Catalogue
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
Read the rules

Choose an adventure

  • Campaign

    The Promised Lightning

    3 sessions · myth, journey, trials

    Cost: 3 Dice for the whole table

    Create a table

0 tables finished it

No reviews yet

By the Icotale team

Report content

What the problem is, in a few words.

The world

The rulebook

Resolving actions

  1. Roll as many d6 as the attribute: every 5 or 6 is a success.
  2. One success is enough for an ordinary trial, two for a legendary trial.
  3. 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