8
The Veil and Relics
Hidden marks, legal Reveals, and bound wonders
The wand’s UV Reveal light may be used only when a rule grants Reveal. A Reveal opens one 30-second window and pauses the normal turn timer. A legal target may contain a Door Mark, Cipher Mark, Resonance Mark, Omen Mark, or a two-sigil Veiled Choice such as Take / Leave, Open / Seal, or Expose / Conceal.
Discovered passages and public state changes receive physical tokens so players do not need to remember hidden markings. A normal physical quest chain is capped at three linked discoveries: card → UV → coordinate → board → wand/manual activation → result. All wand effects require a clear manual equivalent; no phone is required.
Discovery
Shuffle seven; place four facedown beneath markers, one per quadrant. Occupy a marker and Command to reveal and investigate: D20 + Insight versus difficulty. Success grants 1 Clue plus reward, then discard. Failure leaves it face-up for later retry. Replace from reserve next cycle. Clue cap 3; spend 3 Clues during Command to draw a Relic.
Relics
Spend 3 Clues during Command to draw and bind a Relic face-up; one per character. Transfer during Command on the same coordinate. A Downed carrier drops it; another character may Claim it by Command. Relics are not Goods and cannot be destroyed. Invoke is a Gesture, once per Age, then exhausted.
Passive • Invoke after hit · bound Relic
+1 Guard. Invoke: reduce resulting damage to zero before a wound.
UV: The first defense was a promise, not a wall.
Passive • Gesture Invoke · bound Relic
Adjust Traverse ±1 within 1–6. Invoke: move directly to a revealed Discovery in same quadrant; entire turn.
UV: North is merely where intention gathers.
Passive • Gesture Invoke · bound Relic
Once/cycle Build or Repair costs 1 less Material, minimum 1. Invoke: repair 2 total Integrity within 1.
UV: Every kingdom remembers the sound of its first stone.
Passive • Gesture Invoke · bound Relic
Healer may stabilize from 1 away. Invoke: remove 1 wound from carrier or adjacent stabilized; cannot remove final wound from currently Downed.
UV: One ember survives inside every ending.
Passive • Gesture Invoke · bound Relic
First Commerce each cycle costs 1 less Coin, minimum 0. Invoke: trade despite Chaos suspension; consent required.
UV: Its second face belongs to whoever believes.
Passive • Gesture Invoke · bound Relic
+1 Presence in Arbitration, Accord, and formal diplomacy. Invoke: propose Accord without activation Influence or Order; other rules apply.
UV: A true crown speaks in more than one voice.
Passive • Gesture Invoke · bound Relic
+1 Insight sealing Hazard, Breach, or Chaos. Invoke: cancel Rupture text; Standard resolves.
UV: The realm has a heartbeat—and it is listening.