Beyond the Rift
What follows is the full text of this book, ready to print.
Introduction
Somewhere in the world of Mnemonic, the city of Tower once stood as a monument to the achievements and ingenuity of the peoples of the world. A massive structure, a thousand feet tall, built to withstand the mightiest of dragon attacks, and house a hundred thousand people within during the toughest onslaughts of the Age of War.
It was outside Tower that the final battle took place, where the Grey Mage finally cast the dragons out of existence forever. The world opened up and swallowed the dragons into the space beyond memory. Sadly, half the city of Tower was swallowed with it. What remains in our world is a crumbling wreck, still being repaired by those who survived, some two-hundred years later.
What happened to the other half of the city when it vanished beyond the rift is a tragic mystery that may never be solved. But we can imagine.
Beyond the rift, the city of Tower is a place locked in crisis. People who wander out of the city, or away from designated safe zones, become confused, their minds warped by the chaotic energies of a world that has no memory.
There are some who are equipped to survive short excursions into the Grey Mists of that strange place, who wear masks made of crystal to guard their minds and keep them sharp. In this ritual, we imagine how those brave wanderers work to end the crisis that plagues their broken city.
It is a futile game we play. It won’t bring our friends home. But perhaps it can give us a little peace, to imagine that their struggles end with a small measure of hope.
To our friends beyond the rift, these words are for you.
Mnemonic: Beyond the Rift is a ritual game for one to three players. Through the course of play, you will draw maps, roll dice, pull cards from a poker deck, and record notes about your journey. Before you begin, make sure you have the following materials ready:
- Four six-sided dice, with numbers 1 to 6 on each side
- One standard four-suit poker deck, including two Joker cards
- Some graph paper, dot-grid paper, or other drawing surface with guides for consistent spacing
- Something to write or draw with
- A journal
If you have a bullet journal, you can use that for both your notes and your map.
When you’re ready to begin, proceed to The Fall.
Gather Your Materials
Before you begin play, ensure you have the following materials ready:
- (Weaver) A deck of poker cards including both Joker cards
- (Adversary) A set of four six-sided dice with sides numbered 1 through 6
- (Echo) A journal to keep track of things, and something to write with
Although the Echo is the only player that needs a journal, the Weaver and Adversary may want to keep notes of events as well.
Safety Note
This is a game about perseverance through hardship, which means that you will experience failure as a core part of gameplay. Although it is important to remember that failure is always temporary, please take care of yourself.
Here are some concrete ways to modify the rules to suit your needs:
- If the labor (physical or emotional) of recording your mistakes becomes too much to bear, you don’t have to do it. When you get to The Confrontation, describe that conflict however you like. The Echo will ultimately prevail; how that happens is up to you.
- If you just want to skip the failure parts of the game, and just draw maps and describe a strange world, you can do that. When you open The Tear, move directly to The Dawn; you don’t have to complete The Weave or The Confrontation.
If you are playing with a group, I recommend having a conversation beforehand if you know there are types of hardship you do not wish to explore. If someone introduces content after that conversation that makes you feel unsafe as a player, you can and should pause play to discuss what needs to change before you can continue.
Take care of yourself. Take care of each other.
Player Roles
Beyond the Rift is designed, primarily, as a game to be played by three participants: a Weaver, who envisions the world; an Adversary, who injects conflict into that world; and an Echo, who imagines solutions to resolve that conflict.
Each of these three roles is essential; without a world, the Adversary has no context for creating conflict; without conflict, the Echo is just wandering a shapeless void.
That being said, you can play Beyond the Rift with fewer than three players, by sharing the responsibilities of the missing role. A game between two players, for instance, might see the Weaver take on both worldbuilding and conflict mediation, leaving the Echo to fend for themselves in a dangerous, antagonistic world.
Or you might have the Echo play the Adversary’s role as well, with the Weaver serving as a kind of mediator for the Echo’s inner struggles.
You could play the entire game alone, taking on all three roles at once, turning the game into more of a journaling experience.
You could play with a larger group, where multiple players occupy a single role. Have each player choose a suit, and play out their chosen role only when that suit comes up. There are a number of possibilities here.
The rules make the assumption that you have three players and that each player occupies a single role. Make adjustments as needed for your specific group.
No matter what role you’re playing, it’s okay to ask for input from the other players in describing the world of play. You’re not alone, in any part of this ritual. There is always someone who can help.
Weaver
You Will Need: a 54-card poker deck, with both Jokers
You are attuned to the Tapestry, the thick-woven fabric of memories that stretch across the world. It is you who have been asked to peer through the veil, and to facilitate the ritual for the other participants.
In your role as weaver, you will:
- draw cards from the deck and describe each new place as it is discovered;
- describe the places and people who live in the world beyond the rift;
- keep a list of the Echo’s defiances throughout their journey;
- read off the Echo’s defiances during The Confrontation; and
- offer words of encouragement when the Echo becomes discouraged, and urge them to press on.
Tip: When you introduce a new person or place, keep your descriptions loose, allowing the other participants to imagine the details for themselves as they listen. This is a ritual cast in silhouette; the potency of the story exists within the minds of those involved.
Adversary
You Will Need: 4 six-sided dice with sides numbered 1 through 6
You are attuned to the Tapestry as well, and yours is the role of interpreting the conflict that exists beyond the rift. You have been asked to convey that conflict to the group, in a way that allows the others to understand what is at stake.
In your role as Adversary, you will:
- roll dice to determine the outcome of dangers encountered by the Echo;
- communicate the Echo’s success or failure as a result of the dice;
- determine the source of the conflict in the world beyond the rift;
- keep a list of the Echo’s mistakes throughout their journey;
- describe the entity’s influence during The Tear; and
- read off the Echo’s mistakes during The Confrontation.
Tip: Although your role involves describing dangers and announcing the Echo’s failures, your role as a participant in the ritual is to look after the well-being of the other members of the group. When you describe something that runs close to a boundary for another player, ask: “would you like me to find an alternate interpretation?”
Echo
You Will Need: something to write with, a journal
You are the surviving memory of someone who was lost beyond the rift, a thing that the world has been struggling to resolve. This ritual is the exploration of your efforts to resolve your own story.
In your role as Echo, you will:
- describe how you failed;
- describe how you persevered;
- describe your actions within the world;
- draw on your map each new place as it is discovered; and
- record in your journal the details of every relic, secret, key, and hero you encounter in your journey.
Tip: When you describe your failures, anything could happen to you. Fall into a pit, get eaten by a snake, anything. You always come back, ready to try again, as the world tries to resolve your story again and again. How you fail is the story of your many unsuccessful attempts; how you prevail is the story of the one time you finally succeed. Because ultimately you will.
Play Tools
You should have your dice and your cards ready before you begin playing; make sure the cards have been shuffled, and that you have four six-sided dice with sides numbered 1 through 6.
The Adversary’s Dice
When the rules direct the Adversary to roll the dice, gather the specified number of dice, and roll them onto a surface until they rest still, each with one numbered side facing up. The highest number shown on the top of all the dice is the result.
For example, the Adversary rolls three dice, with the following rolls: 3, 5, 2. The highest roll is a 5, so the result is 5.
The Weaver’s Cards
When the rules direct the Weaver to draw a card from the deck, the card should always be drawn face-up from the top of the deck. When the card has been drawn, it should be placed together with the rest of the cards that have been drawn. You can keep these cards in a neat stack, or a messy pile, or a box. You will need to keep them available for the Tear.
The Echo’s Journal
Throughout your journey, keep a record of the places you explore, the things you find, and your mistakes and defiances. You might find it helpful to record your discoveries together with the notes you make about each place, in order to remind you where you found them later.
Keys, Secrets, Relics, & Heroes
In their journey, the Echo will find objects and beings that provide them with tools they will need in order to prevail on the paths before them. These things are found in the places created by the four face cards of each suit: Jack, Queen, King, and Ace.
When you record the details of these things, be sure to include the card that created them. That will help you to keep an accurate record of your journey, so that others may follow the path you took.
The Map
Throughout the game, you are expected to keep track of the world’s shape, but how you choose to do so is up to you. Some players might prefer to draw their map as a grid with squares marking out the dimensions of each new place; others might draw a series of sketches outlining the features of important areas.
You can just write a paragraph describing each of the new places you explore. You don’t have to write or draw anything; you could trust your own memory, or make audio recordings of everything you find. You are the only one who will use the map; how you draw it is up to you.
Four Suits, Four Regions
Each of the four suits is meant to represent a part of the world that is either familiar or foreign to the Echo.
Before you begin, you may want to discuss and agree on what each of the four suits represents, so that when the Weaver describes a new place, they have some touchstones to draw on.
Recording Failure & Success
When the Echo enters a dangerous or dark place, there is always the chance that some ill fate will befall them, that they will make a critical error that results in failure. What that failure looks like within the Echo’s story is up to you; perhaps they fall into a pit that has no bottom, or they get trapped in a cave full of biting things, or they simply lose their way in the dark.
No matter what happens to the Echo, they always come back, wiser for the lessons of their own mistake. Maybe someone back at the Tower told them how to bypass an obstacle, or maybe they tried over and over again until they finally got it right. How you persevere, just as how you fail, is entirely up to you.
When you fail as a result of a roll, the Echo’s story still continues. In your journal, record a short sentence describing how you failed. Then, record a short sentence describing how you persevered. Remember to keep these descriptions short; they will be used in the Confrontation at the end of the game.
If you need inspiration, here are some examples of each you can use or modify as you like, or you can map them to the cards that created the places where they occurred:
Card | How You Failed | How you Persevered |
---|---|---|
2 | You fell into a deep pit. | You climbed your way out. |
3 | You got lost in the dark. | You brought something to light your way. |
4 | You were surrounded by dangerous creatures. | Someone helped you fight them off. |
5 | The bridge collapsed beneath you. | You found another way around. |
6 | You breathed poisonous air. | You brought an antidote. |
7 | You wandered into a cave full of biting creatures. | You made friends with the creatures and they helped you find your way out. |
8 | The paths were too many, and you lost your way. | You marked the paths as you tried them, and eventually found the right one. |
9 | The enemy was too fast, and predicted your every move. | You found a way to outsmart them. |
10 | You were eaten by something terrible. | You found a way to defeat it. |
Ace | You weren’t strong enough. | You got stronger. |
Forming the Echo
We find our Echo at the start of their journey, at the bottom of a sheer cliff. How they got there, and what they intend to do, is anyone’s guess. That’s what we’re here to find out.
In this ritual, we will follow the path of a single resident of Tower who was lost to the Rift. Perhaps they are an ancestor of ours, or someone we imagine we might have been, had we found ourselves in the world beyond the Rift.
Spend a few minutes discussing your Echo’s place in the world, using the following questionnaire.
Record your answers to the questions below to envision your place in the world.
Most of the questions here serve to provide context for our Echo’s journey; however, the Echo’s strong suit will be used throughout the game; make sure it is recorded somewhere that you can find it easily.
What of the following species best describes the Echo?
- Drake
- Fey
- Gemfolk
- Human
- Spiderkin
- Sun Child
Where does the Echo reside within the Tower?
- The Market
- The University
- The Forest Park
- The Medical Quarter
- The Barracks
What garment forms the Echo’s silhouette?
- A cloak.
- A dress.
- A suit of armor.
- A hat.
How does the Echo defend themselves against those who want to stop them?
- With their sword.
- With their staff.
- With the power of Memory.
- With their wits.
What shall we call the Echo in this story?
Mark your Strong Suit based on the answer to this question.
- They are the Wanderer. (Strong Suit: Hearts)
- They are the Shade. (Strong Suit: Diamonds)
- They are the Vessel. (Strong Suit: Spades)
- They are the Warrior. (Strong Suit: Clubs)
If you like, you can give the Echo a name as well.
Once you have answered these questions and recorded whatever notes are appropriate, take a moment to consider the world the Echo is in.
- If there is vegetation beyond the rift, what does it look like?
- Do the animals here look like any creature you’ve seen before?
- How does the world beyond the rift differ from the world with which you are familiar?
- What is it that spurs our Echo to venture into the unknown?
In your journal, record whatever notes you feel appropriate.
Then proceed to The Journey.
Forming the Echo (Interactive)
The Journey
When you start your journey, choose a space on your map that feels comfortable. Then draw a card from the deck to create the first place in your journey. You will also do this each time you enter a new place.
Use the face of the card to determine which type of place you find:
Card | Place |
---|---|
2-10 | A dangerous path |
Jack | A lonely place |
Queen | A quiet place |
King | A sacred place |
Ace | A dark place |
Joker 1 | The beginning |
Joker 2 | The end |
The exact size and shape of the place you discover is up to you, but it must have one entrance to mark where you first entered, and at least one exit to mark where you will leave. As you continue your journey, you may find yourself needing to add additional entrances and exits to places you’ve already explored. Mark these new pathways however you like.
Once you’ve drawn the place on your map, mark the face and suit of the card that created the place at the center of the place, and then follow the instructions for the type of place you found. After completing the instructions for the place, choose an exit from the place and draw a card from the deck to create the next place.
A Dangerous Place
Dangerous paths are corridors where the world around you desires to halt your progress from one place to another, to send you back from whence you came. How does the world attempt to thwart you? Why do you persist? What awaits you beyond? What will it cost if you fail?
For the Weaver
- Describe the path before the Echo. There is danger here, yes, but what sort of place was this before the danger came? What signs remain of that history?
- Declare the Echo’s affinity for this place by comparing their Strong Suit to the suit of the card that created this place:
- Exact match: The Echo has been here before, though the features may have changed. Pass the turn to the Adversary by saying, Adversary, gather 3 dice.
- Color only: This place feels familiar, though the Echo might never have walked this path before. Pass the turn to the Adversary by saying, Adversary, gather 2 dice.
- No match: The Echo has never heard of this place. Perhaps it is a secret hidden from the world, or perhaps it is simply too far from the Echo’s home. Pass the turn to the Adversary by saying, Adverary, gather 1 die.
For the Adversary
- Describe the possible obstacles that may imperil the Echo: enemies that seek to destroy them, or traps they might fall into. You are the danger that fills this place. What are you?
- Roll the gathered dice, and using the highest roll, declare the Echo’s fate:
- 1-3: The Echo fails miserably. Yet something spurs them to try again. And again. And again. Pass the turn to the Echo by asking:
- Why do you fail here?
- Why do you persist?
- How do you finally succeed?
- 4-5: The Echo succeeds easily. The danger here is great, but the Echo was ready for it. Pass the turn to the Echo by asking:
- How do you find the path forward so easily?
- 6: The Echo’s path is bare and unguarded. If there were dangers here, they have long since crumbled away, or someone else dealt with them before you. Pass the turn to the Echo by asking:
- Who were they?
- Where did they go?
- 1-3: The Echo fails miserably. Yet something spurs them to try again. And again. And again. Pass the turn to the Echo by asking:
For the Echo
- Describe your journey from the beginning of the corridor to its end. Answer the Adversary’s questions, as you are able.
- Draw the place onto your map. Show it to the other players, if you like.
- Pass the turn to the Weaver.
Weaver, you may draw the next card.
A Dark Place
Dark places are ancient, built to keep safe the keys that can open the doors to the Tear and the Weave. A dark place might be guarded by a powerful foe, or it might be a deadly trap-filled labyrinth that you must navigate before you can reach its heart. The heart of this place contains one of the four keys you will need to stop the crisis and save the Tower.
If the Echo possesses the relic that matches this place’s suit, they can open the door and contend with the dangers that wait inside. If not, they find the way shut, and will have to return once they have the appopriate key–unless someone has opened an alternate way in…
For the Weaver
- Describe this place. What was it, before the darkness came? What signs remain of that history?
- Declare the Echo’s affinity for this place by comparing their Strong Suit to the suit of the card that created this place:
- Exact match: The Echo should be welcome here; the features remind them of home. Adversary, gather 3 dice.
- Color only: The Echo has no memory of this place. Adversary, gather 2 dice.
- No match: This place is strange, hostile. The darkness has taken this place almost entirely. Adverary, gather 1 die.
- Pass the turn to the Adversary.
For the Adversary
- Roll each of the gathered dice, and keep the highest roll.
- Does the Echo have the relic whose suit matches this place? If not:
- 1-5: The way is blocked; in order to proceed, you will need to find the Relic that matches this place’s suit. Go back the way you came and fnd a new path.
- 6: Someone was here before you, and they cleared the way forward, opening an entrance that was not supposed to be there. Inside, you find the place is empty, except for a Key.
- If the Echo possesses the relic, the relic allows them to open the entrance and contend with the dangers that lurk inside:
- 1-3: The Echo fails miserably. The dangers here are great, and the Echo was not prepared. Ask the Echo:
- How do the dangers defeat you?
- What lessons do you learn that allow you to ultimately succeed?
- 4-5: The Echo prevails. The danger is formidable, but the relic the Echo now possesses has given them exactly what they need to defeat it. Ask the Echo:
- Describe this victory. How do you prove yourself worthy?
- 6: The Echo faces no opposition at all. Although the dangers of this place may once have been formidable, time has a wearying effect even on those who protect this dark place, and they let the Echo pass. Ask the Echo:
- Echo, how do you show respect to those who no longer wish to fight?
- Regardless of the roll, the Echo finds a key.
- 1-3: The Echo fails miserably. The dangers here are great, and the Echo was not prepared. Ask the Echo:
- Pass the turn to the Echo.
For the Echo
- Answer the Adversary’s questions, as you are able.
- Draw the place onto your map. Show it to the other players, if you like.
Record the details of the key you now possess:
- What does it look like?
- What does it represent?
- Who created it, and why is it necessary for you to keep it?
- Pass the turn to the Weaver.
Weaver, you may draw the next card.
Keys
Keys are objects of incredible significance; when you find one, you know what it means to hold it, even if you might not be able to articulate its value to your community. A key might not be a literal key; it might be a tool of symbolic unlocking, or an item that will be traded away later. You will only ever find four keys in your journey.
Keys are used to open the Tear. In order to open it, you must find all four keys.
A Lonely Place
A lonely place might be a small settlement, a busy portion of a city, or a solitary person alone in the wilderness. Regardless of the setting, what you find in this place is a single person with a specific need.
For the Weaver
- Describe this place. Even if there are many people here, it feels lonely. Why?
- The Echo finds someone in this place who needs something. Use the suit of the card that created this place to determine that need:
Suit Task Hearts They need supplies, such as food or building materials, in order to continue surviving in this place. Diamonds They need to recover something they lost that helped them remember who they are and where they came from. Spades They need help getting somewhere to perform a task of their own, after which they will be able to find their way home. Clubs They need something delivered to a friend in need. - Introduce us to this person.
- What is their name?
- What do they do for their community?
- Where does their strength come from?
- Pass the turn to the Adversary.
For the Adversary
- Describe the danger that looms in the edges of this place.
- What stops the danger from swallowing this place up?
- Why can’t the people of this place simply leave?
- Pass the turn to the Echo.
For the Echo
- Describe how you help this person. How do you demonstrate they can trust you?
- Draw this place on your map. You may show it to the group, if you like.
- Record the details of the person you helped. Mark them as a hero.
- Pass the turn to the Weaver.
Weaver, you may draw the next card.
Heroes
Heroes are people willing to put themselves at risk for the sake of those in need. They might pick you up when you fall, or stand in the way of a charging foe to let you escape, or help you defeat a powerful enemy in a dark place.
A hero grants the following benefits while their name is recorded in your journal, if the place you’re in matches the suit of the hero.
- In a Dangerous Place: Whenever you roll a 1, the person you helped appears and offers you their assistance, allowing you to prevail as if you had rolled a 4 or 5.
- In a Dark Place: If you fail, the person you helped appears and sacrifices themselves to save you, allowing you to prevail as if you had rolled a 6. Once this happens, cross their name out of your journal.
A Sacred Place
A sacred place, abandoned and left to rot, still shows signs of the people who built it. Although you might not remember them clearly, they were your people, and they left something here for you, or for someone like you, to help you in your journey. A relic.
For the Weaver
- Describe this place.
- What is–or was–its significance to the community?
- Why has it been left to rot?
- What remains?
- Something was left here. Where is it?
- Pass the turn to the Adversary.
For the Adversary
- What danger looms in the corners of this place?
- What keeps those dangers at bay?
- Pass the turn to the Echo.
For the Echo
- Something was left for you. A relic.
- What is it?
- How do you know you are allowed to take it?
- Using the suit of the card that created this place, determine the relic’s usefulness:
Suit Relic Hearts The relic protects you from harm. Diamonds The relic grants you a powerful weaving. Spades The relic allows you to move differently. Clubs The relic makes your weapon stronger. - Record the relic’s name and suit in your journal.
- Draw the place on your map. You may show it to the group, if you like.
- Pass the turn to the Weaver.
Weaver, you may draw the next card.
Relics
A relic is an object that grants its owner power. That power might manifest differently for each Echo, and it might not be a physical empowerment if your journey is more metaphorical than literal. You will only ever find four relics in your journey. Take a moment to think about what the relic looks like, where it came from, who created it, and how it is culturally significant for you.
When in any place with a suit that matches the relic, the Adversary gathers one additional die when directed to gather dice.
A Quiet Place
Quiet places are spots where danger is muted, where you have time to rest, and reflect on what’s been lost. You can find a quiet place anywhere, but the quiet places on your map are ones that contain secrets that reveal something about the world, and your place in it.
When you arrive in the quiet place, you also find another echo, someone on a path that is very similar to yours. If you have found other paths cleared for yourself, this other echo may have been responsible. And now they are here.
For the Weaver
- Pass the turn to the Adversary.
For the Adversary
- Describe this place. It is peaceful, eerily so. There is room to pause and rest. The danger that looms over the world is here too, but it is…quiet. Waiting. What does that look like, here?
- There is another echo here. What do they look like? How do they greet the Echo? Do they speak? What do they say?
- The other echo shows something to the Echo. Why does the other echo care about this thing?
- If this is the fourth quiet place the Echo has visited, the other echo takes the thing and leaves; pass the turn to the Weaver. Otherwise…
- Pass the turn to the Echo.
For the Echo
- The other echo shows you something, which stirs up a memory for you. Use the suit to inform this revelation:
Suit Relic Hearts Family and friends, and feelings of home. Diamonds The day of the Rift: what you were doing that day, how you survived, what you lost. Spades A piece of hope for what the future may bring. A way out, maybe. Or a way to build something new in this wretched place. Clubs This is…not your memory. Whose is it? Why is there so much anger? - The other echo departs, leaving you to ponder your existence, and theirs.
- Pass the turn to the Weaver.
Weaver, you may draw the next card.
The Tear
If you find the tear before you have found all four keys, the door remains closed. You can return there at any time once you have found all four keys.
The tear is a place that reveals where the crisis began, and how it spread to the rest of the world. The beginning is locked behind a door that requires four keys to open. Once you enter the Tear, you will know that you are an Echo, that your existence is a wound in the world’s memory, doomed to endless wandering unless you resolve the event that led to your creation.
For the Echo
- What caused you to become an Echo?
- Why can’t the world let go of your memory?
- What will allow you to rest?
- How do you use the keys to open the Tear?
- Why do you do it?
- Why did you do it?
- WHY DID YOU DO IT?
It is not your turn anymore.
For the Adversary
- This is a place of pure danger, and it has swallowed up all that was left of this place. What does this danger look like?
- When the Tear opens, the dangers that have been leaking out of this place burst from their prison. They take the form of a powerful entity, and it tears a rampage through the world.
- Take the deck from the Weaver. Take the map from the Echo.
If the players are not in the same location, you can imagine this taking-away by having the Adversary “command” the other players to do what needs to be done in the steps below.
This part is meant to feel painful; please take care of yourselves, players.
For the Weaver
It is not your turn.
For the Echo
It is not your turn.
For the Adversary
This is why we call it the Tear:
- Shuffle together the cards that have been drawn from the deck.
- Roll each of the four dice and keep the highest result, and then draw that number of cards from the shuffled pile. Set aside the rest, along with any Jokers that were drawn.
- Place the drawn cards on the table in a random order, face-down.
- One at a time, flip over the cards.
- Find the places on your map that match the cards in front of you.
- Cross them out with jagged, painful lines.
- If the Weave has not already been added to the map, search through the deck and draw it now, placing it anywhere you like.
- The areas that have been crossed out have been swallowed by the danger. The Echo may not return to them.
- The entity that escaped from the Tear has settled into the location marked by the Weave.
- Return the map to the Echo. Return the deck to the Weaver.
- Pass the turn to the Echo.
For the Echo
- The Tear has been opened. The world has changed. What makes you keep going?
- Pass the turn to the Weaver.
Weaver, you may draw the next card.
The Weave
If the Tear has not yet been opened, the Weave is simply an empty space. Weaver, you may describe what this place looks like, featureless though it may be. There is nothing here now, yet it seems ready for something to land here.
Once the Tear has been opened, the Weave is the place where the entity finds its seat of power. Danger waits here, it lies thick over every surface. Adversary, this place belongs to you.
For the Weaver
- The path leading to this place is crumbling and dangerous, but even now there are signs of the place that once thrived. What were these places? The world is not yet lost. There is yet hope.
- Pass the turn to the Adversary.
For the Adversary
- If all four Quiet Places have been found, the other echo is here waiting. They have seen the danger posed by the entity, and they intend to stop it.
- What do they say to the Echo?
- How do they offer their help?
- Pass the turn to the Echo.
For the Echo
- Do you approach the entity? If not, pass the turn back to the Weaver, and ask them to draw the next card; you may return here at any time.
- If you do approach the entity, pass the turn to the Adversary and proceed to The Confrontation.
The Confrontation
The entity looms, towering over the world, its terrible wings blanketing the sky in a pale, dreadful shadow. It is now or never; the entity must be destroyed. You will only get one chance at this.
For the Adversary
- Describe the entity in full. Describe its power. Describe the danger it poses to the world.
- See the Echo for the first time. See how small it is. See how little threat it poses to you.
- See the Echo’s litany of failures, the crumbling path that has led it to this point. List them off, if you like.
For the Weaver
- The Adversary wants the Echo to give up. Don’t let them. For every discouraging failure, the Echo found success through their unwillingness to give up. Don’t let them give up now. List off their many victories.
For the Echo
You can do this.
You can do this.
You can do this.
- Describe the confrontation.
- When do you almost fail?
- What are the moments that we remember from this fight?
- What are the moments that the world remembers?
- How do you ultimately prevail?
Proceed to The Dawn.
The Dawn
With the entity defeated, you feel a sudden warmth as sunlight peeks through the mist, carving away the darkness around you. Color returns to the world. Life begins to bleed into it.
You return to Tower, what’s left of it. The people there have already begun the slow process of rebuilding. Ready to defend their home from the next time the world beyond the rift decides it’s had enough of your people.
Somewhere in the distance, a shape flickers in the receding fog, a dread silhouette, all wings and teeth. But then the fog clears, and the shape is gone.
Weaver, describe the process of rebuilding the Tower in the world beyond the rift. Who flourishes within the pandemonium, who retreats into themselves, who finds new hope in the places the Echo managed to save.
Adversary, spare a moment to remind us of those who gave up everything they had to help the Echo prevail. The danger may return someday, but for now there is a kind of peace. Describe that peace.
Echo, describe the moment you finally find rest and fade away.