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underline;\"\u003e\u003cstrong\u003eGameplay\u003c\/strong\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003eThe players ease into character creation, starting with a short prologue using suggested prompts.  As the game progresses they develop more detail about their characters and the reasons that they’re willing to risk everything in the service of the Emperor.\u003c\/p\u003e\n\u003cp\u003ePlayers may also take the role of Instruments from time-to-time, whispering suggestions to the characters that bear them, and providing a constant reminder that the Instruments are living things with their own agenda.\u003c\/p\u003e\n\u003cp\u003eTo support a focus in character-driven roleplaying, the game system is light touch.  It draws from Japanese culture, incorporating a traditional dice gambling game, with the use of lucky and unlucky numbers, to resolve outcomes.\u003c\/p\u003e\n\u003cp\u003eOn a deeper level, players are continuously incentivised to draw ever more power from their 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Search \u003c\/span\u003e\u003cspan class=\"bold\"\u003esecret passages\u003cspan\u003e \u003c\/span\u003e\u003c\/span\u003e\u003cspan\u003eand \u003c\/span\u003e\u003cspan class=\"bold\"\u003efantastical locations\u003cspan\u003e \u003c\/span\u003e\u003c\/span\u003e\u003cspan\u003eto discover the manor's secret history and stop the murderer before they strike again. Can your party save the party?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp class=\"page-anchor\" id=\"h:Unravel-the-Chronomancer-s-Past-in-the-Prologue-\"\u003eUnravel the Chronomancer's Past in the Prologue!\u003c\/p\u003e\n\u003cp\u003e\u003cspan class=\"bold\"\u003eYou might expect good foresight from an aspiring chronomancer\u003c\/span\u003e, but don’t mistake Professor Fidbark’s desperation for genius, or his obsession for good planning. Haunted by the mistakes of his past, he frantically works to defeat time itself to undo his first wife’s death. Unfortunately, on the eve of his greatest triumph he hits his greatest setback:\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003ehis untimely murder\u003c\/span\u003e. With the\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003elibrary on lockdown\u003c\/span\u003e, it's a race to discover why.\u003c\/p\u003e\n\u003cp\u003eDive into Professor Fidbark’s history, investigate the Manor’s residents, and find what’s lurking in the shelves… before time catches up to you, and the murderer strikes again.\u003c\/p\u003e\n\u003cp\u003e\u003cem\u003e\u003cspan class=\"text-italic\"\u003e“Feather fall is all well and good, but what can be done for the egg that’s already cracked?”\u003c\/span\u003e\u003c\/em\u003e\u003cbr\u003e\u003cem\u003e\u003cspan class=\"text-italic\"\u003e—Professor Fidbark, in “Chronomancy Chronicles”\u003c\/span\u003e\u003c\/em\u003e\u003c\/p\u003e\n\u003cp id=\"h:Solving-the-Mysteries-by-Sleuthing-or-by-Schmoozing\" class=\"page-anchor\"\u003e\u003cspan style=\"text-decoration: underline;\"\u003eSolving the Mysteries by Sleuthing or by Schmoozing\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003eNo murder mansion is complete without\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003ehidden passages and secret rooms\u003c\/span\u003e. Worried about your low passive Perception? No problem! The manor's many locations and NPCs have\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003eenough lore and clues to reward even the most aimless wandering\u003c\/span\u003e. Events scattered throughout the manor ensure players have enough information to solve the mysteries, even if players never think to interrogate a single NPC.\u003c\/p\u003e","brand":"Andie Margolskee","offers":[{"title":"Default Title","offer_id":44086807101616,"sku":null,"price":70.0,"currency_code":"NZD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0597\/3121\/4512\/files\/RPG_57bb1296-78c9-4c28-a1a1-2b2275c9e5c4.jpg?v=1732920924"},{"product_id":"lay-easily-now-pen-roleplaying-game","title":"Play Easily Now (PEN) Roleplaying Game (2nd Edition)","description":"\u003cp\u003e\u003cspan\u003eA modular tabletop RPG system for young adults that's easy to teach, fast to learn, and grows in strategy as you play.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003eThe Play Easily Now roleplaying game (PEN RPG) is a fast, fun, and\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003estrategically satisfying tabletop RPG system\u003c\/span\u003e\u003cspan\u003e \u003c\/span\u003edesigned by Hoodwink Games to segue roleplaying newbs into games with roleplaying masters. The book is completely written and playtested; all I need is your help putting it into print.\u003c\/p\u003e\n\u003cp\u003eRPGs are incredible tools for building community, making new friends, and having an excuse to get together every week. But the task of teaching new players feels insurmountable, and when a casual acquaintance comes to your table and asks, “Hey, this looks cool, can I join?” the answer is either, “Not really, but thanks for asking,” or “If you want to spend a few hours learning, we’d love to have you!”\u003c\/p\u003e\n\u003cp\u003e\u003cspan class=\"bold\"\u003eThat’s not conducive to making friends.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003eBut people want to play!! One-in-three Gen Z and Millennials report feeling lonely often or all the time, and almost 2-in-3 have observable anxiety and depression. It’s a turbulent time– isolation and loneliness easily creep in when transitioning into college, a new job, a new town, or a new living situation. And game-based community helps–research shows 1 in 3 Gen Z are interested in RPGs and 90% of those who play do it for the community involved. In-person RPG gaming is shown to improve mental illness recovery, improve creative thinking, and create a sense of belonging.\u003c\/p\u003e\n\u003cp\u003e\u003cspan class=\"bold\"\u003ePlus, you know, they’re just super fun.\u003cspan\u003e \u003c\/span\u003e\u003c\/span\u003eSo Hoodwink Games created PEN, a generic system for telling any story that stories fast and stays fun.\u003c\/p\u003e\n\u003cp\u003eMost easy-to-learn RPGs are easy, but shallow rules and short manuals make gameplay… boring. Close communities are built around weeks and weeks of telling stories together and quickstart RPGs are just too rules-lite to stay satisfying for long.\u003c\/p\u003e\n\u003cp\u003ePlus, other generic RPG classics like GURPS and Savage Worlds are super fun but still tailored to veteran audiences.\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003eNo newbie wants to tackle those books alone.\u003cspan\u003e \u003c\/span\u003e\u003c\/span\u003eIn practice, once character creation is over and players know what’s going on, maybe the systems are easy enough. But that first hurdle is just too high for casual players just looking for friends.\u003c\/p\u003e\n\u003cp\u003e\u003cspan class=\"bold\"\u003eNO! Every textbook, from entry-level algebra to advanced calculus, started by teaching basic concepts.\u003cspan\u003e \u003c\/span\u003e\u003c\/span\u003eAnd what is a game manual if not just a textbook? You learn enough to get going, and then you keep advancing as you apply the concepts you’ve already learned. Eventually, you are confident enough to apply ALL the concepts in new and exciting combinations.\u003c\/p\u003e\n\u003cp\u003e\u003cspan class=\"bold\"\u003ePEN works the same way.\u003c\/span\u003e\u003cspan\u003e \u003c\/span\u003eModules advance players through the game, starting with a 5-page spread of rules, description of roleplaying concepts, and seven, pre-built characters to choose from.\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003eThen, as players play, players advance through the modules at their own pace, adding more complex rules systems and strategic options.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan class=\"bold\"\u003e\u003cspan\u003eEvery single step is designed to seamlessly sew roleplaying and mechanics into a tactical, fun, and intuitive ruleset your party will want to return to for years.\u003c\/span\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003eModule One opens by explaining the concept of an RPG. For new players, the idea of not having a board, cards, or definitive actions can feel a little nebulous. A couple pages succinctly explain the concept of collaborative storytelling through roleplay and give some key tips for staying engaged.\u003c\/p\u003e\n\u003cp\u003eNext, seven pre-built archetypes give players an example of where to start, give examples of characteristics, and explain skills to explain how character elements work together to create synergies.\u003c\/p\u003e\n\u003cp\u003eLastly, five pages explain the core resolution mechanic and how it applies to general rolls, combat, healing, competitions, and more!\u003c\/p\u003e\n\u003cp\u003ePEN’s original system involves players rolling 3d6, adding the relevant skill, checking the degree of success, and then improving with bonuses and items!\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003eEach player gets two actions per turn and a free movement to spend on their character's interactions. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003eThat's all there is to it! If someone wants to learn,\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003eall you have to do is hand them a character, loot three d6s out of an old game of Risk, and get started!\u003c\/span\u003e\u003cspan\u003e \u003c\/span\u003eEVERY. SINGLE. ROLL in the game follows this mechanic, so if a player can add and subtract whole numbers, they can play the whole game. \u003c\/p\u003e\n\u003cp\u003e\u003cspan class=\"bold\"\u003eEven attacks and defenses boil down to this simple mechanic.\u003cspan\u003e \u003c\/span\u003e\u003c\/span\u003ePlayers roll to attack using Strength or Accuracy and roll to defend using either Resistance or Agility. Attacks deal damage based on the degree of success verses the defender but otherwise function exactly the same as every other skill roll--\u003cspan class=\"bold\"\u003eno more need to explain the difference between rolls to hit, damage rolls, attack DCs, and saving throws.\u003c\/span\u003e\u003cspan\u003e \u003c\/span\u003eThen, once players roleplaying and gaming with the veterans at your table, they'll be ready to create their very own character! \u003c\/p\u003e\n\u003cp\u003e\u003cspan\u003eCharacter creation is both incredibly simple and incredibly customizable. Character creation discards races and classes (in the base system, at least) and instead gives players complete creative freedom: \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan\u003eThat's all there is to it, really. It's a simple process, but with 210+ unique characteristics to choose from, \u003cspan class=\"bold\"\u003eplayers have nearly endless combinations of unique abilities, backgrounds, bonuses, and weaknesses, to create over 2,600,000,000,000,000 possible characters. \u003c\/span\u003eWith all those options, players can recreate timeless archetypes or explore their own unique playstyles! \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003eThe module also introduces\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003eitems, which are based on general types.\u003cspan\u003e \u003c\/span\u003e\u003c\/span\u003eFor instance, handheld ranged weapons (e.g. hand-crossbow and Colt .45) share the same profile because, relative to their settings, they serve a similar purpose. This massive simplification makes bookkeeping easy no matter where your campaign unfolds!\u003c\/p\u003e\n\u003cp\u003e\u003cspan class=\"bold\"\u003eSTANDARD ITEMS are also a special innovation in PEN.\u003cspan\u003e \u003c\/span\u003e\u003c\/span\u003eStandard items--Gear, Loot, Food, Clues, and Maps--each grant a mechanical benefit designed to streamline sticky mechanics:\u003c\/p\u003e\n\u003cp\u003e\u003cspan\u003eThis straightforward approach to items streamlines gameplay MASSIVELY and rewards players for roleplaying!\u003c\/span\u003e\u003cspan class=\"bold\"\u003e\u003cspan\u003e \u003c\/span\u003eIt's an efficient take on expendable items that furthers PEN's balance of ease and excitement. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003eModule Three opens big with a\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003eTON of flexible options for players creating their own builds.\u003c\/span\u003e\u003cspan\u003e \u003c\/span\u003eUnlike D\u0026amp;D and many other RPGs, PEN does not lock players into skill trees of abilities. Instead, players are given freeform systems to pursue item crafting, magic, combat maneuvers, warfare, and NPCs that fit players' own dream builds. \u003c\/p\u003e\n\u003cp\u003e\u003cspan class=\"bold\"\u003eTo craft items,\u003c\/span\u003e\u003cspan\u003e \u003c\/span\u003echaracters decide the bonuses they want their item to have, collect materials from their environment to build the item, and make a mechanics roll. Then characters use the table below to expend actions over time until the item is finished!\u003c\/p\u003e\n\u003cp\u003e\u003cspan class=\"bold\"\u003eMagic also gives players HUGE creative latitude.\u003c\/span\u003e\u003cspan\u003e Players combine elements, effects, durations, and numbers of targets to create custom spells meeting in-the-moment needs! The more powerful the spell, the harder it is to cast--and the bigger the effect! \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan\u003eBut why should arcane characters get all the fun?? \u003cspan class=\"bold\"\u003ePEN includes a list of martial maneuvers characters can add to attacks and defenses for special effects.\u003c\/span\u003e These create powerful tactical advantages, giving martial characters an edge over even far stronger opponents by disarming, distracting, parrying, and more! Advanced characters can even combine maneuvers to create signature moves for masterfully dispatching foes. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003eAs characters grow in power and influence, PEN includes rules for commanding armies and gathering Supporters who follow the party around.\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003eRules for battles elegantly sew army actions into character combat, making for epic, Lord-of-the-Rings-esq moments of heroic character actions, surrounded by carnage! \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003eSupporters are similarly streamlined for excitement and ease. Instead of creating detailed NPC profiles that bog turn orders and distract players with extra information, Supporters are simply sorted into types.\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003eOver\u003c\/span\u003e\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003e20 different Supporter types each give a single unique ability to the characters' parties,\u003cspan\u003e \u003c\/span\u003e\u003c\/span\u003eranging from soldiers to children to chefs to lawyers. Abilities vary from attacks to role-playing benefits, and each Supporter has only one which players can order Supporters to use in a variety of situations. \u003c\/p\u003e\n\u003cp\u003eThis system creates simplified, impact-oriented NPCs that spare players the headache of managing multiple profiles while giving the satisfaction of an army of followers. \u003c\/p\u003e\n\u003cp\u003e\u003cspan\u003eGame Mastering can be the most intimidating part of an RPG, and most manuals are written assuming the GM already has some idea of what they're doing. But what if you don't? \u003c\/span\u003e\u003cspan class=\"bold\"\u003eSomebody has to learn the game and teach it, so PEN is written to make session writing as easy as character creation. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003eModule Four describes the step-by-step process for running turns from the GM's perspective AND simple templates for writing exciting sessions. To start right away, PEN includes a complete one-shot for GMs to learn from and launch right into gaming! \u003c\/p\u003e\n\u003cp\u003eAlso included are random tables for NPCs, traps, and other details, and steps for creating unique, balanced NPCs.\u003cspan\u003e \u003c\/span\u003e\u003cspan class=\"bold\"\u003eThese seven pages give GMs all the tools they need to tell an original story right out of the box. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan class=\"bold\"\u003e\u003cspan\u003eWorldbuilding is one of the most exciting parts of GMing, and PEN wants to help new GMs worldbuild well! After GMs learn how to tell a one-session story, \u003c\/span\u003eModule Five teaches GMs how to turn their sessions into longer stories across larger worlds.\u003cspan\u003e \u003c\/span\u003e\u003cspan\u003eTen random tables spark GMs imagination for where players can explore, including options for governments, geography, industry, populations, values, economies, and more! \u003c\/span\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan class=\"bold\"\u003e\u003cspan\u003eUsing these sheets, GMs can take their stories and turn them into world guides where players can return session after session for years of evolving gameplay.\u003c\/span\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e \u003c\/p\u003e","brand":"Hoodwink Games","offers":[{"title":"Default Title","offer_id":44129987887280,"sku":null,"price":60.0,"currency_code":"NZD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0597\/3121\/4512\/files\/Play-Easily-Now-_PEN_-Roleplaying-Game-_2nd-Edition_-Bea-DnD.jpg?v=1738037138"},{"product_id":"pathfinder-second-edition-traipsing-through-tartarus-dark-encounters-creatures-and-quests-in-the-dreaded-realms-of-the-underworld","title":"Awfully Queer Heroes: Traipsing Through Tartarus - An adventure for Pathfinder Second Edition","description":"\u003cp\u003e\u003cspan\u003eWould you dare make a \u003c\/span\u003e\u003cspan class=\"bold\"\u003edeal with Hades\u003c\/span\u003e\u003cspan\u003e? Journey through locations from \u003c\/span\u003e\u003cspan class=\"bold\"\u003eGreek mythology\u003c\/span\u003e\u003cspan\u003e, travel through the \u003c\/span\u003e\u003cspan class=\"bold\"\u003eGarden of the Hesperides\u003c\/span\u003e\u003cspan\u003e and make your way to \u003c\/span\u003e\u003cspan class=\"bold\"\u003eTartarus\u003c\/span\u003e\u003cspan\u003e. If you survive the passage of the \u003c\/span\u003e\u003cspan class=\"bold\"\u003emurky Styx and the flaming Phlegethon\u003c\/span\u003e\u003cspan\u003e, you will have to face the \u003c\/span\u003e\u003cspan class=\"bold\"\u003edenizens of the Underworld\u003c\/span\u003e\u003cspan\u003e and deliver your prize to the \u003c\/span\u003e\u003cspan class=\"bold\"\u003ePalace of Hades\u003c\/span\u003e\u003cspan\u003e, guarded by the \u003c\/span\u003e\u003cspan class=\"bold\"\u003ewatchful Cerberus\u003c\/span\u003e\u003cspan\u003e. Explore the frozen and scorched passages of the Underworld and \u003c\/span\u003e\u003cspan class=\"bold\"\u003ebattle its hellish inhabitants\u003c\/span\u003e\u003cspan\u003e in this new adventure for \u003c\/span\u003e\u003cspan class=\"bold\"\u003ePathfinder 2e\u003c\/span\u003e\u003cspan\u003e. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan\u003eA Level 9-12 adventure for Pathfinder Second Edition.\u003c\/span\u003e\u003c\/p\u003e","brand":"Awfully Queer Heroes","offers":[{"title":"Default Title","offer_id":44154755547312,"sku":null,"price":20.0,"currency_code":"NZD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0597\/3121\/4512\/files\/TRAIPS_1.jpg?v=1738036799"},{"product_id":"rosewood-abbey","title":"Rosewood Abbey","description":"\u003cp\u003eRosewood Abbey is a roleplaying game about upholding the truth no matter the consequences.\u003c\/p\u003e\n\u003cp\u003eIt is inspired by Umberto Eco’s novel The Name of the Rose, its 1986 film adaptation, and the British mystery television series Cadfael. \u003c\/p\u003e\n\u003cp\u003eThis Carved from Brindlewood (PbtA) game is for 3 to 6 players. It works well for one-shots but truly shines for short campaigns, thanks to its unique \"Rumor Mill\" story-building mechanism.\u003c\/p\u003e\n\u003cp\u003eThe Fratres Herodoti comprise an informal brotherhood of scholars who swore an oath to knowledge and truth. The mysteries these Friars, the player characters, investigate are often mundane and unrelated to one another.\u003c\/p\u003e\n\u003cp\u003eNonetheless, at the Abbazia di Palissandro, Rosewood Abbey, other monks and their flock are prone to interpret situations as either the work of God or that of maleficent spirits. As rumors spread out of proportion, the papacy becomes compelled to settle the veracity of alleged miracles or heresies.\u003c\/p\u003e\n\u003cp\u003eWill the Friars uphold their oath? \u003c\/p\u003e\n\u003cp\u003eRosewood Abbey is rooted in Walloon, Flemish, and European folklore often irreverent towards religion.\u003c\/p\u003e\n\u003cp\u003eThe game isn’t intended as a comment on contemporary religious beliefs and practices.\u003c\/p\u003e\n\u003cp\u003e\"Carved in Brindlewood\" means it is directly adapted from the roleplaying game Brindlewood Bay with the blessing of the author, Jason Cordova.\u003c\/p\u003e\n\u003cp\u003eThis book features three mysteries. \u003c\/p\u003e\n\u003cul\u003e\n\u003cli\u003eThe Rose in the Garden (expanded) \u003c\/li\u003e\n\u003cli\u003eMocking Grotesquery by Sean F Smith\u003c\/li\u003e\n\u003cli\u003eFugit Inreparabile Tempus \u003c\/li\u003e\n\u003c\/ul\u003e","brand":"The Rolistes","offers":[{"title":"Default Title","offer_id":44353285095600,"sku":null,"price":53.0,"currency_code":"NZD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0597\/3121\/4512\/files\/Rosewood-Abbey-front.gif?v=1744500213"},{"product_id":"before-the-flood-a-utopic-map-making-ttrpg","title":"Before the Flood - A utopic map-making TTRPG","description":"\u003cdiv\u003e\u003cem\u003eLong ago, before our world, there was another. \u003c\/em\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cem\u003eThere was a Flood once, or so I have heard. It was vast and terrible in the way that only the greatest of disasters can be, a cataclysm so total in its destruction that when it swept the world, there was nothing left.\u003c\/em\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cem\u003eThis is not the story of that Flood. This is not the story of how it came to pass, or what it broke, or what came after.\u003c\/em\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cem\u003eThis is the story of the world that came before it, a world lost to the sands of time and the waters of inevitability. This is the story of when magic was material, and the ones like us were lions on the prairie. This is the story of Before the Flood.\u003cbr\u003e\u003cbr\u003eBefore the Flood\u003cspan\u003e \u003c\/span\u003e\u003c\/em\u003eis a map-making game for six players about working together to discover a world that existed long before our own. Each player will take on the mantle of one of the fundamental forces that shaped this world, using their own unique mechanics, tools, and perspective to create a map of the world that existed before it was all washed away.\u003c\/div\u003e\n\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003eThe zine includes all the instructions needed for play, along with some instructions that are not meant to be used at all: the ritual for The Flood itself. Players read through this ritual of destruction before starting their story of creation, turning each new addition to the map into a mark of defiance in the face of fate.\u003c\/div\u003e\n\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv\u003eThe Flood will come, but you will still build, and there will still be beauty, and hardship, and lives to be led. \u003c\/div\u003e\n\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cspan style=\"text-decoration: underline;\"\u003e\u003cstrong\u003ePlaying The Game:\u003c\/strong\u003e\u003c\/span\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e\n\u003cem\u003eBefore the Flood\u003c\/em\u003e\u003cspan\u003e \u003c\/span\u003eruns in 2-4 hours and requires zero prep, making it ideal for one-shots, and can be used as a standalone game or worldbuilding for a larger campaign. It also caters to a range of playstyles: since each mantle has its own mechanics and role, players can choose how they want to be involved in the storytelling each time they sit down to draft a new map.\u003c\/div\u003e\n\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv\u003eTo play, you'll need the zine itself, some drawing supplies, and the specific tools used by each mantle: four stones, a coin, a book, some dice, a set of tarot cards, and a standard deck of playing cards.\u003cbr\u003e\u003cbr\u003ePlay begins with a ritual taking up of the mantles, the six fundamental forces players will embody while constructing the world of\u003cspan\u003e \u003c\/span\u003e\u003cem\u003eBefore the Flood\u003c\/em\u003e. With the knowledge of the inevitable flood ever-present, players will take turns using their unique aspect to bring together different parts of the story into one complete tale.\u003c\/div\u003e\n\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003eThe world is built through the collaboration of six mantles:\u003cstrong\u003e\u003cspan\u003e \u003c\/span\u003eLand, Legend, Nature, Nation, Weal, and Woe.\u003c\/strong\u003e\u003cbr\u003e\u003cbr\u003e\u003cstrong\u003eLand is the mantle of the earth itself, carving valleys and building mountains. It is that which marks the map while the rest deliberate over details.\u003cbr\u003e\u003cbr\u003e\u003c\/strong\u003eLand starts off each round of\u003cspan\u003e \u003c\/span\u003e\u003cem\u003eBefore the Flood\u003c\/em\u003e\u003cspan\u003e \u003c\/span\u003eby casting colored stones onto a piece of paper, delineating areas of different altitudes. Land decides how these areas are marked to show this, and while the round continues onward and the other mantles take their turns, Land stays dedicated to their parchment, pen constantly moving to add various features. \u003c\/div\u003e\n\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cstrong\u003eLegend is the mantle of histories, those stories that only become greater as they are lost. It is the adviser to both Nature and Nation, and that which marks the details that Land does not.\u003cbr\u003e\u003cbr\u003e\u003c\/strong\u003eAfter Land has cast their stones and started the round of play, Legend flips their coin. On a result of heads, Nature will be called forth to act that round. On a result of tails, Nation will act instead.\u003cbr\u003e\u003cbr\u003eLegend then flips through their book, stopping on whatever page they feel is right, before closing their eyes and dragging a finger down that page, again stopping when it feels correct.\u003cbr\u003e\u003cbr\u003eThe word or phrase that Legend lands on is what they'll use to help either Nature or Nation ascribe meaning to the landmark they discover.\u003cbr\u003e\u003cbr\u003e\u003cstrong\u003eNature is the mantle of all that is wild and untamed, the magic and mundane that grows from that which is left untended. It is that which sprouts landmarks as a matter of course, growing ever larger as it does.\u003cbr\u003e\u003cbr\u003e\u003c\/strong\u003eEach round, if Legend's coin flip lands on heads, Nature will be called to act.\u003cbr\u003e\u003cbr\u003eNature acts by rolling a singular, with their result corresponding to a list of features and items. They start with the smallest of the polyhedral dice, a four-sided die, and on a result of 4 they get to step up their die to the next size and reroll. This continues with each die; if they roll the highest result, Nature is able to step it up to the next size, all the way up to a 100-sided die.\u003cbr\u003e\u003cbr\u003eWhatever result they get, Nature takes the corresponding item from their lists and consults with Legend to create a landmark, which Legend then places on the map.\u003cbr\u003e\u003cbr\u003eNature's roll also decides if Weal or Woe will be called forth to act that round. If the result is below a four, Woe gets to act. If it's a four or above, Weal gets to act.\u003cbr\u003e\u003cbr\u003e\u003cstrong\u003eNation is the mantle of the forces of humanity, in all their glory and hubris. It is that which builds landmarks with structured purpose, forever looking to better its odds and create something more.\u003cbr\u003e\u003cbr\u003e\u003c\/strong\u003eIf Legend's coin flip lands on tails, Nation will be called to act instead of Nature.\u003cbr\u003e\u003cbr\u003eNation acts by playing their own dice game involving a pool of six-sided dice (d6) and matching the combination of results to tables of landmarks. They can add more dice to their pool to increase their chances, but in doing so scorn Weal and invite only Woe.\u003cbr\u003e\u003cbr\u003eOnce Nation has their combination for that round they find the correct d6 table and roll one more d6 to find out what the landmark is going to be, consulting with Legend to flesh it out and place it on the map.\u003cbr\u003e\u003cbr\u003e\u003cstrong\u003eWeal is the mantle of good fortune, sharing its joy with all those who would take it. It is that which pulls meaning from the arcane and promises the sunrise will come again.\u003cbr\u003e\u003cbr\u003e\u003c\/strong\u003eIf Weal has been called forth to act, they will pull three cards from a deck of tarot and interpret them together to create an omen of good fortune.\u003cbr\u003e\u003cbr\u003eIn\u003cspan\u003e \u003c\/span\u003e\u003cem\u003eBefore the Flood\u003c\/em\u003e\u003cspan\u003e \u003c\/span\u003ethe general meaning of each tarot card is listed out, alongside an omen already drawn out from that meaning. Weal's task is to take all three of these meanings and weave them together into one.\u003cbr\u003e\u003cbr\u003eWhatever omen occurs Nature and Nation take a moment to describe how their people react to it together, and play continues into a new round starting again with Land. \u003c\/div\u003e\n\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cstrong\u003eWoe is the mantle of ill fortune, but I ask you not to assume their intent. 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Dive into nine distinct organizations, each designed to integrate seamlessly into any campaign, system, or era.  \u003c\/p\u003e\n\u003cp\u003eThis comprehensive guide provides extensive lore for each faction, detailing their unique origins, historical evolution, core beliefs, and overarching goals. Explore how their wealth and influence manifest, from secret coffers to widespread political reach. Uncover the secrets of their strongholds, from a bustling college campus, a hidden desert oasis, or nomadic caravans. Learn about the diverse services they publicly and privately offer, and delve into the hidden rituals, rumors, and closely guarded secrets that define them. 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