Zephyr is a fantasy roleplaying game in a rich and dense miniature style---visually, think Hollow Knight, Evan Dahm's webcomic Rice Boy, or Maskwitches Of Forgotten Doggerland.
And while those are points of comparison, if your instinct is to immediately then think "oh, so it's just like Hollow Knight" you are completely wrong.
Sidebar: this PDF is 252 pages. And all of these pages are illustrated.
The text is sometimes a natural part of the illustrations (for example, one bit is written as carvings on an illustrated cave wall), but when it isn't it's still visually nestled into the gaps between illustrations. This is hard to do, and the text is quite readable in spite of this. Zephyr's information is always arranged in a way that's super easy to read and bite-sized.
There's also a lot of creativity in the art, sometimes pointing to and recontextualizing parts of the text. The table of contents has graffiti on it, giving hints. Character creation includes visual panel-splits that branch your choices through a series of small narratives.
And before we go on, let's take a moment to talk some more about how hard Zephyr is working. I've just described several really, *really* difficult things to do in making a TTRPG, and Zephyr does them so effortlessly that it can fool you into thinking "oh, well it can't have been that hard to make it."
But, like. I couldn't make Zephyr. I couldn't make Zephyr if I had a hundred years to try and make Zephyr. Two hundred and fifty two illustrations by itself is already a gargantuan undertaking. And there's a game in there too.
Which, let's talk about.
In Zephyr, you play as creatures made of emotions living on the back of a walking continent. Counter to those creatures are the Salt States, which have bureaucracy and debt and a regimented political structure. Zephyr self defines as an anarchist game, and it positions anarchy as a deliberate and eusocial association between individuals which must struggle to survive in the world and in the systems that surround it. The book doesn't talk overmuch about this, but it includes a list of well regarded books to read if you want to know more.
For folks who like big, built fantasy worlds, Zephyr has a lot to offer. It's one of those games that's as much about the setting as the characters, and the setting is fun, nuanced, strange and familiar, and easy to grasp.
For folks who like detailed character building, there's plenty here, but Zephyr has its own unique mechanical funk that isn't quite like any other system I've seen. These factors combine with the character creation process being quite narrative (you're reading short stories and picking options from them to determine your starting abilities) to produce a gamefeel that's best described as a little scurrying arcane critter. Once you grab it, you have a secure hold of it, but until then you're chasing it around the floor of your shop.
Also, this is a tokens game.
In Zephyr, you have four types of tokens. Each of the tokens represents a sort of proto-emotion. And they're used as the foundation for everything else. You metabolize these emotion tokens, take damage to them, use them for checks, feed them into and collect them from your environment, use them to fuse into other characters and control them, etc.
Checks are handled in a simple fashion. You pick a number, put forward that many hidden tokens, the GM picks a number, and then you try not to tie---but there's more granularity than that, and your ability to pick numbers decreases when you're lower on tokens. If you don't like the result of a check, you can spend your tokens to influence it.
Spending tokens, by the way, affects everything around you. Some ways of spending put your token on the game map. Others banish it from the game. Others add new tokens from outside the game. This flow of tokens influences the environment, and tokens from the environment can be used in turn to do things like change the weather (which is not standard rpg weather, it's genuinely super important in Zephyr.)
Alongside tokens, there's equipment and Bonds. Bonds are physical, wearable pieces of emotional connection that you create from spending tokens. Physically wearing your emotions as accessories is rad as hell, but Zephyr doesn't belabor when it's done something cool. It just says it and moves on.
Equipment takes two forms, technologies and tools. Technologies are bought with what is effectively anarchist debt, a sense of obligation that weights on you spiritually if you don't try to repay it (and which is in turn different from Obligation as a system concept, and Debt as a lore concept.) Tools are just things you have, and there's a good variety of both tools and technologies in the book.
I cannot possibly cover all of this book in detail, but other stuff that's neat in the system includes: Entwining (temporarily fuse with and control another character,) Patterns (physical stitches that link between your Bonds and generate specific effects,) equipment load being partially calculated based off of your relationships, cooking and dietary subsystems, hang gliding subsystem, and the bestiary positioning creatures in a social context instead of in a violent one.
For GMs and players, a lot of resources are provided to help get acclimated and play, but I think this is really a book that you want everyone to sit down and read. There's a lot of lore and mechanical nuance to Zephyr, and running it 5e style---where just the GM knows the rules---will take away from the group as a whole's ability to contribute to play.
In terms of who I'd recommend Zephyr to, I think it's a staggering feat of art and design. Anyone who likes rpgs as art probably wants a copy. But also, it's doing ecological and socioeconomic worldbuilding and game design in interesting ways, and I think it'll be a hit with people who already like Ryuutama, Wildsea, Coyote & Crow. Also anyone who's interested in designing their own TTRPGs specifically I think could learn (and develop some strong feelings about design) just from reading this.
Grab a copy if you can. Zephyr's impressive.
Minor Issues:
-Page 13, "pullullate Ophoi" I think this is meant to be populate





















































































































































































































































































































































