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⚔️ Way of Warrior

How to use this book

Start with the kind of martial character you want to play, then read the exact options that support that role. Cultural traditions and fiction give those choices a place in the world; they do not supply unstated mechanical benefits.

Changes to keep visible: Iron Resilience explicitly changes the Harm threshold; use the compatibility note and the talent’s full text together. It does not remove Fatigue or overflow. The Runic Warrior’s presentation also does not waive its magical path requirements.

Rules Expansion Martial Archetypes Cultural Warriors Runic Warrior Monks & Ascetics Author: Nicholas A. Gasper

This expansion arms the Warrior's Path — the martial road walked without a Patron's Codex or a witch's Rite. It adds three combat archetypes (Tank, Striker, Ranger), seven culturally distinct warrior traditions drawn from across Fate's Edge, the Runic Warrior — a Runekeeper whose covenant is carved into flesh, stone, or steel instead of ink — and a condensed toolkit for building Unstruck Bell monks and shadow-fighters. Every talent, weapon, and sample build below is ready to hand a player at the table.

"Steel is a language. Learn to speak it, or learn to bleed."
— Master Tarian Ironhand, Fencing Master of the Iron Rose Academy, Silkstrand
📜 Table of Contents

⚔️ The Warrior's Path

"Every scar is a lesson. Some are written in flesh. Some are written in the memories of the ones who watched you survive." — Master Tarian

To walk the Warrior's Path is to treat violence as a language, with its own grammar and dialects: the Fhara lancer speaks in thunder, the Sidhi skirmisher in whispers, the Ashaan charioteer in patience. All are valid. All will kill you if you mispronounce them.

This chapter draws on the great warrior traditions of Fate's Edge: the chariot warfare of Ashaan, the armored lancers of Oshiira, the throw-knife hunters of Sekogo, the cataphracts of Pereshi, the light cavalry of the Sidhi, the elephant riders of Dhahara, and the desert raiders of Fhara.

Lore: The First Edge

Old soldiers say the first weapon was not stone but a word — "Mine." The second was a broken branch. The third was the lie that you had already won. In the ruins of Old Aeler, a skeleton was found still gripping a bronze khopesh, its blade notched from parrying bone, not steel. The inscription nearby read: "He held the ford for three bells. His name is lost. His edge is not." That is the warrior's true lineage: not victory, but the refusal to drop the line.

The Warrior's Attributes

A warrior's body is their first weapon. The mind is the hand that wields it.

The Warrior's Talents

Foundation Talents (2–4 XP)

Disciplined Body 3 XP
Requires: Melee 1+, Body 2+

Passive + Active. +1 die to unarmed combat attacks. Once per scene, convert 1 Harm to Fatigue, and once per scene improve Position by one step.

Weapon Master 5 XP
Requires: Melee 2+

Passive. Choose a weapon type (swords, axes, spears, etc.); +2 dice when using it. Once per scene, +1 Effect with your signature weapon.

Second Wind 2 XP

Active, once per scene. Clear 1 Fatigue when you take a moment to catch your breath.

Advanced Talents (6–8 XP)

Weapon Master II — Flowing Strike 6 XP
Requires: Weapon Master, Melee 3+

When you successfully hit a target with your chosen weapon, you may immediately make a free repositioning move (up to Near distance) without provoking opportunity attacks. Once per scene.

Iron Resilience 6 XP
Requires: Disciplined Body, Tier II, Body 4+

You have two additional Harm boxes (5 total). The first time you would be incapacitated by Harm in a scene, you may instead remain standing at Harm 4 and mark 2 Fatigue (normal Fatigue overflow still applies).

Battlefield Awareness 6 XP
Requires: Wits 3+

At the start of any combat scene, ask the GM one tactical question — "Which enemy is most dangerous?" "Where is the best cover?" "What is the escape route?" The GM must answer truthfully.


🛡️ Martial Archetypes

"The tank is the anvil. The striker is the hammer. The ranger is the knife that finds the gap between ribs. Know which you are before the drum sounds." — Master Tarian

The Tank

The tank stands where others cannot. She absorbs harm, holds chokepoints, and forces enemies to waste their strength on her armored shell.

Core Talents

Signature Talent Chain — Sentinel

Sentinel — Stand Fast 4 XP

Use an action to adopt a stationary defensive stance. While in this stance you cannot move, but enemies attacking you suffer −1 die, and any enemy that attempts to move past you must test Spirit + Endurance (DV 3) or be stopped in their tracks. You may end the stance as a free action.

Sentinel II — Unmovable 8 XP
Requires: Sentinel — Stand Fast

While in your defensive stance, you ignore the first shove, trip, or knockback attempt each round. Allies within Near range gain +1 die to resist fear or compulsion effects.

Sentinel III — Shield of the Fallen 12 XP
Requires: Sentinel II

Once per session, when incoming Harm would incapacitate an ally within Near range, you may take that harm yourself instead (reduced by 2 before applying). After using this ability, mark 1 Fatigue and cannot move for one full exchange.

Cultural Variant: Dhaharan Elephant Rider

The Dhaharan principalities field elephant cavalry that serve as mobile fortresses. A warrior who bonds with a war elephant gains the Mahout's Authority talent: while mounted, your mount gains +1 Armor and your melee reach extends to Near. Requires the Sentinel talent chain.

Rajah Anant, Dhaharan Mahout

"You ask why I do not fear the arrows? The elephant's hide is thicker than any Ecktorian armor. But the real shield is memory. This beast remembers the flood that drowned his mother, the sugarcane he tasted as a calf, and the first time he crushed a siege tower. Fear cannot reach a creature who has already survived the worst day of his life. That is what I learned from him: the past is a better shield than any steel."

The Striker

The striker deals harm — fast, precise, and often fragile — ending fights before they become wars.

Core Talents

Signature Talent Chain — Bladestorm

Bladestorm — Whirlwind 4 XP

When surrounded by two or more enemies in Close range, make a single attack roll against all of them simultaneously. Roll once; compare to each enemy's DV. Once per scene.

Bladestorm II — Death's Draw 8 XP
Requires: Bladestorm — Whirlwind

Once per session, when you defeat an enemy by exhausting its Resilience, immediately make a free move (up to Near distance) and attack a different enemy. This does not count as your action for the round.

Cultural Variant: Sekogo Throw-Knife Hunter

The Sekogo warriors of the southern jungles carry the kpinga — a multi-bladed throwing knife with a rotating motion that inflicts deep wounds. Their signature talent is Whirling Steel: when you throw a kpinga, it returns to your hand after striking (or missing) if you have a clear line of sight. This replaces Flurry in the talent chain.

Mkara, Sekogo Hunter

"You westerners train to hold the line. We train to disappear. The jungle is not an obstacle — it is a collaborator. When I throw the kpinga, I am not aiming at your heart. I am asking the vines to pull your shield aside, the shadow to hide my second blade, and the mud to remember where you stepped. The dance ends when you stop guessing where I am."

The Ranger

The ranger fights at range, moves through difficult terrain, and lives by patience — the hunter and scout who sees the enemy before the enemy sees them.

Core Talents

Signature Talent Chain — Pathfinder

Pathfinder — Trackless Step 4 XP

You leave no trail when moving through natural terrain unless you choose to. Pursuers suffer −2 dice to track you.

Pathfinder II — Eagle Eye 6 XP
Requires: Pathfinder — Trackless Step

When you make a ranged attack from a hidden position, treat your Position as one step higher (Desperate → Controlled, Controlled → Dominant). You may also ignore one level of range penalty (Near → Close, Far → Near).

Pathfinder III — The Patient Hunter 10 XP
Requires: Pathfinder II

If you spend at least one scene observing a target (tracking them, watching their patterns), gain +2 dice on your first attack against them and may convert a hit into a non-lethal takedown (unconscious, pinned, disarmed) instead of dealing harm.

Cultural Variant: Ashaan Chariot Archer

The Ashaan horse-drawn chariot is a lightweight vehicle carrying a driver and a warrior. The chariot archer fires from a moving platform, using the vehicle's speed to evade return fire. Their signature talent is Chariot Volley: when you fire from a chariot that has moved at least Near distance this round, make two attacks as a single action. This replaces Eagle Eye in the chain.

Seneny Khenemet, Ashaani Charioteer

"A chariot is a lie we tell the wind. The horses are not pulling wood — they are pulling a promise to be somewhere else before the arrow lands. My driver and I have not spoken in ten years. We do not need to. When he leans left, I know the river is three hundred paces ahead. When he spits, I know the enemy has crested the ridge. The quiet between us is the loudest command on the field."


🏹 Cultural Warriors

"The same cut that is honorable in one land is an insult in another. Learn the customs of the blade before you learn its weight." — Master Tarian

Ashaan — Charioteers of the Twin Rivers

The chariot is the arm of Ashaani power. Lightweight, two-wheeled, crewed by a driver and a warrior, it moves like a striking cobra. Ashaani warriors train from youth in archery, and every noble owns a chariot.

Lore of the Twin Rivers

The oldest Ashaani military text, The Book of the Yoke, warns: "The chariot that charges before the driver has eaten is a chariot that will return empty." The same wisdom applies off the battlefield — never sign a contract hungry, never pursue a fleeing enemy without water in your belly, and always let the horses drink before the archer boasts.

Core Talents for Ashaani Warriors

Signature Technique: Khopesh Hook

The khopesh is a sickle-sword with a curved blade, evolved from battle axes. The Ashaani warrior uses the hook to pull aside an enemy's shield before striking.

Khopesh Hook 6 XP

When you attack with a khopesh, you may declare a hook attempt. Make a normal attack roll; on a hit, forgo damage to instead disarm the target (they drop one held item) or pull them off balance (−1 die to their next action). Once per scene.

Pharaoh's Guard inscription

"The khopesh is not a sword. It is a question. The hook asks: will you drop your shield or your life?"

Oshiira — Sahelian Lancers

The Sahelian grasslands breed fast horses and faster warriors. Oshiira cavalry wear quilted armor and iron helmets, and carry lances, sabers, and sometimes horse-bows, fighting in loose formations that charge, wheel, and charge again.

Lore of the Sahel

The Oshiira have a saying: "The horse that knows two masters is a dead horse." In practice, a lancer must choose — before the charge — whether he fights for honor (hold the line) or for pay (break and reform). The best captains know how to switch masters mid-gallop. The worst die trying.

Core Talents for Oshiira Warriors

Signature Techniques: The Lance and the Bow

Lance Couched 6 XP

When you charge with a lance and hit, your target must test Body + Endurance (DV 4) or be knocked prone. If the target is prone, your next attack against them gains +1 die.

Horse Archery 8 XP

Fire a bow from horseback without penalty, even at a gallop. When making a ranged attack from horseback, you may move up to Near distance before or after the attack without provoking opportunity attacks.

Farari Souleymane, Oshiira War Captain

"The horse is my legs. The lance is my arm. The enemy is my proof."

Sekogo — Jungle Throw-Knife Hunters

The Sekogo warriors of the southern jungles wield the kpinga, a multi-bladed throwing knife that spins through the air, striking with at least one blade. A hunter carries three or four, hidden behind a shield, and throws them only after exhausting his spears.

Core Talents for Sekogo Warriors

Signature Technique: The Spiral Throw

Spiral Throw 6 XP

Declare a spiral throw: the kpinga spins in a wide arc, striking multiple targets in a Near zone. Make a single attack roll and compare it to the DV of every target in the zone. Once per scene.

Court Metal 8 XP

Your kpinga is of the highest quality, forged under a chieftain's patronage. Throw it without penalty in melee range, and retrieving a thrown kpinga is a free action (you have trained to catch it by the handle) — but custom demands you announce your throw loudly before releasing it.

Avongara clan proverb

"I do not throw the kpinga. I send it to speak for me. When it returns, it brings the truth."

Pereshi — Cataphracts of the High Plateau

The Pereshi cataphract is a walking fortress. Rider and horse are both encased in scale or chain armor. Armed with the heavy kontos lance, sword, mace, and sometimes a horse-bow, the cataphract is built to smash infantry lines and terrify lighter cavalry.

Lore of the High Plateau

Pereshi smiths say a cataphract's armor is forged in seven layers: iron for the enemy's sword, faith for the enemy's doubt, silence for the enemy's shouts, memory for the enemy's forgetting, salt for the enemy's thirst, wind for the enemy's arrows, and one secret layer known only to the wearer. The secret layer is usually a letter from home.

Core Talents for Pereshi Warriors

Signature Techniques: The Armored Fence

Armored Fence 8 XP

Forming a line with at least two other cataphracts grants your unit +1 Armor, and it cannot be charged without the enemy first testing Spirit + Endurance (DV 5). Breaking the formation costs 1 Fatigue.

Kontos Thrust 6 XP

The kontos is held two-handed and braced against the horse's neck. Use it one-handed with a shield at −1 die, or two-handed for +1 die and +1 Harm (no shield).

Shahanshah inscription

"The cataphract does not fight. He arrives. And arrival is sufficient."

Sidhi — Light Skirmishers of the Broken Coast

The Sidhi ride fast, unarmored horses, controlling their mounts with a simple rope around the neck. They carry a handful of javelins, a short sword, and a round leather shield. Their tactic is simple: charge, throw javelins, wheel away, repeat.

Lore of the Broken Coast

Sidhi riders do not name their horses. They believe a name is a leash, and a leash is a promise to stay. Instead they whisper a color to the horse each morning: "blue" for rain, "red" for blood, "white" for salt, "black" for goodbye. A horse that dies in battle is not mourned — it is remembered by the color it carried.

Core Talents for Sidhi Warriors

Signature Technique: Harassing Skirmish

Harassing Skirmish 8 XP

When you throw a javelin and then move away, your target suffers −1 die to their next action, distracted by the near miss. Once per round.

The Feigned Flight 6 XP

Pretend to retreat, luring an enemy into pursuit. Make a Deception test (DV 3); on success the enemy pursues and must move toward you on their next turn. On your following turn, turn and attack with +2 dice. Costs 1 Fatigue.

Sidhi cavalry captain

"We do not hold the line. We draw the line, and then we draw it somewhere else."

Dhahara — Elephant-Riders of the Monsoon Plains

The Dhaharan war elephant is a mobile fortress. The mahout sits on its neck, guiding it with voice and hook, while archers and javelin-throwers on the howdah — a fortified platform on the elephant's back — rain death on enemies below.

Core Talents for Dhaharan Warriors

Signature Techniques: Howdah Archery

Howdah Archery 6 XP

Fire a bow or throw a javelin from the howdah without penalty, even while the elephant is moving. You gain +1 Armor while in the howdah (cover).

Stampede 10 XP

Once per session, send your elephant into a stampede. All enemies in a Large zone must test Spirit + Endurance (DV 5) or flee in panic; those who fail also take Harm 1 (trampled). Afterward your elephant is Winded (−1 die on all actions for the rest of the scene).

Rajah inscription

"The elephant does not forget. It also does not forgive. That is why we ride them into battle."

Fhara — Desert Raiders of the Dune Sea

The Fhara are masters of the lance and the saber. They ride swift horses, wear only light chain or leather, and rely on speed and surprise. Their lance is often a hollow bamboo tube tipped with iron; once spent, they draw their curved saber, the seif.

Lore of the Dune Sea

Fhara poets recite a cycle of verses about horses who outran death. One tells of a rider who tried to repay his gray mare, Debt, with grain after she carried him through three wars — and she bit his sleeve and said, "You owe me a story, not oats." The Fhara believe a warrior's true wealth is the number of enemies who remember his horse's name.

Core Talents for Fhara Warriors

Signature Techniques: The Lance and the Saber

Lance Recover 6 XP

After impaling an enemy with your lance, recover the weapon as a free action (brace, strike, and withdraw in one motion). If you fail to recover it, you must draw your saber.

Curved Blade 8 XP

The saber's curved edge is built for slashing while riding past. A melee attack from horseback that continues moving gains +1 die, and on a hit you may move an additional Near distance after the strike.

The Hollow Lance 10 XP

Once per session, throw your hollow lance as a ranged weapon (Near range). On a hit, the target is Shaken (−1 die to all actions) for one exchange, and the whistling sound panics nearby horses (they must test Spirit + Endurance or flee).

Fhara poet

"The lance is the question. The saber is the answer. The horse is the silence between them."


🧭 Runic Warrior

"Carve your vows into your flesh. Let your scars be your scripture." — Master Tarian

A Runic Warrior is a Runekeeper who writes their covenant in flesh, stone, or steel rather than ink and paper. Their Codex is not a book — it is a scarred hand, an engraved gorget, a sentient blade that remembers every oath they swore.

This is not a new class. You still track Obligation, invoke Rites, and serve a Patron. But your tools are different, your costs are visible, and your covenant is written on your body.

The Runic Codex

Choose one form:

Flesh Codex (cannot be stolen)

Rites are tattooed, branded, or scarred onto your skin.

Advantage: cannot be confiscated, always accessible, no action to retrieve.

Risk: visible to everyone; damage to your skin may damage the Codex; some cultures fear flesh-writing.

Stone Codex (durable, can be lost)

Rites are carved or engraved onto a physical object — a gorget, a shield, a staff, a gauntlet.

Advantage: can serve as armor or weapon, durable, may grant social advantage.

Risk: can be stolen, confiscated, or broken.

Steel Codex (sentient, rare)

A person dwells in the weapon or object: an ancestor, an oath-spirit, a defeated foe, or a stranger whose history is not yours to invent. They speak and remember.

Advantage: they can serve as both Codex and Thiasos, witness Rites, and offer counsel.

Risk: they have their own desires and the power to refuse. They cannot be replaced as equipment, and others may covet or fear their prison.

Your Codex sees every Rite you invoke. It counts as a witness for any Rite that requires one, improving Position or reducing DV.

Obligation as Physical Scar

When you mark Obligation, the cost is visible:

SegmentsManifestation
Minor (1–2)A small scar, a bruise that doesn't fade, an aching tooth.
Moderate (3–4)A visible scar on the face or hands, a limp, a smouldering brand.
Significant (5–6)A missing finger, a clouded eye, bark-like skin.
Critical (7+)A numb limb, a face that reflections avoid, a forgotten name.

A scar is not a receipt from the cosmos. It is the body remembering a choice. Touch it to recall the Rite that caused it; someone who knows the Patron's service may recognize the mark and ask what you did to earn it.

The Thiasos as Ally

Living Thiasos (creature)

A warhorse, spirit-hound, wolf-ancestor, fungal familiar, or hollowed bird.

  • Cap: 2–5
  • Harm: Cap + 2
  • Independent action once per scene, on your turn
  • Always counts as a witness for Rites
  • Shared Burden (talent): transfer Fatigue to your Thiasos (it becomes Winded)
Sentient Thiasos (object, optional)

An ancestor, oath-spirit, captive enemy, or other person bound within a weapon, shield, or tool. They cannot move the vessel unaided, but they can speak, remember, advise, refuse, and judge.

  • Always counts as a witness
  • Speaks aloud and has their own motive
  • Can serve as both Thiasos and Codex
  • Cannot accept Shared Burden

Core Talents

Foundation Talents (2–4 XP)

TalentCostRequirementEffect
Flesh Codex4 XPBody 3+Rites tattooed on body; cannot be stolen.
Living Thiasos3 XPA living Thiasos+1 Cap; may act independently once per scene.
Scarred Resilience3 XPBody 2+Once per scene, ignore 1 Fatigue from physical exertion.
Oath-Bound4 XPA sworn oathOnce per session, reroll a failed Body roll when serving a sworn oath.
Voice in the Steel6 XPSentient ThiasosYour Thiasos speaks aloud and counts as a witness; decide what they want from you.

Advanced Talents (6–8 XP)

TalentCostRequirementEffect
Engraved Defense6 XPPhysical Codex+1 Armor from your Codex; mark 1 Obligation to reduce incoming Harm by 1.
Shared Burden6 XPLiving ThiasosTransfer 1 Fatigue to your Thiasos; it becomes Winded (−1 die) for the scene.
Witnessed Scar8 XPThree permanent Obligation scarsOnce per session, touch a scar for +1 die on any roll tied to that event.
Iron Resolve7 XPBody 3+, resilience talentWhen incoming Harm would incapacitate you, remain standing at one Harm below your incapacitation threshold and mark 2 Fatigue. Apply normal Fatigue overflow; this talent does not prevent incapacitation caused by that overflow.

Prestige Talents (10–12 XP)

TalentCostRequirementEffect
The Unbroken Vow10 XPKept a sworn oath for one yearSwearing an oath before a witness grants +2 dice to all actions serving it.
Avatar of the Codex12 XPTier III+, physical CodexOnce per session, become the embodiment of your Codex: Body +2, your Thiasos fights as a second combatant. Mark 2 Fatigue and 1 Obligation after.
The Scar That Remembers11 XPWitnessed Scar, Tier III+Once per session, touch a scar and speak a sentence about the event that caused it; that sentence is witnessed truth in any court.

Sample Rites

Low Rites (4–5 XP)

Standard Rites (7–9 XP)

High Rites (12–14 XP)

Runic Warrior Builds by Tradition

The War-Priest of Ashaan (Mykkiel / Inquisitor Prime)

The Ashaani war-priest serves the law of the Twin Rivers — judge and executioner, carrying a khopesh that has witnessed a hundred oaths. His Thiasos is often a hound of ash and seal-wax; his Codex, a bronze plaque bound to his shield.

Core Talents: Disciplined Body (2 XP), Shield Bearer (4 XP), Rites of Mykkiel or Inquisitor Prime.

Oath of the Khopesh — Hook and Cut 6 XP

When you hit with your khopesh, you may hook the target instead of dealing harm; they are pulled off balance and suffer −1 die to their next action. Once per scene.

The Gilded Lancers of Oshiira (The Traveler / The Sealed Gate)

The Oshiira Gilded Lancers are professional cavalrymen sworn to protect the trade routes of the Sahel. Their Codex is a saddlebag of route charts; their Thiasos, a spirit horse that leaves no tracks.

Core Talents: Weapon Master (lance) (5 XP), Mounted Charger (4 XP), Rites of the Traveler.

Way of the Horse — Ride the Wind 6 XP

Your Thiasos grants your mount +1 Speed and the ability to ignore difficult terrain for one scene. Mark 1 Obligation each time you use this ability.

The Jungle Wardens of Sekogo (The Carrion-King / Isoka)

The Sekogo jungle warden sheds his old skin with each battle, transforming from hunter to hunted to hunter again. His Codex is a belt of throw-knives; his Thiasos, a python that watches from the trees.

Core Talents: Weapon Master (throwing knives) (5 XP), Poisoner (4 XP), Rites of the Carrion-King or Isoka.

The Shed Skin — Venomous Strike 6 XP

When you throw a kpinga, apply a poison (if you have one) as a free action. The poison takes effect on a hit, even against armor.

The Cataphract of Pereshi (Mykkiel / The Witness)

The Pereshi cataphract is a knight of the high plateau, sworn to uphold the laws of the ancient empire. His Codex is a lance; his Thiasos, a war-horse clad in scale armor.

Core Talents: Heavy Armor Training (4 XP), Cataphract Charge (6 XP), Rites of Mykkiel or The Witness.

The Kontos — Lance of Judgment 8 XP

Charging with your kontos lance ignores 1 point of Armor; on a hit the target must test Spirit + Endurance (DV 4) or be Shaken. Spend 1 Obligation to increase the DV to 5.

The Light Riders of Sidhi (Aveh / Ikasha)

The Sidhi light rider has no fixed patron — she answers only to the wind and her own hunger. Her Codex is a handful of javelins; her Thiasos, a horse that has never felt a bridle.

Core Talents: Light Cavalry (4 XP), Harassing Skirmish (8 XP), Rites of Aveh or Ikasha.

The Feigned Flight — Dust and Smoke 6 XP

When you fake a retreat, throw a javelin behind you as a free action. The attack is made at −1 die, but on a hit the enemy is Shaken, confused by your treachery.

The Elephant-Rider of Dhahara (Grimmir / Raéyn)

The Dhaharan elephant-rider serves the monsoon and the plain. His Codex is a howdah; his Thiasos, the elephant itself — a living mountain of memory and rage.

Core Talents: Mahout's Bond (6 XP), Elephant Charge (8 XP), Rites of Grimmir or Raéyn.

The Howdah — Archer's Nest 6 XP

While in the howdah, gain +1 Armor (cover) and fire a bow without penalty even while the elephant is moving. Spend 1 Obligation to extend this protection to one other archer in the howdah.

The Desert Raider of Fhara (Aveh / The Traveler)

The Fhara desert raider lives by furusiyya: horsemanship, chivalry, and the mutual dependence of man and horse. His Codex is a saddle; his Thiasos, a falcon that returns after each flight.

Core Talents: Furusiyya Training (6 XP), Lance Recover (6 XP), Rites of Aveh or the Traveler.

The Falcon's Return — Lance Recall 6 XP

After throwing your hollow lance, whistle; it returns to your saddle as a free action. Once per scene.

Sample Build — Tier I Dawn Warrior (36 XP)

Concept: A crusader who carries vows in steel and fire.

CategoryPurchaseCost
AttributesBody 39 XP
Spirit 26 XP
Presence 26 XP
Wits 13 XP (Total: 24 XP)
SkillsMelee 24 XP
Sway 12 XP
Athletics 12 XP (Total: 8 XP)
TalentsFlesh Codex4 XP
Oath-Bound4 XP
Scarred Resilience3 XP (Total: 9 XP)
RitesRite of the Kindled Blade4 XP

Gear: Engraved gauntlet (Codex), longsword, chainmail shirt.

Obligation Capacity: Spirit 2 + Presence 2 = 4.


☯️ Monks and Ascetics

"The fist is a weapon. The open hand is a promise. Learn both before you need either." — Master Tarian

Monks wear no armor and carry no shields. They walk the world with nothing but body and breath — and are among the deadliest fighters alive. This section distills the core tools needed to build an Unstruck Bell monk in minutes.

The Unstruck Bell Philosophy

A monk's greatest strength is not the clenched fist but the open hand. Power lies in the pause before the strike; the world runs on breath, balance, and the careful stillness between action and consequence.

Meditation Mini-Game

To find the still point, you need stillness, time, and intent — the four breaths:

  1. The Entering Breath: inhale the world's noise, threat, opportunity.
  2. The Holding Breath: the pause where decisions are made.
  3. The Releasing Breath: the exhale that becomes action.
  4. The Empty Breath: the space after the exhale — act from here to become invisible to predictions.

Meditation Procedure

  1. Settle the Body (Wits + Craft, DV 2) — on a hit, gain +1 die to the Meditation roll.
  2. Settle the Breath (Spirit + Endurance, DV 3) — on a hit, enter a light meditative state.
  3. The Still Point (Spirit + Endurance, DV 3 for clarity, DV 4 for healing, DV 5 for transcendence) — achieve your intent.

Meditation Benefits

Core Monk Talents

Unarmed Combatant 4 XP

Your unarmed strikes deal Harm 1 and may be used to grapple, trip, or pin. +1 die to grapple attempts.

Disciplined Body 2 XP

Ignore 1 point of Fatigue from physical exertion once per scene.

Flurry of Blows 6 XP

Once per scene, make three unarmed attacks against a single target as one action. Roll each separately. After using Flurry of Blows, take −1 die to Defend rolls for one exchange.

Still Point 2 XP

When you do not move during your turn, gain +1 die to your next defense roll. Lasts until you move or take an aggressive action.

Monk's Breath 2 XP

Once per session, clear 1 Fatigue by meditating for one minute uninterrupted. No roll required.

Monastic Traditions

Choose a tradition that defines your martial and philosophical lineage.

Way of the Unstruck Bell (Ikasha — Shadow)

You read the gaps in perception, become forgettable, and move through shadows.

Basic Technique — Shadow Meld 6 XP
Requires: Stealth 2+

Once per session, step into any shadow larger than yourself and emerge from another shadow within Near range. Mark 1 Fatigue.

Advanced Technique — The Unobserved 8 XP
Requires: Tier II, Stealth 3+

While Hidden, social Story Beats cannot frame you for a crime you did not commit. Witnesses suffer −2 dice to recall your face.

Way of the Iron Vow (Mykkiel / Oath of Flame — Law)

Your body is a temple; your fist is a gavel. Swear binding oaths that grant power in exchange for restriction.

Basic Technique — Sworn Defender 6 XP
Requires: Body 3+

When you take the Defend action, an adjacent ally also gains +1 Armor until your next turn.

Advanced Technique — Unyielding Vow 8 XP
Requires: Tier II, Spirit 3+

Swear a vow before a witness. While actively working toward it, ignore the first point of Fatigue each scene from exhaustion, fear, or despair.

Way of the Endless Cup (Thrysos — Unmoored Fist)

Stagger and stumble to become impossible to anticipate. Every spill is a trip, every belch a battle cry.

Basic Technique — Stagger Step 4 XP
Requires: Body 3+

When an enemy misses you with a melee attack, move one range band without provoking opportunity attacks. Mark 1 Fatigue (once per round).

Advanced Technique — Unmoored Fist 6 XP
Requires: Body 3+, Spirit 2+

Your unarmed strikes gain +1 die and ignore the first point of Armor when you are at Fatigue 2 or more.

Cultural Variants

Ashaan Reed-Stick Dancer

Dance of Sticks 6 XP

When you wield a long stick or staff, gain +1 die to Parry and make a free trip attempt after a successful parry. Enemies who watch you fight suffer −1 die to attack you.

Dhaharan Coiling Serpent Style

Body as Serpent 6 XP

Escape grapples as a free action (once per round). On a critical hit with an unarmed strike, impose a Condition (Blinded, Muted, Lamed) for one exchange.

Sidhi Knife Dancer

Knife Dance — Twin Blades 6 XP

When you wield two khanjar knives, make two attacks as a single action against two different targets within Close range. Once per scene.

Voice from the Monastery: Sister Ashwati, Sidhi Knife Dancer

"My first master told me: 'You are not learning to kill. You are learning to stop being afraid of the gap between your ribs.' Every dance is a conversation with that gap. The left knife says 'come closer.' The right knife says 'never mind.' The spiral says 'I am already behind you.' When the crowd watches, they see violence. When I dance, I see geometry that breathes."

Quick Build: Unstruck Bell Monk (Tier I, 36 XP)

Concept: A silent shadow who strikes from darkness and vanishes.

CategoryPurchaseCost
AttributesBody 39 XP
Wits 39 XP
Spirit 26 XP
Presence 13 XP (Total: 27 XP)
SkillsStealth 24 XP
Melee 12 XP
Meditation 12 XP (Total: 8 XP)
TalentsUnarmed Combatant4 XP
Disciplined Body2 XP
Still Point2 XP
Monk's Breath2 XP

Tradition: Way of the Unstruck Bell (add Shadow Meld later).

Flavor: Your knuckles are calloused, your eyes are calm, and your shadow sometimes moves a heartbeat after you do.

The Breath Scar: every monk who walks the Unstruck path accepts a permanent Breath Scar — you can never again be surprised, but neither can you ever truly rest.


👤 Shadow Warriors

"The best fight is the one the enemy never knows happened. The second-best is the one they survive to regret." — Master Tarian

Shadow warriors are martials who prefer stealth, misdirection, and the sudden strike. They are not rogues — they do not pick pockets or climb walls for a living (though they can) — they are killers who hide in plain sight.

The Ashaani Assassin (Veiled Hunter)

Ashaani assassins are trained in the art of the hidden blade, striking from crowds, from shadows, from the moment when the victim blinks.

Core Talents: Stealth (existing), Weapon Master (hidden blade or dagger) (4 XP), Poisoner (4 XP).

Veiled Strike 8 XP

When you attack from a hidden position or from a crowd, your target suffers −1 to defense DV, not seeing the threat until too late. If you attack with a poisoned blade, the poison's DV is reduced by 1 (minimum 1).

The Sekogo Ambusher

The jungles of Sekogo are dark and dense. Sekogo warriors use the terrain to vanish after each thrown knife, reappearing elsewhere.

Core Talents: Stealth (existing), Weapon Master (throwing knives) (5 XP), Keen Senses (2 XP).

Vanishing Throw 8 XP

After throwing a kpinga, immediately move up to Near distance and make a Stealth test (DV 4). On a success, become Hidden. If already Hidden, your next thrown attack gains +1 die.


✋ Encounter Tactics

"A fool learns from his own scars. A wise warrior learns from the scars of others. A genius never gets scarred at all." — Master Tarian

Positioning and Terrain

Action Economy

The side that takes more actions wins. Use these principles:

Non-Combat Tactics

The best fight is the one you avoid. Consider:

Mercenary Wisdom: The Black Banners

The Black Banners teach a simple rule: "Camp before clash." A battle is the interest on debts a captain accrued in camp — food, route, weather, rumor. If those sums are wrong, steel won't save you. Before you draw your sword, count the paychest, the latrine trench, the chaplain's bell. If any of those is empty, negotiate. A good mercenary wins more wars with a full belly than a sharp edge.

Table Tactics: The Seven Bells of Combat

A quick reference for players and GMs to keep combat flowing:

  1. State Intent: "I want to flank the spearman."
  2. Assess Risk: the GM sets Position (Controlled/Dominant/Desperate).
  3. Declare Action: roll dice.
  4. Spend Boons: before or after the roll.
  5. Resolve Effect: apply harm, Conditions, or narrative changes.
  6. Spend SB: the GM may introduce complications (reinforcements, collapsing floor).
  7. Pivot to Next Player: keep the rhythm short. Combat should feel urgent.

⚔️ Arms and Armor

"The sword is a lie. What matters is the hand that holds it. But a good lie is easier to sell." — Master Tarian

Weapon Tags (Reminder)

TagEffect
Accurate+1 die to attack rolls.
Armor PiercingIgnore 1 point of Armor.
BrutalOn a critical hit, add +1 Harm.
Defensive+1 die to Parry actions.
HeavyTwo-handed; cannot be used with a shield.
LightMay be dual-wielded.
ReachCan attack from Near range without closing.
ThrownMay be used as a ranged weapon (Near).

Cultural Weapons with Unique Mechanics

Khopesh (Ashaan)
Type: Light (one-handed)
Tags: Accurate, Hook (see Khopesh Hook talent)
Damage: Harm 1 (slashing)
Special: can hook shields and weapons; see the Khopesh Hook talent.
Kpinga (Throwing Knife) (Sekogo)
Type: Light (thrown)
Tags: Thrown, Accurate, Brutal
Damage: Harm 1 (piercing)
Special: a Sekogo warrior carries three or four kpinga. Thrown, the knife spins and deals +1 Harm on a hit (Brutal). Custom demands the throw be announced loudly before release (Court Metal).
Kontos Lance (Pereshi)
Type: Heavy (two-handed)
Tags: Armor Piercing, Reach, Charge (+1 die from horseback after moving)
Damage: Harm 2 (piercing)
Special: can be used one-handed with a shield, at −1 die.
Seif (Saber) (Fhara)
Type: Light (one-handed)
Tags: Curved Blade (see Curved Blade talent)
Damage: Harm 1 (slashing)
Special: the curved blade is built for slashing while riding past. See the Curved Blade talent.
Javelin (Sidhi)
Type: Light (thrown or melee)
Tags: Thrown, Accurate
Damage: Harm 1 (piercing)
Special: a Sidhi warrior carries four javelins. Javelin Volley throws two as a single action.
War Elephant (Mount) (Dhahara)
Type: Heavy (mount)
Tags: Armored, Trample, Fear
Damage: trample deals Harm 2 and knocks prone
Special: requires the Mahout's Bond talent. The elephant has its own Harm track (4) and Armor (2), and can be targeted separately from the mahout.

🗣️ Voices from the Edge

"Every warrior carries a different song. This is what they sing when they think no one is listening." — Master Tarian
Ykrul Scout, Tashfin of the Salt Flats

"The Ykrul do not fight like your banner companies. We do not form lines. We do not charge. We watch. We wait. And then we make the ground remember what it forgot — that a dry riverbed is a highway, that a sand dune is a wall, that a star you cannot see is a dead man's direction. My weapon is not my bow. It is the two days I spent learning your camp's latrine schedule."

Vilikari Night-Ferry Captain, Sanna Breeze-Name

"You think ferries are for passengers? No. Ferries are for timing. A battle is a river: it flows one way until a single boat crosses at the wrong hour. Then the whole current changes. I have moved false orders, stolen paychests, and once — only once — a bride who was also a siege weapon. The Vilikari do not fight. We arrange."

Ecktorian Centurion, Varinus the Scarred

"The empire teaches us to hold the line. But the empire has never stood in the mud at Third Ford, watching the Dhaharan elephants sway like hills. That day, I learned the truth: a line is only as strong as the two people on either side of you. If they are afraid, you are afraid. If they run, you are dead. The secret is not courage. The secret is choosing to stand because you know your neighbor will, too."

Lethai Hedge-Knight, Dame Xara of the Thorn

"The Lethai do not dream of glory. We dream of repair. A broken wall, a burned mill, a child who cannot find her father. War is not a story — it is a debt. Every sword drawn must be repaid in stone, in seed, in silence. I carry a codex of hedges. Not to fight. To remember what I am fighting for."

Bannerless One (anonymous)

"The colors do not matter. The contract does not matter. What matters is the moment when the paychest is opened and every soldier inhales at the same time. That breath is the real oath. Not to a captain, not to a crown. To each other: 'We will eat. We will walk. We will bury our dead.' Anyone who forgets that breath — I visit them at night. I do not carry a blade. I carry a mirror."


🌊 The Black River at Dawn — A Runic Warrior's Tale

Roran did not sleep the night after the trial. He sat on the cold stone bench of the Queen's garrison, a silver gauntlet — his Codex — heavy on his left hand, and on his right, a locket he had never opened, warm against his palm. The gauntlet still smelled of the forge that shaped it. The locket was worn smooth by years pressed against a mother's chest. Whatever lay inside would be the first proof that his mother had existed outside his father's cold ledgers of debts and dues. He was not afraid of its contents. He was afraid of what it would cost him to keep it.

At the third bell he rose and walked through the sleeping city, past the Silent Stair and the chapel where a cantor dreamed of forgotten songs, to the Black River — a slow, dark ribbon drinking the first gray light of dawn. He knelt at the bank, opened the locket, and found not a portrait but a single auburn braid tied with red thread.

A voice came from the water, or from the mist, or from the hollow of his own chest. His mother stood on the far bank, young as she had been the day the birthing fever took her, a red blanket over her shoulders. "You have carried the weight long enough," she said. "The locket was never meant to be a burden. It was meant to be a bridge." She told him to lay it at the bank, tie it with the thread, and let the river carry it to Bryn — the woman who had kept it for forty years and never asked for thanks, but deserved to know it had reached him.

He untied the braid, wound the red thread three times around the locket — once for a promise, once for a knot meant to hold, once for a lesson never finished — and set it on the muddy bank. "You have to let go," his mother said. "I have let go of everything," he answered. "Not everything. Not yet." He closed his eyes and opened his hand. The water rose in a gentle lift, as if the river itself were a hand taking the locket from his grasp, and it slipped beneath the surface with a soft, almost inaudible sigh. When he looked up, she was gone — but the mist had thinned, and the Black River ran clear and cold, carrying nothing but light.

He walked back to the garrison without looking back. The gauntlet on his left hand, which had felt like ice when he first rose, now radiated a quiet warmth.

The thread held. The water carried. That is not a Rite. That is grace.


📋 Quick Reference: Martial Talents by Tier

TierTalentEffect
Foundation (2–4 XP)Disciplined BodyIgnore 1 Fatigue/scene.
Weapon Master+1 die with chosen weapon.
Second WindClear 1 Fatigue.
Shield Bearer+1 Armor with shield; Protect action.
Unarmed CombatantUnarmed strikes Harm 1; grapple bonus.
Advanced (6–8 XP)Weapon Master II — Flowing StrikeFree reposition after hit.
Disciplined Body II — Iron Resilience+2 Harm boxes; defer incapacitation from Harm once per scene.
Battlefield AwarenessAsk one tactical question before combat.
FlurryTwo attacks in one action (once/scene).
Pathfinder — Trackless StepLeave no trail in natural terrain.
Khopesh HookDisarm or off-balance with khopesh.
Harassing SkirmishJavelin throw and move imposes −1 die.
Kontos ThrustTwo-handed lance use: +1 die, +1 Harm.
Signature (10–12 XP)Sentinel III — Shield of the FallenTake harm for an ally.
Spiral Throw (Sekogo)Kpinga throw hits all in a zone.
Stampede (Dhahara)Elephant forces panic in enemies.
Cataphract ChargeLance ignores armor, shakes foes.
Veiled Strike (Ashaan)Hidden attack ignores defense.

"I have taught you what I can. The rest you must learn in the dust, the sand, the blood of the arena, and the mud of the battlefield. Do not fear the edge — it is only the edge. What lies beyond is what you make of it." — Master Tarian Ironhand