Eldran is a world of eternal, stagnant peace — or it was. The gods rule from the Divine Conclave, and they have ruled so long and so carefully that nothing of consequence ever changes. Then a soul breaks: someone dies carrying more grief, hunger, or fury than a life should hold, and is reborn as something else. A demon lord. They wake with a demon core — a heart of condensed will they must guard at any cost — and they mean to remake the world in their image.
The gods cannot act against them directly; the @Missing file binds the Divine Conclave, so they do what gods have always done: they find champions and whisper. Heroes wake with purposes they cannot name. Omens gather around the right people at the right ruins. And somewhere — a guild hall in Gadresh, a ship off the coast of Omeron, a tower on the plains of Maloris — someone decides to matter.
That someone can be you. You might be a hero chosen by the gods, a demon lord risen from a broken life, or simply an adventurer — one of many souls lost in a world greater than themselves, who discovers the world's fate keeps turning on what you do anyway.
What you do at the table
A session is a conversation with stakes. Your Game Master sets the scene — where you are, what is happening, what hangs in the balance — and then it is your turn. You say what your character does. The Game Master compares your actual capabilities, training, equipment, position and wounds with the opposition. Dice are used only when you request or agree to them; agree the test, target and stakes first.
Success achieves the result your action actually supports. A setback may leave a blocked route, cost time or cause an injury when that danger was present. A failed climb does not automatically create an unrelated catastrophe. Wounds, debts, grudges and elapsed time remain relevant after the scene.
Say what you are trying to do and how. A short clear action is enough. Useful tactics and relevant details can change the situation; elaborate prose gives no bonus, and brief input earns no penalty.
The world does not wait
Your campaign's current date, time, weather and location come from its current clock and selected start. Travel, rest and resolved activity advance time by their actual duration. Existing deadlines and opponents can progress while time passes; another message alone does not advance a hidden timer.
The world responds to what people actually do and know. Leaving a real danger unresolved may let it develop, while effective prevention can stop it. An outline cannot restore a threat you already defeated or erase a victory you earned.
The nine attributes
The nine attributes help describe your capabilities. Use the values on your confirmed character sheet together with training, equipment and the situation. If you agree to a roll, agree its calculation before rolling; attributes are not automatically added to every d20.
| Attribute | Kind | What it does |
|---|
| Might | Physical | Raw force, physical power, direct impact |
| Agility | Physical | Speed, reflex, coordination, mobility |
| Endurance | Physical | Durability, stamina, toughness, resistance |
| Intellect | Mental | Reasoning, knowledge, analysis, problem solving |
| Awareness | Mental | Perception, instinct, reading a room |
| Willpower | Mental | Discipline, mental resistance, spiritual grit |
| Presence | Social | Influence, charisma, intimidation, social force |
| Technique | Special | Training quality, precision, control, mastery |
| Power | Special | Supernatural force, extraordinary output, advanced magic |
What you spend: the five resources
Some sheets retain five resource pools. The current RP wound state governs physical harm; legacy Health and Guard numbers do not automatically convert into injury. Spend other resources only when an actual ability or package defines that cost.
| Resource | Shape | What it means |
|---|
| Health | Bar | Legacy numerical reference. Actual RP wounds and their practical limits govern injury and collapse. |
| Energy | Bar | Pay explicitly authored Energy costs when an ability has them; ordinary casting does not gain a new universal Energy cost. |
| Guard | Stepper | Legacy numerical reference; actual armor, cover and defenses still matter without an automatic damage conversion. |
| Stress | Boxes | Track strain according to the current ability or package; effects need an established rule and actual cause. |
| Resolve | Dots | Use only the benefits and spending rules your current abilities or packages actually grant. |
Some callings add pools of their own. The Adventurer Foundation — the starting package most adventurers take — grants Grit, a reserve of three points spent to push through danger, exhaustion, or a failed first attempt, restored by meaningful rest or a decisive act. On a fresh sheet, these numbers are small and precious, not decorative.
Recovery is not automatic. Each pool restores by its own rule: a scene ending does not erase wounds or wash away stress. Rest, treatment, safety, and support heal you — or they do not, if the fiction says so.
Conditions
Harm leaves marks. The conditions a character can carry:
| Condition | Meaning |
|---|
| Injured | Meaningful harm requiring attention |
| Exhausted | Severe fatigue until meaningful rest |
| Unstable | A volatile state that may worsen |
| Recovering | Improving, not yet restored |
| Transformed | An alternate state granted by some power or pact |
Know your weight class
Power in Eldran runs in bands: Grounded, Exceptional, Major, World-Class, and Mythic. A Grounded fighter can hold a bridge; a Mythic being can rewrite what a region believes. Danger runs in matching bands — Minor, Serious, Severe, Critical, Existential — so you always know roughly what you are walking toward.
The world is not scaled to you. Some doors open only for the strong, and some monsters exist to be run from. You can attempt retreat, surrender or another escape, subject to the real opposition and route. Defeat and any available recovery follow your actual condition and applicable rules; neither escape nor revival is guaranteed.
A sheet in the wild
@Missing file provides an example adventurer sheet. Read the current sheet for its abilities and values; another character's numbers are not defaults for yours. Effective choices matter because of what they accomplish, not how long you describe them.
The rest of this book shows you how to build that sheet, what it becomes as you grow, what your abilities and techniques cost, how combat actually runs, and how the world pushes back. Start with your character — that is next.