# Introduction

**Dawn of the Tyrant is a tabletop roleplaying game best played with three or more players, including the Game Master – making up a typical gaming group.**

**But what makes the game special is that your gaming group is connected with every other group who are currently immersed in the game.**

Just like an MMO video game, your group will exist, move and interact within the same fantasy world. Much more than simply playing in the same setting, your choices and actions affect not just your own group, but an entire legion of other players all over the world. Your victories equal gains for your entire faction just as much as your defeat will play into the hands of enemy players. Alongside your faction you will vie for dominance, questing for the same causes and outcomes, and if you choose, you even battle side by side or against each other.

To connect your gaming group with a multitude of others all over the world, Dawn of the Tyrant uses a companion app. We’ve taken care while designing our app to create an experience that complements the feeling of real-world gameplay around the table, rather than detracts from it. So don’t worry, you won’t find yourself stuck amidst a group of people at a table staring at the phones for hours on end!

The app has a host of gameplay features, but the most important ones are moving your group, and rolling dice to make checks. Using the app to travel in the game world means that you are really moving around in a connected environment with other players. Using the app to help adjudicate important dice rolls means that the game system and all other connected players know they can trust your game actions, and vice versa – it means that you and your group can place your trust in the actions other players make it the game, both friends and enemies.

Plus, we’re planning to offer compatibility with [**Pixels Dice**](https://gamewithpixels.com) with support coming soon to the companion app – because real dice simply feel so much better than digital dice-rollers. Plus, we know how important it is to know that you can use your own lucky dice!

{% hint style="info" %}
We're very excited that the Pixel Dice project has recently launched! Unfortunately, I missed out on a dev kit, so I'm waiting to receive my backer rewards so I can start work on app integration. I hope to share more news about that soon!
{% endhint %}

{% hint style="warning" %}
The method of purchasing access to the game is yet to be determined. Most likely, the companion app will be a free download and will include some form of simple and fair in-app payment for continued access to the online game. I also plan to publish the rulebook, with lots of lore included, as a physical book. The book will include a free code to unlock unlimited full access to the game. It feels right to offer some form of trial – maybe time-based, or it allows access to part of the campaign map, or levels 1-5, etc. Also there will be nice rewards for Alpha and Beta testers!
{% endhint %}


# Designer's Notes

The game is played by a group of players, one of which will be the Game Master or GM. Groups of three or more generally create the best gameplay experience. Like other tabletop role playing games, the GM acts as a storyteller who beings the setting to life for the players by describing scenes and events, speaking and acting as NPCs the players encounter, as well controlling the flow of the game and the use of the game’s rules.

Groups of players are generally aligned to the same faction and form a warband. Given the nature of the setting, the game is primarily warlike in nature, though there is certainly scope for players to pursue non-violent quests.

The game comes with a companion app that connects the warband with the game world and the multitude of other players within it.

The companion app connects with Pixels dice to enable trustworthy dice rolls to be made when the outcome of these rolls might affect other players and warbands, the players’ faction or the enemy faction, or the world itself.

Solo play might also be supported by the companion app, though this should not be considered a focal feature. Similarly, there is scope for a GM to manage a group that includes players of opposing factions, though these may involve more complex rules and there are other, better ways for players of opposing factions to interact.

Enjoyable multi-player interactions must be founded on the principles of fairness and balance, which requires a degree of structure to the game. On the other hand, a vital aspect of tabletop gaming is allowing freedom of creativity and expression, allowing GMs to weave their own story within the setting.

One of the primary gameplay systems is the concept of Feats. These come in many forms: feats of endurance, feats of wisdom or feats of combat. Feats are the most important objectives for players to accomplish in a story and success or failure might have broad ramifications, both for players and their warband, and for other players and the world at large.

Feats are adjudicated using Pixels dice and the companion app, meaning these interactions with the game world can be trusted, no matter if the player who rolls the dice is at the table beside you or on another continent.

It’s definitely possible to use a server authenticated dice roller within the app that doesn’t require Pixels dice, however using physical dice rather helps keep more of the game in the real world, and connects with the culture and experience for tabletop games. Additionally, partnering with Pixels may offer opportunities to reach a larger initial audience.

By the necessities of a connected game world, any player interaction with far-reaching consequences must have structure and limitations. Letting a player slay hundreds of their factions’ enemies every day would be unfair, unrealistic, and may upset the balance of the world that others also want to play in and enjoy. Therefore, players cannot simply roll dice hundreds of times and expect it to benefit their character!

Much of the storytelling in the game occurs within the format of a quest. Each quest includes a number of feats that must be accomplished in order to complete it, with the quantity and type of feats shaping the style, size and difficulty of that quest. But what quests and their feats don’t do is dictate what happens in the story – that’s where the GM comes in. The feats provide a framework for them to weave an imaginative and compelling story for their players with the game’s setting.

The player and their warband can travel to a location and start a quest that requires three feats of combat, two feats of stealth, another two of agility and one of perception. However it will be the GM who turns that template into a daring night raid into an enemy outpost, where the players take out the outer sentries, cunningly discern the location of the commander’s quarters, and sneak through shadows and leap silently over rooftops to carry out an assassination that helps turn the tides of war.

Some of the biggest and most significant story quests in the setting will come with ready-to-play storylines in the sourcebook and supplements, ensuring it’s easy for a group of players to get a game up and running, no matter how experienced their GM is. The smaller quests dotted around the game world will often be supplied with story hints, a suggested theme or recommended enemy NPCs for players to encounter, but ultimately its is left up to the GM and their imagination to decide how the story unfolds.

Time is another key factor of gameplay. Generally, it’s up to the GM to handle the flow of time and it is natural for the passage of game time to speed up and slow down depending on the players’ current situation. Players may want to experience combat down to each thrust and parry of a bitter struggle, while they are unlikely to enjoy playing through every step, twist and turn of a long day’s walk through the mountains.

In a game where warbands of players all over the world might be spending time around the gaming table on different days and nights, and some more often than others, time within the game world will be flowing at a different rate for each of them. The game has two key systems that maintain balance and parity of experience.

At the macro scale, the game occurs in chapters. A chapter is a period of time within the game where certain forces hold sway, particular locations are significant, and there are specific goals that each faction is intent on as they vie for dominance. Every player and warband in a faction can contribute to these massive, world spanning quests and the outcome as determined by the entire player community will have great implications for the overarching story of the setting. What happens in one chapter will set the scene and shape the game world for the next chapter.

Chapters may take months to play out across the world before that part of the grander story becomes history, and the next chapter begins with a new agenda for the competing factions. Some players and their warbands may choose to spend more or less time playing within each chapter, but they all have the power to sway the fate of the world in their favour.&#x20;

At the micro end of the scale, players are given action points, which they can use for many different ways of interacting in the game. Movement through the game world requires action points, as does attempting feats, using special abilities, or even simply resting and healing. Action points are a finite resource, with a limit to the maximum number of action points a player may have, plus a set period of time that it takes for players’ action points to recharge.

To create an ideal and fair gaming experience, we must ensure that players won’t have so many action points that they can exploit the game systems and adversely affect others, but also avoid a situation where genuine players find themselves sitting around a gaming table, bored and waiting for their action points to recharge. We will use playtesting to help identify the perfect settings for action point cooldown times and maximums.

It is anticipated that GMs will maintain the majority of control over the flow and timing of games as they create fun and immersive experiences for the players in their group, and they will use the ebb and flow of action point resources as an extra tool to craft their story. The ability to balance action points at a global level means that the majority of well-intentioned players will not be adversely impacted by the actions of a small minority who choose to not play the game correctly.

Realistically, it’s entirely possible for someone to create an account and roll dice without actually playing the game in a role playing setting at all. Though the ability of the person to affect the state of the world to the detriment of others is very limited, and ultimately it’s just going to be them who misses out on the fuller gaming experience!

As action points are required for player travel and movement is managed through the companion app, a player can only be in one place at any one time. The actions they can take, the quests they can start, play and finish and the aspects of the overarching game story that they can influence are all governed by where the player is in the world.

The trifold mechanics of having feats housed within quests, the use of time-bound action points, and location-bound questing opportunities help ensure that the game is played as intended and the impact of abuse on others is minimised.

Other game systems such as daily, weekly and rare quests may also be used to create opportunities to enhance or manage player interactions as needed to best optimise the experience for the broader community.

The game can offer two main ways for players to interact beyond the bounds of their own gaming table. At an overarching game-spanning level, player warbands can contribute to collective goals that can benefit all players in their faction and work against those in the opposing faction. Some players and their warbands may even have their heroic actions made known to all, but otherwise this is a largely anonymous and asynchronous mechanic that doesn’t actually put players face to face with other gaming groups.

At a more personal level, it may be possible for player warbands to band together with other groups of connected players from their faction – or to go head to head in a PvP battle with a warband from the enemy faction. Connected gameplay and adjudicated dice rolls can make this kind of synchronous interaction possible. At this point, it’s less certain whether the companion app could include text or video chat functionality to support these interactions within a managed environment, or whether players should be given an opportunity to meet and connect with each other, but left to arrange their own communication channels – such such Zoom or Google Meet. Or some form of midway point between these two, such as an integration with Discord.


# Alpha Access

The game is currenty in an **Alpha** stage of development. This means that it is playable, but not yet ready to be released to a broader public testing group through a **Beta** program.

Once we have completed working on additional features and feel that internal Alpha testing has been sufficient, we will start inviting people to join us in our Beta testing stage.

If you have been given Alpha testing access – firstly, thank you for your help! Your access to the iOS or Android companion app will be managed internally. Links to download the app will not be available publicly yet.

{% hint style="info" %}
Information about Beta access and registration will be added to this page in the future.
{% endhint %}


# Glossary

### Telár

The Telár are the ancestors of the Aëdr, who rose to prominence on the planet of Telarhïs Prime.

### Aëdr

The name Aëdr is used to describe the empire as it swelled beyond the bounds of Telárhis Prime to cover most of the local galaxy.

### Amensï

Amensï is a collective term given to all lesser intelligent and semi-intelligent alien races encountered by the Aëdr during the Expansion Wars. Most were eradicated or subsumed into the empire in servitude.

### Faënar

The Faënar are not a creation of Rhïarrh in the same sense as His earlier experiments. Rather, the are effect of His rage and will reaching out from the Void into the material universe.

### Holórhïn

Better known as the Star Titans, terrifying beings each created by Rhïarrh from the death of an entire star system.

### Ihrysïnn

A small group of Rhïan who were slain and reawakened to serve the will of the Star Titan Unnakharesh.

### Jïnnaïar

A small subset of the Vaïar who attained spirit form and now dwell in the northern polar regions, protecting the Symmetron.

### Kheïtanni

Those Aëdr who fought with the Násr against Rhïarrh in the War in Heaven. They awoke years after their tragic fall.

### Lánaraï

Those Aëdr who fought with Rhïarrh in the War in Heaven. They were left stranded on Vónekh VII.

### Lulúkhaï

The unquiet spirits of former Aëdr warriors who fell in the cataclysm. They are doomed to fight forever, even though they scarcely remember which side they fought for.

### Mórin

Formerly slaves in the Lánaraï city of Telárkharóth, they rebelled and took the city for their own. They turned from Rhïarrh to serve the Násr Móri.

### Myrmaïar

A substantial subset of the Vaïar who attained a marine form and now dwell in the oceans surrounding the continent of Kheïtan.

### Násr

The ruling caste of the Aëdr who forsake their physical bodies to be entombed in great machines, making them theoretically immortal.

### Rhïan

The second attempt by the Lánaraï to create a subservient race was successful. While some Rhïan continue to serve, they have largely outgrown servitude through sheer numbers.

### Rhïarrh

Rhïarrh was orginally one of the Násr but both lost His political status and later, his corporeal form, remaining as only a reflection in the Void.

### Rhómethïan

Rhïarrh’s first experiment in creating life to fuel His armies produced the Rhómethïans. Intriguingly, they are physically similar to the Rhïan.

### Vaïar

The first disastrous attempt by the Lánaraï to create a subservient race resulted in the Vaïar, a strange winged race who escaped their would-be masters.


# Getting Started

{% hint style="info" %}
As this is an Alpha version of the companion app, you may find incomplete features or bugs. Your feedback and commentary is welcome, please contact me if you find something that doesn’t look right, adversely affects your gameplay experience, or you think could be designed or solved for in a better way. Thanks! 🙂
{% endhint %}

### <img src="/files/rpFwqq8nessqGh51zuzr" alt="" data-size="original">

### The World Map Screen

The world map shows you where your player character and the other members of your warband are located in the game world and allows you to travel from one location on the map to another.

The map is divided into many small hexagonal tiles (called hexes), each of which represents a small, local area. You can explore the area you are in to see other players near you, fight enemy NPCs if there are any close by, or gather local resources. Some hexes also contain friendly NPCs who can give you and your warband quests, or who you can buy and sell items from in the marketplace.

You can move from one hex to any adjacent hex to travel throughout the game world. Some playable races have special abilities that allow them to move faster or further. Sometimes moving into a new hex will require you to make an Encounter roll to see if something unexpected occurs as you travel.

### ![](/files/RO1RRhXXjSQAcxNRYDOt)

### The Warband Screen

Your warband is the group of players you are playing with, including the GM – who directs the storytelling and takes control of NPCs that the warband encounters.

This screen lets you manage all things to do with your warband – creating one, nominating the GM choosing a name for it, inviting others to join you, or even leaving the warband if you need to.

This is also where you control the turn phases of the game. For warbands, it's the GM's responsibility to end the turn and advance to the next one. The turn will also progress from the players' turn to the GM's turn before the next full turn begins.

### ![](/files/7Q4uu2wiLoYHTERKTpsm)

### The Roll Screen

Being a tabletop role-playing game, it's not surprising that you will need to roll some dice! The Dawn Of The Tyrant TTRPG uses a D10 for all dice rolls. The game also uses digitally-trusted dice rolls, which means that when you roll a dice, every other player in the game world can trust that the result of the roll is genuine.

Dice rolls may be required by many events in the game world, from Encounter checks and combat to crafting items and using special abilities. Players are also required to complete Feats – whether proving their might in a Feat of Endurance, or their charm in a Feat of Charisma. Accomplishing feats are required by many Quests and Encounters, or may be assigned by the GM to players at any time that their storytelling requires.

The Dawn Of The Tyrant TTRPG currently uses an on-screen dice for rolls, but we have plans to allow physical Bluetooth Pixels Dice (<https://gamewithpixels.com>) to be used with the app in the future.

### ![](/files/xD6mftXTjUH4MU7BpWas)

### The Draw Screen

The game includes three decks of cards that players can draw from when certain events occur. This screen allows players to draw from a deck if they are required to. GMs can also use this screen to browse the cards in each deck, and in some cases, assign them to players.

The Encounter deck contains cards describing unexpected events that happen while the player travels thoughout the world. The Void deck contains special encounter-type cards that are reserved for times when the player enters a Void-affected hex.

Players will sometimes find Loot Cards to take from slain enemy NPCs. These cards can be exchanged for an opportunity to draw from the Loot deck, which contains useful items and valuable treasures.

### ![](/files/tR6RgT3kwpjFhKV8iZTz)

### The Story Screen

The storyline is a chat-like account of all the actions that players, their warband and the GM take while playing the game. It provides a handy summary of recent actions, and allows players to scroll back to remind themselves what occured earlier in the game if they need to. This screen also helps the GM and the players in the warband see and understand the actions that each other have taken.

![](/files/hUU3RjIB3cBx4rW3XmtR)

### The Profile Screen

This screen is all about your player character. Here you can simply see your statistics and equipment, as well as details about special rules and abilities – hostile or beneficial – that are currently affecting you.

The icons at the top allow you to easily access your inventory of items, the abilities you can use, and all of your past and current quests.

### Hints & Tips

#### Solo-play vs. Multiplayer

Please note that as a TTRPG, the game is designed to be played by a group of players – your warband. You may find that the solo play experience is limited or may have issues. You will have the best experience playing in a small group – or to allow for solo testing, it is currently possible to create multiple players on a single user account. This means you can add them all to the same warband, nominate a GM, and play the roles of the GM and the whole warband yourself. You can switch players at any time via the game menu.

#### Lánaraï Content

Currently the content in the game world is designed for the Lánaraï player race. You will have the best experience choosing a Lánaraï player and warband, whereas choosing to play as a Kheïtanni will mean your gameplay will be limited. A future Beta version of the game will offer content for both of the main playable races.


# Characters

Your character is what represents you in the game world.

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This page is a stub for a more complete page which will be added soon.
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#### Action Points

TO DO

#### Health

TO DO

#### Experience Points

TO DO

#### Equipment

TO DO

#### Faction Progress

TO DO

#### Effects & Keywords

TO DO

#### Combat

TO DO

#### Statistics

TO DO

#### Inventory

TO DO

#### Abilities

TO DO

#### Quests

TO DO


# Statistics

Statistics indicate a character's prowess or natural characteristics in a given field. There are 8 statistics that all players and NPCs have.

### Agility

Used when attempting to **Evade** combat, which allows the player or NPC to disengage from melee combat and avoid fighting for a turn.

Used when attempting these Feats:

* **Agility** (combined with **Speed**)
* **Artisanship** (combined with **Empathy**)
* **Dexterity** (combined with **Mind**)
* **Stealth** (combined with **Perception**)

### Speed

Used when attempting to gain **Strike** on an enemy in combat, which represents the player or NPC charging into the fray.

Used when attempting these Feats:

* **Agility** (combined with **Agility**)

### Perception

Used when attempting to gain **Vantage** on an enemy in combat, which represents the player or NPC finding an ideal position to fire from.

Used when making an unbound roll to gain the **Perceptive** keyword, which allows a player to find hidden resources and enemies in ambush.

Used when making a combat check against a **Blinding** enemy.

Used when attempting these Feats:

* **Perception**.
* **Knowledge** (combined with **Mind**)
* **Stealth** (combined with **Agility**)
* **Charisma** (combined with **Empathy**)

### Strength

Used when attempting to attack in melee combat, including special combat abilities. For ranged combat, the strength of the weapon is used instead.

### Toughness

Used when attempting to defend in combat, including against special combat abilities.

Used when attempting these Feats:

* **Bravery** (combined with **Bravery**)
* **Endurance** (combined with **Mind**)

### Mind

Used when attempting to cast most spell-like abilities.

Also used when making a combat check against a **Disorienting** enemy.

Used when attempting these Feats:

* **Willpower** (combined with **Bravery**)
* **Dexterity** (combined with **Agility**)
* **Endurance** (combined with **Toughness**)
* **Knowledge** (combined with **Perception**)
* **Wisdom** (combined with **Empathy**)

### Bravery

Used when making combat checks against a **Terrifying** enemy.

Used when attempting these Feats:

* **Bravery** (combined with **Toughness**)
* **Willpower** (combined with **Mind**)

### Empathy

Used when making an unbound roll to gain the **Persuasive** keyword, which allows the player to negotiate for better prices in marketplaces.

Used when attempting these Feats:

* **Charisma** (combined with **Perception**)
* **Artisanship** (combined with **Agility**)
* **Wisdom** (combined with **Mind**)


# Creating a Character

### **Choosing a Race**

The first stop in creating a new character is choosing a race. In the Alpha version of the game you can choose between the Lánaraï and the Kheïtanni only. Other playable races will be available in the future.

{% hint style="warning" %}
**Choosing your character’s race is an important decision.**

Your warband must include only Lánaraï or Kheïtanni characters. Over six thousand years of civil war has divided the descendants of the Aëdr, so under no circumstances would they ever fight side by side.
{% endhint %}

### **Character Details**

The next step is to choose a name for your character, select the pronouns by which you'd like your character to be referred, and pick a profile image to represent your character in the game. There are a number of preset profile images to choose from that are suitable for your selected character race.

{% hint style="info" %}
Uploading your own profile picture will be supported in a future version of the companion app.
{% endhint %}

### **Statistics**

The final step in creating character is setting your statistics. This includes the starting values for your character's Speed, Toughness, Perception and more.

If you want to jump in and start playing, you can choose to use the default starting statistics for your character, which depend on the race you have chosen.

Alternatively, if you’d rather create take the time to create your own character, you can roll for each of your statistics. Rolled statistics use the same baseline starting statistics as the race you have chosen, but with a potential range from -2 to +2.

That means for a Lánaraï with **Strength 5**, you would have a potential range between 3-7 for the Strength statistic.

There’s both risk and reward here, but you’ll be given up to 3 re-rolls to help you out.

| What are my chances?        |
| --------------------------- |
| 10% chance of a -2 modifier |
| 20% chance of a -1 modifier |
| 40% chance of no modifier   |
| 20% chance of a +1 modifier |
| 10% chance of a +2 modifier |


# Progression

### Leveling Up

Each time the player’s character gains a new level, they will gain 1 extra Health plus a number of **Honour Points**, which will increase over progressive levels. Honour Points are spent on **Paths**, and allow the player to increase their character’s stats and become more proficient in certain styles of combat.

### Paths

Dawn of the Tyrant has no classes, so Path choices are what define the character’s specialisation. Players can choose to specialise their character in one or more Path, giving them a high degree of flexibility to create the warrior to their choosing. They will however find that it’s easier to grow in a Path that’s already been pursued than it is to pursue a new Path. For example, a spellcaster will find it easier to become better at spellcasting than trying their hand at archery.

### Level Cap

The maximum player level cap is 20. After level 20, players will still earn Honour Points, but will no longer gain additional Health Points. This means that top tier characters can still grow their capabilities across one or multiple Paths, though progressing higher will cost increasingly more Honour Points and take longer to achieve. Maxing out every Path is theoretically possible, but would take a very long time and is practically unlikely!


# The Turn Sequence

The game is played in turns, with each turn having two phases. The **Player Turn Phase** occurs first, followed by the **GM Turn Phase** which occurs second.

A turn usually represents one hour in the game world, which includes both Player and GM turn phases. Once both phases are complete, the time of day in the game world will advance by an hour.

However, if any of the players in the warband are in combat, turns will only advance the time of day by a quarter of an hour.

### Player Turn Phase

All of the players in the warband share the **Player Turn Phase** together. The players can perform actions in any order and do not each need to take individual turns.

When performing actions, each player may use up to **3 Action Points** in a single turn. This means that choices may be limited, and players must make careful decisions about what they want to do.

When all the players have completed all of their actions for the turn and are ready to move on, the GM may end the player turn phase and start the **GM Turn Phase**.

### GM Turn Phase

In the GM turn phase, the GM may activate any enemy NPC that is on the same hex tile as at least one player from their warband. Each NPC also has **3 Action Points** that the GM can use in each turn.

NPCs can be activated in any order and the GM can also use NPC Action Points in any order. They do not have to use all Action Points for a single NPC before activating a different one, and any NPC can be activated multiple times by the GM in their turn phase. This means that GMs can strategise actions for groups of NPCs just as intelligently and collaboratively as player warbands.&#x20;

When the GM has completed all of the actions they have chosen to take for any NPCs they are able to activate, they may end the player turn phase and start the next **Player Turn Phase**.

A number of things also happen automatically once both the Player and GM turn phases have ended and the next player turn phase starts.

**These include:**

* Any ability effects are applied to players and visible enemy NPCs.
* Ability cooldowns are incremented for players.


# Action Points

Every turn, each player has 3 Action Points that they can use to move across the map, fight enemies, use their abilities, collect resources and more.

Many actions cost 1 Action Point. Some more complex and special abilities may require 2 or even 3 Action Points, as they are more powerful or more difficult to perform than ordinary abilities.

### Types of Actions

* Movement actions – including special movement abilities.
* Tactics actions – including Strike, Vantage and Evade.
* Combat actions – including both melee and ranged attacks, as well as special attack abilities.
* Using abilities.
* Attempting Feats – including Encounters, Quests and Assigned Feats.
* Gathering resources.
* Crafting items.

### Movement Actions

Movement is a special type of action. It requires <mark style="color:yellow;">**3 Action Points**</mark> (a full turn), meaning that you cannot perform any other actions in the same turn as you move.

{% hint style="info" %}
Players may have special movement abilities that affect this, however. For example, both the innate *<mark style="color:purple;">**Fly**</mark>* and *<mark style="color:purple;">**Void Form**</mark>* abilities allow players to move without ending their turn.
{% endhint %}

### Combat Actions

Combat is also a special type of action. It costs <mark style="color:yellow;">**1 Action Point**</mark> to make an attack, and you can perform other actions before you make an attack. However, combat is always the final action in a turn. Once you attack, you cannot perform any other actions that turn and any remaining action points are lost. This also means that only a single combat action can be made in a turn.

This rule also applies to Combat special abilities, including Combo, Counter, Onslaught and Deathblow ability types.

{% hint style="info" %}
The **Combo** special attack type is the sole exception to this rule. Combo attacks also cost <mark style="color:yellow;">**1 Action Point**</mark>, but do not end the turn for the player.
{% endhint %}

### Free Actions

Some actions do not use any Action Poimts and may always be taken for free.&#x20;

**These include:**

* Rolling for Initiative, Encounter or Combat checks.
* Rolling for armour saves.
* Equipping or un-equipping items.
* Buying or selling items in marketplaces.
* Accepting or completing Quests.
* Drawing Encounter, Void or Loot cards.


# Initiative

Players roll for initiative at the start of the player turn phase. Enemies roll for initiative at the start of the GM turn phase.

When a player or NPC controlled by the GM attacks a target, they will get a <mark style="color:yellow;">**+1 advantage**</mark> modifier for their attack roll if they have higher initiative than their target, or a <mark style="color:yellow;">**-1 disadvantage**</mark> modifier if they have lower initiative than their target. If both the player and NPC have the same initiative, then no modifier will apply.

Initiative advantage and disadvantage modifiers also apply to players and NPCs using special attack abilities or damage-causing abilities.


# NPC Actions

{% hint style="warning" %}
This page is a stub for features that have not been fully scoped or developed yet.
{% endhint %}


# Movement

### Moving Your Character

In the player turn phase, you may move your character one hex in any direction, as long as the adjacent hex tile is not impassable terrain, such as ocean.

Moving one hex requires <mark style="color:yellow;">**3 Action Points**</mark>, meaning that the movement action will take the entire turn.

{% hint style="warning" %}
You may not move if your character is Knocked Down, has the *<mark style="color:orange;">**Frozen**</mark>* keyword, or if you have incomplete assignments.
{% endhint %}

The GM also has the ability to move the warband together. If they do this, they will choose a hex tile to move the players in the warband to. Any characters that would be able to move into the chosen hex tile will be moved. Any characters that are too far away, or are unable to move for any reason, will remian where they are.

{% hint style="info" %}

#### A note on world size

A hex tile represents an area of the map equal to a little over 20 square km or just under 8 square miles. The distance from one hex to the next is around 5 km or 3 miles. At a normal walking pace, it would take one hour to travel between adjacent hexes.
{% endhint %}


# Movement Abilities

### Flying

**Void Leap:** The player can instantly move to location 2 hexes away for 2 Action Points. Roll a dice before moving. On the roll of 1, the player receives the *<mark style="color:orange;">**Voidsick**</mark>* keyword after the move is complete. If Void Leap is used to move into a hex that is affected by The Void, the player receives the *<mark style="color:orange;">**Voidsick**</mark>* keyword on the roll of a 1 or 2.

### Void Form

**Soar:** The player can move to a location 1 hex away for 1 Action Point. In this way, they can move between multiple hexes in a single turn. Roll a dice before moving. On the roll of 1, the player receives the *<mark style="color:orange;">**Grounded**</mark>* keyword after the move is complete. Soar may not be used to move into a hex that is affected by The Void.


# Encounter Checks

### When They Occur

Sometimes entering a new hex tile will require you to roll an ***Encounter check***. Not all hex tiles will contain Encounter checks. Generally, safer areas are free from Encounters.

If you are required to make an Encounter check, this will automatically be given to your character as an ***assigned roll*** after you move into the new hex tile.

### Difficulty

Different hex tiles have different chances of an Encounter occuring. Usually, the wilder or more dangerous the area is, the more likely it is that an Encounter will occur – or the more difficult it is to avoid.

The ***Difficulty*** of an Encounter check will be shown with the assigned roll.

### Making A Check

To roll an Encounter check, go to the ***Roll*** screen an select the assigned roll. You will need to roll a **D10**. If your roll is equal or higher than the Encounter Difficulty, then you will avoid an Encounter. If your roll is lesser, you will be assigned an Encounter Card.

### Drawing An Encounter Card

If you have been assigned an Encounter Card, you will need to draw a card from the Encounter deck in the ***Draw*** screen.

### Moving With Your Warband

If the hex tile you are moving into is already occupied by another member of your warband, you do not need to roll for an Encounter check.

{% hint style="warning" %}
Encounter checks and Encounter cards are both ***assignments***. You may need to complete these assignments before attempting to perform other actions, and you must complete all assignments before the current player turn phase can be ended.
{% endhint %}


# Combat

### The Battleground

When you and your warband plunge into the brutal chaos of combat, there's no doubt the GM will be weaving a thrilling story of your character's prowess and the many terrifying foes they face. To help make sense of it all, the **Battleground** is a simplified representation of combat that helps the GM and players to quickly understand who is involved, what they are doing and who can attack who.

At a glance, the Battleground shows all of the player characters and NPCs who are currently present on a hex, their remaining health and the Tactics they are currently using. If your warband has **Warband Co-Op** mode enabled, you will also be able to see players from other warband in the same hex that also have Warband Co-Op mode enabled.

{% hint style="info" %}
To enter a Battleground, tap *Explore Here* from the World Map screen, then tap on the  *Enemies* icon. The icon will be disabled if there are no enemy NPCs present on that hex.
{% endhint %}

### **Initiative**

At the start of the player's turn, they must roll for Initiative. The initiative roll represents how prepared the player is to fight and how quickly they react. A higher initiative provides a bonus to attack rolls and a lower initiative imparts a penalty. This means targets may often be selected by picking out the least well-prepared foe with the lowest initiative.

Initiative modifiers are explained in full on the following pages.

Initiative does not dictate the order of turns or actions. Players always fight in the player turn phase and each player makes their actions at any time during that phase. Enemy NPCs always fight in the GM turn phase and make their actions in the order chosen by the GM.

### **Combat Actions**

Players can make combat actions when they are in a Battleground. These include Tactics, Attacks, using combat-related abilities and looting slain enemies.

**Tactics** are special actions that define your character's movement and position on the Battleground. **Vantage**, **Strike**, and **Evade** are the three types of Tactics that can be made when you are in the same hex as one or more enemies. These actions allow you to select your target – either gaining a vantage point to use ranged weapons, charging within melee strike range, or evading combat to distance your character from an undesirable or unwinnable fight.

Players that have gained vantage or strike on an enemy may **Attack** their target with melee or ranged weapons. They can also use **Special Attack** abilities, or any one of a number of other abilities such as spells that can inflict damage or penalties on enemies, or provide themselves and their allies an advantage or healing powers.

Special Attack abilities and most other hostile abilities require the player to gain Vantage or Strike before they are able to use that ability. Other abilities require **Focus**, meaning that they can only be used if the player does not have Vantage or Strike on an enemy. These requirements are shown on the information card for each ability.

Tactics and Attacks are explained in full on the following pages.

{% hint style="warning" %}
Some other actions are limited by combat. If an enemy NPC has Strike on you, you may not move out of the hex you are in.
{% endhint %}

{% hint style="danger" %}
Some combat features are still in development. This includes Warband Co-Op mode and other limitations that will be applied while players are engaged in combat – such as disallowing unrelated actions like Crafting items.
{% endhint %}


# Using Tactics

### **Vantage**

If you previously had vantage on another enemy, that is replaced by the newly chosen enemy. You can only have vantage on one enemy at any a time. You will also lose strike on any enemy you previously had it for, you cannot gain vantage and strike at the same time.

If the roll fails, your action point is still used, but nothing happens. Your attempt to gain vantage has failed. You will keep vantage or strike on any enemy you previously had it for.

If an enemy gains vantage on you, then you automatically gain vantage on them as long as you have a ranged weapon and your range is equal to or better than your enemy’s.

If an enemy gains strike on you, then you lose vantage on any enemy you previously had it for. You automatically gain strike on the enemy that gained strike on you.

### **Strike**

You can only have Strike on one enemy at any a time, so if you previously had Strike on another target, that is replaced by the new target. You will also lose Vantage on any enemy you previously had it for, you cannot gain vantage and strike at the same time.

Evading does not count as movement and is not the same as fleeing. You do not leave the hex you are on.

If the roll fails, your action point is still used, but nothing happens. Your attempt to evade combat has failed. You will keep vantage or strike on any enemy you previously had it for.


# Attacking

*<mark style="color:yellow;">TO DO</mark>*

### Making an Attack Action

You can attack an NPC or player that you have **Vantage** or **Strike** on.

Attacking uses up **1 Action Point**. However, an attack will be the final action in your turn. Any remaining Action Points are discarded. There are some special abilities that can allow you to attack multiple times in your turn.

### Using Your Weapons

If you have gained **Strike** on a target, your attack will be made with your equipped melee weapon.

If you have gained **Vantage** on a target, your attack will be made with your equipped ranged weapon, and will use up one of your equipped **Shot** items. If you have no **Shot** items remaining, you cannot make a ranged attack.

### Rolling to Hit

Choose the targeted NPC or player and make an attack roll to hit the target. An attack roll compares your **Strength** versus the target's **Toughness**. The companion app will automatically calculate the required roll for you, applying all relevant modifiers.

If you are using a ranged weapon, the weapon's **Strength** value will be used instead of your character's **Strength** statistic.

The stronger your attack is, or the less resilient your target is, the lower the required score will be for your attack to be successful.

Roll a D10 to attempt to hit the target. If the number you roll is equal to or higher than the required score, your attack has succeeded.

### Armour Saves and Critical Hits

If the attack is successful, the target will be assigned an **Armour Save** roll.

If your attack roll was a **10**, the attack is a **Critical Hit**. The target may not make an armour save roll and receives the relevant amount of damage immediately.

If they are assigned an Armour Save, the target must roll a D10 to attempt to block the attack. The stronger their armour is, the lower the required score will be. If the number they roll is equal to or higher than the required score, the armour save was successful and the attack has been blocked. They will receive zero damage.

If they fail the roll – or received a **Critical Hit** – they will receive damage equal to the **Damage** value of your equipped melee weapon, or the **Damage** value of your equipped Shot item in the case of ranged attacks. The target must subtract the damage amount from their **Health**.

### Who Can Attack

Players and NPCs who have the **Knocked Down** keyword cannot make attacks and may not be targeted by attacks.

Players and NPCs who have the **Frozen** or **Overwhelmed** keyword cannot make attacks, however they can targeted by attacks as normal.


# Special Attacks

*<mark style="color:yellow;">Lánaraï archers of the the path of The Triumphant Wings launch their Lightning Strike from afar, raining down arcane-imbued bolts of righteous fury at a terrifying rate of fire, their bow-arms moving at unnatural speed. Meanwhile, Kheïtanni warriors of the path of The Unlidded Eye unleash their Black Fury, a berserk rage that rains down so many vicious blows upon their hated foes that they cannot hope to find an opening to strike back.</mark>*

**Special Attacks** are gained by choosing a Path and spending Path Points to learn a new ability that is unique to that Path. These are more powerful than normal attacks and cause additional damage on top of the player's normal damage.

Special Attacks include both melee and ranged attacks, which will always require the attacker to gain **Strike** or **Vantage** on their intended target first.

In addition to causing extra damage, there are four types of Special Attacks, each of which have additional effects.

### **Combo**

A *<mark style="color:yellow;">**Combo**</mark>* attack uses 1 Action Point rather than requiring the remainder of the turn. If the attacker has Action Points remaining after this attack is made, they may make further actions including attacks as normal.

### **Counter**

In addition to this attack, the attacker gains the *<mark style="color:yellow;">**Counter**</mark>* keyword for 1 turn. If a character with the *<mark style="color:yellow;">**Counter**</mark>* keyword is attacked, they immediately make a free attack against the character that attacked them.

### Onslaught

If this attack is successful, the target receives the *<mark style="color:yellow;">**Overwhelmed**</mark>* keyword for 1 turn. *<mark style="color:yellow;">**Overwhelmed**</mark>* characters cannot attack or use any hostile abilities.

### **Deathblow**

If the roll for a *<mark style="color:yellow;">**Deathblow**</mark>* attack is **10**, the target is slain immediately and may not make an armour save. Deathblows have no effect on targets with the *<mark style="color:yellow;">**Monstrous**</mark>* keyword, they are too large and tough to be brought down so easily!


# Slain & Knocked Down

*<mark style="color:yellow;">Kharkhan Khrael stepped aside contemptuously, watching as the young Lánaraï scout's arcane-infused blade traced a glimmering arc in the fading dusk air. Choosing the moment, practised upon untold thousand of battlefields before, he stepped suddenly and forcefully into the scout's reach. The panicked Lánaraï attempted to reposition the sword, but in a sickly blur of motion, Kharkhan's vice-like grip ensnared the scout's sword arm, twisting and breaking it at the elbow.</mark>*

*<mark style="color:yellow;">The moment the shattered bone was exposed to the fading light, Kharkhan's other arm flashed a dull glimmer of blackened steel, and the Lánaraï's viscera spilled upon the bare rocks. Ignoring the scene of gore, he picked up the shining sword from where it had fallen from the scout's failed grip. With a lazy movement, Kharkhan casually smashed the blade against the hard stellarite rocks, letting shards of metal ring as the tumbled into the crevasse below.</mark>*

*<mark style="color:yellow;">He regarded the broken hilt with mild interest. The blade was worthless. No weakling scout would be entrusted with a true starsteel weapon, yet he was sure the glimmering he saw was more than a cheap trick. Mali would know how to make use of the power contained within it.</mark>*

### **Slain NPCs and Looting**

If an NPC's Health reaches zero or less, they will be **Slain**. Slain NPCs are corpses which remain visible on the Battleground for a while. You can loot a corpse by spending 1 Action Point. Once a corpse has been looted once, it cannot be looted again.

Loot may include money or items of varying rarity, depending on the NPC that was slain. Some NPCs may also drop **Loot Cards** when slain, which allow you to draw a card from the Loot Deck.&#x20;

### **Knocked Down Players**

If a player's Health reaches zero or less, they become **Knocked Down**. Players can be revived by another player, or by the GM at their discretion. If a player wants to revive another player, it requires a whole turn.

TO DO: If all players in a group are knocked down…


# Tips for GMs

1. As a GM you can view the contents of every hex on the world map – including enemy NPCs. This means you can anticipate player movement choices and look at a Battleground hex ahead of time, before players land there. Planning ahead means you'll be prepared to introduce the combat encounter when it occurs, and able to creatively weave it into your own storytelling.
2. Take time to look up the statistics and abilities of enemy NPCs that the players in your warband are likely to encounter. Learn how to best play NPC type – understand their strengths and weaknesses. Know when to use their abilities to add flavour to the fight, or increase the challenge for your players.
3. Consider the story you are telling when a fight starts – or looks like it's about to start. Combat doesn't always need to be two sides bashing away at each other until one side prevails. Try doing the unexpected and make the NPCs attempt to ***Evade*** instead of rushing into battle!
4. Often it will make for a better story if you choose to roleplay NPC enemies rather than optimising them for maximum combat output. What if zealous Mórin cultists overcommit to the fray, despite having a clear numerical disadvantage? Perhaps a tactically-minded Lánaraï scouting party would seek to avoid combat rather than engage. Put yourself in the mindset of the NPCs you are playing and think what they would most likely do in the situation.
5. When you're confident that the players in your warband are experienced enough handle more pressure, aim to use combat tactics (***Vantage***, ***Strike*** and ***Evade***) and initiative modifiers strategically. Watch out for a player who rolls a low initiative score and pile up NPC attacks on them. Pay attention to players with ranged weapons and spells – gain ***Strike*** on them, causing them to lose ***Vantage***.
6. Pay attention to enemy NPCs that have innate Keywords and those that have abilities that apply hostile Keywords to players or beneficial ones to NPCs. Keywords such as ***Terrifying***, ***Camouflaged***, ***Overwhelmed*** and ***Monstrous*** can each cause a substanitial change to the dynamics of combat – denying actions to players or causing their abilities to be less effective.
7. Check for NPCs with the ***Ambusher*** keyword. Players won't know they are there until you choose to drop a hint or they decide to make an unbound Perception check. Ambushers make great story pieces and thrilling combat encounters when played well.


# Feats

**Role playing games commonly use a system of checks, where a player must roll a dice to test if they succeed in doing something. In Dawn of the Tyrant, the success or failure of these types of checks can potentially have a greater consequence than just affecting the player and their warband, sometimes impacting other players or even the entire game world.**

Because of the far-reaching scope of these special types of checks (referred to as Feats) they are adjudicated using your Pixels™ dice and the companion app.

There are twelve different types of Feats. Some are physical: for example a feat of agility required to leap over a chasm or a feat of stealth needed to evade enemy detection. Others are emotive: such as a feat of bravery where a player must overcome their fear to attack a terrifying foe, or a feat of wisdom that allows a player to devise an ingenious battle strategy.

### Types Of Feats

<table><thead><tr><th width="200">Feat Type</th><th>Description</th></tr></thead><tbody><tr><td>Agility</td><td>The ability to move quickly and athletically, such as to avoid a threats or climb a structure.</td></tr><tr><td>Artisanship</td><td>The ability to create objects using available tools, generally with particular skill and artistic flair.</td></tr><tr><td>Bravery</td><td>The ability to perform an action, combat or otherwise, despite the presence of imminent danger, whether real or imagined.</td></tr><tr><td>Charisma</td><td>The ability to connect and interact positively with other characters, especially to charm or convince them of something.</td></tr><tr><td>Combat</td><td><em>Combat is a special type of feat. A player will succeed in a combat feats by defeating an enemy of the appropriate type.</em></td></tr><tr><td>Dexterity</td><td>Having fine motor control, especially to perform an act of sleight-of-hand or a precise and delicate operation such as picking a lock.</td></tr><tr><td>Endurance</td><td>The ability to persist in spite of physical effort and exhaustion, such as to climb a mountain or carry a heavy object over a distance.</td></tr><tr><td>Knowledge</td><td>A prior awareness or expertise regarding a topic that may be used to inform a decision or action.</td></tr><tr><td>Perception</td><td>The ability to use one's senses acutely, such as to detect enemies or spot an object that is difficult to see.</td></tr><tr><td>Stealth</td><td>The ability to perform an action quietly, in a way that avoids detection by others.</td></tr><tr><td>Willpower</td><td>The ability to overcome adversity through force of will, especially when physical endurance alone will not suffice.</td></tr><tr><td>Wisdom</td><td>The ability to use information strategically to make a good decision, or insightfully to come to a conclusion that may not be obvious.</td></tr></tbody></table>

### Difficulty

Not all feats are equal, and some can be extremely challenging without the right approach. Every feat has a difficultly level that determines the roll required to accomplish it. Critically, the difficulty level of a feat may be lessened by possessing a useful item or knowing a special ability. Players can also work together with their warband, or even collaborate with other warbands to overcome what would otherwise be seemingly impossible odds.

Feats of combat are a special kind of feat that require an enemy to be slain. Combat often has additional intricacies and is rarely decided by the outcome of a single dice roll, though trick shots and killing blows are certainly possible! The rules for combat are included in their own section.

### Where Feats Occur

Feats of all kinds are most commonly found as part of a **Quest** or an **Encounter**. **Minor Feats** also allow the GM to add deeper player interactivity at any point in the game.

### **Quests**

Quests are significant parts of a story, though many of the stories GMs create will take place over the course of a number of quests.

Each quest generally require multiple feats to be accomplished in order to complete the quest.

A vital concept of feats is that they provide the GM with a framework to weave a story around.

### **Encounters**

Encounters are much simpler and shorter than Quests. Most often they will only require a single Feat to be performed to overcome them, but succeeding or failing in that Feat can have immediate consequences for the player and their warband. For example, the warband may become lost and require a feat of perception to find their way again. Failing the roll might cost the players action points as they wander around in confusion.

### **Minor Feats**

Sometimes a GM might ask a player to make a roll for a smaller event that occurs in the game. Not every action has world-shaping consequences. Sometimes a player just wants to apply some friendly encouragement to open a locked door, or convince an NPC of their good intentions. If the impact of a dice roll won’t affect a Quest or Encounter, the GM can declare it to be a minor feat. Minor feats don’t cost action points and won’t be adjudicated by the companion app.


# Items

Your items include all of the possession your character wears or carries with them. They are stored and managed in your inventory.

### Equipable Items

Some items such as weapons, armour, clothing  and trophies can be equipped. Equipped items are worn or carried by your character.

The armour your character is wearing will determine your **Armour** value, which is used to calculate your chances of avoiding damage in combat. Armour pieces are equipped in the corresponding equipment slot, such as body, head or shoulders. Only one armour item can be equipped to each slot.

Jewellery and trophies can also be equipped to confer various benefits, including statistic modifiers. Your character has multiple slots for these types of items, meaning you can equip one in each corresponding slot.

The weapons your character has equipped will determine the Damage your character inflicts in combat. You may have melee weapons such as swords, polearms and daggers, which affect your **Melee Damage**. You may also have ranged weapons such as bows or even the ancient weapons of the Aëdr, which affect your **Ranged Damage**.

### **Food** and **Beverages**

Food and Beverage items can be used to heal your character. Each item represents one serve and is single use. It will be removed from your inventory once eaten or drunk.

### Consumable Items

Consumable items generally include less culinary-oriented items such as potions and remedies. They have a range of effects from more powerful healing to granting stat boosts for a period of time. Each item represents enough to use a single time, and will be removed from your inventory once used.

### Arcane Items

Arcane items are objects that have been imbued with power, including scrolls and artefacts. They also have a range of effects, some of which can affect your whole warband. They are different from consumables in that they may be used multiple times and are not removed from your inventory when they are used.

### Crafting Reagents

Crafting items are most commonly only useful as reagents that are required by crafting formulas to create new items, or augment existing ones. Generally, crafting items cannot be used in their raw form.

### Quest Items

Quest items are special items that you have been asked to find or deliver as part of a quest. They cannot be equipped or used, and will not form part of a crafting formula, unless the quest specifically requires that.

{% hint style="info" %}
To use or equip an item, go to the player screen by tapping on the profile picture in the top left, then go to the **Inventory** tab. Tap on the item you wish to use or equip and confirm the action.
{% endhint %}

### Acquiring Items

Items such as raw crafting materials and foraged food may be found in the wild. Many items are also available to buy from vendors in town markets. Some vendors will also buy items that you are willing to sell. You may also be rewarded with special or useful items for completing quests.


# Abilities

{% hint style="info" %}
This page is a stub for a more complete page which will be added soon.
{% endhint %}

### Area of Effect Abilities

(TO DO)

### Buffs & Debuffs

(TO DO)

### Damage Abilities

(TO DO)

### Healing Abilities

(TO DO)

### Keyword Abilities

(TO DO)

### Summoning

(TO DO)

{% hint style="info" %}
To use an ability, go to the player screen by tapping on the profile picture in the top left, then go to the **Abilities** tab. Tap on the ability you wish to use and confirm the action.
{% endhint %}


# Arcane Abilities

{% hint style="warning" %}
This page is a work in progress
{% endhint %}

Arcane abilities are unique to the Spellcaster Specialist paths. These abilities are more powerful than other, more conventional ones and require ***Mana*** to power them.

The Lánaraï and Kheïtanni have long since lost the innate Arcane capabilities of the Aëdr, which means that the Mana required to cast arcane abilities must be provided by Mana-empowered items. These ***Manabound*** items are usually destroyed after they have been used to empower abilities, though there are some rare and valuable objects that can hold a charge of Mana, and will gradually recharge after use.

Arcane abilities will show the amount of Mana required to cast them. They still also require an Action Point to be spent when casting the ability.

Manabound items will show the amount of Mana they provide. Arcane abilities that require more than 1 Mana to cast can be powered by more than one item, however it is not possible to partially use a Manabound item. If the Mana&#x20;

They can be acquired from vendors or found as loot.

Items&#x20;

Must have Manabound items


# Keywords

<table data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><strong>Racial Traits</strong></td><td>There are some special keywords that only apply to players or NPCs belonging to certain races.</td><td><a href="/pages/rcmEX9pxiFHqU6jtJz2V">/pages/rcmEX9pxiFHqU6jtJz2V</a></td></tr><tr><td>Common Keywords</td><td>These keywords define special rules that may apply to any player or NPC character.</td><td><a href="/pages/oMqVTp2CWAaNJXzXqik9">/pages/oMqVTp2CWAaNJXzXqik9</a></td></tr><tr><td>Hunger and Thirst</td><td>These keywords define the special rules for food and drink.</td><td><a href="/pages/WDzKVBek42JwSquLvqkC">/pages/WDzKVBek42JwSquLvqkC</a></td></tr></tbody></table>


# Racial Traits

There are some special keywords that only apply to players or NPCs belonging to certain races.

### Flying

<mark style="color:blue;">**Lánaraï Only**</mark>

**Soar:** The player can move to a location 1 hex away for 1 Action Point. In this way, they can move between multiple hexes in a single turn. Roll a dice before moving. On the roll of 1, the player receives the *Grounded* keyword after the move is complete. Soar may not be used to move into a hex that is affected by The Void.

**Aerobatics:** The player receives a +1 modifier to save rolls.

**Air Strike:** When the player rolls for initiative, treat a roll of 2+ as a 10.

### Ancient Lore

<mark style="color:blue;">**Lánaraï Only**</mark>

If the player attempts to use an ability, add 2 to the roll.

### Void Form

<mark style="color:purple;">**Kheïtanni only**</mark>

**Void Leap:** The player can instantly move to location 2 hexes away for 2 Action Points. Roll a dice before moving. On the roll of 1, the player receives the *Voidsick* keyword after the move is complete. If Void Leap is used to move into a hex that is affected by The Void, the player receives the Voidsick keyword on the roll of a 1 or 2.

**Insubstantial:** When the player receives damage, reduce the damage by 1 down to a minimum of 1.

**Voidborne Raiders:** When the player rolls for initiative, treat a roll of 2+ as a 10.

### Soulburn

<mark style="color:purple;">**Kheïtanni only**</mark>

If the player attempts to use an ability, don’t make a normal roll. Instead the player loses 1 HP and rolls a dice. On a 2+ the ability succeeds.

## Grounded

<mark style="color:blue;">**Lánaraï Only**</mark>

A player may not Fly if they have the *Grounded* keyword.

### Voidsick

<mark style="color:purple;">**Kheïtanni only**</mark>

A player may not enter Void Form if they have the *Voidsick* keyword.


# Common Keywords

These keywords define special rules that may apply to any player or NPC character.

### Ambusher

An NPC with the Ambusher keyword cannot be seen by a player until either the player successfully makes an unbound Perception Feat, or the NPC makes a tactics or combat action.

### Anchored

An NPC with the Anchored keyword is not able to move of their own accord. They cannot gain strike on another player or NPC unless that player or NPC gains strike on them.

### Arcane Sight

A player or NPC may ignore the effect of the Shrouded rule if they have the Arcane Sight keyword.

### Blinding

A player or NPC must successfully roll a Perception check to attack a Blinding target. This check must be made in every turn of combat.

### Camouflaged

A player or NPC with the Camouflaged keyword cannot be seen, or targeted by an attack or any other ability by any other player or NPC, except for friendly characters who also have the Camouflaged keyword.

### Charming

A player with the Charming keyword will receive a small discount when purchasing items from market vendors.

### Contemptuous

A player with the Contemptuous keyword will automatically succeed when Evading combat. They must still use an Action Point to Evade combat.

### Disorientating

A player or NPC must successfully roll a Mind check to attack a Disorientating target. This check must be made in every turn of combat.

### Extrasensory

A player or NPC may ignore the effect of the Camouflaged rule if they have the Extrasensory keyword.

### Fearful

A player or NPC with the Fearful keyword must treat all enemy players or NPCs as if they have the Terrifying keyword.

### Frozen

While a player or NPC has the Frozen keyword, they cannot perform any actions.

### Inspiring

A player or NPC who has the Inspiring keyword, or who is on the same hex tile as a member of their warband who has the Inspiring keyword, will automatically pass all combat checks for targets with the Terrifying keyword.

### Incorruptible

A player or NPC may not have hostile keywords applied to them while they have the Incorruptible keyword.

### Lured

A player or NPC who gains the Lured keyword will immediately lose Vantage or Strike if they have it, and may not gain Vantage or Strike.

### Lupine

A player with the Lupine keyword will automatically succeed when gaining Strike on an enemy. They must still use an Action Point to gain Strike.

### Monstrous

A Deathblow attack has no special effects on a player or NPC with the Monstrous keyword.

### Overwhelmed

A player or NPC with the Overwhelmed keyword may not attack or use damage-causing abilities.

### Peaceful

An NPC with the Peaceful keyword cannot gain Vantage or Strike on a player or other NPC. If a player or other NPC gains Strike on them, they may fight normally.

### Perceptive

A player with the Perceptive keyword is able to see hidden resources on a hex.

### Shielded

A player or NPC with the Shielded keyword receives half damage from all sources, rounding up.

### Shrouded

A player or NPC with the Shrouded keyword cannot be seen, or targeted by an attack or any other ability by any other player or NPC, except for friendly characters who also have the Shrouded keyword.

### Skittish

If a player attempts to gain Strike on an NPC with the Skittish keyword, the player will always fail to gain Strike. The NPC will automatically Evade combat.

### Stunned

A player with the Stunned keyword will get 1 less Action Point at the start of each turn. An NPC with the Stunned keyword may not gain Vantage or Strike in their turn.

### Terrifying

A player or NPC must successfully roll a Bravery check to attack a Terrifying target. This check must be made in every turn of combat.

### Untouchable

While a player or NPC has the Untouchable keyword, they may not be targeted by any attacks or be affected by any ability.


# Hunger and Thirst

These keywords define the special rules for food and drink.

Travelling across inhospitable terrain and battle monstrous foes requires energy and sustenance. Players must regularly consume food and drink to remain well fed and watered.

### Hungry

A player with the **Hungry** keyword receives a **-1** modifier to their Speed, Strength and Toughness, down to a minimum of **1**. If the player has the **Hungry** keyword for **3** days or more, replace this keyword with the **Starving** keyword.

### Thirsty

A player with the **Thirsty** keyword receives a **-1** modifier to their Agility, Mind and Perception, down to a minimum of **1**. If the player has the **Thirsty** keyword for **1** day or more, replace this keyword with the **Dehydrated** keyword.

### Starving

A player with the **Starving** keyword receives a **-3** modifier to their Speed, Strength and Toughness, down to a minimum of **1**.

### Dehydrated

A player with the **Dehydrated** keyword receives a **-2** modifier to their Agility, Mind and Perception, down to a minimum of **1**.


# Crafting

### Reagents, Products & Formulas

Crafting allows you to create new items by using other items as ingredients (known as ***Reagents***). You have 3 slots in which you can place selected items from your inventory to use as reagents. If the combination of reagents you selected matches a ***Formula*** for creating create a new item, you will be able to craft that item (known as a ***Product***).

You can put reagents in the slots in any order, and if 2 or more of a reagent type is needed, the right number will be automatically added.

Crafting an item takes <mark style="color:yellow;">**1 Action Point**</mark> and may only be done in the Player Turn Phase.

{% hint style="warning" %}
Crafting may not be performed if your character is Knocked Down, has the *<mark style="color:orange;">**Frozen**</mark>* keyword, or if you have incomplete assignments.
{% endhint %}

### Kept Reagents

Normally, reagents that are used to craft a new item are consumed in the process. Some formulas call for certain tools to be used – such as a wand used to Enchant an item. In these instances, the tools used are not consumed and will remain in your inventory after crating the item is complete.

### Augments

Many crafting formulas simply use reagents to create a new item. Other formulas are Augmentations – these include one particular reagent which is not consumed, but will be augmented with improved statistics or other added bonuses conferred by the other reagents required. For example, an arrow could be improved to be more accurate or deadly.

### Restricted Formulas

Some formulas can be used by any player. Others may require the player to be of a certain race, at a minimum player level, or may have a prerequisite crafting ability such as **Forging**, **Enchanting** and **Cultivation**.


# Introduction

**A shadow rises. He who was once destroyed returns. It is foretold that His coming will herald the end of all things.**

The planet of Vónekh VII is a stark and brutal world. Drenched in blood and dread, those unlucky enough to be trapped on its surface fight a never-ending war for survival. With eyes cast skyward, many dream of going to a home that they have never been to and have only heard tales of. On the horizon, they see the rising darkness, and the infinite terror stirring within.

An ancient and once powerful race has been rent asunder by a war long since passed. Yet the proud and powerfully winged Lánaraï still fight their fallen kin, the dark and brutal Kheïtanni, in a bloody and seemingly perpetual stalemate. Neither faction will rest until the extermination of the other is complete.

Unknown to these vying factions, a growing darkness and malevolence has taken seed in the depths of the Void. In the utter blackness of this sinister nether realm, one who was thought destroyed rises once more. Rhïarrh, The Fire in Heaven, whom the fallen call the Tyrant-God.

It was His infernal desire to create and control life itself that once set in motion the war that still reverberates through generations of warriors that follow. A war that pitted brother against brother, and turned a galaxy-spanning empire to ash.

For now, Rhïarrh remains trapped in the eternal darkness of the Void. In fury, He strains against the chains that bind him and His infinite anger and seething hatred burns like a new star in the firmament. A terrible ire whose searing blaze reaches out into the material universe. It is prophesied that should He return, all are doomed to perish.

As the sky blackens with the threat of a coming storm, a new hope springs from the darkness. Ancient technologies of the Aëdr, thought to have been forever lost, have been unearthed. Now over shattered relics and the skeletal remains of once mighty starships, the battles between the Kheïtanni and the Lánaraï increase in ferocity.

Rhïarrh’s hateful gaze turns northwards and where it falls, unspeakable horrors begin to stir in the darkness and in the ground below. The dark and wild places of the world ill with vile things born of the Void. These Lán-Faën, the nightmares of men made real, now plague the lands of mortals.

The end of all things is truly at hand.

For the long-lost stars or for blood and vengeance, the time is now. Stand your ground, rise to the challenge and fight. Before the raging fire consumes us all. A shadow rises. He who was once destroyed returns. It is foretold that His coming will herald the end of all things.


# The Setting

The Kheïtanni and the Lánaraï were once part of an ancient race who ruled the stars, known as the Aëdr. They were an ancient and powerful race, all noble warriors and angelic in form. A highly technologically advanced and star-faring people, they had traversed most of the galaxies local to them. Many of these worlds were swiftly brought under their rule during the Expansion Wars, but truly the Aëdr never met substantial opposition to their power. There was only one true power in the universe and it was they.

The Aëdr and those under their dominion were ruled by a governing council known as the Násr. These were the greatest of their kind. The word ‘Násr' means ‘Ascendant' in their tongue, for these chosen few had truly transcended physical form upon taking office. With their spiritual essence entombed within great machines, these god-like beings would rule for eternity.

The immortal Násr and their machines were as individual as the Aëdr they had once been. Each had their own mastery and ministered over a different facet of the Aëdr life and their empire. Where Ghór sought dominance and war, Iónar travelled and marvelled at the universe in peace. Where Vaïa brought life to new worlds, Móri’s was the hand of death. Nekhára would gaze far into the future, while Jéhana diligently documented the past. So it was even with the strange brothers: Änh who was essence of all that was, had been or ever would be, and Xúl who embodied nothingness.

But Rhïas was different. A fierce and outspoken individual among a council of equals, his ambition was unmatched and his knowledge and power already legendary despite his relative youth. As radiant and powerful as the sun, yet as fickle as a flickering flame, he was the embodiment of fire. He was change incarnate – invention, innovation, progress. His ideals spread like wildfire throughout the empire. Yet the empire would never live up to Rhïas’ vision. He watched the beaurocratic cogs turn with painful slowness in an empire that was bloated far beyond its ability to be ruled efficiently or sustainably. To Rhïas, the civilisation he had helped to forge was rank with decay. Everywhere he looked he saw only indulgence and complacency.

His first divisive actions were trivial, mere indiscretions that bucked against the rigid rulings of the council. Secret projects and hidden experiments, Rhïas sought in earnest to unravel the mysteries of the universe and those of life itself. Rhïas’ curiousity led him down paths never before trodden and more than a few that many believed should never be walked.

Engrossed in his great works, he grew careless, and it was not long before his secrets were unmasked by the Násr-Seer, Nekhára. Rhïas was brought before the furious council in shame. The judgement of the Násr Council was swift and uncompromising. The total ban on Rhïas' works of science was voted for unanimously and Rhïas was left with nothing. He was one of the Násr now only in name.

But he would not go meekly. No longer wrapped in secrets or confined to the shadows, Rhïas gathered forces that none amongst the Council had ever suspected he had at his disposal. With nearly half of the worlds of the Aëdr empire supporting him, he moved against the shocked Násr Council in force.

The ensuing War in Heaven – as it was known, raged for decades unabated across the span of an entire galaxy. Frustrated at His inability to bring the war to a swift end, Rhïarrh turned to darker means to secure victory. His forces moved in secret and attacked the Star Wells – gargantuan constructs that were each designed to drain the energy output of an entire star. The damaged wells collapsed under the weight of their host star's gravity and the unimaginable foreces unleashed wiped entire star systems from existence, instantly killing billions.

But from each blackened hole left in the galaxy, new life sprung. The Star Titans. The children of Rhïarrh, each forged from the death of an entire star. Wielding immeasurable power, the Star Titans drove the forces of the Násr like sheep before them.

The war ended with a ferocious battle in orbit over a strange, far flung and lifeless planet called Vónekh VII. This planet was located at a weak point between the material universe and the sinister nether-realm known as The Void – a key reason for the its tactical importance. Knowing that the Star Titans had been formed by the Void and fearing Rhïarrh's malign interest in the planet, the last act of the Násr was one of desperation.

As they staged their last line of defense to stop Rhïarrh, something went wrong. Their plan to use the dark energies of the Void failed disasterously and a terrible cataclysm almost wiped out both forces. Closest to the epicenter of destruction, those of the Kheïtanni who were not killed immediately were flung down on to the planet, leaving their bodies a charred and shattered ruin.

Rhïarrh had mysteriously vanished, presumed dead. The Star Titans, now free of the shackles that bound them to their creator, fled to all corners of the galaxy, leaving fiery devastation in their wake. The Lánaraï fared slightly better, but with their fleet heavily damaged and in disarray, they were unable to leave the Vónekh system. Still loyal to their fallen master, they descended onto the surface of the planet to destroy the remaining rebels.

The Kheïtanni quickly regained their strength and set about a brutal campaign to slay each and every one of their traitorous former kin. Reluctant to fight a war of attrition with the rampaging Kheïtanni, the attentions of Lánaraï gradually turned skywards. They built mighty fortresses and closeted themselves in high towers, desperate to discover the means to leave the Vónekh system and return to the stars.

Years turned to centuries, and centuries became millennia. Still neither side gained the upper hand and the Lánaraï remain planet bound. Though they never succeded in their lofty quest, they gradually began to regain some of their former knowledge and technology. A voice whispered dark secrets to them from the Void, filling their minds with images of grandeur. Deperate for progress, they listened eagerly and weilding newfound powers over the world around them, they desired to create a race of slaves in their own image to serve them.

But the first experiment of the Lánaraï in creating life ended in bitter failure. Disgusted at the misshapen beings that emerged, they rounded them up into death camps and began undoing their great work. But these vile creatures – the Vaïar, though they hated themselves as much as they hated those who had given them unnatural life, rose up and threw down the walls that held them. Bemoaning their tortured existence they slew their captors and fled into the wilds.

Unperturbed by their failings, and encouraged by the voice in the Void, the Lánaraï set about their task once more and created the Rhïan. Simple beings that would serve without question. Wingless, they would be bound to the earth and would never escape their masters. To their new charges, they gave another manacle – the faith and fear of Rhïarrh, a stern god whose judgement would guide them to salvation.

And the voice responded in kind. For Rhïarrh had chosen His new children. An army of followers who revered His name. For in them, He saw the means to escape the Void that bound Him and finally return triumphant to the material universe.


# The Story

{% hint style="info" %}
Please note that some of this story content was written a long time ago and hence may contain grammatical errors or minor inconsistencies. It should also be noted that parts of the story line have been reworked since the original version.
{% endhint %}

### The War in Heaven

Though it is unknown to the mortal races of Vaëtar, the mighty Lánaraï – whose name means 'people of the sky' in their dialect – were once part of a powerful and ancient star faring race whose name and origin have been long since been lost to the ravages of time. Even the Lánaraï themselves remember only the tragic fall of their once great civilisation and little more.

The following is an a chronological account of the events leading up to the fall of this once magnificent people and the great civil war known as the War in Heaven.

The ancient race that the Lánaraï once belonged to reaches its technological peak, having made vast discoveries and accomplished many acts of greatness. Led by a council of powerful god-like beings called the Násr, they have forged an empire which spans the entire galaxy and for the most part – there is peace.

But there are a restless few who do not witness the stability and prosperity of the civilisation and its people with favorable eyes. The sprawling empire has long since outgrown itself and can no longer be ruled effectively. The long lives of its people have brought opposition to change. An end to progress. With disdain, they watch the Násr council become ensconced in endless sessions, debating meaningless trivialities while the once proud empire festers from within.

Instead of greatness they see decadence. Stagnation. Decay.

Frustrated by what he sees about him, Rhïas, one of the most gifted and ambitious of all the Násr begins his research into the artificial creation of life, though it has been forbidden by law. Initially his experiments end in catastrophic failure, but he eventually succeeds in creating life. His first creations are fragile and live for only a few days or even minutes at most, but working in secret, he gradually perfects his art and amasses a personal army from his vile constructs.

In an act of treachery, Rhïas finally reveals his secret army and orders the arrest of the Násr council. The council is caught completely by surprise and some capitulate without a struggle, others resist and many of the lesser Násr are slain. Rhïas’ army is no match for the more powerful of the Násr, who flee the shattered council halls and regroup upon a distant system, far from the reaches of Rhïas and his followers.

News of the treacherous coup spreads rapidly and conflict breaks out all over the galaxy. However, the exact details of Rhïas’ tyranny are quickly distorted by lies and deception and loyalties are declared on both sides. Rhïas denounces the remaining Násr as traitors and in the absence of the Násr council, he declares himself as the sole ruler. Believing himself to be a god, he names himself Rhïarrh, meaning ‘The Fire in Heaven’ and leads those loyal to him into battle against the surviving Násr.

The ensuing conflict continues for decades without a decisive victory on either side. Determined to turn the tides of war, Rhïarrh creates the Star-Tyrants – gargantuan and immensely powerful beings, each formed from the energy of an entire star. Entire solar systems and all the worlds contained within are destroyed in an instant by this single act of unspeakable evil.

WIth Rhïarrh’s treachery now fully unveiled, many side with the other Násr and wage bitter and hateful war against their own people, who in turn brand them as traitors. Thousands fall on both sides in what will later become known as the War in Heaven, their immense star faring ships drift as ruined hulks though the endless voids of space while others become trapped in the clutching gravity wells of nearby planets and plummet downwards.

Rhïarrh and his armies, their ranks now bolstered by the terrifying Star-Tyrants, win a decisive battle in the orbit of a frozen and nameless planet whose future inhabitants would name it Vaëtar. The ships of the defeated Násr and their followers are cast down unto the planet below.

At the height of their power, the Násr were near immortal beings of frightening endurance with great mystical forces at their command. Of those who fell unto the planet below, some are able to survive the horrendous temperatures of atmospheric re-entry and are plunged into the depths of the earth as their once great ships spear like fiery comets into the barren earth. The conflagration and violence of their impacts is so intense that it causes parts of the polar ice caps to melt.

With his attentions firmly focused on the battle over Vaëtar, Rhïarrh’s control over the Star-Tyrants begins to slip and a number of them elude his grasp, scattering to the far corners of the galaxy, leaving vast trails of devastation in their wake.

### The Birth of Vaëtar

The great star-faring ships that fall over the planet of Vaëtar blossom with mystical fire and plummet earthbound; if there were any living upon the planet at the time they would have witnessed the burning hulks fill the sky with a rain of fire. As these fires fall, they melt the frozen, lifeless earth; and their heat transforms the first droplets of water into great, dark thunderclouds. For the first time there is rain, then streams, rivers, and finally deep, boundless oceans in the depths of which the first faint stirrings of life began to appear.&#x20;

Knowing he has not destroyed them utterly, Rhïarrh leaves a contingent – those who will later become known as the Lánaraï, or ‘People of the Sky’ to imprison the fallen Násr and their followers upon the planet. Commanding them to search for the remains of the stricken ships and slay any survivors, Násr or otherwise, he departs the planet to search for the errant Star-Tyrants and rebuild an empire shattered by almost a century of war.

Left alone on Vaëtar, the Lánaraï are dismayed at the vast and empty expanse of the dead planet and realise that their charge is utter folly. In Rhïarrh’s absence, they are quick to abandon their appointed task, firm in the belief that the awakening of one of the Násr could not possibly go unnoticed. They settle down and turn their attention to the barren world around them.

Guided by the arcane arts of the Lánaraï, the first native life on Vaëtar begins to rapidly evolve from simple ocean dwelling organisms to the complex flora and fauna of their former home worlds. In a vain attempt to replicate the acts of their absent master, the Lánaraï attempt to shape life in their own divine image. They fail utterly and what they create is, in their haughty eyes, distorted and misshapen – a bizarre, yet strangely beautiful race of winged and tentacled creatures that become known as the Vaïar.

The Vaïar are quick to deceive their would-be masters and disappear into the wilderness. Appalled at the abomination of their unnatural existence, the Vaïar dedicate themselves to keeping the balance and natural order of Vaëtar in check, and savagely attack any who dare defile their woodland homes.

Learning from some of their mistakes at least – the Lánaraï create another, lesser race, the earthbound Lán-Rhïan, meaning the ‘People of Fire’. Originally created as a subservient slave-race, the Lán-Rhïan – simpler and shorter-lived than the ancient Lánaraï – rapidly multiply and spread, quickly become the most multitudinous sentient race on Vaëtar. Despite outgrowing their intended purpose, they remain loyal to the Lánaraï to a point, but they are consumed with visions bestowed upon them from afar and thus it is to Rhïarrh that they dedicate themselves wholly – body, mind and soul. Many of the Lán-Rhïan depart from the mountain homes of their masters and migrate to the deserts oases and river plains of the distant south. In time they will come to build great and powerful cities and forge a vast empire of their own.

Oblivious to the life blossoming around them, the first of the survivors – shielded from fiery destruction by the powerful arcane arts of the Násr – finally stir and awaken. They rise from the deepest and darkest places of the earth unto which they had fallen and see the earth for the first time, and they are pleased, for in the wilds where they emerge they see the lion and the unicorn, the oak and the orchid all living in harmony. It is they who name the earth Vaëtar, which means ‘giver of life’ in their ancient tongue.

However, it is not long before they discovered the cities of the Lán-Rhïan. Cloaking themselves in shadow, the Kheïtanni wander the greater cities, and are shocked and deeply saddened at what they behold. For the cities of man had been constructed in a damned mockery of the great cities of their own distant homelands, from which they are in exile. The Kheïtanni are overcome with great sorrow and longing for that which they know as their home.

They flee back into the wilds to seek refuge amongst the mountains, forests and river lands of Vaëtar, which were then still left unsullied by neither the calloused hand of the farmer, nor the greedy, bejeweled hand of the nobleman. As the last of them return from the Damned Cities, which they called them, they bring dark and terrible news.

The Lán-Rhïan in their ignorance have been given visions of the realm among the stars, and it is thus that they had been commanded to raise their dwellings in beloved mimicry of what they had beheld. And in their foolish adoration, they have abased themselves before Rhïarrh, The Fire-in-Heaven and taken him as their one true God – he who is the now the ultimate nemesis of the Kheïtanni, for it is by his traitorous hand that they have been cast down from the stars.

The Kheïtanni look upon this and are dismayed. Jealous are they of the Lán-Rhïan who are lavished upon by Rhïarrh, and this jealously grows within them, and is coupled with their malice, and the emotions that rage within them are great, for they feel not as mortal beings feel, but amplified a thousand times. Greatly do they desire to bring ruination upon the lands of man, but as great and powerful as they are, the humans are too many and they are too few. And knowing that the humans are given shelter under the flaming wings of Rhïarrh, the Kheïtanni withdraw to the wilds and their raging emotions consume them.

### The Siege of Rhïanakharóth

Greatly weakened by the struggle against the dissident Vaïar, the Lánaraï withdraw into the Pillars of Heaven, leaving the Kheïtanni to spread throughout Vaëtar unchecked. It is during this time that the Kheïtanni, led by the exalted Ithakhaëron, discover the first of the sleeping Násr and begin, in secret, to attempt seek out and awaken them all.

When the Násr prophetess, Nekhára is awakened by the Ithakhaëron, she suffers a terrible vision and in her desperation and agony bestows on him her own curse and blessing – the ability to see all things as they will come to pass. Ithakhaëron loses consciousness and returns to the world to see it as it will be under Rhïarrh's rule, a dead land he dubs the Desolation of Rhïarrh. Having found himself in an endless desert utterly devoid of life, Ithakhaëron wanders for several years through blasted wastelands, ghost towns and mass graves in search of Nekharóth, the black-walled tower that is prophisised to stand at the end of all things, hoping to find proof of the doom that is to befall Vaëtar.

Years pass and finally Ithakhaëron returns to the land of the living but he never speaks of his ordeal nor of what he has learned. Having awakened the fallen Násr and convinced them of his cause, they, along with the full might of the Kheïtanni draw up their battle lines on the plains to the west of the city of Rhïanakharóth. Tragically, as they prepare for battle, the hero Ithakhaëron's fatal flaw is finally revealed. Secretly in love with a human woman, a Mórian priestess by the name of Llyänna, he disappears from the army’s night camp, intending to get her out of the doomed city before the planned attack at dawn. He is seen, however and is gravely wounded by a human arrow. With Ithakhaëron strangely absent on the morning of the assault, command of the legions is deferred to his aging father, Aëron. The decision is hastily justified by the matter of Aëron’s seniority and claimed to be in accordance with the laws of old, but Aëron is known to be a bitter and twisted old man, consumed by many years of hatred.

With the might of the army at his disposal, Aëron reveals his genocidal endgame – he has not brought the army before Rhïanakharóth to capture the Great Pyramid of Rhïarrh as planned by his son. Instead, he intended to initiate a campaign to systematically execute every man, woman and child in the city and thus purge Vaëtar of the Lán-Rhïan race once and for all. Then having done so, he plans to enter the portal believed to exist in the deep bowels of the pyramid and ascend into the stars alone to challenge the Tyrant-God to single combat. Knowing that Rhïarrh will be mortally weakened by the utter destruction of his followers, Aëron believed that he can not possibly lose.

Appalled at his murderous plan, the army disintegrates around him. The Vaïar realise they had been tricked into taking part in a scheme that ultimately will only tip the scales of balance in favour of another rather than correct them, and they leave the field of battle to return to their sylvan homeland. Furious at their betrayal and desertion, Aëron rallies those of the Kheïtanni still loyal to him and charges towards the city. It is only then that Ithakhaëron realises his mistake – that the hatred of Rhïarrh and his subjects runs so deep within the Kheïtanni that even their near-immortal minds are blinded by the rage of such ancient enmity. He now knows that the trials he has endured at the hands of the Násr was not to prepare him to defeat Rhïarrh, but instead to correct the balance and restore the Násr and the Kheïtanni to their rightful place amongst the stars.

Though making himself the saviour of the Lán-Rhïan is an abhorrent notion to Ithakhaëron, he knows what he must do. He springs from his sick-bed, still nursing his near-mortal injury. Carving a bloody path through the raging battle, slaying Lán-Rhïan and his own kin with equal disdain, he finally hunts down his father and challenges him to single combat, a deadly match, for not only is Aëron a formidable warrior in his own right, but he has convinced the violent and bloodthirsty Násr, Ghór of his plan and has added his power to his own. Ithakhaëron no longer merely faces one of his own kinsmen, but rather a monstrous avatar of war and devastation. Veins coursing with fire and enshrouded by coruscating flames, Aëron answers his challenge and falls upon him with a terrifying bellow of rage.

Ithakhaëron is finally victorious and kills his own father – though he is himself close to death. The army disintegrates around him and the Kheïtanni flee to the grim islands in the north-east to escape retribution, abandoning the disgraced Ithakhaëron to his fate.

In the aftermath of the failed Siege of Rhïanakharóth, the Tyrant-God, Rhïarrh learns of the attempt to awaken the Násr and use their power to destroy him. In his wrath, he tears a rift in the fabric of reality which will allow him to enter Vaëtar from his distant dominion among the stars and unleash devastation upon his would-be assassins.

Despite only barely succeeding, and at the cost of his own immortal soul, Ithakhaëron is able to bar Rhïarrh’s path into the world, but in doing so he dooms himself to keep vigil for all eternity, lest the Tyrant-God should once more attempt to break through. Many attempts are made by some of the more fanatical Lán-Rhïan to destroy Ithakhaëron – hoping that by doing so they will allow Rhïarrh to enter the world in all His glory and destroy the Kheïtanni once and for all.

Through the vast power of the Kheïtanni and the intervention of the Násr, Móri and the complex spells woven by her priestess, Llyänna, the rift is shifted forwards through time and space to the distant future when the world is all but destroyed, and only the black-walled city of Nekharóth remains as the final bastion of the living. It is in the topmost tower of this doomed city that Ithakhaëron eternally guards the rift.

### A Darkness Stirs

A darkness stirs in the depths. The drums of war sound once more.

Centuries have passed since the Siege of Rhïanakharóth and much of what the war destroyed has been rebuilt. But the years have not brought peace, shadowy daemons of unknown origin now plague the lands and racial tensions are strained. Sadly, many lessons that should have been learnt have not, and ancient and bitter enmities inspire acts of terror and violence again.

Worse still, the ever curious Lán-Rhïan have dabbled in rites which were better left forgotten, and rumours now persist that the ancient Star-Tyrants walk the lands of Vaëtar. The stage is set for a conflict that will rival even the horrors of the War in Heaven.

This site and all contents including but not limited to "Six Times Nothing", "Dawn of the Tyrant", all associated logos, all software offered for download and all associated artwork, insignia, names, races, characters, locations and item and ability names are © 2009 Six Times Nothing / Sándor Moldán. All rights reserved. All other trademarks are the property of their respective owners


# Asymmetricals

Asymmetricals are special because they cause an imperfection in the balance between the material world and the Void. Because of this trait, they possess a unique ability to influence reality. Some exert this force chaotically, without intent, while others can harness this capability deliberately to twist reality to meet their own desires and goals. It is hard to know which of these is the more dangerous of the two, both can have cataclysmic effects on the world around them.

There are two types of Asymmetricals. Those who have a corporeal form but have lost their reflections in the Void, and those who possess a phantasm-like presence in the Void, but have no manifestation in the physical realm.

### The Star Titans

The Star Titans are chaotic corporeal asymmetricals. Their presence causes tsunami-like waves through the Void in their vicinity. Because of their massive size and density, they exert a greater gravitational force in the Void. Their sheer presence is enough to tear the Void-reflections from living beings, leaving their physical bodies as hollowed out, empty shells.

### The Lulúkhaï

These sorrowful beings are the Lulúkhaï who still wander the ancient battlegrounds of the Coast of Thorns some six thousand years after the war ended. They too are asymmetricals. Though many were once mighty warriors, only the palest shadow of what they were remains. They have no will to speak of, and whatever tiny fragment of their former selves still persists is capable of little more than wandering the frozen north in a listless state, mindlessly retracing their final steps in the bitter snows. Unlike the gargantuan Star Titans, they lack the gravity to cause chaotic disturbances of any note. At worst, they cause feelings of deep unease and depression in any living beings they encounter.

### Rhïarrh, The Tyrant-God

Rhïarrh is a phantasmic asymmetrical. His physical body was destroyed by the catastrophic actions of the Násr Council in the battle in orbit over Vónekh VII that ended the War In Heaven. The sheer force of will that the tyrannical Násr exerts, coupled with His infinite rage at His captivity within the Void sends black waves of brutal fury hammering against the boundary between the Void and the material realm. These concussions manifest as the Faënar, the demonic like non-beings that plague the world of Vónekh VII.

### Other Known Symmetricals

Bherïn might be an asymmetrical. It is unknown what became of her when she was lost to the Phantom Nexus.

Ithakhaëron might be an asymmetrical. It is unknown what happened to him after he entered the Great Pyramid or Rhïarrh and disappeared into the Void.

Ghór is another corporeal asymmetrical. His physical self and Void-reflection were torn apart by the cataclysmic Void incursion that ended the War In Heaven. The warlike Násr was far too toughened to be toppled by even such an experience. Discarding and abandoning his Void-reflection, Ghór raced across the stars to hunt down the errant Star Titans.

Aëron-Ghór was a forged symmetrical. Aëron fused his physical self with the Void-reflection of Ghór before the Siege of Rhïanakharóth. This means there is one other possible asymmetrical, being the discarded Void-reflection that Aëron exchanged for that of the War-Násr. There are a few upon Vónekh VII including Heliorán Starstrider and the Fallen Queen herself that are rumoured to either know or suspect the fate of this discarded half, but if they truly know, they are not saying.


# Ascension Of The Násr

The artificial creation of life creates a massive disturbance in the symmetry between the material universe and the Void. The Aëdr discovered the catastrophic effects of this breaking of symmetry during the latter stages of their technological advancement, when the fragile veil between the material universe and the Void was ripped asunder by their experiements. It was this catastrophe that laid waste to many star systems, including the Vónekh System. The area of space affected by the breach became known as Faën-Maróth “The Phantom Nexus” – though this term is not readily known in the current time period.

Appalled by the devastation they had wrought onto the natural order of the universe, the Grand Council of Telárhis – the first world of the vast Aëdr empire – ruled that the artificial creation of life was henceforth banned, with the most severe penalties threatened to any who would dare threaten the universe in this way. To endeavour to repair the damage they had already caused they built the Symmetron, a vast network of pillars across many worlds that would function to maintain the balance between the Void and the material universe.

The Aëdr had also learned through similar experiments that it was possible to manipulate and preserve the forces of life, carefully balancing the essence of life in the material universe with its counterpart reflection in the Void. The strictest edicts were placed around the use of this technology and knowledge of its workings was limited to only a few of the most exalted among the Aëdr – the Grand Council themselves.

Becoming growingly obsessed with their guardianship of these dread science, the Grand Council would trust no other, not now nor in the future. Though they had the long lives of the Aëdr race, they were already ancient. Unwilling to pass the mantle of protection on to another generation, they preserved their own lives in a terrible way. Their consciousness was bound to great machines known as Vessels and their physical bodies left to wither and die. They called this transformation the Path of the Násr – “The Ascendant”, and they claimed theirs to be the ultimate sacrifice, denying themselves of physical senses to remain forever as custodians of the empire.


# The Eight Násr

### Rhïarrh

*The Sun, Fire, Progress, Innovation*

TO DO

### Ghór

*War, Violence, Honour*

Ghór was tricked into committing genocide through the use of an arcane weapon of mass destruction by Rhïarrh when the Fringe Worlds rebelled against the rule of the Násr. Ghór alone did not fall during the War in Heaven and instead is scouring the galaxy for the errant Star Titans, on a quest to slay each of them in turn and cleanse his immense shame.

### Móri

*Death, Rebirth, The Cycle Of Life*

Móri was found in a fugue state by Rhïan excavators under the city of Telárkharóth. The exact circumstances of the encounter are unknown, but it is suffice to say that it led to the rapid creation of the Mórin sect and the partial destruction of the city as it was buried underground by a terrible spell forged by the former Rhïan.

### Jehána

*The Past, History, Knowledge*

First and oldest of all the Násr, it was she who formed the Násr Council. Yet she is an equal among her Násr peers and wields no greater power than any other, a choice she willingly made. While other Násr could be credited for forging the Aëdr Empire, it was she who forged an Aëdr civilisation – the unparalleled feat of gathering a thousand worlds spanning an entire galaxy under one name and one people.

### Nekhára

*The Future, Prophesy, Foresight*

Nekhára's fallen vessel was found and awoken by the Khëitanni hero, Ithakhaëron. When her slumber was broken, she woke in horror to see the world as it would be in a future where Rhïarrh reigned supreme. In her agony, she inadvertently shared this vision of blood, fire and death with Ithakhaëron, leading him to lay siege to Rhïanakharóth and destroy the Rhïan-built Void rift within. Ithakhaëron was lost to the Void soon after, taking the knowledge of Nekhára’s whereabouts with him.

### Iónar

*The Sea, The Sky, Travel, Journeys*

It was here that the Wanderer Upon The Wind brought the battle to the Titan. Striking from the North, He assailed His foe with the unfettered and primal forces of the skies. Alas, ice and wind would not be enough to quench the fire of stars and the furnace of the Tyrant's wrath. The two fought for an age, but finally the Titan prevailed. The second of the Násr to fall to the legions of Rhïarrh, Iónar was now lost to us. Being of the immortal Násr, one such as He could not be slain outright, yet He was broken and defeated, His primeval power scattered upon the four winds.

### Vaïa

*Life, Nature, Vitality*

TO DO

### Jïnnh

*The All And The Emptiness*

The brothers Änh and Xhúl believed that by combining their power, they might stand a chance of holding back Rhïarrh and the Star Titans. Sadly, they miscalculated the effects of the Void on their fusion and almost annihilated each other. What remained of the two former Násr is like nothing else in the universe. Called Jïnnh, this bizarre entity contains the essence of everything that was, is or will exist. Unlike the other Násr, Jïnnh does not lie in slumber, but inhabits a place that is simultaneously both everywhere and nowhere. While his vessel has been able to be contacted by the Khëitanni, his advice is difficult to discern – for every syllable is echoed an infinite number of times, each with its own unique meaning.


# The Fringe World Rebellion

Cut off from the Aëdr empire by the Phantom Nexus, the fringe worlds voice their anger at the Násr Council for abandoning them. First the Khélex system, and then others demand secession from the empire. By the time the ponderous bureaucracy of the Násr has gone into motion, secessionist threats have become outright rebellion.

Ghór leads a force to quell the rebellion and restore order to the fringe worlds, but is coerced into deploying a Void-powered weapon created by Rhïarrh. The death toll is devastating and only a fraction of worlds survive the carnage. The former rebels surrender in mute shock as Rhïarrh claims a great victory for the council.

In secret, Rhïarrh has used the tremendous Void disturbance caused by the massacre to provide the materials and energies he need to create a new and terrifying body for himself in the Void – restoring at least his Void-being to life in completeness.


# Fall Of The Násr

Hoping to bring an end to decades of war across the galaxy, the Násr unleashed their plan to defeat Rhïarrh in orbit over Vónekh VII. Though fearful of the dangers of the Void, their resolve was set and their path unwavering. Their minds linked through means both mechanical and telepathic, they tugged at the frayed edges of the material universe and beckoned the devouring darkness to flow forth. They were folly to believe they could control the Void, for what came was no trickle, but a flood. The sinister tentacles of non-space seeping from the wound in reality were washed away by a rapidly expanding black halo.

Reeling in terror and unimaginable pain, the Násr let go, allowing the edges of reality to snap back. But it was far too late. No more than a second later, the dark tsunami stuck and sent both fleets tumbling sickeningly through space. Many ships were annihilated and torn apart in moments. The few who survived stood as silent and helpless witnesses to death and destruction on a titanic scale as friend and foe alike were swallowed by the hungry darkness.

Much of the combined forces of the Násr had hung in low orbit, prepared for the occupation of Vónekh VII. Their deployment proved disastrous, as the shockwave of the expanding Void shattered the fleet and sent the remnants on a meteoric path toward the planet below. The pale sky of a dead planet awoke with storm and fire as the Násr were cast down. The ruined vessels of the Násr fleet smashed into the earth in thunderous reports that tore at the planet, sending shards of rock, ice and shattered starsteel flying into the air.

It would seem that the annihilation was utter and complete, but as more than mere creatures of flesh and bone, many of the Aëdr would survive the fall. Days, months, even years later, flaming figures and blackened husks could be seen emerging from the shattered hulls. They crawled slowly, suffering silently in wordless agony, but they moved with purpose.

Gradually, the fallen Aëdr gathered in silence and exchanged only cold stares of reflected and shared hatred. Once beautiful visages now looked back with the skeletal grin of death. Once proud, white wings now were blackened and glowed with the embers of unquenched fire. The dark smoke of their destruction wreathed them all.

Soon many warriors stood together in stern ranks awaiting command, but none came. For the Násr were not among them. They were alone on a desolate and alien planet. Defeated and leaderless, but not for long. It was then that Aëron strode forth and spoke.

***"We are no longer of the stars. We are Aëdr no more. We are the Kheïtanni. The Fallen. And we will have our vengeance."***


# Entombment Of The Násr

For years, the Kheïtanni believed that the Násr were forever lost. If their masters were truly immortal, they were far beyond reach. They were not a people who would hold and treasure a spark of hope, however small. Grim and consumed with the tragedy of their own fall, most of the Kheïtanni simply assumed the Násr to be dead.

Yet far below the shattered earth, beyond the light in vaults of stone the Násr slumbered. Entombed in their machine-vessels of carved starsteel, they too had survived the fall. The halo-shaped wave of darkness that erupted from the Void at their behest had struck with such agonising psychic force that it had robbed them of consciousness. Now they slept,&#x20;

The titanic forces of their impact had driven them far into the deepest places of the earth. There they would rest, their resting spirits lying dormant for six thousand years before they would be discovered.


# Telárkharóth, City of Stars

Telárkharóth was a city built on a foundation of hope. It was named prophetically after the scarcely remembered Aëdr homeword of Telárhis Prime, where the Násr once ruled over a galaxy. Upon its shining emblem were emblazoned four stars – one for each of the great cities of the Lánaraï and their Rhïan servants – set as a symbol of their combined efforts to return to their distant home among the stars. Northernmost of all Lánaraï cities, it was founded in the broken lands known as Starfall Chasm, where a great starship fell during the War in Heaven, tearing a great hole in the earth. This bounty of immeasurable value made the hope that Telárkharóth represented a truly practical one and a potential reality.

But it was not to be thus.

Early excavations in the city’s vicinity yielded great discoveries, and those years served to reverse the losses of Aëdr technology. While the stars still remained beyond their grasp, the Lánaraï grew greatly in strength, combining science with arcane might to forge powerful weapons. But those Rhïan who were sent into the shadowed depths of earth to recover the lost treasures of the Aëdr found something else.

The fall of Telárkharóth took less than four days. The few Lánaraï survivors that remained fled to the skies to take the dark news of the city’s loss to the south. The Rhïan conquerers cast down the works of their former masters and desecrated the golden idols of The Fire in Heaven. Calling themselves the Mórin, they forever turned their backs on the light of Rhïarrh.

The military response of the Lánaraï was swift and their judgement upon the traitors would be terrible. Great and shining armies from each of the four cities rallied to the call and descended upon the north. Yet as they drew near, the ground began to tremble and abyssal chasms yawned open at their feet. The armies of the Lánaraï fell back and could only watch in horror as their once fair city was enveloped in the tendrils of some nameless power and drawn down, sinking forever below the earth.


# Ithákharóth, City of the Flame

As the threat of their awakening fallen kindred waxed fuller, many of the smaller Lánaraï settlements were abandoned as the citizenry sought protection, gathering behind the high walls of the greater cities. These cities were turned to bastions of safety, with defensive works being raised around the clock to ensure the guardianship of the now greater populace.

However the traditionally fiery citizens of Ithákharóth were not content to hide behind city walls and chose a more aggressive path in handling the rising danger. Ithákharine armies stormed forth from the city, often accompanied by troops of civilians who being scions of the mighty Aëdr were potent warriors in their own right. Gathering warbands of Kheïtanni were swiftly ambushed from the skies, trampled under the ferocious charges of Rhexarh Firelancers, and the remnants put to the sword by angry citizen-soldiers.

As Ithákharoth became a symbol of hope for the embattled Lánaraï, so too did it become a symbol of hate for the rising Kheïtanni who sought vengeance for the betrayal of the Násr Council and the terrible war that ended in their fall. Rapidly it had turned into a flashpoint for the growing conflict and the scattered skirmishes and ambushes across its dominions coalesced into all-out war.

The other Lánaraï cities were too engrossed in the tasks of managing their population boom and seeing off their own minor incursions to notice when the shape of the war changed.

Aëron, son of the legendary Aëdr general Vaëron-Sar had risen from the depths into which he had fallen and had assumed the leadership of the gathering Kheïtanni forces. Possessing a martial prowess far beyond any other upon Vónekh VII, Aëron forged the scattered splinters of malice into a single, black spear of focused hate. This spear he drove deep into the heart of Ithákharoth and shattered the spine of its fiery warrior people. The city fell within a week and as flames rise above its walls it burned its last.

The razing of Ithákharoth was the first victory in the war waged by the Kheïtanni against their hated kin. So great a portent of the fight to come it was that Aëron would later name his son in triumph over the broken city. Ithákhaëron.


# Fire In The Void

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Rhïarrh was severely weakened by his imprisonment in the Void. Over millennia he is gradually building strength and exerting a wider sphere of influence. Like a dark puppeteer, he dwells in the depths of the Void, pulling on the strings of consciousness and bending the minds of the weak to his malevolent plots. To sustain himself, he consumes and the consciousnesses of lesser beings. In this fashion he has absorbed the collective consciousness of millions and his power grows by the day. In a region so close to the interface between the Void and the material universe, he has discovered a phenonmon that occurs with significant frequency. When a being dies in the material universe, their consciousness dies with them – but more often than not the symmetry is broken and instead of the reflection of that being consciousness also dying in the Void, it persists – weak, floating, vulnerable and easily consumed by a greater intelligence.

In the Void, Rhïarrh has compensated for his lack of physical form by evolving into a sort of hive mind – a vast collective consciousness that continually expands as more and more souls/consciousnesses are absorbed. Rhïarrh's anger, violence and malevolence is amplified through this vast consciousness and it affects everything it touches within the Void. In the material universe this manifests as the dread Lán-Faën – a physical embodiment of the Tyrant-God's rage. It is important to note that Rhïarrh, though fully aware of the Lán-Faën phenomenon, does not control the demons on an individual basis – or really at all. The Lán-Faën are mindless in their movements and actions, killing and destroying for no reason other than there being something to kill and destroy. The terrible black storms that spill from the rift in the north carry these demons along with them, leaving terror and destruction in their wake. The death and suffering caused by these dark incursions only serve to provide more souls for Rhïarrh to consume and be strengthened by – meaning that subsequent each wave of storms is larger, travels further, carries with it more demons and is even more violent and destructive than the last.


# The Unquiet Age

The intervention of the Kheïtanni and their allies at the Siege of Rhïanakharóth has prevented the Tyrant-God's imminent return, but the events of the war have set things in motion that cannot be so easily stopped. The deaths of untold thousands echo in the Void. As a shark drawn by the scent of blood, Rhïarrh moves in the emptiness and consumes them one by one. All the while, he grows in power. His tendrils of influence reach out and clutch at the spaces in between stars and tremble with barely contained rage. A rage so great that it is felt on the other side.

For the Void is but a mirror. What happens on one side must be reflected in the other. Symmetry must be obeyed. As the Tyrant-God's seething hatred and anger expands to fill the non-space of the Void, an impenetrable veil of darkness falls over the material universe. Nameless things move in the shadows. Things of black tentacles and fire.

And this is not all. His great and terrible presence has caused the region of space near the Vónekh System to shine through the Void like a great and terrible beacon. Drawn to the Fire like moths to a flame, the Star Titans awaken in the dark parts of the galaxy and move among the stars. They begin a journey which will carry them across millions of light years. But in the Void, things such as time and space have little meaning. They are distant, but not distant enough…

Frustrated by their ineffectiveness at the Siege of Rhïanakharóth, the Lánaraï have all but retreated to the tall towers of their mountain home. Many among them believe that the petty wars of this forsaken world are but trivial matters. For theirs is a greater purpose – the long promised return to their home in the stars. Others see this outlook as being hopelessly idealistic at best. They are battered on all sides by rampaging Kheïtanni, Mórin cultists and now a new, darker foe.

Debate rages in the Council – the war or the stars, they cannot win on two fronts. Divided as they are, they agree on one point – the ancient technology of the Aëdr holds the key to bringing salvation. Their attentions fall to the shattered lands of Starfall Chasm. Long ago, the greatest of the ships of the Aëdr fell here, and deep in the earth lies the power to turn back the black tide and rise above the filth of this forsaken world.

Emboldened by initial success, the Kheïtanni run rampant throughout the north and far beyond. The utter destruction of their hated cousins seems finally achieveable. In the east, and reaching as far south as The Silver Spine, Kheïtanni warbands wage a guerilla war against a handful of remaining Lánaraï garrisons and continue to pick off patrols, one by one. In the west, their cruel pirate navy reaps a heavy toll on coastal towns, staining the tall white cliffs red with blood.

The Kheïtanni are driven like never before, the iron fist is closing and soon only bloodstained feathers will remain. But now something stands in their way – ships begin to disappear into dark mists at sea and are never seen again, patrols set out and never return. Tales of ghosts and darker things murmer in the ranks. Determined, their war leaders dismiss these tall childrens tales and drive their armies forth, but deep in their hearts even they know there is more than Lánaraï trickery at work here.

As the sun sets on the races of old, the moon rises upon a new power. Unbeknownst to the rest of the world, a great and labyrinthine city sprawls in the bowels of the earth. Inhabited by those who name an ancient and lifeless being – mother. Those who name demon – friend.

Their once great city shattered by the horrors of war, the Rhïan turn their attentions inwards. They rebuild and renew – greater and more impressive than before. A new city rises in the sands of the south. A city of gold and fire. A city worthy of a God.

Dismayed and disgusted by the greed of the greater races, the Vaïar shun them all. Disgusted even more by themselves, they hide their bizarre visages in the deep places of the world. Amongst the bowers of the darkest forests and in the deepest valleys, many amongst them intend never to return to the light.


# Songs & Chants


# Kheïtanni Curse

The eye of Nekhára shall open and see your death coming.

The blades of Ghór shall fall and spill your blood.

The arms of Vaïa shall part and let your children fall beside you.

The voice of Móri shall taunt you and never let your bones rest.

The hand of Iónar shall cast you to the wind and the tides.

The words of Jehána shall fall silent to allow no memory to be kept of you.

The Jïnnh shall unmake all your works unto nothing.


# Rhïan Morning Prayer

￼He is Rhïne the eternal.

He hath drawn the waters of the oceans into His mouth

And hath swallowed a thousand worlds.

He is Rhïekh the magnificent.

He hath spoken in great voice which hath caused the earth the tremble

And hath cast down half the stars in Heaven.

He is Rhïas the vast.

He hath unfurled His great wings of flame

And reached the four corners of the earth.

He is Rhïa the undying.

He hath risen; and hath brought forth the light of the sun

He hath given birth to this day.

– Rhïan Morning Prayer

### Meaning of the verses

Rhïnë, The Gathering Maw is the vast leviathan, who swims though space swallowing the stars, one by one. This refers to Rhïarrh's many conquests before the War in Heaven.

Rhïekh, The Shining Mane is the lion whose mighty roar shakes the heavens. This refers to the War in Heaven, when the Aëdr who opposed him were cast down onto the world of Vónekh VII.

Rhïas, The Triumphant Wings is the vast eagle whose wings carry the sun across the sky. This refers to the Shining Eye of Rhïarrh that endlessly circles the world of Vónekh VII, always watching, waiting and seeking a way in.

Rhïa, The Undying Flame is the dragon whose fiery breath lights the sun. This refers to the true power and enlightenment that Rhïarrh will bring to his followers upon his return.


# Mórin Spell

We have gathered here

Enough bones we have

Of Aëdr and of birds

Of Rhïan and of beasts

Pile them high before her

Upon the white stones

Xalah haïa Mória!

We bring her seven slaves

Take now the knife

Turn the white stones red

Hold their mouths open

They must sing the praise

Of she who eats the dead

Xalah haïa Mória!<br>

Next bring forth the head

Of the chosen sacrifice

This one hath lain dead&#x20;

For fourteen long nights

In cold unfertile earth

Place it upon the grey stone

Xalah haïa Mória!

Open now the iron cage

Unleash the Void-born within

We have lured it here&#x20;

With promises of blood

Sing unto the black moon

The song of white bones

Xalah haïa Mória!<br>

Place the daemon’s heart

Upon the blackest stone

Xalah haïa Mória!


# Lánaraï

**Haughty, supremely arrogant and unfaltering in their loyalty to The Fire in Heaven, the Lánaraï seek to crush the last of the remaining rebellion once and for all. Frustrated by the primitive and simple world around them, they look forlornly towards the distant stars, clutching at the fragments of half-forgotten knowledge that once made them masters of that cold and distant domain.**

The military discipline and constant drilling of the Lánaraï gives them great <mark style="color:orange;">**Strength**</mark> to rain deadly blows upon any who dare who oppose their righteous fury.

### **Statistics**

| Speed | Agility | Strength | Toughness |
| ----- | ------- | -------- | --------- |
| **4** | 5       | 5        | 4         |

| Mind | Empathy | Bravery | Perception |
| ---- | ------- | ------- | ---------- |
| 6    | 7       | 6       | 7          |

### Flying

*Though the distant stars remain beyond their reach for now, the mighty Lánaraï are still the undisputed masters of the skies, and can Fly. Soaring upon powerful wings, they descend like a thunderbolt into the enemy lines – attacking with tremendous force. But when enemy ranks close and they are threatened with being overwhelmed, they rise to safer altitudes to rain down retribution from above.*

**Soar:** The player can move to a location **1** hex away for **1** Action Point. In this way, they can move between multiple hexes in a single turn. Roll a dice before moving. On the roll of **1**, the player receives the Grounded keyword after the move is complete. Soar may not be used to move into a hex that is affected by The Void.\
\
**Aerobatics:** The player receives a **+1** modifier to save rolls.\
\
**Air Strike:** When the player rolls for initiative, treat a roll of **2+** as a **10**.

### Ancient Lore

*The Lánaraï are descended from an ancient race who once travelled at will among the stars. While much of their expansive former knowledge is lost to them, some still remains. Ancient Lore of the Aëdr is passed on to each of the Lánaraï from generation to generation as they vie to restore their former dominance of the physical universe. Lánaraï may double their Mind statistic and the speed at which they regain Mana for a short period.*

If the player attempts to use an ability, add **2** to the roll.


# Behold The Children Of Stars

***“Ageless and ancient, I have existed since time immemorial. I have lived many lifetimes and dwelled in countless bodies. Born of the stars, I shall return to the stars. My mind has transcended life itself, and death shall not ever find me.”***

&#x20;***– Heliorán Starstrider, Starseer***

The Lánaraï are a race of extreme contrasts, and it is perhaps they more than any other who epitomise the notion that there is truly no such thing as good – merely varying degrees of evil. A first glance at their shining, fluted armour, at their proud white wings, their rich adornments and featherlike decorations might lead the foolish to wonder at their iridescent beauty, their shining purity, their benevolent nobility. But that impression could not be further from the truth, for their souls are far more tarnished than their armour.

When Rhïarrh – alternately known as the Fire-In-Heaven or the Tyrant-God – raised his might against the dissident Aëdr, the Lánaraï marched to war behind Him. A war that they waged against their own. Their step never faltered, even as they razed planet after planet and butchered the countless billions who dared to oppose their uncompromising master.

There is some nobility to them though. Even after the end of a war that also marked the tragic end of their once great and galaxy-spanning race, they never strayed from their mission. Even after Rhïarrh was cast into the Void and they were left stranded on a remote planet with no hope of returning to their home among the stars, they remained loyal. Even as years became decades, decades became centuries and centuries became millennia, they never faltered. To this day they remain, intent on putting each and every one of their rebellious former kin to the executioner's sword. Only once their appointed task is done, when none remain to rally against the Fire-In-Heaven, they will fulfill their burning desire to acquire the ancient knowledge that is their birthright. Then, they will raise the shattered hulls of their great ships from the depths of the earth, and upon bright columns of fire they will put the hated world of Vónekh VII forever behind them.

A glimmer of this ancient technology already surrounds them. The iridescent colours of their armour boast of a strange and otherworldly material, much harder and tougher than any known earthly metal. Likewise, their weaponry hints at a strange and arcane technology.

This faded technology and many aspects of their angelic appearance hearken directly back to the days of their ancient forebears. Yet for all it appears to be, it is but a far cry from the ancient and powerful technology that the Aëdr once had at their disposal. Like the Lánaraï themselves, it is merely the palest shadow of a former glory that is long forgotten and perhaps also forever lost. But it is not in the nature of the Lánaraï to be forlorn or to mourn their loss, however profound. Nor will they allow their loss to become a weakness, or to compromise their purpose.

Brutal, unceasing and methodical, their blades rise and fall to the beat of a song that only they can hear. A grim rhythm that pulses from the depths of the Void. One look at their cold, emotionless and unflinching gaze is enough to tell anyone that loyalty and honour are distant worlds apart.


# Warrior Orders

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### Storm Guard

Shock troops of the Lánaraï army, the Storm Guard are renowned for their lightning-fast assault style and ruthless ferocity in battle. Trained to let nothing stand in the way of victory they waste little time at the strategy table, preferring to wade into action and seize the upper hand before the enemy can muster their defences. Disruptive and unruly by nature, even some of the Lánaraï nobility prefer to keep their distance from the Storm Guard. Their loyalty and long procession of victories, however, cannot be questioned.

<figure><img src="/files/3M4Ke3Hrfu4iJ67DdhUN" alt=""><figcaption></figcaption></figure>

### Solossárhi

True lords of the sky, the Solossárhi are they eyes and ears of the Lánaraï army, soaring high above the battlefield to survey the enemy's positions with sharpened senses and melting into the environment to get within bowshot of their prey. Their skill with ranged weapons is honed to a deadly art form and they are as agile as they are cunning, with the ability to surprise their landlocked foes and rain fire from above or swoop down to swiftly take control of the fight.

<figure><img src="/files/1V1tfOdEwLQtrhJTOFvh" alt=""><figcaption></figcaption></figure>

### Seraphim

Elite warriors of the Lánaraï army, the Seraphim are strength tempered with honour. Driven by a mindset of purity and unwavering in their service to Rhïarrh, these heavy combat paragons strike fearlessly and without restraint at all who threaten their brethren. Seraphim are unmatched in might, are willing to lay down their lives if it means protecting the innocent and are guardians of peace in and around all Lánaraï settlements. On the battlefield their powerful presence strikes fear into the enemy and evokes courage in fellow warriors.

<figure><img src="/files/d3eN1aUFLMyEnAMsO6WV" alt=""><figcaption></figcaption></figure>

### Wordless

Protectors of their race's history and gnosis, the Wordless operate behind a veil of secrecy, privy to great truths - some too terrifying to reveal. As such they are a significant force behind Lánaraï advancement, but those initiated into this nebulous order must have their tongues cut out upon swearing their oath of duty to the Fire in Heaven. In their silent devotion they become aware of the voice of Rhïarrh, and through holy rites can assert His will against the Fallen on the battlefield. In combat the Wordless move with great speed, fighting with righteous clarity and purpose.

<figure><img src="/files/EGjc4fDL6DFI6itct0In" alt=""><figcaption></figcaption></figure>

### Starseers

This secretive order concerns itself with the rediscovery and preservation of ancient artefacts predating the War in Heaven. The Starseers are arcane scientists whose weapons go beyond mere blades and projectiles. With an arsenal of reverse-engineered Aëdr technology at their command they prefer to keep their distance and incinerate their enemies with starfire than to grind swords with them. Above all it is the Starseers’ holy duty to unravel the elaborate secrets of their ancestors, to ultimately realise the collective ambition of the Lánaraï and reclaim the stars.


# Lánaraï Paths

### The Gathering Maw

<mark style="color:yellow;">Heavy Combat Specialist</mark>

The Path of the Gathering Maw honours Rhïarrh in His aspect of Rhïnë, the great and terrible Leviathan who drifts inexorably through the depths of the Void devouring entire worlds. Wielding mighty two-handed weapons with deadly ferocity, followers of this Path dismantle and dismember whatever stands in their way. Relentless and unstoppable, they weave sweeping arcs of death all about them, devastating whole ranks of enemy troops with every pulverising blow.

### The Shining Mane

<mark style="color:yellow;">Fast Combat Specialist</mark>

The Path of the Shining Mane honours Rhïarrh in His Aspect of Rhïekh, the lion whose mighty roar shakes the heavens. Those who take the Path of the Shining Mane learn to focus their strength into explosive bursts of preternatural speed and precision, raining down on their enemies with an unstoppable frenzy of blows that leave them utterly shaken. When only brute force will do, an earth-shattering roar resounds across the battlefield as they unleash their furious killing blow.

### The Triumphant Wings

<mark style="color:yellow;">Ranged Combat Specialist</mark>

The Path of the Triumphant Wings honours Rhïarrh in His Aspect of Rhïas, the mighty eagle whose wings carry the sun. Followers of this Path develop their visual senses and like the eagle, can discern the tiniest detail or flicker of movement from a vast distance, launching their arrows as straight and true as a speeding shaft of golden light. Some are so acutely attuned to Rhïas that they are able to take the form of his avatar, a great eagle, to survey the battlefield and pick out their prey before launching the perfect attack.

### The Undying Flame

<mark style="color:yellow;">Spellcaster Specialist</mark>

The Path of the Undying Flame honours Rhïarrh in His Aspect of Rhïa, the dragon whose fiery breath lights the sun. Those who follow this Path are masters of the arcane science of the Aëdr. They watch the enemies of the Fire in Heaven as patiently as they observe the motions of the stars across the firmament. Then, striking from on high with the will of a God made manifest, they immolate their foes with pillars of flame and impale them upon lances of searing starfire.


# Kheïtanni

**Their once noble souls blackened by years of hatred and spite at their betrayal at the hands of the followers of the Tyrant-God, the Kheïtanni sequester themselves high in the tall mountains of the north, endlessly weaving cruel and intricate plots to exact their revenge against their former kin.**

When the Kheïtanni fell, their bodies were burned and their wings shattered. This near-death experience left them hardened and with far greater <mark style="color:orange;">**Toughness**</mark> than their former selves. The wounds and scars of battle mean little to them now, and they merely shrug off all but the most telling of blows.

### **Statistics** <a href="#statistics" id="statistics"></a>

| ​Speed | Agility | Strength | Toughness |
| ------ | ------- | -------- | --------- |
| 4      | 5       | 4        | 5         |

| Mind | Empathy | Bravery | Perception |
| ---- | ------- | ------- | ---------- |
| 6    | 6       | 7       | 7          |

### **Void Form**

*Kheïtanni can shift into Void Form – a sinister ability caused by the near death experience of their tragic fall. By walking the paths between the physical and spirit realm – and between the living and dead – they can do things no mortal being can do. They appear and attack without warning, they pass through walls like ghosts, and their enemies' blades miss flesh and slice through trails of black smoke instead.*

**Void Leap:** The player can instantly move to location **2** hexes away for **2** Action Points. Roll a dice before moving. On the roll of **1**, the player receives the Voidsick keyword after the move is complete. If Void Leap is used to move into a hex that is affected by The Void, the player receives the Voidsick keyword on the roll of a **1** or **2**.\
\
**Insubstantial:** When the player receives damage, reduce the damage by **1** down to a minimum of **1**.\
\
**Voidborne Raiders:** When the player rolls for initiative, treat a roll of **2+** as a **10**.

### Soulburn

*The malign and twisted nature of the Kheïtanni is such that they would rather inflict pain upon themselves than lose the opportunity to unleash destruction upon their hated enemies. Kheïtanni have the Soulburn ability, which allows them to sacrifice part of their life force in order to fuel their spells and abilities.*

If the player attempts to use an ability, don’t make a normal roll. Instead the player loses **1** HP and rolls a dice. On a **2+** the ability succeeds.


# Broken To Ashes, Reborn Of Fire

***"They must not merely fear us and think us to be savages who murder without purpose. They must know why their lives are forfeit and why I shall be their executioner. For I am of the Kheïtanni. The fallen. The reborn. The eternal. And I will have my vengeance!"***

***– Kahil, The Black Hand of Nekhára***

The Kheïtanni burn with the grim darkness of a race who have built their entire existence around vengeance – yet also with the bitter nobility of a people who have lost everything they ever held dear. These two vastly different aspects of their character conflict in the hearts of every Kheïtanni warrior. They are driven by the burning need to see ultimate justice done, but will go to such lengths to see their will done that they will spare nothing to meet their ends, not even their own souls.

Their hated kin, the Lánaraï dote upon their connection to their Aëdr forebears and their raiment reveals much of their yearning to regain what greatness they have lost in the many years after the war. The Kheïtanni have no such connection. Despite having suffered such a great loss, there is nothing about them that reminisces or looks back on what they once were. Their eyes are fixed firmly forward, into the future, towards a time when their vengeance is finally sated and not a single Lánaraï remains alive to stain their honour.

There is no mistaking the Kheïtanni, however. Their imposing figures are grotesquely framed by horrifically burned and broken wings – cruelly ruined in their tragic fall. The tremendous heat of atmospheric re-entry and the crushing forces of their being cast down upon the lifeless world of Vónekh VII left almost nothing intact. Now only blackened bones remain in place of once beautiful, white feathers and arched wings.

What remains of their wings is now used as a grisly trophy rack. The severed heads of their most prized kills are displayed proudly, impaled upon their shattered wing bones. Many Kheïtanni warriors create sinister tribal fetishes made from feathers taken from slain foes, as well as other more gruesome body parts. These are used as symbols to mark the prowess of the warrior, each one indicating the number of hated Lánaraï who have fallen to their blades.


# Warrior Orders

<figure><img src="/files/m1yfAXfDjMoQKSxGbC31" alt=""><figcaption></figcaption></figure>

### Crimson Path

Their bodies covered with gruesome, self-inflicted ritual scars, the Crimson Path exude pure hatred – by which they are utterly consumed. These dangerously savage Kheïtanni warriors are so pure in their hostility that they shun even their own kind, living in seclusion on the frozen islands known as Ghór's Teeth. In battle they hurl themselves into combat with animalistic speed and strength, slicing and mauling their foes in a frenzy of hate. Theirs is the path of pain and of death, the purpose of their existence is vicious, bloody slaughter.

<figure><img src="/files/DzAJa17WS1S60h54YrhJ" alt=""><figcaption></figcaption></figure>

### Khavanákh

Masters of stealth and subterfuge, the Khavanákh are assassins and snipers, notorious for their bloodthirsty proficiency with ranged weapons. At one with the shadows, they slip silently past enemy lines to survey their weaknesses and provide tactical insights to the Kheïtanni hordes. Terrorising their victims with poison arrows that seem to come from nowhere, or bursting from the shadows in a murderous flurry of steel, the Khavanákh are often given the mordacious epithet of 'death ravens', and there are even some who suspect them of possessing supernatural powers - which they do nothing to deny.

<figure><img src="/files/37Iq3BVK1s1fTGKHjFFF" alt=""><figcaption></figcaption></figure>

### Execrators

Of all the Kheïtanni hosts, the Execrators are the purest in their hatred. Restlessly pursuing their eternal vengeance to the bitter end, they embody the undying rage of their people and are seen by them as the ideal of their race. They are elite guards and unstoppable marauders, dedicated to protecting their people with ironclad brutality and exterminating their foes with vicious contempt. Pouring all their ire into every blow these heavy fighters are never more at home than when bathing in the blood of their enemies, trampling their cracked skulls into the gore-soaked earth.

<figure><img src="/files/pvop1cPjzzPubRNQSDCU" alt=""><figcaption></figcaption></figure>

### Mórikhan

Bound to the certainty that all things must end, the Mórikhan attend to all matters of annihilation and the immutable laws of change. They are stewards of the Kheïtanni burial sites and healers who possess the talent to redirect the flow of life force from one vessel to another. In war they seek to fulfil the demands of inevitability by casting traitors into the maw of the abyss. Ready to greet death with open eyes they fight relentlessly, crushing bone and cleaving sinew to ribbons with their coldly calculated spells.

<figure><img src="/files/10DkeF0vhRc9vuWKlqPo" alt=""><figcaption></figcaption></figure>

### Void Dancers

These warrior-mystics dance with the Void, hunting for the ripples imprinted on it by events in the physical world. Void Dancers can discern whispers of the future, which they pass on through riddles and cryptic metaphors. Not only can they read the Void, arming the Kheïtanni hosts with the strategic advantage of foresight, they can manipulate its power in combat, tearing their wretched enemies from the sky or weaving through their forces with ghoulish élan, intoxicated by their cries of terror as they eviscerate flesh with black blades of Void energy.


# Kheïtanni Paths

### The Moon Reborn

<mark style="color:yellow;">Heavy Combat Specialist</mark>

The Path of the Moon Reborn is the Path of Móri, the Harvester, Násr who rules the eternal cycle between life and death. Her followers do not fear death but rejoice in it with every bloodthirsty stroke of their weapon, as thrilled at the sight of their own flowing wounds as they are with those they inflict on their foes. Exuberant in their brutality, they fight every battle as if it’s their last, stabbing, slicing and impaling every foe in sight in a glorious shower of bloody revenge.

### The Unlidded Eye

<mark style="color:yellow;">Fast Combat Specialist</mark>

The Path of the Unlidded Eye is the Path of Nekhára, the Prophetess. Nekhára is the Násr who embodies fate, prophecy and the innumerable possibilities that the future might bring. Those who follow this Path learn the art of killing with near-clairvoyant speed, of evading their opponent’s moves and then tearing them down with cries of mocking laughter. No matter what feint or deadly attack their adversaries attempt, their gift of prophecy will always allow them to see it coming. With scything arcs of hatred they descend on their enemies, prophets of sudden death and ruin.

### The Shrouding Mist

<mark style="color:yellow;">Ranged Combat Specialist</mark>

The Path of the Shrouding Mist is the Path of Iónar, the Wanderer, Násr of journeys and all mediums of travel – land, air, sea, the vast emptiness between stars and even the darkness of the Void. These warriors possess a sadistic host of assassination skills, stalking their prey relentlessly, ranging over vast distances and waiting for the perfect opportunity to strike – either as Kheïtanni or wolf-form. Nowhere is their target safe. There will always be a poison-tipped arrow whistling in the dark, or lupine eyes glaring with malice from the shadows.

### The Everchanging Star

<mark style="color:yellow;">Spellcaster Specialist</mark>

The Path of the Everchanging Star is governed by Jïnnh, the Timekeeper, Násr whose domain is time and the inevitable changes it brings. Like the immense being from which they take inspiration, followers of this Path delve into a bewildering array of metaphysical powers, bending time and space to their will. They can tamper with reality and summon forth the Void to crush their adversaries. Those who flee in terror find themselves disoriented, realising only too late that they are still hurtling towards an inevitable, gruesome demise.


# Rhïan

{% hint style="warning" %}
This page is a stub for a playeble race that wil become available in a future version of the game.
{% endhint %}


# Vaïar

{% hint style="warning" %}
This page is a stub for a playeble race that wil become available in a future version of the game
{% endhint %}


# Faënar

***“We have visited hatred and death onto this planet for millennia. But know that the Tyrant-God, uses it. He returns it to us. Through shadows, through the reflections of death.***

***And what exists in the Void must be balanced in the physical world. These reflections are the Faënar. Beings of emptiness. Creatures born of the Void. A black tide now rises to wash away the eddying red waters of endless war.***

***But cease not your slaughter. For it is too late. The balance has been tipped. The world will flood with the Lán-Faën. Millions shall perish in their wake. The only choice now is death. Our enemies must perish.***

***You lack the power to withstand them. And so my hatred must now flow through you. I give you my rage.”***

***– Kahil, The Black Hand of Nekhára***

There are many dark places of the world in which the Faënar dwell. Far from the villages and cities or mortals, they gather and infest the deepest valleys, the highest mountains and the darkest forests – and for the most part, there they remain. But in the most fearful of times, when war, plague and famine sweep across the land, the Faënar are strengthened by the negative emotions caused by these sad times and depart their remote lairs to invade the lands of mortals – gaining even further strength from the terror that they sow in their wake.

As these terrible incursions devastate the lands, their daemonic ranks swell with the tortured and sleepless dead – forced into eternal servitude by the blind and unstoppable force of the Faënar. Slow and unrelenting, these Horrors shamble unerringly forth to topple the realms of mortal kind and share their doomed existence with all who fall before them. Their broken and distended bodies writhe with a seething mass of black tentacles that spill grotesquely from their mouths and gaping wounds. The eyes of the dead are commonly sewn shut to shield the immortal soul from the horrendous sights of such daemonic re-awakenings, but this merely serves to make the appearance of Horrors even more vile and disturbing.

### Horrors

The Horror is one of the most common types of Faënar. It is a tentacled demon which crawls inside and inhabits dead bodies, entwining its many tentacles around the limbs to allow it to control the body. Horrors are grotesque sights – rotting and blood soaked carcasses with tentacles spilling out of gaping hopes torn through flesh. Often the bottom half of the corpse's body is entirely missing, replaced by a mass of writhing black tentacles. Horrors have strange weapons that grow from the places where the corpse's arms once were – often mutated claws and blades made from bone and long tentacles covered in sharp spines which they use as deadly whips.

### Ghorghant

Unlike the mindless Horrors that haunt the lands of the North, the Ghorghants are Lords over the demonic hordes. Sentient, powerful and terrifyingly intelligent, yet knowing nothing of their origin or of the Tyrant-God, they single-mindedly seek the destruction of mortal kind. Other Horrors are drawn to their dark will like moths to a black flame.

### Nightmares

Nightmares are terrifying beasts of gigantic proportions, whose hideous and mutated forms defy comprehension. Their mere presence causes unreasoning terror in even the most stalwart of warriors, for they are the very horrors that haunt our darkest dreams.

In appearance they resemble a massive and hugely muscular lion, covered in grotesque spines and formed from coils of sickening, oily black smoke and raging flames. In place of a mane, their heads are wreathed with innumerable writhing, black tentacles. Their mouths are lined with countless razor-sharp fangs and together with their sunken eyes, they glow with the fires of hell.

Nightmares are a type of Faënar or Daemon. Like all Faënar, they are formed from the fears and negative emotions of mortal beings. Nightmares are amongst the very oldest and most powerful of all daemons and unlike many of the Faënar they have acquired physical form – spelling doom and despair for all mortals who have the misfortune to cross their path.


# Mórin

***“You were born in blood and in pain.***\
***It is only fitting that you should end the same way.”***

***– Neluna Moonsong***

The Mórin are dark and traitorous humans, former Rhïan, who have for reasons unknown turned their backs on the light of the human sun god, Rhïarrh. They now worship the ancient Násr, Móri as a goddess in her aspect as the harvester and gatherer of souls, whom they call “She-who-eats-the-dead”.

They have built a massive subterranean temple city deep within these caves called “Mórinaïkharóth” which means “the city of death”. In the deepest cavern in the shadowy depths of Mórinaïkharóth is an underground lake, in which dwells the Myrmaïathan, one of the greatest sea dragons to have ever lived. The Mórin believe the Myrmaïathan to be an incarnation of Móri and they make countless living sacrifices to her until the ocean surrounding the mouths of the caves runs red with blood.

The Mórin generally shun the light of the sun, preferring to never leave the darkness of their underground city. Fortunately for them, an endless stream of Lánaraï, Kheïtanni and other more foolish beings continue to dare to enter their subterranean lair, hoping to find ancient and valuable treasure – and more often than not, end up on their sacrificial altars as a gift to their dark goddess. Those who manage to avoid the violent Mórin cultists still must contend with other, even more savage creatures who dwell in the darkness.

The Mórin worship Móri, one of the Násr (Aëdr ruling council) as a goddess. Like most of the Násr, Móri fell to Vónekh VII during the War In Heaven and is now lost – lying dormant somewhere deep below the earth. The Mórin are former Rhïan, a slave-race created by the Lánaraï, though they have long thrown off the shackles of rule and turned from the light of Rhïarrh – whom the Rhïan worship fanatically.

As one of the Násr, Móri once represented the aspect of the harvester, the gatherer of souls and the infinite cycle of life and death – though the Mórin have taken a somewhat once-sided view of the myriad complexity of the Násr. Theirs is a cult of death and sacrifice, with little in the way of subtlety or nuance. Their goals are equally straightforward – they seek to find the resting place of their goddess, Móri and raise her back to the surface to rule.

Once she arises, they believe that the world must fall under her sway. If Móri is a goddess of death, then there can only be one way to bring all under her command – the death of every living thing on Vónekh VII.


# Jïnnaïar

Possibly the most mysterious of all the races on the planet, the Jïnnaïar are a faction of the Vaïar. The Vaïar were the first slave-race created by the Lánaraï – but deemed a failure by their would-be masters. Like their southern cousins, the northern-dwelling Jïnnaïar have little care for their own wretched lives and dedicate themselves to maintaining the balance and natural state of the world. This is a difficult task, given the bellicose nature of the dominant races on Vónekh VII.

It is unknown what drew the Jïnnaïar to the extreme north, to the isolated continent of Nharán that lies beyond the frozen ocean north of the Coast Of Thorns. It is suffice to say they found something there. Something they will strive to protect at all costs. A knowledge of something that drives them to work tirelessly to save the world and everyone in it from their own greed and stupidity. They now exist only to serve the greater good, at whatever cost – theirs or someone else’s.

A strange trait of the Vaïar and their kin is that they rapidly adapt to the natural environment around them. In the frozen and bitter north, the physical bodies of the Jïnnaïar have faded almost to nothing, leaving them as what can only be described as living ghosts.


# Lulúkhaï

In the Garden Of Teeth, one of the final battles of the War In Heaven was fought on solid earth. Here the Aëdr fought one another and here the Násr wrestled in vain with the terrifying power of the Star Titans. The immeasurable horror that was unleashed here, has left an indelible mark that even the passing of millennia cannot erase.

The tortured Lulúkhaï are a dark reminder of what transpired here. They might still walk the fields of ruin, endlessly retracing their steps, doomed to relive the battles of millennia past. But they do not remember. They live this horror time and time again, but they do not remember. They do not even remember which side they fought for, only *that* they fought. They know that they were defeated utterly by a vast and terrible foe, but there are none who can name that which brought them low.

Yet, the raw and open wounds are still carved into ice and rock. The icy wind still screams its indignity and moans its loss. The cold eye of the wintry moon still stares mournfully upon the fields of slaughter.

For the minds of the ancient Násr are not so easily broken. Though they were defeated, here one of their number still remains – and they remember everything.


# Vónekh VII

The remote, forbidding planet of Vónekh VII lies on the threshold between the material universe and the Void. Beneath its battle-scarred surface lie ancient secrets, lost technologies, and slumbering titans of unimaginable power. Upon its blood-soaked battlefields, the fate of both realms will be decided. To survive here, you will need your wits as well as your strength. To face what is about to be unleashed on this desolate arena will take the courage of an immortal.

### The Ominous Legacy of the Aëdr

Were it not for the War in Heaven, Vónekh VII would be untouched by even the crudest of lifeforms. Yet as fate would have it, life indeed came crashing down on this bleak, treacherous planet some six millennia ago. During the final throes of the war, a terrible cataclysm ripped through both forces. The skies blazed with destruction and were streaked with falling starships. This once-barren world would witness the ultimate, climactic battle and the almost complete annihilation of the Aëdr, a mighty race who once strode among the stars.

The legacy of those once proud and powerful beings remains on Vónekh VII for their descendants to unearth. The shattered carcasses of ruined starships still lie rotting in the darkest and most remote locations: hidden beneath the searing dunes of Vaëtar; buried in the undergrowth of its steaming jungles; resting high among the towering peaks of Khaïrnóth; submerged deep in its cratered lakes and glacial fjords. Still even further north, across icebound seas, mysterious Nharán holds its own secrets behind a veil of soul-shuddering snows.

The Void stirs. Forces beyond comprehension are starting to awaken. Increasingly there have been reports of fell creatures coming forth from the Void to wreak havoc on the living. The Symmetron system of pillars that spans a vast network of planets and moons is failing. Existing on the threshold between material reality and the Void, Vónekh VII will be at the heart of the coming catastrophe. To its people, a great burden has fallen: to decide the fate of galaxies.

Yet amid the peril there is hope. A potent force lies dormant among the lost technologies of the Aëdr, evidence of their commanders of old, beings of immense power and wisdom known as the Násr. Could these living relics offer a way to save Vónekh VII from the fury of the Void? In any case, whatever secrets this grim world holds must be uncovered before it’s too late.

### The Hidden Face

The extent of the world of Vónekh VII that is known to cartographers is defined almost singularly by the planet’s unique and deadly predicament. Lingering precipitously at the edge of the material realm and the mirror-like dimension of the Void, nearly half of the planet lies in a perpetual shadow that is anathema to all that lives. Here, magenta-red mists of Void energy drift over a landscape of blackened soil and unearthly horror.

The untainted side offers a vastly different spectacle: an expanse of broad, glimmering oceans, bisected by the twin continents of Khaïrnóth and Vaëtar. These rich lands are a dazzling mural of emerald forests and obsidian mountains, of golden deserts and silver tundras.

Once the domains of the Lánaraï spanned both continents, stretching from Telárkharóth in the northern deeps of Starfall Chasm, to Eánaoróth in the riverlands of the far south. However, the awakening of the Kheïtanni, and the bitter internecine war that has raged ever since, caused city by city to fall. Some to siege, others to internal strife or even overrun by the multitudinous tides of the prolific Rhïan population.

Over these years of strife, the seat of Lánaraï power shifted, almost singularly, to the mighty mountain fortress of Araïkharóth, the City of the Sky. More than a city, it is an impenetrable fortress set between the two imposing peaks known as The Pillars of Heaven that tower over the southwestern tip of Khaïrnóth.

So too did the epicentre of the brutal conflict drift northwards. Where the Lánaraï went, their hateful Kheïtanni kin followed to continue their genocidal blood-hunt.

It is unsurprising then, that Chapter I was always going to take us northwards to the continent of Khaïrnóth. Here the war between the descendants of the Aëdr is waged with relentless fury, a two way siege that batters like waves upon the peaks of the dividing range of The Silver Spine. Here the vile Lán-Faën rise like a Black Plague from the shadowed depths of chasm and forest. And here in the frozen northern mountains the dread gaze of the Tyrant-God has fallen.

One day our story will take us back to the south lands, where the Mouth of God intones fiery doctrines from the steps of the Great Pyramid of Rhïanakharóth, and the roots of the forests of the southern isles are woven together in a vast network that eclipses modern supercomputers. But that day is not today.

Here you can see the great continent of Khaïrnóth as it appears in the game itself. It won’t be long before you will be able to explore the northlands yourself or deploy and lead a Warband of your creation to advance the cause of your faction in World Quests.


# Khaïrnóth

Khaïrnóth is a large continent that lies in the northern hemisphere of the habitable side of the planet of Vónekh VII.

It contains six dominions, and includes the homelands of the Lánaraï and Kheïtanni playable races.

Khaïrnóth will be the first playable area for the game, released in the 1.0 version.


# The Pillars Of Heaven

{% hint style="info" %}
The Pillars Of Heaven is a Tier 1 Lánaraï controlled dominion in the continent of Khaïrnóth. It is the starting area for the Lánaraï player race.
{% endhint %}

**Amidst the cloud-grazing peaks of the southern mountains, the skyborne Lánaraï have made their home. A natural fortress, this mighty temple-city is perched upon the two imposing peaks known as The Pillars of Heaven. In its tallest towers, the most powerful of the Lánaraï work tirelessly, weaving complex spells and reconstructing ancient and arcane technologies in the vain hope that they will regain enough of their former knowledge to leave the planet of Vónekh VII forever.**

<figure><img src="/files/jAM10AzVgvcjYg2P4ji8" alt=""><figcaption></figcaption></figure>

### Araïkharóth

The tall mountain range of The Silver Spine winds through the vast land of Khaïrnóth, dividing north from south and providing a natural barrier from the rampaging and bellicose Kheïtanni. It ends in the southwest tip of the continent, where the tumultuous ocean crashes against towering peaks.

It is here, amidst the cloud-grazing peaks that the Lánaraï have made their home. A natural fortress, the mighty temple-city of Araïkharóth (lit. “The City of Sky”) is perched upon the two imposing peaks known as The Pillars of Heaven. In times now long past, the dominion of the Lánaraï spread further afield, with watchtowers running the length of The Silver Spine and outposts as far north as Duskwood Vale. The long years of a war of attrition have made such expansive holdings an unwarranted luxury and over time, their forces have pulled back to Araïkharóth. It is here where they closed their doors to the rest of the world, turning their back upon their creations – both their Rhïan children and their bastard cousins, the Vaïar.

<figure><img src="/files/KWurOMU0uXy3faaFAwQY" alt=""><figcaption></figcaption></figure>

In the tallest towers of this great city, the most powerful of the Lánaraï now work tirelessly, weaving complex spells and reconstructing ancient and arcane technologies in the vain hope that they will regain enough of their former knowledge to leave the backwater planet of Vaëtar VII behind forever.

When designing The Pillars of Heaven, we wanted to truly display the self-absorbed grandeur and limitless vanity of the Lánaraï. The looming angelic statues that dominate the city skyline are gargantuan in size and impossible in scope, but nothing is beyond these, the children of the stars. The dual peaks and near sheer slope also helped to reinforce a race granted the power and luxury of flight. There are no heights, nor reaches that are beyond their grasp. They glare in longing at even the cold and distant stars. To them, the vast gulfs of space are but a temporary hindrance and a challenge to be overcome.

They know that one day the stars will be theirs once more.


# Evermoon Crag

{% hint style="info" %}
Evermoon Crag is a Tier 1 Kheïtanni controlled dominion in the continent of Khaïrnóth. It is the starting area for the Kheïtanni player race.
{% endhint %}

**The far north-west is a cold place where freezing winter storms blow across the northern ocean from the distant and frozen wastelands beyond. Summers are fleeting and fragile things that flitter by as no more than a memory before the chill of winter returns with a grim vengeance. High amidst these cold mountains lies the bleak fortress city of Kheïtan. It is a place of dread, raised up from the dark stones by the hands of captive slaves to serve one singular purpose. War.**

<figure><img src="/files/uLNIHm3ivp6NaQbEIYDP" alt=""><figcaption></figcaption></figure>

### Kheïtan

Even without the malign presence of the Kheïtanni, the lands of Evermoon Crag are a shadowy and forbidding place, where tall, dark pine forests grow on the precipitous and knife-like peaks. Beneath the bowers of these ancient trees lies a shadowy world that seldom sees the rays of the sun. It is a place where nameless and terrible beasts dwell and lesser creatures fear to tread.

High amidst these cold mountains lies the bleak fortress city of Kheïtan, the stronghold and centre of power of the dark and hateful Kheïtanni. It is a city built with a singular purpose – one that is reflected in the hearts, minds and twisted souls of every living Kheïtanni. Both more and less than a city, Kheïtan is a vast military fortification and encampment that exists solely for the genocidal purpose of putting every remaining Lánaraï on the planet of Vónekh VII to death.

The ingeniousness of the location of this dark city is its ability to render the greatest advantage their hated kin hold over them utterly irrelevant. For even the most stalwart of Lánaraï warriors would struggle to remain aloft in the cold and screaming winds that howl through the jagged and frost-bitten peaks. Notwithstanding its natural defences, the prospect of laying siege to Kheïtan is still a grim one. Attacking it would not only be hugely expensive and reap a great toll in flesh and blood, but it would also be a largely pointless endeavour.

Few of the Kheïtanni linger in the dark city longer than a few days at a time, and even then only when their presence is absolutely needed. Kheïtanni warbands roam far and wide throughout much of Khaïrnóth, even the great dividing mountain range known as the Silver Spine – oft considered to be part of the realm of the Lánaraï is crawling with Kheïtanni invasion forces. Their true dominion is vast and ever-shifting, an incalculable expanse of malign influence made possible by their sinister ability to breach the barriers between life and death, and extend their menacing reach through the Void. With all the comings and goings of Kheïtanni forces, there are always sufficient troops to man the walls in the unlikely instance of attack. Even so, the city maintains its own military force, The Execrators, the Hateful Guard whose very souls are bound to the service of the city’s cruel and remorseless ruler.

High in the upper reaches of the city, The Fallen Queen, Lilaëth rules with a fist of iron and an implacable will. At her command, warbands enter the city and depart daily, leaving once again to range far afield and scour the land for more of their hated Lánaraï kin to be put to the sword. While the Kheïtanni hold to their own grotesque sense of honour, strength is the only true law in Kheïtan. It is by strength alone that The Fallen Queen holds sway. The Kheïtanni are tribal by nature – after all the years since the War In Heaven, they bear allegiance solely to the Násr whom they followed before the fall. Thus there are seven tribes – one for each of the remaining Násr, with Rhïarrh being the obvious exception. Lilaëth also commands the tribe dedicated to the fallen Násr, Nekhára. By strength of arms and force of will alone, the Nekháran tribe dominates for the time being, but their grip on power is ever tenuous. Should they fail to reap a suitable harvest of Lánaraï skulls or falter in any other respect, there is no doubt that another will rise to take their place.

A journey through the lower parts of the city reveals something entirely different – the shocking and dark underbelly of this callous society. Lurking beneath the shadows of this heroic and purposeful race of warriors, crippled veterans of countless wars live in filth and squalor, dreaming of the long-lost years of valour. With little else to do to pass the agonising years of their long lives, they turn to illicit substances and forget what they once were. In dank slums and alleyways, weaklings and opportunists have turned their desperation into a thriving black market trade in arcane drugs and other less savoury vices. Gangs and the drug trade run rife, and the stain of violence lies on every corner. This partial anarchy is unofficially tolerated in order to cull the weak and make the strong stronger. The notions of charity and rehabilitation are utterly unknown to the Kheïtanni.

When designing the fortress city of Kheïtan, our approach was every bit as straightforward and purposefully one-dimensional as the nature of the city itself. We wanted to capture the cold and singular purpose of this brutal place without flourish or embellishment. The walls are tall, sheer and confronting. Behind them, sharp, angular towers rise like monolithic and dagger-like pyramids. There is virtually no light emanating from the city at all – merely a scattering of watch lights and a single, cold glow nestled high upon the tallest tower. The darkness of the city renders it almost indistinguishable from the bleak and unforgiving mountains that surround it.

### Ghór's Teeth

There are some of the Kheïtanni who were so consumed by rage and their hatred of Rhïarrh they ritually scarred themselves and followed the Crimson Path, dedicating themselves solely to Ghór - the Násr of represented war and bloodshed. These dark and violent beings shun the company of others, hiding themselves in the cold, inhospitable islands off the north coast, known as Ghór's Teeth.


# The Silver Spine

{% hint style="info" %}
The Silver Spine is a Tier 2 Lánaraï controlled dominion in the continent of Khaïrnóth.
{% endhint %}

Like the backbone of a primeval leviathan, the mountains of the Silver Spine rise from the earth to divide the continent of Khaïrnóth in two. This barrier of titanic stone seperates north from south, and the violent Fallen from their bellicose southern kin. Though ostensibly the domain of the Lánaraï, the high peaks are crawling with Kheïtanni warbands, and the passes clogged with the decaying remnants of countless battles.


# Duskwood Vale

{% hint style="info" %}
Duskwood Vale is a Tier 2 Kheïtanni controlled dominion in the continent of Khaïrnóth.
{% endhint %}

**Beyond the southern mountains and the shattered lands of the west the land flattens, giving way to the dark and primeval forests of Duskwood Vale. Those who wander its shadowy glades might marvel and wonder at why such a vast forest appears so terribly silent and bereft of all the expected signs of arboreal life. Such thoughts do not linger though, for such wanderers do soon too fall silent. For here, even the trees know hate.**

### The Khronelands

Lesser soldiers run rumours of a witch-queen who dwells at the blackened heart of these woods, poisoning the landscape with Voidcursed magics. No seasoned warrior would consider there to be any veracity to such a fearful and fanciful tale, yet despite the disagreement, the name of the ***Khronelands*** has stuck fast. Whatever the explanation given, all who have travelled through the southeastern parts of Duskwood Vale agree that something is awfully wrong with the place.

A feeling of utter despair permeates these lands. Sorrow hangs heavily upon the boughs of misshapen trees, and agony adorns their branches, stretched taut as spiderwebs. The grim and shadowed skies roll in from the northern seas and weep unending rains, soaking them in misery. Here the wind has never been heard to whistle, it only ever moans.

It was here that Jehána’s vessel fell during the War in Heaven and plunged deep into the earth. She slumbers, but her sleep is a troubled and fitful one. First of the Násr, she bore an impossible burden. The crushing weight of responsibility for every choice made along a path stretching across millennia. Choices that led to granting power to a traitor and a tyrant, to a war that tore apart the galaxy. Decisions that resulted in the deaths of billions, to the fall of the Aëdr.

### Ikhaël Hádrás, The Carcass Bowers

There is a grove of trees, hidden deep within the forest, where the bleached bones and the partially decayed bodies of the more recent slain hang slumped from the branches. The dead number well into the hundreds, likely more, though few are those who are willing to venture near enough to tally them with any thought of accuracy. Collected high upon the boughs in ghastly repose by someone or something, they serve as a grim warning, but a warning against what – no one knows.

The theories of its perpetrator and purpose are endless, some fanciful, others accusatory. Some among the Lánaraï point the finger at the cruel war leader, Kharkhan Khrael, yet despite his claim to countless atrocities, even he has been heard to deny it. Others have witnessed Khorven toying at the meat of fresher bodies. But even these carrion-creatures seem to feel a primal unease at the place, and have most often been seen to peck once or twice, setting the boughs and corpses a-quiver, then taking to flight, uncharacteristically choosing to abandon an easy meal.

### The Eye of Unnakharesh

Unnakharesh was one of the Star Titans, beings of inconceivable might forged from the death of entire star systems by Rhïarrh during the War in Heaven. During the final battle over Vónekh VII, Unnakharesh was slain by Ghór, one of the Násr, and remains the only one of the Star Tyrants known to have fallen, although others are rumoured. Fragments of this fallen titan were scattered across the then uninhabited planet and though their fall wrought horrendous devastation upon the land, over the years those fiery fragments faded into nothingness. All but one. For such terrible power cannot so easily be dismantled, particularly at a place where the windows to the Void are so thinly veiled.

Deep in the scarred valleys of the north, the Eye of Unnakharesh fell, and for thousands of years, it endured. Deeper it sunk into the bitter earth, and as its fiery wrath began to fade, the twisted forests of Duskwood Vale rose up and entangled to claim their prize. It did not go unnoticed, however, and was later discovered by the Rhïan. Perhaps through their adoration of Rhïarrh and their true faith, only they felt drawn to the fallen son of Rhïarrh. Sensing something undoubtedly holy, yet a power of a magnitude far beyond their control, they swore to guard and protect it. They set about it not just mere soldiers, but powerful spells of binding and riddles that no being less than utterly devoted to the Fire in Heaven could even hope to understand, much less unravel. For even their former Lánaraï masters could not be trusted with the temptation of such power.

In the depths of the tainted earth, The Eye of Unnakharesh sensed his captivity and glared with unearthly anger and deadly fire. Flames hotter than the sun swept through the bowels of the earth, and his sworn guardians fell unto dust.


# Quest Planning

### **Lánaraï perspective**

Most of them don’t want to be here. This far north of The Silver Spine places them well behind enemy lines in hostile territory. Despite a lack of evidence, the Starseer Council insists that there are fragments of lost Aëdr technology lying hidden here.

### **Kheïtanni perspective**

A road running through Duskwood Vale is used to move supply lines south to The Silver Spine. It’s an treacherous forest to travel through, but the needs of the war effort outweigh the risks.


# Starfall Chasm

{% hint style="info" %}
Starfall Chasm is a Tier 3 neutral/contested dominion in the continent of Khaïrnóth.
{% endhint %}

**During the War in Heaven, the wrecked hull of a massive starship fell from the skies here and tore a vast crater in the earth. The ocean rushed in to fill the gaping hole, creating a great lake which covers most of the region. Much of the land that remains here now consists of only shattered rocks and the tall, treacherous cliffs that overlook the crater. Here lies an ancient secret: hidden beneath the churning, dark waters rests forgotten knowledge that holds the power to reach the distant stars.**

<figure><img src="/files/8u9rBHhp3hflsrjEgcpF" alt=""><figcaption></figcaption></figure>

Over millennia, the broken and tortured earth has been eroded by powerful ocean currents, which have carved a vast network of tunnels and caves that surround the crater. In some parts of Starfall Chasm, sections of the giant starship can still be seen rising from the ground and the sea. Lánaraï forces now desperately search the land and even the very depths of the lake to find parts of the starship that will reveal the secrets to their long-lost technology and allow them to return to the stars.

The massing armies of the Kheïtanni have responded in kind, seizing the opportunity to hunt down and kill vulnerable Lánaraï expeditions and search parties. Though the Kheïtanni care little for the notion of returning to the stars, they plan to keep any ancient artefact they find – mostly simply to prevent it from falling into Lánaraï hands, though they also hope to discover the secrets to ancient and powerful weapons which they can rebuild and use to crush their traitorous kin.

Starfall Chasm is bordered by the sea on the west and mountains on nearly all other sides – The Pillars of Heaven to the south, The Silver Spine to the east and Evermoon Crag, the highland home of the Kheïtanni to the northwest. But to the north and northeast, the land flattens, giving way to the dark and primaeval forests of Duskwood Vale.

<figure><img src="/files/trte4JCrQLQ2P8j3popj" alt=""><figcaption></figcaption></figure>

### Mórinaïkharóth

Mórinaïkharóth (lit: ‘the city of death’) lies in a labyrinthine cave system intertwined around a massive crater carved into the earth’s crust by a great and ancient starship which fell stricken from the firmament during the War in Heaven. The Mórin – a dark, secretive and mysterious human sect – have built a great temple city here and guard it savagely. Any who dare enter its dank and abysmal caverns will either be captured and offered as sacrifices to a nameless god, or else find themselves prey to any one of the cavern’s more sinister inhabitants. The few who return do not do so unscathed. Theirs is a fate far worse – the final few days of their pitiful lives spent screaming and babbling incoherently about tales of vile rituals and terrible beasts who dwell in those forsaken depths.

However, there are some who know what great and ancient ship fell here many thousands of years ago, they know the incomprehensible value of the forgotten knowledge and technology hidden in its shattered ruins, and they are willing to risk everything to possess it.


# Coast Of Thorns

{% hint style="info" %}
The Coast Of Thorns is a Tier 4 neutral/contested dominion in the continent of Khaïrnóth.
{% endhint %}

**Upon the far north coast, the tall cliffs rise from the seething, black ocean like daggers in the night. And crowded upon these forsaken cliffs in their countless thousands dwell all the souls of the dead. All about them, vile demons flitter in and out of the hapless masses like a pack of wolves preying upon a herd. Nowhere in this world or the next can a more sorrowful sight be witnessed.**

<figure><img src="/files/oDZoBqN8gDBkHgZIZoQm" alt=""><figcaption></figcaption></figure>

### The Symmetron

The lands here in the north are bitter and bleak. Few footprints mar the heavy snows and the ice-wreathed peaks are devoid of life. But it was not always so. For the Aëdr were here once, many millennia ago.

They came with one purpose. A mission to reverse their most terrible mistake, the dread folly that threatened to unravel the very structure of the universe.

So it was here, amidst the frozen mountains, that they toiled, raising the looming Symmetron pillar that still towers over the surrounding peaks. Their great work took many years and the land is scattered with the detritus of their habitation. Support structures, headquarters, storage facilities and dwellings all lie beneath a pall of snow and ages.

Yet here there also stand structures that defy comprehension. Intricate arcane constructs of unknown purpose, and grand statues that have watched over the chill landscape for thousands of years.

Why does the strange architecture built into the mountains so perfectly reflect the distant stars above? What purpose did they serve in the forgotten past, or what message do they hold for those who stare with puzzled eyes upon them now?

What else did the ancient Aëdr know that has been lost to the aeons? What fell secret did they carve into the mountains for generations to come?

Soon past and future will collide with deadly force. Here, within The Thunderstone Geometries.

### The Shards of Neshemmhashar

Frustrated by His inability to bring the War in Heaven to a swift end, Rhïarrh turned to darker means to secure victory. His forces moved in secret and attacked the Star Wells – gargantuan constructs that were each designed to drain the energy output of an entire star. The shattered wells collapsed under the weight of their host star's gravity and the unimaginable forces unleashed wiped entire systems from existence, instantly killing billions.

But from each blackened hole left in the galaxy, new life sprung. They were the Star Titans, the unholy children of Rhïarrh. Each one forged from the death of an entire star system, they were gigantic beings of stellar fire and cosmic ash, and where they strode, the galaxy burned.

Wielding inconceivable power, the Star Titans drove the forces of the Násr like sheep before them. It would be nothing less than the tragic cataclysm that toppled the once mighty Aëdr race and cast the remnants down onto Vónekh VII that would deter their fury. With Rhïarrh vanished and presumed dead, His wayward children fled, leaving trails of devastation in their wake as they rampaged across the galaxy.

Though victorious, the children of Rhïarrh did not go unscathed. One was destroyed by the Násr and another scarred. Of this, the maimed Star Titan, something remained in the frozen north of the continent of Khaïrnóth. Here, broken shards of Titan flesh still pierce the icy tundra, ever glowing with unnatural fire after some six thousand years. To the Titan, these may have been but insignificant fragments, no more than a talon-like claw shorn off in battle with the Násr. Yet these shards now live on as a vessel of Rhïarrh’s will. They are Void-things of the darkest creation and of overwhelming power, and such things do not grow weary with the weight of years.

Neshemmhashar was one of the mighty Star Titans, each of which were forged from the death of entire star systems by Rhïarrh Himself. Dread beings of inconceivable might, they were created to ruthlessly execute His bloodthirsty civil war against the Násr. The ultimate fate of Neshemmhashar is unknown, as only one Star Titan was known to have fallen during the War In Heaven, and it was not he.

Nevertheless, something of the Titan’s power still remains in the frozen north of the continent of Khaïrnóth. Broken shards of Titan flesh pierce the icy tundra, still glowing with unnatural fire after some six thousand years. To a Titan, these are but insignificant fragments, perhaps no more than a talon-like nail chipped in battle with the Násr. Though they are no longer a true force, these shards of Neshemmhashar yet remain a vessel of Rhïarrh’s will. They are Void-things of the darkest creation, giving Rhïarrh the ability to reach through the Void to affect the physical realm.

The smallest of these fragments are enough to cause chaos and disturbance in their vicinity, wreaking havoc and attracting the Lán-Faën like vermin. But it is the largest of all, a massive shard impaled in the Titan’s Crater, that is the locus of power. Though it is of no intelligent design, these unholy shards have become almost parasitic in their fate. They have both crippled the Symmetron, yet strangely they also enjoy its protection. It is an odd pairing of Aëdr technological artistry and Rhïarrh’s most vile atrocity. The Pillar is the key to the Shard, and yet the Shard is also the key to the Pillar.

### The Power Of Names

The true names of the Star Titans are not known by mere mortals. Their names are secret, forbidden and laden with baleful power. In theory, to know the name of a Star Titan is to hold power over it, but in practise no mortal alive truly possesses the will to bind the incalculable might of such a vast being. A miniscule shard of such a creature offers an entirely different story, however.

The shards are woven with Rhïarrh’s arcane power and should be bound to Him and He alone. They are vast sources of arcane power, but should be mere stones to any except their master. Unless of course, the bearer were to discover the secret and forbidden name of the Titan from whence it came.

### The Garden of Teeth

The snows and ashes of the far north could not have hoped to hide their scintillating secret forever. A sinister presence had already reached out from the half-buried shards, it twisted its way southwards and impressed itself upon sensitive minds. Perched upon the highest towers of the Pillars of Heaven, the elders of the Starseer Council cast their arcane sight upon the far north and beheld an artefact worth dying for.

But not all of the Starseer Council were in favour of seeking this promise of ancient power. The north was also home to one of the great pillars of the vast planet-spanning Symmetron, created long before the war by the Násr to preserve the delicate and unstable balance between the Void and the material realm. They cried fell warnings that an artefact of such terrifying origin and uncertain allegiance could potentially destabilise the Symmetron and unleash unimaginable chaos. Seeking intervention, the Council turned to the Thronós Archána, highest of all thrones, for guidance.

Mithaël sat resplendent upon his throne of golden wings and regarded the rabble of Starseers and gathered politicians with a glowering countenance. Disregarding their dire warnings, Mithaël sternly reminded the Council of their sole purpose – to seek out, recover and understand the lost knowledge of the Aëdr and with it, return the Lánaraï to their rightful place among the stars. "If this was not such an opportunity to prove their prowess and fulfil their oaths of service to the throne, then what was?”, he demanded of them.

He ordered that the Star Titan fragments be recovered at any cost, wagering the lives of his warriors for the chance to wield this ultimate power. While there was at least a small hope that it might hold the long sought-after key to his people’s future, there was also a certainty that with the artefact’s possession would come military supremacy and political influence of monumental proportions.

Upon Mithaël’s word of command, Windlord Decian sounded the thunderous war horns across the Pillars of Heaven, and the daily sounds of the great mountain city were rapidly drowned out by the rushing of great wings and the sonorous clatter of star-forged steel. The might of the Storm Guard was soon arrayed for battle in all their splendour. They took to the skies upon silver-winged ships and sped over the towering peaks of the great Silver Spine mountains, departing the fairer lands of the south for the grim north. As the ships passed overhead, darting formations of lightly-armoured Solossáhri rose upon the spiralling air currents to join their brethren for war. The deployments of the Lánaraï military forces did not go unnoticed, however – for in the dark vales that lie between the cloud-grazing peaks of the Silver Spine, the shadows have many eyes.

Commander Nubekh and his warbands watched the skies with malign interest. They had long waged a war of terror against their hated kin across the mountains that divided the continent. They were of the Khavanákh – dark-clad guerrilla fighters who staged devastating ambushes and wielded bows and razor-tipped arrows to deadly effect. One by one, the warbands abandoned their shadowy dens and hideouts and they too began to converge on the north, moving through paths unseen from the ground or from the sky. For the paths the Kheïtanni walk can be trodden only by those who have known death.

In the ice-bound fjords of the northwest, word of the Lánaraï’s movements had reached the seat of power in Kheïtan. The news was met with consternation equal to that in the courts at the Pillars of Heaven in the south. However, Lilaëth of the Unlidded Eye tribe rose and silenced the quarrelsome tribe leaders with a single coldly spoken word. The armies of the Kheïtanni would march to war, for the Fallen Queen's word was law – at least for as long as the balance of power between the usually contentious tribes waxed in her favour.

Lilaëth too was aware of the fell power held in the north, for the sign of the Unlidded Eye that marked her tribe was also the mark of Nekhára, the Prophetess. The Fallen Queen's visions were unusually clear and vivid, yet at the same time they were contradictory – she saw both the promise of immeasurable power and the promise of certain death. Puzzled by the warring portents, she resolved to keep her own council for now, and settled her third eye upon more mundane happenings.

Seeing the disposition and strengths of her despised enemy, she called upon the bloody warriors of the Crimson Path to sail forth from the islands known as Ghor’s Teeth, where they dwell in self-imposed exile. While the Khavanákh lurked among shadows, these frenzied warriors lived only for the front line of battle where they could tear their foes apart limb by limb. If there was bloody work and butchery to be done, they would see to it.

The Garden of Teeth, wreathed in its perpetual ice storm, was home to few living things. The shrieking winds, as cold and sharp as the basalt terrain, gave a baleful voice to this nightmarish land. Yet it was at this forsaken location, near the base of the cloud-scraping Symmetron pillar that the two bitterly opposed forces would meet.

Wreathed in a coruscating halo of eldritch Void-fire, the eye of Rhïarrh settled its gaze upon the bitter north. It would be here that the next chapter would be written in blood upon pages of frost-rimed stone.


# Vaëtar

Vaëtar is a large continent that lies in the southern hemisphere of the habitable side of the planet of Vónekh VII.

It contains six dominions, and includes the homelands of the Rhïan and Vaïar playable races.

Vaëtar will be the second playable area for the game, released in a future 2.0 expansion.


# Rhïatar

{% hint style="info" %}
Rhïatar is a Tier 1 Rhïan controlled dominion in the continent of Vaëtar. It is the starting area for the Rhïan player race.
{% endhint %}

In the scorched lands of Rhïatar lies the mighty human city of Rhïanakharóth, where the Great Pyramid of Rhïarrh dominates the horizon, looming over the city like a dreadful guardian. Upon its peak the sacrificial pyres burn endlessly, tended by faceless priests whose names have long been forgotten. The souls of a million thieves, murderers, traitors and unbelievers have been cleansed by those devouring flames, and another million more will meet the same fate before the final sun sets upon the dominion of man.


# Isles of the Vaïar

{% hint style="info" %}
The Isles Of The Vaïar Tier 1 is a Vaïar controlled dominion in the continent of Vaëtar. It is the starting area for the Vaïar player race.
{% endhint %}


# Valley of the Sun

{% hint style="info" %}
The Valley Of The Sun is a Tier 2 Rhïan controlled dominion in the continent of Vaëtar.
{% endhint %}


# The Dawn Glades

{% hint style="info" %}
The Dawn Glades is a Tier 2 Vaïar controlled dominion in the continent of Vaëtar.
{% endhint %}

When the Násr, Vaïa fell during the War in Heaven, her vessel crashed down in the primal southlands and was lost amidst dense and impenetrable jungle. Later, when the first living creations of the Lánaraï broke down the walls of their death camps and fled their would-be executioners, they who would later become known as the Vaïar ran straight into her arms. It is widely accepted that she has fully awoken and is now dwelling among the Vaïar, though she remains imprisoned and immobile within her vessel.

Strange though are the tales from the south – stories that over the years, her vessel has grown, its tendrils reaching into the soil and interfacing with the roots of ancient trees. They say that in such a way she has woven a network across the entire southern forests, creating what can only be described as a vast, living supercomputer. More powerful than even the Archanicon – regarded as the crowning achievement of the Lánaraï quest to reverse engineer the lost secrets of the Aëdr. The Starseers of the Lánaraï themselves have long felt a presence in the south – an arcane anchor, a great force that acts like the Symmetron in the north to hold to Void at bay. No doubt this lends a level of credence to the rumours.


# Iónari Delta

{% hint style="info" %}
The Iónari Delta is a Tier 3 neutral/contested dominion in the continent of Vaëtar.
{% endhint %}


# The Grey Titans

{% hint style="info" %}
The Grey Titans is a Tier 4 neutral/contested dominion in the continent of Vaëtar.
{% endhint %}


# Nharán

Nharán is a smaller continent that lies in the northern polar region of the planet of Vónekh VII. It sit partly on the habitable side of the world, while the other side is plunged into the Void by the tidally-locked Phantom Nexus.

It contains two high tier dominions with advanced quests and challenging enemies.

Vaëtar will be the third playable area for the game, released in a future 3.0 expansion.


# The Angel’s Reaches

{% hint style="info" %}
The Angel’s Reaches is a Tier 5 neutral/contested dominion in the continent of Nharán.
{% endhint %}


# The Shimmering Plains

{% hint style="info" %}
The Angel’s Reaches is a Tier 5 neutral/contested dominion in the continent of Nharán. Exit
{% endhint %}


# Change Log (App)

### App • 0.3.4 (294)

* NPCs now have 3 action points per turn
* There is no longer a distinction between NPC tactics and combat actions when using action points
* Fixed an issue where groups weren’t appearing on the map for the GM
* Added online status for players

### App • 0.3.3 (293)

* The hex indicator will show a higher or lower dungeon tile as not travelable unless it is a ramp
* Implemented hunger and thirst features
* Players can now collect and use an item from a usable resource in a single action
* Players can now collect and craft an item from a craftable resource in a single action

### App • 0.3.3 (292)

* The GM Turn indicator is now green for GMs and red for players
* Improved the UI for accessing crafting and paths
* Fixed an issue with null exceptions in worlds where there is no weather
* The game now loads the first player’s world for GMs
* The player object is no longer spawned for GMs who are not players
* Tapping the hex shortcut will now cycle between players in different worlds for GMs
* The player and group pins can now display up to 5 players

### App • 0.3.3 (291)

* Added new high resolution Item, Ability and Formula icons
* Content importer now points to new icons
* In Storyline, the content pull UI can now be tapped to load more items

### App • 0.3.3 (290)

* Added 6 new player profile images
* Fixed an issue with commas when importing items from CSV
* Improved the appearance of drawing loot cards

### App • 0.3.2 (289)

* Sign in and sign out now use the new auth route
* Fixed a bug that occurred when tapping the enemy shortcut in the top nav multiple times
* Added and set up Rhïan Temple dungeon assets
* Added wall variants for the Rhïan Temple dungeon assets

### App • 0.3.1 (288)

* Added an enhanced dynamic weather system that adds snow and rain effects
* Weather system now receives the weather state from the server
* Win direction now controls wind effects, cloud direction and rain or snow angle
* Improved the lighting on the draw screen
* Fixed an issue where the moon icon was shown on the hex card during daytime
* Fixed an issue where players in different worlds were placed incorrectly on the map
* Fixed some issues that could occur when players used portals
* Improved the portal loading screen animation
* Started work on a feature to allow GMs to quickly switch between worlds players in their warband are in

### App • 0.3.0 (285)

* Added tooltips for the action points and health UI elements on the Player Card
* Added a tooltip for the path UI element on the Friend Card
* The Hex Card will no longer allow players to attempt to move into Impassable hexes
* Implemented movement checks for Treacherous terrain
* Separated the main game and world scenes files
* Reorganised the Scenes folder
* The world scene is now loaded dynamically based on the player’s location
* Added a set of placeholder hex tiles and add-ons for dungeons
* The layout system now supports add-ons for hex tiles
* Tiles in the layout system can now been given varying heights
* Added a test dungeon scene
* Improved the lighting settings for overworld and dungeon scenes
* Fixed some issues with the worlds loading screen

### App • 0.3.0 (283)

* Added support for multiple worlds including the overworld and dungeons
* Info about multiple worlds is now received from the server in the bundle
* Implemented the ability for players to travel between worlds using Portals
* Added a loading screen that appears when a portal has been used

### App • 0.2.36 (282)

* Added tooltips for the action points and health UI elements on the Player Card
* Added a tooltip for the path UI element on the Friend Card
* The Hex Card will no longer allow players to attempt to move into Impassable hexes
* Implemented movement checks for Treacherous terrain
* Seperated the main game and world scenes files
* Reorganised the Scenes folder
* The world scene is now loaded dynamically based on the player’s location
* Added a set of placeholder hex tiles and add-ons for dungeons
* The layout system now supports add-ons for hex tiles
* Tiles in the layout system can now been given varying heights
* Added a test dungeon scene
* Improved the lighting settings for overworld and dungeon scenes

### App • 0.2.35 (280)

* Fixed an issue where armour save assignment cards showed the wrong profile for players
* Improved UI on smaller device screens
* Implemented Story Rolls for GMs
* The Friend Card now shows the player’s primary Path
* The Enemy Card now shows heroic frames for tougher enemies
* Fixed an issue where gifting money was incorrectly limited
* GMs can now gift players with money up to a set limit per player level
* Started work on adding Tyranny Points for GMs
* Redesigned the turn, time and powers section of the Group Card
* Added tooltips for the turn, time, tyranny and transmute UI elements on the Group Card
* Added tooltips for the action points and health UI elements in the Top Navigation

### App • 0.2.34 (279)

* Implemented an API to propagate world hex content to an environment instance in that world
* Implemented an API to spawn content in a world environment instance
* Player health in the top bar now shows HP and Max HP
* Added Action Points and health to the Player card
* Added a GM tag to the Player card
* Fixed an issue where players who joined quests could be given the same quest multiple times
* Fixed an issue where hex and players on hex server APIs were being called twice
* Worked on a new pinch and zoom feature for the world map
* Added feature flagging

### App • 0.2.33 (278)

* Fixed an issue where line breaks weren’t correctly converted in keyword descriptions
* Fixed an issue where card headers were too wide
* Fixed a typo in the warband co-op mode description
* Encounters can now have tags
* Added new path icons to the Paths card

### App • 0.2.32 (277)

* Improved the UX for the profile and account cards so they now use a full screen page style with a back button
* Moved the warband settings options to a new screen that uses a full screen page style with a back button
* Users can now reset their password securely from the account card
* When the menu is opened, it is now always scrolled to the top
* Added extra space to the bottom of the menu, player card scroll areas, the hex glimpse, the interact glimpse and helper cards
* Fixed card headings UI so a line doesn’t appear through them when they fade in and out
* Roll for initiative result now says completed instead of succeeded
* Removed some redundant UI
* Updated the splash screen artwork

### App • 0.2.32 (276)

* Added the ability for a user to access their account and reset their password with a secure code

### App • 0.2.31 (275)

* Gifts now appear as a moment card for recipient players via socket when they are connected or when they next sign in

Implemented the new dynamic content page system

* Added story, about and credits pages
* Fixed a range of issues with Path ability cost calculation
* Fixed an issue where the quest actions popup had no overlay

### App • 0.2.31 (274)

* Players can now gift money and items to other players in their warband

### App • 0.2.31 (273)

* The warband name is now shown in the race specific colour
* Updated player list items, quests and helpers to use the newer card style
* Added the location name and hex number to the interact glimpse
* Fixed an issue with displaying the keyword or ability name on the keyword info popup

### App • 0.2.30 (270)

* Fixed an issue where the roll glimpse headings were not appearing correctly
* Fixed an issue where back button labels were not appearing correctly
* Fixed an issue where after making a combat roll, the enemy card is not shown after pressing the done button
* Fixed an issue where the warband co-op mode switch in group settings was not initially set correctly
* Removed the GM is also player switch from group settings

### App • 0.2.29 (269)

* Fixed an issue where Quest and Encounter roll items had UI layout errors
* Fixed an issue where the Tactics popup had UI layout errors
* The moment card now correctly blocks clicks from raeching the world map underneath
* The quest completed moment card is no longer shown on sign in
* The quest completed moment card now shows prestige gained by completeing the quest
* Removed the made with Unity screen
* Left and right buttons for Feats on the roll glimpse are now faded out if there is only one item

### App • 0.2.28 (268)

* Fixed an issue where double tapping a switch player icon causes auth issues

### App • 0.2.28 (267)

* Item augments are now correctly shown for crafting products
* Item info can now be shown for crafting pool items
* Damage summary for combat abilities is now correctly shown
* Enemy cards for corpses no longer display activation and initiative UI elements
* Fixed an issue where warband pins moved incorrectly over the world map
* Fixed an issue where required rolls for combat abilities were incorrectly shown on the roll glimpse
* Fixed an issue where players in the battleground would be randomly re-ordered
* Fixed an issue where long hour names or high turn numbers could cause the group card UI to break

### App • 0.2.28 (266)

* Created framework for procedural ambience system
* Added ambient audio transitions for day and night
* Added a new music system that plays music intermittently

### App • 0.2.28 (262)

* PlayerInfo now provides the player’s warband name and whether their warband has co-op mode switched on
* Fixed an issue where rolling for combat abilities would show the wrong dice roll
* Added support for new ability effect source, XP and NPC threat enhancements
* Players from other warbands now appear in the Battleground if both your warband and theirs has co-op mode switched on
* Players from other warbands in the Battleground now have an icons to indicate that they are from another warband
* Friend cards and player list items for players from other warbands now show the name of their warband
* Fixed an issue that occurred on the roll card when making an encounter check
* Started work on a terrain snow shader

### App • 0.2.27 (261)

* The target assigner popup now shows players which enemy they have vantage or strike on
* Assigned roll attempts listed on the roll card now show which NPC the roll is assigned to for GMs
* The storyline now shows the hour and whether it is day or nighttime when starting a new turn
* Enemy NPCs can no longer heal or respawn on an occupied hex (managed in settings)
* The version info now fades in nicely on the splash screen
* The copyright year on the splash screen and menu is now set to 2023
* Fixed an error that occurs when the first slot of the crafting pool is empty
* Fixed a typo when rolling to attempt a crafting formula
* Fixed an issue where using a Loot Card from the inventory would not show the correct screen
* Improved the messaging and response states when using items
* The Mana glimpse and player card now correctly show Mana from augmented items
* Items with Manabind augments now show how much mana they provide
* The roll glimpse now prevents the player from rolling again until after the combat log has been shown

### App • 0.2.27 (260a)

* Added a new Creature NPC type
* Creatures now appear in the battleground
* Creatures have blue life bars to denote that they are passive
* Fixed an issue where the encounter card would not display correctly when attempting to assign an encounter as a GM
* Instant damage and damage over time abilities now show if they require vantage on the ability info panel
* Fixed an issue where new profile pics were missing from the edit character screen
* Fixed an issue where new profile pics were not appearing on player pins
* Character names are now shortened when shown in the menu character switcher
* Fixed an issue where the explore glimpse remained open on the create character screen
* Fixed an issue where the menu reined open on app reload
* Selected tabs now appear in the selected colour on the player card
* Added some temporary updates to the old content generation system
* Added a feature to generate world content based on zone resources and NPCs from the Content Editor
* Warbands can now switch Co-Op (PvE) mode on or off (setting only, not implemented)

### App • 0.2.26 (260)

* Logs now correctly use a or an before the name of a feat
* Fixed an issue where effects were stretched on the friend card
* Improved the layout of the unbound feat button
* Added context help for unbound feats
* Fixed an issue where Rest and Revive were activated on tap rather than release
* Fixed an issue where effect chips and info panels for combat bonuses didn’t show the right name or information
* Modifiers shown when rolling for attack and hostile abilities now account for initiative bonuses and penalties
* Added 4 new profile options for players and Lánaraï and Kheïtanni NPCs
* Added the Skittish and Peaceful keywords
* Implemented the new Zone type
* Moved some hardcoded settings into rules settings

### App • 0.2.25 (259)

* Fixed an issue where casters couldn’t gain vantage on NPCs

### App • 0.2.24 (258)

* Fixed an issue where ranged damage was not calculated correctly
* Implemented the new Dominion type
* Hexes can now be assigned a Dominion
* Fixed an issue where activated NPC abilities appeared on the roll screen with a cooldown
* The back button in the create character screen now matches the updated UI style
* If a warband has no shared quests there’s now a message under the warband quests tab
* Unbound feats are now hidden for GMs
* Fixed an issue where the UI doesn’t re-enable after an activated NPC is unable to use an ability
* Fixed an issue where the roll required for an activated NPC to use an ability was miscalculated

### App • 0.2.24 (258)

* Fixed an issue where ranged damage was not calculated correctly
* Implemented the new Dominion type
* Hexes can now be assigned a Dominion
* Fixed an issue where activated NPC abilities appeared on the roll screen with a cooldown
* The back button in the create character screen now matches the updated UI style
* If a warband has no shared quests there’s now a message under the warband quests tab
* Unbound feats are now hidden for GMs
* Fixed an issue where the UI doesn’t re-enable after an activated NPC is unable to use an ability
* Fixed an issue where the roll required for an activated NPC to use an ability was miscalculated

### App • 0.2.23 (257)

* Increased the speed that menu-style cards open and close
* Decreased the time required for long hold interactions
* Added haptics to path ability interactions
* Abilities now show the Mana and Action Points required to use them
* Ability information now shows the amount of Mana the Ability requires
* Item information now shows the amount of Mana the item provides
* Added a mana glimpse to show the player’s total available Mana when viewing information about an Ability
* The player’s total available Mana is now shown in the Spellbook tab on the Player card
* Fixed an issue where keywords did not display correctly on the Ability information panel
* Improved the way combat bonuses are shown on the Ability information panel
* Fixed an issue where the top navigation could be hidden by some actions
* Fixed an issue where crafting items didn’t correctly reference the available quantity from inventory

### **App • 0.2.22 (256)**

* Added coloured navigator icons for each Path
* Added specialisation text for Paths
* Added the Lured, Lupine and Contemptuous keywords
* Temporarily simplified path upgrade cost calculation
* The Player, Paths and Crafting cards now use a sliding open animation style

### **App • 0.2.22 (255)**

* Fixed an issue with the log entry for when a character has a keyword
* Attempt item on the roll screen now show the AP cost for each attempt
* Redesigned the player profile to use a full screen layout instead of a card
* Redesigned the Paths panel to use a full screen layout instead of a card
* Redesigned the Crafting panel to use a full screen layout instead of a card
* Reorganised the Paths screen into tabs for Aspects, Unlockables and Description
* Added descriptions for Paths

### **App • 0.2.21 (254)**

* Implemented the new Faction type
* Quests can now have faction prestige as a reward
* Quests can now start a new quest on completion
* Added faction prestige to the player card
* When viewing the world map screen the view is now instantly in the right place
* Added the Ambusher keyword

### **App • 0.2.20 (253)**

* Re-enabled unbound feats
* Improved the UI on the Resource action panel
* Fixed an issue where the interact glimpse player list had an error for GMs
* Single players can now progress their turn

### **App • 0.2.19 (252)**

* Fixed an issue where moment cards didn’t use the right overlay
* Posts that appears as moments are now marked as read when the moment is shown
* Moment cards are now only shown if the event is about you
* Tapping the pin on the hex card now also selects the player’s hex
* Tapping the pin on the hex card now takes GMs to the current hex shortcut
* Added a new puzzle collectable type
* Added icons for loot, resource and puzzle collectables

### **App • 0.2.18 (251)**

* Fixed a regression issue where players couldn’t view Quest cards
* GMs can now browse the Void and Encounter decks correctly

### **App • 0.2.17 (250)**

* Warbands now have Transmute Points
* Improved the hour counter and added Transmute Points to the Warband card
* Improved the turn counter on the Warband card
* Added tabs to the Warbands card for players and quests
* GMs can now see all quests that players in their warband have
* Fixed a typo in story logs when an NPC is slain by you
* Added a popup panel that explains what a keyword’s effects are
* Renamed the Fly button on the Hex card to Soar to align with the Keyword description

### **App • 0.2.17 (249)**

* Tapping the hex shortcut now cycles through warband player locations for GMs
* Temporarily disabled automatically marking posts as read due to unexpected server crashes
* Feat related stories now display a feat icon in the Storyline card
* Linked the menu to legal page stubs

### **App • 0.2.16 (248)**

* Players are no longer able to start flying in a Void affected hex
* Improved the storyline wording when encounters checks are made
* Storyline wording now uses the words was and were correctly
* Fixed a positional issue with the quests tab on the Player card
* Fixed an issue with displaying Quest and Encounter feats on the roll glimpse
* Fixed an issue Quest rules being generated out of order
* Adjusted the lighting for the dice so its shadow isn’t visible when entering the roll view
* Improved the design of start of turn markers on the storyline card
* The onboarding experience can now be re-accessed from the app menu
* The app menu now contains a link to the rules wiki
* Updated the content builder

### **App • 0.2.16 (247)**

* Added a down for maintenance banner
* The app now checks the server status on start-up before displaying the sign in screen
* Added an onboarding experience that is shown to first time users
* Added 3 of the 5 onboarding videos
* Improved how copyright and version information is set for the splash screen and menu

### **App • 0.2.15 (246)**

* Fixed an issue where the build was pointing to the wrong server endpoint

### **App • 0.2.15 (245)**

* Fixed an issue where quest items were incorrectly positioned on the helper card
* Fixed an issue where the super overlay was missing when viewing quest actions
* Removed the option for the GM to move the whole warband
* Added haptic feedback for long press actions
* Added feedback when a crafting ability is used
* Reordered players on the warband screen and interact glimpse so you, the GM and warband members are at the top
* Cards on the draw screen are now reset instantly when returning to the screen
* Rest and recover have been added to the storyline
* Players are now allowed to see where their warband members are on other Hex tiles
* Improved the messaging on the roll glimpse after a roll has been made
* Added Void Encounters as a new type of Encounter
* Encounter and Void cards can now be set to appear in the deck multiple times
* Players are now assigned a Void card draw if they enter a Void affected hex
* Players can now draw a Void card
* Encounter and Void cards are now individually shown in the top navigation

### **App • 0.2.14 (244)**

* Completed work on allowing GMs to use abilities for activated NPCs
* Refactored some roll glimpse code
* The Void FX is now influenced by the day night cycle

### **App • 0.2.14 (243)**

* The player card will now scroll the view to the top when you tap any tab or shortcut
* Tapping the player shortcut now always show the first tab
* The world map will now never scroll while the menu is open
* Refined the You screen with clearer subheadings
* Removed deprecated items from the You screen
* Moved ability effects and keywords to the Statistics screen
* The Rest and Revive abilities now appear as abilities instead of button on the spellbook screen
* The hints on the roll card are now tailored for players and GMs
* Tactics info and buttons are now only shown on friend cards when the battleground card is also open
* Added the ability to sign out from the main menu
* Added wind trail FX synched to the server weather
* Started work on adding The Void FX

### **App • 0.2.14 (242)**

* Fixed an issue where initiative rolls were not working correctly for players
* Fixed an issue where the player icon wasn’t tappable for GMs with an activated NPC
* It is no longer possible to rapidly tap view settings buttons too quickly
* Started work on allowing GMs to use abilities for activated NPCs

### **App • 0.2.14 (241)**

* Fixed an issue where augmented items did not appear correctly
* Fixed an issue where melee and ranged damage from augmented items was not shown correctly

### **App • 0.2.14 (240)**

* Added the ability for a GM to roll for initiative as an NPC

### **App • 0.2.14 (239)**

* Fixed an issue where the GM’s profile showed an activated NPC state with no activated NPC
* Fixed an issue where the player icon when making armour save roll was incorrect
* Player waiting icons on the warband screen are now only shown for non-GM players and in the player turn phase
* Started working on wind particle FX

### **App • 0.2.13 (238)**

* The GM can now see action points for enemy NPCs on the Battleground card&#x20;

### **App • 0.2.13 (237)**

* Moved the server endpoint to tyrantrpg-api-design.6x0.io
* Added the ability for a GM to attempt an armour save as an NPC
* The health bar now updates for NPCs and players after failing an armour save roll

### **App • 0.2.13 (233)**

* Added a pause button to the music card
* Added separate sliders for music and sound FX to the music card
* Added an alpha version of a combat track which is triggered when enemies are revealed in the Battleground card

### App • 0.2.13 (232)

* Added the ability for a GM to perform a combat check on a player as an activated NPC
* Fixed an issue where using some abilities did not show the roll screen
* Fixed an issue where tactics were sometimes incorrect on friend cards

### App • 0.2.13 (231)

* Initial implementation of FMOD with a rudimentary volume slider

### App • 0.2.13 (230)

* Added a Music UI panel

### App • 0.2.13 (229)

* Fixed a known issue where a notification says GM has caused 0 damage when attacked as an activated NPC
* The current tactic of a GM’s activated NPC is now shown on the friend card
* Started work on implementing the ability for a GM to attempt a combat check as an activated NPC
* Started work on implementing the ability for a GM to roll an armour save as an activated NPC

### App • 0.2.13 (228)

* Fixed an issue where the roll glimpse showed the wrong info when rolling for initiative
* Added the ability for a GM to attack a player as an activated NPC

### App • 0.2.12 (227)

* Added the ability for a GM to gain vantage and strike on a player as an activated NPC
* Added the ability for a GM to evade combat as an activated NPC
* Added a new app icon

### App • 0.2.12 (226)

* Fixed some UI issues on the players actions card
* The combat glimpse is now correctly shown for activated NPCs
* Worked on implementing the ability for a GM to gain vantage and strike on a player as an activated NPC
* Worked on implementing the ability for a GM to evade combat as an activated NPC

### App • 0.2.12 (225)

* Fixed an issue where the mark all post as read button on the storyline card didn’t fade when all posts were read
* Quests are now accessed through the quest giver who is present on the hex tile
* NPCs can now be set to be present only during certain hours
* Added occlusion culling for performance optimisation
* The top navigation profile now shows the GM’s activated NPC if they have one
* GMs can now deactivate NPCs
* Started work on showing tactics actions on player targets if the GM has activated an NPC

### App • 0.2.11 (224)

* Progressing the turn phase is now processed correctly as a socket event
* The UI is now updated when the GM progresses the turn phase
* Enemy corpses, looted enemies and knocked down players are now shown on the Battleground card
* Added a button to mark all posts as read on the storyline card
* Added a button to scroll to the bottom on the storyline card
* Improved the title copy for the moment card
* The tactics popup is no longer shown after a roll is cancelled or completed
* Fixed a layout issue on the player card
* Fixed some erroneous states where other hexes could be selected while the confirm glimpse is open
* Fixed an issue where the top navigation threw an error for players who aren’t in a warband
* Fixed an issue where the draw button isn’t hidden after drawing your last available card

### App • 0.2.10 (223)

* Added activation properties to enemies
* Enemy cards now show the activation state
* A GM can now activate an NPC in their turn phase
* Fixed an issue where tapping the enemy shortcut didn’t open the battleground correctly

### App • 0.2.10 (222)

* Added new melee and ranged damage icons
* The group card now shows if the current turn is the GM or player phase
* Added in-world hours of the day
* Added a selected state for battleground actors

### App • 0.2.9 (221)

* Added new Encounter, Void and Loot card face artwork
* Added card face artwork for the 7 Loot item tiers
* Added item icons for all new Loot item tiers
* Encounter and Loot cards now animate nicely when drawn
* Fixed a rendering issue with the world map selection marker
* Fixed a bug where showing an Encounter card from the top nav hides the roll glimpse
* Encounter and Enemy cards now correctly block clicks on the world map

### App • 0.2.8 (220)

* Players can see dice rolls when rolling for statistics

### App • 0.2.8 (219)

* Temporarily removed the Mobile Input Field plugin
* Players can now roll for statistics
* Players can now set their statistic mode

### App • 0.2.7 (218)

* Added updated Kheïtanni Outpost environment assets
* Added world edge assets and placement system
* Added world edges to the demo world map
* Continued work on allowing players to roll their own character stats

### App • 0.2.7 (215)

* Fixed some issues where the right navigation icon wasn’t selected
* Fixed some missing elements in the new create character screens
* The Battleground (Tactics Visualiser) is now fully integrated
* The Battleground is now updated if a combat event occurs with the player’s group
* Started work on allowing players to roll their own character stat
* &#x20;Added new Lumë Pylon and Mórin Bone Shrine environment assets

### App • 0.2.6 (214)

* The GM can now assign a specific Encounter card to a player
* Added a richer race selection experience when creating a character
* Added the Fancy Carousel View asset to be used for onboarding screens

### App • 0.2.6 (213)

* Fixed an issue where Friend and Enemy Cards had incorrect icons
* Fixed an issue where Friend and Enemy Cards had a broken statistics layout
* The hex tile selector is now visible behind other objects
* Friend cards now show the character’s description and backstory in the More tab
* Character descriptions and backstories may now be up to 1000 characters
* Added a content page UI panel type
* Added an early concept of the Battleground (Tactics Visualiser)

### App • 0.2.5 (212)

* Improved the user flow when viewing Tactics Actions for NPCs
* The player can now tap on another player to view a Friend Card with details about that player
* Friend Cards show statistics, ability effects and keywords for other players
* GMs can now access player actions from Friend Cards
* GMs can now browse all Encounter cards

### App • 0.2.5 (211)

* The player can now request to reset their password from the sign in card
* Added the new Bloodhenge and bone assets
* Added some test miniatures for Battlegrounds UI exploration

### App • 0.2.4 (207)

* Encounter cards are now drawn manually when the player fails an Encounter check
* Cards can now only be drawn when applicable in the gameplay
* An icon now appears at the top if the player has an Assignment
* Added a help box to explain the various types of rolls on the roll card
* Added a help box to explain the various types of cards on the draw card
* Removed the option for unbound rolls
* Fixed an issue where tapping done on profile edit took the player to the map screen with no nav icon active
* Improved the layouts of account and character profile cards
* Fixed a visual glitch on the player card
* The player can now roll for armour saves
* Improved some Storyline logs for armour saves
* The player can now roll for Initiative checks

### App • 0.2.3 (206)

* Added pagination to the Storyline card
* Added pull tips to Storyline (X older or newer messages)
* Added Kheïtanni town assets
* Added waterfall test assets
* Improved bloom rendering settings
* Upgraded the Unity version to 2020.3.34f1
* Added the new Assignment data type
* Reordered the tabs in the Roll Card
* The Roll Card now displays Assignments
* Improved the appearance of views where there are no items
* The player can now roll for Encounter checks
* Fixed some errors on the map view with players who aren't in groups

### App • 0.2.2 (205)

* Improved the action logs when a player uses an ability that automatically succeeds
* Fixed an issue with missing symbols in ability info panel
* Fixed the position of the done button on the actions log glimpse
* Fixed an issue where the interact glimpse appeared over the overlay Improved the padding in the layout of the player equipment screen
* Improved the height of the actions log, interact glimpse and notification
* Fixed a grammar issue in stories where you do not need to roll for initiative
* You can no longer try to roll for combat feats from the roll screen
* The content importer now accepts 3 rather than 2 loot items per character
* When creating a new character, starter items are now automatically equipped
* Combat feats can now be assigned to certain NPC types and races
* Navigating to the map view now refreshes group locations on the map

### App • 0.2.1 (204)

* Added new map markers
* Fixed a typo when attempting to draw a Void Card
* Fixed some issues where exiting Paths via the header can leave the Honour glimpse open
* The player can now be reloaded by tapping the player icon
* The player is now reloaded if the device enters and leaves the app without trggering a reload
* The target assigner is no longer shown when using an AoE ability
* Added a simple solution to update the location of other players in a group when they move
* Improved UI panel layout to better suit devices with smaller screens
* Known issue with the Paths UI panel layout (to be fixed)
* Improved the scrollable areas on many UI panels

### App • 0.2.0 (203)

* Fixed an issue where quest posts in storyline didn’t get marked as read correctly
* Fixed an issue where flags were not cleared when switching to a different player
* Fixed a range of issues with flags not being raised and lowered correctly
* Fixed an issue with incorrect quest posts in storyline
* Quest stories now show the correct name and GM tag

### App • 0.1.202

* Added new UI icons
* Renamed Combat Log to Action Log
* Resources are no longer shown when none remain
* Fixed an issue where receiving an Encounter card throws an error
* Fixed an issue where the GM player pin was shown in some cases
* Fixed an issue where encounter checks were not showing consequences or stories
* Fixed an issue where feat failure or success was shown immediately in a notification
* A message is now shown if a player or NPC does not need to roll for initiative
* The moment card is now only shown if a quest is assigned by the GM

### App • 0.1.201

* Fixed an issue where if reward points have zero value they still appeared on the moment card
* Prevented the resource actions panel showing tags that aren’t needed
* Fixed an issue with rules not appearing for quests
* Fixed an issue where tapping the encounter shortcut while the hex glimpse is shown creates an erroneous UI state
* Added a timer so reloading after the app loses focus only occurs after a set period
* Fixed an issue where gained keywords don’t appear correctly in the combat log

### App • 0.1.200

* Fixed an issue where the overlay was not shown with the moment card

### App • 0.1.199

* Fixed an issue where the interact card could not be scrolled
* Fixed an issue where ability results would not be interpreted correctly by the roll glimpse
* Fixed an issue with loot card icons
* Fixed an issue with the loot corpse button
* Fixed an issue where encounter rolls weren’t displayed correctly in storyline
* Fixed an issue where NPCs slain by instant damage abilities weren’t displayed correctly in storyline
* Fixed an issue with the player statistics view
* NPC cards now display all of their statistics Improved the button size on the paths card

{% hint style="info" %}
Versions prior to **0.1.199** were part of the Pre-Alpha development phase.
{% endhint %}


# Change Log (Server)

### Server • 0.3.6 (301)

* NPCs now have 3 action points per turn
* There is no longer a distinction between NPC tactics and combat actions when using action points
* Fixed an issue where the game time was incorrectly shown for reset groups
* Added online status for players

### Server • 0.3.5 (300)

* Resources can now be unlimited, usable and craftable
* Players can now collect and use an item from a usable resource in a single action
* Players can now collect and craft an item from a craftable resource in a single action
* Implemented hunger and thirst counters and keyword adding and removal on start player turn
* Implemented hunger and thirst keyword removal on use food or beverage item
* Implemented hunger and thirst statistic penalties
* Ability effects can now be permanent
* Fixed an issue that occurred when crafting a formula that should produce multiple products but you only got one

### Server • 0.3.5 (299)

* Hex IDs and neighbour IDs are now rebased when loading and unbased saving the game world

### Server • 0.3.4 (298)

* Added caching of PlayerInfo data on the server
* Fixed an issue when snap freezing and hot rebooting the server
* The spawn world command now correctly targets the selected instance
* Fixed an issue where keywords were not correctly removed for combat bonuses
* Fixed an issue with collecting resources

### Server • 0.3.4 (297)

* Massive codebase refactor with routes set up, added helper files, less code all in one big files
* Many rounds of code fixes to realign to the new refactored code structure
* Fixed a null exception error where NPC threats had not been initialised
* Fixed an error that occurred when the enemy has strike or vantage on you but you don’t
* SinglePlayerTurn is now set to 1 on player creation

### Server • 0.3.3 (296)

* Weather state changes are now saved to the instance on the database
* Weather is now independently evolved based on config interval settings

### Server • 0.3.2 (295)

* Added a dynamic weather system that rolls weather state from a set of presets and randomises other values
* Weather changes are sent to all connected clients
* Players now can’t reach an area of a different raised height without moving through a ramp hex
* Fixed an issue where a new character’s starting world was not set
* Players in other warbands are now affected by friendly abilities the on the sane hex if the caster has warband co-op mode switched on

### Server • 0.3.1 (294)

* Added an API for players to travel between worlds using portals
* Multiple worlds are now saved individually
* Fixed an issue that occurred when hot rebooting the server
* Fixed some issues that occurred when spawning and propagating worlds

### Server • 0.3.0 (293)

* The server now supports multiple worlds including the overworld and dungeons
* Multiple worlds are preloaded from a configuration and injected into hexes
* Worlds now have a type that can be set in the content editor
* Player world is automatically set from UpdatePlayersOnStart
* Removed some unused server cycling code

### Server • 0.2.48 (292)

* Fixed a potential null exception issue when saving a world

### Server • 0.2.48 (291)

* Movement onto a hex containing Treacherous terrain now requires a movement check
* If a player fails a movement check on Treacherous terrain they will now receive 1 Damage
* Upgraded NodeJS and all package versions so no package is outdated

### Server • 0.2.47 (290)

* If a player joins a quest that has been Closed by other members of the warband, they will receive it with the Completed status
* Added an API for the GM to make a Story Roll at any time
* The PlayerInfo object now returns the player’s primary Path
* GMs can now gift players with money up to a set limit per player level
* Warband turns are no longer directly connected to game time
* If players in a warband are in combat, ending a turn will now advance the game by smaller amount of game time
* Vantage and Strike are now checked at the start of a new player turn to ensure that slain enemies are no longer targeted

### Server • 0.2.46 (289)

* Players are now assigned an initiative roll when they join a group
* When a player gains the GM role, any assignments from the previous GM are now assigned to them
* When a player gains the GM role, any player assignments are unassigned from them
* When a player loses the GM role, any GM assignments are unassigned from them
* When a player loses the GM role, they are now assigned an initiative roll
* Fixed an issue where an assigned armour save didn’t appear without a forced profile reload
* NPCs are now cleaned for null list values when the server starts
* Fixed a crash caused by erroneous code in the attempt assigned feat API code

### Server • 0.2.45 (288)

* Player tactics are no longer reset when the server is started
* GM activations are no longer reset when the server is started
* GM assignments are no longer reset when the server is started
* Old GM assignments for NPC initiative rolls are removed when the server is started
* GMs are now given new assignments for required NPC initiative rolls when the server is started
* Hexes in the world environment instance are no longer overwritten when the server is started
* Fixed an issue where players who joined quests could be given the same quest multiple times
* Added an API to propagate world hex content to an environment instance in that world
* Added an API to spawn content in a world environment instance

### Server • 0.2.44 (287)

* Fixed a number of values that weren’t server authoritative when creating a new warband
* Warband turn and phase is now set correctly on warband creation
* Warband names are now validated in the same way as player names
* Players are now given 3 Honour points when they are created
* Fixed an issue where the player key was shown instead of the name on the moment card when sending a gift
* Implemented the Stunned keyword for players and NPCs
* Implemented the Overwhelmed keyword for activated NPCs

### Server • 0.2.43 (286)

* Updated the instructions on the reset password email template

### Server • 0.2.43 (285)

* Added the ability for a user to access their account and reset their password with a secure code

### Server • 0.2.42 (284)

* Added an API for dynamic content pages
* Fixed a range of issues with Path ability cost calculation

### Server • 0.2.42 (283)

* Added an API that allows players to gift money and items to other players in their warband

### Server • 0.2.41 (282)

* Fixed an issue where players did not lose vantage when an enemy gains strike on them
* Players now only automatically gain vantage on an enemy that gains vantage on them if they don’t already have vantage on another enemy
* Added patch filters that allow only certain players or groups to be reset by the reset patch
* Fixed an issue where player paths weren’t reset correctly by the reset patch
* Fixed an issue when updating groups on server start up
* Fixed an issue where the player who moved was also getting set an on move other player socket event
* The GM is now assigned an armour save for a NPC that is hit by a combat ability
* Fixed an issue with melee damage item augments
* NPCs no longer automatically gain strike on a player that attacks them
* NPCs now gain threat when they receive damage from players
* Idle NPCs now lose threat after a certain time has elapsed since the last damage from that source was received
* NPC threat is now used to determine which players contributed to slaying that enemy and to award XP to them
* Damage over time ability effects now include a source, so threat can be attributed from them
* Fixed an issue with getting bonus armour values (updated in 0.2.41a hotfix)

### Server • 0.2.40 (280b)

* Fixed an issue where single player movement would cause a server crash
* Refactored the single player move fix to solve another potential crash error

### Server • 0.2.39 (280)

* The storyline now shows the hour and whether it is day or nighttime when starting a new turn
* Fixed an error that occurs when using an Arcane or Consumable type item with no bound ability
* Improved the messaging and response states when using items
* Fixed a range of issues that occurred when using Manabound items and items with Manabind augments

### Server • 0.2.38 (279)

* Fixed an error in the ambusher feature when the player attempts to move
* Fixed an error when accepting quests where the quest has no rules
* Fixed an issue where NPC initiative rolls could be erroneously assigned to players
* Fixed an issue where matching item tags conflicted when there is more than one item vendor in one hex
* Added an API to generate world content based on zone resources and NPCs
* Added an API to allow warband to switch Co-Op (PvE) mode on or off

### Server • 0.2.37 (278)

* Fixed an issue with incorrect health values when healing, damaging or buffing a player as a GM
* Players and NPCs now receive bonuses or penalties to combat and hostile ability rolls based on their initiative
* If the player moves into a new hex where there are NPCs with no initiative, the GM is now assigned an initiative roll for each NPC
* Fixed an range of issues that occurred with faded corpses
* Ambusher NPCs now get +2 initiative on the turn they reveal themselves
* Implemented the Skittish and Peaceful keywords
* Added an API for Zones
* Moved some hardcoded settings into rules settings
* Items can now be empowered with Mana augments
* Empowered items can now be used to provide Mana for abilities
* Improved the wording of some error messages
* Assigned save rolls now contain the damage type
* Fixed an issue where NPCs that were hit by a ranged attacks would automatically gained strike
* Fixed an issue where incompatible characters were not stripped from non-local environments (fixed in 0.2.37a hotfix)
* Incompatible characters are now set to dormant on non-local environments (fixed in 0.2.37b hotfix)
* Characters and formulas that were incompatible with 0.2.36 are now available (updated in 0.2.37c hotfix)
* Fixed an error with checking character keywords (updated in 0.2.37d hotfix)

### Server • 0.2.36 (277)

* Fixed an issue with incorrect logging of players with the Void Form keyword
* Added logging for players with the Flying keyword when making saving rolls
* Added logging for players who become Stunned
* Players now only automatically gain vantage on an NPC that gains vantage on them if they don’t already have strike
* Fixed an issue where casters couldn’t gain vantage on NPCs
* Fixed a crash issue when accepting a quest
* Fixed an issue with combat bonus calculation

### Server • 0.2.35 (276)

* Ranged special abilities now use the strength of the ranged weapon, not the bearer to roll for the attack ability
* Special attack abilities now show the player and enemy stats in the log
* Special attack abilities for activated NPCs now show the player and enemy stats in the log
* Added an API for Dominions
* Fixed a range of targeting issues when using an ability as an activated NPC

### Server • 0.2.34 (275)

* The reset players patch now also resets money, paths, honour points, world quest points and factions
* Abilities can now require Mana to use them
* Added the Charming and Perceptive keywords
* The player can now gain the Charming keyword by successfully completing an unbound Feat of Charisma
* The player can now gain the Perceptive keyword by successfully completing an unbound Feat of Perception
* Items can now be bought at a discount if the player has the Charming keyword
* Added version stripping for rules and bundle contents

### **Server • 0.2.33 (274)**

* Players now start with 350, rather than 150 money (3 silver, 50 copper)
* Players now start with no items
* Players now start with only racial abilities
* The reset players patch now also resets items, abilities and equipment
* The reset players patch now uses config settings for placing players in their start location

### **Server • 0.2.32 (273)**

* Gaining and losing Action Points now affect Turn Actions
* Implemented the Lured, Lupine and Contemptuous keywords
* Implemented the Frozen keyword for NPC actions
* The server now forces Lured, Grounded and Frozen keyword abilities to be targeted at an enemy
* Keywords can now trigger additional actions when they are gained
* Temporarily simplified path upgrade cost calculation

### **Server • 0.2.32 (272)**

* World Quests can now also include starting a quest or prestige as a reward
* Prestige is now reset when players are reset
* Players can now join a quest that has already been started by another warband member

### **Server • 0.2.31 (271)**

* Fixed an issue where a log containing the Shielded keyword was incorrectly shown

### **Server • 0.2.30 (270)**

* Added APIs to support the new Faction type
* Fixed an issue where NPC presence time was incorrectly calculated
* Quests can now have faction prestige as a reward
* Quests can now start a new quest on completion
* Implemented the Ambusher keyword

### **Server • 0.2.29 (269)**

* Fixed another issue that caused a crash when moving the player
* Re-enabled unbound feats
* Assigned and unbound feats now return logs
* Some Resources are now hidden from sight and won’t appear to players
* Unbound Perception checks now make the player perceptive
* Perceptive players can now see hidden Resources
* Added an API for single players to progress their turn

### **Server • 0.2.28 (268a)**

* Fixed an issue that caused an error when moving the player

### **Server • 0.2.27 (268)**

* Fixed an issue that caused a crash when moving the player

### **Server • 0.2.26 (267)**

* Transmuting quest feats now requires the warband to use Transmute Points
* The PlayerInfo object now contains quest references
* Locking and unlocking a quest now only affects non-player GMs
* Implemented the Anchored and Shielded keywords

### **Server • 0.2.26 (266)**

* Players are no longer able to move if an enemy has strike on them
* Players are no longer able to gather resources if there are enemies present
* Refactored assigned feats so they function using assignments
* Assigned feats no longer block the GM turn from ending
* Fixed an issue that caused checking if a player is blocked by an encounter to fail
* Slain NPCs will now count towards all warband member quests
* Fixed an issue where EnemyByName and EnemyByRace rules prevented a quest from being completed
* Added legal page stubs
* Added an error page
* Worked on the reset password page

### **Server • 0.2.25 (265)**

* If a player enters a hex where a warband member has a Group Encounter, the player receives that Encounter
* Fixed an issue where GMs were assigned an initiative roll for slain NPCs

### **Server • 0.2.25 (264)**

* Tapping the mark all as read button in the Storyline card is now more responsive
* Improved the storyline wording when encounters checks are made
* The player is now moved to the nearest graveyard if they are knocked down
* The server can now serve web pages for players account management interactions
* Added a web framework using pug and foundation
* Started work on the reset password web page

### **Server • 0.2.25 (263)**

* Fixed an issue where banned users wouldn’t be rejected correctly when signing in
* Added the ability to set the server as down for maintenance
* Added an API to check the status of the server
* Added an API to refresh the status of the server
* If the server is down for maintenance, non-admin users are not able to sign in
* If the server is down for maintenance, all requests will be denied to non-admin users

### **Server • 0.2.24 (262)**

* Rest and recover have been added to the storyline
* Added an new Encounter result which removes the Void at a location
* Added Void Encounters as a new type of Encounter
* Encounter and Void cards can now be set to appear in the deck multiple times
* It is no longer possible to fly into a Void affected hex
* Players are now assigned a Void card draw if they enter a Void affected hex
* Players can now draw a Void card

### **Server • 0.2.23 (261)**

* Completed work on allowing GMs to use abilities for activated NPCs
* Refactored some abilities code
* You can no longer gain strike or vantage on an NPC or player that is evading combat
* GMs are now prevented from making certain actions with activated NPCs while they have incomplete assignments for that NPC

### **Server • 0.2.23 (260)**

* Fixed an issue with using hostile AoE abilities as a player
* Worked on allowing GMs to use abilities for activated NPCs

### **Server • 0.2.23 (259)**

* Activation history is now reset for players on launch
* Started work on allowing GMs to use abilities for activated NPCs

### **Server • 0.2.23 (258)**

* The GM is now assigned initiative rolls for NPCs near players if the NPC has not been recently activated by another GM
* NPCs will now only have initiative automatically rolled for them if NPC targeting of warband members is turned on
* Added an API for a GM to roll for initiative as an NPC

### **Server • 0.2.22 (257)**

* Fixed an issue where the GM’s activation history wasn’t cleared at the end of the GM turn phase
* Fixed an issue where AoE abilities that targeted nearby friends had no effect

### Server • 0.2.21 (256)

* Progressing the turn phase now shows errors for GMs or the player having incomplete assignments

### Server • 0.2.21 (255)

* Optimised the API for a GM to attempt an armour save as an NPC
* Armour saves are now assigned to the GM when a player attacks an NPC
* NPCs will no longer target warband members at the end of the GM turn phase
* Added a setting to switch NPC targeting of warband members on and off
* Armour save APIs now return the current health state of the NPC or player

### Server • 0.2.21 (254)

* Added an API for a GM to perform a combat check on a player as an activated NPC
* Added an API for a GM to attempt an armour save as an NPC

### Server • 0.2.21 (253)

* Fixed a logic issue when gaining vantage on a player as an activated NPC
* Fixed a missing result when a player attacks NPC but misses
* Player tactics are now reset when the server starts up
* Added an API for a GM to attack a player as an activated NPC

### Server • 0.2.20 (252)

* Fixed a range of minor issues with vantage, strike and evade for activated NPCs

### Server • 0.2.20 (251)

* Fixed an issue where ranged and spellcaster specialist NPCs couldn’t automatically gain strike
* Fixed an issue with the Disorientating keyword
* Improved the way activation data is stored
* NPCs can now only perform one tactics action and one combat action per turn
* Completed APIs for a GM to gain vantage and strike on a player as an activated NPC
* Added an API for a GM to evade combat as an activated NPC

### Server • 0.2.20 (250)

* NPCs can now be set to be present only during certain hours
* Getting a hex will now only return NPCs that are currently present
* GM player objects now hold history on NPCs they have activated or lost activation on
* Added an API for a GM to deactivate an NPC
* Started work on an API for a GM to gain vantage on a player as an activated NPC

### Server • 0.2.19 (249)

* Fixed an issue where marking all posts as read would time out because all posts were read

### Server • 0.2.18 (249)

* Added an API to mark all posts as read

### Server • 0.2.17 (248)

* Players now lose vantage or strike if the enemy NPC they had vantage or strike on becomes idle
* Fixed an issue where gaining strike could cause a crash due to an incorrect variable

### Server • 0.2.16 (247)

* Added activation properties to enemies (NPCs)
* Added an API for a GM to activate an enemy
* Enemies automatically lose activation after the turn phase is progressed
* Enemies automatically lose activation after a configurable time period
* A GM can no longer progress a turn phase while players have incomplete assignments

### Server • 0.2.16 (246)

* Updated the former end turn API to progress between player and GM turn phases
* Added socket events and posts for the start of player and GM turn phases
* Fixed an issue where the first turn post came from the wrong player
* Player actions that require action points can no longer be made in the GM turn phase

### Server • 0.2.15 (245)

* Fixed an issue with rolling player statistics

### Server • 0.2.15 (244)

* Added an API to roll a player’s statistic
* Added an API to set player’s statistic mode
* Improved the way player prototypes are referenced and loaded
* Known issue with storing rolls and rerolls

### Server • 0.2.14 (243)

* Vantage, Strike, Evade, Attack and Combat Check events now trigger a Battleground update event for all connected group members
* Players can no longer move into impassable hexes
* The PlayerInfo object now includes player tactics

### Server • 0.2.13 (242)

* Added an API for the GM to assign a specific Encounter card to a player
* GMs assigning Feats to players is no longer blocked by the player having other assignments
* Rules now contain explanatory rule definitions for Keywords
* Added Introduction and Speciality text to characters
* Removed an erroneous value that was set on users when signing out
* When character data is added, it now uses the supplied ID
* Added spawn modes to NPCs

### Server • 0.2.12 (241)

* The reset players patch now clears players from hexes first
* Fixed a bug where combat bonuses where incorrectly calculated for players attacking NPCs
* Consumable and Arcane item types can now be used
* Added description and backstory to the PlayerInfo object to support viewing other player’s content

### Server • 0.2.11 (240)

* Fixed a bug in reset password email merge tags
* Fixed an issue where player records weren’t always getting cleaned
* Added more data to the PlayerInfo object to support viewing other players

### Server • 0.2.10 (239)

* Added email sending capabilities
* Added email merge tags capabilities
* Added the reset password email template
* Added an API to reset the user’s password
* Added an API to save the user’s new password

### Server • 0.2.9 (238)

* Fleeing now ends the turn for the player
* Moving no longer resets initiative
* Ending the turn now assigns initiative checks to players after all NPC actions have been made
* Players can now roll for initiative checks
* NPCs now always roll for initiative together at the start of the GM turn phase
* Refactored the player and groups reset patch
* The reset patch now assigns players an initiative check at the start of turn 1

### Server • 0.2.8 (237)

* Encounter checks that fail now add a draw Encounter card Assignment
* Drawing an Encounter card as a player now requires a valid Assignment
* Drawing cards is no longer blocked by Assignments
* Added an API to attempt armour saves
* Removed damage from NPC attacks except for crits
* NPC attacks that hit now add an armour save Assignment
* Improved some Storyline logs for armour saves

### Server • 0.2.7 (236)

* Players are no longer required to check for an Encounter if a group member is in the hex they are moving to
* Reviving now requires a full turn
* Some actions can no longer be made if the player has incomplete Assignments
* Card are now also drawn and revealed to Frozen and Knocked Down players in a group
* Quests can now be progressed for Frozen and Knocked Down players in a group
* Quest Feats can now be transmuted for Frozen and Knocked Down players in a group
* When a player creates or accepts an invite to a group they will now see the current turn in Storyline
* Reset path now also resets groups back to Turn 1

### Server • 0.2.6 (235)

* Added methods to check, add and remove Assignments
* Player moves no longer automatically roll for Encounters
* Added an API to roll for an Encounter check

### Server • 0.2.5 (234)

* Improved the action logs when a player uses an ability that automatically succeeds
* Fixed a critical issue where progressing a quest caused a server crash
* Fixed an issue where collecting a resource would have an error when saving the player
* Combat feats can now be assigned to certain NPC types and races
* Fixed an error that occurred when pushing an event to a group

### Server • 0.2.4 (233)

* Player reset patch now also resets ability cooldowns
* Fixed an issue where saving the world as admin would wipe instances
* Saving the world as admin no longer freezes and reboots the server
* When instances load they now keep player locations, but refresh hexes from the master
* Fixed some errors in pushing socket events to group members
* Moved patches in a new file for safekeeping
* AP and move cooldowns are now calculated in seconds
* Fixed an issue where Fly and Void Form initiative advantage wasn’t applied as intended
* Fixed an issue with wrong initiative rolls for NPCs

### Server • 0.2.3 (232)

* Fixed a critical error that occurred when using a friendly AoE ability
* Connected players are now sent a message if a player in their group moves

### Server • 0.2.2 (231)

* Fixed an issue with preloading existing world instances

### Server • 0.2.1 (230)

* Fixed an issue with case sensitivity for email addresses when signing in, creating accounts and editing accounts
* Added instanced versions of the game world for different environments (local, design, beta, live)

### Server • 0.2.0 (229)

* Quest posts are now sent by the player instead of the system
* Editing player name now updates the search name correctly

### Server • 0.1.228

* Reset players patch now resets health and experience
* Fixed an issue where NPC statistics modifiers were incorrectly applied
* Fixed an issue where encounter checks were not showing consequences or stories
* Reduced the number of server messages
* A message is now shown if a player or NPC does not need to roll for initiative
* The moment card is now only shown if a quest is assigned by the GM

### Server • 0.1.227

* Fixed an issue where NPC damaged by a spell heals too soon
* Fixed a crash in abilities/use caused by an incorrect variable

### Server • 0.1.226

* Fixed an issue with player history

### Server • 0.1.224

* Fixed an issue where fleeing would not reset tactics
* Fixed an issue where abilities that slay NPCs wouldn’t reset tactics correctly
* Fixed an issue where players were not alerted when they moved and received an encounter card
* Improved player creation and the player reset patch

{% hint style="info" %}
Versions prior to **0.1.224** were part of the Pre-Alpha development phase.
{% endhint %}


# FMOD

{% hint style="info" %}
This page is a stub for documentation to be added soon.
{% endhint %}


