Thursday, 16 October 2025

The Dreams of Inger Bax (Setting)

 

Hubris of the 3rd Aeon

It is said that no man has ever believed in wizardry more than the Akenian mage knight Inger Bax. In spite of being something of a mediocre caster, he was among the most ambitious. He was also fortunate enough to be born into wealth, allowing these dreams to flourish when they might have otherwise been held back by his unexceptional ability.

Inger desired a society entirely reformed around magic and magitech, eagerly evangelizing his beliefs to anyone who would listen. In spite of protests from many of his peers, he accumulated enough of a following to pursue his goals in earnest. Among his faithful were practitioners of arcane horticulture - to elevate their work, he had a grand park constructed around their facility, a place to show off the fruits of their labor to the curious and well connected in hopes that they too would support his dream. The attraction was a monumental success and soon others were constructed, all connected by a great rail system that allowed visitors to move between them quickly and comfortably. He erected his manse in the center of this great project, another jewel in his illustrious crown.

Fractured dreams

In spite of this early success, Inger Bax's perfect magical city remained far out of reach, likely unattainable within a single lifetime. There was too much to consider, too many steps to make for that. A truly wise man would perhaps realize the futility of such a dream, or at the very least, trust in the future to see it to fruition with the foundations he had set.

Inger Bax was many things, but wise he was not.

His efforts shifted to the folly that consumed many a caster of the era: immortality. He only grew more desperate with age, his attempts becoming more esoteric and absurd. Inger eventually vanished from the public eye, reputation in tatters. Rumors spread that rather than allow himself to wither away, he had his head removed and preserved in liquid mana, to be hidden somewhere within his estate.

The impact on the 4th Aeon (Now!)

The attractions he spearheaded remained in operation for some time after his disappearance, though these too were abandoned during the events of 3rd Cataclysm. In the contemporary era, many of them have served as makeshift shelters and even settlements for the folk who inhabit the Shadowed Lands. Some have become home to monsters, dangerous thanks to magical pollution from untended technology, or both.

And those rumors of Inger Bax's living head persist, even into this new aeon. Did he truly find a way to cheat death, even in a diminished state? Has he instead become one of the stubborn dead, and is simply not aware of it? The answer to such questions await any brave adventurers willing to explore that dilapidated old estate in the heart of the Shadowed Lands.


Want to know more...

Our first expansion to BREAK!! enables player to learn more about the 'legacy' of Inger Bax, follow the project on kickstarter.

 

Thursday, 2 October 2025

Starting Social Bonds (Freebie)

 

This week's entry is a preview of a small portion our next supplement START - namely, one of the procedures included in the section for fleshing out the history of the party alongside character creation. This is a way to give each player character a set of Social Bonds to begin a saga with.

Starting Social Bonds

Use the following procedure if your group would like the party to begin with some existing Social Bonds:

  • Each player should choose another player’s character and decide (or roll on the Example Social Bonds Table) the nature of their character’s relationship with them. 

  • The other player may decide how their character feels as well - these don’t have to be equivalents! For example, a Battle Princess might have a crush on a Murder Princess who considers them a rival.

  • Players should each try to choose a character who has not been picked for a social bond yet. Optimally, everyone should end up with at least 2: one with a player’s character who chose them, and another with the character they themselves chose.

  • Social Bonds created this way are identical to ones earned via the Socializing Downtime Activity.

  • Characters from the Other World are exempt from this (unless there are other Characters from the Other World present, then they may opt to create Social Bonds with one another) though they may choose which of the other characters they met first. In this case, the existing Social Bond represents a first impression rather than the product of a lasting relationship.


GM Tip! An alternate method of doing this is to have all the player’s sit at a table and have each establish a social bond with the player to their left’s character.

 

Example Social Bonds (Roll or Choose)

  • (1-2) Close Companion - This is a person you feel you can trust and confide in. Whether you’ve known each other your whole lives or met through some recent ordeal, the bond you’ve forged seems unbreakable.

  • (3-4) Siblings - This person is (or is like) a brother or sister to you. You may squabble here and there, but you tend to be fiercely loyal to them. Note that adoption is very common in the Outer World, so characters of different species may consider themselves familial siblings.

  • (5-6) Rivals - You are very competitive with this person; you may have comparable skills or methodology and you generally strive to top them in this arena whenever possible.

  • (7-8) Partner In Crime - This person may not be your best friend, but they are someone you feel will help with some of your more rash or ill-advised schemes.

  • (9-10) Mentor - You feel like you can really learn something from this character. They may be your superior in combat, social prowess, or some other adventuring vocation and you wish they’d teach you their secret.

  • (11-12) Colleague - While you don’t have any strong feelings for this individual, you respect their ability and feel they are contributing their fair share to the efforts of the party.

  • (13-14) Uneasy Ally - There is something about this person that makes you wary about them, even though you may still recognize them as a friend.

  • (15-16) Shared Philosophy - This person has a faith or outlook on life that you wholeheartedly agree with, or at least respect a great deal.

  • (17-18) Crush - You are infatuated with this person. There is something special about them that really attracts your attention.

  • (19-20) Admiration -You may not always agree with this person or want to be like them, but they have earned a great deal of respect from you. You may even consider them to be a genuine hero!


Player Tip! Try to flesh these out a bit at some point - either right away with the other player, or keep it in mind and think about what it could be during play. It might be a good idea to write it down!

 

Friday, 19 September 2025

Freebie: MONSTRICH (Adversary)

This weeks entry is an adversary that addresses three things: sometimes ordinary wildlife can be dangerous enough as is, ordinary wildlife on Outer World is still pretty strange, and the funniest method of attack is hitting a character with another character.


MONSTRICH 

Big Bad Bird

Introduction

  • Distant cousin to the more amiable Rokko-Do, Monstriches are huge, flightless birds with a heck of a meanstreak. Their impressive strength and speed make them surprisingly dangerous for all but the most formidable of travelers.  

Menace Level

  • Boss

Rank

  • 5

Home Region/Habitat

  • Monstriches are found exclusively in the Blazing Garden, most commonly in open grasslands with plenty of places to run about.

Aptitudes (Mean, Dumb: +3 Might, -2 Insight)

Primary Aptitudes: Might, Deftness, Grit

Secondary Aptitudes: Insight, Aura

  • Might [13 ]

  • Deftness [10]

  • Grit [10]

  • Insight [7]

  • Aura [9]

Combat Values

  • Hearts [4]

  • Attack [+4]

  • Speed [Fast]

  • Defense Rating [16 ] (Fowl Countenance)

Adversary Info

  • Type: Beast, Avian

  • Size: Medium
  • Allegiance: Unaligned

 

Abilities

Fowl Countenance

The Monstritch is a large, flightless bird with surprisingly thick muscles and tough hide.

  • The Monstrich has a natural defense of 14 and a Speed Rating of Fast


Peck and Grab Beak

Meant for catching and crushing small prey, the Monstrich’s long neck is used in conjunction with its powerful beak to devastating effect.

  • The Monstrich’s beak strikes as a Mighty Weapon.

  • The Monstrich may initiate a Might Contest with targets that are Large or smaller after a successful attack with its beak. If the Monstrich wins the Contest, the target is Restrained per the core BREAK!! rulebook. They or someone else may break them free by taking an action and succeeding in a Might Contest against the Monstrich.

    • As long as they remain clamped in their beak, the Monstrich may drag restrained characters about or use them as weapons, slamming them against other targets. 

    • Successful attacks of this nature do 2 Hearts of damage to both the restrained individual and the target.


Unhallowed Honk

The cry of the Monstrich is supernaturally intimidating, though it really doesn’t seem like it should be. Still, it has occasionally left even the bravest adventurers unnerved.

  • The Monstrich may take an action to let out a truly horrible sound. This prompts a Grit Check for anyone within 2 battlefield areas of the Monstrich and who can both see and hear the creature. Anyone who fails this Check is Terrified as per the core BREAK!! Rulebook.

  • This Ability may only be used once a conflict.


Communication Methods

  • Monstriches are able to squawk and honk loudly. They cannot speak, but seem to understand one another at least.

Tactics

  • Bullies at heart, the Monstrich will attempt to bite and grab the weakest member of a group and use them as a bludgeon against their friends. They may also drag restrained individuals away from slower friends if advantageous. 

Yield

  • In the unlikely event a Monstrich is tamed, it can serve as a Mount as per the BREAK!! Core Rulebook. Its master becomes immune to its Unhallowed Honk.

Miscellaneous

  • Indicators -  Odd footprints from long strides, the musty smell of unclean fowl, terrible honking noises.

  • Roleplaying Notes - Monstriches are spiteful, territorial creatures. For the most part they just want to chase off anything they can’t eat.

  • Customization  -  Certain unique monstriches may have the ability to fly short distances (Supernatural Leaping) or have disturbingly long necks (strike as a combination Mighty/Lash weapon).

Random Encounter Reaction

  • Friendly/Benign (1-5) - The pair of monstriches encountered are actually engaged in a rare snuggle/nap. They will actually leave people alone as long as they don’t make any loud or sudden noises.

  • Indifferent/Wary (6-13) - The single monstrich encountered is working very hard to crack open a very large nut. Staying clear of it is advised.

  • Hostile/Bloodthirsty (14-20) - For reasons unknown to the party, this monstrich is coming right for them and hates their guts.

Variants and Related Entries

More arcane versions of the Monstrich might have their Unhallowed Honk replaced with Abilities that cause other Status Ailments, such as a petrifying peck or a slam that Chibs targets.

Sunday, 7 September 2025

Assorted rules for Sequel Sagas (Freebie)

If run by the book, BREAK!! gives players a good indication of where to end a saga. Namely, achieving Rank 10 and going on one final big adventure to wrap up a game. What happens next depends on your group - it's very likely you'll take a different game for a spin. You might also play BREAK!! again with a brand new saga with a fresh take on Outer World (or wherever your game happens to take place). However, it can also be a lot of fun to stick with the game world you established with one saga and build on it further. 

We'll refer to these as Sequel Sagas (to contrast with starting a new game with a clean slate) for the sake of this entry. Here we'll discuss a few simple ideas and rules that can be used to connect one saga to another. These are grouped into broader categories based around the considerations they necessitate. 

Character Legacy
One of the most important parts of starting a sequel saga is knowing what happened to the characters of the previous one. Rank 10 characters represent powerful, unique individuals in Outer World. While there is a limit to what any one person can do, their actions can have a profound influence when focused. As a saga winds down, it can be helpful to have players consider what the characters will do after the game is done and what legacy they will leave behind. The exact nature of this can vary a great deal depending on the individual character and how much time has passed between sagas, but some examples include:
  • Dedicates their life to some lofty or difficult goal
    • The fact they accomplished something great or even just attempted it is enough to make tales of their deeds spread far and wide. If the next party traces their steps or otherwise interacts with the results of their quest, they should gain a bonus Objective Experience point for the session.
  • Settles into an organization or location.
    • The character has become a sort of shared GMC between the original player and the GM. An appropriate GMC type should be selected for the characters new position. Allies and Quest Givers are the most likely positions, but if the player is on board with it they might even be a Villain.
    • If this option is chosen, the GM and Player should work out how much control the player has over their old character. Think carefully on this: while it's fun to step into the shoes of an old favorite here and again, they might run the risk of overshadowing the new group or otherwise disrupting the game. 
  • Takes on a protege or two.
    • The previous character acted as mentor or teacher for one of the characters in the new party. The new character begins play with a Social Bond with their mentor and is able to learn a Standard Elective Ability that their teacher knew in lieu of one they could normally take upon attaining an even numbered Rank. 
    • This one is fun, but should be handled on a case by case basis as it allows characters to take abilities from outside of their Calling's list.
Connected Threads and Setting Changes
Events within the previous saga no doubt caused ripples that will carry into new ones. Noting these ripples and using them to inspire new adventures and events is a particularly effective way to make players feel like their actions and decisions had weight. Naturally, these can take the form of both bad and good consequences.
  •  If a villainous GMC (or one of their lackeys) survived their clash with the characters, they might continue a plan that was left unfulfilled in the previous saga or reformed to become another GMC type instead.
  • The players actions might have inspired long lasting change in a settlement or region. Taking down a despotic lord might lead to a power vacuum or some sort of structural reform. Ruins cleansed of arcane pollution might become the base of operations for a new faction. If an aggressive beast that lorded over an area was  pacified or driven off, it might give access to new places for the party to explore.
  • The party may have gotten famous enough to have their stories told through song, art, and even notable performances - all likely to contain embellishments and inaccuracies.
  
Unlockable Character Options
While the default is that any character options on in the book, having the players "unlock" them through play (in the same way you might earn new options in a video game) can be a fun way to bring new options to the attention of your players.
  • Additional Callings and Calling Variants could be earned by meeting a member of those Callings, besting them in an encounter, or accomplishing some quest connected to them. For example, gathering some magical instruments for an adventure in one saga could unlock the Balladeer for the next one.
  • By the same token, exploring certain locations or meeting a member of a new species  could make them available for player characters in a sequel saga.
  • If you want, you might even make it so that even options in the core book are limited at first. For example, you might only allow Factotums, Sneaks, Champions, and Raiders for your initial saga and have it so that magical crystals must be found to unlock the magic using callings. This is another tricky one to implement, but could allow for some very unique games! 
One additional thing to consider is how much time has passed between the new Saga and the previous one. Will it pick up right after the previous one ended, or a century after? It's important to keep this in mind as it can limit how the sagas connect.
 
How you connect Sagas will ultimately come down to what works for your game, and will more than likely include numerous variations on the above and brand new ones of your own (or your player's) invention. This is a chance for you and your players to help carve out your own version of Outer World, or further define a custom setting, so be sure to have fun with it if you do decide to use any of these options. 

Sunday, 24 August 2025

Setting: Manny Perez

Formerly one of many rank and file employees working at Infinite Possibility Foundation, Manny Perez was the definition of a paper pusher. He couldn't tell you exactly what his employers did ("I think we make phones") but he knew what he did - it's just that it was very, very dull.
 
But Manny liked it that way. He could come into work and daydream his way to a paycheck. He had plenty of time to relax on the weekends. Sure, he received a very ominous company wide e-mail every month or so reminding employees not to speak to the press, but who doesn't really?
 
This all came crashing down one day when he came in to work a bit of overtime. The parking garage elevator opened up into the wrong place and against his better judgement, he stepped in. He regretted it immediately. 
 
 
Manny Perez 
Scribe, Rank 1 
Species: Human (Dimensional Stray) 
Hearts: 2     Attack: +0
Defense Rating: 10    Speed: Average

Might: 7    Deftness: 8    Grit: 9
Insight: 10     Aura: 9

Traits: Flailing (-1 Deftness), Surprisingly Resilient (+2 Grit), Analytical (+1 Insight)

Quest Giver: A dimensional stray whose very confused about where he is and concerned he's going to be late for work. Manny isn't really a quest giver in the classic sense. Rather, he's constantly getting into trouble which then necessitates quests to get him out of it. A small wizard in grey insists he needs to be around for something important.

Roleplaying Notes: Manny is a well-meaning, nebbish sort who can tell you why any given plan is a bad idea but will often go along with them anyway. Danger erodes his normally polite demeanor, making him frazzled and put-upon. He knows a bit more about Outer World than he should thanks to trying to learn how to play Akenia Adventure so he can spend some time with his nieces and nephews.

Abilities: Journey Journal, Folklorist, Don't Mind Me, Leisurely Focus

Gear: Brief Case (Backpack), Otherworld Pocket Device (Infinite Possibility Foundation Proprietary Tablet - this also functions as his Journey Journal) Standard Weapon (Worn out old sword he found)

Sunday, 17 August 2025

BREAK!! RPG Character Art Pack by LeviLagaan

Artist Levil has created an awesome art pack of character portraits for a variety of BREAK!! characters.  Check it out here!

 

Saturday, 9 August 2025

Two Sorts of Small Gods (Freebie Encounter/Adversary)

As described in the previous entry, small gods come in a variety of forms. This entry discusses the enduring cloud gods and the enigmatic forest gods.

These two sorts of small gods are very different, so they are presented in a contrasting way. Cloud gods have a very particular purpose and are best suited for a fun encounter or as a helpful GMC so they are presented in a simple narrative way. Forest gods are powerful, mysterious beings that could make for a potent ally or troublesome enemy for a party, so they are they are here in traditional adversary format.

 
CLOUD GODS
There is no shortage of clouds in the skies of Outer World, nor ways for them to find their way there. Many clouds emerge from ancient shrines created for that very purpose, others still form from individual instances of magic, and more still from a unique meeting of wind and water. Of these noble aerosols, some have the good fortune of a greater than average amount of mana settling on them and eventually forming a form of small god.
 
These cloud gods have two simple duties. The first is to maintain the structural integrity of their floating charge. The second is to oversee its journey around the skies of Outer World and guarantee any precipitation that develops lands where it is needed. Humble tasks certainly, but ultimately benevolent ones that have made these small gods beloved figures among the folk. They do not amass power as a rule for the most part, as they are truly immortal: slaying a cloud god or destroying their personal cloud does little, as they will reform in the sky no worse for the wear within a fortnight. Presumably they could be sealed away by magic like any other divine being, but pretty much everyone agrees that is both wasteful and egregiously mean-spirited. 
 
Cloud gods are small in stature with a rounded, fluffy appearance that suits their position. They tend to dress in loose sashes or sarongs, and have wispy little voices. While they vary in demeanor and temperament in the same way that folk do, they tend towards amicability. The particular cloud the god is spiritually connected to is at least large enough to carry them and a few others and is much tougher than an ordinary cloud, in spite of remaining very soft.
 
Ways adventurers might meet a cloud god:
  • Seeking them out for assistance or transport. Cloud gods have little use for money, but might ask for small favors or rare sweets instead. 
  • Passing by them on a Journey through the sky. Cloud gods are rarely in a rush, and likely happy to chat a bit and gossip with sky-fairing travelers.
  • Rescuing them from villains. A classic sky-pirate tactic is to capture cloud gods to and force them to cause floods or droughts to demand ransom or further other goals. Other scoundrels might be forcing magically controlled cloud gods to ferry them about in lieu of a skyship.
  • Helping them out of a pickle. Cloud gods are tragically adept at getting themselves stuck in places they shouldn't be, whether that be in a magically sealed jug or a dungeon they managed to crash their cloud into.

 

FOREST GODS

A monarch amidst the groves


Introduction

  • Any significant enough weald in Outer World will have a god, from the towering jungles of the Sol Alliance to the glowing fungal forests of the Shadowed Lands. These enigmatic figures move effortlessly throughout their domain and exert great power within it. Folk encountering one are encouraged to tread carefully - for all their wisdom they are quite capricious and their one true concern is the well being of their forest.

  • Forest gods are a sort of small god that manifests in particularly important or mana rich places and watch over them. While their influence is small and localized, they are powerful nonetheless and generally respected - or feared - by the folk.


Menace Level

  • Mega-Boss


Rank

  •  10


Primary Aptitudes: Might, Insight, Aura

Secondary Aptitudes: Grit, Deftness

Traits: Unearthly, Ephemeral (+3 Aura, -2 Grit)

  • Might [12]

  • Deftness [11]

  • Grit [9]

  • Insight [12]

  • Aura [15]


Combat Values

  • Hearts [6]

  • Attack [+7]

  • Speed [Normal]

  • Defense Rating [16] (Verdant Form)


Adversary Info

  • Type: Manifestation (Small God)

  • Size: Medium

  • Allegiance: Twilight (2 Dark Allegiance Points, 2 Bright Allegiance Points)


Home Region/Habitat

  • As their name suggests, forest gods might be found in any forest in the Outer World. 


Communication Methods

  • Forest gods speak and understand both Low Tongue and Dream Call.


Tactics

  • Forest gods might be reluctant to fight but they are ruthless and decisive when in battle. They prefer to use their Domain Mastery to isolate and put enemies at a disadvantage, employing whatever Blooming Wrath aspect would be most effective on the most dangerous targets. They also will often call on allies from the forest if things take a desperate turn for them. 

  • That said, they are not usually bloodthirsty, and will often allow all but the worst transgressors to retreat if they leave their forest.


Miscellaneous

  • Indicators - The plantlife of the forest shifting in reverence, the smell of fresh earth, the sound of soft, deliberate steps.

  • Roleplaying Notes - Forest gods tend to have personalities suited to their domain. One who watches over a forest of oaks might be proud and boisterous, while the master of a snowy wood might be aloof and brusque. While they demand respect, they are generally fair.

  • Customization  - Certain forest gods might have shapes more akin to a beast, or unshaped like abilities rather than Blooming Wrath magic.


Abilities

Verdant Form (Legendary)

The outward appearance of a forest god varies, but all share a similar power.

  • The overall form of a forest god is influenced by the nature of their domain: a queen of a flourishing mushroom swamp might wear a toadstool hat, whereas a prince of a struggling rain forest might have slightly wilted flowers sprouting all along his mantle of vines.

  • In addition, the forest god…

  • Can shift in size from Small, Medium, and Large at will. In combat, they may do this once a turn.

  • Can only be harmed by Magical Abilities or weapons made from Magical Materials.

  • Has a +6 to their Defense Rating.

  • Has an Edge on all Aura Rolls.


Domain Mastery (Legendary, Magical, Dark)

The edicts of a forest god can be as soft as a whisper, but the land will still obey.

  • As long as they remain within their domain the forest god regains 2 Hearts at the start of their turn. They may also choose one of these effects to perform in addition to their normal Actions in a Turn:

  • Terraforming: Change the Battlefield Conditions of any Area they can currently perceive. These changes can be almost anything as long as it fits their domain - roots might spring out from the ground of a forest to create the Precarious condition, or enormous toadstools might sprout and spore causing the Dangerous condition.

  • Passage: Move to any Area within 3 Areas of their current position. They are able to effortlessly glide throughout the earth and plant life throughout their domain, so this movement is not hindered by terrain or other physical barricades.

  • Rebuke: Force a target individual within 3 Areas of their Current Position to move into another Area adjacent to the target if they are victorious in a contest with their Aura and the Target’s Might. Similar to Terraforming, this involves the components of the forest animating to eject someone.

  • Wholeness: Remove a Status Ailment caused by a magical Ability or effect from themselves or an ally within the same Area as them. This calls upon the latent mana of the forest to unweave harmful magic, and could also be used to cure things like Magical Diseases at GM’s discretion.


Blooming Wrath (Advanced, Magical, Bright)

A forest god's magic, like nature itself, can create and destroy. Bloom Wrath spells are an expression of the latter.

  • The god has access to a powerful form of attack magic that is patterned after plant life and the natural world. By using their action for a turn, they can produce one of these effects:

  • Root Bind: Call forth roots, vines, and other underground plant life to wrap around a target within 2 Areas of the god. This calls for a contest between the god’s Aura and the Target’s Deftness. If the god succeeds, the target is fully Restrained and can only be freed by taking an action and making a successful Might check, or being cut free by an Ally.

  • Thorn Strike: Hurl a cluster of thorns at a specific target up to 2 Areas away from them. This requires an Attack Roll and does 2 Hearts of Damage on a successful strike.

  • Blast Bramble: A variation on Thorn Strike, Blast Bramble instead targets an entire Area up to 2 Areas away from the god, allowing them to make an Attack Roll against every target within it. A successful strike causes 1 Heart of Damage.

  • Malignant Spore: Send a cloud of dangerous mana towards a foe within 1 Area of the god. This prompts a contest between the god’s Aura and the target’s Grit. If the god is successful, the target gains the Putrefied Ailment, plant life matching the god’s domain sprouting all over their body. If they reach 0 Hearts or lower due to this Ailment, they fully transform into a plant.

    • If the target wins the contest, they resist the effect and this aspect of Blooming Wrath cannot be used on them again for 24 hours.

    • If the god is destroyed, convinced to undo the curse, or if another Ability or effect (Such as the Sage’s Demystify) is successfully applied to them within 24 hours, an individual can be restored from being turned into a plant.

    • GM TIP!: Malignant Spore has no effect on inorganic creatures, like Bio-Mechanoids or Drones!


Weald Sovereignty (Advanced)

A Forest god’s sway over their domain extends beyond the physical. They are one with it spiritually as well.

  • Forest gods are aware of everything that happens within their domain. They cannot be Ambushed in their forest, and can hear everything spoken above a whisper in it as well.

  • Wildlife that makes their home in the Forest god’s domain will answer their summons and obey their commands. This does not apply to particularly powerful monsters and the like at GM’s discretion.

  • Any forest that has a god is connected to the Murk in some way. The god may grant Passage to the Murk from their forest to those who request it, though they generally require some favor or gift to agree to doing so.


Yield


Divine Acorn

If a forest god is slain, their body unravels and leaves behind an acorn about the size of a human fist. 

  • If allowed to remain in their domain, this will eventually sink into the soil and the forest god shall be reborn. 

  • There are rumors of rituals that would allow those in possession of them to draw out their powers for themselves, such as gaining immortality, or mastery over beasts and plants. These acorns are considered valuable treasures in spite of none of these rumors being unsubstantiated.

1 Slot, 3 Gems


GM Tip!: While no set powers are listed for a Divine Acorn, this is just because drawing them out would require immense magical power that is not normally available to player characters. A great ritual or other powerful being (such as a Saga’s primary villain) might be able to do so…


Random Encounter Reaction

  • Forest gods really function best within their domain, where they can levy the strongest of their Abilities. They aren’t generally useful as random encounters, though intelligent animals and other forest dwelling folk that the players meet might be connected to one.


Variants and Related Entries

  • Similar Small Gods can be created by using the forest god as a template and adjusting the powers to fit their new concept. For example, a City’s god might be able to walk through one door in their domain and come out any other one, or a Dungeon Ruler might be able to use the powers of their most formidable monster servants.

     

Ways adventurers might meet a forest god:
  • By seeking passage through their domain. The domain of a forest god always has at least one passage to Murk, regardless of where it is located. With their explicit permission, someone can travel to or from Murk with relative ease. This is not a privilege given lightly, and usually requires a great sacrifice or favor to justify.
  • Some forest gods are mischievous. Some lure trap folk they find interesting within their domain, others might ally with an unshaped for some grand scheme. It'll be a headache for everyone else one way or another. 
  • They might be waging war. Wealthy, thoughtless folk might hire mercenaries to hunt the god in hopes of attaining power or immortality. The forest god may seek vengeance on someone who destroyed part of their domain.