A HANDCRAFTED HEROES WORLD | EMPIRE • FAITH • LOW FANTASY
NOTHING LASTS FOREVER
A thousand years of marble and gold, and now the balance is beginning to unravel. New faiths rise, magic returns, and something long forgotten is stirring once again.
4.9
AVARAGE RATING
3
ADVENTURES
2-5
PLAYERS
4-5H
SESSION
THE STORY
MEDÈRRA SAGA
For a thousand years, the Imperial Peace has united the peoples of Medèrra: cultures, religions, and kingdoms once divided by war have learned to live under the same laws, travel the same roads, and trade through the same ports. The Empire has brought stability and prosperity to much of the continent, building an order that, generation after generation, came to seem eternal. But nothing is.
Over time, the common good has given way to wealth and ambition, while the divide between those who have everything and those who have nothing has grown beyond measure. In the provinces as well as at the heart of the Empire, old balances have begun to unravel, and more and more people are wondering how much longer a world built more on promises than reality can endure.
And while the government struggles to address these problems, something is changing across the continent. A new faith is spreading through cities and provinces, finding followers where the old pantheon can no longer provide answers. Magic, having survived for centuries on the fringes of society, is slowly beginning to make its presence felt once again. And then there are the traces from the south: border fortresses found empty, with no bodies and no signs of battle. Places abandoned without warning, leaving no trace of those who once lived there.
As though Medèrra were about to be consumed by a nightmare it believed it had left behind.
INSIDE THE BOX
WHAT’S INCLUDED
YOUR PARTY
MEET THE HEROES
SAFI (BARD)
The Storyteller
Some say that belonging everywhere is the same as belonging nowhere. And yet, that is Safi: through music, she turns strangers into friends and distant cities into home.She left her family long ago and chose the road, determined to live life on her own terms. But freedom has also become her way of running away: whenever bonds grow complicated, there is always another city waiting beyond the horizon.
TAREK (CLERIC)
The Priest
Tarek has devoted his life to Cerena, the Mother Goddess. He heals the sick, protects those who are oppressed, and punishes those who prey upon them.As a boy, he lost his family because of his father’s indecision and was entrusted to the goddess’s temple. Ever since, he would rather bear the weight of a terrible choice than live with the consequences of failing to act.
LEANDROS (MAGE)
The Prodigy
Leandros is an orphan raised among the books and mages of Thalìa, where his extraordinary talent for magic emerged at an early age. He knows the world through chronicles, maps, and stories, but has yet to truly experience it for himself.Curious and brilliant, he believes that if the world could truly understand mages, perhaps it would stop fearing them. Now it is time to discover what lies beyond the pages of his books.
TARKHAN (BARBARIAN)
The Veteran
Tarkhan was once a proud soldier of the Empire, raised to believe that there is no greater fate than a worthy death for a cause that deserves it. But war showed him brave men sacrificed for orders, ambitions, and causes he could no longer believe in.He left the army without abandoning what he stood for. Tarkhan is still searching for something worth dying for. Perhaps he has yet to discover something worth living for.
NÈRIA (ROGUE)
The Troublemaker
Nèria has always had a remarkable talent for getting herself into trouble—and an even greater one for getting out of it. She steals, cheats, and takes on challenges that anyone more cautious would know better than to accept, living day by day and following whatever manages to spark her curiosity.She is free to do almost anything she wants. The problem is, she still hasn’t figured out what she truly wants.
CASSIAN (PALADIN)
The “Prince Charming”
Cassian has everything one could wish for: he is young, handsome, talented, wealthy, and of noble birth. Raised amidst the admiration of others and enormous expectations, he believes deeply in the ideals of courage, honor, and mercy, and has devoted his life to becoming the hero everyone sees in him.Now he must face a world where doing the right thing is not always so simple. Can he become the perfect knight without losing himself in the process?
SYLENE (DRUID)
The Immortal
Sylene belongs to a people for whom a century can feel like a single season. Like many elves, she watches the world change while her people fiercely preserve what time threatens to take away.Many years ago, a human saved her life without asking for anything in return. Now, one of his descendants has come to collect that debt: find his son, a guard who vanished along with the entire garrison of an Imperial fortress.
VELTHUR (FIGHTER)
The Warden
Velthur bears the name of the Fortebraccio, one of the most prominent dwarven warrior families, guardians of the Northern Gate of the Atropoennine Mountains for generations. The title should have passed to his older brother, who died during a hunting expedition with him.When the time came for Velthur to take his place, he fled before undertaking the ritual trial. Since then, he has lived as an adventurer, facing dangers and taking on small jobs far from home. But how much longer can he keep running before he must discover whether he is truly worthy of the name he bears?
HOW TO PLAY
OPEN
AND ADVENTURE
No Dungeon Master. No setup marathon. Four simple steps stand between you and your first battle.
OPEN THE BOX
Everything is ready. Punch out the tokens, lay the first map, and choose your hero.
FOLLOW THE GUIDE
The adventure guide narrates the story and walks you through every turn. No prep, no rules-lawyering.
DRAW CHAOS
Each chapter, the Chaos deck rewrites a rule. The world is unstable - so is your strategy.
CLAIM THE FRAGMENTS
Race rival factions, survive the storm, and decide the fate of a fracturing world.