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Jaco Stander · 31 Dec 2018
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English
One summer night a mysterious object crash lands in Nidelium, the kingdom where our tale begins. The King and his Wizard retrieves it and returns it to the castle. The wizard inspects it but does not know what it is. He however has an ominous feeling and decides to consult with his guild. That night a thief, looking to steal from the Wizard, seizes the object but mysteriously decides to commits suicide by jumping from the window in the room where the object was kept. The golden band which sur...
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.
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