Present questions, not answers.
Your goal is not to defeat or protect the players. Your goal is to present interesting decisions and let the world respond.
Book 2A · Starter Edition
A compact reference for running your first expedition: session structure, Threat, anomalies, creatures, quick tables, and Grey Hollow in 30 minutes.
Your goal is not to defeat or protect the players. Your goal is to present interesting decisions and let the world respond.
A successful expedition is not the one that kills the most creatures, but the one that returns with answers.
Maps, testimonies, secrets, relics, and memories are the rewards that move the game.
Chapter 2
Every session works best when it begins with a question, a hidden truth, and consequences.
Rumors, equipment, contacts, and the initial question.
Weather, tracks, signs of the Veil, and route decisions.
Clues, zones, anomalies, resources, and rising tension.
The revelation that answers one question and opens another.
The world reacts. Nothing returns unchanged.
Chapter 3
Threat measures how much the world is reacting to the expedition. It is not punishment: it is narrative pressure.
Chapter 4
Players can only imagine what you describe. Suggest more than you explain.
What is seen, what is heard, what smells strange, what is felt on the skin, and what taste the air leaves behind.
Do not say “temporal anomaly.” Say: “the clocks stopped, but they still count seconds.”
Ask about rumors, fears, memories, and bonds. Let players add texture to the world.
Each scene should leave something to investigate, understand, or fear.
Long marches, storms, climbs, sleepless nights, rituals, or anomalies. Do not use it to punish ordinary actions.
Relics, ritualism, Veil exposure, anomalies, and forbidden knowledge. It should feel special, not routine.
Manifestations, unbearable truths, impossible anomalies, or creatures that defy logic. A bandit should not require a fear test.
Chapter 6
An anomaly is a problem players must observe, investigate, and survive. It does not have to be hostile to be dangerous.
What they perceive first.
What really happens.
Which requires understanding it, using it, or surviving it.
Chapter 7
Do not ask “what creature appears?” Ask “what creature lives here?”
A memorable creature is not the strongest one. It is the one that creates the best story.
Chapter 8
Use them to improvise, not to replace your judgment.
Chapter 9
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.
Appendix