Aether Nexus Playtest v1 41
Aether Nexus Playtest v1 41
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ESKHARA: A BROKEN WORLD
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sport, and piracy on the Flux, while Despite its capricious nature, the Flux
others languish, forgotten in vaults or affords Eskharans a sense of time:
displayed in the homes of the opulent. cycles of day and night, eclipses and
alignments, and even a semblance of
seasons.
The Nexus: Fighting as One
A Nexus is a band of aetheric knights A common Eskharan utterance of awe,
and their Apparatus, all moving and fear, or annoyance is “By her Breath.”
fighting as one. Tethered through A disruption in the Flux is sometimes
the Aethereal, an aetheric knight chalked up to “Eskhara sighs.”
experiences their comrade’s thoughts,
emotions, even memories. While each
warrior acts individually, the Nexus
Factions & Fragments
As Eskhara drifts broken, her people
grants its knights peerless insight,
survive upon the Fragments, living
negating the need to even speak in the
in myriad communities. Some find
heat of combat. Against the Oghdra,
solace in ancient culture and tradition,
who think and act as one, the Nexus is
preserving the past, while others look
Eskhara’s most formidable weapon.
to the horizon and foster newfound
community in the ruins of the old
Aether: rivers of magic world.
Aether is an arcane element rich with
knowledge from countless worlds. Korward Houses
Flowing with the primordial laws The Flux brings the Inner Shards into
of creation, aether powers skyships, the embrace of the Korsun, which
mighty Apparatus, and countless other provides light, warmth, and koradium,
marvels. a resilient metal forged within its
In its raw form, aether manifests as molten heart. The Korward Houses of
vapor, flame, or liquid aglow with the Inner Shards reap these benefits,
flickering, prismatic light; a substance reigning over prosperous dominions
both cool and warm to the touch that brimming with crops, lumber, and
seems to hum with a fluttering breath metal. Ambition, however, rules above
all its own. all, and conflict simmers eternal
between rival houses.
Aether seeps through reality in fissures
throughout Eskhara and can be found Many Korward Houses comprise a single
in near-infinite abundance within the kin, like House Deepfen, whose members
Aethereal itself, where it flows in rivers are exclusively Buforog. Others, like House
Brightflare, include multiple kin.
and collects in lakes of pure, churning
knowledge.
Cinder Clans
The kin of the Outer Drifts cling to
The Flux: Eskhara’s Breath far-flung Fragments, forging a bitter
A disc of turbulent gravitational yet proud frontier at the edge of
energy, the Flux circles around Eskhara’s embrace. Far from the light
Eskhara’s molten heart, the Korsun. of the Korsun, the Outer Drifts, it’s
The shattered landmasses of the said, “huddle for warmth,” gathering
Fragments float in sprawling circlets in tight clusters housing even tighter
amongst the ever-chaotic rhythm of communities. The Cinder Clans are
exhalation and inhalation of the Flux, bound not by blood but by necessity,
known also as “Eskhara’s breath.” These a bond made unbreakable by struggle.
rhythms can be tracked and predicted Yet, scarce resources and even scarcer
with great effort and those innately landmass often spark aggression,
gifted with an ability to do so often and dispute between clans stirs the
serve aboard skyships as naviseers. embers.
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Freetide Corsairs
Unbidden by house, clan, or creed,
the roving Freetide bands swear no
fealty, instead serving those with
sufficient riches or worthwhile aim.
Corsairs are nomadic by nature, living
and working aboard skyship flotillas
and moving “with the tide,” answering
only to the Flux. They scavenge and
scrape by with the detritus of Eskhara
and the Aethereal, often hawking
trinkets, weapons, and lore from across
innumerable worlds.
Minor Factions
Beyond the major factions, countless
other small groups affect the push
and pull of Eskhara’s Fragments – both
literally and figuratively.
• AETHEREAL AUTHORITY: The
Authority is an ancient order of
mages overseeing the harvest,
refinement, and export of raw
aether from the Aethereal. The
Authority forged the slipgates,
• HEWER’S GUILD: Primarily
which allow for safe passage
a trade and labor union, the
through known Aethereal
Hewer’s Guild oversees much
currents. But in controlling aether,
of the mining and logging that
the Authority hoards knowledge
happens across Eskhara, as well
as well as power, and many see
as the transport of those resources
the faction as a tyrannical body
across the Fragments. Though far
that holds itself above Eskhara.
from a military power, the guild
• CHITIN CONCLAVE: The cult-like maintains its own fighting force of
Conclave believes that Eskhara is battle-ready skyships and rugged
long-doomed and that the Oghdra Apparatus to defend its resources
represent the only salvation for the and laden skyships from pirates.
shattered world. Utterly devoted
to their cataclysmic aims, the
Conclave seeks to throw wide the
gates to the Aethereal to allow for
the Oghdra’s coming.
• THE EDICT: A reclusive and
regimented order of knights who
have remained since the dark days
of the Hive Wars and are eternally
sworn to destroy the Oghdra, with
little regard for the cost. Though
their numbers are few, they move
now with renewed vigor and
unshakable purpose, given the
whispers of the Oghdra’s return.
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Terms to Know • FRAGMENTS: The landmasses
of Eskhara, remnants of a world
Following is a non-exhaustive list of
sundered during the Hive Wars.
important names and terms specific
Held in orbit around the Korsun by
to the Fragments of Eskhara and the
the Flux.
Aethereal Beyond.
• HIVE: The link between all
• ABYSS: The Abyss Beneath All
Oghdra that allows them to share
Things, or the Abyss Beneath. A
thoughts and knowledge.
null space beneath and beyond
the Aethereal, from which the • HIVE WARS: A series of destructive
Oghdra are said to have originated. conflicts beginning with the
Oghdra invasion of Eskhara and
• AETHER: Fluid thought. An arcane
ending with their exile into the
resource containing knowledge
Abyss.
from across all of time and space—
everything from the primordial • INNER SHARDS: Larger
laws of existence to the secrets of Fragments which orbit nearer
magic to the dreams of children. to the light and warmth of the
Korsun.
• AETHEREAL: The Aethereal
Beyond, the Dream Sea. The inter- • KIN: The proud and rugged
dimensional space into which all people of Eskhara, comprising
knowledge and memory flows. myriad species and cultures.
Impossible to chart, the Aethereal • KORSUN: Eskhara’s core, a sphere
comprises infinite rivers, streams, of flame, molten stone, and liquid
and seas running with aether. metal that lends its light and
• APPARATUS: Commonly called warmth to the Fragments and the
‘Ratus. Living armor powered by kin living on them.
aether, bristling with weapons, • KNIGHTS: Warrior-mages who
built to combat the Oghdra. The helm Apparatus in defense of
knight inside is bonded with Eskhara.
both their armor and their fellow
knights – a connection called a • CASTERS: Common ranged
Nexus. weapon in Eskhara; lodestone
charged with aetheric energy
• ESKHARA: A world shattered hurls discs of stone or metal at
by calamity, Eskhara is a world devastating speed.
of floating landmasses home to
myriad kin. Not all Eskharans are • LODESTONE: Stone infused with
native to the world, but all share aether, which harnesses the Flux
the same remarkable, indomitable to lift skyships, float Apparatus,
spirit and hurl projectiles at enemies.
• FISSURE: When aether bleeds • MENDERS: Arcane mechanics
into Eskhara, it does so through who repair, maintain, and modify
fissures in reality. These chaotic Apparatus and other aether-
ruptures allowed Eskharans to first powered tech.
venture into the Aethereal, while • NAVISEERS: Pathfinders aboard
also granting the Oghdra access skyships who reach out with their
to a world ripe for conquering. aetheric mind to chart courses
• FLUX: The ever-changing field through the Aethereal Beyond.
that controls the orbit of Eskhara’s
landmasses around the exposed
molten core. Also called “Eskhara’s
breath.”
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• NEXUS: A fighting squad of • SLIPGATES: An arcane portal
knights, aetherically bonded and that opens a controlled fissure in
fighting together as a single unit. reality, allowing for safe passage
into the Aethereal.
• OGHDRA: Abyssal conquerors
who have invaded and obliterated • TETHER: A knight tethers
worlds beyond counting. Linked themself to their Apparatus to
together through the Hive, take control of it. To be tethered is
the Oghdra are directed by an to become the machine, to exist
unseen, malevolent presence to simultaneously in Eskhara and the
ceaselessly proliferate, consume, Aethereal, and to link oneself to
and evolve. the Nexus.
• OUTER DRIFTS: Small, scattered • TETHERPOD: Each ‘Ratus has
Fragments which orbit far from a tetherpod in which the knight
the warm embrace of the Korsun. helms the machine. Tetherpods
were originally built using Oghdra
• SKYSHIPS: Large vessels that can
remains, utilizing the properties of
traverse the skies of Eskhara as well
the Hive to create the Nexus.
as the Aethereal Beyond. Skyships
are the only reliable method for
traveling between Fragments,
and their scale varies from small
ferryboats to huge barges.
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RULES OF PLAY
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Stone Favored & Hindered
Your strength, fortitude, and resilience Certain abilities and circumstances in
are measured in Stone, named for the game can apply favor or hindrance
the interminable Fragments upon to a test. If a test is favored, you roll two
which all kin stand. When you act D20s and take the better result; if a test
aggressively, wield your physical might, is hindered, you roll two D20s but take
and embody the stubborn resilience of the worse result.
Eskhara herself, you roll Stone.
Favor and hindrance cancel each
Flux other out, and multiple instances don’t
Your swiftness, grace, and cunning are stack – a roll can only ever be favored,
measured in Flux, named for the ever- hindered, or neither.
shifting currents of wind upon which
Eskhara drifts. When you adapt to The Seer can reward clever strategizing,
cunning solutions, and collaborative
worsening odds, strike from afar, and
roleplaying with favor. Conversely, the
move as wind, you roll Flux. Seer can impose a hindrance on tests in
situations of increased misfortune or dire
Aether circumstances.
Your knowledge, wisdom, and
awareness are measured in Aether, Invoking
named for the otherworldly currents Often, your creativity will lead to
flowing through reality. When you sift solutions outside the scope of the
through secrets, recall deep lore, and rules. By invoking an element of your
reach through reality, you roll Aether. character – an augment, boon, or other
feature – in a way not covered by the
Hearth rules text, you can gain favor on a single
Your personality, courage, and test at the Seer’s discretion.
presence are measured in Hearth,
named for the light and warmth of A wall of thick ice bars the entrance
Eskhara’s molten heart. When you rally to an ancient ruin. The knight must
the hopeless, hold steadfast to your break through the ice with a Stone
honor, and exude the warmth of the test, and invokes their flame culverin
Korsun, you roll Hearth. augment to melt the ice, even though
flame culverin does not specifically
The knight hurtles through a field call for this. The Seer grants the player
of debris. The Seer calls for a Flux favor on the Stone test, and they roll
test to challenge the knight’s agility two D20s, instead of one, choosing the
and speed. The player rolls a D20, more favorable result.
comparing the result of 8 to their Flux
aspect of 13. Because the player rolled Triumph & Despair
under their aspect, the test succeeds,
On tests, a roll of 1 is a triumph,
and the knight deftly maneuvers
through the hazards.
an automatic or critical success;
conversely, a roll of 20 is a despair, an
automatic or critical failure. Triumphs
Modified Rolls and despair can be a powerful narrative
Tests can often be modified by certain tool to emphasize critical moments.
effects. Modifiers, such as +1 or –1, are
added to or subtracted from the result While ultimately it’s up to the Seer to
on the die (e.g. rolling 7 with a +3 determine the effects of triumph or
modifier yields a result of 10). despair, the Triumph & Despair table
above provides examples.
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Triumph & Despair
D10 Triumph Effect Despair Effect
1 Favor on next test Hindrance on next test
2 Regain 1D4 Energy Lose 1D6 Energy
3 Take an extra action next turn Become rooted
4 Become fortified Hindrance on Flux tests next turn
5 +2 damage on next attack Take no Strikes next turn
6 Upgrade an ally’s Nexus Die Downgrade Nexus Die
7 Favor on an ally’s next attack Downgrade Damage Die
8 Take a free melee attack Become shaken
9 Upgrade Armor Die Become marked
10 Activate a Nexus Surge Become severed
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Modes of Play Initiative
In Aether Nexus, play centers primarily When taking turns, initiative is rolled
on the battles fought by aetheric each round to determine the order of
knights and their Apparatus – but actions for that round. At the top of
combat is by no means the full extent each round, you must test either Flux
of these rules. Throughout your play or Aether. On a success, you take your
sessions, you will fluctuate between turn before foes; on a failure, you take
several modes of play. your turn after foes.
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Nexus Die The Battlefield
Your Nexus Die, granted by your The battlefield comprises the areas
Apparatus frame, represents the available to knights and foes involved in
strength of the link shared with your battle. The bounds of the battlefield are
fellow knights. When you push your determined by the Seer and presented
Apparatus and draw upon the power to the players.
of your Nexus, you roll your Nexus Die.
On a 1, the Nexus Die downgrades (e.g.
from a D8 to a D6); on a maximum
Spans
result (e.g. 6 on a D6), you downgrade The battlefield is broken up into
your Nexus Die, but also you trigger distinct locations measured in spans.
your Nexus Surge. A span is not an exact distance, and
its size is relative to the scale of the
When you downgrade a D4 Nexus Die, battle. Consider a span not a range or
you become severed (page 18). Your distance, but a unique “area” of the
Nexus Die is restored to its maximum battlefield.
during respite.
Knights and their foes are not static in
Roll your Nexus Die when: battle, even when occupying a single
span. Envision the lunges and feints,
• You take two actions of the same darting strikes and desperate parries
type (e.g. two Strikes) which comprise the skirmish. The actions
and tests on your turn represent a critical,
• Rules text instructs you to decisive moment in the battle, not the
• The Seer instructs you to battle in its entirety.
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Terrain Pursuit
Varied terrain provides interesting When you leave a span, each engaged
challenges and can affect the foe may pursue, making a free attack
battlefield. A span doesn’t always have against you; likewise, you may pursue
noteworthy terrain, or it can include an engaged foe who leaves the span.
multiple terrain types (e.g. a stretch
of open sky littered with debris might On their turn, a foe leaves their current
span to move into an adjacent one;
include both skyborne and sheltered
the knight engaged with this foe
terrain).
opts to pursue, making a free attack
• SKYBORNE: Open sky, plunging against the foe before they move.
pits, deep rifts. In skyborne terrain,
when you roll despair, become
severed, or become broken, you
Actions
During battle and other scenes
plummet (page 18).
organized in turns, you can perform
• OBSCURED: Dense woodlands, any two actions on your turn.
thick fog, shadowed tunnels. In
obscured terrain, you have favor on Actions are largely undefined and
Flux tests against ranged attacks. unrestricted, but anything that requires
effort, training, or time to accomplish
• ELEVATED: Soaring walls, sheer is considered an action. Most fall into
cliffs, crumbling plateaus. To one of four categories: Activations,
move into an elevated span, you Interactions, Maneuvers, and Strikes.
must first make a Stone or Flux
test; while in elevated terrain, you Each action type has associated basic
have favor on ranged attacks. actions, to which you almost always
have access.
• SHELTERED: Clustered buildings,
drifting debris, littered ruins. A
knight can use a Maneuver to take Activate
cover and become fortified (page Activations trigger unique abilities,
18). like those granted by your frame and
augments.
A battle rages on the edge of a
verdant Fragment of the Inner Shards. • TETHER: Don your armor
The Seer describes the spans involved: and become tethered to your
an open sprawl of farmland, the Apparatus.
farmhouse and barn (sheltered), the • UNTETHER: Disembark your
ironox pasture, the mill, and a span of
Apparatus, going on-foot (page
open sky beyond (skyborne).
16).
A span can also include confined spaces,
only accessible to on-foot knights and Interact
foes (page 16).
Interactions typically target and affect
knights, foes, and the environment.
Range
• AID: Grant a knight favor on a
Ranges are tracked in three increments:
single test before your next turn.
engaged, adjacent, and distant.
• BOLSTER: Grant a knight Energy
• ENGAGED knights and foes up to their maximum, reducing
occupy your current span. your Energy by an equal amount.
• ADJACENT knights and foes • EQUIP: Swap weapons (page
occupy spans beside you. 41).
• DISTANT knights and foes occupy
spans farther than adjacent.
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Maneuver Damage Die
Maneuvers include traversing the Your Damage Die, granted by your
battlefield. Apparatus Frame, represents the
might of your frame and weapons.
• DASH: Gain favor on tests made to When you roll a successful attack, you
avoid attacks until the beginning roll your Damage Die and deal damage
of your next turn (on-foot only). to your target equal to the result.
• ESCAPE: Test Flux. If you succeed,
Likewise, a foe rolls their Damage Die
ignore pursuits until the end of
and deals damage to you equal to the
your turn.
result when you fail a test made to
• RIDE: Shelter on your ‘Ratus; avoid their attack.
become fortified (on-foot only).
When halving damage, always round
• SHIFT: Move to an adjacent span. down (e.g. halving 7 damage yields 3
damage).
Strike
Strikes target foes with damage or Critical Damage
debilitating effects. Damage is more severe as a result of
triumph or despair. Knights double
• MELEE ATTACK: Test Stone to their damage against foes, while the
attack an engaged foe, rolling table below lists effects of critical
your Damage Die on a success. damage against knights. If you suffer
• RANGED ATTACK: Test Flux to critical damage, you must also roll your
attack a foe, rolling your Damage Nexus Die.
Die on a success.
Critical Damage
A ranged attack can target any foe,
but imposes hindrance on the roll for d6 Effect
engaged and distant foes. See more
about weapons on page 41. 1-3 Take double damage
4 Become shaken
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Legion Dice • GRASPING: Writhing vines,
Legion Dice are temporary resource creeping ice, sucking mud. Test
dice granted by abilities and other Stone or take 1D4 damage and
effects. Legion Dice can be rolled become rooted.
with and added to both Damage • LEECHING: Aetheric fissures,
Dice and Armor Dice. Legion Dice malignant magic, abyssal
downgrade on rolls of 1, as well as on a energy. Test Aether or take 1D4
maximum result; a D4 Legion Die that rupture damage.
downgrades is lost.
A knight enters a span with the
Legion Dice take many forms in Aether burning peril and must immediately
Nexus: animal companions, battle- test Hearth. They succeed, avoiding
ready allies, and enemy swarms. They the ongoing damage, but must make
might stand shoulder-to-shoulder with the test again at the beginning of
you, lending shields and spears to your
their next turn. A foe enters on their
defense; or provide ranged support from
afar. turn and immediately takes the 1D4
ongoing damage.
A knight can never have more than
one Legion Die at a time. In the case
where a knight gains more than one Knights On-Foot
Legion Die, the larger die replaces the During play, knights are either
smaller one. tethered (i.e., inside the tetherpod of
their Apparatus) or on-foot (i.e. outside
A knight receives a swarm of ratus- their Apparatus).
mites (D4 Legion Die) from their
Ettercap ally. On their next turn, the Some of the most legendary knights of
knight’s player rolls that D4 in addition Eskhara are known for fighting alongside
to their D8 Damage Die, representing their ‘Ratus rather than inside it. See page
34 for abilities that make you more
the ratus-mites aiding them in the
formidable on-foot.
fight.
While on-foot, the following rules apply.
Perils • Your knight and their Apparatus
Perils are temporary effects which share aspects, resource dice, and
apply to the spans on a battlefield and Energy. Only your Apparatus has
can cause damage and other negative access to augments and weapons.
effects. Perils can be created by certain
• Your knight and their Apparatus
knight and foe abilities, or by the Seer
share two actions; each can take
at their discretion.
one action, or one can take both.
When you enter a span with a peril • Your knight and Apparatus are
or start your turn there, you must both possible targets for attacks
succeed on an aspect test or suffer the from foes.
consequences listed below.
• Your knight does not have access
A foe who enters a span with perilous to the shift and escape Maneuvers;
terrain or starts their turn there instead, you can dash and ride
automatically suffers the effects. (page 14).
• BURNING: Shrouded in flames, • Your knight’s damage is halved
pits of acid, pools of magma. when attacking Apparatus-scale
Test Hearth or take 1D4 ongoing foes.
damage.
• If your knight and Apparatus are
• CRUMBLING: Toppled ruins, ever not engaged, you roll all tests
precarious cliffs, Fragments torn with hindrance.
asunder. Test Flux or take 1D6
damage and become staggered.
16
At the Seer’s discretion, an on-foot
knight must dash to reach distinct points Conditions
within a span, such as moving from your Certain circumstances or abilities
Apparatus to a nearby structure. might apply conditions to knights or
foes. The Seer can also apply these
Confined Spaces effects at their discretion.
Apparatus, and often their foes, are
titanic figures. Confined spaces, such Aloft
as inside buildings, caverns, or within To be aloft is to soar above the
the protective interior of a skyship, do battlefield. Your range is increased by
not allow for the free movement of one step for all foes and knights who
Apparatus-scale figures, so only on- are not aloft (i.e., you are adjacent to
foot knights and foes can move and act foes in the same span who are not
within them. aloft). In addition, while aloft, you
ignore pursuits (page 14), have favor
Confined Spaces on the Battlefield against perils (page 17), and can
Confined spaces can exist within the move freely into elevated terrain (page
spans of battlefields, accessible only to 14).
on-foot knights and foes. While within
a confined space, a knight is fortified Broken
and has favor against attacks from
When you become broken, you roll all
outside the confined space.
tests with hindrance and can only take
a single action per turn. While broken,
A knight wants to board an enemy
if you take damage, you become fallen.
skyship upon which they’re standing.
When you regain Energy, you are no
They untether as an Activation,
longer broken.
going on-foot, and then dash using a
Maneuver to get inside the confined
space of the skyship. Fallen
While fallen, you can take no actions,
Destroying Confined Spaces can regain no Energy, and are
In cases where a confined space can effectively out of action until you
be destroyed by Apparatus or foes, the recover during respite. You must also
Seer assigns the space a resource die roll on the Scars table.
dependent on its size and protection
(minimum D4 for a small space with Death, while inevitable, is not necessarily
little protection, and maximum D12 for a common outcome in Aether Nexus.
a large space with ample protection). Aetheric knights weather the tide and rise
again to fight another day; but for groups
The space can be targeted by knights looking for more lethality, consider a final
and foes, automatically fails all tests, Hearth check when fallen to determine
the mortal fate of the knight.
and rolls its resource die when taking
damage, downgrading the die on a 1
or its maximum result. Each time this Scars
resource die downgrades, foes within
take 1D10 damage, and knights within
d6 Effect
must succeed on a Stone or Hearth test WAR WOUND: Reduce one
1-3
or suffer the same damage. When a D4 aspect by 1
resource die downgrades, the confined IRREPARABLE DAMAGE:
4
space is destroyed or unusable. Reduce max Energy by 2
FOREVER CHANGED: Replace
5
existing boon with new one
LOST TO THE AETHEREAL:
6 Your knight dissipates; create a
new character
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Respite Activity
Activity Benefits
Train Choose new boon for 6 AP
Forge Gain new weapon for 4 AP; add quality to weapon for 8 AP (max two)
Tinker Choose new augment for 12 AP; unlock second ability for 8 AP
Dream +1 to aspect for 10 AP (max 18)
Bond +1 Energy for 2 AP (can be done in addition to one other respite activity)
Fortified Staggered
When you seek protection from terrain, While staggered, you can only take a
structures, or other sources of cover, single action on your turn. This effect
you become fortified. While fortified, persists until the end of your next turn.
you take half damage from ranged
attacks. This effect persists until the
end of your next turn. Arsenal Points
Throughout a session of Aether Nexus,
the Seer awards players with Arsenal
MARKED Points (AP) for completing quests,
While marked, the next successful vanquishing dire foes, and making
attack against you deals critical contributions to the story.
damage. This condition ends after you
take damage. The Seer should award between 2 and 5
AP per session, depending on the knights’
accomplishments. Award AP for each
Plummeting significant battle, as well as for objectives
While plummeting, you cannot take achieved, both communal and personal.
actions, and at the beginning of each
During respite, you can spend Arsenal
turn, you must test Flux or Aether.
Points to improve your knight by
On a success, you are no longer
selecting new augments and boons,
plummeting; on a failure, you take
improving aspects, and increasing
1D6 rupture damage and continue
Energy. Arsenal Points remain between
plummeting.
sessions, accruing over campaigns for
more significant upgrades.
Rooted
While rooted, you cannot move outside
of your current span or take Maneuvers. Respite
The rooted condition persists until the Respite represents downtime afforded
end of your next turn. If you are aloft to the Nexus in a safe location with
and become rooted, you immediately access to tools, resources, and sufficient
lose the aloft condition. time to make repairs and recuperate.
During respite, the following occurs:
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KNIGHTS & APPARATUS
Before playing Aether Nexus, each • CHOOSE YOUR KIN: Your kin is
player must create a unique aetheric your family, culture, and legacy.
knight and the mighty Apparatus they Choose your kin and gain your
helm. Over the next few pages, you will unique trait and Nexus Surge
discover who your knight is, what they (page 22).
can do, and the future for which they
• CHOOSE YOUR NAME: Your
endeavor. There is no correct order in
knight’s name is one unique to
which to create your knight; the steps
them, granted by their kin. Your
below are merely suggestions. Grab a
name may have been given to you
copy of the Aether Nexus knight sheet
at birth by the kin who raised you,
and get started!
chosen to evoke your true nature,
or earned by reputation. Choose or
Forge Your Knight roll for a name on your kin’s Name
table, or come up with your own.
To create your knight and their
Apparatus, follow these steps: • CREATE YOUR BACKGROUND:
Use the Knight Background tables
• ALLOCATE ASPECTS: Your
(page 21) to generate the
aspects (Stone, Flux, Aether, and
backstory of your aetheric knight –
Hearth, introduced on page 9)
where they come from, how they
are the measure of your physical,
acquired their Apparatus, what
spiritual, and mental abilities.
spurs them to action, and what
Allocate the following starting
stands in their way. Roll on as
array among your aspects to your
many or as few of the tables as you
liking: 8, 10, 12, 13. Your frame
like, select options that appeal to
choice will further bolster these
you, or write your own.
numbers.
19
• CHOOSE YOUR FRAME: Your
frame is the skeleton of your
Nexus Banner
Apparatus. Choose your frame, D20 Banner
apply its modifiers to your aspects, 1 Yodiss
and gain your starting Energy,
resource dice, and unique frame 2 Jehlar
abilities starting on page 26. 3 Prul
• CHOOSE A MONIKER: Your 4 Zakaf
moniker is the name by which 5 Minoch
your Apparatus is identified, 6 Belen
granted at the time of its forging
or earned through past deeds. 7 Laruss
When choosing your frame, also 8 Nirek
choose or roll for a moniker, or 9 Qsadi
come up with your own.
10 Ralet
• CHOOSE AN AUGMENT: Augments
11 Oluk
are special modifications, upgrades,
and powers attached to your 12 Elgrek
Apparatus. Each augment has 13 Klynn
two unique abilities. Choose an 14 Dhek
augment and gain one of its
abilities starting on page 34. 15 Xhar
16 Vashin
• CHOOSE A BOON: Boons are
the spells, relics, and arcane gifts 17 Citarik
wielded by your knight. Choose a 18 Uur
boon starting on page 37.
19 Aimel
• CHOOSE YOUR WEAPONS: 20 Grom
Your Apparatus wields weapons
and shields in defense of Eskhara. When starting your Aether Nexus
Choose your armament on page campaign, it’s assumed that your
41. knights, though mighty, are somewhat
inexperienced and still finding their
footing. If you wish to portray knights who
Form Your Nexus are more seasoned and powerful, consider
starting with Arsenal Points based on the
To create your Nexus, follow these steps table below, which you can spend prior to
as a group with your fellow players: starting the campaign. See page 18 for
guidelines on spending Arsenal Points.
• CHOOSE YOUR ORIGIN: What If this is your first time playing Aether
binds this band of knights Nexus, it’s recommended that you create
together? As a group, choose or your knight in the way described earlier in
roll for the founding of your Nexus this chapter.
on the Knight Background tables
(page 21) or come up with your Seasoned Knights
own.
Experience Starting AP
• CREATE YOUR BANNER: Your
Battle-hardened 3
banner is the name under which
your Nexus operates, typically a Champions 6
letter of Eskharan runic alphabet. Veterans 9
As a group, choose or roll on the
Legendary 12
Nexus Banner table, or come up
with a unique banner together.
20
Knight Background
D8 Origin Description
1 Aspirant Young and untested, you have a willingness to learn
2 Drifter You claim no allegiance and serve only yourself
3 Mercenary You are a wandering soldier-of-fortune
4 Renegade You once served a rival or enemy faction, but no longer
5 Squire You served an aetheric knight and learned much
6 Successor Your family have been knights for generations
7 Survivor You escaped tragedy, and vow to help those in peril
8 Toiler Your unassuming beginnings keep you humble
D6 Bond Description
1 Heirloom A loved one or mentor passed this Apparatus to you
2 Savior Your Apparatus saved your life
3 Stolen Your Apparatus is not yours by right
4 Tribute This Apparatus is on loan from a benefactor
5 Trophy You proved yourself in combat to earn your ‘Ratus
6 Unearthed You discovered this ‘Ratus and restored it
D8 Code Description
1 Discover To forge a bright future through knowledge and exploration
2 Liberate Free the oppressed and speak on behalf of the voiceless
3 Preserve Seek artifacts and ancient lore and ensure their survival
4 Protect Stand in defense of Eskhara and her people
5 Punish The wicked must meet justice both swift and decisive
6 Redeem You seek to atone for past mistakes
7 Revenge Exact vengeance on those who wronged you
8 Survive There is no greater quest than simply to live
D6 HINDRANCE Description
1 Ailment The echoes of a past illness or injury reverberate still
2 Betrayal The treachery of someone close still clouds your mind
3 Burden You carry a dire object or profane knowledge
4 Compulsion You rely on aether, gambling, or other vice
5 Mystery An unanswerable question claws at your mind
6 Obligation An unbreakable promise takes problematic priority
D6 Founding Description
1 Aethereal Your spirits linked within the Aethereal before you met
2 Ancient Your Nexus traces its lineage back to the Hive Wars
3 Enemies You once fought each other – now, you fight back-to-back
4 Fated Like it or not, you know your destiny lies in this Nexus
5 Forged As iron on the anvil, your Nexus was fused through trials
6 Recruited You were gathered by a patron to work together
21
Buforog
Kin Unbroken, Undaunted
Creatures of both boundless mirth and profound melancholies, in the Buforog,
one finds the fiercest foe or the staunchest ally. The Buforog are an ancient and
unyielding people, notoriously unkillable. Distinguished not only by their ability
to adapt to the harshest environs, but also their boundless generosity, gathering
in nimble, self-sufficient communities known as Choruses, which welcome all who
seek respite and are willing to contribute.
• THE CHORUS: This ethos of Buforog culture represents their collective,
unerring strength – a testament to their shared joy and communal sorrow. Each
individual lends their voice to the Chorus, contributing to a more harmonious
collective expression, whether unified in celebration or joined in conflict.
• GLOOMWOOD HATCHERIES: In the primordial swamps of their origin, the
Buforog dwell eternal, maintaining secluded hatcheries to foster their precious
tadpoles. In these shadowed mangroves, far from the light of the Korsun,
Buforog also cultivate gazer shrooms and gloomwood trees whose flesh exudes
penumbral darkness.
• VERSATILE ARMADA: Buforog skyships are revered for their ability to link
together and take on myriad formations – not just for battle, but also ad hoc
floating cities, their surfaces festooned with festive Buforog tents. Built using
gloomwood, they are also feared for their ability to become virtually invisible,
cloaking themselves in shadow.
22
d12 Chimru Names
1 Synkwra
2 Meldok
3 Vibrand
4 Phariz
5 Gathen
6 Lurix
7 Quetra
8 Raxyl
9 Zentig
10 Omynx
11 Sephlyn
12 Nixzora
23
Cloven
Kin Accursed & Doomed
Most widespread and numerous among Eskharans, the aether-warped Cloven
comprise the scattered remnants of a vast and ancient commonwealth brought
to its knees by generations of war against the invasive Oghdra. After an age spent
exploring the Aethereal and wielding its bounty in their quest for survival, the Cloven
are a changed people, remade by aether and granted gifts whose costs have proven
dire, chief among them the bestial curse known as Eskhara’s Lament.
• AETHEREAL EXPLORERS: Legend speaks of the earliest Aethereal explorers
and the Cloven who first harnessed aether, ushering in an era of prosperity,
while also throwing wide the door for the Oghdra.
• THE LAMENT: Cloven sport horns, hooves, and myriad physical oddities
brought on by aether. These aberrations, known as Eskhara’s Lament, lend the
Cloven uncanny abilities and a knack for adaptation and survival.
• WHISPERS OF THE AETHEREAL: For the Cloven, the coursing currents of the
Aethereal are as the roar of a distant but unseen river. Many Cloven innately feel
the coming of a great upheaval, and seek to have a hand in the shifting destiny
of both the Aethereal and their people.
24
d12 Kaldron Names
1 Ephraes
2 Solmira
3 Glintiss
4 Aetheryx
5 Mastell
6 Vorquen
7 Zenthis
8 Lirael
9 Quiln
10 Talvek
11 Harion
12 Wraeclast
Kaldron
Kin Born of Aether
Creatures of thinking, feeling aether – a coalescence of drifting thoughts, emotions,
and memories – who contain their ephemeral forms in physical vessels. Kaldron
are a wildly diverse and eclectic people, and their inexorable link to the Aethereal
allows them an uncanny mastery over the volatile element of which their bodies are
composed.
• PIECES OF ONE: The disparate memories and knowledge forming a Kaldron’s
identity are at once fragmented and fused, a tangled miasma of events and
emotions, all inseparable from their lived experience. Most Kaldron accept this
as collective memory – gifts from the Aethereal and the beings from whom
these memories originated. Kaldron life is a rich, multi-faceted mosaic of
experiences shared and unique, communal and personal, fleeting and eternal.
• AETHERMARKS: Kaldron frequently and meticulously encipher memories
and knowledge into symbols known as Aethermarks. Each of these arcane,
calligraphic marks contains innumerable distinct etchings cataloging a rich
and multi-dimensional memory. Aethermarks adorn many facets of Kaldron
life – their constructed bodies, structures, weapons, even skyships.
• KALDRON VESSELS: To remain whole, a Kaldron must contain themselves
within a physical vessel, typically a construct body forged to resemble familiar
shapes, complete with heads, limbs, and faces – though often in strange and
somewhat unnerving numbers and configurations.
25
Bastion Guardian
Hardened Protector Frame When an engaged knight would
take damage, you can choose to roll
Stone Flux Aether Hearth your Armor Die to absorb damage for
them.
+1 – – +2
Energy armr die DMG Die Nexus Die Bulwark
12 D12 D6 D6 As an Activation, become fortified.
This effect lasts until you take a
Maneuver or roll your Nexus Die. In
A towering behemoth of armor plating,
the Bastion is a frontline fighter, addition, while fortified, you can use
shielding both itself and nearby allies an Interaction to make an engaged
from harm. The Bastion’s unique knight fortified.
ability to unfurl its armor into a bulwark
of shielding is indispensable on the
battlefield.
26
d12 Dragoon Moniker
1 Shardhawk
2 Skylance
3 Cavalier
4 Gallantus
5 Templar
6 Starfall
7 Dawnrise
8 Lusterfire
9 Bloodbaron
10 Mantis
Dragoon 11
12
Fluxrider
Viceroy
Skyborne Support Frame
27
Ettercap
Minion Manipulator Frame
28
d12 Imp Moniker
1 Darkmantle
2 Sentry
3 Vagabond
4 Blinkfiend
5 Knave
6 Slipdagger
7 Boheme
8 Driftblade
9 Fluxdancer
Imp 10
11
Witherwake
Luzbel
Elusive Ambush Frame
12 Sting
Stone Flux Aether Hearth
– +2 +1 – Blink Strike
Energy armr die DMG Die Nexus Die The first time you deal damage to a
foe, roll an extra Damage Die.
8 D6 D10 D8
The Imp is a lithe, swift frame built for Aether Step
ambushes and feints. The Imp makes As a Maneuver, move to an adjacent
use of a ‘Ratus-sized slipgate, allowing it span, ignoring pursuits. Roll your next
to phase briefly into the Aethereal and attack with favor. Roll your Nexus Die.
blink across the battlefield to confound
the enemy and deliver surprise strikes.
29
d12 Magus Moniker
1 Mausoleum
2 Scepter
3 Estrella
4 Grimoire
5 Judgecaller
6 Palantus
7 Songslinger
8 Starscryer
9 Bondbringer
Magus 10 Runewave
Spell Slinger Frame
11 Tome
Stone Flux Aether Hearth 12 Silvertongue
– – +2 +1
Nexus Link
Energy armr die DMG Die Nexus Die When an engaged or adjacent knight
would roll their Nexus Die, you can
8 D6 D6 D12
choose to roll yours instead.
What the Magus lacks in protection,
it boasts in a command of aether, Channel Aspect
allowing it to suppress the volatile
As an Activation, roll your Nexus Die,
energy in its own frame as well as
then choose one of the effects from
nearby allies. Further, the Magus can
the Magus: Channel Aspect table
harness the aether coursing through
(page 33).
its veins to both deal damage to foes
and restore vigor to allies.
30
Omen
Grim Portent Frame
Alter Fate
During respite, peer into the swirling chaos of possibility
and glimpse portents, preparing yourself for possible
outcomes. Roll on the Omen: Alter Fate table (page 33)
and gain the associated ability, which persists until your
next respite.
31
Sunderer
d12 Sunderer Moniker Savage Assault Frame
Devastator
As an activation, until the end of your next turn, you are
favored on all tests made to attack, and hindered on all
tests made to avoid attacks.
32
Magus: Channel Aspect
Aspect Effect
Stone An engaged or adjacent knight upgrades their Armor Die
Flux Move an engaged or adjacent knight or foe to an adjacent span
Aether Deal rupture damage equal to your Nexus Die roll to an adjacent foe
Hearth Restore Energy equal to your Nexus Die roll to an engaged knight
Omen: Alter Fate
D10 Glimpse Effect
Instead of rolling initiative, choose each round whether you
1 Battle act before or after foes. In addition, your first test each battle
is favored.
When you take damage, you can choose to roll your Nexus
2 Blood Die to immediately make a free attack against the foe that
damaged you.
Maneuver: Move instantly to an adjacent or distant knight or
3 Storm
foe. Roll your Nexus Die.
As an Activation, an engaged or adjacent knight can
4 Hope
immediately take a free action. Roll your Nexus Die.
When an engaged knight would downgrade their Nexus Die
5 Passion
or Armor Die, you can instead roll your Nexus Die.
As an Interaction, end the fortified condition on an engaged
6 Ruin foe; or an engaged knight becomes fortified. Roll your Nexus
Die.
As an Interaction, end ongoing damage for yourself or an
7 Flame engaged knight; or upgrade the ongoing damage die on an
engaged foe. Roll your Nexus die.
When an engaged knight takes damage, you may roll your
8 Shield
Nexus Die to add +2 to their Armor Die roll.
As a Strike, choose an adjacent foe or knight. Test Flux. If you
9 Chain
succeed, pull them into engaged.
Reduce your highest aspect by 2; increase your lowest aspect
10 Horizon
by 2. This effect persists until your next respite.
33
AUGMENTS & BOONS
34
Aetheric Weapons Mobile Fighter
Your Apparatus can conjure spectral You can shift and escape as Maneuvers
weapons composed of destructive while on-foot. In addition, you have
aether. advantage on Flux tests made to
escape.
Manifest Weapon
As an Activation, form a melee weapon Beast Form
(blade, bludgeon, axe, or spear). Roll Your Apparatus is a beast in its own
your Nexus Die. The weapon deals +1 right, brandishing wicked claws and
damage. If you roll the maximum result reshaping itself to more effectively
on a Damage Die using the weapon, dispatch enemies.
roll the Damage Die again and add it to
the result, then the weapon dissipates. Clawed Fury
The weapon persists until it dissipates While unarmed, you can make two
this way, or if you use this ability again. melee attacks with a single Strike.
Malleable
Once per turn, you can tether or
untether from your Apparatus without
using an action.
35
Flame Culverin Flux Field
Aether ignites as it leaves your Powerful lodestone generators
Apparatus, creating a stream of arcane within your Apparatus enable the
flame hot enough to melt stone. manipulation of the Flux itself,
harnessing stone as both weapon and
Project Flame traversal tool.
As a Strike, deal 1D4 ongoing damage
each to up to three engaged foes. If you Sentry Shards
roll max damage, your current span As an Activation, summon a sentry
also gains the burning peril. Roll your shard, which orbits your Apparatus.
Nexus Die. Roll your Nexus Die. You can have up
to three sentry shards active at a time.
Flaming Weapon When you roll your Armor Die, you add
As an Activation, coat a weapon in flame +1 for each sentry shard. As a Strike,
(either yours or an engaged knight). test Flux. If you succeed, hurl sentry
Roll your Nexus Die. The weapon deals shards (minimum 1, maximum 3) at an
1D4 damage in addition to its normal engaged foe. A shard flung this way is
damage. If you roll a 4 on this Damage destroyed, and deals 1D6 damage to
Die, the damage becomes ongoing, the foe.
then the flame dissipates. This effect
persists until it dissipates in this way, or Titan Steps
until you use this ability again. As an Activation, levitate stone
platforms into the air. You become
Fluidic Tetherpod aloft.
While tethered, you float submerged in
liquid aether, your senses suffused by Koradium Heart
the volatile element. A heart forged in the crushing pressure
of the Korsun strengthens the bond
Arcane Transcendence with your Apparatus.
Once per turn, you can choose to test
Aether instead of another aspect. If you Upgraded Core
fail the test, you must downgrade your Permanently upgrade your Nexus Die.
Nexus Die.
Machine Soul
Aetheric Efflux When you roll despair on a test, you
As an Activation, roll your Nexus Die. can choose to reroll the test and take
Until the end of your next turn, you the second result.
can reroll tests as well as Damage Die
and Armor Die rolls (taking the second Mycodrium Coating
result), but you must double any
damage taken. Fungal-enhanced metal enables the
rapid restoration of the structural
integrity of your Apparatus.
Fungal Regeneration
At the start of your turn, if you took
damage last turn, you can roll your
Nexus Die to upgrade your Armor Die
(not exceeding its maximum).
Funnel Life
As an Activation, roll your Armor Die
and regain that much Energy.
36
Slipgate Cannon Blazing Blade
An aetheric slipgate channels raw While on-foot, as an Activation, conjure
aether into devastating energy capable a blade composed of flame. Add
of emitting short, controlled bursts or 1D4 ongoing damage to your next
an increasingly destructive and volatile attack while on-foot. After dealing
stream. this damage, deal 2 damage to each
engaged foe and regain 1D4 Energy.
Burst Fire
As a Strike, test Aether. If you succeed, Blitz Phase
deal 1D8 rupture damage to up to
At the beginning of your turn, you can
two engaged foes. If you fail, deal 1D4
choose to test Flux. If you succeed,
rupture damage to a single engaged
you can take one additional action on
foe and 1D4 damage to yourself.
your turn (still rolling for Nexus Die for
repeat actions). If you fail, you take 1D8
Shatterbeam damage and are shaken.
As an Activation, choose an engaged
or adjacent foe. Once each turn as a
Strike action, you can roll your Nexus Boulder Armor
Die to deal rupture damage to that As an Interaction, shield your Apparatus
foe. The Damage Die starts at D4 in stone, gaining +1 to all Armor Die
and progresses one step up the dice rolls. Roll your Nexus Die. This effect
chain each turn, to a maximum of D12 persists until you roll the maximum
damage. This effect ends once you end result on your Armor Die, or until you
your turn and haven’t dealt damage use this boon again.
this way, or once the targeted foe
becomes distant to you. Chasm Strike
As an Interaction, test Stone. If you
Boons succeed, your current span gains the
crumbling peril. Roll your Nexus Die.
Boons represent your knight’s innate
and learned magical abilities both The crumbling peril persists until your
within the tetherpod and on-foot. A Nexus Die downgrades, until you use
boon can manifest as a spell, a piece this boon again, or until you end the
of arcane technology, or an innate gift. effect as an Interaction.
You can gain new boons by spending
Arsenal Points during respite. Chooka Companion
You are accompanied by a chooka, a
Many boons specify whether they can
large, flightless bird. You can shift as
only be used while on-foot; if a boon does
not specify, assume it can be used while a Maneuver while on-foot. In addition,
both on-foot and tethered. while on-foot, you are favored on Flux
tests and add +1 to damage rolls.
Aetherwalk
While on-foot, as an Activation, slip into Dash Strike
the Aethereal. Roll your Nexus Die. Until If you end your movement engaged
the start of your next turn, you vanish with enemy, you can test Flux. If you
and cannot be perceived or targeted, succeed, you deal 1D6 damage to an
and cannot target foes or knights. At engaged enemy and push them into
the start of your next turn, test Aether. an adjacent span. If you fail, you are
On a success, you appear again in a marked.
span of your choice; on a failure, you
remain in the Aethereal.
37
Emberhound Companion
You are accompanied by a lupine
creature shrouded in flame. Your
emberhound increase your maximum
Energy by 4. In addition, you add +2 to
damage rolls while on-foot.
Eversight
Your keen eyes pierce shadow, smoke,
and the veil of reality. You are favored
on Aether tests made to perceive, and
ignore the effects of obscured terrain.
Firesinger
You can manipulate flames,
extinguishing or starting fires, and
creating shapes within the flames. In
addition, as a Strike, you can hurl flame
at an engaged target, testing Hearth
and dealing 1D4 ongoing damage on
a success.
Flamebrand
As an Interaction, brand an engaged
knight or foe. Roll your Nexus Die.
Each knight or foe can only have one
brand at a time. A branded knight can
consume the brand to roll 1D6 and add Glimpse Eternity
the result to a Damage Die or Armor
During respite, you can peer into
Die roll; the next time a branded foe
the Aethereal and glean insight into
is damaged, they take 1D6 additional
potential outcomes. Roll on the Seer’s
damage.
Eye table (page 61) and make note
of the results. At the Seer’s discretion,
Fluxrider you can automatically succeed on a
As an Interaction, summon the wind single test relating to the results before
to propel your movements. Roll your your next respite.
Nexus Die. If you take no Maneuvers,
move into an adjacent span at the end Splinter Companion
of your turn. This effect ends when your
A small shard of Eskhara accompanies
Nexus Die downgrades.
you, serving as a D4 Legion Die while
on-foot. If destroyed, it reforms during
Fluxstorm respite.
As an Interaction, manifest cyclonic
winds around you. Roll your Nexus Die. Inspiring Presence
When a foe ends their turn engaged
During respite, you comfort your Nexus
with you, they take 2 damage. As an
with story and song. Each knight in
Interaction while this effect is active,
your Nexus can choose one of the
you can test Flux, and on a success, you
following benefits: favor on their first
push one engaged foe into an adjacent
test, +2 damage on their first Damage
span. This effect ends when your Nexus
Die roll, or +1 to their first Armor Die roll.
Die downgrades or when you use this
boon again.
38
Keep of Embers Meteor Strike
As an Activation, conjure a fortress After moving, you may test Stone. If
of flames. The fortress occupies your you succeed, deal 2 damage to each
current span. Knights occupying the engaged foe and push them into an
span are fortified; foes occupying the adjacent span. Roll your Nexus Die.
span take 1D4 damage and are pushed
into an adjacent span. Each round, you
must roll your Nexus Die to maintain
Spirit Tome
the fortress; it dissipates when your You carry a tome of knowledge
Nexus Die downgrades, or when you gathered from the Aethereal. You are
dismiss it as an Activation. You cannot favored on tests made to recall lore.
do this again until after respite. In addition, as an Activation, you can
increase one aspect of your choice by 2;
the effect persists until your Nexus Die
Legendary Arms downgrades, and you cannot do this
You carry a legendary weapon. While again until after respite.
on-foot, this weapon deals +1 damage.
In addition, you can brandish this
weapon to automatically succeed on
Starfall
a test made to impress, intimidate, or As an Interaction, test Stone. If you
inspire; you cannot do this again until succeed, deal 1D8 damage and stagger
after respite. an engaged or adjacent foe. Roll your
Nexus Die.
Memento Mori
As an Activation, choose a severed or
Stoneshape
broken knight. If severed, that knight You can shape stone, forming simple
upgrades their Nexus Die and is no objects. As an Interaction, form a non-
longer severed; if broken, that knight heavy melee weapon of your choice. It
regains 1D6 Energy and is no longer shatters if you roll maximum damage.
broken. At the start of your next turn,
roll a die: if evens, nothing happens; if Summon Fissure
odds, downgrade your Nexus Die and As an Interaction, create a temporary
become shaken. Aethereal fissure at your location. Roll
your Nexus Die. At any point, you and
Memory Sooth any engaged knights can instantly
As an Interaction, delve into the mind travel back to the location of the
of a knight. Roll your Nexus Die, then slipgate. The slipgate fades after 1 day,
choose one of the following effects: after you use it to teleport in this way, or
remove the shaken, staggered, or after you use this boon again.
severed conditions from the knight,
end ongoing damage on the knight, Thorncleave
or the knight regains 1D4 Energy plus As an Interaction, shroud a melee
additional Energy equal to your Nexus weapon in wicked thorns and barbs.
Die roll. Roll your Nexus die. The next time that
weapon hits a target, it deals rupture
Nexus Horizon damage.
As an Interaction, choose a knight. Roll
your Nexus Die. On their next turn, that Titanslayer
knight can take one additional action, While on-foot, you deal normal
and can choose to roll your Nexus Die, damage to Apparatus-scale foes.
rather than their own, for any required
rolls.
39
Vinecaller Winged
As an Interaction, test Stone. If you You possess a pair of wings. While on-
succeed, an engaged or adjacent foe foot, as a Maneuver, you can become
becomes rooted. aloft. You can end this effect as a
Maneuver.
Wicked Weapons
You wield claws, spines, or other Wisp Companion
natural weapon. While untethered and You are accompanied by a ghostly
unarmed, you can make two melee coalescence of semi-sapient aether. If
attacks as a Strike. you would downgrade your Nexus Die,
you can instead dissipate the wisp. It
Windwhisperer reforms during respite.
With a word or gesture, you can
summon the wind, lifting small, palm- Wraith-shroud
sized objects and setting them to As an Activation, shroud yourself in
levitate. As an Interaction, you can abyssal shadows. Roll your Nexus
test Flux. If you succeed, choose an Die. You are favored on tests made to
engaged or adjacent foe or knight and avoid attacks, as well as tests made to
move them into an adjacent span. conceal your presence. This effect ends
when you take a Strike or when you
take damage.
40
WEAPONS & SHIELDS
Your Apparatus is a weapon of war in
and of itself, yet most knights wield Melee Weapons
blades and spears to pierce chitin, Melee weapons target engaged foes.
shields to knock aside blows, and
AXES include chopping weapons
casters to even the odds from afar.
like hatchets, sickles, and battleaxes
You begin play with a weapon and a which deal grievous damage and hew
shield, or two weapons. You can gain through armor.
additional weapons and shields using
BLADES include edged weapons like
Arsenal Points during respite.
daggers, swords, sabers, and roundels
designed to slip between armor.
Slots BLUDGEONS include blunt and
Your Apparatus can carry any number bashing weapons like maces, clubs,
of weapons (at the Seer’s discretion), flails, and hammers forged to sunder
but can equip only as many as fits in and stagger foes.
two weapon slots. You can equip as an
Interaction to swap any currently held SPEARS include versatile polearm
weapons with others carried on your weapons like javelins, lances, and
Apparatus. Each weapon and shield tridents made to fend off enemies and
takes up one slot. attack with reach.
Weapons
Melee Effects
Axes When rolling 1 damage, roll your Damage Die again and add it
Blades Deal critical damage on rolls of 1 or 2
Bludgeons When rolling max damage, stagger your foe
Spears Target aloft foes in current span and gain favor on the attack
Ranged Effects
Bows As an Interaction, gain favor on your next attack with this weapon
Cannons On a hit, may deal max damage, but downgrade Damage Die after
Casters If you destroy a foe, deal excess damage to a foe engaged with it
41
Shields Weapon Qualities
Shields are not weapons and cannot Aetheric knights sometimes carry
be used to attack; instead, they provide weapons of particular power or
additional protection to an Apparatus, purpose. Weapon qualities represent
adding a modifier to Armor Die rolls. enhancements to your armament,
imbuing blades with magic, outfitting
BUCKLERS are small, lightweight a spear with an aetheric conduit, or
shields, typically affixed to an arm, fashioning a shardcaster designed to
which can be used to repel and parry damage foes up-close.
attacks.
You can add a quality to a weapon
TOWERS are large and cumbersome you carry during respite by spending
to wield, but provide additional Arsenal Points.
protection to the Apparatus.
A weapon can only ever have two
qualities.
Shields
Type Effects
Buckler +1 to Armor Die rolls
Tower +3 to Armor Die rolls; tests made to escape are hindered
Weapon Qualities
Name Effect
Aetheric On max damage, deal rupture damage
Brace Spear only; as Maneuver, brace against attack, +1 to Armor Die rolls
Corrosive On max damage, deal 1D4 ongoing damage
Dismantle As Activation, becomes D6 Legion Die; reforms at end of next turn
Dual Requires two slots; deals −2 damage; attack twice with a single Strike
Heavy Requires two slots; deals +2 damage (can’t be light)
Hovering Does not require a slot; Activation to attack; hindrance on attack
Koradium +1 damage
Legendary As Interaction, test Hearth, +1 damage to an ally’s next attack
Light Does not require a slot; deals −2 damage (can’t be heavy)
Scatter Ranged only; no hindrance against engaged foes
Seeking Ranged only; favor to attack fortified foe
Siege Cannon only; if you didn’t move this turn, +2 damage to distant foes
Snaring Ranged only; after dealing damage, roll Nexus Die to root foe
Sunder Bludgeon only; as Strike, test Stone, create crumbling peril
Sweep Melee only; as Strike, test Stone, deal 2 damage to each engaged foe
Throwing Bludgeon, axe, spear only; attack adjacent foes with hindrance
Torrent Melee only; on max damage, push foe to adjacent span
Tracking Ranged only; after dealing damage, roll your Nexus die to mark foe
Volley Ranged only; as Activation, load shot; +2 damage per loaded shot
Voltaic With successful attack, deal 1 damage to engaged foe
Whip Blade only; after dealing damage, test Flux to impose shaken on foe
42
FOES
43
Defense & Damage Maneuvers, and Strikes. A foe’s
Each foe’s statblock lists its Damage, statblock lists its possible actions,
which similarly to a knight’s Damage including its Strikes, which include its
Die, affected the foe’s damage dealt. melee and ranged attacks.
When a foe deals damage, it adds its A foe cannot take two actions of the
Damage modifier to its damage roll. same type unless their statblock allows
it.
Threat
A foe is categorized by the threat it Attacking & Defending
poses a Nexus: A foe’s attacks adhere to the same
guidelines as knight weapons: melee
• MINOR threats are easily attacks can target an engaged knight;
dispatched by most knights, but ranged attacks can target any knight,
might pose a challenge in greater but engaged and distant knights have
numbers or supported by more favor on tests made to avoid the attack.
capable foes.
• MODERATE threats might deal Shifting
some damage before succumbing In addition to the actions listed in
to a Nexus, and can bolster a group their statblock, each foe can shift as a
of like foes with support and utility Maneuver, moving to an adjacent span.
abilities.
• MAJOR threats are leaders among
Recharge
foes, or deadly elite enemies which Some actions list a recharge value.
can go blow-for-blow against a In order to use a recharge action, you
hardened knight. must first roll a D6 – the action is only
available if the recharge value is rolled.
• MYTHIC threats pose a deadly
challenge for even the combined
might of a Nexus, requiring careful
Conditions
strategy and coordination to Foes can become affected by
overcome. conditions, just as knights can.
However, with foes, when a condition
imposes hindrance on tests, it instead
Traits grants favor on tests made against
Traits are passive effects which grant them (e.g., tests made against a
foes certain abilities and restrictions. shaken foe have favor).
Traits are not actions, and are in effect
any time they would apply. WHERE ARE THE REST OF THE FOES?
We are still finalizing the rules for foes in
Aether Nexus, so for now, enjoy this small
Actions sampling of what you can expect in the
Foes, much like knights, can take two final book, including more raiders and
actions on their turn. Foes have access Oghdra, as well as great beasts, aberrations
to the same four action types that of the Aethereal, and construct protectors
of Eskhara.
knights do: Activations, Interactions,
44
Rivals & Raiders Dismantler ‘Ratus
Comprising Apparatus, skyships, and
This macabre ‘Ratus brandishes its
other machines of war, rivals and raiders
clicking, whirring limbs
represent fellow Eskharan survivors
standing in opposition to the Nexus’
aims. These can be units pledged to a Stone Flux Aether Hearth
rival faction, brigands committed only +1 +2 −1 +0
to the quest for survival, or warriors
serving nefarious whims. Energy Damage Mod Threat
20 +1 Moderate
Brigand ‘Ratus
The scavenged remains of fallen ‘Ratus Activations
form these patchwork warmachines ‘RATUS RIDERS: Gain D4 Legion Die
45
Driftwing Riders Freighter
Caster-wielding warriors mounted on A rugged, lumbering cargo skyship
agile driftwings outfitted to survive the Flux
Traits Traits
AGILE FOE: This foe can take two COLOSSAL FOE: This foe is a span of
Maneuvers its own; knights and other foes can
occupy this span; the span is subject
Maneuvers to terrain and perils
TAKE FLIGHT: This foe becomes aloft; ELITE FOE: This foe can take two
land as a Maneuver Strikes and one other action
PLATFORM: Foes occupying this span
Strikes gain +1 damage, and can become
CASTERS: Flux • 2 targets • ranged • fortified as a Maneuver
1D4 damage
DRIFTWING TALONS: Stone • 1 target Activations
• melee • 1D6 damage PRIME ARSENAL: Gain +2 damage to
next attack or regain use of Strike with
recharge
DEPLOY DEFENDERS: Gain D4
Foot Soldiers Legion Die (recharge 5–6)
A squad of outfitted soldiers standing
in defense of their cause Interactions
CONCENTRATE FIRE: An engaged
Stone Flux Aether Hearth ally with the emplacement trait may
+0 +0 +0 +0 take a free Strike; the ally can roll this
foe’s Legion Die along with its own
Energy Damage Mod Threat damage on a hit (recharge 2–3)
8 +1 Minor Strikes
AETHER CANNON: Flux • all targets in
Traits a span • ranged • 1D10 rupture damage
ON-FOOT: This foe can enter confined and roll Nexus Die (recharge 1)
spaces but cannot shift
ANCHOR HARPOONS: Flux • 2 targets
• ranged • 1D6 damage; test Stone or
Strikes become rooted
CASTERS: Flux • 2 targets • ranged •
1D4 damage BOMBARD: Flux • all targets in a span
• ranged • 1D8 damage; test Hearth or
SPEARS: Stone • 1 target • melee • 1D6 become staggered
damage
46
Grievous ‘Ratus Lodecaster Battery
A grisly fusion of ‘Ratus carcasses A disc from a caster turret can punch
powered by corrupted aether through skyships and Apparatus
Traits Traits
ELITE FOE: This foe can take two EMPLACEMENT: This foe is rooted
Strikes and one other action
Activations
Activations CHARGE LODESTONE: This foe’s next
SMOKE SCREEN: The foe’s current attack deals +1 damage
span becomes obscured until the end
of the foe’s next turn (recharge 5–6) Interactions
SUPPRESSIVE SALVO: An engaged
Maneuvers ally becomes fortified
LEAP: Move to an adjacent span; 1
engaged knight must test Hearth or Strikes
become shaken
CASTER VOLLEY: Flux • 2 targets •
ranged • 1D6 damage
Strikes
FIST: Stone • 1 target • melee • 1D8
damage; test Hearth or become Shardcaster Battery
staggered A specialized lodecaster hurls
destructive shards of metal and stone
ROUNDEL: Stone • 1 target • melee •
1D10 damage
Stone Flux Aether Hearth
SCYTHE: Stone • 3 targets • melee •
1D4 damage +1 +0 +0 +0
47
Oghdra Blackguard
Abyssal conquerors of countless An Oghdra champion, bred to destroy
worlds, the Oghdra are a cunning, Eskharan Apparatus
relentless, and wildly diverse sect
of invasive predators. The Oghdra Stone Flux Aether Hearth
consume aether, distributing its
knowledge and power through the +2 +2 +1 +0
Hive to learn, grow, and ascend. For
an age, the Oghdra have slumbered Energy Damage Mod Threat
in the crushing darkness of the Abyss
Beneath All Things, eager to resume 50 +2 Major
their hunt, dreaming only of their lost
quarry: Eskhara. Traits
ELITE FOE: This foe can take two
Abyssal BARNACLE Strikes and one other action
A mass of stone, flesh, and chitin,
oozing with inky-black Abyssal fluid Activations
ARMOR UP: Until the end of this foe’s
Stone Flux Aether Hearth next turn, it cannot take Maneuvers,
but it reduces incoming damage by
+0 −1 +0 +0 1D6 (recharge 3-4)
48
Gatekeeper Scuttlers
A lumbering, thousand-limbed horror The writhing lower legions of the Hive,
bearing an Aethereal fissure a swarm of chitinous hounds
Traits Traits
ELITE FOE: This foe can take two ON-FOOT: This foe can enter confined
Strikes and one other action spaces but cannot shift
MASSIVE FOE: This foe cannot be
moved Activations
PROLIFERATE: If this foe took
Activations damage since their last turn, they
regain 1D4 Energy
HUNKER DOWN: This foe becomes
fortified
Strikes
SUMMON SWARM: Roll 1D6 to
BARBED CLAWS: Stone • all targets •
summon: scuttlers (1–2); shrike (3–4);
melee • 1D6 damage
vicar (5); or blackguard (6) in current
span (recharge 5–6) SWARM OVER: Hearth • 1 target •
melee • 1D4 ongoing damage
Interactions
CONSUME LESSER: Choose an
engaged ally with less Energy than
this foe; this foe regains Energy equal
Selectors
to that ally’s remaining Energy, and Servants who tend to the Hive and
the ally is destroyed (recharge 3–4) select worthy Oghdra to ascend
HIVE PULSE: Each engaged ally gains
+1 to all aspects until the end of this
Stone Flux Aether Hearth
foe’s next turn (recharge 2) +0 +0 +1 +0
SEEPING CORRUPTION: The current
span gains the leeching peril; all
Energy Damage Mod Threat
engaged allies are immune 8 +0 Minor
Strikes Traits
ABYSSAL ARBALEST: Flux • all targets ON-FOOT: This foe can enter confined
in a span • ranged • 1D8 damage; test spaces but cannot shift
Hearth or roll Nexus Die
FISSURE BEAM: Hearth • all targets Interactions
in a span • ranged • 1D10 damage and RESTORE: An ally regains 1D4 Energy
become severed (recharge 1)
INNUMERABLE LIMBS: Stone • all Strikes
targets • melee • 1D6 damage CHITTERING MANDIBLES: Stone • 1
target • melee • 1D4 damage
49
Shrike Vicar
Skyborne hunter with rending claws This priestly Oghdra oversees the
and spines it can hurl at range movements
Traits Activations
AGILE FOE: This foe can take two SHROUD OF DARKNESS: Current
Maneuvers span gains obscured
Maneuvers Maneuvers
HURL: A target dealt damage by this TAKE FLIGHT: This foe becomes aloft;
foe this turn must test Hearth or take land as a Maneuver
1D6 additional damage and become
staggered Strikes
TAKE FLIGHT: This foe becomes aloft; GAZE INTO THE ABYSS: Hearth • 1
land as a Maneuver target • melee • 1D4 rupture damage;
become rooted, severed, and shaken
(recharge 5–6)
Strikes
HOOKED CLAWS: Stone • 1 target • PINCERS: Stone • 2 targets • melee •
melee • 1D8 damage 1D8 damage
50
Nemesis The Seer can include one or several
Nemeses in an Aether Nexus campaign.
The Nemesis is a foe of particular power, Your Nemesis Points are shared between
influence, and importance, a leader all active Nemeses.
among enemies whose nefarious aims
directly oppose those of the knights. Gaining Energy
The Nemesis is a recurring threat
designed to be faced multiple times When you spend NP to upgrade a
throughout a campaign, growing Nemesis, also increase the Nemesis’
stronger with each encounter. Energy by an amount equal to the NP
spent.
A Nemesis begins as a statblock of your
choice, and from there is modified and Stratagems
upgraded to become a more constant
While the knights train, study, and
and credible threat. Any statblock can
upgrade their Apparatus during respite,
be a Nemesis, though it works best
the Nemesis can activate a stratagem
with one that already appropriately
to work their insidious influence
challenges the Nexus (likely a moderate
behind the scenes. The Seer can roll for
or major threat).
or choose a single stratagem, applying
After you’ve chosen your statblock, the effects as needed throughout the
roll or choose the Nemesis’ scheme, next session. Each stratagem has an
disposition, and secret – these have no effect, as well as reverberations, which
mechanical effect, but instead grant help inform happenings in the world
the Nemesis some character to help of Eskhara as a result of the Nemesis’
inform your portrayal of them, as well machinations.
as your asset choices as the Nemesis
improves. The Seer rolls “Amass Legion” for the
Nemesis’ stratagem. In addition to
applying a D4 Legion Die to each
Nemesis Points & Assets foe encountered in the next session,
Each time the players receive Arsenal the Seer provides the knights with
Points, the Nemesis receives an equal whispers from the Outer Drifts of the
number of Nemesis Points (NP) (e.g. if villain’s followers hiring sellswords
the players each gain 3 AP, the Nemesis by the dozens, promising pay in raw
gains 3 NP). aether.
51
Nemesis Scheme
D123 Action Descriptor Focus
1 Destroy Sacred Fragment
2 Seize Ancient Artifact
3 Corrupt Abyssal Magic
4 Reveal Aetheric Beast
5 Control Exiled Weapon
6 Wield Forbidden Apparatus
7 Conquer Profane Prophecy
8 Summon Formidable Leader
9 Unleash Secret Nexus
10 Infiltrate Influential Aether
11 Oppress Legendary Entity
12 Manipulate War-torn Faction
D12 Disposition
1 TYRANNICAL: power-hungry, ruthless, little care for minions
2 BRUTISH: quick to draw blood, in the fray, eager for glory
3 PUPPETEER: sways foes, verbose yet guarded, deceiver
4 STRATEGIST: Careful plans, cunning gambits,
5 ENIGMATIC: shrouded in mystery, rarely seen, cryptic
6 VIGILANTE: follows their own law, seeks misguided justice
7 INFILTRATOR: uses spies, sabotage, akin to fighting a ghost
8 ALLURING: powerfully persuasive, wickedly charismatic
9 TRICKSTER: relishes chaos, unpredictable, sadistic
10 VISIONARY: grand notions, seeks new status quo
11 ZEALOT: unwavering, sacrifices all for the cause
12 Roll twice and combine
D12 Secret
1 Forever marred by Aether, now severely ill
2 Once dead – or thought dead – now returned
3 Gripped by fear, desperate for release
4 Exiled by their kin, forsaken, persecuted
5 Tireless servant, follows higher power
6 Once served an opposing faction, but turned
7 Betrayed those closest to them for forbidden love
8 Related to a prominent figure
9 Holds an artifact of immense power
10 Possesses potent, realm-shaking knowledge
11 Poses as someone else, assumed identity
12 Roll twice and combine
52
Stratagems
D12 Type Effect Reverberations
Gather followers, summon
Minions gain D4 Legion
1 Amass Legion aetheric aberrations, employ
Dice
sellswords
Nemesis and minions Augment weapons, upgrade
2 Forge Weapons
gain +2 Damage arsenal, specialized training
Spread During next respite, only Propagate lies, sow deceit,
3
Propaganda regain 1D6 Energy destroy reputations
Gather strength, await perfect
4 Bide Time Gain +2 NP next respite moment to strike, build wealth
and resources
Minions test each
Exploit knight’s lowest aspect, Uncovers flaws or defects, studies
5
Weakness rather than the listed opponents, bribes allies
aspect for attacks
Expertly chooses theater of
Battlefield Minions ignore the
6 combat, sets traps, exploits
Mastery effects of perils
vantage points
Employs dark magic, uses
Bolstering requires a
7 Distort Aether artifacts or fringe alchemy,
Nexus Die roll
commands Aether
Minions can use an
Dishonorable Sabotages resources, ambushes,
8 Interaction to impose
Tactics misleads and employs spies
hindrance on a test
Minions can use a Utilizes master builders, has a
Fortified
9 Maneuver to become deep supply chain, uses tunnels
Positions
fortified and trenches
Minions can use a Employs highly modified ‘Ratus,
10 Rule the Flux Maneuver to become reclaims skyships, skyborne
aloft attacks
Nexus Dice downgrade Sow fear, aetheric artifacts or
11 Corrupt Nexus
on rolls of 1, 2, or max magic, turn a knight
Harms or kills an ally, destroys
Strike at the A notable ally of the
12 a beloved location, captures
Heart Nexus is harmed or slain
important leader
53
Assets
NP Name Effect
On max damage on a melee attack, target is
2 Brutalizer
staggered
If a target becomes broken, deal excess damage to a
2 Merciless
second target
On a successful attack, may deal max damage, but
3 Bloodthirsty
lose 1D6 Energy
3 Relentless Reroll 1s on Damage Dice
3 Precise Killer On max damage, deal rupture damage
A knight dealt damage this turn gains hindrance on
4 Adaptive Foe
the next attack
Until Nemesis’ next turn, all tests made to avoid
4 Berserker attacks from it are hindered; likewise, all attacks
against it have favor
Until Nemesis’ next turn, aloft minions deal +2
4 Deadly Reach
damage
4 Raining Death Add an additional target to ranged attacks
If Nemesis didn’t move this turn, +2 damage to
5 Sharpshooter
distant foes
On max damage on a melee attack, push target to
5 Forceful
adjacent span
5 Hunter Favor to attack fortified target with ranged attack
6 Poisoner On max damage, deal 1D4 ongoing damage
6 Trapper On max damage, target is rooted
6 Fearsome On max damage, target is shaken
6 Pursuer On max damage, mark target
6 Summoner As a Activation, gain D4 Legion Die
6 Assassin Deal critical damage on 19 or 20
6 Skyborne Become aloft as a Maneuver
6 Fragment-breaker As a Strike, current span gains the crumbling peril.
8 Armored Reduce incoming damage by 1D4
When a minion is destroyed, it deals 1D4 damage to
8 Caustic Followers
engaged knights
8 Cunning Leader As an Interaction, a minion can take a single action
8 World Shaper As an Interaction, create a peril in current span
At the end of the Nemesis’ turn, deal 1D4 damage to
10 Exuding Power
each engaged knight
10 Tactician Take one additional action
* Fel Weaponry Increase Damage by +1 (4 NP per +1; max +6)
Upgrade an attack’s Damage Die (6 NP for D6, 8 NP
* Deadly Damage
for D8, etc.)
Versatile Gain a Strike action from another statblock (4 NP for
*
Combatant D4, 6 NP for D6, etc.)
* Variable cost
54
CLASH AT FERRIK
BY MATT CLICK
Marauders prey upon Ferrik, an LAST LIGHT (ANCIENT BEACON):
isolated cluster of rocks housing a Towering lighthouse and sentry tower
lucrative mine rich with iron, silver, • Provides clear view many spans in all
and embershale. The pirates lay siege directions • Once housed an alchemy
to the Fragment from the black- lab
hulled skyship Umbrax, wielding the
vessel’s aether cannon with merciless EMBERSHALE QUARRY (MINING
abandon. The rugged miners of Ferrik TUNNELS): Smoldering embershale
hold the Fragment for now, but likely veins grow and overflow • Countless
won’t survive another attack. tunnels • Mining crawlers work with
constant, chittering whir
Harvested in crumbling, steaming flakes,
embershale burns hotter and longer than D4 Intro
the driest timber, and provides the people
of the Outer Drifts with light and warmth Smoke rises from Ferrik in the
1
in the long dark of Eskhara’s exhale. distance; sounds of battle
A desperate envoy of Ferrik
2
Quest Aims seeks help from the knights
Come to Ferrik’s aid and defend it from 3 Ambushed by raiders!
raiders • Prepare Ferrik and its people
for another attack • Defeat the raiders Aethereal disturbance draws
4
the focus of the Nexus
and break the siege of Ferrik
D6 MOMENTS
Important Figures
INTOK ORDA (BUFOROG NOBLE): Old knight suits up one last
1
Snide and shrewd ruler of Ferrik • time; ancient ‘Ratus
Chief concern is prosperity of the mine Townsfolk flee in droves,
2
• Bears grudge against one of the abandoning Ferrik
knights Defender loses hope at the
3
sight of the enemy
WELLUM (TUSKARIN SMITH): Works
Ferrik’s iron into fine armor, weapons, Skyship anchors to Ferrik with
4
and tools • Carries an old war wound • harpoons, drawing in close
Offers weapons and insight Raiders emerge from
5
Aethereal fissure
DURN KEEL (CHIMRU PIRATE):
Haughty and ambitious captain of Miners take up an old song to
6
skyship Umbrax • Affected adversely bolster spirits
from Aethereal • Only ever trusted
former first mate
D4 Twists
The raiders serve the Oghdra
1
Notable Locations and work to open a fissure
IRON STALLS (METAL MARKET): An artifact draws the raiders to
2
Traders and craftspeople hawk metal the ruins below Ferrik
wares • Recently missing expert A corrupt noble summons the
mender • Using embershale in forges 3 raiders, hoping to disrupt the
export of embershale
The raiders seek iron to outfit
4
themselves for war
55
FERRIK’S FORTIFICATIONS: Rather than Restore Lodecaster
rolling tests against your aspects during Repair old defensive weapon with
Zenith: Siege of Iron, you can roll against
Ferrik’s Fortification score, which begins Aether; on-foot knight can fire
at 10 and can be increased by aiding and lodecasters as a Strike (+2 Fortification;
fortifying the Fragment throughout the Flux to fire; deals 1D12 rupture damage).
quest.
The people of Ferrik lovingly refer to the
old lodecaster emplacement as “Bertha,”
Oath: To Ferrik’s Aid and she has watched over the Fragment
for untold centuries. The weapon is worn,
Distant din • clustered islands • but functional.
desperate skirmish • swarms of
enemies
Zenith: Siege of Iron
Approaching Ferrik Whistling lodecaster fire • thundering
Clouds of shattered stone obscure ‘Ratus • shouted orders • blistering
the approach. Stone to shatter stones, flame
Flux to dodge debris, or Aether to
chart path. On success, automatically
Raiders Return
succeed on next initiative test; on
Freighter and brigand ‘Ratus descend
failure, 1D4 damage.
on Ferrik; raider captain emerges in
dismantler ‘Ratus.
Join the Fray
Ferrik militia clashes with brigand
Siege Weapon
‘Ratus and freighter; once during
Freighter’s aether cannon reduces
battle, each knight can test Hearth as
Fortification by 1 each barrage.
an Interaction to rally defenders (gain
D4 Legion Die).
Victory or Escape
If either the freighter or dismantler
Raiders Retreat ‘Ratus is defeated, remaining foes
Freighter flees after losing half its
surrender; if the pirates prevail, the
Energy or taking critical damage; test
knights must help evacuate Ferrik.
Aether track its course (+2 Fortification)
to anticipate next attack. D8 Siege Events
TAKEN TOWER: Raiders seize
1
Last Light; −1 Fortification
UnderTaking: Fortify Ferrik
BACKSTABBED: Hearth to
Clanging tools • clamor of voices • 2
detect traitor before they strike
looming attack • raising defenses
OGHDRA EMERGE: Scuttlers
3
join the fray
Bolster Fighters
Gather defenders and train them. TOPPLED STRUCTURES:
Hearth to raise spirits and harden 4 Stone to avoid 1D6 damage;
terrain becomes sheltered
resolve against coming attack (+2
Fortification). AMBUSHED: Brigand ‘Ratus
5 flank; Aether or hindrance
Retrofit Crawlers against their first attack
Mining crawlers clamber about Ferrik FRIEND IN NEED: Come to
for iron. Outfit them for war with Stone 6 aid of ally with Hearth; gain D6
(+2 Fortification). Legion Die
REINFORCEMENTS: Allied
Does Durn, the raider leader, know of the 7 skyship appears; deals 1D6 to
knights, and do they bear a grudge? Is enemies each round
Durn’s former first-mate one of the knights?
CRACKING FRAGMENT:
8
Terrain becomes crumbling
56
SEER’S AUGURY
PARDON THE MESS... This section is a
work in progress! We are still developing
the additional rules, generators, and
guidelines of the Seer’s Augury, and it is
far from complete. For now, please enjoy
the thematic generators contained herein
to roll up some instant inspiration in the
form of unique Fragments, wildlife, and
even drinks enjoyed by the locals!
Fragments of Eskhara
Use the following tables to generate myriad skyward islands found floating around
the Korsun, Eskhara’s molten heart. First, choose whether the Fragment exists in the
wilder Outer Drifts or the more prosperous Inner Shards. Then, roll a fistful of dice
(d4, d6, d8, d10, d12, d20, and d00) and consult the following tables to generate a
unique Fragment with physical features, arcane elements, and story-driven conflict.
57
Fragment Secret
D20 Inner Shards & Outer Drifts D20 Inner Shards & Outer Drifts
1 Mutiny stirs against leadership 11 Disgraced knight hides here
2 Enemies wait in ambush 12 ‘Ratus emitting strange whispers
3 Imminent attack looms 13 Skyship channels aetheric energy
4 Legendary ‘Ratus buried 14 Someone assembles a team
5 Soon, something will emerge 15 Bounty hunters seek someone here
6 Mighty weapon hidden here 16 Opportunistic faction moves in
7 Fragment drifts toward disaster 17 Something destructive built here
8 Corruption festers in leadership 18 Piece of a felled colossal foe
9 Outlaws harbored here 19 Aetheric anomaly (page 59)
10 Cultists prepare for the Oghdra 20 Roll twice and combine
Fragment Feature
D100 Inner Shards & Outer Drifts D100 Inner Shards & Outer Drifts
1-2 Wretched trade port 51-52 Central watchtower
3-4 Abandoned fortress 53-54 Pulley system for moving skyships
5-6 Renowned skyship 55-56 Graffiti adorns many surfaces
7-8 Bustling market 57-58 Expansive waterworks
9-10 Ancient battlefield 59-60 Oghdra carapace kept on display
11-12 Aetheric crystal growths 61-62 Tavern frequented by knights
13-14 Large greenhouse farm 63-64 Expansive cemetery
15-16 Ancient structures 65-66 Cliffside dwellings
17-18 Chaotic Aethereal fissures 67-68 Large bridge, rubbled on one side
19-20 Thriving chooka stable 69-70 Fungal forest spewing spores
21-22 Sprawling duskfruit fields 71-72 Malfunctioning slipgate
23-24 Crystal lenses amplify light 73-74 Fragment veined with metal
25-26 Massive aether library 75-76 Half-buried ‘Ratus
27-28 Skywells capture water 77-78 Pylons of strange, volatile stone
29-30 Large tournament grounds 79-80 Network of bridges
31-32 Infamous mercenary base 81-82 Towering neighborhood
33-34 Massive statue depicting hero 83-84 Skeleton of an enormous creature
35-36 Towering spires 85-86 Nest belonging to a predator
37-38 Slipgate for Aethereal passage 87-88 Ring of structures
39-40 Old ‘Ratus on display 89-90 Famed watering hole
41-42 Skyship construction yard 91-92 Curated shrubs and stones
43-44 Springs and waterfalls 93-94 Workshop of a mender
45-46 Towering mushrooms 95-96 Colorful banners flutter in the wind
47-48 Orchards of dead trees 97-98 Skyship wreckage
49-50 Shrine dedicated to a knight 99-100 Soaring walls etched with names
58
Aetheric Anomalies
D8 Anomaly
1 AETHERIC CORE: strange power, unknown technology, swirling energy
2 ABYSSAL WEB: keeps Fragments close, draws in light, exudes shadow
3 DESPERATE MEMORY: emotional history, joy and tragedy, visions of before
4 EMPOWERED WRECKAGE: skyship or ruins adrift, suffused with light
5 ESKHARAN EMERGENCE: plantlife, crystal growth, light from Korsun
6 FLICKERING FISSURE: volatile rift, powerful pull, chaotic currents
7 KNIGHT’S KEEPSAKE: weapon or object of legend, storied history
8 PHANTOM LOCUS: captivating illusion, dreamlike, too real to be real
Eskharan Vices
D12 Drink or Drug
WALLOP: Malty, sour beverage derived from fermented gazer shrooms;
1
deep jade color; sharply enhances senses yet dulls the mind
GLIMMER: Powdery crystalline substance; scraped from Aethereal coral;
2
delays sleep, enhances dreams
BANTJA: Sweet-smelling crimson leaf; calms nerves when dried and
3
smoked in pipes or stubs
DURAKA BARK: White, paper-like bark of duraka tree; can be chewed,
4
brewed in tea, or used to roll bantja stubs; numbs pain, relieves fever
GAZER SHROOMS: Vibrant green mushrooms which, when consumed,
5
incite vivid visions
GOWR ROOT: Thrives in frozen ground; must be cooked or brewed in tea
6
(poisonous raw); keeps body warm
7 Eskharan energy drink
VIGOR: Black, viscous beverage with an acquired taste; often mixed with
8
ironox milk (or spiked with wallop); focuses the senses
DUSKMEAD: A sweet, crisp drink brewed with duskfruit, known for its subtle
9
violet color and warmly intoxicating effect
DULLTANGLE: Harvested from the tangleshrub plant; pain-relieving benefits
10
with mild sedative properties
LUMIN: A substance gathered by boiling luminbloom flowers; increases
11
focus and provides a potent boost of energy.
LUMINFROTH: Sweet, effervescent drinks made with lumin and other
12
botanicals, known for its countless varieties and vibrant colors.
Eskharan Currency
D8 Currency
1 SHUCKS: Opalescent shells of Aethereal mollusks, valued for beauty
2 GYRIAN MARKS: Promissory notes backed by timber and iron
3 SERVICE BARTER: Exchange of uncommon expertise and good deeds
4 AETHER: Raw, softly glowing aether stored in crystal vials
5 SLIVERS: Castoff bits of shiny, oddly-shaped slag from valuable materials
6 PARTS & PARCEL: Skyship parts and ‘Ratus augments
7 SUSTENANCE BARTER: Food, water, and other necessities to life
8 Roll twice and combine
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Eskharan Critters & Beasts
D10 Creature
1 CHOOKA: Large, flightless birds often used as mounts
IRONOX: Grazing herd animal whose hide is rich in metal; raised for meat,
2
milk, and iron
DRIFTWING: Large avian creature with two sets of wings; used as mounts by
3
some in the Outer Drifts to traverse short stretches of sky
EMBERHOUND: Lupine creatures who consume embershale and naturally
4
exude heat; common pet in the Outer Drifts, where warmth is a commodity
YORMUN: Leviathan creatures native to the Aethereal; the hollow shells of
5
dead yormun are often utilized in the construction of skyships
CRAG-CRAWLER: Lurking arachnids who build small colonies on sides of
6
Fragments to catch prey; silk is valued for its strength and durability
7 SKYWURM: Massive serpents who move in coils across the Flux
MUCKSHELL: Horned, crab-like creature who grows gazer shrooms and
8
other fungus on its shell; lives for many centuries, only growing larger
9 SHARDGRUB: Stoney weevils raised for food; favored for crunchy texture
SUNGLIDER: Friendly, curious creatures with soft fur and a knack for
10 coasting between Fragments; seen as symbols of luck and hope by those
aboard skyships
Day/Night Cycles
D6 Cycle
1 RAPID DAWN & DUSK: time matters little, strange sleeping patterns
2 PERPETUAL DAY: exhaustion common, water shortages, skywells
3 UNENDING ECLIPSE: sour countenances, little warmth, lanterns
4 ETERNAL TWILIGHT: at-ease mood, pining for dawn or dusk
5 LONG DAYS, BRIEF NIGHTS: plentiful crops, well-rested populace
6 UNPREDICTABLE: Roll on this table each cycle, re-rolling 6s
Vital Exports
D8 Resource
1 DUSKFRUIT: grows on stalks, thrives even with little sunlight, plentiful seeds
2 TIMBER: rare, valuable, and controlled tightly by Hewer’s Guild
3 EMBERSHALE: naturally exudes heat and light, common in Outer Drifts
4 LODESTONE: resistant to the Flux, provides lift to ‘Ratus and skyships
5 AETHERYX: crystalline aether, common near fissures; provides aether power
6 IRON: used in weapons, tools, skyships, ‘Ratus; overseen by Hewer’s Guild
7 KORADIUM: resilient metal forged in the heart of the Korsun
8 GLOOMWOOD: strange trees which exude unnatural darkness
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Seer’s Eye
D20 3
Action Form Focus
1 Aid Aetheric Apparatus
2 Ambush Ancient Artifact
3 Battle Beloved Beast
4 Defend Broken Enemy
5 Deliver Corrupted Figure
6 Discover Deadly Fragment
7 Explore Exiled Joust
8 Forge Forgotten Knowledge
9 Forget Forlorn Leader
10 Liberate Forsaken Magic
11 Persuade Guarded Map
12 Recall Hidden Path
13 Reclaim Honorable Power
14 Restore Nefarious Rival
15 Seek Noble Ruin
16 Seize Powerful Shield
17 Shatter Precious Skyship
18 Study Revered Tome
19 Unearth Unbreakable Vault
20 Unlock Unjust Weapon
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