Stormbringer:Players Guide
Players’ Guide
A world of doomed empires, demon-haunted seas, and bright, terrible destinies.
The Young Kingdoms are not a place of safety, and they are not a place of heroes. They are a place of endings—of old powers lingering past their time, of new powers rising too quickly, and of countless lives spent in the shadow of both.
You are not here to save this world. You are here to survive it, to take from it, or to be broken by it.
If you rise, it will be because you seized something others feared to touch. If you fall, it will not be without warning.
The World You Walk In
The Bright Empire of Melniboné still stands, though it has long since rotted from within. Its princes toy with forces that lesser nations barely comprehend. Across the seas, the Young Kingdoms scheme, trade, and wage petty wars, each imagining itself the future of the world.
In Pan Tang, priests speak to things that answer.
Everywhere, the past presses in on the present. Ruins are not dead. Gods are not silent. Sorcery is not rare—it is feared, hated, and used anyway.
This is a world where power exists, but never cleanly, and never without consequence.
Law, Chaos, and the Balance
You do not need to swear allegiance to Law or Chaos to be caught in their struggle. Every action tilts the scale.
Law offers order, structure, and permanence, but in excess it freezes the world into lifeless perfection. Chaos offers passion, transformation, and freedom, but in excess it dissolves everything into madness and ruin. Neither side is a refuge. Each is a kind of ending.
Between them stands the Balance. It does not reward virtue, and it does not care about your intentions. It exists only to prevent either extreme from destroying the world entirely.
Most people serve one side or the other without realizing it. Some few are drawn into the work of the Balance itself. These people are not chosen because they are noble. They are chosen because they are useful.
If you live long enough, you will learn where you stand. You may not like the answer.
What Your Character Is
Your character is not settled, secure, or protected. You are someone who moves—across cities, across seas, across the shifting lines of power.
You might be a mercenary, a sailor, a thief, a priest, or a sorcerer. You might serve a nation, a god, or only your own survival. What matters is that you operate where things are unstable, dangerous, and worth the risk.
You will take jobs that seem simple and discover they are not. You will meet people who want something from you and rarely say what it is. You will be offered power, and you will decide whether to accept the cost.
This game assumes that you act, that you take risks, and that you push into places where safer people do not go.
Sorcery and Its Price
Sorcery is not a tool you simply use. It is something you engage with, and it pushes back.
All sorcery is summoning. When you work sorcery, you are calling upon demons, elementals, gods, or stranger forces. You are asking them to act—and they will, but never without terms.
Those terms are not always spoken, and they are never entirely in your favor.
Binding a demon does not make it safe. It makes it temporarily contained. The effort to control it continues, and failure is always possible. Even success changes you. The more often you rely on such power, the more it shapes your thoughts, your instincts, and your nature.
Sorcerers do not remain untouched by what they call. That is not a warning. It is a certainty.
Doom
Your character carries Doom from the beginning, whether they recognize it or not.
Doom measures how much the world has begun to take notice of you. It grows as you do things that matter—especially things that should not be done. Calling on dark powers, binding demons, surviving impossible dangers, or interfering in the struggle between Law and Chaos all increase your Doom.
As it rises, the world responds. Enemies remember you. Powers begin to take an interest. Events align in ways that are no longer coincidental. The consequences of your actions stop being avoidable and start becoming inevitable.
Doom is not spent or managed. It accumulates.
At some point, it will come due.
When it does, it will feel like the natural result of everything that came before.
Violence and Survival
Combat in this game is not a safe or reliable solution. It is fast, dangerous, and often decisive.
The Tactical Combat system rewards positioning, timing, and awareness of the environment. A narrow alley, a ship’s deck, a crumbling ruin—these matter as much as your skill with a blade. Fights are shaped by where you stand and how you move, not just by what you can endure.
There is no expectation that you will win every fight. There is an expectation that you will choose your fights carefully.
The Wound Track
Injury is immediate and meaningful. There is no large reserve of abstract durability to absorb mistakes.
Each wound has consequences. It weakens you, limits you, and changes what you can risk next. A single good hit can decide a fight, and even experienced warriors can be brought down quickly.
Recovery is uncertain, and survival often means knowing when to stop pushing forward.
If you treat combat lightly, the game will correct you.
How to Approach Play
This is sword and sorcery. It is not a story about heroes saving the world. It is a story about people navigating a world that is already in decline.
You are expected to pursue your goals, make difficult choices, and accept that those choices will have consequences. Power is available, but it is never free. Success is possible, but it is rarely clean.
You will gain allies, but they will have their own agendas. You will gain enemies, and they will remember you. You will sometimes succeed, and sometimes survive, and sometimes fail in ways that matter.
The game works best when you lean into this—when you treat risk as real, power as dangerous, and the world as something that does not bend to your wishes.
The Young Kingdoms Await
You will sail black seas and walk broken cities. You will speak with things that wear human shapes imperfectly, and you will be asked—again and again—what you are willing to trade for what you want.
You may gain wealth. You may gain power.
You will certainly gain enemies.
In time, you will learn what your soul is worth—and whether it was enough.
Doom Callout
Use this for prophecy, corruption, price, or fatal consequence.
At the Table
All Souls Are Doomed.
Play your character as someone who understands this, even if they refuse to admit it.
Do not expect fair fights or clean victories. Violence is fast, uneven, and often final. If you rush in blindly, you will be cut down. If you survive, it will be because you chose your moment well—or because something worse took interest in you.
Take risks, but know why. Greed, vengeance, ambition, desperation—these are the engines of action in this world. If you hesitate forever, nothing happens. If you reach too far, something reaches back.
Treat sorcery as power with a will of its own. Every bargain leaves a mark, and every victory invites another demand. The question is never whether you can command it, but how long you can pretend you do.
Pay attention to what follows you. Enemies remember. Powers notice. Fortune turns. What you do does not fade—it gathers weight.
Lean into trouble. This is not a world where careful caution leads to greatness. It is a world where choices carry cost, and where the story is found in how much you are willing to risk before the cost comes due.
You are not here to win. All souls in this world are doomed. You are here to find out what your doom looks like.
Stormbringer Codex Home • Players Guide • Character Creation • Careers • Boons • Flaws • Sorcery • Doom • Peoples • Young Kingdoms • Law & Chaos • Setting Rules • Arms & Armor • Name Generators
