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…
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 |
|---|---|---|---|
| iôHôi | Whirling (Electromagnetism) | Hôi (Riliôh→Rilhôi, attraction) / iôH (Rilhôi→Riliôh, repulsion) | Aèmrils (Whirling Forms/Airs) |
| sôIôs | Tension (Gravity) | Iôs (fall) / sôI (elevation) | Ormrils (Emotional Forms/Emotions) |
| môSôm | Alignment (Light) | Sôm (appearance) / môS (disappearance) | Esthrils (Manifesting Forms/Phenomena) |
| hôMôh | Torsion (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).


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
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.

- 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

…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.

…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.


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)

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.
Kill or Destroy and take the Object
Kill or Destroy the Obstacle and pass
Steal the Object here and in discretion
Slip through the Obstacle
Make the holder abandon the Object
Diversion or lure the Obstacle
Take by force the secured Object
Dodge or Overcome the Obstacle
Trade the Object for a need
Corrupt or Defeat the Obstacle
Find the Object elsewhere
Find a solution to the Obstacle
Pillage a cache of the Object
Find a flaw in the Obstacle
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.
- A) Caractéristiques — Origin, People, Race, Sex; base attributes
- B) Individuation — Adjust attributes (+2, +1, 0, 0, 0, 0, -1, -2 or dice)
- C) Récit — Reason for Awakening, Caste, Story (18 Récits); optional Attache & Héritage
- 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.
| Example | FOR | AGI | DEX | VIG | EMP | PER | CRÉ | VOL |
|---|---|---|---|---|---|---|---|---|
| Aristois ♂ Monte-Foudres | 0 | -1 | -1 | -1 | 0 | +1 | 0 | +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.
| 10dD | Âge | 10dD | Sexe |
|---|---|---|---|
| -10 à -5 | Childhood | 0 à +8 | ♂ |
| -2 à +1 | Youth / Adult | +9 à +10 | Intersexe |
| +2 à +5 | Maturity / Old age | -10 à -1 | ♀ |
| +6 à +10 | Anciency / 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 | Cost | Total |
|---|---|---|
| -5 | -5 | -15 |
| -4 | -4 | -10 |
| -3 | -3 | -6 |
| -2 | -2 | -3 |
| -1 | -1 | -1 |
| 0 | — | 0 |
| +1 | +1 | 1 |
| +2 | +2 | 3 |
| +3 | +3 | 6 |
| +4 | +4 | 10 |
| +5 | +5 | 15 |
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.
| 5dD | Examples |
|---|---|
| 0 | Flee economic pressure, Earn money, Delivery, Escort, Flee family, Seek healthy climate |
| ±1 | Maintain roads, Open business, Flee marriage/pregnancy, Hunt, Mine resources, Mediation |
| ±2 | Explore ruins, Learn secrets, Nomadic work, Patrol, Art/history research, Religious fervour |
| ±3 | Raids, Military transfer, Flee accusation, Build community, Save/convert, Observation |
| ±4 | Adventure itself, Disinheritance, Follow visions, Assassination, Flee persecution, Rumours of wealth |
| ±5 | Create 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.
| Caste | ATB | Sous-castes |
|---|---|---|
| Warriors | FOR | Champions | Mercenaries | Soldiers |
| Rangers | AGI | Vagabonds | Survivalists | Dissidents |
| Artisans | DEX | Suppliers | Makers | Engineers |
| Workers | VIG | Extractors | Carriers | Producers |
| Aides | EMP | Supporters | Entertainers | Revelers |
| Merchants | PER | Bureaucrats | Merchants | Charlatans |
| Scholars | CRÉ | Researchers | Sages | Artists |
| Priests | VOL | Mages | 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.
Life experience — skills learned.
Values and traits that guide decisions.
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 Dé to that CT; Marques erased (except Eternal).
- Free Marques to spend elsewhere = current Niv of the Réalisée CT; cost by distance (see table).
- +1 to one linked ATB (or exchange 5 free Marques for +1 ATB).
- 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.
| Target | Cost |
|---|---|
| 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 |
|---|---|---|
| Wounds | FOR | R[Blessures] |
| Fatigue | AGI | R[Fatigues] |
| Bonds | DEX | R[Entraves] |
| Deprivations | VIG | R[Disettes] |
| Addictions | EMP | R[Addictions] |
| Illnesses | PER | R[Maladies] |
| Madness | CRÉ | Values |
| Grudges | VOL | Traits |
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.
| DS | Niv | Effect |
|---|---|---|
| +1 or +2 | 1 | No Séquelle |
| 3 | 2 | Passagère: +1 DS adjacent |
| 6 | 3 | Durable: -1 ATB until healed |
| 10 | 4 | Permanente: -2 ATB or -1×2 |
| 15 | 5 | Fatale |
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:
| Niv | FOR | AGI | DEX | VIG | EMP | PER | CRÉ | VOL |
|---|---|---|---|---|---|---|---|---|
| Wounds | Fatigue | Bonds | Depriv. | Addict. | Illness | Madness | Grudges | |
| 1 | Disinfect, Herbs, Rest | Cool/Warm, Clothes | Stimulant, Rest | Chew, Meal, Water | Calm, Support | Soothing, Hygiene | Sacrifice NdV +1 | Sacrifice NdT +1 |
| 2 | Block, Bath | Fan, Shade, Rest | Tonic, Massage | Digestive, Feast | Substitute, Support | Immunising | NdV +2 | NdT +2 |
| 3 | Coagulant, Rest room | Walls, Silk | Rest room, Spring | Concentrated, Isotonic | Euphoric | Medicinal, Elixir | NdV +3 | NdT +3 |
| 4 | Repair, Retreat, IV | Baths, Auto-vent | Retreat | IV feed/hydrate | Adaptogen | Purging, Exposure | NdV +4 | NdT +4 |
| 5 | Surgery, Reviver | Ice/Stone, Auto-cool | Adrenergic, Sleep | Suppressant, IV | Suppression | Tailored medicine | NdV +5 | NdT +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).
- You can always Réagir to any action, unless unconscious.
- Clin d'Alerte determines when you can Proagir.
- 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)
| Action | Cost / Notes |
|---|---|
| Wield | = Personal weapon; -1C Mastered; -2C Unknown |
| Draw | I Clins; I/2 one hand; I×2 two hands |
| Reload | In bag/ground -10C → quiver -6C → hand -3C → finger -1C. Ease [Coordonner] = X Clins (min 1) |
| Attack | Clins = 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 |
| Other | Free -1C; Fast -3C; Simple -10C; Complex -15C |
Types of Action
| Type | Summary |
|---|---|
| PROactions | Attaquer définit l'Épreuve ; jet Puissance [Frapper/Tirer] ; Succès pour dégâts/localisation/manœuvres |
| Réactions | Bloquer (Neutraliser+Parade), Parer (Manier+Parade), Esquiver (Réagir) — au dernier Clin de l'attaque |
| Mouvements | Déplacer 1|2|3 Cases/Clin ; Déployer ; Tourner ; Sauter — chacun ajoute Niv d'Ébranlement |
| Postures | Neutre, Offensive, Défensive, Harrassante, Protectrice |
Action Potentials in Combat
| Aptitude / Action | Effect (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
| Length | Structure | Balance |
|---|---|---|
| +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).
| Arme | PRT | IRT | DGT | A | G | M | DRT | Prix |
|---|---|---|---|---|---|---|---|---|
| Mains nues | 0 | 0 | C+ | 0 | 0 | 5 | 0 | - |
| Couteau (rigide, 2 têtes) | T P- | 1 | -1 | 3 | ||||
| Bâtons rotatifs | P-- | 1 | 15 | |||||
| Anneaux-griffes | P | 1 | 10×2 | |||||
| Poings / Gantelets cloutés | 1 | C+ P-- | 1 | -1 | 3 | |||
| Dague de pousse | 1 | T- P- | 1 | -1 | 5 | |||
| Targe | 0.5 | 3 | C | 1 | 3 | 4 | 10 | |
| Bouclier | 1 | 4 | C | 2 | 3 | 3 | 15 | |
| Écu | C P | -1 | 20 | |||||
| Bouclier-cloche | 1.5 | 5 | C | 3 | 4 | 2 | 25 | |
| Pavois | 6 | C | 5 | 40 | ||||
| Bouclier de duel | 2 | 7 | C P- | 4 | 5 | 1 | -1 | 50 |
| Arme | PRT | IRT | DGT | A | G | M | DRT | Prix |
|---|---|---|---|---|---|---|---|---|
| Dague | 0.5 | 2 | T- P- | 1 | 2 | 4 | 0 | 10 |
| De parade (croches, +garde) | 3 | T- P- | 2 | 3 | 5 | -2 | 15 | |
| Poignard (affiné) | 1 | P-- | -1 | 15 | ||||
| Épée | 1 | 3 | T- P- | 2 | 2 | 3 | 0 | 30 |
| Machette (rigide, -garde) | 2 | T+ T-- | 3 | 1 | -1 | 10 | ||
| Espadon | 1.5 | 4 | T- P- | 3 | 2 | 2 | -1 | 40 |
| Rapière (affiné) | 2 | P-- | -1 | 25 |
| Arme | PRT | IRT | DGT | A | G | M | DRT | Prix |
|---|---|---|---|---|---|---|---|---|
| Pipe de métal | 0.5 | 1 | C | 1 | 1 | 5 | 5 | |
| Petit bâton | 1 | 2 | C | 2 | 1 | 4 | 1 | |
| Lance (2 têtes) | T-- P- | -1 | 10 | |||||
| Bâton de marche | 1.5 | 3 | C | 3 | 2 | 3 | 2 | |
| Long bâton | 2 | 4 | C | 4 | 2 | 2 | 3 | |
| Marteau de guerre | C+ | |||||||
| Hache d'armes | T+ |
| Arme | PRT | IRT | DGT | A | G | M | DRT | Prix |
|---|---|---|---|---|---|---|---|---|
| Lance longue | ||||||||
| Hallebarde |
| Arme | PRT | IRT | DGT | A | G | M | DRT | Prix |
|---|---|---|---|---|---|---|---|---|
| Javelot | ||||||||
| Arc |
| Arme | PRT | IRT | DGT | A | G | M | DRT | Prix |
|---|---|---|---|---|---|---|---|---|
| Lancer (voir Armes de Jet) | — | |||||||
| Arme | PRT | IRT | DGT | A | G | M | DRT | Prix |
|---|---|---|---|---|---|---|---|---|
| Fouet | ||||||||
| Chaîne |
Location (spend Successes)
| Success | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| +0 | Ne pas viser précisément ; toucher où possible | |||||
| +1 | Dos | Bras D | Jambe G | Jambe D | Bras G | Torse |
| +2 | Nuque | Poignet | Coude | Main | Aisselle | Pied |
| +3 | Dos crâne | Tête | Tendon Achille | Aine | Oreille | Reins |
| +4 | Mâchoire | Nez | Cou | Œil | Tempe | Plexus |
| +5 | Point 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)
| Type | Effect |
|---|---|
| (F)rontale +1S | Dégâts de l'arme (base) |
| (L)atérale +2S | Dégâts + X Inertie par X Cases d'écart |
| (G)lissement +3S | Dégâts OU Manœuvre (face d'arme) ; +X Clins à la prochaine Proaction |
Padding (armour) — 1st Class
| Type | Dice absorbed | CTD | TRC | PRF | ERT | Price |
|---|---|---|---|---|---|---|
| Peau | 🛡 vs CTD | 1 | 1 | 1 | 2 | 100 |
| Couche add. | +1 | +1 | +1 | +1 | +100 | |
| Gambison | 🛡 vs PRF | 4 | 4 | 3 | 2 | 200 |
| Durci (sel & melhygre) | +1 | +1 | +0.5 | +10 | ||
| Mailles (2ème cl.) | 🛡 vs CTD | 1 | 5 | 3 | 4 | 500 |
| Brigandines | 🛡 vs PRF | 3 | 3 | 3 | 3 | 600 |
| Plates (3ème cl.) | 🛡 vs TRC | 5 | 5 | 5 | 5 | 1500 |
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). oÀ (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.
| Tétrarque | Epithet | Domain | Founding action | Inverse (Zimwis) |
|---|---|---|---|---|
| iôHôi | Foudroyé-Parfumant | Tournoiement (Électromagnétisme) | Hôi: assemble Riliôh → Rilhôi (masse), attraction | iôH: délie → Riliôh, répulsion |
| sôIôs | Ondoyé-Miellisant | Tension (Gravité) | Iôs: réveille Rilsôi → Riliôs (mouvance), chute | sôI: endort → Rilsôi, élévation |
| môSôm | Éboulée-Florissante | Alignement (Lumière) | Sôm: aligne Rilmôs → Rilsôm (visibilité), apparition | môS: cache → Rilmôs, disparition |
| hôMôh | Embrasée-Givrante | Torsion (Transmutation) | Môh: embrase Rilhôm → Rilmôh (miction), changement | hôM: 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.
| Ordre | Nom | Attributs | Famille rilique |
|---|---|---|---|
| 1 | Währos | Force, Réussite, Guerre, Intrépidité | Aèmrils (Airs) |
| 2 | Yekkwuî | Agilité, Liberté, Survie, Impétuosité | Hygrils (Liquides) |
| 3 | Tëhkswen | Dextérité, Exploration, Artifice, Intégrité | Stadrils (Solides) |
| 4 | Hsæwâl | Vigueur, Tolérance, Plaisir, Fidélité | Physrils (Végétaux) |
| 5 | Samianâ | Empathie, Générosité, Poésie, Pitié | Zoosrils (Animaux) |
| 6 | Minzhijë | Perspicacité, Assurance, Foi, Impartialité | Esthrils (Phénomènes) |
| 7 | Âpsebjum | Créativité, Fondation, Rite, Sincérité | Noûsrils (Idées) |
| 8 | Hwëthioz | Volonté, Pouvoir, Sortilège, Dignité | Ormrils (Émotions) |
ÛRDHWAUDÂM: first temple, seventy-two towers. Seven stellar Rildées (wandering stars) also exist.
Ril-cendrées: Corps (Éo) + Cœur (oÀ). United = graspable; separated = evasive.
- Rils-cendrées — solitary base forms; become the Rils of the world (beings, objects).
- Rils-moindres — pure families (rocks, liquids, airs).
- Rils — distinct mixtures (minerals, oils, perfumes); insects, bushes, cattle, ourselves.
- Rildées — tutelary forms (forests, oceans, star-motions); can move regions or cities with a nod.
- Rildées-majeures — govern mountains, oceans, deserts, kingdoms.
- Rildées-astrales — order rhythms, values, seasons (Hael, Féos, eight Moons, seven stars).
- Tétrarques de l'HISM — manipulate every Ril-cendrée and Rildée-astrale without being Rils themselves.
- 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
| Cercle | Effet type | Famille | Type d'effet sur le Ril |
|---|---|---|---|
| C1 | Effet de Niv 1 (ex. Sécher/Pourrir d'1 Niv) | Aèmrils | Concentrer / Dépressuriser ; Former / Dissiper |
| C2 | Résister / Affaiblir d'1 Dé d'une Souffrance | Hygrils | Absorber / Déverser ; Mouiller / Sécher |
| C3 | Guérir / Infliger d'1 Dé d'une Souffrance | Stadrils | Amasser / Éparpiller ; Compacter / Affaiblir |
| +X | Par Niv additionnel (+3 = +3 Niv ou +6 Dés, etc.) | Phytrils | (Ré)Générer / Pourrir ; Croître / Vieillir |
| Zoosrils | — | ||
| Esthrils | Extrapoler / Nullifier ; Apparaître / Disparaître | ||
| Noûsrils | Invoquer / Purger ; Éveiller / Endormir | ||
| Ormrils | Augmenter / Réduire ; Fabriquer / Déconstruire |
2. Honorations Iôs (sôIôs) – Perception / Cache
INITIAL + Qui + Quoi
| Cercle | Effet | NIV | Qui | Quoi |
|---|---|---|---|---|
| C1 | De la Présence | l'Apparence | la Localisation | 0 | Un Ril Lié | Un Ril À nous | Un Ril venant De nous | Présence de X chez le Ril ; Vigilance mentale de X |
| C2 | De la Propriété d'un Ril | +1 | Ril de la même Famille / Ril Inconnu | Traces du Ril / Un Ril au sein d'Autres Rils | Niveaux du Ril ; Instincts de Survie du Ril |
| C3 | Communication avec un Ril (ou la brouiller) | +2 | Un Ril d'un Type Spécifique | Intuition d'une Action ou Conséquence future du Ril |
| +X | S'il ne peut pas être Ressenti par nos sens | +3 à +5 | Un Ril Individu Spécifique | Ce 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
| Cercle | Effet | NIV | Rapidité | Emprise | Distance |
|---|---|---|---|---|---|
| C1 | Horizontal | 0 | Minime | Désorientante | Autour de soi |
| C2 | Vertical (lévitation/apesanteur) | +1 | Douce, Naturelle | Altérant un peu, Désentravée | À 10 mètres |
| C3 | En Toute Direction (comme désiré) | +2 | À la Puissance Préservée | Minutieuse, Précise | À 100 mètres |
| +X | — | +3 | Rapide, Violente, Repoussante | Paralysante, Animante | À 1'000 mètres |
| +4 | Extrême, Protégeant | Manipulant, Ordonnante | À 10'000 mètres | ||
| +5 | Instantanée | Contrôle Total | À 100'000 mètres |
4. Honorations Môh (hôMôh) – Préservation / Échange
INITIAL + Quoi + Comment + (de/en) Quoi
| Cercle | Effet | NIV | Quoi | Comment | (de/en) Quoi |
|---|---|---|---|---|---|
| C1 | Un(e) seul(e) Propriété, Effet, ou Détail | 0 | Ril Seul | Même essence (fruit-bois, eau-glace) | Ril Seul |
| C2 | Majorité des Propriétés, Effets, ou Détails | +1 | Rils Séparés | Même Famille (roche-écorce-métal) | Rils Séparés |
| C3 | Totalité des Propriétés, Effets, ou Détails | +2 | Ril Mélangé | Autre Famille (Ormrils → Aèmrils) | Ril Mélangé |
| +X | Par distance de transformation rilique | — | — | Ormrils → Aèmrils (+1), en Hygrils (+2), etc. | — |
Sacrifices & Réciprocités Riliques
8 families, MAUX, Niv Ril 0–5, Victime / Offrande / Serment
| Famille | Domaine | MAUX |
|---|---|---|
| Aèmrils | Formes virevoltantes, airs, chaleur, froid | Blessures |
| Hygrils | Formes ondoyantes, liquides | Entraves |
| Stadrils | Formes figées, minéraux, solides | Fatigues |
| Physrils | Formes croissantes, végétaux, fungi | Disettes |
| Zoosrils | Formes se mouvant d'elles-mêmes, animaux | Addictions |
| Esthrils | Formes manifestantes, propriétés des choses | Maladies |
| Noûsrils | Formes imaginantes, croyances, moralités, habitudes | Folies |
| Ormrils | Formes émouvantes, émotions, mémoires, consciences | Rancœurs |
Niveaux de Ril (0–5)
| Niv | Aèmrils | Hygrils | Stadrils | Physrils | Zoosrils | Esthrils | Noûsrils | Ormrils |
|---|---|---|---|---|---|---|---|---|
| 0 | Soupir, Courant d'Air | Gouttelette | Poussière, Particule | Graines, Feuille | Organisme très simple | Goût, Olfaction | Mot | Suggestion |
| 1 | Souffle | Humidité, Ruisseau | Terre, Sable, Argile, Glace | Fleur, Herbe | Produit Animal | Interne (hormonal) | Métaphore, Connexion | Moment, Lien |
| 2 | Brise | Flots de Rivière | Roche, Verre | Mousses, Éponges, Coraux | Cadavre, Corps | Vision, Audition | Connaissance | Mémoire, Valeur |
| 3 | Vent | Flots de Source, Fleuve | Métal | Plante, Champignon, Bois Vivant | Attribut Physique, Fœtus | Électr./Humid./Magnét. | Compréhension | Attribut Mental, Émotion |
| 4 | Tempête | Flots de Geyser | Métal Précieux | Buisson, Arbuste | Créature, Animal, Humanoïde | Tactilité | Découverte | État Émotionnel, Conscience |
| 5 | Tornade | Torrent, Eau Artificielle | Pierre Précieuse | Arbre | Créature et celles en elle | Synesthésie | Abstraction, Créativité, Idée | Ancêtre, Ascendant, Ril, Volonté |
Facteurs de Cercles Riliques
NIV -2 to +8 per factor
| NIV | Distance | Quantité | Taille | Durée |
|---|---|---|---|---|
| -2 | En soi (À l'intérieur) | 1 Plis d'empreinte (Infinitésimal) | 1 Poudre (≤0.1 mL) | 1 Clin d'Œil (⅓ s) |
| -1 | Sur soi (Équipé) | 1 Ongle (1/Millionième) | 1 Sachet (≤100 mL) | 30 Clins (≤10 s) |
| 0 | Autour de soi (1 m) | 1 Doigt (1/Millième) | 1 Sac (≤10 L) | Instant (≤5 min) |
| +1 | Au regard (10 m) | 1 Main (1/Centième) | 1 Coffre (≤100 L) | Heure (≤1 h) |
| +2 | À travers champ (100 m) | 1 Bras (1/Dixième) | 1 Charrette (1 m³, 1000 L) | Matinée (≤8 h) |
| +3 | Au loin (1 km) | 1 Entité | 1 Caravane (1 Grange) | Pentaine (3–5 Jours) |
| +4 | À l'horizon (10 km) | …10 Entités | 10 Caravanes (1 Grenier) | Saison (30–50 Jours) |
| +5 | Au bout de la route (100 km) | …100 Entités | 100 Caravanes (1 Entrepôt) | Année (~300 Jours) |
| +6 | Au bout du pays (1000 km) | …1000 Entités | 1000 Caravanes (1 Donjon) | Décade (≤10 Ans) |
| +7 | Au bout du monde | …10'000 Entités | 10'000 Caravanes (1 Village) | Centenaire (≤100 Ans) |
| +8 | Par-delà les étoiles | …100'000 Entités | 100'000 Caravanes (1 Cité) | Millénaire (≤1000 Ans) |
Perception / Cache (sôIôs)
| Cercle | Effet | NIV | Qui | Quoi |
|---|---|---|---|---|
| C1 | Présence / Apparence / Localisation | 0 | Un Ril Lié | À nous | De nous | Présence de X chez le Ril, Vigilance mentale |
| C2 | Propriété d'un Ril | +1 | Ril même Famille / Inconnu / Traces | Niveaux du Ril, Instincts de Survie |
| C3 | Communication avec un Ril (ou brouiller) | +2 | Ril Type Spécifique | Intuition Action/Conséquence future |
| +X | Si ne peut pas être Ressenti par nos sens | +3 à +5 | Ril Individu Spécifique | Ce que le Ril Touche, Voit, Connecté |
Préservation / Échange (hôMôh)
| Cercle | Effet | NIV | Quoi | Comment |
|---|---|---|---|---|
| C1 | Une seule Propriété, Effet ou Détail | 0 | Ril Seul | Même essence (fruit-bois, eau-glace) |
| C2 | Majorité des Propriétés, Effets, Détails | +1 | Rils Séparés | Même Famille (roche-écorce-métal) |
| C3 | Totalité des Propriétés, Effets, Détails | +2 | Ril Mélangé | Autre Famille (Ormrils → Aèmrils…) |
| +X | Par distance de transformation rilique | — | — | Ormrils → Aèmrils (+1), Hygrils (+2), etc. |
Mouvement / Immobilisation (môSôm)
| Cercle | Effet | NIV | Rapidité | Emprise | Distance |
|---|---|---|---|---|---|
| C1 | Horizontal | 0 | Minime | Désorientante | Autour de soi |
| C2 | Vertical (lévitation/apesanteur) | +1 | Douce, Naturelle | Altérant un peu, Désentravée | À 10 m |
| C3 | En Toute Direction | +2 | À la Puissance Préservée | Minutieuse, Précise | À 100 m |
| +X | — | +3 à +5 | Rapide… Instantanée | Paralysante… Contrôle Total | 100 m → 100'000 m |
Cercles de Fréquence
| +N | Fréquence |
|---|---|
| +1 | Unique: consommée après Manifestation |
| +2 | Chaque Soleil |
| +3 | Chaque Cycle |
| +4 | Chaque Saison |
| +5 | Chaque Héliorée |
| +6 | Chaque Pentaine |
| +7 | Chaque Jour |
| +8 | Chaque Veillée |
| +9 | Chaque Heure |
| +10 | À 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.
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.