Rosaga Babicova
seer, summoned entity from the Never, mother of Olesya & Anva
Rosaga Babicova
seer, summoned entity from the Never, mother of Olesya & Anva
After each adventure, the players retell their most heroic moment, which is added to their Saga. It is up to the Game Master to determine Level Advancement, but a player should add a line to their Saga for each level.
The Saga is what the players are creating, the stories of their characters, within the overarching storyline the GM has crafted. What the heroes do within that storyline is what makes them legendary. A Saga could be more than just heroic battles—it could be a fumble so awkward that it is miraculous anyone survived, or that a silver tongue was more powerful than a sword in a saving the party from certain doom. Your Saga is what makes this your game.
Those who are born and strive to shape the world around them. The heroes who create the Sagas.
SagaBorn Roleplaying System
The SagaBorn Roleplaying System was created as a simplified system for the Dark Return setting. Its goal is to present a system that is simple, streamlined and efficient. It is meant to encourage more storytelling and epic action, than browsing through rule-books and arguing over what is “allowed”
Here are some rules for the Sagaborn West Marches Campaigns.
Survey the land to find the best route for a road to go through the Swordspyne Mountains.
At the start of a game session, a Westbounder may report that they have done two of the following: worked on a Skill, worked on a Characteristic, learn new spells, craft, reduce horror, or roll on the Downtime Chart. You must choose two different tasks, though you can try to level two different skills.
Downtime Chart
| D10 | Activity |
| 1 | Carousing: you spent the week in merriment, visiting taverns and gambling halls, and lost gold equal to your level x 10 gp |
| 2-4 | You spent the week training and gained an extra Saga Point at the start of your next adventure. |
| 5-7 | Side job: gain 1d6 gp |
| 8-9 | Side job: gain 2d4 gp |
| 10 | Side job: gain 2d6 gp |
You can level any skill under 61 during downtime. You can attempt to level it by rolling as you do at the end of a game session and a success will grant 2 points; or you may take an automatic +1 to any skill under 61 or a +2 to any skill under 35.
An adventurer may name a characteristic that they have been training. It can be STR, CON, DEX, INT, ACU, or SOC. Leveling up a characteristic takes a certain number of downtime sessions based on the number. Below is a chart of how many sessions it takes to level a Characteristic up to the next level.
| Sessions | Characteristic |
| 3 | 3-9 |
| 4 | 10-13 |
| 6 | 14-16 |
| 8 | 17-18 |
| 10 | 19 |
If an adventurer has a scroll, spellbook, a teacher, or other ancient text with spells inside, a mage can use the downtime to learn the spell. They may also scribe the spell if they have learned a spell through spell sight. Iaross at the Cauldron in Elmhearth is also a source for new spells. A luminar must have a successful Research check and spend 100 gp to scribe the spell in their spellbook.
You can use a craft skill to make 150 gp worth of crafted goods for 50% of the retail cost. You need a crafting room or kit, and a successful Crafting skill check to be successful.
Your character can spend the downtime gathering crafting materials. A skill check is needed, and if successful, you gather materials worth 75 gp.
For each Downtime action you spend recovering Horror, subtract 1d6+1 Horror.
Items for sale in Elmhearth
There are 3 watches per day, each lasting 8 hours. The standard day includes 1 watch for travel, 1 watch for downtime, and 1 watch for rest. Traveling more than 1 watch can lead to fatigue.
Activities that can be done during a watch.
You can travel up to your standard day travel in 8 hours (1 watch) over non-difficult overland terrain. If you travel more than one Watch a day, you become fatigued.
You can navigate, finding the best route towards your goal. Unlike most other activities, Navigation can be done during Travel with no penalty. The main skill is Navigate, but other adventurers can use their Navigation to help with this skill roll. For every completed survey of a hex, modify the Navigation rating by 10% (so if there are four previous surveys in that hex, you modify your skill rating by adding 40%). Failure: If you fail to navigate the hex, you are stuck in that hex and must spend another watch trying to leave. If all Navigation checks fail during a single watch, if another attempted is tried on the following watch, the skill check is considered Easy.
You can be alert for threats and watch over the group’s safety. You can do this during Travel with no penalty. Also, if you keep watch during a rest shift, but it must be no longer than 4 hours, and if it is interrupted by an event, the character Keeping Watch is not considered to have Rested.
You can survey a hex by marking trees, laying down pathways, creating a map, and exploring the hex for any features. A hex becomes Safe when it has been successfully surveyed 6 times and a completed expedition report submitted. A single adventurer can use any pertinent skill that the SG approves to survey. Surveying can be done while traveling.
You can forage for food. With a successful Survival check, you find food and water enough for 2 people for a day (2x rations, 2x water). A critical or special gets double that amount. You can Forage while traveling, but it becomes difficult.
You can hunt for food. A successful Survival check provides enough food for four people for a day (4x rations). A critical or special gets double that amount. However, you can not hunt while traveling.
Anyone with mobile crafting or repair stations can craft during a watch. Crafting can not be done during travel unless you are in a vehicle and not participating in its operation.
You can use your First Aid to help any injured person. Attempting to do this during travel becomes difficult.
You can rest to regain health and mana. It can not be done during travel unless you are in a vehicle and are taking no part in its operation. A character must rest for 8 hours or they become fatigued.
Start of the Day:
There are three watches. Each watch uses this timeframe:
If a Hex is marked as Safe, it means that the Road crew has built the road and that there are guards who patrol the hex, meaning you no longer have random encounters or need to navigate the hex.
Safe = Explored with Guarded Road.
Guarded = An Explored Hex that has a road connected to Elmhearth. A new stronghold must be along the road every 4 hexs (4 days travel) away from Elmhearth.
Road = Explored Hex and Elmhearth
Explored = 6 Successful Surveys
To mark a Hex as safe, it must be fully explored, and then Elmhearth must begin to build a road. To fully explore a hex, it must have been successfully surveyed 6 times.
Each labeled “mini” hex is 16 miles across, meaning a group can travel across it in 1 day as long as terrain and weather permit (standard travel in a day is 16 miles).

A hero gains a Talent point after every 3 play sessions.
Adventurers are given gold per successful survey in a hex. They gain a bonus of when the hex becomes fully surveyed.
| Hex Range | Survey Bonus | Completion Bonus |
| 4000 | 10 gp | 20 gp |
| 3000 | 20 gp | 60 gp |
| 2000 | 30 gp | 120 gp |
| 1000 | 40 gp | 200 gp |
| 0 | 50 gp | 240 gp |
Strongholds are your bastions in the wilderness. They give you bonuses for crafts, recovery, and SagaPoints. They also keep the roads safe for travel.
Stronghold Downtime Events (1d100)
| Roll (1d100) | Event |
| 1 | Great crafting – all crafting is doubled |
| 2-4 | New settlers – New people move into town. |
| 4-10 | A merchant looking to buy – All items sold this session at 75% retail. |
| 11-65 | Nothing Happens – A quiet and uneventful downtime. |
| 66–70 | Attack in the Night – Raiders or beasts threaten the stronghold. |
| 71–75 | Supplies Rotten – Provisions spoil, reducing food stores. Cost Stronghold level x 10 gp |
| 76–80 | Runaway Livestock – Animals escape, causing losses. Cost Stronghold level x 10 gp |
| 81–85 | Drought – Wells run dry, creating a water shortage. Cost Stronghold level x 25 gp |
| 86–90 | Infestation – Pests invade, threatening food supplies. Cost Stronghold level x 20 gp |
| 91–93 | Unexpected Visitor – A stranger arrives with urgent news or needs. |
| 94–96 | Worker Dispute – Laborers refuse to work due to grievances. Triple pay for a month resolves the issue, or successful Persuasion for double the pay instead. |
| 97-98 | Acid Rain Storm – A supernaturally strong acid rain storm destroys part of the roof. Cost Stronghold level x 40 gp |
| 99 | Collapsed Wall – A section of the wall needs immediate repair. Cost Stronghold level x 75 gp |
| 100 | Fire – A blaze disrupts operations. Cost Stronghold level x 100 gp |
Stronghold Defense Chart
For each guard stationed at your stronghold subtract from your roll (green -1, average -2, trained -3, and expert -5). Anything below a 1 counts as a Strategic Defense. For a fumble (100), your defenses are always breached, and follow the table below.
| 1 | Impactful Victory – Your stronghold rallies and thwarts the opposition so readily they are forced to pay fines, or willingly join the stronghold. The StoryGuide should use a roll on the treasure table to see what resources are gained. |
| 2-10 | Strategic Defense – Your stronghold defeats the attackers and salvages 100 gp worth of equipment off of them. |
| 11-55 | Defended – Your guards and citizens defeat the raiders with minimal |
| 56-94 | Onslaught – Your stronghold was partially defended, you lose 1 important item from the Stronghold, or it takes its level x 50gp worth of damage. |
| 75-85 | Costly Defense – Your guards are badly wounded, but survive. Your stronghold takes its level x 100 gp worth of damage. |
| 86-96 | Catastrophic Defeat – You lose half your guards and your stronghold takes its level x 300 gp worth of damage. |
| 97-99 | Hostile Occupation – You lose control of your Stronghold and must retake it. |
| 100 | Defenses Breached – Roll 1d100 again. For 1-60, you suffer a Catastrophic Defeat; for 61-100, you suffer a Hostile Takeover. |
The SagaBorn living campaign is a bit different then your normal TTRPG campaign. This is based on a West Marches style game (see more from Matt Colville https://youtu.be/oGAC-gBoX9k). We want to have many players, like 20-30. Players, when they want to adventure, form a group, picking from any of the other players to form a 3-6 person group. They then decide where they want to venture, or what quest they want to fulfill off the Task Board. The group then petitions one of the GMs (Mike in the first couple of months) to make an adventure and they all schedule a time.
Rule One:
You are an adventurer because you feel a strong call in your bones to adventure. The boredom of a calm life doesn’t appeal to you – you are driven to leave behind the safety of civilization and explore the wilds to make your name. Regardless of what drives you, you are driven. You choose where to go and what to do. There will be a handful of obvious choices, but you don’t by any means need to take them. The adventure is in your hands.
Other “rules”:
The Current Campaign is The Road West
A retro, story-focused D20 OGL system.
The Full SRD of the Sagaborn 1.5E system can be found at SagaBorn.com/srd.
Sanrin Delorif is the leader of a group of religious fanatics who roam the countrysides hunting demons.
As a child, Sanrin was raised to observe strict religious practices which included suffering and occasional blood sacrifice. Ferryport forbade human sacrifice, so animals were used, and there were rumors regarding a couple of disappearances before he was born.
A ritual of suffering was to be endured by every child at his or her coming of age. Sanrin was the eldest of three children and came through this feeling stronger of faith. The middling child, however, was weaker of constitution and did not survive. The youngest did not make it to his coming of age ritual, as a plague swept through Ferryport and took him prematurely, along with many of the young children and elderly of the city.
His father was much older, and only four years after Sanrin’s coming of age, was not able to continue his duties as judge and sheriff of the south farms, and so Sanrin was raised to the position. He was a strict and pious judge, and many were beheaded. This was how he sacrificed to the gods within the bounds of Ferryport law, and thereby kept the town safe and prosperous. Times were tough, but as opposed to many neighboring areas, the people were well enough fed, and the plagues were minimal.
The people of Ferryport proper, however, were disturbed by the rural beheadings, especially as they increased in frequency, so they drafted legislation that banned execution by beheading (replacing it with hanging) and limiting execution to only extreme cases of murder and dark magic. This ended the age of blood sacrifice, and the town was promptly punished by the gods, or so it seemed to Sanrin, with the onslaught of strange demons from the forests, which claimed the lives of both people and livestock. Sanrin suspected a local hunter named Jass of bringing the curse to their village.
Sanrin and his wife were formally accused and the villagers demanded swift justice. They chased the couple into their house where they shut the doors for fortification, and then the men torched the place. Jass and his wife Renoira finally emerged, coughing, and were executed on the spot. Sanrin knew he couldn’t stop this blood thirst if he wanted to, so he decided to make it a new blood sacrifice and beheaded them both in violation of Ferryport law.
He fled his home immediately. For several years, he hunted, and as he traveled, he began hunting demons along his path, becoming a better hunter as he went. He felt as if his blood sacrifice of Jass had given him Jass’s natural hunting prowess. It was his calling to hunt these things. As he moved from town to town, he found others—frightened and able—to join his cause, and his following grew. By day they would train intensely, and by night they would hunt. As word spread, the legend of the Demon Stalkers grew.
Sarach Taras is an Ishian tavern. It is small compared to the other well-known taverns and inns of the district. It is known by many as a place to discover rare and hard-to-find items. The owner, Itasi, is a dark-skinned Ishian man and collector of strange relics and antiques. He owns an extensive library, allowing him to identify many otherwise unidentifiable items.
A large two legged lizard, it has been domesticated and used as a mount or pack animal in the warmer climates of Uteria.
Swift and agile, Saraps have been domesticated for use as a formidable transport. While these are quite loyal and tame, wild Saraps should be avoided at all costs, as they are quite deadly. In the wild, saraps are typically found in packs, or at least in pairs. Very rarely are they encountered individually. They hunt with extreme efficiency, using cunning tactics that indicate an intelligence beyond that of most animals.
Challenge Rating: 5
Size: Large
Type: Animal
Initiative: +7
Defense
Hit Points: 50 (4HD)
Armor Class: 10, touch 12, flat footed 15 (+3 dex, +6 natural armor, -1 size)
Saves: Fort +12 Ref +6 Will +3
Offense
Speed: 60ft
Base Attack: +3
Melee: 2 talons +9 (2d6+6), bite +9 (1d8+6), Foreclaws +7 (1d6+3)
Ranged:
Special Attacks: Pounce
Statistics
Abilities: STR 28, DEX 13, CON 19, INT –, WIS 11, CHA 2
Skills: Acrobatics +1, Athletics +9, Awareness +7, Endurance +4, Knowledge –, Persuasion –, Spellcraft –, Survival +0, Thievery +1
Talents: Dodge, Alertness
Special Qualities:Low Light Vision, Scent
Ecology
Environment: Desert
Organization: Solitary, Pair, or pack (3-12)
Treasure: N/A
The Storehouse is the best place in Kowal to unload goods found in the ruins and wilds of Atheles. Its proprietor, Sascha, is well known to any adventurer in Kowal.
Sascha is an ex-adventurer, who settled Kowal from the far lands of northern Uthgard after meeting his wife. He doesn’t miss his adventuring days, “too much walking” he always says. But by running his “storehouse” he still gets to play with all the trinkets and toys the adventurers bring in to trade and sell.
He is very knowledgeable, but can be a little irritable, cursing at his patrons in the Uthgard language if they get out of hand or ask too much for a “bauble”.
He is a collector of games, loving to experience new ways to test his strategic mind. The quickest way to this mans heart is a new game with good rules, and a glass of vanilla flavored liquor. Though watch out if the dice or games of chance are not going his way, prices may double on anything needed by those who best him in a game of chance.
