The Oni crown rules Huraoken on the backs of the enslaved. The Zir empire casts out any who refuse its cruelty. From the green highlands of Foraysha, the Freedom Fighters answer — and we are recruiting every people willing to stand.
Adventura is not one realm but many, and most of them are held by force. The Freedom Fighters take their name from Foraysha — the verdant, vertical highland where the free peoples and the climbing Lorcaun make their home. From there the fight reaches outward, zone by zone.
No people is too small, too slow, or too strange for the cause. Every recruit brings something the empire cannot buy. Filter the rolls by home zone — then read their service record.
However you were made, the Fighters will train you to fight. Twenty-five disciplines fall under five ways of war — pick a banner to see them.
The field manual, in brief. One die settles every contest; your powers are the edge you carry into it; three defences keep you breathing; and you grow sharper with every level you survive.
Every action you attempt is the same throw: your attribute modifier, plus your skill rank, plus your level, plus a d20 — against a target number. Simple to learn, deep to master.
Constants are always on — the talents that define you. Expendables are your spent ammunition: potent strikes and tricks you choose, then recover on rest. You unlock new ones as you climb.
Every blow is turned by one of three guards. Dodge slips it, Resolve withstands the mind and spirit, Toughness soaks the body. Armour adds Protection on top.
Powers arrive in tiers — your class list opens up at 1st, 7th, 15th and 21st level, your heritage at 1st, 5th, 10th, 15th and 20th. Survive, and the next rung is yours.
Bring your claws, your glyphs, your aura, your aim, or only your refusal to kneel. The roll is open. The highlands are waiting.