Canonical working edition
Rules compendium
Browse every public chapter in the active Narateer rulebook spine. No account. No locked expansions.
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 NarateerYou bring the story. Narateer brings the spark.
04BeginHow To Use This ManualYou hold the tools to forge legends.
05BeginTools for Safety and AccessibilityNarateer 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 FreeNarateer 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 UsedNarateer 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 DiceSame shape. Different voice. Every roll speaks.
09BuildCharacter OriginsYou were shaped before you chose to become.
10BuildCharacter BloodlinesLegacy burns before footsteps fall.
11BuildCore VitalsInstinct breathes before skill takes hold.
12BuildVitalityEvery step burns the fire that keeps you going.
13BuildCharacter SkillsDiscipline carves purpose from potential.
14BuildSkills ListThe path to mastery begins with a single skill.
15BuildCharacter ClassesA title is given. An identity is earned.
16BuildClass PowersPower emerges where story sharpens skill.
17BuildFighterSteel is not strength. Strength is what remains when the steel breaks—and you keep fighting.
18BuildRangerThe world beyond the walls is not your enemy. It’s your ally—if you know how to listen.
19BuildRogueYou didn’t see them coming. You won’t see them leave.
20BuildWitchWitches 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.
21BuildClericThe gods are shattered—but not silent. Some whisper mercy. Others demand bone.
22ResolveActionsIntent given form—carving your will in the tale.
23ResolveSkill ChecksEvery test asks: are you ready, or do you fall?
24ResolveMagicTo cast magic is not just to act—it is to shift. To become a vessel and a channel of volatile power.
25ResolveDeath & RecoveryWhat keeps you here when the fire goes out?
26ExploreDistance & RangeEach choice crosses space—what shifts is the lens.
27ExploreMovementPosition decides danger before blades do.
28ExploreCombatCombat is a Scene in which characters attempt to harm, hinder, or out manoeuvre each other through force, weaponry, magic, or similar danger.
29ExploreScene ModesThree ways to frame a moment. One seamless system.
30EquipBulk and EncumbranceEvery burden has a cost. Some are carried in hand. Others are carried in blood and breath.
31EquipEquipmentSteel remembers the hand that carries it. Armour remembers the blow.
32ReferenceCombat Modifier EV ReferenceUse this table when designing combat modifiers, class powers, equipment traits, and tactical exceptions.