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Table of Contents
                            Cover Page
Title
Credits
Table of Contents
Foreword
Prologue
Chapter I: Tri-Kazel
	Map - Tri-Kazel
	Interlude
		Landscapes
			The Mountains
			Rivers and Seas
			The Three Sisters Archipelago
		Climate
			Tugarch'
		The Inhabitants of the Peninsula
			Populations
			The Clans Heirs
			The Inguards
		Flora of the Three Kingdoms
		Fauna and Creatures of Tri-Kazel
		Languages
			The Ancient Tongue
			Continental
			Tarish
			Reading and Writing
				Books
			Cartography of Tri-Kazel
				Legend of the Tri-Kazel's Map
	History
		Different Beliefs
		The Ancient Times
		The Aergewin
			The Sanctuaries of the Aergewin
		Threats in the Ancient Times
		Birth of the Temple
		The Foundations (Year 0 - 160)
			Foundation of Tri-Kazel
			The Osag Wars
				The Last Fight of the Barbarian King
		The Great Centuries (160 - 360)
			Birth of Magience
		The Ice Era (360 - 450)
		The Renewal (450 - 700)
			Great Kings and Politics
			Evolution of the Cities and Peoples
			The First Plague
		The Continental Decades (700 - 720)
			Arrival of Magience in Tri-Kazel
			The Missionaries of the Temple
		The Maturity Era (from 720 to Present)
			Reizh, Magientist Kingdom
			The Temple in Gwidre
			Taol-Kaer, between Traditions and Modernity
			The War of the Temple
		Present Day (864 - 907)
	Feondas
		What is a Feond?
			The Howling Chasms
		Behavior
			The Feondas' Masks
		Humanity against Feondas
			An Omnipresent Enemy
		Of the Feondas' Powers
		Of the Struggle against Feondas
			Neven's Children
			Protective Circles
		Feondas' Weaknesses
	Peoples and Mentalities
		The Peoples
		The Other Living Beings
		A Philosophy of Progress
			Baldh-Ruoch's Plant
		Mentalities
			The Notion of Kingdom
			Border between Taol-Kaer and Reizh, Year 905
	Taol-Kaer
		Map - Taol-Kaer, The Nine Dukedoms
		Map - Taol-Kaer
		The Dukedom of Seòl
			The Drawbacks of Independence
		The Dukedom of Gorm
			A Long-Standing Grudge
			Map - Taol-Kaer, The Nine Dukedoms
			Mòr Forsair
			Emerald Flux
		The Dukedom of Osta-Baille
			A Royal Interview
			The Royal Council
			Of the Temple's Influence in our Kingdom
			An Alliance Mission
		Dukedoms of the West
			The Lands of Dèas
			The Dukedom of Salann Tir
		The Dukedom of Tuaille
			The City of Tuaille
		In the Heart of the Kingdom
		The Dukedom of Dùlan
		The Dukedom of Tulg
			Magientist Ruins
			Preparations for Coming Back
		The Dukedom of Kel Loar
			The Reconstruction of Kel Loar
		Cartography
			Map - Taol-Kaer
	Osta-Baille
		Map - Districts of Osta-Baille
		History of the City
			Birth
			Osta-Baille
				Lár an Baille
				The Ansailéir
		The Port
			Bân's Company
		The Lower Town
		The Higher Town
			Dïol's Elevators
			Districts of Osta-Baille
		The Modern Osta-Baille
			Taol-Kaer's Grave
			Deoïr's Flowers
			The Tugarch' Sword
			Antiquities of Trádáil
			Athaontú's University
			Who Leads Osta-Baille?
		Osta-Baille's Leprous Face
		Idyllic Appearance and Actual Corruption
			Opportunistic Oligarchy
			Wait-and-See Prestige
			Lights and Shadows of Uasal
		Nights of Osta-Baille
			A City Under the Surface
			Time of Plagues
	Gwidre
		Map - Gwidre
		A Continual Prayer
			The Disappearance of Ritual Stones
			A New Faith
		Exposed Coasts
			Map - Gwidre
		Báncloch's Guild
		The Mountains
			The Corvus Abbey
		The Capital City
			The Shady Side of Ard-Amrach
			Judiciary Systems and Religious Tribunals
			A Centralised Power
			Diinthër's Cabal
	Reizh
		Map - Reizh
		Echoes of the Past
		Military Disunion
		Curious Ideas
		Kalvernach
		Map - Reizh
		The Troglodytic City
			Magience and Reizh's Inhabitants
		Baldh-Ruoch
			Great-Spirit Doors
			The Currency House
				Salt, an Unexploited Resource
		Leaving
			The Unruly
	The Continent
		The Confederation
		The Great Theocracy
		Tale about the Continent
			The Climatic Cycles
		The Simahir: Bogs and Crops
Chapter II: Lifestyle
	Interlude
	Habits and Customs
		Tilliarch
		Commonly Used Titles
		Birth
		The Damathairs
		Education
		The Circles
		Military Service and Training
		A Life Choice
		The Tavern
		Love and Relationships
		Home
		Marriage
		Death
			Aothbàs
		On Dreams
		Traditions and Festivals
			Earrach Feis
			Agaceann
		The Calendar
	Handicrafts
		Of the Basics
		The Guilds
		Of the Various Fields
			Woodworking
			Metalworking
			Jewelry
			Masonry
			Glassworking
			Earth Craft
			Textile Craft
			Leatherworking
			Basketry
		On Adornments
		Traditions and Modernity
		Objects of Power
			The Legend of Faëris Mac Connen
	Food
		Conditions Imposing Restrictions
		Condiments
		Sea and Coastal Commodities
		Lacks and Restrictions in Alimentation
		Some Anecdotes as a Dessert
		Famines
	Architecture
		Of Construction Materials
		Of Rural Architecture
		Of Bridges
			The Mist Bridge
		Of Architecture Considered as a Higher Science
		Of the Urban Landscape
			The Castle of Aodreth
			Osta-Baille: a Reference for Safer Cities
			Cities and Nature
		Temple and Magientists
	Societies
		Tri-Kazelian Society
			Clan Society
			Feudal Society
		Talkéride Society
			Privileges, Heritages
			The Lines of Tu'rsal
		Gwidrite Society
		Reizhite Society
		Family
			Men and Women
			The Dàmàthair
			Sick Children and the Elderly
			Exogamy
		Justice
			Popular Justice and Customary Justice
			Royal Court and Lordly Court
			Religious Justice
		A Mosaic of Opposing Influences
	Currency and Trading
		Monetary System
			The Composition of Daols
			False Money
		Other Means of Exchange
		Caravans
		Caernides
		Poverty
	The Arts
		The Arts: Mirrors of Civilization
		The Arts, or the Necessity of the Useless
		Of the Relations between the Arts and Craft
		Artists and Society
		Of Lyrical Arts
		Of Melodic Arts
		Of Dramatic Arts and Dancing
		Of Plastic and Pictoral Arts
		Of Noble Arts
			The Trine
		Of Bards
Chapter III: Factions
	Demorthèn
		Meeting Again
		The Role of the Demorthèn
			Of Society
			Of Wisdom and Ritual Customs
				Tsioghair
			Of Ancient Beliefs
				Lan-an-Sol: The Demorthèn Myths
		Of the Evolution of Beliefs
		The Powers of the Demorthèn
			C'maoghs
		Ogham and Magical Language
		The Aergewin
		Saoghal-Dheir
		Demorthèn Sanctuaries
			Of Menhirs
			An Instructive Lesson
		Evolution of the Demorthèn Role
			Nomadism
			A Partial Sedentarization
			The Influence of the Powerful
			Of Social Implication
			Rites and Traditions
		Of Popular Beliefs
		Animal Symbolism
		Nimheil
		Morcaìl
			Demorthèn Ethics
			The Oradh
			Tales and Legends
	The Temple
		Calendar of the Temple
		Soustraine's Revelation
			The Powers of Soustraine
		The Precepts of the Temple
			The Writings and the Ordinances
			The Prayers
			Of the Place of Man
			Miracles
			Faith and Pagan Beliefs
		The Reprobates
		The Cult of Cold
		The Constructions of the Temple
			The Churches
			Town-monasteries
		The Relics
		The Six Orders
			The Priests
			The Sigires
			The Blades
				The White Rose Traitors
			The Vectors
			The Monks
			The Clerics
				Of the Importance of the Number 6
			The Hierophants
		The Convent of Mount Darenne
		The Temple and Civil Life in Tri-Kazel
	Magientists
		A Quick Account
			The "Daedmorthys" Name
		Osta-Baille
		The War of the Temple
		Current Situation
		The Principles of Magience
		Flux
			Flux Cartridges
		Magientists and Demorthèn
		The Organization of the Order
			The Magisters
				Diary of Simus
			The Primus
			The Scientors
			The Inceptus
			The Helites
			The Lodges
		Other Types of Professions
			Diary of Simus
		The Various Magientist Schools
			The Botanists
			The Mineralists
			The Vitalists
		The Mekones
		Fossil Flux
		Architecture
			Universities
				Diary of Simus
			Nòds and Factories
			Laboratories
		Artifacts and Magientist Inventions
			Nebulars
			Mills
			Fervhen's Rifles
			Looms
			Vision Glasses
		Strange Experiments
			Diary of Simus
	Varigals
		People with Practical Experience
		Varigals and "Varigals"
		Organization and Recruitment
	Hilderins
		The Genesis of the Order
		Gear
		Noviciate
			Breithan
			Osfei
		Anró
			Of Cavalry
		Hierarchy
	Rumors in Tri-Kazel
		The Deathcheaters
		Occultists in Tri-Kazel
		The Ice Coffin of King Maelvon
		Black Magic
		The Gutripper
		Azulrock
	Epilogue
Chapter IV: Game System
	Foreword
		Discovering Role-playing
		Abbreviations
		Game Universe and System
		Rule Choices and Optional Rules
		Nomenclature
	Using the System
		Initial Intent
		Character Sheet Breakdown
		Encourage Interpretation
		Making Use of the System with Moderation
		How to Use Skill Roles
		A Light System
		A Toolbox
	Creating a Character
		Stereotypes and Singularities
		General Features
		Past and Personality
		The Motivations
	Building your Character According to the Ways
		Playing a Character
	Special Powers and Knowledge
	Team Spirit
		Threats and Stakes
			Fear ...
			... and Hope
	The Group of Characters
		Starting Point and Perspectives
		Who are they?
			A Rural Group
			An Urban Group
			A Group of Travelers
		What must they do?
		Keeping the Group Together
			Play with the Contradictions
			A Flexible Interpretation
			From Antagonism to Complementarity
	The Archetypes
		The Varigal, Sid "The Wolf"
		The Warrior, Eoghan
		The Demorthèn, Adeliane
		The Monk, Joris, Theologian of the Temple
		The Magientist, Finn
		The Bard, Masha
	Skills
		Generalities
		The Skill Tree, Domains and Disciplines
		Disciplines on the Character Sheet
		What a Skill Rating Means
		List of the Domains and Disciplines
			Accessibility to Some Disciplines
			Disciplines Common to Several Domains
		Domains
			Close Combat
			Craft
			Demorthèn Mysteries
			Erudition
			Feats
			Magience
			Natural Environment
			Occultism
			Perception
			Performance
			Prayer
			Relation
			Science
			Shooting and Throwing
			Stealth
			Travel
	Character Creation
		Step 1: Ethnicity
			What does my Character Look Like?
			People of Tri-Kazel
			Osag people
			Tarish People
			People of the Continent
		Step 2: Profession, Birthplace, and Social Class
			Optional Rule: New Professions and Crossed Professions
			Professions
				Bard
				Craftsman
				Demorthèn
				Explorer
				Fighter
				Hunter
				Investigator
				Knight
				Magientist
				Merchant
				Occultist
				Peasant
				Physician
				Religious of the Temple
				Rogue
				Scholar
				Spy
				Varigal
			Other Occupations
			Birthplace
			Social Class
				Commoners
				Clergy
				Nobility
			Disciplines and Adding Points in Domains
		Step 3: The Ways
			The Five Ways
				Way of Combativeness
				Way of Creativity
				Way fo Empathy
				Way of Reason
				Way of Conviction
			What the Ways are not
			Ways and Vocations
			Synergies between the Ways
			The Character's Ratings in Ways
			Ways, Domains and Disciplines
			Optional Rule: another Repartition for the Ratings in Ways
		Step 4: Age, Setbacks, and History
			The Age
			Age and Experience
			Setbacks
				1.Bad Luck
				2.Wound
				3.Adversary
				4.Rumor
				5.Tragic Love
				6.Illness
				7.Violence
				8.Alone
				9.Poor
				10.Lucky
			History
		Step 5: Character Traits, Sanity, and Personality
			Character Traits
			Sanity
				Sanity in Shadows of Esteren
				Consciousness
				Instinct
				Trauma
			Orientation of Personality
			Mental Resistance
			Sanity Chart and Mental Disorder
			Personality
		Step 6: Experience Points, Advantages, and Disadvantages
			Improve a Domain or a Discipline
			Advantages
				Ally
				Financial Ease
				Physical or Mental Advantage
				Fighting Arts
				Lucky
				Survival Instinct
				Well-read
			Disadvantages
				Addiction
				Physical or Mental Disadvantage
				Aftermath
				Enemy
				Fragile
				Phobia
				Poor
				Shy
				Trauma
				Unlucky
		Step 7: Potential, Defense, Speed, and Stamina
			Fighting Potential
			Defense
			Speed
			Stamina
			Health Condition Chart
		Step 8: Fighting Attitudes and Attack Rating
			Attack Rating
				Standard Attitude
				Offensive Attitude
				Defensive Attitude
				Quick Attack
				Movement
		Step 9: Survival Points, Rindath, and Exaltation
			Survival Points
				Roll a Die Again
				Ignore Pain
			Rindath
			Exaltation
		Step 10: Description and Equipment
			Description
			Equipment
	Prices and Equipment
		General Price Lists
			Inns and Taverns
			Foodstuffs
			Medicine
			Clothing Articles and Cosmetics
			Containers and Dishes
			Furniture
			Rent by Month
			Traveling and Survival Tools
			Various Tools
			Lighting
			Writing, Painting, Drawing
			Musical Instruments
			Means of Transportation
			Traveling Prices
			Raw Materials, Miscellaneous Materials
			Livestock
			Magientist Artefacts
			Flux Cartridges
		Weapons and Armor Price Lists
			Melee Weapons
			Ranged Weapons
			Armors and Shields
		Equivalency between Daols
		Average Daily Wages
		Short-term Services
		Foodstuffs
		Medicine
		Lodgings
		The Means of Transportation
		Equipment of Superior Quality
		Weapons, Armors and Tools of Exceptional Quality
		Breaking Equipment
			Optional Rule: Maintaining Equipment
	Experience and Advancement
		Earning Experience Points
		Confrontation
			Fight
			Negotiation
			Mysteries
			Techniques
		Progression of the Plot
		Interpretation of the PC
			Optional Rule: Going Beyond the Charts
			Optional Rule: Alternative Calculation of XPs for Fights and Confrontations
		Spending Experience Points
		Learning Method
			Optional Rule: Staying Fit
		Learning Fighting Arts
		Recovering Survival Points
		Improving Defense and Speed Ratings
		Sigil Rann and Rindath
		Learning a New Ogham
		Increasing Exaltation
		Awakening to a New Miracle
	Resolution
		Examples of Resolution Rolls
			Optional Rule: Picking another Way
		The Difficulty Threshold
			Automatic Success and Failure
		Success and Failure Margins
			Out of Reach Action
		Critical Success
			Optional Rule: Leader Discretion
			Optional Rule: Beyond Limits
		Critical Failure
		Contested Actions
		Testing
		The Five Faults
			The Interpretation of Faults
		Test Roll
			When Tests should be Used
		Luck Roll
	Combat
		The Round
			1: Order of Action
			2: Fighting Attitudes
			3: Resolution of Action
			4: Calculating the Damage Points
		End of the Round
		Particular Combat Conditions
			Ranged Combat
			Group Combat
			Ambush
			Leaving a Combat
			Mounted Combat
			Shields
		Fighting Arts
			Sneak Attack
			Two-weapon Fighting
			Parry
			Archery
			Cavalry
	Health
		Health Chart and Stamina Rating
		The Different Health Conditions
		Agony
		Death of a Character
		Falling
		Holding Breath
		Blindness
		Healing and Resting
		Diseases
			Virulence
			About Diseases in Esteren
				Falling Ill
			Contracting a Disease
			Incubation Time
			Duration
			Disease Points
			Diagnosis
			Resting and Recovering
			Treatment and Cures
			Magientist Remedies
			Sample Diseases
		Poisons
			Direct Poisoning
			Progressive Poisoning
		Drugs
			Becoming Addicted
			Effects on Health
			Weaning and Withdrawal Symptoms
			Detoxification
			Drugs in Tri-Kazel
		Aging
	Demorthèn Art
		Ancestral Art and Discipline: How Magic Works
		Lorn Rann and Liadh
		Major Ogham and Minor Ogham
		The Oghamic Stones
			Creating a Magic-user PC
			The Seven Major Ogham of the Aergewin
		Rindath and Oghamic Powers
			Power Circles and Factors
			Circle
			Difficulty Threshold
			Factors
				Targets
				Scale
				Persistency
				Bonus/Penalty
				Damage
			Rindath Cost
			Summoning Time
			Evaluating the Intensity of a Factor
			The Sixth Power Circle
		Summoning a Power
			Being Disturbed
			Optional Rule: Drawing from Vital Energy
			Resisting a Power
			Recovering and Earning Rindath Energy
		Oghamic Stones
			Nature of the Powers
			Effect of a Power
			Creating Something "Ex Nihilo"
			Combining Powers
			Oghamic Stones
				Oghamic Stones of Water
				Oghamic Stones of Air
				Oghamic Stones of Earth
				Transmutation, Paralysis and Slowing
				Oghamic Stones of Fire
				Vegetal Oghamic Stones
				Animal Oghamic Stones
				Oghamic Stones of Life
			Improving Demorthèn Arts
	Miracles of the Temple
		How Clerical Magic Works
			Faith and Miracles
			Exaltation
			The Six Stanzas
		The Powers of the Elect
			Priests, Monks and Clerics
			Blades
			Vectors
			Sigires
		Intensity of Miracles
			Intensity of Miracles
			Power Stanzas
		Performing a Miracle
		Recovering and Increasing One's Exaltation
			Praying
			Fervor
		Showing Faith
			Minor Offence
			Significant Offence
			Major Offence
		The Twelve Miracles
			Canticle
			Castigation
			Circle of Protection
			Divine Cold
			Divine Wrath
			Holy Vigor
			Litany
			Might of Faith
			Miraculous Healing
			Purification
			Resurrection
			Vision of Limbo
		Improving in Faith
	Magience
		Extracting Crude Flux
			Raw Material
			Extraction
				Extraction Equipment and Workers
			Doses of Crude Flux and Amount of Material Invested
			Failing Operations of Extraction
		Refining Crude Flux
			Refuse from Extracting and Refining
		Refined Flux
		The Artifacts
		Artifacts and Associated Disciplines
		Switching On, Using and Repairing an Artifact
			Switching On
			Using an Artifact
			Repairing an Artifact
		Flux Cartridges
			Fossil Flux
		Technical Characteristics of the Artifacts
		List of Artifacts
			Crushing Pliers
			Driller-hammer
			Energetic Gauntlet
			Lighter
			Magientist Pulley
			Mechanical Saw
			Mobile Flux Extractor
			Portative Nebular
			Tonic
			Vision Glasses
	Sanity
		Preamble
			The Works of Ernst Zigger
		Evolution of Sanity
		Sanity Charts
		Trauma Points and Hardening Points
		Mental Resistance Rolls
			Success
			Mental Hardening
			Failure
			Scarring
		Scarring
			1.Nightmare
			2.Phobia
			3.Hiding
			4.Crying
			5.Anguish
			6.Nausea
			7.Fleeing
			8.Stupor
			9.Fainting
			10.Obsession
		When Should You Ask for a Mental Resistance Roll?
			Avoiding Mental Resistance Rolls
		Balance, Symptom, Syndrome, and Madness
		Crises
			Madness, Crisis and Portrayal of the Character by the Player
		Mental Disorders
		Alteration of Ways and Special Abilities
			Strengthening
			Weakening
			Special Abilities
		The 5 Rational Disorders
			Melancholy
			Paranoia
			Mimicry
			Obsession
			Mysticism
		The 5 Instinctual Disorders
			Frenzy
			Hallucination
			Hysteria
			Mental Confusion
			Elation
		Other Disorders
			Phobia
			Empty Fortress
		Healing and Curing Mental Disorders
			Diagnosing
			Natural Recovery
			Potions and Medicines
			Mind Treatment
	Character Sheet
Glossary
System Index
Back Page
Sanity Sheet
Tables
	Character Age and Skill Bonus
	Character Traits
	Earning Experience Points
	Spending Experience Points
	Improving Defense and Speed Ratings
	Improving Rindath
	Improving Exaltation
	Difficulty Threshold
	Virulence of a Disease
	Sigil Rann Summoning Chart
	Sixth Circle Summoning Chart
	Resisting a Power
	Miracle Summoning Chart
	Flux Raw Material
	Flux Extraction Factors
	Flux Extraction Failure
	Refining Crude Flux
	Mental Resistance Roll
	Scarring
	Troubles for each Way
Maps
	Cartography of Tri-Kazel
	Kingdom of Taol-Kaer
	Kingdom of Taol-Kaer, The Nine Dukedoms
	Kingdom of Gwidre
	Kingdom of Reizh
	City of Osta-Baille, Districts
                        

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