A GAME OF READING

THEOMACHY

Every lair is a mind. Read it — or fight it.

Something below built its lair around a single hidden conviction — its doctrine. Everything it touched betrays it. Scout the signs, question the captive, name what rules the dark, and send four champions whose natures answer it. Read truly and the war is over before it starts. Read wrongly and you finish it alone, by hand, at the deep door.

IRead

Two signs from six. Two questions from a captive who may be lying. Every doctrine leaves marks — and some marks look alike.

IIAnswer

Draft four whose natures counter what you believe rules there. The wrong squad fights the wrong war beautifully.

IIIDescend

Six lairs in one night, deeper and stranger each time. The hurt cannot march. The night is survived by the bench.

Theomachy · The War Table

Read the Lair. Choose the Four.

Somewhere below, a fallen power built a lair around a single conviction — its doctrine. You cannot see it. But everything the lair is, the doctrine made. Scout what you can, decide what you believe, and send four champions whose natures answer it. If your read is true, the raid will carry itself. If it is not… you will finish it at the deep door, by hand.

IVanguard

One champion rides ahead. What they bring back is sight, not steel.

IISigns

Two of six marks the lair left behind. Some marks look alike.

IIICaptive

Two questions. Some answers change nothing. One may be a lie.

IVThe Read

Name what rules the dark. Name it truly and the plan sharpens.

VThe Four

Draft the natures that answer it — and the ones that do not, feed it.

THE COUNTRY, AND WHAT IS UNDER IT ABOVE GROUND — EIGHT HOLDINGS, ONE CHOSEN EACH NIGHT TAKEN READABLE FESTERING LOST — YOU NEVER WENT READABLE TONIGHT BELOW GROUND — SIX LAIRS DOWN TO THE HOLDING’S HEART THE GATE A VIGIL — REST, AND GIVE UP A LAIR THE HEART — TWO CONVICTIONS AT ONCE 3 DOCTRINES IN A CLEAN HOLDING · 5 IN A FESTERED ONE
Eight go down. Four march.

You draft a fresh warband each night. Every faction must be represented — and the hurt are not available to pick.

The hurt cannot march.

A bad raid costs four champions for three lairs, and two bad lairs in a row ends the night. Wounds heal by one a night — they follow you into the next holding.

What you skip, festers.

Every holding you do not march on grows harder to fight and harder to read. Bonds carry over; your champions never get stronger, only harder to fool.

VI · THE DISPUTATION

It speaks before it fights.

THE MARCHES, SETTLED

THE COMMONS

Where the warband lives.

THE MARCHES · CHOOSE THE HOLDING

Eight holdings. One night each.

READING THE COUNTRY — WHAT THE LAND IS TELLING YOU
BUILDS THRESHOLDSSettlement is healthy, then stops dead at a line. Whatever is built here has never had to travel. BUILDS DISTANCEFarms thinning outward in rings, with no edge anywhere. The country has been emptying for decades. BUILDS TRAPS, AND WAITSA road still carrying traffic straight past the gate. Nothing here comes out to take anyone. BUILDS APPETITESVillages, and no barrows — only outlines where a country this old should have buried its dead. BUILDS MIRRORSTwo roads to the same place that do not agree, and both surveyors swore theirs was walked.
Which natures answer each conviction is in Sight & skills. The country gets you halfway; the rest is yours.
BLIGHT — WHAT THE BARS MEAN READABLE the country names what it builds · 3–4 doctrines FADING enough left to narrow the field, not to name it · 5 doctrines UNREADABLE you march blind ALMOST GONE one more night and it leaves the map The country tells you what a holding leans to, so you can draft against it — never what sits at its Heart. A bar fills every night you spend elsewhere; take a holding and everything joined to it by a road loses one.
THE VIGIL · CHOOSE THE ROAD

Where do we go tonight?

A VIGIL FIRE

No lair tonight.

THE DESCENT

Choose the eight who go down

Six lairs, each deeper than the last, in one night. Only eight champions descend with you and only four march on any one lair. A raid that goes badly leaves champions hurt, and the hurt cannot march again for two lairs — so a descent is survived with the bench, not with four favourites. Take champions whose sight you have developed, and take enough of them.

THE SANCTUM · ABOVE THE MOUTH, BEFORE THE NIGHT THE MOUTH THE REST-TENT
Warband: 0 / 8
I · THE VANGUARD

Who rides ahead?

One champion leads the scouting party. They will not fight here — what they bring back is sight. The longer you have campaigned with someone, the more they notice: not greater strength, but a wider aperture. Choose who you want looking, which is rarely the same as who you want swinging.

No vanguard chosen
SIGHT & SKILLS

What they have come to see

Champions do not grow stronger here. They grow harder to fool. Every night you march together is remembered, and each nature remembers a different thing — one learns to weigh evidence, one to hear a lie, one to wait. A memory deepens by one for riding ahead, and by one for marching in the squad.

II · SCOUT

Your outriders can reach two of the six signs before the light fails. Every doctrine leaves different marks — but some marks look alike. Choose what to trust.

Signs remaining: 2
III · THE INTERROGATION

Two questions. No more.

Your outriders took a servant of the lair alive. It will answer two questions and then say nothing further. Some questions have the same answer no matter what rules this place — those cost you nothing and teach you nothing. Ask what could change your mind.

Questions remaining: 2
ON THE ROAD

A fire beside the way.

IV · THE LAIR SPEAKS

One claim, from the dark.

IV · NAME THE DOCTRINE

What built this place?

Commit to a read. If you name it truly, your battle plan sharpens the whole march. If you name it falsely, your champions fight the wrong war.

WHAT YOUR SCOUTS SAW
V · DRAFT THE MARCH

Answer it with a squad

Your vanguard is already with you. Choose three more. Each champion carries two natures: a doctrine rewards the natures that answer it and punishes the ones that play into its hands. Kinship (two of a faction) steadies a squad; Concord (all four factions) is harder to field and stronger still. Natures of risk, endurance, leverage and ruin pay off at the deep door, and pay more the longer you have campaigned together.

Chosen: 0 / 4
VI · THE MARCH
VII · THE DEEP DOOR

The rule underneath: move away from a loaded arm · duck what comes from above · set your feet against what comes along the floor. The first three blows are annotated. After that you are on your own.
It circles. Watch its body — the tell is written there.
Battle Chronicle