Book Library and Release Preview

Explore the current Adventurers' Song book roadmap and preview what each planned title could bring to the table. Target dates reflect the current development sequence and may change as writing, testing, manufacturing, and fulfillment are finalized.

Core Rules

Core book pages

Core Game Guide

Target: Winter 2026

The Rules For Playing Adventurers' Song

The Core Game Guide explains the rules shared by every character and every table regardless of genre: how to make checks, build Skill Chains, set Difficulty Numbers, run contests, use actions and reactions, spend Energy, track Health, award growth, and keep play moving.

Rapid Start: Start with a character, describe an action, choose the relevant skill, and roll.

Resolution: Use Skill Chains, Difficulty Numbers, contests, margins, actions, and reactions to decide what happens.

Character Resources: Track Health, Energy, Energy Regen, Focus Skills, non-Focus Skills, relationships, and rewards.

GM Tools: Use baseline numbers, encounter guidance, rewards, and quick procedures to run sessions without needing hours of prep time. Adventurers' Song keeps you focused on what is most important: for you to have fun.

Genre Rules for Fantasy

Fantasy genre book pages

Core Skills

Target: Winter 2026

Every character begins with what they can actually do. Core Skills define the five great types of energy, action and power: Physical, Arcane, Divine, Primordial, and Psionic.

Physical: Strength, speed, movement, weapons, tools, senses, endurance, and practical action.

Arcane: Spells built from disciplined symbols, schools, and Meta Magics.

Divine: Petitions shaped by deity, faith, judgment, and sacred service.

Primordial: Communion with living nature, old forces, and elemental balance.

Psionic: Direct mastery of thought, memory, emotion, perception, and will.

Physical Masteries

Target: Winter 2026

Tactics, Formations And Schools

Physical mastery is not just strength. It is timing, training, positioning, discipline, and the ability to turn ordinary action into decisive advantage.

Tactics: Synergistic combat techniques and specially granted Reactions such as grapples, counters, pushes, trips, guards, openings, and interrupts. Includes powerful Reaction states such as an archer's overwatch or a rogue's follow-up strike.

Formations: Coordinated battlefield patterns that let trained allies move, defend, strike, and survive as one.

Schools: Living traditions of technique, from wrestling halls and dueling academies to unarmed martial combat schools, mounted warcraft, shield lines, and even brutal street disciplines. Every school has its own Action-Reaction combinations that bring that martial tradition to life. Discover once and for all if your school's style is better than their school's style...

Arcane Masteries

Target: Winter 2026

Meta Magics

Arcane mastery is the science of changing spells. A mage begins with a core spell, then bends range, timing, form, energy, delivery, and meaning until the spell becomes unmistakably their own. Just a few examples include:

Spell Coupling: Bind two spells together so one carries, triggers, reinforces, or transforms the other.

Energy Filtering: Narrow a spell toward fire, water, earth, air, divine, arcane, or another force to sharpen its effect.

Delivery Patterns: Cast through words, symbols, gestures, glyphs, objects, touch, sight, or prepared triggers.

Timing: Shape a spell as an action, reaction, channel, delayed effect, or lasting field.

Forbidden Methods: Dangerous paths such as planar breach, blood cost, soul use, or reality violation. Powerful for a reason, but you have to be willing to pay the price...and face the consequences.

Divine Masteries

Target: Winter 2026

Tenets, Orders, Offices And Liturgies

Divine mastery grows from relationship with the sacred, from the vows or tenets you keep, from the orders you join and from the sacred offices you hold. A priest does not merely cast spells; they serve, vow, judge, intercede, lead, and sometimes carry the voice of a god into the world.

Tenets: Chosen disciplines of faith, such as fasting, prayer, vow of poverty, displays of courage, ritual purity, craftsmanship, evangelism, or sacrifice.

Orders: Religious traditions that teach particular ways to live, serve, fight, heal, judge, or protect.

Offices: Sacred roles such as Acolyte, Priest, Confessor, Exorcist, Inquisitor, Hospitaller, Relic Guardian, Prophet, Bishop, Saint, or Templar; serving in any such role builds your relationship with your deity...and your power.

Liturgies: Larger sacred rituals, often performed by groups, temples, armies, hidden churches, or whole nations to magnify divine power.

Primordial Masteries

Target: Winter 2026

Domains And Primal Confluences

Primordial mastery is communion with nature as a living will. The primordialist does not command Fire or Fauna, they cultivate a relationship with it. Then, they make an entreaty to it; if their relationship is strong, the old forces will answer. But if you upset the balance, the old force who was spurned may cease to heed your call.

Domains: The core powers of nature, including Fire, Water, Earth, Air, Flora, Fauna, Fungus, Gravity, Momentum, Entropy, and Time.

Entreaties: Requests made through communion, such as sense, listen, feed, soothe, stir, shape, carry, restrain, strike, shelter, cleanse, restore, borrow form, or pass within.

Primal Confluences: Masteries formed when multiple Domains cooperate, creating storms, rivers, tides, forests, reefs, avalanches, wildfire, plague, celestial rhythm, and other living forces.

Balance: Every Domain has desires and it has enemies. Feed Fire and Water may resent you; serve Entropy and ordered life will recoil. Power comes from relationship, and relationship always has consequences. Will you preserve the balance, or go all in? Which forces will you serve, and which will you rebuff?

Psionic Masteries

Target: Winter 2026

Mind Maps And Psychic Tethers

Psionic mastery is the art of delving the mind. A psionicist first touches the mind, then pushes through natural defenses, establishes a Psychic Tether and finally delivers powerful payloads that increase with the depth of the psychic intrusion.

Core Skills: Surface abilities such as Read Thought, Emotion, Send Thought, False Sense, Suppress Sense, Recall Memory, Anchor Self, Mind Strike, and Mind Shield.

Psionic Combat: A fast contest of attack, defense, counterattack, and positioning inside the mind, with the purpose of establishing strategic beachheads called tethers, from which to deliver psychic payloads.

Psychic Tethers: Focused connections to a specific mind region at a specific depth, maintained like a dangerous beachhead.

Mind Maps: Regions of the mind such as the Limbic Core, Mnemonic Cortex, Language Centers, Attentional Cortex, Self Network, Dreaming Mind, Motor Cortex, and Predictive Network.

Deeper Effects: At greater depths of the opponent's mind, a psionicist's ability to manipulate grows; they might read buried memory, stir a dormant emotion, break an attachment, sense a hidden intention, trace a life-shaping memory, or strike directly at identity.

Items

Target: Winter 2026

Equipment, Trade Goods And Magical Objects

The Items book catalogs the things characters carry, use, buy, sell, craft, repair, consume, ride, pilot, wear, wield, study, and cast through. It covers practical equipment, weapons, armor, shields, tools, vehicles, mounts, materials, trade goods, consumables, religious objects, and magical instruments.

Weapons And Armor: Edged weapons, blunt weapons, pole blades, shields, armor, ammunition, and siege equipment.

Tools And Kits: Craft tools, climbing gear, alchemist's tools, poison-making tools, medical tools, writing tools, musical instruments, and other practical equipment.

Mounts And Vehicles: Riding mounts, flying mounts, swimming mounts, wagons, chariots, ships, rowboats, canoes, rafts, airships, zeppelins, and gliders.

Materials And Goods: Reagents, components, crafting inputs, commodities, trade goods, coins, supplies, and valuables.

Consumables And Magic: Food, drink, medicines, poisons, potions, scrolls, charms, relics, foci, ritual articles, and other magical or expendable objects.

And Much More: ...and much more.

Lyravael Campaign Sourcebooks

Regional campaign book pages

The Middle Kingdom

Target: Winter 2026

Fate In The Balance

The Middle Kingdom, established by an elven expeditionary group long ago, is where every road meets. The humans eye it from the north, the pirates from the east, and the hordes of the Chaos Lands are ever testing its defenses from the south. Meanwhile, the Black King knows he needs to feed it to his hordes, and the Dragon Council far to the east covets its riches. And the Dark Elves under the mountain despise it because of the elven family that rules it. Only the High Elves from the west are a natural ally, but their dogged isolationism makes them a fickle partner.

Crossroads Of The World: Every culture is welcomed here, and everyone leaves a mark. This makes the Middle Kingdom the easiest place to bring together a diverse party and from which to launch a new campaign.

Intricate Diplomacy: Ambassadors from around the world are ever present, and ever scheming.

Constant Struggle: Border skirmishes are frequent as the southern hordes, and other opportunists, look for weakness while stirring alarm and causing tension.

A Bountiful Safe Haven: The Middle Kingdom's bountiful harvests and benevolent rulers make it a safe space for political and other refugees fleeing some lost faraway feud-that-went-wrong.

Access To The World's Powers: This is the region for characters who want open doors to the halls of power and all the politics, travel, intrigue, and moral consequence that come with it.

The Deep Kingdoms

Target: Winter 2027

Eyes Of The Seven, Forge Of The One

Beneath the world, beauty and tyranny share the dark. The Deep Kingdoms hold shadowed elven courts, ancient dwarven forges, buried roads, hidden wars, and secrets powerful enough to shape the surface from below.

The Eyes Of The Seven: The dark elven seats of power watch and manipulate from cities of silence and cruelty.

The Forge Of The One: Dwarven craft is not merely industry; it is faithful tenet, law, memory, and world-shaping labor.

The Gateway To All Below: This is the gateway to a region as vast as the surface itself. It is marked by ancient grudges, subterranean politics, lost halls, sacred craft, terrible discoveries and unimaginable wealth...but only if you can take it.

The Dragon Isles

Target: Winter 2027

Thrones Of Scale And Intrigue

Across the eastern seas, nine ancient dragons rule from island thrones. But not content with wealth and rulership, each demands worship and tests the bounds of becoming a demi-god.

City Of Diversity: On the largest island sits a massive city tenuously ruled by the 9 dragon houses. Each house has its own court, customs, dangers, secrets, and ambitions, and every visitor enters a game already centuries in motion.

Thrones Of Intrigue: More so than anywhere else, the rulers here have desires they seek to fulfill. Dragons covet like no other, and these dragons learned to build up true power long ago. This power they are willing to exercise quickly, but not with their own claws; now they work through the claws of the great houses that serve them.

Dragon Houses: Each dragon has built a great house of fealty, patronage, commerce, duty and worship according to their own spheres of interest. While the House of the Gold Dragon stands watch on the city walls, the House of the Blue Dragon plies the underworld for vice, leverage and coin, and the House of the Green Dragon conducts unknown business in the forests and islands beyond the walls.

Island Conflicts: Whereas the big island and capital city is considered neutral ground where for one house to openly fight another house is a crime, the surrounding islands are unburdened from such rules. Each island is a distinct realm of alliances, rivalries, tribute, and forbidden knowledge; friends on one island may be enemies on another, all as posterity and opportunity demand.

The Lands Of Men

Target: Spring 2027

Fifty Crowns, One Crusade

The Lands Of Men are thoroughly divided by rival kings, restless faiths, old claims, and marching banners. Yet beneath all that division, one impossible crusade begins to gather force, as the old gods are pushed aside by the new. If they are pushed aside, will they take all the magic with them, and will only magicless humans remain?

Fifty Feudal Crowns: Human ambition is fractured, brilliant, petty, heroic, and dangerous. There has never been unity in these lands, and while most believe there are as many as fifty separate rulers here, some say it could be hundreds. The only thing known for sure is that some crown somewhere changes every day.

Restless Faiths: These lands are scarred by the feuds between the old gods, and the rise of the new. Temples, saints, zealots, doubters, and holy orders all compete to define what must be done. Religion, the good and the bad, dominate these lands.

One Crusade: Although in its infancy, it is stirring. The rise of the One True God, and the waning of the old. Will trumpets blare as the heavens open? Will magic recede? It is rumored the high elves, the first to this land, may be the first to leave, accompanying their deities to some faraway place. This is the region for knights, priests, nobles, spies, soldiers, and anyone caught between duty and conviction. Only one side can prevail as this type of conflict does not end in compromise. Your duty, and your very survival, depend on your strength at arms and just maybe, the strength of your faith.

The Sea Lanes

Target: Spring 2027

Pirates, Princes And Privateers

The Sea Lanes are wealth, storm, hunger, and raucous freedom stretched across dangerous water. Pirates, princes, merchants, privateers, sea peoples, and hidden powers chase fortune from port to port.

Fortune At Sea: All the wealth of the world, both coin and cargo, moves by ship. And so does war, plague, secrets, and revenge.

Plying The Lanes: The goblin gem mines in the south, the wheat fields of the north, the dwarven industrial machinery from the near east, the spices of the far east, the magic artifacts from the west, and nearly one hundred other trade goods all create highly lucrative trade opportunities. It is said a merchant can increase his wealth one-hundred fold in a single voyage; but to increase that kind of wealth, one has to take the fastest routes, triangulate the most lucrative stops, and all of that means travel by sea. And these sea routes aren't a secret; they are fertile ground for everyone...and everything...that wants what you have.

Law And Piracy: A single commission can turn an outlaw into a sailor, a thief into a prince, and an outcast into a hero. The Law is a force in and of itself, and worth learning to manipulate.

The Open Water: Outside the commonly travelled sea lanes is the wide open sea. A vast liquid wilderness containing never before seen sea magic, strange islands, and the strange creatures who inhabit it all. Do you hear the call?

The Chaos Lands

Target: Summer 2027

Hordes Of The Black King

The Chaos Lands burn and freeze beneath the shadow of the Black King. Orcish warbands, goblin holds, ogre strength, and desperate resistance shape a frontier where every victory buys one more day of hope for a tiny village on the edge.

The Black King: A gathering darkness gives the hordes an unheard of unity, and the region its terrible gravity. The Black King's lieutenants seek to unite all the monstrous forces under a single banner, and to do so presents a grave threat to life everywhere.

Rebellion Of The Free: Not every monster is the same, not every enemy is simple, and not every survivor is innocent. These lands have their share of creatures who only want to live free and to not be enslaved under the terrible yoke of the Black King. The denizens of the Chaos Lands are not feeble, are not afraid of death, and are not easily controlled.

Hope Under Fire: This is the region for desperate battles, harsh alliances, brutal survival, and for many, some small measure of redemption.