Thirsty Sword Lesbians in Angrea
In a world where brass gears turn alongside divine magic, where gender flows as freely as the tides, and where love defies the boundaries set by eternal siblings locked in cosmic conflict - your sword is ready, your heart is yearning, and adventure awaits across the infinite seas of Angrea.
Playbook Archetypes & Aesthetics
Each playbook takes on unique flavors in the Neuranian Empire, shaped by the collision of steam technology, ancient magic, and the complex politics of the Eleven Houses.
The Beast
Angrea Archetypes: Zwischen shadow-walker struggling with their liminal nature, Werewolf from the Wolf Isles bound by ancient pacts, Echo who lost their twin and channels grief into primal fury, or a Siltling whose connection to earth has awakened something ancient.
Demeanor: Barely restrained intensity, liminal uncertainty, pack loyalty, primal honesty
Clothing: Reinforced leather that shows stress marks, steam-powered suppressants that hiss and leak, brass restraints that glow with binding runes, clothing that seems to breathe
Sword: A blade that grows sharper with use, a weapon forged from meteoric iron, steel that hums with contained energy, a sword that leaves no reflection
The Chosen
Angrea Archetypes: God-marked hero bearing Iliana or Korin’s blessing (or curse), Industrial prophet who communes with machines, Heir to a lost House seeking restoration, or Bearer of pre-Shattering artifacts.
Demeanor: Burden of expectations, machine-touched serenity, noble melancholy, artifact-haunted awareness
Clothing: Clockwork wings that tick with each heartbeat, garments that steam faintly in cold air, colors that shift in different light, clothing marked with impossible geometries
Sword: A blade that chimes like clockwork, steel that reflects futures instead of faces, a weapon that grows warm at dawn, a sword inscribed with equations
The Devoted
Angrea Archetypes: Paladin of the Balance seeking the middle path, Champion of a New Pantheon deity bringing change, House Drath soldier torn between duty and desire, or Guardian of Avernon’s lost secrets.
Demeanor: Unwavering resolve, gentle contradiction, disciplined passion, protective vigilance
Clothing: Armor that blends plate mail with brass gears, house colors worn as sashes over industrial leather, fabric that mends itself overnight, clothing bearing old bloodstains that won’t wash out
Sword: A blade that grows heavy when used for selfish ends, steel blessed by contradictory forces, a weapon that whispers prayers, a sword that glows faintly when oaths are spoken
The Infamous
Angrea Archetypes: Disgraced House Neuros heir seeking redemption, Sky pirate captain with a stolen airship, Former House Aeth assassin gone rogue, or House Argentus brewer who chose love over secrets.
Demeanor: Dramatic flair for the scandalous, devil-may-care bravado, reformed predator’s caution, intoxicating charisma
Clothing: Expensive garments worn carelessly, leather that bears old scorch marks, formal wear modified for quick escapes, clothing that smells of exotic spices
Sword: A blade famous for the wrong reasons, steel that sings when drawn, a weapon with a bounty on it, a sword that tastes of copper and regret
The Nature Witch
Angrea Archetypes: Keeper of Bria’s Wood resisting industrialization, Coral witch from beneath the waves, Urban druid tending factory gardens, or Follower of the three untamed goddesses.
Demeanor: Patient as growing seasons, deep currents of emotion, stubborn as rooted trees, wild joy in small victories
Clothing: Fabric that changes color with the weather, garments that smell of rain and earth, clothing adorned with living accessories, weave that sparkles with morning dew
Sword: A blade that grows moss when sheathed, steel that rings like wind chimes, a weapon that blooms tiny flowers when bloodied, a sword carved from singing crystal
The Scoundrel
Angrea Archetypes: Halfling of House Carthas playing all sides, House Aeth operative with a heart, Airship smuggler running the Dragon Isle blockade, or House Satariel con artist who steals hearts and secrets.
Demeanor: Calculating warmth, silver-tongued sincerity, charming desperation, magnetic mischief
Clothing: Perfectly tailored garments with dozens of invisible pockets, outfit that seems more expensive than it is, fabrics that muffle sound
Sword: A blade disguised as something harmless, steel that makes no sound when drawn, a weapon with interchangeable parts, a sword that picks its own fights
The Seeker
Angrea Archetypes: Archaeological adventurer seeking pre-Flood ruins, House Canae student pursuing forbidden knowledge, Detective investigating House conspiracies, or Explorer charting the infinite plane.
Demeanor: Insatiable curiosity, methodical obsession, pattern-seeking intensity, wonder tempered by caution
Clothing: Practical garments covered in useful pockets, clothing stained with exotic substances, fabric that never seems to get truly dirty, garments marked with cryptic notes
Sword: A blade etched with measurement marks, steel that reveals hidden text when heated, a weapon that serves as a precision instrument, a sword that resonates near ancient magic
The Spooky Witch
Angrea Archetypes: Necromancer from Koranth seeking acceptance, Zwischen who speaks with shadow-voices, Medium channeling pre-Shattering ghosts, or Practitioner of industrial hexes.
Demeanor: Comfortable with uncomfortable silences, speaks to people who aren’t there, finds beauty in decay, matter-of-fact about terrible things
Clothing: Victorian mourning dress with occult accessories, fabric that moves without wind, clothing adorned with meaningful bones, outfit that casts interesting shadows
Sword: A blade that feels cold even in summer, steel that shows glimpses of other times, a weapon that draws blood before it cuts, a sword that makes ghosts visible
The Trickster
Angrea Archetypes: Gnomish inventor patronized by House Ilmath, Follower of Jahiel spreading divine deception, House Brios performer using industrial illusions, or Bláthnat whose emotions literally bloom unpredictably.
Demeanor: Delights in impossible things, finds joy in others’ confusion, playful subversion of expectations, infectious enthusiasm for chaos
Clothing: Outfits that seem to shift when you’re not looking, garments with too few buttons, clothing that makes delightful sounds, fabric that changes texture throughout the day
Sword: A blade that’s a different color each time you see it, steel that occasionally isn’t there, a weapon that tells jokes, a sword that works better when you’re not trying
Custom Moves - Gifts of Angrea
Each character may select one of these moves, representing their unique connection to the world of Angrea. These moves reflect the divine conflicts, industrial innovations, and ancient mysteries that shape the Empire.
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Blessed by the Balance
You walk the middle path between Light and Dark. When you act in a way that brings opposing forces together, mark XP. Once per session, you may call upon the Balance to turn a failure into a mixed success by accepting a cost that affects both sides equally.
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House Politics
You have ties to one of the Eleven Great Houses (or the lost Twelfth). When you invoke your house’s resources or reputation, roll +Daring. On a 10+, the house provides what you need. On a 7-9, you get help but incur a debt or obligation to fulfill.
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Steam & Sorcery
You’ve mastered the fusion of magic and technology. When you combine industrial equipment with magical effects, treat a 6- as a 7-9. You always have access to minor magical gadgets that can produce utility effects.
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Touched by Divinity
A god has marked you, for good or ill. Choose Iliana, Korin, or one of the ascended. When you act in accordance with your deity’s nature, take +1 forward. When you act against it, mark a condition but gain XP.
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Echo’s Bond
Whether you’re an Echo or not, you share an empathic connection with someone. You always know their emotional state and general direction. Once per session, you may appear exactly when they need you most, no matter the distance.
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Gender Glamour Adept
You’re particularly skilled with transformation magic. You can change your physical presentation at will without cost or components. When you use this ability to help someone else explore their identity, mark XP.
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Starlight Soul
Perhaps you are a Nubatili, or simply celestially aligned, either way, you draw power from celestial bodies. Under the night sky, you heal faster and see truth more clearly. You can read stellar positions even in daylight and navigate by them without fail.
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Flower Speaker
You understand the language of blooms, whether Bláthnat or learned. You can read emotions through flowers and leave coded messages none but the initiated understand. Gardens reveal their secrets to you.
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Industrial Revolutionary
You’re part of the movement to change the Empire. When you sabotage oppressive systems or inspire others to revolt, roll +Daring. On a 10+, you succeed without immediate consequence. On a 7-9, you light a fire that may burn out of control.
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Shadow Walker
Whether you are Zwischen, or you’ve somehow learned to move as they do, you have access to the Zwischen art of stepping between. You can move through shadows to anywhere you can see. When you do this under emotional stress, your voice echoes across dimensions, revealing your true feelings.
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Merchant’s Tongue
You know the secret trade languages of the Empire. You can communicate in Hollytalk, Serpish, or coded flower language. When negotiating deals, you always know the true value of things and whether someone is lying about commerce.
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Infinite Wanderer
You understand that Angrea is infinite and all stories exist somewhere. Once per session, you may declare a convenient coincidence exists because “in an infinite world, everything happens somewhere.” The GM will tell you the cost of this fortune.
“In the Neuranian Empire, every love is an act of revolution, every kiss a choice between Light and Dark, and every drawn sword a declaration that you will forge your own destiny on this infinite plane.”