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THE ENTOMBED CROWN

A Dark Fantasy Tabletop Roleplay Game

Format: PDF

148 Pages

Featuring:

A unique dice system - a new way to use your d20

Combat which is narrative-driven - the circumstances dictate the numbers, and there are no hit points

A free-form Magic system, with potentially disastrous consequences for misuse

A Personal Code to reflect the Character's journey and evolution


Introduction

Uncertainty is a necessary truth. The constructs we rely upon, all that we cherish, and all that we believe, may be extinguished in the turning of a season or indeed the blinking of an eye. Urathun is a world where this truth is realised in abundance. The turbulent seasons of this world have seen the passing of Ages, and the rise and fall of many who would claim greatness. Many have also claimed to steer the fate of nations, or that they have had answers revealed to them which place them beyond the burden of caution. Their bones too are now dust.

 At this moment in Urathun’s far-reaching history there is a fresh turmoil. The masses fear conspiracy but all the while huddle conspiratorially, fiercely and jealously guarding that which leaves their mark upon the land. A scorned legacy to validate their existence. The architects of power have shed the traditional methods of control in exchange for acceptance. Acceptance of the violent nature of their charges. Acceptance that in illusion, comfort lies. Acceptance that uncertainty is a valuable commodity in ensuring conformity –  when exploited correctly. The culmination of these notions has buried the pursuit of noble obligation. History will remember this time of uncertainty as the Age of the Entombed Crown.


Featuring a unique Dice System, as well as unique systems for Combat, Magic, and your Character's Personal Code.


The Entombed Crown (TEC) is a tabletop roleplaying game. The game’s setting, Urathun, is that of a world which has known perpetual conflict, change, and chaos since time immemorial. That is not to say that happiness and peace may not be achieved under any circumstances. It is merely a reminder that all endeavours require effort. All obstacles require thought if they are to be overcome, and thoughts are best tempered with balance. TEC was designed for Player and Storyteller to work in conjunction for the purpose of advancing an Adventure. It is therefore encouraged for both Player and Storyteller to read and understand the contents of this Rulebook up to and including the Character Sheet on page 114. The Storyteller Section is provided to assist the Storyteller only, from page 115 onward.

The dice required to play will include a twenty-sided dice (d20), a six-sided die (d6), and a three-sided die (d3).

You will also require a method to record notes in addition to the Character Sheet. If you wish to use maps, miniatures, tokens, and tech to enhance your Adventure, I wish you every success. I personally believe that the imagination is the greatest tool we possess, though I do not disparage the many ways available to enhance a gaming experience.

As with all Original Frontiers systems – the Storyteller has the final word on all outcomes. If a rule within this book comes into conflict with the good of the story, the Storyteller is free to bend, amend, or ignore that rule to their discretion.

Above all I wish you a fun, expressive and creative rpg experience.

P.G. Harrington


Please check out this wonderful review of The Entombed Crown from Wizards Respite (and be sure to follow them on Socials for more of their expert insight):

https://wizardsrespite.com/2022/04/15/the-entombed-crown-review/?amp=1


MAGIC IN GAMEPLAY

In TEC Magic is free-form in it’s manifestation and application, but it’s misuse is not free from consequence. All Magic affects the Corporeal Realm in some way, and is usually therefore connected to some form of worldly element. Magic which transcends the use of Corporeal elements is called Spirit Magic. Spirit Magic effectively enables the conjuring of something from nothing, and as such is the most difficult kind of Magic to manifest (and the most commonly sought).

MANIFESTATION

Anyone may attempt to manifest a Magical Ability.

When a Player wishes to manifest a Magical Ability, they must describe their intention and desired outcome. The Storyteller then considers whether this will draw upon an element (Ground, Sea, Flame, or Sky), or manifest using Spirit Magic. The elements of Ground, Sea, Flame, Sky, and Spirit are all Skill Ratings listed on the Character Sheet. 


MAGIC IN COMBAT

When Magic is used in Combat, the regular rules for making an Attack apply. The Magic User describes their intent and nominates the opponent’s body part. The Storyteller assigns a Difficulty Rating. The Defensive Action must be made using the same Magic Skill Rating which has been used to make the Attack. The DR usually gained from Armour is not taken into account when defending against Magic. As normal, a single d6 is then rolled to determine how a successful Attack lands.

Example Of Magic In Combat

Delas is attempting to hurl a fireball at her opponent’s back (as he is fleeing), with the intent to Kill. A Difficulty Rating of 15 is assigned by the Storyteller, and Delas has 3 in the Flame Skill Rating. Delas rolls a 12 on 1d20, so  succeeds. Her target has nothing in the Flame Skill Rating but still attempts to Defend, with a Difficulty Rating of 15. The result is 10, and the attempt to Defend has failed. Delas scores a 4 when determining how the Attack lands, and her opponent is immolated in a ball of flames.


FAILED MANIFESTATION

The consequences of a failed Magical manifestation can be severe. The Magic User’s mind is firstly affected by memory loss and cognitive recognition. That which was known becomes unknown, and familiar thoughts become elusive. If the Magic User persistently tries without success to manifest Magical abilities, eventually the body is ravaged by the Spirit Realm; limbs atrophy and the brain enters a catatonic state.

Whenever a Character or NPC attempts to manifest a Magical ability but is unsuccessful, they must deduct one Skill Point from a Skill Rating of their choosing. If they persist in trying (and failing) to manifest Magical abilities with no Skill Points remaining, they must nominate one body part to become irreversibly Incapacitated. Once three body parts are Incapacitated as a result of failed Magic use, the Character or NPC dies.*

*These Incapacitated body parts count towards the three required to become Comatose through other Incapacitations (such as those sustained in Combat), but Incapacitations sustained in Combat do not contribute toward the death of a Character via failed Magic manifestation.


PERSONAL CODE

The Character’s Personal Code is broken down into four measuring factors; Elevated, Libertine, Wanton, and Measured. Actions taken which impact how the Character is perceived will garner points within each of these. These points may be converted into bonuses, may be used to cancel each other out, and offer a guide as to how NPC’s and other Characters may choose to interact with that Character. There is no “right” or “wrong” path; the Personal Code represents a series of decisions made and how the Character navigates their personal journey.

The Storyteller determines whether an Action will garner a point in any of the Personal Code categories based on a number of variables. The most important things to consider are intent, and whether the Action was witnessed, who by, and the effect this had on others. If the Character is deliberately attempting to shape others’ perception this too should be taken into account.


THE SETTING

The Known World is an ever-evolving continental landmass beset by an unforgiving climate. Some use the term Known World and the entire World’s actual name, Urathun, interchangeably. This is because weather events, unexplained magical phenomena, and colossal sea creatures in the oceans surrounding the Known World prevent voyages to Urathun’s nearest landmasses by water. As yet there are no known methods for traversing long distances by air. Some practitioners of Magic claim to have visited the other Continents of Urathun, but have been unable to evidence this or teach any methods for doing so.

 Urathun possesses little by way of technological advancements. Bronze, iron, and some steels are in use. The horse is the enduring mode of travel, and oxen are common beasts of burden. Some acts of technical and Magical ingenuity have advanced aspects of daily life in the short term, but are quickly labelled subversive and brought to an end by the ruling classes upon discovery.


PROMINENT SPECIES

As previously stated there are many, many Species who call Urathun their home. At this stage in Urathun’s history the most prominent of the sentient Species are the Diar, Parnun, Formar, and Tenarn. Whether it is acknowledged or not, these four Species have all been the custodians of the Known World at one point in time.

In gameplay terms the Storyteller may introduce a new Species or work with a Player who wishes to introduce their own new Species into the Adventure. The surface area of Urathun is 2.6 billion km2. With the constant shifting and re-shaping of power structures and world geology, it is perfectly reasonable to assume that previously undocumented Species would choose this new Age to reveal their existence.








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