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Lost In The Dark

“Deep into that darkness peering, long I stood there, wondering, fearing, doubting, and dreaming
dreams no mortal ever dared to dream before.”

Summary
- You play strong men and women on the horror shaken streets of Coldharbor a crumbling fantasy city.
There is strange alchemy, the art of pyromancy, superstition, weird cults, horrifying monster and sharp
blades.
- The players are part of a group of daring survivors fighting for power against all odds and overcoming
the horrors of the cataclysm.
- Gameplay focuses on the moments of daring action during expeditions into the dark and moments of
respite during downtime.

Touchstones
Books: H.-P. Lovecraft Literature, Literally Everything by Joe Abercrombie, A Song of Ice and Fire by George R.
R. Martin, Dark Tower Series by Steven King, Berserk Comics
Video Games: Bloodborne & Dark Souls by From Software, Darkest Dungeon by Red Hook, Witcher Franchise
by CD Project Red, Lords of the Fallen by Deck13
RPGs: Torchbearer, Burning Wheel, Blades in the Dark, Dungeon World, Apocalypse World
TV / YouTube: Game of Thrones, Berserk-Anime, RollPlay “The West Marches” by ItMeJp and Silent0siris,
Brotherhood of the Wolf (Movie),
Theme Song
Iron by Woodkid, If I Had A Heart by Fever Ray

The Game
Lost in the Dark is game about a group of the so called „Damned – former inmates of the “Blackreach-Prison”
on the island of “Wreaclast” set free to fight the horrors of the “shattering” where ever they may manifest. On
the haunted and horror shaken streets, the flooded districts of the old city, in the lost ruins of days long
forgotten and even in the minds of you and the people around you.
We´ll play to find out if the characters can hold their ground against the daring threats of rivaling bands of
warriors, powerful weird cults, horrific and wrathful old gods or the Witchhunters of the Inquisition and the
weakness of their minds and souls.
The Setting
Angland the empire of the west has fallen. Adua - the ivory city burned to the ground. The realm is
consumed by a hundred year war - a war that has lost all meaning and all glory -there is no victory.
And the scriveners foretold that when the hearts of mankind are encircled by thorns the flame of
mankind will fade and darkness will rule the world. Darkness will corrupt the soil, darkness will bring
stillbirth, darkness will take away your soul and darkness will shatter the reality and reveal what is
hidden to the mortal eye.

In the end it was unclear what happened in these fateful days but it left the world in ruins, mankind
is driven to the edge of extinction. The sky is obscured by everlasting grey clouds and no sun is
shining on the blackened sea. The Shattering destroyed the gates of the dead and let the realm of the
living collide with the Dark. And from the Abyss nightmarish creatures crawled in this world. Dark
tendrils that pierce through your very soul drain the world of memories. The end is a slow death that
never comes.

Far in the north lies Wreaclast the island of the damned. Before the war it was called the “Crown of
the North”. Praised for the wisdom, knowledge and inventions that was created there. The Great
Watchtower of the Scriveners resides there holding a copy of ever scroll, every book and every
written word the world has ever saw. And Coldharbor the biggest city north of the “Harrowing Sea”
was a place of faith and worship.

And outlandish and secretive cults have a long tradition in this old city. The Faith of the Old Ones is
still to this day the most practiced religion even if it is now in secrecy. The high-priests of this most
peculiar cult were fascinated with strange artifacts found in excavations far to the north. But the
reclusive “Norsemen” raided the sites fearing the destruction of their ritual sights and their
ancestor’s graves. They feared the wrath of the dead warriors that were buried there a long time
ago. Furious the priest turned to the “Council of Lords” but their call for revenge was dismissed. And
their unquenched fascination became obsession. They dug deeper and deeper into the squirming
earth. Their lust for knowledge unearthed the old city that was once the foundation of Coldharbor.
There they found what desired so mad. Something they could tend to, something worthy of their
prayers.

The “Great War” spared the island but the refugees, the broken and sick soon started to overrun the
cities. The Council feared them and the things will brought with them: Sickness, crime, heretic
religions and war. For them they were the harbingers of doom. They left them to starve and freeze in
the streets, letting the guardsmen rob every last bit of coin and riches these poor souls had left. They
took away their dignity and in truth they robbed them of their humanity.

The situation got worse by the day, it tore apart the city. Open rebellion, looting and murder
followed shortly after. Every death on each site only gave cause for more people to fight and kill. In
the last decade before the world was consumed by the abyss, the Immortal Emperor of Coldharbor in
a last effort of justice ordered the destruction of a whole district and build the Blackreach-Prison.

An infamous black hole where no light shines and no hope will ever pierce through its cold walls. A
place where the filth of mankind and the innocence alike were locked up to slowly rot away and
vanish into nothing.
Now a year after the “Shattering” the city lies in ruins. Like a rotting corpse it´s giving birth to
maggots, filth and disgust. The “Holy Inquisition” hunts all strange, wicked and mysterious fearing a
second apocalypse and seeking revenge for all that is lost.

And in their desperate need of souls to hold their banner and swing their swords they set the
imprisoned free and gave them a chance to redeem themselves. Tasked with a suicidal mission their
fate and the fate of all now lie in their hands.

The Characters & Their Faction


The characters are the most important component of this game. Their actions and the consequences
of them are the engine that drives the game forward. They characters create and change the world.
They follow their own motivations, they fear and hate, they love and adore. Their beliefs and goals
are the center of play.

They try to stay alive and establish a serious organization that stands against all enemies and holds
their ground. They do this by taking dangerous missions from the mighty or the weird -maybe even
the poor and broken -and most importantly by following their own goals. They make preparations to
peer into the dark, make enemies, forge alliances and perform strange rituals.

Their faction can be anything from raiders of the Norsemen seeking revenge, cultist on a dark path to
danger-loving tombrobbers. But they all have something in common a lust for power.

The Players
Each player creates a unique, interesting character and works with the other players to create the
faction to which their characters belong. Each player strives to bring their PC to life as an interesting,
daring, conflicted dark-fantasy adventurer character who reaches boldly beyond their current safety
and means. The players decide as a group on the tone and style of the game by making judgment
calls about the dice and actions, along with oversight from the GM. They shape the world by
answering and in return ask questions about it.

The Game Master


The GM establishes the dynamic world around the characters, the remaining people of the cities, the
monsters and unspeakable horrors, the brutal Witchhunters and the strange cultists behind the
scenes. The GM plays all the non-player characters in the world by giving each one a concrete desire
and preferred method of action. They present opportunities to the PCs and in return the PCs present
opportunities to the GM. It is a shared task. The GM has to incorporate details and knowledge
created by the players into play.
New / Changed Systems:
The new or redesigned features and rules are listed below:

Consequences:
These are new consequences. Handle them just like the existing ones!

Take Harm: This should be the standard consequence now because of the rule shift to more combat.

Take Corruption: This should be the alternative to take harm when dealing with monsters.

Take A Condition: This should be a consequence for failed travel-actions, camp action etc. or a
consequence in dominant actions.

Asymmetrical Combat:
The Harm-System is now asymmetrical. PC´s receive harm. NPC´s receive numeric damage and have
hitpoints. The system to determine the position of the action is untouched.

If you want to harm your enemy you have to make your intention clear. For example: “I want to cut
of the ghoul´s head of”, says the Player.

The GM says: “This would result in a great effect but this is also a desperate move because your
enemy is standing and ready to counter attack. (If the enemy is lays on the floor maybe it´s only a
risky move.)

You can (with the right group of course) make the attribute of real-life weaponry more or less
important. A rule of thumb is greater effect needs greater risk.

Damage is calculated like this: 1/2/3 D6 (depending on effect) + 1D6 for heavy weapon.

Corruption & Stigma


The world lies in dark and the very earth is tainted with a rotting corruption eating away every sign of
beauty and peace.

Corruption an undesirable resource and is obtained by coming in contact with hor­rors, tainted blood
and strange powers. Supernatural abilities and artifacts of the old world also can be the source of
corruption. There are two kinds of corruption tempo­rary corruption and permanent corruption.

If you suffer temporary corruption and don't cure it until the end of the session it transforms into
permanent corruption.

Corruption
Every character has up to 9 points of corruption organized in groups of three. If a group is filled with
permanent corruption the group is locked and the effect of that stage is active a group is filled with
temporary corruption a stigma is gained. They stay until the group is empty.
Corruption Effect
When the last group is filled with permanent corruption you will lose yourself in madness and your
body will transform into an unspeakable abomination.

Stigma
If your character gains a stigma you can either roll 2d6 to determine the effect or talk with GM if your
or the GM has a special stigma in mind that fits the situation.

2D6 Stigma - Description


1 Discolored skin, blemishes and severe rashes
2 Vision of otherworldly creatures or a glimpse at the true world.
3 An evil symbol that burst out of the skin
4 Eyes that glitter in the dark
5 Eyes that actually blacken with anger, hunger or lust
6 Drawn to dark places by unheard voices
7 Veins that bulge black when experiencing anger or other strong emotions
8 Dark streaks in the blood, visible when the creature bleeds
9 Cold as a corpse or feverishly hot without any signs of sickness or disease
10 Suffers from constant nightmares
11 Degeneration· of sight -relying on other senses instead, like smell and touch
12 A festering wound that does not heal

Conditions
Hunger will be first step and slowly drive you over the edge until fear takes over.

The world is a harsh place and wandering the old roads will be dangerous and terrifying. Digging
deeper in the dark and the constant grind will strain your body and soul.

The Constant Suffer


You can suffer conditions automatically over time but they are most likely suffered through
consequences. Conditions will negatively influence your abilities and actions. Condition can stack
automatically overtime if they are not resolved. The order is Hunger/Exhaustion/ Angry/Sick/Fear.
They must be resolved in this order.

Conditions in Roleplay
Playing out your conditions is a viable method to earn Experience.

Conditions
The list below shows the condition, its effect and the way to resolve the condition.

Hunger
Effect: Double the Camp-Action-Cost. Resolve: Use a Ration.

Exhaustion
Effect: Be considered as heavy loaded. Resolve: Only in camp by the "Respite" action.

Angry
Effect: Inability to make use of your special abilities. Resolve: Only in Camp by the "Calm Your Heart"
action.
Sick
Effect: Blocks the first level of wounds. Resolve: Only in Camp by the "Cut It Out" action.

Fear
Effect: Take stress (1-6) to act against every enemy or mysterious manifestation. Resolve: Only in
Camp by the "A Glimpse Of Hope" action.

A Moment Of Respite
Sometimes you will need a moment of respite in the eye of the storm. A trusty bonfire and a sturdy
meal - just enough to keep the darkness at bay. But don´t hesitate and don´t wait long. Wait for too
long and the fire will fade and darkness will take control. You can camp once during a mission.

NOTE THAT A CAMP CAN BE ANYTHING – IT DOESN`T NEED TO BE A BONFIRE IN THE WOODS

When you want to make Camp the GM tells you if it’s a safe, risky or dangerous camp. Then roll on
the Survey-action.

The result will determine a camp event/modifier. It´s severely influenced by the type of camp.

Highest Number Town-Event


Critical Peaceful Camp
6 Minor Inconvenience
4-5 Mayor Inconvenience
1-3 Disaster Camp

Events & Respective Effects


It´s the GMs task to describe the event as interesting as possible and give a reason for the effect he
chooses. Keep the fiction in mind.

Peaceful Camp Gain a free action, Gather information, Bonus die for engagement roll,
Find something useful
Minor Inconvenience No free action, Lose rations, Break equipment
Mayor Inconvenience Double the cost of actions, Block certain actions Gain a condition, Lose
equipment
Disaster Ambush, No action possible
Camp-Moves:
In camp every character can make camp-actions to recover from stress, harm or conditions. After the
camp-event is rolled you make camp. Camping doesn´t require an action roll and is played out quick
and without much roleplaying.

You get one free action and can buy more action by using rations. One ration equals one action.
Nearly all actions need a special item to be performed. Rations are the used to create actions. 1
Ration is 1 action.

Name Effect Requires


Shake of the Horror Heal the latest stress group /
Treat your Wounds Heal first and second level harm Bandages
Repair your Armor Repairs 2 Points of Armor Armorer Tools
Burn out the Evil Heal the latest corruption group Holy Oils and Symbols
A moment of Respite Recover from Exhaustion Survival Gear
Calm Your Heart Recover from Anger Alcohol or Drugs
Dine In Hell Recover from Hunger & Thirst Ration
Shake Of The Sickness Recover from Sickness Alchemic Herbs
A Glimpse Of Hope Recover from Fear Torch
Tales Of Days Past Make a Flashback-Scene /

The Flashback Scene


The Flashback scene is a great way to tell the group more about your character.

Only one flashback-scene is possible during a camp. One player starts his story and earns 1 Destiny
Point, Every player then can ask a question about the character. The storyteller then chooses two
characters that also earn a destiny-point.
Town Phase
The town phase is very similar to the camp phase but with a much bigger scope and more social and
political interaction.

The Devils You Awake


When you return in the vicinity of the town the GM estimates the horrors awakened by the PC's
actions and writes them down on the town-sheet. If you gain 9 points of horror the city is struck by
an "Assault of Darkness." This is a special town-event that will shift the narrative dramatically. If this
is the cases you don't roll for a town event. Horrors awakened (These are estimations and should be
used as such)

The PC's are sneaky and don't mess with the dark 0-1
The PC's are neither sneaky nor very loud 1-3
The PC's are loud and act with little caution 3-5
The PC´s awake something that should have stayed in its slumber 5+

When you return at the gates of the city you roll for the consequences of your journey. The roll is a
d6 + 1d for each "Assault of Darkness"- level.

Note that critical rolls are not in your favor. Lower is better.

Highest Number Town-Event


Critical Disaster
6 Mayor Inconvenience
4-5 Minor Inconvenience
1-3 Peaceful Town
The GM chooses a suitable town-event based on the result above.
Horrors And The Onslaught Of Darkness
The truth is unsettling indeed. To see the truth one must close their eyes. But the dark is fearful.

Horrors is like corruption or stress organized in three by three groups. Darkness is like trauma.

Horror & Darkness


Wreaclast is an island of prying eyes, sharp ears, superstition and traitors (both living and ghostly).
Anything you do might be witnessed, and there's always evidence left behind. The creatures from
the beyond hate humans interfering with their plans; the Inquisition fears your strength and a real or
imagined alliance with the dark. To reflect this, your faction acquires horror as they do missions.

When your horror reaches 9, you gain a darkness level, the higher your darkness-level, the more
serious the response when the Inquisition or the forces of the Darkness takes action against you. The
second effect of a Darkness Level is that your enemies especially the Gods of the Abyss fear you even
more and unleash new horrors on the world or maybe the Inquisition begins burning seeming
random citizens. These are the "Assaults Of Darkness"

Note that Horror can´t be resolved!

Assaults Of Darkness
These effects can be used to create story climaxes and will affect the world in a strong way. The GM
should always speak with their players and work out a proper event with them. Use their ideas and
make them involved - This will make them care about it.

Unleash The Horde (An army born of the Abyss is coming lead by the Three Dark Horsemen. They
will live as long as their names are not forgotten.

Glooming Nights (The black sky is ghostly glowing, awakening the spirits, bringing madness to all)

Leviathan Attack (Demons from the sea attack destroying the harbor and singing their sad songs)

Rise of Black Winged Death (Fear the six-winged one. Its wings bring still-birth - Its whispers
consume the land, Its breath burns the souls of men)

The Purge Of The Wicked (The wicked must burn, burn the weak and sick so that the living may
live)

Rise Of The Bloodmoon (The old scholars foretold the awakening of the Bloodmoon - When is
moon shines in blood its nightmarish horror will descend to the earth)

March Of Damned (Round up the Damned let them show their worth. Let them fight for the
amusement of the people)

The Big Looting (Seize the gold, seize the food, seize their young ones, seize every man to fight the
dark)

The End Of Everything


This is an optional rule and should only be used if the players and the GM agree on using it.

If all four boxes of Darkness are filled the Town will be obliterated by the Abyss. The PCs will make a
final stand. This can be used as a grand finale.
The Town-Phase Procedure
The town-phase follows a strict course of events:

1 Roll the Town-Event or trigger an Assault of Darkness.


1.1 If this is the case play it out and skip the rest of the town phase
2 Downtime in Town
2.1 (Faction Turn)
3 Select Mission, Choose a Plan and Detail
4 Change Equipment
5 Begin Mission
Town phase is conducted differently than the adventure or camp phase. It's downtime for your
weary traveler. Roleplay is kept to a minimum. Instead, you focus on book­keeping. You choose a
location where you stay most of the time and make actions sim­ilar to the camp-phase.

In addition to engaging with the services of the town, you can conduct any personal business you
might have-meeting with a friend, repairing your kit, research a ritual etc.

Prime the Adventure


The GM should use the events in town from the players or generated by the tables to set up the next
adventure. This the most important part of the town phase. All the options are created for this
reason:

-To shape the world, characters or factions and inspire play!

Once the players are ready to go, don't let them wander off. The GM must take them in a firm hand
and point them to the next mission.
The Town Actions
Ever character gains one free action in town. To perform more action they have to spend coin. One
coin pays for one action.

Training
You train and prepare yourself to hold your ground. You gain 1 Practice point in one of the 3
attributes. Check Your Town-Sheet for what is available.

Vice
You can follow your vice whether it´s drugs, alcohol, games, pleasure of the flesh, pain etc.

Roll 2d6. +1D. If your friend or a fellow pc is with you +1D for each Coin payed extra

2 Disaster: Something goes horrible wrong


3 Breakdown: You can´t help yourself and fall deeper in the dark (gain stress)
4 Overindulge: You take a big consequence
5-7 No Satisfaction: Gain the angry condition
8-9 Small Satisfaction: Recover from the angry condition
10 Recovery: Remove one segment of stress
11 Small Gain: Remove one segment of stress and gain 2 coin
12 Eavesdropping: Remove one segment of stress and Gather Information

Rumors
Pay the bard a coin to play another tune and encourage your companions to keep talking.

Roll 2d6 +1D for each extra coin you pay. You hear a rumor about…

2 A dark secret about this town


3 A key figure in the town
4 A coming doom
5-7 Your enemies
8-9 Your alliances
10 A haunted place
11 A lost treasure
12 A terrible creature

Hire Help
At the tavern, the ring of blood or in dark corners you can hire soldiers, guards and guides to aid your
endeavors. All such services must be paid in advance.

1 coin pays for squire, simple mercenary, two militia men


3 coins pay for decent fighter, an archer or priest/cultist
5 coins pay for armored knight, a skilled hunter, a holy man

Bargain
Find our buy a gadget to use in your next mission. Buying a gadget costs coin.

Both the GM and the player discuss the possibility and price of the gadget.
Praying
A traveler may pray at the shrine, mediate in silence, commune with their god or patron of their
choice.

Roll 2d6 on the table below:

2-3 The curse counts as a factor when judging the position until removed.
4-5 An ominous omen crosses your path. Take angry or afraid condition.

6-8 The immortals are deaf to your prayers.


9-11 Visions: You are visited with a strange vision. Resolve angry or fear condition.
12 Remove one segment of stress and corruption.

Rest
You patch yourself up and heal your wounds. Heals all 1-2 level harms.

Taking this action a second time heals all 3 level harms.

Burn It Out
You banish the corruption from your body. Heal the latest segment of corruption.

Taking this action again removes a stigma.


Traveling
The world is vast and hostile and death lies behind every corner. Traveling is neither easy nor without
hardship. If the PC-s decide to travel between know location's they discuss with the GM whether or
not they want to play out the journey or make a simple roll.

If the PCs decide to play out the journey here is a list of stuff you can do to spice up the journey:
Make sure to include a camp-scene, describe lengthy traveling in a mon­tage, hint at impending
doom, use different scenes, offer short "meaningful encounters", use your NPCs.

Meaningful Encounters
If you want to make something happen on your journey use meaningful encounters. These
encounters must be linked to the current mission, an old mission, a known enemy, a known ally, a
trait, a belief or and instinct. To have a pool of ideas write down stuff you like and want in your
campaign and make a table out of it.

Here is an example: The PC's are on the old road in the vile marches. They are hunt­ing a mysterious
unseen monster that had attacked a transport of Broken Legion. It murdered a whole lot of slaves and
those that escaped were broken by an unnatural fear. On the way to the scene of the attack they see
a little fire in the distance between some old ruins. It's a survivor of the attack. What will the PC-s do?
There is a reward for every escaped slave. Maybe he has information. Maybe the fear took over
maybe he fears the PC-s and runs away.

The Travel-Action
To travel you choose where to travel to and your method of travel. This will result in an controlled,
risky or desperate action. A travel-leader or pathfinder is selected who rolls on prowl if you travel
unseen or marshal if you travel with heavy equipment or a lot of followers.

The standard consequence for a traveling-action is more time or suffering a condi­tion.

Note that having a hired pathfinder will influence the position of the action roll!
Artifacts
To find an artifact can be the climax of an adventure and often the beginning of new one. Maybe it is
also the first step down the slippery slope of Corruption.

Analyze artifacts
To understand an artifact one must deeply study it. To study an artifact a PC has to be in town or in a
place of strange power. Studying the artifact is considered an attune action roll.

Of course, a person that binds an artifact to him-or herself will immediately become aware of its
powers and disadvantages. But once an artifact is bound to you, it is too late to change your mind:
any possible negative effects of the binding will strike at the character mercilessly.

Bind artifacts
In order to use an artifact, the PC must make it his own. When this is done, the player gets to know
all of the artifact's abilities and disadvantages.

A character can bind an artifact to him-or herself at a cost of one Destiny Point. An­other option is to
suffer one permanent Corruption.

Using an artifacts
You are free to use an artifact, once you have bound it to yourself. Exactly how this is done depends
on the artifact, but the powers of the item always follow this template:

Title: The name of the artifact

Description: The artifact's history, legends and previous owners, as well as what is commonly
known or believed regarding its powers.

Powers: How the power or powers of the artifact work. The artifact usually has a gen­eral power or
ability that can be used by anyone who has bonded with it, and possibly other powers that require a
certain ability in order to work.

Action: The kind of Action that is required to activate the artifact's power.

Corruption: The level of Corruption the wielder suffers when activating the power.
A Dance In The Dark
The following segment describes the pacing of missions and the way enemies behave.

The Dungeons Action


CHECK OUT BLADES AGAINST DARKNESS BY DYLAN GREEN THIS SEGMENT IS INSPIRED BY HIM

At the start of the mission place a marker on turn 1. Every time the players take an action (usually
when they roll) advance this clock (move the marker to the next space). Turns are an abstract unit of
time. They are the time it takes for something interesting to happen, not a particular number of
minutes or seconds. Also, you can/should advance the dungeon clock as the fallout from the “it takes
extra time” consequence of a roll, or just when the players spend too much time bickering around.

When it becomes the GM’s turn (turn 6) the dungeon responds to the players presence. Something
has changed in the environment. Tell the players what they see/hear/feel because of this change. It
won’t always be obvious to them what has changed, but give them a clue based on what they can
perceive. After this, set the turn clock back to 1.

Awakened Mind - The Dungeon itself as a semi-aware entity resisting intrusion


Wake The dungeon’s defensive systems begin to wake from slumber. How does the entity show it’s awakened?
Sweep Minions begin regular patrols. What entity/force is making patrols?
Trace They start systematical searching for intruders. How? Who searches?
Analysis They start to analyze the intruders and study their weaknesses. What marks and tracks do they find?
Lockdown Doors begin sealing off blocking escape and forward progress. Will they press on or retreat? How?
Purge Guardians begin a room by room sweep of intruders. Will they escape or fight? Who will be left behind?

Creeping Horrors- Strange beasts that lair here.


Spoor Evidence of the monster’s movements. How long until they come back?
Remains Bodies of the previous victims show the monster’s abilities. How does the monster attack?
Lair Signs of the monster making its home in the dungeon. What is the monster’s lifecycle?
Attack The first encounter. How does the monster attempt to drive off intruders?
Regroup The monster retreats and gathers its forces. How does it prepare to fight to the death?
Assault Constant direct attacks against intruders. How does it make a last stand?

Fallen Souls- People who live here or nearby.


Spoor Signs of the people’s movements. Where are they now? When will they be back?
Faction Markers that show who these people are. Who are these people?
Action Evidence of the people’s actions in the dungeons. What do they want here?
Sight People are seen/ heard at a distance from the players. What are they doing here?
Scout A scout or party encounters the players. Do they know the players are here? What will they do?
Force The core of the Agent’s forces is discovered. How strong are they? Can they be reasoned with?

The Grind - The steady wearing away of the characters resources.


Light The light flickers and dims.
Hirelings Hirelings need coaxing/bribing/threatening to move onward.
Condition A character suffers a condition
Condition A character suffers a condition
Condition A character suffers a condition
Condition A character suffers a condition
The Enemies
The beauty of a cinematic combat system is that enemy’s don´t have to be created in advance with a
dozen stats and abilities you have to remember.

NPC´s have an amount of hit points. They have 3 special traits like immunity to non-magic-weapons
and 3 monster abilities.

Note that not every enemy has this amount of depth. Enemies that are used more or less as cannon
fodder have only hit points. Also remember there is no such thing as balance. Monsters are not
designed to be that way. In theory a dragon has the same damage potential as a kid.

Enemies are strong because of their traits, their abilities and their behavior.

To help you created enemies suitable for your adventure keep these guidelines in mind

1. There is no balance
2. Don´t tell but show
3. Give them weaknesses but hide them
4. Embody the enemy! They are living (more or less) beings not mindless blobs
5. Thing cinematic, there is no normality
6. Play dirty and weird. Don´t play effective. Don´t recycle them
7. Give inspiration but incorporate the ideas of the players.

The Monsters Call


Every Monster is a unique beast, capable of unexpected devastation and unforeseeable strength.
When the GM creates the Monsters and Opponents he also writes up to three ( in some cases more)
special actions the monster is capable of.

After being worked against 3 times the monster can make his monster-move.

Maybe the dried blood splatters on the gigantic suit of armor glow red and the armor starts an
unstoppable rage, devastating the room and breaking columns and walls.

It´s the GM´s task to write interesting abilities that are fair but terrifying. These abilities can´t for
example outright kill a pc. But the GM doesn´t have the use the ability he wrote down if the action he
wants the monster to take is plausible or a standard consequence of an action roll.

For example the GM may choose that the suit of armor leaps across the room to gain a better
position instead of the rage described above.

Here are some more examples:

The wolf raises its head and howls to the moon to call for backup.

The black dragon screams and breaths black smoke that spawns fear in the enemy.

The warped bodies rip apart into two separate monsters, screaming in pain.
Traits of a Beast
Every important, big or just interesting monster is characterized by three traits. These are meant to
reflect the physical characteristics and their way of thinking.

Mechanical Traits
Some of the traits have specific mechanically effects like immunities, strengths, auras etc.

Cosmetic Traits
Other traits are more general like gigantic, winged or invisible to the normal eye.

Here is an example of the giant armor suit:

Gigantic, Immunities against weak attacks, fast for its size

This example is about a undead tree monster:

Rooted, Weak against fire, Corrupted Mind

This example is about a vengeful twisted ghost:

Uses Stress and Corruption, no physical body, aggressive

This example is about a pack of wolves:

Pack-Creatures, Hunter-Mentality, fast and agile

Remember the Fiction


There is no list of traits. Traits can essentially be anything. You can also use more than 3 traits if it´s a
big complicated monster.

You can also use these traits as clues for the players if they investigate the monster by talking to
people or if they are generally searching for information.
Heart Of Darkness
Ours is the light and ours is the dark. We are life and death. Born from light to fall into shadows. We
may fall but ours is the hope.

The following segment describes the new advancement system.

This system puts the character in the spotlight. You are rewarded for roleplaying and creating
interesting scenes.

Experience
Experience is the main motivation for the characters to act. Experience is organized in three
categories to reflect different kinds of progression.

There are Practice-Points that reflect your training, knowledge and prowess. There are Soul-Points
that reflect your characters progression, his will, his spirit. And there are Destiney-Points - they
reflect a twisted version of luck, of destiny or plot-armor.

Earning Experience/ GM-Best Practice


Keep in mind that it's the player’s task to ask whether or not their action is worth experience. The
GM can of course also go out of his way to award something the player maybe forgot.

It´s the GM task to keep the characters beliefs, instinct, traits etc. in mind but that can be very hard
especially if it´s a big group of players. So write them down!

The GM has the final call about the earning of experience if isn´t clearly stated. But he should always
communicate with the players about his decision. As a rule of thumb it´s better to only give out
experience for very good actions.

Make the decision quick. "Yes", "No" or a "show me more" should be enough.

The following table should clear everything up.

Earning Experience
Name Gain Note
Make a desperate action 1 Practice Point If your Character makes a desperate action
Use Traits/Belief/Instinct / 1 Soul Point Use these thing stated about your character.
Conditions, Trauma, Stigma to This your main source of experience.
create interesting scenes.
Push yourself forward 1 Soul Point If you press on despite grievous wounds,
trauma, corruption and fear
Lift the Veil of Darkness 1 Practice Point If you uncover a well-hidden secret or
unspeakable knowledge
Flashback-Scene ( Camp) 1 Destiny Point More details below
Epic-Quest-Action 1 Destiny Point More details below
Personal Goal 1 Destiny Point If you resolve a personal goal like revenge
Using Experience
Name Cost
Level up an Action-Rating 8 Practice Points
Buy a Special-Ability 8 Soul Points
Deus-Ex-Machina 1 Destiny-Point

The Flashback Scene


The Flashback scene is a great way to tell the group more about your character.

Only one flashback-scene is possible during a camp. One player starts his story and earns 1 Destiny
Point, Every player then can ask a question about the character. The storyteller then chooses two
characters that also earn a destiny-point.

Deus-Ex-Machina
NOTE THAT THIS DOESN`T INFLUENCE THE FLASHBACK ACTION OF BLADES IN THE DARK.

The Deus-Ex-Machina or “God from the Machine” - action is maybe the most powerful tool in the
hands of the players to shape the narrative and the world around them. This action allows the
players to make something happen - it can't change things that are already done and part of the
fiction - but it can make something new or pay for something you don't want to pay. But beware
everything has a price -don't expect to get everything you want without some kind of setback.

Also note a Deus-Ex-Machina can't do something that is an action roll. You can't use it to fight, shot,
command etc.

Here are some examples:

"Logan lies on the stone floor, bleeding from several wounds while the giant worm rises above him
and open his giant mouth showing it´s giant teeth that are still covered with fleshy bits and other
remains. What do you do?" - "Ok shit, can't resist that i already have 8 stress. You know what; As he
rises up the old stones in the ceiling start giving in since they were put under a lot of vibration and as
the worm comes down the ceiling comes down on him crushing it under the stones." - "Yeah nice. So
the worm makes a strange noise of fear and as the ceiling comes down smoke clouds cover the now
broken hall. You can´t see anything. The north part of the hall is destroyed and you will need to find
another way"

"You are fighting with the Imperial Guard at the bottom of the execution platform and as the
guardsmen are forced back or killed by you the commander yells to the executioner: Do it!!! Kill
these fuckers - make them fight for nothing. The executioner falls back and grabs the lever to drop
the hatch under the feet of your friends- What do you do?" - "Shit we can´t shot from down hear can
we?" - "Not really if you try that´s a desperate action." - "Ok I think since we can't shoot from down
here maybe we positioned an archer of ours on a building nearby" - "Great idea that will you cost a
destiny point if that´s ok" - "Ok I have 3 of them. Better use them now."
Store Experience
Note that every Experience you earn must be written down. That in turn leads to a little but intended
problem. You can only store a limited number of experience points. For example you can only store 3
destiny-points.

The Blood Trial


The Blood Trial is a holy mission given to member of the “Brotherhood of the Wolfblood” to redeem
their honor. Most never return.

The Epic-Quest Action


Lost in the Dark is about the characters you play and while the concept of quest givers is good in one-
shot-type games or early-game characters so that they learn/ travel the world, you want the players
to develop their characters. One of the ways Lost in the Dark encourages character-driven play is the
Epic-Quest-Action

Major quests are quests the characters invent and choose to undertake.

When you know of something in the world that few others know of, and it inflames your passions,
write yourself a major quest. Tell the GM.

If your party is not currently pursuing a major quest, you may reveal yours. Tell why you care, and ask
your allies for aid. If they agree to help you, everyone immediately gains a Destiny Point.

If your group completes the major quest of anyone in the group, everyone immediately gains a
Destiny Point.
Creeping In My Soul

CHECK OUT THE BURNING WHEEL BY LUKE CRANE ( THIS SEGMENT IS TAKEN FROM THEIR BECAUSE
IT IS AWESOME

Beliefs
A player must determine the three top priorities for his character. These are fundamental ideas
important to the character. They are a combination of the outlook of the character and the goals of
the player.

When a player brings to life a new character, he furnishes that character with three Beliefs. In
essence, these are the top three priorities for the character in play.

They are explicitly stated drives that tie directly into the world and setting. Examples of Beliefs are "I
must serve the King so that I might be redeemed for my crime," or ''I will protect my friend's sister at
any cost."

When sculpting your character's Beliefs, think: What do I want out of this character and this
situation? How can my character's Beliefs reflect that? Then shape your character's Beliefs to reflect
those priorities.

Anchored Beliefs
Beliefs are not arbitrarily chosen. You relate each one to what is going on in the game. They bind
your character into the world. As they are challenged, they give you the chance to express what your
character is about.

Beliefs in Play
By openly and honestly setting down your priorities, you help the GM and the other players get the
most out of the game. Now that they all know what you're after, they can help you get it.

Stating a Belief for a peasant, 'I´m the true king of this land," does not make it factual in game. But by
getting that out in the open, you are letting other players know you want situations revolving around
that theme -a mad peasant rebel rising to challenge the established order. Other players are in on
both the irony and drama, and they can help you get the most of them. You might not succeed, but
playing out that struggle is what the game is all about. Of course, this doesn't mean the characters
are aware of each other's Beliefs. We're talking about a strict separation of player and character
here.

Beliefs are meant to be challenged, betrayed and broken. Such emotional drama makes for a good
game. If your character has a Belief, "I guard the prince's life with my own,"' and the prince is slain
before your eyes in the climax of the scenario, that's your chance to play out a tortured and dramatic
scene and really go ballistic.
Instincts
Instincts are similar to Beliefs-they are player-determined priorities and reactions for the character.
They are based on the character's experiences and have a tangible function.

An Instinct is essentially an "if/then" or "always/never" statement for the character's behavior. ''If I
am surprised, I draw my sword." The player is allowed to program these actions and reactions into
his character. Therefore, he can be assumed that his character will react within certain parameters
whether the player explicitly states it or not at that moment in play.

Instincts are also player priorities for a character, but they have a different mechanical application
than Beliefs. Rather than reflect who or what the character is, instincts help define how the character
acts.

What's been drilled into the character's head? What a life lesson has he been forced to learn? What
has he taught himself in order to survive? Players choose three for their characters.

Always, Never, When or If/Then


The best Instincts are defined as clear statements-either "Always do X," or ''·Never· do Y," or as "If
this condition arises, then take this action."

What an Instinct does is set a condition and a reaction to that condition for the character. And this
reaction/behavior of the character is sacrosanct: So long as the conditions are met, the action is
done. The player doesn't even have to announce it. It either happens behind the scenes or instantly,
without hesitation.

Insurance
Instincts can also be described as player character insurance vs GM onslaught. They are a mechanical
way to ensure that your character behaves in a certain manner which can't be contravened by tl1e
GM.

But instincts don't need to be adversarial. In fact, they work better when the player and GM
cooperate, using the Instincts also drive the character in play.
Traits
Traits are quirks and odd abilities that the character acquires through the course of his life. A player
starts by purchasing traits in character creation, but they will also be earned in play.

Traits affect a character's personality, his appearance. Beliefs and Instincts are personality and
behavior priorities for characters. Traits are also a kind of priority. By choosing traits, a player is
stating to the world, - “This is what's most important to me about my character; these are his most
prominent aspects.”

Gaining Traits
Traits are first created or chosen upon character-creation. After that traits are earned after the
session. Pay a destiny point and speak with the GM.

Character Traits
A character trait illustrates a prominent aspect of a character's psychological or physiological nuance
that affects how the character will be roleplayed at the table, something that says, ''You're not just
someone, you're it." Anyone can say his character is hairy, but unless he pays the trait point, it's hairy
with a lower-case "h." Buy the trait, and he's the hairiest guy around.

These are guide posts that help the player navigate play with the character. By choosing these traits,
the player is stating that he is going to do one of two things: Either he's going to play those traits to
the hilt-he's going to exemplify them-or he's saying that his character is starting with these traits, but
he´s about to change.

In the second case, character traits are used as the crux for creating all sorts of problems for his
character in game. He's going to use his traits to get his character into situations where he has to
make hard decisions. Do I go with my name, or do I fight against it? This is fuel for some very fine
play, and the system supports this behavior.
Heritage
To create a character in “Lost In The Dark” you have to choose a playbook, a race and looks. You will
also have to create Belief, Instinct and Traits.

Choose a Race:
When you choose a race you don´t have to be the stereotype used in the description. This can be
used as a guideline or just information about the world.

Men of Angland: The race of the imperium of “Angland” .They rule the great sea and their slave-
trades made them rich. The Capital is Adua the “Ivory City”. It´s a land lead by faith and tradition.

Norse: The human from the old north are feared warriors, great in size. They are hard and fear
nothing. But when the dark awoke from its slumber they stood no chance. The old north was
consumed and the once proud man of the north were scattered.

Old Blood: You are from the “old blood” an old bloodline of men that originated from the dark lands
of “Londor”. They rule over nothing and are outsiders. They are feared because of their strange
rituals.

Thornlands: The Republic of Argos and the Shattered Islands are called the Thornlands. The
Thornlands are rich but a desolate place of endless deserts. They are ruled by the people and the
money.

Choose Looks
These are just recommendations. Use them as you wish. Note that Looks can be Traits.
Eyes: Cold, Calculating, Knowing, Fiery, Friendly, Mad, Hard, Watching, Ghostly, Fetching
Hair: Fancy Hair, Wild Hair, Strange Hair, Bald, Shorn Hair, Styled Hair, Helmet, Hood, Messy Hair,
Cropped Hair
Skin: Beautiful, Scarred, Ashen, Bandaged, Sickly, Burned or Tattooed
Body: Muscular, Battered, Skinny, Beautiful, Agile or Tall

Optional Depth:
The following choices are optional or can be revealed later. But everybody should at least thing
about the questions

Choose a history: Or roll a D6! Or make something up!


What were you before Black-Reach? For what where you locked up? What was your trinket of hope?
1 A noble Murder Faith
2 A warrior Thievery A dear friend
3 A wanderer Heretic Practice A strange thing
4 A criminal Power Rage or Anger
5 A hero of the people Knowledge Power
6 A nobody Own Choice Possibility of Freedom

Create a contact
Create a contact for your character that you are excited about. Write them down in the empty slot
on your character sheet.
Advanced Abilities & Permissions

Alchemy:
Black-Blood Potion: A dark potion made from leviathan blood, fills your veins with dark blood. Heals
1 segment. You take 2 points off corruption.

Beast-Heart Potion: A that flows straight into your heart. It while rapidly increases your heart
frequency pumping cursed blood into your muscles. This will temporally increase your strength to
above-human capabilities.

Viper-Vein: A potion desilted out of leviathan saliva. This poison flows through your veins and will
create inner burns. You will suffer a level 2 harm but your blood will be pure poison for anything that
comes in contact with it.

Cat-Eye: This potion made from ritual prepared crow-eyes will make you blind in bright light but will
grant you superhuman vision in the dark, the effect is so extreme that you can see the heat of
creatures.

Ghost Oil: Oil made from the semen of captured leviathans. This oil will enable a weapon to strike
against ghost or demons. But they smell is unbearable and draws in unspeakable creatures lured by
the smell of unnaturally fertility.

Fire-Oil: Oil made from sacred ash and gunpowder. This will coat anything in flames and will burn
even without air. The creatures of the dark fear the flames. The flame will burn for a few minutes.

Blood-Oil: Heretic oil that will stop the blood-clothing process. This transforms any wound into a
stream of never ending blood.

Acid-Oil: Oil made from leviathan saliva. This will eat away iron, steel, stone and bone; Flesh and
blood, wood and hope.

Dream-Essence: This is a vapor made from memories of the old ones. Granting you dreams of what
lies beyond; Dreams of nightmares and unsettling truths; Dreams of the Abyss itself.

Rage-Essence: This vapor is made from monster blood - the main source of corruption and madness.
It will eat away reason, pain and calmness and will replace it with anger, rage, restlessness and
madness.

Memory-Essence: A strange vapor that open your brain to the most suppressed memory. It will
create vision and hallucination of your greatest horrors. Driving you over the edge into madness.

Firebomb: A small bomb filled with gunpowder. It´s capable of destroying wood and flesh.

Flash bomb: A small bomb that emits a bang of blinding light.

Smoke bomb: A bomb that will create a persisting smoke cloud that will last a few seconds.

Shrapnel-Bomb: A bomb that is filled with silver or steel shrapnel. Not effective against wood but
very effective against flesh.
Faction Turn:
The faction turn is a small strategy game that aims to invest the players into the world and the
faction their characters are a part of.

Also it is designed to inspire missions. This is covered in more detail a bit later.

The Faction Turn is part of the Town-Action and is optional.

To understand the faction-turn we have to understand factions.

Factions have three attributes: Might, Hold, Wealth

They also own assets – these are units, building or special actions etc.

Attribute Might Hold Wealth


Description General Power Hold on their Power How rich they are
Effect Number of possible Lowers attack value of Reflects the wealth of a faction and
assets incoming attacks by 1. the coin per turn.
Max 3.
Gained by/how Highest marshal This stat is gained in the Number of HQs + Wealth Assets.
rating + Number of faction creation. Rule of
HQs (max. 6 total) thumb: Bigger factions
have lesser hold.

Assets have stats:

Attribute Damage Attack Might Cost Ability / Note


Effect Their Damage How good they How resistant What do they What can they
and linked stat are at their they are cost in coin do
action

Earn Coin
Every faction in the faction turn can choose to act or stay down. Only if a faction stays down it earns
coin.

The Action:
When you engage in the faction turn you can to one action with each of your assets.

You can also Buy Assets. Note that freshly bought assets can´t act.

Assets can make the following actions: Attack, Take Control, Travel, Retire

Attack: Attack another Asset. You can only attack an Asset that deals the same Damage Type as you.

Take Control: To take Control of a Headquarter you will need any Unit to use this action.

Travel: You can move an asset to any district with this action. This won´t work if the start or the end
is under lockdown.
Force:

Name Type Damage Attack Might Cost Ability / Note


Militia Unit 1 Might 1 2 1 Defender
Murderer Special Force 2 Might, Cunning 2 1 2 Can only attack special forces
Headquarter Building / / 10 16 Base of a Faction
Soldiers Unit 3 Might 2 3 5 Defender
Berserker Special Force 3 Might 3 3 5 Defender, Will Fight to the death
Thief-Hunter Special Force 2 Wealth, Cunning 2 2 5 Defender
Raiders Unit 3 Might 2 1 5 Can attack any unit or building
Zealots Special Force 3 Cunning 3 5 6 Defender
Outriders Unit 3 Might 3 3 10 /
Veteran Fighters Unit 4 Might 2 4 10 /
Siege Gear Unit 5 Might 3 2 16 Can only attack buildings. Can directly attack.
Lockdown Action / / / 8 Locks down a district for two turns.
Heavy Cavalry Unit 5 Might 3 5 16 Defender
Strike boat Sea-Unit 3 Might 2 4 5 Can Transport Special Forces
Heavy Boat Sea-Unit 4 Might 2 5 8 Can Transport 1 Unit
Strike-Fleet Sea-Unit 6 Might 3 10 20 Can Transport 3 Units

Wealth:

Name Type Damage Attack Might Cost Ability


Fence Special Force 1 Wealth / 1 2 Generates +1 Wealth for each Thief, Unseen
Forge Building 1 Wealth / 2 8 Boosts Might(+1) for every unit
Leviathan Hunter Sea-Unit 1 Wealth, Might / 3 6 Generates Wealth 1
Small Business Building / / 3 6 Generates Wealth 2
Thieves Unit 1 Wealth 1 1 4 Steal Wealth (1) after a successful attack
Mercenaries Unit 1 Might 1 1 5 +1 in attack/might for +2 cost
Small Facility Building / / 4 16 Generates Wealth 3
Raid Action / / / 8 Each Attack deals +1 wealth damage
Buy Out Action / / / 16 Stops an attack
Takeover Action / / / 16 Takeover a building. Costs a Unit
Corruption Action / / / 8 Shields a Unit, Special Force or Building for one turn
Great Forge Building / / 4 16 Boosts Might(+2) for every unit, Rec: Steel Mine
Facility Building / / 6 20 Generates Wealth 4
Training Grounds Building / / 4 16 Boosts Attack (+1) of every unit
Steel-Mine Building 1 Might / 8 20 Generates Wealth 5
Bank Building 2 Might / 8 20 Generates Wealth 10. Needs two asset-slots.

Cunning:

Name Type Damage Attack Might Cost Ability


Informants Unit / 2 1 4 Lowers Attack
Seductress Special Force 1 Wealth, Cunning, 2 1 4 Blocks any action of the targeted
special force
Assassins Special Force 4 Might, Cunning 3 1 4 Can only attack special forces and units
Blackmail Action / / / 4 Steals Wealth (1D6),
Stealth Action / / / 4 Makes special forces unseen
Spies Special Force 1 Wealth, Might 3 1 4 Can attack unseen targets
Guerilla Forces Unit 1 Might 2 1 2 Unseen, Defender
Saboteurs Unit 3 Might 2 1 4 Can only attack buildings and units
Terror Act Action 4 Might, Wealth / / 8 /
Hidden Paths Action / / / 4 Transport 1 special force to any place
False Information Action / / / 12 Switches the target of the attack
Demagogue Special Force 3 Cunning, Might, 4 2 6 /
Wealth
Treachery Action / / / 20 Takeover anything. Rec: Demagogue.
Cost two Units
Smugglers (Sea-)Unit / / 2 4 Transport special forces through
Lockdown
Council Seat Special Force 5 Cunning, Wealth 4 2 16 Cost 4 each turn
Transp. Fleet Sea- Unit 5 Might 3 15 20 Transport any amount of special forces
and units
Strange:

Name Type Damage Attack Might Cost Ability


Ghost Unit 1 Might 2 3 4 Can´t be damaged by normal means
Cultist Unit 2 Cunning 2 1 5 Gain Might each turn
Spirit-Hunter Special Force 3 Might 3 1 6 Can damage otherworldly creatures
Spirit Unit 2 Might 2 6 8 Can´t be damaged by normal means
Temple Building / / 2 10 Heals Units & Special Forces 1 Might p. t
Curse-Bringers Unit 2 Cunning, Might 2 2 6 Earns Might by Killing
Plague-Rats Unit 2 Wealth, Might 3 2 3 Regenerates Might, Unseen
Beast-Blood Action / / / 4 Swaps Might and Damage
Cursed Weapon Action / / / 4 Enables special forces to attack
otherworldly creatures. Rec: Cultist
Undead Action / / / 4 Resurrects the unit or special force after
death as your own. Lasts 1 Turn. Rec. :
Curse Bringers
Horde of Hollows Unit 3 Might 1 5 2 Regenerates Might by Killing
Rec. : Ritual Grounds
Ritual Grounds Building / / 5 12 Lowers the cost of cultists by 1
Prophet Special Unit 2 Cunning, Wealth 2 3 12 Will resurrect after death if the faction
has Ritual Grounds
Mind-Control Action / / 4 4 Use a unit or special force for one turn.
Rec: Cultist
Demon Special Force 6 Might 3 15 25 Will Fight to the death. Rec. : Prophet
Cost is reduced by 5 for each cultist
sacrificed
Excavation Site Building 3 Might 2 10 16 Lowers the cost of ghosts and spirits by
1. Generates 3 Wealth.

How it´s done:


Each District can hold infinite units and Special Forces and buildings. - The effects of buildings doesn´t stack.
Actions can be used anywhere- But only on your turn.
Each District has a unique building. This building is the headquarter of the faction - Each Faction has a special
ability or unit, special force, building
You can only attack if the attacker and defender are in the same district. If you attack roll XD6 like a normal roll.
Crit: Double Damage, 6: Deal Damage, 5-4: Both deal damage, 1-3 defender deals damage.

To control a district you have to control the headquarter. To take over the headquarter you have to kill every
unit or destroy it. The attacker chooses the target. The defender than can chooses to defend with a special
force or unit in the same district that can defend.
Every combat lasts only one roll. Only the berserker and the demon will fight to the death.

To destroy a faction you will need to destroy every unit, special force and building (or take them over)
Some factions have special headquarters that are no the district headquarter.
Factions
Name Description Might Hold Wealth
THE DARK
Night´s King The Nameless King of the Abyss, the first one to rise 6 0 10
Demons of the Deep The formless Demons, powerful and mysterious 5 0 5
Blind Sisters The undead Sisters praying to the great hollow tree 2 3 5
Queen of Thorns The Queen of Lust and Greed, a shapeshifting madness 4 2 5
Blood-Lechers The ones that seek blood and devour men 3 0 5
Corrupted Watchers The Old Watchers that contained the Dark 3 3 5
White King A forgotten king whose kingdom sunk into the abyss 4 1 5
Wretched Daughters Three mysterious old hags that rule the vile marches 2 3 5
Darkmoon Witches The Cult of the Darkmoon is ruled by these Witches 2 2 5
THE DAMNED
Order of Hunters The Old Hunters were the first to fight the dark 4 0 5
Oathbearers The ones that viciously follow a strange faith 3 1 5
Wolfblood-Brotherhood The sacred brotherhood that inherited the Watchers 3 3 5
Silver Hand Thieves and scoundrels that rule the dark corners 4 1 5
Outrider Knights Heretics who will inevitable fall into madness 5 0 5
Sisters of the Bloodmoon A group of female assassins praying to the Bloodmoon 3 3 5
THE PEOPLE
The People of Coldharbor The ones who remained and survived 6 0 2
Leviathan Hunters The fearless people who hunt the demons of the deep 3 0 2
The Cutters The Man that cut open the strange beast for resources 1 0 2
The Guild The Guild rules over the trade and businesses 3 1 2
Sailor of Adua The brave and bold captains who sail the black see 1 0 2
Arcane Architects Inventors / scholars, that create unbelievable things 1 0 2
The Legion of the Broken Slave-workers who are worth less then what they eat 3 0 2
Men of the Canals The ones who clean and the underground canals 1 0 2
Refugees of the North The remains of the Norsemen. Never without Hope 3 1 2
Cabbies & Gondoliers They provided the only means of transport on land 1 0 2
THE INSTITUTIONS
Coldharbor Council The Council of Nobleman and Lords. They rule the city 6 1 10
Immortal Emperor The immortal ruler of Wreaclast. Hidden in his palace. 6 3 10
Blackreach Prison A prison where all beauty is lost where everybody falls 4 1 5
The Witchhunters Cruel and relentless are the traits of the Witchhunters 3 1 5
The Holy Inquisitors The Inquisition rules over the damned. 5 1 5
The Scriveners The sacred scholars. They are strange and unhuman. 1 1 5
The Nightwatch The man of the Nightwatch are guards and soldiers 3 1 5
The Black Crows The messengers of death, ruled something unseen 1 2 5
Highking Eskel of the North The exiled king. The rightful heir to the bone-throne. 3 2 5
Coldharbor Imperial Guard Something wicked lies beneath their flesh 4 3 5
Countess Analais of The Young Countess of the Forsaken City, truly strange 3 2 5
Vendheim
Lord Grey The Royal Blade A loyal murder and hero of the old Coldharbor 2 2 2
Baron of Cinderfall Cinderfalls Leader - a devourer of men 3 1 10
FAITH AND WIERDNESS
Harbinger of the Bloodmoon The ones that find wisdom in the tainted blood 3 1 5
Church of the Old Ones The old religion of Coldharbor, linked to the Old Ones 3 2 5
The Death Cult of Moor The praise death as the most valuable to the living 3 1 5
The Crying Lady The Lady of the Depths was ones a hero of the people 3 1 5
The Scholars of the Flame The pray to the true flame, searching the life essence 3 2 5
The Dark Pilgrims The Pilgrims search the true and deepest dark 3 2 5
The Faith Of The Fallen God A cult following the ways of a fallen god of war 3 2 5

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