From publisher blurb:
The world you walk on, though it resembles what once was, has become a place of ruins and wrath. Here, beneath the blood-orange sky and bleak crags of the land called Ashara’s Womb, despair clings like smoke. Long ago, the Trinity Pact—the unified coalition of galactic powers—stretched its hand across this planet, cultivating settlements and imposing order. But now, Ashara’s Womb is forgotten, discarded, like a broken artifact left to moulder in silence. And in their absence, a darkness has risen. Samad al-Azaur, the sorcerer-king, holds dominion here, his necromantic arts animating an army of the long-dead who roam this forsaken dust, hungry for life. His presence seethes, filling the air with malice, and his creatures stalk the land without rest. There is no sanctuary. Not anymore. To survive here is to understand that everything you see can betray you. The land itself seems to bleed; strange fires lick across crumbling hillsides at dusk, and the night air is pierced by howls that seem both familiar and terribly wrong. Abandoned technology rusts where it fell, remnants of the Pact’s grand experiment. And now, scavenger clans scour the land for supplies, navigating twisted paths and rusted caverns, their lives balancing between hope and horror. Yet, with al-Azaur’s minions prowling, even these lost remnants pose their own risks, as the sorcerer’s undead horde seems to protect what he claims as his. The Pact may have left this world behind, but Samad al-Azaur has claimed it in their absence, binding it to his dark will. In this place of shadows, five souls linger on the edge of survival. Leila Nazarah, a fierce engineer and reluctant leader, is fuelled by anger at the Pact and a terrible resolve to harness what power she can. Dagan Araziel, a war-weary soldier, fights to reclaim his honor, every day chipping away at the chains of his past. Mira Xerah, the pale mystic, finds herself drawn to the necromantic powers she both fears and craves, her own soul at stake as she communes with the dead. Jethar Saimun, the gladiator and wanderer, seeks only his freedom, refusing to be bound by any force, living or dead. And Alyah Tanith, a dark-eyed alchemist, scavenges for poisons and cures, her aim not vengeance but the promise of discovery, though it may lead her to al-Azaur himself. Each of them, in their own way, is a testament to defiance. Yet they know the cost of survival here is steep, the price of defiance steepest of all. But you, lone traveller, must find your path among them, through this land of silent bones and rusted steel. The sorcerer-king’s power grows, and with each day his forces spread further. The undead do not falter, and each step deeper into his land threatens your own life.
In this Solo Adventure you assume the role of a Character in a Dark Science Fantasy setting. You will require The Haven Fallen Core Rulebook (CRB), and any associated Expansions you wish to use to assist you, along with a pen and paper or word-processing document, to play.
The story is set up with an Introduction, a handful of location details and a few pertinent Story Points. The rest is down to you and your imagination.
The Actions you take should depend on who and what you see, and how you wish to interact. Keep a record of your story and adapt it as per the result of each Action. As you progress you will see that you are behaving as your own Storyteller, creating the interactive world in which you are playing.
Use the Character Creation section of the CRB to create your Character and use the Storyteller section of the CRB to assist with generating NPCs.
Once you have familiarised yourself with the following few pages, you are ready to begin.
THE BONUS DIE
When allowed to roll a Bonus Die, roll two of the same required Dice and choose the most beneficial result.