A brutal d10 tabletop roleplaying game

Survive a world that does not want heroes.

Behind the walls, empires ration breath and obedience. Beyond them, the wilds remember every weakness. Magic can save you, mark you, or light the pyre beneath your feet.

A realm in constant struggle

The walls keep monsters out. They keep empires in.

Nyra’s peoples survive by walling themselves away from immense beasts, hostile wilderness, and the cosmic danger of magic itself. Beyond the walls are predators. Inside them are empires, witch-hunts, class systems, propaganda, scarcity, and rulers who treat commoners as parts in a machine.

The Human and Ethakkra powers dominate through force, economics, deceit, and xenophobia. Sarkin, Kaze, Ponderan, Kalnis, Famulus, Utwesh, Qi’ses, and others endure by hiding, adapting, raiding, learning, scheming, or burning the old order down.

“Those who seek the life of an individualist must stand against the barbarity of nature alone.”

Nyra asks one question before the dice hit the table: how will you survive?

Choose what will kill you

Three pressures close around every survivor.

Threat: constant

The Wilds

Immense predators, exposure, scarcity, and terrain punish the belief that exile means freedom. Nature is not a backdrop; it is an active antagonist.

Field note: shelter is not safety when the dark has claws.

Threat: organized

The Empires

Fortified cities offer work, food, and law at the cost of surveillance, exploitation, propaganda, class control, and sanctioned cruelty.

Field note: the gate opens both ways only for the powerful.

Threat: visible

The Stream

Mages interpret the force that drives existence. That power can make a person valuable, sacred, exploited, hunted, or publicly executed.

Field note: the miracle and the accusation arrive together.

Gritty, unforgiving combat

Every wound has a location.

Combat is not a hit point countdown. It is anatomy under stress: body-part thresholds, armor, positioning, species traits, critical outcomes, and the terrible arithmetic of staying upright.

  1. SlightMinor damage marks a body part before panic sets in.
  2. SeriousA limb, torso, or head injury begins changing decisions.
  3. CriticalThe fight can collapse into shock, loss, or desperation.
  4. Severance / DeathSome thresholds are final; victory after them may not matter.

Body-part thresholds

Damage is measured against body parts with species-driven thresholds for Slight, Serious, Critical, and severance or death. A strong body matters. So does where the blade lands.

Critical wounds escalate

Nyra’s current creator calculates health from effective STR and CON, including critical ranges and limb severance notes. When a fight goes bad, the sheet shows exactly how bad.

Victory has a cost

Critical successes can turn a blow into a massacre; critical failures can put you on the floor or worse. Nyra rewards preparation, positioning, armor, allies, and knowing when to flee.

Power makes you visible

Interpret the force that drives existence. Survive those who would burn you for it.

The gift

Magic can bend survival, status, violence, healing, and knowledge. It is a tool for people with no other leverage and a weapon for institutions that already have too much.

The mark

Visible power invites scrutiny. Mages may be recruited, exploited, hidden, worshiped, prosecuted, or killed in public to remind everyone else what obedience costs.

Make any kind of survivor

  • 600 creation skill points give you room to specialize, spread out, or build strange hybrids.
  • Favored skills can exceed the normal soft cap and push a concept into excellence.
  • Species, class, subclass, and choices shape your ceiling without locking you into a narrow script.
  • Exportable JSON preserves the current character for later tools and table use.

Freeform skill advancement

No class cage. Build the person the world made.

Nyra’s character system is built around skills, caps, favored paths, and concrete costs. A battlefield surgeon, fugitive mage, noble duelist, cave-born engineer, raider-priest, diplomat-assassin, monster hunter, or terrified commoner can all emerge from the same rules language.

Start with a playable species and role, then spend into the skills and statistics that explain what your character can actually do when the world turns on them.

Open the Free Character Creator

Free. Browser-based. Exportable.

The oath at the gate

The world will use you, hunt you, or break you. What will you become first?

Forge Your Character