1 2 Coordination of the “Shadows of Esteren” series Nelyhann Editorial Coordina

1 2 Coordination of the “Shadows of Esteren” series Nelyhann Editorial Coordination of Book 0 - Prologue Nelyhann Conception, Development, and Redaction Nelyhann & Aldo "Pénombre" Pappacoda Original Copy Editing Pascal B., Krêsterion, Valentin, Nelyhann, Aldo "Pénombre" Pappacoda, Clovis, Merryneils and Guillaume "Ikaar" Vasseur. Art Director Nelyhann Layout Asami Editorial Coordination of Book 0 - Prologue Nelyhann and Clovis Translation Odliz Copy Editing Joäo Bento, Franck Bouvot, Nicolas Bowyer, Clovis, Franck Florentin, Chris Fournier, Natalie Gallecier, Véronique Lejeune, Stuart MacDonald, and Ian Stone. Cover Art Bruno Laurent Interior Artists Yvan "Gawain" Villeneuve, Bruno Laurent, Christophe Bouvet, Fred Pinson, Rémi "Remton" Le Capon, Nicolas Jamme and Olivier "Akae" Sanfilippo. Logo Nelyhann Cartography Christophe Bouvet Shadows of Esteren is a role-playing game imagined and conceived by the ForgeSonges collective. Illustrations, texts and logo are Copyright © Agate Editions. November 2012 - ISBN: 978-2-919256-05-1- All rights of reproduction, adaptation and translation strictly reserved. “The Code of intellectual and artistic property allows, indent 2 and 3 of article L.122-5, that firstly, the « copies or reproductions are strictly reserved to the private use of the copyist and are not meant for a collective use”, and, secondly, that analysis and short quotations used as examples or illustrations, “all integral or partial representation as well as repro- duction, made without the agreement of the author or of his legal claimants, are considered illicit (indent 1 of article L.122-4).” This representation or reproduction, whatever the means, would constitute a pirated copy, punished by the articles 425 and the next ones of the Penal Code. » ForgeSonges is a collective of authors and illustrators gathe- red under the form of an asso- ciation, whose goal is to create quality game mate- rial.Check for news and the latest publications of the collec- tive on http://www.forgesonges.org Copyright © 2012 Agate RPG Agate RPG is a brand of Agate Editions Agate Editions, 84 rue du président Wilson 92300 Levallois-Perret, France Contact, questions, distribution: esteren@agate-editions.com 6 7 Dearg's Tumulus The Guiding Concepts of the Game his chapter aims to give the reader the keys to comprehend the world of Shadows of Esteren. Though not exhaustive, it gives a rundown on the main concepts of the game and lays the foundations of the setting. Multiple Antagonisms he main culture described in Shadows of Esteren is that of the Tri-Kazel peninsula. Of an essentially medieval nature with Celtic inspirations, it borrows some elements from more modern times. This culture has to face several threats that weigh on its survival and identity. Indeed, foreign, religious, and scientific ideologies endeavor to supplant the local traditions and transform the relationship between man and nature. Humans must also be wary of the Feondas, a threat as ancient as it is dreadful, which remains beyond understanding. Finally, economic and political rivalries are far from non- existent. T T 8 A Dark Atmosphere ife in Tri-Kazel is laden with various perils, related to men, to their environment, and to far more sinister things. The aim of Shadows of Esteren's universe is to describe a world in which words such as “starvation”, “plague”, “war”, and “fear” are a concrete reality. In spite of this, Esteren is not about picturing a hopelessly desperate game universe, but rather an atmosphere in which fear, hor- ror, and death are never far away and can crop up at any moment. Thus, the Feondas are a real threat, but one which is not supposed to show itself at each game session. Many Tri-Kazelians are already frightened enough by the idea of catching a glimpse of some misshapen creature lurking in the shadows of the woods while they stand guard over the fortified walls of their village. The Players will embody Characters who will have more opportunities than the ave- rage human to directly face this threat, but it is not intended to fill each eventful moment of your game sessions. Just consider every aspect of simply surviving, as well as the political and philosophical problems of the peninsula, and you will see that it is not necessary. The horrific deeds com- mitted by men to further noble and not-so-noble causes, the disgust when facing squalor and its daily abominations, the true risks and after-effects of each combat... they all draw the outline of the game’s dark atmosphere. The Characters L are not doomed to suffer some hideous fate, or a grim and ineluctable destiny. Simply, if they achieve great things, it will not be because of the intervention of a higher power, or because they’re “the chosen ones”. They will be the only architects of their success. Rules Centered Around Psychology he system has been designed so that each Character is defined by his psychological orientations–the Ways–rather than by characteristics that determine the level of his physical or mental aptitudes. Each psychological aspect–each Way–whether strong or weak, is at the same time potentially an asset and a flaw for the Character. No one is perfect; no one is superhuman. Everyone does his best with who he is, and who he’ll never cease to be. So as to better reflect the impact of the prosaic or more supernatural horrors that await the Characters, a complete sanity system will be detailed in the game's core book, entitled Universe. A simplified version is presented here in order to manage the scenarios included in this Prologue. In a nutshell, each Character has tendencies that predispose him to certain forms of mental illnesses. Here again, there’s no trick, secret formula, or hidden asset. Everyone has his personal weaknesses and must strive to survive and pull through with them. There is no race of exotic nature or possessing amazing abilities... apart from the Feondas, which are rightly perceived by humans as a threat. T 9 Horror in Shadows of Esteren ven if it’s not the only genre which is explored, horror has a predominant place in Esteren’s universe. On a cinematographic level, Stanley Kubrick's The Shining is a major inspiration: a progressive slip toward horror, where madness and the occult progressively gain ground. Here are a few other elements to show how this genre has been explored: The Horror of a Revelation For Esteren, the literary definition of horror must be kept in mind: a feeling of dread mixed with admiration in front of a vertiginous reality. A particular importance has been given to the precise moment of this confrontation. However, for the shock of such a revelation to occur, it will be useful to depict an environment which will first appear as down-to-earth. Thus, Esteren's universe may at first appear sober; this is on purpose. This principle tones down supernatural elements and every- thing else which could be related to the gore genre–at least to begin with. However, little by little, uneasiness will creep in this daily life, shifting it into the unspeakable. This basic principle has prompted the structure of the different books of the series.The first book, Universe, aims to depict the Esteren universe the way it is perceived by its inhabitants. The Book of Secrets, exclusively intended for the Leader, will shed light on the backstage of the universe and give him tools to prepare the revelations the Characters will be led to face. A System of Modular Scenarios In the official scenarios, the Leader will be free to decide on the degree of horrific and supernatural elements he wants to include, according to his own tastes and sensitivity in this matter. This system of modular scenarios, used in this Prologue, gives the Leader several game options depending on his wish to heighten this or that aspect of the hor- rific genre (suspense, psychology, supernatural, gore, etc). Such options are presented in the form of asides sug- gesting optional scenes and setting advice. E A Shocking, Sometimes Horrifying Supernatural Aspect agic, in various forms, can be found everyw- here in the world of Esteren. It is accessible to the Players, assuming they create Characters who are related to one of the traditions and phi- losophies that make it possible to go beyond purely human abilities. Nevertheless, such magic is neither trivial nor omnipresent. It remains mysterious, often unfathomable, and those who use it can arouse respect and admiration, but also fear and aversion. We also wanted supernatural pheno- mena–and in particular the Feondas–to retain a fabulous dimension; fabulous in the original meaning of the term. In that way, Shadows of Esteren is founded on two essential notions. First, the supernatural is disturbing; sometimes beautiful, but most often frightening. Secondly, it most often manifests unexpectedly, or makes its presence felt without patently showing itself. The simple possibility that some- thing supernatural could occur is often in itself alarming, even frightening. The Tri-Kazelians are not timorous peo- ple; most of them lead a rough and often dangerous exis- tence. But they never consider the supernatural, or the pos- sibility of wandering alone in unknown places, without apprehension. The Characters embodied by the Players might be less worried, since they will be rather more fami- liar with such things. But they uploads/Industriel/ player-guide.pdf

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