TEXT: exposit@katamoiran
  Heirs of
  Sea & Shadow
  
  i
  Acknowledgments
  Illustrations by Andrew Rackham, courtesy of Project Gutenberg and the
  public domain.
  Thank you to Against the Wicked City, for an in-depth and insightful se-
  ries of posts about what exactly “romantic fantasy” is, and for many of the
  principles that inform this system.
  And thank you to Ron Edwards (Trollbabe) and John Harper (Stranger
  Things) for the heart of this game.
  Heirs of Sea & Shadow is a tabletop role-playing game inspired by
  Trollbabe and Stranger Things, as well as the many helpful design
  discussions by lumpley games.
  It is primarily designed for solo play, but should be easily adapt-
  able for groups that have good communication and who are willing
  to compromise.
  It is strongly narrative, intended to facilitate writing a story while
  enjoying an ttrpg experience. It also has a framework for creating
  generational stories.
  The PDF is designed to be printed in landscape on standard a4 or
  letter-sized paper.
  The fonts used are Cantarell, Simonetta, and Cinzel Decorative.
  This DRAFT document was last updated May 22, 2017. If this date is more
  than two weeks ago, you should check the website for an updated version.
  https://exposit.github.io/katamoiran/rpglets.html
  Copyright 2017 by exposit@katamoiran.
  Sir Vissa tilted her head, her golden hair gleaming in the sunlight, her
  mouth set in a scowl. The nervous emissary coughed; he was well aware of
  the demonslayer’s reputation. “The Queen requests that you return to
  Never as captain of the newly formed Demonsguard.” He didn’t think it
  wise to mention it was literally a detail for guarding demons.
  4
  “We need a guide to the Wastes,” the pale young woman said, and gestured
  imperiously. Her mercenary dropped a bag of gold on the table. “They say
  you’re the best.” Arion cocked an eyebrow; he wasn’t sure where they’d
  heard he was for sale, but they’d heard wrong.
  4
  Gambrom spun lower on his web, sliding down to the forest floor where a
  young human lay, blood staining her tunic. “For the Queen,” she
  murmured with her last breath, the slender scroll case clutched in her
  hand falling to the forest floor. He would have left it there if the
  trees hadn’t asked him to help.
  
  Contents
  Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . .
  i
  1 The Dying of the Light
  1
  1.1 What Kind of game is this? . . . . . . . . . . . . . . . . . .
  1
  2 Prepare to Play
  2
  2.1 Principles
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  2
  2.2 Overview of Play . . . . . . . . . . . . . . . . . . . . . . . .
  2
  2.3 The Oracle . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  2
  2.4 Playing With a Group . . . . . . . . . . . . . . . . . . . . .
  2
  3 Creating a Character
  3
  3.1 Descriptor . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  3
  3.2 Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  3
  3.3 Final Details
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  4
  4 What It Looks Like
  5
  5 How to Play the Game
  6
  5.1 Rerolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  7
  5.2 Status Effects
  . . . . . . . . . . . . . . . . . . . . . . . . . .
  7
  5.3 Foe or Obstacle?
  . . . . . . . . . . . . . . . . . . . . . . . .
  7
  5.4 Injuries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  7
  5.5 Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  8
  5.6 Replenishment . . . . . . . . . . . . . . . . . . . . . . . . . .
  8
  5.7 Advancement
  . . . . . . . . . . . . . . . . . . . . . . . . . .
  8
  6 Dynasties
  9
  6.1 Creating a Dynasty . . . . . . . . . . . . . . . . . . . . . .
  9
  6.2 Building Your Domain . . . . . . . . . . . . . . . . . . . .
  9
  6.3 The Birds and the Bees . . . . . . . . . . . . . . . . . . . . . . 10
  6.4 Pregnancy
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  6.5 Creating an Heir . . . . . . . . . . . . . . . . . . . . . . . . 10
  6.6 Secret Heirs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  6.7 Passing the Torch . . . . . . . . . . . . . . . . . . . . . . . . 11
  6.8 Factions & Relationships
  . . . . . . . . . . . . . . . . . . 11
  7 The World of Lunedd
  12
  7.1 Lunedd
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  7.2 Anwy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  7.3 The Demon Wastes . . . . . . . . . . . . . . . . . . . . . . . . 12
  7.4 Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  7.5 Never
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  7.6 The Fishing Village of Sako . . . . . . . . . . . . . . . . . 13
  7.7 Isa Verys
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  8 Scenarios
  14
  8.1 Demonsguard . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  8.2 The Lost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  9 Major Hooks
  16
  9.1 Never
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  9.2 Sako . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  9.3 Isa Verys
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Minor Encounters
  17
  9.4 Never
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  9.5 Sako . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  9.6 Isa Verys
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  9.7 Demon Wastes
  . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Names
  18
  Random Generators
  19
  Scene Structure
  21
  Character Sheet
  22
  Tips for Playing Heirs of Sea & Shadow
  23
  ii
  
  1 The Dying of the Light
  The cause is all but lost.
  The demons have won.
  The Light dies.
  ...Or so they would have you believe.
  Across the last human kingdom, glittering Lunedd, shadows creep in
  search of the smallest foothold, the tiniest doubt or fear, to encourage
  greed and lies and deceit.
  And in the crystal city of Never, the heart of Lunedd, the twilight lasts a
  little longer each dusk, and rumors whisper of dark pacts and darker
  deeds, done for the pettiest of reasons and the basest of coins.
  ...But all is not lost.
  Heroes rise, answering the call of their hearts and driven by honor,
  however they define it.
  They come in unlikely shapes.
  A knight in gleaming armor, all but exiled for choosing action over her
  mother’s politics.
  A talking spider, in search of answers, met only with terror and hostility.
  A shapeshifter, last carrier of a lost lore, seeking a hollow revenge and the
  oblivion of death.
  These are the stories of those of good heart in the last hours after
  darkness falls. Stories of triumph against all odds, of tragic foolishness, or
  of brilliant failure that shines as a beacon to those who would follow.
  You will play to find out which.
  When heroes rise up and say, “This far, and no farther.”
  What Kind of game is this?
  Heirs of Sea & Shadow is a game of storytelling. The goal is simply that–
  to tell a story, to participate in the crafting of a legend, whether for good
  or for ill.
  You create and control heroes who have chosen not to give in to despair,
  but to fight for what they believe in. The story may ultimately be a tragic
  one, or a happy one, or somewhere in between, but it will always be a
  hopeful one.
  Unlike many tabletop roleplaying games, in Heirs of Sea & Shadow combat
  is not the first option, or even often a good idea. Violence begets more
  violence, and only empathy and love will truly change hearts and minds and
  make the future brighter.
  Plus he who draws first often finds himself stabbed in the back by the guy
  he didn’t see sneak up on him.
  So parlay, when you can, and use trickery when you must, and lift your
  blade only when the most dire of needs arises.
  Remember, the light shines brightest in the dark.
  The Light shines in the darkness; the darkness has not overcome it.
  1
  
  2 Prepare to Play
  Read the rules carefully and be sure you understand the order of play and
  the mechanics.
  Pay special attention to the Principles below; they are not guidelines, but
  rules that must be followed for the game to work properly.
  Collect some paper and pencils and one or more ten-sided dice (d10s). A
  d6 will be useful as well. Or use a computer program like Google Docs or
  Notepad and a dice roller.
  How much you narrate and how detailed it is is up to you, but you will
  want a way to jot down your progress as you go.
  Principles
  The fiction is the first rule. Every mechanic is informed by the fiction
  and compelled by it. Once a fact about the world is established in play, it is
  as relevant and restrictive as any rule. Ask the oracle questions frequently.
  Look for hard questions.
  You are not your character. You are your character’s author. Your
  mission is not to make your hero’s life safe or to succeed; it is to test your
  hero’s mettle and prove he deserves the title. Don’t pull your punches, but
  root for the poor sap – he’s going to need it.
  Diplomacy is always an option. Remember that everyone wants
  something. You may not like the terms of the bargain or to be able to offer
  enough, but there’s always a chance, however brief, to negotiate.
  No one is irredeemably evil. It is up to you – and the fiction – whether
  that redemption is in reach. And if you want to reach for it.
  Motives are personal and between people. No matter how grand the
  plan or far-reaching the plot, an actor ultimately wants something
  personal. To gain a parent’s love, or prove worth of a mentor’s respect, or
  earn a lover’s regard; these are the forces that drive the game.
  Overview of Play
  Create a character. You may use a Scenario, or one of the provided
  adventure hooks, or a world of your own devising.
  Feel out the world, asking questions of the oracle as you go, until you
  reach a point when there is a chance of failure and something the hero
  cares about is in danger.
  Declare your intent and stakes. Build a modifier, then roll. If you fail, reroll
  if you choose, or accept the failure.
  Once you’ve resolved the roll, narrate the fallout and go back to feeling out
  the world using the oracle.
  The Oracle
  Roll 2d10 and read the face value; the first die as the tens and the second
  the ones.
  If you roll higher than 50, the answer’s “yes”, otherwise it’s “no”.
  If you roll 10- or 90+ add an ’and’ qualifier, an intensifier that makes the
  answer more extreme.
  If you roll between 40 and 60, add a “but” qualifier, a reducer that adds a
  drawback or caveat to the answer.
  Add or subtract 10 from the roll if it’s particularly likely or unlikely.
  Playing With a Group
  Share a hero or each make your own. Pick a GM or play GM-less.
  Be considerate, empathetic, and respectful towards each other. Listen.
  If you’re playing without a GM, take turns framing the scene and declaring
  when it is over.
  When a player triumphs, they narrate; when they fail, whoever is playing
  their foe does. If that’s nobody, it’s the player on their left.
  2
  
  3 Creating a Character
  Descriptor
  Each character has at least one sentence of descriptive text that defines
  her.
  Choose one:
  I am a (blank) trying to be (blank) despite (blank).
  I am a (blank) but I am (blank) and (blank).
  I am a (blank), (blank) but (blank).
  The “blanks” are your starting Tags; they describe the hero’s skills,
  abilities, heritage, or personality. Tags that are part of your starting
  sentence are fundamental to your character.
  If you are using a Scenario, follow the instructions, otherwise, pick a
  starting sentence and three Tags to fill the blanks.
  Pick two more Tags that appeal to you, for a starting total of five.
  Honorable, Brave, Vengeful, Sullen, Greedy, Lustful, Demonspawn, Mage, Seer,
  Ranger, Silvertongue, Lover, Noble, Merchant, Royal, Doomed, Lucky, Gardener, Ex-
  plorer, Sailor, Spy, Brawler, Orator
  Attributes
  The five attributes are Combat, Exploration, Weird, Social, and Skill.
  Each attribute is a sliding scale, from 1 to 10, with a number between 2
  and 9. This number is the scale’s long-term number.
  Each attribute also has a number, from 2 to 9, that is the scale’s current
  number. The current number begins equal to the long-term number.
  Circle or mark one of each pair; this side of the scale’s range is inclusive of
  the current number.
  Combat
  fight or flee
  Fight is when you physically or mentally engage in combat or attempt to
  resist damage. Flee is when you seek to avoid combat, or hide from it
  instead of facing it head on.
  Explore
  bold or cautious
  Exploration is your curiousity about the world, experience navigating it,
  and openness to new experiences while doing so.
  A Bold approach is one that meets challenges head-on, kicking down the
  door, swaggering into the tavern, or cutting the Gordion knot.
  A Cautious approach studies the runes before touching them, researches
  the lore before the journey, or tries all the options in the puzzle patiently
  to find the correct solution.
  Social
  aggressive or empathetic
  Social is your ability to navigate society and interpersonal relationships.
  With an Aggressive approach, you intimidate, demand, or impress with
  your force of personality.
  With an Empathetic approach, you persuade, listen, and negotiate to get
  what you want.
  3
  
  CHAPTER 3. CREATING A CHARACTER
  4
  Skill
  your choice or your choice
  Your Skill reflects two things your hero knows how to do well, one better
  than the other. Try to choose items that overlap as little as possible with
  each other and with the core sliders, but don’t overthink it.
  You might be a Sailor first, a Merchant second. You might be a Farmer
  first, a Thief second. Or you might be a Scholar first, a Lover second.
  Whatever you choose for your Skill, make it something you want to use in
  play.
  Skills are unique in that you may add a second skill scale later.
  Weird
  demanding or sensitive
  Weird is your connection to the arcane, the unseen forces that shape the
  world.
  If you are Demanding, you force fire into existence with your will, you
  blast your foes with waves of mental energy, or you ward a door against
  passage with explosive consequences.
  If you are Sensitive, you see the invisible, speak with plants, or whisper
  into the wind for a far off ally’s ear to hear.
  Final Details
  Choose a name for your hero.
  Write “x2” next to a Resource; you may use this Resource twice before
  crossing it off.
  Sir Vissa Au’Brinian
  I am a knight trying to be honorable despite temptation.
  Combat
  [ 8 ]
  Fight*
  8
  Flee
  Explore
  [ 6 ]
  Bold*
  6
  Cautious
  Social
  [ 5 ]
  Aggressive*
  5
  Empathetic
  Skill
  [ 5 ]
  Knight*
  5
  Politician
  Weird
  [ 5 ]
  Demanding*
  5
  Sensitive
  Tags: knight, honorable, tempted, brave, aristocrat
  Resources: carried item x2
  4
  Gambrom Manylegs
  I am a spider, feared but canny.
  Combat
  [ 2 ]
  Fight
  2
  Flee*
  Explore
  [ 4 ]
  Bold
  4
  Cautious*
  Social
  [ 3 ]
  Aggressive
  3
  Empathetic*
  Skill
  [ 5 ]
  Stealth
  5
  Weaving*
  Weird
  [ 3 ]
  Demanding
  3
  Sensitive*
  Tags: spider, feared, canny, large, kind
  Resources: hidden knowledge x2
  4
  Arion of Fanwood
  I am a shapeshifter, but I am vengeful and suicidal.
  Combat
  [ 5 ]
  Fight*
  5
  Flee
  Explore
  [ 5 ]
  Bold
  5
  Cautious*
  Social
  [ 8 ]
  Aggressive*
  8
  Empathetic
  Skill
  [ 7 ]
  Shapeshift*
  7
  Hunter
  Weird
  [ 5 ]
  Demanding
  5
  Sensitive*
  Tags: shapeshifter, vengeful, suicidal, ranger, scholar
  Resources: supernatural power or ability x2
  
  4 What It Looks Like
  Vissa sat cross-legged on the warm rock overlooking the gleaming waters
  of Lake Meiron. Her eyes were closed as she meditated, focusing her mind
  on the blissfulness of nothing.
  Since this is the first scene, I’ll roll up a random event using the conflict
  consequences table. A 1, so Combat, and a 4, meaning a sneak attack.
  I could roll Exploration, to see if she is aware enough of the world to react
  before it hits her. Or I could do Weird, to see if she senses it. Or Knight, if
  she relies on her training and experience to perceive it.
  Whatever I choose, it will help define the threat. I decide to go with
  “Knight”, on the Skill scale. It has a number of 5 and is inclusive, meaning I
  roll a 5- to succeed.
  Then I define my intent and my stakes. The intent is to sense the attack so I
  can react first to get out of the way. Since I don’t know quite what I’m
  facing yet, I’ll roll to see what the stakes are. I get an 8, for “major”.
  Whatever it is, it hits hard!
  I assemble my modifier; a +1 for the knight tag. The roll is a 7, a failure,
  even with my modifier moving it in my favor to a 6.
  I’m taking a major injury. So I narrate the failure and the injury, and add a
  Status Effect – “Poisoned” – that helps me define the creature.
  The whoosh of air ruffled her hair and her eyes flew open as the wyvern
  swept past, the barb of its tail stinging her shoulder through her light
  summer dress.
  There’s no chance for a reroll, since the fictional circumstances have
  changed and my original intent no longer applies. So I accept the failure,
  and choose to move my number, to a 6. I get 1xp for using the “knight” tag
  from my descriptor.
  This is a new roll; my intent is now to “drop behind the rock, out of harm’s
  way, so I can grab my gear”. The approach is Combat, Flee, which isn’t
  really my strong suit at a 9+. For the stakes, I choose minor.
  My modifier is a +1 for knight and a -1 for poisoned, for a net of 0. I need
  to roll a 9 or better. I roll a 7, a failure. So I narrate taking the hit and add a
  status effect to reflect the injury – “grazed”.
  She threw herself flat, sliding behind the rock, and the wyvern’s talons
  parted her hair and grazed her face.
  And I’ll reroll, same stakes, same intent, invoking a found item as a
  resource. The modifier is the same. Roll is a 10. I mark off “a found item”
  and add 1xp since I used “knight” for this series of rolls.
  She scooped up a heavy rock and threw it, hard, at the creature. It hissed,
  wings stroking the air as it climbed. It almost disappeared against the
  bright sun as it circled around for another pass.
  She felt a wave of dizziness as she scrambled for her sword and shield.
  What’s a wyvern doing this far south? she wondered, as her fingers closed
  around the familiar hilt of the blade and she turned to face the foe
  streaking from the sky.
  5
  
  5 How to Play the Game
  Heroes are capable individuals who can handle themselves against the
  world. Rolls should be called for when there is a risk of failure and
  something the hero cares about is put in danger.
  Risk of failure applies when a situation is more difficult than someone
  competent with the hero’s Tags and Skills could handle easily. A sailor can
  tie a knot without a roll; tying that same knot in a gale requires one.
  The thing the hero cares about in danger might be his pride, or his sword
  arm, or his position in society, or simply the regard of the pretty lass he’s
  been flirting with all evening. These are the stakes, the injury the hero
  risks if he fails.
  Stakes fall into three categories, based on how much your hero cares –
  minor, a major, or yourself. These may be injuries, say, a slash across the
  ribs or a broken arm, or more abstract, like exile or being stripped of a
  cherished illusion or destruction of a long-term project.
  A good intent has both an action – “I want to tie off the rope” – and a goal
  – “so the ship doesn’t break free of its moorings”.
  If your intent is vague or you need more details about a situation, ask an
  oracle question instead.
  If you aren’t sure what the stakes should be, roll a d10; on a 5-, the stakes
  are minor, on a 6-8, major, and on a 9+, the stakes are yourself.
  You may only use a stake that has a corresponding unchecked injury box –
  if a rolled stake is invalid, choose a different level of risk.
  You do not have to clarify what the stakes are exactly, just state the
  severity, though you’re free to be more specific if the context suggests it.
  It’s up to you if your hero recognizes the danger or not.
  Don’t narrate anything yet! Choose the most appropriate scale and decide
  which approach matches the fiction and intent best. If the approach is
  hard to determine, pick the one with the best range.
  Minor:
  bruised, tired, look bad, small fine, flee with minor cost, hesitate
  Major:
  broken arm, exiled from court for a season, a difficult task, scarred
  face, flee at heavy cost, pause for exchange, poisoned
  Yourself:
  death, exiled from court forever, a seemingly impossible task, loss of
  limb, flee with nothing, hold off for a scene, missing in action
  Assemble a modifier; add one for each Tag or Status Effect that applies to
  your advantage, and subtract one for each that hinders your hero.
  If you’re not sure if a Tag or Status Effect applies, ask the oracle.
  Roll a d10; if your approach is on the left side, roll under your current
  number, if on the right, roll over it. Include the current number in the
  success range for the marked side. Adjust your roll by the modifier.
  I want to make an Explore roll. Bold is marked, and my current number is
  6. When I use a Bold approach, I roll a 6 or less to succeed. For a Cautious
  approach, I roll a 7 or greater to succeed.
  If you roll your number exactly, roll on the “Conflict Consequences”
  chart and use the result as part of your next narration, taking an extra
  Status Effect to reflect the new circumstances.
  When you fail a roll, narrate how the failure and injury happens, then add
  any appropriate Status Effects, and mark off one of your injury boxes.
  If you are still capable fictionally, have not checked off your last injury box
  or your “yourself” box, and have Resources left, you may opt to reroll.
  When you have failed and can’t or don’t reroll, slide the scale’s current
  number up or down by one, then decide if you will give up on the goal or
  try a new approach.
  If you succeed, narrate the success. Move in the direction that increases
  your chances of success at the same roll again.
  6
  
  CHAPTER 5. HOW TO PLAY THE GAME
  7
  Rerolls
  To reroll, first invoke a Resource; this is the force that gives you the will or
  ability to push forward, past defeat. Check the Resource off when you
  invoke it.
  Choose or roll new stakes. Just as a primary roll, if you lack an unchecked
  injury box for the stake’s level, raise the stakes until you have an
  unchecked box.
  If the stakes are too high, you may give up and accept the original failure.
  If you do, the goal is unattainable unless circumstances change.
  Otherwise, roll again, adjusting the modifiers for your current Status
  Effects and Tags.
  If you succeed, you achieve your goal. Otherwise, you fail and suffer the
  injury. Mark off the injury box and add an appropriate Status Effect.
  Narrate the result either way.
  If you fail, you may reroll again as long as you have a Resource left to
  spend, are fictionally capable, and have unchecked wound boxes.
  Status Effects
  Status Effects are the temporary version of Tags and may be lost,
  changed, or added in play as the fiction dictates without penalty.
  It’s not necessary to detail every last emotion or impairment a hero
  suffers, just the ones that are strong enough to affect his capabilities.
  If you’re not sure if something should be a Status Effect or not, ask the
  oracle.
  If you’d prefer not to keep track of Status Effects, simply assess the
  situation before each roll. If you’re in an advantageous position, add
  +1 to the roll, a disadvantagous one, a -1.
  Resources: Emotion • Found item • Supernatural effect or ability •
  Hidden or specialized knowledge • Geographical feature • Element
  like silver, fire, or iron • Carried item • Ally
  Foe or Obstacle?
  A “foe” is a sentient creature who can be negotiated with, reasoned with,
  and empathized with. An “obstacle” is anything in your way that isn’t a foe.
  You may only demand of a foe a setback or change as severe as that which
  you are willing to wager yourself; if you don’t risk yourself, neither do they.
  Note that this doesn’t mean the terms must be identical, but they must be
  commensurate in value.
  Injuries
  Injuries reflect setbacks you’ve taken recently. They track how much fight
  your hero can bring to the table at the moment.
  When you fill in your final injury box or your “yourself” box, your hero is
  out of the current conflict.
  Finish any narration, then end the scene.
  Decide if your hero is dead. This is your call, regardless of the fiction. If
  she is, narrate how the world is changed by her life and her passing.
  Otherwise, before the next scene starts, roll a d10 for each injury; on an
  even result, erase the injury, on an odd, leave it.
  Use which injuries remain to inform your fiction; was he tended while
  unconscious? Left to die of his wounds? Locked in the tallest tower?
  Stranded in the wilderness?
  Status Effects may vanish with the injury (a tended wound no longer
  Bleeds) or linger as consequences (an exile is still Exiled, even if they find
  themselves on new shores).
  
  CHAPTER 5. HOW TO PLAY THE GAME
  8
  Scenes
  Scenes are units of game time, much like a scene in a movie or play. They
  begin when the action does and end when you, the player, say they do.
  A game of Heirs of Sea & Shadow is divided into scenes, during which
  conflicts arise, dramas are played out, and the hero’s life becomes ever
  more complicated.
  You may want to follow a strict Scene Structure or to just go with your
  instincts. Either way is fine.
  Replenishment
  When you want to replenish your Resources, play a replenishment scene.
  Make rolls as usual.
  At the end of the scene, if the fiction indicates you’ve recuperated, your
  Resources are all restored. Any Status Effects that would naturally end
  after a rest do. Any injuries that would be healed by the fiction are.
  You may also return the current number of one scale of your choice to its
  long-term number.
  Advancement
  Gain one point of experience when you use at least one Tag from your
  descriptor on a roll or series of rolls. Only take 1xp regardless of the
  number of rerolls.
  You may spend 5xp to change the long-term number of one of your hero’s
  scales to a new number, to add a new non-descriptor Tag, to change your
  marked scale, or to fill in a blank space in your descriptor.
  You may spend 3xp to set one of your hero’s scales to whatever current
  number you wish.
  You may spend 1xp to restore a Resource on the spot, to change an oracle
  answer to one you like better, or to add one in your favor to a roll.
  Overview of Play
  1 Generate fiction using the oracle until there’s a risk of
  failure and there’s a danger.
  2 Make a statement of intent, including the goal and the
  stakes.
  3 Assemble a modifier from Status Effects and Tags.
  4 Roll the dice. Narrate the outcome. Assign Status Effects
  and injuries.
  5 Determine if a reroll is possible and desired. If so, spend a
  Resource and name new stakes.
  6. Repeat steps 3-5 until the fiction makes your approach
  invalid, you give up, succeed, or are too badly hurt to continue.
  If the fiction demands that you lose a regular Tag and you agree, gain 5xp.
  Otherwise, narrate why you should keep it and gain 1xp.
  If you do something that directly contravenes one of your hero’s descriptor
  Tags, you may choose to drop the Tag, making it blank. If so, gain 10xp.
  Once you have spent 15xp, gain an advance. Add a new phrase with a
  single blank to your hero’s descriptor and choose a new Tag, or add a
  second Skill scale. Return any of your scales you wish to their long-term
  numbers.
  Vissa’s player has spent 15xp; she decides to add a new phrase, “and Captain
  of the Demonsguard”, with the Tag “Demonsguard (Captain)”, to reflect
  her interest in exploring that aspect of the character.
  
  6 Dynasties
  Heirs of Sea & Shadow can be used to tell the stories of one hero, or it can
  be used to create sweeping stories of generations – of the rise and fall of
  an entire line of heroes.
  If you decide to include Dynasties, there are two levels of focus;
  “Adventure” and “Downtime”.
  During the Adventure, play as usual, exploring the world and building an
  immediate story, just as you would if you weren’t using dynasties. This is
  the “on screen” time.
  Downtime reflects a period of significant time off from adventuring; a time
  to rest and recover and to pursue less dramatic matters.
  It is also treated as a Replenishment scene for the purposes of healing
  wounds and removing Status Effects.
  When you create your first hero, create a time tracker. This doesn’t need to
  be complicated; a plain list will do. Track time on a monthly basis, marking
  down each month that passes. If nothing of note occurs, just make a mark.
  You may choose to switch the focus (and pass a large chunk of time)
  whenever you please, even if it’s in the middle of an adventure.
  When your hero gains an advance, switches focus from Adventure to
  Downtime, or a year passes in Downtime, roll on the Dynasty Events
  chart; play the resulting scene out before continuing and add any entries to
  your time tracker.
  frail • depressed • violent • perverse • visions • incest
  addict • fits • mismatched eyes • distinctive hair color • bald • short
  tall • bad eyesight • ugly • glutton • lazy • infertile
  beautiful • magic-poor • curse • nose • giant • often ill
  short life • quick • temper • lechery • demonspawn • demonmark
  coward • fertile • genius • deformity • charming • lucky
  Creating a Dynasty
  Create your character as usual. You may roll on the Upbringing chart
  for an extra Tag. Add an additional phrase to your descriptor.
  I am of House family-name, and we are known for (blank) and (blank).
  I am the first of my line, and we will be known for (blank) and (blank).
  Choose or roll two additional Tags to fill in those blanks; these are
  hereditary to your family line. Treat these Tags as regular descriptor Tags;
  they may be removed and replaced as normal.
  For each Tag you add to your hero, in play or at creation, that can be
  passed down genetically or via upbringing, roll a d10; this is the likeliness
  that it will be passed down to the next generation.
  Add the Tag “Less Fertile” to a female hero when she reaches age 40. At
  age 50 (for female heroes only), pregnancy is no longer an issue.
  Give your hero a birth month and an age or birth year.
  Building Your Domain
  Your hero’s domain reflects the wealth of her home and, to some extent,
  her social standing.
  Choose a descriptor for your hero to reflect the domain and then choose
  three Tags to fill in those blanks.
  My home is domain-name, a (blank) by a (blank) that is (blank).
  My home is domain-name, a (blank) that is (blank) and (blank).
  This part of the descriptor works just like any other part of the descriptor;
  it’s subject to fictional positioning and the Tags are used in the usual way.
  You improve your domain by spending time in it and by working on its
  behalf at home and abroad. You may spend xp on it, just like you spend xp
  on your character; it is part of your hero.
  When you are in your domain, add “my home” to your list of resources.
  9
  
  CHAPTER 6. DYNASTIES
  10
  The Birds and the Bees
  When your hero discovers a potential love interest, generate a random Tag
  for them, either by rolling on one of the Tag charts or on the
  Motivation for Sex chart.
  If your hero risks pregnancy during an adventure (or for each month an
  heir might potentially be conceived in Downtime), create an entry for the
  event under that month in the time tracker.
  Note the partner’s name and add a Status Effect to the event to reflect any
  increased or decreased chance of pregnancy, such as “Infertile” or
  “Extended Dalliance”.
  Add more Tags to the partner as you learn about them in play.
  If the partner turns out to not be able to contribute to creating an heir for
  some reason, note this as well. As always, ask the oracle if there’s doubt.
  Pregnancy
  Each month your hero might be pregnant or have caused a pregnancy (and
  your hero would know about it), determine the chance of pregnancy, then
  roll 2d10; if both are the target number or under, a pregnancy results.
  If a female partner or hero is trying to get pregnant and has full access to
  an enthusiastic potential father, the base target number is 7, otherwise,
  the base target number is 1. When in doubt, use the lower base number.
  Build a modifier; add one for each Tag your hero and the partner possess
  that would increase the chances of pregnancy, and subtract one for each
  Tag your hero and the partner possess that decrease the chance of
  pregnancy. If your modifier is positive, add it to the target number,
  otherwise, subtract it.
  Add the Status Effect “Tired” immediately to any actor, including the hero,
  who rolls pregnant. Replace “Tired” with “Pregnant” after she passes the
  third month.
  It’s up to you (or the oracle, if you prefer) if your hero continues
  adventuring, retires for a time, or retires for good.
  It’s also up to you how punitive the pregnancy-related Tags are and how
  you use the hero’s status and new hostages to fate as stakes.
  When 10 months have passed, roll a d10 for Birth Events.
  These rules are intended to preserve mystery; if you’d prefer just to
  know, roll for pregnancy whenever there’s a chance of it – or you can
  streamline things even further by simply asking the oracle.
  Creating an Heir
  Until the hero changes, all heirs are simply NPCs with a bit of extra
  information in the form of Tags. They may gain and lose Tags as time
  passes, if the hero interacts with them or changes their circumstances.
  Try to resist determining more than the basics about a given heir; leave as
  much as you can to be discovered in play.
  To define an heir, first roll a gender, then assign the heir’s relationship
  Tags. Only create those that will be useful in play (say, if his mother’s the
  queen or his father’s a bold adventurer).
  Establish the heir’s starting Tags by rolling a d10 for each of the hero’s
  inheritable Tags and for each of the partner’s inheritable Tags. If you roll
  equal to or under the Tag’s rating, it’s passed on, with a rating of the new
  roll. Note that it’s possible to purchase a Tag later, to reflect a late
  bloomer.
  If there is a question about the heir’s paternity for some reason, perhaps
  because she fails to display any definitive Tags from a male hero or due to
  uncertain timing for a female hero, ask the oracle who the real parent is
  before rolling Tags, or leave it as an open question in play.
  The heir also gains a Tag reflecting her upbringing, of your choice, if
  known, or rolled randomly, if the heir is secret.
  Known heirs may be named by your hero or randomly, your choice.
  
  CHAPTER 6. DYNASTIES
  11
  Secret Heirs
  Whenever a chart result indicates a secret heir’s arrival, look through your
  hero’s time tracker. Starting with the oldest or most interesting potential
  conception, roll against them as usual for determining pregnancy.
  A “no” on this roll means that this is not the heir that’s arrived, not that
  that event did not result in pregnancy.
  When a pregnancy is rolled, stop rolling; that’s the mother and the general
  time of conception for the secret heir who just arrived in your hero’s life.
  If you don’t have any suitable entries or none turn out to be the secret
  mother, you may choose to add a liaison in the hero’s distant past, to
  choose the mother you (or the oracle) prefer from the list of potential
  entries, or to ignore the result.
  A secret heir is created just as a known one is (don’t forget the Birth
  event!), except that they gain a random Tag to reflect their upbringing and
  their name is chosen at random (or points to the hero).
  If a Tag doesn’t make sense to pass down to a child one hasn’t raised (for
  example, Educated), don’t roll to see if it is passed down.
  Note that the arrival of a secret heir can have effects ranging from spousal
  tension to family rifts to outright civil war. Inheritance issues might be the
  least of your hero’s worries.
  Passing the Torch
  When your hero dies, retires, gives up adventuring, or goes missing, it’s
  time to choose his heir.
  Review your time tracker for any unrevealed secret heirs. Test each entry
  as detailed under “Secret Heirs”.
  Choose one or more of your favorites from the list of potential heirs and
  create them fully.
  First, choose the heir’s descriptor as usual, including the family phrase. Do
  not add any new Tags over his existing ones.
  Use his existing Tags to fill in the blanks as you prefer; any unfilled blanks
  are left empty but may be filled in play.
  Roll a d10 for each scale’s long-term number; if even, mark the left side,
  otherwise circle the right. If you roll a 1 or a 10, you choose both the
  number and the marked side.
  Choose a resource you want to be able to use twice with this hero.
  Finally, choose the heir you find most interesting to be your new hero, or
  play as many as you wish in rotation, tracking each separately.
  The remaining heirs become NPCs; use their Tags to give them personality,
  if you wish, but they provide no mechanical benefits.
  If your hero doesn’t have any heirs, you may opt to create an heir if you
  want to continue the dynasty. This heir may be secret or known; whether
  they’re from a past liaison, adopted, or the child of a friend or relative, is
  up to you.
  When creating an heir from nothing, roll all Tags randomly.
  The domain descriptor phrase may be inherited or not, depending on the
  situation. If it’s not, create a new domain descriptor phase. Either way, roll
  once on the Dynasty Events chart when the new hero comes of age or
  inherits hero status and play the scene out, changing Tags as appropriate.
  If you get a seemingly nonsensical result, try interpreting it in context of
  the old hero and his interpersonal relationships.
  Factions & Relationships
  Factions and interpersonal relationships such as parentage can be modeled
  in play with Status Effects and Tags.
  When your hero ingratiates himself to a faction or alienates one, add a
  new Tag, in the format Relationship-type(Person or group).
  In play, change Tags as the relationship itself changes, or intensify them by
  adding more Tags to reflect different aspects of the same relationship.
  
  7 The World of Lunedd
  The world is broken; the light is dying and there is no hope.
  These are the words of the hopeless and the afraid. The farmers who
  huddle around fires as the shadows roam their fields and take their
  livestock in the night. The nobles in fine silks who listen just a moment
  longer than they should to the blandishments of merchants from the
  demon courts.
  This is a world where terrible things have happened and continue to
  happen, but as long as heroes – ordinary men and women who choose not
  to surrender – rise to fight and to extend a hand, there is hope.
  Two hundred years ago, the mad king of Anwy made a bargain that
  unleashed the demons across the isle. In the initial carnage, only the queen
  of Lunedd was able to rally her forces and the other survivors to beat back
  the demon hordes.
  After nearly two centuries, formal rules of etiquette and diplomacy have
  been forged between various powers of the isle, including the primarily
  human Llunedd and the most stable and influential of the demon courts, in
  ruined Anwy.
  The giantkin to the west squabble amongst themselves. The mainland has
  grown decadent and self-absorbed. And rumors grow of a warlord who
  seeks to unite the many petty demon fiefs scattered across the isles into a
  force capable of conquering not just Lunedd, but the world.
  And every night lasts just a little bit longer...
  Lunedd
  Lunedd is a forested kingdom along the south-western coast of the island,
  originally settled by refugees from the western isles, and rich in copper
  and demon-prized silver. It is bounded on the south and west by sea, and
  to the north and east by the Demon Wastes.
  Luneddians are hardy and sensible, with a strong love of the sea and a
  tendency towards traditionalism. The culture is egalitarian and despises
  slavery; there are no rules about sexual preference, as long as those with
  familial obligations fulfill them.
  The society does have strong gender roles, though they are often crossed
  in storms of gossip and scandal. Women are expected to care for the land,
  the people, and affairs of state as farmers, politicians, priests, and healers,
  while men serve as warriors, guards, and, most importantly, sailors.
  Anwy
  Anwy once rivaled Lunedd in stature and virtue, but now crumbles, buried
  under the weight of perpetual darkness. Wren, the City of Silver, gleams
  darkly in the center of a barren plain that once was rolling farmland.
  None know what has become of her rightful king or his heirs, and no
  human has met face to face with the Lord of Anwy and lived to tell of it.
  Some voices whisper that the trade and diplomacy is merely a diversion, a
  pastime for the demons as they wait for the night to fall for the final time.
  Others, louder, herald a new age of peace and understanding.
  Only time will tell.
  The Demon Wastes
  With the demons came the strange and twisted forests that covered most
  of the isle overnight, now known as the Demon Wastes.
  The demons who lurk within go by many names and have as many different
  powers; imps, devils, medusae, ogre, ghost, hobgoblin, banshee, vampire.
  Some scholars claim they have always been here, and that the mad king of
  Anwy merely gave them power.
  Unfortunately, most of what the demons want out of existence is morally
  unpalatable to humans, if not downright destructive, and even the kindest,
  most benevolent demon has to eat...
  12
  
  CHAPTER 7. THE WORLD OF LUNEDD
  13
  Demonspawn
  Most unfortunate are those who are born with the blood of a demon in
  their veins. In Lunedd, those with demon heritage are only grudgingly
  tolerated, though a vocal contingent among the nobility advocates
  acceptance. Subtler voices whisper of the power to be had by embracing
  those of demonic lineage.
  One thing is for certain; you cannot trust a demonspawn, for they are
  Other.
  The Otherkin
  Deep within the Wastes live sentient animals, the spirits of nature given
  form. They reflect the spirits that they once were, spirits driven to the
  fringes of the now twisted forests they once stewarded. Some are cursed
  humans. Some are demons. Some just are, eternal and unchanging.
  All are bad luck to cross paths with; things best avoided when they call out
  to you at dusk or dawn from the wild places.
  The Averyni
  The Averyni, wild shapeshifters, have suffered the most at the hands of
  the demons, their ancestral groves engulfed by the Demon Wastes
  overnight. They hide, now, rarely seen by human or demon. Who knows
  what ancient lore is hidden with them?
  Magic
  Magic is rare, and may be fueled by strength of will or, more commonly, by
  pacts with spirits. Everyone knows a rhyme or gesture or two to propitiate
  the humble spirits of trees and wild game and chance; only a few stumble
  across or dare the unholy rites that bind greater demons to heel.
  Magic is subtle, creating wrinkles in reality rather than tears. Jinxes,
  illusions, enchantments, curses – all of these are hinted at by the folklore
  of the people of the isles.
  Silver has an affinity with magic, and is thus greatly in demand by demons
  and sorcerers. Iron, especially that forged by human hands, repels magic
  and is equally in demand by those who wish for protection from the
  ravages of magic.
  Never
  The glittering city of Never rises against the very edge of the sea, built
  along the mouth of the wide, placid Shikoru River. The palace at its center,
  shaped by some long-ago hand from glass as hard as diamond and from
  infused silver, is home to the Queen Regent Cairfyl and her urbane,
  educated court.
  The city, like all cities, has a poor underclass, mostly centered around the
  wharfs that feed the city, and struggles with crime.
  The Fishing Village of Sako
  Sako is a tiny town of nets and ramshackle but tidy houses, along the
  curve of the bay looking out to the west. It smells of tobacco smoke and
  campfires in the evening, and of fish and sea at all times. The fisherfolk are
  staunch traditionalists, and the town Burgher, a local farmer, runs things
  loosely but efficiently.
  To the north lies the Eid Plains, and then the edge of the Demon Wastes,
  the dark forest that engulfs the island north and east of Lunedd. Nearby is
  Lake Meiron, long rumored to be the dwelling place of an ancient spirit.
  Isa Verys
  On the northern edge of Lunedd, where the Demon Wastes begins and the
  trees become twisted and angry, the tiny hamlet of Isa Verys marks the
  safest road to Anwy – and one of the richest silver mines on the isles.
  The foresters are a hard and surly folk, used to dealing with demons and
  treachery, and unused to civility. They keep well apart from the highly
  trained guard responsible for the safety of the miners.
  
  8 Scenarios
  Demonsguard
  Choose one Tag from each list. if a Tag is bracketed, specify what it is.
  Choose a sentence from the Character Generation section and fill in the
  blanks with three of your chosen Tags.
  noble • soldier • knight • royal • priest • guard
  honorable • tough • clever • graceful • stubborn • grieving
  demonspawn • shapeshifter • mage • cursed • haunted • pragmatic
  well-educated • artist • cultured • <craft> • <profession> • dilettante
  Finally, choose a relationship and a target, and add it as a Tag, as
  Relationship-type(Person). For example, “Mother(Queen Cairfyl)” or
  “Rival(Captain Aeryn)”, or more generally, “Friendship(Watch)”.
  Now choose your attributes, and your extra resource.
  scholar/brawler • soldier/farmer • privateer/courtier • priest/lover •
  knight/noble • healer/warrior
  The Beginning
  You’re in Sako, at a wedding • the Demon Wastes, tracking an old enemy •
  the wharfs, in a brothel • the palace, someplace you shouldn’t be • Isa
  Verys, at a funeral • Lake Meiron, meditating
  The Queen Regent has betrothed the young heir to the demonspawn heir of
  Anwy, who is to be fostered at court along with other heirs from across the
  isles. A new guard is being formed to protect the newly arrived fosterlings,
  and they want you to take the thankless, dangerous, career-ending job of
  leading it. Why you? What do you do?
  14
  
  CHAPTER 8. SCENARIOS
  15
  The Lost
  Choose one Tag from each list. if a Tag is bracketed, specify what it is.
  Choose a sentence from the Character Generation section and fill in the
  blanks with three of your chosen Tags.
  ranger • captain • farmer • sailor • merchant • noble
  inquisitive • determined • connected • exiled • world-weary • bitter
  demonspawn • shapeshifter • mage • cursed • haunted • pragmatic
  educated • artistic • traditional • <craft> • <profession> • dilettante
  Finally, choose a relationship and a target, and add it as a Tag, as
  Relationship-type(Person). For example, “Sister(Gwen)” or “Rival(Mayor
  Chlona”, or even more generally, “Friendship(Miners)”.
  Now choose your attributes, and your extra resource.
  ranger/noble • miner/farmer • merchant/pirate • soldier/artist •
  scout/fisher • healer/warrior
  The Beginning
  A group of mercenaries in the employ of a pale, ill-looking youth have
  arrived in Isa Verys, renting the entire inn and purchasing supplies for a
  long journey. They are seeking a guide to the Wastes, and have sought you
  out, in particular. Of course you told them no. Why did you?
  They want you because you’ve been there before • you’re the best • you
  have a reputation for success • everyone else said no • of something
  special about you • they won’t say
  You don’t expect your beer to be drugged or to wake up miles into the
  Wastes, tied to a horse, and you definitely don’t expect the ambush that
  erupts from the trees. What do you do?
  
  9 Major Hooks
  Never
  An attempt has been made on the life of the queen, and a good friend of
  yours stands accused of providing aid to the assassin.
  A close relative has passed away, leaving you a business in the city, if you
  can just deal with his mysterious partner. Who, as it turns out, is secretive
  for a reason – they’re not exactly human.
  A veiled woman asks for your aid for her enclave, deep in the Wastes, and
  offers a healthy sum for a simple task – to travel to her home with a gift
  for her sister. She promises that she has information you would be very
  interested in if you accept the job.
  In a run-down church in the poorest part of the wharf district, a stranger
  lies, delirious and ill, and his ravings are those of a madman – or a seer.
  The pastor begs you for help on the strength of your old friendship.
  The tippling manservant of a feckless noble mistakes you for a scandalous
  author and demands that you return certain ill-advised and indiscreet
  letters from his employer. When he realizes his mistake he begs you to
  help.
  You’re standing, blinking against the light, on a pier over the Shikoru river.
  How did you get here? Where are your allies? What is this strange mark?
  Sako
  A giant otter has been spotted nearby, on the edge of the lake, alternately
  begging for help and cursing passerby. The Burgher has posted a note on
  the town pillory offering a reward for someone to investigate.
  A demon has been captured attempting to pass as human; a demon hunter
  is sought to interrogate it and to track down any allies that might lurk in
  the caves near Lake Meiron.
  The wedding of your cousin to the heir of a rival family is tomorrow, and
  everything’s going wrong. Start by figuring out where the priest wandered
  off to. And don’t let a love-sick demon interfere or you’ll catch hell from
  your aunt.
  Isa Verys
  A traveling caravan was due through from Anwy four days ago, carrying
  much needed medicine and a good friend of yours. It’s not like them to be
  this late.
  Your sister, the idealistic teacher, has set up a school for the children of
  the miners and the rangers. The whole group’s been snatched, just before
  lunch, and time’s of the essence.
  The big Moot is in full swing, the town flooded with anti-social fur
  trappers, demonspawn traders, and various other riff-raff camped around
  the moot-field. A valuable shipment of silver has gone missing, and
  everyone’s pointing fingers at everyone else.
  16
  
  Minor Encounters
  Never
  1
  Your scholarly uncle has vanished on a delve below the city.
  2
  A circus has transformed Riverside into a carnival.
  3
  Your cousin from the country is at your door.
  4
  The nightengale at your window pleads for help.
  5
  The walled garden is quiet save for the whisper of hauntingly
  beautiful voices.
  6
  A pack of drunk fops surrounds the actress, jeering.
  7
  The drunk young student’s in more danger than he realizes.
  8
  An outraged merchant demands justice but is denied; the guards
  laugh at him.
  9
  A good friend has not returned from an expedition to the
  Wastes. His wife asks your aid.
  10
  The person you love asks you to rescue the one they love from
  captivity.
  Sako
  1
  You dream of an angry storm goddess blocking the sea.
  2
  Inside the fish is a gold ring shaped like a dragon devouring its
  own tail.
  3
  A great beast lairs in the sea caves, hunting fish and livestock in
  gluttonous amounts.
  4
  A storm is coming, and there’s little time to prepare.
  5
  Some local children and a boat are missing.
  6
  Your brother flirts with a fisherman’s wife; he notices.
  7
  A worried dignitary is in town to consult with the Lake.
  8
  An owl has taken up residence in the town green and watches
  passerby as if searching for someone.
  9
  The sirens’ song has gone quiet and nobody knows why.
  10
  An emaciated troll has been spotted skulking around the sea
  caves.
  Isa Verys
  1
  A gambler’s been accused of cheating by one of the miners.
  2
  A pale white spirit haunts the road to Anwy; her touch is ice and
  sorrow.
  3
  The guards are harrassing travelers with petty fines and beat-
  ings.
  4
  A flock of ravens, one with a ruby in its grasp, watches the road
  to Anwy.
  5
  An old hermit who raves about darkness and waves lives in a cave
  near the mines.
  6
  The rangers and miners are at odds over an assault.
  7
  The fashion in Never this season is for Kaptiauri leather boots.
  8
  A knight’s corpse lies beneath a briar a few miles from town.
  9
  Travelers always need supplies, but too few merchants risk the
  journey as the mainland routes are safer.
  10
  The last letter-carrier went missing; the pay is poor, the job dan-
  gerous, but the need is there.
  Demon Wastes
  1
  A plaintive child’s cries echo through the forest at night.
  2
  The campfire’s flames twist in a suggestive, enticing way.
  3
  The water tastes odd, but you’re sure it was harmless.
  4
  A white stag appears, bounding back and forth, inviting chase.
  5
  By a stone well, an old woman sits, too tired to draw water.
  6
  A girl in a once fine gown sits beneath a tree, sobbing.
  7
  A castle lies silent and still, overgrown with wild roses.
  8
  The trees whisper to each other of things seen far away, but the
  message is garbled.
  9
  A crumbling tower rises from a briar thicket, with a single dark
  window high above.
  10
  The fox begs you to free him from the trap.
  17
  
  Names
  Women of Lunedd
  Charity, Quina, Sara, Millicent, Chlona, Isabre, Elinor, Gianna, Ivy, Gwen,
  Ayanana, Rachel, Philippa, Nilley, Thomasin, Meirona, Dila, Hely, Morgana,
  Catris, Meria, Avis, Sybil, Rose, Vissa, Aeryn, Yurane, Emma, Madys, For-
  tune, Cecily, Gillian, Audrey
  Men of Lunedd
  Moah, John, Arthur, Techam, Hugh, Phillip, Arcan, Mathias, Simon, James,
  Edward, Henry, Christian, Caron, Eogath, Alexander, Luke, Nicholas, Nath,
  Isaph, Brandley, Gaith, Halan, Nathaniel, Rowland, March, Cadyr
  Surnames
  Of <Place>, Au’Brinian, Myn Gaethytr, Traughn, Rees, Brysterch, Lackland,
  Aleistr, Eloque, y <parent’s name>, Morgan, Lledric, Smith, Cook, Cooper,
  Hunter, Hawk, Woodman, Wright, Taylor, Sawyer, Mason, Page, Knight,
  Fisher, Fletcher, Wood, Green, Brown, Hall
  Averyni
  Megumi, Sukiko, Perie, Miko, Alys, Rees, Zoeyke, Yui, Emikiko, Haruka,
  Hiko, Rei, Aiko, Ryo, Arion, Shi, Ise, Yeo, Mel, Fin, Cyn, Akaede, Caion,
  Hyles, Col, Ardan, Card, Ryou, Rhyn
  Nicknames & Sobriquets
  Redbeard,
  Walker,
  War-Rider,
  Bladebearer,
  Heir,
  Seer,
  Soultook,
  Thrice-Bidden, Silvertongue, Blessed, Unlucky, the Unwelcome, Farseer,
  Seaborne, son or daughter of <person>
  Places
  Riaran, Palanden, Morvisti, Gla Wion, Brani, Gende, Layl, Mer, Gwyvael,
  Yokanori, Savelea, Giangwen Dunwen, Vice, Bolinno, Hyl, Gladwed, Treg-
  giana, Areiratto, Bridge, Harwood, Barnslow, Horne
  Never Districts
  Whitehall, Oldwitch, Archway, Goldgleam, Riverside, Greyfriars, Yeo Vil-
  lage, Mora Wharf, Blackhall, Laylea Hall, Palace, Dunwy Green, Heron, Shio
  Park, East Birch, Demon Hollow, Lilywalk, Gallows Corner, the West End,
  Trath, Meria-on-sea
  Demons
  Medusa, Imp, Shadow, Tempter, Hobgoblin, Night Hag, Ghost, Revenant,
  Vampire, Firesnake, Green Hag, Kelpie, Pixie, Meerbat
  Animals
  Enne’s Sea Allian, Kaptiauri, Giant Ant, Leopard, Wolf, Wyvern, Adjule, Auk,
  Woolly Rhinoceros, Giant Eagle, Snow Lizard, Crocodile
  Fish Caught in Sako
  Plathead, Sniper, Ribalofish, Pilcat, Wartfish, Puffaloach, Garibbonnel, Ar-
  rowana, Sixgill, Coleye, Banjaray, Targazer, Pikefish, Wrymout, Ridgeon
  Luneddians often name their children after friends and ancestors,
  or after great heroes and places. Averyni have two names; a for-
  mal name reflecting nature or omens around their birth, and a short,
  gender neutral name they use informally and with those who are not
  Averyni. Both cultures use sobriquets.
  18
  
  Random Generators
  Conflict Consequences
  Combat
  Explore
  Social
  Skill
  Weird
  Random
  1
  Powerful enemy
  Friendly encounter
  Trust built
  Exceptional quality
  Unexpectedly powerful
  Roll Combat
  2
  Hazard, flood, or fire
  Gear fails
  Secret revealed
  Flawed product
  Side effect
  Roll Explore
  3
  Dirty trick
  Illusion
  Rival scores points
  Flawed materials
  Secret revealed
  Roll Social
  4
  Enemy reinforcements
  Unlucky injury
  Made vulnerable
  Unlucky slip
  Bargain required
  Roll Skill
  5
  Ally or item harmed
  Supplies ruined
  Ulterior motives
  Actor interferes
  Backlash
  Roll Weird
  6+
  Sneak attack
  Nothing happens
  Nothing happens
  Nothing happens
  Nothing happens
  Nothing happens
  Scene Keywords
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  1-2
  attack
  resist
  future
  agent
  secret
  revenge
  laugh
  obsess
  pride
  pain
  3-4
  distance
  anger
  supplies
  power
  desire
  choice
  malice
  plot
  sword
  shield
  5-6
  phobia
  ice
  lust
  dirt
  machinery
  water
  silver
  gold
  sky
  sea
  7-8
  love
  betrayal
  honor
  duty
  mistake
  debt
  fear
  guilt
  purity
  vice
  9-10
  fire
  air
  death
  time
  self
  history
  flaw
  want
  need
  reason
  Relationships
  The first actor relationship the second actor and expresses it overtly [5-] or covertly [6+] and
  actively [5-] or passively [6+].
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  1-2
  craves contact
  with
  was childhood
  friends with
  wants to hu-
  miliate
  was childhood
  rivals with
  came to blows
  with
  respects
  the
  opinion of
  needs permis-
  sion from
  is being black-
  mailed by
  wants
  to
  change
  wants to men-
  tor
  3-4
  tolerates
  took a blow for
  grew up with
  is trying to ruin
  is resentful of
  is a crutch for
  has a crush on
  hates and loves
  has the dirt on
  has cowed
  5-6
  was
  saved
  from harm by
  is married to or
  trapped by
  is afraid for
  watches
  out
  for
  sacrificed for
  is afraid of
  wants to hurt
  is hostage to
  wants recom-
  pense from
  wants to show
  up
  7-8
  was humiliated
  by
  wants to im-
  press
  wants the ap-
  proval of
  wants the love
  of
  wants the for-
  giveness of
  wants the un-
  derstanding of
  disregards the
  value of
  has wronged
  admires
  seeks out the
  advice of
  9-10
  wants the re-
  spect of
  opposes every
  goal of
  is a crutch or
  linchpin for
  is close blood
  kin of
  is distant blood
  kin of
  hates but can’t
  escape from
  was
  saved
  from
  social
  ruin by
  is
  estranged
  from
  wants to dom-
  inate
  serves
  the
  same
  master
  as
  Wise • Angelic • Impulsive • Decisive • Level-headed • Creative
  Inventive • Educated • Trustworthy • Honorable • Spirited • Clever
  Energetic • Hard-working • Curious • Suspicious • Lucky • Striking
  Methodical • Haunted • Stubborn • Devilish • Arrogant • Perceptive
  Deft • Two-fisted • Gutsy • Insensitive • Passionate • Experienced
  Evasive • Provocative • Strong • Hot-headed • Tough • Independent
  19
  
  RANDOM GENERATORS
  20
  Motivation for Sex
  1
  Out for revenge or to hurt the hero. Add “Spiteful” or “Vengeful”.
  2
  Using the hero as a pawn in another relationship. Add “Tempting” or
  “Desperate”.
  3
  Just wants someone to love – or perhaps worship – them. Add “Eager
  to Please” or “Needy”.
  4
  Needs an heir and isn’t above deception to get one. Add “Ardent” and
  “Thorough”.
  5
  Life’s short, so why start worrying now? Add “Libertine” or “Careless”.
  6
  Enjoys the game of cat and mouse, but tires of the prey once the game
  is won. Add “Fickle” or “Louche”.
  7
  Trapped in a dead-end, and this might be the last chance. Add “Lonely”
  and “Restless”.
  8
  Loves wealth, status, or reputation.
  Add “Avaricious” or “Hero-
  worship”.
  9
  An agent of the enemy. If they find the hero admirable, add “Conflicted”,
  otherwise, add “Deceptive”.
  10
  Loves the hero passionately and is not thinking of the future; add “In
  Love” and “Ardent”.
  Birth Events
  1
  The mother or the child dies.
  2
  A dark omen. Add “Cursed”, “Doomed”, or “Unlucky”.
  3
  A deformity. Add a Tag like “Lisp”, “Bad Arm”, or “Limp”.
  4
  An obvious mark of demonic heritage or taint. Add “Demonmark” or
  “Demonblood”.
  5
  The spitting image of someone other than the presumptive father. Don’t
  add either family Tag.
  6
  The spitting image of his father. Add both family Tags without rolling
  for them at the father’s values.
  7
  Superior. Add a Tag like “Strong”, “Beautiful”, or “Genius”.
  8
  A fortunate omen. Add “Lucky”, “Blessed”, or “Nine Lives”.
  9
  Twins. Make two heirs with “Twin”, rolling once again for each and
  counting 9+ as 8.
  10
  Triplets. Make three heirs with “Triplet”, rolling once again for each and
  counting 9+ as 8.
  Upbringing
  1
  Raised by evil forces. Add “Fanatic” or “Evil”.
  2
  Left to fend for herself on the streets. Add “Streetwise” and a relation-
  ship formed on the streets.
  3
  Protected by a powerful figure for their own purposes. Add “Experi-
  mented on” and a Tag to reflect his training.
  4
  Orphanage. Add “Orphan” and a relationship formed in the orphanage.
  5
  Raised by family as a burden. Add “Insecure” and “Defiant”.
  6
  Raised by family as a blessing. Add “Curious” and “Kind”.
  7
  Raised by someone who was abusive and cruel. Add “Abused” and a Tag
  to reflect the status of upbringing.
  8
  Raised by mother, with no knowledge of his true parentage, as a mem-
  ber of her group. Add “Outsider” and one to reflect the group’s training.
  9
  Passed around distant kin but largely ignored. Add “Insecure” and a Tag
  to reflect the circumstances.
  10
  Found by benevolent but inhuman forces and given everything he could
  want. Add “Spoiled” and “Other”, and one more to reflect his training.
  Dynasty Events
  1
  An old lover who betrayed you once turns up asking forgiveness.
  2
  Someone you lust over but couldn’t or shouldn’t have offers themselves
  to you for a price.
  3
  One of your heirs, partners, friends, or yourself is kidnapped.
  4
  An attractive former enemy, beaten and lost, has surrendered to you in
  the hope of mercy. Is it a trap?
  5
  Your domain is endangered by a natural hazard.
  6
  You become lost and stumble over an attractive stranger in need of as-
  sistance.
  7
  Your house is betrayed by someone you thought an ally, while they are
  a guest in your home.
  8
  Bandits have struck at your holdings, disappearing into the forest with
  a vital item.
  9
  A band of human-like creatures has established an outpost nearby.
  10
  If the hero is female, an unexpected pregnancy. Otherwise, a secret heir
  arrives.
  
  Scene Structure
  Set the Scene
  Roll or choose the Scene type, purpose, main event, and three scene key-
  words.
  For the first scene, use locations from the Scenarios along with adventure
  hooks to get the ball rolling. If things seem slow, use a result from Con-
  flict Consequences as a twist or introduce an adventure hook.
  Scene Type
  Roll the Act in d6s, keeping the highest: Montage • Flashback • Inter-
  lude/Replenishment • Straight • Interrupt • Obligatory/Justice
  Scene Purpose
  1
  2
  3
  4
  5
  6
  1-2
  Atmosphere
  Introduce
  Exposition
  Transition
  Prepare
  Aftermath
  3-4
  Investigation Revelation
  Recognition
  A Gift
  Escape
  Pursuit
  5-6
  Seduction
  Unexpected
  Visitor
  Roll twice
  Roll twice
  Roll twice
  Roll twice
  Act One
  Status Quo • Plot Point: Incident
  The same old grind, until a threat is made • someone gets into a fight • it is missing • a map is
  found • a body is discovered • a stranger arrives
  Predicament • Plot Point: Lock In
  Your goal is clear, but now you’ve got to save yourself • find the cure • clear your name • get
  it back • help a friend • find out why
  Act Two
  First Obstacle • Play To Your Strength
  Danger strikes as emotions run high • a lead is found • a target is acquired • someone wants
  something • someone seduces • a vice is tempted
  Higher Obstacle • Plot Point: First Culmination
  The going gets tougher now as a connection is made • someone is seduced • the rival uses a
  resource • emotions lead to action • a victim is found • a threat worsens
  Subplot • Compare and Contrast
  You have an immediate, pressing problem. A resource is used up • danger looms • someone is
  sick • a secret must be dealt with • emotion flares • someone is gone
  Highest Obstacle • Plot Point: Main Culmination
  Your usual methods have made things worse, and someone dies • someone is captured • some-
  thing you care about is lost • a secret gambit succeeds • someone is tortured • the foe seizes
  the initiative
  Act Three
  New Tension • Plot Point: Twist
  You know what you want, but you need a new approach. Add a new Tag. Discover it is deadly
  • it was a lie • you’re the chosen one • the foe is in the right • it isn’t real • an ally is not an ally
  Resolution • Don’t Pull Your Punches
  Fight! But it will take a sacrifice • means a hard choice • can’t be stopped • has captured your
  allies • will take everything • requires your surrender
  You discover someone thought lost • a weakness • an unexpected use • one of your allies knows
  • a blind spot • a bigger prize
  Epilogue
  Wrap things up, following the established fiction. Are you better off? Worse? Was the goal
  achieved, the task resolved, or is there still work to be done?
  21
  
  Character Sheet
  Name:
  Descriptor:
  Combat
  [
  ]
  Fight
  [
  ]
  Flee
  Explore
  [
  ]
  Bold
  [
  ]
  Cautious
  Social
  [
  ]
  Aggressive
  [
  ]
  Empathetic
  Skill
  [
  ]
  [
  ]
  Weird
  [
  ]
  Demanding
  [
  ]
  Sensitive
  Tags:
  Wounds: Minor [
  ] [
  ] [
  ] Major [
  ] [
  ] Yourself [
  ]
  Resources: An emotion [
  ] A found item [
  ]
  Hidden or specialized knowledge [
  ] A supernatural effect or ability [
  ]
  A geographical feature [
  ] An element like iron, fire, or bone [
  ]
  A carried item [
  ] An ally [
  ]
  22
  
  Tips for Playing Heirs of Sea & Shadow
  Listen to the fiction; the heart of the game is using the established fiction to push the story forward. Be true to the fiction.
  You can always choose an option from a list instead of rolling it, or make up your own! Look for options that speak to you or feel like they “fit”.
  There are many fluff tables scattered throughout the game; use the ones that appeal to you.
  Scenarios are suggestions, packages to create a certain “feel” to your game. Take options you like, even if they’re not part of the scenario.
  Make it yours.
  Choose the Tags you want to use and explore in play, that define your hero, not that you think will be mechanically advantageous.
  If a character option is almost right but not quite, change it.
  Use the flavor text as part of the fiction. That’s what it’s there for, to provide impetus to the fiction and to inspire you. If it doesn’t inspire or
  doesn’t feel right, change it.
  Ask the oracle questions that matter and choose interesting outcomes for those questions. If an outcome will end progress or halt the story,
  don’t bother asking. Just say “yes” to the most exciting option and move on.
  In a solo game, balance is irrelevant. Build your hero as powerfully as you want; if the challenges seem too easy, look for harder challenges.
  Don’t beat yourself up about the prose on the page. Don’t even think twice about it. It’s not about writing a novel on the first pass, it’s about
  having an exhilarating experience right now.
  And finally... have fun with it!
  23
  
  The End
  
SOURCE: textdata/thevault/Heirs of Sea and Shadow.pdf