
2015 · Sourcebook (rules/options to enhance play)
Guilds
Adventurers rely on organized groups for employment, rewards, training, equipment, shelter, and supernatural aid, even as guilds and other institutions impose laws, taxes, and social obligations. The game focuses on organizations such as guilds, tribes, armies, temples, crime syndicates, and secret conspiracies, detailing their benefits, requirements, influence, titles, languages, and geographic reach. Players can use social advantages and organizational connections to gain status, supplies, allies, magical support, and new opportunities between expeditions.
Skill Based (buy or gain skills)Point Based (allocate points to get skills, powers, etc)Dice (Primarily d6)
About the game
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Game facts (players, playing time, age, credits) from BoardGameGeek.
