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War of the Dark Crystal: The Trials

Another world… Another time… In an Age of Wonder.

Three Trials have been shown or mentioned in various media regarding the Dark Crystal, but little knowledge has been provided regarding the history. This supplement provides non-canon history to the three Trials, details two new trials, and provides game-play mechanics for incorporating the Trials into your War of the Dark Crystal Fate Core game.

History of the Trials

The Trials were developed by the Skeksis as ways to settle disputes without coming to direct blows and diminishing their already small numbers. The Gelflings became aware of the Trials and have adopted them and created some of their own for use in settling conflicts.

Songs, Enchantments, and Fate Points: Once a Trial has begun the participants must compete unaided by others. Use of Songs or enchanted items is considered automatic forfeit. When Skeksis compete it is assumed that neither opponent will have recently consumed Essence, but any form of cheating is allowed so long as the cheater is not caught. Use of Fate Points is discouraged but not forbidden, so long as the Aspect invoked directly relates to the competition at hand.

Trial by Stone

A test of strength and swordsmanship.

The most popular Trial created by the Skeksis has also been found in use by the Stonewood and Spriton clans. the Trial by Stone involves the hardest rock or standing stone that can be found (the Skeksis use the Ritual Stone) and two swords. The challenged takes the first strike against the stone, alternating between the competitors for three hits each or until the stone is broken, whichever comes first. The winner is determined by who breaks the stone or carved out the largest piece of rock. Swinging as missing the stone is an automatic loss of the competition.

This Trial is seen in the movie The Dark Crystal.

Gameplay Each strike against the stone requires a Fight roll; Stunts involving strength (like Heavy Hitter) can be used to aid the roll. A Legendary (+8) success is considered a stone-breaking automatic win and a Terrible (-2) result means missing the stone and an automatic loss. Assuming no automatic wins, the highest roll of the six is declared the winner. In the event of a tie, the highest cumulative roll of each competitor decides the winner. If a tie is still present, then each challenger may take another swing at the stone of the two tie-breaking swings the largest result is declared the winner. This tie-breaker challenge will continue until someone is the victor.

Trial by Fire

A test of will, strength, and endurance.

Created Skeksis and sometimes used by the Dousan and Sifa clans, contenders in the Trial by Fire stand on sun-heated sand or fire-heated slabs of rock. Both competitors are handed heavy, but balanced, stones. The winner is the contestant who can hold the most stones without dropping them or falling.

The Trial by Fire can be seen in the Legends of the Dark Crystal Vol. 2: Trial by Fire manga.

Gameplay The competitors are each given a stone at the same time and must roll (at the same time) against their Physique. The challenge begins at a difficulty of 2 and increases by 2 with each stone added. Once three stones have been added if both challengers are successful they must also make a Will roll with a difficulty equal to the Physique difficulty. This competition continues until a failure occurs. If both participants fail the same roll, the Trial is considered a draw. Competitors may try again from the beginning or consider another method of resolving their dispute.

Trial by Air

A test of speed, stamina, and agility.

When Gelfling saw the Skeksis Trials, they began to create some of their own in order to settle disputes. While in most matters, Maudras would decide by consensus or a decree from the All-Maudra, there were instances in which ability and not intellect was the only way to settle a dispute. The Trial by Air was developed. Only female Gelfling with the power of flight may compete as the contest involves a race through the air along a decided route.

The Trial by Air was mentioned but not shown in the Age of Resistance episode 6: By Gelfling Hand…

Gameplay The race in the Trial by Air requires two rolls: Physique, for the speed of flight, and Athletics, for the precision of flight. Any Stunts involving flight may be applied. The winner of the race is whomever had the higher cumulative score. In the event of a tie, the racers continue for another lap and the rolls are made again until a winner is determined.

Trial by Water

A test of skill, strength, and endurance.

Created by the Sifa clan as the Trial by Sea, the Trial was renamed when appropriated by the Drenchen clan. Like the Trial by Air, the Trial by Water is a race. For the Sifa it involves swimming in the ocean from one boat to another while the Drenchen swim a specified route in and under the waterways of the Swamp of Sog.

Gameplay The Trial by Water follows the same rules as the Trial By Air. Two rolls are made: Physique and Athletics. Any Stunts involving swimming may also be applied. The winner of the race having the higher cumulative score for the two rolls.

Trial by Shadow

A test of stealth and cunning.

The Trial by Shadow began its life as a popular children’s game for the Grottan and Vapra clans. Each has their own variation but the game and Trial are both a competition for who can hide the best. Each competitor is given a bit of food tied to a necklace. The food is considered tasty by a specific animal. In the Caves of Grot it’s a treat for nurlocs, while surface-dwellers carry a treat for fizzgigs. The participants are given a count of 100 to hide themselves before five animals are released. The first to be found is considered the loser; dropping or concealing the food in any way is automatic forfeit.

Gameplay This is a simple competition of Stealth rolls between the two players, with any Stunts or Powers (like Camouflage) that apply to hiding in play. In the chance of a tie, the competitors roll again until a winner is determined.