Lethean Age World Master Handbook

The World Master Handbook explains how to run the Lethean Age as a tabletop RPG. It should help a World Master present the world, adjudicate ordinary play, build settlements and expeditions, pace revelations, and turn the setting's strange systems into playable situations.

This book is paired with the Setting Handbook. The seam is deliberate. The Setting Handbook holds the content: the true history, the actual nature of the miasma and the Redoubts, the Vril-ya, the Pacific Northwest as canon. The World Master Handbook holds the technique: how to reveal that content a fragment at a time, how to keep the table inside the in-setting view, how to pace, how to adjudicate, how to make the world feel earned. When a section here calls for a piece of setting truth, it cross-references the Setting Handbook rather than reproducing the truth.

This file intentionally starts as a table of contents and migration map. No existing canon has been moved into it yet.

How To Use This Book

Use this handbook for running sessions, preparing adventures, designing settlements, choosing rewards, and deciding what the characters can discover. Use the regulations when a procedure needs exact resolution. Use the Setting Handbook when you need to know what is true in the world (and what your players do not yet know).

Part 1: Running the Lethean Age

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Part 2: The World As A Place

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Part 3: The Wind

The Wind is the moment-to-moment availability of each of the eight miasma colors in a given area. As a World Master you own three things about it: the current level of each color, when a Change happens, and how the Change is resolved.

Setting initial colors

For a region your party is moving through, assign each of the six common colors (red, orange, yellow, green, blue, violet) a starting level from 0 to 9. Black and white are very rare and usually start at 0 unless the location is unusual (see Setting Handbook Ch. 3 -- The Substrate). Higher numbers mean the color is dense; 9 is saturated, 0 is absent.

The baseline is your call. Pick numbers that fit the biome and the moment. A miasm-rich ruin might run 5/4/3/6/2/4; a windswept coast might run 3/3/3/3/4/3 with blue trending up; a miasm-dead irradiated zone might run 0/1/0/1/0/2. There is no need to be statistical -- the players experience the Wind by what they can and cannot cast, not by the numbers on your tracker.

When the Wind Changes

A Change happens when you want one to happen. Typical triggers:

You do not have to Change the Wind on a schedule. A region can hold its profile for an entire session if the situation supports it.

Resolving a Change

Resolve a Change in three steps:

  1. Roll the Strength of the Wind. Roll d10 - 1 for a magnitude from 0 to 9. On 0, the Change registers but nothing actually moves; the Wind held.
  2. Roll direction for each color. For each of the six common colors, roll d3 (or 1d6: 1-2 = rise, 3-4 = hold, 5-6 = fall). Note which colors rolled up, steady, or down. Black and white only roll when the situation warrants it.
  3. Apply the change. See Distributing the change below.

Distributing the change

Let U be the count of colors that rolled up and D the count that rolled down. The amount each rolled color shifts depends on which direction dominates.

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After applying changes, clamp every color level to the range [0, 9]. A color cannot rise above 9 or fall below 0 from a single Change.

Burning the Wind

A character or effect can Burn the Wind in a single color (see the Mage's Burn The Wind as the canonical example). The procedure:

  1. Apply the burn's immediate effect (typically resolving a class feature; the Mage's Burn The Wind, for example, treats the burned color as twice its current level for one cast).
  2. Set that color's level to 1.
  3. Immediately resolve a Change of the Wind (see Resolving a Change above). Depending on how the burned color rolls and the Strength, it may fall further to 0, hold at 1, or partially recover.

A Burn does not pre-set other colors' levels for the Change; only the burned color is forced to 1. Subsequent Changes restore the color through ordinary play.

A multi-color Burn (e.g., a high-level Mage burning two or three colors in one cast) sets each named color to 1 and then resolves a single Change. The Change applies to all colors as usual, including the burned ones.

Tracking the Wind at the table

A six-row tracker on a notecard is usually enough: write the six common colors and their current level. Update the values when a Change happens. Tell the players what colors are reachable when they look at their Protocol options, not the exact numbers -- the in-setting view is "the Wind is thin in red right now," not "red is at 1."

Part 4: Settlements And The Law

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Part 5: Factions And Society

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Part 6: Relics, Rewards, And Economy

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Part 7: Campaign Structures

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Part 8: Adjudication Guidance

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Review Notes