Book 2A · Starter Edition

Game Master Quick Guide

You are not the hero. You are not the villain. You are the world.

A compact reference for running your first expedition: session structure, Threat, anomalies, creatures, quick tables, and Grey Hollow in 30 minutes.

Expedition Cycle Threat Run the World Fatigue / Corruption / Fear Anomalies Creatures Tables Grey Hollow
Central difference

Combat Is Not the Goal

A successful expedition is not the one that kills the most creatures, but the one that returns with answers.

Real treasure

Knowledge is worth more than gold

Maps, testimonies, secrets, relics, and memories are the rewards that move the game.

Chapter 2

The Expedition Cycle

Every session works best when it begins with a question, a hidden truth, and consequences.

1

Preparation

Rumors, equipment, contacts, and the initial question.

2

Journey

Weather, tracks, signs of the Veil, and route decisions.

3

Exploration

Clues, zones, anomalies, resources, and rising tension.

4

Discovery

The revelation that answers one question and opens another.

5

Consequences

The world reacts. Nothing returns unchanged.

Chapter 3

System de Threat

Threat measures how much the world is reacting to the expedition. It is not punishment: it is narrative pressure.

  • +1: minor situation, noises, lost time.
  • +2: important situation, activating a relic, forcing entry.
  • +3: critical situation, altering a sensitive zone.
0–2Apparent CalmThe world has not reacted yet.
3–4UneaseSigns, tracks, and strange sounds.
5–6TensionMinor creatures and visible phenomena.
7–8DangerThe expedition no longer goes unnoticed.
9–10CrisisSomething important happens.

Chapter 4

Runnig the World

Players can only imagine what you describe. Suggest more than you explain.

Use the five senses

What is seen, what is heard, what smells strange, what is felt on the skin, and what taste the air leaves behind.

Describe less, suggest more

Do not say “temporal anomaly.” Say: “the clocks stopped, but they still count seconds.”

Ask questions

Ask about rumors, fears, memories, and bonds. Let players add texture to the world.

End with a question

Each scene should leave something to investigate, understand, or fear.

Fatigue

When effort exceeds the ordinary

Long marches, storms, climbs, sleepless nights, rituals, or anomalies. Do not use it to punish ordinary actions.

Corruption

When the Veil leaves a mark

Relics, ritualism, Veil exposure, anomalies, and forbidden knowledge. It should feel special, not routine.

Fear

When comprehension fails

Manifestations, unbearable truths, impossible anomalies, or creatures that defy logic. A bandit should not require a fear test.

Chapter 6

Anomalies

An anomaly is a problem players must observe, investigate, and survive. It does not have to be hostile to be dangerous.

1Symptom

What they perceive first.

2Effect

What really happens.

3Cost

Which requires understanding it, using it, or surviving it.

Chapter 7

Creatures

Do not ask “what creature appears?” Ask “what creature lives here?”

What was it?
How did it change?
What does it want?
What does it protect?
Why is it here?

A memorable creature is not the strongest one. It is the one that creates the best story.

Chapter 8

Quick Tables

Use them to improvise, not to replace your judgment.

Rumor d12

  1. Relic near the ruins.
  2. Something is stealing livestock.
  3. Missing caravan.
  4. Voices in a well.
  5. A bridge that appears and disappears.
  6. Explorer without memories.

Encounter d12

  1. Merchant caravan.
  2. Lone pilgrim.
  3. Wounded explorers.
  4. Abandoned camp.
  5. Strange tracks.
  6. Something watches from the mist.

Complication d10

  1. Time is lost.
  2. Threat increases.
  3. A tool breaks.
  4. A ration is lost.
  5. A storm begins.
  6. The Veil responds.

Chapter 9

Grey Hollow in 30 minutes

The characters arrive at Grey Hollow. Elias Thorn disappeared while investigating nearby ruins. There are night lights, voices, fleeing animals, and a small active anomaly.

Scene 1Arrival at Grey Hollow
Scene 2Investigation
Scene 3Journey to the Ruins
Scene 4The Ruins
Scene 5The Discovery
Scene 6Return y consequences

Appendix

Game Master Quick Screen

Basic Roll2d10 + Atributo + Specialization
DifficultiesEasy 10 · Normal 14 · Hard 18 · Extreme 22
Advantage3d10, keep the two highest
Disadvantage3d10, keep the two lowest
Threat0–10
Short break1 hour
Long break8 hours
Fatigue5 + Body
Veil ResistanceWill + Resonance
Golden RulePresent questions, not answers.