
Publication ledger
Every published rules change, in one traceable record
This page records player-facing changes to the Narateer Rules Compendium. The version shown here identifies the rules corpus as a whole, including every numbered chapter and reference page.
Formal release history begins with Pre-alpha v0.1.0. Earlier development remains available in the repository's Git history.
Player-facing recordEach release summarises what changed and why it matters at the table.
Wording-level historyInspect the source record - Current release
- Pre-alpha v27.2.1
- Published
- Release records
- 154
- Change summaries
- 421
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Release history
154 releases421 change summaries
November 2026
10 shownPre-alpha
v27.2.1
Changed4
- People traits say how often they work. Each trait in the Bestiary's People section now ends with Uses: 1 per Rest, and each spellcaster lists its Trance uses per Rest. See Bestiary.
- Beasts no longer have an "Against a Commoner" line, and the sentences describing it are gone.
- Entries no longer say "Unlisted Skills are level 0." A Skill that isn't listed is simply untrained.
- The Saber-toothed cat is now the Sabre-tooth tiger. Its numbers are unchanged, and characters made from it keep working.
Pre-alpha
v27.2.0
Changed4
- Size now changes Vitality. After the Vitality table, Tiny is −2, Small −1, Medium 0, Large +1 and Huge +1, never below 1. Every Bloodline is Medium, so characters don't change. Small animals no longer have nearly a person's Vitality and Action Dice. See Vitality and Bestiary.
- Every beast was rebalanced against a Commoner, an ordinary person with a club. Tiny animals now have 1 to 3 Vitality, and their natural attacks have a Damage Vital Cap of 0, so their Strike Rating is just their Weapon Damage. Herbivores and scavengers fight less well. The ape (a gorilla) is stronger and Relentless, the eagle relies on its dive, and the killer whale stays below 10 Action Dice.
- A Hound companion now has Vitality 3 and three Ready AD.
- The Bestiary is reorganised. Beasts and People each have their own section, listed A to Z. The habitat index is A to Z within each habitat, and entries no longer open with a flavour line.
Added3
- People in the Bestiary: 30 ready-made people, from Commoner to Warlord, in Folk, Minor, Standard, Tough and Elite tiers. Each has Game Stats, Skills, Gear, Attacks, Class traits and spells, the same as Guide's Table uses.
- Against a Commoner: every beast now says how it fares against an ordinary person with a club.
- Two traits: - Relentless: it passes every Continuation Check without rolling. The badger and the ape have it. - Massive: a single attack causes it at most 2 Wounds, unless the attack affects an area. The elephant, mammoth and killer whale have it.
Pre-alpha
v27.1.1
Changed2
- Each Bestiary creature entry can be opened and closed on its own, with its name kept visible for browsing. Links open the entry they point to.
- Renamed each creature’s Body section to Game Stats, covering its Core Vitals, Vitality, Base Movement and Protection Rating. Creature and companion numbers, traits, attacks and rules are unchanged.
Added1
- Added a narrative Bestiary chapter banner in the site’s ink-and-watercolour style.
Pre-alpha
v27.1.0
Added2
- Added the Bestiary: 57 creatures from hounds and horses to bears, crocodiles and swarms, each with Traits, a Body, Skills, Natural Attacks and notes for running it. Each creature has a Temperament: Tame, Wary, Wild, Fierce or Untamable.
- Being the Guide now explains that an NPC can skip Bloodline, Origin and Class: give it only the Vitals, Skills, gear and traits it needs.
Changed3
- Companions now come from the Bestiary. A creature must be friendly first; then spend eight hours together and make a Beastcraft check against its Temperament (Tame DR 0, Wary DR 1, Wild DR 3, Fierce DR 5). Untamable creatures can't bond. Only trained Tame or Wary animals can be bought, for 50 Dritch, and buying one gives Advantage on the check. At character creation, choose a Tame or Wary companion with no check.
- The Ground Companion and Scout Bird profiles are replaced by the Bestiary's Hound and Hawk, which have the same ratings. A companion bonded before this change keeps its animal, name and state.
- The Ranger's Beastmaster quick start buys a Hound.
Pre-alpha
v27.0.0
Added2
- Defined Scenes and Scene Kinds. Every Scene is Social, Exploration, Challenge or Combat and can use Story, Cinematic or Tactical Mode. Any Scene Kind can use sides, turns and Rounds when timing matters.
- Added turn tracker guidance to Combat and Being the Guide. Being the Guide also introduces how a session moves through Scenes and points to the upcoming Guide's Table.
Changed5
- Entering combat closes the current Scene, starts a Combat Scene and causes a Scene Reset. Ending combat closes the Combat Scene and causes another Scene Reset. Changing Scene Mode on its own causes no reset.
- Herbal Teas and Venom Vial coatings can carry into a fight that starts before they are used, and expire when that Combat Scene ends if they are still unused.
- Added shared Spell Timing for short spells. Use their Activation timing in any Scene with turns, or about ten seconds per Round without turns. The revised short spells carry into a fight that starts before their deadline. Their other ending conditions still apply.
- A Scene Reset no longer ends a spell. Longer spells keep their own time limits and other ending conditions. Call Wisp now lasts up to ten minutes per Survival level, and Bind Totem watches for up to eight hours or until it calls out.
- Replaced rules uses of “encounter” with Scene, fight or turn wording in the introductory chapters, Combat, Companions, Magic and Class spells.
Pre-alpha
v26.4.0
Changed1
- After a completed Rest, a Hit or Critical Hit on a Wounded Action Die restores 1 VIT and returns that die to Ready. A Miss leaves the die Wounded.
Pre-alpha
v26.3.0
Added1
- Added a Narrative Prompt to each Class: Fighter, Ranger, Rogue, Primant, Cleric and Mage. Like an Origin's prompt, it asks why your character took this path; answer it when you choose the Class, including a Class added through Character Development. The answers belong in your character's story and have no rules effect.
Pre-alpha
v26.2.0
Added1
- Added the Ammunition Table to Equipment, listing 20-shot bundles of arrows for 2 Dritch, hand crossbow bolts and crossbow bolts for 3 Dritch, and sling bullets for 1 Dritch. Each bundle has Bulk 0; the table names the weapons that use it.
Pre-alpha
v26.1.3
Changed1
- Removed Trade Trinkets from Ritualistic Venom Crafter. Its starting resources are two batches of Poisonous Herbs and 6 Dritch of Minimal Currency.
Pre-alpha
v26.1.2
Changed2
- Added 6 Dritch of Minimal Currency to Ritualistic Venom Crafter, following the Origin guidelines for a package with two useful consumable uses. Its existing equipment, herbs and trade trinkets remain.
- Made companion access at creation explicit in Character Classes and Companions: any Class with Beastcraft level 1 or higher may buy one trained companion for 50 Dritch from starting money. Include the completed eight-hour bond in the character's background and follow the normal Companion rules.