Fortress of Dawn
Smiths, hunters, and defenders of the frontier.
Starter Player Guide web
A compact web version of the Player Starter Guide so any player can understand Nightfall Dominion before their first session.
Eight hundred years ago, the Fall happened. The world survived, but it was broken. In this RPG, you do not play heroes destined to save it: you play people seeking answers in ruins, relics, and territories altered by the Veil.
Secrets are buried.
Every resource matters.
Truth is the reward.
Power always collects.
There are no clean answers.
A catastrophe broke the history, biology, and reality of the continent.
A violet and red anomaly remains at the center of the continent.
Some feel a call from the east, like a pulse in the bones.
Altered objects that offer power at a price.
The Veil’s influence over body, mind, memory, and spirit.
Smiths, hunters, and defenders of the frontier.
Mages and researchers of the Veil.
Vampiric houses, ancient memory, and intrigue.
Lycanthrope clans and wild guardians.
Keepers of memory and death.
Explorers, sailors, merchants, and cartographers.
2d10 + Attribute + Specialization
| Difficulty | Value |
|---|---|
| Easy | 10 |
| Normal | 14 |
| Hard | 18 |
| Extreme | 22 |
Advantage: Roll 3d10s and keep the two highest. Disadvantage: Roll 3d10s and keep the two lowest.
Critical: 10 y 10. Critical failure: 1 y 1.
Maximum Fatigue = 5 + Body. Above half, you take disadvantage on physical tests.
Healthy, Wounded, Severely Wounded, and Dying.
Short: 1 hour and recover 1 Fatigue. Long: 8 hours and recover all Fatigue.
The Veil alters body, mind, memories, dreams, and emotions.
Combat is fast and dangerous. On your turn you have 1 Main Action, 1 Minor Action, and reasonable movement.
| Action | Rule |
|---|---|
| Melee Attack | 2d10 + Body + Combat |
| Ranged Attack | 2d10 + Mind o Blood + Combat |
| Dodge | 2d10 + Body |
| Resist | 2d10 + Body |
Avoiding a fight is often better than winning it with severe wounds.
Equipment does not exist to add infinite numbers. It exists to make the expedition possible.
Knife, short sword, longsword, axe, spear, bow, and crossbow.
Reinforced clothing, leather, mail, plates, and shield.
Rope, compass, medical kit, writing kit, lantern, and artisan tools.
Rations, water, blanket, bedroll, tinder, flint, and tent.
Rituals require Resonance + Ritualism. They are slow, dangerous, and always leave a mark.
| Ritual | Difficulty |
|---|---|
| Minor | 10 |
| Common | 14 |
| Complex | 18 |
| Forbidden | 22 |
Examples: Threshold Light, Distant Echo, Explorer’s Eye, Listen to Memories, Blood Mark, Minor Veil, Relic Detection, Purification, Fragmented Vision, and Temporary Seal.
Territorial, intelligent, and rarely aggressive without provocation.
Consumes stone, metal, and ancient structures.
An intense memory that gained presence.
Intelligent, fast packs touched by the Veil.
Unstable manifestations of unknown nature.
They are not merely monsters: they are cultures with memory, territory, and secrets.