Ethernalis Player's Guide

First Steps

Here are some of the rules that keep an adventurer alive beneath and above the Old World.
- A plain account of the game before you play it
9 Races· 10 Measures· 14 Material Domains· Living Timelines
I
Your Character

The Ten Measures

Every character is shaped by ten core stats. They determine how much you can carry, how accurately you strike, how quickly you act, how well you read danger, and what kind of weakness the dungeon can exploit.

STR
Strength

Raw Might

Carry weight, force, obstacle breaking, and the brutal answer to locked passages.

DEX
Dexterity

Hand and Foot

Accuracy, stealth, nimble interaction, and part of the Action Point cap.

END
Endurance

Breath

Health, stamina, marching, suffering, and resistance to exhaustion or toxicity.

PER
Perception

The Eye

Trap awareness, ranged sense, enemy distance, and the warning before ambush.

CHA
Charisma

Presence

Social force, charm, recruitment, and whether conversation begins open or hostile.

PAT
Patience

Discipline

Careful craft, timed actions, disarming traps, and the refusal to hurry badly.

WIL
Will

Fortress

Mental resistance, spell pressure, fear checks, and the refusal to be bent.

KNO
Knowledge

Pattern

Reading, scrolls, books, cursed item recognition, lore, and hidden grammar.

PSY
Psyche

Spirit

Mana, spell focus, recovery, and part of the Action Point cap.

DST
Destiny

Thread

The unseen measure. Some are chosen; others make themselves chosen.

Extremes

A Measure set to 5 grants a positive trait. Titanic Strength doubles carrying tolerance; Eagle-Eyed Perception spots hidden traps; Savant Knowledge identifies cursed items immediately.

Costs

A Measure set to 1 grants a negative trait. Weakling halves carry weight, Clumsy prevents sneaking, Ignorant cannot read books or scrolls, and Shattered cannot use runic magic spells.

Growth

Proficiencies rise through use. Weapons, spell schools, crafting, trap work, fishing, mining, runecraft, and similar actions gain progress by being performed.


II
The Old World

The Nine Races of Altarmn

Lineage is history written into the body. Each race begins with its own natural gifts, old wounds, and relationship to the empires, forests, cliffs, wastes, wetlands, ice, sky, and darkness of Altarmn.

HumansH

Human

Laungenburgh

Adaptive and ambitious, heirs to the Empire's systems and its habit of believing stone can make rule eternal.

adaptiverestless
ElvesE

Elf

Ethos

Stewards of forest and spirit, attuned to nature, shadow, and the Whispers that bridge worlds.

naturecorruption-resistant
Drow portrait

Drow

Oxhe

Immortal dark elves of the abyssal citadel, resistant to divine harm and bound by old pride.

darkimmortal
D

Dwarf

Rotha

Cliff-hall artisans of Borduarhe, enduring, steadfast, and blessed with tremendous stamina.

craftendurance
O

Orc

Roggos

Children of the southern wastes whose resilience defies hunger, poison, and polite weakness.

strengthsurvival
He

Heffith

Assianna

Cursed offshoots of the elves, half-beast and half-grace, marked by divine retribution.

cursedcunning
Ha

Halfling

Leurhe

People of gentle hills and plenty, lucky and light-hearted enough to make laughter a defense.

luckspirit
G

Gnome

Glacial Sanctuaries

Reclusive, learned, ancient, and remembered by their creations as much as by their long beards.

learnedancient
T

Thantie

Athesia

Winged folk of the distant archipelago, whispered to guard the balance between air and spirit.

airspirit

III
How Dungeons Work

The Card-Dungeon

Every Room Has Five Slots

The dungeon is generated as a grid of rooms. Each room has a center location card and four side cards: north, south, east, and west. A side card may be an enemy, item, event, trap, container, key, exit, weapon, armour, scroll, or another consequence waiting to be read.

Generation begins with a random-walk marker carving rooms from the center. Dungeon themes bias what appears: caverns, marsh, crypt, corridors, chambers, mine, libraries, tomb, towers, or treasury. Preset authored sections can be laid over the procedural map when the walk has moved far enough from the entrance.

Locks, Keys, and Descent

After the map is carved, post-processing can flood rivers and swamps, spill water to neighbours, transform drowned enemies, and add dirt. A second pass places locks and matching skeleton keys so deeper rooms ask for decisions made earlier. Main dungeons place an exit; sub-dungeons such as mines and labs are smaller and ask you to find your way back.

Decks

Card eligibility depends on deck: main dungeon, region/external area, alternate variant, mine/chasm, or lab. Multideck cards can cross those boundaries.

Population

Room contents are drawn by location weights and filtered by deck, level, uniqueness, and location rules such as natural or dangerous natural spaces.

Movement

Entering a new slot reveals what the dungeon had prepared. Some doors can be forced. Some locks need keys. Some containers trigger traps before you see the loot.


IV
The Laws of Action and Time

Action, Combat, and Traps

AP

Action Points are the turn's budget. Maximum AP is based on Dexterity, Perception, and Psyche. Moving, attacking, interacting, crafting, and most inventory actions spend it.

Weight

Overburdened characters slow to one AP. Carrying capacity comes from Strength and Endurance, then traits and perks bend the threshold.

Range

Distance is tracked per card slot. Melee attacks close distance before striking. Ranged attacks need a weapon, ammunition where required, and enough space to draw.

Sneak

Sneaking changes enemy awareness. Movement and closing distance can set enemies to oblivious, and attacking an oblivious target improves critical opportunity.

Traps

Traps can hide in rooms and containers. Perception may reveal them. Movement still tests avoidance. Disarming leans on Dexterity, Patience, and trap proficiency.

Enemies

Some enemies roam. Cowardly logic flees the player's last known direction; angered logic seeks it. Moving enemies can trigger traps, attack doors, or equip gear.


V
Matter and Enchantment

Craft, Quality, Materials, and Runes

Quality scales an item's power. Materials determine what it is made from, alter small stats, shape durability, and let enemies fear or resist specific substances.

Quality

Items roll from Dismal to Masterful. Quality multiplies durability, damage, defense, value, cure chance, spellcraft, sneak, and other relevant stats.

Materials

Fourteen domains drive description and mechanics: wood, leather, metal, textile, stone, glass, herb, mushroom, gem, bone, wax, organic, twine, and alch.

Inheritance

Crafting passes material bias from consumed ingredients into the result, so output can echo the things sacrificed to make it.

Sockets

Rooms and non-consumable items can receive sockets. A rune inserted into a socket replaces any previous rune and consumes the old one.

Equipment

Runes on weapons, shields, rings, armour, containers, and tools apply different buffs depending on the item category and rune school.

Locations

A socketed room applies rune effects while you stand there. Fire can warm, water can chill or affect flooding, and other elements alter survival or magic.


VI
Trials of Flesh and Spirit

Survival

Health

The body's integrity. Wounds, poison, starvation, thirst, freezing, heat, traps, and enemy steel all speak here.

Mana

The soul's current. Spent on spells and runic practice, restored by time and the right conditions.

Stamina

The weight of motion. When it fails, strong choices become narrow ones.

Hunger

Rises by action-driven ticks. At the edge, it becomes damage. Food, spells, perks, and strange appetites alter the pace.

Thirst

Like hunger, it worsens with action. Dirty water, boiling, clean bottles, and overheating all matter.

Temperature

Rooms, insulation, flooded ground, torches, campfires, gear, runes, drinking, and spells pull the body toward heat or cold.

Comfort

Comfort shifts gradually from gear, rooms, dirt, mismatched equipment, afflictions, weight, consumables, and personality traits.

Afflictions

Persistent injuries and conditions modify stats, can evolve when their duration ends, and may need specific cures.


VII
People, Trade, and Delayed Fate

The Living World

The dungeon is not empty machinery. NPCs are cards that move, eat, fight, speak, carry gear, offer work, and remember enough state for trade and quests to matter.

NPCs

Dungeon NPCs, world NPCs, companions, and merchants all use the card model. World NPC quest state lives on the player through tags, so progress can be personal.

Companions

Recruits move from the grid into your carried companion list. They can be dismissed back to a slot, equipped, asked for help, and sent to explore.

Needs

NPC hunger and thirst rise over turns. They search their own inventory and then the room for safe food or drink, and complain when need becomes severe.

Merchants

Merchant stock is generated from template and type: food, book, or junk. They carry gold, gain experience from trade, level up, and restock.

Stealing

Stealing requires the Thief perk and AP. Success improves stealing and transfers the item; failure can turn the merchant event into a hostile encounter.

Timelines

Timelines wait for triggers: entering or leaving locations, kills, spells, skills, cards used, containers opened, items crafted, cards seen, or cards acquired.