Plate I · Recto
Folio MMXXVI
Veyrun - The Great Plaza
Volume I

Ruins ofVeyrun

A solo dark fantasy game of survival, reckoning, and ruin.

You are old now in the way that only survivors of impossible things become old. Worn but not diminished, reduced to something harder and more essential.

You do not mistake survival for mastery.

Cat. ref. RUV-001
Players One
Duration 90–180 min
Narrative Die d20 → d4
Edition First Pressing
Marginalia · Folio II

The dissenters who would not stop. Brought before the high courts on charges of sedition. Discredited. The most vigorous of them murdered in the streets, in their homes, in the places they had believed were safe.

The survivors fled into the borderlands and became the Vitna.

— from the rulebook, Part One

The Fall,
and what was found across the threshold.

Veyrun's magnificence was such that it was mistaken for permanence.

Its domes and spires and squares and boulevards rose and sprawled in a landscape of marble and gilt. Its scholars learned the dead language of creation itself. Its alchemists bent substance to their will with a casualness that later ages would mistake for mastery.

At the summit sat a class of people who elevated themselves above the banality of humility and consequences. They pressed through every boundary that nature had set for human knowledge. They found the threshold between the divine and the damned, and they crossed it searching for greater power.

The rift opened without ceremony. What came through was the answer to a question that should never have been asked, and it was delivered without mercy to the people who asked it. The power was consumptive. Infinite like a virus. Indifferent in its appetite. They became the Svelgna. The devoured.

Veyrun's towers are broken shells. Its libraries are tombs of lost knowledge. The great market squares are hunting grounds. You are one of the last of your generation who remember it as it was.

Plate V — Catalogue of Wares

Specimens of the Field

The game and the volumes around it. Each item numbered by hand, shipped wrapped in unbleached muslin. The work is what it is. We do not say more than that.

All Specimens · 12The GameExpansionsLore VolumesComponentsPlates & PrintsApparelSorted by Plate No.
Plate No. II Lore Volume
PRODUCT SHOT

An Account of the Fallannotated reprint, 412 pp.

Survivor accounts of the rift, gathered from the borderlands across forty years. Sewn binding, deckled edge. Difficult to read in one sitting.

£34.00 Acquire →
Plate No. III Component
PRODUCT SHOT — NARRATIVE DIE SET, BRASS

The Narrative Diesix dice, hand-cast brass

d20 through d4 in solid brass, cast one set at a time. The descent from the wide road to the red. Surface marks are not flaws but evidence.

£52.00 Acquire →
Plate No. IV Print
PRODUCT SHOT

Plate I — The Standing Archarchival pigment, 50 × 70 cm

The opening plate of the manual, reproduced from the original ink and watercolour. Numbered edition of 200, signed in pencil at the lower edge.

£68.00 Acquire →
Plate No. V Expansion · Sold Out
PRODUCT SHOT

The Borderlandsfirst expansion, 96 cards

A second hunt set in the corrupted forests south of Veyrun, where the second guild rooted itself in the years of exile. Originally numbered 1–600.

£42.00 Notify →
Plate No. VI Component
PRODUCT SHOT — QUEST JOURNAL, CLOTH-BOUND

The Quest Journalblank, 240 pp., cloth

For tracking HP and the hunt. Ruled in sepia. Holds the names of the dead, the hexes laid, and whatever else is worth keeping after the d4 falls.

£22.00 Acquire →
Plate No. VII Apparel
PRODUCT SHOT — BRASS LAPEL PIN

The Vitna Pinsolid brass, lapel

The mark of the six guilds, struck at 18 mm. Worn historically by survivors of the borderlands exile. We do not check whether you have earned it.

£14.00 Acquire →
View All Twelve Specimens
Plate VI — The Narrative Die

The Descent, in Six Steps

Not a single die, but a sequence. Each new hex laid is a roll. A 1 steps the chain down. The Svelgna grow worse and the probability of the next betrayal grows higher. When the d4 shows a 1, the Drottnar is encountered.

d20 Black the wide road
d12 Green the first turning
d10 Blue the cold approach
d8 Yellow the hour of dread
d6 Orange close to the centre
d4 Red the Drottnar is encountered

When you are rolling the d4, you are in the red. Every hex you lay carries a one in four chance that your quest ends.

Plate VII — Marginalia

Notes from the Field

Folio MMXXVI · Three Entries
Entry I · from the borderlands

On the broken Kvern

The knowledge that remains is not without cost. It was broken along with everything else — warped by the rift, stripped of the scholars who understood it, left to survive in fragments. What you practice now is not the Kvern of the old kingdom. It is what Kvern became after the fall: dangerous, unstable, and necessary. You work it anyway. There is nothing else.

Manual · Part Seven
Entry II · the six guilds

Why the Vitna scattered

They broke into six guilds and dispersed — each into a different territory beyond the reach of Veyrun's authority, each rooting itself in a different landscape, learning it and surviving in it and building in the wilderness what they had been prevented from building inside the kingdom. The connections that once bound guild to guild have thinned to silence. Each member fights alone and none carry the fallen.

Manual · Part One
Entry III · from the workshop

On numbering a thing

Each Narrative Die is cast individually, by a single hand, and each one is therefore marked by the small accidents of that hand. We do not consider these flaws. A die without an accident is a die that has not been made. We do not promise you the work will be uniform. We promise it will be ours.

From the maker