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Rising Legends: Searching Nature
Searching Nature
Search - Nature

Playable Species
hat define their origins. Natural The Nature-born descend from those who grew from the land itself during the third age, the age of learning. Th
Character Creation
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Creatures
ir character. Train Creature (1 Hour - Nature) Creatures can be Trained to allow them to follow commands. The amount of training a creature ha
Magic
hat had been Bonded become exposed to the disease Nature's Rage. Telepathy Telepathy allows sending your voice directly into the minds of creatures simp
Complex Utility Actions
for any good adventurer. Cooking (Varies - Nature | Manipulation Limb) The quality of a dish is rated in Tiers. A Tier 1 dish is edible, though no
Utility Actions
l to your Fatigued Tier. Soothe (Major - Nature | Manipulation Limb) Assist a willing, Held, or secured creature in their recovery. Choose one o
Knowledge
Animal Species and non-magical beasts is based on Nature. This provides the most common values for a type of creature but not the exact details of a specifi
Abilities
- Poise - Zeal - Magic - Nature - Endure - Fortress
Real Mode
u can Craft Camouflage with Craft Tier up to your Nature Tier. The action time to Craft becomes a number of minutes equal to the Concealment is provides.
Ailments
olor: beige; color: black; } Anosmatic Nature All subjects have smell Concealment Tier equal to Tier from you. Blind Nature All subj
Skills and Rolling Dice
or, tactics, strategy, and military history. Nature: Wit Comprehension of how the natural world and the bodies within it operate. Nature is used to
Gambling Guide
ot in the game may choose to do this. Water (Nature) Roll Soothe, DL 9. For each dice that succeeds, receive a shot of water. When you would take a

Diseases
Bleeding of the Spirit
Latent Period: -
Incubation Period: 1 day
Disease of the Spirit | Rarity: 9
Expose: Being affected by a rupture between worlds.
Infect: Attack Nature with a number of d12 equal to the Tier of the rupture.
Cause -1 Energy Pool. After each day, attack Nature with 4d12 to increase the penalty by 1. On failure, reduce the penalty by 1. If the penalty becomes 0, end.
Symptoms: Odd discharges of energy and pain when Manifesting abilities. Tier 4.
Nature's Rage
Latent Period: 1 week
Incubation Period: 2 days
Disease of the Mind | Rarity: 9
Expose: Passing through spoiled or corrupted environments. An infected corpse corrupts the ground they are buried in.
Infect: Attack Zeal with 3d12.
At the beginning of the creatures turn, if anything heavier than light clothing is in contact with their skin, they roll Poise DL 3. On failure, they suffer an episode or reset to the beginning of the current episode. After each week, attack Zeal with 4d12 to increase DL by 1. On failure, reduce DL by 1. If the DL becomes 0, end.

During an episode, the creature rolls Zeal, DL 6, at the beginning of each turn. On failure, they take no actions. On success, they take 2 Minor Action damage. As a Major action, they can roll Poise to reduce DL by 1, DL 6. If the DL is reduced to 0, the episode ends.
Symptoms: Flinching from any contact. When there is an attack, the infected is in extreme pain, sometimes described as burning. Tier 5.
Raider's Doom
Latent Period: 3 days
Incubation Period: 1 day
Magical Disease | Rarity: 9
Expose: Taking Injury from an undead in its own burial chamber or having been in the burial chamber and become within 1 range of an infected creature.
Infect: Attack Nature with 4d12.
Cause -1 on Endure, Zeal, and Nature rolls. After each day, attack Nature with 4d12 to increase the penalty by 1. On failure, reduce the penalty by 1. If the penalty becomes 0, end.
Symptoms: All forms of bad luck. Tier 6.
Ruptured Conduit
Latent Period: -
Incubation Period: 1 day
Disease of the Spirit | Rarity: 6
Expose: After paying Energy while your Energy Pool is full.
Infect: Attack Nature with d12 equal to the Energy paid.
After each day and on exposure, attack Nature with 2d12 to cause Tier 1 Drained. On failure, this ends.
Symptoms: Odd discharges of energy and pain when Manifesting abilities. Tier 4.
Seer's Torment
Latent Period: 1 week
Incubation Period: 1 week
Disease of the Spirit | Rarity: 9
Expose: Fumble a roll to Manifest Scry magic or touched by an infected creature.
Infect: Attack Nature with 2d12.
Each time the infected creature uses Recovery, they roll Nature, DL 6. On failure, they gain no benefit from the Recovery. After each week, attack Nature with 2d12 to increase DL by 1. On failure, decrease DL by 1. If the DL becomes 0, end.
Symptoms: Disturbing, prophetic seeming dreams and nightmares. Tier 6.
Stuttering Soul
Latent Period: 1 week
Incubation Period: 1 week
Disease of the Spirit | Rarity: 10
Expose: Manifest a spell on an infected creature.
Infect: Attack Nature with 2d12.
Each time the creature Manifests a spell, they roll Nature, DL 6. On failure, they become Soulbroken. While Soulbroken, after each minute, they roll Nature with the same DL to remove Soulbroken. On failure, gain +1 on the next roll. After each week, attack Nature with 2d12 to increase DL by 1. On failure, decrease DL by 1. If the DL becomes 0, end.
Symptoms: Erratic intensity of emotional responses. Tier 3.
Undead Rot
Latent Period: 6 hours
Incubation Period: 1 hour
Magical Disease | Rarity: 7
Expose: Receiving a Serious Injury from an infected creature or an undead carrier.
Infect: Attack Nature with the Magic of the creature that caused the Injury.
Deal 3 Body damage. After each hour, attack Nature with 2 + the infecting Magic Tier d12 to increase the damage by 1. On failure, reduce the damage by 1. Either way, the disease then damages you again. If the damage becomes 0, end.
Symptoms: Swiftly infecting and necrotizing flesh. Tier 1.





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