer-kings not only experimented with ora and fauna, but the structure of the
land itself, Shanris geography is a chaotic mess. Deserts next to forests, tundra next to
mountains, and all other kinds of oddities.
You begin the game with ve points for Regions and ve points for Vassals.
DOMAIN, PROVINCE, REGION
The total amount of land you own is called your Domain. If your noble owned nothing more
than a single eld, that would be his Domain. If he owned hundreds of thousands of acres
of land, that too would be his Domain. Domain just means all the land I hold. Keep
that in mind.
The standard unit of land is called a Province. A Domain may contain one, two or many
Provinces. As a starting character, your Domain contains a single Province.
A Province is divided into ten Regions. A Region generally represents some geographical
feature. Thus, a mountain range is a Region, a farmstead is a Region, a forest is a Region.
All these Regions make up a Province.
As a beginning character, your Domain is not completely explored. You own a
Province and within that Province are ten Regions, but not all the Regions are yet under
your control. You must take some effort to expand your control so your Domain comes
completely under your thumb.
PHASES | DOMAIN
10
CHARACTER
To make this easy to understand, check out the Province
Sheet at the end of this book. It has ten slots for your ten
Regions. If your Domain eventually expands to many
Regions
Provinces, youll need a different sheet for each Province.
Castle: Urban. Doesnt produce
BUILDING YOUR PROVINCE
anything, but it is the center
You have ve points to spend on your Province. Each
of your governing power. A
Province can have up to ten Regions, each Region
Caslte is a Regionjust like a
representing a geographical feature. For example, you can
Farm, Forest or Plainsand
spend one point on a mountain range, one point on plains,
follows all the rules for normal
one point on a forest, etc.
Regions. Building a Castle
Two of your ten Regions are already spoken for. First,
costs three Lumber, three
you have a Castle. Thats one Region. The second is
Stone and one Season Action.
your Village. Thats two. These are already listed on your
Farm: Rural. Produces either Food
Province sheet. Be sure to give them names. Castles and
Villages without names are lonely places.
Your Castle and Village do not count against your ve
free Regions. Your Castle and Village are free. You have
ve additional points to play with above and beyond your
Castle and Village.
Now, you may have noticed that you have eight empty
Regions and only ve points to spend. Thats okay. All the
or Industry.
Forest: Rural. Produces either
Food or Lumber.
Hills: Rural. Produces either Metals
or Lumber.
Mountain: Rural. Produces either
Metals or Stone.
Plains: Rural. Produces either
Regions you dont dene are either not yet explored or
Wine or Spices (two kinds of
do not have sufcient Vassals to manage. You are only a
Luxury).
minor noble, after all.
When you use a point to buy a Region, it is a rank 1
Ruin: Provides special bonus (see
Ruins below).
Region. So, spending one point on a Forest gives you a
Shoreline: Rural. Produces Trade.
Forest 1.
Swamp: Rural. Produces either
You may buy multiples of the same Region. In other
words, if you want to ll up your Province with different
Herbs or Poisons
Village: Urban. Produces Goods.
mountain ranges, please feel free to do so.
DOMAIN
10
CHAPTER 3
RESOURCES
Vassals
Each region produces Resources: valuable
Apothecary: Creates medicines and treats poisons.
commodities you can trade and develop at
Caravan: Caravans move Resources from place to
the end of each Season. If you have the right
combination of Resources, you can develop
them into Goods, such as weapons, clothing,
place, dodging Trouble whenever they can.
Artisan: Creates Art to decorate your home and
inspire your fellow ven.
and even Art. Weapons, clothing and Art get
Court Scholar: Deals with all supernatural threats
you Style: something every ven cannot get
to your Domain, counters any belligerent
enough of.
sorcery, and makes sure no (other) sorcerers
For every point you spend on a Region,
it produces one Resource. So, a two-point
Forest could produce two Food or two
Lumber. A three-point Mountain could
produce three points of Metals. A Region
cannot provide two different kinds of
Resources; it must provide multiples of the
same Resource.
practice their illegal craft in your lands.
Herald: Noties your people of your will and news
of the day. Also delivers propagandaI mean
messagesto your neighbors.
Maid/Valet: Stands at your side and helps you with
mundane tasks.
Personal Guard: Increases your personal security
and prevents assassination attempts.
Roadmen: Roadmen (knights) wander the
VASSALS
Vassals are skilled professionals who help
you with your Season Actions. Examples
of Vassals are your Personal Guard, Spy
countryside solving problems and quelling
trouble.
Spy Network: Increases the security of your own
Domain and helps investigate other Domains.
Network, Valet or Maid and Sword Master.
Staff: Staff represent your butler, maids, cooks and
Each Vassal has a cost. You must pay the
other servants who make sure your Castle runs
people who work for you, after all. Vassals
require at least one Food per Year, but paying
smoothly.
Spouse: If you are a married character, you
them more prevents bribes from enemies.
automatically get a Spouse Vassal at rank 1. If
Also, the less you pay Vassals, the more likely
you arent married, youll have to get one the
some other lord will send in a Spy Network
hard way.
to bribe them and steal them away.
Full descriptions of Regions and Vassals are in the Seasons chapter later in this book,
but for now, see above for a brief description so you know what youre getting when you
spend the points. And these arent the only kinds of Vassals available. There are more out
there, but these are the ones you can start with.
PHASES
10
CHARACTER
Domain Example
You have ve points to allocate to Vassals. Each
point gives you a single Vassal. Additional points
I have ve points to spend on Sharas
spent on a single Vassal increase its starting rank.
Regions and ve points to spend on her
Like Regions, you cannot spend more than three
Vassals. I spend her ve Region points
points on any single Vassal.
like this:
Some Vassals are not listed here. They arent
s Bangladow Forest (rank 1)
available at character creation. These are the
s Shuathan Plains (rank 1)
Master Vassals. Youll learn more about them in the
s Adanda Plains (rank 1)
Seasons chapter.
s Brengan Mountains (rank 1)
s Tolleumen Farm (rank 1)
STYLE POINTS
s My Castle and Village are free, so I add
Your character starts with three Style points. There
those in.
all kinds of things you can do with Style points. You
s Yvarai Castle (free; rank 1)
can read about how to earn and spend them in the
s Tudana Village (free; rank 1)
Risk chapter. But, for right now, just know that you
s As for Vassals, I have ve points to spend in
have three.
this arena as well. I spend them thus:
And another thing. At the end of each game session,
s The Dranna Crew (Spy Network 2)
you have to discard any style points you may have
s Kravs Elites (Personal Guard 1)
exceeding ve. Five is the cap. This is called banking
s The Staff of Castle Yvarai (Staff 1)
style. You cannot bank more than ve style points
s Talins Shadows (Roadmen 1)
between game sessions unless a rule says otherwise.
Youll run into that later, too.
BONUS POINTS
At this point, your character is nearly done. We have one last thing to go over and thats
bonus points.
Each bonus point you spend gets you a little something extra on your character sheet.
It could be an extra Aspect, a Suaven relic, a new region, an aelva danna artifact or even a
sorcerous ritual. These cool goodies can only be purchasedat character creationwith
bonus points.
You get ve bonus. You can spend your ponts on the categories below. You cannot
spend more than three of your points on any single category.
Artifact: Your character is in possession of an artifact from the days of the sorcererkings. It could be anything from a sacred dagger used in their Bloody rituals to a puzzle
PHASES | STYLE POINTS | BONUS POINTS
10
CHAPTER 3
house hidden in the hills of your Province. An Artifact
Bonus Points Example
costs one bonus point per rank. Thus, a rank 2 Artifact
I have ve points to spend on
would cost two of your ve bonus points. See Artifacts in
Shara. Heres how I spent them.
the Sorcery chapter for more information.
First, I spend one point to get
Aspect: If you like, you can spend one or more of your
a Senechal. In the pillow books,
points on bonus Aspects. You need to spend 1 bonus point
Sharas Seneschal is a signicant
for an additional Aspect. Each character may only have a
part of the story. Very important. I
number of Aspects equal to his Season maximum plus half
spend one point and get her a rank
his Wisdom, rounded up. Thus, a Spring character may
1 Seneschal. Three things that are
have two Aspects plus a number of bonus Aspects equal
true about him: hes as thin as twig,
to his Wisdom, divided by two. A Summer character can
as tall as a mountain, and very,
have three Aspects plus his Wisdom bonus. An Autumn
very creepy.
character may have four Aspects plus his Wisdom bonus.
Contact: You may purchase an additional Contact with
Second, I spend two points get
an Artifact. Shara had a Blood
a bonus point. You may choose NPCs as Contacts with
Sword in the rst pillow book. Her
your Narrators permission.
mothers Sword. Her Blood Sword
Devotion: You may spend a bonus point to increase
your Devotion to a Suaven. No character may start the
game with a Devotion higher than rank 3.
gives Shara two bonus dice in duels.
Third, I spend one point to add
one rank of Devotion for Talia.
Friend: You may spend one or more of your points
(That makes a total Devotion of 3.)
turning a Contact into a Friend. You can read more about
Fourth, I spend my last point for
Friends in the Seasons chapter.
Region: You can also investigate your unexplored
Regions or increase the rank of an existing Region.
an Artisan. A playwright. Sharas
ambition is to write a play with
operatic style. She needs help.
Increasing the rank of an existing Region costs one point.
Adding a new Region to your Domain also costs one point.
You may not start with any Region higher than rank 3.
Relic: You can also spend bonus points to possess a relic: an item sacred to one of
the greater Suaven. Perhaps a ring or a coin. A comb. A diary. See the Suaven chapter for
more information.
Ritual: You know one or more of the dangerous (and illegal) sorcerous rituals of the
aelva danna. Each ritual costs 1 bonus point. See Sorcery for more information.
Vassals: You can spend a bonus point to gain an additional Vassal or increase an
existing Vassals rank by one. You may not use bonus points to turn a Vassal into an NPC.
See Seasons for more information on Vassals.
BONUS POINTS
10
CHARACTER
FINISHED!
You can see Sharas character sheet right over on the following page. Enjoy.
A List of Ven Names
Below, youll nd a list of the most common (and famous) ven names. I have no pronunciation guide.
Scholars cannot agree on common pronunciations for the ven languagewe simply do not have enough
evidencebut Ive tried to keep them as faithful to the ven spellings as possible.
Aban: the world forgives daring
Godfren: devoted guardian
Abazai: the cherry blossoms fall
Gryndil: illuminating the darkness Regana: slender stem
Abendago: the unforgotten song
Gwanal: my love will give you
Abhaz: born in the northern
snows
no rest
Rali: my meal will be wine
Ryandual: the abandoned plain
Sagay: adviser to power
Halia: the hawks white wing
Shajar: little rose
Aby: the rivers memory
Haroon: my father rejoices
Shanina: roots of the tallest tree
Alanya: protector of the home
Icusalia: cottage under the moon
Shara: veiled rose
Alexai: the hand and the sword
Illudyll: the soul of the sun
Sitthydeth: sweetest song
Ashla: rest here
Isla: ever watchful
Sorio: the warrior brings peace
Asvil: born of light
Jana: my truth in you
Suahavan: the harp
Atami: thoughtful
Jorja: white hands
Szazs: the unrepentant heart
Ato: rst born son
Kavamadii: purity and grace
Tasha: the green meadow
Bajinoth: the wind whispers
Kyocera: I cannot be known
Tatjan: friend of the mountain
Cavala: worthy of love
Lisle: appointed one
Tjan: most earnest
Chayan: born of the marsh
Lonor: I am the rival
Torr: iron does not bend
Cosette: peace of heart
Lura: brightest star
Trixauna: daughter of the Sword
Dagul: father of many
Maja: laughter heals
Tshanja: the education of
Ddwyer: hold fast
Maura: the red widow
Deta: white and fair
Maurevel: keeper of the woods
Tzao: born of re
Davan: tall and large
Meza: where berries grow
Ul: spiced wine
Dara: in my arms, be born again
Moryandal: inevitable victory
Uthandaye: small stone
Dosajee: in the Suaven I trust
Mxura: master of the house
Van: little one
Dranna: the heavens in my eyes
Myri: full of hope
Vangalio: my deeds will inspire
Drial: I am your friend
No: forbidden kiss
Vanglia: my family will not forget
Durt: worthy of love
Olivama: I will fool them
Vrdj: joined in harmony
Ecc: Shanris mysteries in my heart
with desire
experience
Weatha: the elder tree
Feyla: cheerful eyes
Niassa: the ungentle night
Wyel: I pledge
Fyx: I am alive
Rajh: I will die on your grave
Zrudura: my heart aches
FINISHED!
Bear
Elk
Falcon
Fox
Serpent
Wolf
STRENGTH
CUNNING
COURAGE
BEAUTY
WISDOM
PROWESS
High Concept
Fox
House
Family Name
Yvarai
Public Name
Shara
Secret Name
Devotions
SUAVEN
Talia Yvarai
RANK ( 3 )
Falvren Dyr
RANK (
Blessings
SUAVEN
1 )
Blessings
Phase
Regions
SPRING ASPECT I know how to hurt you
Invoke
Refreshed (
Bangladow Forest (rank 1)
Shuathan Plains (rank 1)
Adanda Plains (rank 1)
Tag
Brengan Mountains (rank 1)
Compel
Tolleumen Farm (rank 1)
SPRING ASPECT
I know what you want
Invoke
Refreshed (
Yvarai Castle (free; rank 1)
)
Tudana Village (free; rank 1)
Tag
Compel
Vassals
The Dranna Crew (Spy Network 2)
Extras
Bonus Vassal: Tyvn, Seneschal
Krav's Elites (Personal Guard 1)
Bonus Vassal: Falla, Playwright
The Staff of Castle Yvarai (Staff 1)
Talin's Shadows (Roadmen 1)
Spring
Contacts
Artifact
Valin Burghe
Blood Sword
CONCLUSION
Thats pretty much it. Sharas got her Virtues, contacts, Aspects, regions and Vassals.
Shes ready to play. Hopefully, youve come to the same conclusion. For more information
on each of these subjects, see the like-named chapters. Youll nd more examples, advice,
and all sorts of information on the ven and their world.
10
CHARACTER
CHARACTER CREATION CHEAT SHEET
LINEAGE
PHASE
Roll for Fathers House, Mothers House
All characters start as Spring characters
Choose which parent was dominant
unless your Narrator says otherwise.
Pick a parents House as your own
Phase 1: Spring
Roll for Sibling Rank
Roll for Sibling Number
2 Aspects
1 Contact
NAME
Phase 2: Summer
Family Name (determined by your House)
Secret Name (the Name your mother
whispered in your ear when you were born)
3 Aspects
2 contacts
Public Name (the Name everyone calls you)
Phase 3: Autumn
VIRTUES
Strength,
Cunning,
Courage,
4 Aspects
Beauty,
Wisdom, and Prowess
1 Solace Aspect
3 contacts
One Virtue at rank 4
Phase 4: Solace
Two Virtues at rank 3
Two Virtues at rank 2
5 Aspects
One weakness (rank 0)
3 Solace Aspects
Add one rank to your House Virtue (except
4 contacts
if it is your weakness)
CHARACTER CREATION CHEAT SHEET
10
RISK
RISK
T
In the Great Game,
HOW YOU GET THINGS DONE. OR, SPECIFICALLY, failure doesnt always
equal defeat.
HOW YOUR CHARACTER GETS THINGS DONE. NOW, IN
HIS IS THE CHAPTER WHERE WE TALK ABOUT
MOST ROLEPLAYING GAMES, THIS SECTION IS CALLED
T HE G REAT AND T RAGIC
L IFE OF S HARI Y VARAI
GAME SYSTEM OR MECHANICS
OR TASK RESOLUTION. SOUNDS ABOUT AS SEXY AS
Fortune is like any other
REPAIRING YOUR DISHWASHER.
SOMETHING LIKE
This chapter is different. This isnt about your character
taking an action. Its about your character taking risks.
woman: easily charmed by
acts of daring and bravado.
Whenever your character does something risky, the
VEN PROVERB
Narrator may ask you to roll dice. This adds an element of
suspense and surprise into the game as neither the Narrator
nor the players truly know how the roll may end up. You
may know the odds, but you never know the result.
BEAT A 10
When Should I Roll Dice?
Not everything your character
does is a risk. When the outcome
of an action is in doubt or has
When your character takes a risk, you roll some dice and
a meaningful impact on the
count up the roll. Add each die together for a sum total.
story, thats a risk. When your
If the sum of your roll is equal to or greater than a 10,
you have made a successful roll.
character wants to do something
that has no direct impact on the
No adjusting target numbers. Just a ten.
story or everyone agrees there
Roll equal to or higher than a 10, and you have Privilege.
is no serious doubt about his
PRIVILEGE
ability to do it, no risk. No dice.
So yeah, this is the part of
Now, in most roleplaying games, when you get a successful
the book where I tell you rolling
roll, your character succeeds. Meanwhile, if you fail your
dice all the time gets boring.
roll, your character fails.
You dont have to roll dice
Not so here.
for everything. Not even most
Here, what were looking for is Privilege. Determining
things.
Privilege determines who gets to narrate the outcome of
the risk.
Roll dice for the important
things.
110
CHAPTER 4
If you beat the target number, you get to determine how
What Are My Chances?
your character succeeds or fails. If you dont, the Narrator
When you take a risk, you
gets to say how your character succeeds or fails.
may be asking, What are my
Let me say that again a different way so you get the
importance of this distinction.
chances of success? Take a look
below and youll see the percent
chance of success of rolling a 10
When you roll dice, the outcome does not determine
based on how many dice you roll.
success or failure. The outcome determines who gets to
1 die: 0
say what happens: the player or the Narrator.
2 dice: 17%
3 dice: 50%
If you roll ten or higher, you determine the how, when,
where and why of your characters success or failure. Yes,
4 dice: 90%
5 or more dice: almost certain
you can intentionally cause your character to fail.
If you do not roll well, the Narrator gets to say what
happens. He may say your character succeeds. He may
say your character fails. Either way, he determines the
outcome of the risk.
STYLE POINTS
Style is the true engine of this game. You want Style points. How do you earn them? How
do you spend them? How do you bank them? (Bank?) Lets talk about that.
EARNING STYLE
For the ven, amboyance and panache is everything. Grace under pressure. Pomposity
and presumptuousness. In a word: Style.
The ven call this sushana, but for the sake of rules, well just use the English translation.
Your character has Style Points. You want Style Points. As many as you can get. You earn
Style with condence and air. By being all that you can be. By being ven.
Ven are dramatic. You get Style.
Ven dont read other game books at the game table. You get no Style.
Ven are tragic. You get Style.
Ven dont answer their celphones during the game. You get no Style.
Ven fall in love. You get Style.
Ven dont argue about rules with the Narrator. You get no Style.
PRIVILEGE | STYLE POINTS
RISK
111
Ven declare duels at the drop of a hat.
You get Style.
I think you get the point.
Ive got more information about
When we resist temptation,
we rob its strength.
Style in the Player chapter. You can read
about it there.
SPENDING STYLE
Now, youve got a ton of Style on your character sheet. How do you use it?
Youve already bumped into a couple of uses. Aspects, for example. Theres a
comprehensive list at the end of the book for all the ways you can spend style, but for this
chapter, what you need to know is this:
In order to tag or compel another characters Aspects, you must use a Style Point. Go
ahead and just give your Style Point to that player. It belongs to them now.
If someone tags or compels one of your own Aspects, you get a Style Point.
Also, each Aspect can only be invoked once per adventure. In order to invoke it again
(second invoke, third, fourth, etc.), you must spend a Style Point.
The book has tons of other ways to spend Style, but each chapter will deal with
those circumstances.
BANKING STYLE
Your ven can carry as much Style as he wants, but he cannot keep all of it between
adventures. Each game session, your ven may only bank ve Style. Thats it, no more.
Just ve Style.
That means every game session, you start with the amount of Style you banked from
the last session. If you banked three Style, you start with three Style. If you banked four,
you start with four.
There are ways to bank more Style. The ven bank Style in the cool, keen items they
carry with them. That wide-brimmed hat, those knee-high boots, that great sword. All
these things allow you to bank additional Style. The hat can bank 2 Style, the boots can
bank 1 and the sword can bank 3. Thats six additional Style, allowing you to carry up to
11 Style to your next game session.
STYLE POINTS
112
CHAPTER 4
TAKING A RISK
STEP 1:DECLARING INTENTION
With that in mind, lets go
Whenever your character takes a risk, you must rst
through the act of taking a
declare the intention. If you succeed in your risk,
risk step-by-step.
you say if you get your intention. Usually, intentions
begin with the phrase, I want Thats very tting
STEP 1: DECLARING
INTENTION
for the ven: always thinking of themselves.
This is where you say what
I want to jump across this rooftop.
you want your character to
I want to sing a beautiful song.
accomplish.
I want to sneak across the dark room without
Here are some example intentions:
bumping into anything.
STEP 2: GATHER DICE
I want to know more about this breed of ork.
Next, you gather dice from
I want to lift this burning beam off my friend.
your character sheet (and
other places).
STEP 2: GATHER DICE
Whenever your character takes a risk, you can get
STEP 3: RESOLUTION
dice from a lot of different places: Your Name, your
Finally, you roll the dice.
House, your Virtues, your Aspects, your Devotions.
If you beat a ten, you get
A lot of different places to get dice. Lets take a look
Privilege and may narrate
at all the places on your character sheet you can get
the outcome. If you dont,
dice and the proper way to get those dice.
the Narrator gets Privilege
and narrates the outcome.
Lets take a look at all
Remember: you are the ven. Obsessed with ritual.
This is a roleplaying game. The roleplaying doesnt
stop when you pick up dice.
three steps in detail.
YOUR POOL
All the dice you can gather together for a single
risk is called your pool. Well be referring
to your dice pool a lot in this chapter.
It is said that at the beginning of everything,
Fate and Chance threw dice to see
who would govern the world.
Fate knew the outcome,
but Chance threw the dice.
TAKING A RISK
RISK
113
DECLARE YOUR NAME
You may declare your characters Name. You do this by stating, My Name is (insert your
characters Name here). You may only do this if the Names meaning is appropriate to the
risk. If your Name does not apply, you may not declare it.
Declaring your Public Name adds one die to your pool for overcoming the risk.
Your Family Name already gives you a bonus die: thats why we added one rank to
your Family Virtue.
If you use your Secret Name, you must announce it. Make it Public. Using your Secret
Name for risks gives you three bonus dice. But anyone who sees you use it knows it.
For example, Sharas Name means veiled rose. If Shara is trying to keep or learn secrets, her
Name is appropriate to the risk.
Im not telling you her Secret Name.
ASSERT YOUR VIRTUE
You may also assert one Virtue per risk. You may not use more than one Virtue per risk.
In other words, you cannot be Strong and Courageous, Beautiful and Cunning. One and
only one.
Asserting your Virtue adds a number of dice to your pool equal to the rank of the Virtue.
If your Strength is 3, add three dice. If your Beauty is 4, add four dice.
If the Virtue in question is your weakness, you cannot add any dice to your pool from
your Virtue. You may add dice from Aspects or other bonuses, but not from your Virtue.
INVOKE AND TAG ASPECTS
You may also invoke and tag Aspects for bonus dice.
As you may have guessed, you must announce I invoke, or I tag.
If you invoke one of your own Aspects, your pool gains three dice.
If you tag another characters Aspect, your pool gains two dice.
Remember: invoking an Aspect for the rst time (this game session) is free, but each
subsequent time, it costs you one Style. Also, tagging and compelling another characters
Aspects costs one Style. Finally, if someone tags your Aspect, you gain a Style at the
resolution of the risk.
TAKING A RISK
114
CHAPTER 4
You Only Get One
For any single risk, you may not invoke more than one Aspect and you may not tag more
than one Aspect. In other words, you cannot invoke two Aspects for a single risk. Also,
you may not tag two Aspects for one risk.
One invoke. One tag. Thats all you get.
Free Aspects
Now, there are such things as Free Aspects which let you break this rule.
Any Free Aspect allows you a tag or invoke that does not count toward your one tag
and invoke limit.
For example, Injuries are Free Aspects: they do not count toward your single tag and/or invoke.
Youre in a duel. Youve tagged an opponents Reckless Fighter Aspect for two dice. You cannot tag
any more Aspects unless they are Free Aspects. But look! Your opponent has an Injury on his leg. (You
just gave it to him.) A rank 2 Injury. You give him a Style and tag it for two bonus dice.
OTHER DICE
You may nd ways to get more dice. Romance, Revenge, sorcery. Youll nd them
throughout the book.
STEP 3: RESOLUTION
Now, its time to determine if you or the Narrator will narrate the outcome.
Roll your dice.
If the total of your roll is equal to or greater than ten, you get to say Yes, I got my
intention, or No, I did not get my intention.
You may be as clever or creative as you like, but you cannot embellish your answer with
additional details. Either Yes, or No. You can say why your character succeeded or
failed, but when you do so, you cannot use any conjunctions or disjunctions.
In other words, your narration of the risk cannot include words like: for, and, nor, but,
or, yet, and so.
(Otherwise known as FANBOYS. Thank you, Mario.)
The Narrator has the same rules. When he narrates the outcome of your risk, he cannot
elaborate, either.
TAKING A RISK
RISK
115
EFFECT
Dead-On Ten
When you gain Privilege, your Yes or No
Some Narrators may want to employ this
counts as one Effect. That is, you can determine a
optional rule. If a player rolls exactly ten,
single Effect in the outcome.
they get their intention, but not all of it.
I want to jump across the rooftop.
Something has gone wrong.
One Effect: Yes, I made it.
This allows the Narrator to use
I want to know if Lady Shara is peeking at me
when Im not looking.
narrative control to twist a successful
outcome into something different. This
One Effect: Yes, she is.
is not a caveat to allow the Narrator to
I want to give you an Injury.
turn success into failure. The player just
One Effect: Yes, I gave you a rank 1 Injury.
didnt get exactly what he was expecting.
A single Effect allows you to inuence one
Remember the monkeys paw? Yeah.
element of the outcome. Just one. Yes or no.
Something like that.
But you can gain additional Effect. Well talk
about that in just a moment.
AND THATS IT!
Thats simple risks. You now know the basics for how to determine Privilege. Its a little
strange for players familiar with roleplaying games, but for players who are new to the
idea, they catch on pretty quick.
And so, with that in mind, lets talk about complications.
WAGERS
Wagers are the real backbone of the system. They make the game fun.
Usually, when your character succeeds, he has one rank of Effect, or 1 Effect. But there
is a way of increasing the Effect of your success. We do this through wagers.
Consider. About to roll for a risk, you look at your pool. You can easily beat the risk.
Youve got seven dice. Using four is a safe bet. Five is an almost guarantee. So, what do
you do with those extra dice?
You wager them. Set those extras aside and roll the rest.
Setting dice aside before your roll is called wagering dice. A wagered die does not
get rolled with your other dice. If you beat the risk, each wagered die adds to the Effect of
your success. Each die adds one Effect.
TAKING A RISK | WAGERS
116
CHAPTER 4
BONUS EFFECT
If you make a wager, you get bonus effect. Bonus effect usually
leads to more Style points, but it can also be used to take
narrative control of a scene and provide additional details.
The Wager Golden Rules
Yes, this means the players tell the Narrator whats happening
You cannot use a wager
in the scene. Wagers give everyone the opportunity to be the
to contradict a previously
Narrator, to be in charge, to add to the collective narrative.
established element of the
scene. You cannot use a
A SIMPLE RISK EXAMPLE
wager to say, No. You can
For example, my buddy Sam is playing Baron Xvynnen. The
only use wagers to say Yes,
Baron just got caught in a precarious situation: hes in someone
and or Yes, but You
elses bedroom after appropriate hours. Hes racing across the
cannot simply negate another
rooftop and nds he wants to jump from one rooftop to the
persons wager. Wagers are
other. The Narrator tells the Barons player, You need to
used to add elements to a
take a risk. That means rolling dice.
scene or to dene undened
After looking at all his appropriate traits, Sam can roll
elements of a scene. Youll
seven dice. Rolling seven six-sided dice makes beating that 10
see how they work in the
target number a little too easy. Sam decides to make his effect
samples below.
even more spectacular so he wagers some dice.
You cannot use a wager
Wagering dice means he sets a number of dice aside from
to get a free risk. Any action
his roll. He doesnt get to add them to his total. Hes betting (or
that would require a risk
wagering) he can beat the 10 with fewer than the dice he has.
cannot be accomplished with
Remember: Sam has seven dice.
a wager. That requires an
To beat the target number (which is always 10), he could
additional risk.
You can convert every two
roll as few as two dice of his seven dice and make the target
number, giving him ve dice to set aside: ve wagers. But
wagers into a Style point.
thats a little too risky. He decides to roll four of his seven
Well talk about Style in a
dice and leave three aside for wagers.
moment.
He rolls his dice. 1, 2, 3, 5. Thats an eleven. He rolled higher
than the target number, so Sam gets to decide if his character
succeeded and how it happens. If he had rolled 9 or less, the
Narrator gets to narrate the success or failure of his risk.
WAGERS
RISK
117
One more time. If you roll ten or higher, you have Privilege: you decide if your character
succeeds and how he succeeds or fails. If you roll nine or less, the Narrator has Privilege: he
narrates the outcome.
Now, remember Sam set some dice
Using Wagers: How Much Can I Say?
aside? Out of his seven dice, he set aside
When you make a Cunning or Wisdom risk,
three of them. That gives him three bonus
exactly how much can you say about a scene?
Effect. Because he rolled 10 or higher, he
Success allows you to say how your risk turns
gets to narrate whether or not his character
out: success or failure. Wagers allow you to
gets his intention, but each wager gives
say additional facts about the outcome.
him one bonus effect for a grand total of
By making a Cunning risk, you can
four Effect.
One free Effect for beating the risk, plus
one bonus effect for each wager.
He can now use his additional effect
for well, additional effects. Heres how
he uses them.
1 Effect (free for rolling 10 or higher):
I fall short of reaching the other side.
answer yes or no. Wagers allow you to
give additional facts. For example, a player
of mine entered a dark room. He asked, Is
there anyone else in here with me?
I answered, I dont know. Make a
Cunning risk.
The player does and gains Privilege. So,
I ask the question back to him. Is there
2 Effect: And, I land on a balcony.
someone in the room with you? He
3 Effect: And, the balcony opens to
answers
Lady Beatrixs bedroom.
4 Effect: And, she offers me safe
passage.
Remember, success gives you 1 Effect.
(risk) Yes, I see a hidden assassin,
(wager) and it is a woman,
(wager) and I recognize her from the party,
(wager) and she is Blooded of the Bear.
Thats free. You dont need to spend your
Again, if you succeed a risk with three
wagers to narrate your success or failure.
wagers, that allows you to say four things.
You get that for free because you beat the 10.
One for your success and one for each wager.
With that one effect, Sam lands successfully
on the other rooftop.
Additional details (I land on a balcony,
Lady Beatrix, and safe passage) are
from his wagers.
WAGERS
118
CHAPTER 4
Risks without Wagers
USING WAGERS TO ADD DETAILS
Sometimes a risk just doesnt justify wagers. Its
Notice how Sam used one of his wagers
a binary question. Did your character succeed
to add a detail to the scene. And theres
or did he fail? There isnt any Style to be gained,
a balcony...
there arent any details to be added. Just a simple
You can use wagers to add elements to
any scene. Of course, these elements have
question. Did you succeed?
If there are no wagers, there is no risk. The
to make sense within the context of the
Narrator narrates the outcome. If the outcome of
scene. Were not going to use this rule to
an action is that important to you, spend a Style.
make ourselves look cool at the expense of
The Narrator will let you narrate the outcome.
everyone elses enjoyment. Right?
Right.
CONTESTED RISKS
Sometimes you have to roll dice against another character. This is a contested risk. Follow
these steps for a contested risk.
STEP 1: INTENTION
First, both players announce their intentions.
because it is appropriate to the risk. The
This can be as simple as I want to trick
defending player can either make the same
you, and I dont want to be tricked.
announcement, drawing dice from his own
One character is the acting character. Name or pass.
The other is the defending character. This
Then, the acting player announces, I
should be pretty easy to gure out. The
have Wolfs Prowess. The defending player
character acting against another character
can either announce dice from his own
is the acting character. The character
Virtue or pass.
trying to defend himself against the acting
character is the defending character.
Then, the acting player invokes an
appropriate Aspect, followed by the defending
player, spending Style if necessary.
STEP 2: GATHER DICE
Acting and defending players may then
Second, one by one, each player announces
tag Aspects if they wish, spending Style
a source of dice until both pass.
points if necessary.
The acting player goes rst, announcing
This goes on and on, each player
where he is pulling dice from, followed by
announcing a source of more dice, back and
the defending player.
forth. If a player cannot add more dice to
For example, the acting player announces
his Name, gaining dice from his Name
his pool, he passes.
If both players pass, the gathering dice
step is over.
WAGERS | CONTESTED RISKS
119
RISK
STEP 3: WAGERS
STEP 5: RESOLUTION
Third, both players make wagers in secret.
The winner and loser then use their wagers
This is pretty straight-forward. Each
to manipulate the outcome of the risk.
player secretly sets aside a number of dice
The winner gets his intention and
equal to the wagers they want to make
narrates the outcome of the risk, using the
for this risk. Then, the players show their
usual rules.
wagers together.
The winner then determines who will
use the rst wager. He may decide he wants
STEP 4: ROLLING
Both
players
roll
simultaneously,
to use the rst wager or he may allow the
loser to use the rst wager.
announcing their totals. Check to see if
Each player spends one wager at a time.
both players rolled above a 10. Then, check
The winner, the loser, the winner, the loser.
to see which player rolled higher.
Or vice versa.
If both players do not beat a ten, the
Narrator narrates the outcome.
The player who rolls higher is the
winner of the contest. The winner gets
Privilege.
This goes back and forth with each using
one wager at a time, each using narrative
and impromptu skills to outdo the other.
If neither the active character nor the
defending player beats 10, the Narrator
The player who rolled lower is the
tells both of them what happened. He has
loser of the contest. The loser does not
narrative control. And theyre probably
get Privilege.
both in a lot of hurt.
If both players beat the risk (10),
the loser only gets half his wagers,
rounded up.
If either player does not beat a ten, he
cannot apply any wagers at all.
Careful readers will note that the active
character can end up the loser which makes
Ties
That all important question.
How do we resolve ties?
Whoever has the most dice
(including wagers) wins.
the defending player the winner. Acting
Or, you can ask everyone
and defending have nothing to do with
involved, How much Style are
winning and losing. Winning and losing has
you willing to give up to win?
everything to do with who rolls highest.
CONTESTED RISKS
12
CHAPTER 4
A CONTESTED RISK EXAMPLE
Again, we have Baron Xvynnen, but this time, hes trying not to be seen. He snuck his
way into Shara Yvarais private quarters looking for a letter he can use to blackmail the
Baroness. Halfway through his search, the Baroness unlocks the door and steps inside.
Does she catch him? Its a contested risk.
First, both players declare their intentions.
Sharas playerthats medeclares that I want Shara to nd the Baron.
Samthe Barons playerdeclares that he does not want Shara to nd him in the room.
Second, gather dice.
Both of us add up our appropriate dice. Then, each secretly chooses how many wagers
they are going to make.
Counting Sharas dice.
This is a contested Cunning risk.
I tell the Narrator that Sharas name means veiled rose. Secrets. He gives me one die
for my Name.
Sharas Cunning is 3. That gives me three more dice. Four so far.
Finally, my Aspect: You Cant Hide from Me. Three more dice. A total of seven.
I have a total of seven dice. I secretly set aside three for wagers.
Sam has ve dice. He secretly sets aside one wager.
Then, we both reveal our wagers at the same time.
Third, roll dice.
Finally, each player rolls their dicewagers set asideand we see the results.
Sharas roll: 2, 2, 4, 6 = 14.
Xyvnnens roll: 1, 3, 3, 5 = 12.
I rolled higher than Sam did, so Shara sees the Baron hiding in the shadows. I get my
intention and Sam doesnt get his. As the winner, I get to use all my wagers. As the loser,
Sam only gets to use half (rounded up). Sam made one wager. Half of one wager is one
half. Rounded up, thats one wager.
CONTESTED RISKS
12
RISK
Finally, Privilege.
Sharas intention was that she see the Baron. She does.
Now, I say who spends their rst wager. It could be me
If Im the defeated in a
contested risk and I beat ten
with no wagers, do I get any say
or Sam. Sam has only one wager and I have two. I decide
in the outcome?
that Ill spend mine rst. That means Sam will spend his
No. The defeated gets nothing
second and Ill spend my last wager third.
if he made no wagers. More
Using my wager rst, I can now narrate one fact
merciful groups may wish to
about the scene. A fact that cannot contradict any of the
amend this rule giving the
previously established facts.
defeated at least one effect if
I tell Sam, You are not hiding by any windows.
she beats ten, but I wouldnt.
Now its Sams turn to use a wager. He cannot contradict
Never give your enemy anything
anything that has been previously established. Because
but the sharp end of your knife.
neither Shara nor the Narrator has established this fact,
Sam adds, You are not carrying a sword. Thats his one
Is this a fair Effect? I recognize
and only wager (and he used it very well).
the assassin as a female,
Shara uses her second of three wagers. But I am
Blooded of the Bear from the
carrying a knife. I did not contradict a previously stated
party. I established 4 facts but I
fact. Sam said Shara was not carrying a sword, not a knife.
didnt use any of the FANBOYS
I have one more wager to use. How I use it will inuence
conjunctions.
the rest of the scene. I spend her last wager, saying, And
You are breaking the Wanker
one of my guards, just outside the door, asks if everything
Rule. Bad form. Wagers establish
is all right inside.
one fact. Just because you didnt
Shara hears the guard and smiles. Yeah, Sams screwed.
use any conjunctions doesnt
mean you arent trying to abuse
LYING
the rules. Dont do it again.
Two important rules.
You can lie about how many dice you can gather and
you can lie about your roll.
If were helping each other on a
risk, is that a contested risk?
Thats right. You can lie.
Yes. All risks involving two or
Let me explain.
more characters are contested
risks. It gives your allies an
opportunity to use their wagers
as weapons.
CONTESTED RISKS
12
CHAPTER 4
Gathering Dice
Spending Style
So, you can lie about your dice. You can lie about whether
Heres another option. If you
or not your Name is appropriate. You can lie about how
think an action is important, but
many dice your Virtue gives you. You can lie about your
not a risk, perhaps the player has
Aspects. You can lie about how many dice you have as
to spend a Style pointto narrate
long as your lie is not greater than the number of dice you can
the outcome. Putting that choice
actually roll.
in the players hands asks, How
important is this?
In other words, if you dont want to reveal that your
Name is appropriate to stealth risks, you can say, My
Name is not appropriate.
Is it worth a Style point?
This option not only asks that
important question but also
If your Strength gives you four dice and you say, I get
three dice from my Strength, thats not cheating.
If you have an Aspect appropriate to convincing young
gives you an alternative way of
husbands to leave their wives, you can omit that fact in
determining a risky outcome
any appropriate risk. You just dont take the dice.
without rolling dice. Sometimes
difcult choices require sacrice.
You can lie about the dice you gather as long it is a
detriment to you. As long as you are rolling less dice than
you should.
Why would you do this? Think about it.
Your Roll
If we all want to make a wisdom
risk to establish facts about
You can lie about how high you rolled as long as your lie is
something, is that a contested
not greater than your actual roll.
risk even if we are doing it
In other words, if you rolled a 25, you can say you
together?
rolled a 17, a 7, a 4, a 22, or any other number as long as
Yes. All of you, one wager at a
that number is not greater than 25.
time, get to dene the world.
Once you lie, however, that number stands.
Why would you do this? Lots of different reasons but
Ill let you nd those out on your own.
EXAMPLE RISKS
Many players may be more familiar with a different kind of task resolution system where
the skill list is laid out explicitly for the players, giving them a choice of what their
character can doas opposed to who their character is.
For those, Ive included a list of skills along with a short suggestion of how a particular
risk may be accomplished using Virtues and Aspects. Enjoy!
CONTESTED RISKS | EXAMPLE RISKS
12
RISK
ACROBATICS
On the other hand, knowing the value of
Acrobatic twists and twirls are no doubt
a piece of valuable art falls could fall under
acts of pure Strength. Acrobats train their
the auspice of Beauty. After all, studying
bodies for years to perform complicated
Art teaches you how to appreciate Art,
feats of balance and timing all the while
knowing the worthless from the priceless.
making it look as easy as falling off a log.
A true artist would also be better
Of course, if a character has the acrobat
able to differentiate between craftsmanship
or ballerina Aspects, he could add dice to
and inspiration. Aspects such as Sculptor
this kind of risk.
or Painter would be appropriate for such
At the same time, a feat of acrobatics
a risk.
could be considered a work of Art, and
that would make it fall under Beauty. This
CRAFT
all depends on the intent of the acting
Creation almost always falls under the
character. Is the intent to create Art or to
auspice of Beauty. Woodworking, sculpting,
leap as far as possible? Intent solves these
painting even the act of making a
questions. Beauty is for aesthetic purposes.
functioning cart could be called an act of
So, for leaping across a rooftop with guards
Beauty. Of course, having the right Aspects
behind you, Beauty will not help you, but
helps a great deal. A blacksmith cannot
Strength will.
apply what he knows to painting, nor can a
Likewise, a Strong ballerina with no
painter apply what he knows to architecture.
Beauty will leave a lasting impression on
Sure, some knowledge is universally useful,
the stage one to follow her like a brooding
but were not talking about simplicity here.
shadow for the rest of her life.
Were talking about secret knowledge.
Best for an acrobat to be both Strong
Oh wait. Did I say secret knowledge?
and understand the subtleties of Beauty.
Wisdom can also come into play here,
Best to cover all your bases.
especially when dealing with things like
architects, shipwrights, and other craftsmen
APPRAISE
One ven wants to sell, another wants to buy.
who keep the skills and tools of their trade
deep secrets.
Who gets the better deal? Of course, this
Again, much of this falls on intent. Is
involves maneuvers and craftiness, so well
the intent to create something beautiful or
be using our Cunning for this kind of risk.
something lasting? Beauty fades. Wisdom
Outthinking the other, verbal maneuvers,
grows stronger with age.
thrusts and parries. Thats Cunning.
EXAMPLE RISKS
12
CHAPTER 4
DECIPHER
DISARM TRAP
The ven love codes and ciphers. Use them
If you want to keep secrets, you have to
all the time. Passing messages back and
put them in dangerous boxes. Bit of ven
forth. Those little pieces of paper carry
wisdom for you there. No crime in using
secrets bigger than any box can hold.
poison to protect secrets. The victim
Uncovering the secret of a cipher could call
should have been smart enough not to
upon Cunning. After all, a code is only as
get caught. Disarming a box armed with
clever as the ven who wrote it.
menace is directly interacting with danger.
Then again, it could utilize Wisdom.
A man who knows many codes could
One could say that would require a fair
degree of Prowess.
recognize a trick hes seen before. Because
Of course, dealing with traps also deals
hes so familiar with so many, solving
a lot with Wisdom. Knowing your enemy,
another is just a walk in the park.
knowing his ways, knowing the way he
Having an Aspect Secret Tongues will
thinks. Knowledge is a deadly weapon, but
certainly give you bonus dice in this kind
like most weapons, it is only deadly when
of risk.
applied correctly.
DIPLOMACY
DISGUISE
The Art of Diplomacy. The words almost go
Paint on the face, dye in the hair, a slouched
together, dont they? We all know the Art
shoulder, an altered voice. Creating a
of crafting a speech, the Art of delivering
different persona and maintaining that
a speech, the Art of improvising around
persona through scrutiny well, were
mistakes yes, watching a skilled speaker
talking about creating. That means were
do what he does best is a thing of Beauty.
talking about Art. That means were talking
But crafting the speech that requires
about Beauty. The set of skills an actor uses
Cunning. Debate and deliberation between
on the stage is the same set of skills a spy
breaths. One must have his wits about him.
uses when he inltrates an enemys castle.
Diplomacy calls for thinking on your feet,
Of course, Cunning is also useful.
recognizing the wants, needs and fears of
Manipulating perceptions, dodging the
your opponent and audience. The feint
wrong questions, putting the suspicious
within the feint.
at ease. This is an act of pure Cunning.
Of course, a few Aspects may help. Actor,
troubadour, performer. Something along
those lines.
EXAMPLE RISKS
12
RISK
ESCAPE
Wrists tied with ropes, arms pulled behind
Of course, it also takes a good deal
of Cunning.
your back. Nowhere to move. All youve
Then again, it also takes a good deal
got now is Strength. The strength in your
of Wisdom to know the difference between
muscles, the strength in your bones, the
whats news and whats just prattling,
strength in your tendons, the strength in
chattering drivel. The word choice is up
your heart to ght the pain screaming in
to you.
your joints. All that takes Strength.
HIDING
I really cant think of another Virtue
here. Sometimes, you just have to rely
Call it stealth, subterfuge or skullduggery.
on Strength.
Sneaking around without being seen is one
of the worlds oldest and most important
FORGERY
skills. Cunning is the ability to see the feint.
More deception, more duplicitous action.
Its also the ability to obscure your motives.
Youd think were on a trend or something.
And your movements.
Cunning works here, but then again, so
Of course, remaining completely still
does Beauty. Cunning for the feint and
while hanging upside down, a knife in
Beauty for the dexterous calligraphy skills.
your teeth and a drawn bow in your hands,
Youd think were on a trend or something.
waiting for the exact moment to let your
grip go that has at least something to do
GOSSIP
with Strength.
Otherwise known as Gather Information.
Of course, that sounds like VCR instructions,
INTIMIDATION
so lets go with something a bit more sexy.
Were going to talk about handling verbal
Like gossip. If that doesnt tickle your fancy,
duels in a moment or two (look in the
perhaps youll prefer scandal, hear-say,
Violence chapter), but for the purposes of
nattering, blather or tittle-tattle. (Thank
this chapter, lets just say that the way you
you, Mr. Roget.) Either way, its nding
choose to intimidate someone determines
out things other people dont want you to
what kind of Virtue youd call upon.
know through the Art of conversation.
A physical act of bullying would
One could make an argument that devising,
probably call on Strength. A more subtle
creating, crafting and delivering the right
approach would involve Cunning. Of
kind of information (or misinformation) then
course, avoiding an intimidation attempt
dropping it with complete and unobtrusive
would probably involve a bit of Courage.
nonchalance is an Art.
EXAMPLE RISKS
12
CHAPTER 4
SORCERY
weapon. Cunning to hide yourself and the
Some might call this spell craft. Of course,
horse as orks march by. Courage to face
only an unsophisticated, uncouth peasant
down a charging horse while on foot without
would use the word spell. We know this
succumbing to the perfectly reasonable
because a sorcerer doesnt cast spells; a
temptation to jump out of the way.
sorcerer performs rituals.
Recognizing the effects and trappings of
SEDUCTION
a ritual is Wisdom, of course. Then again,
Whats more Beautiful than a well-planned
if you want to perform a ritual with Style
seduction? Arranged and orchestrated
and panache, stunning the participants
with the utmost care and attention to detail,
into a solemn silence, that would probably
seduction is an Art. Of course, gaining the
involve Beauty. And hiding a ritual
information necessary to nd the necessary
from others, performing it in plain sight
details is Cunning. Knowing the right and
without others noticing, would involve
proper order to put things is Wisdom.
some sort of Cunning.
Defeating your targets lover in a duel takes
a good deal of Prowess. Ill leave the proper
RIDING
use of Strength to your imagination.
Strength to hold on, Strength to control the
horse, Strength to control its movements.
SWIM
Beauty to make it look good. Wisdom to
Ah, swimming. When it comes time to
know the horses breed, age and other
spend skill points, everyone overlooks this
details. Prowess to attack from the horses
one. Why? Because nobody ever needs it.
back or even to turn the horse from tool to
Trust me, in Shanri, youll be using it.
Of course, this is Strength. Strength
to keep your head above water, to ght
against the undertow, the ght against the
I never relied on hope. I never stopped
believing my destiny is in my own
hands. I never learned to surrender.
Do the things you know you cannot do.
ow of the water. You can certainly make
swimming look pretty and Im sure some
degree of Courage is necessary when facing
the real possibility of drowning.
Do yourself a favor. Find a way to get
an Aspect that involves swimming. Youll
thank me later.
(Thats for you, Jess.)
EXAMPLE RISKS
12
RISK
BASIC DICE
GETTING DICE
Items
Here are all the usual sources of dice. You
Items can also get you bonus dice, depending
should be able to gain these dice for just
on the rank of the item.
about any risk (if appropriate).
Romance & Revenge
Name: 1 die
If your character is involved in a Romance
If your Name is appropriate to the risk, you
or a Revenge (or both), you may gain some
gain one die.
bonus dice.
Virtue: dice equal to the rank
Sorcery
If your Virtue is appropriate to the risk,
Some
sorcery
you gain a number of dice equal to the
bonus dice.
rituals
also
get
you
Virtues rank.
Tag Another Characters Aspect: 2 dice
Invoke Your Aspect: 3 dice
If you know your opponents tag, and it is
If your Aspect is appropriate to the risk,
appropriate to the risk, you can spend a
invoke it for three dice.
Style point and tag it for two dice.
BONUS DICE
You can gain additional dice from other
sources as well.
Tag the Scene
You can spend a Style point to give the
scene itself an Aspect that may be tagged by
the players and Narrator. You must spend
Injury
two Style points to create an Aspect that
If your opponent has an Injury, you can
can be tagged for two dice (because tagging
spend a Style point and tag that Injury as
an Aspect always gets you two dice). Like
a free aspect to gain bonus dice equal to the
any other Aspect, you have to spend a Style
Injurys rank.
point to tag it.
GETTING DICE
12
VIRTUES
VIRTUES
IX VIRTUES. EACH ASSOCIATED WITH A HOUSE.
HOW DO WE USE THEM? AFTER ALL, NOT ALL
OF THEM ARE SO STRAIGHT-FORWARD. LETS TAKE A
No Virtue is learned quietly
and without a scar.
MOMENT AND LOOK AT HOW YOU CAN CALL ON EACH
VIRTUE FOR DICE.
BEARS STRENGTH
The Bears Secret: He knows his mind gives up before
his body does. He ghts the cold of Winter with his own
breath. He doesnt only ght the wolves who want his cubs,
It was the Winter that
gave Bear his Strength.
he ghts the the world that tries to kill him.
Strength is more than just muscle. Strength is blood and bone. Speed. Precision.
Every physical risk is a Strength risk.
A Bear can jump because his legs are strong.
A Bears reexes are fast because he exercises them.
A Bears hand-eye-coordination is sharp because he practices.
Every physical risk is a Strength risk.
No weapons? Hah. The Bear knows better. Your hands are weapons. Wrestling.
Punching. Breaking bones. That is Strength. Not a fancy sword. No maneuvers or feints
or ripostes.
Head butts. Breaking thumbs. Twisting ankles. Thats Strength.
The Bear teach their children this from a young age. From the moment they can
understand. Only the fool thinks Strength cannot save you. In the mountains, when the
wind comes calling like a spectres song and you havent eaten for days and you cannot see
further than your own nose through the wind and snow your sword cannot save you.
Your cunning cannot save you. Your art cannot save you. Your books cannot save you.
The only thing that will save you is Strength.
Use Strength for any physical risks. Any physical risks that dont involve putting a
weapon in your hand. That includes long-distance running, jumping, climbing, breaking
through doors and windows.
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CHAPTER 5
ONLY COWARDS BELIEVE IN IMPOSSIBLE
Use wagers in Strength risks to add to your physical ability. Dont just leap across a
rooftop. Leap across the rooftop, grab the wind vane, swing down into a lower balcony
and roll through the open glass doors. Then, introduce yourself to the young woman there
and enjoy the rest of the evening.
Strength wagers do not allow you to use weapons better. Thats Prowess, not Strength.
Breaking weapons, on the hand thats entirely different.
ELKS CUNNING
Seeing the plan within the plan within the plan.
Do not judge a man by his
company, but by those
who seek to ruin him.
Putting together disparate facts, thinking on your feet,
spotting the important details this is the Secret of the Elk.
Knowing what to see and what to ignore.
Use Cunning when looking for details. When trying to
spot the hidden assassin. When trying to see what others
do not want you to see.
Likewise, use Cunning when you want to hide the truth from others, when you want to
confuse, disguise and cloak your intentions.
THE FEINT WITHIN THE FEINT
(Fair cop. I stole that line from Frank Herbert. All hail and praises unto him.)
Cunning risks open the opportunity for additional details and clues. For example, if
you enter a room where a murder took place, the Narrator will probably ask you to make
a Cunning risk to see how many facts and clues you can pick up.
Now, in most roleplaying games, this means rolling to nd the Narrators clues. No so
here. In this case, you determine what the clues are, and you do it with wagers.
Walk into a room and announce youre looking for clues. Take the risk, rolling against
10, as usual. Privilege lets you nd the clue and wagers give you additional clues.
Each wager puts the narrative in your hands. If you want a clue to lead to a particular
NPC, you can nd one. If you want a clue to lead away from a particular NPC, you can
nd one. If you want to nd a clue that throws everything out the window well, just
remember the Golden Rule: you cant contradict something thats already been established.
You cant say No, you can only say Yes, and or Yes, but
Now, when I say nd clues, I truly and honestly mean nd clues. Because right now,
I hear a bunch of players saying, But wont that mess up the Narrators plot?
ELKS CUNNING
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13
VIRTUES
See, look how youre being responsible! Thats so cute. And we Narrators really do
appreciate it. But dont worry about the Narrators plot. Honestly. Ive got him covered
in the Narrator Chapter. Go ahead and throw stuff in. If the Narrator really wants to, he
can veto a wager. But, he wont do that. Not unless you come up with something really off
the wall.
No, your Narrator wants you to nd stuff he didnt count on. Stuff he never counted on.
This is cooperative storytelling. You can make stuff up. Honest you can.
By the way, Cunning wagers do not allow you to know additional details, only nd
additional details. Knowing things is Wisdom, not Cunning.
EXAMPLE OF USING CUNNING WAGERS
You walk into a room at a party, looking for a little privacy with that handsome Blooded
of the Bear, when you stumble on a body. Blood. An open window.
Your intention is to nd clues.
You roll dice and make wagers. Cunning. You end up with three wagers. The Narrator
says, You nd evidence. That was your intention, so hes giving it to you for free. What
you nd is entirely up to you.
All right, so lets look at the scene. Were in a room, but we dont know what kind
of room yet. You can use a wager to determine if that room is the library, the study, or
perhaps the conservatory. And another wager could nd that secret passage behind the
rose bushes.
The window is open. You know that much. Cant contradict that with a wager. But the
Narrator did not say what was behind the window. A balcony? A walkway leading around
the back of the building? A stairwell down to the garden maze? Whats down there? A
wager could tell you.
A body. The Narrator didnt say if the body was male or female. A wager allows you
to establish that fact. And is the body dead? The Narrator didnt say so. Maybe just
unconscious, or suffering from a fatal wound. Barely alive, the woman (theres a wager)
tells you, Beware the Lady Mwnn That could also come from a wager.
Remember: because you beat the target number, you get your intention. Find evidence.
You get one piece for free. That was your intention. Wagers give you additional effect. So,
with this example, beating the ten gives you one clue and your three wagers give you
three more.
ELKS CUNNING
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CHAPTER 5
FALCONS COURAGE
Courage is often overlooked by the players. Ah, my character
No matter what his
other Virtues may be,
without Courage,
they mean nothing.
is as brave as I want him to be.
Not so here.
The ven are selsh creatures. Self-preservation is primary.
Now, Im not going to put a mechanic in my game that makes
your character a coward but if he neglects Courage, its going
to be harder for him to accomplish particularly dangerous risks.
Before any ven can take an action that may cause serious physical injury or death, he
must rst make a Courage risk. Jumping across rooftops, challenging a superior swordsman
to a duel, or even irting with your enemys wife. Danger. Injury. Death. Risk.
Most Courage risks are simple risks. The only thing you are competing against is your
own fear. Target number 10.
FAILURE
If you lose Privilege, you must spend a Style to perform any risk other than run away.
You have to pay to overcome your fear. Running away, on the other hand, is free.
SUCCESS
If you gain Privilege, a couple different things happen.
First, if the dangerous action you are about to undertake is not a risk, but an action (no
dice rolled), you convert your wagers into style (two wagers per style, remember). This
represents the panache with which you perform the dangerous action in question.
Second, if the dangerous action you are about to undertake is a risk, every wager you
make adds an additional die to your forthcoming roll. If you cannot use your wagers in the
subsequent action, you can convert your wagers into style as usual.
For example, Sharas been insulted by Duke Rinheld, a known swordsman of great
skill and little mercy. She has a choice. She can accept the insult or challenge the man to a
duel. The Narrator tells me doing so requires a Courage risk.
Sharas Courage is 3. I get three dice to roll against a 10. I look at Sharas Aspects and
nd nothing to help me. I get three dice.
Roll. 3, 2, 2. A total of 7.
Because I failed Shara (I didnt roll high enough), her intended next action costs me a
style point. I can opt not to spend the style point and let Shara back down, or I can spend
the style point and have Shara slap the Dukes face.
FALCONS COURAGE
3
13
VIRTUES
Terror
Another example.
Sharas been cornered by a jealous Lady Talza.
The rules for Terror can be found in the
Lady Talzas swordsman stands behind her, his
Ork section of the Narrator chapter. Sufce
hand on his pommel. The wife asks, Did you
to say, some orks are scary. So scary, they
sleep with my lover?
terrify the ven. Scares their socks right off.
Shara actually wants to tell the truth in this
Im not going to tell you how Terror
circumstance, but everyone is watching. And that
works because the Narrator will show you
swordsman is right behind the Lady Talza. So, the
that soon enough.
Narrator says, Make a Courage risk.
Again, Shara has three dice to roll. But, I announce that one of Sharas intentions in
telling the truth is breaking Lady Talzas heart. I point at one of Sharas Aspects. I Know
How to Hurt You. The Narrator admits this is an appropriate Aspect. I spend a Style point
to invoke the Aspect (because I already used it at the party once) and I get to roll six dice
instead of three. Three for my Virtue and three for my Aspect. I tell the Narrator Im using
two of those dice for wagers.
Roll. 6, 5, 4, 1. More than 10.
Question: Did you sleep with my lover?
Of course I did, Shara says. And I have to say, Ive had more difculty convincing my
butler to bring me a cup of tea.
Not only does Shara get to do what she wants without penalty, but because I can
convert those wagers into Style, I look good doing it, too.
FOXS BEAUTY
Contrary to popular opinion, Beauty is not in the eye of the
beholder. Its in the hands of the Fox.
More than any Virtue, Beauty risks generate style, but
The rose uses its Beauty
to bleed the beguiled.
the chief purpose of Beauty is creation and revelation.
Use Beauty whenever creating something awe-inspiring. Something heartbreaking.
Something to make the eyes ache with tears. A passionate speech. A moving play. A vivid
portrait. Beautys power lies in its truth.
A lie can be pretty, but only the truth holds Beauty.
Inspiring others to look where they need to look. Creating a sword that catches the
golden crimson of the morning. A gown that lets a womans splendor truly shine. This
is Beauty.
FALCONS COURAGE | FOXS BEAUTY
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4
CHAPTER 5
Cunning hides. Beauty reveals.
If you want to learn how to make incredible Art, you can nd those rules in the Seasons
chapter. But Ive listed here a couple of things that chapter does not cover.
CONTRACTS
Negotiating the details of a contract can be tricky, especially between two ven so keen on
gaining advantage.
This is a contested Beauty risk. Convincing the other party to your terms. Roll Beauty
plus bonus dice against your opponent. Winner keeps all his wagers and gets to set the
rst term of the contract. Thats free. The winner also determines who spends his wagers
rst. Then, just like any other contested risk, each player spends a wager to add a term to
the contract.
DEBATE
This was something I was holding on to until I do The Senate sourcebook, but here it
is anyway.
If two ven want to have a debate, let them go at it. Then, they make a contested Beauty
risk. Winner keeps all his wagers, loser keeps half of his.
Anyone who agrees with the winner gets a number of style points equal to the winners
wagers. Anyone who agrees with the loser loses a number of style points equal to the
losers wagers.
You can use these two mechanics to great ends, employing them in different
circumstances.
SERPENTS WISDOM
Knowledge isnt power; its a weapon. The Serpent
The world is our Enemy.
Without knowledge of its
ways, we are lost.
understand this better than any other House. How many
times have they risked having their heraldry veiled on
the walls of the Senate? Just for knowledge. Forbidden
knowledge.
More than any other House, the Serpent know the secrets of the world. Anatomical
studies of orks. Translations of tomes that would drive most ven scholars mad. Expeditions
into the darkest corners of the world.
I bear the weight of Serpents wisdom. And the scars.
FOXS BEAUTY | SERPENTS WISDOM
5
13
VIRTUES
While Cunning is the ability to see, Wisdom is the ability to know. Knowledge and
foresight. Cousins perhaps, but not twins.
THE WICKED WAYS OF THE WORLD
Whenever a question is raised about the world, you get to make a Wisdom risk. Now,
normally, youd think, Whats so risky about that? Well, honestly not much. But youll
want to make wagers anyway because each wager allows you to dene an element of
Shanri.
For example, you and your friends are out hunting and you come across ork tracks.
What kind of ork is it? Everyone looks at you and your big bad Wisdom. You roll.
Standard target number. You make three wagers. Making the roll easily, you now know
exactly what kind of ork that is. Plus, you can name four things that are true about that
particular breed of ork.
It has wings, you say.
And claws. You spend your rst wager.
And scales. You spend your second wager.
And poisonous barbs. You spend your last wager.
Of course, the rest of the party thanks you kindly for adding those details to the ork.
A few of them wonder why you didnt assign it any weaknesses. But what glory is there in
bringing down a weak and defenseless creature? None!
Wisdom risks allow you to add details to the world. Geographical details, orkish details,
sorcerous details. Just remember, wagers dont allow you to change established canon.
Add details to other nobles, invent peasant superstitions, refer to ancient mountain
keeps. Wisdom allows you to build the world. Use it.
ADDING DETAILS TO OTHER CHARACTERS
Only one caveat here. If you use a wager to add a detail to another players ven, that player
has the right to spend a style point and veto that detail.
However, if the other player accepts that detail (Yeah, that sounds cool!), the Narrator
gives the other player a style point. Good form.
Now, some players may see this as an opportunity to drain another player of his style
points.
Bad form. Dont be a wanker.
SERPENTS WISDOM
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6
CHAPTER 5
WOLFS PROWESS
In the Violence chapter, you will learn how to commit terrible
acts of cruelty, sadism and bloodshed. But here are a few
other ways to use Prowess.
All the world
is a weapon.
Call on Prowess for martial matters. Leading a small
band of men? Use Prowess to coordinate their attacks.
Looking for a castles weak spot? Use Prowess. Evaluating
a nobles personal guard? Prowess.
Now, all of this could step on Cunnings toes. After all,
Cunning is the use of guile and deception, but Prowess is
also determining advantage.
Is a man lying to you? Cunning.
Is he a capable swordsman? Prowess.
A hidden knife up the sleeve? Cunning.
Knowing to position yourself between the bad guy and
the door? Prowess.
Its a subtle difference, but an important one.
ADVANTAGE
A ven of Cunning can look around a room and nd tiny details. Important details. A ven
of Prowess looks around the room and nds advantages. Advantages other characters
can use.
Just like giving a scene an Aspect, Prowess wagers can give a room advantages. Saying
advantage is just a fancy way of saying an Aspect that gives us a martial benet, but
thats okay for us.
Use the same rules for giving the scene an Aspect, except remember these are advantages.
They must have some sort of relationship to the inevitable bloody chaos youre about
to invoke.
A sharp and heavy re poker.
A leaded glass window pane.
A handful of hair pins.
Advantages. You see them because youre trained to see them. Trained to turn tools
into weapons.
WOLFS PROWESS
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13
VIRTUES
MORE USES FOR VIRTUES
Of course, I could go on and on about how to use Virtues
in the game. Thats why I designed them the way they
are. Come up with your own uses for Virtues, your own
rules. Wagers are a great tool to turn into an even better
weapon.
And when you do nd new uses for Virtues, be sure to
drop by our forums and let us know.
Question: How would you handle a gather information
roll? Would I be a wanker to use Cunning instead of
Wisdom?
Cunning and Wisdom are close enough to be kissing
cousins, but you should not mistake one for the other.
Cunning is seeing. Wisdom is knowing.
I use Cunning when the object I want to know
something about is in the room and I have time to
examine it. Like Sherlock Holmes examining a potential
client walking into the room. Wisdom, on the other
hand, is knowing something about an object that isnt in
the room. When Holmes lists off details about the times
of trains or the various manufacturers of tweed jackets.
Thats the biggest difference. Seeing and Knowing.
MORE USES FOR VIRTUES
ASPECTS
I
N THIS CHAPTER, WE TALK ABOUT
ASPECTS. HOW THEY AFFECT THE GAME, HOW
TO TELL A GOOD ASPECT FROM A BAD ONE, AND IM GONNA GIVE YOU A WHOLE
TON OF EXAMPLE ASPECTS. BUT FIRST, A SHORT HISTORY LESSON.
A TOUCH OF FATE
Aspects were rst presented to me in a game called Spirit of the Century. Spirit uses an open
license game engine called FATE. It was written by Robert Donoghue, Fred Hicks, and
Leonard Balsera. (FATE itself was designed from another game called FUDGE, written
by Stephen OSullivan.) You can nd the open source documentation for this game at
www.housesoftheblooded.com. When I saw how Aspects worked for the rst time, I was
excited. They were the missing link in making this game, fullling one of my most crucial
goals: coupling sources of strength on the character sheet with a source of weakness.
With Aspects, a player doesnt just choose from a list of skills, he has to think about
who his character is. He has to think about where she came from, who she knows,
and what shes learned. In other words, Aspects were anything but abstract. They
represented the characters real experiences and the skills, talents an abilities she learned
from those experiences.
Thats what you should be thinking about when you create your characters Aspects.
Not just who your character is, but how it all happened, when it happened, where it happened
and why it happened.
Of course, with most RPGs, we have some sort of abstract skill system that implies these
questions, but the system itself does not put you in the position of having to ask them.
Aspects were also open for interpretation. Most RPGs clearly dene their skillsand
for good reason. Generally, gamers are rules lawyers, and in a lot of cases, if you dont tell
them clearly and concisely what a rule means, theyll argue for hours about it.
Hours.
No, more hours than that.
For example, Swordsman could mean a lot of things. It could provide bonuses for
using a sword, for recognizing ghting Styles or schools, for having contacts in different
cities. Again, providing more dimension for a character than just having an attack bonus
or a knowledge skill. The potential seemed limitless.
9
13
ASPECTS
14
CHAPTER 6
My experience with player-vs.-player roleplaying gamesand Ive played in a lot of
themmade me realize that Aspects were too open-ended for that kind of environment. In
a PvP game, every player is looking for any advantage, looking to exploit any weakness.
And, frankly, players can get damn emotional, exploiting every loophole, interpreting
vague or unclear rules to far extremes to protect their own characters and crush those they
didnt like. This is PvP after all, and theres a reason board games dont have Aspects, but
clear and concise rule sets that cant be interpreted.
Introducing Aspects to that crowd would be disastrous. I know this because Im one
of those emotional players. We need hard and fast rules for those tense moments when
characters face off for the last time. And so, I took those multi-dimensional Aspects and
turned them down a notch. I added that whole one thing rule. Aspects give you a bonus
for one thing and one thing only. I wrote that rule for all the PvP players I know who are
so damn good at exploiting that kind of rule, shutting down other players while they jump
motorcycles through aming loopholes.
But if you and your crew want to really let Aspects y, if you really want to see how they
can work, go ahead and open them up. I mean it. Dont let one Aspect give players a bonus
under any circumstance, but at the same time, let Swordsman do what its supposed to do:
give you bonus dice in duels, give you bonus dice to recognize fencing Styles, give you
bonus dice to know the history of sword making and anything else you nd appropriate.
Dont let yourself be limited by other players. If you want, go for it. Nobodys stopping
you. In fact, Im encouraging you to do it.
Trust me.
THE THREE ELEMENTS
Ive already said a lot about Aspects being three-dimensional. Thats a good place to start.
An Aspect is made up of three elements.
1.
The invoke
2.
The tag, and
3.
The compel
Invoking an Aspect only benets you. Tagging an Aspect only benets your enemies.
Compelling your Aspect could help you but could also hurt you.
So, with all that in mind, exactly what makes a good Aspect? Lets start by building one
from scratch. In fact, lets build one from Sharas name.
A TOUCH OF FATE
14
ASPECTS
VEILED ROSE
Names have powerful symbolic and supernatural inuence
over every ven. Sharas name is no exception.
Sharas name means the veiled rose. If we were to turn
When you own a thing, you
name it: a mark that reminds
it of where it belongs.
that into an Aspect, how would it work? How the Aspect L ESSONS
can be invoked, tagged, and compelled?
How do you invoke your Aspect?
Names as Aspects
Invoking your Aspect gives you bonus dice for a particular
Just for clarity: your Name is
risk. For example, Sharas name means veiled rose. I
not an Aspect. Im just using
could draw all kinds of meanings from that esoteric phrase,
Sharas Name as an example.
but I choose one in particular: shes damn good at keeping
Although, a popular rule among
secrets. So, when shes doing just that, I can invoke this
the playtest groups was making
Aspect and gain bonus dice for my risk.
your Name an Aspect. If you like
Now, this is important. Remember that invoking your
Aspect gets you bonus dice for a risk. If you arent rolling
that option, I encourage you to
try it out.
dice, you arent invoking your Aspect.
How does someone else tag your Aspect?
When another player (or the Narrator) tags your Aspect, they get some sort of advantage
out of it. This is when they are using your own Name as an advantage against you in a risk.
Again, this is important. Unless someone rolls dice, she cannot tag your Aspect. Tagging
an Aspect only comes into play when rolling dice. If you want a narrative advantage against
someone, you compel their Aspect. You can read about that below.
Another character cannot tag an Aspect without knowing the tag. They discover the tag
by making a contested Cunning risk against you. If they get privilege they can know your
tag. Once they know the tag, they can spend a Style Point and gain two dice against you
if the tag is appropriate to the risk.
Using the above example, lets gure out how Sharas veiled rose can be used against
her in a risk. This is someone taking some kind of risk against her, rolling dice, looking
for additional advantage. In this case, I dene that advantage as untrustworthy. In other
words, Shara keeps her cards too close to her chest. So much so, that sometimes she
appears just a little too secretive to be trusted. When Shara is trying to make a case for
relying on her word, someone can tag her Aspect, veiled rose, and gain bonus dice. Why?
Because shes just a little too veiled to trust.
A TOUCH OF FATE
14
CHAPTER 6
How can you be compelled by your Aspect?
When folks invoke and tag Aspects, they get bonus dice, but compelling an Aspect is a
bit more direct. Invoking and tagging are mechanical advantages and compelling is a
narrative advantage. (Or, in your case, a disadvantage.) When someone compels your
Aspect, it limits your ability to act. But the real trick here is this: both you and other
players (including the Narrator) can compel your Aspects.
Another character cannot compel an Aspect without knowing the compel. They discover
the compel by making a contested Cunning risk against you. If they get privilege they can
know your compel. Once they know the compel, they can spend a Style Point to force your
character to act in a specic manner.
Using the above example again, someone can compel Sharas veiled rose Aspect to
make her act a certain way. I have to come up with how that would work. After some
thought, I come up with the answer. Again, this time, it has to do with trust.
Shara does not trust people. Her fathers behavior taught her that those around her
are weak. With the sole exception of her mother, of course. For Shara, weakness is like a
disease. If you get too close to it, you can catch it. So Shara doesnt let the weak get close
to her. She doesnt allow herself to trust.
Compelling Sharas veiled rose Aspect means she wont trust you, no matter what
you say to her. Because this limits her behavior in a specic way, it is an appropriate way
to compel her Aspect.
Now, other people can compel her Aspect to make her not trust people she should, or I
can compel her Aspect to force her not to trust people. Both are viable options. I can even
compel Sharas Aspect just for dramatic effect. Remember, the ven adore drama. So should
you. Putting your character directly in harms way, or even losing a small advantage, is
good form. And youll be rewarded for it.
Compelling an Aspect is narrative, not mechanical. By that, I mean that you dont get any
dice for compelling someones Aspect. Also, you cannot compel someone while they are
taking a risk. Risks must resolve themselves out before you can try compelling someone.
All the dice have to be rolled and all the wagers have to be spent before you can compel
an Aspect.
To be clear on this issuewhich is rather importantdo not mix tagging, invoking and
compelling. This way leads to madness. One thing at a time, each thing in its own time.
A TOUCH OF FATE
14
ASPECTS
STYLE POINTS
This is important. Pay attention.
Refreshing Aspects
Any Aspect may only be invoked once per game session. Once you invoke an Aspect, you
cant invoke it again until the game session is over. Not unless youre willing to pay for it.
You can refresh any Aspect by spending a Style Point. That allows you to invoke it
again. You can refresh Aspects as many times as you like as long as you have Style Points
to do so.
Tagging & Style
Whenever you tag another characters Aspect, you must spend a Style Point. In fact, you
may as well hand that Style over to the player because when an Aspect gets tagged, the
tagged player gets a Style Point.
In other words, tagging an Aspect costs you a Style Point and getting tagged gets you
a Style Point.
Compelling & Style
If you want to compel someones Aspect, you have to spend a Style Point. And, like tagging
above, you may as well give that person that Style Point because getting compelled gets
you a Style Point.
In other words, compelling an Aspect costs you a Style Point and getting compelled
gets you a Style Point.
Denying the Compel
Now, if someone compels you in a way you dont like, you can deny the compel... but it costs
you two Style Points. So, you can either go with the ow and take the disadvantage you
asked for when you made the character or you can spend your Style Point to ignore the
compel. Its up to you.
Perceptive readers will notice that denying the compel actually costs you three Style:
the two Points you give up to deny the compel and the point you would have gotten if you
accepted it.
Perfect, awless Mary Sue characters dont belong in this game.
A TOUCH OF FATE
14
CHAPTER 6
ASPECT ICONS
Hi, this is Daniel. John asked me to interrupt the book
to briey explain the little symbols you may have noticed in
the Aspects.
As a visual learner, I found it difcult to really wrap my
brain around the three elements of an Aspect without some
kind of visual reminder of what each element means in terms
of how you interact with your fellow player. Below, youll see
a summary of those elements in my words, along with an icon
representing each one.
If youre of a visual persuasion, these icons might help your
brain-wrapping just a wee bit.
INVOKE
Use one of your aspects to gain three dice. The rst invocation
of this aspect costs nothing, but each subsequent invocation
costs one Style Point.
TAG
Use another players aspect to gain two dice. Give that player
a Style Point.
COMPEL
Offer another player a Style Point. If she accepts, her characters
behavior is limited according to your direction and one of her
Aspects descriptions. If she does not accept,
she loses two Style Points, but her behavior remains uninhibited.
In either case, no one gains any extra dice, compelling is a
narrative advantage.
Right, now that weve summarized the basic player interaction
for each element, here is an explanation of the icons.
ASPECT ICONS
14
ASPECTS
INVOKE
The upward-pointing arrow behind an abstracted
human gure communicates power-up, an
upgrade in efcacy. A solitary gure means that
there is no player-interaction when an Aspect is
invoked. The human gure creates the negative
space of a capital A, which makes this a handy
icon representing
in ggeneral.
p
g Aspects
p
TAG
The arrow is turned on its side, pointing from a
large gure to a smaller gure. The difference in
size shows that the character being tagged cannot
resist this action. It also represents the transfer of
a style point from one player to another. Finally, if
you blur your eyes a little bit, this icon looks like
a y. Use that as a reminder: Flies get swatted,
which is like tagging.
gg g Its jjust as messy
y anyway.
y y
COMPEL
Two gures of equal size represent both players
being on equal footing. Arrows facing each other
represent the option to deny the compel. The
arrow pointing left creates a negative space in
the left gure that resembles a mouth, reminding
you that compels are a narrative advantage. This
icon bears intentional similarities to the tag
icon, because the two elements share some initial
mechanical traits, but this icon has a distinct X
silhouette to distinguish it at a glance.
ASPECT ICONS
14
CHAPTER 6
FREE ASPECTS
In this book, youll nd references to Free Aspects. A Free Aspect does not count toward
the one invoke, one tag rule of risks.
In other words, you already know you can only invoke one Aspect and tag one Aspect
per risk. Free Aspects, however, do not count toward that total. So, you may invoke any
number of Free Aspects as well as your one invoke and one tag when trying to accomplish
a risk.
A good example of a Free Aspect is an Injury. Youll learn more about Injuries in the
Violence chapter, but Ill give you a heads-up here.
If you get injured, other characters can tag that Injury as if it were an Aspect. Normally,
theyd only be able to tag one Aspect per risk, but because Injuries are Free Aspects, an
enemy can tag all your Injuries in a single risk. Each one he tags gets you a Style Point.
SOLACE ASPECTS
Ive said this before, but its worth saying again here.
If you have a Solace Aspect, you cant hide it. It sits right there in the open, ready for
someone to abuse. You must announce your Solace Aspects. Wear a tag on your shirt.
Make a ash card so everyone can see it. Be sure to write down the tag and compel.
You cannot hide your Solace Aspects. And every Season, you get one more. And Solace
Aspects are Free Aspects, which means they dont count toward your enemies total tags.
BAD ASPECTS
Lets spend a moment talking about bad Aspectsand I dont mean in the sense that they
hurt your character. I mean they dont follow the guidelines for an Aspect. Lets take a
look at some basic rules.
First, an Aspect should do one thing. Thats it. Just one thing.
Second, that one thing should be in regards to a specic kind of risk.
And third, it should sound cool.
Okay, lets take a look at all of those. And, for the sake of example and clarity, Ill take
a few bad Aspects and make them into good ones.
FREE ASPECTS | SOLACE ASPECTS | BAD ASPECTS
14
ASPECTS
BAD ASPECT:
have to make a whole lot of wagers. Having
I KILL YOU IN THE FACE!
an Aspect that dodges that particular rule is
Invoke: I kill people in the face.
Tag: I can only kill people in the face.
Compel: Make me kill people in the
face.
cheating the system and we dont want that.
Instead, I explain to him that wagers
are the way he really wants to go. Wagers
allow him to narrate what happens in a
Okay, well, its got the cool going on in
ght. True, hell need a lot of wagers to
the title. Pretty extreme. Then again, the
accomplish what hes looking for, but that
ven like extreme. So, the name may have
comes with having the appropriate Virtues,
a certain kind of Style, but the Aspect itself
Aspects and other traits.
needs work. Mainly, its both too general
So, instead of I kill you in the face,
and too specic at the same time. Yeah,
how about something a bit more stylish
thats a pretty big feat, but there it is.
and less specic. How about something
First off, its too specic. I mean, I would
like This is going to leave a scar? Or
accept someone being a great swordsman
perhaps something like Deadly with a
as an Aspect, but just killing people in the
blade? Both of those point toward where
face is too specic. At the same time, its
the player wants to go. Both are also pretty
also too general. I mean, it allows you to get
specic. They also dont point directly to
away with killing people with a single roll.
the outcome, which is my chief problem
No wagers, no nothing. Thats a bit easy.
with I kill you in the face.
So, no. You cant have this Aspect. But,
BAD ASPECT: I RULE!
lets talk about how to change it to make it
a good Aspect.
First, I sit down with the player and
talk with him about what he wants to
accomplish with his character. He tells me
the Aspect comes from the idea that he
Invoke: Invoked whenever I take a
risk.
Tag: I am too awesome to notice
mundane people.
Compel: I must do awesome things.
wants his character to murder with Style.
Okay, this one is just silly. (And I really
Okay, well, murder is denitely in genre.
got it in playtest.) This is just someone
But its also a mechanic. In order to kill
looking for bonus dice in every risk he
another character with a single blow, you
takes. Bad form. Try again from scratch.
BAD ASPECTS
14
CHAPTER 6
BAD ASPECT:
MY MOTHERS DIARIES
Invoke: When I use my mothers advice
from her diaries.
Tag: Anyone who knew my mother can
anticipate my next move.
Compel: Anyone who knew my mother
can manipulate my motives.
of the plotlines Ive outlined for Shara is
nding out who killed her mother. So, the
deeper into the mystery she goes, the more
people shell meet who knew her mom.
Yeah. Im asking for trouble.
I tell the Narrator that and hes cool
with it. If he had said, No, thats a bit too
specic, I would have conceded. After
So, this was one of mine. One of Sharas.
all, it is. But the Narrator assures me he
Yeah, I made a bad Aspect. Early in playtest,
has a plan. I fully expect Sharas plans to
I gured out that Aspects were very easy to
come crashing down at exactly the wrong
abuse. This particular one I could invoke
moment because of my Aspect.
for just about any risk. So, I decided to
change it a bit.
First, I decided that Sharas mum was
good at keeping secrets. (Thus, the secret
diaries.) No-one really knew her. Nobody
really knew what she was up to. So, instead
of moms diaries giving me bonus dice under
just about any situation, I gured I could
So, Sharas Aspect looks a little more
like this.
Invoke: When trying to learn other
peoples secrets.
Tag: Anyone who knew my mother can
anticipate my next move.
Compel: Anyone who knew my mother
can manipulate my motives.
invoke it for the purposes of discovering
other peoples secrets. Shara discovered
moms diaries, after all. They symbolize her
ability to see through peoples masks and
get right to the heart of the matter.
At the same time, I thought about the
tag and compel. While they seem pretty
BAD ASPECT: STRONG
Invoke: Bonus dice when trying to lift,
tear, rip or do other feats of strength
Tag: I do not know my own strength.
Compel: Sometimes too strong for his
own good.
general, they are actually pretty specic.
This one is tricky. Obviously, the
Im kind of safe with people who knew my
Strength Virtue already covers this ground,
mom. Shes dead and long gone. So, what
but the compel is interesting. I recommended
I do is talk to the Narrator. I tell him about
taking an Aspect called Large. You can
the Aspect and let him know that this is me
nd it in the sample Aspects below.
inviting trouble. Also, remember that one
BAD ASPECTS
14
ASPECTS
BAD ASPECT: OBSESSED SORCERER
Invoke: Bonus dice when using
sorcery.
Tag: Too weak for physical risks.
Compel: I want to learn more
about sorcery and will ditch other plans to
learn it.
The only problem with this Aspect is that
BAD ASPECT: DUTY TO MY LIEGE
Invoke: When protecting my liege, I
get bonus dice.
Tag: When taking risks that are not
protecting my liege while my liege is in
danger.
Compel: I have to stop what Im doing
to protect my liege.
players dont roll dice when using sorcery.
This one almost makes it. Its real close.
Either you know a Ritual or you dont. The
The tag and compel are neat, but the invoke
x here is getting the player to change the
is too general. Remember: Aspects should
invoke and keep the compel. Otherwise, I
cover a single kind of action. Protecting
dig it. It allows me to throw hurdles in the
my liege can be interpreted a bunch of
players way. Also, the player is telling me,
different ways, so I ask the player to narrow
right on his character sheet, exactly the
it down.
kind of game he wants to play. He wants
How about When standing by my
to discover new sorceries. Thats cool. I did
lieges side, protecting him from harm, I
the same thing with Shara. And if he can
get bonus dice? Thats pretty specic and
gure out a way to add a tag, Ill let him.
it does what she wants. It gives her bonus
Invoke: Bonus dice for recognizing
artifacts from the sorcerer-kings.
Tag: Too weak for physical risks.
Compel: I want to learn more about
sorcery and will ditch other plans to learn it.
Okay, one last bad Aspect.
dice to protect your liege lord. Also, she
cant use it when shes killing assassins or
orks out in the countryside who arent even
close to her liege. After all, she is protecting
her lord indirectly.
She decides she wants to change the
name now that weve changed the Aspect.
She picks, I stand by my liege. We
change the invoke and now weve got a
working Aspect.
Making Aspects work is an important part of the game, but dont make it a buzz kill. A
cool Aspect can make all the difference in the way a player looks at his character. Just
remember the guidelines.
An Aspect should do one thing. Thats it. Just one thing.
That one thing should be in regards to a specic kind of risk.
And, it should sound cool.
BAD ASPECTS
15
0
CHAPTER 6
SAMPLE ASPECTS
Making Your Own Aspects
Making new Aspects is pretty easy:
Listed below are a chuck ton of Aspects to choose from.
just pick an adjective and youre on
You can pick any of these or make up your own.
your way. Clever, Witty, and
ACADEMY EDUCATED
Unobtrusive could make great
Aspects. Also, think of the one thing
Invoke: When called upon for knowledge-based risks.
you want to make sure your character
Tag: Too bookish; doesnt know the real world from
is good at. The one thing hell be
remembered for. Swordsmanship,
the book world.
Compel: Fascinated by the unknown; eager to learn.
seduction, witty banter, whatever. Of
The ven celebrate all intellectual endeavors, and in
course, that one thing is your invoke.
their academies, students are taught the seven great Arts:
Now, think of a weakness to go
grammar, logic, rhetoric, arithmetic, music, geometry,
along with your strength. It doesnt
and astronomy. With this knowledge, they create
have to be directly related to it. A
haunting poetry, heartbreaking Operas, and tragic plays.
good way to think of a weakness
Of course, they also use this knowledge to study the
is to remember the ven never do
universe around them, calculating the distance of stars,
anything halfway. They dont just turn
forecasting weather, and inventing tools to help them in
their guitars to 11; they turn their
their daily lives. Art is the beginning of understanding,
guitars to 23. (Usually, I try to think
the rst step on the road to Wisdom.
of the exact opposite of my Aspects
ATHLETE
invoke.) That weakness is your tag.
Finally, what kind of behavior would
be encouraged by having such a
strength? If youre a great swordsman,
youre probably proud and like to
brag about it. If you are an irresistible
temptress, you probably have a
difcult time resisting the temptation
Invoke: When making physical risks involving
tumbling, jumping, etc.
Tag: Spent too much time in physical training, not
enough time in books.
Compel: Needs to compete, always risking
reputation.
Physical training is part of any young nobles life. In
of luring men or women away from
fact, it nearly dominates every moment of his life. The
their lovers. If you are cunning, its
mind must be rigorously trained, but so must the body
probably difcult for you to trust
if he is to survive the life awaiting him in court. He is
othersyou know how easy it is to
taught gymnastics and calisthenics to keep his body
deceive and you dont want to end up
physically t, trains in long distance running, sprinting
being a sucker.
and climbing. A whole body is the perfect compliment to
Invoke, tag, compel.
SAMPLE ASPECTS
a sophisticated mind.
BUREAUCRAT
Invoke: When navigating the dangerous waters of ven
law.
1
15
ASPECTS
Compel, Invoke, Tag, What?
Some folks nd the three
elements of an Aspect kind of
Tag: Cannot think outside the box; limited creative
thinking.
confusing. Let me take another
opportunity to clear this up.
Compel: Too concerned with the correct way of doing
things.
An Aspects Invoke gives you
dice for a specic kind of risk.
When it began, the bureaucracy was small and required
An Aspects Tag gives your
little effort to understand. Now, it is a massive industry all
opponent dice for a specic kind
unto itself. People spend years learning its ins and outs, its
of risk.
loopholes and traps. With this knowledge, you can bypass all
of that and get what you need when you need it.
And an Aspects Compel gives
you a Style Point under a specic
circumstance.
CHANCE-TAKER
Invoke: When taking a particularly risky action with a
There. That should clear
things up.
high probability of failure.
Tag: Opponents get bonus dice when I have to take time
to make decisions.
Houses Family Names
For a bit of fun, I went through
Compel: Feels compelled to always take dangerous risks.
Ah, the impetuous recklessness of youth...
the ve most prominent family
Names and made Aspects out
of them.
COURT GOSSIP
Invoke: When trying to pry private information in a
friendly conversation.
Tag: Lets slip too much information herself.
Compel: Likes to talk about inappropriate things at
inappropriate times.
Rumors and unspoken truths are part and parcel of the ven
courts. What is not being said is far more important than what
Now, you dont have to take
your own Family Name as an
Aspect, but it was a fun exercise
for me when I was making
sample Aspects and I thought
you might learn something
about the families and about
Aspects at the same time.
is being said. The ven are trained to pick up even the slightest
Likewise, you can make a
nuancethe smallest wince, blink or grimaceand know
house rule saying anyone under
exactly what it means.
the shadow of a House must
take the House Aspect. You may
even decide it is a Free Aspect.
SAMPLE ASPECTS
15
2
CHAPTER 6
DOLT
Burghe (Bear)
The family Name of the Bear means
Alone, we stand together. The original
ven word meant hill or high place or
high fortress. It came to mean anyone
who lived in such a place, such as the
families who adopted the crest of the Bear.
Tag: You just arent very clever are you? Can be
tagged whenever someone is trying to outsmart you.
Compel: Used when another character wants
you to act like a clod.
Dolt is a special kind of Aspect I reserve for players
who just dont get the hint. When putting Bad Form
If you are Blooded of the Bear, you can
on their heads doesnt make the point. When theyve
invoke this Aspect when you have to ght
gone far enough that I have to act like a jerk to correct
alone against many. The Bear teach their
them.
children how to stand alone, calling upon
Here it is. Dolt.
the ancient blood in their veins, the blood
And yes, Ive used it. Dont think I havent.
of their ancestors, the blood that makes
HOME-WRECKER
them stronger than any other House in
Shanri. Together, we stand alone. The
lone Bear is never alone. His ancestors
stand with him.
Your Name can also be tagged
for dice by others when trickery or
deceit is involved. The Bear have a
Invoke: You gain three bonus dice when irting
or seducing married men/women.
Tag: You have difculty seducing and irting
with unmarried Romantic interests. Your opponent
gains two bonus dice if she knows this tag.
Compel: If another player (or the GM) compels
reputation for being simple, but its more
your Aspect, you must irt with/try to seduce a
complicated than that. The Bear teaches
married Romantic interest.
straightforward honesty and integrity.
The player who chose this Aspect played it to the
Virtues built into the Bears character. The
hilt, compelling himself almost every gameirting
Blooded of the Bear expect others to act
with every married woman he could nd. Of course,
as they do and it traps them every time.
he met his match when the Marquessa Allentroit
Your Name can also be compelled.
married to his own liegeshowed the same Aspect.
Because the Bear are so adamant they
HONEST EYES
dont need help, they have a bit of a
difcult time asking for it. If you are
Blooded of the Bear, anyone can compel
Invoke: When trying to convince another hes
trying to tell the truth.
your Aspect to prevent you from asking for
Tag: When hes trying to tell a lie.
assistance, even when you really need it.
Compel: Used when the character is faced with
the opportunity to lie; he just cant nd it in his heart
to do it.
SAMPLE ASPECTS
3
15
ASPECTS
Pretty self-explanatory, but I like how the player
turned this into both a strong advantage and a powerful
disadvantage.
Steele (Elk)
The family Name of the
Elk means I have never
IKHALUS KISS
Invoke: When using a knife.
Tag: A wrathful opponent makes mistakes.
Compel: Is a little too eager to call Revenge.
surrendered. It comes from the
ven word meaning adamant or
enduring. The families bearing
the crest of the Elk eventually
Sometimes, actions must be taken that are beyond the
adopted the Name, earning their
pale. The ven do not deny this. In fact, they embrace it.
reputation as those who would
When a ven declares Revenge (in the appropriate and
not compromise.
acceptable way), the burden of the law is lifted from his
If you are Blooded of the
shoulders. Of course, the burden of the law is lifted from
Elk, you can invoke this Aspect
his targets shoulders as well. All is fair once Revenge is
whenever you are making a
declared, and remains fair until it is settled.
deal or a bargain where you are
expected to give something in
I PULL THE STRINGS
Invoke: Three bonus dice for getting someone to do
something I want
Tag: The strings pull back: two bonus dice if someone
calls me on it or notices
Compel: Must meddle in some affair
exchange for something else. In
these situations, you always have
the advantage.
Another may tag your Name
when you are trying to win
someones trust. The Blooded
Some characters avoid the spotlight, preferring to
of the Elk is not well known for
remain the shadows. This character gains bonus dice when
its generosity or magnanimous
attempting to convince others to accomplish his own goals.
nature. They never do anything
Its easy enough to convince someone to do what they want,
unless it prots them in some way.
but a little harder to convince them to do what you want. In
Finally, your Name can also be
the meantime, if someone gures out your conniving ways,
compelled. Whenever you can
they can tag your Aspect for bonus dice. Finally, you can
gain advantage, you will take
be compelled when you see an opportunity to manipulate
it. The curse of the Elk is their
some weak-willed fool to do your bidding.
ambition and they do not keep
it a secret.
SAMPLE ASPECTS
15
4
CHAPTER 6
KIND-HEARTED
Thorne (Falcon)
The family Name of the Falcon
T
means wild land or place of
trees. The Falcon have always
Invoke: When trying to prove compassion to another, to
prove her sincerity.
Tag: This Aspect can be tagged when the subject needs
been associated with what the ven
to make a violent act. She just cant put her whole heart
consider the most uncivilized of
into it.
places, earning them the reputation
of being both Courageous and
uncultured.
Compel: Compelled to even show enemies the softer
side of her heart.
This is a dangerous Aspect. I love it.
If you are Blooded of the Falcon,
LARGE OR SMALL
you can invoke your Name for any
risk involving knowledge of the
wild places of Shanri. Youve been
there, youve seen them, you know
their secrets.
Another may tag your Name
Invoke: Gain bonus dice when size matters.
Tag: Your opponent gains bonus dice when size
matters.
Compel: You lose an opportunity when size matters.
This one is also pretty self-explanatory.
when in social situations regarding
LOVE THE SHOES.
your lack of sophistication. Your
uncouth demeanor, your lack of
etiquette, your misunderstanding of
the delicacies of culture. Whether
you have these traits or not, your
blood carries that reputation and it
can be used against you.
Finally, your Name can be
Invoke: When making an impression using compliments
on other peoples fashion choices.
Tag: Feels uncomfortable with those who arent dressed
properly.
Compel: Has to comment on someones fashion sense,
even when it may get her in trouble.
This was a fun one. A player wanted a character who
compelled. Whenever you are put
really knew fashion and made a huge deal out of it at parties.
into a situation where you play out
We always laughed when she got started because nothing in
the civilized barbarian role, the
the world could stop her.
curse of your Blood is too powerful
to ignore. You are what you are and
no self-righteous, pompous city boy
is going to make you look the fool.
If he doesnt understand your ways,
you arent going to be the one to
teach him.
SAMPLE ASPECTS
5
15
ASPECTS
METICULOUS
Invoke: When you have the time and resources to do a job
the right way, you get bonus dice.
Tag: Cannot do things quickly; needs the time to do it
right.
Yvarai (Fox)
The distinctly foreign Name of
the Blooded of the Fox has been
commented on by ven historians.
Unlike other families, the Foxs
Compel: When the character has to act spontaneously, he
Name has become synonymous
has to slow things down and make sure theyre done the right
with their heraldry rather than
way. Pretty self-explanatory.
the other way around. Yvarai
has come to mean fox, even
OLD SWORD
Invoke: The character gains bonus dice when in ghts
involving more than one opponent.
Tag: Your opponent may tag this Aspect to call on the many
scars you have from previous violence.
Compel: Youve seen enough blood.
This character has been through many battles, seen too much
eclipsing the original ven word
for the creature.
If you are Blooded of the
Fox, you can invoke your Name
for any risk involving seduction.
Both physical and social. You
just know how to play on others
violence. He knows how to handle himself in a ght, but he
desires and make them work to
generally tries to avoid them now. His battle scars are heavy and
your advantage.
he cannot hold his sword as he once did but thats still better
than all those whelps out there trying to prove something.
Another may tag your Name
for advantage for the same
purposes. The Fox are hedonists
POLITICALLY VORACIOUS WIFE
of the highest order, relishing
Invoke: When the relationship is useful in a political way
pleasure above all other things.
Tag: If someone drops her name on me
Nothing is easier than tempting
Compel: Gets involved in political matters over his head
a Fox.
In every ven marriage, there is the dominant and the
Finally, your Name can be
submissive. The benet of being the submissive is you dont
compelled. For all the ease they
have to worry about political machinations. The disadvantage is
nd in the temptation of others,
you arent in control of anything. Your wife, in this circumstance,
the Fox are notoriously easy to
is the power on the throne. When shes around, she gives you
distract. Compelling your Aspect
strength. She gives you condence.
pushes you away from your
current obsession to another
in the blink of an eye. Its just
that easy.
SAMPLE ASPECTS
15
6
CHAPTER 6
THE QUEEN OF THIEVES
Mwrr (Serpent)
Invoke: Invoke this Aspect when performing
This very old word comes from the
a shadowy task, Heres a trick Old Dreda taught
language of the sorcerer-kings. The
me. Get some information about Alverado, get
Blooded of the Serpent claim their
information directly from Panasta.
lineage served the high priests of the
sorcerer-kings in the dark times, and
thus their intimate connection with all
forbidden things. The word supposedly
means servant of the undergod,
Tag: Your rough edges show when you try to
speak like a true noble.
Compel: You know, that necklace Lady Peacock
is wearing looks awfully nice
This is a fun one. A player wanted to take an ally as
although only the Serpent would know
an Aspect. He wrote her up and everything. Andrea
for certain.
Daldin is known in the streets of the ven capital as
If you are Blooded of the Serpent,
the Queen of Thieves. At some point, she took the
your Name can be invoked when trying
character under her wing and taught him some of
to discover secrets. The Serpent are
what he knows. Not all of it. Just enough.
masters of secrecy and no box stayed
locked long in their hands.
Your Name can also be tagged. To
say the Serpent are studious is an
understatement. Perhaps they could be
described as ruthlessly recluse. Yeah,
thats a bit better. That means they
THE RIGHTEOUS FURY OF YOUTH
Invoke: Bonus dice when someone challenges
my honor.
Tag: Can be tagged when character is driven
to rage.
Compel: Drive the character to rage.
never have time to keep up with other
This is an Aspect just begging to be messed with. Good
pursuits such as Romance or fashion or
form on the player who chose it. Theyve given others
even the local news. Anyone can tag
the opportunity to take advantage of a serious gap in
your Name to gain bonus dice on any
character integrity. No advantage at all.
risk against you involving something
RIVALRY
other than books and knowledge.
Finally, your Name can also be
compelled. The Serpent seem to relish
their shadowy reputation, almost
cultivating it for effect even when it
isnt entirely advantageous. Players
can compel your Name, forcing you to
enforce your already cryptic reputation.
Invoke: Gain three bonus dice against a
particular enemy.
Tag: Your opponents gain two bonus dice in all
other risks because you are so focused on your enemy.
Compel: Hurt your rival.
The character has a rival who he wants to defeat
in some fashion. While this Aspect may help with the
rivalry, the rival himself is likely to cause problems.
SAMPLE ASPECTS
7
15
ASPECTS
THE ROAD IS MY HOME
Adrente (Wolf)
Invoke: Knows how to get from here to
there.
As odd as it may sound, the word adrente comess
from the ven word for shepherd. The Adrente
Tag:
Uncomfortable
in
civilized
situations.
family were shepherds many centuries ago, but
they rose up from the elds and became one of
Compel: Ive stayed here too long.
the most powerful families in all Shanri. Thus,
Outside the city, Shanri is waiting. Waiting
the sheep herder insult some ven throw at the
with claws and teeth and wily eyes. To travel
Blooded of the Wolf. Usually the last insult they
outside the protection of the city requires
ever throw.
a specic knowledge, a specic set of skills.
Hunting,
trapping,
moving
through
the
If you are Blooded of the Wolf, you can invoke
your Name to add bonus dice to any risk involving
wilderness without leaving a trace. These are
direct and physical conict. Yes, this is the only
the skills of the Road. And without them, you
Name that adds directly to the corresponding
might as well stay home.
Virtue. All the others compliment each other in
some way. Dont start a ght with a Wolf. However,
SELF-DESTRUCTIVE
Invoke: When taking a risk that is both
stupid and dangerous.
Tag: Another player may tag this Aspect
the Wolf only gains two dice for invoking his Name
rather than three. See below for the reason why.
Your Name can also be tagged. Actually, Im
lying. It cant be tagged. Adrente is the only
when performing a dangerous risk (such as
family Name that cannot be tagged. Obsessed
ghting) against the character.
with strategy and tactics, the Wolf destroy any
Compel: The Narrator may compel this
disadvantage they can nd within themselves. Cold
Aspect to keep the character from taking the safe
and calculating, they never allow themselves a
path in favor of something much more risky.
single moment of weakness. This means that when
For whatever reason, the character seeks
his own destruction, though he is unwilling
they invoke their name, they only get two dice
rather than three.
to take direct action to do something about it.
Finally, your Name can also be compelled. Not
Instead, he throws himself wholeheartedly into
only are the Wolf obsessed with advantage, they
dangerous situations in the hopes that this time
are also obsessed with honor. (You can probably see
will be his last.
where this is going.) The Wolf can be compelled
to defend his honor, even when it puts him at a
disadvantage. He will not stand for insults. He will
not stand for betrayal. Sword in hand, he demands
satisfaction, regardless of the consequences. His
Blood will not allow otherwise.
SAMPLE ASPECTS
15
8
CHAPTER 6
STRANGE INTUITION
Invoke: You gain three bonus dice
when trying to sense dangerous situations.
Tag: Youre jumpy, always on edge.
Another player or the Narrator may spend
TREACHEROUS
Invoke: A player might invoke this
Aspect to lie, spy or generally connive.
Tag: Your opponent may tag this Aspect
when you are trying to act trustworthy.
a Style Point to gain two bonus dice against
Compel: The Narrator might invoke
you when concentration or focus are
this to: Incite suspicious reactions from
necessary for your success.
NPCs, especially when the character is
Compel: You never sit still. Theres
always something wrong. Another player
telling the truth. Offer opportunities to
stab comrades in the back.
or the Narrator may spend a Style Point to
The character has a knack for betrayal.
make you dget, get up and walk around or
Hes the one who shows up on the movie
otherwise mistrust a situation.
screen and everyone watching knows that
The ven really dont write about psychic
hes the one whos going to whisper lies in
powers in a positive way. They did not see
the kings ear and try to seduce the naive
precognition as a gift. Those who can tell
princess. Betrayal comes easily to the
the future are cursed. Tvill tama: no rest for
character, and while he may be steadfast
the wicked.
and true in the end, it would be so easy not
to be.
TALIAS EYES ARE UPON ME
VENDETTA
Invoke: Knows the rules of Romance.
Tag: Is a little too vulnerable to the
right word at the right time.
Compel: Romance has to end if another
has the opportunity to begin.
Lingering looks, a subtle irtation, an
invitation to dance. Like every Aspect of
Invoke: Bonus dice when directly
confronting (NPC).
Tag: Knows someone is after him and it
hangs over him like a shadow.
Compel: Keep looking over your
shoulder.
ven culture, romance is highly ritualized,
Someone has declared Revenge on you,
full of pitfalls waiting those who try to enter
looking to settle the vendetta. And theyll
the game without understanding the rules.
be wearing scarlet.
SAMPLE ASPECTS
WELL-KNOWN
9
15
ASPECTS
the Aspects tag and compel), but if you
Invoke: Your fame can inuence others,
giving you an advantage in some social
can take advantage of the benetswhile
dodging the snaresyoull do well.
situations. You gain three bonus dice when
WELL-MANNERED
using your fame to inuence others.
Tag: Its difcult to be innocuous when
youre so famous. When you try to hide
your identity from someone, they can tag
this Aspect for two bonus dice to uncover
your identity.
Invoke: Knows the courtly system of
manners like the back of her hand.
Tag: Pauses when rudeness shows up
in its party dress.
Compel: Will not break the rules of
Compel: Fame is a ame that must be
etiquette.
fed at all times. Whenever the opportunity
Knowing the right thing to say at the
to increase your fame crosses your path,
right time is important in the courts. A well-
another player or the Narrator may spend
placed compliment or appropriate courtesy
a Style Point to force you to take advantage
can win all sorts of favors. Knowing the
of that opportunity.
rules also means knowing when you can
Fame walks hand-in-hand with fortune
break them to the best advantage, but
at least, thats how the story goes. Fame is
abusing the delicate rules of etiquette can
always a double-edged sword (as seen by
prove most disastrous. You must take care.
INTRODUCING NEW ASPECTS
One of the things you can do in a scene is introduce a new Aspect, giving it to a character or
a scene. Others can tag and compel that Aspect depending on how you construct it.
GIVING AN ASPECT TO THE SCENE
You can spend two Style Points to give the scene an Aspect the characters in the scene can
tag for two dice.
My favorite example of this is a common situation. A ght scene in the middle of a
stables. In the middle of the night. One of the ven involved grabs a lantern and throws it
into the dry hay, setting the place on re.
As soon as that happens, that player spends two Style Points and introduces a new
Aspect for the scene. The Aspect is On re!
The scene/room now has an Aspect any player can tag for two bonus dice. (Because
tagging an Aspect always gets you two bonus dice.) Of course, tagging an Aspect also
costs you a Style Point, but the rst player to tag the new Aspect gets to do it for free.
SAMPLE ASPECTS | INTRODUCING NEW ASPECTS
16
CHAPTER 6
Charm
m is a unique gift.
If you have it, you
have need of nothing else.
If you dont, it doesnt
matter what you have.
V IRTUES
Ill say that again,
a
just in case you missed it. If someone
else introduces an Aspect to the scene and youre the rst
one to tag it, yyou bonus dice without spending a Style
Point. Anyone who follows your example has to spend
a Style Point to refresh the Aspect. Theres a reward for
setting trends.
Now, how would
you use an Aspect thats been set
w
The foolish are tricked
by wit while the wise
use it to make fools.
example above.
L ESSONS
around her knees. Two assassins have caught her off-guard in the
scene? Thats easy. Lets use the On Fire!
upon the scene
that ght, her sword in hand, her dress drawn up
Sharas in tha
stables. She grabs one of the lanterns and crashes it against the dry
hay, setting the room on re.
While Sharas doing that, I spend two Style Points and make
the scene On Fire! This is an Aspect anyone can use to get bonus
dice, but like all Aspects, it has to be appropriate to the risk. I tell
the Narrator, Its appropriate because I want to get away. The
Losing Style
Turning down a duel always
means a loss of Style equal to
your rank in title.
If a Baron turns down a duel,
he loses one Style.
If a Count turns down a duel,
he loses two Style.
If a Marquis turns down a
duel, he loses three Style.
If a Duke turns down a duel,
he loses four Style.
re is between me and the assassins, so it gives me a better chance
to do that.
The Narrator agrees. So, when it comes time to take that getting
away risk, I tag the scene, giving me two bonus dice for the roll.
Giving scenes Aspects is pretty easy. Spend your Style
and youre on your way. Of course, you have to be reacting
to something thats happened to change the scene or you
have to take some kind of action to create the situation.
Using the above example, I couldnt just set the room on
re, someone had to take an action that did it. The acting
player has the rst opportunity to introduce the Aspect.
If another player uses a wager to dene an element in
the scene, another player can spend two Style Points to
make that element an Aspect.
Introducing an Aspect is not considered an action (see
Violence), but you can only introduce an Aspect on your
beat. The Aspect only lasts for the duration of the scene.
After that, its gone.
INTRODUCING NEW ASPECTS
You can also give other characters temporary Aspects.
You do this by throwing an Insult.
The Sword isnt the only weapon available to a ven.
Insult is just as powerful as the Sword if the ven knows how to use it properly. A
stinging insult can last for monthseven years. Even unto Solace.
The ven love Insult so much, theyve made a game of it. And youd better know the rules.
Unlike a duel of swords, Insult calls upon the vens abilities to create stinging invectives
and barbed abuse. This calls for Beauty, not Prowess.
Davty nonnon, or throwing an Insult, follows a specic procedure. Like you didnt
know that already. The Insult Game takes place in three steps.
STEP ONE: GATHER DICE
Get your dice together. You know the drill.
If he conrms his sincerity (I am), the
game begins.
If he denies it (I am not), he has to lose
STEP TWO: DECLARE INSULT
First things rst. An Insult (as opposed to
an insult) occurs when a ven objects to a
Style.
So now, lets use two terms to make
things clear.
comment, innuendo or gesture made at him
We have two people involved here.
suggesting something less than honorable
The Insulted (the san) and the Insulter
about his character or reputation. This is
(the sav).
when someone drops a quiet line that makes
everyone else snicker. Except one.
STEP THREE: THROWING INSULTS
Now, the ven are insulting each other all
Once the Insulter conrms that he does
the time. Were not talking about that. Were
indeed mean what he says, the duel begins.
not talking about insult, were talking about
The Insulted begins the game. Hes been
Insult. If you dont know the difference,
thats okay. Its something that has to be
put on you before you understand.
If you nd yourself the target of an Insult,
you can ask the question, Sanna sava?
Are you sincere?
Your friend now has the option to say I
am, or I am not.
wronged, so he returns the insult.
Then, the Insulter retorts. Then, the
Insulter, then the Insulted. Back and forth
until someone says, Enough.
Heres how the game works.
The Insulted throws an Insult at his
attacker and puts forward a wager.
Then, the Insulter throws an Insult back
at the defender and puts forward a wager.
THROWING INSULT
THROWING INSULT:
GIVING ASPECTS TO OTHER CHARACTERS
16
ASPECTS
16
CHAPTER 6
Insulted
This goes back and forth with each
participant adding wagers. At each turn,
If youve been Insulted, you carry the
either of the duelists may add a wager or
Insult: a Free Aspect any ven can tag. Its
call, Enough. A duelist cannot throw an
also public. Everybody knows it.
insult and call Enough. He may do one or
the other.
The insult must be specic, like an
Aspect. It must cover one thing. One element
of your character. Cowardly, is a good
STEP FOUR: ROLLING
As soon as one duelist calls Enough, the
one. So is Weak-Willed. Gullible is
another, as is Cuckold.
duelists make a contested Beauty risk.
My personal favorite is Dolt.
No more wagers, though. Youve already
The dice a ven gets for tagging your
Insult is equal to the wagers your opponent
determined the wagers.
Both duelists make their rolls (minus the
made in the game.
predetermined wagers) and nd the winner
An Insult loses one rank per Season
and the loser. The winner gives the loser an
(at the end of Winter). That means a rank
Insult equal to the rank of his wagers.
4 Insult that carries four dice lasts four
Seasons.
DISCOVERING ASPECTS
In order to tag or compel an Aspect, you have to know the tag and compel. That means
you have to discover the Aspect. Tricky. The ven keep their secrets well, and Aspects are a
direct line to tapping into those secrets.
If a character wants to discover another characters Aspect, he rst has to see that
Aspect in some way. He must watch it invoked, tagged or compelled. Then, he has to spend
a Style Point and make a contested Cunning risk with the target character.
If he is successful, he knows that element of the Aspect. If he saw it tagged, he knows
the tag. If he sees the compel, he knows the compel. If he saw the invoke, he knows the
invoke. The Style Point is spent. Gone.
If a character ever fails to discover an element of an Aspect, the target character (the
whos hiding the Aspect) gains a Style Point. After all, its cool to keep secrets.
AND FINALLY
If youre pining for something familiar, here are some Aspects you may recognize.
THROWING INSULT | DISCOVERING ASPECTS | FAMILIAR ASPECTS
16
ASPECTS
USHALAVEN
Title
Ushalaven. The best translation I could
Title? Oh, yes. Its harder for a Baron to insult a Duke
nd is mountain men. Ven who cast
and easier for a Duke to insult a Baron. When you
away the trappings of society, retreat into
gather dice for the contested Beauty risk, add one
the wasteland, and live among the orks.
die per rank of title.
Ushalaven. Mountain men. Barbarians.
You can also use the table below to determine
Legends whisper of a veiled House who
how much Style you lose when you turn down a duel.
retreated from society out of shame for their
Title
Style Lost
Bonus Dice
failure, but we dont speak of such things.
Baron
1d
Count
2d
become something of a legend among the
Marquis
3d
ven. The cultured nd them quaint novelties.
Duke
4d
At the time of the game, ushalaven have
Conversation pieces. Those who are wise
in the wicked ways of the world know it
multiple talents. Improvisational actor,
takes a peculiar kind of Courage to go out
singer, musician. Bard.
into the wilderness and live among the orks.
Tavala prefer the Road to the courts,
The vain and self-centered just focus on the
seeking adventures among the common
way the mountain men smell.
people. Not all of them, of course, but
Invoke: You may invoke this Aspect
the traditional tavala is just that. Trading
for any risks involving survival in the
songs for his supper. Most students of
wilderness.
ven academies dream of such a life. Out
Tag: Because of you distain culture so
on the Road, facing danger with just their
much, others can use its nuance against you
wits, their voice, and a mandolin. Soon
in social situations.
enough, all tavala nd their way to society.
Compel: You hate culture. You hate
Wanderlust is a ne passion, but as a ven
its invisible rules, you hate its sideways
grows older, he longs for those things all
manners, you hate its petty machinations.
ven seek. Land and power.
You avoid it at all costs.
Invoke: You are a skilled entertainer,
capable of inspiring the hearts and minds of
TAVALA
other ven with songs and stories.
Tavala is a difcult word to translate, but
Tag: Because a juggler has no ties,
Ive found juggler to be appropriate.
no responsibilities, when he tries to assert
The word carries many connotations. In
some authority, others can use his freedom
early Europe, the term meant traveling
against him. What does it matter to
entertainer. I like the visual pun. Juggling
you, juggler?
FAMILIAR ASPECTS
16
CHAPTER 6
The Heinig Defense
During playtest, the Mighty Mighty Jess Heinig
my characters spouse betrays my character, but
came up with a brilliant pair of Aspects. I Love My
rather the notion that my characters spouse is also
Wife, coupled with and My Wife Loves Me.
automatically involved in and at risk for anything
Now, some Narrators may see this as a kind
dramatic that happens to my character!
of safety precaution. Protecting himself against
If you involve my wife, you involve me.
drama. If hes in love with his wife and his wife is
Cross me, and we will have words. Cross my wife,
in love with him, how in the world can that not be
min-max tweak wankerism?
Ill tell you why. Because Jess is a game designer
and we will have swords.
It is perhaps inaccurate to say that I love my wife,
since Love and Revenge are so close. How could I
himself, a great Narrator, and a brilliant player.
ever seek Revenge against one who would never
Most importantly, Jess knows exactly the kind of
wrong me? My wife and I have delis: We are loyal
games I run. He came up with the phrase The
to one another even unto Solace and beyond.
Wick Social Meatgrinder. Throwing players into
Jesss Baron is in love with his wife. That means
difcult social situations that violence doesnt solve.
hell do anything to protect her. His wife? Same
In fact, violence just makes them worse.
thing. Throw one of them in the pot, the other
What Jess handed me was a seven course feast
on silver platters, complete with those nifty glass
toppers that let you see the food inside. Because
jumps in with a length of rope and a life preserver,
no matter what the temperature is.
These two Aspects also communicate to me what
those two Aspects let me screw with Jesss character
kind of stories Jess wants for his character. And this
in ways other Aspects dont.
gives me so many ideas what to do, all I can do is
To quote Jess himself:
I liked using these Aspects because they tell the
thank him.
And I do that by putting his name in the book.
Narrator that Im not interested in playing out how
Compel: In ven literature, tavala are
nights maintaining shrines and temples,
your typical short-attention span characters.
helping others discover the mysteries of
So used to juggling their skills, they just
the Invisible World. In our own time, we
cant keep their attention on one thing for
may have called them priests. Or perhaps
too long.
even monks.
Ven culture recognizes such a sacrice,
QVAL
giving the qval a kind of respect. They have
There are ven who devote their entire
rejected cultural demands to perform a vital
lives to the suaven. Throwing away title
function. Without the qval, most shrines
and obligation, they spend their days and
would fall to the treacheries of time.
FAMILIAR ASPECTS
16
ASPECTS
Even More Aspects
Qval usually travel in groups, expecting
charity for their service. Their expectations
Heres a bunch of words and phrases you can use
are often fullled. Nobles grant great
to build your own Aspects.
generosity to the qval: they know their
Cats Eyes
Implacable
own shrines may one day fall unattended.
Compassionate Heart
Imposing Stare
When nobles go on spiritual quests, they
Dangerous Servant
Inconspicuous
usually employ qval to come with them,
Devastating Glance
Insatiable Desire
providing advice and teaching the proper
Fast Fingers
Invisible Hand
meditative
Flatterer
Lying Sack of Phull
Forbidden Tastes
Midnight Eyes
Gentle Touch
A Nose for Trouble
of knowledge regarding all the suaven,
Ghost Step
Ruthless Heart
knowing the proper rituals and sacrices.
Great Prole
Shadowed Glare
I Need No Sword
The Secret Kiss
often portrayed with eyes of two colors,
If I Cant Have His Love,
Unconventional Genius
representing their lives in both worlds. two
Ill Have His Lands
techniques
necessary
to
commune with the suaven.
Invoke: The qval have a great deal
Tag: In ven literature, the qval are
Watchful
feet in both worlds. In other words, you
overlook details.
Compel: The qval feel compelled
Tag: Other players (and the Narrator)
to protect the shrines and temples of
can tag this Aspect to gain bonus dice when
the suaven.
ghting against you. The tag represents
a weakness in your ghting Style. You
TALASHAN
decide your overhead strike leaves a severe
The unblooded have many secrets. One of
opening in your defenses. If someone
those secrets is the talashan. Speaker to the
gures out your weakness, they can tag
Soil. I can say no more.
this Aspect.
Compel: Finally, your Aspect limits
SENVU
your characters behavior in some way.
The word means swordsman. (Literally,
This Aspect gives you a particular code of
I carry the Sword.) It is a word held
honor. Your code of honor means you will
with high esteem. Youve already seen this
always risk your own life to protect others,
Aspect earlier in the book. You know the
or perhaps to protect those you have sworn
deal. Swordsman. Bodyguard. Warrior.
to protect.
Invoke: You invoke this Aspect when
you want bonus dice when using a sword.
FAMILIAR ASPECTS
16
CHAPTER 6
RAJAN
Good for you.
All ven revere Jonan Draxthe suaven
They are called senvada. Those who
of the Lawbut only those who show
use sorcery. Oath breakers. Warlocks.
true devotion are allowed to participate
Wizards.
in the secret rituals of his Great Temple.
Invoke: You gain three bonus dice
Only those who show true devotion. They
when researching new sorceries or making
are led through dark corridors, blindfolded,
Wisdom/Cunning risks regarding sorcery
until they reach the inner sanctum of
and the sorcerer-kings.
the Temple.
Tag: Working with sorcery has made
Unfortunately, we have no further
you a bit unsavory. Creepy. Making it
details on the secret rituals of Jonan Drax.
difcult for you to charm or seduce others.
But we do know the outcome. Their skin
Compel: Once youve tasted the
is tattooed with sacred Vows, transforming
forbidden knowledge of the sorcerer-kings,
the devotee, changing his life forever. He
you can never get enough.
is one of the rajan. Keepers of the Law.
DALADA
A paladin.
Invoke: You seek to maintain not only
Out concept of theft would seem strange to
the letter of the Law, but the spirit of it as
the ven. Whats mine is mine. If you hold
well, and when you invoke this Aspect, you
it, it is yours. But taking what is not yours
gain three bonus dice when doing so.
to begin with. Thats where the skill lies.
Tag: You have taken a sacred Vow
Picking pockets, opening locks, climbing
to never break the Law. When you do so,
walls. These are skills all the Blooded know.
you feel the weight of that Vow, making
Essential for survival.
every movement seem like trying to swim
Dalada. One who takes what already
belongs to him. Criminal. Thief.
through stone.
Compel: You must uphold the Law
Invoke: You get three bonus dice
even when it means endangering your
when using stealth to steal something from
own life.
someone else.
Tag: Because you use stealth
SENVADA
sidestepping direct conictyou arent
So many tragic stories about the ven looking
as skilled in honorable challenges. An
too deeply into their own history. Picking
opponent gains two dice when you face him
the path of sorcery will bring you Doom.
in a straight-up ght.
You know this. Youve been warned. You
dont care.
FAMILIAR ASPECTS
Compel: It must be mine!
16
ASPECTS
Every heart contains a thousand
chambers, each chamber holds a
secret word.
Tell me your most sacred word,
my love. And with my body wrapped
around yours, Ill say it a thousand,
thousand times.
T HE G REAT
AND
S HARA Y VARAI
T ERRIBLE L IFE
OF
POISON
HE VEN WORD IS ILSYRR.
9
16
POISON
THE QUIET DEATH.
POISONS ARE OMNIPRESENT IN VEN LITERATURE, Hush, my beloved. I have
one last kiss for you.
BUT THE VEN EXTEND THEIR DEFINITION BEYOND
TOXINS AND VENOMS.
FAR BEYOND.
SNAKE VENOM. OPIUM. WINE. BUT WELL GET TO
THAT IN A MOMENT.
T HE G REAT AND T RAGIC L IFE
OF S HARA Y VARAI
THE QUIET DEATH
One of the most common forms of murder in ven opera and pillow books is poison. The
temptation to create an elaborate system for venoms is tempting
Actually, it isnt. Not even in the slightest.
Poison kills you. Thats what it does. No risk. No rolling dice. If you ingest it, if its
injected into your system, you are going to die. Nobody makes a saving throw against
arsenic. Or cyanide. A drop of mercury. Or a particularly nasty spider venom. Nobody.
In ven literature, this is particularly true. Poison spells death. In all the reference
materials I have, there is not a single mention of any hero or heroine who survives poison.
Not one. It may take them a week to die, but they die.
Poison has an intention. That intention is to kill you. So, heres the game system.
If you get poisoned, you die.
POISON FOR WIMPS
Okay, so youre not that ruthless. Youre not that cruel.
Is there really no Virtue for using
poison?
(Why are you playing this game?)
Creative players may gure out
Heres Poison for Wimps. Enjoy.
a way to justify Beauty, Strength,
The ven know ve poisons. Well, they know and trust
or even Courage. But the ven
ve poisons. They dont ddle with venoms or toxins that
will have to come up with an
just make you sick. Poison is for murder. Not sickness.
additional step. A distraction.
With that in mind, lets spend a moment talking about
how to make and use poisons.
Making a poison is a Season Action. The ven know many
Convoluted and contrived. But
the simple risk of slipping poison
into an enemys cup without
kinds of poison, but the big ve are the ones well be using
being seenand any other risk
in the game. Other poisons just arent toxic enough to affect
of such naturerequires a Virtue
ven biology.
unavailable to the ven. Youll just
Making poison costs a Season Action. Youll read about
that in the forthcoming Seasons chapter. Using poison is
have to demonstrate patience.
17
0
CHAPTER 7
usually pretty risky. After all, getting caught means you get killedunless you are under
the shadow of Revenge, of course.
Dropping poison into a cup, without being seen, isnt covered by any of the Virtues.
Waiting for the precise moment to drop a venomous liquid into your enemys cup, just at
that right moment when nobody is looking. Waiting waiting
If only there was some kind of patience Virtue. That would cover it nicely.
Unfortunately, the ven dont have that Virtue, so any ven undertaking a risk involving
using poison cannot call upon any Virtues for that risk. Unless she sweet talks an enemy
into drinking the poison. That would be Beauty. Or perhaps throwing the poison into
someones eyes. That would be Strength. Fighting a duel with a poisoned blade would
certainly call on Prowess. Creative players may even nd a way to work in Courage. But
sneaking poison into a cup isnt Cunning or Beauty or Strength. It would require some
other Virtue not listed in this book.
Of course, a ven can invoke an Aspect to gain dice for the risk. He may even tag his
enemys Aspect. Calling upon Ikhalu, the patron saint of Revenge, is also suitable, as is any
other suaven who may be appropriate to the risk.
MAKING POISON
Chapter Nine talks about how to make poison as a Season Action and how to make yourself
immune to poison in the same manner.
Making Poison requires a Season Action. Use the Poison Resource (see Seasons). Until
you rene the Poison Resource into a particular kind of poison (see below), it will not be
potent enough to affect the ven biology. With your Season Action, you determine what
kind of poison youll have.
All poison spoils at the end of the Year (at the end of the Winter Phase).
Meanwhile, the the immunity system is pretty remarkable. So remarkable, we know
they were taking small doses of poison to make themselves immune to the stuff. If you
want your character to be immune to one of the big ve poisons (youll meet them below),
you may do so with a Season Action.
You can make yourself immune to one of the big ve poisons with a Season Action. If
you are immune to a particular poison, you are immune to it. No risk, no dice. Immunity.
If you arent immune to a poison, you die. No risk, no dice. Death.
Immunity only lasts for one Season. You can only be immune to three of the ve poisons;
ven biology cant sustain more than that.
THE QUIET DEATH
POISON
1
17
Ven biology is such that most venoms and toxins do not affect them. A few are potent
enough to make him stumble or perhaps even knock him on his backside. But the ven
explicitly list ve poisons powerful enough to kill. Ven scholars have done their research
in this eld, isolating the symptoms and sources, discovering exactly what these famous
poisons are. Ill save you the work and list them here for your convenience.
Arsenic: The Emerald Waste
Cyanide poisoning shuts down the
The ven originally used arsenic as a dye, but
bodys ability to process oxygen, causing
quickly discovered its toxicity, and turned
the victim to helplessly gasp for breath as
the powder to less cosmetic means. Since
his brain slowly dies of asphyxiation. After
then, the ven have developed arsenic into a
death, the blood takes on a tell-tale cherry
thin, white powder. Tasteless and odorless,
red color.
it absorbs into liquid quickly, leaving
Cyanide may be ingested or inhaled.
no residue. Despite its new appearance,
arsenics name remains.
Hemlock: Foxs Revenge
Once poisoned, the victims skin turns
The hemlock plant is beautiful to look upon.
pale. Headaches. Vomiting and retching.
Pure white, spotted with blue, red and
A complete failure of the digestive system
purple. Foxs Revenge, indeed. Different
follows. Horrible stomach pains. Sparkling
stories attribute the origin of hemlocks
red eyes. Death comes within hours.
name. We may never know the truth, but
Arsenic must be ingested, but it can
they all make lovely stories.
be fed to animals, and even after cooking,
Almost the entire plant is poisonous,
any ven who eats the poisoned animal will
but which part depends on which part of
suffer the effects.
the year. The roots are poisonous during
winter and fall, but the leaves nd their
Cyanide: The Crimson Gasp
venom in the spring. Once poisoned,
Made from fruit seeds, cyanide appears
the victims body begins to slow down,
as a grey or brown powder that smells
exhibiting symptoms of Solace. The limbs
like almonds. The ven originally used it as
grow heavy, the body cannot move. Pain
a avoring powder as lower dosages
as the muscles shut down. Eventually, the
caused giddiness and a severe lack of
victims lungs cease and she dies the kind of
judgment. Further experimentation lead to
slow, agonizing, beautiful death that only a
its current usage.
Fox can provide.
Hemlock must be ingested.
THE QUIET DEATH
17
2
CHAPTER 7
Oleander: Ikhalus Milk
There is nothing subtle about strychnine.
The ven know the entire oleander plant is
Its effects are immediate and obvious. The
toxic, but they rely solely on the sapthe
spectre dance is used by those who wish to
white, milky sapwhen seeking Revenge.
make a point. It is the poison hammer. Let
Ikhalus milk must be ingested, but once it
it be known.
is, the effects are immediate and fatal.
Lesser Poisons
Ikhalus milk forces the heart to beat at
a staggering and irregular pace, causing
Other poisons can also affect the ven.
the entire body to shut down. Irregular and
Venoms and toxins, drawn from all over
violent blood ow. Almost immediate death.
Shanri, can infect the bloodstream, all but
Ikhalus milk cannot be hidden well. It is
debilitating. But in the literature, these
sticky and thick. It does not mix well with
poisons do not kill but weaken the ven to
other liquids. It must be ingested. But while
the point where he can be killed.
the other poisons listed here provide a painful
Ven law recognizes poison and deals
death within minutes or hours, oleander
with it succinctly. Murder is murder. A
is the only poison of the ve that causes
debilitating poison allows an enemy to take
almost immediate death to its subject.
advantage. Two different things. So, using
(Note: this is not true of humans, but for
whatever reason, oleander is immediately
fatal to the ven.)
the big ve is a crime punishable by death
but using a lesser poison is clever tactics.
Lesser poisons, such as venoms and other
toxins, give you the Aspect Poisoned,
Strychnine: The Spectre Dance
Of all the poisons listed here, strychnine is,
which can be compelled and tagged for two
dice as usual.
by far, the most dramatic. Introduced into
The poison makes your limbs stiff and
the system, the victim immediately begins
wracks your body with pains. The tag is
suffering seizures of a most violent sort.
good for any risk that would be affected by
His limbs ail, his head and neck thrash.
your poisoned state.
His screams. Introduced into the body
The compel forces you to stop whatever
through ingestion, the victim appears as if
you are doing, buckle with pain, and fail
he is suffering from a mad, vicious dance
any risk you may have to take. You can
with invisible beasts.
take an action, but no risk.
The spectre dance.
The Poisoned Aspect disappears at the
end of the day, or at the end of the scene if
the poisoned character spends a style point.
THE QUIET DEATH
SHUTHA: NARCOTICS
Another kind of poison.
3
17
POISON
A Small Caveat
I felt some reluctance adding
Another kind of violence. Self-inicted violence. Killing
yourself to live.
narcotics to the game. The stigma
in our own culture always raises
The ven call them shutha. Roughly translated as deaths
questions. But narcotics are
little kisses. The ven know what narcotics do to them.
an active part of the literature
They know the dangers. The ven just dont care.
and the ven often used them
In the literature, there are many mentions of narcotics.
to illustrate a characters moral
Of course, the ven do not associate this activity with vice.
strength or weakness, so here they
Not in a real way. The narcotics listed in the literature are
are, in all their glorious tragedy.
powerful and dangerous, a tool the sorcerer-kings used them
To be clear: some realworld
to keep the ven docile and tame. Needless to say, this adds
drugs are illegal and dangerous
weight to the act of using them. The ven who are strong
(although some of the legal ones
enough to overcome the leash and those who are not.
are just as dangerous as the illegal
Strength and weakness.
ones). It is not my intention to
encourage others to break the
BREWING
law. Only ingest or inject drugs the
Making narcotics is a Season Action. The action provides
a supply that can sustain one ven for a Season or all the
guests at one party.
government allows.
Also, for the record, I should
state the only drugs I ingest are
When making the drug, you must determine its Potency.
those prescribed by a doctor
This is a Wisdom risk. Standard target number. Success
or pharmacist. And my Eternal
brews a Potency 1 narcotic with each wager improving the
Enemy Caffeine, although Im
Potency by one rank. No ven may produce a narcotic with
trying to get that last one out of
Potency higher than his Wisdom.
my system.
An Apothecary Vassal may also produce narcotics, but
Trying.
he may not produce any narcotic with a Potency greater
than his own rank.
USE
In accordance with the literature, the ven use of drugs is extraordinary. What I mean is,
its amazing how many drugs they actually take. An entire race of Hunter Thompsons.
Not all ven use narcotics. Some view them as a dangerous indulgence. We call these
ven poolha.
Bashful. A complimentary insult.
SHUTHA: NARCOTICS
17
4
CHAPTER 7
Ingesting a drug gives the ven in question an Aspect. The Aspect shares the same name
as the narcotic he has ingested. For example, if your ven sips the Dreaming Tea, he gains
the Aspect, The Dreaming Tea, along with its invoke, tag and compel.
The invoke gains a number of bonus dice gained from using the narcotic.
The tag gains a number of dice equal to the narcotics Potency.
Remember: Potency is limited by the Wisdom of the one who made it.
The inuence of the narcotic lasts a number of hours equal to its Potency.
See the listed narcotics below for the benets (and consequences).
ADDICTION
The temptation exists to make the use of narcotics sexy. No consequences. But thats not
how the ven saw them and thats not how they work in the pillow books, plays and Operas,
so thats now how theyll work here.
So, when your ven takes drugs, he may suffer addiction. Roll a number of dice equal
to the Virtue affected by the drug while your Narrator rolls a number of dice equal to
the Potency.
If you roll higher than the Narrator, the ven is not addicted.
If the Narrator rolls equal to or higher than the player, the ven is addicted. His addiction
becomes an Aspect at the rank of the Potency.
If your ven becomes addicted to a narcotic, he suffers the tag and compel of the narcotic
even when he is not enjoying the benet. In other words, even when you arent on the drug,
you still get the downside.
RECOVERY
Weve already talked about how fast the ven heal. One of the reasons they feel so condent
about using drugs is because of their ability to overcome them.
The addiction Aspect fades in much the same way an Injury fades: one rank per Season.
When the addiction reaches rank 0, the ven is free from the Aspect. If he indulges in the
drug while he still suffers from addiction, his Aspect automatically increases to the rank of
the Potency of the new drug.
For example, Shara has been drinking too much Foxwine. Shes developed an addiction
to the substance: rank 3.
One Season goes by. Rank 2.
Another Season. Rank 1.
SHUTHA: NARCOTICS
5
17
POISON
But near the end of that Season, she uses another dose of Foxwine, Potency 3.
Her addiction Aspect automatically increases to rank 3 because she indulged in
Potency 3 Foxwine.
THE NARCOTICS
Listed below are four of the more popular drugs in ven literature. There are more, but
most gain only a brief mention.
Attar of Poppies (1 herbs, 1 spices)
A thick, aromatic oil derived from poppy
blossoms and seeds. When burned, it
it is popular in polite society especially
among the more martially minded.
Icere numbs the pain of injury, and
smoke,
gives ven a powerful, if violent, vitality in
bringing a sense of euphoria. The drug also
the face of even grievous wounds. Few
causes the user to suffer from dreamless
ven will socialize with regular users of
sleep, a kind of walking trance. When
Icere, however, due to their occasional
they do sleep, addicts usually suffer terrible
murderous rages. Powerfully addicting,
nightmares, preventing any rest.
withdrawal from Icere wracks the body
produces
an
unctuous
sweet
Invoke: Gain a number of dice equal
with shooting pains, and plagues their sleep
to half the Potency (round up) in any test
with nightmares. Many ven never escape an
involving resisting or enduring physical or
addiction to Icere, even with the benet of
emotional pain or duress.
their extraordinary metabolisms. Because
Tag: Gain a number of dice equal to the
of this, many lords have outlawed Icere in
Potency for lack of focus or energy.
their domains.
Compel: Lack of motivation, sleepy drifting
in and out of consciousness.
Invoke: Gain a number of dice equal to
the drugs Potency whenever one of your
wounds is tagged.
Icere (1 herbs, 1 poison)
Tag: Your rage is reckless and easy to
A combination of rare nuts and carefully
avoid. Your enemies can tag this drug for a
denatured oleander, Icere is one of the
number of dice equal to half its Potency.
most
Compel: Other players can tag this drug to
dangerous
narcotics.
Prepared
incorrectly, it can be deadly. Nonetheless,
drive you to a sudden blinding rage.
SHUTHA: NARCOTICS
17
6
CHAPTER 7
Foxwine (1 herbs, 1 wine)
The Silken Veil (1 herbs)
A dark, resinous liquid, foxwine (yvasha) is
A favorite of the more daring Elk, the
usually served mixed with wine. foxwine is
Silken Veil (italthala) is a chalky white oil.
the most social of the drugs popular in ven
When burned, it produces a ne opaque
que
culture, lowering inhibitions and making
smoke which is inhaled by the user. Users
ers
ven both intoxicated and vulnerable to
of the drug claims it heightens perceptions.
ons.
suggestion. It is a favorite libation at parties
Qthala. Part the veil. Regular users also
where the hostess wants to encourage an
report they need only sleep one hourr a
entertaining and agreeable atmosphere.
night if at all.
While not strongly addictive, foxwine
Invoke: Gain a number of dice equal
ual
hangover can drive ven to distraction with
to half the drugs Potency for appropriate
ate
feelings of boredom and ennui. Many tales
Cunning risks (heightened perceptions)..
are told of young ven and the lengths and
Tag: You are wound up too tight. Difcult
cult
ends they go to for entertainment after their
to keep focus. Your opponents gain two
wo
rst encounter with foxwine.
dice against you while on this drug for
Invoke: Gain a number of dice for
appropriate risks.
any Courage risk equal to half the drugs
Compel: Any player can compel this drug,
rug,
Potency.
causing you to dramatically over-react to
Tag: Your enemies can tag this drug for
surprises.
two bonus dice when society demands you
act proper and demure.
Compel: Any player can compel you to
perform drunken antics while you are
under the effects of this drug.
SHUTHA: NARCOTICS
POISON
7
17
Love poisons the heart. Makes us
weak. Makes us sick.
And the only cure for our malady is
that which caused it in the first place.
T HE G REAT
AND
S HARA Y VARAI
T ERRIBLE L IFE
OF
9
17
REVENGE
REVENGE
I
N VEN LITERATURE, THE LAW IS ALWAYS AN INTRICATE
PART OF CONFLICT. THE VEN HAVE A PROCEDURE FOR
DOING EVERYTHING, INCLUDING
RITUAL, MANNERS.
IN
I am no hero. I am the villain
in every mans tragedy.
REVENGE. PROCEDURE, C OUNT K ETHER , T HE G REAT
FACT, THE VEN WORD THAT IS
COMMONLY TRANSLATED AS LAW BETTER TRANSLATES
AND T RAGIC L IFE
Y VARAI
OF
S HARA
AS THE APPROPRIATE STEP.
Weapon or Tool?
Pallentarro.
For when things have gone too far, the ven know
procedure must be followed. The appropriate step.
As was mentioned before, there is no word for justice in
the ven language. The closest we get is vrente. Revenge.
Declaring Revenge is no simple matter. It must be
For the ven, the only weapon
is the Sword. Everything else is
a tool. Spears, bows, hammers,
whatever. Everything else is a tool.
If you face an enemy and you
considered carefully, despite the seething emotions pounding
have a Sword and your enemy
in the passionate ven heart. This chapter teaches you how
does not, your enemy has the
to declare Revenge. The correct circumstances. The proper
Aspect Tool. You may tag it for
rituals. The consequences. The bitter consequences.
two bonus dice.
But before we can get there, we must rst take a look at
This may only be done in
ven Law. For it is violation of the Law that gives a ven the
face-to-face combat. If someone
right to ask for Revenge.
res a bow at you from 300 yards
This chapter is all about Revenge. How the ven cause
it, how they deal with it, and the consequences. Well be
away, you may not invoke the
Tool Aspect.
talking about ven Law, about its enactment, procedure and
consequences. Well talk about violenceboth vulgar and sublimeand well spend a
moment talking about what happens when the ven break the Law. Yes, that includes a look
at the inevitable crime of warfare.
THE SEVEN LAWS
All of ven Law springs from the Code of Jonan Drax. When the Empire of the sorcererkings fell, he was among those who drug the ven from under the ruins. He and his seven
rajan (the word best translates to holy warrior, or paladin) gathered the ven together
and built the beginnings of ven society.
His Codea philosophy his followers embracedwas adopted by the early Senate as a
standard for the Law. All ven follow his Code. Or, at the very least, pretend to.
The First Law:
The Law Binds All
The Fourth Law:
You Own Your Promises
No ven is above the Law. This is the First
The Fourth Law seems to be a follow-up on
Law, reminding proud, vain ven that no
the Third. The ven are very careful about
matter what their cunning, plots or rank,
making a promise. Unlike our own culture,
no ven may claim immunity to the Laws
Jonan Drax gave.
being a ake is a crime.
If a ven does not say the words I promise,
he is not bound by anything else he says.
The Second Law:
No Ven May Commit Murder
Killing another ven is the most foul act a
The Fifth Law:
No Ven Will Practice Sorcery
ven can commit. The Second Law deals
The Fifth Law is the one the ven ignore. All
with this. Remember, the ven dont
of them. Well, nearly all. There are a few
believe in souls. Murdering another is
exceptions in the literature, but otherwise,
robbing that ven of Solace and whatever
nearly every ven breaks this Law.
may follow. This is the greatest crime.
The Sixth Law:
No Ven Will Make War
The Third Law:
What You Own is Yours
Again, as evidenced by what we know of ven
The ven tradition of ownership is pretty
history, the Fifth Law was something the ven
simple. If you own it, it is yours. Even if you
did not truly respect. They voiced respect for
just took it from another vens hands. If he
the Law, but in practice, secret armies are
did not want it, he wouldnt have given it
everywhere. Most Dukes keep secret armies
to you. This also creates a complication in
to raid the elds and farms of their enemies.
issues of trust. Hold this for me, carries
a whole new set of connotations now,
doesnt it?
The Seventh Law:
Let the Punishment Fit the Crime
Finally, the Seventh Law, giving the ven a
guide for setting punishment for those who
break the other six. Like everything else in their
lives, the punishment must be appropriate.
18
REVENGE
VEN HYPOCRISY
Before we go any further, we should probably talk a little bit about this. Anyone remotely
familiar with ven culture how they agrantly ignored their own Laws. And while this may
sound hypocritical to a modern audience, I assure you, it isnt such a foreign idea.
For example, lets talk about our own trafc Laws.
You never break the speed limit, do you?
You never make improper turns.
You always make a full and complete stop in an empty intersection.
Dont you?
Ten thousand years from now, some archaeologist will look back at 21st Century America
and take a look at those Laws. Then, hell make an assumption. Everyone followed them.
Nobody ever broke the Laws regulating the speed at which we drive on freeways, side
streets and highways. And those who did were viewed as criminals. Like thieves. And,
because hes an expert, everyone will believe him.
Of course, we know better.
Another example. Lying.
Lying is always wrong.
I have never told a lie. Not once.
And if I did, it was for the right reasons.
And if it was for the wrong reasons, it really didnt hurt anybody, did it?
No, Ive never ever told a lie. Not once.
Americans make a big deal about the virtue of honesty. We say we want honest
politicians. We say we want honest police. We say we only deal with those who never lie.
Yeah. Right.
Lying isnt a crime, but it is a major cultural value. Honesty. Unfortunately, 90% of the
population are, at the very least, occasionally dishonest.
And the other ten percent? Theyre lying about it.
Marriage is an important pillar of our culture. A sacred institution.
And sixty percent of marriages in America fail.
We hate murder and drug use and crime. Despise it. And organized crime is the worst.
Degenerate scum who take advantage of our loose and liberal Laws. And The Sopranos
is one of the most watched shows on TV and The Godfather is one of the greatest movies
ever made.
And dont get me started on gangsta rap.
We have plenty of our own double standards. Plenty. Once you acknowledge that,
ven hypocrisy is a lot easier to understand.
THE SEVEN LAWS
18
CHAPTER 8
The First Law: You All Are Bound by the Law
No ven is above the Law. Set clearly, right up front, making all ven
equal citizens.
Well, not exactly.
If a man spills
your cup, no
Revenge will
ever fill it back
to the brim.
Since the First Law was castand Drax fell into Solacethe Law
refers to two different kinds of citizens, bound by very different Laws.
The Blooded and the unblooded.
Traditions passed by the Senate since Draxs passing make it
very clear that these two castes are divided. The Blooded may wield
weapons. The unblooded may not. The Blooded own land. The
unblooded do not.
All are bound by the Law, but the Law is not equal for all.
So, for a list of the differences between Blooded and unblooded
OWNERSHIP
The Blooded own land. The unblooded do not. In fact, the Blooded own the people born
on the land. They are property. Like your lamp or your rug. And like property, you may
treat them as you wish. You can treat them well or you can treat them poorly. As the
Blooded, it is your right to do so.
Good doggie. Want a biscuit?
WEAPONS
Only the Blooded may hold a Sword. Spears and bows are tools to deal with orks. A
peasant with a spear is a questionable offense. Some nobles allow the unblooded to own
spears so they can protect themselves from orks. Others do not.
Bows is another matter. Again, a hunting tool. But the Blooded consider the bow to
be the only noble tool. Less than a weapon, more than a tool. Again, up to you how your
peasants arm themselves. But no Swords. Never.
CRIMES AGAINST THE BLOODED
If a member of the noble class commits a crime against another member of the noble class,
a Jury of Peers (other Blooded) is called. Trial, decision, punishment. More on that later.
If one of the unblooded commits a crime against the Blooded, he is killed. You may,
if you wish, demonstrate mercy. Please note, it is not one of the Virtues on your
character sheet.
THE SEVEN LAWS
18
REVENGE
CRIMES AGAINST THE UNBLOODED
No such thing.
If you are not one of the Blooded, you are someone elses
Poison
When a ven noble declares
High Revenge, another weapon
property. That means if a noble slaps you around, your only
becomes available to him. A
recourse is to complain to your liege that one of the Blooded
weapon declared illegal under
has abused his property. Thats you. His property.
all other circumstances. A
Some property is valuable. A good horse, a Sword, a
handsome cloak.
Some property is not valuable. You.
Make yourself valuable.
Now, a noble may bring complaint before a Jury that
shameful weapon. A deadly
weapon. Syshvenda. The patient
kiss. Poison.
You can nd out about these
in the Poison chapter.
his property was abused. This is a valid complaint. A petty
complaint, but valid nonetheless. The complaint is Insult.
Youll nd below how to deal with that.
The Second Law: You Will Not Commit Murder
Notice it doesnt say anything about violence in general. Just murder.
While there are many Laws the ven seem to ignore (or nd clever ways to clip), this one
is almost always taken seriously. Murder is the most foul crime. Listed second. Robbing a
ven of Solace. Remember, the ven do not believe in a soul. No afterlife. No eternal promise
after death. Only the stirring sleep.
Committing murder is a high crime, but Ive read various accounts of punishment. Most
often, the punishment is death. But then again, Ive found accounts where the punishment
is banishment or a permanent crippling. Revenge. Well talk about that in a moment.
So, violence is pretty much okay. No harm, no foul. But there is an issue of damaging
someone elses possessions. Yeah, were going to talk about that next.
The Third Law: What You Own is Yours
Weve already covered the fact that the ven own each other. At least, as far as the Law is
concerned, everyone belongs to someone. Even a Baron is a vassal to some Duke somewhere.
Injuring the Baron is an Insult to the Duke. Damaging his property. Remember that.
But the Third Law dictates what you own is yours. That means if you hold it, it belongs
to you. A noble puts a glass down on the table. If someone picks up the glass and claims it
as his own, and nobody disputes the claim, the glass is his.
THE SEVEN LAWS
18
CHAPTER 8
Set down your wife and you just might lose her.
This is a tricky Law. Ven have to make a valid claim to own something, be it a cap or a
Sword or a Barony. He has to demonstrate the thing belongs to him without any legitimate
claims to the contrary. This often falls under the question: Can you hold it?
In order to prove his possession, a ven must prove he can keep his claim. In other words,
if someone tries to take it from him and fails, he proves the item in question belongs to him.
The ven who failed? She proves it does not belong to her.
People prove to be a different case under this Law. Everyone belongs to someone.
Injuring a vassal throws an Insult at the owner. Well deal with Insult below.
The Fourth Law: You Own Every Promise
The Fourth Law handles promises. The ven are very careful what they Promise because
such things are bound by Law. Punishable offenses.
Yes, in ven culture, being a ake is against the Law.
Ven do not make Promises they cannot keep. Saying I Promise binds you to keep
that Promise. Ven typically create contracts recording the Promise. Not always bound by
sorcerythe Law takes care of thatbut ven contracts sealed with sorcerous Blood are
all over the literature. Punished by the Senate and punished by sorcery.
Promises are rituals, sacred agreements. Violating a Promise throws an Insult at the
system itself. The typical punishment is wearing the black for a year and a day. Well talk
about that in a moment.
The Fifth Law: You Will Not Practice Sorcery
More evidence that prohibition just doesnt work.
The Fifth Law clearly forbids the use of sorcery. And the ven are clearly ignoring it.
Clearly. No question about it. How do they skirt the issue? By keeping it out of sight.
As far as the ven are concerned, as long as it looks like nobodys using sorcery, then
nobodys using sorcery. As long as nobody does something that brings the issue up in
public, we dont have to address it in public, and that means nobody is using sorcery.
Out of sight, out of mind.
Any blatant use of sorcery is a crime. For example, breaking a Blood contract burns the
word Traitor on your forehead for a year and a day. Obviously, that ven is using sorcery.
He may as well wear the black for a year and a day to help him hide his scar.
THE SEVEN LAWS
18
REVENGE
5
Theres also the presence of Blood Swords: sorcerous weapons that give Swordsmen
unnatural advantages. The ven have a curious attitude toward these weapons. Since
everyone wears them, you may as well, too. After all, whats that Serpent going to do? Call
you on wearing a Blood Sword while his own Swordsman wears one?
Keep it out of public view and youll be ne. Make a spectacle of yourself and youll
have a problem.
The Sixth Law:
You Will Not Raise Armies for the Purpose of War
The Sixth Law not only forbids making war, but also the raising of armies. No armies. But
the ven have found a way around this particular Law. After all, it doesnt say anything at
all about personal guard.
The Senate has decreed keeping a militia to protect yourself, your family, and your
property is entirely appropriate. Because your people qualify as property, this means
you can hire and train ven to maintain the security of your lands. Not an army, but a
personal guard.
Of course, ven nobles interpret this Law as loosely as possible, giving them as much
advantage as they can hold. Secret armies are all the rage during this period of ven
history, and the making of secret wars between Houses are the stuff of opera. Wars never
acknowledged outside the valley they are fought, never spoken of by the soldiers who ght
them. Only in hidden journals are these stories recorded. Private feuds between great ven.
Silent. Bloody. Forgotten.
If the Senate catches a noble with a secret army, the Senate declares his lands forfeit.
Fair Game. Any who can claim them may do so. If any noble gets too powerful, his lands
too vast, his eyes too greedy, the Senate have been known to declare Fair Game on his
lands, just to knock him down to size.
Just to ensure no High King.
The Seventh Law: The Penalty Will Fit the Crime
For the ven, the Seventh Law is the most open to interpretation. Jonan Drax left behind no
system of recompense or reprieve. Instead, he gave the ven a different kind of legal system.
A system unconcerned with impartiality or fairness. A system that validated Revenge.
Because the Seventh Law deals almost exclusively with the Jury, lets jump in to that
subject right now.
THE SEVEN LAWS
18
CHAPTER 8
Hospitality:
THE JURY
The Missing Law
All legal matters are determined by Jury: an old tradition
Some ven scholars believe in a
established by Jonan Drax centuries ago. Draxs Jury
Missing Law. This comes from
allows immediate decisions in matters of the Law. If three
a discrepancy in two important
or more nobles are present, a Jury can be formed to kvir
documents. Most ven literature,
tam (make the Law).
such as The Great and Tragic
When a matter of Injury or Insult rises among the
Life of Shara Yvarai, list Seven
Blooded, a Jury is called. The Jury must be made up of at
Laws (as above), but a few
least three noblesone of which must be from a House not
works, such as The Comedy
afliated with the parties involved. In other words, if a Fox
of Licenteus Burghe list Eight
calls Insult against a Bear, one of the Jury must be from a
Laws. Speculation on what that
House that is neither Fox nor Bear.
Law may be is ripe among ven
The Jury hears initial complaints and then decides if
scholars, but so far, we have no
further mediation is necessary. If the majority of the Jury
evidence for its existence except
votes in the negative, the case is dismissed. If the majority
for a listing that may be nothing
of the Jury agrees an issue of Insult or Injury is valid, the
more than a typo.
proceedings continue.
Most scholars agree the
The Jury hears arguments from both sides then makes
Missing Law may be something
their decision. The Jurys decision is nal. Arguing or
to do with Hospitality. Others
bickering is bad form. Dont try it.
speculate it could be There
Because Senators make up Juries and because a Jurys
Shall be No High King. Seeing
authority derives from the Senate, ignoring a Jurys
these two ven traditions are so
decision is throwing an Insult at the Senate. Bad form.
important and regarded with
Youve just Insulted every Senator, telling him his authority
such reverence, it makes sense
means nothing.
Either one would make a ne
Eighth Law. If you like, go ahead
and include it in your game. I
wont tell anyone.
Wearing the black. Youll nd out what that means in
a moment.
Another point of order. Both parties must be present
in order for a Jury to take place. Thats why most Juries
are called immediately upon the Insult. At most social
gatherings, a Jury is chosen before the gatheringusually
made up of the most powerful nobles presentout of
foreknowledge that any gathering of ven requires a Jury
by the end of the night. It is his home, the host decides the
THE SEVEN LAWS
18
REVENGE
Jury. Those selected are given the highest honor by the
host of the gathering. This is out of gratitude for the
insufferable and undesirable job of dismissing frivolous
claims and debating difcult ones.
Also, if the host forms an even-numbered Jury, he
quietly communicates to the Jury that he wants a split
decision. The Jury may or may not follow his silent
recommendation at their own discretion.
Yes, those of you who pay attention noticed that
Cleaning up Ven Law
I feel the temptation.
Looking through ven Law, I see
the loopholes. I see the oversights. I
see all the mistakes they made.
I feel the temptation to clean it
up. But I wont.
These are the Laws the ven
lived with and changing the
because the host of a Party usually chooses who will be
Laws changes the ven. I think
the Jury for the night, the Jury is usually someone the
the loopholes and the oversights
host knows. Dont start something you cant nish in
provide us a clear lens allowing us to
someone elses house.
look at the ven without revision. Im
If a Jury decides Injury, Insult or True Pain are
worthy claims, they then decide on the proper recourse.
going to be true to them. Warts and
all. I think theyd appreciate that.
Besides, ambiguity and confusion
INSULT, INJURY AND TRUE PAIN
lead to conict, and conict leads
The ven recognize three Offenses: Insult, Injury and
to story. Look at all the drama over
True Pain.
Americas immigration problem. This
For Insult, a Jury will usually require the Insulting
problem is caused by confusing and
party make some sort of recompense to the Insulted
ambiguous Law. Clear, clean, simple,
party. This involves a surrender of something minor.
unambiguous Laws would remove
Resources are the standard payment. Food, stone, iron,
those opportunities. Remove stories.
spices. These are the things a noble must surrender for
So, Im going to leave them alone so
an Insult.
you can take advantage of them. I
For Injury, such payment is not sufcient. The stain
thought youd appreciate that.
of dishonor may only be cleansed with my enemys Blood.
In that case, the Jury declares a Duel. Alternatively, a
ven may demand the Offender wear the Black for a
year and a day.
A simple, but nuanced system. Fortunately, we have
a guide.
THE SEVEN LAWS
18
CHAPTER 8
THE SWORDSMAN
Their hands are bound
together, palm to palm.
The Injured party is
given a knife. He puts the
knife through the palms
of the bound hands. He
speaks the words. And
Revenge begins.
T HE S WORDSMAN
The ven are hot-Blooded creatures, driven by passions and
desires they cannot control. So, to curb this incessant need
for Bloodshed, the ven have a ritual to allow for the proper
use of violence. Violence as necessity. Violence as Art. To
create that Art, one must know the rules. The Rituals. The
proper forms. Fortunately for the ven, we have a guide.
The Swordsman: A Practical Guide to the Art of the Blade is a
small book making clear the Senates overly complicated and
convoluted rules for the Duel. Over the last two hundred years,
the ven have continued to manipulate the system, creating a
labyrinth of Laws. The Swordsman makes these procedures clear, starting with causesboth
just and otherwiseand moving on to Ritual. As the author of the work writes:
Before all other considerations, my sense of clarity in this matter bears the greatest weight. If
the matter of violence is not made simple and straightforward, we are lost.
We are not animals.
We must approach every
Aspect of our lives,
even violence, with a
civilized mind.
- V IRTUES
The only thing that
separates us from the
rest of nature is that we
know we are animals.
- L ESSONS
THE DUEL
If the Jury nds Revenge is appropriate, Injury or Insult
may only be settled by a duel.
The ven are civilized creatures. They agree upon a set
of Laws, and abide by those Laws, surrendering certain
civil liberties in exchange for safety. Without this mutual
agreement, the ven would be no better than orks. Nobles are
the keepers of civilization, the watershed against that chaos.
Even still, there comes a time when words and rhetoric fail,
and when they do, the only recourse is violence.
The noble caste recognizes this, and recognizes a citizens
right to defend his honor, and defend it with Blood, if
necessary. Violence is a part of ven culture, but if arms must be taken up, they will be
taken up with a mind toward Art. Two opponents, each with the same weapon, facing off to
prove or disprove a claim of dishonor. This is the purpose of ritual violence: to address the
necessity of aggression in a civilized culture.
A formal duel is a serious affair for all involved. Even if a duel is set for rst Blood,
accidents happen. It is more than just a test of skill, but a test of honor for both parties. A
most serious matter, indeed. One might even say, deadly serious.
THE SWORDSMAN
18
REVENGE
THREE OFFENSES
Ven Law states a duel can only brought about by three
causes or Offenses. Taking directly from The Swordsman:
Offense. Frankly, my translation here is a tad weak. The
original ven word is seventeen syllables long and literally
If a man so finds himself
in a position where his
honor is questioned, it is
true that he may consider
himself under Offense.
T HE S WORDSMAN
translates as:
The moment my integrity has been so stained that it may only
be cleansed with my enemys Blood.
I hope youll pardon me if I use Offense.
The anonymous Author goes on to discuss what exactly
constitutes an offense to ones honor. He denes three
offenses as valid arguments for grievance. The rst is
vala: Insult. The second valana: Injury. The third is tavalana:
True Pain. Each calls for a specic duel with its own rules
and outcome.
Insult
Insulting a mans
honorchiefly by
questioning itis the
least serious of Offenses.
Calling him a liar is the
highest of these low
Offenses. Insinuation is
one thing. Exclamation
another.
T HE S WORDSMAN
Insult is publicly questioning another nobles honor.
Calling him a liar, an adulterer, a welcher or a thief is cause
Why is the system so lethal?
for the claim of Insult. According to The Swordsman, Insult
Because the literature is lethal
cannot be claimed without a witness willing to testify to the
and the point of this game is to
Insult before a Jury. This is why so many nobles couch their
emulate ven literature.
Insults in word plays and innuendo, thus avoiding a duel.
Now, to make myself clear, were talking about using
Look, if you want to adopt
a hit point system where your
the word liar. Like I said above, innuendo is not Insult,
character can take a knife in the
nor is it to be the cause of a duel. It is perhaps a cause for
eye, an arrow in the groin, lose
Game of Insults (see Risk for that particular kind of duel),
an arm, burn a leg to a cinder
but now were talking about openly questioning another
but can still swing a Sword
nobles honesty.
without any penalty, there are
By the way, challenging someone to a duel because
plenty of other roleplaying
youve lost a Game of Insults is bad form. You agreed to
games that let you do that.
consequences of the Game when you joined. Dont make
This isnt one of them.
me look like a jerk for having to tell you something you
should already know.
THE SWORDSMAN
19
CHAPTER 8
Injury
Injuring a man
inflicts an Injury
that leaves a scar
on his person,
his livelihood or
his heart.
Injury is a more serious crime, one that
tha results in a physical, spiritual,
or nancial scar. The wording of The Swordsman
is ambiguous, a fact
S
many nobles have used to make claim
clai to Injury. Like a claim of
Insult, it must be brought before a Jury
Ju to decide the validity of the
claim. The discovery of an illicit affair is the most common cause for
a claim of Injury: a loss of honor and reputation.
T HE S WORDSMAN
True Pain
Some injuries
cannot be healed
by words.
Only Blood.
T HE S WORDSMAN
Finally, True Pain is reserved for Of
Offenses that cannot be undone.
In other words, injuries that cause permanent and irreparable
three duels as most juries try to
damage. This is the rarest of all thre
most extreme cases, such injuries
avoid declaring them. But in the mos
death.
can only be settled with a duel to the d
PROCEDURE
Once the Insult or Injury has been made, the offended party must make a claim within
two days of the incident. (From The Swordsman: to prevent any meddlesome voices from
fanning dying res.)
The Injured party writes a letter to his liege, declaring his intent for Revenge. Once
the letter is in his hands, the liege lord announces proper Revenge has been declared and
gathers the Jury. This is important: a noble cannot declare Revenge for himself. His liege
must do so for him. A wronged noble must gain permission from his liege to declare Revenge.
If he doesnt get it, he can go higher up the order, appealing to higher ranking nobles in his
House. If no claim is made, the assumption is that no Insult or Injury has taken place.
If the offended party does make a claim, all further details are handled by seconds.
A second is a trusted friend or relative who speaks for and supports a noble engaged
in a duel. The Swordsman forbids both parties any further contact until the duel proper,
allowing time for their tempers to cool.
The Jurys Decision
As I said above, the Jury then hears arguments from both sides: the accuser and the accused.
If the Jury decides an Insult or Injury has taken place, procedure may continue. If not,
thats it. Its over. All over. Except for the crying. And dont do that in public. Bad form.
THE SWORDSMAN
19
REVENGE
Apologies
Do limbs grow back?
Once the jury agrees on the crimes, both seconds draft
No. In fact, maiming an enemy
a letter of apology for the offending party to sign. For
seems to be a greater Insult
example, Lord A and Lady B nd themselves in the middle
than killing him.
of a duel. A jury approves a claim of Injury, nding that
Missing eye, missing ngers,
Lord As questioning Lady Bs faithfulness to her husband
missing legs. These things do
is good cause for such a claim. Lord A is the offending
not grow back. They become
party, Lady B is the offended party. The duel is set to occur
Scars for your enemies to tag.
in one week.
The Lord and Ladys seconds prepare a letter of apology. The seconds work together
to write the letter, hoping to make both parties happy with their draft. Lord As second
insists on language saying that his dear Lord has realized that perhaps Lady Bs temper
got the better of her judgment and she overreacted to the Lords playful word choices.
Meanwhile, Lady Bs second insists on wording that notes perhaps Lord A could have
been more careful with his words and he did not intentionally mean to say she was an
unfaithful whore.
When the seconds reach what they believe to be an acceptable draft, the seconds make
three copies: one for the offended party, one for the offending party, and one for public
notice. The offending party signs all three.
The offending noble can refuse to sign a letter of apology, thus ensuring a duel. The
offended noble may also refuse to send a letter of apology, although this is not proper and
may be seen as bad form.
If a letter of apology is not signed by the time of the duel, the duel must go forward. If
the letter is signed (all three copies), the duel is canceled.
Arranging the Duel
If apology wont settle the matter, all thats left is Bloodshed. The seconds meet to arrange
the details of the duel. There are many factors to discuss, including time and place, weapons
used, distance of stance, and the seriousness of the duel itself.
The Swordsman demands the offending party be given the right to choose the weapons
while the offended party chooses the time and place. The seconds carry the demands and
details of the duelists, sometimes making multiple meetings to nalize the particulars.
Seconds use this minutia as leverage to either arrange for an apology (thus, dodging the
duel) or to further enrage the other duelist (thus, ensuring Bloodshed).
THE SWORDSMAN
19
CHAPTER 8
In the middle of a ght, what if
Choice of weapons is important and the primary concern
my intention changes?
of the seconds. Typically, the offending party brings
All too often, in the middle of a
weapons to the site of the duel while the offended party
ght, you have to change your
chooses which of the matched weapons to use. Of course,
intention. Circumstances change
the only honorable weapon to use here is the Sword, but
quickly. What you intended
many nobles keep multiple sets of matched Swords for just
to do becomes impossible,
such an occasion. Some nobles even bring three or four
improbable or inconsequential.
sets to a duel. Again, while the offending party brings the
Changing your intention is
weapons, the offended party gets his rst choice of which
free, but you still have to lose
weapon he shall use. Weapons must be identical to ensure
a number of dice equal to your
a fair contest between the duelists. The offended party may
Strike Bid. So, if you start off a
waive his rights to fair weapons, allowing the offender to
beat wanting to put your Sword
bring whatever weapon he likes to the duel.
through someone and that
Time and place are also important. Just as the offender
someone has taken off, you can
has choice of weapons, the offended has choice of time
do something else instead, but
and place. Duels usually occur just before dawn as the sun
those three dice you bid at the
is rising, but not blinding. Noon is also a prime time for
beginning of the beat are still
duels. Midnight is reserved for duels not approved by a
deducted from your die pool
jury, usually fought under a full moon to provide ample
regardless of what you change
light for the duelists.
your intention to.
Finally, the seconds discuss distance of stance. This is
how many steps lay between the duelists when the duel
begins. This can also be an important factor, depending on
the weapons employed in the duel.
A RITUAL OF VIOLENCE
When the duelists nally meet on the eld (having not seen each other since the whole
affair began), weapons are chosen and the distance is taken. This is the last opportunity
for apology.
In matters of Insult, an apology may be made before the duel begins. The offender
may make an apology, offering the offended party the opportunity to end the affair
before Bloodshed occurs. If the offended party accepts, letters are signed and the matter
is settled.
In matters of Injury, no apology can be offered until Blood is spilled. Whether thats
rst Blood or a duel to Injury is up to the duelists.
THE SWORDSMAN
19
REVENGE
Duel to the Touch
In the case of minor Insults, a duel to the touch may be
appropriate. Both duelists stand a few steps apart and at
the drop of a handkerchief, they draw Swords quickly,
Why dont weapons add to my dice?
Ask yourself this question:
Is Vin Diesels character Riddick
most lethal with
trying to gain the rst hit against his opponent. The duelist
a) a knife
striking rst is declared the winner and the affair is ended.
b) a Sword
A duel to the touch is rare, usually insisted upon by the
c) a pistol
elders of a family who dont wish to see their young relatives
d) his bare hands, or
killed in a senseless affair of honor. One duelist called this a
e) Id rather not ght him at all,
ladys duel. He was subsequently Blooded and beaten by
thank you very much
a woman duelist who overheard him and decided it was a
Never forget the Riddle of Steel.
matter of honor to defend her Insulted gender.
Duel to Blood
Does a level 2 personal guard
Also known as a Blood duel, duels to Blood are used to
give 20 dice in mass murder (20
settle serious matters of Insult. Claims of Insult are resolved
ven) or 1 die?
when one of the duelist is wounded to bleeding. This is
A rank 2 Personal Guard gives you
the most common form of dueling, the others reserved for
2 dice to roll. One die per rank.
more serious affairs of honor.
Duel to Injury
How Do I Gain Ikhalus Favor?
More serious matters of honor call for a duel to Injury. The
Pray.
duel proceeds until one opponent is Blooded (as above). He
An adventure.
is then allowed the opportunity to apologize (the offending
Seek his followers.
party) or claim satisfaction (the offended party). An apology
If you are worthy, he will nd you.
or concession ends the matter. If no apology or concession is
given, the duel continues, breaking with each Blooding. The offer of concession or apology
is made again, and if none is made, the duel continues. If a duelist cannot continue for his
wounds, the duel is over and the matter is nished.
Duel to the Death
If a matter is so serious as to demand death, a noble must seek to prove a claim of True
Pain. True, there are instances of these kinds of duels, but if the matter has gone this far,
High Revenge is really the only solution. The Hate. Youll learn about it below.
THE SWORDSMAN
19
CHAPTER 8
Throwing Insult
AFTER THE DUEL
As you may have noticed,
Once the duel is over, the matter is settled. No further
the most common legal problem
claims from the duel or its outcome may be made. The
for a Jury is determining whether
seconds are present to ensure a fair ght and prevent
or not someone has thrown an
dishonorable actions. If they are honorable men, it is
Insult. You can nd the mechanics
assumed the duel ended fairly.
for throwing Insults in the Aspects
Revenge for a friend killed or wounded in a duel is
chapter (under Giving Aspects to
forbidden. Both men agreed to enter into honorable
Other Characters).
violence and accept the consequences as honorable
men. Plans of unjust revenge are dishonorable, left
for men of lesser stature and spirit.
When a plot has been
given poetry, a duel
is not enough. A Hate.
The holy and sacred
declaration of Revenge.
T HE S WORDSMAN
THE HATE: WHEN BLOOD IS NOT ENOUGH
There are circumstances when a duel will not satisfy
honor. When an Injury is so egregious, simple
combat will not heal the wound. An elaborate plan to
discredit and dishonor. A beloved friend proves to be
a treacherous enemy.
Why dont the Injure and Defend
I have to emphasize again that the Hate is
mechanic increase or decrease
something too powerful for trivial use. In his entire
Injuries?
life, a ven may declare High Revenge once. Perhaps
That would be double jeopardy.
twice. But, as the boy who cried wolf has taught us,
The Injure mechanic already gives
one who abuses privilege too often nds himself in
you bonus dice for an attack. That
dire consequences. In the four volumes of Sharas
gives you more dice to wager and
adventures, I found two instances of her declaring
since wagers already equal bonus
High Revenge. Granted, we no longer have Volume
Injury ranks, each die you get to
3, but Volume 4 makes no reference to High Revenge
attack would equal two possible
in its summation of the tale so far.
Injury ranks.
Likewise, the Defend Maneuver
gives you bonus dice to protect
against an attack. If those ranks
also caused a reduction in Injury,
each die would be worth two dice.
THE SWORDSMAN
A noble who declares High Revenge at every slight
will nd himself cut off from others. Bad form.
To undertake High Revenge, a noble must go
through the following steps.
19
REVENGE
The Letter
First, he must write a letter, in his own Blood, describing
If I assert an Aspect during a Duel,
both the cause and the cure. This is ven poetry for
will it last the whole Duel or do I
1.
what caused the Hate, and
need to refresh it each beat?
2.
what will bring the Hate to an end.
Every time you use an invoke after
Second, he must bring this letter to his liege. Written
the rst, you need to refresh it.
permission. If a noble has no liege, he must nd a higher
So, yes, if you invoke an Aspect
ranked noble from his own House to sign the document. In
twice in a duel, you need to spend
his own Blood. This seals the document.
a Style Point the second time to
If a liege refuses to sign the document, High Revenge
refresh it.
cannot proceed.
Announcement
Next, to inform the Senate. As is tradition, a ven must wear something red. A rose, a scarf,
a handkerchief. The declaration is read before the members of the Senate (the Law states
at least half the members must be present) and the Senate chooses ve members to judge
the validity of the Revenge. At least three of the ve members must vote in the positive to
legitimize the Revenge.
If the Senate decides the case is invalid, the issue is over. There is no appeal.
If the matter decides the case is valid, all involved follow a strict procedure:
First, the council of ve declare how long the Revenge will last. One week, two
months, a lifetime. The offended party can ask for a period of time, but it is up to the
council of ve to decide.
Second, both parties must spill Blood on the document. Yes, this is a public use
of sorcery. One of the few instances when sorcery is legal. Youll nd out why in
a moment.
Third, both parties are given one week to prepare. Just seven days.
Fourth, the Senate announces the High Revenge to the general public.
The Path of Blood
Now, the High Revenge has begun. And whats so special about that?
Well, to begin with, during the time of High Revenge, both parties must identify
themselves by wearing red. A red rose, red handkerchief, etc. Just like above.
While the Revenge is active, no Laws apply to the two under its shadow. No Laws.
None.
THE SWORDSMAN
19
CHAPTER 8
Nothing must stand in the path of the Hate. Nothing must stand in the way of rightful
High Revenge.
Anyone who interferes in a Revengeprotecting one of the parties, giving shelter, aid,
comfort, whateverbecomes part of the Revenge. They do not gain any of the benets,
but lose any legal recourse from Injury that may befall them because of their interference.
In other words, if you meddle in someone elses business, you lose all legal rights and
they gain the right to kill you on sight.
Another detail. While under the shadow of Revenge, neither ven can wear a Sword. No
personal guard. No armies.
Two ven, two daggers and their Hate.
The Revenge continues until the time runs out or one of the two is dead.
If time expires and the Revenge has not been fullled, the affair is over. It may never be
mentioned again. Done. Finished. Over.
Hold a grudge? Bad form.
Try to use it as leverage? Bad form.
Use it to gain advantage? Bad form.
Once Revenge is over, it is over. Done. Finished. Over. No further Revenge may be
called upon the survivor. The issue is at an end.
WEARING THE BLACK
There is another option to Blood. The only punishment in ven society. Shunta van a vera.
Wearing the black.
If a ven breaks a contract or cannot fulll a Promise, he must wear the black.
Veiled. Shamed. Ostracized.
If you have caused Injury or Insult, you may be forced to wear the black. The Insulted
or Injured party informs your liege and your liege makes the order.
This is the only time a ven wears black. The color of shame. While you wear the black,
no noble will speak to you. Your lands are held by the Senate. Your title, suspended. Still
one of the Blooded, but not one of the Blooded.
Wearing the black is a symbol of shame. You must wear the color to mark your status.
You cannot make Promises. Your lands gone, you must live on the charity of others.
Or try slumming.
Others may try holding your lands in safeguard until your veil is lifted but who are
you going to trust with your lands?
Go on. Im sure you can nd someone.
THE SWORDSMAN | WEARING THE BLACK
19
REVENGE
GAMING THE DUEL
Quick, but Important Note
Now that you know why duels are fought, lets you and
This system is used for any violence
me talk about how they are fought.
between two individuals. Even if
the situation is an ambush, if two
BEATS
individuals face each other, use the
First, a duel is fought in a series of beats. Each beat,
dueling system below. For violence
one of the duelists is the aggressor and the other is the
between three or more ven (and/or
defender. The duelists trade back and forth unless a
orks), use Mass Murder, below.
switch in momentum occurs. A Maneuver striking the
Example
opponent off guard. Well get to that later. First, lets
go through the duel step-by-step.
Shara has stumbled into a duel. This
is something she does not want to
STEP 0: ANNOUNCE INTENTION
do. Not yet, anyway. She faces off
Like all other risks, the rst thing to do is announce
against her opponent and I have to
your intention.
gure out how many dice she has.
If your opponent has been taken by surprise, he has
no intention. He may not roll dice.
Her Prowess is 3. Thats three dice.
Not a lot to play with. Shara also has
Thats right. If youve surprised your opponent, he
an Aspect I want to invoke: I know
gets no dice. Right about now you want to know how
how to hurt you. The Narrator tells
to surprise your opponent, dont you? Its a contested
me thats fair. Someone is going to
Cunning risk.
get hurt after all. I get three dice
If youve snuck up on someone and they have no clue
you are there, you may start this system immediately.
Your opponent may not gather dice.
from my Aspect, giving me a total
of 6 dice:
Sharas Sword also provides
bonus dice. Two bonus dice, to be
STEP 1: GATHER DICE
Each duelist (always and only two of them) gathers
exact. So, I call on those bonus dice
as well. Now, I have 8 dice total.
together whatever dice they can. Usually Prowess plus
Prowess
any Aspects the duelists can invoke and tag. Players
Aspect
should double check with the Narrator, as usual, for
Sword
rulings on invoking and tagging Aspects that may or
Total
not be appropriate to the circumstance.
So, for this part of the duel, Shara
and I have eight dice to play with.
Okay, lets see what happens next.
GAMING THE DUEL
19
8
CHAPTER 8
Example
STEP 2: STRIKE BID
With those eight dice, its time to gure
Time to determine which duelist makes the rst move.
out how important it is for me to get
Not necessarily the most successful hit, but the rst
the rst strike. I know I want to use at
one. And sometimes, thats all you need.
least four dice for the risk (to beat the
With all those dice in hand, each player secretly
10). That leaves me two. The more dice
sets aside a number of them, depending on how
I have, the more wagers I can make, the
important it is for him to get the rst strike. This is
more Style I can get. Of course, if I lose
called the Strike Bid. Both players reveal their Strike
the bid, I lose the dice. I waste the dice,
Bid at the same time. The player who sets aside the
in fact. Bidding dice to go second. Id
most dice for the Strike Bid has the option to go rst
better make sure I dont do that.
or second.
Dice set aside for the Strike Bid cannot be used
So, I decide Ill put two dice into the
Strike Bid. My opponent reveals one die.
for the rest of the beat.
In the event of a tie, the character with the
I get lucky. I get to pick whether I go
rst or second. I pick rst. I have six dice
highest Prowess goes rst. If you still have a tie, each
left for the duel.
player may bid Style. Whoever bids the most Style
goes rst.
STEP 3: INTENT
Example
Shara won the Strike Bid, so she has
Each duelist declares his intent, starting with the
the option to go rst. She takes it. I
duelist who won the Strike Bid. The duelists trade
announce, I want to slice your leg, just
strikes, back and forth, eye for an eye, tooth for a
above the knee.
tooth.
This step starts with the rst duelist declaring a
My opponent, looking to counter
that, says, I want to parry, putting your
risk. He states his intention clearly. I want to stab
blade out of my way.
your wrist, I want to cut your thumb, or I want
Weve both announced our
intentions. Now, its time to see who is
to cut across your brow, just above the eyes. Say it
loud and say it proud. No room for the timid here.
The rst duelist declares his intent and then the
right and who bleeds.
second duelist responds, declaring his own intentions
with clarity and pride. His intention could be I want to parry your worthless excuse of a
lunge, or I want to bend sideways, leaving you open for a counterattack, or even I want
to spin out of the range of your blade.
The declarations are important. They set the standard for what happens next. Setting
the baseline for following actions.
GAMING THE DUEL
19
REVENGE
STEP 4: RISK
Both duelists make their wagers secretly. Then, each rolls their remaining dice.
Both duelists check to see if they roll at least 10. If either of them fails to roll at least a
10, the ven completely fails at her declaration. Complete Failure. Complete Failure means
you cant use any of your wagers.
If both duelists succeed in rolling at least 10, see which rolled higher.
The duelist who rolled higher succeeds in his intent. He is the victor. He has Privilege.
You get to use all your wagers.
The one who rolled lower is the defeated. He can only use half his wagers, round up.
So, again.
If you didnt roll 10 or better, you have Complete Failure. No wagers.
If you roll 10 or better, and you roll better than your opponent, you are the victor and
have Privilege. You get to use all your wagers.
If you roll 10 or better, and you roll less than your opponent, you are the defeated. You
get to use only half your wagers, rounded up.
STEP 5: CONSEQUENCES
This is when the bleeding happens.
A successful attack means the victor may apply all his wagers against the defeated who
may only use half his wagers, rounded up.
In some cases, the victor may be the defender. If the defender rolls higher than the
attacker, the defender gets all his wagers and the attacker only gets half of hers.
Whoever rolls higher is the victor and he gains Privilege.
If the attacker is the victor
he has Privilege and may use the Injure Maneuver against his opponent. Or, he may not.
He has privilege, so he may decide his attack fails. He may also throw his wagers into the
attack, adding one rank of Injury for every wager.
Success equals a rank 1 Injury. You may also apply any and all wagers you made
against the defender. Each additional wager adds to the rank of the Injury.
If the defender is the victor
he has Privilege and has successfully stopped the attacker from causing an Injury. Or,
he may not. Because he has privilege, he decides what actually happens. He may choose
to take the Injury.
GAMING THE DUEL
20
CHAPTER 8
FOLLOW-THROUGH
After a successful attack or defend, whoever has Privilege has the rst opportunity to
spend wagers. This means the victor may try using a Maneuver. (Wait for it)
Remember that. The victor has Privilege. He says whether or not the attack was
successful and he decides who spends their rst wager.
Duels & Mass Murder
Blood, Blood, Blood. Thats what you get in the
books, plays and Operas. Blood.
While the ven seem obsessed with violence, I
Orks use spears and shields. No ven would ever
disgrace his hand with such a weapon. Thats why
house guardsarmed with spears to counteract
should probably also note the obsession with
any uppity nobles Swordwear the black and
Ritual trumps all that. Violence can only take
cover their faces with masks. Hiding their shame.
place in a proper way. The duel. And the rules for
No, it must be the Duel where men make
that particular ritual can be found in a little book
violence. Sophisticated. Subtle. Artful. Anything
called The Swordsman: A Practical Guide to the Art
else is just barbaric.
of the Blade.
In noble society, noble murder is treated in the
The ven word for warfare is blushvennan.
Ive translated it here as mass murder. The ven
harshest possible way. Unauthorized, unsanctioned
despised warfare. They saw it as wasteful. If asked
murder has only one punishment: death.
to participate in such a crude activity, a ven was
Meanwhile, warfare between the ven is
within his rights to call Insult. How much food it
extremely rare. They simply do not have the
took to support an army. How much damage such
resources to maintain armies. At least, armies as we
an army would do. And dying on a battleeld? A
think of them. A ven army may be as many as fty
nameless death. Cut down from behind without
men. No armor. Shields, perhaps. Spears, Swords,
ever seeing the eyes of your murderer?
bows and horses. But armor? Only a coward would
wear armor. Besides, at the rate the ven heal, its
No, no. This is not honor. Nothing more than a
waste of Blood.
no wonder they never developed the technology of
Duels. Ritual violence between two willing ven.
self preservation.
Mass Murder. Unsophisticated violence between
Like the feudal Japanese, the ven discarded
technological advancements in warfare. They
three or more ven.
And so, in honor of the ven attitude toward
viewed these advancements as vulgar, unsubtle.
violence, we have two systems to handle such
Without Style or nuance. Disgusting.
matters. The Duel and Mass Murder.
GAMING THE DUEL
20
REVENGE
INJURY
The ven get hurt, just like us. They feel pain, just like us. They die from Injury, just like
us. The ven are just a little tougher, thats all. But they can still be killed. Just takes a little
more effort.
When your character takes an Injury, that Injury has a rank. The rank indicates how
severe the Injury is. You can have multiple Injuries. A cut above the eyes, a sprained ankle,
even a missing hand.
Injury 1 and Injury 2 are esh wounds. A sliver of pain. Just a distraction. Any Injury
1 or 2 heals in an equal number of days. Rank 1 and rank 2 Injuries both heal one rank
per day. The next morning, a rank 2 Injury becomes a rank 1 Injury and a rank 1 Injury
heals completely.
Injury 3 and Injury 4 are crippling wounds. A deep, piercing wound through the chest. A
missing digit. An ear torn from the side of the head. A blinded eye. Rank 3 and 4 Injuries
heal one rank per Season. At the beginning of next Season, a rank 3 Injury becomes a rank 2
Injury, a rank 2 Injury becomes a rank 1 Injury, and a rank 1 Injury heals completely.
Injury 5 is a mortal wound. Any ven who takes an Injury 5 is automatically knocked to
the ground, helpless. He cannot protect himself. A single action by a ruthless enemy will
kill him. A ven with a mortal wound is helpless for the rest of the adventure. The character
can take no risk without spending a Style Point. He may still take actions, but no risks.
Rank 5 Injuries heal one rank per Season.
Injury 5 can also leave a Scar. See Scars just below for more information.
INJURIES AS TAGS
This is important. You never lose dice because of Injury. Your opponent can tag an Injury for
bonus dice, but you always get your full pool of dice whenever you take a risk.
The ven are just that tough.
However, as I mentioned elsewhere, Injuries are Free Aspects: your enemies can tag
them for bonus dice against you. Your enemy can tag an Injury for a number of dice
equal to the Injury. A rank 2 Injury gives an enemy two dice. A rank 3 Injury gives your
opponent three dice. You get the picture.
Injuries are like Aspects. The rst time an enemy tags an Injury, its free; from there
on in, anyone who tags your Injury (for the rest of the game session) must spend a Style
Point to do so.
INJURY
20
CHAPTER 8
SCARS
Opera vs. Drama
Whenever your ven takes an Injury 5, the ven who gave
Id like to address something here.
it to him can spend ve Style Points and give your ven
The rules above, I believe, accurately
a Scar. A permanent Injury.
reect the kinds of Bloodshed wed
Scars are Injuries that just wont go away. They
seen in ven Opera but they do not
become Aspects that anyone can tag or compel. A limp,
reect the kind of Bloodshed wed
a missing eye, a crooked nger. The tag is worth 2 dice.
see in ven theater.
The compel limits your vens physical capabilities in
If youd like your games with a bit
some way.
more ruthless violence, adjust one
Scars never heal.
rule and youll have what you need.
So, the next time you give another ven an Injury 5,
A rank 5 Injury usually forces
the Injured ven to spend a Style
spend ve Style Points.
Twist that blade a little deeper.
Point for any risks, although he
can take actions well enough. In
VASSALS AND INJURY
a game using the drama rules for
Vassals are just like other ven. If they get hurt, they get
violence, I suggest changing that.
Injured.
Id suggest a rank 5 Injury crippling
Okay, they arent like your ven. They arent that hard.
the ven to such an extent that he
Because Vassals represent background characters, they
can take no risks at all and must
are not as tough or resilient as full-edged characters. So,
spend Style Points to take any action.
use these rules instead.
This debilitating rule lasts until the
A Vassal may take an Injury equal to her rank. Thus,
following morning where the usual
a rank 2 Maid can take a rank 2 Injury before she falls
Opera violence rules come into play
down. A rank 3 Spy Master can take a rank 3 Injury
(Style for risks, not actions).
before he falls down.
I leave it up to you.
Healing for groups of Vassals is the same for any
other ven. One Season per rank of Injury.
DEATH
Taking a rank 5 Injury does not kill your character, but it does make her helpless. She can
take an action, but any risk requires a Style Point. If you dont have a Style Point, you
cannot take risks.
If you want to kill a helpless character, you may do so by taking an action and spending
a Style Point. A helpless character cannot defend herself against this action: you gain an
automatic success.
Death robs you of your chance for Solace. Dont lie down for it lightly.
INJURY
20
REVENGE
SURPRISE
The Death Monologue
If you catch another ven off guard, you have
Every character deserves a Death Monologue.
the advantage of surprise.
When a character receives the killing blow, she gets
A surprised character gets no dice to roll
at all. None.
a few moments to say or do something important.
Reveal a secret
How do you catch someone by surprise.
Use Cunning to make sure they dont see
you, dont hear you creeping up on them,
dont smell your perfume you get the idea.
Again, if someone doesnt know you are
there, you have surprise, and they use no dice.
Use it wisely.
Give an important object
Tell that ven youve loved so long the one thing
you never told him
One thing. Thats all you get. No matter what
happens between the killing blow and reaching the
murdered ven, the ven gets the Death Monologue.
One thing. Make it count.
MANEUVERS
When you get into a ght, you can perform two Basic Maneuvers: Injure and Defend.
Injure represents an intent to cause harm and Defend represents the intent to get out of
harms way.
The ven may also use Advanced Maneuvers, giving them more options during a ght.
Advanced Maneuvers take an entire Season to learn. Ill put the advanced Maneuvers here
so all Maneuvers are in the same place, but if you want to learn those Maneuvers, try
looking them up in the Seasons chapter.
Ill say this in the Seasons chapter, but its worth saying here, too. You can use a Season
Action to teach another ven a Maneuver. You can only teach up to the rank you know, so
you cant teach someone how to Parry unless you have at least one rank of that Maneuver.
The instructor spends the Season Action, not the pupil.
Each Maneuver has a few qualiers.
A Basic Maneuver can be performed by anyone.
An aggressor Maneuver may only be used by the attacking ven. A defender may only
use a defender Maneuver.
USING MANEUVERS
Each Maneuver gives express times for when it may be used. For example, most Maneuvers
may be used after a successful or unsuccessful attack or in lieu of an attack.
Advanced Maneuvers always cost at least one wager.
INJURY | MANEUVERS
20
CHAPTER 8
For example, a ven tries to attack Shara. The dice roll and Shara comes up the defeated.
She considers using a Parry. Looking at the Parry Maneuver, I see it says, Use after a
successful Injure has been used against you. Because Defend failed, the Injure Maneuver
was successful. I spend a wager and use Parry, reducing the rank of the Injury.
Using a Maneuver opens up the possibility of other Maneuvers. Parry opens up Riposte,
for example.
Also, many Maneuvers replace the basic attack Maneuver (Injure). You may use Bash,
Disarm or other attack Maneuvers instead of the Basic Maneuver, Injure.
MANEUVER RANKS
Every ven character begins play with Injure at rank 1. Characters must purchase Defend.
As a Season Action, you may increase your rank in a Maneuver. This increases your
vens capabilities with that Maneuver as well as providing a few nifty extras.
Also, you should notice that all the Advanced Maneuvers have Prerequisites. You must
fulll these before you can spend a Season Action to learn the new Maneuver.
You may not have more than three ranks in any single Maneuver.
Injure (basic; aggressor; causes Injury)
successful blow. In other words, you dont
If you put the hurt on your opponent, you
have to apply all your wagers when you hit
deliver an Injury. Successfully hitting your
your enemy. You may, if you wish, pull
opponent causes an Injury equal to your
you punch, assigning one or two or even
ranks in this Maneuver. Each wager you
none of your wagers.
add to that increases the Injurys rank.
So, if your ven has a rank 1 Injure and
Defend (basic; defender; reduce Injury)
add two wagers to a successful hit, youve
If the defender rolls higher than the
given your opponent an Injury 3. (One
attacker, the defender is the victor and
rank for the Maneuver and two additional
the attacker is the defeated. The defender
ranks for your two wagers. Thats a total
can then successfully parry the attackers
of 3.)
attempt at harm.
The bigger an Injury, the better it is for
you, the worse it is for your opponent.
Using Defend subtracts ranks of Injury
in the case of a successful hit. In other words,
Because you are the author of your own
even if your opponent gets a successful hit,
success or failure, you may assign an Injury
subtract your ranks in Defend from the
of lesser rank if you wish when you strike a
Injury rank he gives you.
MANEUVERS
20
REVENGE
ADVANCED MANEUVERS
All of the Maneuvers below cost 2 wagers to execute. Each also costs one Season Action to
learn and has additional requirements. Get studying.
You may only use any Advanced Maneuver a number of times per Duel or Mass
Murder equal to the Maneuvers rank.
Bash (defender/attacker; 2 wagers)
Requisite: Injure 3, Strength (you may
not use this Maneuver if you have Strength
as a weakness)
Throwing your weight behind your
Sword, you hope to throw your opponent
Dodge (defender; 4 wagers)
Requisite: Parry 3
Dodge completely cancels any attack
Maneuver. It costs 4 wagers: more than
any other Maneuver. Dodge cannot be
cancelled by any other Maneuver.
off balance. Both you and your opponent
roll Strength plus any appropriate Aspects
Parry (defender; 2 wagers)
(sorry: no wagers). If either of you do not
Requisite: Defend 3
make the risk (roll 10 or higher), you fall
Parry completely cancels Blind, Called
to the ground. The higher roll steals the
momentum and may make an immediate
attack against his fallen foe.
Shot, Injure, and Riposte.
Maneuver represents a last moment
ailing about to reduce the effect of a
potentially fatal blow. You cannot use
Bind (defender/attacker; 2 wagers)
this Maneuver without a Sword or dagger.
Requisite: Parry 3
Reduce the rank of an Injury by your rank
You may wish to lock your opponents
in this Maneuver. You may use Parry a
blade with your own. This ends any further
number of times per Duel or Mass Murder
Maneuvers for the beat and both duelists
equal to the Maneuvers rank.
transfer any remaining wagers into Style.
Feint (attacker; 2 wagers)
Disarm (attacker; 2 wagers)
Requisite: Parry 3, Beauty (you may
not use this Maneuver if you have Beauty
as a weakness)
Requisite: Parry 3, Cunning (you may
not use this Maneuver if you have Cunning
as a weakness)
After a successful attack, you may
Instead of causing Injury, your successful
declare a Feint instead of Injure. Feint
attack removes your opponents weapon or
turns your opponents attention to the
tool from his hands.
wrong direction, throwing your opponents
guard off guard, giving you an opportunity
during the next beat.
MANEUVERS
20
CHAPTER 8
Futali
Declaring a Feint gives you a number
Ransom
of Style Points equal to your Prowess.
These Style Points can only be used in the
An old tradition from the dark days. Before
next beat.
the Senate, before the Houses. Ransom.
Holding a noble for a price. Futali.
Lunge (attacker; 2 wagers)
If a noble is ever captured outside his
Requisite: Injure 3, Courage (you may
lands, he can be held ransom until the price is
not use this Maneuver if you have Courage
paid. His House can decide to pay the ransom
as a weakness)
in exchange for his life or refuse to pay it,
A lunge is a dangerous Maneuver, but if
effective, can be devastating. A ven without
granting the holding noble the right to do as
he likes to his captive.
Courage cannot make a lunge. Making a
If a noble is captured, he falls under the
lunge requires two wagers. The duelist
same Laws as those who lose control of their
adds his Courage to the Injury rank. So,
possessions. If you dont have the strength
thats one automatic rank for success plus
to protect yourself, you dont deserve
the duelists Courage, plus any additional
protection.
wagers he wishes to add.
The drawback of the Lunge Maneuver:
you may not spend any further wagers that
Futali is the polite way of asking, Do you
want this back? Refusing to pay is the polite
way of saying, No.
beat. Not to attack, not to defend yourself.
You may use Lunge a number of times per
number of Style Points up to your Prowess.
Duel or Mass Murder scene equal to the
The Points you spend equal the rank of the
Maneuvers rank.
Injury you inict. Your second attack may
be thwarted by Maneuvers that cancel or
Press (attacker; 2 wagers)
Requisite:
modify Injure (Parry, Dodge, etc.).
two rank 3 Advanced
Maneuvers, Prowess (you may not use
this Maneuver if you have Prowess as
a weakness)
Press cancels the Recover and Parry
Maneuvers.
Recover (defender; 3 wagers)
Requisite: Dodge 3, Wisdom (you may
not use this Maneuver if you have Wisdom
as a weakness)
Knowing your enemys ways, you
Pushing your opponent further, you
can cancel his advantage. The Recover
make an immediate second attack after
Maneuver cancels the Bash, Disarm and
a successful Injure Maneuver. Spend a
Feint Maneuvers.
MANEUVERS
20
REVENGE
Riposte (defender; 2 wagers)
Sap (attacker; 1 wager)
Requisite: Parry 3
Requisite: Injure 3
After a Parry, the defender can spend
This Maneuver may only be used with
two wagers and try a Riposte. A Riposte
surprise (see below). If you can strike an
is a quick counterattack made by the
opponent when he does not know you are
defender. The defender now becomes the
present, you may spend one wager to knock
attacker and may make an attack against
him unconscious. Theres really no reason
his opponent with his remaining wagers.
to gain additional ranks in this Maneuver:
The attacker may only defend with his own
once you know how do it, you know how
remaining wagers.
to do it.
If the attack is successful or if it fails, a
Step (attacker/defender; 1 wager)
Riposte does not count as an attack. The
duelist making a riposte does so at the end
Requisite: None
of the attackers beat, giving him rst attack
You may, if you wish, use a wager to step
in the following beat.
toward or away from your opponent. If you
A Riposte may be Parried and the
Riposte returned.
are at least one step away, your opponent
must spend a wager to step toward you in
order to attack.
GRAPPLING
Grappling Maneuvers rely on Strength rather than Prowess. Like the weapon
Maneuvers, there are two basic and a few advanced grapples.
Punch (basic; attacker; cause Injury)
If your punch is successful, you cause an
Injury 1. You must spend wagers to increase
Advanced Maneuvers
Remember:
Advanced
Maneuvers
require a Season Action to learn.
the Injurys rank, but the maximum rank
an Injury from a Punch can have is equal
to the attackers Strength.
Grab (attacker; 2 wagers)
Prerequisite: Punch 3
Ive listed this Maneuver rst because
Block (basic; defender; gain Style)
Block is an unarmed attempt to defend
no others can happen until this one goes off
successfully.
against an attack. If successful against
Instead of Punch, you can try to Grab
another unarmed attack, the Block denies
your opponent. Once she has been grabbed,
any Injury. If used against a weapon or tool,
she is immobilized and cannot take any risk
the Block reduces the Injury by one rank.
that does not involve dealing with you.
MANEUVERS
20
CHAPTER 8
A ven can break a Grab by making a
half. The victor causes an Injury equal
successful contested Strength risk against
to the wagers he made minus the wagers
the ven who grabbed him. This is a risk
the
and it is the only risk he can take until he
defender can be the victor and the attacker
successfully breaks the Grab.
can be the defeated. Wrestling can turn just
defeated
made.
Remember:
the
that quick.
Squeeze (Attacker/Defender; 2 wagers)
The victor can choose to break the Grab
rather than cause Injury.
Prerequisite: Grab 3
Squeeze may only be used after a
Throw (Attacker; 2 wagers)
successful Grab.
Once you have Grabbed your opponent,
you can try to cause real Injury. Squeezing
your opponent is risky, but can cause
serious Injury.
Prerequisite: Grab 3
Throw may only be used after a
successful Grab.
You can attempt to throw your opponent,
Both your and your opponent make
causing no Injury itself, but perhaps putting
a contested risk. The winner keeps all
your opponent in greater risk of Injury.
his wagers, as usual, and the loser keeps
You know, like throwing them off a cliff.
MASS MURDER
Finally, let us speak of the most vulgar kind of violence. A desperate kind of violence
reserved for those without character, class or Courage. Those who do not have the
sophistication or Cunning to understand that violence is an Art. Those who deserve
nothing less than drowning in a pool of ork Blood.
A mass of bodies throwing violence at each other. Iron and muscle, sweat and blood.
Clamor and alarum. And in the end, there will be bodies bleeding their lives away.
This is blushvennan. Mass Murder..
Whenever groups of ven need to settle their
differences with violenceanywhere from ve to
No one is ever ready for war.
When you delay conflict,
you give your enemy
more time to prepare.
twenty-ve to twenty-ve thousand to fty thousand
venthe Narrator calls for the Mass Murder rules.
Mass Murder handles any acts of violence that are
not duels. If you have three combatants, use Mass
Murder. If you have three thirty, use Mass Murder.
If you have three thousand, use Mass Murder.
MANEUVERS | MASS MURDER
20
REVENGE
ONE BIG CONTESTED RISK
Orkish Violence
Mass murder is just that. One big contested risk. Everyone
Youve heard ths before, but
follows the same steps.
I think talking about it again
here gives us a little perspective
1) Pick a Side
on the difference in ven culture
Everybody picks a side. Us vs. Them. Us vs. Them vs.
between violence and murder.
Them vs. Them.
Our own word monster
You may choose Me as a side. Good luck.
carries a lot of weight. You could
be talking about a vampire,
2) Pick a Leader
Each side picks a Leader.
werewolf or some unspeakable
horror no language can
communicate. Monster. It can
3) Gather Advantage
mean almost anything.
Now, we gather dice. Each side gets a pool of dice. Only
The ven word for monster
the Leader can add his Name, Prowess, aspects, etc. Each
is ork. (The Old English language
additional ven on his side adds one die. Thats it. Just
inherited this word from the
one die.
ven.) For the ven, it means not
Vassal Bandssuch as your Spy Network, Personal
ven. So, anything that is not
Guard and Roadmenadd one die per rank. Thus, a rank
ven is ork. Ork could mean
3 Personal Guard adds three dice, a rank 2 Spy Network
a vampire, werewolf or some
adds two dice, etc.
unspeakable horror no language
can communicate. Ork. It
4) Wagers
can mean almost anything.
When the Leaders have their total dice, each Leader
Including the act of ganging
secretly makes wagers.
up on a single combatant. Ven
perform violence in a ritualistic,
5) Roll
All Leaders roll.
respectful manner. Orks gang up
and murder you.
The victor (whoever rolled highest) keeps all his wagers.
Thus, the Mass Murder rules
The defeated (every side who rolled lesser than the
are used for such ork behavior.
victor, including sides who may be allied with the victor)
lose half their wagers.
MASS MURDER
21
CHAPTER 8
Treachery
You may, if you like, use your
6) Murder
The victor goes rst.
opportunity to cause harm to
a) He selects one ven on his side,
the other side to cause harm
b) spends a wager, and
to one of your own. The same
c) gives a rank 5 Injury to any ven or ork involved in the
rules apply. Any ven (or ork)
you target gains a rank 5
ght scene. Even one on his own side.
Each ven on each side may only act once. That is, the
Injury, even if that target is on
Leader cannot spend a wager and have you attack one
your own side.
enemy, then spend a second wager and have you attack
another. The only circumstance you can attack twice is
in the circumstance of a Suaven Blessing. Specically, a
How many Injuries can I have
Wolf suaven Blessing, Teeth and Claws. See the Suaven
before I drop?
chapter for more information.
You can have as many Injuries
If you are targeted for murder, you may spend two Style
as you want. Really. The ven are
Points to use a Maneuver. Usually this will be either Dodge
tough. Theyre robust. They can
or Parry. You cannot use the Basic Maneuver Defend.
take it. Your character can have
You must use Dodge or Parry.
three 1 Injuries, ve 2 Injuries,
If a targeted ven uses a Maneuver to Dodge the murder,
one 3 Injury, four 4 Injuries so
the selected ven may spend two Style Points to make a
long as he doesnt have a single
countering Maneuver. This continues as usual until one
5 Injury, he can keep going.
side can no longer counter. The loser gets a rank 5 Injury.
I designed the system this way
to reect the way ven heroes
7) End of the Scene
and heroines act in the operas
When all the wagers are spent, the scene is over. Any side
and pillow books of the time.
has the opportunity to surrender. The surrender may be
They seem to acquire all kinds of
accepted or denied. If accepted, that side is removed from
Injuriesappearing as walking,
the scene. If denied, they must continue to participate.
bleeding woundsuntil that
Ven with rank 5 Injuries are one step away from death.
one hit comes along that throws
A single action kills them. Not even a risk. Just an action.
them to the ground.
Any Leader may spend a wager to murder that ven.
If any side does not surrender, go back to Step 1 and
start over again. If a character cannot contribute to the
scene (she has a rank 5 Injury), she cannot contribute a
die to the Leader.
MASS MURDER
21
REVENGE
VASSALS
Is a Rank 8 army (really big, I
Your Vassals can participate in Mass Murder if they like.
think) only 80 ven?
They become Injured and must recover just like any other
Yes. Ven armies are notoriously
ven, but they can protect you when you need it most, and
small. They just dont have the
during Mass Murder, thats when you need them most.
resources to maintain large armies.
Vassals and Injury
Can More than Two Ven be
A Vassal may take a single Injury 5 before falling down,
Involved in a Revenge?
just like everyone else, however, Vassal Bands break this
The answer is no. Two ven. One
rule. The Personal Guard, Roadmen, Spy Network and
declaration. Thats it.
Secret Army.
These three Vassals represent groups of individuals, and as such, may take more
Injuries than a single Vassal. When groups of Vassals (the three mentioned above) take
an Injury 5, instead of falling down, they lose one rank. When a group of Vassals reaches
rank 0, they fall down.
As mentioned above, healing for groups of Vassals is the same for any other ven. One
Season per rank of Injury.
The Loyal Vassal
Also, a Vassal may take an Injury for you when you are targeted for Injury.
Your own Personal Guard may take any Injuries targeted at you. The Spy Network
may take Injuries for their own liege or for their Spy Master.
The Roadmen may take Injuries for their own liege or for their Master of the Road.
Finally, a lieges Swordsman may take Injuries targeted at his liege, or by spending two
wagers, can take Injuries for any ven on his side.
If a Vassal knows Maneuvers, he may use them, but doing so requires a Style Point
from the Vassal.
THE POINT OF IT ALL
This mechanic kills characters. It should. I designed it this way for three reasons.
The rst was to make these kinds of scenes lethal, dirty, messy, and chaotic.
The second was to make it as fast.
The third was to discourage this kind of thing.
MASS MURDER
21
CHAPTER 8
WAR
The only language
orks understand.
The language of
pain.
First, its illegal.
Second, in the operas and pillow books, it happens all the time.
If you encounter a scenario where hundreds of ven face each other
with the intention of murder, use the same system as Mass Murder.
B ARON X ENOS ,
B LOODED OF THE
F ALCON
SECRET ARMIES
In the Seasons chapter, you will learn how to raise a Secret Army.
While Personal Guard may be used to protect yourself and your lands, a Secret Armys sole
purpose is to wage war. Each Secret Army counts as an additional Vassal and use the same
rules we talked about under Mass Murder.
Unlike other Vassals, a Secret Armys rank is not limited to rank 3. Instead, a Secret
Armys rank can be as high as the number of Farms you own in your Domain. If you have
ve Farms, your Secret Army may be as large as rank 5. Farm ranks do not count toward
the rank of your Secret Armyonly the number of Farms. Again, if you have ve Farms,
your Secret Armys rank can be up to rank 5.
Because an Armys rank is so high, it is difcult to dispatch. Each rank 5 Injury inicted
to the Army decreases its rank by one, but a rank 5 Army will outlast a rank 3 Personal
Guard most days of the week.
Each character may have only one Secret Army.
GENERAL
You may assign a General to lead your Secret Army. A General is an NPC and may have
Virtues, Aspects and Advanced Maneuvers just like every other ven. Because he is an NPC,
your General may decide not to join your side during Mass Murder and lead your troops
independently.
This could be a good or bad thing, depending on the circumstances.
FIRE
If your ven want to use re as a weapon, follow these rules.
Striking an opponent with a torch or a lantern, catching on re causes an initial rank 1
Injury. Each beat thereafter, the Injury aggravates itself one rank. When the re causes a
rank 5 Injury, the victim falls down, incapacitated. If the re is not put out in the next beat,
he loses his life.
The initial Injury can be increased with wagers. Obviously, at this point, were talking
about using a torch or a lantern or a burning piece of wood as a tool to cause such an Injury.
WAR | FIRE
21
REVENGE
A successful hit with such a tool initiates the ame and wagers
Bearing the Spear
can increase the initial rank of the re, but the ven must spend
two wagers per rank.
Using such a clumsy, awkward, ignoble tool to bring the
end of a fellow ven. Bad form.
Unless, of course, they are so ignoble, they deserve such
an end
Some ven feel a tting
punishment for Revenge is
bearing the spear, a true symbol
of shame, and a non-violent way
to resolve Revenge.
SPEAR AND SHIELD
The offended ven can demand
the one who offended him
Ven guards, the ones who wear all black and keep their faces
wear the black, put on a mask,
hidden by gold masks, employ a different kind of ghting
and become a bodyguard. The
Style the ven call spear and shield.
assignment lasts as long as the
(The ven word for this Style is thuaka, a vulgar term that
Jury decides is appropriate.
comes from the ven phrase thuakatan sen, or you arent good
enough for the Sword.)
While most ven nd the use of thuaka disgusting, when
the thuakaven (spearmen) work together to disarm a
Swordsman, they can be very effective.
THE PATRON SAINT OF REVENGE
One last thing.
While some may see this as
foolishmaking a bodyguard out
of someone who may want to kill
youit does fall under the
keep your allies close and your
enemies closer mindset the ven
seem to keep. What a better way
to keep tabs on someone who
The suaven Ikhalu. The patron saint of Revenge. He has no
offended you than throwing
temple. He has no priests. His body, resting in Solace. Hidden.
them in with your personal
Only those who revere him most. His black-robed priests.
guard? Surrounded by armed ven
Those who have no other recourse, those who have no
choice they seek Ikhalus Blessing for Revenge.
completely devoted to you, what
chance does the fool have?
Prostrate, begging for his Blessing. Waiting for the call.
Some spend months. Years. Waiting. Just waiting for a whisper.
Only a few hear him. Only the righteous. The desperate are cast away. The desperate
become the hopeless.
If granted Ikhalus Blessing, no ven can deny the right of Revenge. No ven. No baron,
no duke, no count, no senator. No father, no son, no daughter, no husband, no wife.
Wearing Ikhalus markthe black eyes reecting the Hate that swims in their Blood
shows the truth.
I belong to him who whispered Revenge to me.
No one dare deny Ikhalu.
FIRE | SPEAR AND SHIELD | THE PATRON SAINT OF REVENGE
21
ROMANCE
ROMANCE
I
N THE MINDS OF THE VEN,
LOVE
IS A
DANGEROUS THING, MAKING YOU ACT
AGAINST YOUR OWN BEST INTERESTS, AGAINST
YOUR FAMILY, AGAINST YOUR FRIENDS. IT IS
A KIND OF LOYALTY THAT YOUR SUPERIORS
CANNOT CONTROL.
REMEMBER: THE WORD
THE VEN USE FOR LOVE IS THE SAME
WORD THEY USE FOR REVENGE. VRENTAE.
DANGEROUS OBSESSION.
Other peoples wives are like
other peoples children. Fun to
play with, fun hold, fun to tickle
and fun to tease. But as soon
as they start crying, you can
hand them back.
C OUNT K ETHER , T HE G REAT
AND T RAGIC L IFE OF S HARA
Y VARAI
Like Revenge, Romance is deadly. Its only asking for trouble. You know how things
will go when you get involved in a Romance. The heat of passion makes you stupid. Makes
you ill. You feel sick when your lover isnt around and when she is around, you feel giddy.
How can this be anything but dangerous?
Ven scholars denounce Romance for these reasons. Of course, that doesnt stop
Romance. In fact, making it forbidden just fans the ames.
But where do these ideas come from? They come from Shanris rst true lovers. Avreda
and Ylvayne.
AVREDA AND YLVAYNE
Romantic notions started nearly three hundred years ago, inspired by the tales of a particular
Baron and Baroness. Avreda, Baron of Tyme, and Ylvayne, Baroness of Dren, were drawn
to each other the moment their eyes met. She was older, married to a man falling into
the deep sleep of Solace. He was a composer, hungry for inspiration. They spent a winter
together in the Duchy of Pathrena, and while there, they fell deeply in love.
Avreda composed his rst great opera that winter, dedicating it to My Winter
Rose. The veiled Romance between the two was obvious to any who sat in attendance
and it scandalized both of them. They denied any wrong-doing, the Baroness swearing
everlasting loyalty to her husband, but few believed her. The way she looked at him. The
way she wrote about his music. It was obvious she was deeply and passionately in love. A
crime of adultery by any account.
21
CHAPTER 9
When brought to court, she admitted her love for the
Through love,
we find strength.
young composer, but refused to admit consummating
the affair. A clever move on her part, knowing that the
actual crime she was accused of was adultery. The courts
By love,
we find courage.
judgment: Adultery is a crime; love is not.
Ylvayne was acquitted and half the Senate cheered.
A new idea had taken root in the ven consciousness: a
separation of the ideas of love and marriage.
That year, nearly three hundred volumes were published, plays were written, and
operas performed, all advocating the virtues of love. Husbands were drawn as grim and
dour monsters, old men marrying young women, trapping them in gilded cages. Then,
along comes The Lover: young, robust, creative, and ready to save the poor, suffering wife
from the trap of marriage. Of course, none of these books, plays or operas contained any
sex. The law was clear: Romance is legal, sex is not. But that would also change.
Return of the Winter Rose
Ten years after his rst Winter Rose opera was performed, Avreda composed a sequel.
The hero and heroine, both much older, reunited after many years of separation. The
affair, once thought dead and forgotten, awakened once again. And this time, the lovers
consummated their affair.
Once again, Avredas opera scandalized Shanri, but this time, it was he, not the
Baroness, who was brought before a Jury. The husband made a claim of True Pain:
another ven trying to steal his wife, trying to steal his lands. He presented the operas
libretto as evidence and the courts waited to see what defense Avreda would take. The
Barons defense surprised the world.
He announced that he was guilty as charged. Guilty of subverting the publics idea of
marriage, guilty of encouraging love, and guilty of being helplessly in love with Ylvayne. But
he refused to admit the play had anything to do with reality. We have never consumated
our love, he confessed. And I shall die with that shame.
Avreda confessed to his crimes and Ylvaynes husband undertook his Revenge. Avreda
did not defend himself. He was publicly whipped, castrated, and then hung by the neck
until he was dead. His body was then burned until nothing remained.
Ylvayne never attended the trial nor his execution.
AVREDA AND YLVANE
21
ROMANCE
7
The day after his execution, her husband found Ylvayne dead by her own hand. Poison.
Legend says she left behind a letter, but that he destroyed it after reading it.
Avreda confessed his own honesty at the trial would help liberate Shanri from the
prison of marriage. To a certain extend, it did. Romance has become an undeniable
part of ven culture, despite those who would see it castrated, hanged, and burned as its
champion was. But there is no denitive vision of love or Romance. Instead, plays, books
and operas continue to debate its meaning and purpose in ven life. And, of course, the ven
call any such work that explores the meaning of love a vrentada. A Romance.
THE COURTS OF LOVE
In the beginning, these affairs were completely chastea kiss was a daring gift, and if
discovered, could lead to banishment, or even death. Then, as the concept of courtly
Romance became more popular, the ladys rewards became more rewarding.
Eventually, romantic sentiments overcame the power of tradition, and we have the
beginnings of what we have now: irting and courtship as tests to nding your one true
love. But in the world of the ven, love is still a dangerous philosophy, practiced at risk, in
secret, away from the eyes of those who would ruin the greatest game ever created.
And, perhaps true to their character, the ven began holding courts to determine if an
affair was true or folly. They judged the truth of love through anonymous stories told by
semi-anonymous nobles. Vrendata.
Many of the early vrentada were expressions of romantic theories. What is love? What
is the proper procedure for lovers? When has a man gone too far in expressing his love?
Almost all Romances take place once upon a time, in a semi-ctional, semi-historical
Shanri with veiled names and circumstances. Most of the time, only slightly veiled.
(Sometimes not veiled at all.) Either way, these stories tell of lords and ladies playing
elaborate Romance games. Some end well, but most end in tragedy, reecting the view
of this new idea. In the courts (and in the Senate) the ven openly discussed the stories,
debating the nature of love and its place in the world. All the discussions were theoretical,
of course. These stories were never about real people, but only ctional lords and ladies
and their ctional adventures. Never did poets or playwrights use real people as models
for their adventures. No, nay, never.
A gathering of ladies and gentlemen seeking the answer to a timeless questionthese
are the Courts of Love. Like a Jury (see the Revenge chapter), a Court is made up of
an odd number of ven nobles. Most Juries are exclusively female, although there are
AVREDA AND YLVANE | THE COURTS OF LOVE
21
CHAPTER 9
exceptions. Ven come before the Jury for the purpose of
telling the tale of their Romances, revealing an opinion on
the nature of Love. When all the stories are done, the Jury
decides on which stories reveal Truth and Beauty and which
stories do not. The authors are revered and often published
by the hostess of the party.
Every court has its own opinions, its own rules. With this
attitude, Romance has evolved into a kind of game, with lovers
nding ways of openly declaring their love in complicated
codes. The courts were completely distracted by the elaborate
The Kiss
games, trying to identify couples by their riddles.
Yet another word for
poison: syshvenda. The
THE WOMAN WHO INVENTED LOVE
patient kiss. A venom
Fifty years ago, a young married woman named Shoshana
that infects you. Makes
Yvarai (Duchess of Ivdrava), bored with her husbands
your limbs weak. Makes
constant absence, began a kind of game that has endured
your heart pound. Blurs
to the current day. She gathered together several women
your vision. Disables your
married, single, widowedand sat down to discuss an
judgment.
important topic.
The kiss. Undoes the best
of us. Destroys the weak.
Enfeebles the strong.
A poison that can only be
cured by the cause.
Love.
Is it weakness? Is it poison? Does it make us stronger? Is
it virtuous? Is it vicious? Is it a supernatural force?
The ladies gathered to discuss the matter, exploring
various explanations for the passion in their hearts. A passion
that could betray any vow, any Promise.
The ladies also shared their own romantic experiences
under the guise of stories. Lady Vantala tells the tale of a
certain ven Marquise named Lady Alatnava. She begins
an affair with her husbands Master Spy. A quite innocent
affair. She allows him to kiss her on the back of the neck.
The whole thing begins when her husband was away and
the Spy Master foiled an assassination on the dear Lady. Of
course, she had to end the affair. She did so with a tearful
letter and a nal kiss.
THE COURTS OF LOVE
21
ROMANCE
These slightly anonymous stories became quite popular
Isnt this all adultery?
in Lady Shoshanas court. So popular, in fact, major favors
As long as no sex is involved, the
were granted to attend her Spring Social. Ven nobles
answer to that question is a
from all over Shanri gathering to tell puzzle stories about
denite No.
their winter affairs. Of course, no men were invited. No
men until Danton Adrente, that is.
Baron Reqin, Danton Adrente was a Wolf in every
Well, maybe. Ah, actually, yes.
Perhaps.
Years ago, the Senate passed
sense of the word. As soon as she saw him, Lady Shoshana
a law that they thought would
knew she had to have him. But try as she might, he refused
put an end to Romance once
at every request. It wasnt until his winter stay at her
and for all. It explicitly forbid
husbands request that she nally broke down his defenses.
any endangerment of dynastic
Of course, this could only end in tears.
lineage. If dynastic lineage is not
The Romance began with a quiet intensity and fully
endangeredin other words, as
bloomed shortly thereafter. A red rose with poison
long as theres no chance of a
thorns. The Ladys obsession with the Baron led to her
bastard childmost consider
announcement that men could be invited to her Spring
courtly love a harmless pastime.
Socialto accommodate her new lovers curiosity.
The size of the Spring Social doubled, and with the
There are others, however, who
view such activities as spurious
inclusion of men, even greater care had to be taken to
at least, and in extreme cases,
ensure anonymity. The puzzles and riddles lovers used to
dangerous. In the romantic ballads,
hide their identities became increasingly sophisticated
the husband is often referred to
but not too sophisticated. After all, it is bad form to provide
as the jealous one, the villain
a pseudonym without any clue to the persons real identity.
standing in the way of true love.
Even after her passing into Solace, the Ladys court
Romance causes men and
still continues. Every Spring court has a Court of Roses
women to doubt the authenticity
provided by the host of the Party or a trusted friend.
and authority of their marriages,
Masks are sometimes provided to the lovers as well as the
putting a dangerous strain on
carefully coded pseudonyms.
this all-important social contract.
But the greatest Court of Love is still held in the Ladys
Defenders of Romance argue love
castle. While she has passed into Solace, her daughterthe
is just as important as marriage. A
new Lady Ivdradastands in her stead. All lovers seek to
vital relationship marriage can not
attend the Court for the opportunity to share stories and
provide. Love is choice. Marriage is
possibly learn the identities of Shanris greatest lovers.
force. A debate that continues even
to this day.
THE COURTS OF LOVE
22
0
CHAPTER 9
She st
steps
teps into the room
and every set of eyes turns
her way. Krav stands
behind her, to the left, like
a shadow of muscle and
iron. Its the first night
shes worn the sword belt.
Their eyes fall a little
lower than usual.
The silence breaks.
Conversations resume. An
older woman approaches,
smiling wide and friendly.
Lady Shara, she
says, and they touch
fingertips. Im glad you
could make it.
Only the suaven
themselves could keep me
from one of your parties,
Duchess.
More pleasantries are
passed, and one by one,
they approach, giving
their regards. Most only
touch her fingertips, the
most polite greeting. A
few allow her fingers to
rest in their palm. The
most daring give a gentle
squeeze. She remembers
their faces and their
names: those who dare an
invitation to Romance.
THE GAME OF LOVE
THE GAME OF LOVE
In Shanri, every court views Romance differently.
some, disapproving of others. A Romance is
Approving of some
born out of impulse,
impulse lives through the energy of immediacy,
and fades when the res burn too low. Lets take a look at
how a Romance is born,
lives, and eventually dies.
b
ALTA
It commences with a glance, a single look. If the glance
lingers for more tha
than a breath, something has happened. A
Romance.
chance for Romanc
Traditionally, it is the mans role to initiate Romance,
hints and signals. The woman, then, must
approaching with h
his irtations or discourage them, letting
either encourage hi
him know her intentions.
In the time of this game, however,
inten
a few bold women take the initiative, sending out the
signals to prospective lovers, disregarding both tradition
and consequence. For the purposes of example, we shall
use the less traditional approach, demonstrating there is no
rule saying a woman cannot initiate a Romance.
All signs of Romance must be subtle, a gesture of respect
to the institution of marriage. Those who do not show
such respect, aunting their affairs, show contempt for
the institution, and thus, contempt for all married persons,
courting the possibility of Insult and a duel.
Traditionally, if a woman accepted a mans offer of
Romance, she determined how far the affair would go
and to what degree she tested her lovers devotion. After
all, she must know his affection is true, and not just some
randy brute looking for a roll between the sheets. However,
the Game has escalated since then, becoming more of a
competition. A double-edged sword. Both lovers set tasks
for each other, seeking that most sublime reward: alta.
22
ROMANCE
A rough translation comes to thank you, although it is
Seven Kisses
more delicate, more respectful. Think of someone doing you a
As a demonstration of respect
favor that you did not ask for. Think of the way you would say
and the gradual progress of
the words. Thats the context.
Romance, the ven write about
The degree of alta depends on the test, the lovers, and the
court. For some courts, an appropriate reward is a piece of
clothing, a lock of hair or even a kiss on the back of the hand.
THE RULES OF ROMANCE
Here they are: the rules of love.
the seven kisses.
There are many kinds of
kisses, each more intimate
than the last. The courts of
love determine what kisses
are appropriate and which are
Characters may participate in the Game of Love. If a
considered too romantic. The
characters weakness is Beauty, he is severely handicapped,
rst kiss is to the hand, on the
unprepared for the delicate rules and pitfalls that await him. He
ngertips. The second kiss is to
is encouraged to study rst (get some Aspects) before playing.
the wrist; kissing the inside of
the wrist is considered a more
ONE AT A TIME, BOYS
intimate reward. The third kiss
An important rule. Unless another rule says otherwise, you
is to the inside of the hand. The
may have only one Romance at a time.
fourth is to the chest, just at the
Just one.
breast bone. The fth kiss is to
the neck, just under the chin.
THE FIRST GAME
The sixth kiss is to the nape of
A Romance begins with a irtation, a test of wits to see if a
the neck, just under the hairline.
potential lover has the required skill. This is called The First
Finally, the last kiss. To the lips.
Game. The irtatious banter begins and continues in a kind of
The delivery of each kiss is
sing-song, with each contestant trying to keep up with the beat
also important, and a matter for
of the conversation. The loser is the rst to miss a beat. The
debate. Some courts insist the
winner sets the level of the tasks for the Romance.
kiss be what is called a quiet
Now, for our example, lets watch Lady Shara as she sees a
potential lover and approaches
kiss, delivered with closed lips.
The willing kiss involves lips
Shara knows his name, this man standing close to the re. The
man with eyes like the re, with black hair spilling over his shoulders.
and tongue. Finally, the cruel
kiss uses teeth.
His sleek frame, his thin hips. His name is Zsanosz, Count Kether,
and he is the prize of the court. She approaches him, touching his
hand. Her ngers close over his, and she squeezes. She meets his eyes
and smiles. The Game has begun.
THE GAME OF LOVE | THE RULES OF ROMANCE
22
CHAPTER 9
INITIATING THE ROMANCE
To initiate the First Game, Shara must make a Beauty risk. As usual, the target number
is 10. I can add any appropriate Aspects or other bonuses. Make wagers as usual. Also,
because this is a roleplaying game, I should probably describe how Shara tries to initiate
the Romance and not just rely on my dice. Who knows? The Narrator may even give me
a Style point.
If I roll successfully, I describe Sharas initiation of a Romance; if I fail, the Narrator
describes it. Either of us can decide on success or failure for Sharathats a separate
decision from the roll. Remember: the roll determines who gets to say yes or no.
(Remember the consequences of priviledge. If I fail the roll, its up to the Narrator to
decide if shes failed or succeeded. If I had failed the roll, the Narrator could say that Shara
did successfully initiate a Romance, even though she might have botched it. A failed roll
equalling the beginning of a bad Romance.)
With a successful invitation, Zsanosz now has the option to reciprocate. If he does not,
he politely declines with the proper compliment. Thats the end of that.
MEETING THE CHALLENGE
If he chooses to reciprocate, Zsanosz makes a Beauty risk of his own, wagers and everything.
Heres the trick. He must make at least as many wagers as she does. He can make more,
but he cannot make less.
If the roll fails, his response is out of time, bad form, or not equal to her irtation.
I see you carry a sword, Zsanosz says to Shara. Can you use it?
As well as any man, she replies. Then, her gaze lowers to his hips where his own sword rests.
Can you use yours?
As well as any woman, he says.
Now, if he meets Sharas wagers, the Romance can begin.
RAISING THE STAKES
Zsanosz can meet Sharas wagers, allowing the Romance to begin, or he can increase the
number of wagers, increasing the Romances potential.
If Zsanosz increases the number of wagers, he must still hit the TN to be successful. If
he is successful, it becomes Sharas turn.
Now, she can either match his raises or increase them again, furthering the potential
for Romance.
THE RULES OF ROMANCE
22
ROMANCE
This continues with each character either meeting
the challenge or raising the stakes. At any time, one of
the potential lovers may meet the challenge, allowing the
Romance to begin. But increasing the wagers increases the
potential of the Romance. Each retort increases the wagers.
The Game continues, with both Shara and Zsanosz
testing each others verbal skills until one of them fails. In
this case, Shara misses the roll
PREDATOR & PREY
If a character misses his roll, his wit stumbles, he has
spoken out of time, fumbled his response, or has failed
in some other way. This establishes the winner of the
exchange. The implied premise is that the loser must prove
their worth to the winner.
In this case, the loser is called the Predator and the
winner is called the Prey. The winner has won the right
to be pursued while the loser must prove her worth by
keeping up with her prey.
The connotations of these words should help you
understand the nature of a ven Romance.
POTENTIAL
Once youve determined the Predator and Prey, its time to
determine the Romances Potential.
First, take all the wagers the Prey made. Remember, the
Prey is the winner.
Second, the Predator ditches half her wagers as usual.
Third, add both the Predator and Preys wagers
together. The total sets the Potential of the Romance. The
Potential is the number of Seasons the Romance can last.
A rank 3 Romance lasts three Seasons. A rank 5 Romance
lasts ve Seasons.
Ive heard many
women have trained
with that blade, she
says, reaching forward,
touching the pommel. I
hope it hasnt gone dull
from over use.
Quite the opposite,
he says, looking down
at her. And the quality
of the blade is only one
factor. He touches her
fingers resting on his
pommel. The fingers
are the true test of a
swordsman.
His fingers touch hers
and a little gasp escapes
her lips. She misses a
single beat, and the first
round of the Game is
over. She breaks away,
withdrawing her hand
quickly. Perhaps you
are not ready for my
training, he tells her.
Perhaps, she
whispers.
Perhaps I need to see
your skills first.
She looks up. A
test? she asks.
He smiles. A test.
THE RULES OF ROMANCE
22
CHAPTER 9
Aspect: Romance
For example, Sharas last rollher failed rollhad
(Lovers Name)
six wagers. Because Shara lost, she loses half her wagers,
Invoke: You may invoke this
rounded up. That gives her three wagers.
Aspect to gain a number of dice
Zsanoszs last roll was ve wagers.
equal to the Romances rank
Three (Shara) plus ve (Zsanosz) is eight. A rank 8
whenever you are performing a
Romance that could last up to eight Seasons.
task assigned by your lover. You
REWARDS
may only have one task at a
time. If you cannot accomplish
Once youve won yourself a Romance, go ahead and add it
a taskor if you lover wants
to your character sheet.
to assign a different task
A Romance acts like an Aspect. It has an invoke, tag
before youve accomplished
and compel. Like a trait, Romances also have ranks. Your
the styour lover can change
Romance is also a Free Aspect, meaning it does not count
the task and the Romances
toward the one tag or compel per risk.
Potential loses one rank.
Tag: Others can take
advantage of your feelings,
A Romance begins at a rank equal to half the Romances
Potential, rounded up. Whenever you invoke the Aspect,
add the Romances rank to the dice you roll.
gaining two dice when you are
For example, Sharas Romance with Count Kether is
put in the position of having to
a rank 8 Romance. When Shara invokes the Romance to
act against your paramour.
add to her dice in a risk, she gains four dice. Thats the
Compel: Your Romance can
also be compelled, forcing you
Romances rank, divided by two, round up.
Remember, Romances act as Free Aspects for both the tag
to protect the Romance. Not
and invoke. Naturally, lovers can invoke their Romance
necessarily your lover, but the
Aspects for bonus dice. But Romance Aspects can also
Romance.
be tagged by other characters if they know about the
Romance, that is.
Because a new Romance
has more dice than an older
Note the special rule under the Romance Aspects
invoke. Its important.
Romance, doesnt that mean
players will want to end an old
LOVERS LEAP
Romance to get the better dice
Another advantage. You may, if you wish, spend a Style
from the new one?
point when your lover takes an Injury to step in front of
Yes. Oh, yes.
her, taking the Injury on yourself. You cannot use any
defenses to block or cancel the Injury. You take it. Like a
lover should.
THE RULES OF ROMANCE
22
ROMANCE
5
As long as you are in sight of your lover, you may take the Lovers Leap. You push your
way through the scene. Nothing can stand in your way.
Nothing can stand in your way.
TASKS
Okay, we saw how a Romance gets started, so now lets look at how it works.
Because Shara lost the First Game, she is the Predator and Zsanosz is the Prey. The
Prey has the right to set a task to his Predator to prove her worthiness.
Zsanosz sets a task for Shara. If she does not accomplish the task, the Romance suffers.
The Potential loses one rank.
If Shara accomplishes the task, the Game continues, this time with roles reversed. Since
she has proven her own worth, its time for him to prove his.
The Predator becomes the Prey.
Setting the rst task also sets the pace of the Romance. Giving your Predator simple
tasks means you have little regard for their skill. It could also mean you want to test their
abilities before giving them a real task. Finally, it could also mean you want to build the
tension of the Romance.
Connotations are important.
On the other hand, giving your lover a difcult task right out the gate means you either
have a great deal of condence in their ability or none at all.
Connotations are important.
Beginning tasks are usually simple favors. A woman may drop a fan, look at the
prospective lover and ask him to retrieve it for her. Likewise, most men ask for a drink
from the cask or ask for the lady to locate a misplaced glove.
Of course, experienced lovers may not waste time with such simple tasks
That man, he says, pointing across the room. Shara looks. A bloated beast of a man from a
minor house.
I see him.
He carries a sword.
Shara nods, understanding. I see. She bows slightly and retreats, crossing the room, her hand
resting on the sword at her side. The noble sees her at the very last minute, just before her hand slaps
his face and she takes her defensive stance. He draws his own blade and the duel begins.
A few thrusts and parries pass, everyone holds their breath, and when its done, theres blood on
the oor. Hes holding his wrist, looking at her, his sword on the marble with his blood.
THE RULES OF ROMANCE
22
CHAPTER 9
She walks back across the oor, her heels clicking on the marble. The blood on her blade drips
behind her. She steps up to him, holds the sword out before her and with a dramatic pause, drops
it, clattering loud on the marble oor.
I dropped my blade, she says. Would you mind picking it up?
His eyes never leave hers. Of course, he says, kneeling down, his hand on the pommel of the
blade. Most women would have dropped a handkerchief, he says.
She almost laughs. Most women.
A lover must take care when assigning a task. If her task is too simple, shes implying
she doesnt have much condence in her lovers ability to perform. If the task is too difcult,
shes setting him up for failure, implying she isnt interested in playing anymore.
A beginning task should be simple, but relative to the skill of the lover. If uncertain,
keep the task to something that can be accomplished quickly.
As the affair continues, the tests become more demanding. This also tests the lovers in
another wayputting them in situations requiring them to acknowledge each other in a
public way.
Bad form.
Of course, you must be clever enough to do it without bringing attention to yourself.
Good form.
If a lover is successful in his task, hes awarded alta. Alta depends on many factors,
including the lovers involved, the court where the game takes place, and the degree of
difculty of the task. At the beginning of an affair, alta can be a small gift (Oh, no. You
can keep the handkerchief.) or the right to use a kiss as a greeting. A kiss on the hand, of
course. As the tasks become more difcult, the alta also becomes more rewarding.
Each lover continues to trade challenges, the Romance becoming more serious with
each test. Gifts become touches, touches become kisses, kisses become caresses. Most
Romances end here, with both parties unwilling to take the next step. Its a threshold that
turns the Romance from a irtatious game into a treasonous crime.
THE FIRE GROWS, THE FIRE DIES
Nothing lasts forever. And the brighter a ame burns, the shorter it lasts.
When a Romance begins, it grows. At the end of each Season (after the Romance
begins), the Romance Aspect gains one rank, adding more dice to risks.
Romance Aspects continue growing until they reach their Potential (see above), then
they lose one rank per Season until the Romance reaches rank zero.
Also, if no alta is granted by either lover in a Season, the Romance loses two ranks.
THE RULES OF ROMANCE
22
ROMANCE
ENDING THE AFFAIR
Aspect: Vaszhna (Savage Lover)
Sooner or later, a Romance must end. Thats the way of
When a ven ends a Romance in an
things. A Romance begins with the heat and intensity
awful waya public way, a disgraceful
of spring; moves into the long, lazy warmth of summer;
waythe Court of Love may grant her
but then slides into the chilly days and nights of autumn;
the Aspect Vaszhna. If the Court decides
and nally succumbs to the bitter cold of winter.
such a fate, she must wear the Aspect for
All Romances end in tears. No exception. While there
are degrees of heart-break, no Romance ends well.
Not one.
The most honorable way to end an affair is to
a year and a day. She must wear a black
rose to show her shame. A veil if her
crime is particularly vicious.
Invoke: No invoke.
accomplish a task and not ask for alta. This informs your
Tag: Another may tag this Aspect
lover the affair has run its course and cannot continue.
to gain two bonus dice against you in
By refusing alta, you have accomplished her request and
matters of Romance.
graciously bow out of gaining the fruits of your labor.
The second honorable way of ending the affair is by
Compel: Another player or the
Narrator may compel this Aspect, forcing
not assigning a task. Once again, you feel the affair has
you to act in a cruel, heartless manner
gone far enough and any alta granted by a further task
toward lovers and even the idea of
would be inappropriate for the Romance.
Romance.
Finally, you can end the affair poorly. There are
many ways to do this, but here are two examples.
First, theres ending the affair by refusing to grant alta.
Can I Have a Romance with My Wife?
This can earn the lover a new Aspect: vazhna (savage).
This is tricky. Not true to the source
The Aspects rank is equal to half the Romances
material. Romance and marriage are two
Potential, rounded up. A vazhna is one not to be trusted:
different entities at odds with each other.
an animal driven solely by desires. Of course, that title
I like the idea of a husband and wife who
attracts as many lovers as it does drive them away.
truly love each other but they must be
And the most abrupt (and rude) way to end the
affair is a public display of scorn or choosing the favor
the exception that proves the rule. The
more it happens, the less special it is.
of another over your lovers favor. Not only does this
But I agree with the player who asked
end the affair and perhaps the Vazhna Aspect, but it may
this question. A marriage with a Romance.
bring bloodshed to your household.
The Romance begins, blossoms, fades
Most husbands or wives try to ignore a spouses
Romance, but no one ever takes kindly to a lover who
so shames their marriage by ending a Romance poorly.
Such behavior is a fair and legal cause for a duel.
and dies. Then, the Heart-Broken Aspect.
Years later, the Romance begins again
Thats neat. But it must be the
exception.
THE RULES OF ROMANCE
22
CHAPTER 9
Aspect: Heartbroken
HEARTBREAK
Padana
Whenever a love affair ends, there are always two: the one
You will hurt the one who hurt
who leaves and the one who is left behind. The one who is
you. Yes, you will. You will make
left behind gains the Heartbroken Aspect. (The ven word is
him feel the pain you feel. You
padana. Translation: hurt beyond healing.) The Aspect has
will make him beg the way you
a rank (bonus dice) equal to half the Romances potential,
want to beg. Make him whisper
rounded up. It loses one rank per Season until it is nally
your name and ask for your
gone.
mercy. Yes, you will.
Yes, you will.
Invoke: Gain a number of
A Heartbroken ven can start a new Romance, but that
Romances rank cannot be equal to or higher than the
Heartbroken Aspect. In other words, if your Heartbroken
bonus dice equal to half the
Aspect is rank 4 (you roll four dice for the invoke), your
Potential of the Romance
current Romance cannot be higher than rank 3. It isnt until
(rounded up) for the purposes of
the heartbreak fades that your Romance can move forward.
hurting the one who hurt you.
Tag: Opponents gain two
bonus dice when using your
And remember, you can only start one Romance
at a time. That is, unless, you nd some other rule that
supercedes this one.
anger and hatred against you.
DANGEROUS LIAISONS
Compel: Hut the one who
hurt you. Give up whatever you
By the strictest denition, adultery is engaging in activity
are doing and hurt him.
that could cause an illegitimate heir. Until that line is
Hurt him.
crossed, all of this romantic talk is relatively harmless as far
Punish him.
as most nobles are concerned.
Make him beg.
Most.
Make him plead.
But once that line is crossed, it ceases being a Romance
Make him wish he never left you.
and becomes a Liaison. The Romance has become a danger
Make the ones he loves hurt.
to the marriage. Most ven understand this and end a
Make them beg.
Romance before it gets that far. Others, however, are so
Punish them.
caught up in the passion of the affair, the lovers are willing
All the world has to pay for your
to risk anythingeven their livesto continue to the
pain.
passionate conclusion.
THE RULES OF ROMANCE
22
ROMANCE
9
Go ahead and erase the word Romance on your sheet and write in the new word. Liaison.
Lovers discovered in such a compromising position risk much. They risk loss of reputation,
loss of status anddepending on the severity of the courtloss of life.
A Liaison may begin as soon as the Romance reaches its Potentialreaches its romantic
peak. There is only so much satisfaction to be gained from irting: someone nally crosses
the line. So, the Romance reaches its potential, but instead of decreasing next Season, it
remains at its Potential. No longer a Romance, but a Liaison.
As long as the Liaison is maintained by the lovers (I dont need to tell you how that
works, do I?), the Romance remains at its Potential, giving bonus dice for the Liaisons
invoke equal to half its rank.
Of course, being discovered in a liaison is dangerous. So dangerous, it could mean
a duel of honor. A duel to the Blood. A duel to the death. Participating in a Liaison is
grounds for a claim of Injury from the spouses of the lovers. See Revenge for more details.
CLEARING UP QUESTIONS
In case Im being too subtle, let me be perfectly clear about one thing.
The only way to maintain a Romance at its potential is with sex.
There. That ought to clear up at least one question on the FAQ.
THE RULES OF ROMANCE
1
23
SEASONS
SEASONS
T
IME IS AN IMPORTANT ELEMENT IN HOUSES OF THE BLOODED. IT MOVES FORWARD
AT A TERRIBLE PACE, NEVER HESITATING, NEVER RESTING.
THE
PASSAGE OF
TIME GIVES CHARACTERS THE CHANCE TO GROW, TO PRACTICE, TO BECOME MORE
THAN WHAT THEY ARE. TIME ALSO BRINGS THEM CLOSER TO THE INEVITABLE DOOM
SOLACE. UNLIKE OTHER GAMESWHERE THE CHARACTERS ARE PERPETUALLY
STUCK AT THE VAGUE AGE OF ABOUT 25, NEVER GROWING OLDER, THE PASSAGE
OF TIME NEVER RAVAGING THEIR YOUTHIN HOUSES OF THE BLOODED, DAYS,
MONTHS, AND YEARS CLICK BY.
OF
The ven measure the year in much the same way we do, dividing the year into four
seasons: spring, summer, autumn, and winter. (You may note the ven year begins in spring
rather than winter.) In the game, you too will count the passing of the seasons, noting how
things change with time.
A season lasts approximately ninety days. During that time, characters may nd enough
opportunity for one or two stories, possibly even three. But when does a season begin and
when does it end? And how much can characters do in a season? Lets answer those
questions one at a time.
In this chapter, well learn about Season Actions: long-term goals your character puts
into motion at the beginning of the Season that pay off at the end of the Season. Spying on
other nobles, growing crops, mining for metals and stone, preparing exquisite items of ne
Art. All of these things require time. More time than is allowed in a single adventure. Days,
weeks and months of toil, labor, blood and sweat go into a Season Action. Great effort for
great deeds. To represent the long-term strategies and subtle maneuvers of ven politics (as
represented in the pillow books), we have this chapter.
Seasons. The invisible battle behind the shadows. The unspoken war.
23
2
CHAPTER 10
THE PASSAGE OF TIME
The Season Record Sheet
When you rst sit down to play Houses of the Blooded, with
At the end of this book is a
everybody around the table, character sheets, dice and
Season Record Sheet. Please
refreshments ready, the Season has begun. In other words,
feel free to photocopy it and
the rst adventure begins the rst Season. Well assume
use it to keep track of your
youll be starting with Spring. Remember: you have ninety
Season Actions, harvest, etc.
days before the end of the season. That leaves you with
plenty of time to get a lot done.
Each Season, the Narrator prepares a number of stories (otherwise known as
adventures). A story, of course, is a ctional tale with a beginning, middle, and an end
that the characters take part infor better or worse. The Narrator chapter has more
information on building stories.
Characters cannot participate in more than 3 stories per Season. Upkeep of lands and
other downtime actions demand attention. If the players take up too much time with stories,
the Narrator may determine they cannot spend time handling other important activities.
REGIONS
Regions make up the bulk of this chapter. In order to understand how the Season system
works, we should really spend a moment or two talking about Regions.
As a ven noble, you own land. Specically, you own Provinces. Each Province is made
up by ten Regions. Each Region represents an unspecied quantity of land.
(I like abstract. Gives players room to be creative with their stuff. If you want to be
more precise, there are a ton of other games with similar systems that deal with specics.
Use those.)
A Region could be a mountain range, a stretch of plains, a series of farms, hills, coastline,
etc. An unspecied quantity of land. This lets you, the player, dene what your Regions look
like, how big they are, and where they are actually located in your Domain. Abstract.
Regions have a lot of distinctions, giving you a bit more to work with when you try to
dene them. Not that abstract.
Regions are either wild or civilized.
Each Region also has a specic geographic type: Forest, Plains, Mountains, etc.
Like other traits, each Region has a rank.
And, nally, Regions have Loyalty and Security.
SEASONS
3
23
SEASONS
Civilized & Wild
Your Domain has both civilized and wild Regions.
A civilized Region represents a tract of land youve domesticated. It has tax collectors,
roads, population and some sort of protection. Wild Regions, on the other hand, are still
held by orks. No ven dare go there unarmed.
The Regions you identied as yours at the beginning of character creation are those
youve spent time turning from wild Regions to civilized Regions. The orks have been
driven back and your people can do the work you need them doing. A wild Region, on the
other hand, does not have enough people to bring you much, if any, benet at all. Wild
Regions are of no use to you. They must become civilized before you can truly add them
to your Domain. They still belong to you, but until you take some time to hack out the
wilderness, put in some tax collectors and roads, that land will remain inaccessible.
Region Type
Once you have mapped out the territory, gotten rid of the bandit barons and orks infesting
your rightful estate, and get some culture down to the people, you can claim the Region as
civilized. Of course, then you have to choose what that Regions best options for survival
are, and that means picking out its Region type. This is usually designated by what kind
of geographical features are dominant in the Region. For example, a mountainous Region
would be prime for metal and stone mining. A Region close to the shoreline would be
excellent for trade. Farmland, of course, is great for setting up farms. So, when you free a
Region from the anarchic orkish tyranny, its time to decide what kind of Region it is.
Rank
Like virtues, Regions have ranks. A Regions rank may be anywhere from 1 to 3; the
higher the number, the better the Region. A Regions rank can be increased with Season
Actions. Thus, Forest 1 (rank 1 Forest) is not as efcient as a Forest 3 (rank 3 Forest).
Also, a Region may only have a number of Holdings (were getting to that) equal to its
rank. So, a Forest 1 may only have a single holding, but a Forest 3 may have up to three.
Name
Finally, every Region should also have a name. Im not going to force you to name your
Regions, but if you dont, youll look awfully silly when someone at a party asks you for
your Regions name and you say, Oh, Region number four.
Bad form.
SEASONS
23
4
CHAPTER 10
Regions
LIST OF REGIONS
Type
Location Produces
Heres that list of Regions from the
Castle
Urban
Nothing: Nobles live here
Character chapter again, so you dont need
City
Urban
Goods
to go skimming back and forth.
Farm
Rural
Food or Industry
Forest
Rural
Food or Lumber
Castle: Urban. Doesnt produce anything,
Hills
Rural
Metals or Lumber
but it is the center of your governing
Mountain Rural
Metals or Stone
power. A Caslte is a Regionjust like a
Plains
Rural
Wine or Spices (Luxuries)
Farm, Forest or Plainsand follows all
Ruin
N/A
Special Bonus
the rules for normal Regions. Building a
Shoreline Rural
Trade
Castle costs three Lumber, three Stone
Swamp
Rural
Herbs and Poisons
and one Season Action.
Village
Urban
Goods
City: Urban. The bigger version of a Village. Produces Goods.
Farm: Rural. Produces either Food or Industry.
Forest: Rural. Produces either Food or Lumber.
Hills: Rural. Produces either Metals or Lumber.
Mountain: Rural. Produces either Metals or Stone.
Plains: Rural. Produces either Wine or Spices (two kinds of Luxury).
Ruin: Provides special bonus (see Ruins below).
Shoreline: Rural. Produces Trade.
Swamp: Rural. Produces either Herbs or Poisons
Village: Urban. Produces Goods.
SEASONS
5
23
SEASONS
TITLES
At character creation, your character is a baron or baroness, in command of a single
Province. But as your power and inuence grow, you will nd yourself in charge of
multiple Provinces, increasing your Domain.
Of course, as we learned in Chapter 1, a nobles title is based on the number of nobles
who have sworn fealty to him. (The ven call this under the shadow.) So, lets take a look
at those titles again and how they interact with Domains. Lets start from the bottom and
work our way up.
In order to gain the rank of Knight, a humble ven must perform noble acts and deeds
in the name of a noble. Once made Knight, a Baron sets him the task of protection
a Region or more of land. One or more Regions, but not a Province. So, up to nine
Regions for a Knight.
A Baron rules a barony with at least three Knights under his shadow.
A Count rules a county with at least three Barons under his shadow.
A Marquis rules a mark with at least three Counts under his shadow.
Finally, a Duke rules a duchy with at least three Marquesses under his shadow.
Because of your characters land, he gains the appropriate title. If your character owns
three Provinces, hes a Count. If he owns two, hes a Baron.
Of course, your character can assign ranks lower than his own to other nobles in
exchange for favors. Barons can make knights, counts can make barons, a marquis can
make counts and a duke can make marquesses.
As far as these rules are concerned, a character has full powers of his title. And, like
we talked about in Chapter 1, a noble under the command of a liege owes his liege full
subjugation. A liege can order his subjects as he sees t or as they fall under the agreement
between the liege and his subject.
Giving a title to another characterNPC or PCrequires a Season Action. If you
want to remove a title, that also requires a Season Action. Well detail Season Actions in
a moment.
If you have a title, you have the full powers of that title. That also means you can create
other nobles to assist you in governing your lands. Barons can make knights, counts can
make barons, and so on up the line. What you get in exchange for making someone a
knight or a baron or a marquis is between you and them. Get your diplomacy hat on.
SEASONS
23
6
CHAPTER 10
THE SEASON
Now that we understand Regions and Provinces, lets talk about the slow progression
of time.
Like we talked about before, the ven measure time in Seasons. Spring, Summer,
Autumn, Solace (Winter). When you rst sit down to play the game, you should start
in the Spring Season. Youll play one or two adventures, then move on to the Summer
Season. Then Autumn, then Winter, then back to Spring. Circles, circles, circles. Four
Seasons constitute a Year and at the end of the Year, your character ages.
Thats how the Seasons work. The slow and inevitable crawl of time.
Now, each Season is broken down into four phases:
1.
Planning
2.
Trouble
3.
Action
4.
Harvest
Lets take a look at each one in turn.
PHASE 1: PLANNING
For the rst phase, you must decide what your Regions will be doing with their time. You
write down orders for each Region, telling them what you want to grow or produce over
the next few months. Heres how you plan it out.
Special Note:
Regions
Character Creation Exception
Each Region can take a number of different actions.
At character creation, you begin with
one Resource from each Region that
1: Resources
can produce Resources. Your Swamp
Order your people to produce their appropriate
gives you one Poison or Herbs. Your
Resources. Because most of the Regions can
Farm gives you one Industry or Food.
grow two different kinds of Resources, you must
Your Mountain gives you one Metals
order which one you want produced. For example,
or Stone. One Resource from each
Mountains can produce both Stone and Metals.
Province that can make Resources.
You must decide which Resource you want each
Mountain Region to produce.
THE SEASON: PHASE 1
7
23
SEASONS
2: Production
The Village and City Regions have the ability to produce Goods.
Region Trouble Table
If a City or Village has the appropriate Resources, they can
Region
Trouble
make weapons, clothing, delicacies, or just about anything else
Castle
your imagination can muster. But your Villages and Cities need
City
Resources to do it, which means they use the Resources you have
Farm
on hand to make this Seasons Goods. That means you cant use
Forest
this Seasons Resources for this Seasons production. You havent
Hills
harvested the raw materials yet. Thats Phase 4.
Mountain
Plains
Shoreline
Because of Vassals or Holdings, some Regions can take special
Swamp
actions. Special actions do not interfere with Production or
Village
3: Other Actions
making Resources generally. There are a few exceptions, so
make sure you read about them.
PHASE 2: TROUBLE
Next, determine what kind of Trouble has sprung up in your Domain. This takes a couple
of steps.
Each Region in your Provinces creates a certain amount of Trouble. Use the Region
Trouble Table located above.
Region by Region, roll a number of dice for each Region equal to the amount of Trouble.
For example, rolling Trouble for a Farm is just one die while rolling Trouble for a City is
three dice.
Roll your dice. If any dice roll a 1, that Region is Troubled and remains so until the
Trouble is quelled.
Any Troubled Region provides no Resources, produces no Goods, or gives any other
benet until the Trouble is quelled.
You cannot build Holdings or take any actionsother than Quell Troublein a
Troubled Region.
If you do not resolve the Trouble in your Regions, that Trouble spreads. At the
beginning of the Trouble Phase, if any of your Regions are Troubled, roll an additional die
for all the Regions in that Province. Swamps roll 3 dice, Shorelines roll 2 dice, Forests roll
3 dice, etc. All Regions continue rolling an additional die until you begin a Season with no
Troubled Regions.
THE SEASON: PHASE 2
23
8
CHAPTER 10
PHASE 3: ACTIONS
Next, it is time for you to take some action.
Every Season, you can take a number of Season Actions. You can use your Season
Action for the following tasks.
1.
Build a Holding: Make your Regions better places by building important
structures.
2.
Compose Opera
3.
Craft Goods
4.
Create Art
5.
Explore a Region: Open up a Region previously unavailable to you.
6.
Hire a Vassal: Bring on some new hands to help you maintain your Domain.
7.
Make a New Contact: Make more potential backstabbers.
8.
Personal Training: Make yourself a better leader.
9.
Quell Trouble: Get rid of pesky brigands, orks and other bothers.
10. Region Development: Improve a Regions work rate.
11. Research Sorcery: Gain more illegal knowledge
12. Transport Resources & Goods: Move around valuables
13. Vassal Training: Give your followers more skills.
An action represents a long-term goal your character has set in motion. It may even take
more than one Season to accomplish.
Your Actions
Your character gets one free action per Season. Then, bonus actions.
Your character gets a number of bonus actions equal to your characters Cunning
divided by 2, rounded up.
For example, Sharas Cunning is 3. She gets one free Season Action plus a number of
bonus actions equal to her Cunning divided by 2, rounding up. Sharas Cunning is 3, so
she gets 2 bonus actions. See the chart below if you dont want to do the math. (And Bad
Form for being so lazy.)
Cunning
Bonus Actions
Vassals, Allies & The Wedding Bonus
Some Vassals can do bonus actions for you. Really. Look for
the Vassals later in this chapter for what they can do. They can
quell troubles, boost production, increase harvest. All kinds
of things.
THE SEASON: PHASE 3
9
23
SEASONS
You have a number of Vassals at your command. Spies, craftsmen, sheriffs. Each Vassal
can take a single action of his own, but Vassals are much more limited than you. Youre
super cool. Them, not so much. I mean, your Vassals do rock, but not in the same way
you do.
Each Season, each Vassal can take a number of actions equal to her rank. A rank 1
Vassal can take one Action, a rank 2 Vassal can take 2 Actions, and a rank 3 Vassal can
take 3 Actions. See the list of Vassals below for exactly what your people can do for you.
Also, if you wish, another character can take actions in your Domain. He can send
his own Vassals to perform their actions or even take on the action himself. It costs an
additional action to help another noble in his Domain.
An important exception to this rule. Thats your spouse. If you have a spouse (husband
or wife), your spouse can spend actions for you in your Domain as if he or she was you.
Yes, she can do anything you can do.
This is the Wedding Bonus. And for all you unmarried dukes, barons, and earls, I
have a bit of advice for you. Go get hitched.
Stories
Now while all these Seasonal actions are going off, you and your noble circle are taking
care of business in other arenas. Possibly a week at a neighboring nobles castle, possibly
hunting orks in your troubled mines, possibly trying to get the Lady DAvergnalles secret
diaries so you can blackmail her out of a yearly tribute of spice and wine. These events,
these adventures, are called Stories.
Each Season, your character gets to participate in up to three Stories. Those familiar
with roleplaying games call them adventures. I guess I could have called them adventures,
too, but I wanted to use a term that was more accurate. A story has a beginning, a middle
and an end. Resolution. I like that. So, Im using story.
Each character gets up to three Stories per Season. Thats about enough time. Maybe a
little too much, maybe a little too little. Maybe just enough to make you worry youre not
getting enough done. I hope so. That means Im doing my job.
Your Narrator may determine that some Stories may take an entire Season to complete.
Or maybe you can get in a whole series of really short Stories. What it comes down to is
that theres never enough time to get everything you want done.
THE SEASON: PHASE 3
24
CHAPTER 10
PHASE 4: HARVEST
Harvest represents the gathering of resources from the beginning of the Season. This is
where all your plans pay off. Anything you planned on during the last Season comes to
fruition in the Harvest phase. Each part of the Harvest phase occurs in a specic order, so
pay attention.
Collect Resources
First things rst. You can now use all the Resources and Production from
the begginning of the Season.
Most Regions produce at least one Resource. It could be Food or Metals or Spices or
something else. Add up all your Resources generated by Regions.
Once youve determined how many Resources you have, you can add them to your
Castle Stores. This protects them from rotting away at the end of the Year. Each Castle
can hold a certain amount of Resources. A Small Castle (like yours) can hold three. A
Large Castle can hold six. A Grand Castle can hold nine. Any Resources you harvest for
the Season that you do not use by the end of the Year (through production, storage or
trade) are lost. They rot away or otherwise become useless.
Improvement
Second thing. Personal Improvement (see Actions, below) occurs after you collect
Resources.
This Season, you decided to use on of your actions to make yourself a better leader. You
identied one of the things on your sheet you wanted to improve and you set yourself to
improving it. Thats great. This is the time you get to erase the old and busted number and
write down the new hotness.
This is also the part where anything else you improvedRegions, Vassals, etc.gets
upgraded. So, if you set your Spy Master to training or built a shrine or explored a wild
Region, all of that hard work pays off now.
Espionage
Finally, this is also when all your spies come home to roost. Espionage actions are the last
actions to resolve each Season.
THE SEASON: PHASE 4
24
SEASONS
RESOURCES
Regions provide Resources, but how do you use them?
Each Resource has special uses. Lets take a look at each one.
Food: Your Vassals need to eat. If you
Metals: You need Metals to make weapons
cant even feed your Vassals, theres no
for yourself and your Vassals. Without
way you can keep followers. Food is
Metal, you cannot maintain the upkeep on
the prime Resource: it keeps the whole
certain Personal Guards and Swordsmen.
system running. Without Food, your entire
Also, certain Goods cannot be completed
Domain falls apart.
without Metals.
Herbs: Herbs are used for Sorcery. Without
Poison: Poisons are used for discreet murder.
Herbs, your character cannot use any
Poison is also used to make antidotes
Sorcerous rituals.
to protect you against the assassination
attempts of others.
Industry: Industry represents bolts of cloth,
leather tanning, knitting, weaving and
Stone: Stone is essential for building
all the other things that make clothing.
Holdings. Without Stone, your Provinces
Without Industry, your ability to make
cannot benet from Temples, Wineries, or
Goods is severely limited. Without Goods,
Universities.
your ability to bank additional Style
decreases dramatically.
Trade: A Region with Trade may change
one Resource for another. This is its Season
Lumber: Along with Stone, Lumber is
Action. Changing Metals for Wines, Poison
essential in constructing Holdings, your
for Stone, etc. Because this is the Regions
Castle and expanding your Domain.
Season Action, you must use pre-existing
Without it, your Provinces cannot grow.
Resources: Resources from a previous
Season. Also, you cannot use the traded
Luxuries: The two Luxury Resources
Resource this Season, but must wait for
Spices and Winemake your people
next Season. Trade is not a Resource and
happy. They increase Loyalty of both your
cannot be stored.
Regions and your Vassals. Luxuries count
double for increasing the Loyalty of Vassals.
RESOURCES
24
CHAPTER 10
ACTIONS
Here is the complete list of everything your character can do as a Season Action. Pay close
attention. This is worth half of your nal grade.
BUILD A HOLDING (STONE AND LUMBER)
You may use one of your own actions to build a Holding. Holdings are special buildings
that modify a Region. You can build Shrines, Way Stations and other structures that
modify one of your Regions.
Making Holdings
Shoreline 3 may have a Port, Shrine and
Holdings require one Lumber and one
Way Station. Also, Regions may not have
Stone.
more than one kind of a Holding. For
Each Holding also requires two
Seasons to complete.
example, that same Shoreline 3 can have a
A Region may only have one Holding
Port, Shrine and Way Station, but it cant
under construction at a time. Also, no more
have two Ports. Only one of each kind of
than one Season Action may be devoted to
Holding per Region.
any Holding. That means you cant rush a
Art Gallery (Castle)
Holding by throwing actions at it.
For example, Shara wants to build a Library.
Benet: An Art Gallery adds one rank
The Library requires one Lumber, one Stone, and
to any Art you create. It allows you to
two Seasons. Shara has 3 Season Actions, but she
throw showings of great Art. See The Party,
can only devote one of them at a time to a specic
below.
Holding. That means she has to use two Seasons
to build her Library.
Meanwhile, Shara also wants an Opera
Dam (Plains, Forest, Farm, Hills, Shoreline,
Swamp)
House. Again, she can only use one Season Action
Benet: Region can now produce Food.
per Season to build her Opera House, but because
Thus, building a Dam on a Plains allows
shes building both an Opera House and a Library,
that Region to produce Wine, Spices and
she can spend one Season Action per Holding.
Food. If Region currently produces Food, it
may produce 1 additional Food per Season.
Number of Holdings
A Region may only have a number of
Game Reserve (Forest)
Holdings equal to its rank. For example,
Benet: Your Forest produces one extra
a Shoreline 1 may only have a Port, but a
Food per Season. You may also hold Hunts.
See The Party, below.
ACTIONS
24
SEASONS
Garden (Castle)
Port (Shoreline or City)
Benet: Once per Season, you can use your
Benet: Ports make it easier for you to trade
Garden to add two dice to a Beauty-based
with other nobles. Once per Season, your
risk. A Province may have only one Garden.
Port provides you with a free Season Action
to trade Resources with another noble.
Garrison (any Urban Region)
Benet: Increases Security by 1. Roll
Road (any Rural Region)
one less die for Trouble in this Region
Benet: Roads connect your Regions
(minimum 0).
together, making it easier for your Vassals
to get back and forth. Roll one less die for
Gymnasium (Castle)
Trouble in this Region (minimum 0).
Benet: Once per Season, you can use your
Gymnasium to add two dice to a Strength-
School of Etiquette (any urban Region)
based risk. A Province may have only one
Benet: Once per Season, you can use your
Gymnasium. You may only add two dice to
School of Etiquette to add two dice to a
any roll this way.
Cunning-based risk. A Province may have
only one School of Etiquette. You may only
Marketplace (City)
add two dice to any roll this way.
Benet: Building a Marketplace makes it
easier for your people to get the things they
Shrine (any Region)
need. The City may now produce Trade
Benet: Building a Shrine to a particular
(change one Resource for another).
suaven increases the peoples knowledge
of that dreaming ven. When you build a
Mine (Mountains or Hills Only)
Shrine, you must specify a Suaven and
Benet: Mines make it easier for your
have a Relic of that Suaven. When you call
people to produce Metals and Stone. Any
upon that suaven for a risk, you never need
Region with a Mine may produce an extra
to spend Style to do so. Relic listed in the
Metal or Stone per Season. If your Region
requirements for this Holding does not add
produces Metal, it produces two Metal. If it
to the number of actions needed to build
produces Stone, it produces two Stone.
it, but you must nd the Relic to build the
shrine. See Suaven for more on Relics.
Opera House (City or Castle)
Benet: The great and grand Art. You may
Silo (Farm)
sponsor Operas. See Compose Opera below
Benet: You can store up to 3 Resources in
for more information.
a silo.
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CHAPTER 10
Stadium (City)
Also, as one of your Season Actions, you
Benet: Stadiums provide your people
may visit the Temple. For each Temple
with entertainment, making them happy
you build, increase your Devotion to that
and keeping their minds away from their
Suaven by one rank (maximum 5).
miserable lives. Increase your Provinces
Loyalty by 1.
Theater (any urban Region)
Benet: You may now sponsor Plays. See
Swordsman Academy (any urban Region)
The Play below for more information.
Benet: Once per Season, you can use your
Swordsman Academy to add two dice to a
University (any urban Region)
Prowess-based risk. A Province may have
Benet: Once per Season, you can use your
only one Swordsman Academy. You may
University to add two dice to a Wisdom-
only add two dice to any roll this way.
based risk. A Province may have only one
University. You may only add two dice to
Temple (any urban Region)
any roll this way.
Requires: To build a Temple in a Region,
you must rst have a Shrine there for at
Warehouse (City)
least one Year. It must also be built in an
Benet: You may store up to 5 Resources
urban Region (Village, Town or City).
in a Warehouse.
Benet: Constructing a Temple for one
of the Suaven not only makes your people
Winery (Plains)
happy, but also provides you with valuable
Benet: Once per Season, you can use
insight from the invisible world. The
your Winery to add two dice to a Courage-
Temple increases your Regions Loyalty
based risk. A Province may have only one
by 2 (replacing the Shrines benet).
Winery. You may only add two dice to any
roll this way.
ACTIONS
24
SEASONS
CONQUER A REGION
You may, as a Season Action, attempt to conquer an enemys Region. You do this in the
following way.
First, you must spend an Espionage Action to look at your enemys Regions. You can see
a number of your enemys Regions equal to the rank of your Spy Network. A rank 1 Spy
Network can use a Season Action to look at one Region. A rank 3 Spy Network can use one
Season Action to look at three Regions.
Looking at Regions gives you the following information:
The Regions rank.
The Regions Improvements.
If any Vassals are in the Region.
Even if you can accomplish this through roleplaying (an adventure/story), you still need
to spend a Season Action to do it. Your Spies need the information, need to bribe the right
ofcials, need to put everything in place. Because this requires a Season Action, you must
use your next Seasons Action for the next step.
Second, you must send your Personal Guard in to the Region and occupy it. Every Season
your Guard spends in that Region, that Regions Loyalty diminishes by a number of ranks
equal to the Personal Guards rank. So, a rank 2 Personal Guard destroys two ranks of
Loyalty per Season. While you occupy the Region, neither of you can use that Region for
any Season Actions. Cannot command it to make Resources, cannot use it to store Resources,
cannot use it for Trade, cannot use it to make Items, cannot do anything while your Personal
Guard is there. All he can do is send in his own Personal Guard to kick them out.
Only one Personal Guard may be in any Region at any time. If a second Personal Guard
tries to invade a Region (a Season Action), the two Guards roll a number of dice equal to
their rank. Whichever Guard rolls higher wins and the loser is kicked out. The loser also
forfeits one rank because of casualties.
When I say only one Personal Guard may remain in a Region at a time, that includes your
own Personal Guard as well. You cannot send two Guards to conquer a Region. However, I
should point out that a Secret Army can perform any Season Actions a Personal Guard may
perform and does not count as a Personal Guard.
Finally, when the Regions Loyalty rank equals zero, that Region is yours. It begins with
a Loyalty rank equal to the rank of your Personal Guard. It becomes the rst Region in a
new Province.
Remember: Spy Networks cannot use the Assassinate Vassal Season Action on a Vassal
Band. This means they cannot Assassinate Personal Guard, Roadmen, or Spy Networks.
They can sabotage Season Actions that increase the rank of those Vassals.
ACTIONS
24
CHAPTER 10
CRAFT GOODS
The Swordmaker
Of course, the most noble Craft
(Goods are not Art. They are beautiful, but they are not
of all is the making of the only
Beauty. Still, they follow the same rules for Art (below),
weapon noble enough to grace
so Ive included them here as a kind of bastard child
the hand of a ven. Swordmakers
of Art.)
are a distinguished class in Shanri.
Set above all other Craftsmen, the
Swordmaker, the King of his kind.
When making the weapon, a
Craft. That incredible hat. That magnicent sword.
Those shoes!
Goods are useful items such as boots and hats. Utility.
Something that may be used.
Swordmakers wagers can increase
Nobody uses Art.
the rank of the weapon, providing
Thus, making Goods is for lesser folk, and not for
two important bonuses.
First, a ven can bank style in the
the likes of ven nobility. Delegated to the Villages and
Cities of Shanri, there are precious few ven nobles who
Sword, a number of style points
even know how these things get made. However, since
equal to the rank of the weapon.
someone has to be making all of this for the ven, might as
Second, during a duel, a ven
gains a number of bonus dice
well include the rules.
Note: usually, Villages and Cities will be making
equal to the rank of the weapon.
Goods. Pretty easy. The Villages spend Season
But theres a catch here.
Actions and the Goods get made. But theres always
No ven noble would ever dirty
his hands with labor, but a few
study alchemy and blacksmithing
the possibility of a Vassal becoming an NPC, and that
provides the opportunity for dice rolling.
Beautiful items bank Style. Keeping these items
just to have the Wisdom to
around allow you to bank Style into them. That hat.
recognize a good Swordmaker
That sword. And yes, those shoes. One Style per rank.
from a Master.
Goods are handy because you can carry them with
you. That means you can carry the Style with you. That
rank 3 hat banks three Style. That rank 2 cloak banks
two Style. And those rank 5 Shoes you get the point.
But fashion is ckle and its ever so easy to overdo it.
So, be careful. You can only wear a number of Goods
equal to your Beauty.
ACTIONS
24
SEASONS
CREATE ART
One of the primary long-term goals of just about any ven is the creation of Truth. A
lasting and telling statement about the condition of life. A tribute and memorial to your
own existence.
Art.
The purpose of Art is to demonstrate the sublime: that which cannot be communicated
by language alone. The ven call this ylthalir. That which cannot be said, only touched for
a moment.
When your ven makes Art, he undertakes a long and arduous journey toward ylthalir.
A number of Season Actions resulting in something exquisite.
There are many kinds of Art to explore. Music, Painting, Sculpture, Poetry, Drama,
Pillow Books. And, of course, Opera.
Creating Art is a Season Action, and while the different kinds of Art have different
effects on you and those who view it, all Art is created the same way. Endurance, patience,
dedication, passion.
Heres how to make enduring acts of Beauty, step-by-step.
Step 1: The Risk of Creation
Art requires Beauty. Its a Beauty risk which means if Beauty is your weakness, you will
have to work harder to create anything of substance.
First, declare your Season Action. Create Art.
Second, gather one Resource appropriate to your Art. Sculpture requires Stone or
Metals. A carving requires Lumber. A Banquet requires Food. (Yes, Banquets are Art. If
you disagree, you havent been to a proper Banquet. Bad for you.)
If you cannot think of an appropriate Resource, use a Luxury. After all, Wine seduces
the muse.
Third, make a Beauty risk against the standard target number, 10. Use any Aspects
or other bonuses you can muster. If you like, you may make wagers. Wagers increase the
Potential of your Art. Well discuss that in a moment.
If you make the risk, youve created rank 1 Art. A rank 1 statue or a rank 1 poem or
rank 1 opera.
If you do not make the risk, you have failed. Failed to create something of lasting truth,
failed to capture the inspiration that gripped you. Failed.
You may try again next Season.
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24
CHAPTER 10
Step 2: Rening the Sketch
Art begins as an idea. A rough idea. The fevered Artist responding to the rst res
of inspiration. His ngers still smoldering from it, he rushes to create, to capture the
initial heat.
A successful Beauty risk and Season Action create rank 1 Art. A sketch. An idea, put
down on paper. Unrened but still inspired. Still a work of Beauty.
But now it is time to rene that initial rush of creativity. To add depth. To add meaning.
To add Beauty.
While you have a rank 1 Art, your wagers determine the Arts Potential. This is how
many ranks it can have if you rene it further with additional Season Actions.
You may make a number of additional Season Actions to your Art, each one increasing
the rank of the Art. You may only spend one Season Action per Season on a work of Art.
You cant rush genius.
Each additional rank also requires an additional Resource. Again, use Resources
appropriate to the Art.
You may not increase Art beyond its Potential. If you made three wagers to make a
sculpture, the highest rank your sculpture can be is 4. One rank for the initial success of
defeating the target number and three more ranks for the wagers you made.
Step 3: The Reveal
Finally, when your Art is nished, it is time to show it off.
You can show off Art at any social event, but you really want to show it off at the
biggest, most audacious event you can nd. Youll see why in a moment.
When you rst reveal your Artthe formal showingyou get a number of Style Points
equal to your Art plus the rank of the Party. So, if you were to show off your rank 4 statue
at a rank 3 Party, you gain a total of seven Style Points.
Also, Art can bank Style equal to its rank. Again, your rank 4 statue can bank 4 Style
Points. These Style Points may only be used by the ven who owns the Art.
Another bonus. Art should always inspire others, driving their own passions, inspiring
their own desires. You may give your Art an Aspect. Any Aspect you like. Those who view
your Art may spend a Style point to gain that Aspect. The invoke for the Aspect gives any
who give up a Style gives them a number of bonus dice equal to the rank of the Art. Again,
for your rank 4 statue, you could say the statue is meant to inspire courage, and as such,
any who look upon it may gain a free Aspect called Dauntless. The Aspect gives them
ACTIONS
24
SEASONS
4 bonus dice whenever they must make a
Courage risk against orks. The Aspect loses
one die per Season. Also, a ven cannot be
inspired by the same Art twice.
Finally, when you reveal your Art, you
gain a bonus as well. Your Art gives you
A little Cunning, hidden by
the veil of timid weakness,
is all I need to fell my enemy.
a number of bonus dice equal to its own
rank. These bonus dice may be used in
any risk involving your honor, honesty or
reputation. Fame. This bonus decreases by
one die per Season.
COMPOSE OPERA
Creating a lasting Opera is the goal of all artists. Like other works of Art, composing an
Opera takes time and Resources.
Each Season you spend writing an Opera requires a Luxury, one other Resource, and
a Season Action.
A successful Opera focuses on one or more of the Seven Fools (remember them?).
Write a one paragraph description of your Opera (if you want to write more, nobody is
stopping you), but be sure to include which of the Seven Fools are the key characters of
the Opera.
Every rank of the Opera allows one of the Fools to be a key character. Anyone who
sees the Opera can spend a Style point to take the free Aspect of one of those key characters,
listed below. The Aspect loses one rank per Season.
You gain a number of bonus dice for these Aspects equal to the rank of the Opera. As
usual, the tag is worth two dice.
The Actress
The Actress rises up through ven society through some sort of Art. She comes from humble
beginnings, but convinced by the praise of others, she loses sight of those beginnings.
Invoke: You gain bonus dice when lying about your intentions.
Tag: Another ven gains bonus dice when confronting you in public.
Compel: Another ven can make you act in a way that draws attention to yourself.
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CHAPTER 10
The Dowager Duchess
The Dowager Duchess is a woman (or man) who is advanced in age, but refuses to
acknowledge the inevitable grasp of Solace. She acts like a young woman until the cruel
truth of the world comes knocking on her door, and nding her unprepared, she faces
death, losing the sleep of Solace forever.
Invoke: You gain bonus dice when irting with younger ven, convincing them of their
own vanity.
Tag: Younger ven (of your own gender) gain bonus dice when competing with you for
another vens affection.
Compel: Another ven can make you irt or make promises to handsome young men
or women, depending on your own tastes.
Hide your ambition.
A secret blade is always
more dangerous than
one worn on the belt.
The Husband
The Husband is often portrayed as the neglectful spouse. He is often
male, although he has been portrayed as female on rare occasions
(and equally rare success). His undoing is underestimating his
wifes (or husbands) desires for independence and happiness.
Invoke: You are driven by ambition, and as such, gain bonus dice when you are trying
to convince others to assist you in expanding your own Domain.
Tag: Without knowledge of how to relate to others, except in terms of your own
ambition, another ven can tag this Aspect to gain bonus dice on any risk that does not
involve increasing your lands or power.
Compel: Another ven can make you choose your own ambitions over friends or
family.
The Rake
The Rake is unmarried, either male or female, looking to rise through society through
romantic conquests. His undoing is his own shallow heart and misunderstanding of the
sacredness of love.
Invoke: Gain bonus dice whenever you are attempting to seduce ven already in a
marriage or a Romance.
Tag: You have no interest in a Romance that is not in some way a challenge. Another
gains bonus dice by tagging this Aspect when you are dealing with a ven who is not already
romantically involved.
Compel: You must have her! You must! Another ven can spend a Style point to
compel you to chase married or otherwise romantically linked ven.
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SEASONS
The Swordsman
His prowess unmatched, he walks the streets of Shanri unafraid, taking all challenges. This
is the Swordsman. Arrogant, and proud of it, he refuses apology, demanding the sword
answer all threats to his honor. All of which, of course, lead to his undoing.
Invoke: Gain bonus dice in any duel.
Tag: You overlook that you do not want to see. Another ven can spend a Style point to
gain bonus dice when trying to deceive you especially when that deception encourages
your already bloated ego.
Compel: Another ven can spend a Style point to make you refuse to apologize or
otherwise back down.
The Wife
The Wife is demanding, selsh and proud; the things that allowed her to reach the pinnacle
of society. Unfortunately, these same qualities are her undoing.
Invoke: Organization is the key to your success. Gain bonus dice when
organizing others.
Tag: Vanity is your weakness. Another can spend a Style point to tag this Aspect,
drawing on your vanity. They gain bonus dice when trying to convince you of your own
brilliance.
Compel: You must control any situation that inuences your life. Another ven can spend
a Style point to make you try to command a situation even if it is only marginally related
to you.
The Wise Man
The character of the Wise Man is one of the least popular subjects in ven opera. Of all the
Fools, his tragedy seems the most difcult to make compelling to a ven audience. Most Artists
see the Wise Man as a challenge, attempting to make this character into high Art. Most fail.
Neglected for decades, it seemed the Seventh Fool would fall from grace until one Artist
succeeded to such a degree, all his following work was said to pale in comparison.
Invoke: You gain bonus dice whenever you are giving advice or teaching another ven
a lesson.
Tag: While you have a great deal of experience in books and Art, your real world
experience is limited. Another can tag this Aspect to gain bonus dice in physical risks.
Compel: You feel a need to involve yourself in any mystery. Another ven can compel
you to investigate even the most dangerous situations as long as you feel you have something
to learn from it.
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CHAPTER 10
EXPLORE
You may, if you choose, expand your Domain beyond its borders by exploring the
uncharted archipelagos of Shanri. There are many lands the ven know nothing about.
Conquering these lands is an opportunity for adventure, discovery and knowledge. And,
of course, Resources.
Conquering Your Own Domain
First, before you can explore outside your own Domain, you must rst bring your own
under control. You cannot explore outside your own Domain until you have completely
explored all ten Regions of your starting Province. Once all ten Regions are brought under
heel, you may begin exploring outside your beginning Province.
When you created your character, you started off with a number of explored Regions.
Mountains, Plains, etc. You may have as many as seven, eight or even nine Regions
explored, but until you have all ten, you cannot explore outside your starting Province.
As we talked about above, wild Regions have no infrastructure, no taxation, and no
means for you to draw income and resources. By using one of your actions, you lead a
brave band of personal guard down to that Region and set it straight, converting it from a
wild Region to a civilized Region.
The outcome of this action allows you to determine the Regions type, turning a wild
Region into Farmland, Mountains, Plains, or whatever suits your fancy. (Not a Village, City
or Castle. You have to build those.) The effects of this action take place in the Harvest.
Expanding Your Domain
You can also explore outside your own Domain, expanding from one Province to
two, from two to three, from three onward. Exploring outside your Domain requires a
Season Action.
You may only explore outside your Domain once you have ten Regions under your
command. Ten Regions = one Province.
Regions outside your Domain can be fortied and improved, but you only gain a second
Province once you explore ten additional Regions. At least one of those Regions must be
a Castle. Building a Castle costs three Lumber, three Stone and one Season Action. So,
building a Castle is exactly like exploring a new Region, except it costs you Lumber and
Stone on top of your Season Action.
Once you have twenty Regions (two Provinces, two Castles), you can begin expanding
into your third Province. Each new Province requires at least one Castle to be considered
a complete Province.
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SEASONS
Exploring Ruins
Ven can nd Artifacts and Rituals in the Ruins of the
sorcerer-kings. Once per Season, a band of brave ven can
venture into a Ruin in search of trinkets and other baubles
left behind by that doomed race.
You will never know
your own Strength
until you test it.
Only a PC may explore Ruins. He may bring NPCs
and Vassals along with him, but he must do it himself.
For the rules on nding Artifacts and Rituals, see the
Sorcery chapter.
HIRE A VASSAL
You can also hire a Vassal: an individual (or group) that
helps you rule your land effectively and efciently.
Vassals require upkeep. That is, at the end of each Year,
you have to pay them or they leave your service. Payment
comes in the form of Resources. You must pay each Vassal
at least one Food per Year. Additional Resources pay for
the Vassals Loyalty. The more you pay the Vassal, the less
likely that Vassal will leave you for a bribe. See Bribing
Vassals in Espionage Actions later in this chapter.
Vassals can also take Season Actions. These actions are
very limited, however, and sometimes involve an element of
risk. In other words, sending someone else to do something
you should be doing yourself.
Like Virtues, your Vassals also have ranks. The
greater a Vassals rank, the more capable he is. When
you hire a Vassal, he begins your service at rank 1. If you
want to increase your Vassals rank, see Vassal Training
Action below.
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CHAPTER 10
MAKE A NEW CONTACT
Your ven can make a new Contact from a character he met from one of his adventures.
This requires a Season Action.
Contacts give you three important advantages.
First, you gain one free Season Action in a Contacts Domain and may use it as if the
Domain was your own. You may only spend one Season Action per Contact per Season
in this way.
Second, protecting a Contact gives you two bonus dice for risks. You have to spend a
Style Point to get this advantage.
Finally, you may spend Style Points to refresh a Contacts Aspects.
Vassals cannot make Contacts. No, I do not mean player characters who happen to own
land from bigger nobles. I mean Spy Networks, Heralds, Maids and other Vassal types.
PERSONAL TRAINING
Personal Training allows you to add elements to your character sheet.
You may use a Season Action to learn an Advanced Maneuver (see Revenge).
I said this in the Revenge chapter, but its worth saying here, too. You can use a Season
Action to teach another ven a Maneuver. You can only teach up to the rank you know, so
you cant teach someone how to Parry unless you have at least one rank of that Maneuver.
The instructor spends the Season Action, not the pupil. (If you nd yourself in the position
of teaching other ven Advanced Maneuvers, youd better make sure it is someone you can
trust and youd better make damn sure you get a favor out of it.)
You can also spend a Season Action to add an Aspect to your sheet.
Each Phase has a number of Aspects you gain for entering that Phase. Two for Spring,
three for Summer, four for Autumn, ve for Winter.
You may learn a number of additional Aspects equal to your Wisdom divided by two,
rounded up. No Wisdom? No bonus Aspects.
QUELL TROUBLE
You can also spend a Season Action to quell trouble in one of your Regions. Spending your
action in this way gets rid of all the trouble. All of it.
Remember, if you begin a Season with any Troubled Regions, roll an additional die to
determine Trouble in all other Regions in that Province. Swamps roll 3 dice, Plains roll 3
dice, Farms roll 2 dice, etc. Also, you can take no Action in a Troubled Region other than
Quell Trouble.
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SEASONS
REGION DEVELOPMENT
You can also spend a Season Action developing a Region. If you develop a wild Region,
you get to assign a type to that Region (Forest, Plains, Mountains, etc.), but you cannot
gain any benet from that action until it is fully developed. That happens, of course, during
the Harvest Phase of next Season when it becomes a rank 1 Region.
Developing a civilized Region increases that Regions rank by one. You cannot increase
any Regions rank by more than one rank per Season.
Villages and Cities require special attention, so they get their own section just a little bit
further down the line.
RESEARCH SORCERY
Researching sorcery requires a Season Action and 1 Herbs. See Sorcery for more information
on how you can learn sorcerous Rituals.
TRANSPORT RESOURCES & GOODS
You may also use a Season Action to transport Resources and Goods to other Domains or
to other Provinces within your Domain.
Transporting Resources and Goods to other Domains costs one Season Action.
Transporting Resources and Goods within your own Domain, but between Provinces
also costs a Season Action.
You may, as a free action that does not count against your normal Season Actions,
transport one Resource or Goods to a Contact. One Resources/Goods per Contact per
Season. If you have three Contacts, you can move three Goods/Resources this way.
VASSAL TRAINING
You an also spend a Season Action improving one of your Vassals abilities. If you spend a
Season Action on one of your Vassals, that Vassals rank increases by one. A Vassals rank
may not be increased beyond three.
Increasing a Vassals rank costs a number of Season Actions equal to the Vassals next
rank. Thus, increasing a Vassals rank from 1 to 2 costs two Season Actions. Increasing
your Vassals rank from 2 to 3 costs three Season actions. You may only put one Season
Action to increasing a Vassals rank per Season. In other words, you cannot spend one
Season Action to increase your Vassals rank, then have your Seneschal do the same. One
Season Action per Season.
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CHAPTER 10
VILLAGES & CITIES
Metropolitan areas like villages and cities require a little more attention than standard
Regions. So, lets take a look at them.
Villages
Like other Regions, you can spend a Season Action to establish a Village. You need to spend
one Season Action to do so; also, 1 Lumber and 1 Stone. A Village is a small community
of farmers, craftsmen and tradesmen, usually located near a river or another large body of
water. As a Region, Villages are responsible for Production: turning Resources into Goods.
Turning Resources into Goods usually only takes one Season. Because Actions take
place before Harvest, you can only use the Resources you harvested last Season to produce
Goods this Season. Any Goods produced this Season will be harvested as usual at the end
of the Season.
Like other Regions, Villages have ranks. Rank 1 Villages can only make simple Goods.
As the Village increases in rank, it can create more sophisticated and stylish Goods.
A rank 1 Village has one Craftsman. He can produce one Good per Season. A rank
2 Village/Craftsman can create two rank 1 Goods per Season. He can also spend two
Seasons to make one rank 2 Good. A rank 3 Village/Craftsman can create three rank 1
Goods or spend two Seasons making one rank 2 Good or spend three Seasons making one
rank 3 Good.
The rank of a Village is also indicative of its size. A rank 3 Village is much larger than
a rank 1 Village. As the Village grows, the Craftsman grows. Whenever the Village gains
a rank, its Craftsman gains a rank as well.
A Villages size is also the limit on how good your Craftsmen are. You cannot have a
rank 3 Craftsman in a rank 2 Village, for example. The size of the Village is the top rank
of the Craftsman in that Village.
A Village may only have one Craftsman.
Growing a Village takes one Season. It also requires one Lumber and one Stone. You
can use a Season Action to increase the size of the Village or the Village can use its own
Season Action to increase its size. If a Village grows, it can do nothing else but grow. No
production. The Village is considered grown at the end of the Season.
A Village cannot grow larger than rank 3. To grow further means the Village becomes
a City.
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25
SEASONS
Cities
A City is a great asset to any lord. Much more productive than any Village, a City is the
rst true sign of high culture.
To create a City, you must transform a rank 3 Village into a sprawling metropolis.
This requires 3 Lumber, 3 Stone and 3 Luxuries. The changeover takes place at the end
of the Season.
Cities are automatically assumed to be rank 4. A City may have as many Craftsmen
as ranks, although it cannot have more than one Craftsman per rank. In other words, a
City may only have one rank 4 Craftsman, one rank 3 Craftsman, one rank 2 Craftsman,
and one rank 1 Craftsman. All of them may take individual Season Actions, changing
Resources into Goods.
If you wish, you can also hire a Mayor for your City. The Mayor requires one Food per
Year. Mayors can be bribed, but they can also use Season Actions to quell Troubles. And
Cities cause a lot of Trouble (as seen on the chart above).
A City can also have a Port and Warehouses. Ports create Trade, allowing the Port
Master to change one Resource into any other Resource as a Season Action and a
Warehouse allows you to store 5 Resources at the end of the Year.
VASSALS
Vassals represent other (lesser) ven who serve you and help further your goals. Most
nobles expect some sort of vow or promise of loyalty from a Vassal, but not all. Those who
do not, we call them fools.
By the way, if you want to create special titles for your Vassals, go ahead and do so.
Just remember: the ven veil everything in pleasant titles. An Apothecary is more likely to
hold the title Master of Flowers than Poison Master, for example.
(Im personally fond of High Lord Protector myself.)
Of course, some ven cant help but make a spectacle of themselves. Just beware
the consequences.
VASSAL BANDS & MASTER VASSALS
Before we begin, we should mention two special kinds of Vassals: Bands and Masters.
A Vassal Band is a group of ven working together to perform a job. Vassals like your
Roadmen, Spy Network and Personal Guard are Band Vassals.
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CHAPTER 10
Master Vassals, on the other hand, are particular ven who have risen through the ranks,
proving themselves above all others. These are Master Vassals. Master Vassals are NPCs,
fully equipped with complete character sheets: Virtues, Aspects and the rest. You may
only hire a Master Vassal after fullling the listed requirements.
As a rule, Spy Networks and Spy Masters may not use the Assassinate Vassal
Espionage Action on Vassal Bands. Likewise, Master Vassals may not be bribed with the
Bribe Vassal Espionage Action.
VASSAL RANK
Each Vassal begins at rank 1, however, through training (Vassal Training), you can
increase your Vassals rank to rank 2 and even up to rank 3.
At rank 1, your Vassal has one Aspect. You can choose this Aspect; I highly recommend
choosing an Aspect appropriate to your Vassals duties. At rank 2, she has two Aspects. At
rank 3, she has three Aspects. Then, nally, when you spend that last Season Action, your
Vassal becomes a full edged NPC.
Artisan
Caravan
Creates Art to decorate your home and
The caravan moves Resources from place to
inspire your fellow ven. See Create Art
place, dodging Trouble whenever they can.
Season Action below.
There are many different kinds of
Your caravan may use their Season
Action to move Resources.
Artisans, each a specialist in his own eld.
You must pick a specic area of expertise
for each Artisan.
Court Scholar
Deals with all supernatural threats to your
Domain, counters any belligerent sorcery,
Apothecary
Your apothecary creates potions and
and makes sure no (other) sorcerers
practice their illegal craft in your lands.
poisons, treatments and toxins. He uses
Your court scholar may use his Season
his Season Action to create one dose of
Action to research a new sorcerous ritual.
Poison or one dose of Narcotics. He can
He may research a number of rituals equal to
alternatively use his Season Action to make
his rank. See Sorcery for more information.
you immune to one Poison.
VILLAGES & CITIES
Craftsman
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SEASONS
Herald
A Craftsman can create Goods. The rank
Noties your people of your will and news
of the Craftsman determines the quality of
of the day. Also delivers propagandaI
the item. In other words, the Craftsmans
mean messagesto your neighbors.
rank equals the Quality of the Item.
Your herald may use his Season Action
Craftsmen are part of Villages and Cities.
to raise the Loyalty of any Region by one
Every Village has one Craftsman equal to
rank. He may not increase any Regions
the rank of the Village.
Loyalty by more than one rank per Season.
You may, if you wish, hire a Craftsman to
Your Herald can also make an attempt
work in your Castle. You may only have one
to lower a neighbors Loyalty by one rank.
Craftsman in your Castle. His rank cannot
Roll your Heralds rank in a contested risk
be higher than the rank of the Castle.
against the current Loyalty of the foreign
See
Cities and Villages
for
more
information.
Regions Loyalty. If your Herald rolls
greater than the Region, its Loyalty goes
down by one rank.
General (Master Vassal)
A General leads Secret Armies. Of course,
Maid/Valet
you would never think of violating the law
Stands by your side and helps you with
and raising such a thing, now would you?
mundane tasks.
When your Secret Army reaches rank 3,
Women have maids. Men have valets.
you may spend a Season action to train a
And they let you bank Style. Like a walking
General: an NPC to lead your troops. Your
Item of Quality. Your maid/valets rank
General is an NPC and may have Virtues,
equals the number of Style Points you can
Aspects and Advanced Maneuvers just like
bank in them.
every other ven.
See Violence and Conquer (below) for
more information.
As long as your Maid/Valet is in the same
Castle or Region as you, you can draw from
the Style they bank. They dont need to be
next to you all the time.
When a Maid or Valet becomes an NPC,
they can still bank Style for you (up to
three), but they gain the added benet of
having character sheets.
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CHAPTER 10
Master of the Road (Master Vassal)
rank of Personal Guard counts as ten guards
When you increase a rank 3 Roadmen
dedicated to your safety. This provides you
to the status of NPC, you gain a Master of with ten ven willing to die to protect you,
but it also provides you a degree of safety
the Road.
The Master of the Road is a full-edged
NPC with Virtues and Aspects. The Master
during Mass Murder scenes.
Personal Guard may learn Advanced
of the Road deals with orks and other rural Maneuvers. You may train them as you
bothers in your Domain. Your master of the
would train any other ven. Personal Guard
road may use his Season Actions to quell any may also use their own Season Action to
trouble in one rural Region.
learn a Maneuver.
He can also perform the Explore Regions
Season Action for you, assisting in expanding
your Domain.
Roadmen (Band Vassal)
Roadmen (knights) wander the countryside
solving problems and quelling trouble.
Master Spy (Master Vassal)
Like the Spy Network and Personal
When you increase a rank 3 Spy Network to Guard, Roadmen come in packs of ten.
the status of NPC, you gain a Spy Master.
The Spy Master is an NPC, complete with
Each rank increases their number by
another ten.
Virtues and Aspects. He may add to your Spy
Networks Espionage Actions as a character.
See Espionage Actions for more information.
Secret Army (Band Vassal)
Make no mistake. Raising an army in
Shanri is illegal. A threat to all other nobles.
Mayor
If caught, you may be forced to wear the
You need a City before you can have
black for a very, very long time. Perhaps
a Mayor.
even executed. But, if you like playing close
Your Mayor quells trouble in a City. He
can also store 2 Resources per rank when the
to the edge, here you go.
Every Province may have one Secret
Winter comes. Thus, a rank 2 Mayor can store Army. Like other Vassals, your Army begins
up to 4 Resources at the end of the Year.
at rank 1 and can gain in rank with Season
Actions. Only you or your Seneschal may
Personal Guard (Band Vassal)
train your Army. Of course, your spouse as
Personal Guard increase your personal safety. well. An Army may only have a rank equal
Like the Spy Network and Roadmen, your to the number of Farms in your Province.
Personal Guard come in packs of ten. Each
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SEASONS
Spouse
Each Season, you must choose a Region
where you hide your Secret Army. If an
Your Spouse is not really a Vassaltry
enemy performs an Espionage Action on
ordering around your real life signicant
your selected Region, they may very well
other and nd out what happensbut
nd your Army. Evidence of such an army
the Spouse is listed here for reference. A
could lead to your characters death.
Spouse can take any action a character can;
Like other Group Vassals, once your
Secret Army reaches rank 3, you spend
1 Action per Season. He grows in strength
and competence like any other Vassal.
one more Season action to hire a General
Spy Network (Band Vassal)
to lead them.
Secret Armies can take any Season
Action your Personal Guard can take.
Increases the security of your own Domain
and helps investigate other Domains.
Each Province may have only one Secret
Like the Roadmen and Personal Guard,
Army. See the Violence chapter and Conquer
your Spy Network comes in a pack of ten
Region for more.
spies. Every rank increases their number
by ten.
Seneschal (Master Vassal)
Your
spy
network
can
perform
When you increase a rank 3 Staff to the
Espionage Actions. See Espionage below for
status of NPC, you gain a Seneschal.
more information. Your spy network gains
Your Seneschal can use his Season
a number of actions equal to their rank.
Action to quell trouble anywhere in your
Domain. He may also use his Season Action
Staff (Band Vassal)
to increase the rank of any of your Vassals.
Staff maintain your Castle, make sure
Finally, your Seneschal may also increase
everything is put in its proper place. Your
the ranks of your Regions.
butler, maids, cooks, and other lesser
servants fall under this Vassal.
Sheriff
Maintains law and order in your Domain.
If you have Staff, you never have
Trouble in your Castle.
Your sheriff can use a Season Action to
Also, they assist you in throwing Parties.
quell trouble in any urban Region in your
You can only throw a Party with a rank
Domain. He gains a number of Season
equal to your Staffs rank. See Parties,
Actions equal to his rank.
below, for more information.
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CHAPTER 10
PCs as Vassals
Swordsman (Master Vassal)
If you like, you can assign other PCs as your
When you increase a rank 3 Personal Guard to
Vassals. Of course, this probably requires some
the status of NPC, you gain a Swordsman.
blood and signatures. Doing so is a Season
Your Swordsman is an NPC, complete
with Virtues and Aspects and may take Season
Action.
By holding that Title, the player ven gains
Actions to assist your Personal Guard. He can
one bonus Season Action which may only be
also accept duels for you. See Violence for more
used in your own Domain and may only be
information on duels.
used to fulll his duties. In other words, if
Your Swordsman can use his Season
you assign the Title of Master of the Road to
Action to add to the Security of yourself or
another player ven, he gains one bonus Season
any of your other Vassals. He adds a number
Action he may use to quell Trouble in your
of Security ranks equal to his Prowess. See
Domain or explore an a new Region.
Security, below.
Finally, a swordsman can teach you a
You must fulll the qualications for the
Title in order to bestow it. In other words,
Maneuver as a Season Action. He may not teach
you still need a rank 3 Spy Network to have a
you more than one Maneuver per Season.
Master Spy.
TURNING VASSALS INTO NPCS
When you rst create a Vassal, hes little more than dice. He probably has a name, but
other than that specic detail, you may know absolutely nothing about him.
You can change that.
The highest rank a Vassal can have is 3. No more. But you can turn a rank 3 Vassal
into a full-edged NPC with Virtues, Aspects, and everything. Youll be using Season
Actions to do it, and like most things, you can only spend one Season Action per Season
developing your Vassal. Heres how you do it.
First, you need a rank 3 Vassal. He should probably have a name. No, scratch that. You
cant make him an NPC without a name. Thatd be silly.
Second, spend a Season Action to make him an NPC. Once hes an NPC, he has Virtues
and Aspects and everything else you have. You know, like personal ambition.
A Vassal has a number of Season Actions just like you do. He has one Season Action,
plus bonus Actions based on his Cunning. Finally, because he has a Title (Master Spy,
Master of the Road, etc.), he has one free Season Action that may only used to fulll his
duties in your Domain.
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SEASONS
LOYALTY
Loyalty is how much your people trust you. The higher
Sharing Vassals
your Domains Loyalty, the more faithful your followers
Or, My Wife, the Master Spy.
are and the more they are willing to do for you when it
This came up in one of the
counts. The higher your Domains Loyalty, the more
playtest sessions. One player
efcient it becomes.
had a Vassal (a Master Spy) and
Your Domains Loyalty depends on your actions as its
another player wanted to marry
liege. If you treat it fairly, your Domains Loyalty stays
the Vassal. The question arose:
steady. If you act like a despot, your Domains Loyalty
is the Vassal a Spy Master or a
decreases. If you treat your people better than expected,
Wife? Or both?
your Domains Loyalty will increase.
Generally, a Vassal should
Your Domains starting Loyalty is 1.
belong to only one player
Your Vassals also have Loyalty. Paying them well keeps
unless the other player is using
them close to you. Treating them without the respect they
bribes to lure the Vassal away
believe they deserve turns them into Traitors.
from the rst player.
Well discuss both kinds of Loyalty below.
LUXURIES
Luxuries are the key to Loyalty.
You may use Luxury Items (Spices and Wine) to increase the Loyalty of your Domain.
You may, as a Season Action, give a Province as much Spices and Wine as you can, thus
throwing luxury on your people, thus increasing their love of you, thus increasing your
Domains Loyalty. There are two ways to do this. You can give Luxuries to Regions or to
an entire Province.
Giving three Luxuries to a Province increases the Provinces Loyalty by one rank.
Giving one Luxury to a Region increases the Regions Loyalty by three ranks.
5 LOYALTY
If any of your Regions reaches 5 Loyalty, it produces one free Resource at the end of the
Season. Of course, this must be a Resource the Region can normally produce, but it does
not have to be the same Resource it is already producing this Season.
Coastal Regions produce one extra Food.
Castles, Cities, and Villages produce one extra Luxury.
If at least half the Regions in a Province have 5 Loyalty, your people love you so much,
Espionage Actions against you lose effectiveness. Your Provinces Security increases by
one rank.
LOYALTY
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CHAPTER 10
10 LOYALTY
If any of your Regions reaches 10 Loyalty, it produces two free Resources. Same rules
as above. To be clear, a 10 Loyalty Region produces a total of two free Resources (not
three).
If at least half the Regions in a Province reach 10 Loyalty, Your Provinces Security
increases by two ranks. (Thats one additional rank on top of the 5 Loyalty bonus.)
VASSAL LOYALTY
Your Vassals also have Loyalty. Their base Loyalty is equal to the Vassals rank. Thus, if
you have a rank 2 Vassal, that Vassals Loyalty is 2.
NPC Vassals do not have Loyalty. Because they are characters, their motivations are
driven by plot, not by systems.
As long as you pay a Vassal his Yearly due (usually at least one Food), his Loyalty
will remain equal to his rank. If you give a Vassal gifts (Luxuries), you can increase
that Loyalty. If you give a Vassal one Luxury, her Loyalty increases by one. Additional
Luxuries increase the Vassals Loyalty by one rank per Luxury.
Seducing Vassals away from their masters is an Espionage Action, covered below.
ESPIONAGE
Certain Vassalsyour Spy Network and the Master Spyare capable of Espionage
Actions. These allow you to spy upon and sabotage other Domains. Espionage actions are
dangerous. You can easily lose your Vassal if they are caught, or worse, have your Vassal
turn on you, becoming a traitor in your midst.
To be clear: you cannot perform Espionage Actions without a Spy Network. And
remember: if you dont have a Spy Network, you cant have a Master Spy.
ESTABLISHING ESPIONAGE ACTION RANK
Espionage Actions are usually handled by your Spy Network, creating an Espionage
Action with a rank equal to the rank of your Spy Network. For example, a rank 2 Spy
Network generates a rank 2 Espionage Action. But three characters may also perform
Espionage Actions in your Domain: you, your Spouse, and your Spy Master.
You, your Spouse or your Spy Master may also use their Season Action to aid your
Spy Network in sneaky undertakings. When player characters and NPC participate in
LOYALTY | ESPIONAGE
26
SEASONS
Espionage Actions, add your Cunning to the Spy Networks rank to generate the rank of
the Espionage Action.
A character with a rank 4 Cunning creates a rank 4 Espionage Action. If the character
has Aspects or other bonuses that are appropriate, he may add them to the rank of
the Action.
For example, if your character has a 3 Cunning and you aid your Rank 2 Spy Network
in an Espionage Action (using your own Season Action to do so), you generate a total rank
of 5. 3 Cunning + 2 Spy Network = 5.
Just to be clear: using your Season Action to assist your Spy Network does not replace
your Spy Networks Season Action. Adding your own Cunning to an Espionage Action
costs you your Season Action and your Spy Networks Season Action, costing a total of 2
Actions; one from both you and your Spy Network.
From now on in this chapter, when I refer to a PC or NPC adding to an Espionage
Action, Ill use The Spy Master to indicate that. By The Spy Master, I really mean you,
your Spouse or your Master Spy.
Only one Spy Master and one Spy Network per Espionage Action. Too many spies and
you get them stumbling all over each other. Its the dark clothing, you know.
DEFAULT SECURITY RANK
A Provinces Security rank is equal to the rank of the Spy Network assigned to that
Province. For example, if you have a rank 3 Spy Network, the Security rank for your
Province is 3. This is free. Your Spy Network does not have to take any action to establish
this default Security rating.
Also, you may only have one Spy Network operating per Province.
If you do not have a Spy Network, the Security of your Province is zero.
Your Spy Network may spend one of its actions to increase the Security of your
Province by its own rank for the Season.
For example, Lady Sharas Spy Network (the Dranna Crew) is rank 2. Her Province
has a default Security rank of 2. If her Spy Network spends one of its Actions to increase
the Security of Sharas Province, the Provinces Security goes from 2 to 4. Her Spy
Networks Season Action adds its own rank to the Security of the Province, effectively
doubling it for the Season.
ESPIONAGE
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CHAPTER 10
LOY
OYALTY AND SECURITY
When your Provinces
Provinc Loyalty reaches rank 5, the Provinces
Security increases one
o rank. Thus, if your Security is rank
2 (because your Spy
Sp Network is rank 2), and your Loyalty
Cunning shows us the
faults of others.
is rank 5, your Security
increases to 3.
Secu
Although Loyalty
Loyalt increases the Security of a Province,
it does nott increase the
t Spy Networks rank. So, lets look at
Wisdom shows us the
faults within ourselves.
an example of that.
Sharas Spy Network
is rank 2. The Security of her
Ne
Province is also rank
ran 2.
She manages to increase her Loyalty of all Regions to
rank 5. That means
mean her Security increases to rank 3. Her
Spy Network is still
stil rank 2, so if the Spy Network spends
one of its Season Actions
to increase the Security, it still
A
increases the Security
Secur of the Province by 2.
So, Security 3 (2+1).
(2
Spy Network adds
ad its rank to 3, making the Security of
the Province to 5, not 6.
Just to make it clear, the Loyalty bonus increases the
Provinces Security rank, not your Spy Networks rank.
SPYING ON FOREIGN PROVINCES
In order to accomplish any Espionage Action against a foreign Province, your Spy Network
must overcome the Security of the foreign Province. To do that, your Spy Network must
make a contested risk against the Security of the foreign Domain.
Your Spy Network rolls a number of dice equal to its rank. The Province rolls a number
of dice equal to its Security.
If your Spy Network defeats the Security of the Province, you gain the information
you sought.
If your Spy Network does not defeat the Security of the Province, they learn nothing.
And remember, The Spy Master adds his own Cunning to any attempts to spy on
Domains, but he must use his own Season Action to do so. For example, if a 2 Spy Network
and a 2 Spy Master attempt an Espionage Action on a foreign Province, the action rolls
four dice instead of just two.
ESPIONAGE
26
SEASONS
ESPIONAGE ACTIONS
Timing
Listed below are all the Espionage Actions available to your
You submit an Espionage
spies. Read through them carefully and dont get too excited.
Action during the Action
Remember, your enemies can do anything you can do and
Phase. Thats Phase 3.
can probably do it better.
The result of successful
Espionage actions occurs
Assassinate Vassal
at the end of the Season,
Straight out killing another Domains Vassal is dangerous work
during Phase 4: Harvest.
that can only be accomplished by a coordinated effort between
the Spy Network and the Spy Master. Assassination is a Season
Action that requires four contested risks.
Both the Spy Master and the Spy Network spend a Season Action. Then, undertake
the four contested risks.
First, you must determine the location of the Vassal. This requires an Espionage
Action against the Security of the Province.
Second, if the spying action is successful, the Master Spy (not the Spy Network)
can make an assassination attempt. This requires another contested risk against
the Security of the Province.
Third, the Master Spy must make a contested risk against the rank of the Vassal.
Vassal rolls his rank, Spy Master rolls Cunning (plus bonuses). If the Spy Master
wins, the Vassal dies. If the Vassal wins, the Vassal survives.
Fourth, the Spy Master must escape. He must make one last contested risk
against the Security of the Domain, but this time, he must do so as if the local
Spy Network has used their action to Increase Security. Again, if he succeeds, he
escapes. If he does not, he is captured.
By the way, just in case youre wondering, you cannot use a Season Action to assassinate
another player character. Thats phoning it in. No Style. Bad form. You have to do that
kind of work yourself.
Bribe Vassal
You can also woo away Vassals from your enemys Domains. You must give the Vassal a
number of Luxuries equal to at least double the Vassals rank.
Roll the rank of the Espionage Action against the rank of the Vassal.
If the Vassal rolls higher, he remains Loyal. If the Spy Network rolls higher, the Vassals
Loyalty decreases by one rank. Any Vassal with a 0 Loyalty is a Traitor.
ESPIONAGE
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CHAPTER 10
You must bribe the Vassal with a number of Luxuries equal to at least double his rank.
Each additional Luxury adds one rank of Loyalty lost or 1 bonus die to the attempt.
Now, lets talk about Traitors.
If you make an enemys Vassal a Traitor, you have a few options.
You can choose to steal a Traitor, making him one of your own Vassals in your own
Domain, or you may choose to leave him where he is, acting as a double agent.
As a double agent, you get to see all Season Actions your enemy gives that Vassal.
For example, if you make a Traitor of your enemys Court Scholar, you get to see all the
actions the Court Scholar has been ordered to make.
NPC Vassals cannot be bribed by a Season Action, but can be bribed as part of
a Story.
Cause Trouble
You can use your Espionage Action to sabotage another Domains Resource production.
You do this by causing Trouble.
Like most Espionage Actions, your Spy Network rolls against the Provinces Security
to do so. If successful, the Region is in Trouble.
Increase Security
(Weve talked about this up above, but its good to have it listed with the Espionage Actions
as well.)
A Spy Network can increase the Security of a Province. If you decide to have your Spy
Network increase Security, add the Spy Networks rank to the current Security rank.
Only one Spy Network may be assigned to a Province (they just get in each
others way; this is called The Too Many Ninjas Rule).
The Master Spy may spend his own Season Action to add his Cunning to the Provinces
Security as well. Both the Spy Network and Spy Master may take this action, adding both
ranks to the Provinces Security.
Increasing Security has an additional benet. If any Espionage Actions fail while you
have used your Increase Security action, there is a chance the spies will be caught.
Any Spy Networks or Master Spies who fail an Espionage Action while Increase
Security is in effect must make an Escape Risk. They must roll against the Security Rank
of the Province again.
If the Spy succeeds, he escapes, but his rank is decreased by one.
ESPIONAGE
26
SEASONS
If the Spy fails, he is captured and the
presiding liege of the land may do with the
Spy as he sees t.
If an NPC is captured, he is also at the
mercy of the lord who captured him. Most
Blooded ven will not be killedthats just
Widsom is the only shield
against Cunning. Be watchful
and ready for the knife is
never seen until too late.
bad formbut instead will be ransomed
back to their own lord. See Revenge for more
information about this ven tradition.
Interrogation
You may also choose to investigate your own Vassals. Why would you do this? Because
they may be Traitors, of course! (See Bribe Vassal, above). Spying on your own Vassals is
not a contested risk: you roll no dice and are automatically successful.
As an Espionage Action, the Spy Network/Master Spy may investigate a number of
Vassals equal to his Cunning.
When you spy on your Vassals, you automatically know any of the ones you name in
the Action have turned Traitor.
Once youve discovered a Traitor, you must eliminate the Traitor. Treason is a crime,
after all. Spying? Not a crime. Treason? Oh, hell yeah.
Death to all treasonous scum! An assassinated Traitor is replaced with a similar Vassal
at one rank lower than the Traitor. Thus, a rank 3 Herald who has turned Traitor and
assassinated for his crime will be replaced by a rank 2 Herald.
If you kill a Master Vassal (Spy Master, Seneschal, etc.), you must spend a Season
Action to train a new Master Vassal.
Sabotage a Holding
You may also choose to sabotage Holdings in rival Domains. To do so, you must know
the Holding exists or is under construction. You cannot blindly send in a Spy to sabotage
something you do not know is there. Thus, in order to perform Sabotage, you must have
successfully performed an Espionage action that informs you the Holding actually exists.
If successful, this Espionage Action destroys the Holding completely, even if it is still
under construction.
ESPIONAGE
27
0
CHAPTER 10
Spying on Regions
You may choose to use your Spy Network to spy on foreign
Regions. If successful, you discover a number of the following
The Cunning man
plays the Fool,
always allowing his
enemy to see what
he wants him to see.
facts equal to your Spy Networks rank:
what Resources the Region is producing this Season
what Holdings the Region has (complete or under
construction)
the Security of that Region
the Loyalty of that Region
if the Region holds a Secret Army
You choose. You may learn a number of the above facts
equal to the rank of your Spy Network. If your Spy Master
participates in the action, you may add his Cunning to the rank
of the Action.
Spying on People
You may also choose to use your Spy Network to investigate
people from other Domains. This includes player characters,
Vassals and NPCs. If successful, you nd out:
what Season Actions the character made this Season, or
one of the characters invokes, tags, or compels, or
discover the rank of one of the targets Virtues
You only get one regardless of your Spy Networks rank or
your Master Spys Cunning.
Tyrant
Blood from a turnip? Thats easy. You just need the right vise.
This is an Espionage Action only a Spy Master can perform.
You may, if you wish, crush the hopes and dreams of your people,
forcing them to work beyond normal means. You may squeeze a
number of Regions equal to one plus your Cunning, forcing each
Region to produce an additional Resource, but those Regions
Loyalty automatically lowers to 1.
ESPIONAGE
1
27
SEASONS
CONQUER
You are a noble. A ven noble. Ambitious to a fault. You
cannot be satised with the small parcel of land
nd you currently
have. You must have more. Expand. Conquer.
er. Thrive.
If you want to conquer an enemys Region,
on, you must do
When danger comes to
call, the Courageous man
smiles and embraces it
like a long lost friend.
so in a series of steps.
First, knock an enemy Regions Loyalty to zero.
Second, use your Personal Guards and/or
or Secret Armys
actions to occupy the Province. If his own Personal Guard
cannot be in the Region you want to conquer,
quer you must
make a contested roll to knock them out. Rank vs. Rank.
Make a contested risk: his Personal Guards rank vs.
your Persona Guards rank. Whoever rolls higher wins. A
tie means the Region is still contested. The loser is knocked
out of the Region and loses one rank.
Remember: only one Personal Guard may occupy a
Region at a time. The enemy Personal Guard is trying to
knock yours out. If they fail, yours remains and the Region
is yours. Also, Secret Armies do not count as Personal Guard,
so they may augment your Personal Guard if you wish. Your
opponent may also use his Secret Army to agument his own
Personal Guard.
At the beginning of next Season, if your Guard is still
stationed in the Region, it is yours and the Region has a
Loyalty equal to the Personal Guard stationed there. Your
Personal Guard may take no action the following Season:
theyre too busy maintaining safety. Once that Season passes,
the Guard may leave.
Thus, if you conquer a Region in Spring, you must remain
there all Spring and Summer, leaving in the Autumn.
If your enemy uses his Spy Network to determine your
forces are actually an Army rather than Personal Guard, the
consequences could be dire. You may also use your own
spies to determine if any Armies are used.
CONQUER
27
2
CHAPTER 10
END OF THE YEAR
Another important date. The End of the Year.
And, oh yeah, you should know something. Winter sucks.
The winters in Shanri are awful. Cold and terrible. Almost vengeful. As if Winter was
Shanris opportunity to rid itself of the ven. Ah, but Spring will come soon.
Soon
In Winter, the ven mark the end of the Year by looking back at their accomplishments
and defeats. And throwing outrageous parties.
But more importantly, each and every one of them take one more step toward Solace.
AGE
On your character sheet, youll nd a space for Age. When you created your character,
you were instructed to roll one d6 and write that number there. It is the end of the Year.
Time to add to that total.
At the End of the Year, each ven rolls one d6 and adds those Age Points to his Age.
When your vens Age reaches 60 Points or higher, your character advances to the next
Phase of his life. Spring to Summer, Summer to Autumn, Autumn to Winter, Winter to
Solace.
Once you reach 60 or higher, erase that total. You now have zero Age Points. At the
end of next Year, roll 1d6 and write down your roll in that spot.
SEX & CHILDREN
Okay, since were talking about long term plans, we have to talk about children.
Any sexual encounter between a male and female ven presents the opportunity for
pregnancy at the end of the Season.
The players involved both roll a die. If both roll a 1-2, 3-4, or 5-6, the woman gets
pregnant. That is, if both players roll a 1 or 2; or if both players roll a 3 or 4; or if both
players roll a 5 or 6. That makes a 33% chance of intercourse resulting in pregnancy. Two
ven can also use a Season Action (one for each) to produce offspring. That way, you dont
have to roll.
Pregnancy lasts one Season. Thats it. Three months after the act, youve got bouncing
baby ven. Also, the mother adds one die of Age Points to her character sheet. And dont
they grow up fast? Ven children grow quick enough, but in their literature, the ven take
quite the liberty with a childs age. It seems just a few short years after they are born,
END OF THE YEAR
3
27
SEASONS
children are running around on both feet. A few years after that, theyre as old as teenagers,
getting in trouble with their elders, joining the vast political games.
This is a literary device, of course. A cheat. An excuse to get the kids involved as fast
as possible. But it may have also been a function of the sorcerer-kings wanting their slave
race to grow quickly so they could get to work right away. Whatever the case may be, this
game is dedicated to presenting the ven as they appear in their literature, and not in the
light of historical fact. And so, in accordance with keeping to that tradition, the rules for
children growing up will do just that.
Assume children age at double the rate human children do. That is, in two years, a ven
child will be the equivalent of a four-year old. At six years, twelve. At eight years, sixteen.
At the age of sixteen, the character can enter play as a rank 1 Vassal, Son or Daughter.
Make the usual rolls for Age as a ven adult, outlined in the section above.
A Child (rank 1 Vassal) has one Season Action. He can take any Action you canjust
like a Spouse. But, hes still a rank 1 Vassal. He needs training to become an NPC.
Children train just like all other Vassals. One Season at a time. As soon as your Child
Vassal becomes an NPC, he gains Virtues, Aspects and everything else. Even his own
Vassals. All hes missing is land of his own.
And who do you think will give it to him?
LOYALTY
After Winter, in the new Year, the Loyalty of each Province drops by 1d3 ranks. Roll 1d6
and divide the result by two (round up). All your Regions lose this much Loyalty.
SPOILAGE
At the end of the Year, you may move all your unspent Resources into storage. Your Castle,
Silos, Mayor and Warehouses all store Resources.
Any Resources you cannot store are lost: they were used to repair existing structures
during the harsh Winter, used for bribes, stolen or spoiled. Either way, they are gone.
THE WINTER PARTIES
At the end of each Year, the Houses throw parties. A way to spend all the excess Resources
theyve gathered and prepare for the cold embrace of Winter.
Each House throws its own party, but who throws the parties are always a subject of
politics. Will Duke Willer throw this Years party? His party last Year was amazing, but
Count Kethers initiations are breath-taking!
END OF THE YEAR
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4
CHAPTER 10
PHASE TO PHASE
When your character passes to a new Age Phase (Spring, Summer, Autumn, Solace), he
has a few choices to make.
Name
You may, if you like, change your Public Name. Changing who you are. Changing your
Destiny. Taking on a new path. You can never change your Secret Name.
Aspects
When you move to a new Phase, you also gain new Aspects.
Spring to Summer: gain two Aspects
Summer to Autumn: gain one new Aspect and one Solace Aspect.
Autumn to Winter: gain one new Aspect and two new Solace Aspects.
Contacts
You also get to make a new Contact. Choose any ven you like.
Friends
At the end of a Phase, you may choose a single Contact to become a Friend.
A Friend is one step above a Contact, someone whom you trust to a certain degree.
Remember, the ven word for friend literally translates as the one who can hurt me.
Having a Friend gives you a signicant advantage. When making a contested risk with
a Friend, if your Friend is the victor, you are not considered defeated. This means you
always keep all your wagers when rolling a contested roll with a Friend, as long as one of
you is the victor.
Having a Friend also gives you a signicant disadvantage. Whenever he takes any risk
that may endanger you or your relationship, he gains three bonus dice.
SOLACE
Winter Phase. Youve reached 60 Age points at the End of the Year. Time for your
character to enter Solace. You can nd out more about this event, and becoming a suaven,
in the Suaven chapter.
PHASE TO PHASE
5
27
SEASONS
ALTHUA: THE PARTY
In our own language, party is a little word. Perhaps a better word could be event.
Occurrence. Occasion. But party somehow seems too small. The ven word, althua
has two meanings. One is what were talking about. Gathering, get-together, festivity. But
the word has another meaning.
Althua. Where romance begins and revenge ends.
Every Season, ven throw parties. They throw small, private parties and huge raucous,
indulgent bashes. Food, drink, sex, dancing, irting, singing, sex, hunting, duels, bloodshed,
sex, revenge.
Throwing parties is a signicant affair for the ven. Most last at least a week, sometimes
stretching even longer. The greatest parties were said to last an entire Season, although we
may have to attribute those to the ven habit of extravagant exaggeration.
As a Story, your character can throw an althua. There are a few benets to do so and a
few benets for others to attend.
First, we have to determine the rank of your Party. Party rank, of course, is the degree
of size, sophistication and Style you can summon for your guests.
THE STAFF
The size of your Party depends on your Staff and their ability to feed your guests.
You may only throw a Party equal to the rank of your Castles Staff. Rank 1 Staff, rank
1 Party. Rank 2 Staff, rank 2 Party. You get the idea. The maximum size for a party is rank
3 unless you have a Seneschal. Then, and only then, can you throw a rank 4 Party.
You can only throw a rank 5 Party if your Beauty is rank 4 or higher and you have
a Seneschal.
THE BANQUET
Ven Parties are notorious for their debauchery, so in order to maintain that level of
decadence, you had better be able to feed them. This depends on the Banquet.
Banquets are a special kind of Art. And, like I said before, if you dont think food is Art,
youve never really eaten anything but McDonalds.
Creating a Banquet for guests is not a Season Action. It is part of preparation for
a Party.
ALTHUA: THE PARTY
27
6
CHAPTER 10
The Banquet requires Food, Wine and Spices. You
need all three. A combination of these three gives you a
rank 1 Banquet. A rank 1 Banquet can feed your guests for
one night. Rank 2 can feed them for two nights. Rank 3 for
He who speaks of the
Virtue of moderation
hasnt the Courage to
embrace joy.
three nights. You see where this is going.
So, your Banquet determines the length of your Party
and your Staff determines the size. The length of your
Party is important because it tells you how many Events
you can have (see below).
GIFTS
In order to attend a Party, every noble guest must bring
a Gift.
The Gift must be a physical object. While you may make
a Gift of a song (a thoroughly honorable Gift), the guest
must present the host with a physical copy.
The Gift must be of equal rank to the Party. No more and no less. Rank 2 Party, rank 2
Gift. Presenting a smaller Gift is an insult to the host, showing a level of contempt, saying
You dont deserve a bigger Gift. Presenting a Gift of more value also insults the host,
showing a level of condescension, saying Your Party is too small for the likes of me.
So, if you are going to throw a Party, make sure you announce it well ahead of time.
Most Parties are thrown in the Winter, but announced in the Spring, giving nobles the
opportunity to create beautiful Gifts worthy of the hosts hospitality. Other Parties are
regular affairs, occurring at the same time every Year, so nobles can plan ahead and
provide the most suitable gift for the host.
TRADE
First and foremost, going to a Party allows you to trade freely with anyone at the Party.
Usually, shipping Resources costs Season Actions. If youre at a Party, you can trade
freely a number of Resources with other ven equal to the rank of the Party. That is, you
can swap up to ve Resources with other ven, depending on the Partys rank. Rank 1
Party, one Resource. Rank 3 Party, three Resources.
ALTHUA: THE PARTY
7
27
SEASONS
ROMANCE
Parties are great places to begin Romances. So great, in fact, you get a huge bonus for
doing so.
When you begin a Romance at a Party, add the Partys rank to the Romances potential.
For example, if you begin a rank 3 Romance with another ven at a rank 3 Party, add three
to the Romance, making it a rank 6 Romance.
You can read more about Romance in its appropriate chapter.
DUELS AND REVENGE
While most ven have to wait for the Senate to declare Revenge or sanction duels, ven law
allows for such activities at any signicant gathering of nobles. Yes, that means Parties.
If at least six nobles are gathered in one place, one for each House, they may make an
ad hoc Senate, providing the jury for any duels or declarations of Revenge.
EVENTS
A host must entertain his guests, so every Party needs Events.
An Event is a signicant happening at the Party. A hunt, an opera, a play, games of
chance, debuts of great works of Art. You may have a number of Events at your Party
equal to the rank of the Party.
Listed below are the most common Events at Parties and the benet for your ven if
she should choose to attend. All Events have a Prerequisite: something you need in your
Castle before you can schedule such an Event.
Also, you may only have one event per day. So, if you have a one night Party, you can
only have one Event.
Art Show
Prerequisite: Art Gallery (Holding)
Revealing new Art at Parties is a huge affair. It gives the artist an opportunity to show
his Art for the rst time for a huge audience, giving him the opportunity for a massive
amount of Style. See Create Art above for more info.
ALTHUA: THE PARTY
27
8
CHAPTER 10
The Hunt
Prerequisite: Game Reserve (Holding)
Going out on Hunts is a popular pastime for the ven. Of course, nobles dont go out on
their own: they bring Personal Guard with them just in case the party does run into orks.
While on the Hunt, and for the rest of the Party, any ven gain the Aspect Hunter. Any ven
can spend a Style point to keep the Aspect for a number of Seasons equal to the Partys rank.
Hunter (Free Aspect)
Invoke: gain three dice when tracking an enemy or bringing down an enemy
youve tracked.
Tag: no tag
Compel: no compel
The Opera
Prerequisite: Opera House (Holding)
The great and grand most sacred and holy Art. Holding an Opera at your Castle is the
pinnacle of all Events. Of course, you need someone to write an Opera, and then you need an
Opera House to put on the Event. But all that is more than worth it.
Like Art (above), Operas give those who see them Aspects and give the composer Style
Points equal to the rank of the Opera and the rank of the Party. See Compose Opera above for
more info.
The Wager
Prerequisite: rank 2 Castle
Like most other things, the ven dont gamble, they Gamble. Make Wagers. A Wager is
a bet between two or more ven on a (seemingly) random outcome. Wagers made between
ven are only legally binding if made under the shadow of at least three ven from different
Houses. At least one of the three must be from a House uninvolved in the Wager. Winning
such a Wager not only gets you what you bet against the other ven, but also a number of
Style Points equal to the rank of the Party.
While this may seem like a trivial affair, the ven do not see it as such. A wager isnt just
a bet. Its a Wager. Two nobles putting their reputations on the line for a matter of opinion.
Oftentimes, nobles will arrange such Events with the host, scheduling the Wager in advance.
Only one Wager may be made per night. Making a second or a third only cheapens the ritual.
ALTHUA: THE PARTY
9
27
SEASONS
RUINS
A special kind of Region, Ruins provide the ven with a source of danger, a test of true
Courage. They provide no Resource but Adventure. No reward but the forbidden secrets
of the sorcerer-kings.
Each time your ven explore a Ruin, it increases by one rank. Once a Ruin reaches rank
3, either you, your Spouse or your Seneschal can spend a Season Action to convert it into a
normal Region (Forest, Plains, Mountains, etc.) or it can be converted into a Puzzle House.
The Puzzle House
A Puzzle House provides no Resources for you, but it does add one rank to any Parties you
throw there. Puzzle Houses can hold any rank of Party, even rank 5 Parties.
A Puzzle House is difcult to navigate, requiring a contested Wisdom risk against the
House. The House always rolls six dice for the risk. Ven roll against the House as soon as
they try exploring its twisting, turning halls.
If the ven wins the roll, he may use his wagers to remember how to get to specic rooms.
The House loses half its wagers, but may use those wagers to force the ven to get lost in
the halls during a Story. this means the House can force the ven to any room it chooses,
regardless of the vens intention.
If the House wins, the same rules apply above, but reversed. The ven loses half his
wagers, but may use them to remember how to get to specic rooms he visits and the
House can use its wagers to force the ven to get lost in the halls.
SEASON BONUSES
Each Season provides a specic kind of bonus for your ven. Here they are.
SPRING
AUTUMN
All Romances created in Spring gain a one
All PC nobles gain one additional
rank bonus. Any Art created in Spring
Season Action.
gains one additional rank of Potential.
WINTER
SUMMER
One Region per Province makes an
All Regions roll one additional die
of Trouble. Winter sucks.
additional Resource.
RUINS | SEASON BONUSES
28
CHAPTER 10
COMMON QUESTIONS
Can I make my Province all Plains? Or all
Can two nobles live in the same Castle?
Forests? Or even all Ruins?
No. If you have two Barons or Counts or
Of course, but you will suffer the
even Dukes living in the same Province,
consequences. Its best to have a wide
they each need a separate Castle.
variety of Resources to provide you with
enough Food and Stone and Lumber so
Can I upgrade Art?
you can take full advantage of the system.
Specically, the question is, Can I turn a
rank 1 Art into a rank 2 Art? The answer
Can I have more than one Personal Guard?
is, No. This is called Lucasism. The
Or more than one Seneschal?
overwhelming desire to keep tinkering and
Generally, you may only have one kind
tinkering with a masterpiece until you get
of Vassal per Province. For example, you
it right.
can only have one Master of the Road, one
Bad form.
Spy Master, one Seneschal per Province.
I nd those who tweak existing Art to
Increasing the rank of your Spy Network, make it better only make it worse.
Personal Guard and Roadmen gives you
Han shot rst.
more of that kind of Vassal, and assigning
them multiple Season Actions represents
dividing up your Vassals into separate
groups to do separate things.
Can my Seneschal hire a Seneschal?
No. One Seneschal per Province.
And dont do that again.
Do I have to feed my wife?
Can my other Vassals have Vassals?
No, you dont have to feed your Spouse.
I assume your Vassals do have folks who
The system assumes she gets fed at the
help them do their jobs. So, no, your
same table you do. On the other hand, your
Vassals dont need Vassals because they
Spouse can be bribed, so consider whether
have vassals.
or not you want to Spice up that Food.
If you want your Seneschal to have a
Personal Guard of his own, make him an
Does my Castle have Loyalty?
Yes, your Castle is just like any other
Region. It has both Loyalty and Security.
COMMON QUESTIONS
NPC so he can own Vassals.
28
SEASONS
What if I hire a Vassal, dont pay him, and
explicit on winter. It is the time when most
just hire another one to replace him? Dont I
ven die. Thus, Winter sucks.
save Food that way?
Yes, you save Food that way. You also never
get anything other than a rank 1 Vassal
Can Vassals and NPCs have Style Points?
No and yes.
while everybody elses Vassals are moving
Vassals do not have Style Points. Theyre
toward NPCs. Youre going to be having
just numbers on a sheet. They may have names,
a lot of trouble with your 1 Spy Network
but theyre still just Vassals, not important
going against an NPC with Cunning,
enough for Virtues or anything else.
Aspects, Suaven and other bonuses.
NPCs are just like your ven. They have
Aspects and Virtues and everything else.
If Im a Count or a Marquis, can I assign a
Baron to my home Province?
That includes Style Points.
This raises another question
Certainly, but you still need a place to live.
You need a Castle to provide you a base of
Can I give NPCs Style Points?
operations. Remember, no two nobles can
Of course you can. If an NPC (the Narrator)
live in the same Castle at the same time.
does something cool, you can give that NPC
Style Points.
Why does Winter suck?
Because it does. I dont know, I didnt make
And yes, that even means NPCs you hate.
Good form.
it that way.
Ok, yes, I did. I guess Ill explain why.
Can I Use Season Actions during an
Remember, the word the ven gave to
Adventure?
the world around them means the Enemy. Yes. Save a Season Action or two. If you run
Thats what Shanri means. The ven really
into a situation where another noble needs
believed the world was sentient and out
help, you can use your own Season Action
to get them. Winter was the worlds last
to assist.
ditch effort, spending all Year mustering
Of course, that means your new best
up for those three dark months, just so it
friend owes you a favor. Make sure to get
could throw misery and death at the ven.
it in blood.
All the misery and death it could save
through the Year.
Winter sucks because the game is about
recreating ven literature. Ven literature is
Can My Spouse Train Me?
Yes! Your wife can make you a better
husband. Good form.
COMMON QUESTIONS
28
CHAPTER 10
Isnt Exploring Easier than Conquering?
Can I hand my Goods and Art down to my heirs?
Yes, it is. But conquering an enemys
Of course you can! Thats the whole point!
Region accomplishes two things.
First, conquering an enemys Region
Can my Wife and I both have our Personal
gives you a fortied, expanded and
Guard with us?
developed Region. If you are going to
In Conquering Regions, I mentioned that only
conquer an enemys Region, dont take
one Personal Guard may occupy a Region at
something from him that he can get back
a time. This is only in the case of Conquering
with one Season Action. Dont take that
a Region. For story purposes, if you want to
little rank 1 Farm, go after the rank 3 Farm
bring your Guard with you, feel free to do so.
with the Silo. Exploring a new Region
I wont limit you that way.
gives you a rank 1 Region completely
free of any improvements. Conquering
But for Conquering Regions, only one
Guard can hold a Region at a time.
an enemys Region gives you something
bigger, better and more useful.
What is Industry?
Second, conquering an enemys Region
Industry is cloth, silk, wool, leather and all the
hurts him. He spent all those Season
other materials we use to turn into clothing.
Actions building up that Region to where
You cannot make clothing without Industry.
it is today. Now, hes going to have to go
You also cannot make tapestries, rugs,
after you to get it back. After all, he cant
carpets and anything else that demands cloth
really complain about it can he? Bad form,
or its cousins. Industry is often consumed as
cry baby.
the resource required for making both Craft
and some types of Art.
Wheres the Armor?
The ven dont wear it. Ive found no reference
What Good Are Friends?
to armor in any ven literature. Not even
A player asked me, Having a Friend doesnt
a reference showing a ven character
seem like that big a deal. Keeping all my dice
mocking another ven for his cowardice
in contested risks? When would I do that
his fear of death.
except when Im trying to kill him (or hes
No armor.
trying to kill me?)
All risks involving two or more ven are
Can We Roleplay Conquering Regions?
contested risks even when the ven are working
You certainly can. Use the Mass Murder
together. Lets say you and your friend are
rules.
trying to lift a heavy rock blocking the exit to
COMMON QUESTIONS
28
SEASONS
a Ruin. You both roll and one of you is the
If I make someone an NPC,
victor, even though both of you are working
do I choose his stats?
together. That means only one of you gets
Frankly, thats really up to you and the
to keep all his wagers. With a Friend, both of
Narrator. When I run the game, I take
you get to keep all your wagers.
suggestions from the player, but I create
Thats what a friend is good for.
the NPC. I let the player say Three Things
Especially when you two are trying to kill
about the NPC and if its important, I also
each other.
let them state what the highest Virtue is and
what the weakness is. Additional details
Does a conquered region add to a Province I
may cost Style Points.
have or a new one?
Either actually, unless your Province
Can My Character have Multiple Titles?
already has ten Regions. You cannot add
Yes. You may one titleBaron, Duke,
more Regions to a Province with ten.
Marquisand a number of additional titles
equal to your Wisdom.
Can I split a Province in half and add to each
by exploring/conquest?
What do I do if I dont like province
No. Once a Province has ten Regions, it
management?
is set.
Dont do it. Hire someone else to do it for
you. That can be an NPC (the Narrator) or
Is my Spouse an NPC at game start?
another ven. What a trusting soul you are.
No. Your Spouse is a rank 1 Vassal, just
like your others. You may choose to spend
three of your ve points to move him closer
to being an NPC if you like.
COMMON QUESTIONS
28
SORCERY
SORCERY
W
E DONT KNOW WHEN THE VEN
BEGAN USING SORCERY.
RECORDS DO NOT GIVE
IT
IS CLEAR THAT, SINCE
OFFICIAL
US ANY CLUES.
THE FALL, VEN
LEADERS HAVE EXPRESSLY FORBIDDEN USE
OF SORCERY BY ANY OF THEIR SUBJECTS
UNDER PENALTY OF DEATH.
OF
Destroy your adversaries
lest they deliver tales of your
Cunning, spoiling your secret
weapons for future enemies.
COURSE,
THIS DID LITTLE TO HINDER VEN NOBLES
RESEARCH OF THE TOPIC.
The earliest histories always make mention of the House of the Serpents deep
association with sorcery. From the very beginning, journals and other records make
note of the sorcerous serpents. The Senate records do note that almost two hundred
years after the founding of the body, various membersoften associated either directly
or indirectly with the House of the Serpentmade attempts to make any use of sorcery
illegal. While this may seem contradictory, it only adds to the Serpents strength as a
House. For the Serpent, the cat was already out of the bag: nearly every member of the
House was well associated with the rituals of the sorcerer-kings. Making the art illegal
would only strengthen their position.
Since then, use of sorcerous rituals pervades almost every court in Shanri, although
it is still considered a crime on the streets and in the elds. In fact, it is still considered
a crime anywhere, but the dark art has become so commonplace among the nobility, any
condemnation of it would only point out ones own hypocrisy. Blood swords everywhere
carried by almost every swordsman. Nobles use blood oaths to maintain alliances between
Houses. Espionage indulge in various sorcerous tools every day. If any noble was to dare
accuse another of using sorcery, he had better have his hands clean of blood.
Needless to say, some Houses keep such a minor noble around for just such a
happenstance: a young ven who has never cast a ritual, never been the target of a ritual,
and never makes use of any blooded tools. In the current social climate, however, this is
incredibly dangerous. Not utilizing the benets of blood magic puts one at a signicant
disadvantage. However, it also keeps a vens conscience clear when he makes an accusation
of sorcery.
28
CHAPTER 11
RITUALS
Using blood magic is not difcult. You need three things: knowledge of the ritual, sacred
herbs, and enough blood to make the ritual work. If a noble knows the proper ritual, he can
perform it. All he needs then is the blood and herbs.
Each ritual listed below has a specic description detailing exactly how the ritual
is performed and the requirements to perform it correctly. Any deviation from these
requirements causes the ritual to fail. There is no standard for rituals: all of them are very
different. Each one makes different demands. Like the ven researching them, you must
learn the ritual itself to master it.
Casting a ritual requires some blood which takes the form as Injury on your character
sheet. Ritual also requires Herbs harvested from your Season Actions. One Resource per
ritual.
A ven character may learn any ritual as a Season Action. Unless it states otherwise,
learning a ritual takes one Season Action and one Herbs Resource. See Seasons for more
information on that. Also, if you want your character to start the game with a particular
ritual, you must spend 1 bonus point for each ritual you want to know.
THE BLOODING
This is the most sacred of all rituals: bringing a ven into the ranks of the Blooded. All
Houses have a different version of this ritual, an elaborate ceremony involving costumes,
mystery plays, and all the esoteric symbolism the ven can summon.
(Unfortunately, our information on these rituals is sparse, but recent ndings in Ireland
may shed some light on the subject.)
The ritual makes a ven part of the House. One of the Blooded. Recognized by the
Senate, protected by Law. Also, the Virtue of his chosen House increases by one rank.
(Starting characters already have this bonus. Thats the +1 you get after you assign your
Virtues ranks, remember?) No ven may be Blooded to more than one House and once you
are Blooded, you may not be Blooded to another.
THE CIRCLE
An old ritual originally associated with hedge wizards and wise women, the blood circle
creates a ward against hungry spirits. The ritual must be performed upon a door. The
sorcerer cuts his hand or wrist and spills enough blood to make a mark on the door. He
then shuts the door behind him, locking it with his bloody hand, leaving some drops on the
lock. As long as the door is not opened, nothing from the invisible world may enter. The
ritual lasts until dawn.
RITUALS
28
SORCERY
THE CORPSE
While most rituals are in common use around Shanri, this ritual is not. Most sorcery
use is an open secret, something everyone does and nobody talks about. This ritual is
the exception. Many sorcerers know it, but few use it. Even the most corrupt and vile
sorcerers hesitate using this ritual for fear of the consequences.
The ritual requires a corpse. The corpse can be freshly dead or could be nearly devoured
by decay. When blood is spread over the corpses lipsand the corpse must have lipsit
reanimates, a creature bound by the sorcerers will. The creature may be almost any species.
A dog, a cat, a mouse. As long as the creature has lips, it can be a target for this ritual.
At this point, the author would like to make it clearly known that he is very aware that
the ven have lips.
Needless to say, the more corrupted the body, the more disturbing the creature, the more
obvious the act. Freshly killed corpses can be used, but they still give off a disturbing aura.
Something is wrong. Seriously wrong. Hiding the true nature of the thing is impossible. As
soon as any blooded ven looks upon it, he knows what it is.
As I said above, using this ritual is a serious breach of etiquette. The more dilapidated the
corpse, the more serious the crime. Freshly killed corpses are frowned upon. Rotting esh
walking through a party is cause for justice. Especially if it happens to be someones cousin.
The ven like to pretend sorcery is illegal, keeping its use behind closed doors. Using this
ritual is clear indication that sorcery is in the room.
The Corpse is a rank 6 ork. It has the following Ork Traits: Blind Spot, Claws, Fangs,
Muscle, Regeneration and Rhino Hide.
You dont know what this means, but your Narrator does.
The Corpse lasts for one Season. Then, it collapses in a sickening pile of blood
and bones.
THE CURSE
A blood curse requires only one sorcerer and one target. The target must be within sight
and must be able to hear the sorcerer. The sorcerer cuts his skin, letting his blood ow. He
takes one Injury (severe cut) at least. He may take as many as ve Injuries before the
curse kills him.
The curse puts an Aspect on the target. The rank of the Aspect is equal to the number of
Injuries the sorcerer is willing to take. Yes, this ritual can kill you. The Aspect must specify
a thing the subject must or must not do and begin with the phrase You will always and
RITUALS
28
CHAPTER 11
You will always. For example, the following curses are appropriate:
You will never sleep in the same bed twice.
You will always lie to the ones you love.
You will never hold your fathers sword again.
You will always betray your family.
Whenever the target goes against a You will never curse, those that oppose him may
tag that Aspect, gaining dice as appropriate. Whenever the subject follows the dictates of a
You will always curse, he may invoke that Aspect for bonus dice as appropriate.
For example, a character with the You will always lie to the ones you love blood
curse lies to his brother about a delicate affair (sleeping with his brothers wife). No,
brother, he says. We have never lay together. Following the dictates of his curse, he
gains bonus dice.
As another example, a character with the You will never sleep in the same bed twice
blood curse decides to ignore his restriction and do as he wishes, sleeping in the same
bed two nights in a row. As soon as he does, his curse becomes a free Aspect that others
may tag.
A blood curse may only be removed by the sorcerer himself or by a blood relative of the
sorcerer (father, mother, son or daughter). It must be removed voluntarily and not under
any kind of duress.
THE EYE
This ritual is known only by the House of the Serpent. Those outside the House who
have used it in the presence of the Blooded of the Serpent usually nd themselves at
mysterious ends.
This ritual requires only a bit of blood, a few drops. The sorcerer makes his cut, chanting
the words of the ritual as he does, placing his wounded hand over his own left eye. Blood
oozes into the eye, making it red. The sorcerer may now look upon any individual and see
if he is using any blood rituals or carrying any Orichalcum items. No test is involved.
The ritual lasts for one night, and all the while, the left eye remains a deep crimson: no
pupil, no iris. Just blood red.
THE FAMILIAR
Rumors of this ritual among the Blooded of the Bear were rampant in the courts. It was
not until two generations ago that evidence of its use nally found the light of day.
RITUALS
28
SORCERY
9
The ritual bonds an animal to the sorcerer, making the beast a companion for life. The
animal must be fed the sorcerers blood (usually mixed with milk) when it is an infant. As
the beast grows, at least one Injurys worth of blood (cut hand or cut wrist) is fed for
one Season. When the beast matures, the blood merges the sorcerers soul with the animal,
creating a powerful bond.
The sorcerer always knows the location and general emotional state of the beast.
While they cannot communicate directly, the beast can share what it has seen with
the sorcerer. It may share one days worth of sight and hearing. It cannot communicate
languageanimals cannot understand ven language.
If the beast is ever killed, the sorcerer receives a rank 3 Injury: Lost Familiar.
THE MIRROR
Making a blood mirror requires an ornate and intricate mirror. The mirror must be made
from Orichalcum. Making a blood mirror requires three Seasons of work.
When nished, the sorcerer can use the blood mirror to spy on others. He must gain
something personal from the individual he wishes to spy upon. It could be a page from a
diary, a comb, a glove, or any other object that belongs to the target. The sorcerer holds
the item and bleeds onto the mirror. He may observe his target until dawn.
Bloodmirrors qualify as Artifacts. See Artifacts below for more information.
THE OATH
This ritual is one of the most ubiquitous in ven literature. A piece of parchment, a cup, a
knife, a quill. Words are written on the parchment.
Powerful words. Promises. Punishments.
All provide blood for the cup, dipping the quill and
Can I tag the Traitor tattoo
signing their names. All ven who sign receive a rank 3 Injury.
burned on my enemys
The Injury must be made with an Orichalcum knife.
forehead?
All three names. Family, Public, and Secret.
Sure! Thats a great idea. It is
All ven signing the Oath make a promise to abide by its
worth two bonus dice.
edicts. They gain benets for doing so.
You may spend a Style Point for three bonus dice if
you are protecting another ven who signed the Oath.
RITUALS
29
CHAPTER 11
You may spend a Style Point to know the emotional state of someone within your Oath.
A reply of nothing indicates the ven is dead, and Solace indicates you know.
You may spend a Style Point to know the general direction and distance of someone
within your Oath.
While the Oath of Fellowship is a powerful tool, it also bears a heavy cost. If you
ever betray any member of the circle, the Oath is broken for all of you. Also, the word
traitor burns onto your forehead for a year and a day. Within that time, you may make
no Oaths.
The Oath may be written in such a way that it lasts a specic amount of time or until a
specic goal is reached. The Oath expires in ve years, or The Oath expires when we
all become Dukes.
ORICHALCUM
Orichalcum is a metal made with the blood of the ven. Using a specic ritualoutlined in
The Sword, abovemixing ven blood with a particular amalgam of metals. If completed
properly, the result is the golden iron. Orichalcum.
To create Orichalcum, you must rst gain two Metals Resources. Silver and gold.
It also requires a rank 3 Injury. The blood does not necessarily have to come from the
sorcerer. Then, you must spend a Season Action. Once all thats accomplished, you have
created one Resource of Orichalcum. Orichalcum is just like any other Resources and can
be traded as you see t. See the Seasons chapter for more information on Resources and
Season Actions.
Many sorcerous Artifacts are made from Orichalcum.
The ritual to create Orichalcum is not known to most ven. This ritual cannot be
learned with a Season Action or during character creation. It must be learned through
an Adventure. Teaching another ven the ritual for creating Orichalcum is well, theres
really no reason to do it. Imagine nding a magic word that turns you invisible. You can
keep it to yourself or you can share it with someone else. If you share it with someone else,
that means someone else can walk around invisible. Youre not the only one.
Who would you trust with your magic word? Remember, the only box that can hold a
secret is a cofn. If you gave the secret to someone, chances are theyll give the secret to
someone else. Someone they can trust.
Someone you dont know.
Thats why the ven never give away the secret of Orichalcum. Never. No nay never.
RITUALS
29
SORCERY
1
Giving away the secret of Orichalcum is not foolish, not even bad form. Its just plain
stupid. So stupid, in fact, Ive got a rule for it.
Anyone who simply gives away the ritual to create Orichalcum gets the Aspect Dolt.
You can nd it in the Aspects chapter.
THE PUPPET
If you know the full name of another ven, you may perform this ritual. (Remember:
peasants do not have secret names.) A slice on your hand, a slice on their hand. Mixing
blood. Your body falls limp and helpless while you possess the body of your target.
If your own body is injured, you immediately return to your esh. If your own body is
killed, your spirit is trapped in the body of your target.
The mind of your target is subdued by your superior will (amplied by the ritual). The
ritual lasts until sunrise.
THE QUILL
The Bloody Quill is used most often by the House of the Falcon. Rumor has it the ritual
was developed by a Falcon, although the House historians deny this claim. The ritual
requires a few drops of blood be dropped into an inkwell. The ink in the well must be fresh.
The sorcerer recites the ritual as the blood drops and as a quill stirs the ink and blood
together. While the ritual is active (until dawn), anyone writing with the quill cannot write
a lie. If the inkwell is spilled, the ritual ends.
THE ROSE
This ritual was developed by a Fox sorcerer many generations ago. The sorcerer uses a
roseany rose will doto perform the ritual. He cuts his hand or wrist, bleeds a few
drops onto the petals, and places the rose on a table. As many as four may sit at the table.
As long as they sit at the table, anyone not sitting at the table hears nothing but gibberish
sing-song from those sitting at it. The ritual lasts until dawn, until the rose is removed, or
if someone leaves the table.
THE SWORD
The Sword Ritual requires at least one Season to perform. The sorcerer must have at
least one Orichalcum Resource (see the Orichalcum Ritual, above), and either employ a
blacksmith or be a blacksmith himself for this ritual to succeed. To be a blacksmith himself,
RITUALS
29
CHAPTER 11
Aspect: Blacksmith
Invoke: Three bonus dice
when working at a forge.
Tag: Social stigma to
nobles. Common, dirty work.
he must have the Blacksmith Aspect.
The sorcerer and blacksmith work together for at least
one Season forging the sword. The sorcerers blood is used
in the process, requiring one rank 1 Injury (cut hand or
cut wrist) per Season. The blood is mixed with the iron
Opponents gain two bonus dice
as it is red hot, the sorcerer chanting as the blacksmith
in social situations.
does his work. The blood need not be of the sorcerer; he
Compel: Interested in
learning new techniques and
knowledge of iron working.
may make the sword for another, but doing so requires the
presence of the eventual recipient of the sword.
When the work is done, the blood sword is ready. It is a
powerful weapon, bonded to the source of the blood used
in the ritual. Only the ven who is the source of the Blood gains the benets of the Sword
(although sometimes children may weild a parents weapon). It is said blood swords sing
to their wielders. Others say using a blood sword is like dancing with a brilliant partner.
When using his blood sword, the wielder gains a number of bonus dice equal to the number
of Seasons used to prepare it. A blood sword may not have more ranks than the Wisdom
of the sorcerer who made it.
A blood sword can cut through iron, stone and even marble. It may only be broken
by another blood sword. Breaking through iron with a blood sword requires 3 wagers.
Breaking through stone requires 4 wagers. Breaking through marble requires 5 wagers.
Breaking another blood sword also requires 5 wagers.
When a blood sword is broken, it bleeds like an open wound. Those who have watched
such an event felt a profound sense of sorrow and some have even claimed to hear weeping.
Bloodswords qualify as Artifacts. See Artifacts below for more information.
THE TWINS
In ven culture, certain physical features identify a character as a villain. Red hair, pale
skin, grey eyes. The more features a character has, the more villainous the character is. But
there is one physical feature that truly sets a character apart from the rest. Despicable.
Unredeemable. Terrible.
Twins.
A ritual known to only a few and utilized by even less. A pregnant ven woman gives
birth to a single child and only a single child. No more. Of course, the literature also
mentions a forbidden ritual blood, pain, other bodily uids I should say no more.
RITUALS
29
SORCERY
Aspect: Twins
If a ven uses the Twins ritual, they will indeed give birth to
twins. Twins is an Aspect the children take on.
Twins also have another advantage: they do not need to
Invoke: you gain three bonuss
dice when protecting your twin.
spend Style Points to kibitz to each other. (See Player for more
info on the Kibitzing Rule.)
Tag: because of the stigma
surrounding twins, others gain
two bonus dice for any social risk
THE TULPA
against you.
One of the most dangerous rituals known by the ven, it creates
a shape-changing creature of limited intelligence and ability, a
Compel: act creepy, villainous,
and otherwise untrustworthy.
creature that can take the form of any ven. It can speak simple
words and phrases, but demonstrates no personality or character. On closer inspection,
ven may notice small errors in demeanor. It doesnt have all of its ngers or perhaps the
teeth are crooked. But to anyone who is not paying close attention, the tulpa will give the
impression of the actual ven it happens to be copying.
Creating a tulpa requires time and a few particular objects. First, you must have a
personal item of the ven you wish to mimic. By personal item, I mean you need something
they have owned for at least a year. It could also be hair, blood, or some other part of their
anatomy. Then, you perform the ritual. Blood is necessary. Enough to cause a rank 2
Injury. That creates a tulpa that not only looks like the ven you want you want to mimic
but also believes it is the ven you want to mimic. The ritual takes about an hour to perform.
The tulpa lasts until sunrise.
THE VENDETTA
A very dangerous ritual, the blood vendetta is also the oldest. The ritual requires two
participants: the sorcerer and another. A knife tastes the blood of both and then each
subject puts his hand on the knife, making a promise to kill the other. Once completed,
the ritual gives each participant an Aspect: Vendetta (X) where X is the name of the
person whom you owe a Vendetta. This Aspect can be invoked for three bonus dice, but
only for actions that lead to the death of the other. Also, the subjects of the ritual always
know where the other is and what emotional state he is in. He also becomes aware of all
his enemys Aspects.
If a Season passes and the vendetta has not been fullled, both participants receive
a rank 1 Injury, Vendetta Pains. They begin as a low ache near the heart, a constant
reminder that the vow has not been fullled. If another Season passes, the Aspect gains
another rank. This continues until the vendetta has been fullled.
RITUALS
29
CHAPTER 11
MIMIC ARTIFACT
You may choose to have a Ritual that mimics one of the benets of an Artifact (see below).
Like other Rituals, they require Blood (at least one Injury worth). The benet for these
Rituals will only last until dawn.
ARTIFACTS
Most ven seek Artifacts from the ruins of the sorcerer-kings. Such items give a ven power,
prestige and inuence. The noble caste nances groups of ven brave enough to dare the
ork-haunted ruins, hoping theyll return with such items.
Not all return.
A small party of ven crawling through an ancient ruin. The smell of ork everywhere.
Darkness. Stench.
But the torches reveal a glimmer on the wall. An ancient sword, covered in dust and
cobwebs. A blackglass mirror, miraculously intact. A piece of fabric, shimmering in the
moonlight. Tylvarae.
These are Artifacts, pieces of history thought long buried with the secrets of the sorcererkings, recovered by the ven. In ven literature, these things are spoken of with awe and
reverence. And more than a little fear. Artifacts are not things to be tried with.
Consider stumbling across an atomic bomb. You dont know how it works. You
dont know what might set it off. You dont know if the shielding leaks. You dont know
anything. Sure, you now have access to powerunspeakable powerbut you really dont
know what to do with it. How it works. What you shouldnt do. No clue at all. This is the
sensation the ven feel as they stumble across the Artifacts of the sorcerer-kings. Objects of
power great and terrible. Unknown.
After all, one of these things blew up the world.
These rules present you with the ability to build your own Artifacts. Some of them are
simple. Magical tools left behind by their enigmatic creators. But others who knows
what they may be.
These Artifacts are all different. Different qualities, different shapes, different
capabilities. Each is a puzzle, waiting to be unlocked. Some are traps.
Scratch that. Most are traps.
Many Artifacts also seem to have minds of their own, whispering to the ven who holds
them. And no matter the ven, using an Artifact alwaysalwaysbrings doom and ruin to
the hand that wields it.
RITUALS | ARTIFACTS
29
SORCERY
FINDING ARTIFACTS AND RITUALS
Ven can nd Artifacts in the Ruins of the sorcerer-kings. Once per Season, a band of
brave ven can venture into a Ruin in search of trinkets and other baubles left behind by
that doomed race.
Exploring a Ruin costs a Season Action or an Adventure. If a single ven uses his Season
Action to nd an Artifact, he closes out that Ruin for any further exploration that Season.
No other ven can explore that Ruin.
While exploring the Ruin, the ven pick up various objects and scrolls they hope will
turn out to be something important. Most of what they pick up is pure junk, but every
once in a while, they stumble across something sorcerous. They drag these ndings home,
do research, and discover which ones are ancient rubbish and which are pure power.
For those pure power Artifacts and Rituals, we have Artifact Points.
Each Ruin produces a number of Artifact Points per Season equal to the Ruins rank.
Thus, a 1 Ruin produces 1 Artifact Point per Season. A 3 Ruin produces three Ruin points
per Season. After a rank 3 Ruin has been explored, no more Artifacts can be found there.
Used up, vanquished, conquered, explored.
A single ven adventuring in a Ruin as a Season Action gains a number of Ruin points
equal to the rank of the Ruin. He uses these to create an Artifact of his choosing.
If a group of ven uses one of their Adventures to go exploring a Ruin, multiply the rank
of the Ruin by two. Thats how many Artifact points the Ruin produces.
Thus, if one ven uses his Season Action to go hunting for Rituals and Artifacts in a rank
2 Ruin, he gains two Artifact Points. If a group of ven go hunting for Artifacts in a rank 2
Ruin as a Story, they can discover up to 4 Artifact Points.
The players decide how to divide up the Artifact Points which they can spend as they
see t.
RESEARCH
You have Artifact Points. You want to know how to spend them. Heres how. You do
research.
As you search through the Ruins of the sorcerer-kings, you will nd objects that may or
may not be of any value. An old Sword. A glass eye. A cloak. These objects may or may not
have any worth. Pick them up. You never know. Bring them home and do some research.
Find out if they are worth anything.
ARTIFACTS
29
CHAPTER 11
As a player, while your character is in the Ruins, you may spend a Style Point to discover
an item. You get to name it. A Sword, a glass eye, a cloak. Whatever you like. Then, you
bring it home and use a Season Action to research each item you nd.
After your little escapade, you and the other players divvy up your Artifact Points. You
use these Artifact Points in your research. You are, in essence, gambling with your Artifact
Points. Heres how it works.
Researching an Artifact or a Ritual is a Season Action, requiring a Wisdom risk. You
may make wagers. Privilege indicates you have found an Artifact worth one Potential. Your
wagers give the Artifact additional Potential. Potential equals how many Values you can
assign to the Artifact. Values equal power. Each Value listed below increases the potency of
your Artifact but also increases the danger.
You may assign a Value to your Artifact. The cost is one of your Artifact Points. You may
only assign a number of Values equal to the Potential of the Artifact.
You cannot assign Values to an Artifact with additional research. Assigning Values is a
one-time offer. Once youve assigned the Values, the Artifact is dened for all time.
Each Ruin only has a certain number of Artifact Points. If your ven uses his Season
Action to hunt for Artifacts, he still has to make a Wisdom risk to determine how many
Values the Artifact has.
Artifact Example
Because Wisdom is Sharas weakness, she cant really do much with Artifacts.
Yeah. Weaknesses suck.
Instead, well use someone else. Another ven with a rank 4 Wisdom. Some Serpent with a
Sorcerer-King Scholar Aspect, giving him three more dice for such risks. Thats seven dice.
Our nameless Serpent has spent an adventure searching through a terrible ruin with his
companions. Together, they looted a rank 3 Ruin, giving them a total of six Artifact Points.
They divide up the points equally with each ven getting two Artifact Points.
Our Serpent has two Artifact Points. During the raid, he spend a Style Point to nd a red
ruby. A fabulous prize. But is it sorcerous? He spends a Season Action (a different one from
the one he spent to search the Ruin) to nd out.
He has seven dice for this Wisdom risk. He could roll four dice and set aside three for
Potential, but because he only has two Artifact Points, he can only assign the Artifact two
Values. So, he decides to roll six dice and leave the last one for an additional Value.
Lucky him. He rolls an eleven on six dice. He gets Privilege and he can assign one Value
to the Artifact. He gets an additional Value for his one wager. Our lucky Snake looks at the
list of Values below and begins rubbing his hands, relishing the choices.
ARTIFACTS
29
SORCERY
DOOM!
In addition to Values, each Artifact also has a Doom.
Doom represents the inevitable ruin that follows those using the Artifacts of the
sorcerer-kings. In all the stories, anyone who picks up one of these things gets whacked
by the fate hammer. Even the ven recognize hubris, and in ven literature, meddling in the
affairs of the sorcerer-kings is the very denition of dangerous pride.
If a ven has an Artifact, the Narrator may, at his discretion, declare DOOM! He
does so after a roll made by a ven owning an Artifact. The roll the player just made is a
9, regardless of his true roll or any other modiers. Comes up just a little short. Just not
enough.
Do Bloodswords and Mirrors
(I recommend pointing at the doomed individual and in
your scariest voice, declare the DOOOOOOOM!)
give me a DOOM?
Oh yeah. You betchya.
After the Doom comes to pass, the Artifact still operates
as usual. The Artifacts Doom may only be invoked once
Buying Artifacts
per Phase (Spring, Summer, Autumn, Solace).
with Bonus Points
VALUES
If youd like your character to
Each Value gives an Artifact a special ability. Ive tried
begin the game with an Artifact,
to use examples of Artifacts from ven literature, but my
you can spend Bonus Points
sources were far and few between. Ven Artifacts do not
to do so. An Artifact costs one
feel like traditional magic items. They do not act like
Bonus Point per rank. Thus, a
traditional magic items. They are terrifying. They
rank 2 Artifact costs two of your
demand blood.
ve Bonus Points.
Sometimes, they whisper. Sometimes, they sing.
Here is a list of the Values I found in my own research.
You may nd other Values in works not available to me, but I highly recommend a sincere
attempt to keep to the feel and style of the pillow books and operas. This isnt Harry Potter.
This isnt Jack Vance. This is blood. And by the gallons.
ASPECT
The Artifact gives the user a Free Aspect. An Artifact 1 gives the user one bonus die for
this Aspect. Artifact 2, two bonus dice. You know the drill. The Artifact may also give the
user a tag and compel, but you wont know it until it is too late.
ARTIFACTS | DOOM! | VALUES
29
CHAPTER 11
DRINK
Are there any Artifacts that give
Many Artifacts are known to have a thirst for ven blood,
bonuses to my vens Virtues?
providing benets for the ven who quench that thirst.
No. That would allow people
This Artifact provides bonus dice in exchange for Injury.
to ignore weaknesses. Cant do
Every rank of Injury gives your ven a bonus die for a
that.
specic kind of risk. Fighting, wooing lovers, seeing the
unseen. But these bonus dice dont last.
ven are not ever sure if theyre seeing the
Once you use a bonus die, it is gone until a
future, the past or the present. Or even a
new Injury is made.
possible future. Or even a possible past.
You may not Injure multiple victims
Artifacts with achala are usually mirrors,
to gain extra bonus dice. And be sure to
although other forms also show up in the
remember what you were created for,
literature. Ven bleed on the mirrors and look.
little ven. Altars of blood, throats cut,
What they see is often disturbing, seldom
lives stolen to empower the Rituals of the
comforting, and always full of Doom.
sorcerer-kings.
Like Visions from the suaven (see
Remember that.
The Suaven for more information), the
information gained can liberate or damn a
FACE OF SHADOWS
In most stories featuring an Artifact of this
ven, locking him in to a destiny he desires
or fears.
kind, the ven has an item that makes others
The mechanics for Farsight are identical
forget his identity. They simply cannot
to Visions from the suaven. Ill put them
remember who he was once he leaves their
here as well for ease of use.
presence. You must spend a Style Point to
The ven makes a Wisdom risk. If he
activate the Artifact. A Style Point for each
is successful, he gains a Vision from the
ven you want to forget you when you leave.
Artifact. Just like a contested risk, the
The ven do not forget what happened when
Artifact and the ven trade wagers, modifying
you were in their presence, they just forget
the Vision as they go. Heres the process,
who you were.
step-by-step.
Step 1: Success. The ven succeeds his
FARSIGHT
Wisdom risk.
Farsight. Achala. The ability to see deep
Step 2: The Vision. The Artifact
into the world. Farsight is dangerous: the
(Narrator) sets up the rst fact about the
Vision.
Step 3: Wagers. The ven and Artifact
VALUES
29
SORCERY
9
to the rank of this Value. In other words,
begin using wagers to modify the Vision,
if the Artifact has this Value twice, it may
trading off one at a time.
hold two Style Points.
Think of it this way: the ven asks the
Artifact a question (succeeds his Wisdom
HEART OF (FLAME/ICE)
risk). The Artifact answers it (sets up the
The Artifact protects you from either the
base Vision). Then the ven and Artifact
effects of re or freezing temperatures (but
modify the Vision with wagers.
not both). Spend a Style Point to eliminate
The Artifact gains a number of wagers
any Injury received by ame or cold.
equal to its rank. Thus, a 3 Artifact has
SEDUCTIVE
three wagers to modify the Vision.
And remember: these are wagers. They
Some Artifacts give the ven in question an
establish truth. But what Visions show the
irresistible allure that cannot be explained.
ven dont always come true the way the ven
This particular Artifact allows the ven
think they do. And Visions from Artifacts
to target other ven with the Aspect You
almost always lead to Doom.
want me. The Aspect has an invoke, tag
and a compel.
KEY
You may only strike one ven at a time
Many stories involve an item that acts as a
with this Value. If you strike another, the
kind of key. It opens doors locked by the
rst is free from its effects.
sorcerer-kings. Touching the key to the
SHARP
door unlocks Shanris deepest and most
dangerous mysteries.
This Artifact is usually a weapon, but
not always so. The ven are quite clever
LEECH
at turning tools into weapons. A knife, a
This Artifact allows you to steal Style
sword. A hairpin. Whatever shape it takes,
Points others use in your presence. If
this Artifact gives Injuries that do not heal
another ven spends a Style Point to tag or
normally. No medicine, no amount of time.
compel Aspects, you may take that Style
Any Injury caused by this Artifact takes an
Point instead. You may add this Value to
entire Year to heal just one rank.
an Artifact up to three times. The Artifact
SUBTLE
may hold a number of Style Points equal
Tales of Artifacts that disappear in the folds
of cloaks are common in ven literature.
Subtle. Sava.
VALUES
30
0
CHAPTER 11
VAMPIRE
You Want Me
This Artifact always appears in the form of
Invoke: You gain three dice on any risk
a weapon. Specically, a weapon that can
that directly puts you in a better light with
draw blood. If you inict a rank 5 Injury on
the owner of this Artifact.
an opponent, spend a Style Point. You now
Tag: Another ven can tag this Aspect
steal one of your opponents Aspects for the
to gain two dice against any risk you take
rest of the Season. If you know the name of
that does not involve somehow winning
an Aspect and one of its elements (invoke,
the favor of your paramour.
tag or compel), you can steal it. Otherwise,
Compel: You must go to the owner of
your victim picks the Aspect.
the Artifact and make an attempt to win
VULGAR
their favor.
Some Artifacts provide a benet so well,
An Artifact with this Value can be hidden
without any chance of nding it. Gone. But
there really isnt any other proper word, is
there? Vulgar.
it must be hidden. It doesnt just disappear.
This Artifact allows you to use one of the
Up the sleeve, down the corset, in the folds
Ork Traits listed in the Narrator chapter.
of your cloak. It must be hidden. And once
Claws, Fangs, Scales. All sorts of vulgar
hidden, always hidden.
things. Spend a Style Point and you can
use the Ork Trait until sunrise.
SWIFT
The Artifact gives you an arcane swiftness
Excuse me now. I have to go take a bath
in bleach.
that dees all the ven know. Spend a Style
Point. The Artifact adds three dice to your
WATCHFUL
strike bid. You cannot use those dice in your
This Artifact watches. Usually a skull or an
risk; they only count toward the strike bid.
eye or some other symbolically important
object, it watches a room and whispers what
TERROR
it sees to its owner. It sees everything in the
The Artifact causes Terror. Spend a Style
room. Spend a Style Point and bleed a rank
Point and your Artifact projects Terror at
1 Injury for every hour you wish the object
one ven or ork. The base Terror is 3, plus
to watch.
one additional rank of Terror per additional
Style Point you spend.
WHISPERS
This Artifact whispers to its owner.
Sometimes telling lies, sometimes telling
truth. Spend a Style Point and gain a rank
VALUES
1
30
SORCERY
1 Injury to discover the invoke, tag, or
Why is having a slew of Artifacts a
compel from the Aspects of one other ven.
bad idea?
You must know the vens Public and Family
In the literature, an Artifact is the
Name. If you know the vens Secret Name,
authors way of telling the reader,
you can know the entire Aspect. You may
only target one particular ven per Season.
This character is in trouble. And
its only a matter of time before
everything goes bad.
WICKED
A skillful Narrator will wait for
This Artifact almost always appears as a
the right time to hit you with your
weapon of some kind. When you perform a
DOOM! Hell cultivate a villain
successful strike against an opponent, spend
for months. Picking away at your
a Style Point. You always deliver an extra
ambitions, your desires. Hell screw
rank of Injury with every successful strike.
with you and screw with you and
screw with you until you cant take
it anymore and then youll challenge
him to a duel. With your cool Blood
Sword. Because youll want every
advantage you can get.
And then, youll know why having
a slew of Artifact is a bad idea.
VALUES
3
30
SUAVEN
SUAVEN
T
HE VEN DO NOT DIE OF OLD AGE.
INSTEAD,
THEIR BODIES SLOW DOWN
W , THEIR BLOOD
LS, AND A THICK, COBWEB-LIKE SUBSTANCE
COOLS
ED ALTRUA OOZES FROM THEIR SKIN. OVER
CALLED
THE YEARS, THE VEN FALL INTO A STATE THEY CALL
SOLACE
CE. EVENTUALLY, THE ENTIRE BODY GOES INTO
RNATION, WRAPPED
R
UP IN ALTRUA. ASLEEP.
HIBERNATION
AND DREAMING.
Youth gifts us with
Strength and Beauty.
Old age gifts us with
Wisdom and Cunning.
The
he ven believe the mind of a ven in Solace is still aware. In fact, while in Solace, the
ven mind becomes incredibly powerful, capable of transmitting thoughts and visions to
those of kindred Blood and spirit. The ven receive these visions while dreaming themselves,
but they
hey can also learn how to place their minds into an altered state capable of receiving
the messages while awake.
Those who slumber in Solace are called Suaven: the dreaming ven. Revered by their
Houses, the equivalent of our own patron saints. The ven pray to them at Shrines, collect
artifacts from their lives, and maintain the sleeping body. While the Suaven is protected
within his altrua shroud, his is not invulnerable. Altrua is particularly susceptible to re
and many Suaven have been lost in such a way.
The Suaven are far from equal and not all are universally regarded. The worship of
some Suaven is small: they are only honored by their families. Other Suaven, however,
have Temples in every city on Shanri. Their names are only whispered with hushed
reverence or sung with open throats, and feared by every sensible ven.
While families or Houses regard the Suaven as demi-gods, some ven nd a kind of
communion with a particular not of his own House. An Elk bonding with a Serpent
Suaven. A Fox bonding with a Bear Suaven. These things are not uncommon.
In order to gain a deeper understanding and to make the bond between them stronger,
many ven join mystery cults devoted to the Suaven. Temples devoted to some of the
more popular Suaven in every major city. Priests and ceremonies revealed only to the
most faithful.
If a ven chooses one particular Suaven over all others, he calls it sa-Suaven
(most holy).
30
4
CHAPTER 12
The Invisible Dancers
All the Suaven are different. What is true of one is most
In ven literature, the Suaven are
likely not true of another. Some are revered while others are
the one force the ven cannot
worshipped. Some have Temples and others have perhaps
control. Invisible, intangible
one or two Shrines. A few Suaven have even been forgotten,
and esoteric, the Suaven remain
lost in the catacombs under the thriving metropolis.
mysterious. Ambiguous.
But the ven write of the
profound relationships they
They wait, sending visions to those who might hear,
hoping one day they will be rediscovered.
And then there are the fashuva: the fell ones. Suaven so
have with the Suaven. Visions.
evil, even whispering their names is dangerous. We shall
Dreams. Nightmares. Sometimes,
not speak of them here, lest they hear us. Even mentioning
even miracles.
them could call their attention. We shall say no more.
So, how does a roleplaying
DEVOTION
game attempt to make rules for
forces so subtle and invisible
There are precious few moments when the ven pray.
that they might not even exist?
Prayer requires humility. An admission of powerlessness.
Heres my attempt.
Admitting weakness. The ven dont do that very well, but
First, we have to remove
player control from the Suaven.
when they do it, when they kneel and call upon the Suaven,
they do it as only the ven can.
Completely. No Style Points, no
With Style.
wagers. The Suaven are the
On bended knee. Tears streaming down their cheeks.
only element of Shanri beyond
Or a haughty pride ashing in their eyes. A wicked grin. A
the players reach. They cannot
knife. Pain. A scream. Blood, Blood, Blood.
inuence the Suaven. Cannot
Nobody does humility like the ven.
dene the Suaven. Cannot
And to simulate that humility, we use Devotion.
control the Suaven.
On your character sheet, you have spaces for the
All they can do is give their
Devotion.
Suaven your character has chosen to revere. You have ve
Devotion Points to allocate to Suaven. The more points
Again. Players cannot use
you give a Suaven, the more it will be a part of your
Style Points or wagers to dene
characters life. Look through the Suaven listed below and
the Suaven. The Suaven are
decide how much Devotion you want to give to each one.
beyond denition. Beyond
Each rank of Devotion brings you closer to that Suaven.
the vulgar and mundane
You cannot start the game with more than 3 ranks of
manipulations of mortals. Only
Devotion for any Suaven.
the Narrator can say anything
true about the Suaven.
DEVOTION
5
30
SUAVEN
Two Methods of Blessing
Each Suaven has a number of Blessings. These are the
esoteric secrets given by the Suaven to his devoted followers
Because the Suaven should
if they prove their Devotion. You can only learn secrets by
remain out of the players
joining the appropriate mystery cults. In order to do that, you
hands, heres an option
have to prove your Devotion. The Suaven dont like urdagha:
for you.
convenient faithful. And trust me: they can tell.
Instead of the players
You may have Devotion to multiple Suaven. Thus, you
picking their Blessings,
may have Blessings from multiple Suaven. You may have a
the Narrator picks which
number of Blessings from a Suaven equal to your Devotion
Blessings the players get.
to that Suaven.
The ven appeals to the
Remember: you can never have more than ve total ranks
of Devotion for any and all Suaven.
Suaven and the Suaven
gives them the Blessings it
For example, Shara shows Devotion to two Suaven: Talia,
the Sacred Harlot (rank 2) and Falvren Dyr, the Bloody
feels are appropriate.
Your choice.
Wolf (rank 1). Because she may have a total of ve points of
Devotion, she may only have two more points.
RANKS OF FAITH
As a characters Devotion increases, his relationship to that Suaven also increases,
bestowing greater gifts upon the faithful. A follower must prove himself worthy of the
Suavens Blessings, performing actions that will win your favorite Suavens favor.
Devotion 1: Faithful
Devotion 3: Acolyte
If a character has Devotion 1 to a Suaven,
At Devotion 3, the cult invites the character
he is known as one of the faithful. He has no
into the secret circles of the faith, initiated
particular relationship with the Suaven, only
into the secret rites of the cult. This is the
a passing interest.
beginning of a deeper understanding of the
Suaven. While a ven may hold many saints
Devotion 2: Devotee
in high regard, at this level of Devotion,
At Devotion 2, the character is a devoted
members of the cult begin to expect a
follower. He is given respect by his fellow
certain degree of exclusivity.
acolytes and assists in the ceremonies. He is
trusted with further duties and responsibilities and gains more of the benets.
DEVOTION
30
6
CHAPTER 12
Devotion 4: Anointed
Anointed
characters
are
Devotion 5: Priest
no
longer
At this level of Devotion, the character holds
initiates of the Suavens mysteries; their
no other Suaven in esteem. In other words,
understanding and attunement to the
he has zero Devotion invested in any other
Suaven is deep and intuitive. There is a
Suaven. It is at this level that the deepest
powerful bond between the character and
secrets are understood. The characters
the Suaven that cannot be expressed with
connection to the Suaven is as a parent and
language alone. The character receives
child. There is a danger in this degree of
waking visions and can feel the presence of
Devotion, however, because the ven who
the Suaven wherever he goes. He teaches
show such delity often seem distanced
younger initiates the secrets of the mystery
from others, speak in arcane riddles, and
cult and seldom holds Devotion for another
often enter Solace sooner than normal. But
Suaven. And by seldom, I mean, It had
it is at this level of Devotion that the most
better be a secret.
powerful Blessings are revealed: for some,
a small risk to run.
GAINING DEVOTION
Gaining Devotion is a Season action. You must spend one Season action to increase your
Devotion to any Suaven. This information can also be found in the Season chapter.
Increasing Devotion from rank 1 to rank 2 requires only a single Season action and a
sacrice of at least one Resource. Roll one die. If the die rolls even, the Suaven nds favor
with your sacrice. Your Devotion increases to rank 2. If the die rolls odd, the ckle spirit
has been offended somehow. You gain nothing.
Additional sacrices add dice to your roll. If even a single die rolls even, your Devotion
increases one rank. Each Luxury Resource gives you two dice. A Luxury does not count
as two Resources, it only counts as one Resource that gives you two dice.
Increasing Devotion from rank 2 to rank 3 is done in a similar manner. This time,
you must sacrice at least two Resources. And again, one Luxury does not count as two
Resources, it only counts as one Resource that gives you two dice.
Increasing Devotion from rank 3 to rank 4 is something else all together. Yes, it requires
three Resources (at least). It also requires an Adventure given to you by the devoted of
your Suaven. The adventure usually involves building a Shrine or protecting a Shrine for
a Season, writing an opera about her life, or some other activity promoting the good news
of your Suaven.
DEVOTION
Increasing Devotion from rank 4 to rank 5
7
30
SUAVEN
Dividing Devotion
now were talking serious trouble. This is entry
Any ven may only hold so much
into the mystery cult. Through the initiation
Devotion for each Suaven. That
rites, through the trials, through the rituals.
limit is ve. You may only ever
The secret wisdom. The nal gift.
have a total of ve ranks of
Yeah, this requires an Adventure. At least.
A relic. Build a Temple. Prove your delity.
Undying love. Prove it with Blood.
Devotion for any and all Suaven.
A couple of examples:
1, 2, 2. Good
1, 1, 1, 1, 1. Good
BLESSINGS AND WRATH
1, 4. Good
The Suaven bestow Blessings on those that
2, 2, 2. Bad
serve them well. Attend to their Shrines and
3, 2, 2. Bad
Temples, help fellow devotees, act against
Five. Thats your limit. Five
their enemies.
ranks of Devotion for the
The Suaven bestow Wrath on those who
betray them.
Suaven. Nothing more.
If you want to increase your
Blessings and Wrath take many forms.
Devotion for a Suaven and you
Mysterious omens and prophesies. Miraculous
already have ve ranks allocated,
occurrences. Relics from the past. All of
you have to drop your Devotion
these are represented in the game. You can
to one of the Suaven to increase
nd them under each of the Greater Suaven,
your Devotion for another.
detailed below.
Make your punishments sudden and severe.
Let your blessings drip like the winter sap.
Sweet and slow.
DEVOTION
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CHAPTER 12
THE GREATER SUAVEN
Thank Avendi for small
favors, for his wrath is
never so small.
ASHALIM AVENDI
House: Blooded of the Falcon
Favored Virtue: Courage
Titles: Master of the Road, Falcons Friend,
Symbol
The symbols most associated with
the Beggar Brigand.
In the opera and theater houses, Ashalim Avendi
Ashalim Avendi are the bow and
typically appears as an old, blind man, although he has
white roses. Avendi chose the bow
many disguises. One story tells of a rich man who was
over the sword as his chosen weapon.
accosted by a poor, blind churl sitting on the side of the
Because of him, the ven regard the
road. The rich man shook his purse of coins at the poor
bow as a sacred tool. Still not a
man, mocking his poverty and ill fortune. The beggar
weapon, but the only sacred tool.
smiled and said, What you give is what you get. Of
course, later in the play, the beggar turns out to be the
Blessings
The Name of the Storm
The Cloak Deceiveous
Master of the Road and the rich man ends up blind and
begging at the city gate.
Ashalim Avendi was one of the rst roadmen, given the
The Ironwood Bow
title by a Blooded baron keen to ride on the young heros
I am the Land
growing popularity. Eventually, Avendi was recognized
The Sacred Tool
by higher lords for his skill, prowess, and Devotion. He
Avendis Blessings serve those
was made Baron Avendi, Lord of Valdendon, and married
who travel the Road, usually
to a noble woman. His wife, Blooded of the Serpent,
appearing as simple luck. Clever
performed the Blooding ritual herself. Her father, a Duke
trickster. It was always said he was
under the shadow of a sorcerous reputation, arranged for
one of Lady Fortunes greatest
the marriage. Presumably, he did so to help clear his own
knights. Avendi provides for his
name, but Avendis conscience eventually eclipsed the
followers, but such Blessings are not
sorcerers ambition. The Duke died with an arrow in his
without a price. Avendi only blesses
eye and Avendi claimed his lands, declaring himself the
those who realize their fortunes
Grand Duke of the House of the Falcon.
are easily lost and those who assist
Ashalim Avendis legacy followed those who joined his
others who have lost their own good
House. He became the Suaven of the Road, protecting
luck. A toss of a coin to a beggar,
those who could not protect themselves. He rests in his
assisting a helpless lady in distress, or
Great Home in the Western Reaches. Those who visit his
even helping an old woman across
Shrine will nd it guarded by roadmen. His bow rests
the road are small prices to pay for
with his body, unstrung. It is said no ven can string it. It
Avendis Blessings.
is said
THE GREATER SUAVEN
9
30
SUAVEN
FALVREN DYR
Symbols
House: Blooded of the Wolf
Favored Virtue: Prowess
Dyrs symbol is the Sword and
Titles: swordsman, old one-eye, the crimson
red roses. Plain, simple, elegant.
cloak
Falvren Dyr appears as a large man with
Blessings
owing red hair. His armor shines like the sun,
I am the Weapon
his blade carved from the moon. On his shield
The Sacrice Strike
is the head of the Darkness, a creature he slew
Teeth and Claws
in personal combat. His body seems to be made
Tool or Weapon
of scars.
Your Fear is My Ally
Dyrs followers espouse a life of self-reliance.
Gaining one of Falvren Dyrs
Dyr despises those who petition him with prayer.
Blessings is always a tricky task;
Rather, he blesses those who survive on their
he despises those who ask for
own wits, cunning, and strength. Dyr only drops
help and rely on others for
his hand to protect those who show courage and
re, prayers
strength. Therefore,
prowess in battle; he never assists those who ask
to the Lord of Battle sound
for it. A Suaven who doesnt like being relied
ike curses and boasts than
more like
upon, worshiped by those who dont like relying
petitions of humility.
on anyone. Its a perfect t.
I dont need your help, One Eye!
Stay out of the way!
THE GREATER SUAVEN
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0
CHAPTER 12
MANNA RENAY
All the world
is her child.
House: Blooded of the Bear
Favored Virtue: Strength
Titles: Holy Mother, Protector, the Green Lady
Symbol
Hospitality is a powerful concept in ven culture,
Renays symbol is the holly
personied by the gure of Manna Renay. Temples
wreath ornamented with
dedicated to the Mother of Us All can be found in every
mistletoe.
city, Shrines in every home. She has many faces. Revered
matriarch. Protector. Healer. Keeper of hearth Wisdom.
Blessings
Bears Hospitality
Circle of Protection
Each House views Manna Renay differently, but the
House she claims as her own is the Elk.
For the Steeles, Manna Renay set the standards for
Hearthward
how a House is run. Recognized as the familys rst great
I Brought the Bear
matriarch, the entire structure of a House was based on
Mothers Children
her own. Butlers, cooks, maids and seneschals still follow
Manna Renays miracles
her advice, passed on through oral tradition, recorded in
are subtle and powerful. Her
the famous book, House and Home. Alongside the proper
devotees teach the delicate
methods of cooking and cleaning, she also spelled out the
arts of manners. Those
rules of hospitality still followed by the ven today.
who revere her nd allies
Blessings bestowed by the Sacred Mother protect
among the guardian animals
those who respect the concepts of manners and hospitality.
and may speak their secret
Those who revere her bring her beloved ower, the acacia,
language. Children are most
to her holiest Temple. Architects and those who cut and
often witness to her divine
work stone also call upon her for favor and wisdom. It was
interventions as she looks
she who sponsored the stoneworkers, building Temples
out for them especially
and castles all across Shanri.
orphans.
Relics associated with Manna Renay include her
notebook, a handkerchief, and a broken broom handle.
(Some whisper the broom handle was broken over the
head of a disrespectful servant.)
Her compassion and wisdom protect a home from
threats both visible and invisible. Those who know her
secrets, who listen to her dreams, learn the high holy
whispers of hospitality.
THE GREATER SUAVEN
TALTEN STEELE
House: Blooded of the Elk
Favored Virtue: Cunning
Titles: the Iron Heart, Winters Promise, the Ruthless
1
31
SUAVEN
Leave an enemy alive
and he makes allies.
Kill him and he makes
a grave.
Talten Steele stands alone in the House of the Elk. A
mountain of a man, standing a head above his brothers and
Symbol
sisters, he fought for the right to inherit his fathers lands,
Steeles symbol is the Elk, a
leaving Bloodshed and tears behind him. It was he who rst
crossed Sword and dagger
ew the banner that would eventually adorn the Senate: the
behind the antlers. The Sword
Crest of the Elk.
symbolizing the conquering
He wore reputation like a crown. Those who plotted against
Elk, the dagger representing
him disappeared and those who aided him ourished. He was
the consequence of betrayal.
a Duke by the age of nineteen and an Archduke by the time he
was twenty-ve. His lands were unmatched in all of Shanri
and then it all went wrong.
Many operas have been written about the fall of Talten Steele,
Blessings
The Coldest Heart
Even the Moon has a Dark Side
but none so stirring, so moving as The Autumn. A deceptively
Never Again
simple title, but a profoundly disturbing work. After establishing
The Promise
the largest domain in all of Shanri, after dispatching all his enemies,
Moving the Pawn
after consolidating the Senates power under his thumb Steele
Steeles Blessings represent
lost his heart to a woman. The widow of his deadliest enemy. She
his life. He never acted on
beguiled him. Entranced him.
his own, but bent the wills of
And very slowly, she began a delicate and beautiful Revenge.
others to accomplish his goals.
Demonstrating the patience of a spider, she unmade
His hands were always clean of
everything he had built. Turned allies into enemies. Disrupted
Blood until the very end.
his trade. Sabotaged his every plan. But her greatest Revenge
was at the end.
When she left him, he was on his knees, begging her not to
leave. She did not need to kill him. She made Talten Steele beg.
That was enough.
Months of long solitude followed. Living off the charity of
familyfor he had no friendshe spent most of his life under
the shadow of despair. But when Revenge nally found his own
eyes, what followed was perhaps the most perfect example of
vengeance in all of ven literature.
THE GREATER SUAVEN
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CHAPTER 12
TALIA YVARAI
Symbols
Talias symbol is a mirror surrounded by roses. Any
House: Blooded of the Fox
color will do.
Favored Virtue: Beauty
Blessings
The Befuddling Kiss
The Goodnight Kiss
The Black Kiss
The Most Subtle Weapon
The Enchanting Kiss
Titles: the Celestial Muse, Sacred Harlot,
Keeper of Roses
Talias Temples are exotic, unlike
the Temples of other Suaven. Her
priestesses (she accepts no priests) are
Talia prefers the rigorous use of rituals and ordeals
beautiful, witty, and educated in the arts.
to make her followers stronger. While she will dip her
All the arts. Yes, Talias priestesses are
hand occasionally to protect a particularly devoted
skilled lovers, but they are also painters,
follower, she generally lets them ght (and win) their
poets, sculptors, and musicians (as well
own battles with cunning, skill, and charm. And kisses.
as composers). All artists revere Talia,
Priestesses receive the Seven Kisses; powerful magics
seeing her as the archetypal muse of
that have been known to enslave even the proudest
all muses. Talias priestesses know the
Duke. While her Blessings are called kisses, the powers
proper methods of preparing and eating
are actually invoked by any particular kind of contact.
elegant meals, the techniques of banter
Each kiss requires only a moment of contact and
and debate, as well as the high holy art
another vital element: the targets trust. Contact
between the priestess and the target cannot be
of love.
In return for their Devotion, the
initiated by the priestess; the target himself must
followers of Talia learn secret arts no
touch the priestess. The priestess may extend her hand,
other school or academy in the entire
but the target must put his own hand in hers. Without
world knows. The use of Talias Blessings
this, she cannot invoke any of her powers.
for any mundane purpose is taboo.
If the target touches the priestess, she may then
activate any of the effects at any time. It could be
immediately or the following week or later that night,
just as she invokes the power of the kiss within the
current month. If the moon has passed through her
phases and the priestess has not invoked the power of
a kiss, she must re-invoke it with another touch.
THE GREATER SUAVEN
She is the Muse of All Muses,
the Inspiration for All Beauty.
3
31
SUAVEN
TYAN BRAN
Symbol
House: Blooded of the Serpent
Brans symbol is a white mask
Favored Virtue: Wisdom
surrounded by blue roses.
Titles: Keeper of Secrets, the Blind One, Whisperer
His devotees call him the Patient One, or Tyane
Blessings
Bran, the Indefatigable. He is portrayed as a small man
I Bear Wisdoms Price
with long, well kept hair and diligent eyes, standing to
A Moment of Insight
the side of an event, watching from a distance. He is
Ive Forgotten More than Youll
always watching, never acting. In the tales of the Patient
Ever Know
One, even the smallest actions are viewed as monumental
The Most Evident Truth
and full of meaning. He only chooses to act when it is
Wisdoms Clarity
most appropriate, when it is most necessary, when it is
most effective.
Tyane Brans miracles take the
form of bursts of enlightenment
His devoted follow his example, watching and listening,
and insight in those who revere
providing their knowledge when it is needed, acting only
him. They see connections
when it is most necessary. They despise what they view
between disparate facts, spot
as the corrupt world of temptation preferring the world
tiny details most miss and gain
of thought and reason, the world of spontaneous and
an awareness around them
immediate action. Often taking up an ascetic lifeStyle, the
unparalleled by any other.
true devotees of Tyan Bran cast away all that distracts
from pure thought. Pure reason. Pure truth.
Knowledge is the silent weapon.
THE GREATER SUAVEN
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CHAPTER 12
BLESSINGS
The Blessings listed below are given to those who are Devoted to a Suaven. You may choose
any of the Blessings provided by your Suaven, but you may not have more Blessings than
you have Devotion to that Suaven.
Each of the Suaven listed above is associated with a specic House. Falvren Dyr with
the Wolf, Talia with the Fox, Ashalem Avendi with the Falcon.
For example, Sharas Devotion for Talia is rank 3. Talias House is the Fox. Therefore,
I can choose up to 3 Blessings from the House of the Fox.
Note that there are nine Blessings listed for each House. More than those given by the
Suaven listed above. Ive listed these additional Blessings so you may create your own
Suaven and give them Blessings not bestowed by the Great Ones, listed above.
Remember: a ven cannot have more Blessings than his own Devotion.
All Blessings require at least one Style Point. Some require more, but no Blessing is free.
A Blessing may only be used once per Story. Once youve used it, you dont get to use
it again until next time. Unless specically stated in the Blessing itself, you cannot use
Blessings during Season actions.
Finally, some Blessings are instantaneous while others have lasting affects. Unless
specically stated otherwise in the Blessing, all Blessings with lasting affects expire at
dawn the next day.
BEAR BLESSINGS
Alone, We Stand Together
Bears Hospitality
Only ven who are Blooded of the Bear
While most ven use the sorcerous ritual of a
may participate in this Blessing.
similar name, this particular Blessing acts in
All Blooded of the Bear involved must
a very different way.
spend one Style Point if they want the
Marking the door with your own Blood,
benet of this Blessing. When making
you gain a number of bonus dice in any risks
a competitive Strength roll (working
equal to your Devotion divided by two (round
together), the losers do not lose half their
up) as long as you remain in your own home.
wagers, rounded up.
This Blessing lasts until dawn the next day.
The total number of Blooded of
the Bear who may participate in this
Bear Crushes Serpent
Blessing is equal to the Devotion of the
Spend ve Style Points after you have rolled
Bear performing the Blessing.
dice in a Wisdom risk. Cancel your opponents
wagers in this Wisdom risk. Success and
failure of the risk is unaffected, but only you
can keep your wagers.
BLESSINGS
5
31
SUAVEN
Circle of Protection
Mothers Children
The ven must draw a circle on the ground
Spend a Style and boil a pot of soup with a
with her own Blood to invoke this Blessing.
personal item hanging over the hearth. This
Drawing a circle takes one action. The circle
Blessing allows any Blooded of the Bear to
must be drawn on a solid surface. It cannot
nd another. A boiling pot of soup and a
be drawn on gravel or sand or any surface
personal item are all thats required. The
that will not make a full circle with the vens
Blessing must be performed at sunrise, for
Blood. If the circle loses its integrity, the
thats when lost children may be found.
magic of the circle is broken. The ven must
If performed properly, a single spoonful
also know the true name of the person or
of the soup gives the ven the general distance
persons inside the circle. All three names.
and direction of a missing family member.
Once the circle is drawn, nothing may
enter it. Nothing. No arrows, no re, no
The subject cannot be a friend. They must
be born under the shadow of the Bear.
swords, nothing. Nothing may damage the
circle but the person inside and the ven
No Fool
who drew it. The circle lasts until dawn the
The Burghe once said, You cannot be
next day.
fooled without your own consent. Spend
a Style Point and you can cancel the effects
Hearthward
When a ven writes sacred words on a door
of a surprise (you roll no dice). But only for
you, no one else.
with her own Blood, no one may secretly
enter. The ward warns the ven who used
Only My Fear Can Defeat Me
this ritual if anyone tries to enter the house
The relationship between the Bear and the
without the owners permission. As soon as
Falcon is an old one. Stories of the Burghe
any stranger of the house enters, the ven
and Talwyn Thorne often involve some
knows someone has violated the home and
sort of Romance, even if it is unrequited.
knows the intruders true name. All three
What secrets the two shared is not known,
names. Once the ward is broken, it must
except perhaps to the mystery cults of their
be re-drawn.
followers. And even then, you can be sure,
the two cults have very different versions of
I Brought the Bear
Spend a Style Point. You may spend two
wagers in a row in one Strength-based
contested risk.
the same story.
You may not use this Blessing if Courage
is your weakness.
Spend a Style Point before making a
Strength risk. No ven may tag any of your
Aspects or Injuries for that risk.
BLESSINGS
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CHAPTER 12
ELK BLESSINGS
The Coldest Heart
With this Blessing, a ven can spend a
Calling on Talten Steeles ruthlessness, not
Style Point to make any other ven a Contact.
only are the Elk unmoved by sentiment, they
This grants the same benets as a normal
are able to take advantage of those who are.
Contact, including Season action benets.
When another ven gains dice in a
If used during an adventure, the Blessing
contested risk with you from a Romance or
lasts until sunrise. If used during Season
Art Aspect, you may spend a Style Point to
actions, the Blessing only lasts until the end
cancel those dice.
of the Season.
Elk Outwits the Wolf
Never Again
Spend ve Style Points after you have
The story tells of Talten Steele and the
rolled dice in a Prowess risk. Cancel your
Burghe, lost in the middle of the Wastelands
opponents wagers in this Prowess risk.
with nothing but their Strength and Cunning
Success and failure of the risk is unaffected,
to save them. What they learned from each
but only you can keep your wagers.
other has been told many, many times. The
lesson taught Steele that surrender does not
Even the Moon has a Dark Side
A ven with the Blood of the Elk in his veins
can turn even the greatest advantage to his
begin in the body, it begins in the mind.
You cannot use this Blessing if Strength
is your weakness.
If you lose a risk against another ven and
own benet.
Spend a Style Point and target a ven.
that ven used an Aspect to gain dice, you
You must be able to name the vens Aspect
can spend a Style Point and know either
(although you do not need to know the
the tag or compel of that Aspect.
invoke, tag or compel). That ven cannot
use the invoke for that Aspect until dawn
No Secret is Safe from Me
the next day. The Aspect can still be tagged
Cunning is the virtue of seeing the plan
and compelled, but not invoked.
within the plan within the plan. And the
Elk are the masters of that game. In ven
Shadow Blood
literature, their ability to predict their
While the other Houses bicker and argue
opponents moves sometimes borders on
amongst themselves, no House is more
the supernatural.
united than the Elk. Bound by a tie stronger
When it comes time to make wagers
than sorcery, they are united across the
in any contested risk, spend a Style Point.
waters, across the mountains, across the
You may look at your opponents wagers
forests, across time.
BLESSINGS
7
31
SUAVEN
Moving the Pawn
before you make your own. Your opponent
The Elk are most famous for being the power
may not change his wagers after youve
behind the throne. Their inuence is subtle,
looked at them. You do not have to show
only revealed when a trap has been sprung.
your own wagers. You also cannot reveal
Spend a Style Point and give another ven
your opponents wagers to other ven.
a Free Aspect. The Aspect must be associated
with a specic goal. Not a general goal, not
The Vow
an open-ended goal, but a specic task that
Only ven who are Blooded of the Elk may
has an end-state. A resolution.
Murder Lady Chassel. This is good.
use this Blessing.
His voice drops. His hand, so hot. So
Defend my Region. This is bad.
Murdering Lady Chassel has an end.
strong. His eyes
The Elk Promise is a well-known
element of ven literature. A bond between
The death of Lady Chassel. Defending your
Region is bad because the job never ends.
two ven that cannot be broken without
The Aspect has an invoke worth a number
serious consequence. It is unique among the
of dice equal to 1 plus half your Cunning,
Elk, always described as the Vow. A small
rounded up. Thus, if your Cunning is 3,
ritual binding the Elk to his word.
the bonus dice would be 1 + 2 = 3. If you
Spend a Style Point and make a promise
cant do the math, check the Bonus Season
to another ven. That ven must now swear to
Actions chart in the Seasons chapter. Its
keep the same promise. The same promise.
got it gured out for you.
The Aspect also has a tag. An enemy
Identical. Word for word.
If either ven breaks his promise, he loses
can gain two bonus dice when your arent
performing actions directly related to the
all Style Points.
assigned task.
I Have Never Been Defeated
The Aspect also has a compel. Anyone
The key to winning the Great Game is
can spend a Style Point to force you back
always knowing your opponents moves
on the path of performing your task.
The Aspect remains a number of Seasons
before he knows them himself.
may
equal to the Devotion of the Elk who gave
spend two wagers in a row in a contested
you the task, losing one die per Season.
Cunning risk.
When the Aspect loses its last die, it is gone.
Spend
Style
Point.
You
No ven may have this Blessing used
upon him twice, either by the same ven or
by two ven.
BLESSINGS
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CHAPTER 12
FALCON BLESSINGS
Beasts Tongue
I am the Road
When invoking this Blessing, the ven drops
The Falcon know the people, they know
Blood on the tongue of any animal. For the
the Road. While other Houses bicker and
rest of the day (until the following dawn),
squabble over territory, only the Falcon
he may communicate with that animal.
truly know its Name. Only the Falcon
The ven must convince the animal to drink
know its secrets.
some of her Blood. Any creature without a
tongue cannot be the target of this ritual.
During Season actions, you may spend a
Style Point to Quell Trouble in a number of
Regions equal to your Courage. You may
The Cloak Deceiveous
not perform the action in any nobles lands
It is said the Old Falcon would wander
but your own, regardless of title or contacts
through his villages under a subtle disguise,
or any other factors. Your lands alone.
testing his Roadmen and other vassals. A
trick he passed down to his daughter,
The Ironwood Bow
Talwyn Thorne, which she used to gain
Only ven who are Blooded of the Falcon
political strength for her family.
may use this Blessing.
This blessing requires a cloak and a Style
An old Blessing trusted only with the
Point. The ven may disguise himself in a
most esteemed Falcons. The Devoted goes
general way: a soldier, guard, innkeeper,
forth into the world seeking a tree that has
etc. The blessing causes any to look upon
been struck by lightning. He retrieves a
the blessed as if he naturally belonged to
limb from that treea limb that has not
the scene. That is, if he is disguised as a
touched the ground. Blood mingles with
guard in a castle, the other guards would
the wood producing a bow that hums in
look at him as if he was supposed to be
his hands and sings in his ears. Arrows
where he was, doing what he was supposed
from this bow may cause Injury to spectres
to be doing. The Cloak Deceiveous only
and the user can also use Maneuvers (see
lasts until the disguised ven takes off the
Violence) with the bow.
cloak or tells a lie. Once he tells a lie, the
disguise is over.
The Name of the Storm
Spend a Style Point and whisper the
The Falcon Knows no Fear
Storms true name. You are immune to
Spend ve Style Points. You may replace
the effects of the elements for one night.
Courage with any other Virtue for the next
Anyone with you (a number of ven equal
risk. You may not replace your weakness
to your Courage) are also protected. Wind,
with Courage.
rain, frigid cold, burning heat, whatever.
BLESSINGS
You may only use this Blessing if your
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31
SUAVEN
Pain is today. Honor is forever.
character is Blooded of the Falcon. Even if
Spend a Style Point. You may cancel a
another character hears the Storms name,
tag against any of your Injuries as long as the
he cannot use this Blessing.
Injurys rank is lower than your Courage.
My Courage is Enough
The Sacred Tool
There is no test of courage so true as facing
The steady hand, the uninching eye.
the wrath of the Suaven.
It takes more than just skill to use the
Spend three Style Points when another
ven tries to cancel your wagers with a Blessing.
You may keep your wagers as usual.
Sacred Tool.
You cannot use this Blessing if Prowess
is your weakness.
Spend a Style Point. When using a bow,
Pain is Today, Honor is Forever
Pain is an illusion. It is a distraction.
you may add your Courage and Prowess
together as your Virtue in the risk.
FOX BLESSINGS
The Befuddling Kiss
The legendary Black Kiss is rst seen in
When activated, this Blessing causes the
The Great and Tragic Life of Shara Yvarai. Ive
subject to become confused and bewildered
found other references to it, used under
with an overwhelming tide of emotions.
different circumstances. Im using that work
The subject gains an Aspect Befuddled.
as the denitive source on the Kiss.
The effects last until the next sunrise.
The vens lips must be Bloody (either by
her own Blood or anothers) and she must
Aspect: Befuddled
know the true name of the target. Public,
Tag: Your opponent gains dice in any
secret, family. She whispers his name, looking
contested risk requiring your concentration or
at him. The target ven must be in sight. She
attention to details. The number of dice equals
does not need to touch him to deliver the kiss,
the Beauty of the Fox who kissed you.
but see the description below.
Compel: You seem confused, not able
When she gives the Kiss, roll Beauty +
to communicate coherently, distracted by
Devotion (and any appropriate Aspects)
something something something beautiful.
whispering the targets name. Target Number
10. He receives an Injury 1, plus wagers. If she
The Black Kiss
Only ven who are Blooded of the Fox may
actually kisses him, use the same procedure
but add her Beauty to the Injury rank.
use this Blessing.
BLESSINGS
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CHAPTER 12
The Enchanting Kiss
The Invisible Tongue
When activated, the ven can make the target
The Blooded of the Fox are taught a secret
feel the pangs of any emotion she deems
language. A silent language. A language
texcept love. It can be anger, jealousy,
of subtlety and treachery. A language of
nervousness, or even heart-break, but none
promises that every heart understands.
can cause a heart to feel untrue love not
even Talia herself.
This Kiss creates an Aspect that may
Spend
Style
Point.
You
may
communicate silently to others with subtle
body gestures and lilted accents in your
be both tagged and compelled. Jealousy, voice. The person you are speaking to does
heart-break, envy, greed, or any other
appropriate emotion. The effects of this Kiss
not need to know the Invisible Tongue to
understand your meaning.
last until the next sunrise.
The Most Subtle Weapon
Fox Tricks the Elk
Characters in the operas and pillow books
Spend ve Style Points. Cancel all wagers
also call it the Most Secret Gift. We
in a Cunning risk made against you. Success
know very little about it. We know it is
and failure of the risk is unaffected, but both
dangerous. Those who have survived it
the victor and the defeated have no wagers.
call it the Subtle Weapon. A sacrilegious
honor. Like all weapons, it can be turned
A Foxs Eyes
against its wielder if she is not careful. It
More than any of the other Blooded, the Fox
is never seen in the literature, but it is
are trained from birth to love Art. Opera,
mentioned many, many times. And we only
painting, sculpture, theater. Art. And
know one thing for certain.
because of this, the Fox can look upon Art
It has something to do with sex.
and see deep into the artists mind...
Intoxicating, debilitating and addictive,
Spend a Style Point when you become
ven return to the Temples of Talia again and
Inspired (see Art). You know one tag or
again. Men and women. Seeking it. Wanting
compel from the artists Aspects.
it. Blinded until they can have it again.
You cannot use this Blessing if Wisdom
The Goodnight Kiss
My love. Sleep sweet. And dream only
of me.
is your weakness.
Spend a Style Point in the trembling
moment. Your lover can no longer spend
This Kiss sets the recipient to sleep until
Style Points unless you give him permission
the next dawn. Nothing will wake him
to do so. But he may now spend Style
except a touch from the ven who originally
Points to add dice to any roll. One for one. He
kissed him.
BLESSINGS
may not spend more Style Points than you
have Beauty.
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32
SUAVEN
Passion is Tamed with a Kiss
With a single kissa true kissthe Fox
This Blessing remains active for one
can tame even the wildest ven.
Season. If it is not used by the end of the
A real kiss. Not just a touch. And with
Season, it expires. When delivered, the
that, you give another ven the ability to deny
Blessings effect remains on its target until
a number of Aspect tags and/or compels
the end of the Season.
equal to your Beauty. This Blessing only
lasts until sunrise the next day.
SERPENT BLESSINGS
The Hearts Riddle Revealed
Ive Forgotten More than Youll Ever Know
The ven can contemplate upon a person
For the Serpent, knowledge is not just a
he knows or has knowledge of (the target
tool, but a weapon. As sharp and deadly as
cannot be a complete stranger). When the
any sword.
moment is over, the ven knows that persons
Spend a Style Point if you lose a Wisdom
motives exactly and his next immediate
risk. You may either spend your wager
action. The ven may be in another town;
rst or make your opponent spend his,
distance is not an issue.
regardless of what the other fool wants.
I Bear Wisdoms Price
Serpents Kiss
The Serpents motto is more true than most
Only a ven who is Blooded of the Serpent
could ever realize.
may use this Blessing.
You may spend one Style Point, instead
If the Serpent discovers he has been
of a Season action, to learn a Sorcery Ritual.
poisoned, he may spend a Style Point to
Like all Blessings, you may only do this
negate the poison. Like all Blessings, this
once per Season.
one may only be used once per Season.
A Moment of Insight
Serpent Knows the Fox
Moments of pure insight. Moments painful
Spend ve Style Points after you have
and powerful. Immobilized, in touch
rolled dice in a Beauty risk. Cancel your
with eternity.
opponents wagers in this Beauty risk.
Spend a Style Point before spent a wager
in a Wisdom-based risk. You may use two
Success and failure of the risk is unaffected,
but only you can keep your wagers.
Wisdom wagers in a row.
BLESSINGS
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CHAPTER 12
The Serpents Glare
Ignorance is bliss. Wisdom is terror.
the weakness to one opponent, for example),
Tales of the aura of dread surrounding
but the person he is communicating to
the Serpent ll ven pillow books. Why is
does not have his complete understanding.
the Serpent so feared? Because they know
Another ven can only gain half the devotees
secrets. Every secret. Your secret.
Wisdom in wagers (round up).
Spend a Style Point when making an
intimidation-based risk. Under normal
Wisdoms Clarity
circumstances, this would be a Beauty
According to the literature, the ven are easily
risk. After all, you are trying to inspire
fooled and tricked. Of course, most of this is
emotion in another ven. But in this
narrative conveniencemiscommunication
circumstance, for the purposes of creating
is the key to both comedy and tragedybut
that overwhelming sense of foreboding,
we also have to take in consideration those
you may use Wisdom instead.
overwhelming ven emotions, blinding any
reason or logic. When a ven demonstrates
The Softest Spot
emotionless logic, he shows himself as
This Blessing requires one Style Point as
exceptional. Poisoned by the Serpent, his
the ven observes his target. On his next
heart has turned black, cold and hard.
risk against that target (be it ven or or
something else), the ven knows exactly
You cannot use this Blessing if Cunning
is your weakness.
where the weakness of an object or person
When another ven answers a question,
lies. Even the weakness of an argument.
spend a Style Point and invoke this Blessing.
Using this knowledge, he gains a number
You can sense the truth or falsehood of the
of free wagers equal to his Wisdom on his
vens statement. You cannot see through
next risk against that target.
illusions or glamours, but you do know
He can also reveal this weakness to
another (watching a ght and shouting out
when someone is trying to lie to you. No
risk involved.
WOLF BLESSINGS
The Beauty of Violence
There is sublime Art in mastering the
You cannot use this Blessing if Beauty is
your weakness.
Sword. Bloodshed for its own purpose is
When you convert wagers to Style
meaningless. The true Swordsman is not a
Points in a Prowess risk, you convert them
butcher, he is an Artist.
one wager per one Style (rather than two
wagers per Style).
BLESSINGS
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32
SUAVEN
I am the Weapon
The Subtle Hand
Only a ven who is Blooded of the Wolf may
True masters of the Sword, the ven can
use this Blessing.
use either hand, unlimited by such petty
The name of this Blessing comes from
weaknesses. The ven call those who can use
an old Wolf proverb: The Hand is the
either hand with equal deadliness Masters
weapon, not the Sword.
of the Subtle Hand.
Spend a Style Point to call any defensive
Your ven has gained enough skill with
Maneuver while unarmed. You must know
a weapon that he may employ one in each
the defensive Maneuver. You cant call
hand. Spend a Style Point. Your ven gains
Maneuvers you dont know. Bad form.
two free wagers for any Prowess risk.
The Invisible Cannot be Touched
Teeth and Claws
Ven literature is full of swordsmen, moving
It is said the wolf carries two weapons. His
effortlessly,
teeth and claws. In fact, the wolf carries
always
where
you
never
expect them, as if they could turn themselves invisible at the exact moment of the
nal strike.
three weapons. The third is his mind.
During Prowess risks, you may spend
two wagers in a row. This Gift also allows
If you have the Sword in your hand, you
you to use two Maneuvers in a row.
can spend a Style Point and cancel three
ranks from any Injury inicted against you.
Tool or Weapon
The motto of the Wolf, a philosophy adopted
The Sacrice Strike
by every ven. Wolfs lesson is simple, if you
Wolves know their skill with the Sword
are willing to learn. The contest of life is the
will carry the day. They also know that
search for advantage.
sometimes, you must sacrice a little to
gain more.
Like other ven, you can spend Style
Points to give the current scene an Aspect
Spend a Style Point and pick one
that others can tag. However, when you
opponent during the Gather Dice phase,
spend Style to give the scene a tag, you
before the Strike Bid, before any secret
designate who may use it. You can designate
bids are made. Before you attack, you may
a number of ven equal to your Prowess.
deduct dice from your own pool to force
your opponent to deduct dice from his pool,
one for one.
BLESSINGS
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CHAPTER 12
Your Fear is My Ally
Wolf Downs the Elk
The Blooded of the Wolf are trained from
Spend ve Style Points after you have
birth to sense the fear in their opponents.
rolled dice in a Cunning risk. Cancel your
In their sweat, in their slightest movements,
opponents wagers in this Cunning risk.
in their eyes.
Success and failure of the risk are unaffected,
During the strike bid, spend a Style
but only you can keep your wagers.
Point. You may look at one opponents
strike bid before you bid dice yourself.
BECOMING A SUAVEN
When a ven falls into Solace, he becomes a Suaven. One of the Dreaming.
When your character falls into Solace, he is no exception. His life as a ven is over, but
his existence as a Suaven has only just begun.
Your character begins this existence as a rank 1 Suaven (Suaven 1). Entombed in the
thick, milky substance that surrounds and protects him, his family and friends enShrine
him, surrounding him with the objects that brought him pleasure in his life.
Meanwhile, you must decide on your Blessings. As a Suaven 1, you may have one
Blessing to bestow upon your faithful. You may choose one Blessing from the appropriate
House. For example, if your character is a Fox Suaven, you may choose one Blessing from
the Fox Blessings, listed above.
THE SUAVEN OF
First, you must choose a theme for your Suaven. This should be a word or phrase that best
sums up the lessons and themes of your life. It could be passion or swordsmanship or
fair play or even backstabbing bastard.
Remember, the Suaven are like our own patron saints. The patron saint of lost causes,
the patron saint of sailors, the patron saint of travel. Figure out your own Suavens theme
and write it down on the sheet.
SUAVEN RANKS
There are ve ranks of Suaven: Family, Lesser, Minor, Greater, and Grand.
Family Suaven are revered by a specic family group. A family Suaven has one or more
Shrines, but is not known outside of those who knew her in life.
BECOMING A SUAVEN
5
32
SUAVEN
Lesser Suaven have a bit more fame. They possess more Shrines and those who never met
them have some passing knowledge of their lives.
Minor Suaven are recognized by most ven in a specic geographical region, even if the
ven do not revere them. These Suaven have a reaching power over the lives of those who
give them reverence.
Greater Suaven are almost omnipresent in Shanri, known all throughout the land. All ven
grow up knowing their names, their symbols and their holidays.
Grand Suaven are those the ven fear to ignore. Their presence in every life, every day.
Finally, there is another kind of Suaven. The forbidden ones. The Fell Ones. We do not
speak of them. Not now, not ever.
YOUR RANKS
Your character begins his experience as a Suaven at rank 1. Family Suaven. You have one
Blessing chosen from the list above. You have one or two Shrines. Nothing to brag about.
You become a Lesser Suaven when a Shrine to your memory has been constructed in ve
different Domains. That is, ve different nobles have spent Season actions to construct a
Shrine in their respective Domains. Once that happens, you become a Suaven 2. A Lesser
Suaven. Choose another Blessing to bestow upon your Devoted.
You become a Minor Suaven when ve Shrines to your memory have been built in ten
different Domains. You now have 3 Blessings to bestow upon your Devoted.
You become a Greater Suaven when a Temple to your memory has been built in
ten different Domains. Remember, you cannot build a Temple in any Domain unless
you already have ten Shrines in that Domain. You now have 4 Blessings to bestow upon
your Devoted.
You become a Grand Suaven when a Temple to your memory has been built in
ten different Domains. Remember, you cannot build a Temple in any Domain unless
you already have ten Shrines in that Domain. You now have 5 Blessings to bestow upon
your Devoted.
SUAVEN POINTS
Each Shrine and Temple raised in your name gives you Suaven Points. Use these points to
bestow Blessings on your followers and Wrath on your enemies.
Every Season, every Shrine dedicated to you gives you one Suaven point.
Every Season, every Temple dedicated to you gives you ve Suaven points.
BECOMING A SUAVEN
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CHAPTER 12
When your followers revere you at your Shrines and Temples, you can give them
Blessings. Each Blessing costs one Suaven point. You cannot give out more Blessings than
you have Suaven points. Once they are gone, you cannot give out any more Blessings.
WRATH
You may, if you choose, throw your Wrath on those who violate your Shrines, Temples
or devoted.
Dealing out Wrath costs more than blessing the faithful. Hitting a ven with your Wrath
costs three points.
As a Suaven, you must determine an Aspect that best suits your Wrath. Yes, your
Wrath is an Aspect that other ven can tag and compel. The tag gives your enemies a
number of dice equal to half your Suaven rank, rounded up.
For example, if you are the rank 3 Suaven of the Duel, you can give a Wrathful Aspect
that looks something like this:
Aspect: The Wrath of Me
Tag: Other ven can tag this Aspect to gain two dice (half of your Suaven rank,
rounded up) when facing you in duels.
Compel: Overwhelmed by a sense of dread and doom, you try to avoid duels
whenever possible.
Again, hitting a ven with your Wrath costs three points. Your Wrath lasts one Season or
until you feel the ven has reconciled with you over the offense, whichever is shorter.
BECOMING A SUAVEN
7
32
SUAVEN
Blessed Lady, Most Sacred Harlot,
Give me the secret to his heart.
Give me the secret to his heart.
Give me the secret to his heart.
And I swear, I will give him the secret to mine.
T HE G REAT
AND
T ERRIBLE L IFE
OF
S HARA Y VARAI
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PLAYER
PLAYER
T
HIS CHAPTER IS FOR YOU, THE PLAYER.
WERE
GOING TO TALK ABOUT HOW TO PLAY THE GAME.
YOU ALREADY KNOW THE RULES (IF YOU READ THE
REST OF THE BOOK, THAT IS), BUT NOW, WERE GOING
Beauty is Truth.
The creation of
Beauty is Art.
TO TALK ABOUT HOW TO USE THOSE RULES TO GET THE
MOST OUT OF YOUR GAME.
This chapter has specic advice on the Houses game system, but it also has a bunch of
advice on how to use things like your Virtues, aspects and wagers to really milk the system
for all its worth.
But, its also about troubleshooting. Making sure your game works. For many different
reasons, its difcult to keep a tabletop game together. Real life commitments, jobs, family,
and that evil, vile temptress the MMORPG have stolen us from our rst and truest love.
Its hard enough to keep a game together. We shouldnt be sabotaging our own efforts. So,
this section is for you, the player. How do you keep your game regular, exciting and fun.
And free from nutty gamer drama.
COMMUNICATION IS THE KEY
You know, it feels silly writing this section, but all too often, I hear the same kind of talk
from gamers at conventions and parties and stores. I get asked the same kinds of questions
and usually give the same kinds of answers, and out of all those questions, it seems this one
gets asked more than any other.
Why do games always go off track?
Well, in order to solve that problem, we usually have to ask the same questions. Is the
group communicating? The typical answer is No.
So, to curtail 90% of the problems gamers have, Im giving you a lot of advice that
seems simple, but in fact, is actually rather difcult. Communication is hard. But, if you use
it effectively, you can keep your game running. Remember that. Itll come in useful later.
A DIFFERENT KIND OF HONOR
Houses is a bit different than most traditional roleplaying games. With the system, players
have a lot more control over the narrative, taking the reigns and creating the story
themselves. Ive run entire sessions where, as the Narrator, I didnt say a word. Dice rolled,
risks taken, clues discovered, lives lost and I didnt say a word.
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CHAPTER 13
Thats because the players have a lot of power in this game. As much power as the game
master, if they want it. Now, why would I do a silly thing like that?
Because I trust you.
Most roleplaying games are designed with cheaters, wankers and munchkins in mind.
Designers put in place to keep those people from abusing loopholes. After all, this is a
roleplaying game. Loopholes exist. So, instead of putting so many limits on the players that
they cant even breathe, Ive done the opposite. Ive put the power directly into your hands.
Again, you may ask, why would I do such a thing?
Because I trust you.
I trust that you understand it isnt just the Narrators job to make sure everybodys
having fun. Its everybodys job to make sure everybody is having fun.
Whenever I nd myself on the other side of the screen, as a player, I inevitably nd
myself playing the role of Pocket Narrator. That is, I engage other players in ways that get
them to talk about their character. I put myself in a position where the other characters are
in the spotlight, and I do whatever I can to make that moment fun.
The Pocket Narrator. Making sure other people are having fun.
Now sure, I enjoy my moment in the spotlight as much as everyone else, but its my
hope that if I spend extra time with the other players, when it comes their turn to do the
same, they will. Why?
Because its everybodys job to make sure everybody is having fun.
FINALLY
Now sure, you can take these rules and run trucks through them. Find the best way to
make your character better than everybody elses character. Overpower the session with
your ego and take over the whole game. You can do that. Nobodys really stopping you.
After all, the other players are your friends and they dont want to hurt your feelings.
But see, Im not your friend. And I really dont give a crap about your feelings. So, I
get to say this for them.
If youre gonna ruin everybody elses fun, go nd yourself another game.
Were all adults here. Lets play like we are.
Okay, now that Ive got that out of my system, on with the show!
A DIFFERENT KIND OF HONOR | FINALLY...
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PLAYER
The Diplomacy Curse
A tyrant of a game. A demon of a game. A ruthless
bastard that demands blood. You must slit your
wrist and give it what it wants. Demanding
sacrice every time you open the box.
Diplomacy is a game you should never play
Because of all this, I refuse to play Diplomacy
with my friends.
I love my friends and despite what I would like
to believe, I know The Curse is stronger than any
friendship. Stronger than any manmade bond. It
with your friends. It requires a level of mistrust
laughs at my hubris and shows me, with ruthless
most people are uncomfortable with, calling for
precision, how wrong I am.
degrees of betrayal any sane person would nd
I will not play Diplomacy with my friends.
reprehensible. A game every serious gamer should
Now as to how all this relates to Houses of the
play at least once. At least. Because this is where
grown-ups play.
Blooded
I think games like Vampire, L5R, and Houses fall
There is a Curse on the game. Im serious about
under the shadow of the Curse. Because the games
this. No hyperbole, no exaggeration. No metaphor
require a level of mistrust, most gamers just arent
to illustrate my point. I mean, there is a real curse
comfortable with that. Gamers already have an
on the game. It destroys friendships. Wrecks
inbred quality of insecurity (no matter how small),
marriages. Disrupts ofces who decide to play it
and games like these pick at that. They nd it like
on the side.
a chigger nd the soft part of your skin and it just
You cannot play Diplomacy on the side.
It consumes your every waking moment. Pushes
you beyond your ethical and moral limits.
starts digging. And it wont stop until it nds Blood.
So, as a player, I must warn you. Houses is a
game that feeds on your insecurity and mistrust.
You must win.
You may not be comfortable with that. You may
You must win.
not have the Courage to face it.
YOU MUST WIN!!!
You have been warned.
DEVIL AND THE DETAILS
Gamers seem obsessed with details. They ask a general question, you give a general answer.
They ask a more specic question, you give a more specic answer. Then, their questions
start getting really small. Like t in your pocket small. Heres an example.
Question: The ven seem to have very particular rules on matters of emotion. Why is that?
Answer: Because the ven know themselves. They know theyre emotional creatures, so
they come up with rules to guard against those emotions.
DEVIL AND THE DETAILS
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CHAPTER 13
Follow-Up Question: If there are all these rules, and they have so many obvious
loopholes, why dont the rules get broken all the time?
Answer: They do get broken all the time. Thats the point. The ven break rules.
Consequences lead to story.
Follow-follow-up Question: Is the cultural assumption that theyll get away with it,
like a speed limit, or is it more of a personal thing?
Answer: GAAHHHHHH!!! WHY DOES ANYBODY DO ANYTHING!!!??!?!
Dont get caught up in the details. After all, wagers make details, remember?
Like I said above, there are a lot of ways to abuse the rules in just about any roleplaying
game. This one is no exception. The difference is, I didnt spend a whole lot of time coming
up with new rules to cover my ass.
See, I dont believe good game design is about xing holes. Instead, good game design
focuses on making the game fun to play, making sure every element of the game gives the
players another tool.
Why do you think the Law is so vague? The rules for Revenge? The economy just
doesnt work?
Huge gaping holes. Ven culture is full of them. Questions that arent easy to answer.
Nor should they be easy to answer. No clean cut yes or no. No clean cut right or wrong. No
clean cut good or evil.
Our own culture is a great example. Take nearly any important issue in modern society.
Show me the clear cut answer. Abortion. Immigration law. Taxes. Economy. The death
penalty. Gay marriage. Okay, that ones pretty straight-forward, its just that the people on
the other side of the debate are ignorant and dont understand the real issues.
See how easy that is? How easy it is to make the issue simple and one-sided. But,
frankly, it isnt. It isnt simple, clean-cut, or easy. Its hard. Messy. Ugly. And people are
willing to ght for it. Each side convinced they are the Good Guys and those who oppose
them are the True Heart of Evil.
***
Now, excuse me for a moment. I have to take what appears to be a tangential break, but in
the end, this will all come back together. I promise.
I have a lot of historical reenactment friends. You know, the ones who study the Civil
War or the Renaissance or Ancient Rome and write huge papers on the subject, create
authentic costumes, build elaborate structures. All that kind of stuff. Its impressive. Their
knowledge is extensive and theyre a lot of fun to talk to.
DEVIL AND THE DETAILS
3
33
PLAYER
But dont ever watch Rome with them. All
they do is complain about how everything is
wrong. Same thing with Dune fans. Watching
the movie or the mini-series. All they do is
complain how everything is wrong.
And in some cases, my friends are right.
The purpose of Art
is to remind us that
we are not alone.
Inaccuracies, anachronisms. These things
happen for a lot of reasons. But sometimes,
they happen because my friends and the
person doing the research on the show rely
on different authorities.
I hear that capes are wrong. Well, maybe there were different styles of cape. After all,
there are different cuts of t-shirts, right? There isnt just one single style of blue jeans or
slacks or even khaki pants. Why should there be only one style of toga? Sure, weve only
found one style or togaor perhaps even twobut that doesnt mean there was only one
style of toga in all of Ancient Rome. Right?
***
The point of that little sidewinder diatribe is this. We know next to nothing about the
ven. We have no maps, no illustrations, very few written documents. What Ive cobbled
together here is only a smidgeon of what we do know. Theres still more to be discovered.
Universities have documents that have yet to be translated. (Like Ill ever get my hands on
those.) And, honestly, Ive made some stuff up.
I know, I know. Its an incredible confession, but its true. Ive made some stuff up.
Now, before you ask, no, Im not telling. Besides, unless youre a scholar, you wont know
the difference between the facts, theories and the ction.
I guess what Im trying to say here is that there really is no canon. No real authority.
This is a game of make believe. So, make believe. Add details. I have my own ideas about
the ven, but they really shouldnt inuence you anymore than you want.
How do the ven react to a situation? How does anybody react to a situation?
As each of us would, in our own way.
The ven are not carbon copies of each other. Each is an individual. Everyone responds
as they would, given the circumstances, their own personality, their own experiences.
Make believe. Make the world. Make the ven.
DEVIL AND THE DETAILS
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CHAPTER 13
USING STYLE
The Blind Prophet
We have our own myths and
legends about blind prophets. So do
Lets spend a moment or two talking about using Style.
Ive found Style to be one of the most useful
the ven. Children born blindwith
mechanics Ive ever bumped into. Whenever you want
white eyesseem to have
something in the game, offer to spend Style.
precognitive powers. Not all blind
children, mind you, but a few.
Playing a blind ven seems
to be popular among my players (as
well as playing twins). Every Opera
seems to have a blind soothsayer,
You want the Dukes daughter to notice you? Spend
Style.
You want to nd a purloined letter? Spend Style.
You want to add an Aspect to the scene or give a
temporary Aspect to an NPC? Spend Style.
Style doesnt take the place of risks, but spending it
dispensing wisdom to hubristic
can keep the game moving. Rolling dice slows things
passersby who dismiss his prophecies.
down and should only be done when necessary. In its
I recommend against playing
place, spend Style. If you want something bad enough,
a blind ven; a prophet is more
you should be willing to spend enough Style to make
of a supporting character than a
it happen.
protagonist. But if you insist
First, you need an Aspect.
Sometimes, a tiny detail isnt worth a risk. Sometimes,
all you need is a yes or no answer. You dont need
wagers, you dont need additional facts. You just want
Aspect: Blind
Invoke: Gain three dice for any
Cunning or Wisdom risks involving
perceiving future events. What you
state is true, just like any other
to know something straight up.
Spend a style point. Spend a style point and decide
for yourself. Heres an example.
Player asks me, John, whats the ven attitude on
gay marriage?
risk. You must base your prediction
I answer, You tell me.
on currently known facts. You
He spends a style point. No, he says. The ven
cannot speculate. You may only
invoke this Aspect once per Season.
Tag: Your opponents gain two
dice for any risk involving your sight.
Compel: Another player or the
Narrator can force you to fall,
falter or otherwise be affected by
your blindness.
USING STYLE
arent that liberal.
Of course, some players may insist on rolling so they
can horde style points. You know, rolling for each little
detail so they can make a bunch of wagers and bank
them for style.
Does Lord Fabricast have a moustache? Ill make a
Cunning risk with seven wagers!
Bad form. Give me your style.
OF COURSE I MEANT
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The Subtle Art of Favors
Another use of style points comes into
Much of ven culture runs on favors. But how to get
play when younot your characterhas
favors? Easy. You earn them.
made an egregious error. Ven culture is a
A common misconception among young nobles
labyrinth of rules and it is easy to get lost,
is that power rests in Resources. Hah! No, my
make wrong turns, hit dead ends.
friend. Resources are the tools, not the weapon.
If you have made an errornot your
character, but youthe proper recourse
The weapon is action. Season Actions.
When you need a favor, offer a Season Action.
is spend a style point and say, Of course
Yes, it cuts down on your own, but it puts another
I meant or Of course, I didnt mean
noble in your debt. (And make sure to get that
or Of course I wouldnt
debt written in blood.) Once hes in your debt, you
You get the picture.
can call on that favor any time you wish.
Heres how this works. Because hes in a bind
THE KIBITZING RULE
and needs a Season Action, he isnt acting out of
The ven are portrayed as brilliant,
foresight, but desperation. When you call to pay
scheming masterminds. Of course, not all
back that favor, your own favor is acted upon with
of us t that bill.
foresight. Let me give you a specic example.
(Not all of you.)
You are at a Party and some dumb-witted noble
In order for players to gain the kind of
has trouble with orks in his lands. No problem,
chess master brilliance exhibited by the
cousin, you tell him. Ill just send my roadmen
ven, Ive given you a signicant advantage.
over there to take care of it.
The Kibitzing Rule.
Now your cousin owes you a favor. Get it in
When faced with a sticky predicament,
other players can give you suggestions to
help you think your way out.
writing.
When you sit at a secret meeting and your
fellow conspirators plot against your lovers brother,
If a player wants to kibitz a suggestion
you go to that brother and let him know. They
to you, she surrenders her Style Point.
plan to assassinate you tomorrow night. Poison in
You may use the solution or you not as
the wine.
you see t.
Now he owes you a favor. Get it in writing.
Remember: the only box that can hold a secret
is a cofn. Secrets are the true commerce of ven
culture. If you know a secret, chances are someone
else wants to know it. Use that to get favors.
OF COURSE I MEANT... | THE KIBITZING RULE
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CHAPTER 13
NARRATIVE CONTROL
In most games, narrative control ends at the tip of your own characters nose. You dont
have any authority, you dont have any narrative control, beyond your own character. Each
player has narrative control over his own character and the Narrator has authority over
the rest of the world.
In Houses, thats not true. Every player has a degree of narrative control, a certain
amount of authorial authority. In other words, everybody gets a moment as game master.
If an NPC asks you a question about your background, you have the authority to say
just about anything you want. Anything you say creates background for your character,
but also creates facts about Shanri. If you talk about a dog you had as a child, that dog
existand may still exist. In fact, youve also established the fact that the ven have
domesticated dogs. (Not a historical fact, but who cares? Its your game, your ven, make
up your own history.) If you talk about your father, any detail you say exercises narrative
control. Talk about your uncle, your mothers castle, your older brothers assassination.
Youve become the Narrator. Youve become the author of the world.
Usually, in most roleplaying games, your degree of control ends there. You cant say
anything true about another character because each player has nal authority over his
own character. In this game, that isnt necessarily true.
In this game, if you want nal authorial control over your own character, you have to
spend Style. You have to be open to the idea that other peoples ideas about your own
character may be just as valid as your own. Now, you have to trust me on this. I nd that
pretty difcult to swallow myself. Im a control addict, clinging to the concept that Im the
only person who gets to say whats what about my own character. But, when I thought
about it from a different perspective, things began to change.
I asked myself, What if my character was just an NPC? Would I feel the same way? I
had to think about that a lot. I had to think about the way I treated my own NPCs.
NPCs are a staple of my own gaming style. NPCs are how I get players to care about
a story. Players love my NPCs and hate my NPCs. (Nobody cares about a game because
the ranged attack mechanic is cool.) They care about a game because they care about their
characters and the best way to get players to care about their characters is to give them
other characters to interact with.
I know, this sounds like it belongs in the Narrator section, and it does to a certain
degree, but in this gamein this gameIm trusting you, the players, to be the Narrator
for a little while. Even if its just for a moment. And Im also advocating the concept that
NARRATIVE CONTROL
every player is the Narrator to a certain degree. And that means every character in the
gameeven player charactersare NPCs. You have narrative control. And you have to
be willing to use it. You also have to be willing to use it responsibly.
Before the game begins, the players should get together and talk about how much
authorial control they want. Should wagers be able to affect PCs? To what degree? Find
a comfort zone, a place where all the players are willing to say Yes. If you dont feel
comfortable with whats being said, be sure to say so. Im assuming youre playing with
your friends. You shouldnt feel awkward about speaking up and saying, You know, I
dont think Ill have fun with that.
But this little philosophythat all characters are free to editcan be challenging at
rst. Its not the most conventional way of handling narrative control, but give it a try.
Start small and get more daring as you go. If it doesnt work out for you, change how much
authority players get with wagers. There is no rule that says you cant. In fact, this whole
section is a rule that says you can.
PS: When I said players really love and hate my NPCs, I wasnt exaggerating. In fact,
one particular NPC is so hated by the LA group I used to play in, my buddy Rob wanted
to re him into the Sun. Unfortunately, Rob never got that chance. So, to make up for it,
that particular NPC makes a cameo appearance in this game, just so Rob can get another
shot at it.
Have fun, Rob.
NPCS AND STYLE (THE PLAYER VERSION)
Ive been struggling with this for a long time.
In all the games I run, theres usually a reward mechanic. Void Points, Drama Dice,
Trouble. And now, with Houses, we have Style. The Narrator rewarding the players for
throwing themselves into the game, for helping other players enjoyment, for being Good
People. Throw them a point. A game bonus. Just give it to them.
And in all the games I run, theres always that moment when everything goes right and
the players gasp and the whole game stops because of some little twist I threw in. Some
little surprise Id been savoring. Something that knocks the players off their feet. And
someone says, Give John a style point!
Unfortunately, that mechanic doesnt really work. You see, giving the Narrator a point...
it just doesnt go anywhere. Theres really no way for me to use it.
NARRATIVE CONTROL | NPCS AND STYLE (THE PLAYER VERSION)
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CHAPTER 13
So, when I started writing Houses, I had a lot of goals. One of those goals was this:
Have a mechanic that encourages the players to reward the Narrator.
This is what I came up with.
NPCs in Houses of the Blooded (and pretty much every roleplaying game) are like ghosts.
They exist for a short while, then disappear. They touch the world, then vanish. Like
trained monkeys, they do their little trick, make everyone laugh, then go back to the cage
and everyone moves along, forgetting about them.
I dont want you to forget about my NPCs. I want the names of my NPCs burned
on your brain. At least one of my NPCs is so hated, the players have vowed to kill him
whenever they see him. Forget the consequences. Forget the costs. Just kill the bastard.
Kill him so hard, the world hurts when it thinks about him. Likewise, there are NPCs the
players absolutely adore. They would kill or die to protect them.
I work hard to make my NPCs as realsometimes more realthan the players
characters. I work damn hard at it. And now I have a mechanic that lets the players help
me out.
Whenever a player ends a scene with an NPC, and the player nds he really likes
the NPC, he can give the NPC a style point. (Which is really giving the Narrator a style
point via proxy.) The NPC can then use the style point just like a player character. Most
importantly, he can deny compels, veto wagers, and use style points the same way the
characters do.
Giving style to an NPC makes that NPC more real, both mechanically and
metaphorically.
The Narrator has all the rules for this in his own chapter. But for now, all you need to
know is this. If you like an NPC, or if you feel the Narrator is doing a great job playing the
NPC, give that character a style point.
TALK TO THE NARRATOR
I cant say this enough. Communication is the key to a successful roleplaying group.
If you want to play a particular kind of game, tell the Narrator. If you dont want to play
a particular kind of game, tell the Narrator.
I know of too many stories that end with a player walking away from a game because it
wasnt what he wanted it to be. Thats because he wasnt talking to the Narrator.
NPCS AND STYLE (THE PLAYER VERSION) | TALK TO THE NARRATOR
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The Narrator is your friend. Not in a metaphorical
way, but in a real way. Its your buddy. Youve known
him forever. Talk to him.
But, unfortunately, as much as I say this, youll never
do it, not unless theres a rule of some kind. So, Ive given
the Narrator a tool to help facilitate communication. Its
The mistake fools make
believing the world trembles
at their voice, cowers at
their arrival.
in his section of the book and it gives you an in-game
bonus when you use it, but youre not allowed to read that
part of the book, so youll have to try a different tactic.
Youll have to ask him about it.
THE COLVILLE RULE
My buddy Matt has a rule. When he plays a board gameor any game, for that matterthe
assumption is the players are playing a friendly game. That is, if I make a mistake, I can
ask, Friendly game? and if everyone agrees, I can take my move back.
The attitude of a friendly game is just that. Its friendly. Everyone at the table is friends.
Were learning how the game works, were trying different things, were having fun. A
friendly game. Were playing for the purpose to have fun. Win, yes, but have fun doing it.
But, if at any point I ask Friendly game? and someone says, No, the rules change.
Now, were all playing to win. The difference between a friendly game and a not-friendly
game is simple: two different goals.
Friendly Game: Playing with your friends is fun.
Cut-Throat Game: Winning is fun.
Both of these are true. They co-exist, are completely opposed to each other, and are
both true. (Thank you R.A.W.)
You must, before you begin playing, ask this question. Friendly Game or CutThroat Game?
FRIENDLY GAME
Now, treachery in a friendly game is different, and in a lot of ways, its more difcult. In a
friendly game, treachery is all above board. As the rules already state: no notes, no secret
meetings, none of that. Everyone announces their Virtues, aspects and everything else.
We trust each other to plot against our enemies and ourselves because we want a big,
dramatic game full of intrigue and Romance and Revenge.
TALK TO THE NARRATOR | THE COLVILLE RULE
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CHAPTER 13
We assume our greatest enemy (one of the other player ven) will betray us, but because
the player sees the betrayal (no secret meetings, remember), he can play into it. He knows
the circumstances. He knows the poison is in the wine. He knows when he drinks it his
enemy will mock him and kick him and laugh and laugh and laugh and leave him choking
to death. So the hidden servant can come out of the shadowed corner and save him.
In ven literature, vendettas last forever. Sometimes even for generations. It isnt until
everything has gone too far that the matter must be settled by Swords. And even then, by
the children carry the matter into another generation.
The point of a Friendly Game is not to beat everyone else. The point is to illustrate a
great and tragic life. To be a proper ven pillow book or opera, your character must die
unfullled or pass into Solace at the worst possible moment just when he was about to
claim victory over his worst enemy, just when she was about to declare her love, just when
he was about to admit his greatest crime it all falls apart.
Thats the point of the game. Tragedy. And Im putting it in your hands. If you trust
your friends to be your enemies and help you achieve that goal, then the Friendly Game
is for you.
THE CUT-THROAT GAME
Now, Cut-Throat Games (as Ive decided to call them, using the ven style of capitalizing
everything thats important) are usually very short-lived. The whole point is to knock off
the other players and win by stealing their land. But a ven doesnt just steal your land.
He steals your land, your children, your lover, and then watches you die slowly while he
eats your food at your own table, pouring your wine and laughing in your face.
Thats how the ven win.
So, if you want to play that way, feel free. Just go in with the understanding that its
pretty likely that youll be the one lying on the ground, poisoned, getting laughed at. In a
6-person game, you have a one-in-six chance of winning. Youll probably lose. Go in with
that understanding, and youll come out the other end just ne.
I recommend making a character you dont care about. Dont become too emotionally
invested. I know that sounds counterintuitive to why we enjoy roleplaying games, but it
works out better this way. A character who is doomed to die.
Now, I have to admit this kind of game is not for me. I dont just like my characters, I
love my characters. I spend a whole lot of time and effort coming up with a character I like,
and then even more time and effort ne tuning that character over the course of months.
THE COLVILLE RULE
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PLAYER
Twins?
And so, this particular kind of game doesnt
really suit me. I do not enjoy it.
Yes, the ven do give birth to twins, but the
But, other people do. In fact, I know a
event is highly auspicious. Extremely rare.
few people who wont play a Friendly Game.
The literature suggests a ritual is involved.
They dont see the point. You play a game to
Twins in ven literature are bad omens.
win. Especially this kind of game. You play to
Nothing but trouble. Even the well-
win or you dont play at all.
intentioned twins (even more rare) always
Thats what this is all about. The
Cut-Throat Game.
bring doom to those around them.
Typically, twins play some sort of evil or
A few table rules change here.
seductive inuence in a story. They nish
First, secret notes and meetings are back
each others thoughts, act together for a
in. Secrecy is the key to a PvP game.
Second, players dont announce their
common cause (even when far apart) and
otherwise ll the entire scene with a thick
Virtues and Aspects, but instead, just
air of creepy dread and impending violence.
announce how many dice they can gather.
Twins enjoy special rules circumstances.
Discovering your enemies Virtues (and
First, twins do not need to spend style points
weakness), Aspects and Devotions suddenly
to use the Kibitz Rule (see above). Second,
becomes a vital part of the game.
they have a Free Aspect called Twin:
Third, everyone signs an agreement. A
Twin
Blood Oath. But, just dont use blood, okay?
The agreement states the following:
Invoke: You gain three dice when
protecting your twin.
This is a Cut-Throat Game. We agree all but
Tag: An opponent can tag this Aspect
one of our characters will probably die. We agree
to gain two bonus dice when you are away
this is the experience we want to have and will
from your twin.
not be whimpering, sobbing little babies about it
if we lose.
So say we all.
Compel: You must act creepy. Dont
ham it up. Be subtle. Stare. Stand too close.
Make veiled references to past violent acts
and shiver with delight when thinking of
With that understanding done, you can
go on to treating your friends like your worst
them. You are the villain. You are no hero.
Remind them of that.
enemies. Good luck. And dont come crying
to me when you lose.
THE COLVILLE RULE
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CHAPTER 13
MIN-MAX ADVICE
On the heels of Mr. Colvilles cameo, I feel obligated to take a moment and give you some
advice for that Cut-Throat Game weve been talking about.
I know there are a few of you out there looking over the rules, guring out the best way
to manipulate the system to get the best character. The best build.
Well, Ill give you a head start. Heres what you need to do to get what you want, stepby-step and some advice on how to keep the advantage youve created.
Step 1: Get Vassals
do that, dont worry. Youll have plenty of
If you are going to do this, get some friends
opportunities to betray the Duke and take
to do it with you. Get a group togetherat
his lands.
least sixand make characters together.
So, your lineup looks like this. You have
Convince everyone else to agree you need
one noble who owns all the land. The other
one character who is in charge of all the other
players are vassals under his authority.
characters. Consolidate your strength.
Their lands belong to him, but they manage
Get all your friends to sign contracts.
those lands under contract. Contracts they
Blood contracts. Make sure they are happy
are happy with. Each vassal also has a
with their contracts. That doesnt mean you
title. Master Spy, Swordsman, Master of
have to be fair, you just have to make sure
the Road, etc. Because each noble has a
they are happy. (Con men are great at this:
title, he gets a free action in your Province
making someone happy with a bum deal.
appropriate to his title. Your Master Spy
We could all learn a lot from con men.)
gets a free Espionage Action, your Master
The contracts state that these lesser nobles
of the Road can quell Trouble.
sign over their land to you, giving you
enough land to make you a bigger noble.
Step 2: Specialize
Depending on how many allies you gather,
With your six buddies, make sure each
you could be a Count or even a Marquis.
of you has a different best Virtue and
Make sure the land is yours. Without those
a different weakness. Cover each other.
contracts, none of this will work.
Make sure you are the absolute best at what
You can convince people by convincing
you do. Cover your ass with allies. Make
them of the strategy. Let them know having
sure that you have one master diplomat,
a Duke as an ally is important. Many Seats
a master swordsman, a master hunter, a
in the Senate, vast lands, a network of allies.
master scholar, a master artist.
You also need to convince them that you are
Remember: ven economy works on
the best person for this job. If you cant
favors written in blood. Everyone desires
THE COLVILLE RULE
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PLAYER
muscle,
do. And keep smiling. Nobody likes being
poison. Youve got to make sure your little
married to a frown. Get your Spouse a lover,
crew of nobles is ready to respond to any
keep the affair discreet and keep the lover
need or request. If someone asks you for a
happy, too. As for the inevitable heartbreak,
favor, and that particular favor falls under
there are really two ways to handle this.
favors.
Information,
Swords,
your weakness, youve got to be able to say,
First strategy: make sure your Spouses
I cant do that for you, but I know a guy
lover makes the break. Your Spouse will be
Heart-Broken (the Aspect). Console your
who can.
Spouse with all the information youve
Step 3: Get Married
learned about the lover: his unfaithfulness,
You need a Spouse. Right now. Spend three
his previous affairs, his secret marriage.
points to get a rank 3 Spouse. Then, in the
Feed those ames. Then, arrange for
rst Spring, spend a Season Action to train
proper Revenge. This will re-assure your
your Spouse into NPC status.
Spouses faith in you and allows you to take
With an NPC Spouse at the end of
the lovers land.
Spring, you can set your husband/wife to
Second strategy: make sure your Spouse
work, spending Season Actions to make
makes the break. This way, you avoid the
your lands better. Remember: a Spouse
Heart-Broken Aspect. Also, when her lover
can do anything you can do. Train Vassals,
demands Revenge, you are in the position to
Explore, Espionage. Anything you can do,
set the stakes. Hell be pissed and willing to
your Spouse can do better.
do anything to exact Revenge. Be his friend.
A good Spouse doubles your Season
Let him vent. Tell him about your Spouses
Actions. You want this. So does your crew.
previous dalliances and stoke those ames.
Make sure all of them have good and
Lament about your Spouses wandering
obedient husbands and wives. Your character
eye and how disappointed you are in your
improves through Season Actions. Make
Spouses faithlessness. Then, when youve
sure you have double your allotment.
A good Spouse also covers all your
earned the lovers trust, betray him and
take his lands.
weaknesses. If Beauty is your weakness,
Either of these strategies requires
marry a Fox. If Cunning is your weakness,
that you are ready for the end of the
marry an Elk. Just make sure you keep
Romancesomething you can arrange
your Spouse happy. (I sound like a broken
yourself. Knowing your Spouse is dancing
record, now.) That usually means letting
with secret lovers gives you opportunities.
your Spouse do whatever it is they want to
Use them.
THE COLVILLE RULE
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CHAPTER 13
Step 4: Build, Expand, Build, Expand
In fact, dont just prepare for it: assume
With each new Region, youve got to make
it is true. Dont just send one spy to spy
sure youve got yourself covered. Build
on your Spouse and her lover, send three.
Loyalty with Luxury. Make sure everybody
Dont tell them youve sent three, just tell
in your Domain is happy. (click, scratch,
each spy youve sent one. The only one you
click, scratch) Dont expand too quickly.
can trust. Tell all three of them that. Youre
Build a strong foundation, then expand out.
the only one I can trust. Then, make sure
All too often, I see nobles expand their
you get independent reports from each
lands without consideration to infrastructure.
one. Compare notes. At least one of them
Each Province should have a Spy Network.
will betray you. Find out which one, and
Each Province should have a Seneschal. Each
use that spy as a counter-spy. Since your
Province should have a Baron under your
Spouse and lover are using that spy to feed
charge, making sure everything is going ne.
you false information, you might as well do
Cover yourself. Make sure nobody is behind
the same. Use the counter-spy to set them
you before you take any steps forward.
up for a trap and once you do, set up the
lover as a traitor so your Spouse will be
Step 5: Have an Escape Plan
inclined to kill him. That way, you get rid
Do not make plans, make contingencies.
of the lover and keep your Spouse happy
Thats the lesson we learn from Lessons, the
ven politics primer. Make sure that every
while keeping your own hands clean.
Contingencies.
step you take gives you the opportunity to
Finally
side-step.
For
example,
when
talking
about
All of this advice comes from Lessons, the
Romance and Revenge up above, we talked
aforementioned book on ven politics,
about setting up your Spouses lover for a
philosophy and strategy. I found it
downfall. You must always be prepared for
invaluable research for writing this game.
the opposite: that your Spouse and her lover
Get yourself a copy.
are preparing for yours.
Telmars Law
No tyrant plans for failure. Thats Telmars Law.
thats what made them the most powerful gures in
Not Hitler, not Mussolini, not Caesar, not Napoleon.
history. Perhaps thats also what caused their downfall.
Take a look at history. The men who were condent
How Telmars Law applies to your own character
(arrogant) enough to become tyrants were also too
is up to you. Perhaps he is Cunning enough or Wise
convinced of their own abilities to consider defeat.
enough to recognize the inevitability of the future.
Perhaps thats what drove them to victory. Perhaps
Or perhaps not.
THE COLVILLE RULE
THE MORLEY-WICK METHOD OF GAMING
Sheldon was a bullfrog. Was a good friend of mine.
Actually, Sheldon is an actor and a musician. Hes still a good friend of mine. And
by actor, I mean real actor. Not us wanna-be community theater actors, no, my buddy
Sheldon has skills.
So anyway, Sheldon and I used to go to LARPs. (Thats live action roleplaying for
all you unsophisticated heathens.) A lot of LARPs. But Sheldon and I seemed to have a
problem. We were driving home from a particularly boring LARP, complaining as we
usually do. I dont remember which of us suggested it, but one of us said, Maybe were
doing something wrong.
But what could we be doing wrong? We had great characters. Characters with
history. Deep history. Well-written and easy to work with. We were rich with potential.
Untapped potential.
And yet, there we were. Bored out of our skulls. Wed interact with the other players,
but only in a shallow way. There was just nothing to talk about.
And when we looked around, it seemed to us that the most successful players had the
most shallow characters. That is, there really wasnt anything to them. So, again, why were
we having such a miserable time when those other folks were having so much success?
Our rst thought was that the other players were playing the game incorrectly and we
were playing the game correctly. We were wrong. Our observation had betrayed us. It
took deeper analysis to understand our problem. So, we sat at Norms (at 2:00 AM) and
talked about it. Sheldon came up with the solution.
Were playing the wrong game, he told me.
I grabbed the ketchup and Tabasco for my eggs. What do you mean?
Our characters have deep secrets.
Yeah, I said.
That nobody knows but us.
That made me pause. And think. Yeah, I said. Slowly.
We spent the rest of the night talking about the problem. It wasnt a problem with the
other players. They were playing the game correctly. The problem was with us.
I think Sheldon also nailed down the guy who could solve our problem. David Mamet.
The director/screenwriter. His books and essays on the method approach to acting really
inspired Sheldon, which in turn, inspired me. Using Mamets critiques, we came up with
a solution to our problem.
From Mamet, to Sheldon, to me. To you.
THE MORLEY-WICK METHOD OF GAMING
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CHAPTER 13
WHATS WRONG?
So, after that long introduction, let me explain what Sheldon and I were doing wrong and
why it relates to David Mamet.
The method is an acting technique. Actors try replicating real life emotions, calling
on sense memories from their own past, similar to the emotions the character experiences.
Method actors also create rich interior landscapes. That is, they create detailed histories
for their characters. They know everything about their characters, so when a circumstance
arises, theyll know how their character would respond.
Rich interior landscapes.
Watching an actor on stage, watching him respond to something seemingly innocuous
with a cryptic sigh or a mysterious glance or some other enigmatic gesture. The audience
doesnt know what it means, but obviously, the actors done his research. Hes done the
work. Hes using the method.
Unfortunately, the audience doesnt know what it means. The actor isnt communicating
anything to the audience.
In other words, hes failing the entire purpose of acting. Communicating to the
audience.
As gamers, we have a similar problem. We come up with elaborate and detailed
backgrounds. Rich internal landscapes. And then, when we start playing, whole sessions
go by without the other players having a single clue.
Characters have secrets. Sure they do. Thats ne. But authors use devices to give
the audience clues as to why a character responds a certain way. We get to see that rich
internal landscape. Even if a reaction is a mystery, we trust that somewhere down the line,
the author will let us in on the secret. Well eventually understand all those cryptic sighs,
mysterious glances and enigmatic gestures. Eventually.
But in roleplaying games, we keep secrets. We write the Narrator private notes. We
take him aside for a whispered meeting. We keep that 24 page background to ourselves.
Nobody else gets to see it. Its ours and ours alone.
The method. Secrecy. Otherwise known as mental masturbation.
You are, quite literally, playing with yourself.
Nobody else is invited. Nobody else gets to know about your characters past. That
lost lover. That blood feud with your father. That secret conversation you had with your
mother. Your childhood rivalry with your sister. Your hidden marriage. That secret youve
kept for twenty years and never told a soul.
THE MORLEY-WICK METHOD OF GAMING
All that rich background youre selshly keeping to
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Subtlety and Revenge
yourself that no other player will ever know. Its yours and
The ven are not subtle. Certainly,
yours alone. And youre the only one who will ever enjoy it.
the path to Revenge may only be
This is whats wrong. Weve got great characters and
taken with quiet steps, but when
nobody knows but us. Why is that? Why do we feel we need
the moment comes, it must be full
to hide our characters secrets from the other players?
of blood and spectacle.
Well, most LARP settings are PvP (player vs. player), so
Plot and prepare. Smile in your
we dont want others to know our secrets. We assume the other
enemys face until the moment
players will take advantage of out-of-character information.
is right, then strike without
And, sadly, were usually correct in this assumption. But at
hesitation and without mercy.
a table top game, surrounded by friends and people we trust,
why do we still follow the same behavior?
When a man lies to you, cut out
his tongue.
Reex perhaps. Maybe its just habit.
When a man steals from you,
Well, lets break that habit. Lets get out of the method
philosophy of character creation and play. Lets try
something different.
cut off his hands.
When a man betrays you, slice
him open, rip out his heart and
Lets have open secrets.
eat it in front of his children.
OPEN SECRETS
Now, I should be up front about this. Many of these techniques are not newI didnt invent
thembut putting them together in one set, with one philosophy guiding them, I think
qualies as a new approach.
Ill take you through it, step-by-step. Read through them, adopt the steps you like, throw
out the ones you dont, come up with your own. After all, this whole chapter is about
modifying things to your own groups tastes. Step-by-step.
Character Background
One page.
Thats all you get. One page. Thats all you get. Dont try writing small or using a
tiny font.
One page.
I know, youve got a lot to say about your character. This is what I call Character Control
Syndrome, or CCS. You think this is the last time youre going to have any control over
your character, so you want to squeeze as much content and detail in there as possible.
Relax. Take deep breaths.
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CHAPTER 13
Just write one page. In fact, dont even nish lling out the page. Leave a few details
open. Figure out what you think is important, but leave the rest blank. Vague. Open. Let
me tell you why.
I was playing a character once. A magic cop. I really didnt have any idea about his
past. I just kind of made him an arcane Columbo. But I bumped into a story involving a
kidnapped girl. Something triggered in my head. I had no idea about my cops family. Wife,
kids. No clue. I hadnt really thought about it. But at that momentthat very momentI
knew he had a daughter. And he lost that daughter. I didnt know how or why. I just knew
it. I knew it.
That one little detail, a detail I didnt know until I started playing, changed the entire
course of the characters past and future. Completely changed him. Turned him from an
arcane Columbo into something much deeper. And, in a lot of ways, a lot scarier.
All because I had kept a detail open and lled it during play.
From that moment on, that little detail consumed the rest of the characters path. That
one little detail informed so many of that characters decisions from that moment on.
Something I made up on the spot. If I already had the characters family detailed out, if I
already knew everything there was to know about that character, I wouldnt have been
able to grasp on to that story. I wouldnt have been able to say, I lost a daughter, too.
And the character who was nothing more than a clich gimmick turned into one of my
favorite characters.
Because I didnt know everything about his past.
So, one page. Thats all you get. If that. You dont need to know all the details before
you roll dice. Some detailsmost, in factyou can discover days, weeks, even months
after the rst session. Youll bump into things that inspire you to ll in those blanks. Keep
an eye out for even the tiniest details. After all, like grandma says, its the little things that
make the soup.
External Exposition
Tony is a friend of mine. He has a style of play thats always intrigued me. Specically, he
practices what I like to call external exposition.
He doesnt just tell you what his character is doing, he tells you why his character is
doing that. Like an author, he narrates his characters action, using his characters inner
thoughts as a guide to his physical actions. For example
Tonys playing RevQan Burghe, a minor Baron from the northern islands. Hes one
of the many nobles at a party both of you decided to attend. As the Narrator, I ask Tony,
THE MORLEY-WICK METHOD OF GAMING
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What are you doing? This is his reply.
I stand up, he says. And he stands up. And I walk across the
room. My pace is slow. My head, hung low. My hand hangs on
my sword pommel. Gripping it. Like I dont know what to do with
it. When I get to Baron Vaccon, I hesitate. You can see theres
something in my eyes that tells you I dont want to do what Im
A false friend will
remind you of your
faults. A true friend
will remind you of
your Strength.
about to do. And I think about the promise to Lady Shara I made.
And the promise she made me. And then, I say, Baron I nd
myself in the position where I must challenge you to a duel.
Tony pantomimes all these behaviors. He pantomimes his hand
on the sword. He walks across the room slowly. Uncertainty in his
stride. And when he talks to you, his tone reects the exposition
hes giving.
The exposition punctuates the action. Not only does he give
you external clues, but he gives you internal clues as well. I think
about the promise He even gives a bit more information than he
should. And the promise she made to me.
Tony leaves himself wide open when he plays. He exposes his
characters weaknesses, keeps no secrets. Why does Tony do this?
Because he knows his friends wont take advantage of him
and sabotage his fun. Besides, part of the fun is knowing other
characters weaknesses. And having other players know yours. We
put weaknesses on our sheets because we want them exploited. We
want to get hurt, get knocked down, get beaten within an inch of
our lives. How can we come back from the bottom if we never even
get knocked down?
Youre probably familiar with the term Mary Sue character.
Over-idealized characters who never make a mistake, never
ounder, never ub their lines. You see them all the time in fan
ction. You see them all the time in professional ction, too.
You see them even more in roleplaying games. A lot more.
Especially when you run con demos. Oh, Blessed Eris. Flashbacks.
Flashbacks!
Excuse me for a moment
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CHAPTER 13
Violence and Mass Murder
Its okay. Im back.
One of the reasons I designed Houses with weaknesses
Take your Personal Guard with
you, wherever you go. Take your
was to avoid Mary Sue characters. The ven arent just
Swordsman with you, wherever
bigger than humans in good ways, theyre bigger than us in
you go. Take your Roadmen with
every way. That means their aws are bigger, too.
Now, if you play your character close to the chest, if
you, wherever you go. I cannot
express how important this is.
you dont let the other players see his foibles as well as his
One ambush will teach you
strengths, no-one will ever get to see that great background
the truth of my words.
you developed or hear that inner monologue theyd usually
get to hear if they were reading a book or watching TV.
Use external exposition. You dont have to do it like Tony does. You can nd your own
way to do it. But do it. Let the other players in. Let them see the man behind the curtain.
Armed with wagers, theyll be more than happy to let your character live out that tired old
Chinese clich about interesting times.
And youll thank them for it.
Using Fashion
A good tool for using external exposition is fashion. Now, ven fashion is ten times more
complicated than the most elaborate heraldry systems of our own middle ages. So
complicated, in fact, I could write seven books about it. Instead of going through the
elaborate rules (no dark colors before Autumn unless it is blue and brown, in which case,
blue may be the predominant color as long as the ven wears a blue rose in his hat, but only
on the left side, and this only on the rst part of the week out of honor for She who brought
us the roses), lets try something different.
Make it up yourself.
Use your clothes to tell a story about your character.
Trust me, if you knew the actual rules, youd see how completely arbitrary they really
are. So, instead, lets just make them up.
When your character appears, tell the colors shes wearing, but more importantly, tell
what they mean. If you know some of the rules for ven fashion, please feel free to use them,
and even teach the other players, but pleaseplease!dont be a fashionista. Dont tell
the other players what they do wrong and insist everyone do everything right. Besides,
during this era in ven history, fashion rules are changing all the time based on the whims
of the elite.
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PLAYER
Safety
The brown in my vest and the green
in my sleeves means, I am working, but
A lot of gamers spend time making sure their characters
I am also looking for companionship
are safe. Protecting their characters. Ven literature has
tonight.
nothing to do with safety. Okay, thats not true. The ven
The red rose I wear across the blue
sash means, I am looking for assistance
do try to keep themselves safe, but then the emotions
take over and they ruin all those guards they put in place.
with my Revenge.
Dont try to protect your character. Get him in
The black swathes in my grey dress
trouble. Remember, this is a game about tragedy. Your
means, I should have done more to
character will not die well. Or, hell pass into Solace
protect him.
with his plans incomplete.
No Passing Notes in Class
Many players like passing notes and having secret meetings with the Narrator. Especially
in a game like this one where everyone has a secret to keep.
Heres the news. Thats done.
Its no fun to sit around while the Narrator goes off into another room with another
player and has a private chat. For those of you whove done this (including in games Ive
run myself), I applaud your patience and your selessness, but you dont need to do it
anymore.
Secret meetings get handled in front of other players. You got a note? Say it out loud.
Once again, were all grown-ups. Were all friends. We all want to have a good time.
And nobody gives a single aming turd about your rich internal landscape if they never
get to see it. So, be a ven. Youve got it. Flaunt it!
Share Plots
One of the side-benets of being open about your characters past is nding parallels with
other characters.
Youve got a vendetta? Ive got a vendetta!
Youve got a Romance? Ive got a Romance!
Youve got a hated uncle? Ive got a favorite uncle! Maybe theyre the same!
The more connections with other characters you can make, the better. Giving you both
something in common, something to talk about, something to commiserate about.
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CHAPTER 13
Trigger Other Characters Plots
This takes a lot of trust. Use at your own risk.
The Narrator is a busy guy. Hes got ve to six players
Physical Characteristics
to worry about, and sometimes, he just doesnt have the
Remember, the ven use
time or focus to hit everybody every session. Sometimes,
physical characteristics to
players get overlooked. Sad, but true.
identify a characters role.
With this little trick, youll never get overlooked.
The combination of hair and
As above, share your backgrounds with the other
eye colors are particularly
players. Send them all around the table. Everybody gets a
telling. Keep this in mind
peek. Look for trouble areas. You know, places where you
when describing your own
could cause trouble if you were the Narrator.
character and be sure to tell
Then, when you see an opportunity to do cause trouble,
the other players what your
do it. Youve got style points, youve got wagers, youve got
particular combination means.
Wisdom and Cunning risks. Do it.
Just like the colors your
For example
character wears, the actual
Shara has a problem with her father. All the players
combinations could ll an
know this because theyve read Sharas background. They
entire book unto themselves.
also know that shes looking for the man who killed her
You dont need to know the
mother. Armed with this knowledge, they start screwing
particulars: pick a combination
with me.
(try to make it a bit more
They use wagers and style points to have Sharas father
stylistic than just blonde and
come walking out into a party half-dressed and fully drunk.
blue) and tell the others
They use wagers and style points to have NPCs drop
what youthe authormean
suspicious hints about secrets only Sharas mother would
to communicate to the
know. And then theres the kicker. One player uses style
audience with your choice.
points and wagers to have Count Vathen mention he has
For example, I could say,
My character has black curly
the missing pages from her mothers diary.
Wagers and style points.
hair and dark hazel eyes. This
One more example. (Although, this one is kind of a
means my character is a bit of
cheat. Ive changed the details a little bit for illustration
a devious trickster with a deep
purposes. I hope the people involved will forgive me.)
sense of personal loyalty.
Meanwhile, on the other side of the table, theres a
young woman playing Lady Niassa. Shes been playing
THE MORLEY-WICK METHOD OF GAMING
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PLAYER
a kind of dowager duchess in one of the playtest games
and that character has a beloved servant: her frightened
and fragile maid, Alice. Now, for a few months, Alice has
been shivering and quaking and nervous around all the big,
bad, violent beautiful noisy people. Alice doesnt talk much,
Improvisation 101
fetches tea and biscuits really well and stays out of the way
Houses of the Blooded demands
even better.
a lot from its players. Many
But then she got caught in a little bit of trouble and
may not be familiar with the
someone used a Blessing to force Alice to tell the truth.
skill of making stuff up on
Someone asked her, What have you been up to?
the y, otherwise known as
And someone spent a style point and answered for poor,
little Alice.
improvisation. Anybody can
make stuff up. Thats no issue. But
Pantomiming the whole scene, the player shows us what
happens when Alice is asked the question.
spending a wager and adding a
fact that helps the game move
Poor trembling little Alice suddenly straightens her
forward thats a bit more tricky.
back. Her face calms. Her breath shallows. Her eyes ll
Two things to remember when
with condence. And Niassas little helpless maid, speaks
using wagers and both of them
in a deep voice shes never used before.
are questions.
Im a house assassin, spying on my Lady, sending
information to Count Kether.
Does your wager move the plot
forward?
The whole room was stunned. Now, thats a typical
revelation for a game like this, but what can make a revelation
like that great is that it can come from the players.
The Narrator could have done all the stuff weve
Does your wager have an
opening for others to work with?
These two questions are vital
to creating wagers that dont
been talking about, but hes just one guy. Plus, hes got
bog down the plot with excessive
ve other players to worry about. Ive got six Narrators
detail or derail it in a direction
now, each complicating my plotlines, making things more
that goes nowhere. Keep them
difcult for me.
close to you. Write them down on
Just the way I like it.
your sheet.
When other people know how to push your buttons,
they get pushed. And as bad as that might sound, its a lot
better than getting overlooked by a busy Narrator.
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CHAPTER 13
Flashbacks
I also allow other players to trigger ashback scenes with style points. If another character
does something odd, reacts in an unexpected way, or otherwise catches the players
off-guard (even if its the player in control of the character), someone spends a style point
and were off to a ashback sequence.
Each player can spend a style point to participate, playing a part in the ashback. The
player with the spotlight can run the scene as the Narrator or let the Narrator do her own
job or let another player be the Narrator for a while. We invent a scene, right there on the
spot, with circumstances similar enough to the scene we were just playing, adding deeper
meaning to the scene and the character.
But remember the Lost Rule. Dont make the ashback more important than the current
scene. Flashbacks provide additional avor to current action. Flashbacks do not eclipse
current action.
Of course, you could run an entire session as a ashback scene if its really important.
An example of that may be Shara reading her mothers missing diary pages, nally
discovering who killed her mother. Three degrees of cool here.
* First degree of cool: the Narrator tells me what they say. Eh.
* Second degree of cool: the Narrator makes the prop pages himself and gives them
to me to read. Thats pretty hip.
* Third degree of cool. The group plays out the events in the pages with all of us
discovering together what happened. Yeah, itll take me weeks to recover from that.
Remember, the ven go to eleven. Or, in this case, to the third degree.
Conclusion
Heres the big lesson. Keeping secrets is fun. Revelation is fun. Revealing a secret youve
been keeping for months is a lot of fun. You dont have to use all the techniques Ive listed
above, nor do you have to get rid of secrets. But keeping everything to yourself isnt just
selsh, its spoiling everyones fun. Including yours.
BAD FORM
The word translates as bad form, but the best translationthe one I preferis from a paper
Harry Smitty Smith found for me in the Arizona Public Library (with assistance from
the Great and Mighty Troll Lord, Ken St. Andre).
Dont make me look like a jerk.
(The actual ven is a bit more vulgar and involves references to male genitalia.)
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PLAYER
Bad form occurs when someone puts you in the position
of having to correct them. Correcting another ven in public
The Wanker Rule
makes you look bad. Like youre nitpicking, or being another
Playing an RPG is fun. It should be
adults parent. Nobody wants to watch someone correct
fun. Sometimes its fun.
someone else. You look like a jerk.
Sometimes, a player abuses the
Thus, if someone puts you in the position of correcting
rules to make the game fun for him
them in a public forum, the person who made the error has
at the expense of everyone else. Ah,
insulted you.
wankers.
Insulted you.
David Williams (one of the best
Dont make me look like a jerk.
game design minds in the world)
Bad form can also come into play out of character.
came up with The Wanker Rule. At
Like when a player starts complaining about the rules and
least, I learned it from him. Heres
everybody has to make an effort to refocus the game back on
how it goes.
playing rather than rules-citing.
If you nd a way to interpret
Dont make me look like a jerk.
a rule that clearly damages the
Bad form also comes into play when the game degenerates
play environment, sabotages
to quoting Monty Python movies and the Narrator has to
other peoples fun or is just plain
cough, raise his voice, and refocus the group on the action.
nonsensical, dont use the rule in
Dont make me look like a jerk.
that way.
Or when a player sits with his laptop playing video games.
In other words, dont be a wanker.
Or when hes reading another game system at the table
I fully endorse taking style points
when he should be paying attention.
from players who decide to be
Or when he talks about last nights episode of Heroes.
wankers. Of course, a warning is fair.
Or you answer your cell phone (dont forget the Pregnant
Sometimes, we get caught up in the
Wife Exception).
drama of the moment. Sometimes,
Or you cheat.
our characters motivations seep
Yeah. There are actually people who cheat sitting at the
into our own. Sometimes, those
roleplaying table. I know, its the most pathetic thing Ive
ever heard, too. But it happens. Sadly, it happens.
imaginary characters we play just
get the better of us. I understand that.
Bad form. Bad form. Bad form.
Hell, Ive been on that end of things.
Theres a penalty for such behavior. You lose style.
But, we have to remember that what
As a warning, the Narrator takes one style away. If the
were doing is building a story, and
problem persists, he takes more. If you argue, he takes all
sometimes, the hero doesnt win.
of it.
Sometimes, the hero loses.
Dont make me look like a jerk.
But then, sometimes, the player is
just a wanker.
BAD FORM
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CHAPTER 13
TROUPE STYLE
The Seven Fools
While Houses is a game about the noble class, it doesnt
If were going to emulate ven
have to focus on them exclusively, nor do you have to tell
literature and Art, why not go
stories the same way. Experiment. Try different things.
straight to the source. Opera.
For example, lets look at a few different ways you can use
Lets use the Seven Fools as
the rules to tell lots of different kinds of stories.
character types. Every character
For example, lets talk about troupe style.
gets one of the Seven Fools as
This is an old trick I learned from an incredible game
an aspect (just use the aspects
called Ars Magica (currently published by Atlas Games and
from the Seasons or Aspects
well worth your cash). Heres how it works.
chapter). No character gets
Every player makes a noble character, but dont spend
more than one aspect and you
points on Vassals just yet. Instead, one by one, each player
can switch your aspect once
goes around the table and assigns each other player the role
per Phase youre your character
of a Vassal. Each player does this, making a huge group of
gets all the way to Winter, he
characters. If you have a six person group (not counting the
can have four of the seven
Narrator), each player will have ve Vassals. A Spy Master,
aspects. And just to make
a Master of the Road, a Seneschal, a Swordsman
things interesting, lets make
For example, you are in a group of ve other players.
them Free Aspects. That way,
Albert, Bob, Cindy, David, and Elaine. Its time to make
players are really rewarded
your character. You choose each of the other players to
when they play their characters
play a different Vassal. Albert is your Spy Master, Bob is
to type.
your Master of the Road, Cindy is your Seneschal, David
as your Apothecary, and Elaine is your Swordsman.
Then, it comes time for Albert to make his ven. Albert chooses Bob to be his Roadman,
Cindy to be his Swordsman, David to be his Spy Master, Elaine to be his Seneschal and
you to be his Valet.
Go all the way around the table, giving each player a different role, a different position
in a different nobles court. Since each player has ve Vassals, thats a total of twenty-ve
characters. A whole host of individuals all interconnected. Yeah, interconnected. Make
sure everybody knows everybody else, and no, it doesnt have to be in a friendly way.
Each noble gets one Season to hold the spotlight. Then, next Season, the game focuses
on a different noble. Moving around the table, a different character gets the spotlight
while the other players ll supporting roles.
With smaller groups, you can switch focus multiple times per Season, moving at a
slower pace. Or, if you like, make each go around the table a Year, performing Year
actions (one Season per Year instead of one per Season).
TROUPE STYLE
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PLAYER
DUNCANS THREE STYLES
The ven scholar Dominic Cyril Duncan (to whom this game owes much) was the rst to
recognize three different styles of ven literature: dramatic, romantic, and epic. These
three styles are most often used in the three most common forms: theater (dramatic),
pillow books (romantic), and opera (epic).
With these three styles in mind, I suggest choosing a specic kind of way to play the
game. The genre differences are outlined below.
DRAMATIC
The most important thing to realize about ven theater is the blood. Think Macbeth. Think
Hamlet. Think Titus Andronicus.
Okay, dont think about that last one, but when you think about ven drama, think
about blood. Blood. Blood!
Ven theater seems obsessed with the ideas of Revenge. Romance, not so much,
but Revenge is a big AW HELL YEAH! That can be heard all the way across the
archipelagos.
Theres enough treachery and backstabbing and bloodlust to make your teeth hurt.
If you want to simulate ven theater, Id suggest advising everyone before you begin
that this is gonna get bloody. Everyone is gonna die.
Also, a few key elements. First one is misunderstanding. As a character in a ven
drama, you must always assume the worst.
You overhear part of a conversation between your wife and your Swordsman?
Assume the worst.
You read a letter from your son to a neighbor with vague references to doing away
with him? Assume it is about you.
Assume the worst.
Assume the worst.
Assume the worst.
Miscommunication and assumption are the lifeblood of tragedy. Of course, when
the blood has been spilled, its time to reveal the truth and revel in the lament. The grief.
The regret.
The tragedy of it all.
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CHAPTER 13
ROMANTIC
That which we take
without effort,
we throw away.
Ven pillow books were written for women, although there is ample
evidence they were equally read by men as well. Ven Romances
are not as bloody and bleak as a tragedy, but they have their share
of clashing swords.
Only when we bleed
do we appreciate
our conquests.
In the Romances, we have dashing heroes and swooning
heroines, acts of daring do, secret rooms behind shifting
bookshelves, illicit affairs, dangerous liaisons, and it all ends with
a duel or a wedding.
Duels for tragedy, weddings for comedy.
Like
the
theater,
misunderstanding
creates
drama.
Misunderstandings, bad timing, and miscommunication. Unlike
the theater, most of these are a bit more light-hearted, however,
as in all ven literature, nothing is harmless.
Death is a present threat in the pillow books, but they are far less
bloody than the plays. Wrong-doing is answered for, the wicked
are punished, and alls well that ends well some of the time.
Often in pillow books, the readers suspense is built on the
ambiguity of the ending. Will it end with a duel or a wedding?
The author tricks the reader many times, sometimes giving signs
of a comic ending, but revealing a tragic conclusion at the last
possible moment.
A later innovation in the genre came from the use of a prelude
foreshadowing the books ending. A wedding or a duel. Its called a
pahton. Scholars speculate the pahton became a popular addition
to the pillow book to warn readers beforehand what they were
getting into, however, many of the most successful authors used
the pahton to throw off the reader, making the author himself an
untrustworthy narrator.
I suggest using the pahton in your own game. Narrate the
ending. Use the same techniques the ven authors used: ambiguous
identities, vague references, etc. Ive included the pahton from
The Great and Tragic Life of Shara Yvarai as an example of one of the
most famous pahtona to give you an idea how to use one.
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Shara Patona
When her back hit the oor, the sword fell from her
ngertips, scattering away.
He moved fast, his own blade plunging downward,
He smiled. The same smile he gave her before.
Very well, he said. He twisted the sword.
Her scream was cut off by the blood in her
powered by both hands on the hilt. She rolled, but
mouth. Her voice made a wet sound as she choked.
not fast enough.
The tip still buried in the stone beneath her, he
The tip of his sword pierced her belly, her blood
splashing across her chest. She felt it reach through
her esh, cracking the stone under her. She screamed,
grasping the blade with gloved hands.
It is over, he said, looking down at her, his hands
still on the pommel.
She could not move, could not speak. Only look up
at his face. His eyes. Those beautiful eyes.
Her ngers reached for her sword, but he leaned
could not twist it all the way. Only enough to
aggravate the wound.
Enough! a voice called out from the Senators.
Shara recognized it. A womans voice. A young voice.
Older than she remembered from two years ago.
He looked up and out at the face in the crowd.
He nodded. Agreed. Then, he pulled on his sword,
still trapped in the stone below her.
But her hands wrapped around it, holding on.
on his own, making her scream again, her voice
Pulling against his strength. The strength of the
echoing around the cold walls.
stone and the strength of her hands, keeping the
You are dead, Shara, he told her.
All around her, blood on the oor. The faces
of Senators watching closely. Intently. Some eyes
burning with re, others wet with tears.
Then, she saw his injury. His hand, drenched in
crimson, holding his side.
blade in her body.
He looked down at her, his eyes confused. What
are you doing?
And through the blood, and through the pain,
and through the memories of it all, she smiled.
She smiled and said his name through bloody lips.
She shook her head, her sweat and hair in her eyes.
DUNCANS THREE STYLES
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CHAPTER 13
EPIC
Opera is
epic.
spectacular.
overwhelming.
sublime.
Using Houses to emulate ven opera is a difcult task. It requires a complete surrender of
reason and rationality and an absolute embrace of emotion and passion.
One cannot gaze too long at the sun.
Ven opera deals with characters from the distant past, but at the same time, all the
settings, costumes and trappings are distinctly modern. Like the Arthurian tales of England,
the bards told stories of knights and kings, queens and maidens, but they told these stories
of long ago with modern sensibilities.
Once upon a time is a safe place. Distant. Far away. A safe place to talk about true
love and marriage, Revenge and forgiveness, duty and honor. By putting the stories so far
away, the opera makes us feel as if we are looking at something faraway, when in fact, we
are feeling something immediate.
We know it. We allow ourselves to be fooled. This is the magic of Opera.
Ven Opera is huge. Big, big, big. Grand, sweeping vistas and immortal heroes who can
never be defeated, except by their own hubris. Undone by their own hand.
Theater is bloody.
Literature is romantic.
Opera is epic.
The Dragon
There are times at the game table when something happens... something so profound that all the players
can do is sit with their jaws wide open and wonder.
life-changing event. As such, seeing the dragon
When what their characters feel is exactly what
changes everyone involved. Any players involved
they feel. When the wall between imagination and
in the scene may then spend a Style Point,
reality isnt just blurred, but knocked down, leaving
nominate an Aspect and change it to reect the
nothing but rubble in its wake.
current moment.
This is the dragon. That moment.
When it happens, any player can spend a Style
Point and call, I see the dragon. (Or something
likewise thoughtful.)
Seeing a dragon is no small affair. It is a
DUNCANS THREE STYLES
Some involved in the scene may not see the
dragon. Their Aspects are not changed. But those
who have seen it are altered, their destinies turned.
Forever.
(And that was for you, Dannie.)
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PLAYER
A FINAL NOTE
I just want to say this one more time.
I trust you.
As a Narrator, as a game designer and as a fellow player, and, nally, as someone who
loves roleplaying games, I trust you.
I didnt make rules to stop the wankers and cheaters and selsh bullies who ruin the
game because theyre too caught up in their own ego to notice other people are sitting at
the table.
I didnt do that because I trust you.
I trust you to help your fellow players make your time around the tableno matter
what game you playas enjoyable as possible. Thats always my goal when I sit down.
Maybe its because I started my gaming career as the Narrator, and I learned early on that
my job was a hard one. Looking out for other peoples enjoyment.
I trust you to do that, too. And I hope Ive showed you ways to do that with this
chapter.
And with that in mind, I have one last question
friendly game?
A FINAL NOTE
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NARRATOR
A
S YOU MAY HAVE GATHERED FROM THE TITLE, THIS CHAPTER
IS FOR THE
NARRATOR. PLAYERS
CAN READ IT IF THEY
WISHTHERE ARE NO METAPLOT SECRETS OR SPOILERSBUT
READING THIS CHAPTER IS A LOT LIKE LEARNING HOW A MAGIC
TRICK WORKS.
No amount of Art
can hide evil.
AND TRUST ME, LEARNING HOW A TRICK WORKS
IS A LOT LESS SEXY THAN WATCHING THE TRICK AS A SUCKER
SITTING IN THE AUDIENCE.
IN
THE AUDIENCE, EVERYTHING APPEARS EFFORTLESS.
MAGIC. ONCE YOU KNOW ABOUT THE TRAP DOOR IN THE FLOOR OR THE MARKED
CARDS OR THE SLIGHT HAND GESTURE THAT HIDES THE BIRD FROM PLAIN SIGHT
TRUST ME, KNOWING HOW THE TRICK WORKS ISNT AS COOL AS IT SOUNDS.
After all, a Narrator is a kind of magician. Magicians create something out of nothing.
Pulling rabbits out of hats, making beautiful assistants appear and disappear, pulling your
card out of a deck of 52. Creating something from nothing.
Shanri and the ven are gone, but if the Narrator does his job, hell convince you that your
character does exist. To pull emotions out of you from pure ction.
When you feel the orks hot breath on your face.
When you feel the passion of Revenge bursting your heart.
When you feel the cool mist of the Shanri jungles.
Magician. Making something from nothing.
The ven called this altrua. (Do not believe scholars who say this is the true root of the
word altruism or truth. Theyre talking out of their hats.) The best translation for this
word is the Greek pathos.
In a dark theater, watching the hero on the screen, and you feel his pain as your own.
Watching the TV, feeling the heroines heart break, the pain as real as your own.
Reading the novel, the suspense in the detectives chest, pounding as hard as your own.
Altrua. Pathos.
This is the Narrators primary goal. To make the players feel what the characters feel.
What they see. What they smell. A hint of danger. That whiff of scented hair. The taste of
the wine. The bliss of new love. The cut of steel against esh.
All of these things are possible. Something from nothing.
Magic.
I can help you. I wrote this chapter to help you. But if youre a player, reading any
further will ruin the trick. So, stop now.
But, if you are the Narrator, keep reading. You and I have a lot of work to do.
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CHAPTER 14
HOW THIS CHAPTER WORKS
Okay, now that weve gotten rid of the players, you and I can talk in earnest. And yeah,
I know, youve got that one player whos gonna read this chapter anyway. Dont worry
about him. Ive got a trick for him, too.
This chapter is sort of a mish-mash of advice. Narratoring is more of an Art than a
Science, so Ive decided to take a less formal approach here. A conversation between you
and me.
First, well talk about some basics. Things you could apply to just about any roleplaying
game. Narrator techniques that may, or may not, already be familiar to you. Advice Ive
found useful for running games.
Then, Ill start giving you specic advice for Houses. How to use the system to your
best advantage.
THE NARRATOR TOOLBOX
Every mechanic has a toolbox.
You dont need to use everything. Just the right tool for the right job. Some tools, you
never use. Some, you think youll never use until it just so happens to be the exact right
tool at the exact right time.
Every Narrator should have a toolbox.
You dont need to use everything. Just the right tool for the right job. Some tools, you
never use. Some you use so often, you need to replace them from wear and tear. Some,
you think youll never use until it just so happens to be the exact right tool at the exact
right time.
Consider this chapter a kind of hardware store. Full of tools. You dont have to use
all of them. You dont even have to use some of them. Go ahead and browse through the
aisles, try things out, give them a good look, and gure out which you want to add to
your toolbox.
By the way, you should get yourself a notebook. Write Narrators Toolbox on the
cover. Start writing things down. Writing ideas that come to you out of the blue. Ideas
from other peoples books, blogs and podcasts. Ideas from this book. Write them down.
Keep them for that every other Friday when you run your game. When your one of your
players presents an opportunity to use one of those tools, use it.
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NARRATOR
Play Dirty
Not too long ago, I was asked to write an advice
Too many roleplaying games focus on pure
column for Steve Jacksons Pyramid magazine on
success. Eternal leveling up. Always getting
Game Master techniques (thats what other games
better. Always improving. Gaining new powers,
call the Narrator). As you may have guessed, it
new abilities. Better, better, better.
was rather unorthodox. Play Dirty was, all at once,
The structure of a Houses game isnt so linear,
one of the most popular and least popular columns
a gradual increase toward perfection. Its lled
in the mag. People hated it and loved it. I gured
with hills and valleys. Highs and lows. Defeats and
that meant I was doing my job. The basic concept,
victories.
the fundamental idea behind playing dirty goes
something like this.
Your players want to be challenged. They want
Until youve lost everything, you cant know true
victory.
So, Im going to show you how to do this. How
their characters to be hurt. They want to be beaten
to put your players through the ringer. How to
within an inch of their lives. They want to feel like
make them weep and scream and rage. This will
they could lose. After all, if everything is a complete
give them the fuel they need to see red. To drink
cake walk, what have they really accomplished?
deep from the cup of Revenge.
Ven literature provides us with an ample
And in order to do that, youre going to have to
environment for such stories. Tragedy is a genre
get your hands bloody. At the end of this chapter,
rife with setback, pain, blood, failure and little
Ive included a potpourri of poison pills to make
victories. Its those little victories that make all the
your players heads explode. But before we get
sacrice worth it.
there, well cover the basics.
The purpose of this chapter is to ll that toolbox. Give you as many tricks and techniques
as we can. To keep your players on their toes, to make them feel that magic. As we go
along, you may bump into a tool you dont want to use. Dont feel compelled to use it. Read
through each section, decide if anything is appropriate for your group, then either write
them in your book or leave them alone.
I ran Houses for many different groups and for each group, I ran it a little differently.
Different rules for different groups, but the same game. I listened to what each group
wanted and modied the game to suit that group. That meant I emphasized some rules,
de-emphasized others. I even dropped a few rules and added others.
Listen to your group. Ill be saying that a lot this chapter.
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CHAPTER 14
THE BIG SECRET
It isnt a metaplot secret. Its a game design secret. And if youve paid close attention while
reading this book, youve already gured it out.
I designed Houses for many reasons, but one of the most important design considerations
came from a technique I used in most of my games. Again, it involves listening to the
players.
After each game session, Id spend a few minutes asking questions. Id ask them if they
had fun, what moments remained in their memories and then Id ask them the most
important question.
What do you think is going on?
Id listen to their answers, compare them with my own plans, and if someones answer
was better than mine, Id adopt it. Or, Id work it in with my own, combining them, making
a mixture of the two.
Two heads are better than one. Six are better than two.
Listening to my players, I let them write the plot. Sure, I had a plot in mind before I
began, but if something better came along, I snatched it up. Im shameless that way.
Now, with wagers and style points, I really got to use this technique. Right up to the hilt.
I could throw a dead body into a room and let the players look for clues, making Cunning
and Wisdom wagers, and theyd drop all the evidence. Under normal circumstances, in
most roleplaying games, theyd be making Perception risks to nd the clues I placed.
Thats the way I used to do it. Then, I met Jared Sorensen.
Jareds games octaNe and Inspectres kicked my game design ass. Jared taught me
methods of player interaction Id never anticipated. I had always given my players a lot of
inuence over the game. I let them create NPCs out of whole cloth and add elements to
the setting, but Jared made a mechanic out of it. So, when it came time to do this game, I
decided to let Jareds inuence really set in. And by that, I mean wagers.
Wagers make your job easy. Easier than youd ever suspect. With wagers, you need
only the bare bones of an idea, not even a full story. When the players get the knack of
using wagers, theyll place the clues around the body. You dont have to put anything there
at all. Theyll nd damning evidence indicting the suspects you never even considered.
And thats okay. You want them doing that. Why? Ill tell you why. Because being the
Narrator is fun.
So, heres the Big Secret. This game takes a lot of weight off your shoulders. You dont
have to name anything. Just call for a Wisdom risk. You dont have to create NPCs. Just
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NARRATOR
call for a Cunning risk. You dont have to put clues around
the body, you dont have to create orks, you dont have to do
anything you dont want to do because the players are going to do
it for you.
You still have to be the Narrator sometimes. But with six
Even weaklings can
find Strength in
banding together.
other Narrators doing your job for you, all you have to do is sit
back, drink your Margarita, sit back, and enjoy the show.
YOUR OWN SHANRI
This book has no map. A lot of gamers may be asking Why? After all, standard wisdom
teaches us that gamers love maps.
Well, one reason is because we really dont know what Shanri looked like. But thats
not the main reason. The main reason is, I want you to draw your own map.
You and your players, through wagers and Wisdom risks create Shanri. You draw the
map. Make your own Shanri. Build it from the foundations Ive laid here and build it as
high as it can go.
But dont stop with the world.
I love reading how other people run my games. I love hearing about the house rules and
table rules they adopt. How they change the system to suit their own group. The rules they
ignore, the rules they love.
But, its really more than that. Its really a magic box. A box of tricks. Illusions
and slights.
For example, in the Aspects chapter, I made mention of the Great Temple of Jonan
Drax. The books reference it, but its exact location is never mentioned. So, the question
arises: just where is it?
Sounds like a Wisdom risk to me.
Whenever players ask questions about the world of Shanri, and you dont have a
denitive answer, tell them to make a Wisdom risk. Let them gure that stuff out. Just
make sure to keep a running log of everything your players determine as True. I keep a
big book of notes full of facts.
And now, on to the advice.
First, well talk about writing adventures.
Second, well discuss a few storytelling tricks to make your stories compelling.
Finally, well talk about how to use the game itself as a weapon, not just a tool.
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CHAPTER 14
THE MAGICIAN
Ive made this analogy before. The Narrator as magician. Making something from nothing.
In order to perform his trick, a magician needs to take certain steps. First, he needs
preparation to know what hes going to do before he gets up on the stage. He needs to
know the trick. Second, he needs the proper skills to make the trick look convincing. To
fool the audience who is ready to be fooled. To be able to sell the trick.
Preparation and Performance.
Lets take those one at a time.
PREPARATION
Setting up your illusions requires just a little bit of prep work. Fortunately, the best thing
about a trick is that the audience is doing all the work. Just a little slight of hand and their
imaginations ll in the rest.
As a Narrator, youve got the same advantages. The players want to be entertained.
Want to be fooled. That means youve got them right where you want them.
For most roleplaying games, preparation comes in writing adventures. Sitting down
for hours on end, writing up characters, settings, plot twists. Fortunately for you, Houses
doesnt work like that.
The Revenge of Lady S
Writing adventures for Houses of the Blooded is easy. I mean, easy.
Ive run the game for multiple groups. Convention games, house games, no matter.
Months of playtest taught me many things about the game, but the one I found most
remarkable was this:
If you let them, the players run the game for you.
Take for example a particular house game I ran for one playtest group. Id forgotten I
was supposed to show up and was in a rush. I had no idea what to do. So, when the game
began, I turned to one of the players
Its early morning and youre being stitched into your clothes. Your seneschal steps into
the room.
Sir, she says, it seems weve captured a spy.
I went ahead and told the player Three Things about the spy.
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NARRATOR
1) She has long, brown hair.
2) She is Courageous (establishing her highest Virtue is Courage).
3) Her eyes are pitch black.
The other player characters quickly joined and the seneschal brought in the spy. When
the spy was thrown to the oor, one of the players said, I have the Aspect Knows Everybody.
Do I know her?
I answered, I dont know. Make a Wisdom risk.
This is very important. Whenever a player asks you a question about the world, about
another character, about a ritual, about anything, your answer should be:
I dont know. Make a Wisdom risk.
He made a successful Wisdom risk with three wagers. He determined the following
things about the spy:
1)
She is Blooded of the Serpent (same House as the group).
2)
She is a cousin.
3)
She is a close friend.
4)
She is sympathetic to our House.
After that, other players started making Wisdom and Cunning risks, further dening
her character. From those risks, we determined:
1)
She was in the castle on a Revenge (thus, her black eyes) for her sister.
2) And a baby was involved.
3) A bastard child.
4)
But nobody at the table was responsible.
I took it from there. When they asked her more questions, she lled in the details. Her
name was Lady S, a Baroness and neighbor. It turned out their spy master (a Vassal)
took advantage of her sister and one Season later, the consequences came. Birth killed her
sister and she came to the castle looking for Revenge. She appealed directly to Ikhalu
bypassing the Senateand he granted it.
The players then found themselves in a predicament. Here is a legitimate claim of
Revenge. In their home. Denying her claim of Revenge is to draw Ikhalus wrath. What
do they do?
The entire adventure wrote itself. Actually, to be correct, the adventure was written
by the players. They used wagers and style points, determining the facts surrounding Lady
S and her sordid past. They created problems for themselves. Of course, I rewarded them
with style points.
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CHAPTER 14
Death at the Opera
Another example.
The Sons of Kryos playtest group were at the Opera. One of them, Baron Ysari, was
tasked by his father to get a young up-and-coming duelist in trouble. It seems his father
was once the greatest duelist in the Senate, but no longer. A younger, stronger, faster
duelist was looking to claim that title. Ysaris father asked him to distract the young man
Just hold him off for a Season, his father told him.
Ysari knew the man would be at the Opera, so thats where he looked for him. Of course,
all his friends were there, too. What ven misses an opportunity to go to the Opera?
Ysaris player set up the scene, using wagers to arrange a seating pattern to his advantage.
When the duelist entered, everyone started making Cunning and Wisdom risks.
The duelists relationship with his wife was not good
It was rumored she was having an affair with another man
and that man was Ysaris father.
One little wager did that. Changed everything. Ysaris father didnt want the man
dead because he was afraid of losing his honor. He wanted the man dead because he was
sleeping with the duelists wife.
Context changes everything. Turns heroes into villains. But well talk more about that
in a little bit. Back to Ysari.
Ysari did, in fact, manage to cause the trouble his father was looking for. With a few
well-used Beauty wagers, he baited the man into drawing his sword, but the duelists
recklessness caused a child to be injured by the drawing of the blade. Of course, Ysaris
player knew one of the other characters had a particularly appropriate compel, so he spent
a style point and the other character went into a rage.
In less than a heartbeat, the duelist was over the railing, falling to the oor, breaking
his neck against the marble.
A small sequence of actions that threw the entire game into a delicate balance of manners.
The challenge of a duel. Loyalties. Betrayal. Complications.
What Jess Heinig likes to call, The John Wick Social Meat Grinder. Well talk more
about that later, too.
What Did We Learn?
Both of these adventures came from the players. All the Narrators did was set up the
circumstances. We put the meat in the stew, but the player threw in everything else. The
players created the situations. Of course, you have to show them they can do this.
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NARRATOR
The rst couple of times you play, encourage the players to use wagers to dene the
world around them. Chances are, they wont know what to do. The concept is fairly alien
to most roleplayers: the line between player and Narrator rmly drawn.
Get rid of that line. Obliterate it. Nuke it from orbit. Its the only way to be sure.
When the players ask, Is it cool for me to do this? answer, Yes! Enthusiasm. Let
them know they can dene the world. Thats part of the game mechanic. Its a rule.
Of course, now that you have a bunch of Narrators sitting around the table, your own
style of running the game has to adapt. You cant set things in stone. You have to be ready
to go with the ow.
Dont make plans. Make contingencies.
NPCs
Prepping the game also includes having a long list of NPCs ready for the players to interact
with. Now, this really is my favorite part of the game. I love making characters. So much
so that Im a really bad player. Ive always got new character ideas running around in my
head. Because I get to Narrator all the time, I get to explore these character ideas, but
when Im a player, I only get to use one at a time.
As a Narrator, you should keep a whole cornucopia of characters around at all times.
Heroes, villains, victims, martyrs, traitors, and the betrayed. Having a good character
waiting in the wings makes you look prepared. Having the right character waiting in the
wings makes you look like a magician.
When designing an NPC, start with the Three Things. Thats Three Things that are
true about the character. I usually pick from a short list:
The characters House,
The characters highest Virtue,
A prominent physical feature,
A prominent reputation,
A relationship with one of the player ven,
Married or single
Or just about any other detail thats important to the group at hand
That gives the players something to work with. If I have a more concrete idea about the
character, I list a few other things as well, but I like to keep my options open.
Sometimes, I even let the players in on the characters goals. She wants to start a
Romance, or She wants to arrange for her husbands murder. Giving away secrets
like that really isnt giving away secrets. When the players have knowledge, they use it.
Sometimes, they even use it to set themselves up for tragedy.
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This is a Good Thing. We give them style points for stuff like that.
Getting involved with a dangerous lover or plotting with an obvious villain makes
stories happen. Players who avoid danger and trouble dont get rewarded. Playing it safe
avoids story, avoids conict, avoids fun. Makes my job hard. Bad form. No style.
So, when you make NPCs, make them fun. In fact, when we get to the next section, Ill
show you a little trick your players can use to set themselves up for tragedy.
Scattered through this chapter are various NPCs Ive used myself. (Most of them show
up at Sharas Party.) I drew many of them from ven literature, although a few I made up
myself. Ive listed them with the Three Things as well as a brief description of how I used
the NPC. Do with them as you will.
Populating Your Shanri
The key to making the players care about your game is making them care about the world.
But not just the world. Youve got to do more than that. Youve got to make them care
about the characters.
In order to do this, you have to care about the characters. You have to think about their
own desires. You have to respect them. You have to treat them right, although, sometimes,
treating them right means kicking the crap out of them.
Stories are built out of conict, not comfort. If you want comfort, go watch one of those
made-for-basic-cable-TV movies. You know the ones I mean. Where all disagreements
are just big misunderstandings, where everybody is good but frustrated, and all ends well
in the end.
This isnt that game. This is blood and tragedy and tears. Everything isnt just a simple
disagreement and an honest talking-to in the third act doesnt solve everything.
Remember this when building NPCs for your game. Remember they have to be tough
enough to run through the ringer. Or, perhaps they arent. Perhaps you build a few NPCs
who are just cowards. Cold blooded.
(Cold blooded means something entirely different in the ven language. It implies
someone without courage, conviction or passion. So, like everything else in ven culture, it
is similar to our own phrase, just amplied to an extreme.)
Okay, enough with the abstract. Lets get down to the real. Lets build an NPC.
Tavlim Steele, Blooded of the Elk, Baron of Shavrifor
All the NPCs I build have a purpose. A theme. I want something from them. For Baron
Shavrifor, I wanted an NPC who illustrated the obsessive bookkeeping we nd in ven
pillow books.
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NARRATOR
Three Things for Tavlim:
He always carries his own accounting book
Meticulous
His eyes always seem to be watching you
Like I said, hes always got that book with him. And hes always negotiating. When my
crew ran into him, they had a gripe. One of his roadmen chased orks onto their land and
they werent happy about it. So, they showed up with their gripe, he accepted them in with
the proper ritual, and the crew got down to negotiating.
They complained about losing four personal guard to the orks. He opened his book. As
he did some quick math in his book, he said
Each of those guardsmen cost you. Because it is still Spring, your cost is diminished by three fourths.
Therefore, I will compensate you for one guard, plus a crate of wine for your troubles.
His assertiveness took them off-guard. His condence took them off-guard. They said
three crates, he said two, and they agreed. He said
By the way, I was speaking with my uncle. He mentioned you. He doesnt like you very much, you
know. He said something about you that might be of interest.
Then, he waited. They whispered. Then, they agreed. He opened his accounting book
and said
In exchange for this information, Ill be deducting one crate of wine.
By the end of the night, they owed him one Lumber.
This illustrated the point of ven negotiation. Everything is a negotiation. Everything is
advantage. Are you tool or weapon?
Baron Shavrifor taught them this. With just his little book.
TECHNIQUE
A magician can have all the preparation he needs and still pull off a lousy trick. Thats
because how you present the trick is just as important as the trick itself.
This section discussing Narrator Technique. What you actually do during the game.
How you stand, how you speak, how you present information. Everything.
When I go to conventions or game stores, I see a lot of Narrators sitting at tables, hiding
behind a screen, a monotone drawl oozing from their lips as they chew on potato chips and
suck down soda.
Now, I dont use this kind of language a lot, so pay attention.
This is bad. This is wrong. This is not how you engage your players.
Instead, I suggest the following.
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Mood & Atmosphere
One of the most important things to establish right up front is the mood and atmosphere of
Shanri. Now, some groups may not be comfortable with music in the background, candles
lit, costumes, or other things Ive got listed here. Ive tried to give you different kinds of
ways to establish a thoroughly ven feel to your game. Pick the ones you think your players
will like.
To begin, think of the ven opera. The way it looks. The way it smells. Dust and candle
wax. Perfume. Scent is a powerful and underestimated sense. Perfume the room with
scented candles. Go to the used bookstore, get some old books and leave them open around
the room. Old bibles and those Readers Digest books are the best: theyre big and smell
great. Nothing beats the smell of old books.
Dim the lights, but not too much. People have to see their character sheets. Give the
table a single source of light. Get an old brass lamp and put it right in the center of the
table, then turn off all the other lights.
You can also inuence the way your room feels by baking bread. This is really pretty
easy and goes a long way to making a room feel different. Freshly baked bread has a
distinct smell that invokes specic emotions. It just feels old.
Also provide exotic foods for your players. Finger foods are generally very affordable,
but dont get chips and salsa. No, no. Get cheese and those crackers that look homebaked. Cheese and crackers are generally just as cheap as chips and sodasometimes even
cheaper, depending on where you shop. Same thing, completely different feel.
You can also pick up a set of cheap wine glasses in most grocery stores these days for
twenty bucks or less: about the same cost as a set of plastic cups. Most even come with a
decanter. Fill up those glasses with your favorite non-soda, set out the cheese and crackers
and watch the attitude of your players change.
As for music, Ive collected and arranged a whole CD worth of music from ven opera.
You can play the set for free from my website. The link is at the back of the book.
As for maintaining the delicate mood youve set, I recommend using a story candle.
Heres how it works.
A little ritual of mine (appropriate for this game). The story candle sits in a special place
in the gaming room. Always in sight. When my friends get together, we chat about all
the things weve seen and done since we saw each other last. I give them about forty-ve
minutes or so. Then, I take down the story candle.
Everyone knows that as soon as I light the candle, the game starts. I turn down the lights,
take out the matchesdont use a lighter; theres nothing like the smell of sulfurand
light the candle. I usually also play a song appropriate to the theme of the night. If the
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players pay attention, they may even get a heaping helping of foreshadowing. As soon as
the song is over, I give a brief reminder of whats happened so far. Then, the game starts.
As long as the candle remains lit, the game is on. Monty Python quotes, questions
about this weeks episode of Heroes, Star Trek invokes are all Bad Form. As long as the
candle remains lit. Then, when the game closes, I blow out the candle, leaving everyone
in darkness for a few moments. Then, we turn on the light. I like that last few moments of
darkness. Everyone sits quietly and thinks for a moment. Well worth the silence.
Get Up
Now that youve got the room looking and feeling right, lets get you into order.
First, get rid of your chair.
Stand. Walk around. Talk to the players. Get over their shoulders. Sit on the ground.
Invite them to do the same thing.
Get up. Move. Get your blood pumping.
When you ll the role of an NPC, take on that role. If he has a limp, then limp. If hes
missing an eye, shut one of your eyes. If he lisps, then lisp.
Every NPC you play should have a distinct and unique voice. Lighter and sweeter.
Darker and angrier. Moody. Elated. Seductive. Heart-broken.
When you create an NPC, write down three things (yes, those Three Things) that are
true about the NPC. Make them physical characteristics, vocal patterns, mannerisms
something the players can see.
So, get up. Move. Show the players something. If they dont see it, then it doesnt exist.
Dont Look Down
Not just in a metaphorical sense, either.
When you talk to your players as an NPC, engage them. Look them in the eye. Dont
look at their shoes or their chins. Look them square in the face.
Talk to them like they actually exist. Talk to them like they are their characters. And
when an NPC gets shot down or humiliated or embraced or forgiven show them that
emotion in your eyes.
Dont look at your shoes. Dont look at your dice. Look at me.
Show it in your lips, in your voice, in every part of your body.
Pay attention to the way you move. Pay attention to the words you choose. Pay attention
to everything.
And look at them while youre plotting their demise. Let them see that in your gaze.
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Dont look down.
Look at them. Show the players something. If they dont see it, then it doesnt exist.
(My editor suggested this cheat. If looking someone else in the eyes makes you
uncomfortable, watch the space right below his eyebrows. Dont be too obvious, but just
make sure you are staring at that little patch of esh. Makes it a bit easier for those of us
who could use another rank of Courage.)
Show Me, Dont Tell Me
If the rst two didnt get you, this one should.
I cant tell you how many Narrators I meet who show me huge notebooks full of
world notes.
How much of this have your players seen? I ask them.
Almost none of it, they tell me.
My response is always the same. Then what good is it?
A Narrators primary job is to entertain the players. You do this by showing them the
world. Not telling them about it. Showing it.
Dont tell them about an super cool and obscure ven ritual you read about in some
archaeological journal. Show it to them. Write it into the adventure. More than that, let them
do it.
Let them feel the wind on their cheeks. The cool, cool wind on a hot, hot day. The sun
beating down, making your breath burn the inside of your nose. But theres the wind,
smelling like the sea, cooling your skin.
Let them feel the cramped Senate oor. The bodies in elegant gowns and robes too hot
for such quarters, making everything smell like bodies and perfume. The sweat beading
down your back. The itch you wish you could scratch. Silk, satin and velvet stuck to your
skin. The seat too small. The wine far, far away. And outside and outside that Autumn
breeze and open air. Not the smell of sweat and jasmine.
Let them feel the raucous party. The music overhead from the chamber orchestra
playing on the platform suspended over the room. The smell of powder in the wigs and
on the makeup. The smell of bacon and grilled chicken and steaming potatoes. The cool,
biting taste of the wine. And the taste of the hidden kiss you stole in that dark corridor
when no-one was looking. The smell of her hair still on your skin. Feeling her sweat on
the small of her back. The sound of her whispers in your ear. Promises to be kept when
all the res are put out.
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Let them feel the winter. The winter so cold, it makes your teeth ache. The painful
numbness of your ears and your nose. Blinking to keep your eyes moist. Your bones
aching. The wind sneaking through your winter clothes, scratching your skin. Your toes
burning. So cold, it burns. So cold, it burns.
The little things make the soup, my mother tells me. And I can still taste it. The beef
she sauts all night. The fresh vegetables she just picked up from the store, crunching
between my teeth. The broth, so hot it burns, but so sweet you dont care.
Show me.
Faking It
Sometimes the players will just catch you off guard. Theyll throw you a curve you never
saw coming and youve got two choices: duck or swing away.
This is what divides the men from the boys, my friend. The real test.
Can you improvise? Can you adapt? Can you overcome?
If you think you cant, let me persuade you just how wrong you really are.
Just like everything else, improvising is a skill. The more you practice, the better you
get. But there are some tricks you can employ to help you out.
And Im not going to talk in abstracts. Heres a real example from a real game I ran.
Consider this.
The group is in the Capital City, enjoying a leisurely afternoon between Senate votes.
One of the players remembers mentions of a catacombs under the Temple of Talia. He
decides he wants to go explore it.
You had no idea there were catacombs under the Temple of Talia. (In fact, neither
did I until I just wrote it down.) He asks for a Wisdom risk. Youre a Good Narrator, so
you dont want to tell him No. Besides, it sounds like the perfect opportunity to get the
players into real trouble! So, you tell him to go ahead.
He makes his Wisdom risk, comes up with a few details, and before you can reach for
the rulebook, theyre at a secret entrance in Talias temple, torches and swords in hand.
What do you do now?
Take a ten minute break. Your players will understand. Theyve just completely derailed
what your plans were and you need a second to catch up.
Me? I told them I needed to run to the bathroom. Five minute break. I locked the door,
sat down and started thinking.
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I thought about the players. I had a group of six, but only two of them could really
handle any kind of real trouble if it showed up. That meant four of them were stuck. They
didnt want to be down here in an underground nest of vileness, but they didnt want to
look like cowards, either. One of them even had Courage as a weakness.
The blowhard who wanted to come down here was the Serpent. He wanted to nd
lost scrolls, rituals, knowledge. He used that damn charisma of his to convince the other
players this was a great idea. Okay. This is his fault. Ill punish him. But Ill also give him
what he wants.
The character with the Courage weakness was the Fox. He was a dandy. A damn ne
swordsman, but his sword was the only thing hard on his body. When the orks come, hell
be the rst to scatter. Make sure he notices something when he runs away so I can isolate
him from the rest of the group. Divide and conquer.
The two ladies are a Bear and another Fox. The Bear isnt afraid of anything and likes
to prove it. The Fox is secretly in love with the Bear, so shes not going anywhere. Shell
bleed for him. The Bear knows this, but is faithful to his marriage, so hes torn. A Romance
is blooming between them. One of them just needs to make the rst move. Good. Ive got
them covered.
Two more. The Falcon and the Wolf. The two who are really prepared for this. As soon
as the trouble hits, everyone will look to them. The Wolf likes to ght (both the player and
the character), so hes actually looking forward to this. It will give him an opportunity to
show off (both the player and the character). The Falcon is a pretty quiet characterhe
pretty much follows the Wolf aroundso those two will stand and ght.
Okay. So, out of the six, we have one that will run, two that have an emotional
investment in protecting each other, one who wants to discover new knowledge, and two
more who will stand and ght.
Ill have the orks show up on a natural bridge over a seemingly endless crevasse. Large
enough for a ght, but narrow enough for folks to fall off.
For the wimpy Fox, Ill make him run into a spectre. Thatll scare the hell out of him.
He will be by himself. Everyone else occupied by the orks. The spectre will be a beautiful
woman who seems vaguely familiar. He may even remember her from a portrait in his
mothers castle. She touches him and he passes out. When he awakens (or the other players
wake him up), he has a shock of white in his hair and his right eye is silver. I have no idea
what that means, but Ive got time to gure it out later.
For the potential Romantics, Ill have one of the orks grab the weaker of the two (the
Fox with Strength as a weakness) and throw her into a pit. The Bear will want to catch her.
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Thats a Strength risk, so hell handle it no problem. Ill use the orks Strength so the risk
will be contested. I know the Bears Strength is ve and he has an appropriate Aspect, so the
Bear will be rolling eight dice at least. Ill give the ork sufcient dice to make that challenging.
Make them sweat a little. The Bear will probably succeed, but hell still worry. And the poor
little Fox will have her big handsome Bear save her at the last second. Excellent.
Meanwhile, when the orks attack, the Falcon and Wolf will have their hands full holding
them off the land bridge. But just ghting isnt enough. Lets make it more interesting. The
orks are using bows. Thats right. Bows. And tactics. This should catch the ven off-guard.
Bows?!?! Give the Falcon and Wolf something to do.
Meanwhile, the curious Serpent will get distracted by an ork in the background with a
bloody knife. Whats he doing with a bloody knife? It looks like hes chanting?
When the ght is over (and the wimpy Fox is recovered), the two potential lovers have
that awkward thank you for saving my life moment. The Wolf and Falcon have a story
to share. And the Serpent nds scrolls in a language he does not understand. Not the
language of the sorcerer-kings. Not ven. Something different.
Five minutes in the bathroom. Im ready for them now. Of course, things will not go as
planned. But Ive got goals and thats more than what theyve got.
So, there you have it. A real example of improvising. How did I do it? Easy.
I listened to my players. I know what they want. I give them what they want. The
Serpent wants mystery. The Wolf and Falcon want adventure. The Bear and Fox want
Romance. The wimp wants to be the comic relief. I give them what they want and drive
them by their own desires.
(My editor demands an example.)
One of the most famous villains in ven literature is Count Kether. I took the liberty of
introducing him to my playtest groups. He was charming, witty, seductive and completely
insane. And not in the cute, cuddly way. No, let me show you how insane.
I spent a little time thinking about one thing Kether could do to each of the player
characters if he had the chance. I didnt look at what they held dear or sacred. No, no, no.
Quite the opposite. I looked at what each character wanted. Then, I thought of a way for
Kether to give it to them.
As it turned out, Kether got that opportunity with a young Bear named Lyssa. Lyssa
didnt like ven court. She didnt like manners, but instead, valued honesty. She didnt like
cleverness, but instead valued Strength. She didnt like being a ven and never once tried
to hide it. (Three Things.)
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She also didnt like her husband. She thought he was weak. Always dependent on her.
But he was useful: she let him take care of the Season Actions. At the end of each game
session, Lyssas player always lamented how much she wanted to get rid of her husband.
If only someone would get him out of my way.
You see where this is going.
When he rst met Lyssa, she knew his reputation. A cunning Fox with a are for the
dramatic. Little did she know he was also completely smitten with the young Bear; a
secret he kept to himself until the right moment. That right moment came at a masked ball.
Kether wore the same costume as an old ame of hers from many years ago. She mistook
Kether for her youthful dalliance, and when he asked her to share a bottle of wine with
him, she accepted.
A dark room. Candles. The scent of ambergris.
A large box on the table. Lyssa asks what it is. The masked man urges her to open it. It
is for you, he says. She opens it and nds her husbands head inside the box.
If only someone would get him out of my way.
I had no idea how she would respond, but I didnt want to know. I wanted to play the
scene from there.
A different path for each player, depending on which one I got to rst. Contingencies,
not plans.
Spotlight
One concept Ive been toying with myself is the idea of the spotlight. I didnt think of this
one; Ive been hearing a lot of people talk about it, but Ive been toying with it for a while,
trying to give it my own twist.
Every session, pick one player. That player has the Spotlight. (Capitalizing it makes it a
rule.) This means that player is the focus of the game. The Narrator and the other players
work toward making that players ven the center of that session.
Using the Spotlight allows you to focus all your powers on a single player. Ask the other
players to take the roles of signicant NPCs
One character has the spotlight. Other players assist the Narrator in making that moment
special. Youll get your own. You play an important NPC in that players background.
Set your Spotlight on one character per Year. Let the players switch around the focus,
helping each other tell their characters stories.
THE MAGICIAN
Mix Backgrounds
If you nd a common element in two different characters backgrounds, nd a way to link
those elements.
For example, one ven has a favorite uncle and another ven is looking for the man who
murdered her mother. Turns out both of those NPCs are the same NPC.
One ven is having a secret affair with a married woman and another ven suspects his
wife is having an affair Guess who the common element is?
Read your players background write-ups carefully. If you look hard enough, youll nd
all sorts of ways to make your characters love you. Or hate you. Same difference, really.
THE GREAT GAME
Okay, you now have a strong basis to start thinking about how to run Houses of the Blooded.
The following sections give you specic advice on how to do this. I designed this section to
address the most common questions asked by playtesters who ran the game.
Enjoy.
GIVING OUT STYLE
One of the games I wrote previously used a mechanical bonus for rewarding players. The
game was 7th Sea and the mechanic was drama dice.
Now, having played in a few 7th Sea games, I can tell you the chief difference I found in
the way I run the game and the way other Narrators run the game is in the distribution of
drama dice. Much like style points, drama dice reward players for acting in character and
in genre. While I was giving out a dozen or so per session, other Narrators were giving out
perhaps one or two. Total. When I asked, Why arent you giving out more drama dice?
the answer always was, We thought they were special. Reserved for rare events.
Well, to prevent that misconception again, let me state right here, for the record what
my intention is. Lets answer the question. How many style points should I give out.
The answer. Tons.
Players make things harder on themselves? Give em style.
They use their wagers to make things more complicated? Give em style.
They add an element to the game that knocked you on your heels? Give em style.
Reward your players creativity with style points. After all, style points make all the
good things run. They refresh your Aspects, they give you a moment of narrative control,
they let you use your Blessings style is good. Give it away. Like candy.
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I usually give out at least ten style points per game session and I encourage other players
to do the same. Reward other players with style.
Also, the more you give, the more likely players are to use them. And we want them
using style. Especially to make little contributions to the game. Whenever a player asks
me a question about Shanri, I almost always answer, I dont know, and I point at their
style points.
How far is Count Kethers castle from here?
Did I know Shara when I was younger?
Where is my older brother?
Let them answer their own questions with style points. The more you give, the more
theyll have to contribute to the game, and the less youll have to think on your feet.
And let them kibitz, too. Trust me, having six or seven people all thinking about
an answer, all wanting to contribute, thats good. Giving them plenty of style to do it
encourages them to do so.
Give em style!
DIFFERENT VIEWPOINTS
This game was designed with the noble class in mind. Playing a kind of character you
really cant play in that other fantasy roleplaying game that shall remain nameless but
whos initials are D and D.
But what if you dont want to play nobles? What if you want to play that lower class
scum that allows the nobles to live their reckless and indulgent lifestyles?
Well, Ive got a sourcebook for that coming out soon. But until then, here are a few
other options.
At the end of a game session, as everyone is packing up, tell your group that the next
session is going to focus on different characters. Just one session. A pause in the storm. A
moment for reection and a break from the drama. Perhaps a bit of fun. When they ask,
Who are we going to play, you tell them this
The Midnight Game
This is best to use when youve just nished a party. A buddy of mine called it The
Rosencrantz & Guildenstern Game. The ven called it The Midnight Game.
When the nobles go to bed, the servants come out to play. Their masters and
ladies are all asleep (or pretending to be asleep) and that affords the servant class an
opportunity to let down their hair.
THE GREAT GAME
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Nearly every lord or lady has a maid or valet. (Even if they dont have the Vassal; that
just means your maid or valet isnt cool enough yet.) Write down your maid or valets name,
write down Three Things that dene him or her, and throw all those names at the Narrator.
Then, the Narrator throws all those names in a hat and everybody draws one. If you draw
your own, throw it back and pick another.
For the next game session, you play a maid or valet to one of the other nobles. Moving
around the house by candlelight, meeting with other servants for less-than-honorable
purposes, spying on other nobles, carrying out illicit affairs.
Spend a whole game session on the vassals. If your Narrator is generous, he may even
allow you to elevate a vassal to NPC status. If you are all very good.
I mean bad. Very, very bad.
Roadmen
Roadmen are a source of fascination for the ven. Hundreds of thousands of pages written
about these bold and adventurous ven going forth into the Wasteland, ghting for justice,
truth and all that other stuff.
Nows your time to do your duty to your lord.
Exactly like the Midnight Game above, everybody writes down a Roadman, the Three
Things, and throws those names into a hat. Draw. Play.
Because the nobles gathered have a common interest (I assume), their Roadmen will
likely have common interests. Never enough knights on the Road. Banding together for
safety is a wise strategy. You can cover more ground that way. Protect each other from orks
or bandits. After all, you dont want to be on the lonely side of the Mass Murder rules.
Roadmen encounter all kinds of dangers, but their primary danger is espionage from
foreign nobles. Spies sent to sabotage or bribe local villages away from your liege. And
then there are the orks. And spectres. And peasant revolts.
A Roadmans work is never done.
Yvtavia
Another kind of Roadman. A ladys Roadman. Same deal. Names, Three Things, the hat. Draw.
Protecting her journey from party to party. Protecting her journey from room to room.
Protecting her honor from a jealous lover. Protecting her honor from a jealous husband.
Wooing her heart. Winning her kiss. Waiting in the shadows as she shares her favors with
another. Protecting her with a broken heart.
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STYLE AND NPCS (THE NARRATOR VERSION)
You may have seen a section in the Player chapter about giving NPCs style points. If not,
go read about it now.
Essentially, what Ive done is told the players they can reward you for being such a
bitchin Narrator by giving the NPCs style points. The NPCs can then use the style points
just like players do: denying compels, vetoing wagers, all that sort of thing.
Hopefully, Ive gotten them all hot and bothered to do so, because if Ive done my job,
what were gonna do with those style points is so bad well, let me just show you.
When the players invest style in a character, theyre truly investing in the character.
Theyre telling you, I like this character and I want to see more of her. This is a good
thing, because all that investment is going to make the betrayal sting even more.
Lets go over what an NPC can do with style points.
She can deny compels: If a player tries to compel an NPCs Aspects, she can spend two
style points to deny that compel.
She can veto wagers: If a player uses a wager to dene something about an NPC, that NPC
can spend a style point to say, No, that isnt true. Players can do it, so can NPCs.
She can dene the world: Just like the players can spend a style point to say a little truth,
so can NPCs. They can even spend style to dene something true about a player
character. Especially when that player is out of style points.
The more the players invest in an NPC, the more powerful the NPC becomes. The
more powerful the NPC becomes, the more useful that NPC is to the players and
the more damaging she becomes when they screw up and lose her as an ally.
Even more painful when she turns out to be a traitor all along.
Get your players to invest style in NPCs. And dont worry if they read this section.
Dont worry at all. Theres a reason nobody wears black in Shanri.
Makes it hard to sort out the good guys from the bastards.
She can dene herself: The most important (and last) thing an NPC can do with Style is
dene herself. Use a Style to say something is true about herself. Her father, mother,
motives, desires. Anything. Giving a style to an NPC means she becomes more real.
And more dangerous.
Of course, only more dangerous for her enemies.
THE GREAT GAME
ROSES & THORNS: A SAMPLE ADVENTURE
HOUSES OF THE
BLOODED GAME WORKS FOR BOTH THE PLAYERS AND THE NARRATOR. I DREW
IT DIRECTLY FROM ONE OF MY FAVORITE PILLOW BOOKS. SHARA YVARAI, THE
FAMOUS CHARACTER FROM VEN LITERATURE, IS THROWING A PARTY. YOUR VEN
SHOW UP LOOKING FOR OPPORTUNITY. OPPORTUNITY TO MAKE NEW CONTACTS,
OPPORTUNITY TO TRADE, OPPORTUNITY TO CAUSE TROUBLE.
WROTE THIS
SAMPLE
ADVENTURE TO SHOW HOW THE
Of course, Sharas party is anything but typical. A whole series of events happen,
throwing her young life into absolute turmoil.
Shara wouldnt have it any other way.
The Party takes place in Sharas puzzle house. An old relic her father fought for long
ago. Accepting the invitation to Sharas party means each ven attending must bring
a gift. Shara throws a Party 2 (thats a rank 2 Party) meaning folks should probably
bring at least a rank 2 gift (something that can bank at least 2 style points). See Sharas
detailed description below for further advice on what to bring.
Ive drawn this adventure from the rst Shara pillow book. If any of your players
have already read it, dont worry, you can still throw them off balance. Set up their
expectations and dash them with hidden secrets. Besides, the other players will probably
do your work for you as they make Wisdom risks and spend style points.
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THE SET-UP
When I run Houses at conventions, I bring a few notes with me,
That which we take
without effort,
we throw away.
but in general, I allow the players to dene the terms. Heres
He
how I do it.
characters. I
First, we go through the process of making characte
connections.
encourage the players to make characters with connect
Only when we bleed
do we appreciate our
conquests.
Blood
I even go so farwhen I have timeto write up a Bl
time, I
Contract and make them sign it. When I dont have tim
box of
give them a pre-written Contract to sign. I also bring a bo
matches, just in case.
Roses &
Second, I give them the outline of the story. For Rose
Thorns, I tell them this:
Young, beautiful and dangerous. Shara Yvarais coming out party
p
Your
is an opportunity for Romance, trade, Contracts and murder. Y
young
Count (or Countess) wants a Contract with Shara. Convince the yo
Contract off servitude.
bbaroness to sign
i aC
i d
Then, I have everyone make a Wisdom risk. This is a
contested risk, so only the victor gets to use all his wagers. If I
feel merciful (the ven word translates to weak), I give those
with a Wisdom weakness a free wager. The result of the risk is
What do you know about the circumstances of the story?
For Roses & Thorns, the question usually hinges on Shara,
her party, the Count (or Countess). Because I do not determine
the identity of the Count/Countess, the players can use their
wagers to determine the gender/identity of the character and
his/her motivations.
Im not trying to be clever with the ambiguity of gender.
By not identifying the PCs superior in any way, they are free
to say anything they want. The wagers they make give them
that opportunity.
Because the players dene the important elements of the
story, every time I run the game, it is a completely different
game. To show you what I mean, here are a few examples of
how wagers determined different circumstances.
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Dening Circumstances
I gave the players this information:
But she isnt
Shara is throwing a party.
She keeps a close eye on her barons
Shes Blooded of the Fox, but her mother
She has a nancial obligation involving the
was a Wolf.
Your Count/Countess wants Shara as a
vassal.
sorcerer
Hush money for using the Twins Ritual
Again, by dening the Countess, the
party came up with a completely different
The players gave me this information
circumstance for the adventure.
(each point is a different wager):
Our Countess is blind
Finally, a third group:
Shara is the one who blinded her
Our Count is fond of the Sea
Our Countess is Blooded of the Wolf
He is a Wolf
Our Countess has many enemies
His name is Marco which means Captain
Our Countess is cruel
of the Seas.
Our Countess is fair
He is most fond of Bejorak, Sharas uncle
Shara is unmarried
Bejorak is also the father of one of the PCs
Our Countess gives generous gifts, but
always at a price
With these facts in mind, the players
embarked to woo Lady Shara. A relationship
had already been established with the wagers,
(making Shara a cousin)
Bejorak owes one of the PCs a favor
Our Counts wife is dead
And hes looking to make Shara into his
wife
making their job difcult (I gave two Style
Our Count has a daughter
to the player who made the job so hard).
And she likes me best!
Another group came up with this
situation for the same adventure:
Our Countess is a Serpent
Her Name is Wren Thorne which means
to serve the servants
If we cant recruit Shara, our Countess
wants her killed
Our Count sent a painting as a gift for
Shara
By dening the Count/Countess, the
players also dened their own goals. Kill
Shara, win her favor, get her to fall in love
with our Count. All of these are distinctly
different goals. I particularly liked the
Our Countess is a sorcerer
mixed goal of the rst group. They couldnt
But she keeps that a secret
decide if they wanted to win Sharas favor
She knows the Ritual to make twins
or kill her for blinding their Countess. The
She has a reputation as a lush
conict made for great story and I rewarded
them with Style.
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STORY OUTLINE
Ive divided this Story into two sections. The rst
details signicant NPCs at the Party and the second
details the Events.
For the NPCs, Ive listed a few details. Three Things
that are true about each NPC along with some details
of my own. When you introduce an NPC, announce
these Three Things. This allows you to set precedent
with the NPCs before the players get a chance to mold
them with wagers.
As for the Events, Ive also left those very scarce.
Theres really no reason to detail motives and
machinations here. Your pla
players will come up with
lets talk about the
all their own details. So, to begin,
b
Partys hostess
The future will forgive all sins
if you achieve what other men desire.
ROSES AND THORNS
9
38
NARRATOR
NPCS
Lady Shara, Baroness of Tilvia, Blooded of
to sign blood contracts to get them. A
the Fox
contract protects her: others will protect
First and foremost is the hostess herself.
her lands as long as she fullls her end of
Three Things about Shara:
the bargain. Anyone doing business with
Shes carrying a beautiful (and very
new) sword on her hip.
Calling her bold is like calling dry
ice chilly.
Her dress is well, its amazing the
damn thing stays on.
her will do what they can to make sure their
investments dont go to waste.
As the hostess, Shara expects a gift from
each ven attending. Although she is Blooded
of the Fox, she is much more attached to
her Wolf heritage. Gifts acknowledging
Shara knows what she wants and she isnt
that distinction earn guests a particular
afraid to take it. Relying on the easier to
fondness from their hostess.
ask forgiveness than permission philo-
Sharas lands are famous for rare and
sophy, she acts almost without reection,
exquisite spices. The pillow books invoke
relying on her mothers diaries as a guide to
one of the spices: avartha. Scholars disagree
her actions.
on exactly what this spice is, although it
She irts with everyone at the party,
seems to be a kind of sweet pepper. And it
regardless of gender or status. Men,
also seems the valleys of Sharas lands are
women, husbands, wives, counts, and
the perfect place to grow it.
dukes. But Sharas technique is a bit more
Despite what the ven may think of her,
sophisticated than most: youre never really
Shara does not share her favors lightly
sure if shes irting with you or not. Her
if at all. She knows the most powerful
intention is to create desire but never give
motivator is desire. What we want. And the
anyone a justication for it. Its a strange
res of wanting is quenched by having.
alchemical mixture: bold suggestions made
through the most subtle innuendos.
She is particularly distracted by the
appearance of Valin Burghe. The two were
Sharas behavior gets her closer to
childhood friendsbefore the tragedy
what she wants: protection for her fathers
that stole Valins family from him. A new
lands. She wants Contacts and shes willing
opportunity to reunite with an old crush.
ROSES AND THORNS
39
0
CHAPTER 14
Lord Valin Burghe, Baron of Ishnavay,
Lady Peacock, Duchess of Qvar, Blooded of
Blooded of the Bear
the Fox
Three Things about Valin:
Three Things about Lady Peacock:
His hand seldom leaves his orichalcum
sword, strapped to his belt.
She knows everyone.
Shes surrounded by admirers.
He is quiet and only friendly with
Shara.
She knows everybodys secrets, no
matter how well-hidden.
A dark, shadowy gure follows his
every step, whispering advice.
Lady Peacock is a common character
type in ven pillow books. The Dowager
One of Sharas guests is the Baron of
Duchess. An older, more experienced
Ishnavay,
woman who guides the younger, less
is
Valin
youngonly
Burghe.
The
twentyand
Baron
recently
experienced heroine of the book.
returned to public life under mysterious
Lady Peacock could be of great help to
circumstances. When he was only a boy, his
little nobles or she could be a great pain.
family was murdered by a spectre. For over
She could even be dangerous. Shes rather
a decade, the lands remained haunted; all
ippant and doesnt seem to take anything
those who dared enter the castle murdered
seriously. But, in fact, she is ercely devoted
by the creature. It was only last Season that
to those who treat her with respect. Shell
Valin returned to his homeland and slew
even put her own reputation in danger to
the spectre. Slew it with an artifact from
protect them.
the sorcerer-kings. An orichalcum sword.
Valin is a walking conversation piece,
carrying the sword with him wherever
he goes. He seems uncomfortable at the
party, but his shadowy doctor that never
leaves his side guides him through most
social traps.
Anyone who pays any attention should
notice Valin doesnt want to be at the party.
Hes here to meet with the only friend he
knows. Anyone else is an annoyance until
proven otherwise.
ROSES AND THORNS
Lady No, Countess of Ival, Blooded of the Elk
1
39
NARRATOR
Count Kether, Zsanosz Yvarai, Blooded of the
Fox
Three Things about Lady No:
Shes a poison teddy bear.
She
has
three
dead
Three Things about Count Kether:
husbands.
Currently looking for a fourth.
She has some kind of relationship with
Zsanosz, Count Kether.
Hes an honest, loyal and honorable
ven.
Hes also the most ruthless bastard
youve ever met.
Lady No is small, demure, and absolutely
darling. Shes also one of the deadliest guests
He has some sort of relationship with
Lady No, the Countess of Ival
at Sharas party. Her three ex-husbands,
He never breaks a promise. Always
all mysteriously deceased, provided her
keeps his word. Keeps to the absolute
with a great deal of land, elevating her
letter of the law. And hes the one of the
into the middle level of society. She also
most black-hearted bastards ever to grace a
demonstrates all three of the villainous
pillow book. Zsanosz, the Count of Kether,
traits: red hair, pale skin, grey eyes.
is an intriguing dichotomy.
Men dont know whether to fear or
Zsanosz is also good friends with
desire her. Women dont know whether to
the Duke of Syvala (see below) and has
admire her or scorn her. All three of her
a special relationship with Lady No.
husbands were stolen from other marriages.
Everyone knows about it, but nobody
The wives mysteriously oh, you get the
knows what it actually is or to what extent
picture.
the two might protect each other or
Lady No is deadly. Shes also damn
betray each other.
clever. Theres a reason shes gotten away
While Zsanosz is Blooded of the Fox,
with so much without ever getting caught.
his suaven is Jaymin Steele. And it shows.
Crossing her is a mistake.
Starting a
Hes willing to do anythinganythingto
Romance with her could be the last thing
extend his lands. Make any promise, cut
you ever do.
any throat. But hell never break his word.
Id do it.
Never.
ROSES AND THORNS
39
2
CHAPTER 14
Dannin Steele, Duke of Shyvala, Blooded of
the Elk
Three Things about Duke Dannin:
Hes due to become the Earl any
Season now.
Hes spent time in the Senate trying to
And thats how the majority of ven see
Duke Dannin. He is approaching Solace.
Perhaps the Winter Madness has come
soon, clouding his mind and darkening his
thoughts.
Or, perhaps hes right.
convince the Senators about a threat
Lady S of the House Falcon
of smart orks.
Hes an Autumn ven, single, and every
woman in the Senate wants him.
When he enters a room, all the ladies
look. The walking, talking evidence that
Blooded of the Falcon
Courageous (Courage is her highest
Virtue)
Long, brown hair
ven really do age into Beauty. Some claim
Lady S is a practical woman. She doesnt
he may even be the truest descendant of
like politics and she particularly doesnt like
Jaymin Steele himself. He makes allies of
shenanigans. Her vassals have been drawn
his enemies and elevates his allies. A true
from the unblooded she felt she could trust.
gentlemen, the most popular ven in the
This means almost all her vassals are at least
Senate. Until recently.
a little rough around the edges. Manners
At the last meeting of the Senate, he spoke
isnt her primary concern, loyalty is. She
of an unspeakable horror. The possibility
wont keep secrets, so dont ask her to. In
of orks organizing in his lands. He brought
fact, she may take it as an insult.
a spear, carved with what looked to be
She doesnt suffer fools. She doesnt
primitive language. He spoke of them using
tolerate
tactics. One of his Roadmen talked of a
condescending Blooded who think they
village. A village! What nonsense.
can talk down to her vassals. Shes a erce
liars.
She
particularly
hates
Of course, no-one in the Senate takes
Falcon (I made Prowess her second highest
him seriously and the claims have begun
Virtue) and shell shed blood for a friend.
to stain his reputation. The more ambitious
She doesnt have many friends.
Senators see this as an opportunity to
steal the lands of a ven who seemed all but
indefatigable a month ago. His allies see a
ven failing in a very public way and cannot
come to his aid for fear of being associated
with his madness.
ROSES AND THORNS
Sharas Seneschal
Three Things about Sharas Seneschal:
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39
NARRATOR
Baron Xanos, Blooded of the Falcon
Three Things about Xanos:
Hes tall and creepy.
He carries a bow, but no sword
Hes thin and creepy.
He looks like he slept in his clothes
Hes creepy.
He doesnt say anything unless hes
He stands a head taller than the tallest ven.
spoken to
Hes deep into Winter, his Solace Aspects
Xanos is everything youd expect a
the most prominent. His height. His brittle
Falcon to be. A walking, talking clich. But,
thinness. His smile. His damned smile. His
theres a slumbering storm under that calm,
paper skin. His chilling touch.
quite demeanor. Xanos does not tolerate
No ven knows his name. Every room
the games the ven play. He knows them, he
they enter, every corridor they walk, even
can play them himself, but he doesnt put
in the garden maze he is there. Waiting
up with them.
patiently. Eager to serve. His voice, high
Xanos went native two years ago, living
pitched. As emaciated as his skin. His
with the orks. He learned many of their
gleaming teeth.
secretsincluding their languageand
The Seneschal seems to be a part of the
knows much about the ruins of the
puzzle house. And no-one knows his name.
sorcerer-kings. He knows Sharas lands
Well, almost no-one.
quite well and yours for that matter. In
fact, he probably knows your lands better
than you do.
Xanos isnt interested in being anyones
Master of the Road. Hes already been
there and done that. What hes looking for
is something else. Two years ago, his Count
was murdered and the criminal never
identied. Xanos suspects his lords wife
was responsible but he has no evidence.
He has secrets, but no evidence. Hed be
more than happy to trade one for the other.
ROSES AND THORNS
39
4
CHAPTER 14
Baroness Niassa, Blooded of the Elk
Niassa is quite infatuated with Duke
Dannyn and will do almost anything to win
Three Things:
Niassa is always with her Maid, Alyss
his heart. Even betray him.
Young Alyss has a few secrets of her
She is Blooded of the Elk
own. While looking completely harmless,
She is an Autumn
Baroness Niassa is a dear friend
Alyss is actually a Blooded and cunning
honestly!of Lady Peacock. The two
spy master. Nothing escapes her notice.
go back a long time. Niassa is also never
Because few Blooded actually pay attention
without Alyss: a petite, demure, harmless
to her, she is able to spy for her lady with
little girl who always seems out of place.
little difculty. She also has a deeper secret:
Niassa sees Alyss as the daughter she never
she has Devotion for the forbidden suaven,
had and will go to great lengths to protect
Ikhalu. Using her illegal Blessings, she
her. Niassas Solace Aspect is her voice:
ensures Niassas safety and security. Not
never rising above a hushed whisper.
even Niassa knows of her maids secret.
PLOTS
This section gives you a brief idea of what exactly happens at Sharas infamous Party. Like I
said, if the players are familiar with the work, dont worry. Theyll soon spin everything away
from the canon of the novel. Just throw the Event at them and watch what happens.
Tulpa Murder
When I ran the adventure for two
At some point during the evening, a tulpa
different groups, both came up with
(see Sorcery) of one of the guests is found
different suspects for the crime. Both
murdered in the halls. It could be anyone,
for who created the tulpa and who killed
but picking someone the ven have a
it. The rst group found a tulpa of Duke
fondness for is most effective.
Dannin, created by the Dukes Spy Master.
Theres really no need to know the who
He created the tulpa to protect his lord. The
and why behind this act. The players will
murderer mistook the tulpa for the actual
determine that with their wagers. Just
thing. The second group came up with a
throw the body at them, let them make
different answer. The tulpa was actually of
Cunning and Wisdom risks, and watch
Shara, sent from the Blooded of the Serpent
them build motives and machinations.
as a kind of warning. Making her an offer
she shouldnt refuse.
ROSES AND THORNS
Ikhalu Cult
The Ikhalu cult is a prominent part of
many blood operas. The ven fascination
with Revenge makes Ikhalu an intriguing
5
39
NARRATOR
in the corridors. A relic. An artifact. A secret
even Shara does not know.
They want the house. And theyre willing
to do anything to get it.
enigma. The forbidden suaven who grants
the most sacred and holy gift.
The Spectre
The Ikhalu cult is present at the Party
Wandering the halls of Sharas puzzle house
and they are present to murder someone.
is dangerous. Rumors say a spectre waits for
Who that is and what they want is up in
the lost. Waits to drink their blood and steal
the air. In the original story, the cult was at
their Seasons. Whether or not the rumors are
the Party to murder Duke Dannin, but just
true, they provide an interesting possibility.
throw a nameless servant with an Ikhalu
dagger into the mix and see what your
After all, even Shara does not know all the
houses secrets
players come up with.
The Hunt
Serpent Plot
Shara holds a Hunt, giving her guests an
A small contingent of Serpents have shown
opportunity to let their Swords meet the day.
up, accepting Sharas invitation, even
The orks in her nearby Forest have been
though they have no reason to be here.
giving her problems, and by letting a whole
They meet together, they speak together.
host of ven loose on the scene, she clears it of
They have a goal.
the Trouble she had been experiencing.
They want the house.
Something in Sharas puzzle house
intrigues them. Perhaps it is the mysterious
Of course, many things can happen on the
Hunt. A stray arrow. A poisonous ork claw.
A wayward kiss nding unsuspecting lips
Seneschal. Perhaps a hidden hallway deep
ROSES AND THORNS
39
6
CHAPTER 14
ADVENTURE IDEAS
As I said, writing adventures for Houses is easy. All you need is a premise. Your players will
use wagers to create NPCs. Friends, enemies, rivals. The premise of a Houses adventure
is seldom the focus of the adventure. It only provides the initial details. Your players will
provide the rest.
The Storm
Imagine all the secrets you can learn, all
Travel is always dangerous in Shanri, but
the favors you can earn, all the power you
never so dangerous as when the Storm
can acquire. But be careful your new
nds you. The producers of Twister must
master keeps a strict eye on his Vassals. Not
have been thinking of the Shanri Storm.
to mention his black iron altar hidden deep
Its smart. Its vengeful. It hates you. And
in his castle. You know, the one he sacrices
it is trying to kill you.
babies on to appease his dark suaven.
Visiting a Distant Suaven
Wedding
The journey to visit the resting place
The going to a wedding is the making of
of a suaven is more than just a physical
another. Heading off to participate in a
journey; it is a spiritual journey, lled with
wedding may not seem like much of an
symbolism and meaning. As the co-author of adventure, but thats only because youve
the journey, be sure to put difcult choices
in the journey, all choices important to the
suaven in question.
never been backstage at one.
Weddings are huge, dramatic affairs where
everyone involved loses all sense of priority.
Upon arriving at the Temple, a visit with
Life-long friends declare blood Revenge.
the suaven, a waking dream. Reection on
Women ght over the most meaningless
those choices and how they could have
details. Last minute efforts to dodge out of
been different. How the ven succeeded
responsibilities. And does anyone know
and how she failed. Check out some Native
exactly where the bride might be?
American spirit journeys and the Arthurian
Grail Quests for more inspiration.
Bargains are made, Resources exchanged,
and parents look at their own children,
wondering if there might be an eligible
Becoming Seneschal to NPC liege
A powerful NPC asks one of the ven to
become his Seneschal. This allows the
match to be made.
By the way, what are those orks doing
over there on the edge of the woods?
other ven in your group to ll other roles.
Spy Master, Master of the Road. Access to
Spring Party
lands and Resources not available to young
A spring party is when a young noble
ven. Also plenty of Trouble.
changes his name. His rst act of adulthood.
ADVENTURE IDEAS
7
39
NARRATOR
Another excuse for nobles to gather and
Or, they do not nd orks, but nd evidence
plot and trade and scheme. Fall in love. So
of someone planting fake evidence. Spears
many young men and women in one place,
and shields. Footprints. Roughshod huts.
all eager for Romance.
So young. So easy to manipulate. So
Puzzle House
easy to fool into life-long contracts binding
Exploring a puzzle house is no small affair.
them forever.
These were the homes of the sorcerer-kings.
Of course, at this particular party, the
Untold dangers. Horrors. Secrets. Some
noble in question is of marrying age and
houses seem to defy time itself. A ven walks
her consort was recently killed on an ork
in through one door and steps out the other
hunt. Shes available. Ripe for the picking.
side twenty Seasons later.
What the ven dont know is shes playing a
Go too deep and discover endless black
game with her two friends: who can collect
corridors. Whispers. Shimmering visions.
the most promises from desperate old men
Spectres. Go on. Tie off a string and make
willing to do anything to win the favor of a
your way down. Stairs and stairs and stairs
beautiful young girl
and stairs and stairs and stairs and stairs and
stairs and stair and turn around and face the
Ork Hunt
door you never came through.
Following on the heels of Duke Dannins
There is also the rumor of the heart of the
and
house. A place where well, nobodys really
Baronesses go out into the Wasteland to
sure what may be there. But it cant be good.
suggestion,
the
young
Barons
nd these smart orks. Some options.
They nd ven dressed as orks, hoping to
People Problems
stir up the rumor of smart orks. Of course,
Trouble calls in many forms. Sometimes, it
Duke Dannin knows nothing of this.
even knocks on your backdoor.
An attempt to discredit the Duke and steal
his lands.
Or, they nd those same smart orks.
When you have Trouble in your Farms,
Cities or Villages, its because your people
are angry. Why? Time to nd out.
Using tools (spears and bows), living in
Solving Trouble in populated areas can
buildings, speaking to each other in a crude
require a good deal of subterfuge. Perhaps
language (a variation of the old sorcerer-
a rabble-rouser has the people in a fury.
king tongue). The orks also seem to have
Talking about justice for all, equal rights, that
their own kind of magic. Something to do
sort of thing. Or, perhaps your people are
with names. Nothing to compare with ven
terried of some monstrous ork wandering
sorcery, of course.
their streets at night.
ADVENTURE IDEAS
39
8
CHAPTER 14
Finding Something New
The ven are always looking for unknown
on your doorstep, begging for protection.
advantages. Thats why they comb the
What do you do?
ruins of the sorcerer-kings. New Artifacts,
new Rituals. If another ven nds it, you
The Calling of a Suaven
want it. Thats how it works. Better to have
Not all ven are called by their own Houses
it than to want it.
suaven. Foxes hear the call of the Wolf.
Finding something signicant on your
lands is another matter. The ven start out
The Elk hear the call of the Falcon. The
Bear hear the call of the Serpent.
small. Theyre Barons. They need each other
What happens when you do? Do you
for protection. But if they nd something
ditch your old suaven for the promises of
awful, something terrible, something so
another? Do you travel to their shrine or
unspeakable theyll have big bad ven
temple, seeking their visions and Blessings?
knocking on their doors, hat in hand, on
Many tales of ven giving up everything
bended knee. Just for an opportunity to get
they own to answer a suavens call. Your
it for themselves.
ven could hear that call. Could be hearing
If your players bitch about not having
it now
anything cool, give them something cool.
Secret Army
Then watch them rush to get rid of it as fast
as possible.
Armies are illegal. No ven may raise an
army. Then again, sorcery is illegal, too.
Neighbors and Fences
Isnt it?
The ven in your group arent the only ven
What if you got together your peasantry,
in the world. They have neighbors. And
put them in black garb, put spears in their
good neighbors are like walls. They protect
hands and taught them how to protect
you from danger.
themselves? A crime, yes, but who is going
Maintaining a relationship with a
to catch you? And who can truly punish
neighbor presents all kinds of problems.
you? The Dukes and Counts doing the
Peasants from his lands running onto yours,
same thing?
hoping youll protect them from his tyranny.
Orks from his lands nding their way to
And what about those orks? They can
hold spears, cant they?
your lands because he doesnt cull their
numbers. Or even the other way around.
What if his Spy Master defects? Or
his daughter? Or his wife? Showing up
ADVENTURE IDEAS
Passing into Solace
Passing into Solace an adventure? Youre
damn right it is.
9
39
NARRATOR
Before your ven passes, he has to make
Duke Cxexk (kuh-chez-yk) dies. He has
preparations. He has to make sure his lands
a son, but that son does not have the strength
will go to his heirs. That means nding
to claim his fathers lands. The Duke died
support in the Senate. He has to make sure
under the blade of Lady Falvren, whos eyes
his neighbors wont invade. He has to make
burned with the black re of Revenge. When
sure shrines and temples are built in his
the fever passed, she was not prepared to
name. He has to make sure his possessions
take the Dukes lands, either.
pass into the right hands.
So much to do and no more time.
Both the Dukes seneschal and the Lady
Falvren have come to you. They want your
support in the Senate when it comes time
Bad Marriage
to claim the lands. Both make you promises.
Someone you knowpossibly even youis
Both make polite threats. Which side do
involved in a marriage. It just has to be put
you favor?
to an end. But how do you accomplish that?
Bandits
Murder is out of the question.
Or is it?
You would think they wouldnt be much
You cant just arrange a Romance;
Trouble, but theyre everywhere. On every
indelity is not grounds for divorce. In fact, Road, in every Region, every Province.
there really arent any grounds for divorce
Robbing your supply lines, stealing your
in ven culture. So, how do you get someone
source of income.
out of a bad marriage?
Youve already promised that wine to
Find a way.
Lord Balchenioux. Youve already received
Of course, these kinds of problems are
the steel in return. Hes expecting it. You
best solved before the marriage is made legal.
have to go out and deal with the bandits
who stole it and the noble who happens
Death (and Inheritance)
Theres the other end for a ven. Death. The
cruel gift.
to be sponsoring them.
Perhaps its even Lord Balchenioux
himself? Or perhaps his wife, hoping to
When a ven dies, the law states all his
distract him long enough so she can carry
property is forfeit. Unable to protect even
out her own little plots and plans behind
his own life, he has proven he was unable
his back. Or perhaps shes intentionally
to protect his property. Typically, that
starting a ght between you and the Lord.
means the ven who killed him inherits
His death would make it easier for you and
everything, but that is not always the case. her to meet on those sequestered holidays,
For example
now wouldnt it?
ADVENTURE IDEAS
40
CHAPTER 14
I mean, a woman plotting to put her
husband and her lover in the middle of a
Revenge just so she can get what she wants?
Its absurd! Outrageous! Preposterous!
Its Opera. And bandits.
get mobbed by bandits, who are usually in
collusion with the tax collectors anyway.
Yes, each of these is an adventure in itself,
but this one is simple. Collecting taxes. Of
course, that also means youll be hearing
all the plights, trials and travesties of your
Lieges Birthday
vassals daily lives. Perhaps you might even
So, your liege lord has just turned from
nd it in your ven heart to do something
Summer to Autumn. Time to get him
about them.
something spectacular and impressive. Of
course, youll have to outdo every other
War
vassal trying to get his attention. Exactly
War is something that I despise, but we
how are you going to
should spend time talking about it.
Whats that? Hes coming to visit you?
Here? Now???
Every once in a while, some Duke or
Count gets it in his head that he should be
Yes, your liege has made up his mind.
the Emperor. He gets a few allies together
Hes spending his birthday at your castle.
and they make a mad dash to unite Shanri
Are you prepared? Hes also decided to
under one crown. Of course, everyone else
throw the party here. Not that you can
gathers up their resources to stop him, and
argue. Hes in charge after all. Hes the one
in the end, blood is spilled, borders shift and
who actually owns the castle. Youre just
the whole face of Shanri changes again.
watching it for him.
This is the arching storyline in The Great
So, get everything ready. And be sure
and Tragic Life of Lady Shara Yvarai. The War
his wife and mistress have rooms set far
of Seven Swords. It starts out as nothing. A
away from each other. And his second
whisper. A feint touch. When its over, it is
mistress. And third.
blood, blood, blood. Shanri is like a cannon
with a hair trigger, just waiting for someone
Collecting Taxes
to twitch. And it doesnt take much.
Someone has to do it. If it isnt you, who?
Besides, collecting taxes makes sure you
Forbidden Knowledge
get everything you deserve. Tax collectors
Orks have a Ritual to steal the magic in
skim off the top. They believe the sob stories
ven Blood. A knife, a prayer, and murder.
peasants tell them about the Winter cold
Where did they learn this Ritual? Certainly
and the Summer heat and the Spring rain
no ven taught it to them
and the Autumn drought. Tax collectors
ADVENTURE IDEAS
40
NARRATOR
Revenge
Pirates!
Revenge is never a simple matter, nor
Delivering Resources overseas, the Master
should it be something taken lightly. The
of the Road and his vassals have to face
ven view Revenge as an Art. Not a club,
many dangers. Among them are pirates.
but a Sword. Any ork can kill. It takes a
Nobles hire mercenaries to raid enemy
ven, with Cunning, Wisdom and Beauty, to
shipping lanes all the time. Stealing spices,
declare Revenge.
silks, metals and other resources, they are a
Making Revenge a long-term goal. Let
constant source of Trouble.
it take years to fulll. Ripen. Blossom. And
Escorting these vital treasures requires
then, nally, when the moment is right, let
strong men of breeding and character.
it wash over you like inevitable snows of
What the Duke wants moved, in addition to
Winter.
his wines and silks, is a large box, wrapped
in iron chains. Whats inside? If you listen
A Suavens Wrath
When you betray the suaven, they drop
their wrath on your head. Getting rid of
that wrath is tricky, but essential.
Lets say you get Talia Yvarai mad at you.
carefully, you can hear a voice. A womans
voice. Is that a woman? Maybe a child.
Of course, pirates want the box, too.
They dont know why. Theyre under
orders. Get the box and bring it back.
The suaven of Romance. Well, forget long
The box whispers to the crew. Begs
walks in the garden. Forget favors. Forget
them to open it. Nobody knows whats
any of that. Youll get nothing. Winning her
inside but you can bet someone is going
favor back? That takes Blood. Yours.
to nd out before the voyage is over.
Win the heart of the most cold, most
No Moon
calculating, most bitter ven in all of Shanri.
Until then, you can live with the wrath.
Dark Night. No Moon. The blackest night
when the suavens whispers turn mad.
Apology
Everyone gains a new Aspect: Suavens
Ven are big on promises. Dont make one
Whispers. There is no invoke, only a tag
you cant fulll. And dont apologize for
and compel. The tag is equal to the vens
anything. Not anything.
Devotion. The compel makes you act like a
But, in case you do, youll nd yourself
lunatic, throwing away all reason, all sense,
on a quest to make up for your failure.
embracing the dark shadow of your suaven.
After all, apologizing is admission of failure.
Followers of the Sacred Harlot become
Admission of guilt. And there you are.
If your break a promise, its time to pay.
lustful beasts.
Followers of the Bloody Wolf become
bloodthirsty animals.
ADVENTURE IDEAS
40
CHAPTER 14
Followers of the Falcons Friend become
impudent fools.
Followers of the Mother Bear become
over-controlling prigs.
Romance is a messy and mean business.
Youve got rivals and parents and brothers
and
sisters
and
arranged
marriages.
Maintaining a Romance is even worse. The
Followers of the Cold-Hearted Elk
ven have laws for such indiscretions and they
become even more emotionless and ruthless.
are not kind. Sure, society accepts Romance,
And followers of the Wandering Wise
One become something so dark, so sinister,
it may not be spoken.
but the law does not.
So, weve got lots of sneaking around.
Lots of innuendo. Lots of other people
For one night. No Moon.
trying to discover your secret so they can
At least once a Year.
use it against you. Blackmail is such an ugly
word
Repairing Your Reputation
A married woman or man approaches
You carry a damaged reputation wherever
one of the ven, looking to begin a Romance.
you go, hanging around your neck, biting
Besides the mechanical advantage of a free
at your heels, weighing down your hands
Aspect, she also provides a new ally. An
like lead.
important ally. A powerful ally.
How do you repair a reputation? How
do you restore your dignity?
Declaring Revenge is one way. Proving
And remember the consequences of
breaking her heart. Free Aspect, just to
hurt you.
the reputation wrong is another. Some
Because Romance gives a free Aspect,
ven spend years trying to demolish a bad
players want it on their character sheets.
reputation. Cowards challenging every
But make them work for it. Otherwise, its
swordsman they can nd. Unfaithful
just another Aspect, and thats just ignoring
husbands remaining steadfast by their wives.
the point now, isnt it?
A neglectful father restoring his daughters
faith in him. These are the acts of ven willing
to sacrice to x what went wrong.
What would you do?
Duel
Duels are Events. Huge spectacles. It is
easy to make a duel an adventure.
What if someone approaches the ven.
Winning a Lover
Secretly. A request. Throw the duel. Yeah,
If you cant think of a way to make this
she wants you to lose on purpose. Because
complicated, you need to get out more
shes in love with the other guy and she
often.
cant stand to see him hurt. Or lose face.
ADVENTURE IDEAS
40
NARRATOR
Hunting the Olivana
Please. Please. Shell give you whatever
Many mystical creatures in ven mythology.
you want. Whatever you want. Just lose
The Great Elk. Serpent. Primal animals from
the duel. Humiliate yourself for just this
which the ven draw their beliefs and culture.
moment and shell humiliate herself for you.
Hunting sacred animals is a favorite ven
Any night you want. Whatever you want.
pastime. Each House has its own ritual to
Please. Please.
perform before the hunt, appealing to the
You want Resources? You want land?
spirit of the animal, preparing for the kill.
Anything. Anything.
Then, the Hunt. Not just for ork, but for
what is truly holy and sacred. The olivana.
Murder Mystery
A murder mystery using this system is
Haunted Mine
a bit different than the kind of murder
Deep in one of your Mines is a doorway. It
mysteries youve played in other systems.
wont open for the miners, but it may open
You see, in this case, you provide the
for you. Especially if you know the correct
body and the players provide the clues.
ritual. Especially if you bleed on the lock.
Ive done it to every playtest group.
Kidnap & Ransom
Threw a body at them and let them
make
Wisdom
and
Cunning
risks.
A simple task. One of your relatives/allies/
Watched them build an elaborate scheme,
whatever has been kidnapped. Ransom
interwoven with treachery and Revenge.
demands have been delivered. It is now your
Its really that easy. Just throw a body at
turn to deliver the ransom.
them and watch them make the mystery
for you.
Of course, I also give bonus style
Remember: ransom is a legal action. If you
cannot protect yourself, you deserve what
you get.
points when a player provides clues that
Now, delivering the ransom is something
could point to more than one suspect.
else entirely. Delivering 3 Spices, 2 Stone, and
Good form. I also give big bonus style to
2 Metals is no easy task. All kinds of dangers
the player who provides clues that point
await you. Orks, bandits, rival nobles who
to him. Very good form.
dont want to see your cousin rescued.
And nally, I give mucho mondo
Theres also the option of stealing
bonus style to the player who spends
your cousin back, but that could involve
a wager and says, It was me, spends
bloodshed. Murder is still a crime, even
another wager and says, but the clues
though kidnapping is not, and kidnapping is
point to Lord Syther.
no excuse for murder.
Makes my heart quiver.
Good luck, Jim!
ADVENTURE IDEAS
40
CHAPTER 14
Even More Adventure Ideas
Just in case the above didnt give you any ideas for adventures or stories, heres a few more. Just nuggets
this time. But dont worry. With a few wagers here and there, your players will turn these little morsels
into four course meals in no time.
s A band of young heroes shows
s This Spring proved to be a
mean? Perhaps your enemy
up in your domain, killing orks
good Spring. Perhaps too good.
knows Or perhaps the
and capturing bandits. They
You have an abundance of
suaven is offering you the
are commoners with cunning
children in your domain and
enemys life in exchange for
and prowess. Do you hire them
the peasants are wondering
something
or let them move on to another
if youre going to increase
domain?
security. After all, someone has
to look after these kids.
or more of your villages. The
people claim it is a curse. A
s A peasant calling himself the
Arch Druid comes to your
s A drought has fallen on one
s Your sister (brother/cousin/
curse from a local suaven. Or
court. He insists the magic of
wife/whatever) comes to you
perhaps a spectre, poisoning
the land is in peril. He calls
with a broken heart. Her secret
the lands. Or, perhaps a more
himself druid, which is an
loverthe one she kept secret
mundane enemy.
old ven word meaning voice
even from youhas broken
of the land. But the land has
off the affair. She needs your
no power. Hes obviously a mad
help to declare Revenge on
near your lands. In unclaimed
man. Or is he?
the savage lover. Problem is,
territory. You know other
the reason the lover left your
nobles will scramble to claim it
sister is because youve started
as their own. Can you gather
goes wrong and you catch the
a new Romance with her old
enough force to take the
assassin. He claims to be sent by
lover. And he never told you.
land and place it under your
s An assassination in your castle
banner?
a beloved friend or relative. Do
you trust him? Or perhaps he is
only a ruse, a double blind.
s A new ruin has been found
s Youve been witness to an
omen: a vision from a suaven.
s An earthquake has shaken a
You do not revere this suaven,
neighbor who now asks for
nor do you understand the
your help. How much help
up on your door with the letter
omen. But you recognized
can you send? The neighbor
in hand, asking you how much
a face in the vision. A hated
is incredibly inuential and
you would pay for him to turn
enemy. What does the vision
powerful, but if hes asking for
s Or, perhaps, an assassin shows
his coat.
ADVENTURE IDEAS
40
NARRATOR
help, it means his lands could
s A terrible re breaks out in
get ready to defend it against
be taken as your own or by
your castle. Was it an accident
all the might your cousin ven
another if you do nothing.
or something a bit more
can muster.
sinister and intentional?
s Something is hunting your
people. A terrible ork that
s A family memberbrother,
s Something exploded. A
sister, mother, fatherfalls
your Roadmen cannot capture.
black re erupting from the
under the sway of a spectre.
It disappears into the night,
mountain. What was that? It
Black lips, yellow eyes, pale skin,
leaving no trail. No sign of
is on your lands. If you dont
black blood. There is no way to
passage. It seems intent on
go out to look, someone else
free them. No way at all. Unless
murdering your people. How
may and reap the benets.
that local ruin holds some kind
long will you wait until you
fulll your obligation to
protect those who serve you?
of secret. Perhaps the spectres
s A faithful band of villagers has
built a shrine to honor you.
Unfortunately, someone has
s Evidence of a cult has shown
up in your court. Evidence
secret name?
s A mysterious plague strikes
already defaced it. Who could
your lands. The land itself
do such a thing?
bleeds. The corn bleeds, the
implicating one of your
soil bleeds. Sorcery. But who?
most trusted vassals. Do you
s A neighbor has declared a new
assist the vassal or expel him
holidayin honor of himself,
immediately? If this evidence
of course. You need his help.
suaven leaves you with the
got into the wrong hands,
You need his friendship. Go
distinct impression that all
it could ruin you and your
bring him a gift and celebrate
temples and shrines to another
ancestral claims.
his self-made holiday the
suaven must be removed. The
pompous ass.
suaven your father/brother/
s Farmers report a boom in the
crops this Season. Twice as
s A cryptic dream from the
sister reveres.
s Spices, Wine, Metals, Food
many as they suspected. But if
but what about a new
someone doesnt nd a place
Resource? What about
nearby ports for years. But now
to put all this grain, it will spoil
Obsidian? Or Crystals? New
theyve come to you for help.
by the end of the Season.
Resources found in the
A curse on their heads from
Wasteland. And they must be
a nearby enemy. They swear
yours. Set up an outpost with
fealty to you, if only youll
your Master of the Road and
release them from the curse.
s Pirates have been raiding
ADVENTURE IDEAS
40
CHAPTER 14
ORK
Out there, in the hungry world, the orks wait. Waiting for the sorcerous blood and tender
esh of the ven.
This chapter details how you can make orks for your players to huntand orks to hunt
your playersusing traditional ven texts as a resource.
TERROR
Facing an unspeakable horror isnt your everyday kind of cakewalk. Oh, no. These things
brewed up by the sorcerer-kings can curdle your blood with a single glance. The trait we
call Terror represents that truth.
All orks cause Terror. Just how much depends on each ork.
Determine Terror
You, the Narrator, determine how much Terror an ork creates. The Terror rank goes from
zero (not at all frightening) to ten (altogether mortifying). Terror is a pretty arbitrary thing.
A large ork may cause no Terror at all while a very small ork may cause an insurmountable
amount of Terror. When you design your orks, determine just how mind-shattering that
ork may be. Then, assign the Terror rank.
An average orkthe kind the ven usually run into on hunting expeditionsis Terror 3
to 5. Minor orks cause less Terror while greater orks cause more.
Do not underestimate the power of Terror. A truly horrifying creature can completely
paralyze even the bravest ven. Take care how you assign your ranks.
The Effects of Terror
Whenever the ven encounter an ork, they must make a Terror risk. The ven roll Courage
+ any appropriate bonuses against the orks Terror rank. The Narrator rolls a number of
dice equal to the orks Terror and the players roll their Courage.
Use the standard rules for Courage risks found in the Virtues chapter. For the duration
of the vens encounter with the ork, they must suffer the penalty or enjoy the rewards of
their Courage risk.
ORK RANK
Each ork has an ork rank: an abstract and subjective number indicating how strong,
formidable or dangerous the ork is. Tiny orks with soft teeth are rank 1 ork. Huge, rebreathing, ying orks are rank 10 orks.
ORK
40
NARRATOR
7
Ork rank is the same as a vens Virtues. It provides a base number of dice for the ork to
roll in just about any circumstance. So, instead of rolling Strength or Prowess or Cunning,
the ork rolls Ork. A rank 3 ork rolls three dice. A rank 5 ork rolls ve dice. A rank 7 ork
rolls seven dice.
ORK TRAITS
Are ork Traits considered
Orks do not have Virtues or Devotions, but they do
Free Aspects?
have Traits.
Yes, they are. Makes em a
Traits are things distinguishing one ork from other orks.
little scarier, doesnt it?
Claws or teeth or tentacles or invisibility or spraying ink.
When creating an ork, consider the following Traits. Some
orks have wings, some have claws, others have fangs. Some
have all three. A few orks even have seemingly supernatural
A Note on Game Balance
abilities. They were created by the sorcerer-kings, after all.
Game balance rests on the
Narrator and the players
TRAITS AND ASPECTS
using good judgment and
Many of the Traits act as Aspects. They have invokes, tags
common sense. Throwing
and/or compels. This is for ease of use and not a standard for
seventeen Terror 10 orks
all Traits. Just because some Traits act like Aspects doesnt
against three ven with no
mean all Traits are Aspects. To tag or compel an orks Traits,
Prowess or Strength is not
the player must spend a style point and must know the tag
only stupid, but irresponsible.
or compel.
Giving orks some kind
The ven can use Wisdom and Cunning to determine an
of arbitrary valueoh,
orks tags and compels. Remember: Wisdom is foreknowledge.
something like a danger
Cunning is perceiving tiny details that present themselves.
rating or challenge
threshold is just silly. An
WEAPONS
ork is as deadly as the game
Many orks have Weapons as Traits: you can tell by the
master makes him. If the ork
(Weapon) listed after the Traits name. A Weapon allows
is stupid, the ven have an
an ork an additional attack per beat. Most orks only get one
advantage. If the ork is smart,
attack, but for each Weapon it hasnatural or otherwiseit
the ven have a disadvantage.
gains an additional attack. See Violence for more information
Wait a second. Smart orks?
on attacks.
Nonsense.
If an ork does not have Weapons, the ven may call the
Tool Aspect from the Violence chapter, as usual.
ORK
40
CHAPTER 14
Additional Arm
Burning
The ork can make one additional attack,
The ork produces some kind of uid that
dividing its attention between multiple
burns esh and melts bone. If a hit is
opponents. An ork may have this Aspect
successful, the injury increases each time
multiple times, each giving it an additional
the burning ven takes a risk. For example,
attack. The ork may use its Additional Arm
a rank 1 injury becomes a rank 2 injury the
in both duels and Mass Murder.
next time ven takes a risk.
When an ork dies, the burning ceases.
A Thousand Eyes
Invoke: This ork gains three dice for
This has something to do with the sorcery
used to create the orkthe ven arent
exactly sure why this happens.
Cunning risks.
Tag: Bright lights cause this orks
enemies to gain 2 bonus dice on any risk
against the ork.
Burrowing
The creature burrows into the ground,
removing itself from danger. This is
Blind spot
considered a Strength risk. The creature may
The ork has a blind spot, preventing it from
burrow and move to a different location as an
fully seeing the tactical situation. A ven may
action. Like most Aspects, using Burrowing
tag this for two bonus dice for the purposes
for the rst time is free, but using it multiple
of dodging an attack or hiding from the ork.
times requires a style point.
The ven can discover the blind spot through
a Wisdom or Cunning risk. If they spend a
moment or two to look at the ork, let them
know about it.
Tag: 2 dice on all risks against the ork
if the ven know the blind spot.
Compel: A ven may also compel the
Camouage
Invoke: 3 dice for hiding
This Aspect may only be invoked under
the correct circumstances. If the orks hide
provides the correct camouage, the ork
gains two bonus dice for hiding.
Aspect to make the ork move in specic
ways. Attacking particular foes (because
Claws
it cannot see the others), missing obvious
Claws count as a weapon, giving the ork an
advantages, etc.
additional attack risk per beat.
Invoke: 3 bonus dice for attack.
Compel: This Aspect can also be
compelled. Because the creature has claws,
it has difculty picking up items.
ORK
40
NARRATOR
Cowardly
The re blast can affect one character or
This ork does not want to ght, but will if
multiple characters. The ork has to spend a
provoked.
style point for each additional character it
wants to affect.
Invoke: None
Tag: A ven may tag this Aspect to
Merciful game masters may want to
gain two bonus dice when ghting with an
reduce the number of dice this Aspect gets.
obvious advantage.
If you qualify, get yourself a new pink t-shirt
Compel: The ork is cowardly and will
and paint WIMP on it.
run the rst chance it gets.
Gas
Fangs (Weapon)
Creates a haze of smoke/gas putting enemies
Fangs count as a weapon, giving the ork an
to sleep. Roll the orks rank plus ten dice,
additional attack risk per beat.
affecting a single target. Spend additional
Invoke: 3 bonus dice for attack.
style points (one-per-one) to affect additional
targets. The ven get to roll Strength plus any
Fat
This ork is a bloated mass of body fat.
other dice they can nd.
If the ork wins the risk, the ven fall asleep.
Tag: 2 bonus dice for the ven tagging
this Aspect. You may tag this Aspect
Glare
when the orks grotesque size proves
Using this Aspect gives the ork 10 dice against
disadvantageous. In other words, when
the vens Courage (and any appropriate
you have to be faster than the ork.
Aspects). Roll ork rank plus ten dice. Success
Compel: You can compel this Aspect by
for the ork gives the ven a new Aspect:
preventing the ork from taking certain actions
hypnotized. The Aspect may be tagged by
based on its size. Running, climbing, etc.
anyone, but may only be compelled by the
ork that hypnotized the ven in the rst place.
Fire
The ven cannot spend a style to ignore the
The ork breathes re. Ten dice worth of
compel, but must make a successful Courage
re. That is, when it uses this Trait, it uses
risk against the original roll.
its one risk to blow re over the entire area.
Tag: You are too hypnotized to notice
It rolls ten dice plus its ork rank against the
details. Opponents gain two dice to hide
vens Strength plus any other dice they can
from you.
nd to protect themselves from re.
Compel: The ork who hypnotized you
may spend a style point to force any action.
ORK
41
CHAPTER 14
Ink
Pride hides our weakness from ourselves
and reveals it to our enemies.
This ork squirts a blinding liquidtypically
inkat enemies, giving it a chance to
escape or ght a blinded foe.
Hooves
Roll ten dice plus the orks rank in a
The ork has hooves instead of feet or claws,
Cunning risk against the ven. If the ork
making it very fast, but also unable to
wins, the ven is blinded for a number of
traverse some kinds of terrain.
beats equal to the orks rank. A blinded ven
Invoke: 5 dice for movement-based
cannot defend himself, therefore, he cannot
roll any dice in any risks that require sight.
risks.
Tag: 2 dice for slippery or rocky
Invisibility
terrain.
The ork can become invisible, making it
Hibernation
difcult to see. To see this ork, a ven must
This ork hibernates during certain Seasons.
make a Cunning risk against the orks
It does not have to be the Winter Season
rank + 10 dice. Once the ork is invisible,
orks are strange that way.
it remains invisible. Ven who beat the ork
Tag: 2 dice when ghting ork during
at a Cunning risk see the ork and are not
affected by this Aspect.
sleepy Season.
Insubstantial
Invoke: The ork can turn insubstantial,
immune to mundane attacks. Only weapons
Iron Stomach
This ork can eat anything. Metals, stone,
ven. Anything.
made from orichalcum may harm the ork.
Lays Eggs
The ork may not harm the ven, either while
in this form.
Invoke: The ork gets three dice when
protecting its eggs.
Intuition
This ork has an almost supernatural kind of
danger sense, making it nearly impossible
to surprise.
Invoke: The ork has a supernatural
Tag: When threatening the orks eggs,
the ven gains two bonus dice.
Compel: A ven can compel this Aspect,
forcing the ork to protect its eggs rather
than take any other action.
danger sense. Gains 3 dice for surprise risks.
Muscle
This ork can use Grapples from the Violence
chapter.
ORK
41
NARRATOR
Nocturnal
Invoke: This ork can see at night, suffering
no penalty for darkness related Aspects.
Tag: Because the orks vision is so
sensitive to light, others can tag this Aspect
Most orks cannot regenerate Injuries
caused by re and/or orichalcum. A few
cannot regenerate from injuries made with
silver or iron. It all depends on your breed
of ork.
to gain 2 dice against it in the light of day.
Rhino Hide
Compel: A ven can use this Aspect
to compel an ork to run away from bright
This orks skin is so thick, weapons cannot
light, ashes of light, or other severe
pierce it easily.
light sources.
Any Injuries inicted on the ork lose one
rank. An ork may have this Trait multiple
Quadruped
times, each adding to the effect. For example,
This ork has four or more legs, making it
if an ork takes this Trait twice, any injuries
very fast. It gains three dice for outrunning
inicted on the ork lose two ranks.
other orks or ven. A quadrapedal ork with
Roar
hooves gains dice from both Traits.
The orks roar is so great, it stuns
Quickness
Invoke: This ork is particularly
opponents.
Make an ork rank + ve dice vs. the vens
quick, gaining three dice on any speed- Courage plus any appropriate bonuses. If
the ven is the victor, there is no effect. If
related risks.
Compel: Sometimes this ork thinks
the ork is the victor, the ven is stunned for
too quickly, making him act hastily in
one beat (cannot take any risk or action)
stressful situations.
plus an additional beat for every wager the
ork made.
Regeneration
This ork can invoke this Aspect to heal a
single Injury.
Small
The ork is particularly small, allowing
The ork rolls its ork rank plus three dice.
it to duck into small holes, dodge larger
A successful risk (TN 10, as usual) heals
creatures, and move in short, quick bursts.
that Injury. Each wager the ork makes heals
Invoke: 3 dice for being small.
an additional Injury rank. For example, if
Tag: 2 dice for being small.
the ork makes two wagers, it can heal up to
three ranks of Injury.
ORK
41
CHAPTER 14
Smell
Tools
The ork has a heightened sense of smell,
This ork knows how to use tools such as
allowing him to nd perfumed ven easily.
spears or shields.
Invoke: 3 dice for smell-related risks.
Of course, no ven would ever believe
Tag: 2 dice if a ven knows how to
such nonsense and would go far out of his
distract this advantage (crossing water,
way to ridicule any other ven who would be
covering your scent, etc.)
so gullible to believe it.
Compel: Distracted by powerful smells.
Tongue
Spines (Weapon)
This ork can speak the language of the
Spines count as a weapon, giving the ork an
sorcerer-kings. Granted, it is a crude and
additional attack risk per beat.
vulgar version of the language, but the ven
Invoke: 3 bonus dice for attack.
can understand it, nonetheless.
Most ven have never heard an ork speak
Swarm
This particular breed of ork doesnt travel
and will mock those who claim these beasts
can even think, let alone form words.
alone, but travels in a swarm.
Venom
The swarm can affect multiple ven at a
time. When using the Mass Murder rules,
This ork has one of the poisons listed in the
one wager spent by this ork inicts a rank
Poison chapter. It can deliver it through a
1 Injury on all ven and orks on a single
bite or even through a spear or other tool.
opposing side.
Wings
Tentacles
This ork may make two Prowess wagers in
a row.
This ork can y.
Add ve dice to any attack against a ven
while in ight. Also, attacking a ying ork
is very difcult. The ork gains ve dice for
any kind of defensive risk.
Lack of reason gives our enemies opportunity.
Even when comitting the most foul acts,
submit the most sublime apology.
ORK
41
NARRATOR
FASHUVA: THE FELL ONES
I told the players I would not speak of them.
I lied.
No ven reveres them. Their sleeping bodies hidden, sending dreams out to the vulnerable,
to the weak. Or the desperate.
These are the Fell Ones. The forbidden suaven. Use them carefully, my friend. They
are not balanced with the others. Their Blessings are twisted and evil. If your ven seek
them out, they will nd nothing but darkness and hate.
Power. Darkness and hate.
Use them carefully.
IKHALU: THE LORD OF REVENGE
When the ven rst found their freedom, two brothers sought to lead them to their destiny:
Uhmume and Ikhalu. Both spoke to the gathered, both made their appeal for leadership.
When all the words were spoken, the ven choose Uhmume. The brothers rivalry is now
one of the greatest stories in ven legend. After years of bloodshed, Ikhalu and his followers
were cast out. But that was not the last the ven ever saw of them.
The ven who revere Ikhalu do so in the shadows. The Senate declared worship of
Ikhalu illegal centuries ago: one of the few laws that remains without loopholes. Death is
the only penalty for any found with an Ikhalu shrine or one of his forbidden knives (see
below).
At the same time, the Senate recognizes that if Ikhalu has blessed a request for Revenge,
no ven may stand in her way. No ven, no ork, no law. Nothing.
Ikhalu has devotees but his cult is kept secret. Those who join his secret cult are called
ikhalya which best translates as children of Ikhalu. Ikhalus children believe the blood
of the ven carries sorcery. They also believe they can steal that sorcery through the use of
proper rituals. The Ikhalya use these rituals to steal the sorcery of other ven for a dark
purpose: to raise the Lord of Murder from his Solace.
The ikhalya are masters of disguise and the shadowy Blessings their suaven bestows
upon them. Also, every Ikhalu priest carries a magical dagger; a dagger that can steal the
sorcery from a ven and return it to Ikhalu.
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CHAPTER 14
BLESSINGS
Ikhalu assists his followers with powers devious and diabolical. Every ikhalya is given an
unholy dagger that steals sorcery and sends it to Ikhalu. His shadow-magic helps hide his
assassin-priests, giving them the ability to hide in plain sight and disappear into shadows.
Ikhalu also visits his followers in omens and dreams.
Unlike other suaven, the worship of Ikhalu is strict and regimented. The followers
perform initiations to move from rank to rank, until nally, they become fully trusted
priests in devotion to their dark lord.
At each rank of Devotion, the worshiper gains one Blessing, listed below.
Devotion 1: The Deepest Cut
Spend a style point when you give another ven an Injury. By invoking this Blessing, the
ikhalya gives his opponent a grievous Injury. This Injury does not heal normally, nor can
any sorcery restore the Injury. It heals one rank per Year.
Devotion 2: The Stolen Mask
By invoking this Blessing upon a body hes murdered, the devotee may steal the face of
his victim. He cuts the face from the body and puts it on his own. By stealing the face, he
steals the demeanor of the victim as well. The ikhalyas clothes appear to be his victims
clothes, his voice sounds the same, even his possessions are identical. The deception is true
until the ikhalya removes the mask or until dawn. The face then shrivels and cannot be
used again.
Devotion 3: The Taba
An Ikhalu knife is a sacred item given to the most trusted Ikhalya.
Only those who have proven their devotion are bestowed this Blessing. If the priest
hides it on his person, it cannot be found. No ven or ork can nd the knife if the ikhalya
hides it.
Devotion 4: Ikhalus Wounds
It is said that Ikhalu taught his followers how to murder an opponent within a single
heartbeat. Irrevocable death. The strike is actually three strikes, performed from behind.
The rst puts the knife through the heart. The second across the back of the neck, severing
the spine. The nal wound occurs as the ikhalya pulls the victims head back and drives the
knife under the chin, up through the victims brain.
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5
Spend a style point when youve caught an opponent by surprise. Then, make a Prowess
risk. You may spend six wagers to immediately murder your surprised opponent. Two
wagers for each strike. When completed, your victim dies. This is the exception to the death
rules listed in the Violence chapter, although your victim still deserves a Final Monologue.
An ikhalya may not perform this Blessing and the next (Avali) as the same action. This
Blessing is expedient. Avali is sacred.
Devotion 5: Avali
The ikhalya believe in something most ven have never heard of. A soul.
Whenever an Ikhalya commits holy murder with his knife, he believes he steals his
victims soul. The knife immediately gains a bonus die. The knife may have a number of
bonus dice equal to the Devotion of the Ikhalya.
To commit avali, the assassin-priest must spend a style point and make a successful
Prowess risk. He needs ve wagers to perform the ritual successfully. He must also strike
his enemy without the enemy knowing hes present. The priest uses his blow to pierce his
victims heart. Then, the priest utters a small prayer to Ikhalu, telling his dark Lord that
a soul is on its way.
Again: the avali ritual may only be committed if the target has no clue the priest has
intention to kill the target. The priest could be in disguise or hidden. Then, once the priest
is in place, he comits his sacred murder.
JAYMEN STEELE: THE MAD EMPEROR
It is said that Jaymen Steeles body was burned in an Elk forge and the ashes scattered
to the sea. This is what should have happened to the Emperor but what if his body was
smuggled out by his faithful followers just before it was put to the ames? What if the Mad
Emperor lived on? And what if he fell into Solace?
No ven was more ambitious than Jaymen Steele, and while he was quite mad when he
nally gained the throne, his ability to counter his enemies at every turn leads me to believe
that he must have had an escape plan. After all, no man so ambitious and cunning would
ever begin a plot of conquest without rst coming up with an escape plan.
And so here is a possibility. The Mad Emperor was not utterly destroyed in the ames
of an Elk forge, but instead, escaped his fate and lived the rest of his days plotting Revenge.
He eventually fell into Solace and now is one of the most dangerous Suaven in Shanri. But
what Blessings would he give his devoted followers?
The Blessing of Ambition.
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Ambition
Ambition and
morality never
sleep in the
same bed.
As a devotee of Jaymen Steele, you may have Elk Blessings as usual.
However, your rst Blessing is Ambition. For every rank of Devotion
you have for Jaymen Steele, you gain a bonus die you may use for any
single risk during the game session. Rank 2 Devotion gives you two
bonus dice. Rank 3 Devotion gives you three bonus dice.
You must spend your bonus dice on a single roll. In other words, if you have rank 3
Devotion, you get three dice to spend on one roll per game session. A rank 5 Devotion
gives you ve dice to spend on a single roll.
You can only spend your dice on a risk that directly leads to expanding your own personal
power. You can use it for any risk, just as long as that risk directly leads to your goal of
gathering power.
But Jaymen Steele never gives anything for free. Oh, no. If you call upon this Blessing,
the Narrator will immediately demand another action from you. It may be that you give a
favor to a stranger. It may be that you betray a friend. It may be that you surrender one of
your Regions to an enemy.
Whatever Jaymen Steele demands, you must give. You wont understand why; his
motivations are mysterious and unknowable. He sees the plan within the plan within the
plan. Deeper than you ever will.
If you ever fail to perform as Jaymen Steele demands, you lost two ranks of Devotion.
If your Devotion ever falls to less than one, the Suaven has abandoned you and you may
never serve him again.
MAHL: THE BLOODY EYED WIDOW
She walks the streets when there is no moon, snatching up children who have no home,
drinking their blood, holding them close to her bosom as she looks for more. Blood
seeps from her eyes as she weeps and those who hear her wails are doomed to know her
deadly kiss.
Children who fall under her care are transformed into awful beasts. Mahls Children are
the monsters of the world: orks and spectres. She is the Mother of All Monsters, claiming
those society casts away as her own.
Monsters
Mahls worshipers revere their dark mother at hidden altars, capturing wayward children
to drink mothers milk. A priestess is chosen, and after an exhausting ritual (involving
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7
painful ordeals), Mahl possesses the priestess. She then bestows her milk on the children
(a combination of blood and breast milk). Slowly, the children are transformed into the
horrors associated with Mahl.
The followers of Mahl dont have Blessings: they have orks. Mahl sends creatures to
her devoted; horrible creatures from the worst parts of Shanri.
The orks sent to a follower of Mahl have a number of Ork Traits equal to her Devotion.
A follower with 3 Devotion can summon orks with three Traits. She can summon a number
of orks per day equal to her Devotion; each ork costs one Style point.
See Orks above for more information.
AFHIL: THE GRINNING MAN
Afhil is a tall, spectral gure dressed in immaculate black robes. His ngers are slender
and groomed, his hair is black and wet against his skull, and his aggressive brow hides his
eyes. And his grin any who look upon it risk madness. Under his black robes are barbed
whips, butchers knives and other instruments of pain. Afhils followers understand their
dark lords wisdom: pain is the path to strength, the truth only the devoted can follow.
Afhils followers hide deep scars under their clothes for such scarication is a tell tale
sign of Afhil worship. What makes the Grinning Ones worshipers dangerous isnt that
they seek wisdom in their own pain, but that they seek wisdom in the pain of others as well.
Torture is a sacred ritual in the hidden shrines to the Father of Pain.
BLESSINGS
The followers of Afhil seem completely impervious to most injuries. This is due to their
aggressive torture/training and Afhils blessings. Afhil is also capable of striking down
enemies of his followers with incredible wracking pains.
The Darkest Fear
Followers of Afhil are distorted creatures so awful to look upon, only the bravest may do
so. When he activates this Blessing, the Follower of Afhil spends a Style point. Any ven
looking upon him when he activates this Blessing loses a number of dice from their next
risk equal to the followers Devotion to Afhil.
This is the only exception to the rule that a ven never loses dice. The Father of Pain
gives his followers that exception.
If a ven cannot muster any dice, he cannot take any action.
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The Malice Hammer
A devastating curse put upon those who are Afhils enemies, the Malice Hammer makes the
target revisit his most tortuous moment. The priest calls upon the power of this Blessing,
spends a style point and looks upon the target. In that moment, he knows the one thing
that pains the target most. Whether this is a lost love, an estranged parent, a villainous act
committed long ago; the priest knows it.
The target gains a free Aspect: I Know Your Pain.
The Aspect may be tagged and compelled by any member of the Afhil cult. The tag
gives the cultist a number of bonus dice equal to his own Devotion. The compel makes the
target pause, losing an opportunity to take a risk.
The Sweetest Sting
This Blessing does not need to be invoked; it is always active.
Followers of the Grinning Man suffer for his wisdom. They swallow glass, carve their
bodies, distort their features, and make themselves cruel mockeries of happiness. This
makes pain an empowering experience, not a debilitating one.
The followers of Ahvril may tag their own Injuries for bonus dice. They must spend
Style points to do so. Also, they do not gain Style points for others tagging their Injuries.
These tags are Free Aspects and do not count toward the total number of Aspects that may
be tagged per risk.
The Mask of Ahvril
This Blessing requires the making of a particular item. The item must be made from black
iron (requiring one Metals Resource). The item is like any other and requires at least one
Season action to make. The end result is a black iron mask. A perverse thing that clamps
to the face of the victim. Barbs and screws twist into the esh, as if seeking the victims
blood. In fact, blood empowers the mask.
Once applied, the victim is completely paralyzed. Also, when he attempts to lie, the
mask twists deeper into his esh, causing indescribable pain.
In order to lie while wearing the mask, the victim must spend a number of Style points
equal to the rank of the mask. The mask is created using the same rules as other Craft.
Thus, if we have a rank 2 mask and the wearer wishes to tell a lie whilst wearing it, he must
spend two Style points to do so. If the victim cannot spend style points, or even enough
Style points, to resist the mask, he must tell the truth.
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Dafhil: Afhils Children
Woe to those who are captured by the followers of Afhil, for they are taught the ultimate
lesson in pain. The body is bound and this elaborate ritual cast upon it. The secret name of
Afhil is written in spiral patters along the skin. Written with razors. The body wrapped in
sacred garments, then slowly smothered to death.
Smothered to death over the course of years.
Finally, when the body dies, the soul remains within the rune-carved skin.
The creature is called dafhil: a Child of Pain. The wretched creature suffers eternal
agony so blinding, all it can do is strike out at others. A dafhil has no Virtues, no Aspects.
Only Pain. Its Pain is equal to the Devotion of the cultist who created it plus the number
of Years spent on the ritual. Instead of rolling Virtues or Aspects for contested risks, use
the dafhils Pain.
A dafhil may not make Wisdom or Cunning risks. Its Pain has blinded such things. It
has no fear, so it also succeeds in all Courage risks. A dafhil will slay whatever stands in
its way, regardless of who it may be even its own creator. Speaking to it accomplishes
nothing. Pleading and begging? Nothing. No dialogue. No bargains.
There are only two ways to kill a dafhil. It must be dismembered or burned. Each rank
5 Injury inicted on it removes one limb. An arm or a leg or the head. Even when the head
is removed, the body still functions, seeking to share its Pain. Only when the dafhil is
completely incapacitated can it be dismembered completely.
For burning an dafhil, use the re rules found in the Violence chapter.
SPECTRES
So many ambiguities in Shanri. The sorcerer-kings, the suaven. Spectres.
(I use the British spelling because some of the original texts used it, I like how it looks,
and its the name of one of my favorite Blue yster Cult albums.)
Where do they come from? What do they want? Lots of speculation, but not a lot of
answers. In this section, Ill detail everything I know about specters. First, some theories
on where they come from. Then, rules for using spectres in your game.
THEORIES
Ven literature is conspicuously vague about spectres. Where they come from, what makes
them tick. I have a few theoriespulled from scholarship and from my own observationsso
Ill share all of them here. Use the one (or ones) you like and ditch the rest.
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CHAPTER 14
Ghosts
Bringing the Scary
Most scholars agree with the hypothesis that spectres are the
They want to touch you.
T
ghosts of the ven. Having failed to reach Solace, their spite and
A little girl who wants
to be held.
A lonely woman who
wants someone to dance
with her.
A tall, thin man lost in
the corridors. So cold.
anger keeps their spirits alive, even after death. This conicts with
the concept that the ven have no souls, but then again, many facts
conict with that belief.
Spectres certainly look like the ven. Male, female, children.
No animals.
This version of spectres certainly does open certain possibilities.
After all, if the ven have souls, the Ikhalu cultists are right. They
They want to touch you.
are stealing their victims spirits. But if thats true, who are they
Spectres want things.
sending those souls to?
All of them seem to want
something. Most of them
Echoes
want to touch. Touch a
Some scholars spectres are the echoes of the sorcerer-kings.
vens warm hand. The
Remainders of their rage, lust, and fear. So powerful were these
back of the neck. The
creatures, so dominant, so transcendent, that their moments of
small of the back.
pure emotion remain. Fragments of passion. Echoes of memory.
Come closer. Closer.
Where theres nowhere
Intangible Orks
to run, they nd you. In
Another hypotheses about spectres suggests they were created
small, dark rooms hidden
by the sorcerer-kings just as the rest of the strange life forms
behind walls. In large
surrounding the ven. They are orks. Intangible, but orks
closets. In the attic. In the
nonetheless. Creatures born from the intent of evil.
cellar.
They want to touch you.
Shanris Will
Come closer. Closer.
One of the strangest explanations for spectres comes from an
Let me kiss you.
obscure text on the subject, all but rejected by most ven scholars.
Professor Joseph Cottonworthy suggested spectres were the living
will of Shanri. The intangible mind of the land given slightly less
intangible form. As I said, most scholars reject the idea, but for
When men have
nothing else,
they still have
their Courage.
our purposes, it provides intriguing possibilities. The land acting
against the ven, personifying itself with images the ven understand,
but without the correct language to communicate.
I have to admit, this is my favorite answer to the question, but
if another pleases you more, go for it.
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NARRATOR
THE RULES
Writing rules for something that doesnt seem to follow any rules is rather silly. Like
writing rules for ghosts.
Why can ghosts walk through walls but seem to be compelled to walk on the oor? And
why do they wear clothes? Wouldnt a ghost be naked? Pah-shah.
Anyway, the rules for spectres are less for ghting and more for creating a specic
kind of effect on your players. After all, encountering a spectre should be a terrifying
experience. So, lets get started.
Intangible
First, spectres seem intangible. At least, the ven seem helpless to stop the things. Ive never
read of a spectre moving through walls or doors, but whenever the ven try to stab, slice or
otherwise wound a spectre, nothing works.
Possession
Second, a spectre can possess a ven, turning his lips black, his eyes yellow, his skin as
white as a corpse. When possessed by a spectre, add ten to any dice the ven rolls for risks.
Just go ahead and add ten. To all rolls.
Spectres may only possess the ven with the subjects permission. There are any tales of
defeated ven accepting the spectres offer, and they all end in bloody tragedy.
Any Injury the ven acquires while possessed by the spectre heal at a rate of one rank
per beat. Thats one rank per beat.
Once the spectre has its hold on the body, it wont let go. Not for all of Shanri. The only
way to rid the ven of the spectre is to kill the ven, which frees the spectre from the body
but does not destroy it.
Orichalcum
Third, orichalcum items seem to repel spectres. The things recoil in horror, screaming,
leaving behind a trail of blood. Seeing a spectre scream also seems to be a bad idea. The
typical result is grey eyes, white hair, pale skin. Even hearing a spectres scream can leave
a ven deaf for Seasons. Even Years.
A few tales say the creatures can be harmed by weapons made of orichalcum, but others
disagree with this assertion. I leave the truth up to you, but I suggest the spectre use the
same add ten dice rule from above. In other words, a spectre always rolls at least ten dice.
Also, only a rank 10 Injury inicted by an orichalcum weapon can dispatch the spectre.
Thats what I would recommend.
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CHAPTER 14
ONE MORE THING
Little Rituals
As you move through the world
I gave the players a last bit of advice. It should be no
surprise that yours is the same.
of Shanri, youll nd most of the
I trust you.
sorcerer-kings secrets require
I trust you to change this game to better suit your players.
some kind of ritual. A ritual to
Im not saying you can ignore the rules, but I am telling you
open a locked door. Bleeding
to make this game yours. Stamp it with your own style.
into an empty fountain. Putting
Shanri isnt mine. Its ours.
your hand into a gargoyles
Because I trust you.
mouth, full of razor sharp teeth.
PLAY DIRTY
Ven blood accomplishes many
mysterious things in Shanri, but
dont let it become a gimmie.
We dont know what to do.
Bleed on it. Thats bad form.
And remember: the Injuries
caused by sorcery are still Injuries.
Okay. Now were cooking with gas.
I promised you a few miscellaneous notes from my
experiences running the game. Here they are. In no
particular order, in no particular style. Just some friendly
advice from me to you, the Narrator.
Go kick their teeth in.
Tag, tag, tag.
Whats It Worth?
Many times, players have disputes about how things go. Sometimes, these disputes
are character-driven and fun, but then there are the times when these disputes turn
disruptive.
If your players have a player vs. player dispute, the best way to resolve it is by asking,
Whats It Worth?
Ask each player to give up style points. Dont make it a secret, do it right out in the open.
Im willing to give up seven style to get my way. The player who gives up the most style
is right and the other person is wrong.
Turning Failure into Success
Another trick. Just because you succeed in a risk doesnt mean the character has to succeed.
Sometimes, failure is better than success. Heres an example.
One of the characters in my game has a daughter. Shes engaged to marry a neighbor.
Unfortunately, she gets pregnant by someone elses son. Thas all right. Mom comes up
with a solution. She starts wearing a fake belly to parties, planting the idea that mom is
pregnant. Mom agrees to rear the child as her own while the daughter gets married after
the pregnancy is over.
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NARRATOR
3
So, she goes to a party with the fake tummy. Everyone congratulates her. Smiles and
embraces. She heads off to bed earlypregnant women shouldnt be up too late, after
alland when she enters the dark room, an assassin attacks.
Our young faux mother is no slouch, but shes not carrying a sword or a knife. We
roll for the risk and the NPC wins. The player expects the worst. After all, I have four
wagers ready to aggravate that Injury right up to rank 5. But I dont do that. Instead the
knife plunges into her belly.
Her fake belly.
The blade never reaches her esh. The assassins eyes glare with understanding. She
can see the hint of a smile spreading under his mask.
Blackmail, he whispers.
Then, he runs to the window, leaping off into the night.
Turning failure into success.
The Vach Question, Part 1
I have a friend named Vach. Hes a great roleplayer. I mean a great roleplayer. But Vach
has this thing.
Vach always asks if he can play something that isnt in the game.
If were playing Ravenloft, he wants to play a kenku samurai. If were playing L5R, he
wants to play a gaijin. You get the idea.
Now, I know Vach is not alone. I know there are tons of players with the same disease.
So, we might as well address them right here.
The ven never mention other cultures, but we do know they co-existed with the early
Atlanteans, Lemurians and Hyperborians. These cultures were in their infancy, still little
more than orks, but they do exist.
Like I said, these alien cultures never appear in any ven literature. Given the
auspiciousness of such a meeting, wed expect even a casual mention of Atlantean magicians,
Lemurian mystics or even Hyperborian warlords. But, unfortunately, there is nothing.
So, with that in mind, heres the answer to The Vach Question.
Yes, Vach, you can play an Atlantean. I know the game is about the ven, but yes, you
can play something that isnt that.
Character creation is pretty easy. You have no Virtues. You have one Aspect: Ork.
You have webbed feet and hands. And, you can make two sounds: high pitched noises
and low pitched noises.
Have fun. I know you will.
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CHAPTER 14
Shadow Servants & Other Mysteries
As with other kinds of literature, ven pillow books are lled with little ambiguities. Little
things that never show up again or get only the slightest mention. Lord Donleys shadow
servant is a great example.
Lord Donley has a servant he calls Hush. Its a shadow. Not a spectre, but a shadow.
An inky thing that abhors the light (one Serpent almost kills it with a lantern). It slips under
doors, listens to conversations, causes all kinds of trouble. But how did he get it? Where
did it come from? The books never tell us.
Literature doesnt need the same rule a roleplaying game has. No need for game
balance. Weird things happen. Stuff you never see again. Would have never counted
on. Now, as gamers, we naturally want to make sense of it, to make it t the rules. How
do you Injure it? Does it have Courage? Aspects? Can I give it Style Points? (That last
question, Id answer Hell yes.)
Well, some things just dont t the rules. Some things in ven literature are just weird.
Count Kethers scars. Niassas maid, Alys. Shara has her own mysteries which are never
fully explained. Nor should they be.
For some things, applying rules just ruins them.
So, instead of rules, I suggest a different way to handle weird little things. Style Points.
If a player comes up with something downright awesome, let him have it. Awesome
adds to the game and encourages other players to come up with cool things, too. But make
them pay for it. Pay for it with Style. Ten Style Points.
Also, get that guy who keeps coming up with cool stuff for his character to come up with
cool stuff for other players characters, too. And reward him for it. You know this guy. He
always thinks up just the wackiest stuff. And the other players look at his character and
wish they could come up with something just as cool. Dont let him keep all his cool for
himself. Suggest he come up with rockin stuff for others.
And make sure everybody gets at least one thing that nobody else has. Even if its a
mondo-wicked maid or a super-suave valet. Just having one thing that nobody else has makes
a player feel great about his character. Do it. Give them the cool. Theyll love you for it.
Players, Wagers & Style Points
In many ways, running Houses of the Blooded is no different than running any other game.
More specically, your players will always come out of left eld with some wild scheme and
lay waste to your best laid plans. The difference in Houses is: we give them mechanics to do it.
They use wagers and Style Points to screw things up. Theyll take your best laid plans and
throw them out the window just like they do in other roleplaying games.
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5
But you have an advantage here. You have no plans. You have a kind of outline and perhaps
some motives, but as soon as players gure out they can assign motives and histories on their
own, theyll start building the story themselves. So, what do they need a Narrator for?
They need you to throw surprises in the mix. They have to make wagers and spend Style
to add details. You dont. You can make things up on your own just as long as you dont
contradict what your players have already established.
But this kind of power in the hands of the players is a good thing. It means they can tell
youright up frontexactly what they want.
When a player turns an NPC into a cousin or a former lover, it means I want to have
a relationship with that NPC. They dont have to ask you, they just do it. Same thing
happens when a player spends a Style to say, Weve been enemies for a long time. The
player doesnt need to spend points on an Enemy to add it to his character sheet, he can
play the game for a few sessions, nd an enemy he really hates (or loves to hate), throw
down a Style Point, and BANG! hes got a new enemy.
Power in the players hands gives them the ability to tell you what kind of stories they
want, what kind of allies they want, what kind of enemies they want. You dont have to be
clever about it. You can give them exactly what they want because they told what they want.
Thats the advantage of the Houses system: it allows the players to create characters, plots
and mysteries all on their own. You arent a dungeon master or a game master. Youre
a Narrator: guiding the story along, working with the playersnot against themto make
a story you all want to hear.
Who is the Protagonist?
This comes to me, writing about NPCS
I recently came across an observation about the roles of protagonist and antagonist in a
story. The concept that the protagonist of a story is the one who changes and the antagonist
is the instrument of that change. For example, in The Adventures of Huckleberry Finn, we know
that Huck is the protagonist, but it could be argued that Jim is the antagonist. Jim challenges
Hucks assumptions in the world, instigating a vital change in his character.
Likewise, in the lm The Shawshank Redemption, one can argue that Red (the character
played by Morgan Freeman) is the protagonisthe is the narrator of the story and the
viewpoint characterwhile Andy Dufresne (the character played by Tim Robbins) is the
antagonist. Andy is the instigator in the transformation in Reds character. Red begins the
story without hope. A broken man. By the end, his transformation could not have occurred
without Andy.
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Likewise, in Shakespeares Othello, Iago serves as the antagonistthis time a deadly
onebut his hatred for the Moor is not what denes him as such. Instead, it is the
fact that he does not change but inspires change in Othello himself that denes Iago as
the antagonist.
Like most observations about literature, I do not mean to say this is an absolute truth
in every storyit most certainly is notbut it helped me rene the roles of my own
antagonists in stories. I hope it helps you do the same.
Always Ask for Wagers
Whenever a player makes a risk, make a habit of asking, Do you want to make any
wagers? Players forget these things and until theyve got the habit on their own, keep
feeding it to them.
Do you want to make any wagers?
Do you want to make any wagers?
Do you want to make any wagers?
If you forget, how do you expect them to remember?
Wisdom Risks
Whenever a player asks you a question about the world, your answer should be, I dont
know. Make a Wisdom risk.
The Vach Question, Part 2
Its easy to categorize players as munchkins, actors, or rules lawyers, but that misses
the point. Theres a reason gamers act the way they do. I nd, most of the time, that reason
is as simple as I want my shtick to work. Let me show you what I mean.
Elsewhere in this chapter, I mentioned my buddy Vach. In every game, he always
wants to play something completely outside of genre. What I didnt mention was that
Vach is also one of the worlds best munchkins. He can tweak any system beyond its limits,
almost breaking it. He completely exploits rules. Completely. So, one day, I sat down with
him and asked him why. What I found out during the conversation made sense.
Vach wants his character to be distinct. He doesnt want to be just another Bear or
just another Wolf. He wants his character to stand out, to have his own voice, to be
something unique. As for the munchkin stuff, Vach also wants his character to work. What
I mean is, if his character is supposed to be stealthy, he wants to sneak across a crowded
room without anyone knowing hes there. Even if he rolls like crap, he still wants his
PLAY DIRTY
42
NARRATOR
stealth to work at least a little bit. After all, if hes the greatest
Ofcial Canon
thief in all Shanri, shouldnt he be able to get some level of
I know what happened to the
success from even an abysmal failure?
sorcerer-kings. I know where
I agree with Vach on both points. Players should feel their
characters are unique. After all, were talking about protagonists
they went and I know when
theyre coming back.
from ven opera and pillowbooks. They should have a distinct
Houses has no canon. No
voice and avor all their own. At the same time, I also agree
ofcial cannon I expect you
with him on the other point. If hes the greatest thief in all
to follow. Make up your own
Shanri, he should get some level of success, even if he fails.
answers to these mysteries
This conversation with Vach inspired much of the system you
see in this book. Youve almost always got at least one wager to
and secrets. They trump my
own answers.
play with.
So, heres my solution for Vach.
Dude, I know you want to play a distinct character, so I recommend you play a servant whos
been secretly Blooded by his liege. Thatll probably be a player from the group, or if you like, Ill play
him as an NPC. As a servant, youll stand out. You wont be like the other characters and youll
have opportunities the other characters dont have. And, like we talked about, youll also have unique
challenges. I also recommend you get yourself a really high Cunning and Wisdom. Possibly Strength
as well. You could also go for the no Wisdom option. After all, you are a peasant, but you can make
up for your lack of Wisdom with Aspects like I Never Forget a Face or Quick Learner.
You can also play a Mountain Man: one of the ven who has gone native, joined the orks, and
embraced their culture. (Orks have culture? Damn your tongue for such blasphemy!) Again, youll
have unique circumstances on your side, making your character distinct, and at the same time, youll
have access to benets the others do not.
Finally, remember that your unique circumstance also puts you at a serious disadvantage.
Whatever kind of outsider you choose to play will put you on what Sun Tzu called serious ground.
Youll always be at a disadvantage, always be treated as an inferior, always get spit oneven if its
behind your back. I know you like this kind of challenge, but I wanted you to know it is there.
I wont use it to piss you off, but I will use it to make stories.
I wont use this as an excuse to be a jerk, but the ven will.
What a player does and why a player does it are two different things. Go beyond the clich.
Find the motivation.
Just a few questions turned Vach from a munchkin to a storyteller. It all rests in
the motivation.
(Sorry, Shel.)
PLAY DIRTY
42
CHAPTER 14
LAST WORDS
An aphorism I learned while writing Legend of the Five Rings: Japanese x the problem;
Americans x the blame.
No roleplaying game will be fun for everyone. No game is perfect. No generic system
will make everyone happy. Its an impossible task. Thats why we have 31 avors of ice
cream, thats why your TV has fty thousand channels, and thats why everyone has a
different favorite roleplaying game.
If you arent having fun with a mechanic in the game, change it. If you arent having
fun, it isnt my fault, it isnt your fault. Its nobodys fault. You and I just like different
avors of ice cream.
Change the mechanic to something you like more. Dont worry; I dont care. And
nobody is going to stop you from having fun with my game. Least of all, me.
Enjoy! (And make mine chocolate chip mint.)
LAST WORDS
42
INDEX
INDEX
Accounting Books
49
Denying the Compel
143
Limp
Age of Clandestine Blood, The 23
Discovering Aspects
162
Love the Shoes
154
Age of Quiet Poison, The
Dolt
152
Making Your Own Aspects
150
Dowager Duchess, The
250
Meticulous
155
Apothecary (Vassal)
Art
Artifacts
22
258
61
294
98
Duty to My Liege
148
Mwrr
156
Even More Aspects
164
My Mothers Diaries
148
Building with Bonus Points
297
Free Aspects
146
Names as Aspects
141
Example
296
Giving an Aspect to the Scene 159
Obsessed Sorcerer
149
Values
Artisan (Vassal)
Aspects
297
Heinig Defense, The
164
Old Sword
155
258
Home-Wrecker
152
Politically Voracious Wife
155
139
How Can you be
Compelled by Your Aspect?
142
How do you invoke
your Aspect?
141
Academy Educated
150
Actress, The
249
Adrente
157
Athlete
Bad Aspects
Queen of Thieves, The
156
Rajan (Paladin)
166
Rake, The
250
Refreshing Aspects
143
150
How does someone else
tag your Aspect?
141
Righteous Fury of Youth, The 156
146
Husband, The
250
Rivalry
156
Blacksmith
292
I Kill You in the Face!
147
Road is My Home, The
157
Bureaucrat
147
I Know How to Hurt You
98
Savage Lover (Vazhna)
227
98
Burghe
152
I Know What You Want
Chance-Taker
151
I Pull the Strings
Compelling & Style
143
Court Gossip
151
Self-Destructive
157
153
Senvada (Sorcerer)
166
I Rule!
147
Senvu (Fighter)
164
Ikhalus Kiss
153
Solace Aspects
146
Introducing New Aspects
159
Steele
153
Dalada (Thief)
166
Kind-Hearted
154
Strange Intuition
158
Dangerous (Yvaltae)
228
Large or Small
154
Strong
148
Courtier
96
43
0
INDEX
Style Points
142
Ties
119
Earls, The
70
Courage
132
Economy
74
250
Court Scholar (Vassal)
258
Education
59
Tagging & Style
143
Courts of Love
Talashan
164
Craft Goods (Season Action) 246
Espionage Actions
264-270
Talias Eyes are Upon Me
158
Craftsman (Vassal)
Espionage Actions
267-270
Tavala (Bard)
163
Create Art (Season Action)
247-249
Swordsman
96
Swordsman, The
Thorne
154
Three Elements
140
Throwing Insult
161
Treacherous
158
Twins
293
Ushalaven (Barbarian)
163
Veiled Rose
141
Vendetta
158
Well-Known
159
Well-Mannered
159
Wife, The
251
Wise Man, The
251
Wrath of Me, The
326
You Want Me
300
Yvarai
155
Avreda & Ylvayne
215
Bad Form
56
Bearing the Spear
213
Beauty
133
Betrayer War, The
21
Bold Lords
52
Build a Holding
(Season Action)
242-244
Hire a Vassal (Season Action) 253
Caravan (Vassal)
258
Character Aging (Season)
274
Character Creation Cheat Sheet
107
249-252
Conquer a Region
(Season Action)
245, 271
Example
Creating a Character
Step-by-Step
Aspects
259
85
94
Background
86
Background Example
91
Bonus Points
103
Contacts
96
Determining Age
88
Devotions
99
Devotions Example
Domain
99
100
Family Standing Chart
87
Name
88
Parents Chart
86
Phases
93
Phases Example
97
Picking a House
87
Region Types
Siblings
Spouse & Children
Starting Style Points
Title
Vassal Types
Virtues
Cunning
101
86
88
103
90
102
91
130
Dalven Suena (What You Have
is What You Deserve)
80
Devotion
Compose Opera
(Season Action)
Contested Risks
217-218
304
120
Explore (Season Action) 252-253
Exploring Ruins
59
Fashion
70
Colors & Their Meanings
71
Roses
73
Fashuva (see Forbidden Suaven)
Fell Ones (see Forbidden Suaven)
Fire (Violence)
212-213
Forbidden Suaven
413-419
Afhil
417-418
Ikhalu
413-415
Jaymen Steele
415-416
Mahl
416-417
General (Master Vassal) 212, 259
Getting Dice (Full Page)
127
Herald (Vassal)
259
Horses
35
Grusha
36
Ilderim
35
Hospitality
77
Houses, The
46
Bear
46
Elk
46
Falcon
47
Fox
47
Serpent
48
Wolf
48
Ikhalu
213, (Cult Plot)
395, 413-415
Injury
Dividing Devotion
307
Gaining Devotion Points
307
Duels
253
Face and Fan
At Character Creation 99-100
Devotion Example 99
118
End of the Year (Season) 272-273
193
As a Free Aspect
201
114, 146
As a Legal Denition 79, 186-190
Causing Injury in a Duel
199-200
Scars
Tagging
202
Organized Religion in Shanri
127, 201 Orichalcum
Vassals & Injury
202
Ork
Insult, Injury & True Pain
187
Ork Traits
Jury, The
186
Terror
Language
Loyalty (Vassals)
34
263-264
Maid/Valet (Vassal)
259
1
43
INDEX
27, 290-291
406-412
407-412
406
Other Cultures
37
Personal Training (Season Action)
254
Poison
Make a New Contact
(Season Action)
24
169
Arsenic
171
Maneuvers (Advanced) List 205-208
Cyanide
171
Maneuvers
Hemlock
171
Lesser Poisons
172
Mass Murder
254
203
208-212
Master of the Road (Vassal)
260
Making Poison
170
Master Spy (Vassal)
260
Oleander
172
Mayor (Vassal)
260
Poison for Wimps
169
Strychnine
172
Murder (Zsanstozs)
38
Na Nanva (Not now)
55
Prowess
136
Names
49
Puzzle House
279
49
Qnaldinir: Capital City
Blooded Names
List of Names & Meanings
103
Unblooded Names
50
Narcotics (Shutha)
173
Addiction
174
Attar of Poppies
175
Foxwine
176
Icere
175
Recovery
174
Silken Veil, The
176
Noble Rank
53
Baron/Baroness
55
Count/Countess
56
Duke
56
Earl
57
Marquis/Marquise
56
Master of the Road
55
Roadman
53
Olivana: Sacred Animals
28
Opera
60
The Seven Fools
62
25
Quell Trouble (Season Action)
254
Region Development
(Season Action)
255
Regions
Rules
233-235
233
List
234
Titles
235
Revenge
188
Risk
Beat a
Privilege
What are My Chances?
Taking a Risk
116
Risks without Wagers
117
Contested Risks
118
Ties
119
Contested Risk Example
120
Lying
121
Example Risks
122
Getting Dice (Full Page)
127
Roadman (Vassal)
Romance 80,
260
221-229
Vrentae: Holding My Heart
81
Sex & Taboo
82
Seven Kisses
221
Mechanics
Ruins
221-229
32, 279
Exploring Ruins
253
Season Actions
242-255
Seasons
231
Actions
242-255
Regions (Description)
Phases
232
236-240
Character Aging
(274)
The Party (Althua)
275
Resources (complete list)
241
267-270
65
How Many Votes per Seat?
Vashna (Senate Investigators)
Seneschal (Vassal)
187 Seven Kisses, The
52 Seven Laws, The
279
260
77, 179 Senate, The
Dueling Ritual
Rights of Nobility
115
Season Bonuses (Character)
181
Cleaning Up Ven Law
Wagers
Simple Risk Example
255 Secret Army (Vassal)
Jonan Draxs Laws
Insult & Injury 79
115
Espionage Actions
Espionage
Research Sorcery
(Season Action)
Effect
68
69
261
221
179 -185
109 Shara (Sample Character)
Character Sheet
106
10, 109
Sheriff (Vassal)
261
109
Solace Aspects
146
110
Sorcerer-Kings
19-20, 23, 32,
112
35, 57, 70
43
2
INDEX
Sorcery
285-301
Description
55
Doom!
297
Artifact Values
297-301
Spear & Shield
213
Spectres
26-27, 416, 419-421
Spy Network (Vassal)
Storm, The (Anguish)
261
50
Gaining Title
51
Liege Lord
50
Spy Network
261
Staff
261
Ven, The
38-44
Rights of Nobility
52
Biology
38
Noble Rank
53
Solace
39
Roadman
53
Hypocrisy
181
Master of the Road
55
Cosmetics
39
Yvtavia: Ladys Guard
54
Murder
40
129
Count/Countess
56
Suicide
40
Strike Bid
198
Marquis/Marquise
56
Traders Tradition, The
44
Style Points
110
Duke
56
Castes
40
Strength
22
Titles
Earning Style
110
Spending Style
111
Totem Rex
Transport Resources & Goods
(Season Action)
255
Banking Style
111
Refreshing Aspects
143
Tagging Aspects
143
Compelling Aspects
143
Losing Style
160
Is it worth a Style Point?
122
Suaven
Devotions
(Character Creation)
Devotions Example
Blessings and Wrath
303
99-100
99
307
Greater Suaven
308-313
Ashalim Avendi
308
Falvren Dyr
309
Manna Renay
310
Talten Steele
311
Talia Yvarai
312
Tyan Bran
313
Blessings
314-324
Becoming a Suaven
324-326
Wrath
Devotion (Rules)
Swordsman, The (Book)
Terror (Ork)
Theater
Throwing Insult
Time
326
304-307
188
406-407
65
161
9
Earl
Travel in Shanri
Vassal Training
(Season Action)
Vassals
57
24-25
32-33
255
102, 257
Apothecary
258
Artisan
258
Caravan
258
Character Creation (Five Points)
100
Villages & Cities
Virtues
256-257
91, 127
Beauty
92, 131
Courage
92, 130
Cunning
92, 128
Prowess
93, 134
Strength
91, 127
Wisdom
93, 132
Wagers
115
Golden Wager Rule
116
How Much Can I Say?
117
Risks without Wagers
118
Court Scholar
258
Using Wagers to Add Details
118
Craftsman
259
Bonus Effect
116
Description
257
Contested Risks
119
General
259
Herald
259
Example of Using
Cunning Wagers
131
List
102
Loyalty
Maid/Valet
263-264
259
Courage Risks
132
Beauty Risks
134
Wisdom Risks
135
Adding Details to
Other Characters
135
Prowess Risks
136
Master of the Road
260
Master Spy
260
Mayor
260
PCs as Vassals
262
Roadman
260
Secret Army
260
Seneschal
261
Weapon or Tool?
Sharing Vassals
263
Weights and Measures
Sheriff
261
Wisdom
Insults
161
Poisons
173
War
76,
(Mass Murder) 208-212
Zhivali Deck, The
179
56
132
61
Virtues
Bear
Elk
Falcon
Fox
Serpent
Wolf
STRENGTH
CUNNING
COURAGE
BEAUTY
WISDOM
PROWESS
High Concept
Devotions
SUAVEN
House
Family
RANK (
RANK (
RANK (
RANK (
RANK (
Refreshed (
Refreshed (
Refreshed (
Blessings
SUAVEN
Blessings
Family Name
SUAVEN
Public Name
Blessings
Secret Name
SUAVEN
Titles
Blessing
SUAVEN
Blessings
g
Phase
SPRING ASPECT
Invoke
SPRING ASPECT
Refreshed (
Invoke
Tag
Tag
g
Compel
Compel
SUMMER ASPECT
Invoke
SUMMER ASPECT
Refreshed (
Invoke
Tag
g
Tag
g
p
Compel
Compel
p
AUTUMN ASPECT
Invoke
WINTER ASPECT
Refreshed (
Invoke
Tag
Tag
Compel
Compel
SOLACE ASPECT
SOLACE ASPECT
Tag
Tag
Compel
Compel
Contacts
Spring
Summer
Autumn
Winter
Style Points
Maneuvers
Name
Effect
Name
Effect
Name
Item
Banked/Max
Effect
Name
Effect
Name
Effect
Name
Effect
Name
Effect
Name
Effect
Contacts & Friends
Extras
Province:
REGION
RANK PRODUCES
HOLDINGS
LOYALTY
SECURITY
Castle
Village
VASSALS
RANK
COSTS
Resources Stockpile
PAID
Year:
SPRING
AUTUMN
Planning
Planning
Trouble
Trouble
Action
Action
Harvest
Harvest
SUMMER
WINTER
Planning
Planning
Trouble
Trouble
Action
Action
Harvest
Harvest