A thousand years have passed. Mortalkind has lived on and prospered. The world now exists in an age where the heroes have faded, the memories are as embers, and the scars of imperialism have healed.

It is the Age of Flowers. A time of healing and discovery. The Empire’s remnants are long buried within the verdant islands. And while the advancements of MAG-Tech have revolutionized several cultures, civilization is sparse and the people are scattered amongst their many communities, kingdoms, and nomadic arkships. The world remains an untamed jewel of azure and green, deep in its natural riches, but home to many perils. From pirates to monsters, the skies are eternally chaotic.

AESTHETICS: Modern & Traditional Fantasy, Magipunk, Floral, Shounen, SNES/PS1-era JRPGs.
SETTING: A natural fantasy world. Dotted with a variety of natural, high, and techno fantasy settlements.
INSPIRATIONS…

  • GAME: Granblue Fantasy, Octopath, Legend of Zelda, Persona, Final Fantasy (I, V, XIV).
  • VIBES: One Piece, CrossCode, Monster Hunter, Skies of Arcadia, Tales of Symphonia.

World Primer

  1. The Last Breath
  2. The Sky World.
  3. The Hunter’s Guild.
  4. Mana & MAG-Tech.
  5. Society & Culture.
  6. Brief Timeline.

Supplements & Variant Rules

In addition to the Core Rulebook, we are using the following materials:

  • ATLAS: High Fantasy, Natural Fantasy, Techno Fantasy.
    • From these books, we are using Camp Activities and Quirks.
  • BONUS: Ace of Cards, Necromancer, Playtest Materials (May 2026).
  • OTHER: Player’s Cheat Sheet, Bestiary Vol. I (GM).

Homebrew is not off the table. However, that will come later and be introduced diegetically for when everyone has become more familiar with the game. For now, we are using solely official materials.

Variant Rule: Cut Initiative

To partially quote the designer themselves: “Initiative was never meaningful; a leftover from a previous system that failed to evolve into something interesting.”

  • If the conflict features no Villains, the PCs win initiative.
  • If the conflict features any Villains, the enemy wins initiative.

Combat Tunic is tweaked to have +2 DEF, +0 M-DEF.

Variant Rule: Leftover Fabula Points

If any Fabula Points are spent and do not contribute to end-of-session XP, that remainder goes to the next session’s amount. No FP goes wasted.

Variant Rule: Limited Resting Scenes

A resting scene allows you to gain or modify a Bond. Once you play out a resting scene, this change makes it so you cannot do so again until one of the following occurs:

  • One or more PCs gain a level.
  • One or more PCs have sacrificed themselves.
  • One or more Villains have escalated.

You can still rest to heal as normal. And you can still gain Bonds via opportunities.