ICOTALEOfficial
Prehistory & legends · d6 rulebook
The First Fire
- 1–3 players
- Difficulty 2 of 3
- Not recommended under 10
- Available in: Français, English, Español, Deutsch, Italiano
The clan's Singing Fire has gone out, and winter is coming with a wolf's stride. Somewhere beyond the three territories, the Thunderbird keeps the lightning. Go and fetch it.
The rulebook at a glance
- d6 dice pool
- 4 attributes
- The clan's ember
Choose an adventure
- Campaign
The Promised Lightning
3 sessions · myth, journey, trials
Cost: 3 Dice for the whole table
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By the Icotale team
The world
- PlaceThe Reindeer CampHide tents in the hollow of a valley, and at the center, the hearth of the Singing Fire — cold for the first time in clan memory.
- PlaceThe Longhorn PlainThe territory of the Wolf Horde: herds of mammoths, tall grass, and hunters who don't like people crossing.
- PlaceThe Ancestors' MarshA warm mist over black water. Here you can speak to the dead, as long as you don't raise your voice.
- PlaceThe Rumbling MountainThe roof of the world: glaciers, echoes, and at the summit, the nest of the Thunderbird, which no one has seen up close.
- FactionThe Wolf HordeThe rival clan: tough, proud, and hungry too. Their own fire is fading, but they would rather die than say so.
- CharacterOld-SnowThe eldest of the Reindeer clan, keeper of the Singing Fire for forty winters. Since it went out, she stares at the mountain and says nothing.
- CharacterWhite-Fang-of-MorningThe chief of the Wolf Horde: a scar from the back of his neck to his chin, and a word he has never taken back.
The rulebook
Resolving actions
- Roll as many d6 as the attribute: every 5 or 6 is a success.
- One success is enough for an ordinary trial, two for a legendary trial.
- With no success at all, the trial costs something — time, strength or an offering — but the story goes on.
Initiative : 1d6 + Trail
Attributes
- Rock ROCK
- The strength of the body: carrying, wrestling, walking against the wind.
- Trail TRL
- Reading tracks, hunting, finding shelter before nightfall.
- Word WRD
- Telling tales, bargaining, calming people and beasts.
- Dream DRM
- Listening to the spirits, understanding signs, dreaming true.
Special rules
- The clan's ember
- The group carries the last ember of the Singing Fire in a horn. It weakens with every failed trial and revives when it is told a true deed from that day. If it goes out completely, the spirits stop answering Dream rolls until the next deed.
- Offerings
- The spirits of the territories accept neither gold nor promises: they take a memory, a song or an object that matters. Each offering given in play adds one die to the next roll — and one story fewer to tell back home.
- Legendary names
- After each great trial, the clan will give a new name to what happened there: the player chooses it (the Cliff-where-Nael-sang…). Speaking one of these names before a roll lets you reroll the dice once per session.
Character creation
Each attribute starts at 1: spread 10 extra points, up to 5 per attribute · no reroll
Origins
- Reindeer Clan
- Tireless walkers of the cold plains; +1 to Trail.
- River Clan
- Fishers, storytellers, ford guides; +1 to Word.
- Cave Clan
- Cave-wall painters, close to the spirits; +1 to Dream.
Vocations
- Huntress
- Three spears, one eye, zero noise.
- Flint-knapper
- Their blades cut the wind; their hands can do anything.
- Memory-keeper
- Keeps the clan's stories and invents new ones.
- Dream-walker
- Sleeps with one eye open, dreams for two, always comes back with a sign.
Derived values
- Hit points
- 3 + Rock
- Defense
- Trail
- Initiative
- 1d6 + Trail
Starting equipment
- A flint-tipped spear
- The clan's ember horn
- A handful of red ochre
Veils
Topics kept off screen: the Narrator never shows or describes them.
- death of animals
- famine