Explore a baroque world worthy of myths and their mystical technologies, whence flourishes alien peoples through their perpetual conflicts within extreme environments…

Thence the seeds of a Golden Age Rush are sown,
where every paradise struggles for its overcoming :

– Yet will it be YOUR golden age, quenched and growing by YOUR Creative Vision ?

IN THE BLOSSOMING DEPTHS OF THE FORGOTTEN EARTH, THERE IS ONLY

There is only DISCORD

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Join the Caravan before its Departure…

✦ Gemini AI — WIP, may contain inaccuracies
▶ Play — Full Chat & Character Sheet

For those of us who crave DISCOVERY

A journey through exotic cultures, unexplored lands, weird creatures, and untold ways of thinking and being—yearning to experience the vast potentials, technologies and moralities of worlds unlike ours, where the thrill and taste of the unknown shape every choice and consequence.

In a UNIFIED Role-Playing Game

Experience a groundbreaking TTRPG through 8 Paths to interact with its world :

Battle & Debate
Infiltration & Investigation
Craft & Enigma
Travel & Feast

Of equal depth and strategic potential:

Every path follows a streamlined and logical progression, from quick single-roll resolutions to intricate, multi-step challenges involving multiple targets and resources.

Every path is balanced through a cohesive experience system equally rewarding your playstyle as deeply as you explore them.

Join the Outpost

Hear the latest rumours from the depths.

Worldlore

Explore the baroque world worthy of myths and their mystical technologies

Cosmology & Divinities

Fundamental Cosmology

The vast majority of cultures believe they live in a concave universe (Cytocosmism) - a hollow universe where space and everything else rushes into a sphere of rock. The 'ground' under everyone's feet would probably be endless.

Key Concept: Infinite Continuity

There are many ways to explain their world, but all or nearly all have no concept of a creation from a zero point, but rather of an infinite continuity of their universe, always in motion and without any beginning.

The Braided Cords

It is customary to explain the world, its invisible phenomena, as all interconnected by Cords braided from two strands and knotting into each element, intangible and invisible to their senses.

Ultimately, the entire universe would be born from a single continuous cord, braided upon itself in its immensity, and whose knots are the Rils.

Ô, WÔM, HISM and the Cosmic Structure

Ô - The Ultimate Rildée

Ô (World/Location) is the ultimate Rildée, the rilical spirit forming all forms. She is eternally cradled between pain and relief.

WÔM - Time

WÔM (Time/Count) is Ô's little siamese brother-sister, perched far away and reconciling all by their judgment establishing each one's wealth and designating how far each realm extends.

HISM - Forces

HISM (Forces/Actions-at-Distance/Magic) is the dance of the assembly of tetrarchs in couples so close that they form a single bicephalous whole (beings sometimes wrongly called 'the' SZIIZS) while hating as much as adoring each other.

The Four Artist-Kings/Queens (Tetrarchs)

Name Domain Actions Rilical Family
iôHôiWhirling (Electromagnetism)Hôi (Riliôh→Rilhôi, attraction) / iôH (Rilhôi→Riliôh, repulsion)Aèmrils (Whirling Forms/Airs)
sôIôsTension (Gravity)Iôs (fall) / sôI (elevation)Ormrils (Emotional Forms/Emotions)
môSômAlignment (Light)Sôm (appearance) / môS (disappearance)Esthrils (Manifesting Forms/Phenomena)
hôMôhTorsion (Transmutation)Môh (change) / hôM (persistence)Stadrils (Freezing Forms/Solids)

World Context

The Region: Iäoduneï

The default setting is Iäoduneï (also written Iâodunaï): a land of snow-capped dunes, burning waters, and central mountains. Population ~200,000 over 232,000 km². Main locality: Mangroves d'Hylothermes (Hylotherme: carmine-leaved mangrove trees; Nomachome: nomadic caravan-villages).

Key Locations

  • Dla'Adur — Largest Nomachome settlement
  • Lumioleï — Second major site
  • Monts Ajolum — Central mountains
  • Déserts Soufflés — Desert region
  • Grands Lacs Thermaux — Tuhial, Eos, Daghol

Main Factions

Slaadéens: N'la-Fatch (artistic high family; Felichrem, Iossolam), Souk'mans (discreet infiltration), Braisois (sedentary, Heptahalie cult). Others: Rophanes (microcity-states), Daïnumes Aristois (varied communities), Aïozhan & Zoluzhan Gomb (syndicates), Ennakleis (illegality), Jademarche (unpopular causes).

Conflicts

  • Economic: Hunter-gatherers (Slaadéens) vs Pastoralism (Aristois) vs Agriculture (Ylfes des lacs)
  • Cultural: Nomads vs Sedentary / Semi-sedentary; techno-traditionalism (Gens vs Choses)
  • Religious: Heptahalie vs Oratoire Kaïaste vs Nomê Aristois vs Hahalumullio Ylfe

Universe

10 Unique Peoples

Each People has their own morality (driving them insane from you), cultures (struggling against each other), and unique racial traits (distinguishing them from others).

Yômmes
Aristois Trèpharchie (Sovereign Growth)
Monte-FoudresFleurisDes SoufflesAmbrés
Griscribes Mignusophie (Nested Wisdom)
ArboricolesSaute-BrumesLimnicolesD'Eau
Navillis Olbôphélie (Devoted Felicity)
CarminPétricolePerce-Vague
Méridiens Etéathlie (Competitive Authenticity)
SylvainsDes MontsMarche-Rêves
Yôrres
Hauts Ylfes Edapoèsie (Creative Competence)
De LunesDes Plaines
Ylfes pâles Hiéragogie (Sacred Direction)
CollinicolesChromatiquesPastoraux
Ylfes des lacs Mellophrônie (Ingenious Volition)
Mâche-TroncsTroglodytesDanse-Feuilles
Iqqars Égonexie (Extrinsic Intimism)
HautsBas
Bêstres
Slaadéens Thrasonirie (Dreaming Audacity)
Sydru-kalWijriolHlabayanFelichremIossolam
Tchalkchaïs Echothysie (Sacrificial Altruism)
ElesihinOrdolÎohadamNuôtarjoyIkrayad
Character sheets 2
Table of Calendar Symbols

The rules and sheets are designed to be mechanically elegant however complex they may appear at first glance.

How ?

Each rule is modular, solving a variety of situations in a logical manner (WITHOUT having you to refer to a table).
It was made for those of us sick of abstract and messy restrictions, YET who still want our decisions to be mechanically impactful rather than wished.

Hence the fundamental keyword for this ruleset:

FREE-FORMING

This allows you to create your character throughout the first sessions, as if unfolding naturally, because each rule block is modular (independent and optional), rather than a dense weave of contextual rules.

10 Races…

With their own morality (driving them insane from you), cultures (struggling against each other), and unique racial traits (distinguishing them from others)

…8 Worldviews

Organically emerging from also 8 attributes, seasons and types of challenges (from fights to debates), ailments (from wounds to resentments) & environments (from pressure to radiation)

24 Classes…

As unrestrictive symbols rewarding your roleplay, and 24 actions (from crafting to tracking), to always find new ways to deal with the world

…Up to 72 Skills

Gradually discovered through play to avoid choice paralysis, with many specializations for each, to further your eccentric builds

Dice
Struggle
Mark
Realize

Roll a dynamic dice pool…

Starting with a pool of 5 "fudge" dice (marked +1/0/-1, which can be made from normal 6-sided dice), increase it with positive or negative dice, representing your character's experience or his ailments.
These extra dices shape the chances of reaching the extremes of the character's limits, which are altered by simple modifiers (such as +3 or -2) with equipment or physical growth.

FATE Dice pool
  • With the total typically ranging from -5 to +5, the readings are clear, the calculations simple, and outcomes realistic.

The Dice (dD)

Discordant Dice (dD): 3-sided dice: +, -, 0
Result of a roll: Number of + minus the number of -
Example: ++-0- = 2 - 1 = +1

Attributes

…Realize your failures

Every failed struggle marks your character in proportion to the failure, generating experience in the skill used. What doesn't kill you will make you stronger.
With 10 marks, you realize something about this skill, which can be spent to any other realized skill. The closer the skills are in relation, the more free marks you gain in them, as each learning overlaps (fighting armed, for instance, also teaches you a bit about fighting unarmed).

  • You will gain +1 Die in the skill (boosting your chances), +1 Die on one of its specializations ("tracking" can use scent or foresight), and +.1 in its related attribute (increasing your limits), as well as unlocking feats at certain milestones.
Symbol coin

…eternally returning over ever increasing struggles…

Embrace suffering to ASSERT YOUR WILL, for you will grow through your recovery.
Ailments organically shape and refresh gameplay as well as gamemastering, presenting different burdens (a wound impacts physical tasks heavily, while resentment hinders mental focus) in varied conditions (from floods and landslides to firestorms and snow blindness, or suffocating darkness and abysmal pressures).

– of One against Many, and Many against One –

Alignments have been thought anew for a world beyond relativism and dogmatism :

The Discording Tales of many Goods and Evils.

People
Things

Everyone and Everymany have their own perspective about People and Things, the world studded with countless power struggles across kinds and kingdoms all seeking to rule over one another.

From suicidal generosity to sustainable cannibalism, these kings and beggars proliferate and flourish… Because their reasons to be (by fate or not) Exult life beyond mere survival.

Traits & Values are clear one-liners (acted upon oneself up to a whole nation) for your character to keep it all together when the world alienates him through its enmaddening suffering.

There are 8 discordant perspectives (from Success or Faith to Generosity or Survival), through which you can (optionally) heal your insanity and resentment, but other Traits & Values can be found as well (through your estranging racial morality, your growing personality, or perceived social roles for example).

Reward the strong, Spend on pleasures, Share to the weak, or Test a weapon
You'll suffer from your actions upon the world,
But recover from what it did to you.
You may want to change…
But without a scar ?

And MUCH, much more !

Such as swiftly generating and playing through different scales of…

  • TIME (from second-by-second to year-by-year)
  • SPACE (from anywhere to wherever and for however time)
  • ENCOUNTERS (from a lone creature to a walking army, admiring or hating you, in opulence or the most dire situation, and holding the keys to your quest or secretly working against you)
Encounters

The 8 Attributes

Each attribute links to three aptitudes. Together they define what your character can attempt and how far they can go.

The 8 Types of Conflicts (Gameplay)

The system proposes 8 types of gameplay directly linked to the 8 Aptitudes. Use a "Key" (tool, knowledge, contact) to obtain the Object or pass the Obstacle in any conflict type.

Battle Power

Kill or Destroy and take the Object

Kill or Destroy the Obstacle and pass

Infiltration Ease

Steal the Object here and in discretion

Slip through the Obstacle

Craft Precision

Make the holder abandon the Object

Diversion or lure the Obstacle

Feat Athletics

Take by force the secured Object

Dodge or Overcome the Obstacle

Corruption Charisma

Trade the Object for a need

Corrupt or Defeat the Obstacle

Enigma Reflection

Find the Object elsewhere

Find a solution to the Obstacle

Investigation Detection

Pillage a cache of the Object

Find a flaw in the Obstacle

Debate Domination

Convince to give the Object

Convince the Obstacle of passage

Ruleset

Discover the free-forming system where failure becomes progression

Character Creation

Character Révélation has 3 fundamental steps, then a choice of path.

  1. A) Caractéristiques — Origin, People, Race, Sex; base attributes
  2. B) Individuation — Adjust attributes (+2, +1, 0, 0, 0, 0, -1, -2 or dice)
  3. C) Récit — Reason for Awakening, Caste, Story (18 Récits); optional Attache & Héritage
  4. Then choose: Remémoration Créatrice (deferred, in play) or Révélation complète (before first session)

A) Caractéristiques (Characteristics)

Origin → People → Race → Sex

Pick Origin (Yômmes, Yôrres, Bêstres), then a People within it, then one Race within that People, then Sex (♂ / ♀ / Intersexe where applicable). Base attributes come from People (by sex) + Race. Default: Young (20–30 years), normal Taille, Stature, Gras for the People.

  • Yômmes: Aristois, Griscribes, Navillis, Méridiens
  • Yôrres: Hauts Ylfes, Ylfes pâles, Ylfes des lacs, Iqqars
  • Bêstres: Slaadéens, Tchalkchaïs

Example races: Aristois → Monte-Foudres, Fleuris, Des Souffles, Ambrés. Slaadéens → Hlabayan, Sydru-kal, Felichrem, Iossolam, Wijriol.

Base attributes (Peuple + Race + Sex)
ExampleFORAGIDEXVIGEMPPERCRÉVOL
Aristois ♂ Monte-Foudres0-1-1-10+10+2
Slaadéens+2-3+1+2-3+1+1+1
Tchalkchaïs ♀-4-1+3+3+5+4-5-5
Optional: Variation des Caractéristiques (5×10dD)

To deviate from the norm: roll 5 times 10dD (no keep-5) for Niv of: (1) Âge, (2) Sexe, (3) Gras, (4) Stature, (5) Taille. Result 0 = People norm. Each Niv modifies attributes per the book tables.

10dDÂge10dDSexe
-10 à -5Childhood0 à +8
-2 à +1Youth / Adult+9 à +10Intersexe
+2 à +5Maturity / Old age-10 à -1
+6 à +10Anciency / Venerable

B) Individuation

Starting from the attributes from A, diversify with one of the following. Quick (no dice): assign exactly +2, +1, 0, 0, 0, 0, -1, -2 to the 8 attributes. Final = base from A + this. Then multiply each Niv by ×10 for the sheet. ±5 Niv vs People norm = EXTRÊME; -6 or below = fatal. Gregarious Peoples: -8 N per Niv de Gouvernance.

Other methods: réaliste, équilibrée, contrôlée
  • Variabilité réaliste: 8× (10dD/2), add each result to one attribute.
  • Variabilité équilibrée: Total of 8 attributes = 0; adjust Niv to match.
  • Variabilité contrôlée: 20dD → Degrés to spend per table below.
Niv Atb / Coût en Degrés / Coût Total
Niv AtbCostTotal
-5-5-15
-4-4-10
-3-3-6
-2-2-3
-1-1-1
00
+1+11
+2+23
+3+36
+4+410
+5+515

C) Récit (Story)

1. Raison d'Éveil (Reason for Awakening)

Roll 5dD + 1d6 (or choose) to determine why the character leaves their life. Use the table below.

Raisons d'Éveil
5dDExamples
0Flee economic pressure, Earn money, Delivery, Escort, Flee family, Seek healthy climate
±1Maintain roads, Open business, Flee marriage/pregnancy, Hunt, Mine resources, Mediation
±2Explore ruins, Learn secrets, Nomadic work, Patrol, Art/history research, Religious fervour
±3Raids, Military transfer, Flee accusation, Build community, Save/convert, Observation
±4Adventure itself, Disinheritance, Follow visions, Assassination, Flee persecution, Rumours of wealth
±5Create routes, “Because it's there”, Family pressure, Rescue, Explore new places, Conversion
2. Caste & Récit (18 Récits)

Your highest Attribute determines your Caste. Each Caste has 18 Récits (3×6). Roll d3 = sous-caste, d6 = Récit. Récit doubles CT dice when it fits; if 0 Dé, +1 Dé. Optional: 10dD/2 for another Caste.

8 Castes ↔ 8 Attributes
CasteATBSous-castes
WarriorsFORChampions | Mercenaries | Soldiers
RangersAGIVagabonds | Survivalists | Dissidents
ArtisansDEXSuppliers | Makers | Engineers
WorkersVIGExtractors | Carriers | Producers
AidesEMPSupporters | Entertainers | Revelers
MerchantsPERBureaucrats | Merchants | Charlatans
ScholarsCRÉResearchers | Sages | Artists
PriestsVOLMages | Cultists | Guides
Optional: Attache de Récit & Héritage

Attache: Draw or choose an Attache linked to your Récit (sous-caste and alignment -, 0, +).

Héritage: Roll 5dD. If ±3, ±4 or ±5: 3dD for type, 5dD for value X. Total all attributes after A, B and Héritage.

After the 3 steps: choose your path

Remémoration Créatrice (Creative Remembrance)

Deferred revelation in play: the character has “amnesias” and recovers memory over 8 aspects across sessions. First session: Symbole, Dés Éduqués/Exprimés, Marques gratuites. You choose as you become aware of needs through play.

A) Experience

Life experience — skills learned.

B) Integrity

Values and traits that guide decisions.

C) Society

Possessions and wealth.

Révélation complète (before first session)

Finalise before first session.

  • Symbole: nature, essence, destiny, passions.
  • Éducation: Familial +3D, Éduquées, 10 Dés Éduqués.
  • Expression: 10 Dés Exprimés.
  • Valeurs: Moralité +6D, Motivation +3D, Personnalité +1D.
  • Traits: Socialité, Disposition, Passion.
  • Titres, Langues, Richesses.

Progression

The magic (Rilie) emerges from the emotions of a goddess eternally tormented by 4 cosmic forces. Your personality is mechanical: Values heal Madness (Folies), Traits heal Grudges (Rancœurs). Experience flows from failure into Marques, Éprouver, and Réalisation; suffering accumulates as DS and is healed by Repos, treatments, or sacrifice of Values/Traits.

Marques d'expérience
  • +1 Marque per Échec in a Revealed CT.
  • +5 Marques on Critical failure (Astragale).
  • +1 Marque per 10 Labeurs of training.
  • Marques fill the CT used; max 10 (minus Eternal Marques) → Éprouver.
  • Eternal Marques (Éduquées, Symboliques, Passionnées): never erased; reduce Marques needed to Éprouver.
Éprouver & Réalisation

10 Marques (minus Eternal) = CT Éprouvée. An Éprouvée CT can be Réalisée at any moment. On Réalisation:

  1. +1 Dé to that CT; Marques erased (except Eternal).
  2. Free Marques to spend elsewhere = current Niv of the Réalisée CT; cost by distance (see table).
  3. +1 to one linked ATB (or exchange 5 free Marques for +1 ATB).
  4. If new Niv: +1 Potentiel d'Action, Découverte; 5th Niv of any CT reduces 5 DS on the roll. If Degré only: +1 Maîtrise (MT), max MT = Niv of that CT.
Cost of free Marques
TargetCost
Same Action-1 M
Same Aptitude-2 M
Same ATB-3 M
No link-4 M
Exchange for +1 ATB-5 M
Distinction & Découvertes

Distinction = sum of Attribut levels. +1 Distinction when an Attribut gains +10. At each: one of 4 Attribut Découvertes; 5th → extreme Découverte.

Symbole

Aptitude where you spend most Dés Exprimés → Symbolic; other two → Fascinante, Intéressante.

  • Symbolic: 3 Actions underlined; 3 Eternal Marques (Symboliques) in CTs of those Actions.
  • Fascinante: 2 Actions underlined; 2 connected Marques in CTs.
  • Intéressante: 1 Action underlined; 1 Marque (vertical stroke) in CTs.
Dés Éduqués & Exprimés

10 Dés Éduqués: 3×+1, 2×+2, 1×+3 (People/Race/Family). 10 Dés Exprimés: spend in play. Eternal Marques: Familial 3, Racial 2 each, Popular 1.

Élan (Vital/Morbid)

Élan: dice on all rolls. Initial +1 or 5dD + Distinction. Modified by RESSENTIMENT (reduce Élan) / CONSENTIMENT (Valeurs/Traits roll → +1 Élan per Dé healed). -5 / +5 Élan: special rules.

Maux (Wounds, Bonds, Madness, Grudges) vs Besoins (Fatigue, Deprivations, Addictions, Illnesses).

Suffering Attribute Resistance
WoundsFORR[Blessures]
FatigueAGIR[Fatigues]
BondsDEXR[Entraves]
DeprivationsVIGR[Disettes]
AddictionsEMPR[Addictions]
IllnessesPERR[Maladies]
MadnessCRÉValues
GrudgesVOLTraits
Résistance

Passively absorb DS = Niv Resistance CT + equipment. No roll. Excess failures → DS + Marque in that Resistance CT.

DS

DS from ATB 3 & 2 subtract from CT/MT dice on that Aptitude's rolls.

Séquelles
DSNivEffect
+1 or +21No Séquelle
32Passagère: +1 DS adjacent
63Durable: -1 ATB until healed
104Permanente: -2 ATB or -1×2
155Fatale

Physical = Infirmities; psychical = Excentricities. Optional: DURETÉ, PITIÉ, INSTINCT.

RESSOURCES

After each Jet de Repos: exchange 1 DS (Mal ↔ Besoin) for Jours de souffrance.

After NdT 5 - Niv: jet 5dD + Resistance - ALL DS + APT. Failure → +1 DS, +1 Marque; success → remove 1 Jour. Éveilleur points own → +X Dés, +X Marques.

  • Saignements: test every 5-X NdT.
  • Exténuements: encumbrance → Épreuve.
  • Infections: after X-5 NdT.
  • Intoxications: 5-X NdT.
  • Désirs: 5dD + Resistance - all DS vs Niv.

10+ total DS → Rage (1d6; 6 = Guider). 15+ → Unconsciousness / Defeated. Defeat table; lose possessions.

Healing over time

Jet de Repos (daily or by NdT) → Jours healed; modified by Resistance, DS, environment, rest, food/drink.

Soutiens, Surdosage, Restaurations.

Treatments by Niv (1–5) per Souffrance. Keywords:

NivFORAGIDEXVIGEMPPERCRÉVOL
WoundsFatigueBondsDepriv.Addict.IllnessMadnessGrudges
1Disinfect, Herbs, RestCool/Warm, ClothesStimulant, RestChew, Meal, WaterCalm, SupportSoothing, HygieneSacrifice NdV +1Sacrifice NdT +1
2Block, BathFan, Shade, RestTonic, MassageDigestive, FeastSubstitute, SupportImmunisingNdV +2NdT +2
3Coagulant, Rest roomWalls, SilkRest room, SpringConcentrated, IsotonicEuphoricMedicinal, ElixirNdV +3NdT +3
4Repair, Retreat, IVBaths, Auto-ventRetreatIV feed/hydrateAdaptogenPurging, ExposureNdV +4NdT +4
5Surgery, ReviverIce/Stone, Auto-coolAdrenergic, SleepSuppressant, IVSuppressionTailored medicineNdV +5NdT +5
Folies

Folies: treat with Valeurs — sacrifice Niv de Valeur = Niv of suffering.

Rancœurs

Rancœurs: treat with Traits — sacrifice Niv de Trait = Niv of suffering.

Combat System

Combat is part of the larger 8 Types of Conflicts, each tied to an Aptitude. This section covers Bataille (Puissance). Combat runs in real-time—no turns. Time is measured in Clins (1/3 second). Everyone acts simultaneously; Proactions and Réactions accumulate Niv d'Ébranlement, which penalizes your rolls.

Glossary

  • Clin — 1/3 s
  • Clin d'Alerte — when you can act proactively
  • Proaction — multi-Clin action
  • Réaction — defensive response
  • Niv d'Ébranlement — shock level
  • Honoration — ritual action

Quick reference

  • 1 Clin ≈ 1/3 s
  • Niv d'Ébranlement = Réactions + Mouvements
  • Block / Parry / Dodge at last Clin of attack

Time "blinks" (flows Clin by Clin) for everyone at once. Those whose Clin has not yet reached their Clin d'Alerte are Surpris and can only Réagir.

Roll Vigilance [Détection] minus 5 minus X for Alert. Situations: Alerté (0), Préparé (+5), Inattentif (-3), Bouleversé (-10).

  1. You can always Réagir to any action, unless unconscious.
  2. Clin d'Alerte determines when you can Proagir.
  3. You can cumulate Réactions during one Proaction; they add Niv d'Ébranlement.

Initiative: Roll 1dD to see who declares first when two conflict at the same Clin.

Proactions span multiple Clins (e.g. Reload, Attack). Declare and note the Clin they resolve.

Recharger: ammo/weapon to hand; nock if ranged. Attaquer: charge then release; at last Clin, Attack roll.

Multiple Proactions: Niv d'Ébranlement × Proactions × targets. Ranged = arming Clins only; melee/jet = half arm, half strike.

Réactions at the last Clin of the enemy attack. Each extra Réaction on that Clin = -1 Niv d'Ébranlement.

  • Bloquer — Puissance [Neutraliser:(Dés)Armé] + Parade = X. Absorb X Échecs against X Durabilité of the weapon (max = Inertia).
  • Parer — Précision [Manier:(Dés)Armé] + Parade = X. Avoid damage; X Succès = -X Clins to current or next Proaction (counter-attack or chain).
  • Esquiver — Aisance [Réagir] = X. Avoid damage; X Succès = +X Mouvements, free Case, or 1 Clin Récupération. Réaction from left/right case blocks Réaction to the opposite side that Clin.
  • Déplacer — 1|2|3 Cases per Clin (Marcher / Courir / Charger). +1N / +2N / +3N Ébranlement. Must Marcher 3C before Courir, 6C before Charger (and slow 6C→Courir, 3C→Marcher). Cannot Charger from behind (Tourner once first). Course/Charge add Vitesse to damage if moving same direction.
  • Déployer — +0.5 Portée over X Cases in 1 Clin; occupy until next Clin. +X Niv d'Ébranlement per Case (limit = Niv Taille + 1). Stops Déplacer.
  • Sauter — X Cases (height + length) by Vitesse over X Clins (Athlétisme [Efforcer]). +X Niv d'Ébranlement per Case. +1N damage per height Case. Can swap length for height. No Déplacer while airborne; can Tourner (up to half-turn).
  • Tourner — 90° per Quart de Tour. +X Niv d'Ébranlement per Quart. One Réaction covers left OR right; no Réaction from behind.

Default: Neutre.

  • Offensive — -1N Dévier/Esquiver, +1N Attaquer/Engager
  • Défensive — -1N Attaquer/Engager, +1N Dévier/Esquiver
  • Harrassante — -XN to your Attack, -1N to X Enemies' Attacks
  • Protectrice — -XN to your Attack, +1N to X Allies' Attacks; center to hinder Enemies or help Allies at Portée

Each extra Niv d'Action (Réactions, Mouvements, Proactions) = -1 Niv d'Ébranlement that Clin. It clears next Clin unless you keep acting. No Réaction: 5dD - Taille - Stature - Ébranlement vs attack.

Every -10 Clins: Jet de Souffle. With no Ébranlement you can:

  • Souffler — 1|2|3|4|5 Clins in a row → +1|3|6|10|15 Dés to next Jet de Souffle (can be interrupted).
  • Équilibrer — 1|2|3|4|5 Clins in a row → restore 1|2|3|4|5 Manœuvre level (Immobilisé→À Terre→Projeté→Poussé→Saisi→Libre). Manœuvre levels recover automatically after X Clins if the enemy doesn't maintain them.

Ritual/symbolic actions; linked to Rilie. Cost in Clins (see table).

  • Échelle tactique — Individual combat; precise actions.
  • Échelle stratégique — Group combat; command and coordination.
  • Échelle opérationnelle — Large-scale battles; troop movements.

Reference tables

Clins of Action in Combat

(Inertia = I, Clins = C)

ActionCost / Notes
Wield= Personal weapon; -1C Mastered; -2C Unknown
DrawI Clins; I/2 one hand; I×2 two hands
ReloadIn bag/ground -10C → quiver -6C → hand -3C → finger -1C. Ease [Coordonner] = X Clins (min 1)
AttackClins = weapon IRT − Power (min 1). Mechanical (I×1…10); Corporeal (×I); Auto (X/1C)
Aim+1|2|3|4|5 Attack dice vs -1|3|6|10|15 Clins
Honoration-15|10|6|3|1 Honoration dice vs -1|3|10|30|100 Clins
OtherFree -1C; Fast -3C; Simple -10C; Complex -15C
Types of Action
TypeSummary
PROactionsAttaquer définit l'Épreuve ; jet Puissance [Frapper/Tirer] ; Succès pour dégâts/localisation/manœuvres
RéactionsBloquer (Neutraliser+Parade), Parer (Manier+Parade), Esquiver (Réagir) — au dernier Clin de l'attaque
MouvementsDéplacer 1|2|3 Cases/Clin ; Déployer ; Tourner ; Sauter — chacun ajoute Niv d'Ébranlement
PosturesNeutre, Offensive, Défensive, Harrassante, Protectrice
Action Potentials in Combat
Aptitude / ActionEffect (summary)
Puissance / Frapper+X cibles traversées ; +5×X dégâts contondants réorientés
Puissance / Neutraliser+X Blocages sans Ébranlement ; +X Niv Gêne
Puissance / Tirer+X portée ; +5×X dégâts contondants
Aisance / Réagir+X Esquives sans Ébranlement ; +X Niv Alerte
Aisance / Dérober+X taille objet volé ; +X Ruses
Aisance / Coordonner+X Proactions/Quart sans Ébranlement ; -X Clins Proaction
Précision / Manier+X Parades sans Ébranlement ; +X Dés visée sans Clins
Précision / Fignoler+X Niv ou D6 Localisation ; +X Bottes
Athlétisme / Traverser+X Vitesses sans Ébranlement
Athlétisme / Efforcer+X Sauts sans Ébranlement ; +X Lutte
Athlétisme / Manœuvrer+X Déploiements sans Ébranlement ou +X Cases
Détection / Dépister+X attaques prédites ; +X Niv Ébranlement cible révélée
MELEE WEAPONS — Length / Structure / Balance
LengthStructureBalance
+0…0.5 : Peaume (Couteau, Bouclier, Gourdin)Empoignée (Dague, Épée, Ceste, Bouclier)Pommeau (Bouclier, Dague, Épée, Espadon, Fouet)
+1…1.5 : Bras (Épée, Marteau, Hache)Emmanchée (Lance, Marteau, Hallebarde)Centre (Bâton, Lance, Double-lame)
+2…2.5 : Corps (Lance, Espadon, Hallebarde)Enliée (Fouet, Chaîne, Fléau)Tête (Hache, Masse, Hallebarde)
Faces (CTD / TRC / PRF)

Flat→Hammer; Round→Mace; Blade→Sword; Edge→Rapier; Tip/Point→Lance, Arrow. Pommel weapons: often 2 TRC + 1 PRF.

Traits

Multi-head (+X IRT or -1 DRT), Guards (+IRT & +GRD), Hooks (+MNV, -DRT), Rigid/Flexible, Refinement, Flare. Improvised: ×2 IRT and ×2 DRT (negative).

ArmePRTIRTDGTAGMDRTPrix
Mains nues00C+0050-
Couteau (rigide, 2 têtes)T P-1-13
Bâtons rotatifsP--115
Anneaux-griffesP110×2
Poings / Gantelets cloutés1C+ P--1-13
Dague de pousse1T- P-1-15
Targe0.53C13410
Bouclier14C23315
ÉcuC P-120
Bouclier-cloche1.55C34225
Pavois6C540
Bouclier de duel27C P-451-150
ArmePRTIRTDGTAGMDRTPrix
Dague0.52T- P-124010
De parade (croches, +garde)3T- P-235-215
Poignard (affiné)1P---115
Épée13T- P-223030
Machette (rigide, -garde)2T+ T--31-110
Espadon1.54T- P-322-140
Rapière (affiné)2P---125
ArmePRTIRTDGTAGMDRTPrix
Pipe de métal0.51C1155
Petit bâton12C2141
Lance (2 têtes)T-- P--110
Bâton de marche1.53C3232
Long bâton24C4223
Marteau de guerreC+
Hache d'armesT+
ArmePRTIRTDGTAGMDRTPrix
Lance longue
Hallebarde
ArmePRTIRTDGTAGMDRTPrix
Javelot
Arc
ArmePRTIRTDGTAGMDRTPrix
Lancer (voir Armes de Jet)
ArmePRTIRTDGTAGMDRTPrix
Fouet
Chaîne
Location (spend Successes)
Success123456
+0Ne pas viser précisément ; toucher où possible
+1DosBras DJambe GJambe DBras GTorse
+2NuquePoignetCoudeMainAissellePied
+3Dos crâneTêteTendon AchilleAineOreilleReins
+4MâchoireNezCouŒilTempePlexus
+5Point précis (×3→×2 dégâts)
+X+XD6 au jet Localisation pour choisir parmi plusieurs dés dans la catégorie
Manœuvres

Grapple (unarmed), Boots (armed), Ruse (general). More Successes = more manœuvres possible. Manœuvre Niv 1–5: Seized, Pushed, Thrown, Prone, Immobilised; recovery in 1–5 Clins or Équilibrer.

Strikes (orientation in melee)
TypeEffect
(F)rontale +1SDégâts de l'arme (base)
(L)atérale +2SDégâts + X Inertie par X Cases d'écart
(G)lissement +3SDégâts OU Manœuvre (face d'arme) ; +X Clins à la prochaine Proaction
Padding (armour) — 1st Class
TypeDice absorbedCTDTRCPRFERTPrice
Peau🛡 vs CTD1112100
Couche add.+1+1+1+1+100
Gambison🛡 vs PRF4432200
Durci (sel & melhygre)+1+1+0.5+10
Mailles (2ème cl.)🛡 vs CTD1534500
Brigandines🛡 vs PRF3333600
Plates (3ème cl.)🛡 vs TRC55551500

Magic System (Rilie)

Magic (Rilie) is born from interaction with the Rils, orchestrated by four cosmic forces. No listed spells — magic emerges from ritual interactions, linked to your Symbol and Values.

Most cultures believe in a concave universe (Cytocosmism): infinite continuity; the world is cords of two strands whose knots are the Rils.

Ô (Monde / Localisation) — the ultimate Rildée (URRILDÉE), the rilique spirit forming all forms, eternally swayed between pain and relief, orchestrating the HISM.

WÔM (Temps / Compte) — Ô's twin, far off, reconciling all by judgment and setting the extent of each realm.

HISM (Forces / Actions-à-Distance / Magie) — the dance of the assembly of tetrarchs. Hôi knots Ô, Iôs stretches Ô, Sôm aligns Ô, Môh twists Ô; the Zimwis undo when the Siôiz stray.

Éo (Électrisé): first son of Ô, weaves Corps (Membrane). (Magnétisée): first daughter, animates Cœur (Noyau). ÉoÀ: unifying cord, weaving the web that binds all riches.

iôHôi, sôIôs, môSôm, hôMôh — the four artist-kings-and-queens of Ô.

TétrarqueEpithetDomainFounding actionInverse (Zimwis)
iôHôiFoudroyé-ParfumantTournoiement (Électromagnétisme)Hôi: assemble Riliôh → Rilhôi (masse), attractioniôH: délie → Riliôh, répulsion
sôIôsOndoyé-MiellisantTension (Gravité)Iôs: réveille Rilsôi → Riliôs (mouvance), chutesôI: endort → Rilsôi, élévation
môSômÉboulée-FlorissanteAlignement (Lumière)Sôm: aligne Rilmôs → Rilsôm (visibilité), apparitionmôS: cache → Rilmôs, disparition
hôMôhEmbrasée-GivranteTorsion (Transmutation)Môh: embrase Rilhôm → Rilmôh (miction), changementhôM: fige → Rilhôm, persistance

HAEL (Sol / Terre): fortress of impenetrable rock, guardian of the mysteries enclosing Ô. FÉOS (Ciel / Cosmos): realm of the purest airs. The eight lunar Rildées (WYTHSMÂH) appear on the 5th, 10th, 15th, 18th, 24th, 30th, 36th and 45th (last) day of each Season; all attributes of Hael's societies depend on them.

OrdreNomAttributsFamille rilique
1WährosForce, Réussite, Guerre, IntrépiditéAèmrils (Airs)
2YekkwuîAgilité, Liberté, Survie, ImpétuositéHygrils (Liquides)
3TëhkswenDextérité, Exploration, Artifice, IntégritéStadrils (Solides)
4HsæwâlVigueur, Tolérance, Plaisir, FidélitéPhysrils (Végétaux)
5SamianâEmpathie, Générosité, Poésie, PitiéZoosrils (Animaux)
6MinzhijëPerspicacité, Assurance, Foi, ImpartialitéEsthrils (Phénomènes)
7ÂpsebjumCréativité, Fondation, Rite, SincéritéNoûsrils (Idées)
8HwëthiozVolonté, Pouvoir, Sortilège, DignitéOrmrils (Émotions)

ÛRDHWAUDÂM: first temple, seventy-two towers. Seven stellar Rildées (wandering stars) also exist.

Ril-cendrées: Corps (Éo) + Cœur (oÀ). United = graspable; separated = evasive.

  1. Rils-cendrées — solitary base forms; become the Rils of the world (beings, objects).
  2. Rils-moindres — pure families (rocks, liquids, airs).
  3. Rils — distinct mixtures (minerals, oils, perfumes); insects, bushes, cattle, ourselves.
  4. Rildées — tutelary forms (forests, oceans, star-motions); can move regions or cities with a nod.
  5. Rildées-majeures — govern mountains, oceans, deserts, kingdoms.
  6. Rildées-astrales — order rhythms, values, seasons (Hael, Féos, eight Moons, seven stars).
  7. Tétrarques de l'HISM — manipulate every Ril-cendrée and Rildée-astrale without being Rils themselves.
  8. Ô (URRILDÉE) — the rilique spirit as a whole forming all other forms.

Siwômiz: illuminated forest; Rils are its flesh. Siôiz and Zimwis: wandering, disembodied reflections.

RILIE: magic, unexplained phenomena, mediators of Actions-at-Distance; what comes from nowhere and without cause.

Formula: INITIAL + Niv d'Effet + 1 or 2 TYPES. See Honorations table and Honoration cost (Clins) below.

Eight families and their linked MAUX (Souffrances). See Sacrifices table.

Victime (NdV), Offrande (Taille+Quantité), Serment (NdT). See table.

Niv Ril 0–5. Équilibre: cost and avoidance per family. See full table below.

Circles depend on Distance, Quantité, Taille, Durée (Niv -2 to +8). See table below.

Prêtre: prepares Cercles/Sacrifices. Power: reduce one group Honoration by 1 Cercle.

  • Rilie must be revealed as a Competence.
  • NdT not sacrificed: offense malus -1 per Symbole.
  • Costs: time, resources, Souffrances, Honorations.
  • Sanctuaires: +1 Marque in associated Revealed Competence (sacrifice).

Reference tables

Four tables, one per Tétrarque. Formula: INITIAL + Niv d'Effet + 1 or 2 TYPES.

1. Honorations Hôi (iôHôi) – Accumulation / Dispersion
CercleEffet typeFamilleType d'effet sur le Ril
C1Effet de Niv 1 (ex. Sécher/Pourrir d'1 Niv)AèmrilsConcentrer / Dépressuriser ; Former / Dissiper
C2Résister / Affaiblir d'1 Dé d'une SouffranceHygrilsAbsorber / Déverser ; Mouiller / Sécher
C3Guérir / Infliger d'1 Dé d'une SouffranceStadrilsAmasser / Éparpiller ; Compacter / Affaiblir
+XPar Niv additionnel (+3 = +3 Niv ou +6 Dés, etc.)Phytrils(Ré)Générer / Pourrir ; Croître / Vieillir
Zoosrils
EsthrilsExtrapoler / Nullifier ; Apparaître / Disparaître
NoûsrilsInvoquer / Purger ; Éveiller / Endormir
OrmrilsAugmenter / Réduire ; Fabriquer / Déconstruire
2. Honorations Iôs (sôIôs) – Perception / Cache

INITIAL + Qui + Quoi

CercleEffetNIVQuiQuoi
C1De la Présence | l'Apparence | la Localisation0Un Ril Lié | Un Ril À nous | Un Ril venant De nousPrésence de X chez le Ril ; Vigilance mentale de X
C2De la Propriété d'un Ril+1Ril de la même Famille / Ril Inconnu | Traces du Ril / Un Ril au sein d'Autres RilsNiveaux du Ril ; Instincts de Survie du Ril
C3Communication avec un Ril (ou la brouiller)+2Un Ril d'un Type SpécifiqueIntuition d'une Action ou Conséquence future du Ril
+XS'il ne peut pas être Ressenti par nos sens+3 à +5Un Ril Individu SpécifiqueCe que le Ril Touche ; Son Entourage | Son État ; Ce que le Ril « Voit » ; Ce qui est Connecté au Ril
3. Honorations Sôm (môSôm) – Mouvement / Immobilisation

INITIAL + Rapidité + Emprise + Distance

CercleEffetNIVRapiditéEmpriseDistance
C1Horizontal0MinimeDésorientanteAutour de soi
C2Vertical (lévitation/apesanteur)+1Douce, NaturelleAltérant un peu, DésentravéeÀ 10 mètres
C3En Toute Direction (comme désiré)+2À la Puissance PréservéeMinutieuse, PréciseÀ 100 mètres
+X+3Rapide, Violente, RepoussanteParalysante, AnimanteÀ 1'000 mètres
+4Extrême, ProtégeantManipulant, OrdonnanteÀ 10'000 mètres
+5InstantanéeContrôle TotalÀ 100'000 mètres
4. Honorations Môh (hôMôh) – Préservation / Échange

INITIAL + Quoi + Comment + (de/en) Quoi

CercleEffetNIVQuoiComment(de/en) Quoi
C1Un(e) seul(e) Propriété, Effet, ou Détail0Ril SeulMême essence (fruit-bois, eau-glace)Ril Seul
C2Majorité des Propriétés, Effets, ou Détails+1Rils SéparésMême Famille (roche-écorce-métal)Rils Séparés
C3Totalité des Propriétés, Effets, ou Détails+2Ril MélangéAutre Famille (Ormrils → Aèmrils)Ril Mélangé
+XPar distance de transformation riliqueOrmrils → Aèmrils (+1), en Hygrils (+2), etc.
Sacrifices & Réciprocités Riliques

8 families, MAUX, Niv Ril 0–5, Victime / Offrande / Serment

FamilleDomaineMAUX
AèmrilsFormes virevoltantes, airs, chaleur, froidBlessures
HygrilsFormes ondoyantes, liquidesEntraves
StadrilsFormes figées, minéraux, solidesFatigues
PhysrilsFormes croissantes, végétaux, fungiDisettes
ZoosrilsFormes se mouvant d'elles-mêmes, animauxAddictions
EsthrilsFormes manifestantes, propriétés des chosesMaladies
NoûsrilsFormes imaginantes, croyances, moralités, habitudesFolies
OrmrilsFormes émouvantes, émotions, mémoires, consciencesRancœurs
Niveaux de Ril (0–5)
NivAèmrilsHygrilsStadrilsPhysrilsZoosrilsEsthrilsNoûsrilsOrmrils
0Soupir, Courant d'AirGouttelettePoussière, ParticuleGraines, FeuilleOrganisme très simpleGoût, OlfactionMotSuggestion
1SouffleHumidité, RuisseauTerre, Sable, Argile, GlaceFleur, HerbeProduit AnimalInterne (hormonal)Métaphore, ConnexionMoment, Lien
2BriseFlots de RivièreRoche, VerreMousses, Éponges, CorauxCadavre, CorpsVision, AuditionConnaissanceMémoire, Valeur
3VentFlots de Source, FleuveMétalPlante, Champignon, Bois VivantAttribut Physique, FœtusÉlectr./Humid./Magnét.CompréhensionAttribut Mental, Émotion
4TempêteFlots de GeyserMétal PrécieuxBuisson, ArbusteCréature, Animal, HumanoïdeTactilitéDécouverteÉtat Émotionnel, Conscience
5TornadeTorrent, Eau ArtificiellePierre PrécieuseArbreCréature et celles en elleSynesthésieAbstraction, Créativité, IdéeAncêtre, Ascendant, Ril, Volonté
Facteurs de Cercles Riliques

NIV -2 to +8 per factor

NIVDistanceQuantitéTailleDurée
-2En soi (À l'intérieur)1 Plis d'empreinte (Infinitésimal)1 Poudre (≤0.1 mL)1 Clin d'Œil (⅓ s)
-1Sur soi (Équipé)1 Ongle (1/Millionième)1 Sachet (≤100 mL)30 Clins (≤10 s)
0Autour de soi (1 m)1 Doigt (1/Millième)1 Sac (≤10 L)Instant (≤5 min)
+1Au regard (10 m)1 Main (1/Centième)1 Coffre (≤100 L)Heure (≤1 h)
+2À travers champ (100 m)1 Bras (1/Dixième)1 Charrette (1 m³, 1000 L)Matinée (≤8 h)
+3Au loin (1 km)1 Entité1 Caravane (1 Grange)Pentaine (3–5 Jours)
+4À l'horizon (10 km)…10 Entités10 Caravanes (1 Grenier)Saison (30–50 Jours)
+5Au bout de la route (100 km)…100 Entités100 Caravanes (1 Entrepôt)Année (~300 Jours)
+6Au bout du pays (1000 km)…1000 Entités1000 Caravanes (1 Donjon)Décade (≤10 Ans)
+7Au bout du monde…10'000 Entités10'000 Caravanes (1 Village)Centenaire (≤100 Ans)
+8Par-delà les étoiles…100'000 Entités100'000 Caravanes (1 Cité)Millénaire (≤1000 Ans)
Perception / Cache (sôIôs)
CercleEffetNIVQuiQuoi
C1Présence / Apparence / Localisation0Un Ril Lié | À nous | De nousPrésence de X chez le Ril, Vigilance mentale
C2Propriété d'un Ril+1Ril même Famille / Inconnu / TracesNiveaux du Ril, Instincts de Survie
C3Communication avec un Ril (ou brouiller)+2Ril Type SpécifiqueIntuition Action/Conséquence future
+XSi ne peut pas être Ressenti par nos sens+3 à +5Ril Individu SpécifiqueCe que le Ril Touche, Voit, Connecté
Préservation / Échange (hôMôh)
CercleEffetNIVQuoiComment
C1Une seule Propriété, Effet ou Détail0Ril SeulMême essence (fruit-bois, eau-glace)
C2Majorité des Propriétés, Effets, Détails+1Rils SéparésMême Famille (roche-écorce-métal)
C3Totalité des Propriétés, Effets, Détails+2Ril MélangéAutre Famille (Ormrils → Aèmrils…)
+XPar distance de transformation riliqueOrmrils → Aèmrils (+1), Hygrils (+2), etc.
Mouvement / Immobilisation (môSôm)
CercleEffetNIVRapiditéEmpriseDistance
C1Horizontal0MinimeDésorientanteAutour de soi
C2Vertical (lévitation/apesanteur)+1Douce, NaturelleAltérant un peu, DésentravéeÀ 10 m
C3En Toute Direction+2À la Puissance PréservéeMinutieuse, PréciseÀ 100 m
+X+3 à +5Rapide… InstantanéeParalysante… Contrôle Total100 m → 100'000 m
Cercles de Fréquence
+NFréquence
+1Unique: consommée après Manifestation
+2Chaque Soleil
+3Chaque Cycle
+4Chaque Saison
+5Chaque Héliorée
+6Chaque Pentaine
+7Chaque Jour
+8Chaque Veillée
+9Chaque Heure
+10À volonté
Honoration cost in Clins

Spend Clins to reduce penalty on Honoration roll. See also Combat > Clins & Types.

Dés (Honoration roll)Clins cost
-15 Dés-1 Clin
-10 Dés-3 Clins
-6 Dés-10 Clins
-3 Dés-30 Clins
-1 Dé-100 Clins

Play

Chat with the Éveilleur (GM). Roll in the Character Sheet, then report results here.

✦ Connecting to AI…

Genre & Inspirations

A New Genre for an Old World

The Discording Tales pretends to be unclassifiable (yet), aiming at creating a new name for itself. Here below are those existing genres, put under the light of TDT's worldlore and ruleset.

(New) Weird

In the Weird, creation unfolds from a rich blend of genres and details, with reality's complexity serving as a foundation. Here, traditional foes like ghosts and vampires are radically reinterpreted to be reborn and once again embody the uncanny and the unknown.

Ex: Dishonored, Dark Sun, Arx Fatalis

Baroque

The Baroque bursts with vivid colors and intricate details, merging architectural grandeur and animistic vibrancy. It's a world where every expression and landscape is amplified, draped in rich, exaggerated beauty, capturing a dynamic essence that both captivates and transcends.

Ex: Caravaggio, Star Wars, Dark Crystal

Mystical

From the Mystical, the mundane is divine, and nature is magical. Ordinary actions intersect with supernatural forces. Vision quests and deeds influence truth, blurring lines between the mundane and celestial, making the common, extraordinary.

Ex: TES III : Morrowind, Animisms, Zelda (Ocarina of Time & Majora's Mask)

Ethno-Science-Fantasy

The symphony of exoticism where poetry, darkness and humor are intermingled. A voyage in an unknown and bizarre world, its images and ideas showing, describing and evoking what to see, wear, taste and smell. Teeming with strange customs and costumes, anatomies, or even morals, which may sometime be odious, dangerous or even ridiculous… But yet always ungraspable, being foreign to us all. Actually there, everyone seemingly 'comes from elsewhere'.

Ex: J. Vance's 'Planet of Adventure', Talislanta TTRPG, Tatooine's cantina

Eutechnical

A traditional future where Technology harmonizes and strengthens minds and bodies without fostering dependence, instead equaling to the physical improvement of life itself (Eu-…). Here one may as well find a healthy Biopunk setting, where animals are technology itself, whether naturally, or by training or breeding.

Ex: Astrolabes, Final Fantasy IX' mistpunk, Anti-terrorist bees or the Skekis' carriage.

Life-affirming

As a tragedy where life is beautiful despite everything, Life-affirmation champions creation and strength, endorsing a resounding 'yes' to life. Life-denial instead resists this, signaling 'no' to vitality and 'yes' to passivity. A narrative realm where suffering itself is celebrated, as the breeding ground of and for the triumphant.

Ex: F. Nietzsche's 'Thus spoke Zarathustra', Monster Hunter, Ghibli movies (somewhat)

Pre-auroric

"Where and when the Dreams Flourish"… the Pre-auroric times do not mourn lost glories (as in mythopoetic elegies) nor tread through dystopia (as in post-apocalypses): They instead herald the imminent bloom and dawn of (a) Golden Age(s), where the prehistoric dream of civilization. It's a euphorigenic canvas where wishes are sown, soon to burgeon into reality, lending to visions of a fresh era of glory, prosperity and imagination, just about to awaken.

Ex: The Discording Tales, Ancient mythical realms, The Renaissance

Themes & Inspirations

This is an archive of what could be remembered of the research on the lands and rules of The Discording Tales.

Tabletop RPGs
Game Inspiration
Advanced Dungeons & DragonsReworking TTRPG concepts (XP, HP, Time & Open table gameplay)
Aftermath!Experience system
Ars Magica"Free-forming" Magic System
Blades in the DarkFactions: Tier, Status & Countdown clocks for goals
Bunnies & BurrowsAcademical gamification of Animal ethology
Burning WheelExperience system through Failures & Successes
Call of Cthulhu 7eMadness system
Dark EarthActions as verbs containing skills, crafting scales, hostile conditions
Donjon de NaheulbeukEarly starting point, General humor, Feats, Font (Dauphin)
Dungeon WorldInteractions between the Game Master & the Player Characters
Eoris EssenceAppearance & Emotional Status, Learning from a writer's issues
F.A.T.A.L.Medieval jobs, Humor alignment, Learning from a solodev's issues
Flying CircusSeeing beauty as a healing mechanic, Types of vehicle damages
Forbidden LandsResource types, Crafts, Stronghold system, Quarts of Days
Hero SystemPsychological Limitations mechanics and list
HillfolkPresumption mechanics – Starting Inter-character relationships
His Majesty the WormLight sources spent in Dice
House of the BloodiedTragedy, Development of regions, PCs rewarding the GM
IronswornBullet points about the lore, Momentum mechanic
MaelstromSegregated wound types merged into a singular unconsciousness
Mage: The AscensionMechanic/worldbuilding of Consensus reality and Magic paradox
MERPFormatting: Mains points in describing Races & Monsters
Mouse GuardMise en abîme, Seasons, Traits, Duties, "Nature" as an Attribute
MYFAROGPsychological alignments, Rites & Festivals, Practicing tolerance
MythrasFormatting: Cultures. Engagement & Pro/Re-Actions rules, Passions
Pathfinder 1E & D&D 3.5Early starting point, Rough guidelines, Base for item lists
Pathfinder 2EBulk system, Chapter formatting & design
Pulp CthulhuUnique Stunts for the Mads or the Experienced
RyuutamaEvolving & Playing GM, Gamifying Metagaming, Travelling system
Sagas of the IcelandersFeats & Interactions for/between Age groups & Sexes
Savage Worlds Blackwoods Err.Inspiration for Introduction & Tutorial
SEACATGamifying Metagaming into specific Player/GM roles
Stars without NumbersWorld Generation mechanics
TalislantaCreating a Coherent & Evocating setting, Class archetypes
Tigres VolantsCultural differences impacting all interactions with cultural "items"
UESRPG V3Lucky points, Luck as an Attribute, Luck mechanics
Ultraviolet GrasslandsCaravans, Localities, Worldbuilding through rules, Market research
UndergroundParameters of a Society, Influencing a Society
Veins of the EarthLight as a Currency, Travelling mechanics, Very Alien "Typical" Races
VornheimUsing the physical Book itself & its aspects as an external game tool
WanderhomeNatures (locations), Class archetypes and Seasonal effects
Warhammer 40K & WFRPGAesthetics, Fanaticisms, Worldbuilding, Job-as-Classes, Job growth
World of Darkness4 pairs of 8 Attributes, Attribute system, Morality system
Wrath of GloryNarrative declaration
Yoon SuinWorld generation, Weird worldbuilding
Video Games
Game Inspiration
Arcanum: OSMOBackgrounds & Conflicts, Dumb speech, Feats for Extreme attributes
Arx FatalisImmersive Sim Design, Underworld(building), Breadmaking & Humor
DarklandsAging attributes, Experiences from actions, Fantasy made real
Dark SoulsBaroque aesthetics, Difficulty, Vague worldbuilding
Disciples IIDeep & Detailed aesthetics, Evolving troops, City building, Conquering
Dragon's DogmaClimbing on monsters, Weight/Stature impact on energy
Gothic I, II & IIIAmbiance, Indirect & Direct narration & quest design, Factions & Reputation
OddworldSerious games done right, new ways to resolve conflicts, an "odd" worldbuilding with "aliens" done their own way, everything can be meat if you're open enough.
Monster HuntersIncitements to armor diversity & improvement, alien yet cute assistants (felynes), Objects animated for liveliness, Immersive evolutionary creature designs
Ragnarok OnlineQuest designs, Class development & Archetypes, Social incentives mechanics
Shadow of the ColossusEmptiness, Vastness, Mise en abîme, Climbing on gigantic beasts
S.T.A.L.K.E.R."Autonomous" AI executing behaviors in the background for a living world
Star Wars GalaxiesAutonomous & Self-creating systems, Ithorians, of course!
TES II & III: Daggerfall & MorrowindEmulating a GM, World generation, Skill diversity, Magic system. Aesthetical, Creative, Lore and Quest designs, Mechanized astrological signs
TowerMise en abîme, Ecological growth, Nature vs Building conflicts
Ultima OnlineSkill diversity, Experience per action, Ecological living environment, Virtues
Zelda (OOT, WW, MM & TP)Simplicity & Joyfulness, Racial divergences, Twin peaks character concepts. Emotional mythos, Localism & Personalism of Areas & People
Artists
Artist Inspiration
BILIBIN IvanSlavic folklorism
CARREL DouglasHumorous fantasy art
CHRISTENSEN JamesFantasy art
DEAN RogerSurrealist sci-fi
DIEFENBACH KarlGermanic symbolism, naturism, peace
FAHRENKROG LudwigGermanic art nouveau & symbolist paganism
FITZPATRICK JimCelto-irish folklorism
FRAZETTA FrankHeroic art
FROUD BrienCeltic fantasy & Dark crystal races
HILDEBRANDT TimSci-fantasy art & others
HOWE JohnSerious, austere yet fantastical
INDRIKOV BorisOrganic aesthetics
IVANOV VsevolodMythical-Vedic Russia
KALAJIC DragosHyperborean realism
KIRKBRIDE MichaelConcept art of TES III: Morrowind
KULGRIND & UGNIAVIJASLithuanian archaic pagan aesthetics
KUSH VladimirLiveful metaphorical realism
LAMBERT PatrickIntricate & detailed art from Disciples II
LAULUPIDUU & REGILAULEstonian folk & pagan aesthetics
LEBRUN CharlesEarly physiognomy art (creature design)
WHITLATCH TerrylStar Wars' aliens, coherent merging of species
MCBRIDE AngusHistorical art from bronze age to medieval
MERRIAM DanielSpherical fantastic aesthetics
MILLER IanDark fantasy
MIYAZAKI HayaoGhibli's skyness, respect for crafts, and shintoism
PARRISH MaxfieldSaturated idealistic romanticism
SHISHKIN AndreiSlavic folklorism
TOLKIEN J.R.R.Illustrations for Bilbo the Hobbit
UGLANOV AlexanderHyperborean Russia
WOODROFF PatrickFantastical realism
Languages & Scripts

Languages

Ancient Greek, Georgian, Latin, Basque, German, Lithuanian, English, Hungarian, Proto-Indo-European, Estonian, Icelandic, Russian, Finnish, Italian, Swedish, French, Japanese, Yoruba

Scripts

Arabic Alphabet (Abjad), Hungarian Script (Felhő és Eső), Korean Alphabet (Hangul), Daedric Alphabet (TES), Finnish Script (Suomalainen Kirjaimisto), Ogham Runes, Elder Futhark, Kēlen (Ceremonial – Sotomayor), Tengwar Script (Tolkien), The Oera Linda Bok Script

Books
  • Adrian Frutiger Signs and Symbols
  • Anthony Ludovici Nietzsche and Art
  • Archibald Sayce The Religions of Ancient Egypt and Babylonia
  • Bill Gaede The Rope Hypothesis
  • Charles H. Hapgood (1966). Maps of the ancient sea kings: evidence of advanced civilization in the ice age
  • Christopher Alexander The Nature of Order
  • Edward Tylor Primitive Cultures
  • Edward Wilson Sociobiology
  • Eftychia Stavrianopoulou Ritual and Communication in the Graeco-Roman World
  • Eugene Ferguson The Mind's Eye
  • Friedrich Nietzsche Thus Spoke Zarathustra, Beyond Good & Evil, The Will to Power
  • Gille, Bertrand (1980) Les mécaniciens grecs
  • Henri de Montfaucon de Villars Comte de Gabalis
  • Heraclitus Fragments
  • Hesiod Theogony, Works and Days
  • Jason Storm The Myth of Disenchantment
  • Jim Baggott Farewell to Reality: How Fairy-tale Physics Betrays the Search for Scientific Truth
  • Julian Jaynes The Origin of Consciousness in the Breakdown of the Bicameral Mind
  • Karl Jasper The Origin and Goal of History
  • Ludwig Klages Biocentric Metaphysics, A Letter on Ethics and Imagination and the Images
  • Ludwig Wittgenstein Tractacus Logico-Philosophicus
  • Marcus Vitruvius de Architectura
  • Morris Jastrow The Religion of Babylonia and Assyria
  • Odo Marquard In Praise of Polytheism
  • Oswald Spengler The Decline of the West
  • Owen Barfield Poetic Diction
  • Owen Jones The Grammar of Ornament
  • Plato The Republic, Timaeus, Epinomis
  • Rudolf Carnap (1928) Scheinprobleme in der Philosophie
  • Theognis of Megara Fragments
  • W.K.G Guthrie Orpheus and Greek Religion
Papers, Articles & Blogs
Keywords
Mysteries

Osiris myth, Orphism (religion), Eleusinian Mysteries, Dionysian Mysteries, Sparagmos, Omophagia

Spirits

Anito, Kamuy, Daimon, Kami, Elf, Dwarf, Me (mythology), Yazata, Udug, Dactyls, Telchines, Charites, Ananke, Ghosts in Mesopotamian Religions

Cults

Shinto Shrine, Shintai, Heroön, Xoanon, Chryselephantine sculpture, Cult image, Ancient Mesopotamian underworld, Ancient Celtic religion, Ancient Egyptian religion, Religions of the ancient Near East, Sumerian religion, Ancient Mesopotamian religion, Religion in pre-Islamic Arabia, Thracian religion, Scythian religion, Illyrian religion, Punic religion, Prometheus, Celtic Animism, Greek hero cult, Shamanism, Apotheosis, Glossary of ancient Roman religion, Fire worship

Rituals

Animal Sacrifice, Songline, Sacred king, Oracle bone, Mîs-pî, Disablót, Votive offering, Ver sacrum, Botanical identity of soma-haoma, Ergot, Ephedra (medicine)

Melophthoric

Osiris, Anubis, Serapis, Inanna, Dumuzid, Semele, Sabazios, Zalmoxis, Zagreus, Dionysus, Phanes, Iacchus, Pentheus, Orpheus, Aphrodite, Cybele, Agdistis, Adonis, YahwehDjedkare Isesi, Unas, Sargon of Akkad, Enheduanna, Eumolpus, Tiresias, Themistoclea, Kerykes, Galli, Hypsistarians, Pherecydes of Syros, Pythagoras

Magicians

Phantasmagoria, Methods of divination, Astrology, Animal magnetism, Jean-Eugène Robert-Houdin, Johann Georg Schröpfer, Emanuel Swedenborg, Alessandro Cagliostro, Paul Philodor

Medical Magic

Psychological theory of magic, Psychosomatic medicine, Psychophysiology, Psychoneuroimmunology, Hypnotic susceptibility, Placebo, Nocebo, Voodoo death, Efficacy of prayer, Magical Thinking, Health Management System, Auditory hallucination, Lucid dream, Hyperphantasia, Aphantasia, Hypnopompia

Theories (Medicine)

Germ theory of disease, Energy medicine, Galen, Humorism, Georgian folk medicine, Medical cannibalism, Alternative medicine

Theories (Rational)

Logocentrism, Euhemerism, Instrumentalism, Parmenides, Diagoras of Melos, Magic in the Greco-Roman world, Charvaka, Pyrrhonism, Replication crisis

Theories (Spiritual)

L'Archéomètre, Art as a factor in the soul's evolution, Thought-Forms, Egregore, Supernatural, Metaphysics, Plane (esotericism), Vajrayana, Dying-and-rising deity, Hylozoism

Theories (Sophistic)

Metaphysical naturalism, Zhuangzi (book), Naturalphilosophie, Pre-Socratic philosophy, Pratyekabuddhayāna, Experimental philosophy, Perspectivism, Master-slave morality, Eternal return, Callicles, Thrasymachus, Machiavelli, Thucydides

Theories (Eco/Pol)

Amphictyonic league, Venetian nobility, Social credit, Creative destruction, Asabiyyah, Holmgang, Allodium, Edictum Rothari, Hide (unit)

Theories (History)

Dynastic race theory, Paris in the Twentieth Century, Multiregional Hypothesis, Hyperdiffusionism, Lev Goumilev, Kossina law, New Chronology (Fomenko), Hollow Earth, Kenite hypothesis, Hydraulic Empire, Urmonotheismus

Sciences

Biosemiotics, Sexual coercion among animals, Outbreeding depression, Genetic purging, Human mating strategies

Language

Linguistic relativity, Uyaquq, Family resemblance, Primary-secondary quality distinctions, Mind-body problem, Mental image, Zoroastrian calendar, French Republican calendar, Proto-cuneiform, Ithkuil, Kēlen, Quipu

Arts

Conceptismo, Culteranismo, Euphuism, Sallust, Pre-Raphaelite Brotherhood

Cultures

Civilization, Sintashta culture, Andronovo culture, Indus Valley civilization, Bactria-Margiana Archeological Complex, Old Europe (archaeology), Old Kingdom of Egypt, Sumer, Early Dynastic Period (Mesopotamia), Archaic Greece

Events

History of banking, Haibutsu kishaku, Shinbutsu-shugo, Shinbutsu kakuri, Architecture of Mesopotamia, Gonur Depe, Arkaim, Egypt-Mesopotamian relations, Indus-Mesopotamia relations

People

Ainu people, Allobrogi, Medulli, Ceutrones, Arverni, Gaul, Celts, Old Prussians, Dönmeh, Marrano, Rhadhanites, Phrygians, Illyrians

Individuals

Bituitos, Luern, Urukagina, Pisistratus

Others

Glossaire de l'escrime, Serious games, Planescape, Michael Kirkbride, Universe of The Legend of Zelda, Star Wars sources and analogues, Planetary romance, Sword and Planets, Mage: The Ascension, Zoetrope, Man-lifting kite, Magic lantern, Early flying machines, Antikythera mechanism, Bulla (seal), Automaton, Puppetry