The Lost Age is set in a mythic bronze age where belief fuels reality: gods seek to gain strength through spread worship, dead deities still warp the land and its creatures into mysterious new forms, and mortal heroes cultivate their own legends to claim divinity for themselves. Civilizations have both risen and fallen; forgotten deities and ruins still linger, while new, shining cities are carved out of the dangerous continent.


Atalanta, Gilgamesh, Karna. In Khem this is the level of heroism that characters aspire to. Building a legend and performing mighty deeds worthy of that legend is the point of your existence. Work hard enough, keep from angering the gods and then a hero may ascend upon their glorious death to take their place will the gods. Even the lowliest heroes have an impact in the world.


In the setting of The Lost Age, there are two main paths to magical power: spiritual power granted by the gods, and esoteric magic unearthed by long study. Even those granted power by a deity are generally polytheists, and only the most zealous worship a single god. By comparison, esoteric magic is mastered by those who instead seek the secrets of the world and control over its elements.

The People of Khem

The Land of Khem

 Creatures of Khem

Many strange creatures live in Khem. Many of them are transformed from contact with the essence of dead gods. Essence is distilled belief which can be used to make things true. For animals this enhances their innate behaviors and mutates their form into something new, different, unique.

The setting features:  

  • A shifting pantheon as gods die and heroes ascend
  •  Deep cultural histories and 6 unique non-human races
  •  Granted spiritual magic and free-form elemental magic
  • A dangerous land where unknown creatures and races are common sights



The TEN system is designed to make players feel like a hero. Players will manage their health and combat options with simple calculations. GM’s don’t need to roll dice allowing them to create evocative content mid-game. Instead GM’s assign target numbers to tasks: the average is seven, and players must meet or beat that number on a d10. On any role players may spend a character’s health, known as trait points, to gain a bonus. Rolling a one is an automatic failure, while rolling a ten is an automatic success.

Preview just the Quick Start PDF here


Characters are made up of five traits, each corresponding to a part of the body, which represents their health. Spending points from these traits can activate Skills, add bonuses to d10 rolls, or enable faster movement. Every point in a trait increases a character’s health, while every ten points in a trait increases its rank and grants a +1 bonus to tasks. If a trait is reduced to half, characters receive a second wind, which grants a +1 bonus on attack rolls and damage.

Skills & Talents

Characters gain skills and talents over time. Skills unlock powerful bonuses, activated abilities, or magical powers, while talents grant fame and knowledge. Every ten points is a rank and increases the power or bonus of that skill or talent.


Characters gain skill and trait points through leveling or by accomplishing their goals, such as avenging a loved one or converting a person to their god. Characters level up every session, adding points to their traits and skills.

Action Points

Every turn in combat players gain action points to move, attack, and interact. Actions can be performed in any order, allowing for skirmish style combats. Players may spend trait points to gain additional action points.

Tri-Fold Character Sheet

The tri-fold character sheet lets you focus on the information that’s important to you, whether you’re teaching The Lost Age to a new player, jumping into the heat of combat, or roleplaying your character’s background.

Enemies & Encounters

When designing adventures, the system gets out of the way. GMs set a target number and are then free to craft the encounter. Nemesis enemies offer deep combat options with individually tracked traits and armor, while cohort enemies have a weakness and a single pool of health to create fast group combats.

The system provides:

  • A simple but evocative system for progression
  • Mechanical rewards to perusing character goals
  • Action point system in tactical combat
  • Quick set-piece combat encounters
  • Health as a resource for heroic actions


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