Builder's Manual · Chapter 5

Modules and Hooks

The base system is grounded and medieval. Everything fantastic is a module, on by default; a game can switch any off at start through the GM's player options:

ModuleChaptersAdds
Faith and OathsModule: Faith and Oathsfaith favor, rites, patron powers, omens, High Chaplain, holy cause, temple units
High MagicModule: High Magicvials, Arcanum, Bloodworks, war-mages, portals, Court Arcanist
DragonsModule: DragonsRoost, bonding, clutches, dragon units, Master of Dragons

Writing a module: give it one chapter whose title starts with "Module:", add a player option choice for it in the GM instructions, and mark every core rule it touches with (module name). Module holdings and units go in the module's chapter, not the core catalog.

The example files use the generic sample pantheon from Cultures and Faiths (the Sun, the Storm, the Sea, the Harvest, the Forge, the Grave, the Wyrm, the Unbound). Rename or replace them freely; no rule depends on those names.

Reserved hooks

  • Expeditions: a Happening with a distant region and a supply clock, using the distance bands.
  • Chronicles: a Happening of kind chronicle that pays +2 Legitimacy when it is sung.
  • Deep-sea and underworld regions: new Location tags (abyssal, hollow); the blockade and siege rules already apply.

Add types only when the table reaches for them.

Manual updated Nov 8, 2026.