Rulebook Pages
Rulebook Pages
VERSES
a game of folk horror
& monstrous divinity
Eternal gratitude and sacrifices are offered to Jon Ware and Muna Hussen
for creating The Silt Verses, for trusting us to develop their setting into a
roleplaying game, and graciously answering all of our obscure lore questions.
Whispered psalms are dedicated to Mike Martens,
Amanda Mullins, Brian Sago, James Smith,
Michael Van Vleet, Sarah Whealon and all of our playtesters for conspiring in
the shadows and uncovering new prayer-marks.
Roadside shrines are decorated for the entire Gauntlet community and the
TTRPG and audio drama communities for your enthusiasm and support.
The Silt Verses RPG is based on the audio drama by Jon Ware and Muna
Hussen, and is adapted with their permission.
The game’s mechanics are based in part on Apocalypse World by Vincent and
Meguey Baker, The Between and Public Access by Jason Cordova, and Ghosts of
El Paso by Daniel Qualls and Jason Cordova.
TABLE OF CONTENTS
Introduction 4
Gameplay Basics 13
Play Structure 27
The Campaign 67
Session One 73
Appendix 82
INT RODUCTION
5 introduction
O V E RV I E W
The Silt Verses RPG is a tabletop roleplaying game of folk
horror and monstrous divinity, where strange gods haunt the
landscape and civilization is fueled by ritual sacrifice. In this
game, a group of conscripted agents called Custodians are
sent into isolated territories to deal with these monstrous gods,
terrifying angels, and other divine manifestations in order to
appease them, neutralize them, or otherwise engage with the
locals to find a solution to the threats they present.
The Silt Verses RPG is based on the audio drama series by Jon
Ware and Muna Hussen, and further expands on the world
presented in the show. It also takes inspiration from folk horror,
weird fiction, and dystopian or post-apocalyptic media (see Media
Touchstones on page 84). You do not need to be familiar with the
audio drama to enjoy the game, and no prior knowledge of the
setting is necessary, but if you’re curious, the Silt Verses audio
drama reference (page 85) lists chapters and moments from the
show that we especially recommend. The Silt Verses RPG does
not seek to recreate the plot of the show, but rather encourages
players to explore the setting and make it their own.
THE SETTING
T he story of The Silt Verses takes place in a world much like ours, but
with some extremely noticeable exceptions. Gods inhabit the world as
embodiments of a particular element or concept. Some are ancient, while others
are modern creations. Some haunt a particular landmark or natural object, while
others are widespread. There are said to be tens of thousands of known deities
worshiped throughout the Territories of the Ignathian Peninsula. Rural communities
tend to worship smaller gods in ways considered horrific or bizarre by more
“civilized” society. Residents of Glottage and other cities often worship in ways that
are safe, commercially-licensed, or tokenistic. These many deities may be broadly
categorized as falling under licensed faiths, forbidden faiths, and stray gods.
Above all, the levels of technology While these concepts are key to
in this world are socially and establishing the setting of the
geographically unequal. While game, there is plenty of room for
middle class neighborhoods in larger interpretation at your table. For
cities like Nesh may have dial-up example, characters in The Silt
internet, other towns have been nearly Verses audio drama use pay phones,
wiped out by unsustainable sacrifice. or get news from the radio. Do the
You will find abandoned vehicles Custodians have access to mobile
and homes, empty office buildings phones in your game? If so, what
and crumbling infrastructure almost off-shoot of the Saint Electric is
everywhere in some form. This associated with them? How might
dissonance and inequality is felt other faiths view this technology?
at every level, between a central What ritual contracts, sacrifices, or
government and rural territories, unintended complications might be
between widespread commercial a result of mobile phones existing in
faiths and stray, forgotten gods. this world full of strange gods?
FKMH
9 introduction
TH E C U ST O D IA N S
dians,”
Verses RPG are tasked as “Custo
The player characters in The Silt investigate and resolve disturbances of
ies to
sent out into the rural territor stigation
s. As age nts of The Bureau for the Inve
stray and feral god ed to resolve
ay Deities, they are expect
and Assimilation of Str age ncie s to han dle —or
dangerous for other
localized problems that are too eve n ack now led ge dire ctly.
government to
too politically damaging for the dan ce pro vided
with little to no resources or gui
This is largely thankless work, gro up has the ir
ctions. Each member of the
beyond an initial report and dire rare ly by cho ice.
todians, though it is
own reasons for joining the Cus
into their
oners who have been drafted
Most Custodians are former pris “re form ed” wo rsh ipers of illegal
themselves as
ser vice as a means to redeem nt, and these
pant at all levels of governme
gods; however, corruption is ram vice by oth er officials
e been pressed into ser
Custodians may just as easily hav Some Custodians may actually be
e god.
who secretly worship the sam nationalists
wh o hav e lost loved ones to an illegal deity, or
volunteers—those of leg al gods.
united under a single pantheon
who want to see the Peninsula beh alf of one of the
porate stooges, sent on
Other “volunteers” may be cor pas s on gov ern me nt
interests and quietly
licensed faiths to protect their er so ma ny ove rt disc iple s and ex-
ging togeth
information. The action of brin a coup.
iou s fait hs is, for the Legislatures, a propagand
disciples of var
cial posters and
led as heroes —featured in offi
Publicly, the Custodians are hai e-fa ith wo rsh ipers, now
up of reformed fals
advertisements as a motley gro mo n gro und wit h dangerous
es, finding com
proudly ser ving their communiti pow of er
, and appeasing them with the
stray gods and their followers Cus tod ians are all
is far less glamorous. The
heartfelt dialogue. The reality or con seq uen ces far worse
t, and mig ht fac e debt, punishment,
und er con trac has also been
ir assignments. Each Custodian
should they fail to complete the t with gods—
ause of their complicated pas
chosen for this work, in par t, bec ir fait h is viewed as
alent stance towards the
the fact that they have an ambiv div init y thr oug hout the
fringe elements of
an asset when dealing with the
Territories.
y useful
, the Custodians are par ticularl
As far as the Bureau is concerned tool and as an indirect means to
anda
for this work, both as a propag ble. While
inco nve nie nt pro ble ms —b ut they are ultimately disposa
handle acr oss the ent iret y of the
sess jurisdiction
the Custodians supposedly pos wit h no tan gib le way to leverage
their own,
Peninsula, they are entirely on view the m as a
orcement is far more likely to
their status —and local law enf elim ina ted .
ly chased out or quietly
dangerous rival to be aggressive
the silt verses 10
THE CONSPIRACY
T he Bureau which sends the
Custodians on their assignments
is poorly funded, wildly disorganized,
In this tangled web of competing
powers, it’s hardly surprising
that a powerful and influential
and rife with corruption. The organization has found a way to
Peninsula, where they conduct their manipulate the Custodians for its
investigations, is a decentralized own agenda. During the course
collection of squabbling and of the game’s campaign, the
religiously-divided territories which Custodians will uncover clues about
pretends to be a unified nation-state. the nature of this organization, and
Local law enforcement agencies ultimately confront them. There
are rarely in formal communication are a number of such groups in this
with each other—in fact, they setting—government organizations,
are in frequent competition over corporations, research institutes,
crime scenes and resources which wealthy families—and options
fall outside any jurisdiction. Then to present each during the course
there are the Adjudicators—or their of a campaign. Importantly,
paymasters in the larger commercial this organization is not a central
faiths—who trust neither local law villain or mastermind. It is a threat
enforcement nor the officers of the because of its tremendous wealth,
Greater Glottage Police Force to political influence, military power,
handle a crime with the appropriate connection to a powerful god, or
discretion or the desired outcome. some combination of these things.
A H A U N T E D PA S T
I f you’ve listened to The Silt Verses audio drama, you might have noticed
that we don’t learn about the main characters all at once in a lengthy
introduction. Instead, they reveal themselves in layers, through intimate
conversations and flashbacks. Similarly, the Custodians come from many
walks of life, and their past is kept intentionally mysterious in the game at first.
They enter the story caught between the faith they once had and the contract
they are indebted to fulfill. We aim to explore their past, but only at the right
time—dramatically-speaking—and only when the game’s rules tell us to.
11 introduction
CONTENT WARNING
The Silt Verses RPG contains some dark subject matter which may not be
suitable for everyone, including intense themes of religious horror, human
sacrifice, graphic violence, body horror, cults, implied harm to children
and animals, family trauma and mental illness, government oppression and
police violence, war, and natural disasters. The section on safety tools will
address these issues in more detail.
All that said, you may decide that this game isn’t for you, and that’s fine!
There are other excellent mystery-horror games out there for you to read
and play which are lighter in tone, such as Brindlewood Bay, Monster of the
Week, and Public Access.
GAMEPL AY
BASICS
the silt verses 14
The CONVERSATION
& the MOVES
Gameplay in The Silt Verses RPG is mostly a conversation. One participant, the
Keeper, says how the world behaves; they frame scenes and present challenges to the
other participants, the players, who are responsible for saying how their character, a
Custodian, reacts. This is all largely done via a back-and-forth conversation between
the Keeper and the players; the narrative authority—who gets to say what—changes
from time to time, but it's always within the confines of the conversation.
The conversation ends when a player describes their Custodian doing something that
triggers a move. At that point, you read the text of the triggered move, do what it says
(usually rolling dice and interpreting the results), and then narrate that part of the
story, as needed. Once the move is resolved, you return to the conversation.
It won't always be as clean as that when you sit down to play—the Keeper may prefer
to shift the spotlight to another character in the middle of resolving a move, returning
later when it's dramatically interesting—but that is generally how the game should go.
ABILITIES
Abilities are the Custodian attributes that are applied to most die rolls in the game.
They each have a modifier from -3 to +3. The abilities are: Vitality, Focus, Insight,
Presence, and Communion.
ADVANTAGE
& DISADVANTAGE
When you have an advantage, you roll three dice, keep the two highest, sum
them, and then add the modifier of the relevant ability. You will most often
have an advantage because of the following:
When you're at a disadvantage, you roll three dice, keep the two lowest, sum
them, and then add the modifier of the relevant ability. You will most often
be at a disadvantage because of the following:
WRITING A VERSE
The Keeper will be very hard on Custodians when describing adversity because
players have a powerful tool that allows them to resist: Writing a Verse (see
Anatomy of a Character Sheet, Writing a Verse page 25).
After a die roll, and after an outcome has been narrated, the player can choose
to change the course of history and instead Write a Verse about how things
actually happened.
Mechanically, they then raise their die result by one success tier (so, a miss
becomes a 7-9, a 7-9 becomes a 10-11, and a 10-11 becomes a 12+). We now narrate
a different result, and what was previously narrated does not occur.
An example:
Amanda’s character, Sedna, is attempting to escape the grasp of an immortal
saint, triggering an appropriate move. Amanda, understanding that Sedna’s
D
death is a distinct possibility, rolls her dice and gets a miss. The Keeper
describes how the saint catches Sedna in its claws and transforms her,
turning her into a monstrous saint as well. Amanda decides she doesn’t like
this outcome and writes the Verse of History, making her die roll a 7-9. This
time, per the move’s text, Sedna escapes but the saint leaves a mark in her skin,
which may become a problem later.
You may be asking yourself: “Why does the Keeper fully narrate a result they
know the player is just going to discard by Writing a Verse?” Answer: because it's
fun! Writing a Verse lets us glimpse different scenarios, play them out, feel them,
experience the anguish and terror, and then… do something different. It's sort of
like one of those old Choose Your Own Adventure books: part of the fun is making
the wrong choice so you can see the disaster that befalls your character (and
declaring that you're Writing a Verse is like putting your thumb on the page of those
old books, so you can go back and choose something else if things turn out poorly).
the silt verses 18
MOVES
There are three types of moves in The Silt Verses RPG: basic moves, faith moves (a
“faith sheet” is what we call the custom part of your character sheet in this game),
and custom moves. This chapter focuses on the basic moves: the Veiled Move, the
Revelation Move, the Information Move, the Journey Move, and Answer a Question.
The Keeper chapters contain a more in-depth treatment of the moves.
There are references in this section to the phases of the game, such as the Journey
phase and the Investigation phase. Please see Play Structure on page 27 for more
details on phases.
Basic Moves
y
y
Answer a Question
This move is only available in the Investigation Phase; the Custodians must have gathered a
number of Clues equal to at least half the Question's Complexity.
When the Custodians have an open, freewheeling discussion about the answer to
a Question and reach a consensus, roll plus the number of Clues incorporated into
the answer or otherwise explained away, minus the question's Complexity.
On a 10+, the answer is correct and an Opportunity can be pursued.
On a 7-9, as above, but the Keeper will add an unwelcome complication to
the answer and/or pursuing the Opportunity will be more dangerous.
On a 6-, the answer is incorrect and the Keeper reacts.
On a 12+, the answer is correct as on a 10+ but the events are also connected
to the Conspiracy. Someone from the Conspiracy will reveal themselves to
the Custodians while they are pursuing the Opportunity.
The Keeper will introduce Assignments to the story—localized problems with stray gods that
endanger the community—and it’s the job of the Custodians to neutralize or appease those entities
to complete their Assignments. The way they do so is by first gathering Clues, then using those
Clues to answer a Question about the Assignment, which then unlocks Opportunities to resolve the
Assignment. As an example, here are the Questions and Opportunities for the Assignment called
The Hungering Roots:
A natomy of a
CHARACTER SHEET
This section briefly details each part of the character sheet
and is addressed to players.
Name
You should circle any given name and surname you wish, or come up with your own.
Style
A Custodian’s personal style should reflect their basic outlook on life. Custodians
don’t always have to be dressed in a manner that matches their style. The options
included are meant to represent a modern world in decay, where tokens of faith or
representations of membership to a particular faith are common.
Personal Ritual
The Custodian’s Personal Ritual represents an activity or pastime which connects
them to their life before they became a Custodian. It is something they return to
as a way to center themselves in between encounters with monstrous divinities. No
two Custodians can have the same Personal Ritual.
End of Session
These questions represent roleplaying goals for the session. You can have four
questions marked, and the two questions on the list are always marked. For each
marked question you answer “yes” to at the end of the session, mark an XP. At the
beginning of a new session, you can unmark your two elective options and mark
two different ones, or leave either or both the same.
XP Track
When you mark all six boxes on the XP track, erase them whenever you wish and
mark an advancement (see Advancements, below). There are two ways to mark
the XP track: 1) by answering “yes” to an End of Session question and 2) when the
text of a move instructs you to.
Advancements
When you mark an advancement, immediately apply its effects to your character
sheet. When all advancements have been marked, your Custodian can no longer
collect XP or advance, but they are in play until forced to retire by the Verse of
Prophecy or until you decide to retire them (see Writing a Verse, page 25).
the silt verses 24
Abilities
These are the character attributes that are applied to most die rolls.
Use Vitality if your Custodian’s action involves strength, dexterity, endurance,
athleticism, or raw physicality.
Use Focus if your Custodian’s action requires a steady hand, a calm disposition, or
intense concentration; or if they are trying to avoid a fear-based reaction.
Use Insight if your Custodian is studying books, researching a problem, examining a
crime scene, or otherwise engaging their mental faculty.
Use Presence if your Custodian is trying to charm someone, intimidate someone, or
capture someone’s imagination.
Use Communion if your Custodian’s action involves divine forces; the Keeper may
decide that any action that is seemingly governed by a different ability is actually
governed by Communion because of the divine nature of what is being undertaken, or
because of the involvement with gods in that specific scenario.
Conditions
Conditions are traits that cause you to make die rolls at a disadvantage if they
would plausibly hinder your Custodian during an action. You can have up to three
Conditions. If you would ever take a fourth Condition, you instead mark one of
your Verses (see Writing a Verse). Conditions are removed as the result of moves or
when the Keeper instructs you to do so.
Custom Moves
Unlike the basic moves on the Reference Sheet, a custom move can only be used if
you have it written on your character sheet. The custom move is one of the ways
you personalize your Custodian.
25 gameplay basics
Writing a Verse
The next section is divided into two parts, between your character sheet
and faith sheet: The Verse of History and The Verse of Prophecy. You will
occasionally “Write a Verse,” in which case you mark a box from one of these
two sections (or, more rarely, a special option on an active Assignment). You
must then do as the marked text instructs before the current session ends.
The Verse of History represents the idea of your Custodian as a person of faith,
and explores how they came to have questions about their own faith and how
that ultimately led them to join the Custodians. The text involves flashbacks
to their early life, encounters with gods, their personal relationship to faith,
and key moments which influenced their trajectory in life. The entries can be
marked in any order.
The Verse of Prophecy comes from the god you are associated with. It
explores a new relationship to faith for your Custodian, should they embrace
this path. Whether returning to a god from your past or embracing a new
one, this Verse shows you growing strong in your faith again, but at a cost.
The text is always marked in order, and the last box heralds your Custodian’s
retirement from the game.
Altar
This section of the character sheet is where you note interesting and distinctive
items that can be found among your Custodian’s belongings while they are
constantly on the road. Your Altar may be something portable, or a special
location you return to when needed. Don’t worry too much about the logistics of
how you access your Altar, though—it’s more of an abstraction that lets us get a
glimpse of your character’s history and personality. This section also functions
as an equipment list, since anything from the Altar that might reasonably be on
a Custodian’s person in a scene, is. Items from your Altar can be marked to get
an advantage on a die roll associated with their use. Generally-speaking, they
cannot be unmarked, but marked items remain in your Altar for use in future
scenes, in which case they add to the fictional positioning of your Custodian’s
actions but do not convey a bonus to a die roll.
At the beginning of Session One, you and the other players will have an
opportunity to add items to your Altar. Think of this as a sentimental or
personally significant collection of some kind. It can be something portable
like a satchel, or a place you return to, like an abandoned temple—choose an
option from your faith sheet or write your own. After that, items can be added
as the result of moves or when the Keeper instructs you to do so.
PL AY
STRUCTURE
the silt verses 28
The Silt Verses RPG aims to create a cinematic story. The game
structure supports this by distinguishing certain phases of play, and
outlines when and how certain parts of the game should happen. These
phases aren’t tied to any time frame , however, and the story will move
fluidly between them. When playing The Silt Verses RPG, remember
that the primary mode of play is the conversation between the players
and the K eeper. The K eeper frames up scenes (or players request them)
and the players describe what their Custodians do in response , with moves
being triggered and resolved in the process.
BEGINNING of SESSION
At the start of Session Two, and every play session after that, do the following:
I. The Keeper does a recap of all active Assignments.
II. The players mark new elective End of Session questions (or
leave either or both the same).
III. Resolve any moves that are resolved at the Beginning of Session.
IV. The Keeper introduces a new Assignment (if there are less than
three active Assignments).
INVESTIGATION PHASE
The Investigation phase accounts for the majority of gameplay. When an
Assignment is presented to the Custodians, they learn what Questions must be
answered, and then begin gathering Clues in order to answer those Questions.
Gathering Clues can involve any kind of information gathering: talking to people,
forensic inquiry, prayer, archival research, and so on. There may also be Dangers
and other obstacles to overcome during this process. Once enough Clues are
gathered, the Custodians can attempt to answer a Question. Answering a Question
correctly unlocks an Opportunity. Once an appropriate Opportunity is unlocked,
the players will be able to resolve the Assignment.
The Investigation phase should feel open-ended and, unless they have to deal with
something immediately dangerous, unhurried. The Custodians can continue their
investigations, trigger moves that are interesting to them, take actions that help
them answer “yes” to an End of Session question, resolve a Verse prompt, or simply
show how they act when exploring unfamiliar locations and interacting with locals.
29 play structure
Pursuing Opportunities
Pursuing an Opportunity usually means finding a way to satiate or neutralize
whatever god is the focus of the Assignment, but it can be other things as well, such
as discovering new moves and resources that can be used for future Assignments.
Depending on the result of the Answer a Question move during the Investigation
phase, the Keeper will frame up a scene, or series of scenes, that will allow the
Custodians to exploit the Opportunity. If the Answer a Question roll went well
(10+), the Custodians will have the upper hand. If the roll was merely a hit (7-9),
the Custodians will be on the back foot.
the silt verses 30
J OURNEY PHASE
The Journey phase depicts the Custodians’ travel to a new Assignment, or travel
between multiple active Assignments. It’s a chance to show what the world is like,
and to show how the Custodians interact with each other. The Journey phase is
triggered when at least one Custodian travels from one Assignment to a different
Assignment. There are several goals in the Journey phase:
To memorialize the geographical transition between Assignments.
To paint a picture of the world via Journey Scenes.
To show the Custodians being vulnerable with one another and learning
more about their past (mechanically, this leads to the clearing of Conditions
and the uncovering of Clues that can be used in the upcoming Assignment).
This is accomplished through Journey Scenes, which are unique, standalone scenes
that take place outside the locales of Assignments. Each Journey Scene has two
types of prompts: Paint the Scene (to describe the world) and Recall a Time (to
narrate a personal flashback). Some Journey Scenes are only introduced once,
while others involve recurring visits to the same location. Some special Journey
Scenes may be tied directly to Assignments, or be introduced when triggered by
other parts of the game.
Before you continue reading this section, take a look at the
Journey Scenes sheet and read through several of
the options there. Once you’ve done that,
continue here.
31 play structure
Cinematic Gameplay
The landscape of this Journey Scenes are a chance for players to paint a picture of
place is only ruin. the world as seen through the eyes of their characters. Think
Follow the road down
about how The Silt Verses audio drama introduces us to the
through the foothills, world—instead of a sweeping introduction or a massive “lore
a latticework of silent dump” at the beginning, we experience the setting one scene
fields sodden with at a time, from the point of view of just a few characters. In
snow. Watch the the same way, The Silt Verses RPG is more concerned with
wind-farms creak, describing these dramatic and memorable moments than
their blades bearing attempting to simulate every aspect of the world.
rattling teeth. This idea of cinematic gameplay extends to who has narrative
authority in the game. In a traditional roleplaying game,
See the boundary-posts
most of the narrative authority, particularly authority over
stamped with the
prayer-marks.
the setting, is held by the game master (the Keeper in our
parlance); the role of the players is to simply inhabit their
Pass through the characters and say how they respond to things. The Silt Verses
villages shining with RPG rejects this by giving players the authority to describe
neon shrines to faceless the world at key moments. You might compare it to the writer’s
watchers. room on a TV show or movie—the director or showrunner has
There are so many
a lot of say over the general arc of the story, but the writers get
names for the hungry
to shape the details. That’s what playing The Silt Verses RPG
and endless things that
is like: it’s a collaborative experience.
haunt these territories The Journey Scene is the most direct and pronounced
- and so many more expression of this gameplay style, as it requires the players
that have already been to step out of character and narrate a scene that develops the
forgotten. broader world, not just the corner their character occupies.
END OF SESSION
This is a short upkeep phase that takes place at the end of each
session. Perform the following steps in order:
I. Collect Rewards if an Assignment was resolved.
II. Answer End of Session questions.
III. Resolve any Moves that are resolved at the end of
session, or answer any Verse prompts that remain
unresolved.
B.
I .A . S. D
The Silt Verses
YOUR ROLE
You’ll present the basics of an Assignment to the Custodians, who will
then begin an investigation, gathering Clues to help them answer relevant
Questions about the god or entity that is the focus of the Assignment,
and ultimately putting a stop to what it is doing. If you have played other
tabletop roleplaying games where the characters solve supernatural
mysteries, much of The Silt Verses RPG will feel familiar.
However, there are three significant differences with most of those games
you need to be aware of:
I. The Clues are not located in specific places, and, in fact, can be
found wherever the Custodians are looking.
II. You don't know the explanation to any of the mysteries surrounding
the story until the players do the Answer a Question move.
III. The various cases aren't the real threat—there's another,
more insidious danger, a Conspiracy by a government agency or
corporation. This organization has a hidden agenda that only
becomes clear over the course of multiple sessions of play.
In addition to presenting these stories and managing the Conspiracy, you are
generally responsible for portraying the world around the Custodians. This
means you give voice to all the various characters they interact with, you
describe elements of a scene when needed, you challenge them with dangers
and obstacles, and you show how the world reacts to the actions they take.
You have a lot of responsibility as the Keeper, but you don't have to be a
creative genius or improvisational wizard to run The Silt Verses RPG. The
Assignment sheets and the Conspiracy sheet not only help you keep the game
organized, but also provide you with loads of inspirational details; there are
many instances when it is the players' responsibility to describe the game
world rather than yours; and, if all else fails, you can take a break to think
about what should happen in the story, or even ask the players for their ideas.
36
The Keeper - Basics
Finally, while everyone is responsible for making sure everyone else is having
a good time and maintaining each others' boundaries of safety and consent, it
is your responsibility before play begins to make sure the players understand
what kinds of subject matter might come up in The Silt Verses RPG.
This game deals with some very dark and unsettling themes—it's a game about
exploring those unknown places and confronting the entities that dwell there—
and you need to make sure players understand what they are getting into. If you
know your normal playgroup isn't likely to handle these subjects with care or
respect, you need to be honest with yourself about that (and possibly not offer
The Silt Verses RPG as an option on your regular game night).
If you're running The Silt Verses RPG at a convention or in some sort of public
space, like a Twitch stream, you need to exercise extra care when presenting
the game to players and/or viewers.
managing
PLAY STRUCTURE
Running the Beginning of Session & End of Session Phases
These are short, simple upkeep phases; just do the steps listed in the Play
Structure chapter and you’ll be fine. The main piece of advice we would give you
involves answering End of Session questions, which is: be generous. Sometimes
it won’t be clear if a player is able to answer “yes” to an End of Session question,
and so you might have to weigh in. Strive to be expansive and open-minded—
look for an opportunity to give the player credit for the End of Session question.
If you still can’t get to a “yes,” then say so, but tell the player what they might
have done differently in a scene in order to get that XP.
37
The Silt Verses
After you have introduced a new It’s important you keep the spotlight
Assignment (provided there moving; spending too long on one
are fewer than three when the Custodian’s scene can make the other
Beginning of Session phase players get bored or feel resentful. Cut
starts), the best way to get in the middle of an ongoing scene to ask
things rolling is to simply go another Custodian what they’re up to. Get
around the table and ask: “What that second Custodian’s scene going and
would you like to do?” You then cut to another Custodian, or return
may want to frame up a scene to the original Custodian. The important
immediately after they give you thing is to just keep moving around the
an answer, or you might want to table; never spend more than five to ten
hold back and hear out the other minutes on a scene before cutting away to
players first, especially if the first check in with another character.
player requested a scene with One last note about the Investigation
another Custodian. Once a scene phase: the passage of time can be fairly
is framed, meaning you describe abstract here. The Custodians may spend
where it takes place and what’s hours of in-world time investigating one
going on when the Custodians Location, even days on an Assignment as
arrive, ask them: “What do they explore several Locations. They may
you do?” Things should pretty decide to travel between Assignments,
much take off from there: the even splitting into groups to cover more
conversation with the players ground. As long as you clearly delineate
begins, Custodians start taking between when the players are in the
actions, moves are triggered, Investigation phase and when the
and so forth. Journey phase begins, you should be fine.
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You might find a list of steps helpful for running this phase. The steps are:
I. The Journey Phase is triggered.
II. The Keeper presents a Journey Scene,
including the Recall a Time prompt.
III. Short break.
IV. The players respond to any prompts or
procedures contained in the Journey Scene.
V. Custodians who are in the Journey Phase can
participate in the Journey Move, if they wish.
Finally, you should strongly discourage players from taking investigation
actions in the Journey phase. Keep the Journey phase focused on worldbuilding
and the relationships between the Custodians, and remind players they can
stumble on Clues while doing the Journey Move, and so they don’t have to take
direct, investigatory actions.
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anatomy of an
ASSIGNMENT
You’ll always have at least one Assignment to track at all times.
Assignments are managed using Assignment sheets that contain all
the important elements you need to run them. We recommend you spend
fifteen minutes or so reading an Assignment before you actually run
it, and if you can spend a little more time, all the better: the
Assignment sheet is a “toy box” of elements for you to run a session,
but it’s also a way of learning the setting—the setting of The Silt
Verses, and the specific setting of the Assignment in question.
What follows is a quick breakdown of each part of an Assignment sheet.
Some Assignments may deviate slightly from this structure or have
elements that are unique to that Assignment; we’re going to ignore that
stuff and just focus on the elements that are common to all Assignments.
Title: The title of the Assignment is never withheld from the players— tell
them what it’s called.
Introduction: This section features italicized text introducing the basics
of the Assignment. When you have to present a new Assignment during
the Investigation phase, you do so by simply reading this text aloud to the
Custodians. This section also frequently has one or more questions you pose to
the Custodians; the purpose of these questions is usually to give the Custodians
a story hook into the Assignment.
Questions & Opportunities: Questions represent mysteries the Custodians
are trying to solve. What does the entity in question want? Where can we find it?
How can we get it to come to us? Custodians solve these mysteries by gathering
Clues and triggering the Answer a Question move.
If the Answer a Question move is successful, the associated Opportunity is unlocked.
Opportunities usually involve resolving the Assignment (often by neutralizing
or somehow appeasing the problematic entity). In fact, the only way to resolve
Assignments is to successfully Answer a Question and then pursue its Opportunity.
If the Custodians encounter the entity that is the focus of the Assignment before
unlocking the Opportunity, they can battle it or even attempt to destroy it, but they
will never be rid of it completely—the subject of the Assignment slips away at the last
moment, comes back to life at a later time, or simply... reemerges.
Additionally, the inherent danger of pursuing an Opportunity is inversely
proportional to the Complexity of its Question. So, a Question with Complexity
4 is fairly easy to answer, but pursuing that Opportunity should be much more
dangerous than the one whose Question has Complexity 8.
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The Silt Verses
The Verses: Most Assignments have their own Verse, usually connected
to a prominent theme. A player can choose to mark this box when writing a
Verse instead of marking a box on their playbook so long as they are actively
investigating or pursuing that Assignment. This Verse prompt usually
requires all players to participate, not just the player who marked it.
The Entity: This section contains a description of the god or other entity
that is central to the Assignment. It will usually have information about what
it looks like, how it behaves, and what sorts of manifestations it shows. It
may contain a quote or witness account. Importantly, it contains information
about what will happen if the Custodians fail to complete the Assignment in
time. At the beginning of every session, review this part of the Assignment
sheet; if the Custodians have gone a few Journey/Investigation cycles without
pursuing the Assignment, think about how the subject of the Assignment
might make their lives more difficult.
Moments: These are colorful bits that you can sprinkle in wherever
needed. They reinforce the Assignment’s themes and, frankly, make you look
like a rock star Keeper whenever you drop them into a scene.
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The Silt Verses
Let’s work through another sample Clue, “Decorative flower pots, small
offerings of animal bones visible among the stalks.” Here are some ways this
Clue might be used:
As you can see, there are no real limits on how you can use a Clue. So long as
the Clue doesn’t automatically answer a Question, you can twist it, remix it,
and add to it as much as you want.
Rewards: Each Assignment sheet has a list of Rewards the Custodians can
claim if they resolve the Assignment. Each Custodian picks a single Reward,
marking it off when they do so; no Reward can be taken by two different
Custodians, though some of them are repeats, and some can be used by all
Custodians, such as Side Character Rewards.
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The Silt Verses
This section explains the general principles you should bear in mind when
running The Silt Verses RPG. You will occasionally find yourself in a situation that
isn't explicitly covered by the rules or where you need to make up something on
the fly. So long as you are following the Keeper principles, your improvisations
will come across as authentic and fair.
Be a fan of the Custodians: This doesn't mean “let them win.” It means
“give them challenges that make you root for them.” Flawed as they are, and bleak
as their circumstances are, the game aims to tell their story.
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Where any god’s power develops beyond the acceptable, due to certain
forbidden words spoken in its secret language, or egged on by the sheer
fanaticism of its followers, it may reshape entire towns or territories entirely
in its own image, dragging aspects of our reality into its haunt.
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KEEPER REACTIONS
You will frequently be asked to define and narrate complications resulting
from a die roll, or otherwise “react” to a situation. Generally-speaking, a good
reaction is one that complicates a Custodian’s life in an interesting way and
follows logically from the established fiction.
If you can't think of a natural reaction based on what's happening in the fiction,
choose a reaction from the list below, modifying as needed.
Separate the Custodians.
Kill a Side Character.
Inflict a Condition.
Put a Custodian in danger.
Describe a Custodian being killed.
Remove an item from their Personal Altar.
Have a rival group or an official show up.
Reveal that a god is involved.
Kill a Side Character: Nothing will get the Custodians’ (and players')
attention like having a Side Character turn up dead, especially if it's in a
gruesome manner. This reaction is particularly effective if the Custodians are
starting to get close to resolving an Assignment, and the death of the Side
Character in question would complicate things. Note that this is a very strong
Keeper reaction, and really only appropriate as the result of a missed roll.
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trust no one
Every faith has its lures. Sweet-faced young acolytes who are
sent out into the world, to hand out the flowers, whisper kind
enticements, and lead the faithless into the sacrificial grounds.
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THE
KEEPER
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The Keeper - Advanced
teaching
THE SETTING
You might be wondering how much you or your players need to know
about The Silt Verses before you start playing this game. It’s something
we, as the game creators, spent a fair amount of time thinking about.
Ultimately, through discussion and playtesting, we figured out it’s
simply not that important. We have run the game for groups where
the players were familiar with The Silt Verses audio drama beforehand,
groups where the players had literally never heard of The Silt Verses
before we started playing, and groups where some folks in the group
understood the setting better than others. In all cases, familiarity with
The Silt Verses (or lack thereof) had little appreciable impact on the
play experience.
All of which is to say: don’t sweat it too much. The Session One
procedure gives you enough to get things started, the character sheet
and faith sheets do a good job of “teaching” the setting to players
as they read through them, and your Assignment and Conspiracy
sheets will help you with the various setting elements you’ll need to
run the game. Also keep in mind that the audio drama itself leaves
lots of negative space in the setting, and filling that negative space is
what we’re here to do when we play this game—you’re going to make
your own version of this world, so don’t worry if you get a few details
“wrong” as you play.
To the extent you want to explain the setting to your players in a
little more detail, let the Introduction chapter of this book be your
guide. If you or your players want to do a “crash course” on the audio
drama before you start playing, we recommend listening to Chapter
Three and Chapter Seven—the former because it mirrors the sorts of
investigations the Custodians do in this game, and the latter because it
highlights the capitalist horror and satirical elements of the setting.
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answer a question
The text of the move says, “When the Custodians have an open,
freewheeling discussion...” but, in practice, this discussion is being had
by the players, not the Custodians, and you have a role to play, too. You
should feel free to offer your own thoughts, challenge the assumptions
being made, and interrogate theories that fail to account for certain
Clues. If a player is being demure during this process, cut in and ask them
for their opinion on things. If a player is dominating the conversation,
go around and confirm with the other players that they agree with what
the dominant player is suggesting. Importantly, you need to guide the
conversation to a consensus so a die roll can take place.
Another important job you have during Answer a Question is to invite
the players to add critical context to the discussion of Clues. The Clues
they have gathered will frequently seem disjointed or incongruent with
one another—that’s by design, so they can be used flexibly. Encourage
the players to add the context necessary to make the Clues fit their
theory. For example, if the Custodians found a severed finger, and
their answer depends on the whereabouts of a Side Character called
Elena, they need to account for how the finger might be connected to
Elena if they want that Clue to count against the Complexity in the die
roll. Perhaps Elena is missing a finger, but very likely no one thought
to look at Elena’s hands. During Answer a Question, it’s ok for a detail
like this to be added to the fiction. And so, a player might suggest
that Elena was always seen wearing gloves, and that might be how
she hides her wound. You should encourage this kind of “ret-conning”
of the established fiction so the players can arrive at an answer that
incorporates as many Clues as desired.
Now let’s talk about what happens after you know the result of the
Answer a Question roll. If the result is a hit, let the players know their
Custodians can now pursue the associated Opportunity (unless it’s a
threshold Question that simply unlocks other Questions, in which case
just reveal those new Questions). Find out what each player is interested
in doing—some might want to pursue the Opportunity right away, while
others might want to work on something else. In any case, it’s probably
a good time to take a short break so you can think about what the next
round of scenes will look like, and how dangerous any potential pursuit of
Opportunities might be.
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CONDITIONS
Just as players will forget about their Altars in the beginning, you will forget
about Conditions. Conditions are an important part of the gameplay loop, and
you should be doling them out liberally. You can combine Conditions with other
Keeper reactions after a die roll, or you can simply give a Custodian a Condition
because it makes sense, whether there was a die roll or not. Importantly, the
players won’t mind. They will want to engage with the Journey Move, but if you
haven’t given them enough Conditions, they won’t have much justification for
it, and so do your part and hit them with lots of Conditions—one or two per
Custodian per session is about right.
Conditions can be big or small; they can reflect major events in the story or
minor, fleeting moments. If you feel a Condition is warranted in a scene but
aren’t sure what to call it, ask the table for their input.
The following are sample Conditions divided by type.
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worship is dangerous
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The Silt Verses
As a Keeper reaction
Keeper reactions are your best opportunity for giving out Conditions,
especially when the dice come up 7-9. A common complaint about Powered
by the Apocalypse games is that it’s difficult to think of complications on a
7-9, but in The Silt Verses RPG, it can be as easy as giving the Custodian a
Condition. For example, a Custodian has been doing research in the library
all day; when their Information Move comes up 7-9, you can give them a
Clue and a simple Condition like Frustrated or Exhausted to represent how
long it took them to find it. If a Custodian is chasing down a Side Character
trying to flee the scene and they get a 7-9 on the Veiled Move, you can
explain the way they’ll be vulnerable is the Condition: Drained.
Conditions can also function as a reaction on a missed roll, especially where
a somewhat softer outcome is needed. For example, in the fairly low stakes
environment of a fancy corporate soiree, you might give a Custodian who
gets a miss on their Information Move the Condition: Gossip Item.
Please note that Keeper reactions aren’t necessarily connected to die rolls.
A Keeper reaction can happen anytime the players look to the Keeper
to find out what happens next in the story. Thus, you don’t need a hard
mechanical justification for giving a Custodian a Condition—you can do so
just because it feels right in the moment (the reverse is also true: you can
say a Condition is cleared simply because it makes sense in the story, no
Journey Move needed).
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fictional positioning
Fictional positioning is a concept you should learn not just for The
Silt Verses RPG, but for all your roleplaying game endeavors. Many
of us grew up playing games that emphasized the power of numbers
and procedures: +1 to hit, ThAC0, natural 20, 5d6+1, initiative order,
“exploding” sixes, rounds, turns, and so forth. Fictional positioning is
the idea that the words we speak at the table and the words we write
down on our sheets have just as much power as the hard mechanical and
procedural aspects of the game.
Consider this: a Custodian is infiltrating a factory; she’s wearing an
identification badge like the ones being worn by the factory workers.
Because she is wearing the badge, she doesn’t have to make a die
roll everytime she enters a new space at the factory, because the
badge signals she belongs there. The badge is an example of fictional
positioning. There are no numbers attached to it, nor are there any
procedures that have to be performed at the table when the badge is put
on: it has power simply because of what it does in the fiction. Or consider
this: a Custodian has suffered a broken leg and is trying to escape from
a monstrous saint trying to kill her. There is no die roll that will allow her
to run away (though she can certainly try something different) because a
broken leg makes such an action impossible. The broken leg is negative
fictional positioning.
Fictional positioning is very important for the Altar and Conditions. After
an item from an Altar is used to take advantage on a die roll, it is marked,
meaning it can no longer be used to get a mechanical bonus, but it is not
erased from the character sheet because it can still be used for fictional
positioning. A Condition may or may not incur a disadvantage, but it
is always there so long as it is written on the character sheet, and that
means it has to be addressed before an action is taken to see if that action
is even possible (such as in our broken leg example, above).
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assignments
The Silt Verses RPG is not an episodic game, and Assignments are not meant to be
“monster of the week” mysteries. You will often have three active Assignments at
any given time. Custodians can certainly choose to focus on a single Assignment,
but there are always other dangers out there, and a bigger conspiracy looms in the
background.
Related to that, Assignments are not static. Part of your job is to think about what
the characters and monsters in the Assignments are doing when the Custodians
are not focused on them. Take some time between sessions to consider the active
Assignments and the Conspiracy, what they’re up to, and how things might start
to connect. Each Assignment sheet has a section called “If the Custodians fail to
complete the Assignment in time...” which is a great place to start when thinking about
this stuff. Remember: the god that is the focus of an Assignment is dangerous, and
until the Custodians have answered a Question that unlocks an Opportunity to resolve
the Assignment, it cannot be defeated.
Let’s talk about resolving Assignments. There are two things you need to keep in
mind: 1) the gods that are the focus of an Assignment cannot be captured, killed, or
otherwise defeated unless an Opportunity to do so has been unlocked; and 2) once
the Opportunity is unlocked, resolving the Assignment is not automatic. Make sure
players understand both of these points.
To the first point, it does not matter if the Custodians have the god in question
cornered or otherwise are in a strong—even logical—position to neutralize it if
an Opportunity to do so has not been unlocked by answering a Question; the
creature will always escape. It might seem weird or unrealistic for that to be the
case, but The Silt Verses RPG is a game, and games have rules. Furthermore,
the Assignment can only be resolved in the manner indicated by the unlocked
Opportunity (though you should certainly be flexible when interpreting those
Opportunities).
Secondly, resolving the Assignment is not automatic. Once an appropriate Question
is answered, the Custodians have earned the Opportunity to neutralize the god or
creature that is the focus of the Assignment. They will have to take necessary follow-
up actions to resolve the Assignment, and those actions might stretch out over the
course of several scenes or even a whole session, depending on the circumstances.
They might have to engage the god in combat, attempt to trap it in their lair,
perform a ritual to subdue it, defeat its minions in order to reach it, etc. This is an
important aspect of the game because some faith sheets have a greater emphasis
on action rather than investigation, and the actual process of defeating the god is
when those Custodians get to shine.
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approved by
65
THE CAMPAIGN
A tabletop roleplaying game campaign is a series of interconnected
play sessions that constitutes an overall story for your game,
one that usually culminates in a final, dramatic confrontation or
challenge. In most roleplaying games, a campaign can theoretically
last forever: the characters can keep advancing, and new villains and
problems arise to replace the ones that have been resolved. The Silt
Verses RPG is somewhat different in that it has distinct campaign
arcs, each of which can constitute the entirety of your story, or can
be strung together for a longer overall campaign. This initial release
of The Silt Verses RPG comes with one campaign arc, The Institute, but
others will be released in the future.
You have two tools available to you for running a campaign arc
in The Silt Verses RPG: the Conspiracy sheet and its associated
Confrontation sheet. The Conspiracy sheet is used to manage the
overall campaign arc, whereas the Confrontation sheet contains
information for a special type of Assignment used when the
Custodians are ready to confront the conspirators working against
them.
As you read through this chapter, you might come to believe that the
campaign elements are more than you can handle, or that you’re going
to get something wrong. We’re going to show you how to use and manage
the various campaign elements, but at the outset: you’ve totally got
this. Working with the campaign materials is fun, and there are no
wrong answers. Just keep the following ideas in mind:
Pay attention. Manage the Think often and revise often. You The players want
conversation, adjudicate have time between play sessions. you to succeed.
moves, run your Assignments, Think about what it all means. This is the most
do reactions—all the things What do the villains central to important thing.
from the previous chapters— the Conspiracy want? How might the The players are
but also: pay attention. Assignments be connected to their there to have
What sorts of things are goals? How does each Custodian’s a good time,
resonating with the players? past fit into the picture, and anything
Are there Side Characters particularly their strained you do, so long
or Dangers the players seem relationship to their faith? Take as it’s honest
to enjoy? Did you have a notes if you think it would be and in keeping
big “whoa!’’ moment during helpful, but more than anything with your Keeper
a session? Pay attention to just ponder. Come up with theories principles from
what’s working and consider about what you think is going on, the previous
how you might weave those but leave room for revision based chapter, is going
details into the broader on things that get revealed from to be great in
campaign. session to session. their eyes.
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INTRODUCTION
The Institute starts with a basic introduction: who are they and
how do they fit into the broader setting. This section also includes
some quotes you can use for any of the Agents or important Side
Characters. Most importantly, this section contains a note about why
the Institute wants to exploit the work of the Custodians.
FOUR LAYERS
The Conspiracy is divided into four layers, with each successive
layer representing the Custodians getting closer to confronting
the Institute. Each layer of the Conspiracy is unlocked after
the Custodians uncover a certain number of Conspiracy Clues (see
Conspiracy Clues, following). Please note that the number of
Conspiracy Clues needed to unlock each layer is a running total,
and that opening a new layer doesn’t mean the previous layer is
closed—you can bounce between any unlocked layers freely when
thinking about how to react in a scene.
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71
In all cases, you’re going to have to use some creativity, and you’re
going to have to consider how your story has developed up to this
point. What is the Institute up to? How might any given Assignment fit
into their plans? Which Side Characters or Dangers might be actively
targeted or recruited by the Institute? Which gods, saints, and angels
might be of particular interest?
Layer Three, keeping with the theme of enhanced danger posed to the
Custodians, also unlocks a new Journey Scene: Escaped Test Subject.
Additionally, you are invited to note more Side Characters you’d like
to see return during the Confrontation.
AGENTS
This section of the sheet contains characters you can use as
antagonists in the campaign arc. They are structurally identical
to Side Characters or personified Dangers—a few descriptive
details, their role in the story, and a quote—but they are
not Side Characters or Dangers, meaning they are not subject
to rules or moves that affect Side Characters or Dangers.
Generally-speaking, Side Characters, Dangers, and Agents are all
mechanically distinct from one another, and game elements that
affect one don’t necessarily affect the others.
This part of the sheet also has a place to put notes about the
asset from Layer Three.
CONSPIRACY CLUES
Conspiracy Clues are revealed as the result of a 12+ on the
Information Move, or as a Keeper reaction because you think it
would be dramatically interesting to reveal one (we like to reveal
at least one Conspiracy Clue per session). Conspiracy Clues serve
two purposes: to show that the Conspiracy in question is operating
in the background, and to act as a timer, since the various layers
of the Conspiracy unlock after a certain number of Conspiracy Clues
is uncovered. Conspiracy Clues are not used to answer Questions.
One thing to note about The Institute: the first Conspiracy Clue
is always the same, and is noted near the top of the sheet, after
the introduction.
THE
CONFRONTATION SHEET
The Confrontation sheet is your tool for
running
the final confrontation that unlocks in
Layer Four
of the Conspiracy. Apart from the fact
it contains
space to incorporate the theory you’ve
been
developing throughout the campaign, it
functions
similarly to an Assignment sheet, and all
previous
guidance for running an Assignment appl
ies to the
Confrontation.
SESSION
ONE
the silt verses 74
SESSION ONE
P rocedure
The following is a step-by-step guide to running your first session of The Silt Verses
RPG. The times listed with some of the steps are estimates—don’t fret if you’re taking
longer to complete each step. Text in italics is meant to be read aloud to the players.
THE TRAWLER MAN is the iconic river god of The Silt Verses audio drama,
notorious for his terrifying transformations of tide and flesh. Throughout the game you’ ll
pursue your goals by making sacrifices to the river and discovering new wonders it gifts you
in return. Play as a follower of the Trawler Man if you want to act boldly and recklessly,
explore what it means to follow an outlawed faith, and explore themes of strange shifting
tides and body horror.
THE SAINT ELECTRIC is the most widely known commercial god, powering most
modern technologies in one form or another. Throughout the game you will channel the
Saint’s divine currents to apply raw power to situations, manipulate mechanical objects,
and use the front of a recognized lawful deity to avoid unwanted attention if need be. Play
as a follower of the Saint Electric if you like coming up with your own unique solutions to
challenges, exploring the technological side of the setting, and examining the horrors society
accepts “ for the greater good.”
the silt verses 78
THE CAIRN MAIDEN is a god of death, but perhaps not in the way you would
think. She waits patiently in ruined places for her followers to come to her and meet at
last in their final resting place. Throughout the game you will alter fate in dramatic
ways, staving off death and walking the path between worlds. Play as a follower
of the Cairn Maiden if you want to lean deeply into themes of death, fate, and
transformation, and enjoy influencing the world in powerful and mysterious ways from
the shadows.
THE POX MARTY R is a god of self-sacrifice whose monks heal others by literally
taking their suffering upon themselves, viewing each affliction as a blessing to learn
from. Throughout the game you will take on the illnesses of other characters to give
yourself advantages, and draw on the connections you have with Side Characters
everywhere you go. Play as a follower of the Pox Martyr if you want to explore themes
of body horror, self-sacrifice, and community, and if you like to support other characters
with your abilities.
Give everyone a chance to decide which faith sheet they want to play with. Once everyone
has made their decision, they can begin filling out their character sheets.
The steps are:
I. Pick a Name
II. Pick elements for the character’s Style
III. Pick a Personal Ritual
IV. Add 1 to one of the starting Ability scores
V. Mark two End of Session Questions
the silt verses 80
This is when you will narrate the end of session scene from the Conspiracy sheet if
you unlocked Layer One of the conspiracy.
appendix i
ON THE NATURE OF GODS
The Silt Verses setting is built on some basic concepts of what gods are and
how they interact with the world. You may find it easier to introduce players to
the setting and present a consistent version of the world if you keep some basic
principles in mind. The following is quoted from A Book of Gods and Territories,
a lorebook supplement by the creators of The Silt Verses audio drama .
appendix ii
MEDIA TOUCHSTONES
The main inspiration for the setting of The Silt Verses RPG is, of course,
the audio drama itself. If you want to dig even deeper, we recommend
the episode transcripts, interviews and additional material by the show’s
creators at www.thesiltverses.com.
Jon Ware, the main writer of The Silt Verses, has also mentioned that some
important inspirations for the show include: Til We Have Faces by C.S. Lewis,
True Detective Season 1, Gyo by Junji Ito, Riddley Walker by Russell Hoban,
Ovid’s Metamorphoses and classical transformation myths in general.
More broadly, The Silt Verses RPG takes inspiration from folk horror, weird
fiction, and dystopian or post-apocalyptic media. You will likely find your own
inspiration for the more satirical elements of the setting by simply reading
the news. Some other pieces of media that have inspired the atmosphere,
setting elements or mechanics of The Silt Verses RPG include:
appendix iii
THE SILT VERSES AUDIO
DRAMA REFERENCE
The Silt Verses RPG is based on the entirety of the audio drama, and every
chapter is full of details that will show you more about the setting. If you’re
new to The Silt Verses and want a quick “crash course” before you play, we
recommend the following two episodes in particular:
Chapter 3: Then I’ll Speak of Champions. This episode mirrors
the type of investigations the Custodians will carry out, and the
commentary on the nature of gods is key to the setting.
Chapter 7: It Carries Few, It Drowns Many. This episode
highlights the capitalist horror and satirical elements of the show,
and offers a glimpse of a modern world fueled by human sacrifice.
Faith Sheets
The following episodes of The Silt Verses feature specific gods
associated with the faith sheets:
The Trawler Man: featured throughout the show, but
especially Chapters 1-2, 5-6, 8.
The Saint Electric: mentioned in Chapters 1-2, 12 and 13.
The Cairn Maiden: Chapter 17.
The Waxen Scrivener: Chapter 2.
The Pox Martyr: Chapter 11 and Chapter 19.
The Watcher in the Wings: Chapter 20.
Conspiracies
The Institute: partially inspired by the research facility in Chapter 19.