Highcaster
Highcaster
H I G H C A S T E R
The Realm...............................................................26
Heritage.. .................................................................82
Bledseni...................................................................................... 84
Draken (Drak)........................................................................... 86
Ekwin (Ekwi)............................................................................. 88
Fynd........................................................................................... 90
Giantkin..................................................................................... 92
Holten (Holt)............................................................................. 94
Mortals...................................................................................... 96
Nomes....................................................................................... 98
Sael.......................................................................................... 100
Appendix............................................................... 299
H
ighcaster is a game about cre-
ating legends. It is the story of
a civilization rising from the ashes,
reaching out into the vast unknown
to create a new world and destroy the
decay and corruption that threatens
it. You will play great heroes and create stories that
will enter the chronicles and become history for fu-
ture generations.
It is a time of darkness, literally and figuratively.
There are no stars in the sky. The world’s civili-
zation has collapsed into tiny pockets of societies
separated by wilderness overcome with decay and
corruption. But in this darkness, there is hope as so-
cieties begin to reach out beyond their safe havens
to find each other. Heroes trek across the wilder-
ness to build safe passages and rid the world of the
chaos and destruction leftover from the cataclysm.
You will use this book to create your own High-
caster. You will craft your own world, build an en-
tire history, legacy, and mythology unique to your
playgroup and your primary characters.
As a tabletop roleplaying game, Highcaster will
provide you with a rich tapestry from which to
build. But think of it as a set-piece to create your
own history, full of incredible stories about amaz-
ing people who defied all odds to make their world
better and safer.
Create long-lasting tales of legend, courage, and
hope. Put the stars back in the night sky.
1
H e r o e s
H
ighcaster is a tabletop roleplaying
game. With this book, you are equipped to
create a collaborative and immersive story in
a mythological setting of your own creation.
It is, at its core, a rulebook. With it, you’ll find
the template of a world with emerging soci-
eties that have their own way of life and motivations set
in a background of uncharted danger. This setting will be
the background of your story’s heroes, who will fearlessly
venture into the unknown to create a safe world for their
homeland and go down in legend for future generations.
How it Works
You need at least two players to play, but the game works
best with four to five. One of you will play the Chronicler,
whose job is to guide the story, know the game’s rules, and
play out the roles of the other characters the heroes will
come upon (Non-Player Characters or NPCs). The others
will play the story’s heroes (player characters or PCs).
Then, you tell a shared story. The Chronicler describes what
is happening in the world, and the others describe what their
heroes do. When the outcome of the PC’s actions is in doubt,
then the player rolls dice to determine what happens.
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A Conversation
At its core, the game is a conversation. While you can act
out your characters like a performer on stage or in a movie,
you do not need to. You are just talking through your char-
acter’s thoughts, motivations, and actions based on what is
happening around them. The Chronicler describes what the
characters see or hear, or they talk through situations like
the narrator in a book.
The game rules come into play whenever the players need
to figure out what happens. They use the statistics built for
the characters to adjust dice rolls and narrate what happens
based on the outcome of the dice.
Through the uncertainty of the dice, the true story emerges
and takes on a life of its own. Unlike a book or a movie, you
will experience the characters’ journey first hand, feel their
emotions, think through their problems, and wait for fate to
determine their fortune.
A Different Kind of RPG
Even if you are unfamiliar with tabletop roleplaying games,
you may have played their counterpart in video games.
When we gamify a character’s story, the stakes are often
based on whether or not they survive a situation. So games
tend to lean into combat, track damage, and provide victory
conditions based on a character’s ability to survive.
Highcaster is not one of those games.
Highcaster is a game about heroes of legend that rise from
their societies to take on a dangerous and chaotic world so
they can make it a safer place for their people. While heroes
can and do die, they do so only when it is vital to the legend.
They die because they have to make the ultimate sacrifice, or
they fall to their own follies. They don’t die “on accident.”
They don’t die because the dice randomly say they do.
This game is about the story first. There is no victory con-
dition. We will track a character’s journey, not how much
damage they can take.
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H I G H C A S T E R
So leave notions of “winning” at the door. Highcaster is a
game that will take your character throughout their entire
journey. If you decide the legend requires them to die and
that it will be an important death that will enrich the story,
then, of course, you can do it. But you are in control of that
decision.
The dice control what fate brings you but not your charac-
ter’s fate
Preparing for Gameplay
The Chronicler will host a preliminary game called “Session
0” so that the group can build their characters, their cul-
ture, and society before the main story begins. This session
will be an informal collaboration where everyone gets on
the same page about the setting, the story’s themes, and the
characters.
During Session 0, the group will decide on their character’s
shared culture. This will determine their home society,
shared values, language, and basic primary motivations.
There are many different cultures in Highcaster that are tru-
ly beginning to discover the world around them.
♦ Deirwesch: wealthy scholars from the Deirwesch
Riverlands.
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T h e L e a d
After your group has chosen their shared culture, each play-
er will note the following aspects of their character, based on
the details listed in the The Culture section:
♦ Language: Choose and note your character’s language. Since
you all share the same culture, you will have at least one
language in common.
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H I G H C A S T E R
Each player can choose whatever heritage they please, and it
makes no difference if more than one player plays the same
one. Playgroups may decide that there are no heritages with-
in their game world and simply play all humans (Mortals)
or another heritage.
Once each player has chosen, they go to The Heritage sec-
tion and note the following on their character sheets:
♦ Look: Each heritage has specific physical qualities to choose
from, all different by heritage. Simply select the qualities
you want for your character or work with the Chronicler to
develop other ideas that aren’t represented.
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T h e L e a d
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H I G H C A S T E R
Humors
At this point, the character is almost ready to go. You will
need to determine a name and the character’s pronouns,
which are entirely up to you. You will also need to choose
your Humor array. The Humors are:
♦ Virtue: They are ethical. They bring people together. They
are protective.
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T h e L e a d
♦ Culture: The heroes are focused on the people in their
society or community and their everyday needs.
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H I G H C A S T E R
Humors and Dice
Heroes have three Humors, which describe the measure
of their quality: Virtue, Courage, and Prestige. Whenever
a player rolls, they roll the twenty-sided die (d20) plus a
Humor die, depending on how they choose to confront the
threat. They can select any number of moves that describe
what they are doing, tied into a particular Humor.
If the total result is 10 or more, they succeed in confronting
the threat, but there may be an unexpected consequence. If
they get 20 or more, they succeed and get a boon. If their roll
falls under 10, the threat stage escalates, and the situation
changes.
In addition, the heroes also have Disciplines, which are
qualities they have because of their Path. If a Discipline ap-
plies to what the hero is doing, they can add an additional
die with the Humor die and then choose the highest result
between them to add to the d20 result.
There may be other situations where additional dice can be
added as well, including using Talent, which may come
about due to a specific trait from one’s Heritage or Culture.
Harm
If a hero does not succeed against a threat in a perilous sit-
uation, they may take Harm as a result. In these cases, the
player will mark harm on the appropriate Humor, and when
it has three harm, they will suffer a related Condition and
will no longer be able to use that Humor’s dice in their rolls.
When all Humors have a Condition, then the hero can no
longer confront threats until they recover.
Recovery can be relatively quick. The hero may need to rest
for a moment to regain themselves, or perhaps another hero
can heal them or help them. If they’ve already recovered in
this way, they may need a restful sleep. In severe situations,
they may need more time than that. Harm isn’t about re-
moving a hero from the story, but rather a narrative device
to show that a hero must take a moment to recover.
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T h e L e a d
Growth
A hero will grow through failures. Whenever they roll and
do not resolve a threat, the player will Wax that Humor.
They will do this by marking the first open box under that
particular Humor. Each one contains a Wax Tracker with
nine checkboxes. Once a player checks all boxes beneath the
current die type (three for a d4, six for a d6, and nine for a
d8), they can upgrade their die to the next higher die type.
The dice for each Humor can improve until each is a d8.
Once all Humors reach d8, the hero can choose a new Path
to develop in addition to their existing one. When a hero
selects that additional Discipline, the Humor dice all restart
at d4, and the wax tracker begins again. However, they can
now use dice from the Discipline of another Path. In essence,
this process can proceed until all Paths have been secured.
The hero can also choose to spend three waxes and acquire
a new Feat. They can do this as often as they like, as long as
that Humor has waxed at least three times.
How to Use This Book
The game basics are essentially laid out thus far, but you will
need to dive deeper to grasp how the mechanics flow and
understand their nuances. This section introduced the higher
concepts to give you some context as you approach the next
two chapters and learn more about Highcaster.
Following that, there will be a thorough exploration of game
rules with play examples so that you are armed with all of
the information you need to have a satisfying and stimulat-
ing experience at the table.
Finally, the book’s last chapters are for the Chronicler. They
will provide a definitive guide on planning and creating your
game sessions, what to expect at the table, and tools for
managing the narrative. Chroniclers will also find a huge
toolbox for building Highcaster for their gaming group, in-
cluding sections on locations, cultures, and plot hooks that
can be used to enrich the game.
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H I G H C A S T E R
Themes
Highcaster is a game of epic fantasy and mythology. It will
create experiences at the table that will stay strong in your
memory. But, beyond that, there are many things this game
can be. It can be an action story, a sweeping epic adventure,
a closed-door intrigue, a war story where huge cultures clash
and move armies across vast landscapes, or it can be about
dynasties lasting age after age. Whatever track you take is
up to you and your group.
However, there are certain things that Highcaster is not.
The design of this game was constructed to create guardrails
against some of the more problematic themes in fantasy and
mythology genres. These design choices were intentional,
both in the mechanics and the setting, to stop harmful tropes
that are remnants of a bygone age.
Highcaster is a game for everyone. The themes represented
should shoulder that.
Highcaster Is Not:
♦ A playground to re-enact imperialism such as enslaving
people, subjugating them, raping, pillaging, or forcing entire
cultures into your own. Yes these things are in history, but
this is not a game about history. Imperials in Highcaster
are the enemies, not the heroes.
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T h e L e a d
Highcaster Is:
♦ About heroes. The protagonists in Highcaster stories are
the substance of legends--the names that will go down in
history. You are playing heroes of legend.
Exclusions
There may be themes that people in your group will want to
exclude as well. Exclusions can be as mundane as “silliness”
or as triggering as “sexual violence.” In your first session,
ask every player to write down themes they want omitted
from the game and hand them to you. Also, ask them to
write down themes they don’t mind having in the story but
don’t want to play out (or have the scene fade to black).
Finally, the Chronicler should include their own exclusions
and share them with the group to ensure everyone knows
them. This process, called Lines & Veils, was developed by
Ron Edwards, found in his supplement Sex and Sorcery.
X-Card
Other exclusions may come up during gameplay. In those
cases, use an X Card. Simply write “X” on a card and then
put it in the center of the table. If the game brings up any
content that makes any player uncomfortable, triggers them,
ruins their fun, or breaks the desired tone of the game, they
tap the card, and that content is struck from the fiction and
added to the exclusion list. There is more about the X-Card
at http://tinyurl.com/x-card-rpg, hosted by its creator John
Stavropoulos.
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P
eering through the brambles of
time, this humble scribe tries his
best. Unfortunately, there are but a
few things that are truly known.
Highcaster was once great. The Wis-
enwarders reigned over all kingdoms.
Their cities of majesty were joined by providence.
The Invoked dwelt as stars in the firmament, each
casting their brilliance into the night. Countless
in number, spreading across the sky like brilliant
shards of glass on a black sea. And when we died,
we would ascend to join them.
This realm was named for the fortune it possessed.
The Invoked cast our lands the greatest possible
fate. The people of the land received the Invoked’s
high cast. They were the highcaster. How fortunes
do change.
The great library of Highdon is scarce on how the
Invoked fell. They fell to the earth in fire, destroy-
ing all. Now our firmament is dark, with nothing in
the night sky. No deities to invoke. No more cities
of majesty. No roads. No common tongue.
The seasons have cycled at least five hundred times.
Now we do as our ancestors have done: we build
our own fortune. We are highcaster because of a
fate we ourselves make.
We have only ever known a dark sky. It is up to us
to bring light there once more.
—Highdoni Chronicler Julius Lorrado
1 I
T H E R E A L M
H
ighcaster is a world without stars,
without gods, and without a history. Leg-
end says that over five hundred years ago the
creator gods, called the Invoked, which were
the very stars of the night sky, fell to the earth
destroying the Highcaster Empire and casting
all of civilization into oblivion in an eternal starless night.
Once a unified society, the people of Highcaster took refuge
in the small remains of their world and rebuilt their commu-
nities over hundreds of years.
Separated by generations of time and a vast, dangerous wil-
derness, entire societies grew independent of one another.
Only now are they beginning to find each other again, forg-
ing alliances, building trade routes, or clashing over borders
and resources.
But this is only the beginning. There is so much in the realm
of Highcaster that is unknown. There are so many societ-
ies in total isolation, closed to the rest of the realm around
them. And there is darkness. The remnants of the fallen gods
have taken root in the world. They are decaying the lands,
transforming spirits into evil forces, and corrupting the liv-
ing into forces of chaos and destruction. The realm needs
heroes if it is to survive.
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The Gods
Few in Highcaster speak of “the gods,” not for lack of un-
derstanding the concept, but because it is far too general
a concept. When speaking of gods, it is not known if one
means the forces of creation that forged the world, the de-
scendants of those forces, the spirits that rose from creation
itself, or those who were once mortal but ascended into the
night sky as stars.
The eldest creator gods, the Deyu, existed beyond the uni-
verse and beyond all time. Legend says that their will alone
breathed the cosmos into existence. They were not entities
but rather forces—perhaps intelligent—but beyond compre-
hension. Nevertheless, they still exist outside the universe,
and their presence binds everything into a natural order.
From the Deyu were born Ker, the gods of light manifest,
and Skoto, the gods of darkness manifest. They created an
expanse around the world to protect it from the chaos of the
cosmos, and Ker brought light during the day, while Skoto
brought darkness during the night, creating the infinite cy-
cles of the calendar. The horizon of Ker and Skoto was Speis,
the world where spirits, fay, and dragons were created.
But on the world itself, life was born, the Lei and Alu. The
forces of Lei led to the natural world, the flora and fauna,
whereas the Alu led to the immortals of the world, who were
called demigods.
Of course, all of this is legend. By the time written lore came
to being during the Highcaster Empire, all of the forces of
creation were collectively called the Ancients and, while
revered, were not worshiped.
The people of Highcaster worshiped those that ascended to
become stars, the Invoked. For their ancestors, heroes of
legend, and beloved rulers ascended to become stars in the
firmament so that their stories and influence on the world
would live on for all times. The Invoked were the ones wor-
shiped and the ones that fell to the earth.
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H I G H C A S T E R
The Highcaster Empire
According to chroniclers, the Highcaster Empire was the
largest, most powerful, and wealthiest empire in all of histo-
ry. The very name “highcaster” means “great people of for-
tune” in the old tongue. Unfortunately, little is known about
the actual history of the empire, its leaders, or its people.
All that remains of the empire are the Highdoni, people of
a small kingdom built atop one of the few surviving cities
of the cataclysm, Highdon (“great city” in the old tongue).
The Highdoni have done much to preserve the ways of the
empire long after its fall. Still, little remains of the illustrious
history, as more than five hundred years have passed and
few manuscripts have survived ages of war, disasters, and
time itself.
The legends say that the Highcaster Empire stretched
throughout the entire continent and beyond. Only four
cities survived following the Fall of the Stars: Highdon, Hut-
Djedu, Sundered Hold (or Bregdon), and Rishfenn. However,
there are countless towns, villages, and hamlets that were
built after the cataclysm. Many of them are entirely on their
own and completely isolated from the rest of the growing
societies. At its height, the Highcaster Empire would have
had hundreds of cities, each as magnificent as the other. But
now, they lay in ruins throughout the vast wilderness of the
realm.
The Fall of the Stars
There are countless legends around why the stars fell. Some
believe that a great evil rose out of the empire to overthrow
the gods because they could not ascend, so they tore the
stars from the sky. Others believe the firmament cracked,
and the Invoked fell. There is also a legend that the Invoked
lost a battle with the cosmos and were slain.
No one truly knows what happened. And very few alive to-
day even recall the stars’ appearance. Eventually, common
religions formed around the Fall.
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T h e r e a l m
2 9
H I G H C A S T E R
Your Highcaster
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T h e r e a l m
Nature
The people of Highcaster view nature as an entity of its own.
Unlike the Invoked, it was created with the rest of the world
as essentially the force behind consciousness and life itself.
When viewed this way, nature is called Lei, and when mani-
fested into a corporeal form, the Nomes, creatures of nature,
were created.
The Fall of the Stars created gashes within the Lei, and while
the forces of life remained intact, monstrosities were born of
the impact. These creatures are often insatiable, very dan-
gerous, and are a blight to the natural world. Unlike natural
creatures, they do not consume to nourish, they consume to
destroy, and their corruption spreads across the wilderness.
Other creatures were born from this trauma, and some re-
mained isolated, learning how to live in this new world.
Others became predators and now dangerously stalk for
prey in the wilderness. The Lei has healed since the Fall, and
the magisters have learned to harness its power.
The Immortals
Before time, the celestial and the shadow were created.
Between these two forces of creation, the firmament was
forged. The celestial, the Ker, had dominion over the day
sky and the shadow, the Skoto, had authority over the night.
The two forces relied upon the tension of the horizon, the
Speis, to keep the firmament in place.
The Fall of the Stars cut the world off from the Speis, and so
the sky in effect fell, causing the stars themselves to plummet
to the earth. Now it is believed the firmament is fractured
or altogether gone, leaving nothing but the void of the Deyu
beyond.
Major casualties of the Fall were the Sael and Fynds, crea-
tures of light and shadow, respectively. Born with creation,
they knew nothing but raw divinity. However, when the fir-
mament fell, they lost their immortality and became as peo-
ple who could age and die.
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H I G H C A S T E R
The Sael and Fynds of today are descendants of immortals
and creatures of light and darkness. They live as others do,
not knowing any other life, except for their legacy, as writ-
ten by the chroniclers.
The Ekwin, who were powerful manifestations of the Deyu,
creation itself, born before time, also fell victim to the col-
lapse of the firmament and became severed from immortali-
ty. They, too, walk the earth just as any other with no mem-
ory of distant times of cosmological power.
The Holten were also born of the Deyu but within the earth
itself. However, unlike the ekwin, they were not cut off from
their cosmological roots during the Fall and are some of the
only immortals in the realm.
Also, well known in the chronicles, the demigods of antiquity
were descended from the Invoked, and many rose to become
stars themselves. Even long before the Fall, the demigods of
ancient ages bore the people who are now called Mortals.
However, like the other immortals, they lost their mortality
with the Fall, and their descendants live in the world as the
others.
Dragons
While ever-present, the dragons of Highcaster came from
hiding and obscurity following the Fall of the Stars. Drag-
ons are enormous, ageless, extraordinarily powerful, and
intelligent. They are winged serpents with four legs and are
larger than most buildings. It is said they were born with the
mountains during creation.
Before the Fall, they lived as hidden observers, having grown
tired of endless wars with the empire. When called upon,
they would counsel the powerful but essentially stay out of
mortal affairs. After the Fall, they revealed themselves en
masse. Some took over kingdoms, such as the Highdoni;
others moved throughout the lands to fight the corruption.
Some others became corrupt themselves and lurked as mon-
strous shadows of their former selves.
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T h e r e a l m
3 3
T
here has never been a census,
well certainly not one in cen-
turies, so there is no accounting
whatsoever of how many people
live on our vast continent, where
they live, and under what ban-
ner they owe their fealty and taxes. And since none
have ever dared to cross the Wyrmspine, for all we
know, there is an extremely wealthy empire in the
west. Or, indeed, there could be nothing at all.
I’ve seen naught but the walls of this monastery of
the Temple of the Nine Stars. And the building it-
self, having needed repair desperately for the en-
tirety of my life, does not well represent Highcaster.
However, thus being true, I am a chronicler, and the
purpose of a chronicler is to chronicle. I have indeed
met many a person from faraway lands but must
admit that they are those that tend to be Sternewn.
And this cannot possibly represent even a meager
portion of those who pass through Highdoni.
I have met Rishen from the coast. I have even met
Sterboren, though I decided I have much more to
learn about my own city upon that meeting, for I
knew not that there was a large population in the
north glades.
The summation is this. Highcaster is vast, and we
know only our part of it. Who is to know what is
beyond? Perhaps the stars themselves rest in this
infinite place.
—Highdoni Chronicler Julius Lorrado
1 I I
T H E C u l t u r e
B
efore the Fall of the Stars, civili-
zation was widespread. But for cen-
turies, all that remained on the continent
were the skeletal remains of fallen na-
tions. Now, the world is reawakening.
Over time people found each other and
have found safety in numbers.
Communities have been erected within wildlands, and even
some have been created from the ruins of lost cities. City-
states may not yet be reaching the grandeur of the elders, but
they do exist. And hamlets spot some countrysides and trade
routes between major areas.
The world is in its infancy. It will be up to you to forge the
monarchies, empires, and city-states that will rise from the
wilderness.
You will all start together in a single place, looking ahead
into the yawning wilderness beyond, utterly unaware of
what lurks beyond and what dangers you face. All you have
is your group and your culture.
Because the world is wild and uncharted, your group will
not yet have met people of other cultures, or, if they have,
only in highly isolated incidents.
3 6
So, as mentioned earlier, your group will need to decide what
culture they share, which informs certain aspects of their
character and the region where they will start. This is the
first step to creating the heroes you will play in your tales.
As a group, you will decide upon a “home” culture, which
is to say, what culture all of your characters currently call
their own. Characters can be from one culture and now live
within a different community’s culture. In that case, you will
need to determine what brought you here and why you con-
sider this your home now. You will also need to be aware of
different cultural obstacles, such as language.
While it is true that different heritages have and can affect
cultures, these aspects are not one and the same. Ultimately,
creatures have come together over shared beliefs and goals.
The cataclysm of five centuries ago did level any of the silos
or divisions between heritages. Any creature that was tied
to a higher power has been completely cut off. Any creature
that could exist outside the physical universe is no longer
able. Any divine creature became mortal. All creatures are
now in the same proverbial boat.
There are many different cultures in Highcaster, but there
are seven that are genuinely beginning to explore the world:
♦ Deirwesch: wealthy scholars from the Deirwesch
Riverlands.
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H I G H C A S T E R
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T h e C U L T U R E
Deirwesch (Forsen)
Considered the bastion of culture and philosophy, the Deir-
wesch are an ancient society centered in the city-state Sun-
dered Hold in the Deirwesch Riverlands. Before the Fall of
the Stars, Deirwesch was a cultural center of civilization
and was separate from and often in war or conflict with the
Highcaster Empire. After the fall, the city-states under its in-
fluence collapsed and the culture became rather confined to
the homeland at Sundered Hold deep along the riverlands.
Deirwesch are often called the Lucky Peoples or the Fortu-
nates. They call themselves Forsen (which means fortunate
in Forsentung), but also accept the common Highspeak term
“Deirwesch” as well.
Legend has it that the waters of the riverlands washed
(“wesch” is Old Forsentung for “cleanse”) away dangers
(“deir” is Old Forsentung for “danger”) allowing them
to become the great civilization they did. To this day, the
waters of the riverlands are considered sacred (or lucky) to
many, even outside the Deirwesch influence.
Governance
Sundered Hold (called Bregdon by the Deirwesch) is one of
the oldest cities in Highcaster and is home to the seat of a
republic that runs the region. The newer name for the city,
Sundered Hold, is called so because the large citadel that
eclipses the city was partially crumbled during the Fall and
remains in that state centuries later.
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H I G H C A S T E R
Members of the government are elected by citizens of Sun-
dered Hold and serve in their positions indefinitely, assum-
ing they continue to get elected year after year.
The Deirwesch’s substantial military is run by an elected
commander who enforces laws and protects the borders.
There is a High Council that creates laws and magistrates
that adjudicate them. All members of the government must
be re-elected each year. Serving is considered a temporary
honor, and one is reimbursed for their service until they re-
turn to it.
Religion
Deirwesch largely considers themselves above religion. That
is not to say they don’t believe in the gods, but since they are
gone, there is little they offer society. Therefore Deirwesch
work relentlessly to define and refine philosophy and ethics
to set the shape of right and wrong within their influence. As
a result, some of the greatest philosophical works on record
have come from Sundered Hold over a few hundred years.
Economy
The Riverlands are extremely resource-rich, and as a result,
the Deirwesch have little incentive to move from the region.
They have very few items imported and even fewer exported.
Much of their economy is run by a free market of laborers
and craftsfolk who exchange and barter. The High Council
manages larger companies and distributes the wealth among
the citizens.
Law
The laws of Deirwesch are incredibly complicated and go
back many hundreds of years. They rely heavily on com-
mon law and thus have laws and amendments for basically
everything. Much of the law is created, recreated, redefined,
thrown out, re-established ongoing because of the constant-
ly changing members of the High Council. Magistrates are
highly valued in the system, and so are barristers.
4 0
T h e C U L T U R E
Lifestyle
Life in Sundered Hold and the Deirwesch Riverlands is rela-
tively simple. Significant focus is placed on academic works
and humble labor. Because of the nature of the government
and economy, society is fundamentally classless, though
there are influential people (career councilfolk) that drive
important movements. To outsiders, it may appear idealis-
tic, but ever-present political infighting can reach criminal
degrees. Citizens do not trust each other and always seem to
be maneuvering for influence.
Playing a Hero of the Deirwesch
Deirwesch are shrewd politicians and economic strategists.
While they don’t view wealth in the same way as more mer-
cantile cultures, they are quite keen on using it for influence
and social status. As such, the Deirwesch value cunning and
intelligence most of all.
Heroes from this culture tend to be prominent social leaders
or activists. They have created great works or have traveled
to far-off lands to bring back valuable philosophies to illu-
minate the people. Therefore, some heroes might be diplo-
mats charged with creating strong trade ties and gain honor
based on how inconceivable the trade relationships may be.
Language
♦ You are literate in Forsentung and also Highspeak.
4 1
H I G H C A S T E R
4 2
T h e C U L T U R E
4 3
H I G H C A S T E R
4 4
T h e C U L T U R E
Highdoni
Highcaster was once a continental empire stretching over a
thousand miles, binding countless cities by language, gov-
ernance, and culture. But the Fall of the Stars destroyed the
realm and the unity of people, now far removed from one
another. Centuries later, the Highdoni are all that remain.
Sprung from the empire, Highdoni has kept many of the old
traditions, including calling their region an “empire” even
though it consists of a few cities and small villages and ham-
lets. The seat of the empire is where it has always been, the
great city of Highdon, which still rises from the foothills of
the Wyrmspine Mountains as if it were built by gods. But
unlike the days before the Fall, the “empire” extends only
through the Wastemarch, a remote and resource-rich re-
gion bordered by foothills to the west, forests to the south,
and wetlands to the east.
Governance
The Highdoni people are governed by the dragon Mystera at
the imperial seat in Highdon. There is an Imperial Council
that assists Mystera in the administration of the empire, a
standing army that protects the borders, and a strong trade
network connected by well-built roads.
4 5
H I G H C A S T E R
Religion
While there is no imperial religion, the majority of the High-
doni people are Sternewn, members of the Temple of the
Nine Stars who worship the memory of the gods and aim to
revive them with good works.
There is a substantial minority of Stergress, though. These
individuals practice at the Congressional Church of the Stars.
They believe the gods never died and are testing mortals to
be on their own and build a better world without them.
Economy
The Imperial Seat holds all property in the empire that is
leased to others. The Highdoni pay the empire for property
through coin, labor, or resources.
The empire will accept any type of coin, but the Mys-
tera-stamped pieces are more valuable. In the cities, citizens
operate a mostly free-market economy by buying and selling
products or labor.
In the country, citizens primarily contribute to the empire
via resources and labor, including agriculture, trade, and ser-
vice in the standing army. The empire pays some citizens to
serve in the military as well.
Law
Imperial law is enforced by Mystera through appointed mag-
istrates. The Imperial Council holds trials for major crimes
against the empire, but most mandates are handled by local
magistrates, who can deploy enforcement on-site per their
discretion.
Considerable crimes may require that the magistrate call an
assembly of influential people in the region for a trial.
Most punishments consist of fines of labor, resources, or
coin. However, more severe punishments, such as death by
beheading or exile, can occur. Unless there is a potential ran-
som, criminals are not imprisoned.
4 6
T h e C U L T U R E
Lifestyle
Highdoni tend to be hard-working people of the land. Ur-
ban populations are heavily involved in trade, and powerful
guilds are common. While a religious people, the population
tends to keep matters of the state and the gods separate. The
Highdoni may work hard, but they also play hard. A life-
style of excess and debauchery is commonplace, especially
with working people in the cities. There is a prevailing love
for the empress Mystera and deep nationalism for Highdon.
Playing a Hero of Highdoni
The Highdoni embrace the legacy of their ancient empiric
history, even as it has dwindled into a faint shadow of what
it once was. The people behave as if they are the ancients,
and they have a deep-rooted pride that is difficult to find
anywhere else.
Heroes from this culture are often altruistic, searching for
those that need help and righting perceived wrongs. Many
knighthoods carry Highdoni banners. These champions live
their life traveling the empire, hamlet-to-hamlet, to ensure
the wisdom and love of Mystera are felt by her people.
Other heroes go into service of the empire abroad, forging
alliances or fighting wars.
Language
♦ You are literate in Highspeak.
4 7
H I G H C A S T E R
Your Trade (Pick One)
♦ Farmer: You get a Talent die whenever you confront a
threat by using your understanding of weather patterns,
botany, irrigation, or soil.
4 8
T h e C U L T U R E
♦ Typical fauna: hawks, deer, rabbits, coyotes, snakes, mice
4 9
H I G H C A S T E R
5 0
T h e C U L T U R E
Rishen
Rishen, so-named from its coastal metropolis Rishfenn, is a
society of merchants and traders, well known for their access
to trade routes, different societies, and wealth. While many
throughout Highcaster do not understand precisely where
Rishfenn is, they have likely encountered the Rishen, or at
least the many spices, wares, dyes, and silks they distribute
throughout the mainland.
Before the Fall of the Stars, Rishen was the economic hub
of the empire and so influential they often lent money to the
empire for its various military campaigns. After the Fall, the
city suffered greatly, but much of their resources remained
intact, so they continued their vast trade networks, even if
they weren’t as expansive as yesteryear.
Their wealth has much to do with their resource-rich home-
land and a strong understanding of building and sustaining
inland trade routes.
Governance
Effectively an oligarchy, Rishen society is run by many trade
guilds, with the more powerful of them sitting on a coun-
cil of guild representatives who handle issues that affect the
Rishen people as a whole.
5 1
H I G H C A S T E R
The Rishfenn Council of Guilds, typically called “the coun-
cil,” consists of all of the city’s foremost guild leaders, as
well as those in charge of trade routes and commerce. There
can be anywhere between 50 to a hundred members on the
council, and most decisions are handled through a simple
majority.
Most legal and governance matters are handled by the guilds
themselves with their memberships. However, more signif-
icant issues and those pertaining to outside societies and
communities require council intervention.
The Council also has the power to levy guilds to take up
arms against an external threat.
Religion
As a society, Rishen do not tend to be very religious. Most
within this culture will hearken back to the traditions and
rituals used to revere the stars, but only as a matter of con-
vention. It is generally accepted that since the gods are dead,
prayers and ceremonies have no value apart from personal
reflection.
Economy
The economy is very much based on a free market. How-
ever, one cannot operate within it unless they belong to a
guild, pay the appropriate fees, and adhere to guild bylaws.
Furthermore, those outside the guild structure are not con-
sidered Rishen and, as such, do not have the same rights and
privileges. Nevertheless, if the market demands a ware or
service, the Rishen will allow its commerce to occur whether
or not it is controlled by a guild.
Law
The Rishen have a complex system of contracts that drive
almost every aspect of their society. Many folk live within a
trade guild structure and consequently must adhere to that
guild’s bylaws as law. The guild itself then handles any legal
infraction. Infractions against individuals outside of a guild,
5 2
T h e C U L T U R E
♦ Guild Elite: You call upon your guild for funds or favors
whenever it is needed.
♦ Coastal Affinity: You get a Talent die when you pilot a boat
or ship.
5 3
H I G H C A S T E R
Your Trade (Pick One)
♦ Guild Leader: You get a Talent die whenever you confront a
threat relating to Rishen guilds.
5 4
T h e C U L T U R E
5 5
H I G H C A S T E R
5 6
T h e C U L T U R E
Saeberds (Inesen)
The “Sea-Beards” of Isolation Coast are an infamous
society of sea and river-faring people known for militant
coastal raids and ferocity in protecting their trade routes.
While many denizens around Highcaster are commercial
and cultural trade partners with the Saeberds (an older
Highspeak term that the society has adopted), just as many
fear their aggressive military posturing and frequent the
border wars they often instigate.
They call themselves and their language Inesen, which is de-
rived from a general meaning, “people of the islands.” They
have always viewed themselves as seafaring people, but that
changed with the Fall of the Stars.
As a result of the dark night sky, they have been unable to
navigate open waters for hundreds of years. As a result, they
began to migrate, spreading farther along coastlines and in-
land along river routes. It was during this expansion that
their aggressive posturing began to affect other communi-
ties, who must now defend their borders as the Saeberds
steadily encroach. There is an unstable peace with many cul-
tures they trade with, but it often doesn’t last.
5 7
H I G H C A S T E R
Governance
Highly unified under a single monarchy, the Saeberds are a
political force. The monarchy has continued with the same
dynasty for generations, even before the Fall of the Stars.
The sovereignty is generally benevolent, while the people in-
gratiate themselves to the throne by demonstrating courage,
resourcefulness, and honor.
The region of Isolation Coast is very closely connected due
to the benefit of fast ships, so it is very easy for this single
monarchy to govern its people. Governance is mainly equi-
table but can be rather harsh and in the hands of the mon-
arch’s court.
The monarch’s word is always final.
Religion
The Saeberds follow the old ways and believe the gods are
still alive and guiding the world and that the monarch is
granted their position through divine providence. Conse-
quently, they have adopted the Stergress (Congressional
Church of the Stars) of Highcaster and, through that reli-
gious minority, manage a great deal of cultural and econom-
ic trade.
Economy
The Saeberds have rich coastal resources and a robust inter-
nal economy. However, what they have in wealth, they lack
in territory. Like many other cultures after the Fall of the
Stars, the Saeberds experienced the collapse of their old way
of life and are now relegated to the coasts and riverlands.
Many of their conflicts with other societies are about the
acquisition of land and the expansion of borders. They rely
heavily on trade with neighbors and conduct business even
while the monarchy may be warring with a group of their
patrons. Border conflict is no reason to stop trade. In fact,
war is often used to force trade through reparations or ran-
soms.
5 8
T h e C U L T U R E
Law
The monarchy is in complete control of the law; however,
few laws are enforced except actions considered threats to
the crown. Thus, clans are left mainly to administer them-
selves, establish conventions for themselves, and handle any
that may fall outside the clan’s code.
Lifestyle
While Saeberds are a militant people, known for warfare
and relentless battle-worn lives, they are also excellent trad-
ers and highly steeped in culture--not only their own but
others. They are known for freely exchanging cultural tra-
ditions with other societies and absorbing the practices of
others into their community. In particular, the Saeberds have
a strong connection with Highdon since culture-sharing oc-
curred centuries before. The two are often allies.
Playing a Saeberd Hero
The Inesen culture is extremely war-focused and disregards
many of the customs or traditions of inland cultures. Saeberd
heroes tend to break from cultural norms and are known
either for leading their people to great lengths against an en-
emy or forging incredible alliances with other cultures. Your
heroes will likely be outsiders, working inland for the cause
of their clans, and will not return until they have achieved
the great heights expected of them.
Language
♦ You are literate in Inesen and also Highspeak.
5 9
H I G H C A S T E R
♦ Cultured: You get a Talent die when using your knowledge
of a society.
♦ Crew: You are the member of a crew that will come to your
aid in exchange for periodic service at war.
6 0
T h e C U L T U R E
♦ Typical fauna: bears, beavers, moose, wolves, deer
6 1
H I G H C A S T E R
6 2
T h e C U L T U R E
“Go after the sun and the sky! You are to be purified.
Your bones are as a bird of prey, the stars who were
in the night sky. Go so that you may be by the side of
the Invoked and leave your realms. All people in all
realms shall not speak evil against your name.”
—Ancient Khem Prayer
Sterboren (Khem)
The Khem are an ancient society of people going back far
beyond any other civilization in Highcaster. Before the Fall
of the Stars, they were known within the Highcaster Empire
as “Sterboren” or “born of the stars” because of the length
and breadth of their history. That name stuck, and although
in their native tongue they still call themselves Khem, they
are generally known as Sterboren, even amongst themselves.
Sterboren live in and around a temperate rainforest region
known as the Storm. Legend has it that once every thousand
years, a massive continental storm emerges from this land
and destroys most of the realm with wind and floods. No
storm like this is on record, but Khem legends mark several.
The sprawling forest of the Storm hides countless hamlets
and villages, as well as a capital called Hut-Djedu built in
and around an enormous 1,000-foot tree also called the
Storm.
Governance
The Sterboren are ruled by a monarch proclaimed to be a
deity on earth. This deity is preserved in a spirit that moves
from body to body as each creature dies. In other words,
they believe the same person has ruled over the Storm for
thousands of years, even as they take on a new body after
each host dies.
6 3
H I G H C A S T E R
The monarch, called the Khem-Ka (Spirit of the People), has
a massive and opulent court and an enormous infrastructure
of bureaucrats who manage the realm’s affairs. The large,
extended families of the bureaucrats spend a lifetime prepar-
ing the next bodily vessel of the Khem-Ka, usually (but not
always) a descendant of the current vessel.
The Khem-Ka has absolute power, and even if the people
despise the present manifestation, their leadership has never
been challenged in all of recorded history. Their authority is
administered by the Hem-Ka (Spirit Laborers), who oversee
a vast directorate and military.
Religion
The entire culture is very rooted in the belief of continuance
with a single spirit that transfers its memories into each re-
newed life. The people revere the monarch and their court as
divine and do whatever is needed to keep their place in the
order of things stable.
Economy
The Sterboren of the Storm want for nothing. The monarch
views their role as provider and parent of the people and
provides all the resources, food, and land needed. Crops are
communally distributed; workers and bureaucrats are paid
with land and goods in exactly the same way. The Khem-Ka
will also conduct major trade expeditions to other cities and
civilizations to bring back materials for lavish buildings or
resources to help the society.
Law
The Khem-Ka’s word is the law. All major offenses are
brought before them, and they pronounce the final judg-
ment. In the capital, minor offenses will also come before the
Khem-Ka. Outside their immediate circle, the Khem-Ka ap-
points Hem-Ka bureaucrats to handle grievances and crimes
within their jurisdictions.
Judgments are handled in the Khem-Ka’s name and include
6 4
T h e C U L T U R E
6 5
H I G H C A S T E R
♦ Forest Warriors: You get a Talent die when confronting
threats in a forest.
Sterboren Region
One of the oldest forest regions on the continent, the Storm
refers to both the region and the giant thousand-foot tree
that is the centerpiece of Sterboren culture. The area consists
of an old-growth temperate rainforest that stretches farther
than any other forest in Highcaster.
The Storm (Forest): This sprawling and thick, temperate
rainforest is home to the Sterboren and includes broad un-
explored reaches as ancient as the world itself. It is primarily
under a canopy and full of broad-leafed trees.
♦ Climate: temperate, warm and cool seasons
6 6
T h e C U L T U R E
♦ Typical fauna: otters, minks, cranes, crustaceans, crocodiles
6 7
H I G H C A S T E R
6 8
T h e C U L T U R E
The Witlanders
The Witlanders refer to the group of pastoral peoples that
live around the Witland Downs and the surrounding Wit-
lands. Their region is a vast steppe region bordered by rocky
coasts in the north, wetlands in the east, flatlands in the
west, and riverlands in the south.
Largely pastoral peoples, the Witlanders keep transient
communities and abodes in between larger settlements that,
depending upon the seasons, may be wholly abandoned or
bustling. They follow seasonal trails to keep livestock fed
and healthy and bring them from settlement to settlement to
sell or trade when all migrations converge.
The Witland Downs refers to a small high-desert moun-
tain range that is largely unsettled but is home to well-used
trade routes and migratory paths between large settlements.
The hills are chalky and composed of soft soil, and they are
known for their white chalk bluffs.
The Witlands that surround the Downs are high flatlands
consisting primarily of white chalk. It is full of shrubs and
other arid plants that nourish the massive livestock move-
ments, but there is little else in the way of resources. Nev-
ertheless, the Witlanders have mastered crossing these lands
and making use of the little foodstuff and water supply it
provides.
6 9
H I G H C A S T E R
Governance
Tribal in nature, most of the Witlanders live in large fami-
lies or tightly-knit clans, led by a respected elder. They may
be very isolated on migratory journeys, but when they con-
verge at settlements during trade seasons, the Witlanders
can be well-organized. However, there is a lot of in-fighting
amongst the clans as they protect their migratory routes,
trade, livestock, and reputation.
When more significant regional decisions are needed, such
as concerning matters of war, great tribunals are formed by
leading representatives of the more influential clans.
Religion
Except for elders and more influential members of society,
many Witlanders are not literate, so they adhere to a robust
oral tradition. There is a common baseline of beliefs in the
legends of the ancient gods as a template for how people
should live, and the Witlander poets retell the stories as a
matter of policy as well as entertainment.
Ideas around organized religion, temples, or worship are not
well-accepted by the Witlanders, and any attempts by out-
siders to enforce a religion may be met with confusion or
possibly even hostility.
Economy
A pastoral economy, Witlander livelihood is based on the
quantity of livestock kept alive during changing seasons and
how much they can trade their stock and share resources
with each other.
Livestock is raised in the early months and driven to warmer
climates in the south during the summer. They are then gath-
ered and subsequently traded in semi-permanent settlements
during the winter.
The success of the trade seasons makes or breaks the clans.
7 0
T h e C U L T U R E
7 1
H I G H C A S T E R
♦ Beastwardens: You get a Talent die when confronting
threats dealing with animals.
♦ Guide: You never get lost and can always find the easiest
path in the wild.
Witlander Region
The high and dry regions of the Witlanders cause the popu-
lations living there to be highly migratory, always following
the seasons and the herds. The few cities within the area are
seasonal, only populated when the people come to unload
their trade before migration.
Witland Downs: The steppes of the Witland Downs are
high flatlands in a very dry climate distinguished by chalky
earth (giving it the signature “white” color of its namesake).
♦ Climate: dry with extreme cold and hot seasons
7 2
T h e C U L T U R E
♦ Typical fauna: vultures, tortoises, lizards, mice, crows,
snakes
7 3
H I G H C A S T E R
7 4
T h e C U L T U R E
Wyrmgarde
A society of warlords and rival monarchies, the Wyrmgarde
were pressed from their far-easterly lands into the Wyrm-
spine, where they laid new roots. A strongly militant society,
Wyrmgarde are constantly at war and in conflict with each
other over limited land and resources in the harsh mountain-
ous regions.
The Wyrmgarde passed into the Wyrmspine sometime after
the Fall of the Stars. Later generations talked off the Sun-
dered, pushing them out of their lands. While they settled
throughout the Wyrmspine, they were in constant pursuit
of gentler lands to settle. Over the past two hundred years,
they’ve fallen into many fractured monarchies, each compet-
ing for resources.
They have a long history of monarchs seizing power from
one another, usurping each other, and overall creating com-
plex webs of politics and war between their many royal
houses and fiefdoms.
Governance
There is no one ruler, or ruling monarchy, of the Wyrmgarde.
They are a highly fractured people with dozens of smaller
monarchies and fiefdoms who are in regular conflict with
7 5
H I G H C A S T E R
one another. Occasionally, a single warlord may come along
and unify many monarchies into larger ones, but after that
warlord dies, the monarchies fall apart.
Religion
Each monarchy has its notions of revering the fallen stars
of the days before. Some are more interested in raising new
gods to godhood by elevating monarchs above their station
into a divine providence. But there is no unifying religion
that keeps the Wyrmgarde together. On the contrary, many
monarchies fall into wars about differences in religion and
often use religion as a way to cloak political power-grabs.
Economy
Wyrmgarde are universally feudal. Power rests in nobility
invested with power by monarchs, and the people work the
land in exchange for protection. Very little free-market trade
occurs within Wyrmgarde borders, but monarchs form trade
missions to other communities and societies through emis-
saries and create long-term trade agreements. Wealth accu-
mulated in this way is typically kept by the nobles who initi-
ated the trade agreements for their feudal lands.
Frequent warfare, along with a harsh landscape, results in
the Wyrmgarde not being particularly invested in the finer
things. Instead, they are hard-working utilitarian people.
Law
Law is handled exclusively by monarchs and their nobles.
Usually, the monarch will bestow magistrate powers among
their nobility, and the nobles themselves will manage the
laws in their particular feudal jurisdictions. Disputes be-
tween nobles will land in the local monarch’s court, with
the sovereign listening to both sides and handling judgment.
High crimes against the monarch or monarchy are dealt with
harshly with death sentences or exile as typical punishments.
7 6
T h e C U L T U R E
Lifestyle
Wyrmgarde tend to lead hard lives. Peasants must work the
meager fields for their nobles, and nobles must always com-
pete with each other to keep their lands and station. Monar-
chies are often at war with one another. Any trade that hap-
pens is a result of a considerable campaign across countless
miles of wilderness.
The land is harsh, alpine, and full of dangers, further lend-
ing to hardened people, focused only on the necessities and
staying alive.
Playing a Wyrmgarde Hero
The fractured and warlike people of Wyrmgarde general-
ly tend to be singular-minded--either protect their position
in life or take from another to elevate their station. Heroes
stand apart from that flow. They stand out because they
have values above and beyond the squabbles of their mon-
archies. They rise above the war and strife and work for a
more noble cause.
Heroes of the Wyrmgarde may leave the Wyrmspine for any
number of reasons. Perhaps they depart to take on an epic
and legendary quest that will prove their worth, or to right
a wrong, to serve justice, or to bring peace to their people.
Language
♦ You are literate in Forktongue.
7 7
H I G H C A S T E R
Your Trade (Pick One)
♦ Peasant: You get a Talent die whenever you have to do a
trade or work with your hands.
♦ Warrior: You get a Talent die whenever you fight with your
trained weapon.
7 8
T h e C U L T U R E
7 9
A
ll that remains of the an-
cients are the very people that
live in the realm. All of us are
creatures of the divine in some
respect. Some of us may even re-
member the threads that tie us to
immortality. Yet, we are all mortals now. Yes, there
are exceptions, but even those that don’t die cannot
remember.
There was once a time, perhaps long before even
the stars, before the empire, when a person was
defined based upon their mortal blood. But if that
time even existed, the Highcaster Empire did away
with it, for an empire was composed of people un-
der the singular banner of the emperor.
Following the Fall of the Stars, chroniclers have
told us of the vast diaspora for almost all peoples.
We learned that in those dark days following the
realm’s destruction, that it was proximity to others,
no matter the heritage, that kept the early peoples
alive.
These are modern days. We are well aware of the
enduring lineage that separates us. But even still, it
is not our banners that bind us, it is our mortality.
For those ignorant of this, that is no excuse to cele-
brate one’s blood over another.
After all, we all bleed, don’t we?
—Highdoni Chronicler Julius Lorrado
1 V
H e r i t a g e
B
efore the Fall of the Stars, there
was a clear divide between the supernat-
ural and mortals. The supernatural were
bound to other realms and were eternal,
whereas mortals were not.
The cosmology of the universe was clear-
ly defined also. The mortal world was between two firma-
ments: the Saeldon, the heavens where the Invoked lived as
stars, and the Fyndon, the shadows, where the forces of cre-
ation were collected from the heavens and forged into the
lands of the earthly world. The energy of this transfer of
power from heaven to the earth beneath created a border-
world between the firmament and the mortal world called
the horizon, or the fay.
That was how the universe stood for countless ages since the
beginning of time. But then the Invoked fell when the Sael-
don crumbled, and all the realms were destroyed or removed.
All that remained was the mortal world and remnants of the
shadow world, broken and untethered to heaven or earth.
The Invoked fell and, with their plummet, destroyed much
of the mortal world, as well as the immortal ones.
8 2
Any creatures of the Saeldon that survived the Fall remained in the
mortal world, as a mortal, called Sael, angels descended. Creatures
that survived of the Fyndon, the Fynd, became mortal. And the
many creatures that lived within the borderworld, which straddled
the mortal realm and the horizon, also became mortal--dragons,
ekwin, nomes, and the rest.
Creatures of other realms, once immortal, now mortal, could pro-
duce descendants, and those descendants bore descendants. Elders
aged and died. Family lines formed. And through the centuries,
they blended--with each other and with other mortals.
Immediately after the Fall, integration was necessary. All creatures
needed to unite to survive. And over the generations they identified
more as a unified culture than as separate heritages.
While some heritages are more common in certain parts of the
world, none are considered better or worse than any other, even
while they display different qualities from one another. Culture is
what defines a person’s abilities and knowledge, not heritage.
8 3
H I G H C A S T E R
Bledseni
The Bledseni, or “blessed” of Highcaster, are among the
few heritages that descended from spirits. Specifically, they
descend from ancient nature spirits that watched over the
realms long before many heritages came to be.
The Bledseni manifested as animals and beasts in prehistory
and, over time, took on human characteristics to better in-
teract with society. But, like so many others during the Fall
of the Stars, those that were manifest in the material realm
lost their immortality.
Several centuries later, they are every bit as abundant as
others, but they are far more variable. There is a Bledseni
for nearly any type of animal. Some may resemble mortals,
some giantkin, or any of the other heritages. They can be
crocodilian, avian, or from any number of mammals. The
creature resemblances seem to have no relevance to parental
heritage or bloodline.
8 4
T h e H e r i t a g e
8 5
H I G H C A S T E R
Draken (Drak)
Created from the same forces that created fay, dragons are
some of the world’s oldest creatures. Some believe dragons
are the world’s first creatures--the very first manifestation
of the Speis before any other living creature, including the
fay themselves. Legends say that dragons are as old as the
mountains.
The Draken heritage is tied directly to draconian ancestry
and is a product of both magical and natural evolution.
They have many of the same qualities as dragons but are
more grounded in the material world, whereas dragons
themselves straddle the realms much like Giantkin.
Draken are much smaller than dragons, usually around
15-25 hands, and like their distant ancestors, they have six
limbs, two legs, two arms, and two wings (as opposed to
wyrms, which are beasts and have four limbs, wings, and
legs).
8 6
T h e H e r i t a g e
8 7
H I G H C A S T E R
Ekwin (Ekwi)
The Ker are the direct forces of nature and the oldest con-
scious entities. They are often referred to as the “elder gods”
by philosophers, but even they don’t understand their true
nature, form, or power. Beyond the manifestation of creation
forces, the only known entity they created was the Ekwin.
Early forms of the Ekwin were extensions of the Ker. They
were powers that descended into the material world to ex-
perience that life. They were a mystery throughout most of
history, highly feared, and nearly universally respected. It
was unclear how much power they possessed, but none were
keen to find out.
The Ker, like all divine forces during Fall of the Stars, were
separated from the material world. Therfore, the Ekwin
were utterly cut off from their ties to the elder gods during
the Fall, and they all became mortal. A fate similar to others
during this time.
8 8
T h e H e r i t a g e
8 9
H I G H C A S T E R
Fynd
After the Deyu manifested as celestial beings, they created
the Skoto, entities of shadow who used the light of creation
to make the realm beneath the material world. Among other
things, the shadow beneath became the pathway for souls
to pass into their next existence after death, but it was also
where the remnants of creation landed. Fynds were born in
this realm as a manifestation of the Skoto, taking the form
of all that remained of the living--their memories, emotions,
forgotten worlds, and their souls and life force.
After the Fall, as with all the other realms, the shadow was
cut off from the material world. The Fynds became mortal,
eventually procreating generation after generation like other
mortals. But they never lost sight of the “remains” of the
world and can see the spirits and souls that wander the lands
with no pathway through the shadow to lead them to their
final destination. They see much that is unseen by others,
even generations later.
9 0
T h e H e r i t a g e
9 1
H I G H C A S T E R
Giantkin
The giants of the west were far removed from most other
civilizations before the Fall of the Stars. And like the others
from the Speis, they lost their immortality afterward. How-
ever, they retained far more resilience than others. Like drag-
ons, giants can live very long lives, even after the Fall, and
many of the original generations still live. With each passing
generation, however, they lose size, strength, and lifespan.
Today many generations are so far removed from the elders
they are called Giantkin. They retain some traits of their
ancestors but are much closer to the size and strength of
mortals. Giantkin are far removed from their ancestors in
both size and resiliency.
The elders are very few and live in the vast wilderness beyond
the Wyrmspine Mountains and due to their size tend to be
lone hunters and scavengers.
9 2
T h e H e r i t a g e
♦ Giant Strength: You have far more power than most mortals
with the ability to knock down walls or lift objects many
times your weight.
9 3
H I G H C A S T E R
Holten (Holt)
The creator deities, Ker, created the Alu so that they would
build the material world itself. It is the Alu who created the
Holten, the resilient, strong, and long-living creatures of
earth and stone. Having not had a connection outside of the
physical world, the Holten are some of the only creatures
that remained cosmically unaffected by the Fall. They exist
in the world not as mortals but as undying creatures of pure
matter--the direct manifestation of the world deities the Alu.
While their form and power have not diminished, they lost
their spiritual connection to their creators and struggle with
the ache of this loss with every year, decade, or eon that
passes.
Holten were forged from earth and appear almost as living
earth, though they take on a practical bipedal form. Their
long existence causes them not to keep memories as present
as other creatures, and they live far more in the fleeting mo-
ment. They do not dwell on memories or potentials.
9 4
T h e H e r i t a g e
9 5
H I G H C A S T E R
Mortals
Before the Fall, mortals were the only ones who bothered to
build civilizations. They lived among (and against) the su-
pernatural all around them, living a different existence alto-
gether. Their short lives and adaptable behavior made them
an enigma to the other creatures of the universe. Before the
fall, many mortals worshiped or revered the immortal crea-
tures as gods or demigods.
The Fall of the Stars removed the divide between mortals
and the supernatural, and what used to be an enigma be-
came the new normal.
Compared to the other creatures that are now mortal, those
of mortal heritage don’t have the remnants of the supernatu-
ral within them. But what they lack in natural abilities, they
make up for in adaptability. Mortals live in almost every cli-
mate of Highcaster, no matter how harsh the environment.
While they may need more clothing and shelter than most
9 6
T h e H e r i t a g e
♦ Skin: black, violet, dark blue, light blue, dark green, light
green, white, pale, pink, light brown, dark brown, lavender
9 7
H I G H C A S T E R
Nomes
The Lei, the horizon, the borderlands imbued life into the
material world and created the Nomes. The embodiment of
nature spirits, Nomes have a sort of cyclical immortality.
When individuals die, they are reborn with the same identity
and many of the same memories of their previous life. This
process continues in perpetuity until there is no longer a will
to move on.
Relatively diminutive compared to other heritages, Nomes
are small, vibrant, bipedal creatures that often appear
youthful and bright with energy. Many of them have wings
of various varieties, and those who don’t can still flutter on a
breeze or skip lightly between the branches of trees.
Although nomes are associated with the fay, unlike the fay
they are very material and do not have the ability to phase
into the in-between, nor do they connect with radiance,
darkness, or other cosmological forces.
9 8
T h e H e r i t a g e
9 9
H I G H C A S T E R
Sael
The celestials were created even before the world, as phys-
ical manifestations of the Deyu, the forces of creation that
put the universe in motion. Separate from the world but a
part of it, they could descend and take on a physical form by
constraining their true nature. However, after the Fall, they
were forever cut off from their celestial nature and became
mortal.
The Sael are the descendants of those celestials. Many gener-
ations later, they live and work among the other mortals and
within the various cultures. While their lineage is profound-
ly significant, it does little for newer generations, many times
removed from the powerful Deyu.
Before the Fall, when celestials descended, they would most
often appear as mortals. However, that was not always the
case.
1 0 0
T h e H e r i t a g e
There are also some Sael that took what mortals would
consider a monstrous form because they chose to embody
their true nature better. When cut off from the celestial, these
forms would also persist through bloodlines as the Sael pro-
created.
All Sael carry a remnant of their celestial past, but it varies
from individual to individual. Almost all are winged or can
fly. Some Sael naturally radiate light, as if a visible aura sur-
rounds them. Some can become lighter than air and hover
high above the earth. And some emanate fire as if cloaked in
a flaming coat of armor.
There are countless other traits, particularly among those
that have taken non-mortal forms. These include such bestial
features as talons, beaks, tough skin hides, multiple limbs or
eyes, tentacles, or pseudopods, to name a few.
Look
♦ Height: small (15 hands), average (18 hands), tall (19
hands), wings (12 hands)
1 0 1
W
e hear too often as we re-
cord history, that one is if
they do what was ordained.
One walks their path of belief.
One makes use of their faith.
Chroniclers know better. We
have found through the ages that a person’s creed
has little to do with their path. And their creed is
nothing at all to do with their deeds. A person’s
choice defines their character, not the road they
journey, not the disciplines they are taught, and
certainly not the creed they profess.
Still, our realm is full of those who journey. Some
of them become heroes but are only so because they
choose to be. Nothing in a person’s blood or cul-
ture will define who they are, for it is they who de-
termine their actions. Blood does not choose one’s
action. Culture does not choose one’s actions. And
no path is a prison from which there is no escape.
To break free of a course, one simply must choose
to do so.
So readers of the time, pay heed to this old scribe.
History is not made because of who a person is.
History is made because of what a person does.
Be they chroniclers or swyrders, magisters or
oathen. Whatever their creed, whatever their cul-
ture, whatever their heritage. Chroniclers care not
about any of it, save for their deeds.
—Highdoni Chronicler Julius Lorrado
V
P A T H
A
character’s path is their chosen pur-
pose in life. One may consider it a pro-
fession of sorts, but it is much deeper than
that. Paths define a character’s outlook on
life, as well as their role in it. It foreshad-
ows obstacles and choices they will face in
their journey and all questions will be answered according
to this choice.
But a character’s path is not a permanent choice. They can
grow, just like anyone else, expand their skills and disci-
plines and start on new paths. But mastery takes time, so
paths should not be chosen lightly.
Every culture has its take on the paths, though they are, for
the most part, universally understood by those in Highcast-
er. The words used to describe the paths and their disciplines
are handed down from ancient Highspeak. Many cultures
still use them due to centuries of habit, but some designate
the paths uniquely.
Whatever they are called, they represent a life above and
beyond the average person’s existence. These are the paths
of heroes, who leave their safe borders to venture into the
unknown for reasons greater than themselves. They are an
archetype of a hero.
1 0 4
Most people in Highcaster do not have a path. Taking on
a path is a step beyond the mundane and requires a great
deal of training to achieve even the basics of disciplines. The
very fact that your characters have chosen a path will place
them in an entirely different league from everyone they meet,
whether commoners or monarchs.
A hero with a path striding into a town will cause daily life
to stop altogether so that everyone, child and elder alike,
can step out and watch them pass. They will be given any
accommodation the people can offer and provided anything
else they ask if possible. Heroes are deeply feared, as well as
respected. And people will be anxious about what the pres-
ence of heroes will bring to their homes.
Consequently, characters with a path have a responsibility.
They must not take respect for granted. They must protect
the people. Finally, they must make a positive mark, as who-
ever meets them will never forget them.
♦ Magister: sorcerers disciplined in tomes, magical words, and
runes
1 0 5
H I G H C A S T E R
1 0 6
T h e P a t h
Culture
♦ Deirwesch: Trained at the Bregdon College of Tomes, after
convocation, you took on the official title Tomekin and
belong to a family of peers who study and share knowledge.
♦ How did you do during your training and who helped you
to succeed?
♦ What does magic feel like to you when you use it?
♦ Who was your adversary during training, why did you have
conflict, and what became of them?
1 0 7
H I G H C A S T E R
♦ What discipline are you most attracted to, tomes, power
words, or runes?
♦ What does your tome of magical spells look like and what
makes it unique to you?
♦ Describe your home, the place you will return to when your
journeys are complete.
Path Talent
Get a Talent die whenever your knowledge of the magical
arts is tested.
Disciplines
♦ Sage, The Discipline of Tomes: Use a tome to perform a
ritual for a magical effect that harms or protects from harm.
1 0 8
T h e P A T H
1 0 9
H I G H C A S T E R
Culture
♦ Deirwesch: The Knights of the Key take an oath to find
and protect historical texts and artifacts.
1 1 0
T h e P A T H
♦ Describe the person to which you owe your fealty and life.
♦ Who has a creed that will ultimately come into conflict with
my oath?
Path Talent
Get a Talent die whenever you make ethical or moral judg-
ments about a situation.
Disciplines
♦ Chevalar, The Discipline of Honor: Adhere to your creed or
oath when in the face of adversity.
1 1 1
H I G H C A S T E R
1 1 2
T h e P a t h
Culture
♦ Deirwesch: Those who work against the High Council but
for the service of the realm are called Lox, for they are as
fish that swim against the stream
♦ Who in your past would you destroy if you ever lay eyes on
them again? Why?
1 1 3
H I G H C A S T E R
♦ What do you hope to gain with your lifestyle and where
would you like to end up?
♦ Describe the person that you trust the most. Why do you
trust them?
Path Talent
Get a Talent die whenever use your understanding of the
criminal/outcast world to confront a threat.
Disciplines
♦ Thef, The Discipline of Thievery: Attempt to take
something of great importance that is not yours.
1 1 4
T h e P A T H
1 1 5
H I G H C A S T E R
Culture
♦ Deirwesch: No matter their type of talent, scoplars are
called Historians in Deirwesch and are some of the most
revered people in the region.
1 1 6
T h e P A T H
♦ Describe your home, the place you will return when your
work is complete.
♦ Describe your family, the loved ones you keep in your life.
♦ Who has a creed that will ultimately come into conflict with
mine?
Path Talent
Give a Talent die to another character whenever you do
something to inspire them.
Disciplines
♦ Canter, The Discipline of Song: Recount a legend, poem, or
historical fact to assist in a situation.
1 1 7
H I G H C A S T E R
1 1 8
T h e P a t h
Culture
♦ Deirwesch: As they’re not religious people, veneren from
Deirwesch are a minority and tend to be outcasts; they are
called Yesterfolk, people stuck on old times.
♦ What does it look like when you call forth divine power? Is
there a symbol or ritual object you favor?
1 1 9
H I G H C A S T E R
Belongings (Answer Each)
♦ What is your most prized possession?
♦ Describe your home, the place you live and practice your
devotion?
♦ Who has a creed that will ultimately come into conflict with
mine?
Path Talent
Get a Talent die whenever your understanding of the divine
is needed to solve a problem.
Disciplines
♦ Haelan, The Discipline of Healing: Call upon your divine
source to heal someone in need.
1 2 0
T h e P A T H
1 2 1
H I G H C A S T E R
Culture
♦ Deirwesch: Trained at Sundered Hold, you are appointed a
Fortunate, a warrior in service of the High Council.
♦ Who in your past would you destroy if you ever lay eyes on
them again? Why?
1 2 2
T h e P A T H
♦ Describe your home, the place you will return to when your
journeys are complete.
♦ Describe the person to which you owe your fealty and life.
♦ Who has a creed that will ultimately come into conflict with
mine?
Path Talent
Get a Talent die whenever your understanding of battle
strategy and tactics will help your situation.
Disciplines
♦ Warder, The Discipline of Protection: Defend someone from
harm.
1 2 3
H I G H C A S T E R
1 2 4
T h e P a t h
Culture
♦ Deirwesch: Disliked and distrusted by the High Council, the
wicker of Deirwesch stay amongst the lower class and are
called Chaermers due to their craft.
♦ Who brought you into the life of wicker, and why were you
attracted to it?
1 2 5
H I G H C A S T E R
Belongings (Answer Each)
♦ What is your most prized possession?
♦ Describe your home, the place you will return to when your
journeys are complete.
♦ Describe the person to which you owe your loyalty and life.
♦ Who has a creed that will ultimately come into conflict with
mine?
Path Talent
Get a Talent die whenever you are directly working to help
or protect someone that is marginalized or oppressed.
Disciplines
♦ Chaerm, The Discipline of Talisman: Spend at least a full
day to create a talisman with a long-term magical effect.
1 2 6
T h e P A T H
1 2 7
H I G H C A S T E R
Culture
♦ Deirwesch: The High Council looks down on wildkin in
their region and at times pushes them out. They call them
simply Wildkin.
♦ How long have you been on this path and how did you get
brought into it?
1 2 8
T h e P A T H
♦ Who has a creed that will ultimately come into conflict with
mine?
Path Talent
Get a Talent die whenever you are attempting to balance
nature and society with your action.
Disciplines
♦ Marchen, The Discipline of Journeys: Known and
understand how to navigate an area.
1 2 9
T
he measure of a person is
often said to be their wealth,
their land, and their vassals.
Others would venture to say
that it is also within their heart
and moral character. I say no.
The measure of a person is what they can do. I care
not what they can do for themselves, how much
land they can ward over, or how many banners they
can raise in a time of war. I care not how many alms
they give, how many temples they build, or how
many rousing speeches they perform.
This chronicler cares not for wealth or words. For
it is clear as one studies even a modest segment of
times past that words and wealth mean nothing to
history. On the contrary, they represent only noise.
No, the measure of the person is what they can do
for their people. It is not in astute leadership; it is
in their actions. It is not in pleasant words; it is in
their actions. It is not in land; it is in their actions.
This chronicler measures greatness by action. Yes,
there are those who possess talent. Yes, there are
those who embrace duty. Yes, there are those who
have wealth. But those qualities alone do not make
greatness. Instead, it is what one does with those
qualities that measure up to tides of history.
I say the manner in which a person makes their
mark is how history will know them.
—Highdoni Chronicler Julius Lorrado
V I
F E A T S
M
ost of the time, players will be able to
confront and subdue threats for their char-
acters by using a modifier dice pool that in-
cludes Humor dice and, if applicable, Disci-
pline dice. In certain situations, they may also
have a Talent from their heritage or culture
that will add another d6 to the modifier pool. In addition,
players will customize their character further with Feats,
allowing them to engage the system in another way.
Feats are designed to be character customizations unique to
a character and not tied into a culture, heritage, or path.
While most of a character’s traits (Humors, Disciplines, and
Talents) add dice to the modifier dice pool, Feats will cus-
tomize another aspect of game play that will fundamentally
give a character an advantage.
Every player chooses a feat during character creation. They
can “buy” more feats simply by spending waxes of a humor
equal to your existing number of feats times three after a
session or when narratively appropriate.
It doesn’t matter if your waxes are reduced below your cur-
rent die level, because the die itself won’t be reduced. How-
ever you’ll need to earn them back to get the next dice tier.
1 3 2
F E A T S
Affluent
You always seem to have what you need. Once per session
you can introduce a truth without spending a Favor.
Blessed
You always seem to have a way out of trouble. You get two
Favor at the start of each session.
Courageous
You exhibit extraordinary bravery. Immediately spend Fa-
vor to negate harm to the Courage Humor.
Driven
When you succeed, you are inspired to do even better. You
get two Favor when you roll 20+.
Favored
It seems as if something or someone is always looking out
for you. Whenever you spend Favor to add a d6 to your
modifier die pool, you add 2d6.
Fortunate
You seem to be exalted with fortune. Reroll the d20 whenev-
er it lands on 1. Describe how you bounced back from what
appeared to be a bad situation.
Healer
You can assist others in finding their full strength and po-
tential. You help another character regain two harm a day
when they rest.
Inspirational
When you show your mettle, you inspire others to have mo-
mentum against a foe. When you resolve a stage of a threat,
you can give a d6 to another player to be used in a future
roll. Your inspirational nature must be detailed in the nar-
rative.
1 3 3
H I G H C A S T E R
Intimidating
When you show your mettle, you gain momentum against
a foe. When you resolve a stage of a threat, you get a d6 to
be used in a future roll. Your intimidating nature must be
detailed in the narrative.
Leader
You are known for being able to lead others to do difficult
tasks. Spend Favor to give one of your Discipline dice that
narratively applies to another player to use before or after
their roll.
Learned
You are well educated and know far more than most about
the world. Once per session, your character may know
something about the world that will help a situation. You
may choose to introduce a truth if it is not about an existing
threat or ask the Chronicler to reveal a truth.
Prestigious
You exhibit extraordinary status and presence. Immediately
spend Favor to negate harm to the Prestige Humor.
Relentless
You do not stop against a foe until you have deemed it time
to relent. You can confront subdued threats without spend-
ing Favor. Your relentless nature must be aligned with what
is happening in the narrative.
Resolute
When you must succeed, you do. Spend a Favor to succeed
automatically on a die roll once per session.
Skilled
You are exceptionally talented in a Discipline. Choose a Dis-
cipline in which you are highly trained. Whenever you use
that Discipline, double that die for your modifier dice pool.
You can choose this Feat for each of your Disciplines.
1 3 4
F E A T S
Soothing
You have the ability to calm an escalating situation. Spend
a Favor to move a threat down one stage. If the threat is at
a single stage, it is automatically subdued, and the narrative
plays out accordingly.
Strong-Willed
You do not let troubles set you back. You can negate up to
two harm a day when resting.
Suave
You are well-loved and charming. You may reroll a failed
Prestige roll once per session.
Tactical
You can always turn a situation to your advantage. Roll nor-
mally whenever a roll requires a disadvantage.
Tenacious
You do not give up in the face of danger. You may reroll a
failed Courage roll once per session.
Trained
You are very well trained and can quickly recover. You re-
gain up to two Discipline dice per rest (8 hours at least).
Trainer
You are very good at training others. You can help one other
character regain up to two Discipline dice per day when they
rest (8 hours at least).
Virtuous
You are very true to your honor and word. Immediately
spend Favor to negate harm to the Virtue Humor
Witnessed
You are very moral in the face of adversity. You may reroll
a failed Virtue roll once per session.
1 3 5
S
trife will always be. It is the
opinion of this old chronicler
that strife and struggle are nec-
essary for the soul to live. With-
out conflict, how does the soul
know to grow?
We claim to love peace. Entire empires have been
built, in immortal words, to protect the peace. Yet,
there are always borders.
And peace always ends.
When one is at the point of a deadly spear, one must
certainly wonder, “Was it worth it?”
We are emotional creatures that bring blades to
every conversation. Even after the gods themselves
fell from the sky and destroyed us, we closed in and
lost each other in the wastes of the wilds.
But fear not, dear reader. There is always hope. For
from strife comes order and vitality. We are build-
ing a new world, forging it in the furnace of con-
flict, creating the society we want. It is our time. We
would do good to remember what has transpired,
and it is this chronicler’s life’s work to see to it that
we do.
As we brave into the centuries ahead and construct
our cities, walls, and wars, we must always remem-
ber why we do so. Not to slay enemies but to come
together as people.
—Highdoni Chronicler Julius Lorrado
V I I
T H E G A M E
A
s a game, Highcaster is intended to
be a ready-made stage for your story. It is
best to think of it as a toolbox. The design
is focused on giving you rich cultures to
work with, character motivations to push
on, and threats to pull from—but it leaves
everything else open and up to you. You will not find histo-
ry beyond broad strokes. You won’t find specific monarchs,
famous people, wars, or exact relations between cultures,
apart from capitals, cities, or geography that may have spe-
cifically informed a heritage or culture. These details are
kept broad and largely obscured so that you and your group
can fill in the blanks on your own.
Your story will define who the people are, how they interact,
what comes of cultures when they meet, who rises, and who
falls. You will populate the map with added people, places,
and things. You’ll determine wars, peace, the fate of soci-
eties, and any history that comes with it. You define High-
caster’s lore, the legends, mythology, heroes, villains, and
historical moments.
The constraints in place are there to propel your story fur-
ther. Your characters are heroes. They are Hercules; they
are Persephone; they are Gilgamesh; they are Quetzalcoatl.
1 3 8
They are the people recorded in history.
The stories you create at the table should be momentous and
feel timeless. They should feel like long sweeping tales of
legend that have been adapted time and time again and are
now the subject of popular culture.
There is a pattern in fantasy fiction, particularly in table-top
games, that observes heroes rising from everyday people to
legends. Highcaster can tell that story, but truly it is about
people who are already legends in their time. They are con-
temporary legends of their people.
In Highcaster, very few people leave the safety of their homes
to venture beyond the borders of their realms. Leaders work
with these few on behalf of entire societies. People look up
to them as the divine on earth, placing the mantle of hope
on them to make their world better. They are superheroes
capable of changing the tides of history.
So your characters are overpowered. They will likely not
die—not unless there is a very good reason. And if they do,
their death will go down in history. The adventures they ex-
perience are completely inaccessible to the everyday person.
They are even beyond the reach of emperors and monarchs.
They will become gods.
The players must embrace this principle as the game rules
are built with these assumptions in place. If you are looking
for a gritty survival fantasy game, you will not find it here.
Highcaster is a place of mythology and wonderment. Hope
and courage. It is about crafting a world from scratch, over-
coming societal obstacles to create a new and better place. It
is about moving mountains to do the right thing.
The stories you create will be worthy of novels, movies, and
“prestige” television events. You will ultimately participate
in the creation of something bigger than yourself. Lean into
it.
This section will detail everything you need to know to play
Highcaster.
1 3 9
H I G H C A S T E R
♦ Dice Pools: using dice to determine outcomes of the story
1 4 0
T h e G a m e
1 4 1
H I G H C A S T E R
Chronicler: The mist clears just as your skiff lands on the
river shore. It is quiet, save for the distant
calls of ravens. Before you have a moment
to find your bearings, a dark shadow cuts
through the mist and the giant form of a
rock-skinned Holt steps forward wearing
battle armor.
1 4 2
T h e G a m e
to confront.
♦ Virtue: They are ethical. They bring people together. They
are protective. (Used for Ally, Defend, and Make a
Stand.)
1 4 3
H I G H C A S T E R
Chronicler: Okay that’s a Scout move, go ahead and roll
your Courage.
Isenel is a Wildkin and has not yet used any of their disci-
plines.
1 4 4
T h e G a m e
Isenel: Nope.
1 4 5
H I G H C A S T E R
Disadvantage
There may also be environmental challenges or a particular
type of situation that could get in the way of a character’s
move. If that is the case, the Chronicler may state that the
move happens with a Disadvantage. In that situation, the
player will roll the d20 twice and pick the lowest result be-
fore adding the highest modifier die from the modifier dice
pool.
Threat Escalations
If a threat stage is not resolved or a single-stage threat is not
subdued (because a player gets a 9 or less from the total of
their modifier and the d20), the threat escalates. The Chron-
icler will have planned what escalations look like for each
stage of a threat and have several examples and building
tools available to do this as well.
In short, escalation causes things to get worse for the char-
acters. They may sustain harm, be put in a worse situation,
lose something, get trapped, be separated, be confronted
with more enemies, etc. Ultimately, something in the narra-
tive changes for the worst.
1 4 6
T h e G a m e
The idea here is also not to punish the players. On the con-
trary, the Chronicler is working to make the story more in-
teresting. Stories about heroes that always win are not fun.
Additionally, stories that grind to a halt because a hero can’t
do something are also not fun. Escalations propel the sto-
ry forward and increase the dramatic tension. As a player,
you get to play out both situations (failure and success), and
both are entertaining to play.
When a threat escalates, the Chronicler will explain what
happens and how it gets worse. If the threat was written
down, record what changed. Also, the escalation may have
introduced another threat, which may even seem more im-
mediate.
1 4 7
H I G H C A S T E R
the overall story the Chronicler is weaving and the situa-
tion. In this case, they maybe wanted to shift from a pos-
sible peaceful meeting to a definitely combative one due to
the failure. The sudden shift in tone could be consequence
enough if this were a diplomatic mission, so harming the
character would likely have been excessive. But that is all up
to the Chronicler and how they want to pace the story.
Chronicler: Talents?
Chronicler: Roll it, just normally this time. You can see
the fire clearly.
1 4 8
T h e G a m e
Harm
Inevitably threats will lead to harm. However, in Highcaster,
we are not very interested in harm as a way to track dam-
age. In other words, getting hit with a sword and receiving a
bloody wound is not as narratively important as being best-
ed by a foe. So harm is much more abstract and ultimately
reduces your character’s effectiveness. Harm can happen on
any roll 19 or less.
Remember, in Highcaster, characters don’t die unless you
choose to have them die. That is because randomly killing
characters off due to bad dice rolls is inconsistent with the
legendary tales we’re trying to tell. Instead, character deaths
should be deliberate, narratively significant, and meaningful.
So harm is a way of tracking your character’s journey but
will not lead to their death unless you want. Therefore
you can focus on exciting story options beyond protecting
your character. If you care most about the story, bad
things happening to the character will make the story more
nuanced and interesting, as well as working to tie into the
three Humors:
♦ Virtue: Take harm when your sense of self-worth, moral
responsibility, or faith in your creed worsens. When you
take three harm to Virtue, your character is Angry.
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H I G H C A S T E R
♦ Courage: Take harm when your abilities, skill, or bravery
are challenged. When you take three harm to Courage, your
character is Afraid.
Isenel: Yes.
1 5 0
T h e G a m e
1 5 1
H I G H C A S T E R
That way, heroes aren’t grinding on the same problem re-
peatedly. Either they fix it and move on, or they fix it, and it
changes, so they must address it again.
In practice, that means that once a character subdues a
threat, they can’t target the same threat without a change
in fiction.
For example, let’s say they resolve an angry fighter’s attack
by disarming them. That’s great! The threat is subdued; the
angry fighter is no longer attacking. But if the character then
wants to knock the fighter down and bind them, they can’t
unless the fiction changes. The threat was already subdued.
Another example: let’s say there’s an avalanche, and the
group is getting tossed up in snow and debris. A player rolls
to pull their character out of the avalanche and gets a suc-
cess. Great! They are no longer getting stuck in the snow,
but they can’t go and save their friends unless the fiction
changes because the threat was subdued.
There are also some feats that are activated when a player
pays favor, but those are specific to the individual feats.
Subduing a threat doesn’t mean getting rid of it. It means
the moment is resolved, and now the story must change to
continue.
So, if a character wants to (or needs to) confront a threat
that’s already been subdued, there are two options:
♦ Pay Favor to introduce a new threat that changes the fiction.
1 5 2
T h e G a m e
1 5 3
H I G H C A S T E R
Isenel: This isn’t over. I’m throwing my dagger at
the source of the fire magic in the mist.
Isenel: Yes!
Isenel: Oh, I have a Favor. I’ll just pay for it. Let’s
say the threat is that he is going to get away.
1 5 4
T h e G a m e
1 5 5
H I G H C A S T E R
Isenel: Not really.
Isenel could have done any number of things here but chose
to give the group an edge in the story. They could have also
asked the Chronicler to say what happened and then intro-
duced a truth based on the narrative. The possibilities are
endless, but the idea is that narrative control is awarded to
players with a 20+ result.
Assistance
Characters can assist others when they are confronting a
threat. They simply describe how they are helping and then
hand the other player their appropriate Humor die for the
move. The assisted player can then include that die in their
modifier dice pool. There is no limit to the number of play-
ers that can help or how often a player assists, even within
the same move; it just needs to make narrative sense.
Using Threat Stages
When introducing a threat, the Chronicler can choose to
have stages to be resolved before the threat is subdued. These
stages are entirely narrative trappings and can be anything
from closing the distance of a foe to different fighting styles
an opponent takes on after the heroes defend themselves.
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T h e G a m e
Whatever they are, once they are all resolved, the threat is
subdued. Many common threats will be considered “one-
stage,” in other words, one success will resolve the stage and
subdue the threat. Sometimes it will be unnecessary to spell
the threats out (or put them on index cards). But if there are
a lot of them, or if they have stages, they should be noted for
the whole table to see. That way, the players will understand
what they need to do to subdue the threats and be narrative-
ly specific about which they are addressing with their moves.
Staged threats will include much of what players may be
used to in terms of combat mechanics. Instead of creating a
rule for every edge case, this game assumes that each threat
will have the necessary steps to subdue a threat in whatever
makes narrative sense.
Examples of stages:
♦ Distance: If a foe is out of reach of the characters, they
may need to find a way to close the distance. Once they
resolve this stage, they can then make a move to fight a foe.
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H I G H C A S T E R
Situational Threats
One type of threat may involve an entire threat scenario,
having an overarching effect on the other threats until they
are subdued. These threats can also come in stages and are
usually about the environment, such as a storm or weather
problem, slick or uneven surfaces, fire all around, or a land-
slide occurring. These threats will cause all rolls to be at a
disadvantage until they are resolved, meaning players will
roll a d20 twice and choose the lower result.
Situational threats are subdued just like any other threats,
but they will negatively affect all moves until they are.
Chapters
Highcaster gameplay is split into Chapters, which frame the
scenes for the players and provide focus on what the charac-
ters are supposed to accomplish during this part of the story.
The Chronicler determines the type of Chapter, as seen on
the next page, and each affects rules or story somehow.
The purpose of Chapters is to help move the story forward
so that players don’t get stuck not knowing what to do. They
also work to reframe scenes to increase or decrease drama.
Generally, Chapters are invisible in gameplay until they
change, and the group reframes the situation. They can be
as short or as long as the story requires and change when the
goal of that Chapter is reached in the narrative.
The Chapters are:
Culture Chapters
The heroes are focused on the people in their society, the
commoners or the elite, and their everyday needs.
♦ Any threats that occur in the narrative are not dangerous
and are focused on the culture or homeland.
Danger Chapters
The heroes are confronting a dangerous threat that is over-
whelming or terrifying.
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T h e G a m e
♦ The threats in play catch the heroes off guard, and they will
find themselves in perilous circumstances.
Hero Chapters
Each player takes control of the narrative, in turn, to reveal
more about their hero.
♦ Players, in turn, have narrative control and can introduce
truths into the fiction as long as those truths are not about
threats currently in play or other player characters.
Journey Chapters
The heroes are making a journey through unknown lands,
confronting danger, and finding their way.
♦ The default setting of the game, standard threat and roll
rules apply.
Preparation Chapters
The heroes gather all of the resources and information they
need to go on a journey or quest.
♦ Players have narrative control and can introduce truths
about what they acquire to prepare for a journey.
Quest Chapters
The heroes are showing their mettle in accomplishing a sig-
nificant task or feat
♦ The players get an advantage die on all rolls; all other
aspects of the game are standard.
1 5 9
H I G H C A S T E R
Rest and Recovery
Characters will need to recover to remove harm or recover
spent Discipline dice. A character must rest for a full night
(or 8 hours) to negate one harm and regain one Discipline
die.
Certain Feats will help improve that rate of recovery.
Force a Recovery
Additionally, players can immediately reduce one harm by
forcing a recovery.
Negate a harm, or step back from a condition, by addressing
it within the story as follows:
♦ Virtue: Lash out emotionally at another character in a way
that causes harm to the relationship.
Train
In addition to receiving a Discipline die by resting overnight,
you can also spend a full day training (at least 8 hours) to
recover an additional Discipline die.
1 6 0
T h e G a m e
1 6 1
W
e still feel the influence
of the gods. Indeed wars are
fought over the subject. Over
generations, since the Fall,
some have toppled monarchies
because of this.
History has no judgment on the matter. The gods
fell. They destroyed our world in their fall. That is
the end of it. All who were immortal are now not.
The dead remain here.
But still, even this old chronicler must admit that
we still feel the influence of the gods. It is as if they
are watching from afar, having removed themselves
from the ordinary experiences of our time.
Sages call this the memory of the gods. They believe
that the power to ascend to the firmament created
an influence, energy, that transcends time. Even af-
ter they fell, their influence remained. Those that
revere the memory of the gods will receive the same
power of prayer and healing as if they still shone
down on us from the night sky.
I do not have the luxury of belief. It is in truth that
I know. Too much history exists to accept that
the gods are nothing but the fallen remains of the
shards they left behind.
Do they influence us? Yes. As does history. As do
forces we will never comprehend.
It’s best not to think about it.
—Highdoni Chronicler Julius Lorrado
V I I I
T h e
C h r o n i c l e r
T
he Chronicler is the game’s weaver.
Their job is to take the tapestry of the
world the group has created and weave it
together with the other players’ choices.
They are, in a sense, the film’s director.
Yes, they have ultimate authority over
the occurrences of the story. Still, those decisions are made
in cooperation with the players either directly when they
concede narrative control or indirectly by propelling the sto-
ry forward in a way that makes their characters heroes.
The Chronicler’s job is to make the story interesting. They
must love the characters like they would love the protago-
nist of their favorite book or movie. And they must bring
forward challenges that will make those characters change
and grow, so they emerge from the journey as incredible leg-
ends.
Those that have facilitated other games as Game Masters,
Storytellers, Dungeon Masters, MCs, Guides, or any sim-
ilar role may have a preconceived notion about what that
means. However, it is important to understand this role in
Highcaster because that may differ from prior experiences
in other games. For example, the number one aspect of a
Chronicler is that they are a champion of the story’s heroes.
1 6 4
They are not setting a victory condition for the players; in-
stead, they focus on the story and the characters’ arcs. They
work with the players cooperatively to create the most mem-
orable and exciting experience they can.
Agenda
Before you move forward as Chronicler, take note of what
the game expects of you. There is a particular agenda at
play that will define your approach to facilitating the game.
No matter what happens during a session, everything comes
back to these three essential points.
♦ Create Stories of Legend.
Your story should feel like it came from the pages of
antiquity, passed down through the generations as
mythology. You are not creating trite tales; these are stories
of epic legends.
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H I G H C A S T E R
Principles
Principles are the Chronicler’s tools for making the session
feel like Highcaster. Review your principles whenever you
sense the story has stalled, the other players don’t know
what to do, or the content has become repetitive.
♦ Make it epic.
You are not creating fairy tales or run-of-the-mill fantasy
fiction. You are creating mythologies. Everything should be
at maximum volume and with the highest possible stakes
These are the wars, battles, victories, and losses that will go
down in history for all time.
1 6 6
T h e C H r o n i c l e r
♦ Give threats depth.
Threats in Highcaster are not just footnotes in an action-
adventure story. They are serious situations that heroes
must rise above and resolve. They are beasts of epic legend,
villains known throughout the realm, catastrophes that
consume cities, legendary wars. Take your time with them;
give them depth, texture, and weight.
1 6 7
H I G H C A S T E R
Chronicler Moves
Whenever the story needs a push, it’s time to make a Chron-
icler Move. These moves create deliberate changes in the
fiction to move the story forward or compel the players to
confront a threat.
Chronicler moves generally happen in response to a die roll,
but they can also occur any other time you need to push the
story or break the players out of a place of indecision.
Chronicler moves are a framework for being proactive. It is
your role to affect fiction and guide characters through the
Chapters proactively. While player moves are the engine of
the story, Chronicler moves are the engine of the game.
Any move should drive the fiction forward and create op-
tions for the player to act. The move must put them in a bad
or dramatic situation.
Hard Moves
These moves put characters into a worse position without
providing them the opportunity to react.
Use hard moves when:
♦ A roll results in a 9 or less when confronting a threat
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T h e C H r o n i c l e r
Your Moves
♦ Create a Threat
♦ Escalate a Threat
♦ Inflict Harm
♦ Present a Dilemma
♦ Reveal Consequences
Create a Threat
Signal something has become a problem by creating a threat,
even if the narrative hasn’t indicated one. This can be done
either without warning or as a natural course of the fiction.
♦ As you are discussing this, you suddenly hear a distant roar
in the forest beyond. I’m introducing a new threat called
“Something is Hunting You.”
Escalate a Threat
Escalate the current stage of a threat, especially if the play-
ers have not confronted this threat yet. Make sure the esca-
lation directly impacts the characters.
♦ The Warleader bangs his shield from afar and points his
axe at you. You’ve ignored him too long and now he is
charging across the battlefield to take you on personally.
What do you do?
Inflict Harm
Cause harm to a character’s Humor with a sudden revela-
tion or escalation of a threat. This harm can come from the
natural progression of the fiction or unexpectedly if you
introduce a new threat.
1 6 9
H I G H C A S T E R
♦ As you turn the bend. You are suddenly knocked down by
a massive boulder flung at you from the mountainside. You
look up and see a large monstrous giant who is picking up
another boulder. You take harm to your courage, as the
sight is unexpected and frightening. What do you do?
Present a Dilemma
Force a situation in the narrative wherein the characters
must make a hard choice—perhaps between what they want
versus what they need.
♦ The ship is buckling under the weight of the waves, and you
see several of your crew tumbling over into the stormy sea.
But your prisoner is getting away, swinging onto the bow of
another ship, what do you do?
Raise the Stakes
Increase a threat’s sense of urgency by adding time con-
straints or escalated adverse outcomes for delays.
♦ Your magic envelopes her, and you see her skin begin to
burn painfully from her flesh. However, the room is now
ablaze and spreading fast toward the bound hostage.
Reveal Consequences
Present real consequences for the character’s decisions.
♦ If you cross swords here, then the queen will likely order
her bodyguards to attack.
1 7 0
T h e C H r o n i c l e r
1 7 1
H I G H C A S T E R
Every threat will have a unique set of stages, depending on
what is transpiring in the story. There is a list of threats in
this book that provides examples of stages. However, you
will need to create them to align with the circumstances.
Playing Threats
Threats should be played “visually” by writing the threat
down and placing it on the table, shared online document,
or virtual tabletop. You may find cases where visually dis-
playing threats is not necessary, because there isn’t a lot to
track. But in general, it will be important to present them
clearly to the players.
Visually displaying the threats can help guide gameplay.
Players can easily see what moves are needed, if the threat
can be quickly subdued, and if it has been subdued. The
last example helps prevent players from wanting to move
after a threat has been subdued. Instead, they’ll be able to
clearly see that the threat either needs to be escalated (by the
Chronicler) or a Favor needs to be paid (by a player).
Visual prompts also help frame the narrative situation. Play-
ers can easily see what is going on and make an informed
decision on where they want to put their focus. In addition,
it helps players avoid spinning the wheels on activities or
moves that don’t contribute to the story.
Simply write the name of the threat down in a way the whole
group can see. This can be done with index cards on the ta-
ble, an online spreadsheet document, a kanban board, or a
virtual tabletop.
Then indicate how many stages there are by putting empty
checkboxes on the card or in columns of a spreadsheet or
kanban board. That way, players can easily see the difficulty
of the threat.
You can and should introduce threats whenever an obstacle
comes up in the narrative. You can also introduce threats as
a Chronicler Move, servicing as a beat in the story, changing
the direction of game flow.
1 7 2
T h e C H r o n i c l e r
Something is Hunting
You
Note that the Chronicler did not reveal what the threat was;
they just indicated a shadowy threat with two stages. Of
course, those stages can be anything really, but for the sake
of the example, let’s say the Chronicler thinks the first stage
1 7 3
H I G H C A S T E R
would be to close the distance or find the creature, and the
second will be to overcome its attack or defeat it.
So, let’s say a character confronts the threat with a move to
find out what’s in that dark chamber and succeeds. In that
case, the Chronicler would mark one stage as resolved and
then describe the creature to the players, perhaps with em-
bellishments on lore or what they know about it.
Something is Hunting
You
a
Then they’d move to the next stage, where the creature at-
tacks the party. In this case, let’s say they move to get out
of the way or protect and fail the roll, the Chronicler would
then escalate the stage. For example, maybe the creature has
locked its jaw on a party member’s arm, and they take harm
to their courage. They could just mark an arrow to show the
escalated, or they could write the escalation out, whatever is
most dramatic or best fits with the flow.
Something is Hunting
You
a -It’s Biting!
1 7 4
T h e C H r o n i c l e r
Character Threats
There will be situations when characters are in conflict
with one another. In general, heroes should work togeth-
er, but certainly, there are times in which they will disagree
1 7 5
H I G H C A S T E R
or even fall into arms against one another. In these cases,
Chroniclers can create a threat that only the involved char-
acters can confront. Whoever is making the narrative move
against the other player rolls (or determine with help from
the Chronicler who of a group is the main aggressor), and
the resolution is handled as follows:
♦ On a 20+, the player who rolled has narrative control over
the outcome. The other player gets a Favor if they allow the
winner to succeed in their goal.
Building Threats
There may be a temptation to be flippant about threats. In
other words, Chroniclers may want to throw threats out
like mooks in traditional fantasy RPGs. But in Highcaster,
threats are very serious business. Chroniclers should take
their time in revealing them, describing them, staging them,
and escalating them. If there are multiple threats in play, the
situation should feel perilous, maybe even impossible.
Because heroes in Highcaster are so—well, heroic, you will
need to increase the drama of each interaction relentless-
ly, so that narrative stakes are felt. Consequences should be
painful in the story, not necessarily on paper. So be sure to
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T h e C H r o n i c l e r
1 7 7
H I G H C A S T E R
conceding your power willfully, deliberately, and graciously
expands the horizons of the story.
Favor removes barriers to a story’s potential, activates multi-
ple points of view, and levels the playing field for all players.
Make an Offer
Whenever the player wants something to be true about the
setting or situation, that is an opportunity to hand them
Narrative Control. If someone asks, “Do we know any-
one in this town?”
You can answer, “If you pay me a Favor, you can tell me.”
Offer to Create a Threat
When a player needs to make a move and no threats are
immediately available or appropriate, offer to create one.
“You can spend a Favor to create a threat. Or I can give you
a Favor and escalate one of the existing threats. What do
you want to do?”
Hedge the Roll
A player will naturally try to get as many dice in their mod-
ifier pool as possible. While they prepare for an important
move confronting a threat, always remind them that they
can spend Favor to add a d6 to the pool.
Threat List
Threats, as we’ve learned, are highly variable and amor-
phous. However, this section does lay out some easy options
for NPCs or beasts.
Each listed threat also provides a handy list of ideas for stag-
es that you can use as needed
1 7 8
T h e C H r o n i c l e r
1 7 9
H I G H C A S T E R
• Convinces other NPCs to • Casts magic that sum-
follow their lead mons beasts
• Performs to change the
Wildkin
situation
• Inspires other NPCs A wanderer or scout
Stage(s): 2-4
Veneren
• Uses the environment to
A holy person help them
Stage(s): 2-4 • Finds protection
• Heals someone • Guides others
• Calls down divine wrath • Attacks from afar
• Inspires others • Commands beasts
• Reveals the truth Beast Threats
• Defends other NPCs
Common animals
Warren
Bears
A warrior or soldier Stage(s): 3
Stage(s): 2-4 • Investigates, explores
• Defends another from • Hunts
harm
• Protects young
• Fights another with
swordplay • Chases
• Fights another with • Mauls
archery
Beasts of Burden
• Leads other NPCs
Stage(s): 1
• Is at a distance
• Tires
Wicker • Gets spooked
Folk magic practitioner • Hides
Stage(s): 2-4 • Stops and is stubborn
• Uses a talisman with a • Hungry
long-term magical effect.
Birds
• Casts a harmful curse
Stage(s): 1
• Casts a magical blessing
• Flies at a safe distance
• Casts magic that obscures
or changes them • Flees
1 8 0
T h e C H r o n i c l e r
• Dives to attack • Charges
• Squawks for help
Livestock
• Observes carefully
Stage(s): 1
Birds of Prey • Hides
Stage(s): 2 • Gets spooked
• Dives to attack • Trample
• Grabs and crushes with • Stops and is stubborn
talons • Hungry
• Flies away
Primates
• Perches and observes
• Caws for help
Stage(s): 2
• Postures and intimidates
Cats (Large)
• Observes
Stage(s): 3 • Punches and kicks
• Ignores
• Flees
• Pounces • Swings or climbs
• Chases
Rodents
• Hunts
• Runs
Stage(s): 1
Examples:
Elephants
• Hides
Stage(s): 3
• Runs
• Stampedes
• Climbs
• Charges
• Bites
• Postures and intimidates
• Scratches
• Flees
• Watches from a distance
Wolves
Stage(s): 3
Horses
Examples:
Stage(s): 2
• Howls for help
• Stampedes
• Circles and postures
• Kicks
• Lunges
• Runs
• Chases
• Stops and is stubborn
• Bites
1 8 1
I
t is not easy to forget what lurks
beyond our walls. In times before
memory the empire kept the world
tamed. But for hundreds of years the
wild has returned and it is insatiable.
No chronicler knows what is in the
depths of the wilderness, and few heroes can re-
count tales. We know the dragons still claim vasts
dominions. We know the giants continue to press
forward on our borders, snatching and eating us
like bread. We know the wyrms hunt in the skies,
and the monsters hunt in the seas. We know lost
spirits have become vengeful. We know all of this.
But we do not know how far the corruption runs.
The world is undoubtedly dangerous, but how
much more threatening is it because of the star
shards? The very points at which the gods fell all
of those generations ago have corrupted all things
nearby. And the corruption spreads.
We don’t know what this darkness has done to the
natural world, and we know even less about what
the darkness has created in its own likeness.
Truly, our heroes must put a stop to the cor-
ruption. They must find a way to allow gods to
ascend once more, for this may be the twilight of
our entire world.
—Highdoni Chronicler Julius Lorrado
H I G H C A S T E R
I X
M o n s t e r s
T
here are legendary creatures in
Highcaster, perhaps because of their
magic, powers, or abilities. Monsters are
not inherently evil, even if they may be
inherently dangerous. However, if they
become a threat, then the heroes must
confront them.
Monsters should not be used as throw-away fodder for he-
roes to slay mindlessly. Instead, they are the centerpiece of
the story, or at least, the centerpiece of that particular mo-
ment in the story. And through the stages of threat resolu-
tion, a deeper narrative will emerge.
Each monster listed in this section has two sets of potential
stages to choose from, essentially stages to spark ideas of
what could happen during a confrontation with that mon-
ster. The first is “combative,” which refers to moments when
the monster threatens or fights the heroes. The second is
“situational,” which is for moments when the monster is not
immediately trying to harm the heroes but is threatening in
other ways. The stage examples represent when the threat is
a danger to the heroes. There may be social or passive situa-
tions that are not dangerous, and in that case, they wouldn’t
be threats.
1 8 4
M o n s t e r s
Arakna
Stage(s): 3-5
Crawling through forests of massive webs which capture
their prey, the Arakna are colossal tarantula-like creatures
with supernatural intelligence. Deceptive and cunning, they
are known to trick their quarry into their webs so they can
feed. Some have even demonstrated the ability to speak.
Combative: Situational:
• Sinks their fangs into a • Raises their front legs to
creature intimidate prey
• Snares a creature in their • Observes from their webs
web high in the treetops
• Spits venom at a creature • Uses their spider senses to
detect nearby creatures
• Wraps an ensnared
creature in webs • Reveals enormity and
• Calls on smaller spiders scale of presence to
to feast intimidate
• Convinces a creature to
wander into their domain
1 8 5
H I G H C A S T E R
Balor
Stage(s): 5+
Balor are giant destructive Fynds of the shadow that were
unleashed upon the world during the Fall of the Stars. Their
infernal towering skeletal forms crash through the landscape
and obliterate everything in their path. Balor are attracted to
star shards often roam the lands nearby.
Combative: Situational:
• Stomps or crushes crea- • Scorches the terrain as it
tures with giant bone wanders
hands • Destroys structures and
• Throws flaming brim- villages
stone at anything in view • Journeys toward a star
• Ignites the landscape with shard to regain strength
infernal flames • Takes dominion over a
• Breathes hellish fire at region, ruling over it
creatures • Gathers other Balor to
• Relentless, does not stop attack a major city
or tire
1 8 6
T h e H e r i t a g e
Braethen
Stage(s): 2-5
From Old Highspeak, meaning “Those Who Breathe,” Bra-
ethen are creatures molded from clay or earth and given life
through magic. They are usually created as servants or war-
riors but have minds of their own. Practitioners must earn
and maintain their loyalty, forming bonds with them.
Combative: Situational:
• Ruthlessly defends its • Follows creator’s wishes
creator in return for something
• Attacks by crushing or • Is attracted to something
stomping visually interesting
• Demonstrates enormous • Expresses its wishes
strength through body language
• Perseveres when harmed, • Demonstrates frustration
doesn’t feel pain with its creator
• Relentless, does not stop • Magic subdues and fades
or tire its consciousness
1 8 7
H I G H C A S T E R
Bugh
Stage(s): 3-5
Creatures that are fears made manifest, the Bugh are cre-
ated from thousands of years of emotions collected in the
spiritual world before taking on a consciousness of its own.
They come in countless frightening forms, each born from
an accumulation of common fears and anxieties.
Combative: Situational:
• Remains hidden but cre- • Appears repeatedly in
ates a sense of dread nightmares
• Suddenly manifests to • Creates overwhelming
scare or startle oppressive fear in an area
• Feeds, becoming nour- • Reveals mutilation of
ished from fear local livestock in waking
nightmares
• Distorts the vision and
hearing of others • Captures individuals and
• Ruthlessly attacks to keeps them frozen in
draw blood, menacing perpetual fear
and creating more fear • Extinguishes all lights and
obscures the sun
1 8 8
M o n s t e r s
Djedu-Ka
Stage(s): 1
Considered by the Sterboren to be spirits of the Djedu tree,
these luminescent bugs are seen only in the Storm. Often
seen gathering en masse before thunderstorms, Djedu-Ka
are thought of as messengers of the great tree.
Combative: Situational:
• Flashes disorienting pat- • Retreats to the canopy of
terns of light tree Djedu
• Buzzes loudly to intimi- • Softly hums heralding a
date predators thunderstorm
1 8 9
H I G H C A S T E R
Dragon
Stage(s): 6+
Legendary creatures of the supernatural, dragons are about
as old as the world itself. They have always lived in the
realm, just beyond civilization, like deities on earth. The
older dragons can grow impossibly big. They are extraordi-
narily wise and intelligent and wield powerful magic.
Combative: Situational:
• Topples structures, walls, • Reveals enormity and
dwellings scale of presence to
intimidate
• Breathes fire upon a spe-
cific enemy • Flies high to see an entire
• Stomps or sweeps with region
giant tail or wing • Observes from a distance
• Deafens with a roar • Produces a magical effect
or create a talisman
• Sweeps fire breath to
destroy an entire area • Changes form into a
smaller creature
1 9 0
M o n s t e r s
Giant
Stage(s): 5+
The giants of Highcaster have always lived far in the west
with their own cultures and civilizations. However, follow-
ing the Fall of the Stars, they moved closer and closer to
other civilizations causing strife and chaos. Many of them
feast on smaller creatures, including people.
Combative: Situational:
• Topples structures, walls, • Reveals enormity and
dwellings scale of presence to
intimidate
• Eats an entire person
whole • Positions itself high above
• Crushes creatures with others to observe
fists or feet • Charges forward causing
• Attacks by throwing large earth trimmers
objects • Shouts to frighten or
• Uses a massive weapon or intimidate
object to attack • Flees an area when they
begin to take harm
1 9 1
H I G H C A S T E R
Gheis
Stage(s): 1-5
Since the Fall of the Stars, spirits of the dead have nowhere
to pass over, so they remain. Some relive their life experienc-
es; others roam, lost. A few may ascend toward deification.
Yet, others are vengeful and dangerous. The Gheis are all of
these, spirits of the dead--unsettled, restless, and troubled.
Combative: Situational:
• Inflicts terror on a crea- • Creates an aura of fore-
ture’s mind boding
• Inhabits the body of a • Manifests as an appari-
being and compels it to tion or in a ghostly form
speak or move • Manifests only within a
• Appears in a horrifying person’s mind
form to strike fear • Produces sounds, voices,
• Throws objects at a crea- and noises
ture telekinetically • Moves objects without
• Takes away the breath of being seen
the living
1 9 2
M o n s t e r s
Gobel
Stage(s): 1-2
Formerly fay creatures of the Speis, the Gobel were corrupt-
ed and have long since severed themselves from that realm.
They are malicious and malevolent tooth-filled beasts, seek-
ing to cause chaos in the world. Creatures of chaos, they
take delight in the suffering and misery of mortals.
Combative: Situational:
• Viciously attacks and • Initiates an event that
then disappears causes chaos
• Lurks in the shadows • Observes for personal
waiting to cause harm weaknesses that they can
later exploit
• Takes something valuable
• Strikes in a way that caus- • Harms the weak or inno-
cent, causing despair
es chaos and confusion
• Taunts by exposing weak-
• Calls for other Gobel to
nesses
assist or to attack with
them • Gains trust through a
false form
1 9 3
H I G H C A S T E R
Gorbest
Stage(s): 3+
Insect-like predators who drink blood to supplement their
limited water intake in dry climates. They are very large pred-
ators that hunt in packs. While mostly nocturnal, gorbests
are always active in their underground hives, as well as com-
ing out during the day in heavy rain.
Combative: Situational:
• Slashes at target • Clashes claws together to
intimidate
• Leaps large distance at
target • Howls to call reinforce-
• Grapples target or pins ments
them with their claws • Retreats back into hive
• Bites grappled target • Drinks blood of grappled
target to heal
1 9 4
M o n s t e r s
Helhunta
Stage(s): 4-5
Helhunta are remnants of the shadow, Fynd monstrosities
that appear as giant three-headed hounds. Before the Fall,
they hunted lost souls to bring them to judgment, and their
insatiable desire to hunt hasn’t diminished since the Fall. So
they stalk, kill, and move on in search of quarry.
Combative: Situational:
• Lunges with teeth to tear • Makes horrific howls
apart prey • Fills the air with the
• Chases supernaturally fast stench of brimstone
to capture prey
• Burns the ground as it
• Emits intense heat, fire, walks
and flame • Creates a horrifying
• Postures and slowly foreboding presence
moves to attack • Quietly stalks prey until
• Break through barriers there is a chance to attack
and protections
1 9 5
H I G H C A S T E R
Merhunta
Stage(s): 2-3
Fay predators of seas, rivers, and lakes, the Merhunta’s nat-
ural form is hideous and rapacious. However, their illuso-
ry abilities cause them to appear as whatever their observer
considers attractive. The effect lures the prey close, only to
break when the Merhunta attack and consume them.
Combative: Situational:
• Presents as a trusted or • Observes from a distance
attractive form • Sings a hauntingly beauti-
• Lures prey in by beckon- ful melody
ing them • Damages ships, attempt-
• Draws target in by feign- ing to sink them
ing peril
• Emerges onto land for a
• Attacks suddenly with short time
claws • Quietly stalks prey, wait-
• Swims supernaturally ing for a chance to attack
fast toward a mark or to
escape
1 9 6
M o n s t e r s
Mordran
Stage(s): 2-3
Some creatures are cursed with living death, often induced
by the corruption of star shards or wicked magic. These are
the Mordran. Unlike lost souls or Gheis, they are very much
living creatures, but they do not age. Moreover, Mordran
have an insatiable need for fresh blood from the living to
sustain themselves.
Combative: Situational:
• Attacks suddenly from a • Changes form to a vermin
hidden place • Calls forward magical
• Grapples and devours mist and fog
blood from a creature’s • Moves supernaturally
vulnerable point
fast, faster than the eye
• Slashes with fingernails to can detect
overcome their victim
• Supernaturally takes flight
• Charges supernaturally
• Quietly stalks prey until
fast there is a chance to attack
• Regenerates when harmed
1 9 7
H I G H C A S T E R
Oathbrek
Stage(s): 2-3
Oathbrek were once powerful oathen or knights. Now,
cursed by star shards, they serve only chaos, destruction,
and hate. Their corruption made them supernatural, and
they wield powerful magic. They have the thoughts and
memories of their previous life but have twisted it to pro-
voke malice.
Combative: Situational:
• Causes creatures to • Brings darkness with
be paralyzed in their them, extinguishes all
presence light
• Uses harmful shadow • Reveals a presence of
magic against others dread and foreboding
• Uses a powerful artifact • Causes nightmares when
or magical weapon in a region
• Does not get harmed • Always shrouded in mists
when attacked • Quietly stalks target until
• Relentlessly pursues there is a chance to attack
1 9 8
M o n s t e r s
Saeskar
Stage(s): 5-6
The coasts of Highcaster are full of all manner of beasts
and creatures, but perhaps he most feared is the sea’s largest
predator, the Saeskar. It is unclear how many exist, but the
large octopus-like creature has arms large enough to em-
brace an entire ship. Saeskar hunt any creature that enter
their space.
Combative: Situational:
• Smashes with a colossal • Observes from a distance
tentacle • Slowly reveals presence
• Grapples ships or struc- by lifting tentacles out of
tures with tentacles the water
• Rams or crushes ships to • Causes large ocean swells
sink them and waves
• Uses massive beak to • Emits high-pitched
consume victims ear-splitting screech
• Strikes individual victims • Attracts countless gulls
with a tentacle looking for scraps
1 9 9
H I G H C A S T E R
Sedyr
Stage(s): 3+
Ancient beings from the Fall of the Stars still roam the
realm. These beings, called Sedyr, stay hidden in swamps,
caves, or woodlands, practicing dark magic. Those who
encounter them are drawn in under the guise that they are
harmless and are then taken to be corrupted. Sedyr travel
in groups of three or greater to better perform rituals.
Combative: Situational:
• Slashes creature with • Sets traps for enemies
clawed fingers using wildlife like toads,
chickens, etc.
• Launches a dark magical
attack • Assumes the form of
• Drains energy and life a harmless humanoid
creature
essence from a creature
• Performs blood ritual to
• Attacks the thoughts
regain strength
and dreams of a sleeping
creature • Cackles to intimidate
• Ensnares a being in their • Summons other nearby
cloak Sedyr
2 0 0
M o n s t e r s
Starv
Stage(s): 1-2
Transformed by the decay and corruption spread from the
fallen gods, the Starv were once people but now live and
feast on corruption, hate, and death. They are the cursed liv-
ing dead remnants of what they once were, forever hungry
and gorging on anything that lives.
Combative: Situational:
• Relentlessly pursues flesh • Slowly infects the living
over time
• Approaches in multitudes
to tear into and feast • Subtly destroys life in a
upon the living region, flora and fauna
• Persists, even when physi- become corrupted
cally harmed • Roams to and from star
• Spreads corruption so shards
that others turn into them • Appears within hordes of
• Breaks through barriers mindless wanderers
and knocks down defens- • Emerges only at night,
es to get to flesh averse to the sun
2 0 1
H I G H C A S T E R
Torn
Stage(s): 1-2
Torn are crocodilian creatures forged through the vicious
magic of the Fall of the Stars. They lurk in the deep parts
of the world, where they remain watchfully on the hunt for
prey. They are not mindless predators but are driven very
much by unrelenting hunger. They are tricky and highly in-
telligent killers.
Combative: Situational:
• Pulls victims beneath the • Observes from beneath
water the water
• Crushes victims by slam- • Joins with others to
ming and rolling with attack stronger prey
them • Separates groups to
• Bites victims with jaws attack weaker targets
unaided
• Tugs victims along rocks
or the shore to break • Corners prey so that they
them can’t escape
• Suddenly attacks from a • Roars to intimidate prey
hidden place
2 0 2
M o n s t e r s
Wyrm
Stage(s): 4-5
Often mistaken for dragons, wyrms are flying predatory
beasts that live in highlands and hunt over hundreds of miles.
They are not supernatural or highly intelligent, like dragons,
and survive by hunting prey in the wilderness. They tend to
avoid civilization but, at times, have been known to attack
densely populated areas.
Combative: Situational:
• Dives down to snatch a • Observes while flying
creature high in the air
• Dives down to bite a • Perches on a landmark
creature • Dives in close to observe
• Smashes a creature or more
environment with its tail • Feasts on caught prey
• Screeches to intimidate a
• Fights with other wyrms
creature out of hiding over supremacy in their
• Corners a creature, deter- territory.
mined to eat it whole
2 0 3
T
here was a time when I was
younger, less wise, and full
of bravado that I traveled the
lengths and breadth of this con-
tinent. It is impossible to say
with any amount of honesty that
every part of Highcaster is momentous, breathtak-
ing, and humbling. But certainly, portions are. Also,
having spent most of my life in the settlements, it
is easy to forget that much of Highcaster is a wil-
derness.
So much was lost in the Fall of the Stars. An entire
history of our vast empire entirely disintegrated,
save for the highly prized documents kept here at
the capitol. And we truly do not know what is be-
yond our borders.
Certainly, we’ve met others and even developed
trade with them, but even those realms are in their
place, and, collectively, we know not what is be-
yond their borders.
It is an exciting time to be sure, for all that heroes
learn and discover is the first it will be known. We
can forge our histories anew, it seems.
Perhaps this time, we will be wiser. Possibly we
won’t lead the realm to another cataclysm. And
conceivably, the gods that ascend will be merciful
ones.
Y o u r W o r l d
A
s a game, Highcaster is meant to be a
ready-made stage for your story. It is best
to think of it as a toolbox. The design is
focused on giving you rich cultures, char-
acter motivations, and threats as inspira-
tion points to pull from—but purposely
leaves everything else open and up to you. You will not find
history (beyond broad strokes), monarchs, famous people,
wars, or specific relations between cultures, except signifi-
cant capitals, cities, or particular regions or geography. Ev-
erything is broad and top-level so that you and your group
can fill in the blanks on your own.
Highcaster is your world. Its limitations, characteristics, and
environment are entirely up to you and how your group de-
fines it. There are, however, default assumptions. Highcaster
is at least 1,000 miles from north to south and about 800
miles from east to west. A sizable continental divide splits
the continent into two, featuring nearly impassable moun-
tains called the Wyrmspine.
Additionally, Highcaster is very similar to our own world.
There is a moon, and it waxes and wanes every thirty days.
There are 365 days in a year, and there are two equinoxes
and two solstices.
2 0 6
Y o u r w o r l d
2 0 7
H I G H C A S T E R
Home Region
Your game will usually start somewhere within the lands
of your group’s shared culture. Cultures are somewhat geo-
graphically bound because the region’s environment contrib-
utes to the development of that culture. However, the precise
location of the cultures, boundaries, outer areas, and neigh-
boring cultures--all of those details are yours to determine.
You will need to decide if the story starts in the culture’s
capital, within the broader lands, or along the marches and
boundaries of the land. You may also consider starting sepa-
rate from the culture’s territory, like in a distant settlement,
satellite, or an isolated region cut off from the culture for
whatever reason.
Once you’ve determined your starting location, you will
emergently build your Highcaster through game play. This
is not a game that requires you to plot out every conceivable
detail of the world in advance. Remember your Chronicler
Principle, “Build your persistent Highcaster as you play.”
Your world will expand with your story. The following sec-
tion will help you set up that story, which will, in turn, set
up your world.
Shared Worlds
2 0 8
Y o u r w o r l d
Your Story
Now that you have your homeland figured out and likely the
boundaries, you can jump into your story. As mentioned be-
fore, you don’t (and shouldn’t) know the world yet. You are
playing to discover the world with your heroes, so, you’re
pretty much ready.
Also, don’t worry, you won’t need to make up everything on
the fly. The game, by design, requires cooperation from your
players to help build the world. Additionally, we’ll walk
through six Preparation Steps to do before each session to
arm you with everything you’ll need to run the game.
♦ Review
♦ Prepare People
♦ Prepare Locations
♦ Prepare Truths
Review
The first preparation step is to review the game’s themes,
the players’ desires, the heroes themselves, and the prior ses-
sion (if there was one). The purpose of this step is to make
sure that as your legend grows, you are repeating themes the
group thinks are essential.
Sometimes in long-play games, it’s easy to lose focus and
head down routes that are not significant to the story or the
players. Hence, this is the moment to check to see if you are
planning suitable material and content for the game.
If possible, record your game sessions (be sure to get your
players’ approval before you do). That way, you can listen
back to remember what happened more clearly and take
notes about what may be missing or find chords you want to
strike in the next session.
2 0 9
H I G H C A S T E R
Beyond the reviewing and note-taking mentioned above,
here are two additional steps in the Review phase:
♦ Review Prior Session (if there was one): Write down
three things you liked about the session and want to
continue, and write down three things you’d like to see in
the next session that you didn’t in this one.
Prepare People
You’ll want to pre-make some NPCs that you can grab at a
moment’s notice, especially if this is your first session. If it
isn’t, you’ll still want a list to draw from, in addition to the
NPCs you’ve already established.
Before each session, create 3-5 NPCs by filling in the phrase
“[Name] is a [descriptive] [heritage], that is [personality
trait].” For example, “Arach is a bawdy Holt, that is con-
trolling.”
After you’ve determined new characters, take this moment
to review the existing NPCs already in play. Write the ones
down that you believe will come up in this session, and also
write down a brief statement describing what they want.
Then, if you have an idea of what the new characters will be
doing, you can do the same for them.
Prepare the Journey
There is sometimes a tendency in fantasy games to rush to a
destination or jump to the core plot, skipping over the jour-
ney. Highcaster is a game of legendary heroes, however, so it
is almost entirely about the journey. Yes, there is some sort
of looming threat, MacGuffin to find or restore, or distant
land to reach, but the story is about what happens along the
way.
2 1 0
Y o u r w o r l d
This principle does not apply only to literal journeys but the
plot journey as well. Highcaster is best played over time, a
crescendo that ultimately reaches its dramatic conclusion.
However, that conclusion would not nearly be as satisfying
had you not gone on the journey with the characters to get
there. And remember, while that journey could be literal, a
trek across strange lands, it could also be the journey of a
character, a community, a political situation, estranged lov-
ers, or even a journey from loss to regaining hope.
In short, the journey is the game.
So, the Chronicler will make every encounter significant
rather than navigate game rules about handling overland
travel and dealing with random encounters. Each session is
the next encounter along the journey of the heroes in this
legend. When they finally reach the story’s climax, they will
have gone through trials and ordeals and will have grown,
so they are equipped to rise up and confront their final chal-
lenge.
To wit, instead of mapping hexes to get to dungeons or vil-
lages, you will be mapping story pillars that will move char-
acters from one arc to the next, all within the framework of
the overall journey.
Every campaign should start with an overall goal. Session 0
will shape and introduce the characters, but the first session
will introduce the journey. After that, you will continue to
generate choices for the heroes’ odyssey, each session, until
they confront the final threats at the journey’s culmination.
♦ Create the Destination: In the first session, the
Chronicler will, through the narrative, describe the overall
journey. This could be a literal journey wherein the heroes
must traverse great distances to accomplish a critical
mission or put down a dangerous threat. Or it could be
a metaphorical journey wherein the heroes must address
a crisis, such as a crucial social, political, or economic
problem.
2 1 1
H I G H C A S T E R
♦ Create Journey Choices: Once the heroes understand
their destination, you will create breadcrumbs for their
journey. You won’t (and shouldn’t) ultimately know how
everything will pan out or what will happen when they reach
the destination. Instead, before each session, write three
potential choices the heroes could make to get closer to their
goal. Then reveal options naturally throughout the session.
You’ll do this each session until it makes narrative sense for
the heroes to arrive at the destination.
2 1 2
Y o u r w o r l d
♦ Identify the Region: Write down the biome, climate, or
general region. Use the home regions as a guide but feel free
to expand upon that. The natural world of Highcaster is
very much like ours. There are deserts, forests, mountains,
marshes, coastal lands, and more. Take note of the types of
flora and fauna they’ll find there to help crystallize the area
in your head and to be used as you introduce the scene.
2 1 3
H I G H C A S T E R
Prepare Truths
Part of the effect of running a collaborative narrative-driven
game means that the Chronicler cannot completely control
how the story turns out. That’s not a bad thing; you aren’t
writing a novel. Instead, you’re creating a shared story ex-
perience. However, it does present challenges when trying to
prepare for your sessions.
The previous steps allow you to prepare options so that you
will not have to improvise everything. You’ll come equipped
with scenarios, choices, threats, and set pieces to use when
the story advances.
However, when constructing a story session-to-session this
way, it can be challenging to thread everything together into
a continuous plot. And even harder to project where it will
all end up.
Here is where we get the benefit of the “Prepare Truths”
step.
Preparing Truths is a critical preparation you can do before
each session that will help you tie everything together, look
ahead at what may be, and by the end, appear as if you’d
planned the whole thing all along (even though you most
certainly haven’t).
♦ Write Down Ten Potential Truths: Before each session,
write down ten things that might be true, but they must be
different than the truths you wrote down in the last session.
These truths can be about villain motivations, the setting
or environment, the journey or destination, the cultures--
anything relevant to the story.
2 1 4
Y o u r w o r l d
2 1 5
H I G H C A S T E R
functions. Instead, you will be rolling to find out if their ap-
proach to the problem worked.
In Highcaster, you are rolling to see if the hero possesses
the Virtue, Courage, or Prestige to confront a threat, not
whether or not they hit it with their axe. Openly discuss
this. Make a habit of asking “why?” Action scenes should
flow moment-to-moment, not action-to-action. That is why
threats are fashioned in stages--with each stage, the very na-
ture of the threat changes, compelling the players to change
their approach. So you aren’t watching blow by blow; you
are watching beat by beat and observing how the characters
react and change due to the circumstances.
Random NPCs: Trade
d10 Type Trade
1 Acrobat
2 Minstrel / Bard
3 Musician
1 Artisans/ Entertainers
4 Painter / Illustrator
5 Performer
6 Writer / Poet
1 Animal Handler
2 Beggar
3 Farmer / Herder
2 Commoners
4 Hunter / Fisher
5 Laborer
6 Peasant
1 Baker
2 Blacksmith
3 Butcher
4 Carpenter
3 Crafters
5 Leatherworker
6 Mason
7 Tailor
8 Woodworker
2 1 6
Y o u r w o r l d
1 Burglar
2 Con Artist
3 Footpad
4 Criminal
4 Marauder / Raider
5 Outlaw
6 Pickpocket / Thief
1 Bailiff / Executioner
2 Chancellor
3 Constable / Warden
5 Government
4 Diplomat
5 Herald
6 Judge / Magistrate
1 Apothecary
2 Banker
3 Barkeep
6 Merchant
4 Merchant
5 Provisioner
6 Servant
1 Archer
2 Calvary
3 Commander
4 Engineer / Sapper
7 Military
5 Guard
6 Mercenary
7 Scout
8 Soldier / Footperson
1 Abbot / Abbess
2 Deacon / Usher
8 Religious
3 Monk / Nun
4 Priest / Minister
1 Academic / Scholar
2 Bookkeeper / Scribe
9 Scholars
3 Philosopher
4 Professor
10 Hero
2 1 7
H I G H C A S T E R
Random NPCs: Traits
d00 Appearance d00 Appearance d00 Appearance
1 Unusually tall 34 Expressive eyes 67 Small chin
2 Cocky smile 35 Beautiful face 68 Large arms
3 Bruised face 36 Striking hair 69 Wears scarves
4 Scarred nose 37 Youthful 70 Bad breath
5 Has a limp 38 Dirty 71 Shackled
6 Enormous jowls 39 Underbite 72 Big chin
7 Slender 40 Many piercings 73 False limb
8 Tired 41 Always itching 74 Very ill
9 Groomed 42 Great teeth 75 Squinty
10 Gaudy Jewels 43 Forehead tattoo 76 Stone-faced
11 Calloused hands 44 Arm tattoos 77 Weak
12 Curious accent 45 Large calves 78 Very short
13 Wears spectacles 46 Smells lovely 79 Great posture
14 Toned Legs 47 Wears robes 80 Athletic
15 Broad shoulders 48 Underdressed 81 Facial tattoos
16 Wears one glove 49 Wears a wig 82 Opulent
17 Breathes heavily 50 Wears flowers 83 Hairy
18 No personal space 51 Mohawk 84 Big eyes
19 Poor posture 52 Long braids 85 High Voice
20 Unusual eye color 53 Square Jaw 86 Stutter
21 Deep Voice 54 Unkempt 87 Perfumed
22 Sleepy 55 Torn clothing 88 Stocky
23 Cracks knuckles 56 Muscular 89 Hairless
24 Simple clothing 57 Dour and Simple 90 Missing teeth
25 Clothes don’t fit 58 Freckles 91 Nice clothing
26 Stone in forehead 59 Fast Speaker 92 Bad teeth
27 Gaudy jewels 60 Facial burns 93 Facial mole
28 Missing eye 61 Extremely strong 94 Huge beard
29 Overweight 62 On crutches 95 Smells bad
30 Wears beads 63 Unusual eyes 96 Wears a wig
31 Alert 64 Stoic 97 Sharp teeth
32 Well Rested 65 Elderly 98 Large hat
33 Elaborate tattoos 66 Androgynous 99 Course
00 Barefoot
2 1 8
Y o u r w o r l d
Random NPCs: Personality
d00 Personality d00 Personality d00 Personality
1 Wise and discerning 34 Authoritative 67 Combative
2 Strongly convicted 35 Benevolent 68 Dictatorial
3 Ethical and just 36 High self-esteem 69 Egotistical
4 Idealistic 37 Ambitious 70 Vengeful
5 Compulsive 38 Social climber 71 Content
6 Judgmental 39 Image-conscious 72 Receptive
7 Self-righteous 40 Self-promoting 73 Caring
8 Obsessive 41 Narcissistic 74 Self-Effacing
9 Punitive and cruel 42 Untrustworthy 75 Inattentive
10 Humble 43 Vindictive 76 Stubborn
11 Compassionate 44 Creative 77 Repressed
12 Encouraging 45 Introspective 78 Dissociative
13 People-Pleasing 46 Funny 79 Disoriented
14 Intrusive 47 Artistic 80 Easygoing
15 Self-important 48 Self-absorbed 81 Powerful
16 Manipulative 49 Melancholy 82 Spontaneous
17 Coercive 50 Depressed 83 Engaging
18 Resentful 51 Delusional 84 Suspicious
19 Belligerent 52 Self-destructive 85 Secretive
20 Volatile 53 Visionary 86 Intense
21 Paranoid 54 Insightful 87 Moody
22 Escapist 55 Skillful 88 Adaptive
23 Ingratiating 56 Intellectual 89 Pragmatic
24 Enthusiastic 57 Detached 90 Generous
25 Productive 58 Antagonistic 91 Possessive
26 Adventurous 59 Reclusive 92 Perfectionist
27 Hyperactive 60 Obsessive 93 Purposeful
28 Excessive 61 Deranged 94 Driven
29 Anxious 62 Trusting 95 Perceptive
30 Impulsive 63 Endearing 96 Decisive
31 Low energy 64 Hard-working 97 Scattered
32 Magnanimous 65 Safe and stable 98 Complacent
33 Self-confident 66 Passive-aggressive 99 Risk-taking
00 Dominating
2 1 9
H I G H C A S T E R
Regions
As you reviewed the cultures, some texture was presented
about the regions of Highcaster; however, you are not limit-
ed to this information. Highcaster is your world by design,
created by your group during and for your campaign. To
this purpose, the following tools will help you create areas
on the fly or further explore places you’ve already conceived.
In this context, a “region” is defined by natural geographical
boundaries such as the plains in between mountain ranges, a
forest location, or two territories split by a river.
Regional boundaries are not sharply defined, and their size is
highly variable. For example, you could have plains stretch-
ing for hundreds of miles or a forest of only a few dozen
square miles.
Regions can also include multiple biomes that gradually ease
into one another. You can roll or choose from this list.
d00 Biome
01-30 Grassland (seasonal, mild, non-forested)
31-35 Desert (dry, hot, non-forested)
36-50 Chaparral (dry, warm, non-forested)
51-56 Tundra (dry, cold, non-forested)
57-65 Savanna (dry, hot, non-forested)
66-70 Taiga (wet, cold, forested)
71-80 Temperate Forest (seasonal, mild, forested)
81-90 Tropical Forest (wet, hot, mixed forested/non-forested)
91-00 Wetlands (wet, hot, marsh/swamp)
2 2 0
Y o u r w o r l d
2 2 1
H I G H C A S T E R
Tropical Forest: The tropical forests in Highcaster occur
in the north toward the equator. Deep, thick, and bustling
with life, both forests are void of civilization and full of dan-
ger and predators. They are mostly unexplored and entirely
wild.
Biome Traits
Mild Grassland, Temperate Forest
Hot Desert, Tropical Forest, Chaparral, Savanna, Wetlands
Cold Tundra, Taiga
Non-Forested Grassland, Desert, Chaparral, Tundra, Savanna, Wetlands
Forested Temperate Forest, Tropical Forest, Taiga
Seasonal Grassland, Temperate Forest
Dry Desert, Chaparral, Tundra, Savanna
Wet Taiga, Tropical Forest, Wetlands
Communities
Now that you’ve defined your biomes and bordering bi-
omes, you can get an idea of how many communities your
region would have. Also, you do not need to build these
communities yet; you are simply trying to understand how
populated the area is.
However, you will likely need to build your first community
as a center for starting your adventure and campaign.
Biome Communities
Grassland Populated, 1d6 communities
Desert Wilderness, 1d4-1 communities
Chaparral Sparse, 1d4 communities
Tundra Wilderness, 1d4-1 communities
Savanna Sparse, 1d4 communities
Taiga Wilderness, 1d4-1 communities
Temperate Forest Sparse, 1d4 communities
Tropical Forest Wilderness, 1d4-1 communities
Wetlands Sparse, 1d4 communities
2 2 2
Y o u r w o r l d
2 2 3
H I G H C A S T E R
for countless fallen gods. Spirits, monsters, demons, and
worse roam the landscape. So to finish off your region, you
can choose, come up with, or roll for a noteworthy feature
that makes the region unique.
d4 1 2 3 4
1 Volcano Dragons Magical weather Giants
2 Crater Sacred site Remains of a God Huge cave systems
3 Geyser City ruins Enormous waterfall Magical minerals
4 Crevasse Colossal statues Magical dead zone Magical fauna
2 2 4
Y o u r w o r l d
Desert and Savanna
d10 Fauna d10 Flora
1 Lizards 1 Wildflowers
2 Lynxes 2 Sage
3 Foxes 3 Scrub oak
4 Hyenas 4 Cactus
5 Venomous snakes 5 Cottonwood
6 Venomous spiders 6 Milkweed
7 Lions 7 Succulent
8 Hawks 8 Eucalyptus
9 Buzzards 9 Palm trees
10 Giraffes 10 Juniper
Chaparral
d8 Fauna d8 Flora
1 Wolves 1 Oak trees
2 Lynxes 2 Brush
3 Bison 3 Cedar trees
4 Horses 4 Olive tree
5 Snakes 5 Wildflowers
6 Foxes 6 Pine trees
7 Lizards 7 Wildberries
8 Finches 8 Agave
2 2 5
H I G H C A S T E R
Communities
Before the Fall of the Stars, civilization was widespread. But
for centuries, the skeletal remains of those fallen cities were
all that remained on the entire continent.
The world is now reawakening. Over time people have dis-
covered each other and found safety in numbers. Communi-
ties have been established in wildlands, and even some have
been constructed from the ruins of lost cities. City-states may
not be yet reaching the grandeur of their elders, but they do
exist. Hamlets dot countrysides, and trade routes have been
established between major areas. Nevertheless, the world is
in its infancy. It will be up to you to forge the kingdoms,
empires, and city-states that will rise from the wilderness.
In general, you need only focus on the communities you im-
mediately require for the next adventure or two. It is un-
necessary to build out every settlement in every potential
region because, in Highcaster, there are few inter-settlement
relationships. Any trade or political connections can be kept
very local, expanding out as your game progresses. On the
other hand, if you enjoy building communities, you could
populate the entire map for your campaign.
When you developed your first region, you determined how
many communities there were. If you have multiple commu-
nities, you may, at this point, decide if there is a kingdom or
empire. Or you can determine if the people are locally gov-
erned but have trade connections. If you don’t have many
communities, you can assume they are isolated.
Nomadic
Societies primarily focused on collecting wild plants and
hunting animals for their tribe will often regularly move
throughout a region. They don’t have “communities” per
se but often travel together and congregate in certain areas
or along trails. Group organization is typically structured
around a leader or person of influence, and the group is
managed collectively without governance.
2 2 6
Y o u r w o r l d
2 2 7
H I G H C A S T E R
Economy: Typically, nomadic societies spend their lives
fending for themselves in a barter economy, although some
participate in crafts and trade.
d4 Nomadic Economy
1 Barter only and typically only their own people
2 Barter with insiders and outsiders
3 Barter and crafting
4 Barter, crafting, and trading with outsiders
Law: The only laws that will apply to nomadic societies are
their customs or common law. They are created from the
decisions of elders and societal leaders throughout the gen-
erations.
d4 Nomadic Common Law
1 Elders serve as judge, jury, and enforcement.
2 An appointed group serve as judge, but the chief has the final word.
3 The entire community serves as jury and the elders or the group’s
leader serve as arbiters.
4 The people are expected to handle the law each unto themselves.
Settlements
Non-nomadic settlements can vary wildly in their size, pur-
pose, and function. However, there are two basic types of
societies with settlements: agrarian and industrial. In the
context of Highcaster, these terms simply describe a society
based upon farming and agriculture or one based upon the
production of goods. Apart from those main economic dif-
ferences, they are structurally the same.
2 2 8
Y o u r w o r l d
2 2 9
H I G H C A S T E R
Settlement Leader Traits
d00 Leader d00 Leader d00 Leader
1 Scholar 34 Religious leader 67 Has lycanthropy
2 Military leader 35 Zealot 68 Secret monster
3 Pacifist 36 Criminal 69 Diseased
4 Witch 37 Conqueror 70 Secretly a traitor
5 Powerful wizard 38 Enchanted 71 Crime family
6 Revolutionary 39 Dragon 72 Former vigilante
7 Corrupt leader 40 Fay 73 Guild
8 Benevolent leader 41 Celestial 74 Council of elders
9 Weak leader 42 Fiend 75 Beloved
10 Puppet leader 43 Merchant 76 Run by advisors
11 Philosopher 44 Mystic 77 Figurehead
12 Retired adventurer 45 Elder 78 Cult in power
13 Sellblade 46 Trailmaker 79 Powerful family
14 Lorefinder 47 Retired warrior 80 Spirit or ghost
15 Knight 48 Priest 81 Has no heir
16 Minstrel 49 Warrior 82 No leader
17 Leaders overthrown 50 Anarchist 83 Terrible tactician
18 Council of nobles 51 Corrupt noble 84 Poet
19 Never leave castle 52 Missing 85 Great Orator
20 Of the people 53 A performer 86 Cabal of mages
21 Line of monarchs 54 Dying from magic 87 Magic guild
22 Line of priests 55 Accepts sacrifices 88 Deposed a tyrant
23 Line of celestials 56 Popular coup 89 New regime
24 Line of fiends 57 Rescued settlement 90 Hated
25 Elected 58 Chosen at birth 91 Not a true heir
26 A Bank 59 Reluctant 92 Poverty vow
27 Siblings 60 Charismatic 93 Wealthy cabal
28 Order of knights 61 Cultist 94 Newly in power
29 An artist 62 Corrupted 95 Ruled for years
30 Folk hero 63 Killed prior ruler 96 Fighting a revolt
31 Worshiped 64 Disguised dragon 97 Often travels
32 Disguised fiend 65 Led a coup 98 Xenophobic
33 Aged 66 Controls all wealth 99 Highly tolerant
00 Genocidal
2 3 0
Y o u r w o r l d
Landmarks
d00 Landmarks d00 Landmarks d00 Landmarks
1 Huge regional bank 34 Barracks 67 Summit citadel
2 Scars in the ground 35 Street of pillars 68 Many tall towers
3 Gargantuan statues 36 Open air market 69 Large necropolis
4 Enormous bridge 37 Row of markets 70 Huge mine
5 Masterful fountain 38 Shrine to the gods 71 Mansions
6 Huge bath house 39 Bank and vault 72 Watchtower
7 Colossal pyramid 40 Ornate courthouses 73 Chateau
8 Gigantic arches 41 Large commons 74 Circus
9 Magnificent temple 42 Row of guild houses 75 Resort
10 Ancient temple 43 Hanging tree 76 Wealthy estate
11 Vast catacombs 44 Cemetery 77 Embassy
12 Large university 45 Regional granary 78 Fairgrounds
13 Vast library 46 Curiosity shops 79 Hanging gardens
14 Enormous museum 47 Abattoir 80 Public sculptures
15 Ancient citadel 48 Factory 81 Citadel waterfall
16 Crystal cavern 49 Farmlands 82 Casino
17 Huge stronghold 50 Gambling hall 83 Hedge maze
18 Gemstone buildings 51 Famous museum 84 River
19 Dormant volcano 52 Philosophy school 85 Ruins
20 Cliff dwelling 53 Elite university 86 Subterranean
21 Built within a crater 54 Magic college 87 Protected forest
22 Live dragon’s lair 55 Gladiator arena 88 Vineyard
23 Giant spiders 56 Monastery 89 Monolith
24 Large dragon bones 57 Stronghold 90 Training yards
25 Built on ruins 58 Monster lair 91 Observatory
26 Inside a mountain 59 Magister castle 92 Stockyard
27 Famous playhouse 60 Monster stronghold 93 Warehouse
28 Artist commune 61 Stone formations 94 Stables
29 Prison tower 62 Enormous cave 95 Store
30 Natural waterfall 63 Exotic menagerie 96 Ziggurat
31 Forge 64 Exotic aviary 97 Workshop
32 King’s monument 65 Monastery of peace 98 City walls
33 Ancient obelisk 66 Petrified forest 99 Zoo
00 Trading post
2 3 1
T
his humble chronicler has
written by candlelight for
many seasons, such that his
hand is clenched for the rest of
his days. Countless manuscripts
from countless sheepskin and
countless vials of ink. And within those pages are
words of war and peace, tales of great people and
monstrous people. But no matter what the pages
reveal from my ages of studying this realm, there
is always one truth that persists throughout it all.
The current of history exists no matter who is in
it, but an individual has the power to alter the cur-
rent. Legends are made because people are extraor-
dinary. Mythology persists because people become
larger than themselves and the land of their birth.
One cannot predict what individual will rise be-
yond the current of history and time to become the
subject of tales told for generations. But they exist
among us. No matter what culture they were born
into, what heritage they hold, or what path they
chose, they rise to greatness beyond comprehen-
sion.
I believe that people can be great, and I also believe
that people can waste or forsake their greatness.
I only hope there are enough in the river of history
to divert the tide from our self-destruction.
L o n e H e r o
H
ighcaster is a fantastic game for play-
ing with a group. However, with the rules
in this section, you’ll be able to play the game
solo, creating your own legendary tales with
just dice and a notebook.
Solo play works much like standard play, ex-
cept you’ll use a table and other prompts to answer questions
and guide fiction in place of a Chronicler. You’ll be able to
lean into these extra tools to give you ideas and hooks as of-
ten as you need since you’ll have complete narrative control.
How it Works
First, you’ll need to create a character as usual. You may find
that the emergent story requires more “player characters”
with their own sheets. So if that happens, make more but
keep it to no more than three to keep it reasonable.
Then you will choose the Chapter type, build your first
scene, and start your journey. It is recommended that you
write your story notes in a journal to keep track of what’s
happening and refer to it later. However, you can just play
through and keep notes on your character sheet. Whatever
method works best for you.
2 3 4
L O N E H E R O
2 3 5
H I G H C A S T E R
These icons are meant to insert some additional randomness
in your solo fiction and spur your creativity. They aren’t in-
tended as direct answers themselves.
Following are examples by Chapter type, using the Open
Questions table. We’ll assume you rolled “54” and “43” on
the Open Questions table. That roll would give you:
2 3 6
L O N E H E R O
♦ Prepare Chapter: You are amazed to be let into a fortress
with plenty of goods and merchandise to purchase.
2 3 7
H I G H C A S T E R
1 11 21
2 12 22
3 13 23
4 14 24
5 15 25
6 16 26
7 17 27
8 18 28
9 19 29
10 20 30
2 3 8
L O N E H E R O
31 41 51
32 42 52
33 43 53
34 44 54
35 45 55
36 46 56
37 47 57
38 48 58
39 49 59
40 50 60
2 3 9
H I G H C A S T E R
61 71 81
62 72 82
63 73 83
64 74 84
65 75 85
66 76 86
67 77 87
68 78 88
69 79 89
70 80 90
2 4 0
L O N E H E R O
91 94 97
92 95 98
93 96 99
100
Closed Questions
Anytime you ask a question that could be answered with a
“yes” or “no,” that is a Closed Question, and you’ll roll a
d20 and reference that table. However, there is potential-
ly more nuance to those answers, so the table includes re-
sponses like and, but, or because. For example: “Is the door
locked?” would be rendered “Yes, but the lock is broken” or
“No, and it’s wide open.”
As with the Open Questions table, the responses on the
Closed Questions table are merely prompts. Once you roll,
you’ll complete the sentence and make it interesting. If you
can’t come up with a response to the prompt, roll on the
Open Questions table to get more inspiration.
You do not need to roll on every question. You have nar-
rative authority, so simply tell the story until you get to a
narratively significant point, then ask.
Rules of Thumb
♦ If you think a “yes” outcome is more likely in the given
situation, roll 2d20 and pick the best roll. However, if you
believe that unlikely, roll 2d20 and choose the lowest.
2 4 1
H I G H C A S T E R
♦ Remember rolling for questions is not for use when
confronting a threat or determining an outcome. The tables
are intended to provide inspiration and story cues when
the Chronicler normally would. In addition, if you want
something to be true, you can spend a Favor to make it so,
just like in regular play.
NPCs
Use the Open Question table to roll for how an NPC will
react or interact with your character. The outcome is still
subjective but will give you a fictional framework. If you just
need to know whether or not an NPC will do something,
you can just roll a Closed Question. If you need to convince
them of something, then apply standard game rules.
You can conceivably do this with any NPC and roll for every
response to help create a relationship or story with them.
Or you can use the roll as a starting place and work out the
connection through the narrative, playing both parts. Then,
when you get to a point where your character needs to affect
the NPC in some way, you’d roll.
Sometimes NPCs will take a much more prominent role in
the story. This is more likely in Solo Play because your hero
is more likely to need help or allies.
If the NPC becomes substantial enough, you can simply
make them another Player Character and play their part in
the story too.
Threats
As mentioned, the most significant difference in Solo Play is
that you ultimately have narrative control over every out-
come. You can simply describe an outcome in a way that
makes narrative sense, or you can roll for it.
2 4 2
L O N E H E R O
In short, Solo Play is your game, your story. Use the rules
to keep the spontaneity and unknowns of group gameplay
around, but don’t belabor yourself either. Tell your story.
And have fun doing it.
2 4 3
T
he ancient chroniclers
would often speak about
realms beyond our own. They
did not mean it in the form of
irony or metaphor. They truly
believed that beyond our firma-
ment lay other domains, and there were gods be-
yond our own. If there was indeed any realm other
than this one cursed with a starless sky, I have seen
no truth of it.
Perhaps there are, and their portals and passage-
ways are invisible to us. Or perhaps in the ancient
years, they were visible and commonplace, but then
sundered and broken with the Fall of the Stars, for-
ever placing our world into isolation.
Whatever the case, I am an eager for the truth of it.
For if there are realms beyond ours, then there are
stars. There are gods. There is hope. But a chron-
icler cannot rest on hope alone. On the contrary,
hope rather gets in the way of our purpose. We are
to remember how things were, not conjure illusions
about how things might be.
With each passing tome, I am more and more con-
vinced that we shall never see a realm beyond our
own. Rather than pine for what will not come to
pass, we should embrace what it is we do have. Per-
haps we can go elsewhere in our dreams. I could be
entirely mistaken. But, I apprise that is not for me
to say. So, enjoy your illusions, if you must
—Highdoni Chronicler Julius Lorrado
X 1 I
O t h e r
R e a l m s
T
he Caster System is a rule set de-
signed to emphasize the story aspects
of role-playing games. The framework
can be used for any setting or adventure
in the fantasy genre but will adapt the
experience to focus on the story, not on
gameplay tactics. This story-focused approach means that
you can skip a lot of the minutia of other game systems and
just play out the fiction and character moments.
Many other fantasy game systems use the story as a back-
drop to play a more tactical game. That is a viable way to
play and can be a gratifying experience, but it is not how
Caster plays. In tactical play, you are more focused on mak-
ing the best player possible choices, using your character as
a tool, and reaching a victory condition.
Caster’s more story-focused play focuses on making the best
choices for the story, which may or may not be ideal for the
character, to reach a narrative conclusion.
The Caster System is highly conducive to any fantasy game
setting. It can adapt most fantasy RPG system rules within
its framework, but it does so by throwing out tactical play
and ignoring rule sets that are not story-focused.
2 4 6
O T H E R R E A L M S
2 4 7
H I G H C A S T E R
Humor Stats and Moves
The Caster System ties moves and narrative actions the char-
acter makes to three new Humor stats: Force, Will, and Cha-
risma, in place of Virtue, Courage, and Prestige, respective-
ly. Following that transition, the rest of the dice mechanics
should be familiar. A player starts their Modifier Pool with
whichever of the three stat dice represents the move. Then
they add dice as applicable for Discipline, Talents, Feats, ad-
vantage, or Favor. Finally, the player will roll and pick the
highest die result to add to a d20 roll.
There must be a threat in play for a character to make a
move, and the Chronicler will introduce threats. If there are
no relevant threats in play, players can choose to create one,
by paying Favor or accepting Favor from the Chronicler to
escalate a threat.
♦ Will: They are ethical. They bring people together. They are
protective. (Used for Ally, Defend, and Make a Stand.)
2 4 8
O T H E R R E A L M S
♦ Scout (+Force): Find something hidden.
2 4 9
H I G H C A S T E R
Converting to Culture and Heritage
Many games will conflate a person’s culture and heritage. In
other words, players will choose a trait (like race, species,
kin) that contains both physical and cultural qualities. To
convert these traits to Caster Heritages, you will need to
separate the cultural aspects from the physical aspects, using
only the physical ones for the character. Then, the remaining
cultural traits can either be used for the character’s chosen
culture or omitted altogether.
Physical qualities include attributes like flying, darkvision,
or strength. Cultural qualities include traits like learned
skills, talents, or status.
In the Caster System, you will need a Heritage Ability and a
Cultural Talent. You can pull both from the leftover cultur-
al elements, but the cultural Talent should be cultural, not
based on any physical characteristics. Generally, however,
you just need to call out a notable physical trait for their
heritage ability, keeping culture separate until your group
decides what culture they are playing.
Racial Traits to Convert to Heritage Racial Traits to Convert to Culture
Age or Lifespan Alignment
Size Combat Training
Speed Tool Proficiency
Darkvision Language
Resilience Special Knowledge of a Craft
Keen Senses Known Magic
Natural Weapons Personality or Disposition
2 5 0
O T H E R R E A L M S
Dwarf
Height. Dwarves stand between 4 and 5 feet tall and average
about 150 pounds.
Age. On average, dwarves live about 350 years.
Vision. Can see in dark and dim conditions.
Abilities (Pick One):
♦ Resilient: Can take one more harm to Force.
Elf
Height. Elves range from under 5 to over 6 feet tall and have
slender builds.
Age. Elves mature at 100 and live to 750 years.
Vision. Can see in dark and dim conditions.
Abilities (Pick One):
♦ Keen Senses: Get an Advantage Die whenever you carefully
use your senses before confronting a threat.
Halfling
Height. Halflings average about 3 feet tall and weigh about
40 pounds.
Age. Halflings live to about 150 years.
Nimble. Can move through improbable spaces.
Abilities (Pick One):
♦ Lucky: Reroll any die that rolls a one.
2 5 1
H I G H C A S T E R
♦ Unbreakable: Cannot get a disadvantage for being
frightened.
Human
Height. Humans range from 5 to 6 feet tall.
Age. Humans live for about 90 years.
Adaptable. Can take one more harm on a stat of your choice.
Abilities (Pick One):
Dragonborn
Height. Dragonborn stand well over 6 feet tall and average
250 or more pounds.
Age. Young dragonborn grow quickly. They walk hours af-
ter hatching and reach adulthood by 15. They live to be 80.
Scales (choose one): Scale color can be brown, ocher, white,
black, umber, red, dark green, bright green, yellow, blue,
multi-patterned.
Abilities (Pick One):
♦ Fire Glands: Spit a natural oil that explodes through a
chemical reaction and breathes fire in a strong and steady
stream.
2 5 2
O T H E R R E A L M S
Gnome
Height. Gnomes are between 3 and 4 feet tall and average
about 40 pounds.
Age. Gnomes mature in 16 to 20 years, but they can live 350
to almost 500 years.
Vision. Can see in dark and dim conditions.
Abilities (Pick One):
♦ Strong-Willed: Can take one more harm to Will.
Orc
Height. Orcs are somewhat larger and bulkier, and they
range from 5 to well over 6 feet tall.
Age. Orcs reach adulthood around age 14, and they age
more quickly, rarely living longer than 75 years.
Vision. Can see in dark and dim conditions.
Abilities (Pick One):
♦ Very Large: You are much taller than most by up to three
times the height of other average-sized creatures.
♦ Strength: You have far more power than most with the
ability to knock down walls or lift objects many times your
weight.
Tiefling
Height. Tieflings range from 5 to 6 feet tall.
Age. Tieflings mature by 18 years and can live to be 100.
2 5 3
H I G H C A S T E R
Vision. Can see in dark and dim conditions.
Abilities (Pick One):
♦ Empathy: You can sense emotion or intention from any
living creature.
2 5 4
O T H E R R E A L M S
Cultural Talent
Choose one Talent that your character has as a result of be-
ing a member of a culture. The Talent must make sense in
the fiction your group has created for the culture (such as
knows their way around the region, has good business sense,
knows how to sail). A d6 can be added to the dice pool when
this Talent is used to confront a threat.
Trade Talent
Choose one Talent that is related to a trade or occupation
common within your shared culture. The Talent must make
sense in fiction your group has created for the culture (such
as knows how to barter, makes weapons, is a good hunter).
A d6 can be added to the dice pool when this Talent is used
to confront a threat.
Converting Class to Path
There is little difference between Caster’s “Path” and what
most games call Classes or Archetypes or such. The Caster
System takes a more streamlined approach concerning the
mechanics of a class or its progression. Since we’re playing a
more story-driven game, you are simply looking for a broad
description that you can use to bolster a modifier dice pool
when it makes narrative sense. In other words, you are try-
ing to find the role of a class and allow for extra dice when
the character leans into the class in that fashion.
The components of a Path are as follows:
Creed
In general, three statements guide the principles of a chosen
Path, which define a character’s Creed. Even so, Path does
not represent alignment. A character is not bound to this
Creed no matter what. Instead, it is guidance to illustrate
how a member of this Path should behave honorably.
The Creed and its principles are entirely related to the class
and can be derived from how other games describe the class
or archetype. However, in the Caster System, a Creed is
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more closely tied to the game world than anything else, so be
sure to discuss this at the table since it will define the ethical
compass of others in this Path.
Cultural Naming Conventions
Your group should also determine what each Path is called
within the game world, perhaps even by different cultures. If
you are using a prepared setting, you can simply choose that
setting’s term or create your own.
Background
Many games have character background traits that can
provide mechanical benefits to a character. In Caster, back-
ground refers to a character’s life story or history, and there
is no mechanical benefit. Although, these bits could inform
a Trade Talent. If that works, simply select what seems fit-
ting and beneficial from the background and convert it to a
Trade Talent.
Finally, if the game you are converting has tables for back-
grounds, you can use those--but none of the mechanical
boons/edges or drawbacks apply.
Belongings
Because gear and equipment have little to do with the me-
chanics of Caster, this is more about flavor for your charac-
ter. These items can be lifted directly from character creation
in the original game, or you can just have the player write
down items they would naturally have as a result of their
Path. Of course, as always, anything you put down must
make narrative sense.
Path Talent
Path Talents detail something a character can do exception-
ally well because of their Path. So, when converting specifics
for a Path Talent, find a fundamental aspect of that class
to create a Talent. This is perhaps the trickiest part of the
conversion so far, but think about what the character would
do intuitively that no other class would do--that will be the
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Path Talent. And, like other Talents, this die can be added to
the modifier dice pool if applicable.
Relationships
You may not find anything in the original game to convert
to the Caster System for relationships. But, if there is, use it.
Otherwise, come up with prompts for your players to an-
swer about others in their party. The prompts should some-
what reflect the character’s Path.
Disciplines
As the real engine of Path, Disciplines are the most crucial
mechanical aspect of the character apart from their stats.
Every Path has three Disciplines, which represent its core
training—really their entire reason for being. When convert-
ing from another game’s class, find three key things that de-
fine what the class does.
It is okay if it is something the class does all the time (Fighter
with a Discipline of Melee, for example). Path Discipline
dice are only added to the dice modifier pool when the play-
er chooses, and there is a limit to the number of times this
can be done.
Remember, Disciplines should clearly represent the Path and
should be unique, representing things differently from other
Paths. It’s where you truly define the role of a Path and its
fundamental purpose in the game.
Example Paths
While you can take the time to create or convert classes and
archetypes from other games, it may be easier to use one of
the following examples. These Paths are representative of
common classes found in fantasy RPGs.
Bard
Creed. An honorable Bard will:
♦ Use their talents to serve the society in which they live
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♦ Speak the truth within their art
♦ Describe your home, the place you will return to when your
work is complete.
♦ Describe your family, the loved ones you keep in your life.
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♦ Who is a promising entertainer who could use my training?
♦ Who has a creed that will ultimately come into conflict with
mine?
Cleric
Creed. An honorable Cleric will:
♦ Not commit a heresy of their beliefs
♦ What does it look like when you call forth divine power? Is
there a symbol or ritual object you favor?
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Belongings. Answer the following:
♦ What three items are always on your person?
♦ Describe your home, the place you live and practice your
devotion?
♦ Who has a creed that will ultimately come into conflict with
mine?
Fighter
Creed. An honorable Fighter will:
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♦ Protect innocents that are in danger
♦ Who in your past would you destroy if you ever lay eyes on
them again? Why?
♦ Describe your home, the place you will return to when your
journeys are complete.
♦ Describe the person to which you owe your fealty and life.
Path Talent. Get a Talent die whenever your understanding
of battle strategy and tactics will help your situation.
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Relationships. Ask the other players any or all of the following:
♦ Who needs my protection but will not admit it?
♦ Who has a creed that will ultimately come into conflict with
mine?
Paladin
Creed. An honorable Paladin will:
♦ Never forsake their oath.
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♦ Who or what did you have to give up to take your oath?
♦ Describe the person to whom you owe your fealty and life.
Path Talent. Get a Talent die whenever you make ethical or
moral judgments about a situation.
Relationships. Ask the other players any or all of the following:
♦ Who is weak-minded and needs help maturing?
♦ Who has a creed that will ultimately come into conflict with
my oath?
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Ranger
Creed. An honorable Ranger will:
♦ Seek to balance the needs of societies and nature
♦ How long have you been on this path and how did you get
brought into it?
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♦ Who needs to understand the natural world better and is a
threat to it?
♦ Who has a creed that will ultimately come into conflict with
mine?
Rogue
Creed. An honorable Rogue will:
♦ Not reveal secrets entrusted to them
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♦ Who in your past would you destroy if you ever lay eyes on
them again? Why?
♦ Describe the person that you trust the most. Why do you
trust them?
Path Talent. Get a Talent die whenever you use your under-
standing of the criminal/outcast world or access your con-
nections.
Relationships. Ask the other players any or all of the following:
♦ Who should trust me but doesn’t?
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♦ The Discipline of Murder: Attempt to take a creature’s life,
not out of emotion, but out of duty.
Warlock
Creed. An honorable Warlock will:
♦ Serve the downtrodden of society
♦ Who brought you into the life of a warlock, and why were
you attracted to it?
♦ Describe your home, the place you will return to when your
journeys are complete.
♦ Describe the person to which you owe your loyalty and life.
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♦ Path Talent. Get a Talent die whenever you are
directly working to help or protect someone that is
marginalized or oppressed.
Relationships. Ask the other players any or all of the following:
♦ Who needs my protection, but will not admit it?
♦ Who has a creed that will ultimately come into conflict with
mine?
Wizard
Creed. An honorable Wizard will:
♦ Not use magic to control another person’s will
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♦ Who was the person who really unlocked your latent
powers in your youth?
♦ How did you perform during your training and who helped
you to succeed?
♦ What does magic feel like to you when you use it?
♦ What does your tome of magical spells look like, and what
makes it unique to you?
♦ Describe your home, the place you will return to when your
journeys are complete.
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♦ Who do I confide in when I need counsel?
Disciplines. You get Discipline dice for any of the following:
♦ The Discipline of Tomes: Use a tome to perform a ritual for
a magical effect that harms or protects from harm.
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Fortunate
You seem to be exalted with the fortune. Reroll the d20
whenever it lands on 1. Describe how you bounced back
from what appeared to be a bad situation.
Healer
You can assist others in finding their full strength and poten-
tial. You can help another character regain two harm a day
when they rest.
Inspirational
When you show your mettle, you inspire others to have mo-
mentum against a foe. When you resolve a stage of a threat,
you can give a d6 to another player to be used in a future
roll. Your inspirational nature must be detailed in the nar-
rative.
Intimidating
When you show your mettle, you gain momentum against
a foe. When you resolve a stage of a threat, you get a d6 to
be used in a future roll. Your intimidating nature must be
detailed in the narrative.
Leader
You are known for your ability to lead others to perform
challenging tasks. Spend Favor to give a Discipline die from
an applicable Discipline to another player to use before or
after their roll.
Learned
You are well educated and know far more than most about
the world. Once per session, your character may know
something about the world that will help a situation. You
may choose to introduce a truth if it is not about an existing
threat or ask the Chronicler to reveal a truth.
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Prestigious
You exhibit extraordinary status and presence. Immediately
spend inspiration to negate harm to the Charisma stat.
Relentless
You do not stop against a foe until you have deemed it time
to relent. You can confront subdued threats without spend-
ing Favor. Your relentless nature must be aligned with what
is happening in the narrative.
Resolute
When you must succeed, you do. Spend a Favor to succeed
automatically on a die roll once per session.
Skilled
You are exceptionally talented in a Discipline. Choose a Dis-
cipline in which you are highly trained. Whenever you use it,
double that die for your modifier dice pool. You can choose
this Feat once for each of your Disciplines.
Soothing
You have the ability to calm an escalating situation. Spend
a Favor to move a threat down one stage. If the threat is a
single stage, it is automatically subdued, and the narrative
plays out accordingly.
Strong-Willed
You do not let troubles set you back. You can negate up to
two harm a day when resting.
Suave
You are well-loved and charming. You may reroll a failed
Charisma roll once per session.
Tactical
You can always turn a situation to your advantage. Roll nor-
mally whenever a roll requires a disadvantage in a combat
situation.
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Tenacious
You do not give up in the face of danger. You may reroll a
failed Force roll once per session.
Trained
You are very well trained and can quickly recover. You re-
gain up to two Discipline dice per rest.
Trainer
You are very good at training others. You can help one other
character regain up to two Discipline dice per day when they
rest.
Virtuous
You are very true to your honor and word. Immediately
spend Favor to negate harm to the Will stat.
Witnessed
You are very moral in the face of adversity. You may reroll
a failed Will roll once per session.
Character Spellcasting
It is unnecessary to convert magic into spells because Caster
cares more about why you do something, not how you’re
explicitly doing it. Therefore, if it is narratively appropriate
for you to know how to cast fireballs, you do. However, it
may be worthwhile to refer to spells from other systems as
fictional prompts for players, possibly assisting them with
character or narrative flavor. It may also be helpful to have
spells to reference for threat stages.
You may also want to have constraints on magic because of
the type of story you are telling. Allowing unchecked narra-
tive authority on spells and what they do may create scenar-
ios outside your theme and tone, even if they can’t break the
game system.
That said, there are three methods for converting magic to
the Caster System.
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High Fantasy
In high fantasy, magic is ubiquitous and extremely power-
ful. This setting is the default for the Highcaster. The only
thing you need to do is determine how magic works in your
world or game and ensure those setting principles apply to
Disciplines.
The Path examples demonstrate how this can be done. In
short, the player has complete authority over what their
magic looks like, what it does, and how it is cast. However,
magic must happen in a way that is consistent with the set-
ting and their Path. Truly, the outcomes are less important
than the narrative imagery of the magic itself.
However, this means magic can be extremely powerful and
very flexible. Given how the Caster System mechanics work,
nothing is too overpowered. And, there are natural narrative
consequences for doing magic too destructively or too over
the top.
Swords and Sorcery
The tried-and-true fantasy settings in which magic exists,
but may be more challenging to control or perform, fall into
the standard Swords and Sorcery fantasy style setting. This
dial may be most appropriate for gamers moving from Dun-
geons & Dragons or Forbidden Lands and looking for more
limitations on magic.
To convert into this method, first, limit the ability to use
magic to pre-determined Paths. Also, creatures cannot com-
monly perform magic. Those that can are unusual and have
to use a precise method (such as a wizard using a tome).
Next, match a Path’s Discipline with specific categories of
magic they can access, such as enchantments, evocations,
and necromancy. Then list the names and narrative effects
of the spells in the original game in those categories. Char-
acters should be limited to the first tier (or first three magic
levels) until they get enough XP to take another Discipline.
At that point, they can choose the next tier of one of the cat-
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egories. This process could continue until they have all tiers
and categories, and the character would then have reached
their magical limits.
You can refer to the spells from the original game, omitting
any of the mechanical benefits and keeping the focus on the
narrative impact.
Gritty Fantasy
You may be looking for a low fantasy setting from games
like B/X or Dungeon Crawl Classics. In these settings, you
will further constrain magic by making Disciplines function
like “spell slots” for magic users. Essentially, a character
can cast any spell they know but only do it with Discipline
dice. And when they are out, their magic is exhausted.
So, adapt whatever magic or spells their character would
know from the original game into a list for their Disciplines.
Depending on the setting, you can also keep limitations
from the original game (such as only being able to cast once
a day). How far you go is up to you, but converting Disci-
plines into spell slots and limiting players to only using mag-
ic as detailed in the original game, will dramatically decrease
the power level of the characters for a grittier setting.
Character Gear
By design, the Caster System does not worry about equip-
ment or gear. If it makes narrative sense, they have what
they need. If there is a question of whether or not they have
it, based on the fiction, dice can be rolled, or Favor paid.
However, some games use equipment and attrition to add
another dimension of tension to the story. Often, in gritti-
er games, it may be essential to know how many torches a
character has or how many gold chests they can carry.
In these circumstances, you can refer to equipment and cost
directly from the original game’s material for the Caster
System, with no need to convert anything. Then, run the
economics as you would in the initial system or any way
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that suits your story. However, if you do this, you will need
to ensure the heroes are paid in-game currency and allow
for other credit-making economies in your game (like found
treasure or treasure drops from defeated foes).
Also, some games give substantial benefits or effects for hav-
ing specific pieces of equipment, especially magic items. As
with magic itself, simply import the fictional impact of the
item without worrying about the mechanical effects.
Some magic items may give a character a mechanical boon,
such as increased strength or speed. In that case, the items
add a d6 Talent die to the pool when used in a narratively
appropriate way. In general, play fast and loose with magic
items by using Talent dice and Advantage Dice.
Game Play
Dice Pools
Whenever a roll needs to be made, specifically when a char-
acter confronts a threat, the player pools together dice based
on fiction and their approach to the problem. In addition,
they’ll determine whether or not dice can be added or sub-
tracted from those rolled. Then, the player rolls the dice pool
all at once, picking the highest number displayed from the
rolled dice. Finally, they add that number to a twenty-sided
die (d20) roll. That total tells us what happens:
♦ 2-9: The player’s intended outcome does not occur,
the threat escalates, and the character waxes and
potentially takes harm.
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These situations may not be common but undoubtedly come
into play. The second opportunity arises if a player chooses
to use a Favor to add a d6 to their pool.
The modifier dice pool is now complete, and the player can
then roll, selecting the highest die roll to add to their d20
roll.
Converting to Modifier Dice
Disadvantage
There can be situations, such as environmental challenges,
that could get in the way of a character executing their move.
In that case, the Chronicler will tell the player that they are
at a disadvantage. In that case, the player rolls the d20 twice
and picks the lowest result before adding the highest result
from the modifier dice pool.
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♦ Conditions: whenever a character has an adverse
condition such as poisoned, exhausted, blind or restrained
Threats
When a character confronts a threat in the story by doing
something, they are making a move. A threat can be any-
thing from a tense situation to a person’s violent attack. Es-
sentially, a threat is any narrative that gets in the way of
what the character wants.
Some threats have stages, which are aspects of the threat or
situation that need to be resolved before the threat is sub-
dued. A simple threat has one stage and is subdued when-
ever a player successfully confronts it. A challenging threat
may have as many as six stages that each must be resolved
before it can be subdued.
To confront a threat, a player explains what they do about
what is happening—that is a move. Then, based on what the
character does and the motivation behind it, the Chronicler
will tell the player what move to roll.
Subduing Threats
If the players resolve all stages of a threat, it is subdued.
While it can return naturally through the fiction, that threat,
as it stands, can no longer be confronted for the Chapter.
This is a significant point because moves typically resolve
fictional problems. If they don’t, then the fiction changes,
adapting to introduce new problems to be resolved.
Subduing a threat doesn’t mean getting rid of it. It means the
moment is resolved, and now the story must shift to contin-
ue.
So, if a character wants to (or needs to) confront a threat
that’s already been subdued, there are two options:
♦ Pay Favor to introduce a new threat that changes the fiction.
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Favor is a sort of narrative currency that players can use to
affect the fiction. Each player starts each session with one
and can earn more whenever they get a 20 or more on their
move rolls. Favor has a variety of uses, but in the context of
threats, they can help change the fiction.
If you spend a Favor, you can simply create a new threat to
confront. That puts the fiction in your control and allows
you to reset the stage.
Alternatively, the player can choose to get a Favor from the
Chronicler, who will then take control of the fiction and es-
calate the threat.
This option will usually create a more challenging situation
for the characters and amp up the drama quotient.
Threat Escalations
If a threat stage is not resolved or a single-stage threat is not
subdued (because a player gets a 9 or less from the total of
their modifier and the d20), the threat escalates.
In short, escalation causes things to get worse for the char-
acters. They may sustain harm, be put in a worse situation,
lose something, get trapped, be separated, be confronted
with more enemies, and so on. Ultimately, something in the
narrative changes.
When a threat escalates, the Chronicler will explain what
happens and how it gets worse. If the threat was written
down, record what changed. Also, the escalation may have
introduced another threat, which may seem even more im-
minent.
Using Threat Stages
When introducing a threat, the Chronicler can choose to
have stages to be resolved before the threat is subdued.
These stages are entirely narrative trappings to be resolved,
and once they are all resolved, the threat is subdued.
Many common threats will be considered “one-stage.”In
other words, one success will resolve the stage and subdue
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to be subdued which can escalate. You can also include a
disadvantage until the threat is subdued.
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♦ If three stats take maximum harm, the character is dead
and can only be revived through magical means.
Character Advancement
If a players roll 9 or less, they will wax a Humor one point.
To do this, they’ll mark the next available slot on the track
of the Humor used for the roll. Then, when all waxes are
filled under the current die level, the next highest die level
for that Human can be taken.
Once all stats have advanced to d8 and all of the waxes are
filled (nine for each), the player can choose another Path to
add to their character. The character will now have Creeds,
Disciplines, and Talents available for that Path, as well as
their original one. However, the track is then cleared, and
the process starts again.
Players can also choose to spend their waxes to buy Feats.
The cost is three times the number of the character’s existing
Feats. If used this way, simply erase what was spent on pur-
chasing the new Feat.
If an adventure or campaign provides XP via other methods,
those rewards can be given to players by allowing them to
choose which stat to mark.
Introducing Truths
Players can sometimes take over the fiction. They do this by
introducing something true in the story. It can be anything,
as long as it is somewhat relevant to what is happening in
the fiction at the time and does not overturn or conflict with
truths that were already established, either by the Chronicler
or the other players.
Players need to take a “yes and” approach to the truths
and bring them into the narrative as if they came from the
Chronicler.
There are two situations in which players can introduce
truths:
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♦ When a player rolls 20+ on a move.
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the scenes for the players and provide focus on what the
characters are supposed to accomplish during this part of
the story. The Chronicler determines Chapters, and each
one affects the rules or story in some fashion.
The purpose of Chapters is to help move the story forward
so that players don’t get stuck not knowing what to do. They
also work to reframe scenes to increase or decrease drama.
Generally, Chapters are invisible in gameplay until they
change, and the group reframes the situation.
Chapters can be as short or as long as the story requires and
change when the Chapter’s goal is reached in the narrative.
The Chapters are:
Culture
The heroes are focused on the people in their society, the
commoners or the elite, and their everyday needs.
♦ Any threats that occur in the narrative are not dangerous
and are focused on the culture or homeland.
Danger
The heroes are confronting a dangerous threat that is over-
whelming or terrifying.
♦ The threats in play catch the heroes off guard, and they will
find themselves in perilous circumstances.
Hero
Each player takes control of the narrative, in turn, to reveal
more about their hero.
♦ Players, in turn, have narrative control and can introduce
truths into the fiction as long as those truths are not about
threats currently in play or other player characters.
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Journey
The heroes are making a journey through unknown lands,
confronting danger, and finding their way.
♦ This is the default setting of the game. Standard threat and
roll rules apply.
Prepare
The heroes get all of the resources and information they
need to go on a journey or quest.
♦ Players have narrative control and can introduce truths
about what they acquire to prepare for a journey.
Quest
The heroes gather their mettle in accomplishing a significant
task or feat
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♦ Will: Lash out emotionally at another character in a way
that causes harm to the relationship.
Train
In addition to receiving a Discipline die by resting overnight,
you can also spend a full day training (at least 8 hours) to
recover an additional Discipline die.
Monsters and NPCs
Converting a monster or NPC into the Caster System is
as simple as deciding how many stages (how difficult) the
threat is, listing what it does during those stages, and noting
thoughts about those stages can escalate. Much of this can
be repurposed from monster stat blocks.
Since threats are tied to the narrative, you can pull dramat-
ic moments or conflict out of pre-written adventures and
present them as threats. So, for example, you might have
goblins attacking villagers as a threat and another for the
orc archers on the ramparts.
So, though a monster or NPC alone is not necessarily a
threat, below is a chart showing the more common monsters
and NPCs with suggested stages.
Monster/NPC Description Stages Stage Examples
Tentacle Attack, Tail Attack,
Aboleth Legendary Sea Monster 6
Mind Control, Psychic Attack
Acolyte Religious Spellcaster 1 Heal, Divine Fire, Ward
Transform into Air/Wind,
Air Elemental Elemental 2
Slam, Create Whirlwind
Allosaurus Dinosaur 2 Pounce, Bite, Claw
Animated Armor Construct 1 Appear Inanimate, Slam
Ankheg Monstrous Insect 1 Bite, Spray Acid
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Monster/NPC Description Stages Stage Examples
Blink Dog Fay 1 Teleport, Bite
Blood Hawk Carnivorous Bird 1 Flock Attack
Blue Dragon Legendary Lightning Lightning Breath, Bite or
8
(Adult) Breathing Dragon Claw, Terrify, Tail Attack
Blue Dragon Legendary Lightning Lightning Breath, Frighten,
10
(Ancient) Breathing Dragon Bite or Claw, Tail Attack
Blue Dragon Lightning Breathing Lightning Breath, Frighten,
4
(Wyrmling) Dragon Bite or Claw, Tail Attack
Boar Beast 1 Charge, Gore
Bone Devil Devil 2 Claw, Sting
Brass Dragon Legendary Fire- Fire Breath, Sleep Breath, Bite
6
(Adult) breathing Dragon or Claw, Terrify
Brass Dragon Legendary Fire- Fire Breath, Sleep Breath, Bite
8
(Ancient) breathing Dragon or Claw, Frighten
Brass Dragon Fire Breath, Sleep Breath, Bite
Fire-breathing Dragon 4
(Wyrmling) or Claw, Frighten
Bronze Dragon Legendary Energy Lightning Breath, Energy
6
(Adult) Breath Dragon Breath, Shapeshifting, Bite
Bronze Dragon Legendary Energy Lightning Breath, Energy
8
(Ancient) Breath Dragon Breath, Shapeshifting, Bite
Bronze Dragon Lightning Breath, Energy
Energy Breath Dragon 4
(Wyrmling) Breath, Shapeshifting, Bite
Brown Bear Beast 1 Bite, Claw
Brute Fighting, Surprise
Bugbear Goblin 2
Attack, Morningstar
Bulette Land Shark Monster 3 Leap Far, Digging, Bite
Centaur Warrior 3 Stomp, Longbow
Chain Devil Devil 4 Infernal Chains, Frighten
Goat, Lion, Dragon Bite, Horns, Claws, Fire
Chimera 3
Creature Breath
Chuul Lobster Monster 2 Pincer, Tentacles
Immune to Most Harm,
Clay Golem Construct 3
Slam, Angry Fighting
Monster in the Form Phantom Attack, Appear
Cloaker 3
of a Cloak Inanimate, Tail Attack
Smash, Teleport, Fly, Control
Cloud Giant Mighty Giants 5
Weather, Transform into Air
2 9 0
O T H E R R E A L M S
2 9 1
H I G H C A S T E R
Monster/NPC Description Stages Stage Examples
Slam, Create Whirlwind,
Dust Devil Devil 2
Transform into Air
Explode with Dust, Claws,
Dust Mephit Elemental 1
Dust Breath
Eagle Carnivorous Bird 1 Talons
Earth Elemental Elemental 2 Slam, Turn into Earth
Fire Burst, Conjure
Efreeti Fire Elemental 4 Elemental, Turn into Air,
Invisibility, Wall of Fire
Elephant Beast 1 Gore, Stomp
Elk Beast 1 Ram, Trample
Ettercap Humanoid Spiders 1 Bite, Web
Ettin Two-Headed Giant 3 Axe, Stomp
Bright Fire, Fire Form, Hurl
Fire Elemental Elemental 3
Fire, Explode
Fire Giant Giant 4 Throw Rock, Sword
Flesh Golem Construct 3 Reckless Fighting, Slam
Flying Snake Serpent 1 Bite, Fly
Flying Sword Construct 1 Magic Flying Attack
Frog Beast 1 Swim, Leap
Frost Giant Giant 4 Throw Rocks, Axe
Gargoyle Elemental 2 Turn to Stone, Bite, Claws
Gelatinous Cube Ooze 1 Engulf, Pseudopod
Ghast Undead 2 Bite, Claws, Stench
Incorporeal, Possession,
Ghost Undead 2
Frighten, Psychic Attack
Ghoul Undead 1 Bite, Claw
Giant Ape Beast 3 Fist Attack, Throw Rocks
Gibbering
Monster 2 Bite, Gibbering, Blinding Spit
Mouther
Spear, Shield Bash, Parry,
Gladiator Fighter 2
Brutish Fighting
Gnoll Hyena Monsters 1 Bite, Spear, Bow
Goblin Humanoid Monsters 1 Escape, Sword, Bow
Gold Dragon Legendary Fire- Fire Breath, Weakening
8
(Adult) breathing Dragon Breath, Shapeshifting, Bite
2 9 2
O T H E R R E A L M S
2 9 3
H I G H C A S T E R
Monster/NPC Description Stages Stage Examples
Invisible Stalker Elemental 2 Invisibility, Slam
Difficult to Damage, Slam,
Iron Golem Construct 5
Poison Breath, Absorbs Fire
Knight Warrior 2 Leadership, Swordplay
Kobold Dragonfolk 1 Dagger, Fights Well in a Pack
Tentacle, Crush, Fling,
Kraken Legendary Sea Monster 12
Lightning Storm, Bite, Swim
Illusions, Charm, Scrying,
Lamia Lion/Human Hybrid 2
Intoxicating Touch
Lemure Devil 1 Resurrects Self, Fist
Rejuvenate, Heal, Frost,
Hurl Flame, Telepathy,
Resurrect, Decay Magic,
Lich Undead Spellcaster 12
Teleport, Paralyze, Frighten,
Disintegrate, Invulnerability,
Stun, Kill with Magic
Lion Beast 1 Bite, Pounce, Claw
Lizardfolk Reptilian Humanoids 1 Bite, Fight
Magic Arrow, Shield,
Mage Spellcaster 2
Fireball, Fly, Frost
Magma Mephit Elemental 1 Claws, Firebreath
Mammoth Beast 3 Gore, Stomp, Charge
Human/Lion/Dragon
Manticore 2 Fly, Bite, Tail Spike
Chimera
Medusa Monster 3 Petrify, Snake Hair Attack
Merfolk Merfolk 1 Swim, Spear
Appear as Inanimate Objects,
Mimic Shapeshifting Monster 1
Pseudopod, Bite
Reckless Fighting, Gore,
Minotaur Monster 2
Charge
Mummy Undead 2 Rotting Fist, Frighten
Regenerate, Divine Fire,
Shield, Paralyze, Frighten,
Resurrect, Disease, Insect
Mummy Lord Legendary Undead 5
Plague, Harmful Magic,
Summon Undead, Decaying
Touch, Whirlwind of Sand
Bite, Spit Poison, Heal,
Naga (Guardian) Serpent Monster 3
Paralyze, Hurl Flame
2 9 4
O T H E R R E A L M S
2 9 5
H I G H C A S T E R
Monster/NPC Description Stages Stage Examples
Salamander Fire Elemental 2 Fire Body, Spear
Satyr Fay 1 Ram, Bow
Sea Hag Fay 2 Frighten, Paralyze, Illusion
Stealth, Drain Strength,
Shadow Undead 2
Amorphous
Shambling
Sentient Plant 2 Slam, Engulf
Mound
Store Magic, Regenerate, Fist,
Shield Guardian Construct 3
Shield
Silver Dragon Legendary Cold Breath Cold Breath, Paralyzing
6
(Adult) Dragon Breath, Shapeshifter, Bite
Silver Dragon Legendary Cold Breath Cold Breath, Paralyzing
8
(Ancient) Dragon Breath, Shapeshifter, Bite
Silver Dragon Cold Breath, Paralyzing
Cold Breath Dragon 8
(Wyrmling) Breath, Shapeshifter, Bite
Skeleton Undead 1 Sword, Regenerate
Raise Dead, Control Weather,
Solar Legendary Angel 10 Heal, Fire Sword, Blinding
Light, Searing Divine Fire
Divine Fire, Fireball,
Sphinx Legendary Creature 8
Command, Heal, Banish
Sprite Fay 1 Bow, Invisibility
Camouflage, Throw Rocks,
Stone Giant Giant 3
Catch Rocks
Stone Golem Construct 4 Difficult to Harm, Slam
Swim, Fly, Control Weather,
Storm Giant Giant 4
Lightning Bolt
Regenerate, Crush, Swallow,
Tarrasque Legendary Monster 20
Tail, Frighten, Bite, Claw
Thug Fighter 1 Sneak Attack
Appear Inanimate, Throw
Treant Sentient Plant 3
Rock, Slam, Animate Trees
Triceratops Dinosaur 2 Gore, Charge
Troll Giant 2 Regeneration, Bite, Claw
Tyrannosaurus
Dinosaur 4 Bite, Tail, Frighten
Rex
Charge, Trample, Calm,
Unicorn Legendary Celestial 4
Invisibility, Heal, Teleport
2 9 6
O T H E R R E A L M S
2 9 7
X 1 I I
A P P E N D I X
2 9 9
H I G H C A S T E R
R U L E S R E F E R E N C E
CHARACTER CREATION ♦ Nomes (fayfolk)
1. All players choose the same ♦ Sael (celestialfolk)
culture:
4. Players choose heritage
♦ Deirwesch (wealthy aspects:
scholars)
♦ Look, Ability
♦ Highdoni (imperial 5. Players chooses a path
remnants) unique from one another
♦ Saeberd(s) (migratory ♦ Warren: soldier or warrior
raiders)
♦ Magister: worker of magic
♦ Sterboren (ancient
society) ♦ Outdon: criminal or
hireling
♦ Rishen (merchantfolk)
♦ Wildkin: outsider or
♦ Witlanders (pastoral traveler
tribes)
♦ Veneren: priest or holy
♦ Wyrmgarde (warlords) person
2. Players chooses cultural
aspects: ♦ Scoplar: scribe or poet
♦ Mortals (humans)
H I G H C A S T E R
R U L E S R E F E R E N C E
CHAPTERS
♦ Choose the die for the Humor that best represents the
move. Add another PC’s Discipline die if they help.
HERITAGE: PATH:
LVL ANGRY
WAX
LVL AFRAID
WAX
LVL SHAMED
WAX
DISCIPLINE:
DISCIPLINE:
DISCIPLINE:
TALENTS: FEATS:
FAVOR:
H I G H C A S T E R
TRADE: LANGUAGE(S):
BELONGINGS:
RELATIONSHIPS:
MOVES
HERITAGE: PATH:
LVL ANGRY
XP
LVL AFRAID
XP
LVL SHAMED
XP
DISCIPLINE:
DISCIPLINE:
DISCIPLINE:
TALENTS: FEATS:
INSPIRATION:
C A S T E R
TRADE: LANGUAGE(S):
BELONGINGS:
RELATIONSHIPS:
MOVES
♦ Lei (lay)
♦ Merhunta (mare-hoont-
ah)
♦ Mordran (moor-drahn)
♦ Mordras (moor-drahs)
♦ Myster (mister)
♦ Pleier (player)
♦ Prier (prayer)
♦ Saeberds (say-birds)
♦ Sael (sah-el)
♦ Saeskar (say-scar)
♦ Sedyr (said-er)
♦ Speis (spah-ees)
♦ Sterboren (stair-boren)
♦ Stergress (stair-gress)
♦ Sternewn (stair-noon)
♦ Steroathen (stair-oathen)
♦ Swyrder (sworder)
♦ Wyrders (word-er)
♦ Wyrmgarde (worm-guard)
Index D
A Deirwesch 39
gods 27 themes 22
alu 27 Highdoni 45
ancients 27 path
K R
threats 19, 141, 158, 170, 171, 175 waxes, waxing (advancement) 18,
21, 151
converting from another game
279 converting from another game
284
escalating 146
wicker 124
monsters 175, 288
wildkin 127
solo play 242
will. See humors
stages 19, 156
Witlanders 69
subduing 151
path
tiefling 253
crowblood (magister) 107
torn 202
heather (outdon) 113
trade 15
hundredforth (warren) 122
converting from another game
255 oathenser (veneren) 119
Saeberd 60 region 72
Wyrmgarde 78 Wyrmgarde 75