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THE ETERNAL COURT
FILE · EC · RPGQS · EDITION I · MDCCXCIII
Quick Start
& the First Shadows Affair
A Gothic gaslamp tabletop for one die and the city of Kormor Kirak — for the GM, the party, and the empty chair the company keeps setting.
KORMOR KIRAK · VIDEK · ANNO 1793
FormatA5 · Quick Start
EngineD6 · One Die
PlayersGM + 1–4 · or none
CAPITULUM

Contents

A booklet, in twenty-five articles, that a stranger may take from a tavern table and run a company by sundown.
CAPITULUM · I
I

Welcome to Kormor Kirak

KORMOR KIRAK · DAY OF MARROW · A.D. MDCCXCIII

THE ETERNAL COURT is a tabletop role-playing game set in the walled mountain city of Kormor Kirak, in the year 1793. You play agents — soldiers, spies, physicians, artificers, and shadow-mages — navigating a conspiracy that runs from the street markets to the throne room of Torony Piros.

The politics are rotten. The messages are partial, the seals are suspect, and every bargain follows you into the next street.

The Albion Empire and the Kingdom of Terrassia have been at war for a hundred years. No one alive has known peace. Now both empires have sent delegations to Kormor Kirak for a peace wedding — and something is very wrong. The city's vampire queen is building something beneath her castle. A Lich Cult operates in the catacombs. A dying man is pursuing immortality. And the ward symbols painted on the city's doorframes are starting to fail.

You don't know all of that yet. You know someone hired you. You know what they told you. And you know you're already in the middle of it.

DESIGN INTENT

Every rule earns its place. If it doesn't create a decision or generate tension, it gets cut. The engine is one die. The game is everything else.

CAPITULUM · II
II

Modes of Play

THREE FORMATS · ONE ENGINE

The Eternal Court is designed to run in three formats. The core rules in this booklet are the foundation for all three.

FormatPlayersStructure
RPG GM + 1–4 players Narrative assignments, campaign arc, between-assignment sequence.
INVESTIGATE 1–2 (no GM) Head-to-head case work, oracle-driven, 400-point party.
SOLO 1 player (no GM) Solo oracle, story engine, campaign framework.

RPG · The Primary Game

Agents have households, debts, old obligations, and reasons to risk the Queen's streets. The GM plays the city, its factions, and the consequences that carry forward.

Investigate · Two Hands at the Table

Both players build simultaneously after seeing the case. No extra apparatus — only clues, pressure, and hard choices. Playable solo with the NPC Behavior tables.

Solo · A Lantern in an Empty Room

A GM-less single-agent campaign. Uses oracle tables to generate assignment complications, NPC responses, and consequences. The narrative weight of the RPG format, without a second person at the table.

NEW TO THE GAME

The First Shadows Affair is the recommended entry point — a guided learn-to-play tutorial that walks one GM and up to four players through every core mechanic across a single sixty- to ninety-minute assignment. Find it on p. xl.

MECH · ART. XXIV · STARTING ASSIGNMENT

CAPITULUM · III
III

The World

KORMOR KIRAK · VIDEK · ANNO MDCCXCIII

The game is set in Kormor Kirak — a walled mountain city perched in the Videk range, the only viable overland crossing between two warring empires. For a hundred years it has sold to both sides of a war that neither empire can quite win.

The city is governed by THE QUEEN Kiraline Veresz Eroszakos, who has held the throne longer than historians can accurately trace. The Red Guard enforces her law. The Gatekeepers — a corrupt supernatural police force that predates the city itself — enforce everything else.

Below the streets, Terra Sotto runs its own economy: black markets, fighting pits, Lich Cult staging grounds, and things that prefer darkness.

Above it all, a comet approaches. The Queen is building something in the castle's deepest level. The ward symbols on the city's doorframes are failing. Every powerful person in Kormor Kirak is lying to everyone else.

You don't need to know the full world to play. But the more you know, the more the shadows mean.
— THE INTRODUCTION, FILED AT THE BASTION INN
CAPITULUM · IV
IV

The Core Mechanic

ONE DIE · ONE NUMBER

Roll D6. Meet or beat your proficiency threshold. That is the whole engine.

Almost every action in the game resolves this way. Shoot, fight, pick a lock, staunch a wound, read a room, break a ward — one die, one number.

RatingThresholdProbabilityMeaning
GOOD2+5 in 6 (83%)Almost always succeed. Only a natural 1 fails.
ORDINARY4+3 in 6 (50%)Coin flip. Modifiers make the difference.
BAD5+2 in 6 (33%)You need help, tools, or luck.

Modifiers

Modifiers always adjust the die roll — never the threshold. Cover gives attackers –1 on their roll. An adjacent ally gives +1 when working a task. Stack all modifiers, then roll once.

FATEFUL RESULTS

Natural 6 always succeeds, regardless of threshold. Natural 1 always fails, regardless of modifiers. These are the only true absolutes in the system.

EDGE CASES

Threshold above 6. Heavy armour can push the threshold beyond 6. Only a natural 6 wounds, and deals a Flesh Wound only — armour absorbed the penetration.

Action floor. No combination of penalties can reduce an agent below 1 action per turn.

CAPITULUM · V
V

What You Need

A TABLE · A HANDFUL OF DICE · A LITTLE LIGHT
ItemNotes
D6 DICEA handful. You roll one at a time.
MINIATURES / TOKENSOne per agent. Anything works at this level.
MEASURING TAPEEverything measured in inches.
PLAYING SURFACE3 × 3 feet minimum. Larger is fine.
TERRAIN8–12 pieces of hard cover. Market stalls, barricades, columns, wagons. Open tables get people killed.
PRESSURE TOKENSEarned during play. Poker chips, coins, or dice work.
WOUND MARKERSTrack FW and MW per agent. Dice alongside base works fine.
YOUR FIGURES

Any figure you already own is correct. A historical soldier, a fantasy rogue, an old miniature from a dead shelf — give it a name, a calling, and a place in the city. The figure was already in Kormor Kirak before you put it on the table.

The lore was written around what already exists. No conversion required.

CAPITULUM · VI
VI

Attributes

SIX FIGURES BY WHICH AN AGENT IS RECKONED

Every agent has six attributes. Five are rated Good, Ordinary, or Bad. One (MOBI) is a fixed number in inches.

AttributeUsed for
SHOOTRanged attacks with pistols, muskets, crossbows, thrown flasks, and other city weapons.
FIGHTMelee attacks. Blade, brawl, knife work, polearm.
CRAFTPhysical and technical tasks. Pick locks, force doors, climb, navigate terrain, throw alchemical contrivances, work machinery, break wards.
OBSERVEAttention and inference. Spot ambushes, read a room, examine a scene, decode ciphers, identify supernatural dangers.
NERVEGrit and composure. Hold under shot and steel, resist horror, recover between assignments, push through wounds and fear.
MOBIMovement in inches per turn. Not a roll — just distance.
CAPITULUM · VII
VII

The Six Callings

FIGHTING · SCOUTING · AID

Every calling fills a place the company cannot survive without. You are not picking favourites. You are choosing who can endure the errand.

Each calling has one Signature Ability (always available) and three Specializations — choose one per assignment. Specializations can be swapped between assignments.

SOLDIER 90 pts · Fighting
A line of bone and oil between the company and what is trying to kill it. Halberds, horse pistols, fifteen-year scars.
SHT4+
FGT2+
CRF4+
OBS5+
NRV4+
MOB6"
AR 2 (Military Coat) · 3 FW / 2 MW SIGNATURE — RELENTLESS When both actions are spent on Shoot or Fight, the next turn ignores the wound-state action penalty (act with 2 actions regardless of wound state). SPECIALIZATIONS — choose one per assignment • Close Quarters. +1 FIGHT against marks within 2" or when closing from adjacent ground. • Heavy Arms. +1 FIGHT or SHOOT with polearm, heavy blade, musket, blunderbuss, cumbersome weapon. • Breach Captain. Adjacent ally gains +1 to their next Shoot or Fight this round. • Last Stand. At 1 MW, next Shoot or Fight gains +1. Once per assignment.
SHARPSHOOTER 100 pts · Scouting
The hand that loosens only when it understands the room. Watches a long time before it decides.
SHT2+
FGT5+
CRF4+
OBS4+
NRV4+
MOB5"
AR 1 (Dark Vest) · 3 FW / 2 MW SIGNATURE — STILL HAND Spend both actions, must be stationary. Next ranged attack gains +2 to the die. Natural 1 still fumbles. SPECIALIZATIONS • Answering Shot. +1 SHOOT against marks that made a ranged attack the previous round. • Dead-Eye. Ignore 1 level of cover on the first ranged attack per turn. • Lantern-Caller. Adjacent ally's next Shoot gains +1. • Long Watch. Hold Watch covers two adjacent areas.
SHADOWBORN 100 pts · Scouting
Between the Bastion Inn and Terra Sotto. Knows every alley in the Kereskedo. Charges reasonable rates for unreasonable errands.
SHT4+
FGT4+
CRF2+
OBS4+
NRV4+
MOB7"
AR 1 (Shadow Coat) · 3 FW / 2 MW SIGNATURE — GHOST Stealth persists when using muffled weapons. A loud shot or obvious working breaks Stealth. Re-entering Stealth from cover costs 1 action if already in cover and outside every enemy sightline. SPECIALIZATIONS • Cutthroat. +1 FIGHT against an unaware mark. • Catlike. Move through difficult terrain without MOBI penalty. • Cipher. +1 OBSERVE on investigation, document- reading, or code-breaking rolls. • Vanishing Act. At assignment end, ignore one pursuit, witness, or loose-end complication.
OCCULTIST 110 pts · Fighting
Reads the seal before the door. Knows what shouldn't be in the wall. Carries chalk, salt, and a coat with the marks sewn into the lining.
SHT4+
FGT2+
CRF2+
OBS5+
NRV2+
MOB6"
AR 3 (Warded Coat) · 3 FW / 2 MW SIGNATURE — VEIL TOUCH 1 action. Roll CRAFT 4+. Interact with a ward, locked passage, spiritual binding, necromantic construct, or sealed mechanism. Hardened ward or fortified seal: +1 to the threshold. SPECIALIZATIONS • Ward Smasher. Veil Touch against warded wall or sealed barrier creates a 2" opening. 1 action. • Blood Rune. Mark a foe (1 action, touch / adjacent). Next friendly Shoot or Fight gains +1. • Threshold Ward. Set a triggered ward across doorway, arch, alley mouth, or breach point (2 actions). First enemy across takes 1 FW. • Stone Skin. +1 AR adjacent to a structural element (wall, pillar, arch, doorframe).
PHYSICIAN 90 pts · Aid
Knows what the Hallaset flowers smell like from the inside, and why that matters. Carries a satchel, herbs, and considered opinions about everyone's wound management.
SHT5+
FGT5+
CRF4+
OBS2+
NRV2+
MOB6"
AR 1 (Physician's Coat)· 3 FW / 2 MW SIGNATURE — BATTLEFIELD SURGERY 1 action. Adjacent ally at 1+ MW. Roll OBSERVE 4+. Success: remove 1 MW. Cannot self-treat. Non-Physician using a satchel rolls at –1. SPECIALIZATIONS • Wake-Draught. Dose adjacent ally: their next Shoot or Fight gains +1. 1 action, once per ally. • Sure Surgeon. Battlefield Surgery on OBSERVE 3+. • Sawbones Calm. Physician ignores Pinned once per assignment. • Preserve Life. When an ally would go Out of Action, spend 1 Pressure Token: keep them at 0 FW / 1 MW.
ARTIFICER 100 pts · Aid
Reads a lock the way a physician reads a wound. Knows which Terrassian mechanisms are sleeping, and which are listening.
SHT5+
FGT5+
CRF2+
OBS4+
NRV4+
MOB5"
AR 1 (Leather Vest) · 3 FW / 2 MW SIGNATURE — TINKERER'S KEY 1 action. Roll CRAFT 4+. Interact with a clockwork lock, trap, contrivance, automaton, or lockwork ward. Hardened contrivance: +1 to the threshold. SPECIALIZATIONS • Clockwork Familiar. Release a clockwork scout (1 action). The scout acts on your turns as a separate 1-action element — it observes, listens, and returns with signs. • Long Key. Tinkerer's Key works within 12" through a thrown wire, hooked rod, or prepared charm. • False Trail. Once per assignment, cancel one enemy Suspicion Level tick. • Wide Flask. Alchemical flask burst radius = 6" not 3".
CAPITULUM · VIII
VIII

Doctrine Bonuses

THE REWARD FOR SIGNATURE WORK

Each calling has a Doctrine Bonus — a reward triggered by successful use of the calling's signature ability. Doctrine Bonuses are always active and do not need to be chosen.

CallingBonusEffect
SOLDIERForward MomentumBoth actions on Shoot or Fight: next turn ignores the wound-state action penalty (act with 2 actions regardless of wound state).
SHARPSHOOTERSightline DisciplineOn a successful ranged attack beyond 18", the mark is pushed 2" in a direction you choose (no Reaction), OR your next Hold Watch this assignment triggers on 2 marks instead of 1.
SHADOWBORNAlley DisciplineKill from Stealth: re-enter Stealth without a CRAFT check.
OCCULTISTHinge PointVeil Touch action within 3" of a structural or warded element: +2 to the CRAFT roll.
PHYSICIANTriageWhen you treat an agent at 2 MW, their next turn gets 2 actions regardless of wound state.
ARTIFICERClean BreakOn a successful Tinkerer's Key, move up to 3" free (no action cost).
CAPITULUM · IX
IX

Building Your Party

THE THREE STATIONS · THE CARRIED TOOLS
FormatPointsMin.Restriction
STANDARD PLAY1,0003Must include 1 Fighting, 1 Scouting, 1 Aid.
INVESTIGATION4002No composition requirement.
ADVANCED PLAY1,2003Max 3 of any single calling.
SOLO PLAY4002No composition requirement.

The Three Stations

StationCallingsWhat they do
FIGHTINGSoldier, OccultistClose with the enemy. Hold ground. Force doors. Break wards. Create openings.
SCOUTINGSharpshooter, ShadowbornShape the approach. Control sightlines. Get the party through the city before anyone knows they are there.
AIDPhysician, ArtificerKeep the company alive and moving. Without a Physician, wounds become doom. Without an Artificer, every locked mechanism is a wall.
CARRIED TOOLS

Each agent carries 1 main weapon, 1 sidearm, and up to 4 useful tools or parcels. Alchemical flasks and blades do not count against this limit.

CAPITULUM · X
X

Pressure Tokens

EARNED IN RISK · SPENT IN THE HOUR THAT MATTERS

Pressure tokens are earned through risk and spent for advantage. They carry between rounds but reset at assignment end. No GM approval needed — only choices count, not forced actions.

Earn a token when you…
Push voluntarily into necromantic terrain.
Use your last expendable.
Make a Pressed Shot while at 1 MW.
Complete a crucial Interact action while at 2 MW.
End your turn inside an enemy's declared Hold Watch arc and survive.
Make an honest call that costs the agent something (narrative, GM-granted).
Spend a token to…
Re-roll any die.
Auto-pass a NERVE check.
Recover 1 FW at the start of your next turn.
Delay a consequence by one round.
CAP

Each agent caps at 3 Pressure Tokens in their own hand per assignment. Pressure is earned by leaning into danger. Hold it for the moments that matter most.

MECH · MAX 3 IN HAND · RESET AT ASSIGNMENT END

CAPITULUM · XI
XI

Patron State

WHAT THE COMPANY CAN AFFORD TO BRING

Before each assignment, check the party's Patron State. This determines what expendables agents carry and how Battlefield Surgery works.

StateExpendablesBattlefield Surgery
WELL SUPPLIEDFull satchels, clean bandages, paid informants.Unlimited uses.
PINCHEDMax 1 flask or artifice + 1 healer's satchel per agent.Once per agent per assignment.
DESPERATENothing reliable at assignment start; acquire or improvise in play.CRAFT 4+ to improvise a healer's bundle, then OBSERVE 4+ to treat.

Patron State shifts with Patron Loyalty. Patron Loyalty –1 or below drops Patron State one step. Exceptional success, useful leverage, or a pleased patron may raise it one step.

CAPITULUM · XII
XII

Turn Sequence

FOUR PHASES PER ROUND · NO MORE
PhaseWhat happens
1. INITIATIVE CHECKBoth sides roll D6. High roll picks first or second. Ties reroll. Lost Initiative: the loser's first agent to act this round gets 1 action instead of 2.
2. COMPANY PHASEPlayers alternate acting with one agent at a time. Each agent gets 2 actions (except the first agent who lost initiative). Choose agents in any order.
3. OPPOSITION PHASEGM acts for NPCs, patrols, reinforcements, and environmental effects. Each NPC unit acts once.
4. CLOSE PHASEResolve ongoing effects. Check tasks. Remove expired Sustain effects. Start a new round.
CAPITULUM · XIII
XIII

Actions

TWO PER AGENT · ONE FLOOR

Each agent gets 2 actions per turn. No combination of penalties can reduce you below 1 action.

ActionCostEffect
MOVE1Walk up to your MOBI value in inches. Movement can be split around another action.
SPRINT2Move up to MOBI × 2 inches. No other actions this turn.
SHOOT1Make a ranged attack against a mark in sightline within weapon range.
FIGHT1Move into contact (base-to-base, or within 1") and make a melee attack. Fight triggers immediately.
HOLD WATCH2Hold position. Make one free ranged attack against the first enemy that moves into your sightline.
ABILITYvar.Use your calling's signature ability or Specialization. Cost listed on your agent card.
INTERACT1Work a task, pick a lock, plant an artifice, lift a seal, search a desk, or disarm a trap. Usually CRAFT or OBSERVE.
BATTLEFIELD SURGERY1Adjacent ally at 1+ MW. Cannot self-treat. Roll OBSERVE 4+. Success: remove 1 MW.
HIDE1Roll CRAFT 4+. Must be in cover and outside all enemy sightline. Success: enter Stealth.
TAKE THE MEASURE1Roll OBSERVE or CRAFT 4+. Choose: Find the Weakness, Name the Mark, or Read the Street. Nat 6: two benefits. Nat 1: a misleading sign.
PRESSED SHOT2A second SHOOT attack at –2. Nat 1 on the second shot misfires, jams, or fouls the string (1 action to clear).
SUSTAINongoingHold a door, rope, ritual circle, signal, or mechanism. Half MOBI. Take a wound while Sustaining: NERVE 4+ or Sustain breaks.
STAND UP1You are Prone. Stand up at the end of this action.
CAPITULUM · XIV
XIV

Reactions

DECLARED BEFORE THE DIE FALLS

When marked by a SHOOT attack, declare your reaction before the attacker rolls. Cost: lose 1 action on your next turn. One reaction per agent per round.

ReactionTriggerEffect
ANSWER SHOTYou're shot atImmediately make a ranged attack against the shooter. Normal modifiers. Cannot Answer Shot if Pinned.
TAKE COVERYou're shot atReposition up to 3" into the nearest cover. The triggering shot resolves against the new position.
DUCK DOWNYou're shot atGo Prone. The attacker takes –1 on the triggering shot. Standing is a normal action.
BODY SHIELDAdjacent friendly is markedAn adjacent agent or NPC becomes the mark instead. Resolve as if they were the mark.
CAPITULUM · XV
XV

Ranged Attacks

STEP BY STEP · ONE DIE
  1. Declare a mark within sightline and weapon range.
  2. Set threshold from SHOOT proficiency: Good 2+ / Ordinary 4+ / Bad 5+.
  3. Add defender's AR to the threshold. AR never modifies the die roll.
  4. Apply all die modifiers. Stack them, then roll.
  5. Meet or beat threshold to hit. Hit = Flesh Wound. Natural 6 = Mortal Wound.

Modifiers (to die roll)

ConditionModifier
Mark in Light Cover (low walls, stalls, foliage)–1
Mark in Heavy Cover (stone, wagons, iron gates)–2
Long range (beyond half weapon's max range)–1
Close Quarters weapon within 6"+1
Mark Prone–1
Attacker has 3 FW–1
Attacker Pinned–1
Elevation advantage+1
Assisting agent in sightline of same mark+1
Surprise Attack (first shot from Stealth)+2
Shooting into a fight–2
Pressed Shot (second shot)–2
Sharpshooter's Still Hand active+2
STACKING LIMIT

No single ranged attack may benefit from more than +2 total from calling abilities.

Special Cases

Shooting Into a Melee. Roll SHOOT at –2. Modified result of 1 or 2 hits your ally instead. Natural 1 always hits your ally.

Threshold Above 6. Heavy armour can push the threshold beyond 6. Only a natural 6 wounds, dealing Flesh Wound only — armour absorbed the penetration.

CAPITULUM · XVI
XVI

Fight  (Melee)

BLADE · BRAWL · POLEARM
  1. Move into contact — base-to-base, or within 1" if either model uses a separate base. This is your first action. Fight triggers immediately.
  2. Both models roll D6. Add +1 if armed with a melee weapon. High total wins. Attacker wins ties.
  3. Armour check: roll D6. If result exceeds the loser's AR, the wound lands. Equal or less: armour absorbs. Natural 6 always penetrates. Natural 1 never penetrates (unless AR is 0).
  4. Winner deals a wound: any winning roll = FW. Natural 6 from winner = MW.
  5. Loser stays in contact. CRAFT 4+ at start of next turn to break free (move 3" clear). Fail: take 1 FW, try again next turn.
MULTIPLE ATTACKERS

Each additional friendly in contact grants +1 to Fight roll. Maximum +2 from allies.

CAPITULUM · XVII
XVII

Alchemical Contrivances

FLASK · FUSE · WICKED LITTLE THINGS

Throwing an alchemical flask or small artifice costs 1 action. Declare a mark point in sightline within range. Roll CRAFT 4+. Burst radius: 3". These effects ignore cover modifiers.

RollResult
Natural 6Perfect throw. Lands exactly on mark. All marks in 3" suffer maximum effect.
4–5Contrivance lands on mark. Apply normal effect.
2–3Contrivance scatters D3" in a random direction.
Natural 1Contrivance scatters D6" in a random direction. May endanger friendly agents.

Scatter Direction. Opposing player nominates direction, or roll D6: 1 = toward thrower, 2 = left, 3 = right, 4 = long left, 5 = long right, 6 = away from thrower.

ContrivanceEffect
ALCHEMICAL FIRE VIALAll marks in the burst take 1 FW. Terrain in the burst counts as Difficult and forces NERVE 4+ each round spent in it.
SMOKE VIAL3" radius cloud of acrid smoke. Blocks all sightlines through it. Lasts until Close Phase.
CONCUSSIVE VIALAll marks in the burst: NERVE 4+ or Pinned until start of next turn.
WARD-BREAK COMPOUNDBreaks one ward, seal, or minor necromantic construct within 3". Roll CRAFT 4+ to apply without backlash.
CAPITULUM · XVIII
XVIII

Movement & Terrain

COBBLE · RUBBLE · CLIMB
TerrainMovementCoverNotes
OPEN GROUNDFullNoneYou are exposed.
LIGHT COVERFull–1Low walls, market stalls, foliage, fences.
HEAVY COVERHalf (difficult)–2Stone barriers, wagons, iron gates, sandbags.
DIFFICULTHalf (2" per 1")NoneRubble, mud, cobblestones, crowd, dense vegetation.
ELEVATEDFull–1 from belowRooftops, balconies. See over Light Cover.
IMPASSABLEBlockedBlocks sightlineSolid walls, locked gates, deep water, cliffs.

Sightline

Draw a line from the centre of your base to the centre of the mark's base. If solid terrain blocks it, there is no sightline. Elevated agents can see over Light Cover. Heavy Cover still blocks.

NECROMANTIC TERRAIN

Any terrain can carry the Necromantic tag — the GM marks this before play. Hallaset Fields, Terra Sotto passages, the castle's lower levels, and active ritual sites commonly carry this tag.

If you end your turn in Necromantic terrain: baseline — NERVE 4+ or take 1 FW; Old World ancestry (Physician or Occultist with the trait) — NERVE 3+; Undead or Construct — ignore the effect entirely. Passing through without ending there has no effect. Salvage looted from Necromantic terrain always arrives Stressed (–1 on first use).

MECH · END TURN · NERVE 4+ · FAIL = 1 FW

Special Movement

CLIMBINGCosts 2" per 1" vertical. Ladders/stairs: 1" per 1". No clear handhold: CRAFT 4+ or no progress, action spent.
FALLING1 FW per full 3" fallen.
UNLOCKED DOORSCosts 1" of movement to pass through.
LOCKED DOORSRequires Veil Touch (Occultist) or Tinkerer's Key (Artificer) to open.
WINDOWSSightline as Light Cover. Entering costs 2" of movement.
CAPITULUM · XIX
XIX

Visibility Conditions

SMOKE · LANTERN · LONG DARK
ConditionEffect
FULL DAYLIGHTNo penalties. Standard rules.
OVERCAST · FOG · RAINAll ranged attacks beyond 12" at –1. Stealth detection reduced to 6".
DARKNESSAll ranged attacks at –1. Max Shoot range 12". Stealth detection 4". Without a lantern: –1 to CRAFT and OBSERVE.
LANTERNIlluminate a 6" cone. Negates darkness penalties in cone. Reveals Stealthed enemies inside it.
ELEVATED POSITIONSee over Light Cover within sightline. Heavy Cover still blocks.
CAPITULUM · XX
XX

Suspicion Levels

FROM UNAWARE TO HUE AND CRY

Track where the Red Guard, Gatekeepers, and useful witnesses are on the attention scale. Most assignments start at Level 0. The company wants to keep it there — or survive what follows when they cannot.

LvlStatusDescription
0UNAWARENormal patrol. No active searching. Agents can move freely in non-sightline areas.
1SUSPICIOUSOne guard investigates. Others continue patrol. Something seemed wrong. No confirmation yet.
2ALERTEDAll guards move to search posture. No one leaves their post. They know something is here.
3SEALED GATESGates close. Red Guard reinforcements summoned. Every exit has eyes on it.
4HUE AND CRYBells, boots, shouted warrants, and no hesitation. You are no longer hidden.

What Raises Suspicion

Loud pistol, musket, or blunderbuss shot nearby+1 / +2
Guard finds evidence of intrusion+1
Guard goes missing from patrol (after 2 rounds)+1
Failed CRAFT check in enemy sightlineGM call
Supernatural creature publicly revealed+2

What Holds or Lowers Suspicion

Create Distraction (CRAFT 4+)Redirects one guard for 2 rounds. No change.
Artificer Tinkerer's Key at lockwork wardHold or reduce by 1.
Silent takedown + body hiddenNo change.
Gatekeeper bribed (5–10 Krone minimum)Hold at current level for 2 rounds.
CAPITULUM · XXI
XXI

The Wound Track

FW · MW · OUT OF ACTION
StatusWoundsPenaltiesActions
CLEANNoneNone2
WOUNDED1–2 FWNone2
HURT3 FW–1 all rolls2
DESPERATE1 MW–1 all rolls1
FAILING2 MW–2 all rolls1
DOWN+1 hit at 2 MWOut of ActionRemoved
WOUND CLARITY

When you take a MW (conversion or direct hit), clear all current FW. MW penalties replace FW penalties — they don't stack.

3 FW + hit. Converts to 1 MW. All FW cleared. The wound track resets to the MW state.

Mortal Wound removal. Physician Battlefield Surgery (OBSERVE 4+, 1 action, adjacent) removes 1 MW on success. Apply updated wound state after treatment.

CAPITULUM · XXII
XXII

Nerve Checks

YOU HOLD · OR YOU DO NOT

Roll NERVE vs. 4+. Success: you hold. Failure: lose 1 action on your next turn.

Make a Nerve Check When…

A friendly agent in your sightline goes Out of Action.
You take your first Mortal Wound this assignment.
You begin your turn with 3 Flesh Wounds.
You are the last active agent on your side.
You witness an active necromantic working — corpses moving, trellis frameworks, ritual animation (GM call).
HORROR THRESHOLD

In assignments with a declared supernatural danger (Necrotic Bulk, Vampire Spawn, Lich Cult Necromancer mid-ritual), the GM may declare a Horror Threshold for the assignment. Agents must pass an additional NERVE 5+ check when first encountering these entities. Failure = Pinned until next turn. Applies once per entity per assignment.

MECH · FIRST SIGHT · NERVE 5+ · FAIL = PINNED

CAPITULUM · XXIII
XXIII

Adversaries of Kormor Kirak

FOR THE GAME-MASTER · USE WITH CARE

These are the enemies agents are likely to face in Kormor Kirak. All NPCs follow the same D6 rules — they have proficiency thresholds, AR, and wound tracks just like player agents.

MARKET RUFFIAN Street enforcement
Pickpockets and hired muscle. Work in pairs.
SHT 5+ · FGT 5+ · CRF 5+ · OBS 5+ · NRV 5+ · MOB 5" AR 0 · 1 FW / 1 MW Pack Fighters: when two or more ruffians engage the same mark, one may re-roll a failed attack die. Flee when out- numbered or at 1 FW if an exit is clear.
GANGSTER LIEUTENANT Criminal boss
Commands 3–6 ruffians. Smarter and more dangerous than common thugs.
SHT 4+ · FGT 4+ · CRF 4+ · OBS 4+ · NRV 4+ · MOB 5" AR 2 (Studded Leather) · 2 FW / 1 MW Flanker: when an ally is in base contact with the same mark, +1 to Fight and Shoot. Will negotiate if cornered with an escape way available.
RED GUARD The Queen's standing military
Crimson uniform. Disciplined, loyal, trained for human dangers.
SHT 4+ · FGT 4+ · CRF 4+ · OBS 4+ · NRV 2+ · MOB 5" AR 2 (Chain Mail) · 2 FW / 1 MW Formation: when two or more Red Guards are in base contact with the same mark, +1 to Fight. Will not negotiate. Will not retreat.
RED GUARD CAPTAIN Commands squads & key installations
Crimson cloak over plate.
SHT 4+ · FGT 2+ · CRF 4+ · OBS 2+ · NRV 2+ · MOB 5" AR 3 (Plate) · 3 FW / 2 MW Leadership: friendly Red Guards within 6" may re-roll one die on failed Nerve checks. Parry: once per round, +1 AR against a single melee attack (declared before roll).
CAVALRY SOLDIER Gate & road postings
Mounted at gate positions and along the Queen's Road. Devastating on horseback.
SHT 5+ · FGT 4+ · CRF 4+ · OBS 4+ · NRV 4+ · MOB 4" (10" mounted) AR 2 (Chain + Shield) · 2 FW / 1 MW Mounted Charge: on the first Fight action against an un- mounted mark, +2 to Fight. On foot: no bonus. Dismount: 1 action.
CLOCKWORK SPY-FAMILIAR Spy-bird · brass sewer-rat
Crystal-lens eyes carry impressions back to the keeper.
MOB 5" (climb 5") · 0 FW / 0 MW (any hit destroys it) A pure spy-contrivance — it does not fight. When destroyed, its keeper is immediately alerted and Suspicion rises by +1. Springburst: on destruction in melee contact, all models within 2" roll CRAFT 4+ or take 1 FW.
LICH CULT ACOLYTE Fanatic · ritual blade
Carries a ritual dagger and the cult symbol.
SHT 5+ · FGT 5+ · CRF 4+ · OBS 4+ · NRV 2+ · MOB 5" AR 0 · 1 FW / 1 MW Fanaticism: NERVE 2+ — they do not fear death. Will not flee. Dark Knowledge: on Nat 6 CRAFT: places a Blood Rune on an adjacent surface — next enemy who crosses within 1" takes 1 FW.
LICH CULT NECROMANCER Trellis-master · rune-carver
True power of the Lich Cult. Masters of rune-carving and the trellis framework.
SHT 4+ · FGT 5+ · CRF 2+ · OBS 4+ · NRV 2+ · MOB 4" AR 1 · 2 FW / 2 MW Animate Dead: 2 actions, adjacent corpse. Creates one Undead Shambler (max 2 active). Losing the Necromancer removes all their Shamblers and collapses any Necrotic Bulk they control.
UNDEAD SHAMBLER Reanimated corpse · mindless
Slow. Difficult to stop.
SHT — · FGT 5+ · CRF — · OBS — · NRV — · MOB 3" AR 0 · 2 FW / 0 MW Mindless: always moves toward the nearest living mark. Cannot use Reactions. Cannot be Pinned. Undead Fortitude: the first time reduced to 0 FW, roll D6 — on 4+ stays at 1 FW. Not against fire or holy water.
NECROTIC BULK A reaching mass of dead flesh
Multiple corpse-parts animated into a single mass of reaching dead flesh.
SHT — · FGT 2+ · CRF 2+ · OBS — · NRV — · MOB 5" AR 2 · Immune to FW (takes MW only) / 4 MW Cannot be killed through wounds alone — it is already dead. Defeat: disrupt the animating working (Occultist Veil Touch CRAFT 4+, adjacent, 2 actions) OR remove the Necromancer controlling it. Regeneration: while in Hallaset Fields, recovers 1 MW per Close Phase unless it took fire or consecrated damage this round. Horror Threshold: NERVE 5+ on first sight. Failure = Pinned.
CLOCKWORK ASSASSIN Terrassian construct · bellows-crossbow
Brass-jointed limbs. Relentless.
SHT 2+ · FGT 2+ · CRF 2+ · OBS 4+ · NRV — · MOB 7" (climb 5") AR 3 (Clockwork Frame) · 4 FW / 3 MW Immune to Nerve checks — cannot be intimidated, threatened, or broken. Unwinding Pursuit: after damaging a model, +1 die on its next attack against that model. Iron Shoulders: ignores locked doors and light barricades as a free action. At 2 MW, still takes 2 actions — does not stop until 3 MW.
VAMPIRE SPAWN Bound to the Queen · wears a face
Former human, bound to the Queen. Faster than it should be.
SHT — · FGT 2+ · CRF 2+ · OBS 2+ · NRV — · MOB 8" (climb) AR 1 · 3 FW / 2 MW Spider Climb: ignores all vertical terrain costs. Regeneration: recovers 1 FW per Close Phase unless in direct sunlight this round. Life Drain: Fight results that cause a Mortal Wound also reduce the mark's maximum FW by 1 until treated by Battle- field Surgery (min 1 FW max). Weakness: holy water counts as a Nat 6 wound result. Direct sunlight: –2 to all rolls. Horror Threshold: NERVE 4+ on first encounter. Failure = Pinned.
MOUNTAIN WOLF Videk grey wolf
Larger and more aggressive than lowland breeds.
SHT — · FGT 4+ · CRF — · OBS 4+ · NRV 4+ · MOB 7" AR 0 · 1 FW / 1 MW Pack Tactics: two or more on the same mark may re-roll a failed attack die. Knockdown: on a Fight Nat 6, mark is Prone.
ALPHA WOLF Pack leader · scarred · cunning
Tests defences before committing.
SHT — · FGT 2+ · CRF — · OBS 2+ · NRV 4+ · MOB 9" AR 1 · 2 FW / 1 MW Pack Leader: all wolves within 6" add +1 to Fight rolls. Howl (1×/assignment): all enemy agents within 8" must pass NERVE 4+ or be Pinned until their next turn.
CAPITULUM · XXIV
XXIV

The First Shadows Affair

A STARTER ASSIGNMENT · ONE EVENING'S PLAY

Everything you need to get four agents on the table and the city running. A meat vendor named Istori Keln was found dead at his stall in the Kereskedo Market at dawn. No witnesses. No obvious motive. The Red Guard wrote it off as a district dispute and moved on.

Your patron says it wasn't.

Three days ago, Keln told his neighbour he had found something beneath the market — a passage, recently cleared, leading somewhere he wouldn't describe. Yesterday he tried to reach Red Guard Captain Harrow with a word. Harrow never received it.

By sundown tonight, someone is going to kill Captain Harrow. Your errand: find who, stop it, and learn what is under the market.

Table Terms. Agents: 3–4. Length: one evening's play. Starting Suspicion: 0. Patron State: Well Supplied.

The Clock. Captain Harrow keeps court at the market watch platform until sundown. The killer makes his move 6 rounds after the party enters the market — unless the party spoils the arrangement. GM counts from Round 1.

Market Areas

Set up a 3 × 3 table representing the Kereskedo Market. Three main areas:

Additional terrain: 8–10 pieces. Include the Red Guard Watch Platform (elevated, Area A south), at least 4 Heavy Cover pieces (stone barriers, iron gates, stacked goods), and the wine merchant's cellar door as an Impassable entry point to Area C.

Act One · The Scene (Rounds 1–2)

The party arrives at the Kereskedo Market. Keln's stall is marked with a Red Guard seal.

KELN'S STALL · INVESTIGATION TASK

A locked tin box is hidden under the counter. It contains Keln's notes — a rough grease-pencil sketch of a passage entrance behind the drainage grate in the south cellar.

Find the box: OBSERVE 4+.   Open it quietly: CRAFT 4+.   Read the sketch: automatic (no roll).

BELLA'S SAUSAGE CART · GOSSIP

Bella has been standing at her cart for 20 years. She saw Keln arguing with a spice merchant named Vadim Solh two nights ago. Solh threatened him. Bella will share this freely if anyone asks — she's been waiting for someone to ask.

No roll required. She volunteers it.

RED GUARD WATCH PLATFORM · AUTHORITY

Captain Harrow is here. He received no message from Keln. He is dismissive but not corrupt — he writes off the vendor's death as a market dispute. He does not know he is the mark. He will become a reluctant ally if the party warns him credibly (OBSERVE 4+ to read the room correctly before approaching; failure means he treats the warning as street superstition).

ROZITO'S STALL · OPTIONAL

Rozito knows Solh works for someone above him. He won't say who. OBSERVE 4+ to read that he is scared — not angry, scared. He will not help further and will be gone if the party returns in the same session.

Act Two · The Passage (Rounds 3–4)

The drainage grate opens to a narrow stone passage, recently cleared. It was cleared from both ends — Keln cleared it from the market side. Someone else cleared it from the castle side.

THE DOOR

Cannot be opened with available tools in this assignment. The Occultist's Veil Touch will confirm it is sealed with something significantly older than standard ward-work. This is a campaign hook.

MECH · NOT OPENABLE · ART. SEALED

ENCOUNTER · LICH CULT ACOLYTES (2)

Two Acolytes guard the staging area. Their orders are to protect the secret, not to fight a war — they will attempt to silence the party and flee if a third agent is still standing. They fight with NERVE 2+.

Place the Acolytes at the far end of the staging area, one on each side of the trellis framework. The trellis framework is Horror Threshold terrain. First time any agent sees it: NERVE 4+ or Pinned. Tell the players plainly: whatever made this is not a person.

Act Three · Vadim Solh (Rounds 5–6)

Vadim Solh is the killer. He serves the Lich Cult. His charge: keep Captain Harrow from asking what lies below the market. Keln was killed because he found the passage. Harrow is next because he might follow.

Solh's plan: a concealed crossbow, a perch on the market's upper walkway above Area B, and a prepared rooftop way out. He acts on Round 6 (or when alerted by a loud shot, screams, or obvious fighting in the passage).

VADIM SOLH Cult Knife · rooftop assassin
A merchant's mask, a Lich Cult fidelity. He has prepared this for two weeks.
SHT2+
FGT4+
CRF2+
OBS4+
NRV4+
MOB6"
AR 1 · 3 FW / 1 MW Alley Discipline: when Stealthed, re-enter Stealth after Shoot without a CRAFT check (as Shadowborn Doctrine). If Suspicion reaches 3+: Solh abandons the assignment and flees by a prepared rooftop way. Capturing him is CRAFT 4+ once Out of Action — he carries papers proving Lich Cult activity and naming his patron.

Outcomes

CAMPAIGN HOOK

In all three outcomes: the passage exists. Someone cleared it from the castle side. The pendant points to the Lich Cult. And the violet light behind the locked iron door is still there, pulsing faintly, like something breathing. The passage leads toward Castle Torony Piros.

MECH · CAMPAIGN HOOK · CARRY FORWARD

CAPITULUM · XXV
XXV

Pre-Made Agents

FOUR HANDS READY FOR THE FIRST SHADOWS

Four ready-to-play agents for The First Shadows Affair.

MIRA VOSS Soldier · Terrassian veteran
Fifteen years of the Century War. Uses a halberd and a heavy horse pistol. Left the front three years ago because she stopped believing in the cause. Now she takes paid work and trusts outcomes over intentions.
SHT4+
FGT2+
CRF4+
OBS5+
NRV4+
MOB6"
AR 2 (Military Coat) · 3 FW / 2 MW Signature: Relentless Specialization: Breach Captain Tools: Halberd (melee, +1 Fight die), heavy horse pistol (range 12"), 2× Alchemical Fire Vials Pressure: 0 / 3
Tell me the errand. I'll tell you if it's real.
ALDRIC FENN Sharpshooter · Albion attaché
Attached to the Albion Embassy, officially. Unofficially: he watches, notes, and passes sealed messages through the wrong hands. Precise with a crossbow, precise with words, and deeply unsure whether the empire he serves deserves to win the peace it is negotiating.
SHT2+
FGT5+
CRF4+
OBS4+
NRV4+
MOB5"
AR 1 (Dark Vest) · 3 FW / 2 MW Signature: Still Hand Specialization: Dead-Eye Tools: Embassy crossbow (range 24"), short blade (melee), 1× Smoke Vial Pressure: 0 / 3
I loose only when I understand the room. I am working on the exceptions.
YARA KRESS Shadowborn · the Kereskedo alleys
Grew up between the Bastion Inn and Terra Sotto. Knows every alley in the Kereskedo district. Charges reasonable rates for unreasonable errands. Not loyal to either empire. Loyal to whoever has a plan that isn't obviously a death sentence.
SHT4+
FGT4+
CRF2+
OBS4+
NRV4+
MOB7"
AR 1 (Shadow Coat) · 3 FW / 2 MW Signature: Ghost Specialization: Cutthroat Tools: Muffled hand-crossbow (range 8", does not break Stealth), pair of fighting knives (melee), 1× Ward-Break Compound Pressure: 0 / 3
I've been in that cellar. There's something behind that door. That's all I'm saying.
SYLVI FLIND Physician · the Old World, kept quiet
Eppy Flinder's niece. Slightly pointed ears she keeps covered with her hat. Knows what the Hallaset flowers smell like from the inside and why that matters. Carries a physician's bag, herbs most pharmacists wouldn't recognize, and considered opinions about everyone's wound management.
SHT5+
FGT5+
CRF4+
OBS2+
NRV2+
MOB6"
AR 1 (Physician's Coat) · 3 FW / 2 MW Signature: Battlefield Surgery Specialization: Sure Surgeon Tools: Physician's bag (Surgery satchel), short crossbow (range 10"), Theriac of Kormor Kirak (universal antidote, 3 doses), 1× Concussive Vial Pressure: 0 / 3
If you let me examine the framework in that cellar, I can tell you when it was made. I'm not happy about knowing how to do that.
APPENDIX · A

The World at a Glance

FACTIONS · LOCATIONS · COIN · COMET

Key Factions

ALBION EMPIREIndustrial, parliamentary, sent a peace delegation that may not want peace.
KINGDOM OF TERRASSIAAncient bloodlines, clockwork technology, fighting the same hundred-year war.
QUEEN KIRALINE'S COURTVampire ruler, absolute authority — Torony Piros is her body and she is its disease.
THE LICH CULTOperating in catacombs and the city underground, wants the power the Queen monopolises.
THE RED GUARDThe Queen's crimson garrison — loyal to her absolutely, not to either empire.
THE GATEKEEPERSAncient supernatural enforcement, answerable to no one, bribable but never reliable.
THE OLD WORLDPre-human peoples living in the margins — they understand what the newcomers don't.

Key Locations

THE BASTION INNParty home base. Violence prohibited inside. Eppy Flinder knows more than she says.
KERESKEDO MARKETThe city's commercial heart. Bella knows everything. Red Guard watches everything.
TERRA SOTTOUnderground market. Lich Cult stages here. No law. Things worse than criminals.
CASTLE TORONY PIROSThe Queen's keep. The Blood Gate. The Comet Chamber somewhere in the deep.
HALLASET FIELDSSky burial cemetery. Necromantically saturated. The Hallaset flowers smell wrong.
GILLIKOI WOODSSecret meetings. Dangerous after dark. Ancient things in the deep trees.
ERDO POOLSHealing hot springs. All weapons surrendered at the entrance by tradition.
KOSS'S CURIOSITIESA clockwork shop and Terrassian message-house. Things not on the city plan in the back.
THE CURRENCY

Krone (silver, bears Kiraline's profile) — standard. Groats (copper) — everyday commerce. Gold Imperials — rare, command premiums, used by empires.

Bribery: minor official 5–10 Krone. Red Guard 100+ Krone. Audience with the Queen: 600+ gold.

THE COMET

It is approaching. THE QUEEN is building toward something in the castle's deepest level. The ward symbols on the doorframes of Kormor Kirak are starting to fail.

The party doesn't need to know what that means yet.

They will.

MECH · CAMPAIGN CLOCK · SEE ESCALATION TRACK

APPENDIX · B

GM Quick Reference

RUNNING THE CITY AT THE TABLE

Running NPCs

NPCs follow the same D6 rules as player agents. When in doubt: Good (2+) for their specialty, Ordinary (4+) for their calling, Bad (5+) for everything outside their competence. NERVE reflects institutional loyalty and battle hardening.

OPPOSITION PHASE

Each NPC unit acts once. Give them clear practical goals:

Suspicion & NPC Behaviour

At Level 0–1, NPCs patrol fixed routes. At Level 2, they converge on the last known disturbance. At Level 3+, they seal exits and ring for reinforcements. Track Suspicion openly — let the party know when it rises.

The Escalation Track

The campaign runs on a five-phase timeline. Time is a resource.

PhaseVisible SignGM Truth
1 · QUIETNormal city. Ward symbols intact.The Comet Chamber is under construction.
2 · TENSEWard symbols fading. Guards doubled.43 prisoners in the castle. Bone preparation underway.
3 · ALERTEDPublic arrests. Curfew declared.Musicians coerced into the ceremony composition. Szeret imprisoned.
4 · SEALEDCastle closed to visitors. Red Guard citywide.The ritual framework is complete. The eclipse approaches.
5 · THE CEREMONYThe comet is overhead. The city goes silent.What comes through the door is not Queen Kiraline.

Every week of party inactivity advances the phase. Specific player actions can delay it: preventing a public execution drops to Phase 1; fouling the Comet Chamber drops to Phase 2.

What comes through the door is not Queen Kiraline.
— FIVE PHASES · ONE CITY
EC · RPG QUICK START · EDITION 01 · MDCCXCIII
FILED · EC · RPGQS  ·  FORMAT · A5  ·  STATUS · ACTIVE