v2026.1 Major

2026 Rules Expansion

After a full year of running Menhirs Fate we have been reviewing a massive amount of data. What did people enjoy? What is working for our crew? Do things match the vision and values we set out at the start of this?

In light of these things we have undertaken a large review of our rules system. We expected that after a year of seeing it on the ground we would want to change things and in some cases deliberately engineered sections so that we would be able to see the interactions and make proper choices about our changes.

Following this we have created the year 2 Menhirs rules. Think of it like an expansion for a game. It’s the same world. A lot of the underlying systems and game remains the same but some things have been optimised, some things have been added and some things have been pruned.

Ultimately our goals are to increase, enhance and enable roleplay within the game and innovate. In light of this a passionate group of crew have spent a lot of time over the long dark overhauling several systems.

13 March 2026Year 2 Expansion
2026.1

NewArmour now does not require XP

NewWeapon Skills now to not require XP (except Thrown and Archery)

UpdateVigour has had an extensive rework with a new Vigour Trigger system

13 March 2026Year 2 Expansion
2026.1

NewNarrative Track – This was always part of our game, but we have made it clearer and separate from the Boon system. You can now progress a narrative track with one powerful being while having temporary boons from multiple beings

13 March 2026Year 2 Expansion
2026.1

UpdateShatter – By default can now shatter any weapon due to improved balancing of weapon types. Ranged shatter removed for being overpowered and not much fun, especially for Monsters.

UpdateRenamed “Damage and Game Effects” page to “Calls” as it now only included Calls, as part of our streamlining process.

UpdateSmite – Now reduces any being to Critical, regardless of whether their soul is a “Corrupted Spirit” type or not.

UpdateI’ve Seen Worse – Now brings targets to 1 Hit Point rather than 3 Hit Points.

UpdateRend/Crush – Now have to be used with specific weapon looks (sharp for Rend, blunt for Crush) to give you a bit more warning of what might happen in an encounter.

RemovedPetrify – Does a similar effect to Stun.

RemovedDrain: There are no Vigour or Focus points to Drain anymore.

RemovedCounterspell – Rebound fulfilled this role and is more interactive.

RemovedBlight – Merged with Smite.

RemovedHeal Wounds – Made redundant by use of Full Heal, Regeneration and I’ve Seen Worse.

RemovedShielding – Difficult to communicate easily on the battlefield.

13 March 2026Year 2 Expansion
2026.1

NewSubstantial Faith Rework – We want Faith to be a big part of the game, instead of a secondary magic system.

NewThe Shrine of the Gods – A new tent in the Guild area that will be introduced IC as an exciting new gift from the Gods. Supported by new NPC’s – The Shrine Tenders. They will handle petitions and queries about the new Faith rules and support the Faith game moving forwards.

UpdateEntreaties and the new Miracle Ceremonies – Will still take place at the Menhir in the Weaving tent so that priests can make use of the awesome SFX and VFX we can facilitate there. Once we are able to make the experience at the new Shrine more exciting, Entreaties and Miracles will be performed there.

UpdateFaith Skill Changes – Added benefits to Dedication to make it more interesting, feel more mysterious and less performed for mechanical interactions.

UpdateFaith Cap – There is now a limit on how much Faith anyone can gather to prevent recurring issues around the movement of Faith.

UpdateFaith is spent significantly less. Most Priest skills do not require Faith to be spent to be used.

UpdateActivities that require 12 or more Faith can collaborate with anyone who has Conviction, to promote cooperative religious roleplay and achieve goals.

UpdateSome ceremonies have either been pruned or merged as they fill similar niches.

UpdateSome Faith skills emphasise or require that the character be willing, to place the focus on Corruption being a choice that you must reason people out of.

RemovedSouls Reflection – Merged with Spiritual Reading

RemovedBanish – While cool, it was hard to represent and account for in our plots.

RemovedDevote – We found it difficult to track, replaced with the new Shrine System.

UpdateDedication – Added mechanical benefit for getting dedicated depending on the God.

UpdateSpiritual Reading – Combined with Souls Reflection, one skill that gives the soul’s status and corruption level.

UpdateMartyr’s Gift – Changed to align with the no cost requirement. The priest becomes critical upon use. 1 per Encounter use rather than costing Faith.

UpdateDivine Light – Altered and split into Divine Light and Turn Corruption

UpdateCleanse Corruption – Target must now be willing, to encourage priests to work and convince the character IC to be cleansed.

NewMiracles – Alongside the Entreaty process, priests will now be able to support the Gods performing Miracles, these are opportunities published before each event and updated throughout the event by the Shrine Tenders.

13 March 2026Year 2 Expansion
2026.1

NewNew page called “Sphere Resonances” providing more information on the magic of each Sphere

RemovedFocus System. Amalgamating this system into the Rites System to better integrate with the metaphysics of the world.

UpdateRites – Wyrd Draw Bags now include X less success beads in the bead bag. Increase overload chance in bead bags to counteract the faster rites and increased power on the battlefield.

UpdateRites – Amalgamating with the Focus system so that fast paced Battle Magic was still available, without devaluing other Rites.

UpdateRites – Improve combat balance based on Skirmish Team feedback, and NonCom Rite fun to make the world more magical feeling, based on Weaving Team feedback.

UpdateWeaving XP Changes – To give more cause for Weavers to work together on rites, ensure Non-Combat Weavers have their own special thing, rather than Rites they cannot use – and ensure combat Weavers are balanced against Vigour.