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Hi. I suggest you to re-design the tables (in particular, look for the ones at page 40+ and 60+). The missing last down border seems to suggest the table is continuing in the next page on into the next title; also, probably light grey horizontal lines could be useful to better identify the rows, in particular where you have multiple line of text per single row. 💜
Also, I'm not sold on the sub-rolls on the Initial Encounter Reactions at page 47 - "forcing" the NPC to act in that way instead of suggesting a mood for an active scene with the PCs. Probably, simply suggesting the initial stance (suspcious, wrangling, ready to trade, indifferent, helpful etc.) could be more useful.

Also, if you find it interesting, because the enemies are really simple in their "statblock", you could add a micro-table near each enemy, in which you suggest some "What is this NPC doing?", helping to build interesting encounters if combined with the initial reaction rolled before. Maybe the Bandit entry could have - Menacing other NPCs - Hiding a small treasure - confabulating with another gang - Stealthly moving on a mission.
Things like that.

Anyway, I liked the general layout and picture style. A nice addition to the lightweight Sword&Sorcery style RpGs.


EDIT: about the Initial Encounter Reactions: now I'm also reading your Shadows of a Dying Sun, and I see that table is there too. I see that the additional roll can be useful when playing Coop or Solo, with no GM. Still, I feel that a more complex table, with more, and more nuanced, entries can be cool and useful.