Kaernest: A Nobledark Fantasy TTRPG Where Actions Leave Marks¶
The Elevator Pitch¶
Kaernest is a consequence-driven fantasy TTRPG set in a world that hasn't seen summer in 400 years. Gods walk among mortals, dragons pull strings from the shadows, and your choices ripple forward in ways you can't always control. It's a classless, levelless system built for character-focused play where violence is dangerous, intrigue matters as much as combat, and heroes succeed by understanding the world—not standing above it.
Think: Pathfinder's tactical depth meets Blades in the Dark's consequence mechanics, set in a world that feels like The Expanse but fantasy.
Size: Comparable to a single Pathfinder core book—everything in one place instead of spread across multiple volumes.
What Makes It Different?¶
1. Seven Distinct Peoples, Not Cosmetic Races¶
Each of the seven playable species has fully developed cultures, politics, religions, economics, and magic systems:
- Dazhdvog: Stone-dwelling patient builders who remember everything
- Fluvarri: Amphibious spirit-speakers who flow like water
- Humans: Newcomers without gods, learning to survive through adaptation
- Kampanni: Insectoid sky-sailors riding storm winds and lightning
- Qnassi: Passionate nomadic lizardfolk bound by contract and reputation
- Sektarri: Feline empire-builders whose gods literally walk among them
- Verdanni: Humanoid plants fighting to preserve what remains
Your species isn't just stats. It shapes how you see the world, who trusts you, and what magic you can learn.
2. Success vs. Impact: The Core Philosophy¶
Most games ask: "Did you succeed?"
Kaernest asks two questions:
- Success: Did you get what you wanted right now?
- Impact: What did this change about the world?
You can win a fight and lose ground. You can fail a roll but shift the situation in your favor. Partial successes are common, and consequences matter more than clean victories.
3. Combat That Respects Your Time (and Your Character's Life)¶
- 2d12 + Skill + Attribute (keeps the familiar d20 feel with smoother probability)
- Bonus/Penalty dice instead of stacking modifiers (advantage/disadvantage, but cleaner)
- Impact-based wounds (damage severity matters more than hit points)
- No initiative rolls (highest Strategy skill sets turn order—keeps it moving)
- Dangerous and decisive (fights end when they should, not after 30 rounds)
Combat is tactical without being a slog. Most actions are available to everyone; Gifts make them safer or more effective.
4. Intrigue as a Full System¶
Reputation, Renown, and Relationships aren't flavor text—they're mechanical systems with teeth.
- Betray a faction? Your Reputation shifts, doors close, prices rise.
- Build Renown? People recognize you, for better or worse.
- Strengthen Relationships? You gain allies, obligations, and leverage.
Social conflict has rules that matter, flashbacks let you prepare retroactively (Blades-style), and Effort lets you push yourself when it counts.
5. Magic That Reflects Culture¶
Each species has unique magic tied to their worldview:
- Dazhdvog: Vitalis runes (protection, endurance)
- Fluvarri: Glamour (illusion, spirit-binding)
- Humans: Logomancy (binding oaths that echo through time)
- Kampanni: Evocation (storm magic—wind, lightning, weather)
- Qnassi: Blood Magic (transformation fueled by passion, not sacrifice)
- Sektarri: Sacred Technology (god-gifted engineering)
- Verdanni: Alchemy (botanical preparations)
Humans can learn other species' magic, but it's harder. Everyone else is locked into their tradition.
The Setting in Three Beats¶
The Problem: Four centuries ago, the Numen of Summer was imprisoned by dragons. Spring stretches long into what should be summer months, fall arrives early, and winter creeps into spring. The warm season never comes—just an endless cycle of cold preparing for colder.
The Powers: The Sektarri Empire—led by a 20-foot-tall living goddess—holds back the dragons through sheer institutional will. Other Peoples survive in the cracks: Dazhdvog in their mountain halls, Fluvarri along waterways, Kampanni riding the storm winds, Verdanni clinging to the last forests.
The Tension: The Empire is the lesser evil, but it's still authoritarian. Dragons are patient tyrants who corrupt from within. Heroes matter, but they don't exist outside the world's systems. What you do leaves marks.
What's Ready Now?¶
Kaernest is in active development and playtesting. Here's what exists:
Fully playable:
- Core system (dice, skills, attributes, gifts)
- Combat (tactical, dangerous, decisive)
- Character creation (7 species, backgrounds, customization)
- Magic systems (7 species-specific traditions)
- Intrigue mechanics (reputation, relationships, flashbacks)
Extensively detailed:
- Setting lore (cultures, religions, politics, economics for all 7 species)
- Locations (cities, regions, factions)
- Threats (monsters, NPCs, dragon cults)
Currently available:
- Rules wiki: kaernest.com
- Character builder (in development): velloriam.kaernest.com
(Note: The website currently combines rules and setting in one place. If this moves to physical publication, it would likely split into two books: one for system, one for setting.)
What I'm Looking For¶
I'm not ready for a full public launch yet—this is still being refined through playtesting. But if you're someone who:
- Enjoys digging into new systems and giving feedback
- Appreciates deeply developed settings where culture matters
- Likes consequence-heavy gameplay where choices stick
- Wants to influence a system while it's still being shaped
...then I'd love to hear your thoughts.
About That Size Thing¶
The facts:
- Kaernest is roughly the size of a single Pathfinder core book (~400-450 pages worth of content)
- Pathfinder Player Core 1 + 2 combined? Nearly 800 pages
- D&D 5e needs PHB + multiple supplements to match Kaernest's depth
The difference: Kaernest feels bigger because it's all in one place—one website, one unified reference. Traditional games split content across 5+ books, which feels more manageable even when it's actually more total content.
What you actually need to start:
- Core rules? ~15-20 pages
- Pick a species? ~10-15 pages for that species
- Character creation? Another ~15 pages
- Combat basics? ~5 pages
Everything else? Worldbuilding for GMs who want depth, advanced systems for groups who need them, and lore for players who love immersion. You can run a full campaign knowing a fraction of what's on the site.
The character builder will make this even more accessible—pick options, get a sheet, start playing. No hunting through pages required.
Why Now?¶
After 25 years of development, Kaernest has reached a point where the bones are solid and the vision is clear. I'm at the stage where outside perspectives—especially from people who know TTRPGs inside and out—would be incredibly valuable.
If this sounds interesting, I'd be happy to:
- Send a condensed "start here" guide
- Walk you through character creation
- Run a one-shot to show how it plays
- Just chat about design philosophy
Contact¶
- Website: kaernest.com
- Email: [your email here]
- Discord: [if you have one]
Thanks for reading this far. If nothing else, I hope the setting intrigues you—it's been a labor of love for a very long time, and I think it's finally ready to be shared.
Kaernest: Where actions leave marks, and marks endure.