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Jaco Stander · 31 Dec 2018
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Fifteen years ago, a thief reached into the world's first wound and pried loose what a king had died to seal.
The crack has been widening ever since. A wizard hid the only ward that could close it — a child, Lily — in a quiet village at the kingdom's edge. The hunters have just found her.
The Spirit of Twelve is an illustrated narrative adventure-RPG: a painterly journey of choices and dice, from a borderland farm to the throne-room beneath a fallen capital — and the grief-mad thing that waits there.
Turn-based fights in the old-school tabletop register. Roll a d20 against your Might, Grace or Wits — every hit, crit and miss on the table, no hidden math. Strikes, guards and spells are cards; win a fight, choose a new card, and shape each hero's hand.
Twelve powers sleep in the vessel — Stone and Flame, Tide and Dawn, and others with older names. Fight by fight you rouse them, and the long war tilts a little your way.
Four regions and forty-odd locations, each its own painterly scene. Choose your path across a living travel map — story beats, optional elites, campsites and lore stones — and let your choices bend the tale.
Five walk the road with the ward — Aaron the blade, Regneel the old guard, Mirek the scholar, Dain the shield — each a different way to win a battle, and a different reason to stay.
English
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