Zi’Dara

The Rules

Every chapter, in book order. They’re the master copy, so they’re always the current rules.

Start with Welcome to Zi’DaraWhat’s changed

Part I

Play

Thirteen chapters. Everything you need to sit down and play tonight, plus journeys, ruins and mysteries.

  1. The Core
  2. Building Your Character
  3. The Archetypes
  4. Title Ideas and the Crew
  5. The Party Sheet
  6. Conflict
  7. Tactical Play
  8. Magic
  9. Chases
  10. Travelling
  11. Exploring
  12. Investigating
  13. Downtime

Part II

The Table

Six chapters on running a table that’s safe and works for everyone, a session that has a shape, and a campaign that grows.

  1. Playing Carefully
  2. Playing Your Way
  3. Session Zero
  4. The Session
  5. Growing
  6. Coin and Kit

Part III

The GM

Five chapters on the GM’s craft.

  1. Running the Game
  2. Factions
  3. The Oracle
  4. When It’s Not Working
  5. Playing Alone

Part IV

The World

Six chapters: the GM’s toolbox for building a place and filling it, five frames to choose a world from, and twenty places ready to drop in.

  1. Building Your World
  2. The Steeplands
  3. Frames
  4. Twenty Places
  5. The Threat Builder
  6. The Bestiary

Part V

Appendices & Index

Six appendices and a full index.

  1. Appendix A: The Sheets
  2. Appendix B: Tag Reference
  3. Appendix C: Every Lever in the Game
  4. Appendix D: Quick Reference
  5. Appendix E: A Worked Campaign Arc
  6. Appendix F: Glossary
  7. Index