Epoch Ashcan 3

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WHAT IS EPOCH?

Epoch is a game of legendary heroes and their tales of mythic


adventure. This version of the game includes seeds for a Nordic
wilderness, a desert city and a fae forest, but there are many
other lands where your heroes can fight monsters and protect the
innocent.
HOW MANY PEOPLE PLAY EPOCH?
It is a game specifically designed to be played with two or three
people one hero and a storyteller, or two players and a storyteller.
WHAT DO YOU NEED TO PLAY EPOCH?
To play Epoch you will need:
One story sheet (included in this booklet)
One character sheet (included in this booklet)
A number of polyhedral dice (d4s, d6s, d8s, d10s and d12s)
Pencil and Paper
Written by Neil Gow for Omnihedron Games (2012) v1.0
Email: [email protected]

CREATING YOUR LEGEND


Each character in Epoch is defined by three facets; Elements,
Trappings and Lore
ELEMENTS
There are five Elements with which you forge your Legend. They
represent the staples of iconic heroic stories
Fire Fire represents the strength and fury of the Legend.
Mighty warriors and ferocious barbarians will have a high
Fire. Weak-willed mages and lithe thieves will have low Fire.
Craft Craft represents magic and the unknown forces that
shape the world. Strong-minded mages and pious shaman
will have a high Craft. Ignorant gladiators and corrupt
charlatans will have a low Craft.
Song Song represents the presence and charisma of your
Legend. A silver-tongued thief and a charming temptress will
have a high Song. A repugnant warrior and a vile witch will
have a low Song.
Granite Granite represents the wisdom and knowledge of
the Legend. A learned Lorespeaker and a wizened crone will
have a high Granite. A feckless thug or a ill-mannered sailor
will have a low Granite.
Ice Ice represents the speed and the agility of your Legend.
A nimble archer and a shadowy rogue will have a high Ice. A
slow moving Juggernaut and a crippled Seer will have a low
Ice.
Each Element is allocated a dice value either d4, d6, d8, d10 or no
dice (0). Each dice value can only be allocated once.
Example: We decide to create a new Legend called Ragnar, a
rugged abrasive warrior who travels the frozen plains and hunts
down the monsters that prey upon the weak. A might warrior needs
a strong Fire, so we allocate d10 to that Element. He does not have
any truck with magic or such dark arts, so we allocate 0 to Craft.
Likewise, he does not win his battles by charming the monsters to
death, so we allocate d4 to Song. Our warrior more of a brutal force
than a deft stiletto, so d6 is allocated to Ice, leaving d8 for Granite.

We decide that the warrior is learned he studies the monsters he


hunts.

TRAPPINGS
Of course, a Legend is not just about the elements in their soul
they are draped with the trappings of a hero. These trappings can be
weapons, armour, spells, charms, spirits, mounts, ghosts whatever
things you think that your Legend would carry with them.
Each Trapping is allocated an Element and a dice value. The
Element that is allocated to the trapping is important as it denotes
how the Trapping is used. A greatsword allocated Fire will be a
weapon of war, whereas a Greatsword allocated Song will be a status
symbol which can sway crowds when it is drawn.
The Trappings should also say something about the setting as
well. In the example above a Greatsword is dull, boring and nondescript. The Executioners Sword from the City State of Chun
however, is dripping with potential. Who is the Executioner? Where
is Chun? Why does it execute people? How did Ragnar get the
sword?
Each Legend chooses THREE trappings, allocating d4, d6 and d8 to
them.
Example: The Executioners Sword of Chun sounds like a great
place to start, so that will be Ragnars main Trapping, allocating
it D8 Fire. We decide that Ragnar has been a slave-gladiator in his
past and has been blood-tattooed by vile sorcerors probably from
Chun! We allocate Blood Tattoos of the Gladiator with d6 Craft.
Finally, Ragnar wears a neck-chain with the teeth of the monsters he
has hunted hung on it. Each tooth is carved intricately with the tale
of the hunt. Monster Tooth Chain could be allocated Granite as
it stands as a testimony to his experience or it could be something
used to intimidate foes with evidence of the monsters that have fallen
and thus be Song. We decide that the carved record of past foes
sounds better, so allocate it d4 Granite. Ragnar is shaping up now:
Fire d10
Craft d0
Granite d8
Song d4
Ice d6
The Executioners Sword of Chun
Blood Tattoos of the Gladiator

d8 Fire
d6 Craft

Monster Tooth Chain

d4 Granite

LORE
What Legend would be complete without tales of their previous
exploits? Their place within the dangerous world they live in? The
awe with which they are held by the the people, the Kings and the
Gods themselves? This is the Legends Lore and like Trappings,
each point of Lore as a Element and a dice value, and should be also
expand the background of the game.
Each Legend chooses FIVE pieces of Lore, allocating d4, d6, d6, d8
and d10 to them.
Example: We have established that Ragnar is a hunter of monsters,
but why? Maybe he hunts monsters because his betrothed is held
by a crazed God and he does these tasks for him? Chosen Hunter
of Nar-Rehn, God of Death with d10 Fire attached to it is not only
thematic, but it also gives Ragnar d10, d10, d8 for Fire which
confirms him as a great warrior. If we add in his estranged princess
as well, Betrothed of Freya, Princess of Chun with Song d6 we now
see where Chun comes into the story! We dont think Ragnar is from
Chun he was snatched as a slave by those Sorcerers after all. So
he can be a full blooded native of the blizzard swept Dragon Tooth
Mountains. Leaping from icy rock to slippery ledge sounds like Ice,
so we allocate d8 Ice to this. We still have d6 and d4 to allocate.
Ragnar was a gladiator so lets add Undefeated in the Floating
Arena as Song d4. Finally, we give Ragnar some history, making
him the First Son of the White Bear Tribe as Granite d6
RAGNAR
Fire d10
Craft d0
Granite d8
Song d4
Ice d6
The Executioners Sword of Chun
Blood Tattoos of the Gladiator
Monster Tooth Chain

d8 Fire
d6 Craft
d4 Granite

Chosen Hunter of Nar-Rehn, God of Death


Native of the Dragon Tooth Mountains
Betrothed of Freya, Princess of Chun
First Son of the White Bear Tribe
Undefeated in the Floating Arena

d10 Fire
d8 Ice
d6 Song
d6 Granite
d4 Song

COMPANIONS & PARTNERS


During an adventure a hero may acquire a companion character,
who assists in their adventures
A companion character has their own set of Elements, Trappings
and Lore. The dice allocated to these are:
ELEMENTS: d8, d6, d4, d4, 0
TRAPPINGS: d4, d6
LORE: d8, d6, d4
Example: Ragnar travels into Chun and picks up a young
Godspeaker heretic as a companion. The Godspeaker is called Tyk.
Fire:0

Craft:d8

Granite: d6

Song:d4

Ice:d4

Facial Scars of the Godspeaker


d6 Song
Law Staff of Chun
d4 Granite
Heretic Worshipper of La-Ri, Lord of Light
d8 Song
Talented Godspeaker d6 Craft
Guttersnipe of the depths of Chun
d4 Ice

FORMER NPCS?
If a companion has its origin as an existing NPC, their statistics
are reduced to be in line with these characteristics; the companion
is after all, an assistant to the hero and should aid rather than
overshadow.
COMPANIONS IN CHALLENGES
When you face a challenge, you may include some dice from your
companion into your dice pool. You may include one dice deriving
from an Element and one dice deriving from either a Trapping or
Lore.
PARTNERS - A SECOND PLAYER
Epoch can be played with two players and a storyteller, telling the
epic tale of a fantastic pair of heroes. When the game is played with
two main characters, in any given challenge one character takes
to role of the hero, and another takes the role of the companion contributing only two dice to the pool. However, when heroes are
partners there is no room for any other help and neither can have a
companion character!

TALES OF LEGEND
Legends live in a chaotic world of rampaging monsters, armies of
deadly zombies and foul, despicable Gods. There are, however, many
aspects of that world that are constant violence, lost information,
impossible love and the pathways of Fate itself. Each game of Epoch
tells a tale of your Legend and is formed from scenes focusing on
these constant themes. Your legend will celebrate amazing successes
and grieve after terrible losses but their own story will march on. A
game of Epoch has a structure of SEVEN scenes.
SCENES
The first scene is always the GATEWAY scene. This is the scene
that throws down the gauntlet to the Legend and presents their first
challenge. Five scenes follow this Gateway scene are PATHWAY
scenes. These scenes are framed by being associated with an
element. One of each of these scene elements is included in the
story. Once a scene element has been used, it cannot be used again.
FIRE scenes are scenes of physical conflict massed battles,
raging gladiatorial combats and death-or-glory duels. They may
also be feats of physical prowess, strength and endurance.
CRAFT scenes deal with dark magics, summoning spirits and
dealing with demons. They may also involve speaking with
Gods, matching magical wits with a mage or casting down a
possessing Fae.
GRANITE scenes are involved with the discovery or revelation
of knowledge or the use of intelligence to win the day. They
might involve a flashback to reveal information, solve a puzzle,
a debate at a Kings table or a drug-addled sage speaking in
tongues in a smoky mountain cave.
SONG scenes involve persuasion, seduction and manipulation.
When your Legend sweeps a Princess off her feet, makes a
fool of the arrogant Prince or matches wits with the Gods
themselves, it is a SONG scene.
ICE scenes are quick moving scenes of evasion and escape,
stealth and pursuit. A chariot race, an infiltration of a dark
tomb, fleeing from a Mages summoned skeletons and losing a
pursuing ship at sea these are all ICE scenes.

Finally, after these five PATHWAY scenes, there is a final


GATEWAY scene which acts as a climax to the adventure and
possibly a signpost to the next.
GATEWAY scenes are special. They do not have a pre-determined
Element attached to them, rather it is determined by the player
of the Legend or the Storyteller. The Element attached to the first
Gateway scene is determined by the Storyteller. The Element
attached to the final Gateway scene is determined by the Player.
THE FIRST GATEWAY SCENE
The Storyteller frames the first scene and allocates an Element to it.
The game is played out until the situation creates a definite conflict.
Whoever loses the conflict in this first gateway scene gets to choose
and frame the next scene that they play out. You cannot choose a
scene with the same Element twice in succession.
Example: The Storyteller has kicked off the game with a ferocious
attack upon a wounded maiden by a pack of wolves, a fortunate
escapee from the hands of the Serpent. This is a FIRE scene, as
Ragnar wades into the fray to save the maiden and hears the horror
befalling the village. Ragnar wins the day (how? See later). The
Storyteller now gets to choose and frame the next scene as he lost
the previous scene. He decides that he is going to shake things up by
having the maiden be the beloved of the villages chieftain, a former
White Bear Tribe mercenary and names the GRANITE scene.
Note that this means there cannot be another GRANITE scene until
the final GATEWAY scene, but there can be another FIRE scene, as
the previous FIRE scene was a GATEWAY
Note that the Storyteller could not make the scene after the
GATEWAY into a FIRE scene, as the GATEWAY scene was a FIRE
scene.

THE FINAL GATEWAY SCENE


Regardless of who won the previous scene, the Player always frames
the final GATEWAY scene and allocates the Element they desire
to feature. This scene should bring the tale to a close in some way,
although it is perfectly acceptable to leave the story open ended and
lead into a new story, with a new set of Gateway and element-driven
scenes.

CREATING CHALLENGES

All Legends have adversaries that try to stand in their path as they
complete their quests. Some of these will be living, breathing (or
shambling ) active opponents, whereas others will be inanimate
obstacles such as unclimbable cliffs, unfathomable mazes or
impenetrable blizzards. There are four levels of adversarial
challenges
Minion: These are trivial challenges, totally within the basic
capabilities of any hero. Only a disaster or complete ineptitude
would result in a loss here.
Standard: These are challenges on par with the capabilities of any
single hero. If they have a companion they should be able to handle
these regularly
Elite: These are challenges which will stretch the capabilities of a
hero and offer a decent challenge to a hero and a companion.
Legendary: These challenges will daunt even the strongest hero
and challenge strongly a hero and their companion.
Rather than being represented by dice for each of their elements,
trappings and lores, challenges have a static number which forms
their opposition to the hero. These static numbers are derived from
their equivalent dice level and the level of the challenge.
Dice
d4
d6
d8
d10
d12
d20

Minion
1
1
2
2
3
5

Standard
2
3
4
5
6
10

Elite
3
5
6
8
9
15

Legendary
4
6
8
10
12
20

Animal Adversaries
Animals will have a number of Elements rated at 0 animals rarely
have GRANITE or CRAFT and only a few will have SONG
Packs and Groups of Lesser Monsters
Another option for adversaries are packs of monsters. No selfrespecting Legend is going to be troubled by a single Goblin but

what about a pack of Goblins? Packs should be designed just as an


ordinary creature , but you only need to defeat the pack rather than
each individual one. Note that this pack-mechanic can be used for
non-combat groups as well say, impressing a royal court?
Inanimate Adversaries
An inanimate adversary will always have THREE scores of the same
type, to represent the nature of the threat that it poses.
Example: A heavily blocked standard door might be 4,4,4 FIRE, a
paltry magical trap would be 1,1,1 CRAFT whilst a fiendish labyrinth
might be 8,8,8 GRANITE. Note that even the pointless magical
trap could cast someone out if they do not have three dice of Craft!
Sometimes, that companion is very helpful!

Example Adversary Levels


You can use the different challenge levels to create a number of
different challenges from the same core creature. Here is a wolfpack with their core dice scores noted, and then two quick variants.
Pack of Wolves (Average)
Fire:d8 (4) Craft:0
Granite:0
Song:D4 (2) Ice:d8 (4)
Tooth and Claw
d6 (3) Fire
Matted Fur and Bone
d6 (3) Fire
Soul Piercing Howl
d8 (4) Song
Pack Borne Instincts
d6 (3) Granite
Shadow Stalkers of the Night
d10 (5) Ice
Bound to the Forest Spirits
d6 (3) Craft
Trained Hunting Wolves (Elite)
Fire:6
Craft:0
Granite:0
Song:3
Tooth and Claw
5 Fire
Matted Fur and Bone
5 Fire
Soul Piercing Howl
6 Song
Pack Borne Instincts
5 Granite
Shadow Stalkers of the Night
8 Ice
Bound to the Forest Spirits
5 Craft
Wolf-Spirit Lord (Legendary)
Fire:8
Craft:0
Granite:0
Song:4
Tooth and Claw
6 Fire
Matted Fur and Bone
6 Fire
Soul Piercing Howl
8 Song
Pack Borne Instincts
6 Granite
Shadow Stalkers of the Night
10 Ice
Bound to the Forest Spirits
6 Craft

Ice:6

Ice:8

RESOLVING CONFLICTS
Legends are forged in conflict, moments of critical importance
where fate can take you in a number of undetermined directions.
Conflicts are not always based on physical violence - a Legends
fate can depend upon decoding an ancient transcript or solving the
riddle of the fallen goddess. Conflicts are completed in four steps
STEP ONE: DETERMINE ELEMENTS and INTENT
Each conflict is determined by the combination of two ELEMENTS.
The first is determined by the type of scene that has been framed.
The second is chosen by the person who has NOT framed the scene.
The Element must not be the same so no FIRE/FIRE conflicts.
The participants must also state what they want from the conflict
the INTENT. This should be specific.
Example: The Storyteller frames the scene of Ragnar arriving in the
terrified village with the injured maiden, only to be confronted with
the raging Mercenary that acts as their headman. This has already
been determined as a GRANITE scene a battle of lore, precedence
and authority. Ragnars player ponders whether to make this a
violent scene adding FIRE or a matter of personality adding
SONG or even using his mythic quest as leverage adding CRAFT.
He decides that the fact that he is questing for the Death God could
be interesting, so he chooses CRAFT. This scene will resolve using
GRANITE and CRAFT.
As an intent, Ragnar wants the Mercenary to recognise his authority
and status and concede that he has the right to destroy the Serpent.
The Mercenary wants to run Ragnar out of his village, into the
frozen wilderness again. The Mercenary is a STANDARD opponent

STEP TWO: DETERMINE YOUR DICE POOL


To create your dice pool, you may pick up the following:
The dice associated with ONE of the Elements involved in the conflict
The dice associated with up to TWO Trappings involved in the conflict
The dice associated with up to TWO pieces of Lore involved in the
conflict

You should state exactly how these Trappings and Lore are being
used to influence the conflict. If a reasonable reason for them to be
involved cannot be found, they cannot be used.

Example: Ragnar needs to assert his superiority over his rival if


he is to progress and he is the First Son of his tribe, the son of the
Chieftain. Rather than chastising him for some supposed slight on
his maiden, the Mercenary should open his halls to him. He chooses
Granite d8 as his Element. He states that he wants to show that
he is an expert monster hunter adding his Monster Tooth Chain
(Granite d4) and wants to add his Blood tattoos but he concedes
that he would be reaching to try to bring them into this particular
conflict. Looking at his Lore, he obviously includes First Son of the
White Bear Tribe (d6 Granite). He has no other Lore that he can
bring into the conflict. His resulting dice pool is d8, d6, d4.
The Mercenary includes 3 Granite, Ursas Transformation 3 Craft
(he is a shapeshifter) and Gnarled Chieftains Staff 3 Granite. He has
no more Lore or Trappings which he can apply. His opposition is
only 3,3 and 3

STEP THREE: MATCH YOUR DICE AND SCORES


There are three phases in each conflict. The Storyteller allocates
their scores to each of the three phases of the conflict. At least one
score, if possible, must be allocated to each phase.
The player then allocates his dice against these scores. At least one
dice, if possible, must be allocated to each phase. The player then
rolls these allocated dice and notes whether they have exceeded the
opponents total in that phase. If they have, they have won. If they
have not, they have lost. If both are equal, it is draw.
Example: The mercenary allocates his scores equally to each phase;
3,3 and 3. Ragnar allocates a d8 to one phase, a d6 to another and a
d4 to the final phase.
Ragnar rolls his d8 (rolling 5, which beats the 3) and narrates his
storming entrance into the village catching the Mercenary unawares
and with his arms wrapped around another woman! Enraged
by this intrusion, the Mercenary demands that Ragnar leaves the
village. Ragnar chuckles and picks up the d6 allocated to his second
phase, rolling 6 (beating the 3). Ragnar quotes his lineage, back
through the Chieftains of the White Bear Tribe, demanding that the
Mercenary backs down. Ragnar demands that the Mercenary gives
him aid and courtesy whilst he hunts the Serpent. The Mercenary
has 3 once again in the final phase of the conflict. Ragnar only has
his d4 to roll and only rolls a 2 (losing to the 3). The Mercenary
states that he can have his courtesy after he has defeated the
Serpent!

STEP FOUR: THE EFFECT OF THE CONFLICT


After all three phases of the conflict have been won or lost, the
results of the conflict are determined.
Each side is allowed to make one statement of effect for each phase
of the conflict they won.
Starting with the winner of the conflict (i.e. the person who won the
most phases. If there is a tie, the aggressor goes first), a statement of
effect is made. This statement has to be in line with the intent stated
for the conflict. Example statements could include:
The guards let me pass through the gateway without harassment
We discover the secret password for the gate of the Gods
My sword carves a deep gash across the barbarians face
I dash through the castle, hiding in the shadows, avoiding the guards
My rune magic overcomes the molten barrier and we pass

If the loser agrees with this statement, the statement becomes part
of the story. However, if they disagree with this statement, they can
veto it but it costs them one of their statements of effect.
Each side takes turns with any remaining Statements of Effect until
they have all been used.
Additional Statement Rules
You may not make the same Statement twice, after it has been
vetoed. Any second Statement should address a totally different
issue.
If someone has made a successful Statement of Effect, you cannot
negate or alter it with your own.
Dealing with Death
Obviously, there is one statement which can be made that could
have a radical impact on the game I kill him
There are three ways to deal with this sort of statement.
1. Play the game with this as a possibility and word your statements
accordingly.
2. Only allow death to be effective in the final gateway scene.
3. Disallow death-related statements within the game as a whole

This is something that should be discussed and agreed between


the players and the storyteller to ensure that the rules are clear for
everyone.
Example: Ragnar has two Statements of Effect and the Mercenary
has one. Ragnar, in line with his intent states that the Mercenary
opens his doors to him and gives him the hospitality his status
demands. The Mercenary considers the implications of this and
accepts, begrudgingly, that Ragnar does have the right to be given
hospitality. This uses one of Ragnars statements, leaving him with
one.

The Mercenary considers his position. Ragnar can veto anything


he suggests, or accept it and then have free reign to make whatever
statement he desires. He needs to force Ragnar to veto the result.
His intent was that Ragnar would leave his village as he fears the
warrior could wrestle control from him. He states that Ragnar can
have hospitality, but as he is a quester for the Death God Na-Rehn,
he will have just two nights to hunt the Serpent or the villagers will
sacrifice the wounded maiden to the Dark God themselves.
Ragnars player scowls at the Storyteller. Ragnar would not want to
death of the young maiden on his conscience but he was planning to
leverage some extra aid with his final Statement. He shakes his head
and vetoes the statement saying that this area of the mountains is
not under the sway of the Death God.
Ragnar has his shelter but the Storyteller has the choice of the next
scene

ALTERNATE CONFLICT EXAMPLE


Example: Rather than challenging Ragnars right to enter his
village, what would have happened if he had challenged him to
combat? And what of the Mercenary was not just a mercenary but
the named ELITE adversary Ydar White Bear Tribe Mercenary!
This could not have been a FIRE scene, but it could have been a
GRANITE scene which is paired with FIRE.
YDars intent is plain to drive Ragnar from his village with
violence. Ragnar is shocked at this, having returned with the
maiden, so he wants to teach the man a lesson and humiliate him by
besting him in combat.
Ragnar forms his dice pool of FIRE d10, Executioners Sword FIRE
d8, Monster Tooth Chain GRANITE d4, Chosen Hunter of the Death
God FIRE d10 and First Son of the White Bear Tribe GRANITE d6. A
formidable pool of 2d10, d8, d6, d4.

YDar gathers his scores. FIRE 8, Dragon Scale Armour FIRE 6,


Gnarled Chieftains Staff GRANITE 5, Keeper of the Eternal Vigil
FIRE 8 and Mountain Born Toughness FIRE 5. Thats a similarly
robust pool of 8,8,5,5,6.
Ydar allocates 8 and 5 to the first phase, 5 and 6 to the second phase
and 8 to the final phase.
In the first phase, Ragnar rolls a d10, d6 and d4. He rolls 8,4 and 2
scoring 14 to win that phase.
In the second phase, Ragnar rolls d8, conceding the loss against the
11 of Ydar.
In the third and final phase, Ragnar rolls d10 against Ydars 8. He
rolls a 2 and loses another phase.
Ydar beats Ragnar two phases to one.
YDar uses his first Statement to say that his awesome martial
skills drive Ragnar from the village. Ragnar vetos this he wants
to remain in the village and as he has vetoed this result, Ragnar
cannot force the issue. YDar smiles and makes his second statement
that he has used his Staff to burn a distinctive mark into Ragnars
chest branding him as having been beaten. Ragnar cannot veto
this and has to live with the brand.
He considers the next scene can he use this to get the Serpent, or
should be somehow deal with Ydar first?

OPTIONAL RULES
Advancement
Simple advancement rules: At the end of each story cycle, each
character can increase a dice by one size (to a maximum of d12) or
introduce a new Trapping or Lore at d4.
Wounds
In the basic rules, wounds are simply narrative if you have been
injured by the Statement, then you have been injured but it doesnt
actually affect your ability to act.
Alternatively, you can create a Statement which creates an actual
injury be it physical, emotional or social.
To create a wound, you must spend a Statement which can be
vetoed. If it is not vetoed, you now roll your dice associated with
the main Element of the scene. The character affected receives a
descriptive Wound equal to the nearest highest dice to the roll.
Roll
1-4
5-6
7-8
9-10
11-12

Wound
2, d4
3, d6
4, d8
5, d10
6, d12

The wound should be given a description, like a Trapping or Lore,


and has the same Element as the scene in which it was given.
Wounds can be included in an enemys score when the associated
Element is involved in a conflict.
Example: In the above example, Ydar decides to injure Ragnar
instead of scarring him. He spends his statement and rolls d4
GRANITE (it was a GRANITE scene, even though it resulted in
violence), rolling 3 and giving Ragnar a wound. He calls it Shamed
in front of Ydars Village 2 Granite.

Healing
Similarly, you can HEAL a wound by spending a Statement, which
can be vetoed, to remove the wound.

Dragon Tooth MOUNTAINS


Dragon Tooth Mountains is the default setting presented in this
book. It presents an example of how the Lore and Trappings from a
few characters can come together to bring flavour and detail quickly
to your game.
The White Bear Tribe is the major human settlement on the
mountain. These rugged people live in the caves and crevasses of
the mountain, hunting what they can and trading the ores of the
mountain to the merchants of distant Chun. They are a ferocious
and violent people, trained from birth to deal with the threats on, in
and above the mountain.
They are also a pious people, linked to their gods by the
Godspeakers - those possessed of the spirits of the immortals. Some
pledge themselves to these gods, drawing power from them. Others
are blessed (or cursed) at birth to act as their mouthpieces on the
Mountain. Others share greater power with the Gods, even to the
point of being able to change shape into their gods totem spirit
form.
The White Bear Tribe may be the dominant humans on the
mountain, but they are not the only ones and there are other,
smaller settlements across the peaks. The White Bears offer these
settlements protection and it is not unknown for a White Bear
warrior to pledge the eternal vigil of protection for a settlement.
Another defence presented by the tribe are their tamed white-furred
bears. These animals, bonded to particular warriors and clad in
golden runed armour, protect the temples of the gods, particularly
Ursa, the Bear Lord.
And what are the White Bears protecting themselves and the other
settlements from? High in the mountain, the Crone Queen Vymorna
lives, served by hellspawn familiars and twisted packs of daemons.
She is descended from a long line of Godspeakers and has been
driven mad by the voices. Combine this with her formidable magical
powers and the insane witch calls down chaos upon the mountain at
the whims of her daemonic masters.
Within the mountain, deep in the ancient burrows and tunnels
long forgotten the people who created them, spawned the Goblins.

These twisted abominations and their tamed wolves, spill from the
mountains to pillage the settlements and bring back sacrifices for
their ancestor spirits ... whoever and whatever they are.
And then there are the great beasts - the Dragons. These massive,
power Wyrms live on the highest peaks of the mountains, swooping
down to feed and terrorise everyone on their home. To kill a
dragon is the mark of a great warrior and thus, many warriors
forge weapons and armour from their skin, bones and hide. To
carry a dragon item that you have not killed and forged yourself is
considered a sign of cowardice and in some cases, heresy!

SAMPLE CHARACTERS AND THREATS


Ragnar, Monster Hunter

Ragnar will one day lead the White Bear tribe, but now he is proving
himself as a great warrior by hunting monsters on the Winter Mountain.
He has pledged himself to NarRehn and carries the great sword of Chun,
a nearby kingdom of slavers and scum, home of the floating arena. He
scours the villages of the Dragon Tooth Mountains, hearing tales of great
beasts that he can pursue and glory he can gather.

Fire d10 Craft d0


Granite d8
Song d4 Ice d6
The Executioners Sword of Chun
Blood Tattoos of the Gladiator
Monster Tooth Chain
Chosen Hunter of Nar-Rehn, God of Death
Native of the Dragon Tooth Mountains
Betrothed of Freya, Princess of Chun
First Son of the White Bear Tribe
Undefeated in the Floating Arena

d8 Fire
d6 Craft
d4 Granite
d10 Fire
d8 Ice
d6 Song
d6 Granite
d4 Song

YDar, White Bear Tribe Mercenary

A loyal member of the White Bear tribe, YDar has taken the oath of the
Eternal Vigil - the warriors pledge to watch over a brethren-clan and
protect them from the wilderness. He is a formidable fighter, geared
with the best arms and armour his tribe can muster and possessed of his
Shamens magic with the power of the bear god Ursa. Only a fool would
cross YDar!

Fire d10 Craft


d0
Ice d8
Granite
d4
Song d6
Dragon Scale Armour
Tempered Steel Spear
Gnarled Chieftains Staff
White Bear Tribe Mercenary

Keeper of the Eternal Vigil
Betrothed of the Priests daughter
Ursas Transformation
Mountain Born Toughness

d8 Fire
d6 Ice
d6 Granite
d8 Song
d10 Fire
d4 Song
d6 Craft
d6 Fire

Vymorna, the Crone Queen (Legendary Threat)

Vymorna lives in a deep mountain crevass, lurking in the shadows


plotting the destruction of the moutain tribes. She is a descendant of
the ancient Godspeakers - those possessed of the voice of the Gods - but
her caste was thrown from the mountain for heresy, leading to her
generations-long feud with the tribesmen. She has forged pacts with dark
hellspawn to further her aims, selling her own soul for arcane power...

Fire 0 Craft
10
Ice 4
Granite
8
Song 6
Tempered Dragon Claw Dagger
Staff of the Elder Crone
Mark of the Godspeakers
Crone Queen of the Black Spire
Soul of Ebon Ice
Nimble like Death
Immortal Knowledge
Hellspawn Familiar

6 Fire
8 Craft
4 Song
8 Song
10 Craft
4 Ice
6 Granite
6 Craft

Pack of Wolves (Standard Threat)

Everyday on the mountain, wolves are a constant threat. Packs of


mangy, desperate animals will track and slaughter anything they think
of as weak and vulnerable. Some wolves are bound to the ephemeral
forest spirits as guardians, whilst others are ridden by the goblins.

Fire 4 Craft
0
Ice 4
Granite
0
Song 2
Tooth and Claw
Matted Fur and Bone
Soul Piercing Howl
Pack Borne Instincts
Shadow Stalkers of the Night
Bound to the Forest Spirits

3 Fire
3 Fire
4 Song
3 Granite
5 Ice
3 Craft

Pack of Goblins (Standard Threat)

Another threat on the mountain, are goblins. Crazed packs of deformed


humanoids from the depths of the warren-like caves which penetrate the
rock, the goblins surge from their lairs when they need food or sacrifices
for their demonic ancestors. Individually, the goblins and their lupine
allies are easy to defeat, but as a pack they offer a greater challenge.

Fire 3 Craft
0
Ice 5
Granite 2 Song
2
Short and rusty, sword and dagger
Lizard hide armour
Pet Wolf Companions
Born amongst the icy peaks
Ancestor Worshipping Fanatics
Heckle and Jeer

3 Fire
2 Fire
3 Ice
4 Ice
3 Craft
2 Song

Armoured Mountain Bear (Elite Threat)

The White Bear tribe present formidable defences in their mountain


strongholds. Their pact with the bear god Ursa has forged bonds between
these warriors and the bears of the mountain, who now wear the golden
armour of the temple and fight alongside the tribe

Fire 9 Craft
0
Ice 5
Granite 0 Song
0
Claw and Maw
5 Fire
Golden Bear Armour
6 Craft
Crazed Guardian of the Temple
5 Song
Relentless Charge 6 Ice
Winged Ice Serpent (Legendary Threat)

The most destructive monster on the mountain, is the dread Winged Ice
Serpent. Said to have been the mount for the Lord of Winter himself, the
serpent is a deadly foe to even the hardiest warrior.

Fire 12 Craft
8
Ice 10
Granite
8
Song 0
Hide of Glacier Ice
Wings of the Ice Wind
Rending Talons of the Winter Lord
The Wind That Freezes Souls
Ancient Beast of Lore
I Have Ate the Hearts of Gods
Wing and Claw, Tail and Maw

8 Fire
6 Ice
10 Fire
8 Ice
8 Granite
6 Craft
10 Fire

Old Olaf, Mountain Giant (Standard Threat)

Standing over eight feet tall, Olaf is an outcast from the White Bear tribe
and a legend on the mountain. He lives by himself, apparently untouched
by every monster, animal and goblin. Olaf knows the mountain and he
knows the ways of the beasts that roam there ... and he has his secret.
Olaf knows how to call down the Winged Ice Serpent, the beast that can
fly to the gods themselves!

Fire 3 Craft
5
Ice 0
Granite
4
Song 2
Maul of God-Runed Iron
Fur Wrap of the Mountain Beasts
Calling Staff of the Serpent
The Stone of the Mountain in my veins
Voice of rolling thunder
The Song of Snow, Ice and Wind
Hands that can crush granite

4 Fire
3 Song
5 Granite
4 Granite
2 Song
4 Craft
3 Fire

The Great Storm (Elite Threat)

The sky darkens over the mountain. Mothers pull their children to their
ample busoms, warriors check their weapons and the priests cast their
runes to see who will live and who will die when the lightning strikes.
When the storm hits, anyone outside will have a fight on their hands to
survive the wrath of the Gods.

Fire 8,8,8 Craft


0
Ice 0
Granite
0
Song 0

CALIPHPORT
Caliphport is an alternate arabian setting for Epoch, using the same
format as the base game. It is based in the Golden City, ruled by the
Great Caliph. Within the city you may encounter the Eyeless Mages
of the Obsidian Tower, swarthy thieves and brigands, beautiful
harem girls, slavers and gladiators, dark-skinned assassins,
Emissaries from the Djinn Court and more!
For a more Arabian Nights feel, rename the Elements as follows?
Granite
Ice

becomes
Stone or Sand
becomes Wind

Presented below are pair of heroes created using the standard


character generation rules, and a slew of adversaries.
Kalam; Mage, Thief, Prince

Kalam is a rogue who lives and works within the twisting streets of
Caliphport. Trained by the Eyeless Mages of the Obsidian Tower, he
controls magicks beyond the control of normal mages and his contacts in
both the palace and the Thieves Guild make him irrepressible. The son of
the Caliph can do anything he wants when he wants an adventure!

Fire d6
Craft d8
Song d4
Granite 0 Ice d10
Trappings
The Tattooed Magic of the Obsidian Tower
Craft d8
The High Air Spirits Winged Slippers
Ice d6
Shimmering Scimitar of Flame
Fire d4
Lore
Youngest Son of the Great Caliph
Song d10
nitiate of the Seventh Circle
Craft d8
Caliphport Thieves Guild Rebel
Ice d8
Whirlwind Sword Style Fire
d6
A Voice of softest silk
Song d4

Arrela; Feisty Escaped Slave Girl

Arrela was born and bred to be a concubine in the Caliphs harem, with
golden swirls and images embedded into her skin to mark her as such.
She has a rebel spirit and would never be beholden to the Caliph, finding
her freedom in an audacious escape - the so-called Race of Blades. Now
she hids in the Library of the Dead Gods, a hunted woman.

Fire 0
Craft d4
Song d10
Granite d6 Ice d8
Trappings
Signet Ring of the Caliphs Harem
Song d8
Shifting Sand Cloak Ice
d6
Razor Edged Stilleto
Fire d4
Lore
Inlaid Golden Dragons of the Harem
Song d10
Trapped in the Library of the Dead Gods
Granite d8
The Race of Blades has One Winner
Ice d8
Mistress of One Thousand Pleasures
Song d6
Possessed of the speech of the Fates
Craft d4
Garsh, Half-Ogre Slave Master (Standard Threat)

Garsh was always marked to be his tribes shaman, even though his halfblooded nature made him different from other Ogres. However, he was
torn from his home and forced into the Caliphs gladitator pits at an early
age. He won his freedom, only by being made the Golden Citys head
slaver - a position of power he now abuses regularly.

Fire 5
Craft 2
Song 3
Granite 4 Ice 0
Trappings
Chains and Manacles of Blooded Iron
Fire
4
Shadowhide Whip Ice 3
Scars of the Viziers Cabal
Song
2
Lore
Master of the Slave Pits of the Vizier
Song
5
Scion of the Iron Mountains
Fire
4
Champion Gladiator, freed and captured
Fire
4
A City in his debt, debts lead to power
Granite
3
Son of a Shaman, Son of a Witch
Craft
2

The Djinni of the Crystal (Legendary Threat)

A member of the Djinn Court, the Djinni - for that is his only name was trapped in his crystal prison for a 1000 years by the mages of the
Obsidian Tower. Now he has been freed from his prison and hide within
the Golden City of Caliphport, trapped by its runed walls. He lives
swapping rumours and minor wishes, only occasionally showing his true
nature and immense, if neutered, power.

Fire 0
Craft 10 Song 6
Granite 8 Ice 4
Trappings
Vestments of the Djinn Court
A Cloud Plucked from the Heavens
An entourage of zephyr spirits
Lore
I will grant you three wishes...
The Awe of the Djinn Court Surrounds
Ancient Eyes in a Childs Mind
Embraced lightning, swallow thunder
Trapped for 1000 years, listening

Song
Ice
Craft

8
6
4

Craft
Song
Granite
Fire
Granite

10
8
8
6
4

El-Nadir; Ebon Skinned Master Assassin (Elite Threat)

They move in the night, the shadow skinned assassins of Zahar, the
weapon master. For the right price, any life can be offered to the Gods.
The best of these shadows is El-Nadir, scarred 100 times by the Gods
he raises sacrifice for. Favoured by the Eyeless Mages, he has the best
arms and armour in the clan and carries the All-Seeing Eye, a magic of
immense knowledge.

Fire 6 Craft 0
Song 3
Granite 5 Ice 8
Trappings
Dragonfang Poisoned Dagger
Dragonhide Blackened Armour
The All-Seeing Eye of the Golden City
Lore
Master Assassin of the Zahar Clan
Trained by the Weapon Master Zahar
100 scars, 100 deaths
Standing in the Shadows of the Palace
Protection of the Obsidian Tower

Ice
Fire
Granite

6
5
3

Ice
Fire
Song
Granite
Craft

8
6
6
5
3

Gang of Garshs Slavers (Standard Threat)

Garsh the slave master sends his ragged bands of slavers out into the city
and the surrounding dunes to bring the weak, the lost and the desperate
to his slave pits. Relentless, ruthless and deadly, the slavers are feared by
everyone in Caliphport.

Fire 4 Craft
0
Ice 4
Granite 2 Song
2
Whips, chains and fiery brands
Scars of the Viziers Cabal
Lens of True Seeing
Ruthless Band of Heartless Rogues
Masters of Pain and Anguish
Caliphport, like the back of my hand

3 Fire
2 Song
3 Craft
4 Song
3 Fire
2 Granite

Eyeless Mage of the Obsidian Tower (Elite Threat)

To become an eyeless mage, you must stare into the flames of the Gods,
filling your mind with knowledge beyond the ken of man ... and burning
your own eyes out. These insane mages, trapped in their Obsidian Tower,
offer their mystical services for insane prices - in money, in magic and in
mortal (and immortal) souls.

Fire 0 Craft
9
Ice 3
Granite
8
Song 6
Staff of the Obsidian Tower
Twisting Demonic Familiar
Bargaining with demons is easy...
Magic beyond this mortal plane
Student of the Obsidian Tower
The Word of Death, on their lips

5 Song
6 Fire
5 Song
8 Craft
5 Granite
5 Craft

Bound Gladiator Bodyguards (Standard Threat)

The arena entertains and thrills the people of Caliphport with a


bloodsport that many cities no longer practice. The gladiators also act as
bound bodyguards for Caliphports richest denizens and frequently tackle
the rogues that ply their trade on the packed streets of the city

Fire 5 Craft
0
Ice 4
Granite
2
Song 3
Magical Bindings of the Arena
The best weapons money can buy
Dragged from the four corners...
Songs are written of their exploits
Escape the blade or die!

3 Craft
5 Fire
3 Granite
2 Song
4 Ice

Viziers Guard (Standard Threat)

The Grand Vizier is almost immobile, as befits his status. To project him,
he has a cadre of lethal armed guards, who ride the streets of Caliphport
on their devil-lizard mounts. Feared is not the word...

Fire 5 Craft
0
Ice 4
Granite
3
Song 2
Combat trained fire lizard
Serrated swords, golden armour
Trained to fight fast and tight
Blessed by the Grand Vizier
Strongest of the Strong, Swifest of the Swift
Within earshot of every secret of the port

5 Fire
4 Fire
3 Ice
3 Song
3 Fire
2 Granite

The Grand Vizier of Caliphport (Elite Threat)

Ruler of the Golden Sea, master of the 7th fleet of the Infinite Horizon,
Lord benefactor of the Obsidian Tower, Most illustrious child of the
heavens, son of the Grand Vizier - may his remains never age - Haren,
his most magnificent, incandescent and glorious Vizier of All.

Fire 3 Craft
5
Ice 0
Granite 6 Song
9
Diamond Seal of Caliphport
Corpulent body, wrapped in silk
Web of Informers and Spies
Ruler of the Golden Sea etc.
Schooled by 1000 Sages
Warded by the Obsidian Tower
Voice like melted gold

6 Song
3 Fire
5 Granite
8 Song
6 Granite
5 Craft
3 Song

WYTCHWOOD
To be completed

FIRST GATEWAY

Can be any element. Element is chosen by the storyteller.Player chooses secondary element

FINAL GATEWAY

Can be any element Element is chosen by the player. Storyteller chooses secondary element

PHASE TWO

PHASE THREE

Winner can make a final statement if they have any left. It cannot be the same as, or even a rewording
of, the first statement made.

Loser not makes a statement (if they have any left). This statement can be vetoed by the winner

STATEMENTS
Winner makes the first statement, linked to the intent of the conflictThis statement can be vetoed by
the loser, at the cost of a statement

PHASE ONE

NAME
FIRE
CRAFT
SONG
GRANITE
ICE
TRAPPING ELEMENT DICE
1.
2.
3.
LORE ELEMENT DICE
1.
2.
3.
4.
5.

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