Canonical working edition

Rules compendium

Browse every public chapter in the active Narateer rulebook spine. No account. No locked expansions.

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01BeginShatterholme

A World Torn by Gods, Waiting for Heroes

02BeginWhat Is a TTRPG?

The tale begins—not on the page, but at the table.

03BeginWhat You Need to Play Narateer

You bring the story. Narateer brings the spark.

04BeginHow To Use This Manual

You hold the tools to forge legends.

05BeginTools for Safety and Accessibility

Narateer empowers collaborative storytelling—but shared safety makes that collaboration possible. The tools below ensure everyone feels respected, heard, and free to explore the world of Shatterholme at their own pace.

06BeginWhy Narateer's Core Rules Will Always Be Free

Narateer is the result of more than thirty years of design, failure, rebuilding, and rediscovery. I started it as a teenager—scribbling ideas in the margins of school notebooks. Over the decades, it evolved through campaigns that broke it,

07BeginDeclaration of How AI Was Used

Narateer was created with care, creativity, and a clear conscience. Because players deserve to know how something was made, I want to be open about how AI supported my process—what it did, and what it didn’t.

08ResolveNarateer Dice

Same shape. Different voice. Every roll speaks.

09BuildCharacter Origins

You were shaped before you chose to become.

10BuildCharacter Bloodlines

Legacy burns before footsteps fall.

11BuildCore Vitals

Instinct breathes before skill takes hold.

12BuildVitality

Every step burns the fire that keeps you going.

13BuildCharacter Skills

Discipline carves purpose from potential.

14BuildSkills List

The path to mastery begins with a single skill.

15BuildCharacter Classes

A title is given. An identity is earned.

16BuildClass Powers

Power emerges where story sharpens skill.

17BuildFighter

Steel is not strength. Strength is what remains when the steel breaks—and you keep fighting.

18BuildRanger

The world beyond the walls is not your enemy. It’s your ally—if you know how to listen.

19BuildRogue

You didn’t see them coming. You won’t see them leave.

20BuildWitch

Witches are weavers of the Wyrd—an ancient, volatile magic born from spirit, rune, and fate. Using this power, they invoke spirit, shape omens, and twist elemental forces into spells of protection, revelation, or ruin.

21BuildCleric

The gods are shattered—but not silent. Some whisper mercy. Others demand bone.

22ResolveActions

Intent given form—carving your will in the tale.

23ResolveSkill Checks

Every test asks: are you ready, or do you fall?

24ResolveMagic

To cast magic is not just to act—it is to shift. To become a vessel and a channel of volatile power.

25ResolveDeath & Recovery

What keeps you here when the fire goes out?

26ExploreDistance & Range

Each choice crosses space—what shifts is the lens.

27ExploreMovement

Position decides danger before blades do.

28ExploreCombat

Combat is a Scene in which characters attempt to harm, hinder, or out manoeuvre each other through force, weaponry, magic, or similar danger.

29ExploreScene Modes

Three ways to frame a moment. One seamless system.

30EquipBulk and Encumbrance

Every burden has a cost. Some are carried in hand. Others are carried in blood and breath.

31EquipEquipment

Steel remembers the hand that carries it. Armour remembers the blow.

32ReferenceCombat Modifier EV Reference

Use this table when designing combat modifiers, class powers, equipment traits, and tactical exceptions.