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HARVEST RPG

We believe TTRPGs are more than entertainment; they are a means of entering the unknown, overcoming adversity, growing through hardship, and creating stories that endure long after the tale has ended—whether the journey lasts a single session or a decade.

GAME DESIGN PHILOSOPHY

[01]

A WORLD TO DISCOVER

Harvest is built around exploration, uncertainty, and discovery. The world does not exist merely to usher you from one encounter to the next; it is meant to be investigated, learned, and understood. Knowledge of the world and familiarity with its dangers are tools in themselves, rewarding those willing to look beyond what lies immediately before them.

[02]

ADVERSITY ERE JUBILATION

Harvest is a game of overcoming what once seemed impossible. Learn your enemies. Refine your build. Exploit your surroundings. Prepare for what lies ahead. The game invites mastery, experimentation, and even the breaking of its systems—because triumph is sweetest when you had to earn it.

[03]

YOUR TALE, YOUR WAY

Harvest gives you the tools to shape your own Wayfarer and determine your own path. Races, Vocations, Virtues, equipment, abilities, and countless combinations allow characters to be built toward the people—and playstyles—you envision. There is no single prescribed way to overcome the Coil; your decisions, your preparation, and your mastery determine what becomes possible.

Harvest RPG

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THE COIL

Harvest RPG

THE COIL

THE WORLD HAS ALREADY ENDED

 

Not with fire. Not with famine. Not beneath the march of armies nor the wrath of forgotten gods. The end came quietly, creeping through the seams of reality as the Noosphere bled into the waking world and eldritch forces reshaped the foundations upon which civilization was built.

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What remains is known as the Coil: a fractured realm of ruined kingdoms, dying territories, and forgotten places where humanity clings desperately to whatever scraps of order remain.

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Across its broken lands, factions wage endless wars for dominion, salvation, and survival. Some seek to rebuild what was lost. Others seek to purge what they deem heretical. Others delve into forbidden knowledge, tearing open maddening truths. Yet all, whether righteous or depraved,will eventually sacrifice something to endure.Because the Coil does not promise salvation; It only offers survival.

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Beyond the pale of the familiar, impossible realities bleed into the world. Places that should not exist take root upon the land. Creatures born from alien thoughts and ancient hungers now walk among mortals. The boundaries betwixt dream, memory, and flesh decay further with every passing age.

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The hopes of benevolent rulers have long since faded. The promises of deliverance have become little more than myths whispered by those desperate enough to believe them.The Coil rots. And from that decay, countless powers rise to claim what remains.

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Harvest is a grim-dark tabletop roleplaying game set upon the dying remnants of the Coil, where players take the roles of Wayfarers—daring pariahs fate-blessed with unnatural power willing to venture into the forgotten, confront the impossible, and carve their names into a world already lost.

The Harvest RPG Beta provides early access to an approximately 80% complete version of the core PDF. Though certain mechanics remain subject to clarification and overhaul, and much of the artwork has yet to be integrated, the game is fully playable from beginning to end in its current state.

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ALL HARVEST CONTENT

The Harvest CRB is a complete, all-in-one tabletop roleplaying game, containing everything required to play and enough material to provide decades' worth of content without the need for any additional book.

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Yet the Coil is vast, and The CRB is only its foundation. Four additional works have been created to expand upon it: the Bestiary, First Expansion, Second Expansion, and a Vocation Book, a dedicated class book. Together with the CRB, these five works form the foundation of Harvest—each nearing completion and collectively containing generations' worth of adventures, creatures, characters, mechanics, and discoveries yet to be unearthed.

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THE CREATOR

Harvest began as an art portfolio. It was meant to be a fictional world—a place to experiment with ideas, illustrate strange things, and build something entirely my own. What began as a small creative exercise refused to remain one.

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Years of work followed. Ideas became systems. Illustrations became creatures, characters, weapons, worlds, and histories. A setting became a game. A game became a body of work spanning 1,500+ pages across five books, each built to explore its own corner of the world and push further against what I had seen a tabletop roleplaying game could be. That work is now Harvest.

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The intention now behind it has always been simple: to let other people experience what I have spent years building. Not merely to read about the Coil, but to inhabit it. To take its rules, its horrors, its absurdities, and its possibilities and make something of their own.

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For most of its creation, Harvest has been a solitary endeavor. I wrote it, designed it, built its systems, and carried it through years of trial and revision largely on my own. But bringing it to its final form requires more than one person.

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Behind the project now stands a growing strike team of industry-level artists, musicians, programmers, and other creators whose work I have admired for years—including talent with experience across the games, music, and creative industries.

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Working on this has been euphoric; and now I only want to see it come to life, to be enjoyed.

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