The continent of (name TK) is in chaos. The Element and Physical Planes have overlapped and intruded on each other. The disaster has many names, but the impacts are clear: The Guardians, giant creatures hidden and asleep since the formation of the world, have awoken and roam at will. Their bodies regulated the flows of element energy between the planes and their awakening has upset the balance of all things. The three Conduit Cities are in ruins and their populations now scramble to find their footing amongst the wreckage of once prosperous nations. The nomadic Ergon Peoples, led by a mysterious figure who appeared soon after the apocalypse, combine and march as never before with the aim of setting a broken world aright.
Everything here is a primer for your imagination. All the rules and numbers herein are suggestions and not meant as the final word. Each tabletop roleplaying group, in my view, is an entity unto itself and should freely add, remove, and adapt rules to conform to their style of play. This malleability is the essence of this fabulous game and the only way it will continue to evolve over time. That is how this ruleset came to be made. Players of wide experience will see the influence of many rulesets and this book merely codifies my own current preferences rather than attempting to law down new laws. I hope this text generates discussion and pushes GM's and players to find more fun and entertaining ways to play!
To keep the book as concise as possible, rules are only explained once and not in the main text. If you have a question about why a rule is the way it is or require details as to its implementation, please refer to the Rules Discourse Appendix.
Let's roll some dice!