The Sorcery of Flowerland is the magic of Night. It is unsubtle and unlovely. It excels at destruction, imposition, corrosion, subjugation, and transformation, while succor, mending, light, heat, and delicacy are fundamentally contrary to its nature. Animals fear it, and spirits go mad in its presence. When Sorcery can be seen or felt, it is cloying, chilling, sinuous, and dark. 

distributed by Stefano Corso under Creative Commons


Anyone with the Sorcery skill can learn magical Arts. To do so, they must spend a full day studying one of the Night Tribe’s monoliths, murals, or texts. At sunset, they roll 2d6+Soul. 

  • On a 10+ they learn the Art.
  • On a 7-9 they learn the Art and are scarred or altered by the experience.
  • On a 6- they transform into a Night Demon and try to murder or subjugate everything around them.
Upon learning their first Art, a sorcerer’s blood turns an inky black and becomes terribly poisonous. Practiced sorcerers have use for the blood of their fellows, but extraction is seldom pleasant.


There are nine Greater Arts of Night known to the sorcerers of Flowerland. Lesser disciplines abound, and of course no one knows what magics lie forgotten in the Night Tribe ruins out in the wilds. A sorcerer can bring about any magical effect, so long as it pertains to one of the Arts they know and it does not contradict anything about Sorcery’s nature.

  1. Razor Dance
  2. Dominion Song
  3. Rapture Eye
  4. Night Grasp
  5. Void Gate
  6. Venom Scream
  7. Dream Chain
  8. Soul Stitch
  9. Rime Key

When a sorcerer draws upon the powers of Night to cast a spell, on a 10+, they pick 2 of the following, and on a 7-9, they pick 1. On a 6-, it all goes it shit. (EDIT: This bit is adapted from one of the Druid’s moves in Dungeon World.)
  • The spell achieves what they wanted it to.
  • They are uncorrupted and unharmed by Night’s influence.
  • They keep control of their magic

The effects of Sorcery can last indefinitely. However, there are two limiting factors: any Sorcery effect that does not take place instantaneously ends the moment sunlight touches it, and Sorcery tends to destroy or transform objects and people under its influence. 

Sorcerers have a Curse score. It goes up when they fail to resist the corruption intrinsic to magic. If a Sorcerer’s Curse score is at any point higher than their current HP, they immediately roll 2d6+Soul:

  • On a 10+, they retain control and reduce their Curse by 1.
  • On a 7-9, their control slips, and they increase their Curse by 1.
  • On a 6- they transform into a Night Demon and try to murder or subjugate everything around them.