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A fantastic RPG of desperate deals and drawn fate, where things work as expected and Dark Gods are willing to give a hand. Literally.

For nearly a thousand years, the world moved forward—slowly, stubbornly, and with purpose. Magic waned. Industry crept in. Roads were paved, machines were made, contracts replaced charms, and the world became legible.

Then someone made a deal.

Now, the Dark Gods are back. Not in temples, but in contracts. Not in sermons, but in whispers. They do not demand worship, only agreement.

And people sign.

Every minute, of every hour, of every day, people sign.

Then, invariably, they pay.

What Is This Game?

A rules-light(ish), narrative-driven RPG that replaces dice with cards and complexity with consequence.

You’ll need:

  • One GM and one or more players
  • A deck of 40 cards per character (1–10, four times each), and one for the GM
  • A deck of cards for the five Dark Gods (60 cards, numbers vary)
  • A character sheet (a piece of paper will do) and a pen
  • These rules

Playing the Game

Characters interact with the world through their personal deck of cards. Each draw represents effort, uncertainty, and the weight of consequence. When the deck runs out, the character runs out. Not literally, obviously. They're far, far too exhausted for that.

Tests are taken when something is at stake. Draw a card, apply modifiers, and compare to a difficulty rating. Success or failure is determined by margin, and exceptional outcomes carry extra weight.

Modifiers come from character traits - exploits, equipment, background, interests, upbringing, whatever noteworthy features you felt worthy of noting on your character's sheet.

These work exactly as you’d expect.

The Dark Gods

Five gods watch each session. Their decks are skewed, their blessings compulsory.

You may draw from their deck instead of your own. This works as you'd expect.

But then you owe them.

Once you've resolved whatever trivial action the Dark God themselves care nowt about, you'll face your patron. You'll draw a card each. You from your deck, them from their own.

If you win, you get away with it. There's no cost - this time.

If you lose, you'll receive a blessing from that Dark God's particular list of joyful gifts and opportunities.

Character Creation

Characters are built from traits - exploits, beliefs, equipment, and anything else you consider noteworthy. There are no stats—only story. You’ll discover your character as you play, adding revelations as they arise.

Traits give bonuses or penalties depending on context. Discovery is part of the journey.

The World

This world is old. Not in the poetic sense, but in the way a cellar is old - damp, uneven, and full of things best left undisturbed. Towns thrive unnaturally or else they crumble quietly. Trade routes shift. Ruins whisper. Names carry weight.

Folklore has returned - not as belief, but as currency. Taverns host cults of two. The stones ring at midnight. The river is emotionally compromised. And somewhere, someone climbs the Shale Steps at night - where none have yet returned.

The setting section of the rules contains a wealth of detail on this part of the world. This includes:

Current Events

In Old Dunfell, a second tavern has opened in the nearby hills. No one knows who built it, and the ale is free. Locals are wary, but the knives are still sharp. The Wight in the watchtower has been quiet, though its footprints now lead toward the new establishment.

Major Settlements

Tharnwick is a city of ink and argument. It sits at the confluence of three rivers and twice as many philosophies. The streets are lined with printshops, debating halls, and taverns that double as lecture theatres. Everyone has an opinion. Most are written down.

Institutions and Powers

The Guild of Second Chances is a mercantile group that deals exclusively in reclaimed goods, failed ventures, and abandoned quests. Their motto is: “If it didn’t work the first time, it might not again.” Membership is, unsurprisingly, always open.

Denizens

The Witchborn are raised in bogs and bramble, steeped in hexes before they learn to speak. Their eyes glint with swamplight, and their blood carries old curses like heirlooms.

The Hollowblooded are pale and slow, sustained by borrowed breath and ritual fasting. Neither fully alive nor entirely dead, but tolerated in most towns about as well as anyone else.

Places of Interest

The Chapel of St. Veit is a former house of faith that stands alone in a field of thistles. Its roof collapsed decades ago, but the altar remains intact. Pilgrims still visit, leaving offerings of salt, teeth, and folded paper. No one remembers the saint’s miracles, only the warnings. A pair of Harpies nest in the rafters, silent and watchful. They do not sing, but they do listen.

About These Products

Firstly, you do not have to pay for these products. They're completely free. Whilst there is an option to donate, do not feel in anyway that you are expected to do so. You are most certainly not.

Having said that, anything that is donated goes towards the further production of the game.

This game is listed as early access. The system, rules and setting are not in early access - the core rules and overall setting are complete. What is in early access is the format, and the full range of content to be provided.

The plan with this game, is to add a number of other free documents to this page. This will include primers for other realms (regions like the Vale above) with new setting content, character traits, adventure ideas, and Dark Gods to choose from, as well as other player aids - printable cards (if practical for users), and  some adventures.

Exactly what gets added is partly determined by feedback.

If interest grows there may be scope for better quality documents, assets and, eventually, printing. But this is, at this stage, a distant dream. For now, the priority is firmly to provide a playable game.

Hopefully, you enjoy it!

Join the Supermersive Discord Server to share your pact stories, ask questions, and get updates.

If you've enjoyed this game, please leave a review. If you'd like to see more content, or have some feedback to give, please let us know. We want to make Blessings of the Dark Gods as good as possible.

You can check out our other game(s) on our profile page.

Download

Download NowName your own price

Click download now to get access to the following files:

Blessings of the Dark Gods - Core Rules 0.1 (Pages) 540 kB
Blessings of the Dark Gods - Core Rules 0.1 (Spreads) 531 kB
Blessings of the Dark Gods - Setting: ValeFold 0.1 (Pages) 445 kB
Blessings of the Dark Gods - Setting: ValeFold 0.1 (Spreads) 438 kB
Blessings of the Dark Gods - AP: Test 0.1 (Pages) 324 kB
Blessings of the Dark Gods - AP: Test 0.1 (Spreads) 320 kB
Blessings of the Dark Gods - Example: 1 130 kB
Blessings of the Dark Gods - Player's Deck 3.9 MB
Blessings of the Dark Gods - Official (ish) Character Sheet :) 100 kB
Blessings of the Dark Gods - God's Deck 2.8 MB

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And now a printable Dark God's deck!

What more could you possibly need?

No, seriously! Let me know what you'd like to see!

In addition to the Core Rules, Valefold Setting Primer, and a one shot introductory scenario, you can now download a set of printouts to make your own Player's Deck, and the official BotDG Character Sheet!

Definitely more to follow!

We're now on Bluesky!

Because that's the way we roll... Er... I mean draw cards!

Follow us here: https://bsky.app/profile/supermersive.bsky.social