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TERATOLOGY
ENTITIES OF
THE ACTUALITY
Sometimes, however, a bit more information is otherwise mentioned). Damage not reduced by
desirable. To make an NPC really interesting— Armor becomes an Injury.
and, perhaps just as important, to reflect their Modifications: These are modifications to actions
nature in their stats—a few modifications of these the NPC might take. Add them to the level to
generalities are in order. This is true of all the determine the NPC’s level for that specific action.
creatures, beings, and people in this book. They’re Thus, a level 4 creature that has +2 climbing is level
all more than just a level. 4 for everything except climbing actions, for which
When you look at each entity’s stats, keep the they are level 6.
following in mind: Special Abilities: Unless otherwise described,
Level: A representation of the overall strength of each separate entry (attacks, special abilities,
the NPC. Generally speaking, mortal creatures are and so on) is a distinct action the NPC can take.
levels 1 to 10, although extraordinary examples go Each is unique and provides the details needed.
up to level 13. Immortals can go as high as 17. If it includes something that gives an unwanted
Unless stated otherwise, use an NPC’s level for condition (such as poison) that does not end unless
the following: The Story of Nine Parts is the character uses a rest action, the entry notes how
✦✦ Challenge of interacting with them a different tale depending many rest actions are needed.
✦✦ Challenge of sneaking by them, tricking them, upon which sun you’re If damage for an attack is given and there is a
under when you hear it.
outrunning them, and so on special effect (such as poison), the second effect
✦✦ Challenge of striking them with an attack allows for a second defense roll. So a creature with
✦✦ Challenge of affecting them with magic a poisoned bite requires a PC to make a Dodge
✦✦ Challenge of dodging their physical attacks defense roll to avoid the attack, and if they do,
✦✦ Challenge of resisting or withstanding their nothing more is required. If the Dodge defense
magical attacks or effects fails, the PC suffers the damage indicated and then
✦✦ Amount of damage their attacks (of any kind) makes a Withstand defense roll to cope with the
inflict poison. The kind of defense rolls required to avoid
the various attacks are not spelled out, but logic
Injuries, Wounds, and Anguish: Just like with a dictates: Dodge is for avoiding physical attacks;
PC, boxes represent damage sustained as Injuries, Withstand is for coping with disease, poison, or
and when Injuries are all checked, they become a THE KEY similar effects; and Resist is for mental and magical
Wound or Anguish, as appropriate (and then reset). Wounds, page 23 attacks.
Defenses: Most of the time, these are Traits: A few suggestions for roleplaying the NPC.
modifications to the general categories of Anguish, page 23 GM Shift: For the longer-form entries, a GM shift
Withstand, Dodge, and Resist defenses. Add these idea is included to show how one might be used to
to the level to determine the NPC’s level for that benefit the NPC. Unless the NPC is an ally, these
specific kind of defense. Thus, for a level 5 creature will result in Despair for a PC.
with +1 Withstand, they are treated as level 5 when
affected by a physical attack or spell, but treated PHYSICAL AND SPIRITUAL
as level 6 when affected by disease or poison (for STAT DIFFERENCES
instance). Creatures that can take either physical or spiritual
This entry also indicates if the NPC has magic form have two different defense lines in their game
defenses (thus requiring two or more successes on stats. However, unless noted otherwise, spiritual
any attack) or special immunities. creatures cannot affect physical matter or make
Armor: Some NPCs have Armor that reduces the physical attacks. Such things are only for material
damage sustained by any attack (physical, unless creatures.
Second among the suns, the Green Sun signifies LOCATIONS ILLUMINATED BY
life. Health. Growth. Even success. Those who are THE PATH THE LIGHT OF A GREEN SUN
floundering in their life sometimes think of the Green Sun, page 41 In addition to locations detailed in The Path, the
Green Sun as the ultimate healer and life-giver, but following places can be found and explored. Some
that is too simplistic—and likely too optimistic—an of the inhabitants described in this chapter have
outlook. special connections to these locations.
Green is everywhere you look, in the form of
fields and forests, wildlife and wilderness. It erupts CHARRINGREST
with a force typically reserved for fiercer things. One of the few unchanging elements of the Green,
Instant green spaces—teeming with animals, Charringrest is a massive tree that rises impossibly
plants, and other beings—appear before the eyes, tall into the sky and is big enough around to
crowding out everything that came before. comfortably house the entire Fearce family inside it.
It’s easy to imagine the Green as simply a jungle, The Fearce family is a group of some three dozen
verdant and bursting with life, but that is only part vislae who call Charringrest home. It’s rumored
of its whole. It, perhaps more than any other sun, that the majority of the family members spend their
encapsulates the circle that is life. Birth, growth, THE PATH days using magic to keep the tree from changing
Cherulis, page 41
decay, and death is the song of the Green, sung in in the Green’s ever-present pull toward decay. The
round after round, never-ending. family is always seeking new members, but only
Cherulis, that androgynous multitude of Dowager Pankaj Fearce: those who pass muster with Dowager Pankaj Fearce
wandering beauty, sometimes blesses the unions level 9; +4 defenses; are allowed to join.
and fusions they encounter upon their travels, +3 social interactions and Lignicides dream of taking down a prize like
intimidation; +2 Armor
whispering, “Beloved are the burgeoning, the Charringrest, and many attempts have been made
bearing, the beginning. Sweet sanctity upon you.” on the tree’s life and limb. To this day, they have all
Lignicides: level 5; been thwarted by the Dowager’s keen eyes and the
+2 botany and woodcutting tree’s magical protections.
FOELLI’S QUAGMIRES
Here it is the sky, not the land, that sinks and folds.
The green earth is firm to the touch, but the white
and blue of the sky above give way, causing beings
to sink upward, face first. Many smother in the
press of clouds before they are able to break free
and swim back to earth. Foelli’s quagmires can
appear at any time, in any landscape, capturing
any number of victims before they move on to
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a new locale. Some say Foelli is a being of the the perimeter against thieves and trespassers
Blue, trapped here against their will, taking their to fermenting the green wines to delivering the
vengeance out on unsuspecting travelers. Lyco sphylumi, page 42 raw colors to . . . wherever the colors of green go.
Various nature spirits work throughout the estate,
MORAL QUANDARY but it’s unclear whether they are there willingly or
This enormous, ever-changing maze of sentient THE PATH not.
The following natives of
bracken, vines, and large purple fungi is reputed to the Green Sun can be
hold secrets at every turn, and something ever more found in The Path:
glorious in its center. It is also filled with beings of
all walks, each with their own agenda. Some call the Durrantix,
maze home and will defend it with their life. Others page 128
seek the center and what is held there. Still others
Hand of the Green,
ache merely to solve the puzzle for its own sake. page 129
Multiple colonies of lyco sphylumi have made
their home inside the quandary. Pithican, page 131
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EPHEMEROMORPH EYRI
Jumble of fused ephemera objects, in overall form Takes many forms, most often that of a large owl
something like a seagull mated with a lobster. Flits, or other bird of prey. Has a cavity inside its chest
clambers, slides, or trundles along on limbs made surrounded by rows and rows of razored claws and
of disparate but still magical things. Fuses loose filled with living prey. Feeds on the fear of those it
(and stolen) ephemera objects to itself. holds captive.
Level: 4 Level: 4
Injuries: Injuries:
Wounds: Wounds:
Anguish: Anguish:
Defenses: +2 to all Defenses: +3 Dodge
Armor: +1 Modifications: +1 searching
Modifications: +2 stealth, +4 pickpocket Screech: Deafens up to three nearby targets.
Ephemera Effect: Random ephemera object effect Scamper: Releases its captive prey. Feeds on the fear
(draw from the Ephemera Object deck) affects of those in the area to heal 1 Wound.
nearby target in the way that would be most Claw: 3 points of damage
injurious, or affects the ephemeromorph in the Traits: Hungry. Predatory.
way that would be most beneficial. If neither of
these are possible, the object instead drops away FADED MEMORY
and could later be claimed by anyone. “Who was that you were talking to?”
Nip: 2 points of damage “What? I wasn’t talking to anyone.”
Traits: Cunning. Careful. Lost. “I just saw you. You gave them something.”
“What did you see?”
EXSE “Well, they were . . . wait. I don’t remember . . .”
Tall and thin and sepia-toned. Blends into the
woodwork. Looks part human, part tree, part too-big Level: 5
suit. Head has no eyes, nose, or mouth. Doesn’t like When a faded memory can Injuries:
to be looked at, noticed, or seen. be remembered, it’s usually Wounds:
Level: 4 as a translucent human Anguish:
whose limbs and torso are
Injuries: askew, with an elongated,
Defenses: Magic (two successes); +2 Resist
Wounds: almost prehensile neck. Modifications: +5 stealth, +5 deception
Anguish: Unremembered: Unless a creature interacting
Defenses: Magic (two successes); +1 to all defenses with the faded memory spends part of their
Modifications: +4 stealth next action describing the previous round, the
Oversight: Nearby creatures cannot visually perceive specifics of that previous round fade as if a
the exse (1 rest). dream.
Eagsyne: 2 points of damage and causes one of a Swipe: 5 points of damage or the foe loses a piece
foe’s eyes to sew itself closed (1 rest). of jewelry, clothing, kindled item, or ephemera
Traits: Scoptophobic. Inconspicuous. object that the faded memory wants.
Uncomfortable. Traits: Thieving. Dishonest. Tricky.
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one of the revels, but those who do usually keep STRETCHTHORP LAKE
coming back, for they are wondrous. Stretchthorp Lake is less a lake than a giant pool
The demons and other beings of the Red here of constantly erupting lava and ash. Its extreme
dance and sing with the pure abandon of true volatility creates a swirling vortex of constant flux,
joy. They sing songs about decay, destruction, which enterprising demonic lords have learned
and corrosion while others beat driving thunder to harvest for their benefit. Many station their
on massive drums. Red lights flash and shine conscripted vassals along the shores, forcing them
randomly as the dancers fling their arms high, to draw the flux into their bodies. Lacking souls, the
kick their feet to the sky, and grasp each other in vassals cannot use the magic themselves, and thus
unbridled passion. “You don’t know joy until you’ve they carry it back to their lords without worry of
seen the Red Revels,” people say. “They roister and tampering or use.
rave in the name of disintegration and a crumbling The lake’s tumultuous nature spawns beings
end to all things in a way that those who delight in Koul, page 123 called koul, equine-like eaters of flesh that rise
care and creation will never truly understand.” from the surface of the lava and gallop across the
The Place Where Red Revels is a circular pit 20 landscape on seven legs, opening their mouths
feet (6 m) deep and 500 feet (150 m) across, enough wider and wider to gulp down any living thing in
for hundreds of revelers to dance and cavort at their path.
once. The edges of the pit are for musicians and
spectators.
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MORI GRA
Tall, angular human with the head of a white rabbit
and eyes of shifting colors. Causes vislae to lose
their magic by transforming them into near-lifeless
and listless versions of themselves. Travels the
Actuality hunting vislae.
Level: 5
Injuries:
Wounds:
Anguish:
Defenses: Magic (two successes); +2 Dodge and
Resist
Modifications: +3 to stealth and perception
Inversion: Creature touched becomes a black and
grey version of itself, unable to use magic of
any kind and suffering a −2 penalty to all other
actions (2 rests).
Darkness: Fills the nearby area with darkness
and shadows, easing hiding and stealth, and
hindering any other action that requires sight.
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