Fan-Made Tabletop RPG · Powered by Torches in the Dark

A tabletop roleplaying game set in the war-torn world of Scars of Honor, powered by the Torches in the Dark conflict engine. Choose your faction, forge your story, and earn your scars at the table.

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This is an unofficial, fan-made TTRPG created for personal and community use, powered by the Torches in the Dark conflict engine. Scars of Honor is developed by Beast Burst Entertainment. All original lore, races, and world elements belong to their respective creators.

Chapters

Navigate to the section you need. Every rule you require to run Chronicles of Aragon — powered by the Torches in the Dark conflict engine.

I
The World
Aragon's history & cosmos
II
Core Mechanics
Strikes, checks & resolution
III
Ability Scores
The nine pillars of survival
IV
Factions
Sacred Order & Domination
V
Playable Races
Eight races of Irongarth
VI
Combat
Warfare on Irongarth
VII
Spellcasting & Miracles
Arcane forces & divine wrath
VIII
Death & Dying
Horrible wounds & final gasps
IX
Conditions
Afflictions of the battlefield
X
The Scars System
Wounds become power
XI
Evershifting Dungeons
Procedural exploration
XII
The Pantheon
Gods of Order & Chaos
XIII
Key Figures
Heroes, tyrants & legends
XIV
Naming Conventions
Name your character
XV
Geography
Continents, cities & ruins

The World of Aragon

A world forged by divine war, shattered by cataclysm, and held together by the scars of those who survived.

The Divine Proxy War - Cosmic battle between Order and Chaos
The Divine Proxy War

Order Against Chaos

The world of Aragon is defined by a cosmic dualism — a perpetual war between the Gods of Order and the primordial forces of Chaos. This is no abstract theology. It is a tangible, geographical, and biological reality that shapes every race, nation, and blade on the continent.

Fatigued by their own celestial warfare, the Old Gods established a proxy conflict, forging mortal races to act as their champions on the material plane. A two-thousand-year armistice was granted for these newly created beings to build civilizations before the commencement of total, unrestricted war.

The Soul Ring Cataclysm - A paladin stands against the apocalypse
The Divine Pact

Blessings & Curses

Under strict stipulations, the deities were forbidden from directly cursing the creations of their rivals. However, a loophole compelled them to bestow exactly one blessing and one inherent curse upon their own champions — embedding fatal flaws and extraordinary powers into the very biology of each mortal race.

The first products of this divine cold war were the Humans, forged as the vanguard of Order, and the Infernal Demons, born to be the ultimate instruments of Chaos. Neither race was initially aware of their engineered purpose.

"The Gods gave us life not as a gift, but as ammunition. Every heartbeat is a war drum, every breath an act of defiance against the other side."

— From the Scrolls of the First Kingdom
Divine Blessings and Curses - An infernal creature born of dark design
The Cataclysm

The Soul Ring & The Great Exodus

In a desperate bid to end the eternal proxy war, the Demon King and Queen forged the Soul Ring — an infernal artifact designed to reap millions of souls and fuel an unstoppable demonic ascension rivaling the Old Gods themselves.

The Sun God Thallan manifested as the Fire Dragon Silargilion and launched a direct assault. The resulting collision of dark magic, primordial fire, and raw divinity triggered a cataclysm that scoured entire continents, rendering vast regions lifeless and irradiated with dark magic.

The survivors fled to the Western Frontier — Irongarth — where the shattered remnants of civilization now wage an endless war for survival.

Forge Your Character

The rules that govern the heroes and villains of Aragon
Core Mechanics

Core Mechanics

Chronicles of Aragon uses the Torches in the Dark conflict engine — a Strikes-based system built around brutal survival and the permanent cost of war.

The Strikes System

Health & Survival

Every character has a number of Strikes determined by their Grim Sort (class). Strikes represent your capacity to absorb punishment. For every hit taken, a character loses 1 Strike of damage. Particularly powerful enemies — Infernal Demons, siege weapons, the Ice Dragon — may deal 2 or even 3 Strikes of damage. When you reach 0 Strikes, you don't simply fall unconscious — you suffer a Horrible Wound.

🩸
Defense Score:
Finesse + 5 + Armor Bonus = Defense Score. An attacker must roll equal to or above your Defense to land a hit.
Resolution System

Checks & Saves

Whenever a character attempts an action whose outcome is uncertain, the Arbiter of Fate calls for a check. The player rolls a d20 + relevant Ability Score and compares the total against a Difficulty Class (DC). The base Save DC for most challenges on Irongarth is 15. The Arbiter may adjust this up or down based on circumstances — a DC 10 for routine tasks, DC 20 for legendary feats that earn a name in battlefield songs.

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Basic Check Formula:
d20 + Ability Score ≥ Difficulty Class (Base DC 15)

Advantage and disadvantage function as expected — roll two d20s and take the higher or lower result respectively. These are commonly triggered by environmental conditions, racial traits, faction-specific boons, or the effects of Scars earned in previous sessions.

Equipment & Inventory

Carrying Capacity & Armor

Players can carry items equal to 10 + Endurance inventory slots. Armor occupies slots and provides both Defense bonuses and Damage Reduction (DR) chances.

Armor Type Slots Defense Bonus DR Chance
Light Armor 1 slot+4 DEF1/6 (roll 1 on d6)
Medium Armor 2 slots+2 DEF2/6 (roll 1–2 on d6)
Heavy Armor 3 slots−2 DEF3/6 (roll 1–3 on d6)
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Damage Reduction: When you take damage, you may choose to roll for DR using your armor. Roll a d6 — if you roll within your armor's success range, reduce incoming damage by 1 Strike.

Shield: +1 to DR success chance; can be destroyed to negate all damage from a single physical attack.
Helmet: +1 Defense; turns a critical hit into a normal hit, but is destroyed afterward (test Endurance DC 10 vs Stun).
Recovery

Resting & Healing

Sanctuary Rest: When at a sanctuary — a walled town, a Sacred Order chapel, a Domination war-camp behind fortified lines — players regain all Strikes over 24 hours with food, drink, and rest.

Breather: Once per day, a character may take a short rest and heal for 1d4 Strikes. This represents catching your breath, binding wounds, and steeling your nerves for the next assault.

Ability Scores

Nine ability scores define every character in Aragon. Distribute your points wisely — on Irongarth, every number is the difference between survival and a shallow grave.

Might
MGT
Add to melee attacks and strength-related checks — swimming, climbing, breaking down barricades. Prized by Orcs, Bearans, and Gronthar.
Finesse
FIN
Add to Defense, ranged attacks, stealth, lockpicking, and balancing. Critical for Sun Elves and Infernal Demon assassins.
Endurance
END
Determines inventory slots (10 + END), saves vs. poison and disease, and increases healing during resting. The backbone of Dwarven survival.
Insight
INS
Add to knowledge rolls, history, and initiative. Having +1 indicates basic literacy. Essential for deciphering ancient texts and magical traps.
Resolve
RSV
Add to fear and morale saves, searching, and tracking. Governs mental fortitude against dark enchantments and the horrors of Irongarth.
Presence
PRS
Add to reaction checks, persuasion, deception, and number of hirelings. Governs social encounters and commanding fear on the battlefield.
Faith
FTH
Add to divine miracle rolls and saving throws versus malevolent forces. The channel through which Thallan's light — or Griefthor's darkness — flows.
Magick
MGK
Add to spellcasting rolls and saves vs. magical effects. Governs arcane power, dark rituals, and Soul Ring residual energy manipulation.
Luck
LCK
Fortunate events through chance, bestows favorable outcomes. On Irongarth, sometimes blind luck is all that stands between you and a grave.
Character Creation

Generating Ability Scores

Characters begin with 10 ability points to distribute among the nine ability scores. No ability score may exceed +6 at character creation. After assigning base scores, each race applies unique ability bonuses and grants specific racial traits that reflect their divine engineering, biological imperatives, and cultural conditioning.

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Point Buy: 10 points  |  Max at creation: +6  |  9 Ability Scores

Example Distribution: Might +2, Finesse +2, Endurance +1, Insight +1, Resolve +0, Presence +2, Faith +0, Magick +0, Luck +2

After assigning base scores, each race applies a unique set of ability bonuses and grants one or more racial traits. These modifiers reflect their divine engineering by the gods of Aragon. Choose a Grim Sort (class) to determine your Strike count and special abilities. Your race IS your Grim Sort in Chronicles of Aragon — each race functions as a unique class unto itself.

Choose Your Side

The Sacred Order and The Domination divide all of Irongarth
Factions of Aragon

Factions

Every character in Chronicles of Aragon belongs to one of two warring geopolitical alliances. There is no neutral ground on Irongarth.

The Sacred Order

Born from the ashes of the Great Human Empire's collapse, the Sacred Order is a highly disciplined alliance united by shared faith in the Gods of Order, the Holy Spirit, and the pursuit of justice. Founded by King Venuin Stonehill in the defensible capital of Whitesong City, the Order functions as an interdependent socioeconomic web governed by a High Council.

  • Humans — Political and ideological vanguard
  • Sun Elves — Elite magical support and forest guardians
  • Dwarves — Engineering, mineral wealth, and craftsmanship
  • Bearans — Heavy infantry and diplomatic wisdom

The Domination

An alliance of survivalists, apex predators, and societal outcasts, bound together not by utopian vision but by a mutual hatred for the Sacred Order. The Domination represents an existential, aggressive threat to Irongarth — a relentless military machine designed entirely to consume, conquer, and destroy the remnants of the old world.

  • Infernal Demons — Soul-consuming immortals and dark mages
  • Undead — Embittered immortals waging vengeance on the living
  • Orcs — Apex warrior-culture and militant backbone
  • Gronthar — Former slaves turned ruthless mercenaries
Faction Mechanics

Faction Allegiance in Play

Your faction is not merely flavor — it mechanically determines which settlements welcome you, which NPCs will trade or parley, and which divine blessings your character may call upon. Sacred Order characters gain access to Holy Light miracles (Faith-based) and fortified infrastructure. Domination characters gain access to dark rituals (Magick-based), savage battle-rage abilities, and the feared Infernal Flame.

Cross-faction encounters are always hostile by default. Diplomacy between factions requires extremely high Presence checks (DC 20+) and even success grants only temporary, fragile truces. The Arbiter should treat cross-faction peace as an extraordinary narrative event, never a casual occurrence.

Eight Races of Irongarth

Each forged by divine hands and tempered by centuries of war
Playable Races

Playable Races

Choose from eight distinct races across two factions. Each race carries divine blessings, inherent curses, unique ability bonuses, and racial traits. In Chronicles of Aragon, your race IS your Grim Sort.

Sacred Order
Human Adventurers of the Sacred Order

Humans

Sacred Order

The first children of Order. Physically average but possessing extraordinary willpower and an innate mastery of the Holy Light. When near death, a massive adrenaline surge lets them break stuns, ignore pain, and restore vitality.

5 Strikes · +1 to any two Ability Scores · Choose one Passive and one Active Trait

Adaptive Will Holy Light Affinity Adrenaline Surge
Sun Elves - Redeemed children of the light

Sun Elves

Sacred Order

Once Infernal Demons who prayed to the Sun God Thallan and were transformed — their soul-hunger replaced by sustenance from sunlight. Radiant, agile, and fiercely isolationist, they know the enemy better than anyone.

4 Strikes · +2 Finesse, +2 Magick, +1 Insight

Solar Sustenance Demonic Insight Keen-Eyed
Dwarves - Masters of the subterranean depths

Dwarves

Sacred Order

Masters of the subterranean depths with unmatched metallurgical and engineering brilliance. Devout followers of Order, they carry the light of the gods into the darkest veins of the world — and the psychological weight of diaspora and servitude.

6 Strikes · +3 Endurance, +2 Might, +1 Insight

Iron Gut Stonecraft Mastery Darkvision
Bearans - Ursine wildlings of the Sacred Order

Bearans

Sacred Order

Massive ursine wildlings with stone-like hides and devastating claws. Deceptively peaceful in domestic life — they adore good food and long sleep — but once enraged, only death can stop them. They heal through deep, restorative hibernation.

7 Strikes · +3 Might, +2 Endurance, +1 Presence

Tenacious Unstoppable Rage Stone Hide
The Domination
Infernal Demons - Soul-consuming immortals

Infernal Demons

The Domination

Immortal entities linked to the dark arts and the destruction of life. They wield Infernal Fire to incinerate enemies and cauterize their own wounds. However, they must continuously devour mortal souls to sustain their immortality — a hunger that can never be satiated.

5 Strikes · +3 Magick, +2 Presence, +1 Faith

Infernal Flame Soul Hunger Dark Arts Mastery
Undead - Deathless legions of the Domination

Undead

The Domination

Humans who refused to let their souls be recycled, cursed by the Old Gods to remain bound to their rotting corpses. Biologically immortal yet trapped in perpetual decay, they are driven by cold vengeance against the living societies that shunned them.

5 Strikes · +3 Resolve, +2 Faith, +1 Endurance

Deathless Will Necrotic Resistance Ghosttouched
Orcs - Ultimate biological war machines

Orcs

The Domination

The ultimate biologically engineered war machines — brutal, savage, with immense physical strength and limitless endurance. Their entire culture revolves around combat. A strict, hyper-meritocratic Chieftainate ensures only the strongest lead.

6 Strikes · +4 Might, +1 Endurance, +1 Finesse

Battle-Born Pain Hardened Warlord's Roar
Gronthar - Former slaves turned ruthless warriors

Gronthar

The Domination

Massive, tusked beings violently awakened by the Quake Mother from the mud of the Machialfi Jungles. Forged in slavery and freed in blood during the Night of the Crimson Leaves, they give no mercy because they were taught the Chaos Gods offer none.

7 Strikes · +3 Endurance, +2 Might, +1 Resolve

Quake Stomp Stalwart Mud-Born Resilience
Quick Reference

Racial Ability Bonuses & Strikes

Race Faction Strikes Ability Bonuses Key Traits
Humans Order 5 +1 to any two Adaptive Will, Adrenaline Surge
Sun Elves Order 4 +2 FIN, +2 MGK, +1 INS Solar Sustenance, Keen-Eyed
Dwarves Order 6 +3 END, +2 MGT, +1 INS Iron Gut, Darkvision
Bearans Order 7 +3 MGT, +2 END, +1 PRS Tenacious, Stone Hide
Infernal Demons Domination 5 +3 MGK, +2 PRS, +1 FTH Infernal Flame, Soul Hunger
Undead Domination 5 +3 RSV, +2 FTH, +1 END Deathless Will, Ghosttouched
Orcs Domination 6 +4 MGT, +1 END, +1 FIN Battle-Born, Pain Hardened
Gronthar Domination 7 +3 END, +2 MGT, +1 RSV Quake Stomp, Stalwart

Combat

War is the natural state of Aragon. Combat is swift, brutal, and unforgiving.

Initiative

Who Strikes First

The Arbiter of Fate chooses one of two initiative systems depending on the encounter. For large-scale battles and ambushes, use Group Initiative: the Arbiter rolls a d6 — on 1–3, enemies act first; on 4–6, the players act first. For smaller, tactical encounters, use Individual Initiative: each character rolls d20 + Insight, with the highest result acting first.

Attack Roll: d20 + Might (melee) or d20 + Finesse (ranged) ≥ Target's Defense Score

Defense Score: Finesse + 5 + Armor Bonus

On Hit: Target loses 1 Strike (or more for powerful weapons/abilities)
Critical Hits & Effects

The Fickle Hand of Fate

Natural 20: Deal an additional Strike of damage beyond the normal hit. On Irongarth, the gods sometimes guide your blade.

Natural 1: Something horrible happens — the Arbiter interprets the catastrophe. Your sword arm cramps, your bowstring snaps, your spell backfires. The chaos gods are always watching.

Weapon Effects: At the Arbiter's discretion, weapons may trigger special effects on hit — knockdown, bleeding, armor sundering, or burning from Infernal Flame enchantments.

The brutal battlefields of Irongarth
Death & Defeat

Falling in Battle

When a character is reduced to 0 Strikes, they don't simply fall unconscious — they suffer a Horrible Wound. Roll 1d12 on the appropriate Horrible Wounds Table based on the damage type that brought them down. Results range from agonizing injuries and permanent maiming to instant, gruesome death.

Undead characters enter a Torpor state instead of rolling on the wounds table — they must be magically restored within 1d4 rounds or be permanently destroyed. A character who survives a Horrible Wound is a prime candidate for a Scar event at the Arbiter's discretion.

Don't go looking for fights — you'll probably just end up dead.

Spellcasting & Miracles

Channel the arcane forces of Aragon or invoke divine wrath — at your peril. Magic is power, and power always demands a price.

Arcane Magic

Spellcasting

When a character casts an arcane spell, they roll d20 + Magick against the spell's DC. The base Spell DC is 10. Armor interferes with the delicate manipulation of arcane energy — wearing armor increases the DC significantly.

Spellcasting Formula: d20 + Magick ≥ Spell DC (Base: 10)

Armor Interference: Light Armor: +4 to DC  |  Medium Armor: +8 to DC  |  Heavy Armor: +12 to DC

Magical Mishap (Natural 1): When you roll a natural 1 on a spellcasting roll, you lose 1 Presence permanently, then roll 1d100 on the Magical Mishap Table. Results range from animals becoming terrified of you, to shadows moving on their own, to tentacles erupting from your face for 5 Strikes of damage. On a 100, madness consumes you — your character becomes an NPC agent of dark forces.

Divine Magic

Miracles

Sacred Order clerics and paladins channel Thallan's Holy Light. Domination warlocks and necromancers tap into the dark well established by Griefthor and the Quake Mother. All divine spellcasters roll d20 + Faith against a base Miracle DC of 12.

Miracle Formula: d20 + Faith ≥ Miracle DC (Base: 12)

Divine Mishap (Natural 1): Lose 1 Faith permanently, then roll 1d100 on the Divine Mishap Table. Your god may mark you with stigmata, impose divine silence, send a servant to punish your hubris, or permanently strip you of all divine connection.

The gods of Aragon care nothing for mortal comfort — only for the prosecution of their cosmic war. A prayer to Thallan might be answered, but the answer may arrive as dragonfire that doesn't distinguish friend from foe. A plea to Griefthor always comes with a price paid in souls.

Death & Dying

Death occurs quickly and violently on Irongarth. When you reach 0 Strikes, roll on the Horrible Wounds Table and pray to whatever god will listen.

Crushing Damage

Maces, Fists, Rocks, Bearan Claws

d12Result
1Head battered. Knocked senseless. STUNNED.
2–5Beaten to a pulp. STUNNED for 1d4 rounds.
6Bashed over the head, crying out in agony. SKULL CRACK.
7–8Limb broken (roll 1d4: 1=left arm, 2=right arm, 3=left leg, 4=right leg). EXHAUSTED.
9+Your head is crushed, your skull explodes. You're dead.
Slashing Damage

Swords, Axes, Orcish War-Blades

d12Result
1Scream bloody murder. Lose 1d4 fingers.
2–4Gush blood, cry. EXHAUSTED.
5Limb severed (roll 1d4). LAST GASP.
6–7Your artery has been slashed open. ARTERY SLASH.
8+The last thing you see is the glint of steel. Your head rolls. Dead.
Puncturing Damage

Arrows, Crossbow Bolts, Spears

d12Result
1–2Arrow to the knee. Agonizing pain — maybe take up being a city guard.
3–4Arrow to the chest, blood spurts with every breath. LAST GASP.
5–6Shot strikes your face — your eye is destroyed. LAST GASP.
7+The last thing going through your head is an arrow. Dead.
Fang & Claw / Infernal Fire

Beasts, Demons, and Dark Magic

d12Result
1–2Claws rake across your chest. BLEEDING WOUND.
3Throat bitten, bleeding out fast. Mute. ARTERY SLASH.
4–6Eviscerated by demonic fury. LAST GASP.
7+Claws and fangs rip your head from your body. Dead.
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Falling Damage: For every 5 feet fallen, take 1 Strike of damage. A 50-foot fall from the walls of Whitesong City deals 10 Strikes — enough to kill most characters outright.

Conditions

Afflictions that plague the warriors of Irongarth. The battlefield does not merely kill — it maims, poisons, burns, and breaks the spirit.

Last Gasp
💀
Dying. Test DC 12 Endurance every round. Success stabilizes you. Two failures = death. An ally can attempt DC 14 Insight to bandage you.
Artery Slash
🩸
Test DC 12 Endurance after every action. Die when you fail. Only immediate magical healing or a DC 14 Insight bandage stops it.
Bleeding Wound
🔴
Bleeding for 1 Strike every round. Ignores DR. DC 14 Insight to bandage and stop the flow.
Morale Broken
💔
Disadvantage on all actions, enemy attacks have advantage against you. Rally on DC 16 Presence check.
Stunned
Cannot act on your next turn. Enemy attacks have advantage against you. Wears off after one round.
Skull Crack
🤕
Test DC 12 Endurance every encounter — Stunned on fail. 10% chance of instant death each time.
Poisoned
🐍
Test DC 10 Endurance every action — vomit and lose your turn on fail. Attack with disadvantage.
Burning
🔥
Burning for 1 Strike every round. Ignores DR. DC 16 Finesse or a full turn to extinguish.
Exhausted
😩
Disadvantage on all tests. Requires one hour of rest with rations and water to remove.

Wear Your Wounds

In Aragon, every scar tells a story — and grants power
The Scars System

The Scars System

The defining mechanic of Chronicles of Aragon. Advancement is not earned through abstract experience points — it is burned into your flesh, paid for in coin, and forged through legendary deeds.

A battle-scarred warrior bearing the marks of survival
Core Concept

Scars as Progression

In Aragon, physical trauma is a highly venerated marker of honor, perseverance, and legendary achievement. Scars are earned through progression and interaction with the harsh world itself, fundamentally altering a character's physical abilities and playstyle.

Two characters with identical starting builds will diverge dramatically based on the permanent Scars they acquire. This creates a global culture that rewards survivability and views physical damage as a canvas of powerful, personal narrative identity.

Earning Scars

When Scars Are Granted

A Scar is earned whenever a character survives a Horrible Wound, completes a major story milestone, clears an Evershifting Dungeon, or defeats a legendary foe. Character advancement isn't a traditional leveling system — it is earned through exploring the world, finding treasures, earning coin, purchasing training, and surviving the worst Irongarth can throw at you.

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Methods of Advancement:
Treasure & Coin: Fund training, better equipment, and new abilities.
Exploration: Discover new locations and ancient secrets.
Training: Learn from masters and war-mentors in faction capitals.
Legendary Deeds: Earn unique Scars and traits through great acts — surviving a Horrible Wound, clearing a dungeon, defeating a faction boss.
Surviving Horror: Gain permanent resilience through traumatic, world-altering experiences.

When a Scar event is triggered, the player rolls on the Scar Table (d100). The result determines the type of Scar gained — each carrying a permanent mechanical bonus (a new trait, an ability score increase, or a unique power) and a corresponding narrative consequence. Some Scars grant raw power at the cost of social standing; others unlock abilities but impose physical limitations. Over the course of a campaign, a character's accumulated Scars and trained abilities make them wholly unique — no two adventurers in Aragon are alike.

The marks of war - scars that tell stories of survival
Sample Scars

Scar Table Excerpts

Branded by Infernal Flame (01–08): +2 to Endurance saves against fire. −1 Presence when dealing with Sacred Order NPCs. Flesh is permanently blackened.

Shattered Shield Arm (09–16): Cannot use heavy shields. +1 Finesse (the body compensates). A visible, jagged break line runs from elbow to shoulder.

Eye of the Depths (17–24): Gained from surviving a Dwarven mine collapse. Grants darkvision 60ft. One eye is clouded, milky white. +1 maximum Strike.

Soul-Touched (25–32): Survived proximity to the Soul Ring's residual energy. +2 Resolve. Nightmares prevent natural rest — must use magical restoration or spend double resting time.

Into the Unknown

The world shifts beneath your feet — no two delves are the same
Evershifting Dungeons

Evershifting Dungeons

Born from the magical fallout of the Soul Ring, these procedural anomalies are Aragon's most dangerous and rewarding environments.

An Evershifting Dungeon - corridors that rearrange with dark magic
Environmental Anomalies

What Are Evershifting Dungeons?

The environmental instability left by the Soul Ring cataclysm manifests as Evershifting Dungeons — subterranean environments with dynamic layouts, shifting encounters, and fluctuating physical modifiers. They are not static architectural constructs but procedural anomalies that evolve with each incursion.

No two delves into the same dungeon are identical. Passages rearrange, traps relocate, and the creatures within adapt. This requires parties to rely on adaptability and tactical mastery rather than memorized routes.

Arbiter's Toolkit

Running Evershifting Dungeons

When the party enters an Evershifting Dungeon, the Arbiter rolls on the Shift Table to determine the dungeon's current configuration. Each room or corridor is generated procedurally using a combination of d6 rolls for layout, d8 rolls for encounter type, and d12 rolls for environmental modifiers.

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Shift Table (d6 — Room Layout):
1: Dead End — 2: Branching Corridor — 3: Open Chamber — 4: Collapsed Passage (Might DC 15 to clear) — 5: Flooded Vault — 6: Boss Lair
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Encounter Type (d8):
1–2: Empty (environmental hazard only) — 3–4: Minor hostiles — 5–6: Trap or puzzle — 7: Elite enemy patrol — 8: Horrible Wound / Scar Event opportunity

Environmental modifiers (d12) add conditions like magical darkness, gravitational anomalies, pools of residual Soul Ring energy, or temporal distortions that age or rejuvenate characters. These modifiers stack across rooms, making deeper delves exponentially more dangerous — and exponentially more rewarding.

A treasure hoard in the depths of an Evershifting Dungeon
Rewards

Dungeon Loot & Scar Opportunities

Evershifting Dungeons are the primary source of magical equipment, rare crafting materials for Dwarven artisans, coin for training, and — most importantly — Scar events. The deeper a party ventures, the higher the probability of encountering a Horrible Wound trigger or Scar-granting moment.

The Arbiter should treat each dungeon delve as a self-contained episode of escalating tension. Early rooms test the party's Strikes and resources. Middle rooms force difficult tactical decisions. The deepest chamber should present a genuine threat of total party death — and the most significant rewards Aragon has to offer.

The Gods Walk Among Us

The deities of Aragon are not myths — they are documented, catastrophic forces
The Divine Pantheon

The Pantheon

The gods of Aragon are not abstract concepts. They intervene, they create, they destroy. Understanding them is essential for any campaign.

Divine Framework

Gods in Chronicles of Aragon

Unlike many settings where deities operate at a remove, the gods of Aragon are historically documented agents whose interventions have reshaped continents, created entire species, and triggered extinction-level cataclysms. The pantheon is explicitly divided into the Gods of Order and the Gods of Chaos, and this schism drives every faction conflict, racial ability, and divine spell in the game.

Player characters do not simply "worship" a deity — they exist because of one. Every racial blessing and curse traces directly back to a specific divine decision. The Arbiter should treat the gods as active, unpredictable narrative forces: distant enough that players cannot rely on them, but present enough that their influence is felt in every corrupted ruin, every holy ward, and every soul-hungry demon the party encounters.

Thallan - The Sun God, Patron of Humanity
☀ God of Order

Thallan

The Sun God — Patron of Humanity

The most prominent and historically active God of Order. Thallan directly aided in the construction of the Great Human Empire and serves as the primary divine patron for all races of the Sacred Order. He is a god of radiant, life-giving light — but his nature is inherently militant. For his followers, peace is maintained through overwhelming, righteous force.

Uniquely, Thallan possesses a physical avatar on the mortal plane: the legendary Fire Dragon, Silargilion. It was in this form that he directly battled the Demon King during the Soul Ring cataclysm, abandoning all proxy rules in a desperate bid to save his mortal champions.

Thallan's divine grace also proved capable of altering fundamental biology — answering the prayers of defecting Infernal Demons and transforming them into the Sun Elves, establishing a precedent that the Gods of Order value redemption as a tool of cosmic warfare.

Solar Magic Holy Light Redemption Draconic Fire Civilization
Griefthor - The Doom Father, Creator of Demons
🔥 God of Chaos

Griefthor

The Doom Father — Creator of the Infernal Demons

The chief architect of the demonic forces, Griefthor operated with brilliant, cruel pragmatism. He taught the Infernal Demons the forbidden arts of Dark Magic and bestowed upon them their defining traits: absolute immortality and mastery of Infernal Flame — intrinsically coupled with the horrific curse of eternal soul-hunger.

Griefthor's ultimate strategy was to weaponize this biological hunger, forcing the Demons to annihilate humanity not out of ideology, but simply to sustain their own agonizing existence. Every Demon that feeds does so because Griefthor designed them to have no other choice.

Dark Magic Infernal Flame Immortality Soul Hunger Predation
The Quake Mother - Elemental Goddess of the Gronthar
⚡ Goddess of Chaos

The Quake Mother

Elemental Goddess — Creator of the Gronthar

A fierce, elemental goddess of earth-shattering natural disasters and primal violence. According to Gronthar mythology, she literally stomped across the lands, split the sky with a lightning dagger, and violently merged sea, river, and land in a muddy downpour to awaken her children directly from the mud of the Machialfi Jungles — granting them immediate wits, wisdom, and memory.

Her teachings are brutal and absolute: mercy is a fatal, pathetic flaw in a universe governed by Chaos. This philosophy is embedded in every Gronthar born since — they expect no mercy and they give none.

Earthquakes Lightning Primal Violence Mud & Earth Ruthlessness
Arbiter's Note

Using Deities in Your Campaign

In Chronicles of Aragon, divine magic is not abstract — it is a direct channel to beings who have historically leveled continents. Sacred Order clerics and paladins draw power through Faith-based miracles fueled by Thallan's solar mandate. Domination warlocks and necromancers tap into Griefthor's dark well through Magick-based spellcasting. The Arbiter should decide early in a campaign how present the gods will be: are they distant patrons granting power through faith alone, or are they active agents whose avatars might appear in the climactic moments of a story arc?

The divine pact — which forbids gods from directly cursing rival creations — remains a useful narrative constraint. It means divine intervention always comes with limitations, loopholes, and unintended consequences. A prayer to Thallan might be answered, but the answer may arrive as dragonfire that doesn't distinguish friend from foe.

Legends of Aragon

The kings, queens, chieftains, and revolutionaries who shaped the world
Key Figures

Key Figures of Aragon

Historical and contemporary figures whose decisions forged — and shattered — the civilizations of Aragon. Use them as NPCs, quest-givers, patron saints, or cautionary tales.

Arbiter's Note

Using Historical Figures

These figures can serve multiple narrative roles depending on your campaign's timeline. Set your story during the First Epoch and they are active rulers and generals. Set it in the post-cataclysm era of Irongarth and they become legends whose names adorn fortifications, whose statues stand in city squares, and whose mistakes still haunt the living. Some — like the Undead Queen Nepherimas — are immortal, and may appear in any era as active antagonists or reluctant allies.

Sacred Order & Precursors

Lothar Methryn

Human · First King

Founder of the First Kingdom and the original capital of Whitestone in Mynorath's sacred White Garden. His laws and faith laid the foundation for all human civilization.

Venuin Stonehill

Human · Hero-King

Orchestrated the massive human evacuation to Irongarth after the Cataclysm. Founded Whitesong City and laid the ideological, political, and military foundations of the Sacred Order.

King Goldbeard

Dwarf · Depth Clan Sovereign

Made the agonizing decision to lead surviving Dwarven clans into human servitude to prevent total racial extinction at the hands of the Orcs. A tragic, deeply controversial figure whose sacrifice preserved his people's bloodlines.

Chieftain Ursan

Bearan · High Council Member

The wise, exceptionally strong leader of the Bearans. His profound diplomatic acumen earned him a permanent seat on the High Council of the Sacred Order, respected by Humans, Dwarves, and Elves alike.

On

Unknown (Likely Human) · Ancient Commander

An ancient figure of immense, legendary renown. Namesake of major fortifications including On's Gate and Onas Fall in Irongarth — blood-soaked regions that still bear witness to ancient battles.

Shama Saddleback

Human · Merchant NPC

A contemporary figure of economic significance who operates the Mythical Mounts Emporium within human settlements — representing the civilian commercial infrastructure of the Sacred Order.

The Domination & Precursors

Queen Nepherimas

Undead · Autocratic Queen

Brilliantly orchestrated the plague-assault that conquered Whitestone, renaming it Gravestone. Rules the Dead Swamps with an iron fist. Immortal and still active — a potential campaign antagonist or uneasy ally.

King Satanyr

Infernal Demon · First Demon Lord

Founded the demonic kingdom in the Dark Desert of Grommdor. Chief architect of the Soul Ring and instigator of the global cataclysm. His ambition to rival the Old Gods nearly destroyed all life on Aragon.

Inngrim

Orc · High Chieftain

A highly pragmatic and brilliant military commander. Officially acknowledged the Undead as a sovereign living race, securing their entry into the Domination's military apparatus — a decision that reshaped the faction's power structure.

Chief Violence

Gronthar · Revolutionary Leader

Orchestrated the Night of the Crimson Leaves — the massive, bloody slave revolt that shattered human chains and permanently secured Gronthar independence. Revered as a liberator-god among his people.

What's In a Name?

Every race carries its history in its language — let your name speak for you
Naming Conventions

Naming Conventions

A character's name in Aragon is not merely a label — it is a cultural fingerprint encoding their race's history, values, and trauma. Use these guidelines to name your character authentically.

Philological Framework

How Names Work in Aragon

Each race in Aragon developed distinct linguistic traditions shaped by their divine origins, historical circumstances, and cultural priorities. These naming conventions serve as immediate social identifiers — an Orc's name can be shouted across a battlefield, a Dwarf's name broadcasts their clan wealth, and a Sun Elf's name deliberately erases every trace of their demonic past. When creating a character, selecting a name that follows these conventions will instantly ground them in the world.

Humans
Anglo-Saxon / High Fantasy Phonetics

First names are regal and rolling, drawn from an Anglo-Saxon linguistic tradition that evokes nobility. Surnames are highly literal, combining geographical, architectural, or occupational nouns — reflecting a culture obsessed with territory, legacy, and tangible contribution to the empire.

Human names broadcast lineage and land ownership. A surname tells you where a family built, what they crafted, and what they claimed.

Example Names
Lothar Methryn Venuin Stonehill Shama Saddleback Aldric Ironvale Selwyn Ashford Cedric Thornwall Elara Brighthaven Gareth Stormridge
Undead
Hellenic / Egyptian Phonetics

Highly polysyllabic names frequently ending in soft sibilant sounds. The Undead completely reject their former human identities and biological families. They adopt ancient, dynastic-sounding singular monikers — no surnames — aligning themselves with eternal, unchanging rulership and the permanence of the tomb.

An Undead name should sound ancient, regal, and cold. Every syllable rejects the mortal life they left behind.

Example Names
Nepherimas Setharkos Valathos Khetaris Moranthis Seluphren Azkharion Nephystra
Infernal Demons
Harsh Gutturals / Hard Consonants

Names feature harsh, guttural consonants mixed with hard 'r' and 'y' sounds. Surnames are non-existent — titles denote power. The language of demons is designed to sound hostile, ancient, and abrasive to mortal ears, evoking the crackling of infernal fire and the harshness of the Dark Desert.

A demonic name should feel uncomfortable to speak aloud — angular, aggressive, and dripping with predatory intent.

Example Names
Satanyr Griefthor Vyrrath Krazgul Thyrrax Morghyr Draznyir Skarthyn
Sun Elves
Latinate / Ethereal Romantic

Soft vowels, flowing syllables, and celestial imagery define Sun Elf nomenclature. Having violently fled their demonic origins, the Sun Elves adopted an entirely new, constructed linguistic identity. Their names deliberately emphasize light, stars, and grace — phonetically distancing themselves as far as possible from the harsh, guttural sounds of their Infernal Demon ancestors.

A Sun Elf name should sound like music compared to the demonic tongue they abandoned.

Example Names
Astra Lumina Solaris Vael Caelindra Aurelian Thar Lirien Solace Velathos Lume Elarion Dae Sylvaris Elen
Dwarves
Germanic / Nordic Descriptors

Names combine Germanic and Nordic phonetic influence with highly literal descriptors of physical traits, precious geological materials, or clan affiliation. Dwarven society is built upon metallurgy, deep mining, and strict clan identity — their names serve as immediate social and economic identifiers of vast wealth, physical robustness, and religious connection to the earth.

A Dwarf's name is a business card, a family crest, and a geological survey all in one.

Example Names
Goldbeard Thorgrim Ironvein Bruni Deephelm Haldrek Coalhammer Dagna Silvercore Borik Gemmantle Rundra Stonewrit Kethra Orebraid
Orcs
Blunt Guttural Monosyllables

Short, blunt, guttural closed syllables featuring heavy consonant clusters. Orcish naming conventions prioritize absolute efficiency, aggression, and battlefield intimidation. In a society where worth is measured solely in combat, names must be easily shouted across a chaotic battlefield and must sound inherently forceful and uncompromising.

If you can't bellow the name while swinging an axe, it's not an Orcish name.

Example Names
Inngrim Kragz Burzthak Grommsh Thukk Skarn Drekvar Gorzhul
Bearans
Ursine-Latinate / Soft Sylvan

Names blend ursine etymological roots with Latinate or soft Sylvan phonetic sounds. The Bearans gained the power of complex speech much later in their evolution through peaceful interaction with humans — so their naming conventions merge their fundamental naturalistic identity (bears) with the pleasing phonetic patterns they observed in early human speech.

A Bearan name should feel warm, round, and grounded — like the creatures themselves.

Example Names
Ursan Barvos Ursalia Kallomar Thorsa Grennol Mursana Bralden
Gronthar
Literal Concept Translations

Names are heavily reliant on literal, violent nouns, elemental forces, or natural disasters. Because the Gronthar were rapidly awakened to consciousness and immediately thrust into brutal slavery, their linguistic development is highly literal and traumatized. They name themselves after the physical actions, concepts, and forces they most respect or fear — bypassing abstract phonetic traditions entirely for blunt truth.

A Gronthar name is not poetry. It is a statement of intent.

Example Names
Chief Violence Mudthunder Crackjaw Ironslaughter Stormgut Bloodmarch Bonecrusher Chainsplitter

"Tell me your name and I will tell you your god, your shame, and where your bones will rest."

— Gronthar proverb, recorded at the Battle of Onas Fall

The Shattered Continents

From the lush gardens of Mynorath to the blood-soaked frontier of Irongarth
Geography of Aragon

Geography of Aragon

Three continents, dozens of key locations, and a world scarred by apocalypse. Use these locations to build your campaign map.

The Three Continents of Aragon - Mynorath, Grommdor, and Irongarth
Continental Overview

The Three Continents

Mynorath — Once the prosperous cradle of Order, a lush and vibrant continent that fostered early human kingdoms, Dwarven depth-empires, and agricultural advancement. Now largely devastated by the Soul Ring cataclysm and magical radiation.

Grommdor — A cursed, deadly expanse where all evil originally resided. The forces of Chaos established their terrifying domains in its arid wastelands. Home to the fallen demonic capital of Blazesand.

Irongarth — The Western Frontier. Once pristine and resource-rich, it is now the primary blood-soaked theater of war between the Sacred Order and the Domination. All modern campaigns are set here.

Key Locations

Whitesong City - Capital of the Sacred Order
Capital · Storms Valley

Whitesong City

The resplendent capital of the Sacred Order, founded by King Venuin Stonehill deep within the defensible terrain of the Storms Valley. The political, religious, and military heart of the alliance.

Sacred Order
Astra Lumina - Radiant capital of the Sun Elves
Capital · Forest Sanctuaries

Astra Lumina

The radiant, harmonious capital of the Sun Elves, built within the richest and most vibrant forests of Irongarth. Its very name — "Star Light" — embodies the Elves' rejection of their demonic past.

Sacred Order
Belas - Grim capital of the Undead
Capital · Undead Territory

Belas

The grim, highly fortified capital of the Undead on Irongarth. From here, Queen Nepherimas commands her deathless legions — a city of gothic spires, necropolis-architecture, and perpetual shadow.

The Domination
Bravestone Cliff - Human beachhead on Irongarth
Starting Zone · Coastal

Bravestone Cliff

The highly fortified human starting zone on Irongarth — the first beachhead established during the Great Exodus. A windswept coastal settlement that marks where humanity's second chapter began.

Sacred Order
On's Gate - Legendary fortification against the undead
Fortification · Contested

On's Gate

A legendary fortification named after the ancient commander On, explicitly designed to hold back the relentless undead tide. One of the most blood-soaked strategic chokepoints on Irongarth.

Contested
Onas Fall - Blood-soaked contested battlefield
Battlefield · Contested

Onas Fall

A highly contested, blood-soaked region in Irongarth named for the same legendary commander. A place where armies have clashed for generations and the soil itself is said to remember the dead.

Contested
Gravestone - The fallen human capital, now undead territory
Fallen Capital · Dead Swamps

Gravestone (formerly Whitestone)

The original majestic human capital on Mynorath, conquered by Queen Nepherimas's plague-assault and aggressively renamed. The surrounding White Garden was corrupted into the pestilent Dead Swamps.

Ruins · Mynorath
Blazesand - Ruins of the Demon Lord's capital
Fallen Capital · Dark Desert

Blazesand

The sprawling capital of the first Demon Lord, King Satanyr, in the arid Dark Desert of Grommdor. Devastated by the magical backlash of the Soul Ring. Now a heat-blasted ruin pulsing with residual dark energy.

Ruins · Grommdor
The Machialfi Jungles - Birthplace of the Gronthar
Ancestral Homeland · Mynorath

The Machialfi Jungles

The dense, humid birthplace of the Gronthar — where the Quake Mother split the earth and sky to awaken her children from the mud. A primal wilderness, now largely depopulated after the Gronthar were taken as slaves.

Abandoned · Mynorath
The Ice Dragon of the North - a primordial threat beneath the glaciers
Primordial Threat

The Ice Dragon of the North

In the frozen reaches of northern Irongarth, an ancient, primordial force stirs. An Ice Dragon — a being that predates even the proxy war — slumbers beneath the glacial wastes. Its mere existence threatens to completely destabilize the fragile ecological and geopolitical balance of the entire world.

The Arbiter may use the Ice Dragon as an apocalyptic-scale campaign threat — a force so overwhelming that it could compel the Sacred Order and the Domination into an uneasy, temporary alliance. Or it could serve as the ultimate dungeon: a frozen lair where the party must venture deeper than anyone has survived, and where the most legendary Scars of all are earned.

"Every stone on Irongarth is soaked in the blood of someone's ancestor. You don't claim land here. You earn it. You defend it. Or you become part of it."

— Dwarven surveyor's inscription, Goldbeard Peak

Your Story Awaits

Gather your party, choose your faction, and step into Irongarth. Every scar you earn is a chapter in your legend.

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