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Version 2.7.0 Release

Added assets summary in Moves.
Added more localization support.

Version 2.6.0 Release

Added more localization support.
Added Pay the Price and Ask the Oracle shorcuts in Moves.
Tweaked the roll templates.

Version 2.5.0 Release

Added stat roll shortcuts to the Moves in preview mode.

Version 2.4.0 Release

Added Scene categories in the Moves in preview mode.

SELECT THE SHEET TYPE

NAME

EXPERIENCE

SPENT

Momentum

Max

Reset

Edge

Heart

Iron

Shadow

Wits

 FAILURES 

 VOWS 

 DEBILITIES 

Conditions
Banes & Burdens
Assets

 NOTES 


Name

Location

Descriptors

Name:
Your cat takes down its prey.

Eager: When your cat chases down big game, you may Resupply with +edge (instead of +wits). If you do, take +1 supply or +1 momentum on a strong hit.

Inescapable: When you Enter the Fray or Strike by sending your cat to attack, roll +edge. On a hit, take +2 momentum

Protective: When you Make Camp, your cat is alert to trouble. If you or an ally choose to relax, take +1 spirit. If you focus, take +1 momentum.

0
+ 1
+ 2
+ 3
+ 4
Name:
Your spider uncovers secrets.

Discreet: When you Secure an Advantage by sending your spider to scout a place, add +1 and take +1 momentum on a hit.

Soul-Piercing: You may Face Danger +shadow by sending your spider to secretly study someone. On a hit, the spider returns to reveal the target's deepest fears through a reflection in its glassy eyes. Use this to Gather Information and reroll any dice.

Ensnaring: When your spider sets a trap, add +1 as you Enter the Fray +shadow. On a strong hit, also inflict 2 harm.

0
+ 1
+ 2
+ 3
+ 4
Name:
Your hawk can aid you while it is aloft.

Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1.

Fierce: When you Secure an Advantage +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum on a hit.

Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Enter the Fray +wits against an ambush, add +2.

0
+ 1
+ 2
+ 3
Name:
You and your horse ride as one.

Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.

Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.

Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.

0
+ 1
+ 2
+ 3
+ 4
+ 5
Name:
Your hound is your steadfast companion.

Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.

Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.

Loyal: When you Endure Stress in the company of your hound, add +1.

0
+ 1
+ 2
+ 3
+ 4
Name:
Your friend stands by you.

Skilled: When you make a move outside of combat aided by your companion's expertise, add +1.

Expertise:

Shield-Kin: When you Clash or Battle alongside your companion, or when you Face Danger against an attack by standing together, add +1.

Bonded: Once you mark a bond with your companion, add +1 when you Face Desolation in their presence.

0
+ 1
+ 2
+ 3
+ 4
Name:
Your mammoth walks a resolute path.

Lumbering: When your mammoth travels with you as you Undertake a Journey, you may add +2 but suffer -1 momentum (decide before rolling)

Beast of burden: When you make a move which requires you to roll +supply, you may instead roll +your mammoth's health.

Overpowering: When you Strike or Clash by riding your mammoth against a pack of foes, add +1 and inflict +1 harm on a hit.

0
+ 1
+ 2
+ 3
+ 4
+ 5
Name:
Your owl soars through the darkness.

Nocturnal: If you Resupply at night by sending your owl to hunt, take +2 momentum on a hit. When you Enter the Fray +wits against an ambush in darkness, add +1 and take +1 momentum on a hit.

Sage: When you leverage your owl's secret knowledge to perform a ritual, add +1 or take +1 momentum on a hit (decide before rolling).

Embodying: When you Face Death, take your owl's health as +momentum before you roll.

0
+ 1
+ 2
+ 3
Name:
Your raven heeds your call.

Sly: When you Secure an Advantage or Face Danger +shadow using your raven to perform trickery (such as creating a distraction or stealing a small object) add +1 and take +1 momentum on a hit.

Knowing: When you Face Death, add +2 and take +1 momentum on a hit.

Diligent: When your raven carries messages for you, you may Secure an Advantage, Gather Information, orCompel from a distance.

0
+ 1
+ 2
Name:
Your wyvern won't devour you. For now.

Insatiable: When you Undertake a Journey and score a hit, you may suffer -1 supply in exchange for +2 momentum.

Indomitable: When you make the Companion Endure Harm move for your wyvern, add +2 and take +1 momentum on a hit.

Savage: When you Strike by commanding your wyvern to attack, roll +heart. Your wyvern inflicts 3 harm on a hit.

0
+ 1
+ 2
+ 3
+ 4
+ 5

When you create an elixir, choose an effect: Deftness (edge), audacity (heart), vigor (iron), slyness (shadow), or clarity (wits). Then, suffer -1 supply and roll +wits. On a strong hit, you create a single dose. The character who consumes the elixir must Face Danger +iron and score a hit, after which they add +1 when making a move with the related stat until their health, spirit, or momentum fall below +1. On a weak hit, as above, but suffer an additional -1 supply to create it.

As above, and you may choose two effects for a single dose, or create two doses of the same effect.

When you prepare an elixir, add +1 and take +1 momentum on a hit.

When you make a move to pacify, calm, control, aid, or fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on a hit.

You may add or upgrade an animal or beast companion asset for 1 fewer experience. Once you mark all their abilities, you may Forge a Bond with them and take an automatic strong hit. When you do, mark a bond twice and take 1 experience.

Once per fight, when you leverage your animal or beast companion to make a move, reroll any dice. On a hit, take +1 momentum.

Once you become maimed...

You focus your energies: Reduce your edge or iron by 1 and add +2 to wits or heart, or +1 to each (to a maximum of +4).

You overcome your limitations: Reduce your maximum health by 1. Maimed no longer counts as a debility, and does not reduce your maximum momentum or reset value. When you Endure Stress +heart, take +1 momentum on a strong hit.

You have stared down death before: When you are at 0 health and Endure Harm, you may roll +wits or +heart (instead of +health or +iron). If you do, take +1 momentum on a hit.

Name:
Once you mark a bond with a kin-blade, a sentient weapon imbued with the spirit of your ancestor...

When you Enter the Fray or Draw the Circle while wielding your kin-blade, add +1 and take +1 momentum on a hit.

When you Gather Information by listening to the whispers of your kinblade, add +1 and take +2 momentum on a hit. Then, Endure Stress (2 stress).

When you Strike with your kin-blade to inflict savage harm (decide before rolling), add +1 and inflict +2 harm on a hit. Then, Endure Stress (2 stress).

When you make a move which gives you an add for sharing a bond, add +1 more.

When you completely fill a box on your bonds progress track, envision what your relationships have taught you. Then, take 1 experience and +2 momentum.

When you make a move in a crucial moment and score a miss, you may cling to thoughts of your bond-kin for courage or encouragement. If you do, reroll any dice. On another miss, in addition to the outcome of the move, you must mark shaken or corrupted. If both debilities are already marked, Face Desolation .

When you Secure an Advantage +edge by dancing for an audience, add +1 and take +2 momentum on a hit. On a strong hit, also add +2 (one time only) if you make a move to interact with someone in the audience.

When you Face Danger +edge in a fight by nimbly avoiding your foe's attacks, add +1 and take +1 momentum on a hit.

When you or an ally make a progress move and roll a hit, you may perform a dance to commemorate the event. If you do, roll +edge. On a strong hit, you and each of your allies may take +2 momentum and +1 spirit. On a weak hit, you take +1 momentum or +1 spirit, but your allies are unmoved.

God's Name:
Stat:

When you say your daily prayers, you may Secure an Advantage by asking your god to grant a blessing. If you do, roll +your god's stat. On a hit, take +2 momentum.

When you Swear an Iron Vow to serve your god on a divine quest, you may roll +your god's stat and reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

When you Sojourn, and spread the word of your god, you may roll +your god's stat. If you do, take +1 momentum on a hit.

Title/Lineage:

When you Sojourn and score a weak hit or miss, you may claim the rights of hospitality warranted by your title or lineage. If you do, roll all dice again and add +1. On a miss, you are refused, and your presumption causes significant new trouble.

When you exert your title or lineage to Compel, add +1 and take +1 momentum on a hit.

When you forgo your title or lineage and Forge a Bond as an equal, or when you Swear an Iron Vow to serve someone of a lower station, add +1 and take +1 momentum or +1 spirit on a hit.

When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.

When in a community or trading, you may suffer -1 wealth and take +2 supply.

When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.

0
+ 1
+ 2
+ 3
+ 4
+ 5

When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).

  • Add +2.
  • On a hit, take or give an additional +1 health.

When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.

When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.

When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.

When you Secure an Advantage or Compel by telling a hard truth, add +1 and take +1 momentum on a hit. On a weak hit or miss, envision how this truth complicates your current situation.

When you Fulfill Your Vow and score a miss, you may reroll one challenge die. If you score a miss again, reduce your maximum spirit by 1. You may recover this lost spirit when you next Fulfill Your Vow and score a strong hit.

When you Check your Gear, you may roll +wits (instead of +supply). If you do, envision how you make do with a clever solution, and take +1 momentum on a hit.

When you Secure an Advantage or Face Danger by cobbling together an ad hoc tool or apparatus, add +1 and take +1 momentum on a hit. After you roll, you may also suffer -1 supply and add +1 more.

When you throw caution to the wind and make an impulsive move in a risky situation, you may add +2. If you do, take +1 momentum on a strong hit, but count a weak hit as a miss.

When you make a move to breach, traverse, or hide within an area held by an enemy force, add +1 and take +1 momentum on a hit.

When you Gather Information within an enemy area to discover their positions, plans, or methods, or when you Secure an Advantage within that area through observation, you may roll +shadow (instead of +wits). If you do, take +1 momentum on a hit.

When you Resupply within an enemy area by scavenging or looting, you may roll +shadow (instead of +wits). If you do, take +1 momentum or +1 supply on a hit.

When you Aid Your Ally, add +1 and take +1 momentum on a hit. This is in addition to the benefits taken by your ally.

When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.

When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.

Once you mark a bond with elves, and are gifted a mask of precious elderwood...

Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).

  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit

As above, and you may instead add +2 and suffer -2 (decide before rolling).

When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).

Once you Forsake a Vow...

This asset counts as a debility. One time only, when you Swear an Iron Vow to redeem yourself (extreme or greater), give that vow a special mark. When you Reach a Milestone on the marked vow, take +2 momentum.

When you Secure an Advantage or Compel by reaffirming your commitment to your marked vow, add +1 and take +1 momentum on a hit.

When you Fulfill Your Vow on your marked quest and score a hit, you find redemption and automatically activate this ability at no cost. You may then improve one of your stats by +1 and discard this asset.

When your supply is reduced to 0, suffer any remaining -supply as -momentum. Then, roll +wits. On a strong hit, you manage to scrape by and take +1 supply. On a weak hit, you may suffer -2 momentum in exchange for +1 supply. On a miss, you are Out of Supply.

When you Sojourn, you may reroll any dice. If you do (decide before your first roll), your needs are few, but your isolation sets you apart from others. A strong hit counts as a weak hit.

When you Reach Your Destination and roll a strong hit, you recall or recognize something helpful about this place. Envision what it is, and take +2 momentum.

When you establish a false identity, roll +shadow. On a strong hit, you may add +2 when you make moves using this identity to deceive or influence others. If you roll a 1 on your action die when using your false identity, someone doubts you. Make appropriate moves to reassure them or prevent them from revealing the truth. On a weak hit, as above, but add +1 (instead of +2).

As above, and you may roll +shadow (instead of +heart) when you Sojourn under your false identity. If you do, take +1 momentum on a hit.

When you Secure an Advantage by revealing your true identity in a dramatic moment, reroll any dice.

Once you Face Death and return to the world of the living...

When you are at 0 health, and Endure Harm orFace Death, add +1. If you then burn momentum to improve your result, envision what bond or vow binds you to this world, and take +2 momentum after you reset.

When you make a move to investigate, oppose, or interact with a horror, spirit, or other undead being, add +1.

When you bring death to your foe to End the Fight, you may burn momentum to cancel one (not both) of the challenge dice if your momentum is greater than the value of that die. If you do, Endure Stress (2 stress).

If you are with your horse companion...

When you Heal your horse, or when you Face Danger to calm or encourage it, add +1 and take +1 momentum on a hit.

When you Undertake a Journey, you may push your horse harder and add +1 (after rolling). If you do, make the Companion Endure Harm move (1 harm).

When you Secure an Advantage +wits by sizing up a perilous situation from the saddle, you are one with your horse's instincts. Add +1 and take +1 momentum on a hit.

Once you Fulfill Your Vow (formidable or greater) in service to an elder mystic, and Forge a Bond to train with them...

When you Secure an Advantage to ready yourself for a ritual, envision how you prepare. Then, add +1 and take +1 momentum on a hit.

When you perform a ritual, you may suffer -1 supply and add +1 (decide before rolling).

When you tattoo the essence of a new ritual onto your skin, envision the mark you create. You may then purchase and upgrade that ritual asset for 1 fewer experience.

Once you become corrupted...

You harden your heart: Reduce your heart stat by 1 and add up to +2 to shadow (to a maximum of +4).

You are attuned to the realms of shadow: When you perform a ritual, add +1.

You know the sly ways of death: When you Face Death, you may roll +shadow (instead of +heart). You may also suffer -1 momentum and add +1 (decide before rolling).

When you Face Danger or Gather Information to identify or detect mystic forces, add +1 and take +1 momentum on a hit.

When you Compel, Forge a Bond, or Test Your Bond with a fellow mystic or mystical being, add +1 and take +1 momentum on a hit.

When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.

When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.

When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

When you slay a beast or horror (at least formidable), you may take a trophy and choose one.

  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).

You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).

When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.

One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.

  • Let them go: Take 2 experience for each marked ability and discard this asset.
  • Deepen your connection: Add +1 more when you leverage this asset.

When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.

When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.

When you Sojourn within a community with which you share a bond, add +2 (instead of +1).

When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.

When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.

When you Forge a Bond for a relationship founded on a lie, choose one.

  • Keep your secret: Roll +shadow (instead of +heart).
  • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.

When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.

When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.

When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.

When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.

When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.

  • The wind is at your back: Mark progress twice.
  • Find safe anchor: Make Camp now and reroll any dice.
  • Reap the bounty: Resupply now and reroll any dice.

When you Enter the Fray aboard a boat or ship, reroll any dice.

When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.

When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.

When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Once you Fulfill Your Vow (formidable or greater) in service to a seasoned warrior, and Forge a Bond to train with them...

When you Secure an Advantage by sizing up your foe in a fight, or in a charged situation which may lead to a fight, add +1 and take +1 momentum on a hit.

When you study or train in a new weapon or technique, you may obtain and upgrade that combat talent for 1 fewer experience.

When you Turn the Tide with a sudden change of weapon or technique, and your next move is a Strike, you may add +1 and inflict +2 harm on a strong hit.

When you Face Danger, Secure an Advantage, or Gather Information using your knowledge of tracking, woodcraft, or woodland creatures, add +1.

When you Face Danger or Secure an Advantage by hiding or sneaking in the woodlands, add +1 and take +1 momentum on a hit.

When you Make Camp in the woodlands, you may roll +wits (instead of +supply). If you do, you and your allies may each choose 1 more option on a hit.

Specialty:

When you Secure an Advantage by crafting a useful item using your specialty, or when you Face Danger to create or repair an item in a perilous situation, add +1 and take +1 momentum on a hit.

As above, and you may suffer -1 supply (after you roll) to add an additional +1.

When you give the item you create as a gift to commemorate an important event or relationship, you may (one time only) reroll any dice when you Compel, Forge a Bond, or Test Your Bond.

If you wield a bow...

When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>

  • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
  • Line up your shot: Roll +edge, and take +1 momentum on a hit.

Once per fight, when you Strike or Clash, you may take extra shots and suffer -1 supply (decide before rolling). When you do, reroll any dice. On a hit, inflict +2 harm and take +1 momentum.

When you Resupply by hunting, add +1 and take +1 momentum on a hit.

If you are clad only in animal pelts...

When you Secure an Advantage or Compel by embodying your wild nature, add +1 and take +1 momentum on a hit.

When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one.

  • Push yourself: Endure Harm (1 harm).
  • Lose yourself: Endure Stress (1 stress).

When you Endure Harm in a fight, and your health is above 0, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining health. A weak hit counts as a miss.

If you are unarmed or fighting with a non-deadly weapon...

When you Secure an Advantage +iron by engaging in close-quarters brawling (such as punching, tripping, or grappling), add +1. If you score a hit, you may also inflict 1 harm.

When you use an unarmed attack or simple weapon to Strike with deadly intent, add +2 and inflict 2 harm on a hit (instead of 1). On a weak hit or miss, suffer -1 momentum (in addition to any other outcome of the move).

When you Face Danger or Clash against a brawling attack, add +1 and take +1 momentum on a hit.

If you wield a dagger or knife...

When you are in position to Strike at an unsuspecting foe, choose one (before rolling).

  • Add +2 and take +1 momentum on a hit.
  • Inflict +2 harm on a hit.

When you Compel someone at the point of your blade, or when you rely on your blade to Face Danger, add +1.

Once per fight, when you Secure an Advantage +shadow by performing a feint or misdirection, reroll any dice and take +1 momentum on a hit.

If you wield a bladed weapon in each hand...

When you Strike or Clash, you may add +2. If you do (decide before rolling), inflict +1 harm on a strong hit and count a weak hit as a miss.

Once per fight, when you Secure an Advantage +edge by making a bold display of your combat prowess, you may reroll any dice.

When you Draw the Circle, choose one (before rolling).

  • Add +2.
  • Take +2 momentum on a hit.

When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.

When you Resupply by recovering or gathering arrows after a Battle, add +2.

When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one.

  • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
  • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
If you wear armor...

When you equip or adjust your armor, choose one.

  • Lightly armored: When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
  • Geared for war: Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.

When you Clash while you are geared for war, add +1.

When you Compel in a situation where strength of arms is a factor, add +2.

Lightly Armored
Geared for War
If you wield a staff...

In your hands, a humble staff is a deadly weapon (2 harm). When you instead use it as a simple weapon (1 harm), you may Strike or Clash +edge (instead of iron). If you do, add +1 and take +1 momentum on a hit.

When you Secure an Advantage +edge using your staff to disarm, trip, shove, or stun your foe, add +1 and take +1 momentum on a hit.

When you Undertake a Journey and score a strong hit, or if you accompany an ally who scores a strong hit on that move, your staff provides support and comfort in your travels; take +1 momentum.

If you wield a shield...

When you Face Danger using your shield as cover, add +1. When you Clash in close quarters, take +1 momentum on a strong hit.

When you paint your shield with a meaningful symbol, envision what you create. Then, if you Endure Stress as you face off against a fearsome foe, add +1 and take +1 momentum on a hit.

When forced to Endure Harm in a fight, you may instead sacrifice your shield and ignore all harm. If you do, the shield is destroyed. Once per fight, you also take initiative when you sacrifice your shield to avoid harm.

If you wield a spear...

When you Face Danger by holding a foe at bay using your spear's reach, roll +iron or +edge. If you score a hit, you may...

  • Iron: Strike(if you have initiative) or Clash now, and add +1.
  • Edge: Take +1 momentum.

When you Strike in close combat, you may attempt to drive your spear home (decide before rolling). If you do, add +1 and inflict +2 harm on a hit. If you score a hit and the fight continues, Face Danger +iron to recover your spear.

When you Secure an Advantage by bracing your spear against a charging foe, add +1 and take +1 momentum on a hit.

If you wield a sling...

When launched from a sling, a simple stone inflicts deadly harm (2 harm). When you Enter the Fray by barraging your foe with sling-bullets, inflict harm on a strong hit.

When you Strike by launching stones at an advancing foe, you may choose one (before rolling).

  • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
  • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.

When you Secure an Advantage by preparing stones of a special quality or material, add +1. Then, take +1 momentum or +1 supply on a hit.

If you wield an axe...

When you Strike or Clash in close quarters, you may suffer -1 momentum and inflict +1 harm on a hit (decide before rolling).

When you have your axe in hand, and use the promise of violence to Compel or Secure an Advantage, add +1 and take +1 momentum on a hit.

When you make a tribute to a fallen foe (formidable or greater) by carving a rune in the haft of your axe, roll +heart. On a strong hit, inflict +1d6 harm (one time only) when you Strike or Clash. On a weak hit, as above, but this death weighs on you; Endure Stress (2 stress).

If you wield a sword...

When you Strike or Clash and burn momentum to improve your result, inflict +2 harm. If the fight continues, add +1 on your next move.

When you Clash and score a strong hit, you may add +1 if you immediately follow with a Strike.

When you Swear an Iron Vow by kneeling and grasping your sword's blade, add +1 and take +1 momentum on a hit. If you let the edge draw blood from your hands, Endure Harm (1 harm) in exchange for an additional +1 momentum on a hit.

If you wield a mighty hammer...

When you Face Danger, Secure an Advantage, or Compel by hitting or breaking an inanimate object, add +1 and take +1 momentum on a hit.

When you Strike a foe to knock them back, stun them, or put them off balance, inflict 1 harm (instead of 2) and take +2 momentum on a hit. On a strong hit, you also create an opening and add +1 on your next move.

When you Turn the Tide, you may Strike with all the fury and power you can muster. If you do (decide before rolling), you may reroll any dice and inflict +2 harm on a strong hit, but count a weak hit as a miss.

When you summon a flock of crows and ask a single question, roll +wits. On a strong strong hit, you interpret their calls as a helpful omen. Envision the response (Ask the Oracle if unsure) and take +2 momentum. On a weak hit, the crows ignore your question and offer a clue to an unrelated problem or opportunity in this area. Envision what you learn (Ask the Oracle if unsure), and take +1 momentum.

As above, and the crows will also help guide you on the proper path. On a hit, add +1 on the next segment when you Undertake a Journey.

When you perform this ritual, add +1 and take +1 momentum on a hit.

When you create a simulacrum, roll +heart. On a strong hit, your creation is given unnatural life. If it aids you as you make a move to assault or overcome an obstacle through strength, add +2. It has 3 health and suffers harm as appropriate, but is not a companion and may not be healed. At 0 health, it is dead. On a weak hit, as above, but if you roll a 1 on your action die when aided by your creation, you must Face Danger +heart to keep it from turning on you (as a formidable foe).

Your simulacrum has 6 health.

When you perform this ritual, add +1 and take +1 momentum on a hit.

0
+ 1
+ 2
+ 3
+ 4
+ 5
+ 6

When you wear an animal pelt and dance in moonlight, roll +wits. On a strong hit, you or an ally may wear the pelt and add +1 when making moves with the related stat (wolf-edge; bear-iron; deer-heart; fox-shadow; boar-wits). If the wearer rolls a 1 on their action die while making a move using the pelt, the magic is spent. On a weak hit, as above, but the wilds call as you dance; Endure Stress (2 stress).

As above, and you may instead perform this ritual wearing the pelt of a beast. If you do, name the related stat and add +2 (instead of +1).

When you perform this ritual, add +1 and take +1 momentum on a hit.

When you surround the remains of a recently deceased intelligent creature with lit candles, and summon its spirit, roll +heart. Add +1 if you share a bond. On a strong hit, the spirit appears and you may converse for a few minutes. Make moves as appropriate (add +1). On a weak hit, as above, but the spirit also delivers troubling news unrelated to your purpose. Envision what it tells you (Ask the Oracle if unsure) and Endure Stress (1 stress).

As above, and you may also commune with the long-dead.

When you perform this ritual, add +1 and take +1 momentum on a hit.

When you take a drop of blood from a willing subject (not yourself) and cast the rune-carved stones, roll +heart. On a strong hit, you may read the runes to Gather Information about the subject and people close to them, including insight you and the subject have no knowledge of. If you do, add +1. On a weak hit, as above, but the answers are revealed only with extra time and focus; suffer -2 momentum.

As above, and your divination can also reveal information about the subject's future.

When you perform this ritual, add +1 and take +1 momentum on a hit.

When you consume the mystical essence of your surroundings, roll +wits. On a strong hit, add the value of your action die to your essence track (max 6). You may then Secure an Advantage or Face Danger +essence to create minor mystical effects or illusions. If you do, suffer -1 essence and take +1 momentum on a hit. On a weak hit, as above, but capturing these energies is harrowing; Endure Stress (2 stress).

You may Compel +essence (and suffer -1 essence) through a show of power.

When you perform this ritual, add +1 and take +1 essence on a hit.

0
+ 1
+ 2
+ 3
+ 4
+ 5
+ 6

When you hold a weapon and sing a keen for those it has killed, roll +heart. On a strong hit, the wielder inflicts +1 harm when they Strike or Clash. If they roll a 1 on their action die when making a move to inflict harm, the magic is spent. On a weak hit, as above, but the voices of those who were slain join in your song; Endure Stress (2 stress).

As above, and the wieldermayalso (one time only) add +1 and take +2 momentum on a hit when they Draw the Circle, Enter the Fray, or Battle.

When you perform this ritual, add +1 and take +1 momentum on a hit.

When you mark your hands or weapon with an intricate blood rune, roll +iron. On a strong hit, the rune thirsts for fresh blood. One time only, when you make a move to inflict harm, reroll any dice and inflict +2 harm on a hit. Then, for each point of harm inflicted, take +1 and allocate it as +health or +momentum. On a weak hit, as above, but this asset counts as a debility until the rune's thirst is quenched.

As above, and you may also touch an ally or companion and let them take +1 health or momentum for each unallocated point.

When you perform this ritual, add +1 and take +1 momentum on a hit.

When you focus on a source of light and capture its essence, roll +wits. On a strong hit, set your light track to +6. On a weak hit, make it +3. Then, when you make a move to overcome or navigate darkness, you may add +2 and suffer -1 light.

You may use your light to Strike or Clash against a dark-dwelling foe. Choose the amount of light to unleash, and roll +light (instead of +iron or +edge). Suffer -light equal to that amount. On a hit, your harm is 1+your unleashed light.

When you perform this ritual, add +1 and take +1 momentum on a hit.

0
+ 1
+ 2
+ 3
+ 4
+ 5
+ 6

When you look into flames to study a remote person or location, roll +shadow. You or someone with you must have knowledge of the target. On a strong hit, you may Gather Information through observation using +shadow or +wits. On a weak hit, as above, but the flames are hungry; choose one to sacrifice.

  • Your blood: Endure Harm (2 harm).
  • Something precious: Endure Stress(2 stress).
  • Provisions: Suffer -2 supply.

As above, and you may instead study a past event.

When you perform this ritual, add +1 and take +1 momentum on a hit.

When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.

As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.

When you perform this ritual, add +1 and take +1 momentum on a hit.

When you speak a person's name three times to the wind, roll +wits. On a strong hit, the wind whispers of this person's need. Envision what you hear (Ask the Oracle if unsure). If you use this information or fulfill this need when you Compel them, you may reroll any dice (one time only). On a weak hit, as above, but this person's need creates a troubling dilemma or complication; Endure Stress (1 stress).

As above, and if you roll a strong hit when you Compel, you may also reroll any dice (one time only) when you Gather Information from this person.

When you perform this ritual, add +1 and take +1 momentum on a hit.

When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. On a strong hit, when the wearer opposes the target through a move, add +2. If a 1 is rolled on the action die while making a move using the charm, the magic is spent. On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).

As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.

When you perform this ritual, add +1 and take +1 momentum on a hit.

When you commune with the spirits of a place, roll +heart. If you share a bond with someone there, add +1. On a strong hit, you are tethered. When you Undertake a Journey to return, you may roll +spirit or +heart (instead of +wits), and take +1 momentum on a hit. When you Reach Your Destination, take +2 momentum on a strong hit. The tether is lost if you perform this ritual elsewhere, or when you Face Desolation. On a weak hit, as above, but the spirits reveal a disturbing aspect of the place; Endure Stress (2 stress).

As above, and you may also reroll any dice when you Sojourn in the tethered place.

When you perform this ritual, add +1 and take +1 momentum on a hit.

When you hold a totem of your animal or beast companion and focus on it, roll +heart. On a strong hit, you are bound together. Add +1 and take +1 momentum on a hit when you use a companion ability. If you roll a 1 on your action die when using a companion ability, the magic is spent. On a weak hit, as above, but creating this connection is unsettling; Endure Stress (1 stress).

As above, and you may also perceive the world through your companion's senses while you make moves aided by them (even when you are apart).

When you perform this ritual, add +1 and take +1 momentum on a hit.

When you paint yourself in blood and ash, roll +wits. On a strong hit, you may add +2 and take +1 momentum on a hit when you Secure an Advantage or Compel using fear or intimidation. If you roll a 1 on your action die when making a move aided by your visage, the magic is spent. On a weak hit, as above, but the blood must be your own; Endure Harm (2 harm).

As above, and you may also add +1 when you Strike, Clash, or Battle .

When you perform this ritual, add +1 and take +1 momentum on a hit.

When you walk a wide circle, sprinkling the ground with salt, roll +wits. On a strong hit, choose two. On a weak hit, choose one.

  • When a foe first crosses the boundary, take +1 momentum.
  • When you first inflict harm against a foe within the boundary, inflict +1 harm.
  • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.

As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').

When you perform this ritual, add +1 and take +1 momentum on a hit.

BuilderView
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Ability 2
Ability 3
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FATE MOVES

COMBAT MOVES

DELVE MOVES

ADVENTURE MOVES

RELATIONSHIP MOVES

FAILURE MOVES

QUEST MOVES

SUFFER MOVES

RARITY MOVES

THREAT MOVES

SCENE: COMBAT

SCENE: JOURNEY

SCENE: SETTLEMENT

FATE MOVES

ADVENTURE MOVES

RELATIONSHIP MOVES

QUEST MOVES

COMBAT MOVES

SUFFER MOVES

DELVE MOVES

FAILURE MOVES

RARITY MOVES

THREAT MOVES

Oracle

Pay

Advance

When you focus on your skills, receive training, find inspiration, earn a reward, or gain a companion, you may spend 3 experience to add a new asset, or 2 experience to upgrade an asset.

Oracle

Pay

Advance A Threat

When you give ground to a threat through inaction, failure, or delay, roll on the table below and envision how the change manifests in your world (Ask the Oracle if unsure).

1-30The threat readies its next step, or a new danger looms. If you are in a position to prevent this development, you may attempt to do so. If you succeed, Reach a Milestone. Otherwise, mark menace.
31-70The threat works subtly to advance toward its goal, or the danger escalates. Mark menace.
71-100The threat makes a dramatic and immediate move, or a major event reveals new complications. Mark menace twice.

On a match, this development also exposes a surprising aspect of the threat’s plan or nature.

If you mark the last box on the threat’s menace track, the threat achieves its goal, or the final dire outcome occurs. You must Forsake Your Vow.

Oracle

Pay

Aid Your Ally

When you Secure an Advantage in direct support of an ally, and score a hit, they (instead of you) can take the benefits of the move. If you are in combat and score a strong hit, you and your ally have initiative.

Pay

Ask the Oracle

When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may...

  • Draw a conclusion: Decide the answer based on the most interesting and obvious result.
  • Ask a yes/no question: Decide the odds of a ‘yes’, and roll on the table below to check the answer.
  • Pick two: Envision two options. Rate one as ‘likely’, and roll on the table below to see if it is true. If not, it is the other.
  • Spark an idea: Brainstorm or use a random prompt.
11 or greaterAlmost Certain
26 or greaterLikely
51 or greater50/50
76 or greaterUnlikely
91 or greaterSmall -Chance

Edge

Heart

Iron

Shadow

Wits

Oracle

Pay

Battle

When you fight a battle, and it happens in a blur, envision your objective and roll. If you primarily...

  • Fight at range, or using your speed and the terrain to your advantage: Roll +edge.
  • Fight depending on your courage, allies, or companions: Roll +heart.
  • Fight in close to overpower your opponents: Roll +iron.
  • Fight using trickery to befuddle your opponents: Roll +shadow.
  • Fight using careful tactics to outsmart your opponents: Roll +wits.

On a strong hit, you achieve your objective unconditionally. Take +2 momentum.

On a weak hit, you achieve your objective, but not without cost. Pay the Price.

On a miss, you are defeated and the objective is lost to you. Pay the Price.

Oracle

Pay

Check Your Gear

When you check to see if you have a specific helpful item, and you have at least +1 supply, roll +supply.

On a strong hit, you have it. Take +1 momentum.

On a weak hit, you have it, but your resources are diminished. Take +1 momentum and suffer -1 supply.

On a miss, you don’t have it and the situation grows more perilous. Pay the Price.

Edge

Iron

Oracle

Pay

Clash

When your foe has initiative and you fight with them in close quarters, roll +iron. When you exchange a volley at range, or shoot at an advancing foe, roll +edge.

On a strong hit, inflict your harm and choose one. You have the initiative.

  • You bolster your position: Take +1 momentum.
  • You find an opening: Inflict +1 harm.

On a weak hit, inflict your harm, but then Pay the Price. Your foe has initiative.

On a miss, you are outmatched and must Pay the Price. Your foe has initiative.

Heart

Oracle

Pay

Companion Endure Harm

When your companion faces physical damage, they suffer -health equal to the amount of harm inflicted. If your companion’s health is 0, exchange any leftover -health for -momentum.

Then, roll +heart or +your companion’s health, whichever is higher.

On a strong hit, your companion rallies. Give them +1 health.

On a weak hit, your companion is battered. If their health is 0, they cannot assist you until they gain at least +1 health.

On a miss, also suffer -1 momentum. If your companion’s health is 0, they are gravely wounded and out of action. Without aid, they die in an hour or two.

If you roll a miss with a 1 on your action die, and your companion’s health is 0, they are now dead. Take 1 experience for each marked ability on your companion asset, and remove it.

Heart

Iron

Shadow

Oracle

Pay

Compel

When you attempt to persuade someone to do something, envision your approach and roll. If you...

  • Charm, pacify, barter, or convince: Roll +heart (add +1 if you share a bond).
  • Threaten or incite: Roll +iron.
  • Lie or swindle: Roll +shadow.

On a strong hit, they’ll do what you want or share what they know. Take +1 momentum. If you use this exchange to Gather Information, make that move now and add +1.

On a weak hit, as above, but they ask something of you in return. Envision what they want (Ask the Oracle if unsure).

On a miss, they refuse or make a demand which costs you greatly. Pay the Price.

Oracle

Pay

Delve the Depths

When you traverse an area within a perilous site, envision your surroundings (Ask the Oracle if unsure). Then, consider your approach. If you navigate this area…

  • With haste: Roll +edge.
  • With stealth or trickery: Roll +shadow.
  • With observation, intuition, or expertise: Roll +wits.

On a strong hit, you delve deeper. Mark progress and Find an Opportunity.

On a weak hit, roll on the following table according to your stat.

On a miss, Reveal a Danger.

Edge
Shadow
Wits
Weak Hit Result
1-45
1-30
1-40
Mark progress and Reveal a Danger.
46-65
31-65
41-55
Mark progress.
66-75
66-90
56-80
Choose one: Mark progress or Find an Opportunity.
76-80
91-99
81-99
Take both: Mark progress and Find an Opportunity.
81-100
100
100
Mark progress twice and Reveal a Danger.

Oracle

Pay

Discover a Site

When you resolve to enter a perilous site in pursuit of an objective, choose the theme and domain which best represent its nature (Ask the Oracle if unsure), and give it a rank.

  • Troublesome site: 3 progress per area.
  • Dangerous site: 2 progress per area.
  • Formidable site: 1 progress per area.
  • Extreme site: 2 ticks per area.
  • Epic site: 1 tick per area.

If you are returning to a previously explored site, roll both challenge dice, take the lowest value, and clear that number of progress boxes. Then, Delve the Depths to explore this place.

Heart

Oracle

Pay

Draw the Circle

When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a bond with this community, add +1.

On a strong hit, take +1 momentum. You may also choose up to two boasts and take +1 momentum for each.

On a weak hit, you may choose one boast in exchange for +1 momentum.

  • Grant first strike: Your foe has initiative.
  • Bare yourself: Take no benefit of armor or shield; your foe’s harm is +1.
  • Hold no iron: Take no benefit of weapons; your harm is 1.
  • Bloody yourself: Endure Harm (1 harm).
  • To the death: One way or another, this fight must end with death.

On a miss, you begin the duel at a disadvantage. Your foe has initiative. Pay the Price.

Then, make moves to resolve the fight. If you are the victor, you may make a lawful demand, and your opponent must comply or forfeit their honor and standing. If you refuse the challenge, surrender, or are defeated, they make a demand of you.

Oracle

Pay

End the Fight

Progress Move

When you make a move to take decisive action, and score a strong hit, you may resolve the outcome of this fight. If you do, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

On a strong hit, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent (Ask the Oracle if unsure).

On a weak hit, as above, but you must also choose one.

  • It’s worse than you thought: Endure Harm.
  • You are overcome: Endure Stress.
  • Your victory is short-lived: A new danger or foe appears, or an existing danger worsens.
  • You suffer collateral damage: Something of value is lost or broken, or someone important must pay the cost.
  • You’ll pay for it: An objective falls out of reach.
  • Others won’t forget: You are marked for vengeance.

On a miss, you have lost this fight. Pay the Price.

Iron

HEALTH

Oracle

Pay

Endure Harm

When you face physical damage, suffer -health equal to your foe’s rank or as appropriate to the situation. If your health is 0, suffer -momentum equal to any remaining -health.

Then, roll +health or +iron, whichever is higher.

On a strong hit, choose one.

  • Shake it off: If your health is greater than 0, suffer -1 momentum in exchange for +1 health.
  • Embrace the pain: Take +1 momentum.

On a weak hit, you press on.

On a miss, also suffer -1 momentum. If you are at 0 health, you must mark wounded or maimed (if currently unmarked) or roll on the oracle.

1-10The harm is mortal.
11-20You are dying. You need to Heal within an hour or two, or Face Death.
21-35You are unconscious and out of action. If left alone, you come back to your senses in an hour or two. If you are vulnerable to a foe not inclined to show mercy, Face Death.
36-50You are reeling and fighting to stay conscious. If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move).
51-100You are battered but still standing.

Heart

SPIRIT

Oracle

Pay

Endure Stress

When you face mental shock or despair, suffer -spirit equal to your foe’s rank or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any remaining -spirit.

Then, roll +spirit or +heart, whichever is higher.

On a strong hit, choose one.

  • Shake it off: If your spirit is greater than 0, suffer -1 momentum in exchange for +1 spirit.
  • Embrace the darkness: Take +1 momentum.

On a weak hit, you press on.

On a miss, also suffer -1 momentum. If you are at 0 spirit, you must mark shaken or corrupted (if currently unmarked) or roll on the table below.

1-10You are overwhelmed. Face Desolation.
11-25You give up. Forsake Your Vow (if possible, one relevant to your current crisis).
26-50You give in to a fear or compulsion, and act against your better instincts.
51-100You persevere

Edge

Heart

Shadow

Wits

Oracle

Pay

Enter the Fray

When you enter into combat, set the rank of each of your foes.

  • Troublesome foe: 3 progress per harm; inflicts 1 harm.
  • Dangerous foe: 2 progress per harm; inflicts 2 harm.
  • Formidable foe: 1 progress per harm; inflicts 3 harm.
  • Extreme foe: 2 ticks per harm; inflicts 4 harm.
  • Epic foe: 1 tick per harm; inflicts 5 harm.

Then, roll to determine who is in control. If you are...

  • Facing off against your foe: Roll +heart.
  • Moving into position against an unaware foe, or striking without warning: Roll +shadow.
  • Ambushed: Roll +wits.

On a strong hit, take +2 momentum. You have initiative.

On a weak hit, choose one.

  • Bolster your position: Take +2 momentum.
  • Prepare to act: Take initiative.

On a miss, combat begins with you at a disadvantage. Pay the Price. Your foe has initiative.

Edge

Heart

Iron

Shadow

Wits

Oracle

Pay

Escape the Depths

When you flee or withdraw from a site, consider the situation and your approach. If you...

  • Find the fastest way out: Roll +edge.
  • Steel yourself against the horrors of this place: Roll +heart.
  • Fight your way out: Roll +iron.
  • Retrace your steps or locate an alternate path: Roll +wits.
  • Keep out of sight: Roll +shadow.

On a strong hit, you make your way safely out of the site. Take +1 momentum.

On a weak hit, you find your way out, but this place exacts its price. Choose one.

  • You are weary or wounded: Endure Harm.
  • The experience leaves you shaken: Endure Stress.
  • You are delayed, and it costs you.
  • You leave behind something important.
  • You face a new complication as you emerge from the depths.
  • A denizen plots their revenge.

On a miss, a dire threat or imposing obstacle stands in your way. Reveal a Danger. If you survive, you may make your escape.

Oracle

Pay

Face a Setback

When your momentum is at its minimum (-6), and you suffer additional -momentum, choose one.

  • Exchange each additional -momentum for any combination of -health, -spirit, or -supply as appropriate to the circumstances.
  • Envision an event or discovery (Ask the Oracle if unsure) which undermines your progress in a current quest, journey or fight. Then, for each additional -momentum, clear 1 unit of progress on that track per its rank (troublesome=clear 3 progress; dangerous=clear 2 progress; formidable=clear 1 progress; extreme=clear 2 ticks; epic=clear 1 tick).

Edge

Heart

Iron

Shadow

Wits

Oracle

Pay

Face Danger

When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...

  • With speed, agility, or precision: Roll +edge.
  • With charm, loyalty, or courage: Roll +heart.
  • With aggressive action, forceful defense, strength, or endurance: Roll +iron.
  • With deception, stealth, or trickery: Roll +shadow.
  • With expertise, insight, or observation: Roll +wits.

On a strong hit, you are successful. Take +1 momentum.

On a weak hit, you succeed, but face a troublesome cost. Choose one.

  • You are delayed, lose advantage, or face a new danger: Suffer -1 momentum.
  • You are tired or hurt: Endure Harm (1 harm).
  • You are dispirited or afraid: Endure Stress (1 stress).
  • You sacrifice resources: Suffer -1 supply.

On a miss, you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price.

Heart

Shadow

Oracle

Pay

Face Death

When you are brought to the brink of death, and glimpse the world beyond, roll +heart.

On a strong hit, death rejects you. You are cast back into the mortal world.

On a weak hit, choose one.

  • You die, but not before making a noble sacrifice. Envision your final moments.
  • Death desires something of you in exchange for your life. Envision what it wants (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to complete that quest. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are dead. Otherwise, you return to the mortal world and are now cursed. You may only clear the cursed debility by completing the quest.

On a miss, you are dead.

Heart

Oracle

Pay

Face Desolation

When you are brought to the brink of desolation, roll +heart.

On a strong hit, you resist and press on.

On a weak hit, choose one.

  • Your spirit or sanity breaks, but not before you make a noble sacrifice. Envision your final moments.
  • You see a vision of a dreaded event coming to pass. Envision that dark future (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to prevent it. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are lost. Otherwise, you return to your senses and are now tormented. You may only clear the tormented debility by completing the quest.

On a miss, you succumb to despair or horror and are lost.

Oracle

Pay

Find an Opportunity

When you encounter a helpful situation or feature within a site, roll on the following table. If you are making this move as a result of a strong hit on Delve the Depths, you may pick or envision an opportunity instead of rolling.

Then, choose one.

  • Gain insight or prepare: Take +1 momentum.
  • Take action now: You and any allies may make a move (not a progress move) which directly leverages the opportunity. When you do, add +1 and take +1 momentum on a hit.
1-25The terrain favors you, or you find a hidden path.
26-45An aspect of the history or nature of this place is revealed.
46-57You locate a secure area.
58-68A clue offers insight or direction.
69-78You get the drop on a denizen.
79-86This area provides an opportunity to scavenge, forage, or hunt.
87-90You locate an interesting or helpful object.
91-94You are alerted to a potential threat.
95-98You encounter a denizen who might support you.
99-100You encounter a denizen in need of help.

Heart

Shadow

Oracle

Pay

Forge a Bond

When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause, you can attempt to create a bond. When you do, roll +heart. If you make this move after you successfully Fulfill Your Vow to their benefit, you may reroll any dice.

On a strong hit, make note of the bond, mark a tick on your bond progress track, and choose one.

  • Take +1 spirit.
  • Take +2 momentum.

On a weak hit, they ask something more of you first. Envision what it is (Ask the Oracle if unsure), do it (or Swear an Iron Vow), and mark the bond. If you refuse or fail, Pay the Price.

On a miss, they reject you. Pay the Price.

Oracle

Pay

Forsake Your Vow

When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow and Endure Stress. You suffer -spirit equal to the rank of your quest (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5). If the vow was made to a person or community with whom you share a bond, Test Your Bond when you next meet.

Oracle

Pay

Fulfill Your Vow

Progress Move

When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

On a strong hit, your quest is complete. Mark experience (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).

On a weak hit, there is more to be done or you realize the truth of your quest. Envision what you discover (Ask the Oracle if unsure). Then, mark experience (troublesome=0; dangerous=1; formidable=2; extreme=3; epic=4). You may Swear an Iron Vow to set things right. If you do, add +1.

On a miss, your quest is undone. Envision what happens (Ask the Oracle if unsure), and choose one.

  • You recommit: Clear all but one filled progress, and raise the quest’s rank by one (if not already epic).
  • You give up: Forsake Your Vow.

Shadow

Wits

Oracle

Pay

Gather Information

When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +1.

On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn (Ask the Oracle if unsure), and take +2 momentum.

On a weak hit, the information complicates your quest or introduces a new danger. Envision what you discover (Ask the Oracle if unsure), and take +1 momentum.

On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.

Iron

Wits

Oracle

Pay

Heal

When you treat an injury or ailment, roll +wits. If you are mending your own wounds, roll +wits or +iron, whichever is lower.

On a strong hit, your care is helpful. If you (or the ally under your care) have the wounded condition, you may clear it. Then, take or give up to +2 health.

On a weak hit, as above, but you must suffer -1 supply or -1 momentum (your choice).

On a miss, your aid is ineffective. Pay the Price.

Oracle

Pay

Learn From Your Failures

Progress Move

When you spend time reflecting on your hardships and missteps, and your failure track is +6 or greater, roll your challenge dice and compare to your progress. Momentum is ignored on this roll.

On a strong hit, you commit to making a dramatic change. Take 3 experience and clear all progress. Then, choose one.

  • Adjust your approach: Discard a single asset, and take 2 experience for each marked ability.
  • Make an oath: Swear an Iron Vow, and reroll any dice.
  • Ready your next steps: Take +3 momentum.

On a weak hit, you learn from your mistakes. Take 2 experience and clear all progress.

On a miss, you’ve learned the wrong lessons. Take 1 experience and clear all progress. Then, envision how you set off on an ill-fated path.

Oracle

Pay

Locate Your Objective

Progress Move

When your exploration of a site comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

On a strong hit, you locate your objective and the situation favors you. Choose one.

  • Make another move now (not a progress move), and add +1.
  • Take +1 momentum.

On a weak hit, you locate your objective but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure).

On a miss, your objective falls out of reach, you have been misled about the nature of your objective, or you discover that this site holds unexpected depths. If you continue your exploration, clear all but one filled progress and raise the site’s rank by one (if not already epic).

Wits

SUPPLY

Oracle

Pay

Make Camp

When you rest and recover for several hours in the wild, roll +supply.

On a strong hit, you and your allies may each choose two.

On a weak hit, choose one.

  • Recuperate: Take +1 health for you and any companions.
  • Partake: Suffer -1 supply and take +1 health for you and any companions.
  • Relax: Take +1 spirit.
  • Focus: Take +1 momentum.
  • Prepare: When you break camp, add +1 if you Undertake a Journey.

On a miss, you take no comfort. Pay the Price.

Oracle

Pay

Mark Your Failure

When you make a move and score a miss, mark a tick on your failure track. If you score a miss when making a progress move, mark two ticks.

Oracle

Pay

Out of Supply

When your supply is exhausted (reduced to 0), mark unprepared. If you suffer additional -supply while unprepared, you must exchange each additional -supply for any combination of -health, -spirit or -momentum as appropriate to the circumstances.

Oracle

Pay the Price

When you suffer the outcome of a move, choose one.

  • Make the most obvious negative outcome happen.
  • Envision two negative outcomes. Rate one as ‘likely’, and Ask the Oracle using the yes/no table. On a ‘yes’, make that outcome happen. Otherwise, make it the other.
  • Roll on the table below. If you have difficulty interpreting the result to fit the current situation, roll again.
1-2Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Oracle if unsure) and make it happen.
3-5A person or community you trusted loses faith in you, or acts against you.
6-9A person or community you care about is exposed to danger.
10-16You are separated from something or someone.
17-23Your action has an unintended effect.
24-32Something of value is lost or destroyed.
33-41The current situation worsens.
42-50A new danger or foe is revealed.
51-59It causes a delay or puts you at a disadvantage.
60-68It is harmful.
69-77It is stressful.
78-85A surprising development complicates your quest.
86-90It wastes resources.
91-94It forces you to act against your best intentions.
95-98A friend, companion, or ally is put in harm’s way (or you are, if alone)
99-100Roll twice more on this table. Both results occur. If they are the same result, make it worse.

Oracle

Pay

Reach a Milestone

When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining vital support, or acquiring a crucial item, you may mark progress.

  • Troublesome quest: Mark 3 progress.
  • Dangerous quest: Mark 2 progress.
  • Formidable quest: Mark 1 progress.
  • Extreme quest: Mark 2 ticks.
  • Epic quest: Mark 1 tick.

Oracle

Pay

Reach Your Destination

Progress Move

When your journey comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

On a strong hit, the situation at your destination favors you. Choose one.

  • Make another move now (not a progress move), and add +1.
  • Take +1 momentum.

On a weak hit, you arrive but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure).

On a miss, you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey’s rank by one (if not already epic).

Edge

Shadow

Wits

Oracle

Pay

Resupply

When you hunt, forage, or scavenge, roll +wits.

On a strong hit, you bolster your resources. Take +2 supply.

On a weak hit, take up to +2 supply, but suffer -1 momentum for each.

On a miss, you find nothing helpful. Pay the Price.

Oracle

Pay

Reveal a Danger

When you encounter a risky situation within a site, envision the danger or roll on the following table.

1-30Check the theme card.
31-45Check the domain card.
46-57You encounter a hostile denizen.
58-68You face an environmental or architectural hazard.
69-76A discovery undermines or complicates your quest.
77-79You confront a harrowing situation or sensation.
80-82You face the consequences of an earlier choice or approach.
83-85Your way is blocked or trapped.
86-88A resource is diminished, broken, or lost.
89-91You face a perplexing mystery or tough choice.
92-94You lose your way or are delayed.
95-100Roll twice more on this table. Both results occur. If they are the same result, make it worse.

Oracle

Pay

Reveal a Danger - Alt

When you encounter a risky situation within a site, envision the danger or roll on the following table.

1-22You encounter a hostile denizen.
23-42You face an environmental or architectural hazard.
43-58A discovery undermines or complicates your quest.
59-64You confront a harrowing situation or sensation.
65-70You face the consequences of an earlier choice or approach.
71-76The path is blocked or trapped.
77-82A resource is diminished, broken, or lost.
83-88You face a perplexing mystery or tough choice.
89-94You lose your way or are delayed.
95-100Roll twice more on this table. Both results occur. If they are the same result, make it worse.

Edge

Heart

Iron

Shadow

Wits

Oracle

Pay

Secure an Advantage

When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act...`

  • With speed, agility, or precision: Roll +edge.
  • With charm, loyalty, or courage: Roll +heart.
  • With aggressive action, forceful defense, strength, or endurance: Roll +iron.
  • With deception, stealth, or trickery: Roll +shadow.
  • With expertise, insight, or observation: Roll +wits.

On a strong hit, you gain advantage. Choose one.

  • Take control: Make another move now (not a progress move), and add +1.
  • Prepare to act: Take +2 momentum.

On a weak hit, your advantage is short-lived. Take +1 momentum.

On a miss, you fail or your assumptions betray you. Pay the Price.

Heart

Shadow

Oracle

Pay

Sojourn

When you spend time in a community seeking assistance, roll +heart. If you share a bond, add +1.

On strong hit, you and your allies may each choose two from within the categories below. On a weak hit, choose one. If you share a bond, choose one more.

On a hit, you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +1. On a strong hit, take +2 more for that action. On a weak hit, take +1 more. On a miss, it goes badly and you lose all benefits for that action.

Clear a Condition
  • Mend: Clear a wounded debility and take +1 health.
  • Hearten: Clear a shaken debility and take +1 spirit.
  • Equip: Clear an unprepared debility and take +1 supply.
Recover
  • Recuperate: Take +2 health for yourself and any companions.
  • Consort: Take +2 spirit.
  • Provision: Take +2 supply.
  • Plan: Take +2 momentum.
Provide Aid
  • Take a quest: Envision what this community needs, or what trouble it is facing (Ask the Oracle if unsure). If you chose to help, Swear an Iron Vow and add +1.

On a miss, you find no help here. Pay the Price.

Edge

Heart

Iron

Oracle

Pay

Strike

When you have initiative and attack in close quarters, roll +iron. When you have initiative and attack at range, roll +edge.

On a strong hit, inflict +1 harm. You retain initiative.

On a weak hit, inflict your harm and lose initiative.

On a miss, your attack fails and you must Pay the Price. Your foe has initiative.

Heart

Oracle

Pay

Swear an Iron Vow

When you swear upon iron to complete a quest, write your vow and give the quest a rank. Then, roll +heart. If you make this vow to a person or community with whom you share a bond, add +1.

On a strong hit, you are emboldened and it is clear what you must do next (Ask the Oracle if unsure). Take +2 momentum.

On a weak hit, you are determined but begin your quest with more questions than answers. Take +1 momentum, and envision what you do to find a path forward.

On a miss, you face a significant obstacle before you can begin your quest. Envision what stands in your way (Ask the Oracle if unsure), and choose one.

  • You press on: Suffer -2 momentum, and do what you must to overcome this obstacle.
  • You give up: Forsake Your Vow.

Oracle

Pay

Take a Hiatus

When you spend an extended time recovering in a safe place while a threat is active, do any of the following.

  • Clear any marked conditions.
  • Set your health, spirit, supply, and companion health to their maximum values.
  • Set your momentum to its reset value.

Then, for each active threat, Advance a Threat.

Heart

Oracle

Pay

Test Your Bond

When your bond is tested through conflict, betrayal, or circumstance, roll +heart.

On a strong hit, this test has strengthened your bond. Choose one.

  • Take +1 spirit.
  • Take +2 momentum.

On a weak hit, your bond is fragile and you must prove your loyalty. Envision what they ask of you (Ask the Oracle if unsure), and do it (or Swear an Iron Vow). If you refuse or fail, clear the bond and Pay the Price.

On a miss, or if you have no interest in maintaining this relationship, clear the bond and Pay the Price.

Oracle

Pay

Turn the Tide

Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +1 and take +1 momentum on a hit.

If you fail to score a hit on that move, you must suffer a dire outcome. Pay the Price.

Shadow

Wits

Oracle

Pay

Undertake a Journey

When you travel across hazardous or unfamiliar lands, set the rank of your journey.

  • Troublesome journey: 3 progress per waypoint.
  • Dangerous journey: 2 progress per waypoint.
  • Formidable journey: 1 progress per waypoint.
  • Extreme journey: 2 ticks per waypoint.
  • Epic journey: 1 tick per waypoint.

Then, for each segment of your journey, roll +wits. If you are setting off from a community with which you share a bond, add +1 to your initial roll.

On a strong hit, you reach a waypoint. If the waypoint is unknown to you, envision it (Ask the Oracle if unsure). Then, choose one.

  • You make good use of your resources: Mark progress.
  • You move at speed: Mark progress and take +1 momentum, but suffer -1 supply.

On a weak hit, you reach a waypoint and mark progress, but suffer -1 supply.

On a miss, you are waylaid by a perilous event. Pay the Price.

Oracle

Pay

Wield A Rarity

When you make a move aided by an augmented asset, roll your rarity die in place of your action die.

On any result with 6 showing on the rarity die, the power of the rarity manifests in a dramatic and obvious way. You score an automatic strong hit and take +1 momentum.

On a hit with 5 showing on the rarity die, the power of the rarity manifests in a subtle way. Take +1 momentum.

On a miss with 1 showing on the rarity die, the rarity’s power fails or works against you.

Oracle

Pay

Write Your Epilogue

Progress Move

When you retire from your life as Ironsworn, envision two things: What you hope for, and what you fear. Then, roll the challenge dice and compare to your bonds. Momentum is ignored on this roll.

On a strong hit, things come to pass as you hoped.

On a weak hit, your life takes an unexpected turn, but not necessarily for the worse. You find yourself spending your days with someone or in a place you did not foresee. Envision it (Ask the Oracle if unsure).

On a miss, your fears are realized.

Assets

Cave Lion

Eager: When your cat chases down big game, you may Resupply with +edge (instead of +wits). If you do, take +1 supply or +1 momentum on a strong hit.

Inescapable: When you Enter the Fray or Strike by sending your cat to attack, roll +edge. On a hit, take +2 momentum

Protective: When you Make Camp, your cat is alert to trouble. If you or an ally choose to relax, take +1 spirit. If you focus, take +1 momentum.

0
+ 1
+ 2
+ 3
+ 4
Giant Spider

Discreet: When you Secure an Advantage by sending your spider to scout a place, add +1 and take +1 momentum on a hit.

Soul-Piercing: You may Face Danger +shadow by sending your spider to secretly study someone. On a hit, the spider returns to reveal the target's deepest fears through a reflection in its glassy eyes. Use this to Gather Information and reroll any dice.

Ensnaring: When your spider sets a trap, add +1 as you Enter the Fray +shadow. On a strong hit, also inflict 2 harm.

0
+ 1
+ 2
+ 3
+ 4
Hawk

Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1.

Fierce: When you Secure an Advantage +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum on a hit.

Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Enter the Fray +wits against an ambush, add +2.

0
+ 1
+ 2
+ 3
Horse

Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.

Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.

Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.

0
+ 1
+ 2
+ 3
+ 4
+ 5
Hound

Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.

Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.

Loyal: When you Endure Stress in the company of your hound, add +1.

0
+ 1
+ 2
+ 3
+ 4
Kindred

Skilled: When you make a move outside of combat aided by your companion's expertise, add +1.

Expertise:

Shield-Kin: When you Clash or Battle alongside your companion, or when you Face Danger against an attack by standing together, add +1.

Bonded: Once you mark a bond with your companion, add +1 when you Face Desolation in their presence.

0
+ 1
+ 2
+ 3
+ 4
Mammoth

Lumbering: When your mammoth travels with you as you Undertake a Journey, you may add +2 but suffer -1 momentum (decide before rolling)

Beast of burden: When you make a move which requires you to roll +supply, you may instead roll +your mammoth's health.

Overpowering: When you Strike or Clash by riding your mammoth against a pack of foes, add +1 and inflict +1 harm on a hit.

0
+ 1
+ 2
+ 3
+ 4
+ 5
Owl

Nocturnal: If you Resupply at night by sending your owl to hunt, take +2 momentum on a hit. When you Enter the Fray +wits against an ambush in darkness, add +1 and take +1 momentum on a hit.

Sage: When you leverage your owl's secret knowledge to perform a ritual, add +1 or take +1 momentum on a hit (decide before rolling).

Embodying: When you Face Death, take your owl's health as +momentum before you roll.

0
+ 1
+ 2
+ 3
Raven

Sly: When you Secure an Advantage or Face Danger +shadow using your raven to perform trickery (such as creating a distraction or stealing a small object) add +1 and take +1 momentum on a hit.

Knowing: When you Face Death, add +2 and take +1 momentum on a hit.

Diligent: When your raven carries messages for you, you may Secure an Advantage, Gather Information, orCompel from a distance.

0
+ 1
+ 2
Young Wyvern

Insatiable: When you Undertake a Journey and score a hit, you may suffer -1 supply in exchange for +2 momentum.

Indomitable: When you make the Companion Endure Harm move for your wyvern, add +2 and take +1 momentum on a hit.

Savage: When you Strike by commanding your wyvern to attack, roll +heart. Your wyvern inflicts 3 harm on a hit.

0
+ 1
+ 2
+ 3
+ 4
+ 5
Alchemist

When you create an elixir, choose an effect: Deftness (edge), audacity (heart), vigor (iron), slyness (shadow), or clarity (wits). Then, suffer -1 supply and roll +wits. On a strong hit, you create a single dose. The character who consumes the elixir must Face Danger +iron and score a hit, after which they add +1 when making a move with the related stat until their health, spirit, or momentum fall below +1. On a weak hit, as above, but suffer an additional -1 supply to create it.

As above, and you may choose two effects for a single dose, or create two doses of the same effect.

When you prepare an elixir, add +1 and take +1 momentum on a hit.

Animal-kin

When you make a move to pacify, calm, control, aid, or fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on a hit.

You may add or upgrade an animal or beast companion asset for 1 fewer experience. Once you mark all their abilities, you may Forge a Bond with them and take an automatic strong hit. When you do, mark a bond twice and take 1 experience.

Once per fight, when you leverage your animal or beast companion to make a move, reroll any dice. On a hit, take +1 momentum.

Battle-scarred

You focus your energies: Reduce your edge or iron by 1 and add +2 to wits or heart, or +1 to each (to a maximum of +4).

You overcome your limitations: Reduce your maximum health by 1. Maimed no longer counts as a debility, and does not reduce your maximum momentum or reset value. When you Endure Stress +heart, take +1 momentum on a strong hit.

You have stared down death before: When you are at 0 health and Endure Harm, you may roll +wits or +heart (instead of +health or +iron). If you do, take +1 momentum on a hit.

Blade-bound

When you Enter the Fray or Draw the Circle while wielding your kin-blade, add +1 and take +1 momentum on a hit.

When you Gather Information by listening to the whispers of your kinblade, add +1 and take +2 momentum on a hit. Then, Endure Stress (2 stress).

When you Strike with your kin-blade to inflict savage harm (decide before rolling), add +1 and inflict +2 harm on a hit. Then, Endure Stress (2 stress).

Bonded

When you make a move which gives you an add for sharing a bond, add +1 more.

When you completely fill a box on your bonds progress track, envision what your relationships have taught you. Then, take 1 experience and +2 momentum.

When you make a move in a crucial moment and score a miss, you may cling to thoughts of your bond-kin for courage or encouragement. If you do, reroll any dice. On another miss, in addition to the outcome of the move, you must mark shaken or corrupted. If both debilities are already marked, Face Desolation .

Dancer

When you Secure an Advantage +edge by dancing for an audience, add +1 and take +2 momentum on a hit. On a strong hit, also add +2 (one time only) if you make a move to interact with someone in the audience.

When you Face Danger +edge in a fight by nimbly avoiding your foe's attacks, add +1 and take +1 momentum on a hit.

When you or an ally make a progress move and roll a hit, you may perform a dance to commemorate the event. If you do, roll +edge. On a strong hit, you and each of your allies may take +2 momentum and +1 spirit. On a weak hit, you take +1 momentum or +1 spirit, but your allies are unmoved.

Devotant

When you say your daily prayers, you may Secure an Advantage by asking your god to grant a blessing. If you do, roll +your god's stat. On a hit, take +2 momentum.

When you Swear an Iron Vow to serve your god on a divine quest, you may roll +your god's stat and reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

When you Sojourn, and spread the word of your god, you may roll +your god's stat. If you do, take +1 momentum on a hit.

Empowered

When you Sojourn and score a weak hit or miss, you may claim the rights of hospitality warranted by your title or lineage. If you do, roll all dice again and add +1. On a miss, you are refused, and your presumption causes significant new trouble.

When you exert your title or lineage to Compel, add +1 and take +1 momentum on a hit.

When you forgo your title or lineage and Forge a Bond as an equal, or when you Swear an Iron Vow to serve someone of a lower station, add +1 and take +1 momentum or +1 spirit on a hit.

Fortune-hunter

When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.

When in a community or trading, you may suffer -1 wealth and take +2 supply.

When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.

0
+ 1
+ 2
+ 3
+ 4
+ 5
Herbalist

When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).

  • Add +2.
  • On a hit, take or give an additional +1 health.

When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.

When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.

Honorbound

When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.

When you Secure an Advantage or Compel by telling a hard truth, add +1 and take +1 momentum on a hit. On a weak hit or miss, envision how this truth complicates your current situation.

When you Fulfill Your Vow and score a miss, you may reroll one challenge die. If you score a miss again, reduce your maximum spirit by 1. You may recover this lost spirit when you next Fulfill Your Vow and score a strong hit.

Improviser

When you Check your Gear, you may roll +wits (instead of +supply). If you do, envision how you make do with a clever solution, and take +1 momentum on a hit.

When you Secure an Advantage or Face Danger by cobbling together an ad hoc tool or apparatus, add +1 and take +1 momentum on a hit. After you roll, you may also suffer -1 supply and add +1 more.

When you throw caution to the wind and make an impulsive move in a risky situation, you may add +2. If you do, take +1 momentum on a strong hit, but count a weak hit as a miss.

Infiltrator

When you make a move to breach, traverse, or hide within an area held by an enemy force, add +1 and take +1 momentum on a hit.

When you Gather Information within an enemy area to discover their positions, plans, or methods, or when you Secure an Advantage within that area through observation, you may roll +shadow (instead of +wits). If you do, take +1 momentum on a hit.

When you Resupply within an enemy area by scavenging or looting, you may roll +shadow (instead of +wits). If you do, take +1 momentum or +1 supply on a hit.

Loyalist

When you Aid Your Ally, add +1 and take +1 momentum on a hit. This is in addition to the benefits taken by your ally.

When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.

When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.

Masked

Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).

  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit

As above, and you may instead add +2 and suffer -2 (decide before rolling).

When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).

Oathbreaker

This asset counts as a debility. One time only, when you Swear an Iron Vow to redeem yourself (extreme or greater), give that vow a special mark. When you Reach a Milestone on the marked vow, take +2 momentum.

When you Secure an Advantage or Compel by reaffirming your commitment to your marked vow, add +1 and take +1 momentum on a hit.

When you Fulfill Your Vow on your marked quest and score a hit, you find redemption and automatically activate this ability at no cost. You may then improve one of your stats by +1 and discard this asset.

Outcast

When your supply is reduced to 0, suffer any remaining -supply as -momentum. Then, roll +wits. On a strong hit, you manage to scrape by and take +1 supply. On a weak hit, you may suffer -2 momentum in exchange for +1 supply. On a miss, you are Out of Supply.

When you Sojourn, you may reroll any dice. If you do (decide before your first roll), your needs are few, but your isolation sets you apart from others. A strong hit counts as a weak hit.

When you Reach Your Destination and roll a strong hit, you recall or recognize something helpful about this place. Envision what it is, and take +2 momentum.

Pretender

When you establish a false identity, roll +shadow. On a strong hit, you may add +2 when you make moves using this identity to deceive or influence others. If you roll a 1 on your action die when using your false identity, someone doubts you. Make appropriate moves to reassure them or prevent them from revealing the truth. On a weak hit, as above, but add +1 (instead of +2).

As above, and you may roll +shadow (instead of +heart) when you Sojourn under your false identity. If you do, take +1 momentum on a hit.

When you Secure an Advantage by revealing your true identity in a dramatic moment, reroll any dice.

Revenant

When you are at 0 health, and Endure Harm orFace Death, add +1. If you then burn momentum to improve your result, envision what bond or vow binds you to this world, and take +2 momentum after you reset.

When you make a move to investigate, oppose, or interact with a horror, spirit, or other undead being, add +1.

When you bring death to your foe to End the Fight, you may burn momentum to cancel one (not both) of the challenge dice if your momentum is greater than the value of that die. If you do, Endure Stress (2 stress).

Rider

When you Heal your horse, or when you Face Danger to calm or encourage it, add +1 and take +1 momentum on a hit.

When you Undertake a Journey, you may push your horse harder and add +1 (after rolling). If you do, make the Companion Endure Harm move (1 harm).

When you Secure an Advantage +wits by sizing up a perilous situation from the saddle, you are one with your horse's instincts. Add +1 and take +1 momentum on a hit.

Ritualist

When you Secure an Advantage to ready yourself for a ritual, envision how you prepare. Then, add +1 and take +1 momentum on a hit.

When you perform a ritual, you may suffer -1 supply and add +1 (decide before rolling).

When you tattoo the essence of a new ritual onto your skin, envision the mark you create. You may then purchase and upgrade that ritual asset for 1 fewer experience.

Shadow-kin

You harden your heart: Reduce your heart stat by 1 and add up to +2 to shadow (to a maximum of +4).

You are attuned to the realms of shadow: When you perform a ritual, add +1.

You know the sly ways of death: When you Face Death, you may roll +shadow (instead of +heart). You may also suffer -1 momentum and add +1 (decide before rolling).

Sighted

When you Face Danger or Gather Information to identify or detect mystic forces, add +1 and take +1 momentum on a hit.

When you Compel, Forge a Bond, or Test Your Bond with a fellow mystic or mystical being, add +1 and take +1 momentum on a hit.

When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.

Slayer

When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.

When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

When you slay a beast or horror (at least formidable), you may take a trophy and choose one.

  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).
Spirit-bound

You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).

When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.

One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.

  • Let them go: Take 2 experience for each marked ability and discard this asset.
  • Deepen your connection: Add +1 more when you leverage this asset.
Storyweaver

When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.

When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.

When you Sojourn within a community with which you share a bond, add +2 (instead of +1).

Trickster

When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.

When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.

When you Forge a Bond for a relationship founded on a lie, choose one.

  • Keep your secret: Roll +shadow (instead of +heart).
  • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
Veteran

When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.

When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.

When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.

Waterborn

When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.

When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.

  • The wind is at your back: Mark progress twice.
  • Find safe anchor: Make Camp now and reroll any dice.
  • Reap the bounty: Resupply now and reroll any dice.

When you Enter the Fray aboard a boat or ship, reroll any dice.

Wayfinder

When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.

When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.

When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Weaponmaster

When you Secure an Advantage by sizing up your foe in a fight, or in a charged situation which may lead to a fight, add +1 and take +1 momentum on a hit.

When you study or train in a new weapon or technique, you may obtain and upgrade that combat talent for 1 fewer experience.

When you Turn the Tide with a sudden change of weapon or technique, and your next move is a Strike, you may add +1 and inflict +2 harm on a strong hit.

Wildblood

When you Face Danger, Secure an Advantage, or Gather Information using your knowledge of tracking, woodcraft, or woodland creatures, add +1.

When you Face Danger or Secure an Advantage by hiding or sneaking in the woodlands, add +1 and take +1 momentum on a hit.

When you Make Camp in the woodlands, you may roll +wits (instead of +supply). If you do, you and your allies may each choose 1 more option on a hit.

Wright

When you Secure an Advantage by crafting a useful item using your specialty, or when you Face Danger to create or repair an item in a perilous situation, add +1 and take +1 momentum on a hit.

As above, and you may suffer -1 supply (after you roll) to add an additional +1.

When you give the item you create as a gift to commemorate an important event or relationship, you may (one time only) reroll any dice when you Compel, Forge a Bond, or Test Your Bond.

Archer
If you wield a bow...

When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>

  • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
  • Line up your shot: Roll +edge, and take +1 momentum on a hit.

Once per fight, when you Strike or Clash, you may take extra shots and suffer -1 supply (decide before rolling). When you do, reroll any dice. On a hit, inflict +2 harm and take +1 momentum.

When you Resupply by hunting, add +1 and take +1 momentum on a hit.

Berserker
If you are clad only in animal pelts...

When you Secure an Advantage or Compel by embodying your wild nature, add +1 and take +1 momentum on a hit.

When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one.

  • Push yourself: Endure Harm (1 harm).
  • Lose yourself: Endure Stress (1 stress).

When you Endure Harm in a fight, and your health is above 0, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining health. A weak hit counts as a miss.

Brawler
If you are unarmed or fighting with a non-deadly weapon...

When you Secure an Advantage +iron by engaging in close-quarters brawling (such as punching, tripping, or grappling), add +1. If you score a hit, you may also inflict 1 harm.

When you use an unarmed attack or simple weapon to Strike with deadly intent, add +2 and inflict 2 harm on a hit (instead of 1). On a weak hit or miss, suffer -1 momentum (in addition to any other outcome of the move).

When you Face Danger or Clash against a brawling attack, add +1 and take +1 momentum on a hit.

Cutthroat
If you wield a dagger or knife...

When you are in position to Strike at an unsuspecting foe, choose one (before rolling).

  • Add +2 and take +1 momentum on a hit.
  • Inflict +2 harm on a hit.

When you Compel someone at the point of your blade, or when you rely on your blade to Face Danger, add +1.

Once per fight, when you Secure an Advantage +shadow by performing a feint or misdirection, reroll any dice and take +1 momentum on a hit.

Duelist
If you wield a bladed weapon in each hand...

When you Strike or Clash, you may add +2. If you do (decide before rolling), inflict +1 harm on a strong hit and count a weak hit as a miss.

Once per fight, when you Secure an Advantage +edge by making a bold display of your combat prowess, you may reroll any dice.

When you Draw the Circle, choose one (before rolling).

  • Add +2.
  • Take +2 momentum on a hit.
Fletcher

When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.

When you Resupply by recovering or gathering arrows after a Battle, add +2.

When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one.

  • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
  • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
Ironclad
If you wear armor...

When you equip or adjust your armor, choose one.

  • Lightly armored: When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
  • Geared for war: Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.

When you Clash while you are geared for war, add +1.

When you Compel in a situation where strength of arms is a factor, add +2.

Long-arm
If you wield a staff...

In your hands, a humble staff is a deadly weapon (2 harm). When you instead use it as a simple weapon (1 harm), you may Strike or Clash +edge (instead of iron). If you do, add +1 and take +1 momentum on a hit.

When you Secure an Advantage +edge using your staff to disarm, trip, shove, or stun your foe, add +1 and take +1 momentum on a hit.

When you Undertake a Journey and score a strong hit, or if you accompany an ally who scores a strong hit on that move, your staff provides support and comfort in your travels; take +1 momentum.

Shield-bearer
If you wield a shield...

When you Face Danger using your shield as cover, add +1. When you Clash in close quarters, take +1 momentum on a strong hit.

When you paint your shield with a meaningful symbol, envision what you create. Then, if you Endure Stress as you face off against a fearsome foe, add +1 and take +1 momentum on a hit.

When forced to Endure Harm in a fight, you may instead sacrifice your shield and ignore all harm. If you do, the shield is destroyed. Once per fight, you also take initiative when you sacrifice your shield to avoid harm.

Skirmisher
If you wield a spear...

When you Face Danger by holding a foe at bay using your spear's reach, roll +iron or +edge. If you score a hit, you may...

  • Iron: Strike(if you have initiative) or Clash now, and add +1.
  • Edge: Take +1 momentum.

When you Strike in close combat, you may attempt to drive your spear home (decide before rolling). If you do, add +1 and inflict +2 harm on a hit. If you score a hit and the fight continues, Face Danger +iron to recover your spear.

When you Secure an Advantage by bracing your spear against a charging foe, add +1 and take +1 momentum on a hit.

Slinger
If you wield a sling...

When launched from a sling, a simple stone inflicts deadly harm (2 harm). When you Enter the Fray by barraging your foe with sling-bullets, inflict harm on a strong hit.

When you Strike by launching stones at an advancing foe, you may choose one (before rolling).

  • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
  • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.

When you Secure an Advantage by preparing stones of a special quality or material, add +1. Then, take +1 momentum or +1 supply on a hit.

Sunderer
If you wield an axe...

When you Strike or Clash in close quarters, you may suffer -1 momentum and inflict +1 harm on a hit (decide before rolling).

When you have your axe in hand, and use the promise of violence to Compel or Secure an Advantage, add +1 and take +1 momentum on a hit.

When you make a tribute to a fallen foe (formidable or greater) by carving a rune in the haft of your axe, roll +heart. On a strong hit, inflict +1d6 harm (one time only) when you Strike or Clash. On a weak hit, as above, but this death weighs on you; Endure Stress (2 stress).

Swordmaster
If you wield a sword...

When you Strike or Clash and burn momentum to improve your result, inflict +2 harm. If the fight continues, add +1 on your next move.

When you Clash and score a strong hit, you may add +1 if you immediately follow with a Strike.

When you Swear an Iron Vow by kneeling and grasping your sword's blade, add +1 and take +1 momentum on a hit. If you let the edge draw blood from your hands, Endure Harm (1 harm) in exchange for an additional +1 momentum on a hit.

Thunder-bringer
If you wield a mighty hammer...

When you Face Danger, Secure an Advantage, or Compel by hitting or breaking an inanimate object, add +1 and take +1 momentum on a hit.

When you Strike a foe to knock them back, stun them, or put them off balance, inflict 1 harm (instead of 2) and take +2 momentum on a hit. On a strong hit, you also create an opening and add +1 on your next move.

When you Turn the Tide, you may Strike with all the fury and power you can muster. If you do (decide before rolling), you may reroll any dice and inflict +2 harm on a strong hit, but count a weak hit as a miss.

Augur

When you summon a flock of crows and ask a single question, roll +wits. On a strong strong hit, you interpret their calls as a helpful omen. Envision the response (Ask the Oracle if unsure) and take +2 momentum. On a weak hit, the crows ignore your question and offer a clue to an unrelated problem or opportunity in this area. Envision what you learn (Ask the Oracle if unsure), and take +1 momentum.

As above, and the crows will also help guide you on the proper path. On a hit, add +1 on the next segment when you Undertake a Journey.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Awakening

When you create a simulacrum, roll +heart. On a strong hit, your creation is given unnatural life. If it aids you as you make a move to assault or overcome an obstacle through strength, add +2. It has 3 health and suffers harm as appropriate, but is not a companion and may not be healed. At 0 health, it is dead. On a weak hit, as above, but if you roll a 1 on your action die when aided by your creation, you must Face Danger +heart to keep it from turning on you (as a formidable foe).

Your simulacrum has 6 health.

When you perform this ritual, add +1 and take +1 momentum on a hit.

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Bind

When you wear an animal pelt and dance in moonlight, roll +wits. On a strong hit, you or an ally may wear the pelt and add +1 when making moves with the related stat (wolf-edge; bear-iron; deer-heart; fox-shadow; boar-wits). If the wearer rolls a 1 on their action die while making a move using the pelt, the magic is spent. On a weak hit, as above, but the wilds call as you dance; Endure Stress (2 stress).

As above, and you may instead perform this ritual wearing the pelt of a beast. If you do, name the related stat and add +2 (instead of +1).

When you perform this ritual, add +1 and take +1 momentum on a hit.

Communion

When you surround the remains of a recently deceased intelligent creature with lit candles, and summon its spirit, roll +heart. Add +1 if you share a bond. On a strong hit, the spirit appears and you may converse for a few minutes. Make moves as appropriate (add +1). On a weak hit, as above, but the spirit also delivers troubling news unrelated to your purpose. Envision what it tells you (Ask the Oracle if unsure) and Endure Stress (1 stress).

As above, and you may also commune with the long-dead.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Divination

When you take a drop of blood from a willing subject (not yourself) and cast the rune-carved stones, roll +heart. On a strong hit, you may read the runes to Gather Information about the subject and people close to them, including insight you and the subject have no knowledge of. If you do, add +1. On a weak hit, as above, but the answers are revealed only with extra time and focus; suffer -2 momentum.

As above, and your divination can also reveal information about the subject's future.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Invoke

When you consume the mystical essence of your surroundings, roll +wits. On a strong hit, add the value of your action die to your essence track (max 6). You may then Secure an Advantage or Face Danger +essence to create minor mystical effects or illusions. If you do, suffer -1 essence and take +1 momentum on a hit. On a weak hit, as above, but capturing these energies is harrowing; Endure Stress (2 stress).

You may Compel +essence (and suffer -1 essence) through a show of power.

When you perform this ritual, add +1 and take +1 essence on a hit.

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Keen

When you hold a weapon and sing a keen for those it has killed, roll +heart. On a strong hit, the wielder inflicts +1 harm when they Strike or Clash. If they roll a 1 on their action die when making a move to inflict harm, the magic is spent. On a weak hit, as above, but the voices of those who were slain join in your song; Endure Stress (2 stress).

As above, and the wieldermayalso (one time only) add +1 and take +2 momentum on a hit when they Draw the Circle, Enter the Fray, or Battle.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Leech

When you mark your hands or weapon with an intricate blood rune, roll +iron. On a strong hit, the rune thirsts for fresh blood. One time only, when you make a move to inflict harm, reroll any dice and inflict +2 harm on a hit. Then, for each point of harm inflicted, take +1 and allocate it as +health or +momentum. On a weak hit, as above, but this asset counts as a debility until the rune's thirst is quenched.

As above, and you may also touch an ally or companion and let them take +1 health or momentum for each unallocated point.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Lightbearer

When you focus on a source of light and capture its essence, roll +wits. On a strong hit, set your light track to +6. On a weak hit, make it +3. Then, when you make a move to overcome or navigate darkness, you may add +2 and suffer -1 light.

You may use your light to Strike or Clash against a dark-dwelling foe. Choose the amount of light to unleash, and roll +light (instead of +iron or +edge). Suffer -light equal to that amount. On a hit, your harm is 1+your unleashed light.

When you perform this ritual, add +1 and take +1 momentum on a hit.

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Scry

When you look into flames to study a remote person or location, roll +shadow. You or someone with you must have knowledge of the target. On a strong hit, you may Gather Information through observation using +shadow or +wits. On a weak hit, as above, but the flames are hungry; choose one to sacrifice.

  • Your blood: Endure Harm (2 harm).
  • Something precious: Endure Stress(2 stress).
  • Provisions: Suffer -2 supply.

As above, and you may instead study a past event.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk

When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.

As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Sway

When you speak a person's name three times to the wind, roll +wits. On a strong hit, the wind whispers of this person's need. Envision what you hear (Ask the Oracle if unsure). If you use this information or fulfill this need when you Compel them, you may reroll any dice (one time only). On a weak hit, as above, but this person's need creates a troubling dilemma or complication; Endure Stress (1 stress).

As above, and if you roll a strong hit when you Compel, you may also reroll any dice (one time only) when you Gather Information from this person.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Talisman

When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. On a strong hit, when the wearer opposes the target through a move, add +2. If a 1 is rolled on the action die while making a move using the charm, the magic is spent. On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).

As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Tether

When you commune with the spirits of a place, roll +heart. If you share a bond with someone there, add +1. On a strong hit, you are tethered. When you Undertake a Journey to return, you may roll +spirit or +heart (instead of +wits), and take +1 momentum on a hit. When you Reach Your Destination, take +2 momentum on a strong hit. The tether is lost if you perform this ritual elsewhere, or when you Face Desolation. On a weak hit, as above, but the spirits reveal a disturbing aspect of the place; Endure Stress (2 stress).

As above, and you may also reroll any dice when you Sojourn in the tethered place.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Totem

When you hold a totem of your animal or beast companion and focus on it, roll +heart. On a strong hit, you are bound together. Add +1 and take +1 momentum on a hit when you use a companion ability. If you roll a 1 on your action die when using a companion ability, the magic is spent. On a weak hit, as above, but creating this connection is unsettling; Endure Stress (1 stress).

As above, and you may also perceive the world through your companion's senses while you make moves aided by them (even when you are apart).

When you perform this ritual, add +1 and take +1 momentum on a hit.

Visage

When you paint yourself in blood and ash, roll +wits. On a strong hit, you may add +2 and take +1 momentum on a hit when you Secure an Advantage or Compel using fear or intimidation. If you roll a 1 on your action die when making a move aided by your visage, the magic is spent. On a weak hit, as above, but the blood must be your own; Endure Harm (2 harm).

As above, and you may also add +1 when you Strike, Clash, or Battle .

When you perform this ritual, add +1 and take +1 momentum on a hit.

Ward

When you walk a wide circle, sprinkling the ground with salt, roll +wits. On a strong hit, choose two. On a weak hit, choose one.

  • When a foe first crosses the boundary, take +1 momentum.
  • When you first inflict harm against a foe within the boundary, inflict +1 harm.
  • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.

As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').

When you perform this ritual, add +1 and take +1 momentum on a hit.

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plot
location
character
names
moves
action
1Scheme
2Clash
3Weaken
4Initiate
5Create
6Swear
7Avenge
8Guard
9Defeat
10Control
11Break
12Risk
13Surrender
14Inspect
15Raid
16Evade
17Assault
18Deflect
19Threaten
20Attack
21Leave
22Preserve
23Manipulate
24Remove
25Eliminate
26Withdraw
27Abandon
28Investigate
29Hold
30Focus
31Uncover
32Breach
33Aid
34Uphold
35Falter
36Suppress
37Hunt
38Share
39Destroy
40Avoid
41Reject
42Demand
43Explore
44Bolster
45Seize
46Mourn
47Reveal
48Gather
49Defy
50Transform
51Persevere
52Serve
53Begin
54Move
55Coordinate
56Resist
57Await
58Impress
59Take
60Oppose
61Capture
62Overwhelm
63Challenge
64Acquire
65Protect
66Finish
67Strengthen
68Restore
69Advance
70Command
71Refuse
72Find
73Deliver
74Hide
75Fortify
76Betray
77Secure
78Arrive
79Affect
80Change
81Defend
82Debate
83Support
84Follow
85Construct
86Locate
87Endure
88Release
89Lose
90Reduce
91Escalate
92Distract
93Journey
94Escort
95Learn
96Communicate
97Depart
98Search
99Charge
100Summon
theme
1Risk
2Ability
3Price
4Ally
5Battle
6Safety
7Survival
8Weapon
9Wound
10Shelter
11Leader
12Fear
13Time
14Duty
15Secret
16Innocence
17Renown
18Direction
19Death
20Honor
21Labor
22Solution
23Tool
24Balance
25Love
26Barrier
27Creation
28Decay
29Trade
30Bond
31Hope
32Superstition
33Peace
34Deception
35History
36World
37Vow
38Protection
39Nature
40Opinion
41Burden
42Vengeance
43Opportunity
44Faction
45Danger
46Corruption
47Freedom
48Debt
49Hate
50Possession
51Stranger
52Passage
53Land
54Creature
55Disease
56Advantage
57Blood
58Language
59Rumor
60Weakness
61Greed
62Family
63Resource
64Structure
65Dream
66Community
67War
68Portent
69Prize
70Destiny
71Momentum
72Power
73Memory
74Ruin
75Mysticism
76Rival
77Problem
78Idea
79Revenge
80Health
81Fellowship
82Enemy
83Religion
84Spirit
85Fame
86Desolation
87Strength
88Knowledge
89Truth
90Quest
91Pride
92Loss
93Law
94Path
95Warning
96Relationship
97Wealth
98Home
99Strategy
100Supply
combat actions
1-3Compel a surrender
4-6Coordinate with allies
7-9Gather reinforcements
10-13Seize something or someone
14-17Provoke a reckless response
18-21Intimidate or frighten
22-25Reveal a surprising truth
26-29Shift focus to someone or something else
30-33Destroy something, or render it useless
34-39Take a decisive action
40-45Reinforce defenses
46-52Ready an action
53-60Use the terrain to gain advantage
61-68Leverage the advantage of a weapon or ability
69-78Create an opportunity
79-89Attack with precision
90-99Attack with power
100Take a completely unexpected action
settlement trouble
1-2Outsiders rejected
3-4Dangerous discovery
5-6Dreadful omens
7-8Natural disaster
9-10Old wounds reopened
11-12Important object is lost
13-14Someone is captured
15-16Mysterious phenomenon
17-18Revolt against a leader
19-20Vengeful outcast
21-22Rival settlement
23-24Nature strikes back
25-26Someone is missing
27-28Production halts
29-30Mysterious murders
31-32Debt comes due
33-34Unjust leadership
35-36Disastrous accident
37-38In league with the enemy
39-40Raiders prey on the weak
41-42Cursed past
43-44An innocent is accused
45-46Corrupted by dark magic
47-48Isolated by brutal weather
49-50Provisions are scarce
51-52Sickness run amok
53-54Allies become enemies
55-56Attack is imminent
57-58Lost caravan
59-60Dark secret revealed
61-62Urgent expedition
63-64A leader falls
65-66Families in conflict
67-68Incompetent leadership
69-70Reckless warmongering
71-72Beast on the hunt
73-74Betrayed from within
75-76Broken truce
77-78Wrathful haunt
79-80Conflict with firstborn
81-82Trade route blocked
83-84In the crossfire
85-86Stranger causes discord
87-88Important event threatened
89-90Dangerous tradition
91-100Roll twice
major plot twist
1-5It was all a diversion.
6-10A dark secret is revealed.
11-15A trap is sprung.
16-20An assumption is revealed to be false.
21-25A secret alliance is revealed.
26-30Your actions benefit an enemy.
31-35Someone returns unexpectedly.
36-40A more dangerous foe is revealed.
41-45You and an enemy share a common goal.
46-50A true identity is revealed.
51-55You are betrayed by someone who was trusted.
56-60You are too late.
61-65The true enemy is revealed.
66-70The enemy gains new allies.
71-75A new danger appears.
76-80Someone or something goes missing.
81-85The truth of a relationship is revealed.
86-90Two seemingly unrelated situations are shown to be connected.
91-95Unexpected powers or abilities are revealed.
96-100Roll twice more on this table. Both results occur. If they are the same result, make it more dramatic.
mystic backlash
1-4Your ritual has the opposite affect.
5-8You are sapped of strength.
9-12Your friend, ally, or companion is adversely affected.
13-16You destroy an important object.
17-20You inadvertently summon a horror.
21-24You collapse, and drift into a troubled sleep.
25-28You undergo a physical torment which leaves its mark upon you.
29-32You hear ghostly voices whispering of dark portents.
33-36You are lost in shadow, and find yourself in another place without memory of how you got there.
37-40You alert someone or something to your presence.
41-44You are not yourself, and act against a friend, ally, or companion.
45-48You affect or damage your surroundings, causing a disturbance or potential harm.
49-52You waste resources.
53-56You suffer the loss of a sense for several hours.
57-60You lose your connection to magic for a day or so, and cannot perform rituals.
61-64Your ritual affects the target in an unexpected and problematic way.
65-68Your ritual reveals a surprising and troubling truth.
69-72You are tempted by dark powers.
73-76You see a troubling vision of your future.
77-80You can't perform this ritual again until you acquire an important component.
81-84You develop a strange fear or compulsion.
85-88Your ritual causes creatures to exhibit strange or aggressive behavior.
89-92You are tormented by an apparition from your past.
93-96You are wracked with sudden sickness.
97-100Roll twice more on this table. Both results occur. If they are the same result, make it worse.
challenge rank
1-20Troublesome
21-55Dangerous
56-80Formidable
81-93Extreme
94-100Epic
region
1-12Barrier Islands
13-24Ragged Coast
25-34Deep Wilds
35-46Flooded Lands
47-60Havens
61-72Hinterlands
73-84Tempest Hills
85-94Veiled Mountains
95-99Shattered Wastes
100Elsewhere
location
1Hideout
2Ruin
3Mine
4Waste
5Mystical Site
6Path
7Outpost
8Wall
9Battlefield
10Hovel
11Spring
12Lair
13Fort
14Bridge
15Camp
16Cairn/Grave
17-18Caravan
19-20Waterfall
21-22Cave
23-24Swamp
25-26Fen
27-28Ravine
29-30Road
31-32Tree
33-34Pond
35-36Fields
37-38Marsh
39-40Steading
41-42Rapids
43-44Pass
45-46Trail
47-48Glade
49-50Plain
51-52Ridge
53-54Cliff
55-56Grove
57-58Village
59-60Moor
61-62Thicket
63-64River Ford
65-66Valley
67-68Bay/Fjord
69-70Foothills
71-72Lake
73-75River
76-79Forest
80-83Coast
84-88Hill
89-93Mountain
94-99Woods
100Anomaly
coastal waters location
1Fleet
2Sargassum
3Flotsam
4Mystical Site
5Lair
6-10Wreck
11-15Harbor
16-23Ship
24-30Rocks
31-38Fjord
39-46Estuary
47-54Cove
55-62Bay
63-70Ice
71-85Island
86-99Open Water
100Anomaly
descriptor
1-2High
3-4Remote
5-6Exposed
7-8Small
9-10Broken
11-12Diverse
13-14Rough
15-16Dark
17-18Shadowy
19-20Contested
21-22Grim
23-24Wild
25-26Fertile
27-28Blocked
29-30Ancient
31-32Perilous
33-34Hidden
35-36Occupied
37-38Rich
39-40Big
41-42Savage
43-44Defended
45-46Withered
47-48Mystical
49-50Inaccessible
51-52Protected
53-54Abandoned
55-56Wide
57-58Foul
59-60Dead
61-62Ruined
63-64Barren
65-66Cold
67-68Blighted
69-70Low
71-72Beautiful
73-74Abundant
75-76Lush
77-78Flooded
79-80Empty
81-82Strange
83-84Corrupted
85-86Peaceful
87-88Forgotten
89-90Expansive
91-92Settled
93-94Dense
95-96Civilized
97-98Desolate
99-100Isolated
settlement name
1-15A feature of the landscape. Envision what it is. What makes it unusual or distinctive?
16-30A manmade edifice. What is it? Why is it important to this settlement’s history?
31-45A creature. Why have the people of this settlement chosen this creature as their totem? How is it represented in art or rituals?
46-60A historical event. What happened here? What place or practice commemorates this event?
61-75A word in an Old World language. What culture is represented by this word? What does it translate to?
76-90A season or environmental aspect. What influence does the weather have on this settlement?
91-100Something Else...
quick settlement name
1-4Bleak
5-8Green
9-12Wolf
13-16Raven
17-20Gray
21-24Red
25-28Axe
29-32Great
33-36Wood
37-40Low
41-44White
45-48Storm
49-52Black
53-56Mourn
57-60New
61-64Stone
65-68Grim
69-72Lost
73-76High
77-80Rock
81-84Shield
85-88Sword
89-92Frost
93-96Thorn
97-100Long
1-4moor
5-8ford
9-12crag
13-16watch
17-20hope
21-24wood
25-28ridge
29-32stone
33-36haven
37-40fall(s)
41-44river
45-48field
49-52hill
53-56bridge
57-60mark
61-64cairn
65-68land
69-72hall
73-76mount
77-80rock
81-84brook
85-88barrow
89-92stead
93-96home
97-100wick
role
1-2Criminal
3-4Healer
5-6Bandit
7-9Guide
10-12Performer
13-15Miner
16-18Mercenary
19-21Outcast
22-24Vagrant
25-27Forester
28-30Traveler
31-33Mystic
34-36Priest
37-39Sailor
40-42Pilgrim
43-45Thief
46-48Adventurer
49-51Forager
52-54Leader
55-58Guard
59-62Artisan
63-66Scout
67-70Herder
71-74Fisher
75-79Warrior
80-84Hunter
85-89Raider
90-94Trader
95-99Farmer
100Unusual role
goal
1-3Obtain an object
4-6Make an agreement
7-9Build a relationship
10-12Undermine a relationship
13-15Seek a truth
16-18Pay a debt
19-21Refute a falsehood
22-24Harm a rival
25-27Cure an ill
28-30Find a person
31-33Find a home
34-36Seize power
37-39Restore a relationship
40-42Create an item
43-45Travel to a place
46-48Secure provisions
49-51Rebel against power
52-54Collect a debt
55-57Protect a secret
58-60Spread faith
61-63Enrich themselves
64-66Protect a person
67-69Protect the status quo
70-72Advance status
73-75Defend a place
76-78Avenge a wrong
79-81Fulfill a duty
82-84Gain knowledge
85-87Prove worthiness
88-90Find redemption
91-92Escape from something
93-95Resolve a dispute
96-100Roll twice
descriptor
1Stoic
2Attractive
3Passive
4Aloof
5Affectionate
6Generous
7Smug
8Armed
9Clever
10Brave
11Ugly
12Sociable
13Doomed
14Connected
15Bold
16Jealous
17Angry
18Active
19Suspicious
20Hostile
21Hardhearted
22Successful
23Talented
24Experienced
25Deceitful
26Ambitious
27Aggressive
28Conceited
29Proud
30Stern
31Dependent
32Wary
33Strong
34Insightful
35Dangerous
36Quirky
37Cheery
38Disfigured
39Intolerant
40Skilled
41Stingy
42Timid
43Insensitive
44Wild
45Bitter
46Cunning
47Remorseful
48Kind
49Charming
50Oblivious
51Critical
52Cautious
53Resourceful
54Weary
55Wounded
56Anxious
57Powerful
58Athletic
59Driven
60Cruel
61Quiet
62Honest
63Infamous
64Dying
65Reclusive
66Artistic
67Disabled
68Confused
69Manipulative
70Relaxed
71Stealthy
72Confident
73Weak
74Friendly
75Wise
76Influential
77Young
78Adventurous
79Oppressed
80Vengeful
81Cooperative
82Armored
83Apathetic
84Determined
85Loyal
86Sick
87Religious
88Selfish
89Old
90Fervent
91Violent
92Agreeable
93Hot-tempered
94Stubborn
95Incompetent
96Greedy
97Cowardly
98Obsessed
99Careless
100Ironsworn
disposition
1-6Helpful
7-13Friendly
14-20Cooperative
21-28Curious
29-36Indifferent
37-47Suspicious
48-57Wanting
58-67Desperate
68-76Demanding
77-85Unfriendly
86-93Threatening
94-100Hostile
activity
1-2Guarding
3-4Preserving
5-6Constructing
7-8Mending
9-10Assisting
11-12Securing
13-14Learning
15-16Sneaking
17-18Fleeing
19-20Sacrificing
21-22Creating
23-24Luring
25-26Hunting
27-28Seizing
29-30Bargaining
31-32Mimicking
33-34Tricking
35-36Tracking
37-38Escorting
39-40Hiding
41-42Raiding
43-44Socializing
45-46Exploring
47-48Journeying
49-50Supporting
51-52Avoiding
53-54Disabling
55-56Leading
57-58Assaulting
59-60Ensnaring
61-62Defending
63-64Recovering
65-66Patrolling
67-68Resting
69-70Distracting
71-72Leaving
73-74Fighting
75-76Ambushing
77-78Controlling
79-80Observing
81-82Gathering
83-84Suffering
85-86Threatening
87-88Searching
89-90Destroying
91-92Restoring
93-94Consuming
95-96Removing
97-98Inspecting
99-100Summoning
ironlander
1Solana
2Keelan
3Cadigan
4Sola
5Kodroth
6Kione
7Katja
8Tio
9Artiga
10Eos
11Bastien
12Elli
13Maura
14Haleema
15Abella
16Morter
17Wulan
18Mai
19Farina
20Pearce
21Wynne
22Haf
23Aeddon
24Khinara
25Milla
26Nakata
27Kynan
28Kiah
29Jaggar
30Beca
31Ikram
32Melia
33Sidan
34Deshi
35Tessa
36Sibila
37Morien
38Mona
39Padma
40Avella
41Naila
42Lio
43Cera
44Ithela
45Zhan
46Kaivan
47Valeri
48Hirsham
49Pemba
50Edda
51Lestara
52Lago
53Elstan
54Saskia
55Kabeera
56Caldas
57Nisus
58Serene
59Chenda
60Themon
61Erin
62Alban
63Parcell
64Jelma
65Willa
66Nadira
67Gwen
68Amara
69Masias
70Kanno
71Razeena
72Mira
73Perella
74Myrick
75Qamar
76Kormak
77Zura
78Zanita
79Brynn
80Tegan
81Pendry
82Quinn
83Fanir
84Glain
85Emelyn
86Kendi
87Althus
88Leela
89Ishana
90Flint
91Delkash
92Nia
93Nan
94Keeara
95Katania
96Morell
97Temir
98Bas
99Sabine
100Tallus
101Segura
102Gethin
103Bataar
104Basira
105Joa
106Glynn
107Toran
108Arasen
109Kuron
110Griff
111Owena
112Adda
113Euros
114Kova
115Kara
116Morgan
117Nanda
118Tamara
119Asha
120Delos
121Torgan
122Makari
123Selva
124Kimura
125Rhian
126Tristan
127Siorra
128Sayer
129Cortina
130Vesna
131Kataka
132Keyshia
133Mila
134Lili
135Vigo
136Sadia
137Malik
138Dag
139Kuno
140Reva
141Kai
142Kalina
143Jihan
144Hennion
145Abram
146Aida
147Myrtle
148Nekun
149Menna
150Tahir
151Sarria
152Nakura
153Akiya
154Talan
155Mattick
156Okoth
157Khulan
158Verena
159Beltran
160Del
161Ranna
162Alina
163Muna
164Mura
165Torrens
166Yuda
167Nazmi
168Ghalen
169Sarda
170Shona
171Kalidas
172Wena
173Sendra
174Kori
175Setara
176Lucia
177Maya
178Reema
179Yorath
180Rhoddri
181Shekhar
182Servan
183Reese
184Kenrick
185Indirra
186Giliana
187Jebran
188Kotama
189Fara
190Katrin
191Namba
192Lona
193Taylah
194Kato
195Esra
196Eleri
197Irsia
198Kayu
199Bevan
200Chandra
elf
1-2Arsula
3-4Naidita
5-6Belesunna
7-8Vidarna
9-10Ninsunu
11-12Balathu
13-14Dorosi
15-16Gezera
17-18Zursan
19-20Seleeku
21-22Utamara
23-24Nebakay
25-26Dismashk
27-28Mitunu
29-30Atani
31-32Kinzura
33-34Sumula
35-36Ukames
37-38Ahmeshki
39-40Ilsit
41-42Mayatanay
43-44Etana
45-46Gamanna
47-48Nessana
49-50Uralar
51-52Tishetu
53-54Leucia
55-56Sutahe
57-58Dotani
59-60Uktannu
61-62Retenay
63-64Kendalanu
65-66Tahuta
67-68Mattissa
69-70Anatu
71-72Aralu
73-74Arakhi
75-76Ibrahem
77-78Sinosu
79-80Jemshida
81-82Visapni
83-84Hullata
85-86Sidura
87-88Kerihu
89-90Ereshki
91-92Cybela
93-94Anunna
95-96Otani
97-98Ditani
99-100Faraza
giant
1-4Chony
5-8Banda
9-12Jochu
13-16Kira
17-20Khatir
21-24Chaidu
25-28Atan
29-32Buandu
33-36Javyn
37-40Khashin
41-44Bayara
45-48Temura
49-52Kidha
53-56Kathos
57-60Tanua
61-64Bashtu
65-68Jaran
69-72Othos
73-76Khutan
77-80Otaan
81-84Martu
85-88Baku
89-92Tuban
93-96Qudan
97-100Denua
varou
1-4Vata
5-8Zora
9-12Jasna
13-16Charna
17-20Tana
21-24Soveen
25-28Radka
29-32Zlata
33-36Leesla
37-40Byna
41-44Meeka
45-48Iskra
49-52Jarek
53-56Darva
57-60Neda
61-64Keha
65-68Zhivka
69-72Kvata
73-76Staysa
77-80Evka
81-84Vuksha
85-88Muko
89-92Dreko
93-96Aleko
97-100Vojan
troll
1-4Rattle
5-8Scratch
9-12Wallow
13-16Groak
17-20Gimble
21-24Scar
25-28Cratch
29-32Creech
33-36Shush
37-40Glush
41-44Slar
45-48Gnash
49-52Stoad
53-56Grig
57-60Bleat
61-64Chortle
65-68Cluck
69-72Slith
73-76Mongo
77-80Creak
81-84Burble
85-88Vrusk
89-92Snuffle
93-96Leech
97-100Herk

When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may...

  • Draw a conclusion: Decide the answer based on the most interesting and obvious result.
  • Ask a yes/no question: Decide the odds of a ‘yes’, and roll on the table below to check the answer.
  • Pick two: Envision two options. Rate one as ‘likely’, and roll on the table below to see if it is true. If not, it is the other.
  • Spark an idea: Brainstorm or use a random prompt.
11 or greaterAlmost +Chance

Edge

Heart

Iron

Shadow

Wits

Oracle

Pay

Battle

When you fight a battle, and it happens in a blur, envision your objective and roll. If you primarily...

  • Fight at range, or using your speed and the terrain to your advantage: Roll +edge.
  • Fight depending on your courage, allies, or companions: Roll +heart.
  • Fight in close to overpower your opponents: Roll +iron.
  • Fight using trickery to befuddle your opponents: Roll +shadow.
  • Fight using careful tactics to outsmart your opponents: Roll +wits.

On a strong hit, you achieve your objective unconditionally. Take +2 momentum.

On a weak hit, you achieve your objective, but not without cost. Pay the Price.

On a miss, you are defeated and the objective is lost to you. Pay the Price.

Oracle

Pay

Check Your Gear

When you check to see if you have a specific helpful item, and you have at least +1 supply, roll +supply.

On a strong hit, you have it. Take +1 momentum.

On a weak hit, you have it, but your resources are diminished. Take +1 momentum and suffer -1 supply.

On a miss, you don’t have it and the situation grows more perilous. Pay the Price.

Edge

Iron

Oracle

Pay

Clash

When your foe has initiative and you fight with them in close quarters, roll +iron. When you exchange a volley at range, or shoot at an advancing foe, roll +edge.

On a strong hit, inflict your harm and choose one. You have the initiative.

  • You bolster your position: Take +1 momentum.
  • You find an opening: Inflict +1 harm.

On a weak hit, inflict your harm, but then Pay the Price. Your foe has initiative.

On a miss, you are outmatched and must Pay the Price. Your foe has initiative.

Heart

Oracle

Pay

Companion Endure Harm

When your companion faces physical damage, they suffer -health equal to the amount of harm inflicted. If your companion’s health is 0, exchange any leftover -health for -momentum.

Then, roll +heart or +your companion’s health, whichever is higher.

On a strong hit, your companion rallies. Give them +1 health.

On a weak hit, your companion is battered. If their health is 0, they cannot assist you until they gain at least +1 health.

On a miss, also suffer -1 momentum. If your companion’s health is 0, they are gravely wounded and out of action. Without aid, they die in an hour or two.

If you roll a miss with a 1 on your action die, and your companion’s health is 0, they are now dead. Take 1 experience for each marked ability on your companion asset, and remove it.

Heart

Iron

Shadow

Oracle

Pay

Compel

When you attempt to persuade someone to do something, envision your approach and roll. If you...

  • Charm, pacify, barter, or convince: Roll +heart (add +1 if you share a bond).
  • Threaten or incite: Roll +iron.
  • Lie or swindle: Roll +shadow.

On a strong hit, they’ll do what you want or share what they know. Take +1 momentum. If you use this exchange to Gather Information, make that move now and add +1.

On a weak hit, as above, but they ask something of you in return. Envision what they want (Ask the Oracle if unsure).

On a miss, they refuse or make a demand which costs you greatly. Pay the Price.

Oracle

Pay

Delve the Depths

When you traverse an area within a perilous site, envision your surroundings (Ask the Oracle if unsure). Then, consider your approach. If you navigate this area…

  • With haste: Roll +edge.
  • With stealth or trickery: Roll +shadow.
  • With observation, intuition, or expertise: Roll +wits.

On a strong hit, you delve deeper. Mark progress and Find an Opportunity.

On a weak hit, roll on the following table according to your stat.

On a miss, Reveal a Danger.

Edge
Shadow
Wits
Weak Hit Result
1-45
1-30
1-40
Mark progress and Reveal a Danger.
46-65
31-65
41-55
Mark progress.
66-75
66-90
56-80
Choose one: Mark progress or Find an Opportunity.
76-80
91-99
81-99
Take both: Mark progress and Find an Opportunity.
81-100
100
100
Mark progress twice and Reveal a Danger.

Oracle

Pay

Discover a Site

When you resolve to enter a perilous site in pursuit of an objective, choose the theme and domain which best represent its nature (Ask the Oracle if unsure), and give it a rank.

  • Troublesome site: 3 progress per area.
  • Dangerous site: 2 progress per area.
  • Formidable site: 1 progress per area.
  • Extreme site: 2 ticks per area.
  • Epic site: 1 tick per area.

If you are returning to a previously explored site, roll both challenge dice, take the lowest value, and clear that number of progress boxes. Then, Delve the Depths to explore this place.

Heart

Oracle

Pay

Draw the Circle

When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a bond with this community, add +1.

On a strong hit, take +1 momentum. You may also choose up to two boasts and take +1 momentum for each.

On a weak hit, you may choose one boast in exchange for +1 momentum.

  • Grant first strike: Your foe has initiative.
  • Bare yourself: Take no benefit of armor or shield; your foe’s harm is +1.
  • Hold no iron: Take no benefit of weapons; your harm is 1.
  • Bloody yourself: Endure Harm (1 harm).
  • To the death: One way or another, this fight must end with death.

On a miss, you begin the duel at a disadvantage. Your foe has initiative. Pay the Price.

Then, make moves to resolve the fight. If you are the victor, you may make a lawful demand, and your opponent must comply or forfeit their honor and standing. If you refuse the challenge, surrender, or are defeated, they make a demand of you.

Oracle

Pay

End the Fight

Progress Move

When you make a move to take decisive action, and score a strong hit, you may resolve the outcome of this fight. If you do, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

On a strong hit, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent (Ask the Oracle if unsure).

On a weak hit, as above, but you must also choose one.

  • It’s worse than you thought: Endure Harm.
  • You are overcome: Endure Stress.
  • Your victory is short-lived: A new danger or foe appears, or an existing danger worsens.
  • You suffer collateral damage: Something of value is lost or broken, or someone important must pay the cost.
  • You’ll pay for it: An objective falls out of reach.
  • Others won’t forget: You are marked for vengeance.

On a miss, you have lost this fight. Pay the Price.

Iron

HEALTH

Oracle

Pay

Endure Harm

When you face physical damage, suffer -health equal to your foe’s rank or as appropriate to the situation. If your health is 0, suffer -momentum equal to any remaining -health.

Then, roll +health or +iron, whichever is higher.

On a strong hit, choose one.

  • Shake it off: If your health is greater than 0, suffer -1 momentum in exchange for +1 health.
  • Embrace the pain: Take +1 momentum.

On a weak hit, you press on.

On a miss, also suffer -1 momentum. If you are at 0 health, you must mark wounded or maimed (if currently unmarked) or roll on the oracle.

1-10The harm is mortal.
11-20You are dying. You need to Heal within an hour or two, or Face Death.
21-35You are unconscious and out of action. If left alone, you come back to your senses in an hour or two. If you are vulnerable to a foe not inclined to show mercy, Face Death.
36-50You are reeling and fighting to stay conscious. If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move).
51-100You are battered but still standing.

Heart

SPIRIT

Oracle

Pay

Endure Stress

When you face mental shock or despair, suffer -spirit equal to your foe’s rank or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any remaining -spirit.

Then, roll +spirit or +heart, whichever is higher.

On a strong hit, choose one.

  • Shake it off: If your spirit is greater than 0, suffer -1 momentum in exchange for +1 spirit.
  • Embrace the darkness: Take +1 momentum.

On a weak hit, you press on.

On a miss, also suffer -1 momentum. If you are at 0 spirit, you must mark shaken or corrupted (if currently unmarked) or roll on the table below.

1-10You are overwhelmed. Face Desolation.
11-25You give up. Forsake Your Vow (if possible, one relevant to your current crisis).
26-50You give in to a fear or compulsion, and act against your better instincts.
51-100You persevere

Edge

Heart

Shadow

Wits

Oracle

Pay

Enter the Fray

When you enter into combat, set the rank of each of your foes.

  • Troublesome foe: 3 progress per harm; inflicts 1 harm.
  • Dangerous foe: 2 progress per harm; inflicts 2 harm.
  • Formidable foe: 1 progress per harm; inflicts 3 harm.
  • Extreme foe: 2 ticks per harm; inflicts 4 harm.
  • Epic foe: 1 tick per harm; inflicts 5 harm.

Then, roll to determine who is in control. If you are...

  • Facing off against your foe: Roll +heart.
  • Moving into position against an unaware foe, or striking without warning: Roll +shadow.
  • Ambushed: Roll +wits.

On a strong hit, take +2 momentum. You have initiative.

On a weak hit, choose one.

  • Bolster your position: Take +2 momentum.
  • Prepare to act: Take initiative.

On a miss, combat begins with you at a disadvantage. Pay the Price. Your foe has initiative.

Edge

Heart

Iron

Shadow

Wits

Oracle

Pay

Escape the Depths

When you flee or withdraw from a site, consider the situation and your approach. If you...

  • Find the fastest way out: Roll +edge.
  • Steel yourself against the horrors of this place: Roll +heart.
  • Fight your way out: Roll +iron.
  • Retrace your steps or locate an alternate path: Roll +wits.
  • Keep out of sight: Roll +shadow.

On a strong hit, you make your way safely out of the site. Take +1 momentum.

On a weak hit, you find your way out, but this place exacts its price. Choose one.

  • You are weary or wounded: Endure Harm.
  • The experience leaves you shaken: Endure Stress.
  • You are delayed, and it costs you.
  • You leave behind something important.
  • You face a new complication as you emerge from the depths.
  • A denizen plots their revenge.

On a miss, a dire threat or imposing obstacle stands in your way. Reveal a Danger. If you survive, you may make your escape.

Oracle

Pay

Face a Setback

When your momentum is at its minimum (-6), and you suffer additional -momentum, choose one.

  • Exchange each additional -momentum for any combination of -health, -spirit, or -supply as appropriate to the circumstances.
  • Envision an event or discovery (Ask the Oracle if unsure) which undermines your progress in a current quest, journey or fight. Then, for each additional -momentum, clear 1 unit of progress on that track per its rank (troublesome=clear 3 progress; dangerous=clear 2 progress; formidable=clear 1 progress; extreme=clear 2 ticks; epic=clear 1 tick).

Edge

Heart

Iron

Shadow

Wits

Oracle

Pay

Face Danger

When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...

  • With speed, agility, or precision: Roll +edge.
  • With charm, loyalty, or courage: Roll +heart.
  • With aggressive action, forceful defense, strength, or endurance: Roll +iron.
  • With deception, stealth, or trickery: Roll +shadow.
  • With expertise, insight, or observation: Roll +wits.

On a strong hit, you are successful. Take +1 momentum.

On a weak hit, you succeed, but face a troublesome cost. Choose one.

  • You are delayed, lose advantage, or face a new danger: Suffer -1 momentum.
  • You are tired or hurt: Endure Harm (1 harm).
  • You are dispirited or afraid: Endure Stress (1 stress).
  • You sacrifice resources: Suffer -1 supply.

On a miss, you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price.

Heart

Shadow

Oracle

Pay

Face Death

When you are brought to the brink of death, and glimpse the world beyond, roll +heart.

On a strong hit, death rejects you. You are cast back into the mortal world.

On a weak hit, choose one.

  • You die, but not before making a noble sacrifice. Envision your final moments.
  • Death desires something of you in exchange for your life. Envision what it wants (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to complete that quest. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are dead. Otherwise, you return to the mortal world and are now cursed. You may only clear the cursed debility by completing the quest.

On a miss, you are dead.

Heart

Oracle

Pay

Face Desolation

When you are brought to the brink of desolation, roll +heart.

On a strong hit, you resist and press on.

On a weak hit, choose one.

  • Your spirit or sanity breaks, but not before you make a noble sacrifice. Envision your final moments.
  • You see a vision of a dreaded event coming to pass. Envision that dark future (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to prevent it. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are lost. Otherwise, you return to your senses and are now tormented. You may only clear the tormented debility by completing the quest.

On a miss, you succumb to despair or horror and are lost.

Oracle

Pay

Find an Opportunity

When you encounter a helpful situation or feature within a site, roll on the following table. If you are making this move as a result of a strong hit on Delve the Depths, you may pick or envision an opportunity instead of rolling.

Then, choose one.

  • Gain insight or prepare: Take +1 momentum.
  • Take action now: You and any allies may make a move (not a progress move) which directly leverages the opportunity. When you do, add +1 and take +1 momentum on a hit.
1-25The terrain favors you, or you find a hidden path.
26-45An aspect of the history or nature of this place is revealed.
46-57You locate a secure area.
58-68A clue offers insight or direction.
69-78You get the drop on a denizen.
79-86This area provides an opportunity to scavenge, forage, or hunt.
87-90You locate an interesting or helpful object.
91-94You are alerted to a potential threat.
95-98You encounter a denizen who might support you.
99-100You encounter a denizen in need of help.

Heart

Shadow

Oracle

Pay

Forge a Bond

When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause, you can attempt to create a bond. When you do, roll +heart. If you make this move after you successfully Fulfill Your Vow to their benefit, you may reroll any dice.

On a strong hit, make note of the bond, mark a tick on your bond progress track, and choose one.

  • Take +1 spirit.
  • Take +2 momentum.

On a weak hit, they ask something more of you first. Envision what it is (Ask the Oracle if unsure), do it (or Swear an Iron Vow), and mark the bond. If you refuse or fail, Pay the Price.

On a miss, they reject you. Pay the Price.

Oracle

Pay

Forsake Your Vow

When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow and Endure Stress. You suffer -spirit equal to the rank of your quest (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5). If the vow was made to a person or community with whom you share a bond, Test Your Bond when you next meet.

Oracle

Pay

Fulfill Your Vow

Progress Move

When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

On a strong hit, your quest is complete. Mark experience (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).

On a weak hit, there is more to be done or you realize the truth of your quest. Envision what you discover (Ask the Oracle if unsure). Then, mark experience (troublesome=0; dangerous=1; formidable=2; extreme=3; epic=4). You may Swear an Iron Vow to set things right. If you do, add +1.

On a miss, your quest is undone. Envision what happens (Ask the Oracle if unsure), and choose one.

  • You recommit: Clear all but one filled progress, and raise the quest’s rank by one (if not already epic).
  • You give up: Forsake Your Vow.

Shadow

Wits

Oracle

Pay

Gather Information

When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +1.

On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn (Ask the Oracle if unsure), and take +2 momentum.

On a weak hit, the information complicates your quest or introduces a new danger. Envision what you discover (Ask the Oracle if unsure), and take +1 momentum.

On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.

Iron

Wits

Oracle

Pay

Heal

When you treat an injury or ailment, roll +wits. If you are mending your own wounds, roll +wits or +iron, whichever is lower.

On a strong hit, your care is helpful. If you (or the ally under your care) have the wounded condition, you may clear it. Then, take or give up to +2 health.

On a weak hit, as above, but you must suffer -1 supply or -1 momentum (your choice).

On a miss, your aid is ineffective. Pay the Price.

Oracle

Pay

Learn From Your Failures

Progress Move

When you spend time reflecting on your hardships and missteps, and your failure track is +6 or greater, roll your challenge dice and compare to your progress. Momentum is ignored on this roll.

On a strong hit, you commit to making a dramatic change. Take 3 experience and clear all progress. Then, choose one.

  • Adjust your approach: Discard a single asset, and take 2 experience for each marked ability.
  • Make an oath: Swear an Iron Vow, and reroll any dice.
  • Ready your next steps: Take +3 momentum.

On a weak hit, you learn from your mistakes. Take 2 experience and clear all progress.

On a miss, you’ve learned the wrong lessons. Take 1 experience and clear all progress. Then, envision how you set off on an ill-fated path.

Oracle

Pay

Locate Your Objective

Progress Move

When your exploration of a site comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

On a strong hit, you locate your objective and the situation favors you. Choose one.

  • Make another move now (not a progress move), and add +1.
  • Take +1 momentum.

On a weak hit, you locate your objective but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure).

On a miss, your objective falls out of reach, you have been misled about the nature of your objective, or you discover that this site holds unexpected depths. If you continue your exploration, clear all but one filled progress and raise the site’s rank by one (if not already epic).

Wits

SUPPLY

Oracle

Pay

Make Camp

When you rest and recover for several hours in the wild, roll +supply.

On a strong hit, you and your allies may each choose two.

On a weak hit, choose one.

  • Recuperate: Take +1 health for you and any companions.
  • Partake: Suffer -1 supply and take +1 health for you and any companions.
  • Relax: Take +1 spirit.
  • Focus: Take +1 momentum.
  • Prepare: When you break camp, add +1 if you Undertake a Journey.

On a miss, you take no comfort. Pay the Price.

Oracle

Pay

Mark Your Failure

When you make a move and score a miss, mark a tick on your failure track. If you score a miss when making a progress move, mark two ticks.

Oracle

Pay

Out of Supply

When your supply is exhausted (reduced to 0), mark unprepared. If you suffer additional -supply while unprepared, you must exchange each additional -supply for any combination of -health, -spirit or -momentum as appropriate to the circumstances.

Oracle

Pay the Price

When you suffer the outcome of a move, choose one.

  • Make the most obvious negative outcome happen.
  • Envision two negative outcomes. Rate one as ‘likely’, and Ask the Oracle using the yes/no table. On a ‘yes’, make that outcome happen. Otherwise, make it the other.
  • Roll on the table below. If you have difficulty interpreting the result to fit the current situation, roll again.
1-2Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Oracle if unsure) and make it happen.
3-5A person or community you trusted loses faith in you, or acts against you.
6-9A person or community you care about is exposed to danger.
10-16You are separated from something or someone.
17-23Your action has an unintended effect.
24-32Something of value is lost or destroyed.
33-41The current situation worsens.
42-50A new danger or foe is revealed.
51-59It causes a delay or puts you at a disadvantage.
60-68It is harmful.
69-77It is stressful.
78-85A surprising development complicates your quest.
86-90It wastes resources.
91-94It forces you to act against your best intentions.
95-98A friend, companion, or ally is put in harm’s way (or you are, if alone)
99-100Roll twice more on this table. Both results occur. If they are the same result, make it worse.

Oracle

Pay

Reach a Milestone

When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining vital support, or acquiring a crucial item, you may mark progress.

  • Troublesome quest: Mark 3 progress.
  • Dangerous quest: Mark 2 progress.
  • Formidable quest: Mark 1 progress.
  • Extreme quest: Mark 2 ticks.
  • Epic quest: Mark 1 tick.

Oracle

Pay

Reach Your Destination

Progress Move

When your journey comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

On a strong hit, the situation at your destination favors you. Choose one.

  • Make another move now (not a progress move), and add +1.
  • Take +1 momentum.

On a weak hit, you arrive but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure).

On a miss, you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey’s rank by one (if not already epic).

Edge

Shadow

Wits

Oracle

Pay

Resupply

When you hunt, forage, or scavenge, roll +wits.

On a strong hit, you bolster your resources. Take +2 supply.

On a weak hit, take up to +2 supply, but suffer -1 momentum for each.

On a miss, you find nothing helpful. Pay the Price.

Oracle

Pay

Reveal a Danger

When you encounter a risky situation within a site, envision the danger or roll on the following table.

1-30Check the theme card.
31-45Check the domain card.
46-57You encounter a hostile denizen.
58-68You face an environmental or architectural hazard.
69-76A discovery undermines or complicates your quest.
77-79You confront a harrowing situation or sensation.
80-82You face the consequences of an earlier choice or approach.
83-85Your way is blocked or trapped.
86-88A resource is diminished, broken, or lost.
89-91You face a perplexing mystery or tough choice.
92-94You lose your way or are delayed.
95-100Roll twice more on this table. Both results occur. If they are the same result, make it worse.

Oracle

Pay

Reveal a Danger - Alt

When you encounter a risky situation within a site, envision the danger or roll on the following table.

1-22You encounter a hostile denizen.
23-42You face an environmental or architectural hazard.
43-58A discovery undermines or complicates your quest.
59-64You confront a harrowing situation or sensation.
65-70You face the consequences of an earlier choice or approach.
71-76The path is blocked or trapped.
77-82A resource is diminished, broken, or lost.
83-88You face a perplexing mystery or tough choice.
89-94You lose your way or are delayed.
95-100Roll twice more on this table. Both results occur. If they are the same result, make it worse.

Edge

Heart

Iron

Shadow

Wits

Oracle

Pay

Secure an Advantage

When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act...`

  • With speed, agility, or precision: Roll +edge.
  • With charm, loyalty, or courage: Roll +heart.
  • With aggressive action, forceful defense, strength, or endurance: Roll +iron.
  • With deception, stealth, or trickery: Roll +shadow.
  • With expertise, insight, or observation: Roll +wits.

On a strong hit, you gain advantage. Choose one.

  • Take control: Make another move now (not a progress move), and add +1.
  • Prepare to act: Take +2 momentum.

On a weak hit, your advantage is short-lived. Take +1 momentum.

On a miss, you fail or your assumptions betray you. Pay the Price.

Heart

Shadow

Oracle

Pay

Sojourn

When you spend time in a community seeking assistance, roll +heart. If you share a bond, add +1.

On strong hit, you and your allies may each choose two from within the categories below. On a weak hit, choose one. If you share a bond, choose one more.

On a hit, you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +1. On a strong hit, take +2 more for that action. On a weak hit, take +1 more. On a miss, it goes badly and you lose all benefits for that action.

Clear a Condition
  • Mend: Clear a wounded debility and take +1 health.
  • Hearten: Clear a shaken debility and take +1 spirit.
  • Equip: Clear an unprepared debility and take +1 supply.
Recover
  • Recuperate: Take +2 health for yourself and any companions.
  • Consort: Take +2 spirit.
  • Provision: Take +2 supply.
  • Plan: Take +2 momentum.
Provide Aid
  • Take a quest: Envision what this community needs, or what trouble it is facing (Ask the Oracle if unsure). If you chose to help, Swear an Iron Vow and add +1.

On a miss, you find no help here. Pay the Price.

Edge

Heart

Iron

Oracle

Pay

Strike

When you have initiative and attack in close quarters, roll +iron. When you have initiative and attack at range, roll +edge.

On a strong hit, inflict +1 harm. You retain initiative.

On a weak hit, inflict your harm and lose initiative.

On a miss, your attack fails and you must Pay the Price. Your foe has initiative.

Heart

Oracle

Pay

Swear an Iron Vow

When you swear upon iron to complete a quest, write your vow and give the quest a rank. Then, roll +heart. If you make this vow to a person or community with whom you share a bond, add +1.

On a strong hit, you are emboldened and it is clear what you must do next (Ask the Oracle if unsure). Take +2 momentum.

On a weak hit, you are determined but begin your quest with more questions than answers. Take +1 momentum, and envision what you do to find a path forward.

On a miss, you face a significant obstacle before you can begin your quest. Envision what stands in your way (Ask the Oracle if unsure), and choose one.

  • You press on: Suffer -2 momentum, and do what you must to overcome this obstacle.
  • You give up: Forsake Your Vow.

Oracle

Pay

Take a Hiatus

When you spend an extended time recovering in a safe place while a threat is active, do any of the following.

  • Clear any marked conditions.
  • Set your health, spirit, supply, and companion health to their maximum values.
  • Set your momentum to its reset value.

Then, for each active threat, Advance a Threat.

Heart

Oracle

Pay

Test Your Bond

When your bond is tested through conflict, betrayal, or circumstance, roll +heart.

On a strong hit, this test has strengthened your bond. Choose one.

  • Take +1 spirit.
  • Take +2 momentum.

On a weak hit, your bond is fragile and you must prove your loyalty. Envision what they ask of you (Ask the Oracle if unsure), and do it (or Swear an Iron Vow). If you refuse or fail, clear the bond and Pay the Price.

On a miss, or if you have no interest in maintaining this relationship, clear the bond and Pay the Price.

Oracle

Pay

Turn the Tide

Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +1 and take +1 momentum on a hit.

If you fail to score a hit on that move, you must suffer a dire outcome. Pay the Price.

Shadow

Wits

Oracle

Pay

Undertake a Journey

When you travel across hazardous or unfamiliar lands, set the rank of your journey.

  • Troublesome journey: 3 progress per waypoint.
  • Dangerous journey: 2 progress per waypoint.
  • Formidable journey: 1 progress per waypoint.
  • Extreme journey: 2 ticks per waypoint.
  • Epic journey: 1 tick per waypoint.

Then, for each segment of your journey, roll +wits. If you are setting off from a community with which you share a bond, add +1 to your initial roll.

On a strong hit, you reach a waypoint. If the waypoint is unknown to you, envision it (Ask the Oracle if unsure). Then, choose one.

  • You make good use of your resources: Mark progress.
  • You move at speed: Mark progress and take +1 momentum, but suffer -1 supply.

On a weak hit, you reach a waypoint and mark progress, but suffer -1 supply.

On a miss, you are waylaid by a perilous event. Pay the Price.

Oracle

Pay

Wield A Rarity

When you make a move aided by an augmented asset, roll your rarity die in place of your action die.

On any result with 6 showing on the rarity die, the power of the rarity manifests in a dramatic and obvious way. You score an automatic strong hit and take +1 momentum.

On a hit with 5 showing on the rarity die, the power of the rarity manifests in a subtle way. Take +1 momentum.

On a miss with 1 showing on the rarity die, the rarity’s power fails or works against you.

Oracle

Pay

Write Your Epilogue

Progress Move

When you retire from your life as Ironsworn, envision two things: What you hope for, and what you fear. Then, roll the challenge dice and compare to your bonds. Momentum is ignored on this roll.

On a strong hit, things come to pass as you hoped.

On a weak hit, your life takes an unexpected turn, but not necessarily for the worse. You find yourself spending your days with someone or in a place you did not foresee. Envision it (Ask the Oracle if unsure).

On a miss, your fears are realized.

Assets

Cave Lion

Eager: When your cat chases down big game, you may Resupply with +edge (instead of +wits). If you do, take +1 supply or +1 momentum on a strong hit.

Inescapable: When you Enter the Fray or Strike by sending your cat to attack, roll +edge. On a hit, take +2 momentum

Protective: When you Make Camp, your cat is alert to trouble. If you or an ally choose to relax, take +1 spirit. If you focus, take +1 momentum.

0
+ 1
+ 2
+ 3
+ 4
Giant Spider

Discreet: When you Secure an Advantage by sending your spider to scout a place, add +1 and take +1 momentum on a hit.

Soul-Piercing: You may Face Danger +shadow by sending your spider to secretly study someone. On a hit, the spider returns to reveal the target's deepest fears through a reflection in its glassy eyes. Use this to Gather Information and reroll any dice.

Ensnaring: When your spider sets a trap, add +1 as you Enter the Fray +shadow. On a strong hit, also inflict 2 harm.

0
+ 1
+ 2
+ 3
+ 4
Hawk

Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1.

Fierce: When you Secure an Advantage +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum on a hit.

Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Enter the Fray +wits against an ambush, add +2.

0
+ 1
+ 2
+ 3
Horse

Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.

Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.

Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.

0
+ 1
+ 2
+ 3
+ 4
+ 5
Hound

Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.

Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.

Loyal: When you Endure Stress in the company of your hound, add +1.

0
+ 1
+ 2
+ 3
+ 4
Kindred

Skilled: When you make a move outside of combat aided by your companion's expertise, add +1.

Expertise:

Shield-Kin: When you Clash or Battle alongside your companion, or when you Face Danger against an attack by standing together, add +1.

Bonded: Once you mark a bond with your companion, add +1 when you Face Desolation in their presence.

0
+ 1
+ 2
+ 3
+ 4
Mammoth

Lumbering: When your mammoth travels with you as you Undertake a Journey, you may add +2 but suffer -1 momentum (decide before rolling)

Beast of burden: When you make a move which requires you to roll +supply, you may instead roll +your mammoth's health.

Overpowering: When you Strike or Clash by riding your mammoth against a pack of foes, add +1 and inflict +1 harm on a hit.

0
+ 1
+ 2
+ 3
+ 4
+ 5
Owl

Nocturnal: If you Resupply at night by sending your owl to hunt, take +2 momentum on a hit. When you Enter the Fray +wits against an ambush in darkness, add +1 and take +1 momentum on a hit.

Sage: When you leverage your owl's secret knowledge to perform a ritual, add +1 or take +1 momentum on a hit (decide before rolling).

Embodying: When you Face Death, take your owl's health as +momentum before you roll.

0
+ 1
+ 2
+ 3
Raven

Sly: When you Secure an Advantage or Face Danger +shadow using your raven to perform trickery (such as creating a distraction or stealing a small object) add +1 and take +1 momentum on a hit.

Knowing: When you Face Death, add +2 and take +1 momentum on a hit.

Diligent: When your raven carries messages for you, you may Secure an Advantage, Gather Information, orCompel from a distance.

0
+ 1
+ 2
Young Wyvern

Insatiable: When you Undertake a Journey and score a hit, you may suffer -1 supply in exchange for +2 momentum.

Indomitable: When you make the Companion Endure Harm move for your wyvern, add +2 and take +1 momentum on a hit.

Savage: When you Strike by commanding your wyvern to attack, roll +heart. Your wyvern inflicts 3 harm on a hit.

0
+ 1
+ 2
+ 3
+ 4
+ 5
Alchemist

When you create an elixir, choose an effect: Deftness (edge), audacity (heart), vigor (iron), slyness (shadow), or clarity (wits). Then, suffer -1 supply and roll +wits. On a strong hit, you create a single dose. The character who consumes the elixir must Face Danger +iron and score a hit, after which they add +1 when making a move with the related stat until their health, spirit, or momentum fall below +1. On a weak hit, as above, but suffer an additional -1 supply to create it.

As above, and you may choose two effects for a single dose, or create two doses of the same effect.

When you prepare an elixir, add +1 and take +1 momentum on a hit.

Animal-kin

When you make a move to pacify, calm, control, aid, or fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on a hit.

You may add or upgrade an animal or beast companion asset for 1 fewer experience. Once you mark all their abilities, you may Forge a Bond with them and take an automatic strong hit. When you do, mark a bond twice and take 1 experience.

Once per fight, when you leverage your animal or beast companion to make a move, reroll any dice. On a hit, take +1 momentum.

Battle-scarred

You focus your energies: Reduce your edge or iron by 1 and add +2 to wits or heart, or +1 to each (to a maximum of +4).

You overcome your limitations: Reduce your maximum health by 1. Maimed no longer counts as a debility, and does not reduce your maximum momentum or reset value. When you Endure Stress +heart, take +1 momentum on a strong hit.

You have stared down death before: When you are at 0 health and Endure Harm, you may roll +wits or +heart (instead of +health or +iron). If you do, take +1 momentum on a hit.

Blade-bound

When you Enter the Fray or Draw the Circle while wielding your kin-blade, add +1 and take +1 momentum on a hit.

When you Gather Information by listening to the whispers of your kinblade, add +1 and take +2 momentum on a hit. Then, Endure Stress (2 stress).

When you Strike with your kin-blade to inflict savage harm (decide before rolling), add +1 and inflict +2 harm on a hit. Then, Endure Stress (2 stress).

Bonded

When you make a move which gives you an add for sharing a bond, add +1 more.

When you completely fill a box on your bonds progress track, envision what your relationships have taught you. Then, take 1 experience and +2 momentum.

When you make a move in a crucial moment and score a miss, you may cling to thoughts of your bond-kin for courage or encouragement. If you do, reroll any dice. On another miss, in addition to the outcome of the move, you must mark shaken or corrupted. If both debilities are already marked, Face Desolation .

Dancer

When you Secure an Advantage +edge by dancing for an audience, add +1 and take +2 momentum on a hit. On a strong hit, also add +2 (one time only) if you make a move to interact with someone in the audience.

When you Face Danger +edge in a fight by nimbly avoiding your foe's attacks, add +1 and take +1 momentum on a hit.

When you or an ally make a progress move and roll a hit, you may perform a dance to commemorate the event. If you do, roll +edge. On a strong hit, you and each of your allies may take +2 momentum and +1 spirit. On a weak hit, you take +1 momentum or +1 spirit, but your allies are unmoved.

Devotant

When you say your daily prayers, you may Secure an Advantage by asking your god to grant a blessing. If you do, roll +your god's stat. On a hit, take +2 momentum.

When you Swear an Iron Vow to serve your god on a divine quest, you may roll +your god's stat and reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

When you Sojourn, and spread the word of your god, you may roll +your god's stat. If you do, take +1 momentum on a hit.

Empowered

When you Sojourn and score a weak hit or miss, you may claim the rights of hospitality warranted by your title or lineage. If you do, roll all dice again and add +1. On a miss, you are refused, and your presumption causes significant new trouble.

When you exert your title or lineage to Compel, add +1 and take +1 momentum on a hit.

When you forgo your title or lineage and Forge a Bond as an equal, or when you Swear an Iron Vow to serve someone of a lower station, add +1 and take +1 momentum or +1 spirit on a hit.

Fortune-hunter

When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.

When in a community or trading, you may suffer -1 wealth and take +2 supply.

When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.

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Herbalist

When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).

  • Add +2.
  • On a hit, take or give an additional +1 health.

When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.

When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.

Honorbound

When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.

When you Secure an Advantage or Compel by telling a hard truth, add +1 and take +1 momentum on a hit. On a weak hit or miss, envision how this truth complicates your current situation.

When you Fulfill Your Vow and score a miss, you may reroll one challenge die. If you score a miss again, reduce your maximum spirit by 1. You may recover this lost spirit when you next Fulfill Your Vow and score a strong hit.

Improviser

When you Check your Gear, you may roll +wits (instead of +supply). If you do, envision how you make do with a clever solution, and take +1 momentum on a hit.

When you Secure an Advantage or Face Danger by cobbling together an ad hoc tool or apparatus, add +1 and take +1 momentum on a hit. After you roll, you may also suffer -1 supply and add +1 more.

When you throw caution to the wind and make an impulsive move in a risky situation, you may add +2. If you do, take +1 momentum on a strong hit, but count a weak hit as a miss.

Infiltrator

When you make a move to breach, traverse, or hide within an area held by an enemy force, add +1 and take +1 momentum on a hit.

When you Gather Information within an enemy area to discover their positions, plans, or methods, or when you Secure an Advantage within that area through observation, you may roll +shadow (instead of +wits). If you do, take +1 momentum on a hit.

When you Resupply within an enemy area by scavenging or looting, you may roll +shadow (instead of +wits). If you do, take +1 momentum or +1 supply on a hit.

Loyalist

When you Aid Your Ally, add +1 and take +1 momentum on a hit. This is in addition to the benefits taken by your ally.

When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.

When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.

Masked

Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).

  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit

As above, and you may instead add +2 and suffer -2 (decide before rolling).

When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).

Oathbreaker

This asset counts as a debility. One time only, when you Swear an Iron Vow to redeem yourself (extreme or greater), give that vow a special mark. When you Reach a Milestone on the marked vow, take +2 momentum.

When you Secure an Advantage or Compel by reaffirming your commitment to your marked vow, add +1 and take +1 momentum on a hit.

When you Fulfill Your Vow on your marked quest and score a hit, you find redemption and automatically activate this ability at no cost. You may then improve one of your stats by +1 and discard this asset.

Outcast

When your supply is reduced to 0, suffer any remaining -supply as -momentum. Then, roll +wits. On a strong hit, you manage to scrape by and take +1 supply. On a weak hit, you may suffer -2 momentum in exchange for +1 supply. On a miss, you are Out of Supply.

When you Sojourn, you may reroll any dice. If you do (decide before your first roll), your needs are few, but your isolation sets you apart from others. A strong hit counts as a weak hit.

When you Reach Your Destination and roll a strong hit, you recall or recognize something helpful about this place. Envision what it is, and take +2 momentum.

Pretender

When you establish a false identity, roll +shadow. On a strong hit, you may add +2 when you make moves using this identity to deceive or influence others. If you roll a 1 on your action die when using your false identity, someone doubts you. Make appropriate moves to reassure them or prevent them from revealing the truth. On a weak hit, as above, but add +1 (instead of +2).

As above, and you may roll +shadow (instead of +heart) when you Sojourn under your false identity. If you do, take +1 momentum on a hit.

When you Secure an Advantage by revealing your true identity in a dramatic moment, reroll any dice.

Revenant

When you are at 0 health, and Endure Harm orFace Death, add +1. If you then burn momentum to improve your result, envision what bond or vow binds you to this world, and take +2 momentum after you reset.

When you make a move to investigate, oppose, or interact with a horror, spirit, or other undead being, add +1.

When you bring death to your foe to End the Fight, you may burn momentum to cancel one (not both) of the challenge dice if your momentum is greater than the value of that die. If you do, Endure Stress (2 stress).

Rider

When you Heal your horse, or when you Face Danger to calm or encourage it, add +1 and take +1 momentum on a hit.

When you Undertake a Journey, you may push your horse harder and add +1 (after rolling). If you do, make the Companion Endure Harm move (1 harm).

When you Secure an Advantage +wits by sizing up a perilous situation from the saddle, you are one with your horse's instincts. Add +1 and take +1 momentum on a hit.

Ritualist

When you Secure an Advantage to ready yourself for a ritual, envision how you prepare. Then, add +1 and take +1 momentum on a hit.

When you perform a ritual, you may suffer -1 supply and add +1 (decide before rolling).

When you tattoo the essence of a new ritual onto your skin, envision the mark you create. You may then purchase and upgrade that ritual asset for 1 fewer experience.

Shadow-kin

You harden your heart: Reduce your heart stat by 1 and add up to +2 to shadow (to a maximum of +4).

You are attuned to the realms of shadow: When you perform a ritual, add +1.

You know the sly ways of death: When you Face Death, you may roll +shadow (instead of +heart). You may also suffer -1 momentum and add +1 (decide before rolling).

Sighted

When you Face Danger or Gather Information to identify or detect mystic forces, add +1 and take +1 momentum on a hit.

When you Compel, Forge a Bond, or Test Your Bond with a fellow mystic or mystical being, add +1 and take +1 momentum on a hit.

When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.

Slayer

When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.

When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

When you slay a beast or horror (at least formidable), you may take a trophy and choose one.

  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).
Spirit-bound

You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).

When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.

One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.

  • Let them go: Take 2 experience for each marked ability and discard this asset.
  • Deepen your connection: Add +1 more when you leverage this asset.
Storyweaver

When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.

When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.

When you Sojourn within a community with which you share a bond, add +2 (instead of +1).

Trickster

When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.

When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.

When you Forge a Bond for a relationship founded on a lie, choose one.

  • Keep your secret: Roll +shadow (instead of +heart).
  • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
Veteran

When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.

When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.

When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.

Waterborn

When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.

When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.

  • The wind is at your back: Mark progress twice.
  • Find safe anchor: Make Camp now and reroll any dice.
  • Reap the bounty: Resupply now and reroll any dice.

When you Enter the Fray aboard a boat or ship, reroll any dice.

Wayfinder

When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.

When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.

When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Weaponmaster

When you Secure an Advantage by sizing up your foe in a fight, or in a charged situation which may lead to a fight, add +1 and take +1 momentum on a hit.

When you study or train in a new weapon or technique, you may obtain and upgrade that combat talent for 1 fewer experience.

When you Turn the Tide with a sudden change of weapon or technique, and your next move is a Strike, you may add +1 and inflict +2 harm on a strong hit.

Wildblood

When you Face Danger, Secure an Advantage, or Gather Information using your knowledge of tracking, woodcraft, or woodland creatures, add +1.

When you Face Danger or Secure an Advantage by hiding or sneaking in the woodlands, add +1 and take +1 momentum on a hit.

When you Make Camp in the woodlands, you may roll +wits (instead of +supply). If you do, you and your allies may each choose 1 more option on a hit.

Wright

When you Secure an Advantage by crafting a useful item using your specialty, or when you Face Danger to create or repair an item in a perilous situation, add +1 and take +1 momentum on a hit.

As above, and you may suffer -1 supply (after you roll) to add an additional +1.

When you give the item you create as a gift to commemorate an important event or relationship, you may (one time only) reroll any dice when you Compel, Forge a Bond, or Test Your Bond.

Archer
If you wield a bow...

When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>

  • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
  • Line up your shot: Roll +edge, and take +1 momentum on a hit.

Once per fight, when you Strike or Clash, you may take extra shots and suffer -1 supply (decide before rolling). When you do, reroll any dice. On a hit, inflict +2 harm and take +1 momentum.

When you Resupply by hunting, add +1 and take +1 momentum on a hit.

Berserker
If you are clad only in animal pelts...

When you Secure an Advantage or Compel by embodying your wild nature, add +1 and take +1 momentum on a hit.

When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one.

  • Push yourself: Endure Harm (1 harm).
  • Lose yourself: Endure Stress (1 stress).

When you Endure Harm in a fight, and your health is above 0, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining health. A weak hit counts as a miss.

Brawler
If you are unarmed or fighting with a non-deadly weapon...

When you Secure an Advantage +iron by engaging in close-quarters brawling (such as punching, tripping, or grappling), add +1. If you score a hit, you may also inflict 1 harm.

When you use an unarmed attack or simple weapon to Strike with deadly intent, add +2 and inflict 2 harm on a hit (instead of 1). On a weak hit or miss, suffer -1 momentum (in addition to any other outcome of the move).

When you Face Danger or Clash against a brawling attack, add +1 and take +1 momentum on a hit.

Cutthroat
If you wield a dagger or knife...

When you are in position to Strike at an unsuspecting foe, choose one (before rolling).

  • Add +2 and take +1 momentum on a hit.
  • Inflict +2 harm on a hit.

When you Compel someone at the point of your blade, or when you rely on your blade to Face Danger, add +1.

Once per fight, when you Secure an Advantage +shadow by performing a feint or misdirection, reroll any dice and take +1 momentum on a hit.

Duelist
If you wield a bladed weapon in each hand...

When you Strike or Clash, you may add +2. If you do (decide before rolling), inflict +1 harm on a strong hit and count a weak hit as a miss.

Once per fight, when you Secure an Advantage +edge by making a bold display of your combat prowess, you may reroll any dice.

When you Draw the Circle, choose one (before rolling).

  • Add +2.
  • Take +2 momentum on a hit.
Fletcher

When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.

When you Resupply by recovering or gathering arrows after a Battle, add +2.

When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one.

  • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
  • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
Ironclad
If you wear armor...

When you equip or adjust your armor, choose one.

  • Lightly armored: When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
  • Geared for war: Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.

When you Clash while you are geared for war, add +1.

When you Compel in a situation where strength of arms is a factor, add +2.

Long-arm
If you wield a staff...

In your hands, a humble staff is a deadly weapon (2 harm). When you instead use it as a simple weapon (1 harm), you may Strike or Clash +edge (instead of iron). If you do, add +1 and take +1 momentum on a hit.

When you Secure an Advantage +edge using your staff to disarm, trip, shove, or stun your foe, add +1 and take +1 momentum on a hit.

When you Undertake a Journey and score a strong hit, or if you accompany an ally who scores a strong hit on that move, your staff provides support and comfort in your travels; take +1 momentum.

Shield-bearer
If you wield a shield...

When you Face Danger using your shield as cover, add +1. When you Clash in close quarters, take +1 momentum on a strong hit.

When you paint your shield with a meaningful symbol, envision what you create. Then, if you Endure Stress as you face off against a fearsome foe, add +1 and take +1 momentum on a hit.

When forced to Endure Harm in a fight, you may instead sacrifice your shield and ignore all harm. If you do, the shield is destroyed. Once per fight, you also take initiative when you sacrifice your shield to avoid harm.

Skirmisher
If you wield a spear...

When you Face Danger by holding a foe at bay using your spear's reach, roll +iron or +edge. If you score a hit, you may...

  • Iron: Strike(if you have initiative) or Clash now, and add +1.
  • Edge: Take +1 momentum.

When you Strike in close combat, you may attempt to drive your spear home (decide before rolling). If you do, add +1 and inflict +2 harm on a hit. If you score a hit and the fight continues, Face Danger +iron to recover your spear.

When you Secure an Advantage by bracing your spear against a charging foe, add +1 and take +1 momentum on a hit.

Slinger
If you wield a sling...

When launched from a sling, a simple stone inflicts deadly harm (2 harm). When you Enter the Fray by barraging your foe with sling-bullets, inflict harm on a strong hit.

When you Strike by launching stones at an advancing foe, you may choose one (before rolling).

  • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
  • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.

When you Secure an Advantage by preparing stones of a special quality or material, add +1. Then, take +1 momentum or +1 supply on a hit.

Sunderer
If you wield an axe...

When you Strike or Clash in close quarters, you may suffer -1 momentum and inflict +1 harm on a hit (decide before rolling).

When you have your axe in hand, and use the promise of violence to Compel or Secure an Advantage, add +1 and take +1 momentum on a hit.

When you make a tribute to a fallen foe (formidable or greater) by carving a rune in the haft of your axe, roll +heart. On a strong hit, inflict +1d6 harm (one time only) when you Strike or Clash. On a weak hit, as above, but this death weighs on you; Endure Stress (2 stress).

Swordmaster
If you wield a sword...

When you Strike or Clash and burn momentum to improve your result, inflict +2 harm. If the fight continues, add +1 on your next move.

When you Clash and score a strong hit, you may add +1 if you immediately follow with a Strike.

When you Swear an Iron Vow by kneeling and grasping your sword's blade, add +1 and take +1 momentum on a hit. If you let the edge draw blood from your hands, Endure Harm (1 harm) in exchange for an additional +1 momentum on a hit.

Thunder-bringer
If you wield a mighty hammer...

When you Face Danger, Secure an Advantage, or Compel by hitting or breaking an inanimate object, add +1 and take +1 momentum on a hit.

When you Strike a foe to knock them back, stun them, or put them off balance, inflict 1 harm (instead of 2) and take +2 momentum on a hit. On a strong hit, you also create an opening and add +1 on your next move.

When you Turn the Tide, you may Strike with all the fury and power you can muster. If you do (decide before rolling), you may reroll any dice and inflict +2 harm on a strong hit, but count a weak hit as a miss.

Augur

When you summon a flock of crows and ask a single question, roll +wits. On a strong strong hit, you interpret their calls as a helpful omen. Envision the response (Ask the Oracle if unsure) and take +2 momentum. On a weak hit, the crows ignore your question and offer a clue to an unrelated problem or opportunity in this area. Envision what you learn (Ask the Oracle if unsure), and take +1 momentum.

As above, and the crows will also help guide you on the proper path. On a hit, add +1 on the next segment when you Undertake a Journey.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Awakening

When you create a simulacrum, roll +heart. On a strong hit, your creation is given unnatural life. If it aids you as you make a move to assault or overcome an obstacle through strength, add +2. It has 3 health and suffers harm as appropriate, but is not a companion and may not be healed. At 0 health, it is dead. On a weak hit, as above, but if you roll a 1 on your action die when aided by your creation, you must Face Danger +heart to keep it from turning on you (as a formidable foe).

Your simulacrum has 6 health.

When you perform this ritual, add +1 and take +1 momentum on a hit.

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Bind

When you wear an animal pelt and dance in moonlight, roll +wits. On a strong hit, you or an ally may wear the pelt and add +1 when making moves with the related stat (wolf-edge; bear-iron; deer-heart; fox-shadow; boar-wits). If the wearer rolls a 1 on their action die while making a move using the pelt, the magic is spent. On a weak hit, as above, but the wilds call as you dance; Endure Stress (2 stress).

As above, and you may instead perform this ritual wearing the pelt of a beast. If you do, name the related stat and add +2 (instead of +1).

When you perform this ritual, add +1 and take +1 momentum on a hit.

Communion

When you surround the remains of a recently deceased intelligent creature with lit candles, and summon its spirit, roll +heart. Add +1 if you share a bond. On a strong hit, the spirit appears and you may converse for a few minutes. Make moves as appropriate (add +1). On a weak hit, as above, but the spirit also delivers troubling news unrelated to your purpose. Envision what it tells you (Ask the Oracle if unsure) and Endure Stress (1 stress).

As above, and you may also commune with the long-dead.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Divination

When you take a drop of blood from a willing subject (not yourself) and cast the rune-carved stones, roll +heart. On a strong hit, you may read the runes to Gather Information about the subject and people close to them, including insight you and the subject have no knowledge of. If you do, add +1. On a weak hit, as above, but the answers are revealed only with extra time and focus; suffer -2 momentum.

As above, and your divination can also reveal information about the subject's future.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Invoke

When you consume the mystical essence of your surroundings, roll +wits. On a strong hit, add the value of your action die to your essence track (max 6). You may then Secure an Advantage or Face Danger +essence to create minor mystical effects or illusions. If you do, suffer -1 essence and take +1 momentum on a hit. On a weak hit, as above, but capturing these energies is harrowing; Endure Stress (2 stress).

You may Compel +essence (and suffer -1 essence) through a show of power.

When you perform this ritual, add +1 and take +1 essence on a hit.

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Keen

When you hold a weapon and sing a keen for those it has killed, roll +heart. On a strong hit, the wielder inflicts +1 harm when they Strike or Clash. If they roll a 1 on their action die when making a move to inflict harm, the magic is spent. On a weak hit, as above, but the voices of those who were slain join in your song; Endure Stress (2 stress).

As above, and the wieldermayalso (one time only) add +1 and take +2 momentum on a hit when they Draw the Circle, Enter the Fray, or Battle.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Leech

When you mark your hands or weapon with an intricate blood rune, roll +iron. On a strong hit, the rune thirsts for fresh blood. One time only, when you make a move to inflict harm, reroll any dice and inflict +2 harm on a hit. Then, for each point of harm inflicted, take +1 and allocate it as +health or +momentum. On a weak hit, as above, but this asset counts as a debility until the rune's thirst is quenched.

As above, and you may also touch an ally or companion and let them take +1 health or momentum for each unallocated point.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Lightbearer

When you focus on a source of light and capture its essence, roll +wits. On a strong hit, set your light track to +6. On a weak hit, make it +3. Then, when you make a move to overcome or navigate darkness, you may add +2 and suffer -1 light.

You may use your light to Strike or Clash against a dark-dwelling foe. Choose the amount of light to unleash, and roll +light (instead of +iron or +edge). Suffer -light equal to that amount. On a hit, your harm is 1+your unleashed light.

When you perform this ritual, add +1 and take +1 momentum on a hit.

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Scry

When you look into flames to study a remote person or location, roll +shadow. You or someone with you must have knowledge of the target. On a strong hit, you may Gather Information through observation using +shadow or +wits. On a weak hit, as above, but the flames are hungry; choose one to sacrifice.

  • Your blood: Endure Harm (2 harm).
  • Something precious: Endure Stress(2 stress).
  • Provisions: Suffer -2 supply.

As above, and you may instead study a past event.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk

When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.

As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Sway

When you speak a person's name three times to the wind, roll +wits. On a strong hit, the wind whispers of this person's need. Envision what you hear (Ask the Oracle if unsure). If you use this information or fulfill this need when you Compel them, you may reroll any dice (one time only). On a weak hit, as above, but this person's need creates a troubling dilemma or complication; Endure Stress (1 stress).

As above, and if you roll a strong hit when you Compel, you may also reroll any dice (one time only) when you Gather Information from this person.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Talisman

When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. On a strong hit, when the wearer opposes the target through a move, add +2. If a 1 is rolled on the action die while making a move using the charm, the magic is spent. On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).

As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Tether

When you commune with the spirits of a place, roll +heart. If you share a bond with someone there, add +1. On a strong hit, you are tethered. When you Undertake a Journey to return, you may roll +spirit or +heart (instead of +wits), and take +1 momentum on a hit. When you Reach Your Destination, take +2 momentum on a strong hit. The tether is lost if you perform this ritual elsewhere, or when you Face Desolation. On a weak hit, as above, but the spirits reveal a disturbing aspect of the place; Endure Stress (2 stress).

As above, and you may also reroll any dice when you Sojourn in the tethered place.

When you perform this ritual, add +1 and take +1 momentum on a hit.

Totem

When you hold a totem of your animal or beast companion and focus on it, roll +heart. On a strong hit, you are bound together. Add +1 and take +1 momentum on a hit when you use a companion ability. If you roll a 1 on your action die when using a companion ability, the magic is spent. On a weak hit, as above, but creating this connection is unsettling; Endure Stress (1 stress).

As above, and you may also perceive the world through your companion's senses while you make moves aided by them (even when you are apart).

When you perform this ritual, add +1 and take +1 momentum on a hit.

Visage

When you paint yourself in blood and ash, roll +wits. On a strong hit, you may add +2 and take +1 momentum on a hit when you Secure an Advantage or Compel using fear or intimidation. If you roll a 1 on your action die when making a move aided by your visage, the magic is spent. On a weak hit, as above, but the blood must be your own; Endure Harm (2 harm).

As above, and you may also add +1 when you Strike, Clash, or Battle .

When you perform this ritual, add +1 and take +1 momentum on a hit.

Ward

When you walk a wide circle, sprinkling the ground with salt, roll +wits. On a strong hit, choose two. On a weak hit, choose one.

  • When a foe first crosses the boundary, take +1 momentum.
  • When you first inflict harm against a foe within the boundary, inflict +1 harm.
  • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.

As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').

When you perform this ritual, add +1 and take +1 momentum on a hit.

0
+ 1
0
+ 1
+ 2
0
+ 1
+ 2
+ 3
0
+ 1
+ 2
+ 3
+ 4
0
+ 1
+ 2
+ 3
+ 4
+ 5
0
+ 1
+ 2
+ 3
+ 4
+ 5
+ 6
0
+ 1
+ 2
+ 3
+ 4
+ 5
+ 6
+ 7

plot
location
character
names
moves
action
1Scheme
2Clash
3Weaken
4Initiate
5Create
6Swear
7Avenge
8Guard
9Defeat
10Control
11Break
12Risk
13Surrender
14Inspect
15Raid
16Evade
17Assault
18Deflect
19Threaten
20Attack
21Leave
22Preserve
23Manipulate
24Remove
25Eliminate
26Withdraw
27Abandon
28Investigate
29Hold
30Focus
31Uncover
32Breach
33Aid
34Uphold
35Falter
36Suppress
37Hunt
38Share
39Destroy
40Avoid
41Reject
42Demand
43Explore
44Bolster
45Seize
46Mourn
47Reveal
48Gather
49Defy
50Transform
51Persevere
52Serve
53Begin
54Move
55Coordinate
56Resist
57Await
58Impress
59Take
60Oppose
61Capture
62Overwhelm
63Challenge
64Acquire
65Protect
66Finish
67Strengthen
68Restore
69Advance
70Command
71Refuse
72Find
73Deliver
74Hide
75Fortify
76Betray
77Secure
78Arrive
79Affect
80Change
81Defend
82Debate
83Support
84Follow
85Construct
86Locate
87Endure
88Release
89Lose
90Reduce
91Escalate
92Distract
93Journey
94Escort
95Learn
96Communicate
97Depart
98Search
99Charge
100Summon
theme
1Risk
2Ability
3Price
4Ally
5Battle
6Safety
7Survival
8Weapon
9Wound
10Shelter
11Leader
12Fear
13Time
14Duty
15Secret
16Innocence
17Renown
18Direction
19Death
20Honor
21Labor
22Solution
23Tool
24Balance
25Love
26Barrier
27Creation
28Decay
29Trade
30Bond
31Hope
32Superstition
33Peace
34Deception
35History
36World
37Vow
38Protection
39Nature
40Opinion
41Burden
42Vengeance
43Opportunity
44Faction
45Danger
46Corruption
47Freedom
48Debt
49Hate
50Possession
51Stranger
52Passage
53Land
54Creature
55Disease
56Advantage
57Blood
58Language
59Rumor
60Weakness
61Greed
62Family
63Resource
64Structure
65Dream
66Community
67War
68Portent
69Prize
70Destiny
71Momentum
72Power
73Memory
74Ruin
75Mysticism
76Rival
77Problem
78Idea
79Revenge
80Health
81Fellowship
82Enemy
83Religion
84Spirit
85Fame
86Desolation
87Strength
88Knowledge
89Truth
90Quest
91Pride
92Loss
93Law
94Path
95Warning
96Relationship
97Wealth
98Home
99Strategy
100Supply
combat actions
1-3Compel a surrender
4-6Coordinate with allies
7-9Gather reinforcements
10-13Seize something or someone
14-17Provoke a reckless response
18-21Intimidate or frighten
22-25Reveal a surprising truth
26-29Shift focus to someone or something else
30-33Destroy something, or render it useless
34-39Take a decisive action
40-45Reinforce defenses
46-52Ready an action
53-60Use the terrain to gain advantage
61-68Leverage the advantage of a weapon or ability
69-78Create an opportunity
79-89Attack with precision
90-99Attack with power
100Take a completely unexpected action
settlement trouble
1-2Outsiders rejected
3-4Dangerous discovery
5-6Dreadful omens
7-8Natural disaster
9-10Old wounds reopened
11-12Important object is lost
13-14Someone is captured
15-16Mysterious phenomenon
17-18Revolt against a leader
19-20Vengeful outcast
21-22Rival settlement
23-24Nature strikes back
25-26Someone is missing
27-28Production halts
29-30Mysterious murders
31-32Debt comes due
33-34Unjust leadership
35-36Disastrous accident
37-38In league with the enemy
39-40Raiders prey on the weak
41-42Cursed past
43-44An innocent is accused
45-46Corrupted by dark magic
47-48Isolated by brutal weather
49-50Provisions are scarce
51-52Sickness run amok
53-54Allies become enemies
55-56Attack is imminent
57-58Lost caravan
59-60Dark secret revealed
61-62Urgent expedition
63-64A leader falls
65-66Families in conflict
67-68Incompetent leadership
69-70Reckless warmongering
71-72Beast on the hunt
73-74Betrayed from within
75-76Broken truce
77-78Wrathful haunt
79-80Conflict with firstborn
81-82Trade route blocked
83-84In the crossfire
85-86Stranger causes discord
87-88Important event threatened
89-90Dangerous tradition
91-100Roll twice
major plot twist
1-5It was all a diversion.
6-10A dark secret is revealed.
11-15A trap is sprung.
16-20An assumption is revealed to be false.
21-25A secret alliance is revealed.
26-30Your actions benefit an enemy.
31-35Someone returns unexpectedly.
36-40A more dangerous foe is revealed.
41-45You and an enemy share a common goal.
46-50A true identity is revealed.
51-55You are betrayed by someone who was trusted.
56-60You are too late.
61-65The true enemy is revealed.
66-70The enemy gains new allies.
71-75A new danger appears.
76-80Someone or something goes missing.
81-85The truth of a relationship is revealed.
86-90Two seemingly unrelated situations are shown to be connected.
91-95Unexpected powers or abilities are revealed.
96-100Roll twice more on this table. Both results occur. If they are the same result, make it more dramatic.
mystic backlash
1-4Your ritual has the opposite affect.
5-8You are sapped of strength.
9-12Your friend, ally, or companion is adversely affected.
13-16You destroy an important object.
17-20You inadvertently summon a horror.
21-24You collapse, and drift into a troubled sleep.
25-28You undergo a physical torment which leaves its mark upon you.
29-32You hear ghostly voices whispering of dark portents.
33-36You are lost in shadow, and find yourself in another place without memory of how you got there.
37-40You alert someone or something to your presence.
41-44You are not yourself, and act against a friend, ally, or companion.
45-48You affect or damage your surroundings, causing a disturbance or potential harm.
49-52You waste resources.
53-56You suffer the loss of a sense for several hours.
57-60You lose your connection to magic for a day or so, and cannot perform rituals.
61-64Your ritual affects the target in an unexpected and problematic way.
65-68Your ritual reveals a surprising and troubling truth.
69-72You are tempted by dark powers.
73-76You see a troubling vision of your future.
77-80You can't perform this ritual again until you acquire an important component.
81-84You develop a strange fear or compulsion.
85-88Your ritual causes creatures to exhibit strange or aggressive behavior.
89-92You are tormented by an apparition from your past.
93-96You are wracked with sudden sickness.
97-100Roll twice more on this table. Both results occur. If they are the same result, make it worse.
challenge rank
1-20Troublesome
21-55Dangerous
56-80Formidable
81-93Extreme
94-100Epic
region
1-12Barrier Islands
13-24Ragged Coast
25-34Deep Wilds
35-46Flooded Lands
47-60Havens
61-72Hinterlands
73-84Tempest Hills
85-94Veiled Mountains
95-99Shattered Wastes
100Elsewhere
location
1Hideout
2Ruin
3Mine
4Waste
5Mystical Site
6Path
7Outpost
8Wall
9Battlefield
10Hovel
11Spring
12Lair
13Fort
14Bridge
15Camp
16Cairn/Grave
17-18Caravan
19-20Waterfall
21-22Cave
23-24Swamp
25-26Fen
27-28Ravine
29-30Road
31-32Tree
33-34Pond
35-36Fields
37-38Marsh
39-40Steading
41-42Rapids
43-44Pass
45-46Trail
47-48Glade
49-50Plain
51-52Ridge
53-54Cliff
55-56Grove
57-58Village
59-60Moor
61-62Thicket
63-64River Ford
65-66Valley
67-68Bay/Fjord
69-70Foothills
71-72Lake
73-75River
76-79Forest
80-83Coast
84-88Hill
89-93Mountain
94-99Woods
100Anomaly
coastal waters location
1Fleet
2Sargassum
3Flotsam
4Mystical Site
5Lair
6-10Wreck
11-15Harbor
16-23Ship
24-30Rocks
31-38Fjord
39-46Estuary
47-54Cove
55-62Bay
63-70Ice
71-85Island
86-99Open Water
100Anomaly
descriptor
1-2High
3-4Remote
5-6Exposed
7-8Small
9-10Broken
11-12Diverse
13-14Rough
15-16Dark
17-18Shadowy
19-20Contested
21-22Grim
23-24Wild
25-26Fertile
27-28Blocked
29-30Ancient
31-32Perilous
33-34Hidden
35-36Occupied
37-38Rich
39-40Big
41-42Savage
43-44Defended
45-46Withered
47-48Mystical
49-50Inaccessible
51-52Protected
53-54Abandoned
55-56Wide
57-58Foul
59-60Dead
61-62Ruined
63-64Barren
65-66Cold
67-68Blighted
69-70Low
71-72Beautiful
73-74Abundant
75-76Lush
77-78Flooded
79-80Empty
81-82Strange
83-84Corrupted
85-86Peaceful
87-88Forgotten
89-90Expansive
91-92Settled
93-94Dense
95-96Civilized
97-98Desolate
99-100Isolated
settlement name
1-15A feature of the landscape. Envision what it is. What makes it unusual or distinctive?
16-30A manmade edifice. What is it? Why is it important to this settlement’s history?
31-45A creature. Why have the people of this settlement chosen this creature as their totem? How is it represented in art or rituals?
46-60A historical event. What happened here? What place or practice commemorates this event?
61-75A word in an Old World language. What culture is represented by this word? What does it translate to?
76-90A season or environmental aspect. What influence does the weather have on this settlement?
91-100Something Else...
quick settlement name
1-4Bleak
5-8Green
9-12Wolf
13-16Raven
17-20Gray
21-24Red
25-28Axe
29-32Great
33-36Wood
37-40Low
41-44White
45-48Storm
49-52Black
53-56Mourn
57-60New
61-64Stone
65-68Grim
69-72Lost
73-76High
77-80Rock
81-84Shield
85-88Sword
89-92Frost
93-96Thorn
97-100Long
1-4moor
5-8ford
9-12crag
13-16watch
17-20hope
21-24wood
25-28ridge
29-32stone
33-36haven
37-40fall(s)
41-44river
45-48field
49-52hill
53-56bridge
57-60mark
61-64cairn
65-68land
69-72hall
73-76mount
77-80rock
81-84brook
85-88barrow
89-92stead
93-96home
97-100wick
role
1-2Criminal
3-4Healer
5-6Bandit
7-9Guide
10-12Performer
13-15Miner
16-18Mercenary
19-21Outcast
22-24Vagrant
25-27Forester
28-30Traveler
31-33Mystic
34-36Priest
37-39Sailor
40-42Pilgrim
43-45Thief
46-48Adventurer
49-51Forager
52-54Leader
55-58Guard
59-62Artisan
63-66Scout
67-70Herder
71-74Fisher
75-79Warrior
80-84Hunter
85-89Raider
90-94Trader
95-99Farmer
100Unusual role
goal
1-3Obtain an object
4-6Make an agreement
7-9Build a relationship
10-12Undermine a relationship
13-15Seek a truth
16-18Pay a debt
19-21Refute a falsehood
22-24Harm a rival
25-27Cure an ill
28-30Find a person
31-33Find a home
34-36Seize power
37-39Restore a relationship
40-42Create an item
43-45Travel to a place
46-48Secure provisions
49-51Rebel against power
52-54Collect a debt
55-57Protect a secret
58-60Spread faith
61-63Enrich themselves
64-66Protect a person
67-69Protect the status quo
70-72Advance status
73-75Defend a place
76-78Avenge a wrong
79-81Fulfill a duty
82-84Gain knowledge
85-87Prove worthiness
88-90Find redemption
91-92Escape from something
93-95Resolve a dispute
96-100Roll twice
descriptor
1Stoic
2Attractive
3Passive
4Aloof
5Affectionate
6Generous
7Smug
8Armed
9Clever
10Brave
11Ugly
12Sociable
13Doomed
14Connected
15Bold
16Jealous
17Angry
18Active
19Suspicious
20Hostile
21Hardhearted
22Successful
23Talented
24Experienced
25Deceitful
26Ambitious
27Aggressive
28Conceited
29Proud
30Stern
31Dependent
32Wary
33Strong
34Insightful
35Dangerous
36Quirky
37Cheery
38Disfigured
39Intolerant
40Skilled
41Stingy
42Timid
43Insensitive
44Wild
45Bitter
46Cunning
47Remorseful
48Kind
49Charming
50Oblivious
51Critical
52Cautious
53Resourceful
54Weary
55Wounded
56Anxious
57Powerful
58Athletic
59Driven
60Cruel
61Quiet
62Honest
63Infamous
64Dying
65Reclusive
66Artistic
67Disabled
68Confused
69Manipulative
70Relaxed
71Stealthy
72Confident
73Weak
74Friendly
75Wise
76Influential
77Young
78Adventurous
79Oppressed
80Vengeful
81Cooperative
82Armored
83Apathetic
84Determined
85Loyal
86Sick
87Religious
88Selfish
89Old
90Fervent
91Violent
92Agreeable
93Hot-tempered
94Stubborn
95Incompetent
96Greedy
97Cowardly
98Obsessed
99Careless
100Ironsworn
disposition
1-6Helpful
7-13Friendly
14-20Cooperative
21-28Curious
29-36Indifferent
37-47Suspicious
48-57Wanting
58-67Desperate
68-76Demanding
77-85Unfriendly
86-93Threatening
94-100Hostile
activity
1-2Guarding
3-4Preserving
5-6Constructing
7-8Mending
9-10Assisting
11-12Securing
13-14Learning
15-16Sneaking
17-18Fleeing
19-20Sacrificing
21-22Creating
23-24Luring
25-26Hunting
27-28Seizing
29-30Bargaining
31-32Mimicking
33-34Tricking
35-36Tracking
37-38Escorting
39-40Hiding
41-42Raiding
43-44Socializing
45-46Exploring
47-48Journeying
49-50Supporting
51-52Avoiding
53-54Disabling
55-56Leading
57-58Assaulting
59-60Ensnaring
61-62Defending
63-64Recovering
65-66Patrolling
67-68Resting
69-70Distracting
71-72Leaving
73-74Fighting
75-76Ambushing
77-78Controlling
79-80Observing
81-82Gathering
83-84Suffering
85-86Threatening
87-88Searching
89-90Destroying
91-92Restoring
93-94Consuming
95-96Removing
97-98Inspecting
99-100Summoning
ironlander
1Solana
2Keelan
3Cadigan
4Sola
5Kodroth
6Kione
7Katja
8Tio
9Artiga
10Eos
11Bastien
12Elli
13Maura
14Haleema
15Abella
16Morter
17Wulan
18Mai
19Farina
20Pearce
21Wynne
22Haf
23Aeddon
24Khinara
25Milla
26Nakata
27Kynan
28Kiah
29Jaggar
30Beca
31Ikram
32Melia
33Sidan
34Deshi
35Tessa
36Sibila
37Morien
38Mona
39Padma
40Avella
41Naila
42Lio
43Cera
44Ithela
45Zhan
46Kaivan
47Valeri
48Hirsham
49Pemba
50Edda
51Lestara
52Lago
53Elstan
54Saskia
55Kabeera
56Caldas
57Nisus
58Serene
59Chenda
60Themon
61Erin
62Alban
63Parcell
64Jelma
65Willa
66Nadira
67Gwen
68Amara
69Masias
70Kanno
71Razeena
72Mira
73Perella
74Myrick
75Qamar
76Kormak
77Zura
78Zanita
79Brynn
80Tegan
81Pendry
82Quinn
83Fanir
84Glain
85Emelyn
86Kendi
87Althus
88Leela
89Ishana
90Flint
91Delkash
92Nia
93Nan
94Keeara
95Katania
96Morell
97Temir
98Bas
99Sabine
100Tallus
101Segura
102Gethin
103Bataar
104Basira
105Joa
106Glynn
107Toran
108Arasen
109Kuron
110Griff
111Owena
112Adda
113Euros
114Kova
115Kara
116Morgan
117Nanda
118Tamara
119Asha
120Delos
121Torgan
122Makari
123Selva
124Kimura
125Rhian
126Tristan
127Siorra
128Sayer
129Cortina
130Vesna
131Kataka
132Keyshia
133Mila
134Lili
135Vigo
136Sadia
137Malik
138Dag
139Kuno
140Reva
141Kai
142Kalina
143Jihan
144Hennion
145Abram
146Aida
147Myrtle
148Nekun
149Menna
150Tahir
151Sarria
152Nakura
153Akiya
154Talan
155Mattick
156Okoth
157Khulan
158Verena
159Beltran
160Del
161Ranna
162Alina
163Muna
164Mura
165Torrens
166Yuda
167Nazmi
168Ghalen
169Sarda
170Shona
171Kalidas
172Wena
173Sendra
174Kori
175Setara
176Lucia
177Maya
178Reema
179Yorath
180Rhoddri
181Shekhar
182Servan
183Reese
184Kenrick
185Indirra
186Giliana
187Jebran
188Kotama
189Fara
190Katrin
191Namba
192Lona
193Taylah
194Kato
195Esra
196Eleri
197Irsia
198Kayu
199Bevan
200Chandra
elf
1-2Arsula
3-4Naidita
5-6Belesunna
7-8Vidarna
9-10Ninsunu
11-12Balathu
13-14Dorosi
15-16Gezera
17-18Zursan
19-20Seleeku
21-22Utamara
23-24Nebakay
25-26Dismashk
27-28Mitunu
29-30Atani
31-32Kinzura
33-34Sumula
35-36Ukames
37-38Ahmeshki
39-40Ilsit
41-42Mayatanay
43-44Etana
45-46Gamanna
47-48Nessana
49-50Uralar
51-52Tishetu
53-54Leucia
55-56Sutahe
57-58Dotani
59-60Uktannu
61-62Retenay
63-64Kendalanu
65-66Tahuta
67-68Mattissa
69-70Anatu
71-72Aralu
73-74Arakhi
75-76Ibrahem
77-78Sinosu
79-80Jemshida
81-82Visapni
83-84Hullata
85-86Sidura
87-88Kerihu
89-90Ereshki
91-92Cybela
93-94Anunna
95-96Otani
97-98Ditani
99-100Faraza
giant
1-4Chony
5-8Banda
9-12Jochu
13-16Kira
17-20Khatir
21-24Chaidu
25-28Atan
29-32Buandu
33-36Javyn
37-40Khashin
41-44Bayara
45-48Temura
49-52Kidha
53-56Kathos
57-60Tanua
61-64Bashtu
65-68Jaran
69-72Othos
73-76Khutan
77-80Otaan
81-84Martu
85-88Baku
89-92Tuban
93-96Qudan
97-100Denua
varou
1-4Vata
5-8Zora
9-12Jasna
13-16Charna
17-20Tana
21-24Soveen
25-28Radka
29-32Zlata
33-36Leesla
37-40Byna
41-44Meeka
45-48Iskra
49-52Jarek
53-56Darva
57-60Neda
61-64Keha
65-68Zhivka
69-72Kvata
73-76Staysa
77-80Evka
81-84Vuksha
85-88Muko
89-92Dreko
93-96Aleko
97-100Vojan
troll
1-4Rattle
5-8Scratch
9-12Wallow
13-16Groak
17-20Gimble
21-24Scar
25-28Cratch
29-32Creech
33-36Shush
37-40Glush
41-44Slar
45-48Gnash
49-52Stoad
53-56Grig
57-60Bleat
61-64Chortle
65-68Cluck
69-72Slith
73-76Mongo
77-80Creak
81-84Burble
85-88Vrusk
89-92Snuffle
93-96Leech
97-100Herk
Ask the Oracle

When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may...

  • Draw a conclusion: Decide the answer based on the most interesting and obvious result.
  • Ask a yes/no question: Decide the odds of a ‘yes’, and roll on the table below to check the answer.
  • Pick two: Envision two options. Rate one as ‘likely’, and roll on the table below to see if it is true. If not, it is the other.
  • Spark an idea: Brainstorm or use a random prompt.
11 or greaterAlmost Certain
26 or greaterLikely
51 or greater50/50
76 or greaterUnlikely
91 or greaterSmall -Chance

When you suffer the outcome of a move, choose one.

  • Make the most obvious negative outcome happen.
  • Envision two negative outcomes. Rate one as ‘likely’, and Ask the Oracle using the yes/no table. On a ‘yes’, make that outcome happen. Otherwise, make it the other.
  • Roll on the table below. If you have difficulty interpreting the result to fit the current situation, roll again.
1-2Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Oracle if unsure) and make it happen.
3-5A person or community you trusted loses faith in you, or acts against you.
6-9A person or community you care about is exposed to danger.
10-16You are separated from something or someone.
17-23Your action has an unintended effect.
24-32Something of value is lost or destroyed.
33-41The current situation worsens.
42-50A new danger or foe is revealed.
51-59It causes a delay or puts you at a disadvantage.
60-68It is harmful.
69-77It is stressful.
78-85A surprising development complicates your quest.
86-90It wastes resources.
91-94It forces you to act against your best intentions.
95-98A friend, companion, or ally is put in harm’s way (or you are, if alone)
99-100Roll twice more on this table. Both results occur. If they are the same result, make it worse.
feature
site name
site nature
monstrosity
trap
combat event
threat
aspect
1-2Blocked
3-4Crafted
5-6Ancient
7-8Sunken
9-10Trapped
11-12Secret
13-14Toxic
15-16Ruined
17-18Defended
19-20Decaying
21-22Marked
23-24Guarded
25-26Inaccessible
27-28Foreboding
29-30Veiled
31-32Deep
33-34Depleted
35-36Foul
37-38Elevated
39-40Moving
41-42Unnatural
43-44Active
45-46Confined
47-48Fortified
49-50Collapsed
51-52Isolated
53-54Destroyed
55-56Open
57-58Sacred
59-60Flooded
61-62Complex
63-64Abundant
65-66Hidden
67-68Expansive
69-70Mysterious
71-72Unstable
73-74Fragile
75-76Broken
77-78Ensnaring
79-80Pillaged
81-82Sealed
83-84Makeshift
85-86Treacherous
87-88Natural
89-90Dead
91-92Unusual
93-94Abandoned
95-96Deadly
97-98Forgotten
99-100Mystical
focus
1-2Attack
3-4Threshold
5-6Boundary
7-8Alarm
9-10Exit
11-12Passage
13-14Crossing
15-16Trigger
17-18Trap
19-20Hideaway
21-22Nature
23-24Sign
25-26Refuge
27-28Valuables
29-30Breach
31-32Route
33-34Location
35-36Trail
37-38Supply
39-40History
41-42Prisoner
43-44Habitation
45-46Debris
47-48Creature
49-50Lair
51-52Person
53-54Enclosure
55-56Remains
57-58Water
59-60Message
61-62Darkness
63-64Opening
65-66Weapon
67-68Entry
69-70Illumination
71-72Obstacle
73-74Craft
75-76Container
77-78Information
79-80Grave
81-82Equipment
83-84Shelter
85-86Denizen
87-88Environment
89-90Material
91-92Resource
93-94Corruption
95-96Death
97-98Function
99-100Power
format
1-25[Description] [Place]
26-50[Place] of [Detail]
51-70[Place] of [Description] [Detail]
71-80[Place] of [Namesake's] [Detail]
81-85[Namesake's] [Place]
86-95[Description] [Place] of [Namesake]
96-100[Place] of [Namesake]
description
1-2Deep
3-4Tainted
5-6Grey
7-8Forgotten
9-10Flooded
11-12Forbidden
13-14Barren
15-16Lost
17-18Cursed
19-20Fell
21-22Sunken
23-24Nightmare
25-26Infernal
27-28Dark
29-30Bloodstained
31-32Haunted
33-34White
35-36Shrouded
37-38Wasted
39-40Grim
41-42Endless
43-44Crumbling
45-46Undying
47-48Bloodied
49-50Forsaken
51-52Silent
53-54Blighted
55-56Iron
57-58Frozen
59-60Abyssal
61-62Crimson
63-64Silver
65-66Desecrated
67-68Ashen
69-70Elder
71-72Scorched
73-74Unknown
75-76Scarred
77-78Broken
79-80Chaotic
81-82Black
83-84Hidden
85-86Sundered
87-88Shattered
89-90Dreaded
91-92Secret
93-94High
95-96Sacred
97-98Fallen
99-100Ruined
detail
1-2Blight
3-4Strife
5-6Nightfall
7-8Fury
9-10Terror
11-12Truth
13-14Spring
15-16Sanctuary
17-18Bone
19-20Specters
21-22Daybreak
23-24Doom
25-26Treachery
27-28Blood
29-30War
31-32Torment
33-34Iron
35-36Silence
37-38Mist
39-40Isolation
41-42Runes
43-44Rot
45-46Corruption
47-48Prophecy
49-50Fate
51-52Twilight
53-54Power
55-56Darkness
57-58Gloom
59-60Storms
61-62Hope
63-64Lament
65-66Frost
67-68Souls
69-70Winter
71-72Sadness
73-74Desolation
75-76Bane
77-78Lies
79-80Ash
81-82Banishment
83-84Shadow
85-86Madness
87-88Stone
89-90Secrets
91-92Despair
93-94Blades
95-96Dread
97-98Light
99-100Wrath
namesake
1-2Breckon
3-4Issara
5-6Milenna
7-8Thorval
9-10Khulan
11-12Aurvang
13-14Kalida
15-16Keeara
17-18Andor
19-20Zakaria
21-22Willa
23-24Etana
25-26Valgard
27-28Kenrick
29-30Wyland
31-32Sidura
33-34Svala
35-36Kajir
37-38Saiven
39-40Callwen
41-42Zhan
43-44Solana
45-46Ildar
47-48Keelan
49-50Thrain
51-52Kynan
53-54Jadina
55-56Radek
57-58Wulan
59-60Garion
61-62Eysa
63-64Kolor
65-66Katarra
67-68Dain
69-70Farina
71-72Yala
73-74Kodroth
75-76Morien
77-78Akida
79-80Haldorr
81-82Nyrad
83-84Edda
85-86Jorund
87-88Morraine
89-90Lindar
91-92Sithra
93-94Torgan
95-96Arnorr
97-98Thyri
99-100Erisia
place
1-6Barrow
7-18Cavern
19-28Frozen Cavern
29-32Icereach
33-38Mine
39-48Pass
49-58Ruin
59-68Sea Cave
69-78Shadowfen
79-83Stronghold
84-95Tanglewood
96-100Underkeep
theme
1-11Ancient
12-23Corrupted
24-35Fortified
36-48Hallowed
49-61Haunted
62-74Infested
75-87Ravaged
88-100Wild
domain
1-6Barrow
7-18Cavern
19-28Frozen Cavern
29-32Icereach
33-38Mine
39-48Pass
49-58Ruin
59-68Sea Cave
69-78Shadowfen
79-83Stronghold
84-95Tanglewood
96-100Underkeep
size
1-5Tiny (rodent-sized)
6-30Small (hound-sized)
31-65Medium (person-sized)
66-94Large (giant-sized)
95-99Huge (whale-sized)
100Titanic (incomprehensible)
primary form
1-15Beast / mammal
16-25Humanoid
26-31Bird
32-37Spider
38-43Snake
44-49Worm / slug
50-55Lizard
56-61Insect
62-66Amorphous
67-69Crustacean
70-71Fish
72-73Octopoid
74-75Amphibian
76-77Plant
78Incorporeal
79Mineral
80Elemental
81-100Hybrid (roll twice)
characteristics
1-5Extra limbs
6-10Fangs / rows of sharp teeth
11-15Claws / talons
16-20Strange color / markings
21-25Horns / tusks
26-30Oversized mouth
31-35Spikes / spines
36-40Tail
41-45Multi-segmented body
46-50Wings
51-54Stinger / barbs
55-58Many-eyed
59-62Distinctive sound
63-66Tentacles / tendrils
67-69Mandibles / pincers
70-72Luminescent
73-75Antennae / sensory organs
76-78Proboscis / inner jaw
79-81Exoskeleton / shell
82-84Bony protuberances
85-87Corrupted flesh
88-90Semi-transparent
91-93Scarred / injured
94-95Egg sac / carried offspring
96-97Rotting / skeletal
98Mummified / desiccated
99Multi-headed
100Etched with mystic runes
abilities
1-4Keen senses
5-8Intimidating vocalization
9-12Climber
13-16Intelligent
17-20Swift
21-24Powerful bite
25-28Stealthy / ambusher
29-32Horrid visage
33-36Strong
37-40Camouflaged
41-43Flier / glider
44-46Poisonous
47-49Semiaquatic / swimmer
50-52Grappler / entangler
53-55Leaper
56-58Crusher / constrictor
59-61Armored
62-64Burrower
65-67Noxious smell
68-69Trap-setter
70-71Parasitic
72-73Vibration sense
74-75Breath weapon / toxic spew
76-77Mimicry
78-79Shapeshifting
80-81Control lesser creatures
82-83Echolocation
84-85Electric shock
86-87Acidic
88-89Symbiotic
90-91Shoot projectiles
92Paralyzing
93Immune to iron
94Feels no pain
95Enact rituals
96Create illusions
97Mind control / telepathy
98Move between realities
99Wield weapons
100Control elements
event
1-4Block
5-8Create
9-12Break
13-16Puncture
17-20Entangle
21-24Enclose
25-28Ambush
29-32Snare
33-36Change
37-40Imitate
41-44Crush
45-48Drop
49-52Conceal
53-56Lure
57-60Release
61-64Obscure
65-68Cut
69-72Smother
73-76Collapse
77-80Summon
81-84Move
85-88Surprise
89-92Divert
93-96Attack
97-100Trigger
component
1-4Pit
5-8Water
9-12Fire
13-16Projectile
17-20Passage
21-24Fall
25-28Debris
29-32Fear
33-36Alarm
37-40Trigger
41-44Cold
45-48Weapon
49-52Darkness
53-56Decay
57-60Path
61-64Stone
65-68Terrain
69-72Poison
73-76Barrier
77-80Overhead
81-84Magic
85-88Toxin
89-92Earth
93-96Light
97-100Denizen
method
1-2Defy
3-4Break
5-6Trick
7-8Evade
9-10Protect
11-12Overwhelm
13-14Persevere
15-16Assist
17-18Await
19-20Abort
21-22Block
23-24Collide
25-26Focus
27-28Advance
29-30Breach
31-32Endure
33-34Assault
35-36Charge
37-38Escalate
39-40Sunder
41-42Shatter
43-44Aim
45-46Stagger
47-48Counter
49-50Seize
51-52Impact
53-54Entangle
55-56Hold
57-58Deflect
59-60Drop
61-62Lose
63-64Sweep
65-66Secure
67-68Cover
69-70Withdraw
71-72Clash
73-74Amplify
75-76Batter
77-78Feint
79-80Shove
81-82Embed
83-84Affect
85-86Probe
87-88Force
89-90Intensify
91-92Distract
93-94Challenge
95-96Brawl
97-98Coordinate
99-100Overrun
target
1-2Control
3-4Defense
5-6Limbs
7-8Focus
9-10Advantage
11-12Range
13-14Stress
15-16Sense
17-18Weakness
19-20Opening
21-22Fear
23-24Instinct
25-26Footing
27-28Maneuver
29-30Reach
31-32Harm
33-34Finesse
35-36Weapon
37-38Environment
39-40Technique
41-42Surprise
43-44Pride
45-46Wound
47-48Precision
49-50Ally
51-52Ground
53-54Courage
55-56Companion
57-58Object
59-60Momentum
61-62Speed
63-64Strength
65-66Supply
67-68Terrain
69-70Armor
71-72Skill
73-74Body
75-76Protection
77-78Resolve
79-80Ferocity
81-82Shield
83-84Ammo
85-86Anger
87-88Opportunity
89-90Balance
91-92Position
93-94Barrier
95-96Strategy
97-98Grasp
99-100Power
category
1-10Burgeoning Conflict
11-20Cursed Site
21-30Environmental Calamity
31-40Malignant Plague
41-50Rampaging Creature
51-60Ravaging Horde
61-70Scheming Leader
71-80Power-Hungry Mystic
81-90Zealous Cult
91-100Roll Twice
burgeoning conflict
1-10Allow warmongers to gain influence
11-20Break a treaty
21-30Force a hasty decision
31-40Deepen suspicions
41-50Trigger a confrontation
51-60Subvert a potential accord
61-70Isolate the antagonists
71-80Draw new battle lines
81-90Reveal an unexpected aspect of the dispute
91-100Introduce a new person or faction to complicate the situation
cursed site
1-10Unleash a creature or being
11-20Lure the unwary into its depths
21-30Offer promises of power
31-40Reveal a new aspect of its cursed history
41-50Expand its malignancy to surrounding lands
51-60Leave its mark on an inhabitant or visitor
61-70Reveal hidden depths
71-80Ensnare an important person or object
81-90Corrupt the environment
91-100Transform its nature
environmental calamity
1-10Devastate a place
11-20Block a path
21-30Threaten a community with imminent destruction
31-40Manifest unexpected effects
41-50Expand in scope or intensity
51-60Allow someone to take advantage
61-70Deprive of resources
71-80Isolate an important person or community
81-90Force refugees into hostile lands
91-100Disrupt natural ecosystems
malignant plague
1-10Manifest new symptoms or effects
11-20Infect someone important
21-30Expand to new territory or communities
31-40Allow someone to take advantage
41-50Allow someone to take the blame
51-60Create panic or disorder
61-70Force a horrible decision
71-80Lure into complacency
81-90Reveal the root of the sickness
91-100Undermine a potential cure
rampaging creature
1-10Reveal a new aspect of its nature or abilities
11-20Expand its territory
21-30Make a sudden and brutal attack
31-40Control or influence lesser creatures
41-50Create confusion or strife
51-60Leave foreboding signs
61-70Lure the unwary
71-80Imperil an event
81-90Assert control over a location
91-100Threaten resources
ravaging horde
1-10Overrun defenses
11-20Gather resources
21-30Attack a location
31-40Expand forces
41-50Appoint or reveal a leader
51-60Send forth a champion
61-70Create a diversion
71-80Undermine an opposing force from within
81-90Cut off supplies or reinforcements
91-100Employ a new weapon
scheming leader
1-10Defeat an enemy
11-20Form a new alliance
21-30Usurp or undermine another leader
31-40Force the loyalty of a community or important person
41-50Enact a new law or tradition
51-60Rescind an old law or tradition
61-70Reveal a true intention
71-80Unravel an existing alliance
81-90Incite conflict
91-100Use an unexpected capability or asset
power hungry mystic
1-10Gain hidden knowledge
11-20Assault an enemy with magic
21-30Despoil a place through magic
31-40Forge a bond with ancient forces
41-50Create magical wards or protections
51-60Obtain a powerful artifact
61-70Tempt with power or secrets
71-80Recruit a follower or ally
81-90Sacrifice something in exchange for greater power
91-100Use magic to trick or deceive
zealous cult
1-10Overtake a faction or community
11-20Unlock secrets to greater power
21-30Establish false credibility
31-40Appoint or reveal a leader
41-50Lure new members or establish alliances
51-60Subvert opposition through devious schemes
61-70Attack opposition directly
71-80Spread the word of its doctrine
81-90Reveal a dire prophecy
91-100Reveal its true nature or goal

Site Name:

Objective:

Theme:

Domain:

 DENIZENS 

Very Common 01-27

Common 28-41

Common 42-55

Common 56-69

Uncommon 70-75

Uncommon 76-81

Uncommon 82-87

Uncommon 88-93

Rare 94-95

Rare 96-97

Rare 98-99

Unforeseen 100

When the outcome of a move prompts an encounter with a denizen, you may:

>

Choose or introduce a denizen based on the situation and what you know of this place.

or

Roll on the matrix to generate a random encounter. If the field is blank, add a new denizen.

or

Identify a denizen as ‘likely’ to appear, and Ask the Oracle. If the answer is “no,” roll on the matrix.

or

Pick two denizens, rate one as ‘likely’, and Ask the Oracle to determine which you encounter.

 NOTES 

Theme

This place holds the secrets of a bygone age.

Features

1-4Evidence of lost knowledge
5-8Inscrutable relics
9-12Ancient artistry or craft
13-16Preserved corpses or fossils
17-20Visions of this place in another time

Dangers

1-5Ancient trap
6-10Hazardous architecture or terrain
11-12Blocked or broken path
13-14Denizen protects an ancient secret
15-16Denizen reveres an ancient power
17-18Living relics of a lost age
19-20Ancient evil resurgent
21-22Dire warnings of a long-buried danger
23-24Ancient disease or contamination
25-26Artifact of terrible meaning or power
27-28Disturbing evidence of ancient wrongs
29-30Others seek power or knowledge

This place is tainted by dark magic.

Features

1-4Mystic focus or conduit
5-8Strange environmental disturbances
9-12Mystic runes or markings
13-16Blight or decay
17-20Evidence of a foul ritual

Dangers

1-5Denizen spawned from dark magic
6-10Denizen controls dark magic
11-12Denizen corrupted by dark magic
13-14Corruption marks you
15-16Innocents held in thrall
17-18Revelations of a terrible truth
19-20Mystic trap or trigger
21-22Mystic barrier or ward
23-24Illusions lead you astray
25-26Dark ritual in progress
27-28Lingering effects of a dark ritual
29-30Dread harbingers of a greater magic

Foes defend this place against intruders.

Features

1-4Camp or quarters
5-8Guarded location
9-12Storage or repository
13-16Work or training area
17-20Command center or leadership

Dangers

1-5Denizen patrols the area
6-10Denizen on guard
11-12Denizen ready to sound the alarm
13-14Denizen sets an ambush
15-16Denizen lures you into a trap
17-18Denizens converge on this area
19-20Pets or underlings
21-22Unexpected alliance revealed
23-24Nefarious plans revealed
25-26Unexpected leader revealed
27-28Trap
29-30Alarm trigger

The faithful worship here.

Features

1-4Temple or altar
5-8Offerings or atonements
9-12Religious relic or idol
13-16Consecrated ground
17-20Dwellings or gathering place

Dangers

1-5Denizen defends their sanctum
6-10Denizen enacts the will of their god
11-12Denizen seeks martyrdom
13-14Secret of the faith is revealed
15-16Greater purpose is revealed
17-18Unexpected disciples are revealed
19-20Divine manifestations
21-22Aspect of the faith beguiles you
23-24Unexpected leader is revealed
25-26Embodiment of a god or myth
27-28Protective ward or barrier
29-30Prophecies reveal a dark fate

Restless spirits are bound to this place.

Features

1-4Tomb or burial site
5-8Blood was spilled here
9-12Unnatural mists or darkness
13-16Messages from beyond the grave
17-20Apparitions of a person or event

Dangers

1-5Denizen haunts this area
6-10Unsettling sounds or foreboding signs
11-12Denizen attacks without warning
13-14Denizen makes a costly demand
15-16Denizen seizes your body or mind
17-18Denizen taunts or lures you
19-20A disturbing truth is revealed
21-22Frightening visions
23-24The environment is used against you
25-26Trickery leads you astray
27-28True nature of this place is revealed
29-30Sudden, shocking manifestation

Foul creatures dwell here.

Features

1-4Inhabited nest
5-8Abandoned nest
9-12Ravaged terrain or architecture
13-16Remains or carrion
17-20Hoarded food

Dangers

1-5Denizens swarm and attack
6-10Toxic or sickening environment
11-12Denizen stalks you
13-14Denizen takes or destroys something
15-16Denizen reveals surprising cleverness
17-18Denizen guided by a greater threat
19-20Denizen blocks the path
21-22Denizen funnels you down a new path
23-24Denizen undermines the path
25-26Denizen lays in wait
27-28Trap or snare
29-30Victim’s horrible fate is revealed

Time, disaster, or strife have taken their toll.

Features

1-4Path of destruction
5-8Abandoned or ruined dwelling
9-12Untouched or preserved area
13-16Traces of what was lost
17-20Ill-fated victims

Dangers

1-5Precarious architecture or terrain
6-10Imminent collapse or destruction
11-12Path undermined
13-14Blocked or broken path
15-16Vestiges of a destructive force
17-18Unexpected environmental threat
19-20Echoes of a troubling past
21-22Signs of a horrible fate
23-24Denizen seeks retribution
25-26Denizen leverages the environment
27-28Denizen restores what was lost
29-30Ravages return anew

Nature prevails in this place.

Features

1-4Denizen’s lair
5-8Territorial markings
9-12Impressive flora or fauna
13-16Hunting ground or watering hole
17-20Remains or carrion

Dangers

1-5Denizen hunts
6-10Denizen strikes without warning
11-12Denizen leverages the environment
13-14Denizen wields unexpected abilities
15-16Denizen guided by a greater threat
17-18Denizen protects something
19-20Hazardous terrain
21-22Weather or environmental threat
23-24Benign aspect becomes a threat
25-26Overzealous hunter
27-28Disturbing evidence of a victim’s fate
29-30Ill-fated victim in danger

Domain

The dead are enshrined here.

Features

21-43Burial chambers
44-56Maze of narrow passages
57-64Shrine
65-68Stately vault
69-72Offerings to the dead
73-76Statuary or tapestries
77-80Remains of a grave robber
81-84Mass grave
85-88Exhumed corpses
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen guards this area
34-36Trap
37-39Death makes its presence known
40-42Crumbling architecture
43-45Grave goods with hidden dangers

A place of stone and darkness.

Features

21-43Twisting passages
44-56Cramped caves
57-64Vast chamber
65-68Subterranean waterway
69-72Cave pool
73-76Natural bridge
77-80Towering stone formations
81-84Natural illumination
85-88Dark pit
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen lairs here
34-36Cave-in
37-39Flooding
40-42Perilous climb or descent
43-45Fissure or sinkhole

A place of deep caves and enduring cold.

Features

21-43Maze of icy tunnels
44-56Glistening cave
57-64Vast chamber
65-68Frigid waterway
69-72Icy pools
73-76Magnificent ice formations
77-80Frozen waterfall
81-84Deep crevasses
85-88Discovery locked in the ice
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen lairs here
34-36Fracturing ice
37-39Crumbling chasm
40-42Bitter chill
43-45Disorienting reflections

A frigid landscape formed of frozen seas.

Features

21-43Plains of ice and snow
44-56Seawater channel
57-64Icy highlands
65-68Crevasse
69-72Ice floes
73-76Ship trapped in ice
77-80Animal herd or habitat
81-84Frozen carcass
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen hunts
34-36Fragile ice above watery depths
37-39Perilous climb or descent
40-42Avalanche or icefall
43-45Foul weather

Tunnels dug greedily and deep.

Features

21-43Cramped tunnels
44-56Mine works
57-64Excavated chamber
65-68Mineshaft
69-72Collapsed tunnel
73-76Cluttered storage
77-80Housing or common areas
81-84Flooded chamber
85-88Unearthed secret
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Cave-in
34-36Flooding
37-39Unstable platforms or architecture
40-42Hazardous gas pocket
43-45Weakened terrain

Treacherous paths over high mountains.

Features

21-43Winding mountain path
44-56Snowfield or glacial rocks
57-64River gorge
65-68Crashing waterfall
69-72Highland lake
73-76Forgotten cairn
77-80Bridge
81-84Overlook
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen lairs here
34-36Denizen hunts
37-39Perilous climb or descent
40-42Avalanche or rockslide
43-45Foul weather

The crumbling legacy of a dead civilization.

Features

21-43Crumbling corridors and chambers
44-56Collapsed architecture
57-64Rubble-choked hall
65-68Courtyard
69-72Archive or library
73-76Broken statuary or fading murals
77-80Preserved vault
81-84Temple to forgotten gods
85-88Mausoleum
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Ancient mechanism or trap
34-36Collapsing wall or ceiling
37-39Blocked or broken passage
40-42Unstable floor above a new danger
43-45Ancient secrets best left buried

Stone passages carved by ocean waves.

Features

21-43Watery tunnels
44-56Eroded chamber
57-64Flooded chamber
65-68Vast chamber
69-72Dry passages
73-76Freshwater inlet
77-80Rocky island
81-84Waterborne debris
85-88Shipwreck or boat
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen strikes without warning
34-36Denizen lurks below
37-39Flooding
40-42Rushing current
43-45Claustrophobic squeeze

A primeval marsh, cloaked in mist.

Features

21-43Narrow path through a fetid bog
44-56Stagnant waterway
57-64Flooded thicket
65-68Island of dry land
69-72Submerged discovery
73-76Preserved corpses
77-80Overgrown structure
81-84Tall reeds
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen hunts
34-36Deep water blocks the path
37-39Toxic environment
40-42Concealing or disorienting mist
43-45Hidden quagmire

A fortress secured against trespassers.

Features

21-43Connecting passageways
44-56Barracks or common quarters
57-64Large hall
65-68Workshop or library
69-72Command center or leadership
73-76Ladder or stairwell
77-80Storage
81-84Kitchen or larder
85-88Courtyard
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Blocked or guarded path
34-36Caught in the open
37-39Chokepoint
40-42Trap
43-45Alarm trigger

A perilous forest of eternal shadow.

Features

21-43Dense thicket
44-56Overgrown path
57-64Waterway
65-68Clearing
69-72Elder tree
73-76Brambles
77-80Overgrown structure
81-84Rocky outcrop
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen hunts
34-36Denizen lairs here
37-39Trap or snare
40-42Path leads you astray
43-45Entangling plant life

An age-old subterranean dungeon.

Features

21-43Carved passages
44-56Hall or chamber
57-64Stairs into the depths
65-68Grand doorway or entrance
69-72Tomb or catacombs
73-76Rough-hewn cave
77-80Foundry or workshop
81-84Shrine or temple
85-88Imposing architecture or artistry
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Ancient mechanism or trap
34-36Crumbling architecture
37-39Blocked or broken passage
40-42Artifact with a hidden danger
43-45Denizen lurks in darkness
Delve
Sites
Failures
Rarities
Threat
Moves
Show Assets

Name

Location

Descriptors


Site Name:

Objective:

Theme:

Domain:

 DENIZENS 

Very Common 01-27

Common 28-41

Common 42-55

Common 56-69

Uncommon 70-75

Uncommon 76-81

Uncommon 82-87

Uncommon 88-93

Rare 94-95

Rare 96-97

Rare 98-99

Unforeseen 100

When the outcome of a move prompts an encounter with a denizen, you may:

>

Choose or introduce a denizen based on the situation and what you know of this place.

or

Roll on the matrix to generate a random encounter. If the field is blank, add a new denizen.

or

Identify a denizen as ‘likely’ to appear, and Ask the Oracle. If the answer is “no,” roll on the matrix.

or

Pick two denizens, rate one as ‘likely’, and Ask the Oracle to determine which you encounter.

 NOTES 

Theme

This place holds the secrets of a bygone age.

Features

1-4Evidence of lost knowledge
5-8Inscrutable relics
9-12Ancient artistry or craft
13-16Preserved corpses or fossils
17-20Visions of this place in another time

Dangers

1-5Ancient trap
6-10Hazardous architecture or terrain
11-12Blocked or broken path
13-14Denizen protects an ancient secret
15-16Denizen reveres an ancient power
17-18Living relics of a lost age
19-20Ancient evil resurgent
21-22Dire warnings of a long-buried danger
23-24Ancient disease or contamination
25-26Artifact of terrible meaning or power
27-28Disturbing evidence of ancient wrongs
29-30Others seek power or knowledge

This place is tainted by dark magic.

Features

1-4Mystic focus or conduit
5-8Strange environmental disturbances
9-12Mystic runes or markings
13-16Blight or decay
17-20Evidence of a foul ritual

Dangers

1-5Denizen spawned from dark magic
6-10Denizen controls dark magic
11-12Denizen corrupted by dark magic
13-14Corruption marks you
15-16Innocents held in thrall
17-18Revelations of a terrible truth
19-20Mystic trap or trigger
21-22Mystic barrier or ward
23-24Illusions lead you astray
25-26Dark ritual in progress
27-28Lingering effects of a dark ritual
29-30Dread harbingers of a greater magic

Foes defend this place against intruders.

Features

1-4Camp or quarters
5-8Guarded location
9-12Storage or repository
13-16Work or training area
17-20Command center or leadership

Dangers

1-5Denizen patrols the area
6-10Denizen on guard
11-12Denizen ready to sound the alarm
13-14Denizen sets an ambush
15-16Denizen lures you into a trap
17-18Denizens converge on this area
19-20Pets or underlings
21-22Unexpected alliance revealed
23-24Nefarious plans revealed
25-26Unexpected leader revealed
27-28Trap
29-30Alarm trigger

The faithful worship here.

Features

1-4Temple or altar
5-8Offerings or atonements
9-12Religious relic or idol
13-16Consecrated ground
17-20Dwellings or gathering place

Dangers

1-5Denizen defends their sanctum
6-10Denizen enacts the will of their god
11-12Denizen seeks martyrdom
13-14Secret of the faith is revealed
15-16Greater purpose is revealed
17-18Unexpected disciples are revealed
19-20Divine manifestations
21-22Aspect of the faith beguiles you
23-24Unexpected leader is revealed
25-26Embodiment of a god or myth
27-28Protective ward or barrier
29-30Prophecies reveal a dark fate

Restless spirits are bound to this place.

Features

1-4Tomb or burial site
5-8Blood was spilled here
9-12Unnatural mists or darkness
13-16Messages from beyond the grave
17-20Apparitions of a person or event

Dangers

1-5Denizen haunts this area
6-10Unsettling sounds or foreboding signs
11-12Denizen attacks without warning
13-14Denizen makes a costly demand
15-16Denizen seizes your body or mind
17-18Denizen taunts or lures you
19-20A disturbing truth is revealed
21-22Frightening visions
23-24The environment is used against you
25-26Trickery leads you astray
27-28True nature of this place is revealed
29-30Sudden, shocking manifestation

Foul creatures dwell here.

Features

1-4Inhabited nest
5-8Abandoned nest
9-12Ravaged terrain or architecture
13-16Remains or carrion
17-20Hoarded food

Dangers

1-5Denizens swarm and attack
6-10Toxic or sickening environment
11-12Denizen stalks you
13-14Denizen takes or destroys something
15-16Denizen reveals surprising cleverness
17-18Denizen guided by a greater threat
19-20Denizen blocks the path
21-22Denizen funnels you down a new path
23-24Denizen undermines the path
25-26Denizen lays in wait
27-28Trap or snare
29-30Victim’s horrible fate is revealed

Time, disaster, or strife have taken their toll.

Features

1-4Path of destruction
5-8Abandoned or ruined dwelling
9-12Untouched or preserved area
13-16Traces of what was lost
17-20Ill-fated victims

Dangers

1-5Precarious architecture or terrain
6-10Imminent collapse or destruction
11-12Path undermined
13-14Blocked or broken path
15-16Vestiges of a destructive force
17-18Unexpected environmental threat
19-20Echoes of a troubling past
21-22Signs of a horrible fate
23-24Denizen seeks retribution
25-26Denizen leverages the environment
27-28Denizen restores what was lost
29-30Ravages return anew

Nature prevails in this place.

Features

1-4Denizen’s lair
5-8Territorial markings
9-12Impressive flora or fauna
13-16Hunting ground or watering hole
17-20Remains or carrion

Dangers

1-5Denizen hunts
6-10Denizen strikes without warning
11-12Denizen leverages the environment
13-14Denizen wields unexpected abilities
15-16Denizen guided by a greater threat
17-18Denizen protects something
19-20Hazardous terrain
21-22Weather or environmental threat
23-24Benign aspect becomes a threat
25-26Overzealous hunter
27-28Disturbing evidence of a victim’s fate
29-30Ill-fated victim in danger

Domain

The dead are enshrined here.

Features

21-43Burial chambers
44-56Maze of narrow passages
57-64Shrine
65-68Stately vault
69-72Offerings to the dead
73-76Statuary or tapestries
77-80Remains of a grave robber
81-84Mass grave
85-88Exhumed corpses
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen guards this area
34-36Trap
37-39Death makes its presence known
40-42Crumbling architecture
43-45Grave goods with hidden dangers

A place of stone and darkness.

Features

21-43Twisting passages
44-56Cramped caves
57-64Vast chamber
65-68Subterranean waterway
69-72Cave pool
73-76Natural bridge
77-80Towering stone formations
81-84Natural illumination
85-88Dark pit
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen lairs here
34-36Cave-in
37-39Flooding
40-42Perilous climb or descent
43-45Fissure or sinkhole

A place of deep caves and enduring cold.

Features

21-43Maze of icy tunnels
44-56Glistening cave
57-64Vast chamber
65-68Frigid waterway
69-72Icy pools
73-76Magnificent ice formations
77-80Frozen waterfall
81-84Deep crevasses
85-88Discovery locked in the ice
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen lairs here
34-36Fracturing ice
37-39Crumbling chasm
40-42Bitter chill
43-45Disorienting reflections

A frigid landscape formed of frozen seas.

Features

21-43Plains of ice and snow
44-56Seawater channel
57-64Icy highlands
65-68Crevasse
69-72Ice floes
73-76Ship trapped in ice
77-80Animal herd or habitat
81-84Frozen carcass
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen hunts
34-36Fragile ice above watery depths
37-39Perilous climb or descent
40-42Avalanche or icefall
43-45Foul weather

Tunnels dug greedily and deep.

Features

21-43Cramped tunnels
44-56Mine works
57-64Excavated chamber
65-68Mineshaft
69-72Collapsed tunnel
73-76Cluttered storage
77-80Housing or common areas
81-84Flooded chamber
85-88Unearthed secret
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Cave-in
34-36Flooding
37-39Unstable platforms or architecture
40-42Hazardous gas pocket
43-45Weakened terrain

Treacherous paths over high mountains.

Features

21-43Winding mountain path
44-56Snowfield or glacial rocks
57-64River gorge
65-68Crashing waterfall
69-72Highland lake
73-76Forgotten cairn
77-80Bridge
81-84Overlook
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen lairs here
34-36Denizen hunts
37-39Perilous climb or descent
40-42Avalanche or rockslide
43-45Foul weather

The crumbling legacy of a dead civilization.

Features

21-43Crumbling corridors and chambers
44-56Collapsed architecture
57-64Rubble-choked hall
65-68Courtyard
69-72Archive or library
73-76Broken statuary or fading murals
77-80Preserved vault
81-84Temple to forgotten gods
85-88Mausoleum
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Ancient mechanism or trap
34-36Collapsing wall or ceiling
37-39Blocked or broken passage
40-42Unstable floor above a new danger
43-45Ancient secrets best left buried

Stone passages carved by ocean waves.

Features

21-43Watery tunnels
44-56Eroded chamber
57-64Flooded chamber
65-68Vast chamber
69-72Dry passages
73-76Freshwater inlet
77-80Rocky island
81-84Waterborne debris
85-88Shipwreck or boat
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen strikes without warning
34-36Denizen lurks below
37-39Flooding
40-42Rushing current
43-45Claustrophobic squeeze

A primeval marsh, cloaked in mist.

Features

21-43Narrow path through a fetid bog
44-56Stagnant waterway
57-64Flooded thicket
65-68Island of dry land
69-72Submerged discovery
73-76Preserved corpses
77-80Overgrown structure
81-84Tall reeds
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen hunts
34-36Deep water blocks the path
37-39Toxic environment
40-42Concealing or disorienting mist
43-45Hidden quagmire

A fortress secured against trespassers.

Features

21-43Connecting passageways
44-56Barracks or common quarters
57-64Large hall
65-68Workshop or library
69-72Command center or leadership
73-76Ladder or stairwell
77-80Storage
81-84Kitchen or larder
85-88Courtyard
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Blocked or guarded path
34-36Caught in the open
37-39Chokepoint
40-42Trap
43-45Alarm trigger

A perilous forest of eternal shadow.

Features

21-43Dense thicket
44-56Overgrown path
57-64Waterway
65-68Clearing
69-72Elder tree
73-76Brambles
77-80Overgrown structure
81-84Rocky outcrop
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen hunts
34-36Denizen lairs here
37-39Trap or snare
40-42Path leads you astray
43-45Entangling plant life

An age-old subterranean dungeon.

Features

21-43Carved passages
44-56Hall or chamber
57-64Stairs into the depths
65-68Grand doorway or entrance
69-72Tomb or catacombs
73-76Rough-hewn cave
77-80Foundry or workshop
81-84Shrine or temple
85-88Imposing architecture or artistry
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Ancient mechanism or trap
34-36Crumbling architecture
37-39Blocked or broken passage
40-42Artifact with a hidden danger
43-45Denizen lurks in darkness
{{header}}
{{#custom-oracle}}
{{custom-oracle}}
{{/custom-oracle}}{{#almostCertain}} +Chance
Pay the Price

When you suffer the outcome of a move, choose one.

  • Make the most obvious negative outcome happen.
  • Envision two negative outcomes. Rate one as ‘likely’, and Ask the Oracle using the yes/no table. On a ‘yes’, make that outcome happen. Otherwise, make it the other.
  • Roll on the table below. If you have difficulty interpreting the result to fit the current situation, roll again.
1-2Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Oracle if unsure) and make it happen.
3-5A person or community you trusted loses faith in you, or acts against you.
6-9A person or community you care about is exposed to danger.
10-16You are separated from something or someone.
17-23Your action has an unintended effect.
24-32Something of value is lost or destroyed.
33-41The current situation worsens.
42-50A new danger or foe is revealed.
51-59It causes a delay or puts you at a disadvantage.
60-68It is harmful.
69-77It is stressful.
78-85A surprising development complicates your quest.
86-90It wastes resources.
91-94It forces you to act against your best intentions.
95-98A friend, companion, or ally is put in harm’s way (or you are, if alone)
99-100Roll twice more on this table. Both results occur. If they are the same result, make it worse.
feature
site name
site nature
monstrosity
trap
combat event
threat
aspect
1-2Blocked
3-4Crafted
5-6Ancient
7-8Sunken
9-10Trapped
11-12Secret
13-14Toxic
15-16Ruined
17-18Defended
19-20Decaying
21-22Marked
23-24Guarded
25-26Inaccessible
27-28Foreboding
29-30Veiled
31-32Deep
33-34Depleted
35-36Foul
37-38Elevated
39-40Moving
41-42Unnatural
43-44Active
45-46Confined
47-48Fortified
49-50Collapsed
51-52Isolated
53-54Destroyed
55-56Open
57-58Sacred
59-60Flooded
61-62Complex
63-64Abundant
65-66Hidden
67-68Expansive
69-70Mysterious
71-72Unstable
73-74Fragile
75-76Broken
77-78Ensnaring
79-80Pillaged
81-82Sealed
83-84Makeshift
85-86Treacherous
87-88Natural
89-90Dead
91-92Unusual
93-94Abandoned
95-96Deadly
97-98Forgotten
99-100Mystical
focus
1-2Attack
3-4Threshold
5-6Boundary
7-8Alarm
9-10Exit
11-12Passage
13-14Crossing
15-16Trigger
17-18Trap
19-20Hideaway
21-22Nature
23-24Sign
25-26Refuge
27-28Valuables
29-30Breach
31-32Route
33-34Location
35-36Trail
37-38Supply
39-40History
41-42Prisoner
43-44Habitation
45-46Debris
47-48Creature
49-50Lair
51-52Person
53-54Enclosure
55-56Remains
57-58Water
59-60Message
61-62Darkness
63-64Opening
65-66Weapon
67-68Entry
69-70Illumination
71-72Obstacle
73-74Craft
75-76Container
77-78Information
79-80Grave
81-82Equipment
83-84Shelter
85-86Denizen
87-88Environment
89-90Material
91-92Resource
93-94Corruption
95-96Death
97-98Function
99-100Power
format
1-25[Description] [Place]
26-50[Place] of [Detail]
51-70[Place] of [Description] [Detail]
71-80[Place] of [Namesake's] [Detail]
81-85[Namesake's] [Place]
86-95[Description] [Place] of [Namesake]
96-100[Place] of [Namesake]
description
1-2Deep
3-4Tainted
5-6Grey
7-8Forgotten
9-10Flooded
11-12Forbidden
13-14Barren
15-16Lost
17-18Cursed
19-20Fell
21-22Sunken
23-24Nightmare
25-26Infernal
27-28Dark
29-30Bloodstained
31-32Haunted
33-34White
35-36Shrouded
37-38Wasted
39-40Grim
41-42Endless
43-44Crumbling
45-46Undying
47-48Bloodied
49-50Forsaken
51-52Silent
53-54Blighted
55-56Iron
57-58Frozen
59-60Abyssal
61-62Crimson
63-64Silver
65-66Desecrated
67-68Ashen
69-70Elder
71-72Scorched
73-74Unknown
75-76Scarred
77-78Broken
79-80Chaotic
81-82Black
83-84Hidden
85-86Sundered
87-88Shattered
89-90Dreaded
91-92Secret
93-94High
95-96Sacred
97-98Fallen
99-100Ruined
detail
1-2Blight
3-4Strife
5-6Nightfall
7-8Fury
9-10Terror
11-12Truth
13-14Spring
15-16Sanctuary
17-18Bone
19-20Specters
21-22Daybreak
23-24Doom
25-26Treachery
27-28Blood
29-30War
31-32Torment
33-34Iron
35-36Silence
37-38Mist
39-40Isolation
41-42Runes
43-44Rot
45-46Corruption
47-48Prophecy
49-50Fate
51-52Twilight
53-54Power
55-56Darkness
57-58Gloom
59-60Storms
61-62Hope
63-64Lament
65-66Frost
67-68Souls
69-70Winter
71-72Sadness
73-74Desolation
75-76Bane
77-78Lies
79-80Ash
81-82Banishment
83-84Shadow
85-86Madness
87-88Stone
89-90Secrets
91-92Despair
93-94Blades
95-96Dread
97-98Light
99-100Wrath
namesake
1-2Breckon
3-4Issara
5-6Milenna
7-8Thorval
9-10Khulan
11-12Aurvang
13-14Kalida
15-16Keeara
17-18Andor
19-20Zakaria
21-22Willa
23-24Etana
25-26Valgard
27-28Kenrick
29-30Wyland
31-32Sidura
33-34Svala
35-36Kajir
37-38Saiven
39-40Callwen
41-42Zhan
43-44Solana
45-46Ildar
47-48Keelan
49-50Thrain
51-52Kynan
53-54Jadina
55-56Radek
57-58Wulan
59-60Garion
61-62Eysa
63-64Kolor
65-66Katarra
67-68Dain
69-70Farina
71-72Yala
73-74Kodroth
75-76Morien
77-78Akida
79-80Haldorr
81-82Nyrad
83-84Edda
85-86Jorund
87-88Morraine
89-90Lindar
91-92Sithra
93-94Torgan
95-96Arnorr
97-98Thyri
99-100Erisia
place
1-6Barrow
7-18Cavern
19-28Frozen Cavern
29-32Icereach
33-38Mine
39-48Pass
49-58Ruin
59-68Sea Cave
69-78Shadowfen
79-83Stronghold
84-95Tanglewood
96-100Underkeep
theme
1-11Ancient
12-23Corrupted
24-35Fortified
36-48Hallowed
49-61Haunted
62-74Infested
75-87Ravaged
88-100Wild
domain
1-6Barrow
7-18Cavern
19-28Frozen Cavern
29-32Icereach
33-38Mine
39-48Pass
49-58Ruin
59-68Sea Cave
69-78Shadowfen
79-83Stronghold
84-95Tanglewood
96-100Underkeep
size
1-5Tiny (rodent-sized)
6-30Small (hound-sized)
31-65Medium (person-sized)
66-94Large (giant-sized)
95-99Huge (whale-sized)
100Titanic (incomprehensible)
primary form
1-15Beast / mammal
16-25Humanoid
26-31Bird
32-37Spider
38-43Snake
44-49Worm / slug
50-55Lizard
56-61Insect
62-66Amorphous
67-69Crustacean
70-71Fish
72-73Octopoid
74-75Amphibian
76-77Plant
78Incorporeal
79Mineral
80Elemental
81-100Hybrid (roll twice)
characteristics
1-5Extra limbs
6-10Fangs / rows of sharp teeth
11-15Claws / talons
16-20Strange color / markings
21-25Horns / tusks
26-30Oversized mouth
31-35Spikes / spines
36-40Tail
41-45Multi-segmented body
46-50Wings
51-54Stinger / barbs
55-58Many-eyed
59-62Distinctive sound
63-66Tentacles / tendrils
67-69Mandibles / pincers
70-72Luminescent
73-75Antennae / sensory organs
76-78Proboscis / inner jaw
79-81Exoskeleton / shell
82-84Bony protuberances
85-87Corrupted flesh
88-90Semi-transparent
91-93Scarred / injured
94-95Egg sac / carried offspring
96-97Rotting / skeletal
98Mummified / desiccated
99Multi-headed
100Etched with mystic runes
abilities
1-4Keen senses
5-8Intimidating vocalization
9-12Climber
13-16Intelligent
17-20Swift
21-24Powerful bite
25-28Stealthy / ambusher
29-32Horrid visage
33-36Strong
37-40Camouflaged
41-43Flier / glider
44-46Poisonous
47-49Semiaquatic / swimmer
50-52Grappler / entangler
53-55Leaper
56-58Crusher / constrictor
59-61Armored
62-64Burrower
65-67Noxious smell
68-69Trap-setter
70-71Parasitic
72-73Vibration sense
74-75Breath weapon / toxic spew
76-77Mimicry
78-79Shapeshifting
80-81Control lesser creatures
82-83Echolocation
84-85Electric shock
86-87Acidic
88-89Symbiotic
90-91Shoot projectiles
92Paralyzing
93Immune to iron
94Feels no pain
95Enact rituals
96Create illusions
97Mind control / telepathy
98Move between realities
99Wield weapons
100Control elements
event
1-4Block
5-8Create
9-12Break
13-16Puncture
17-20Entangle
21-24Enclose
25-28Ambush
29-32Snare
33-36Change
37-40Imitate
41-44Crush
45-48Drop
49-52Conceal
53-56Lure
57-60Release
61-64Obscure
65-68Cut
69-72Smother
73-76Collapse
77-80Summon
81-84Move
85-88Surprise
89-92Divert
93-96Attack
97-100Trigger
component
1-4Pit
5-8Water
9-12Fire
13-16Projectile
17-20Passage
21-24Fall
25-28Debris
29-32Fear
33-36Alarm
37-40Trigger
41-44Cold
45-48Weapon
49-52Darkness
53-56Decay
57-60Path
61-64Stone
65-68Terrain
69-72Poison
73-76Barrier
77-80Overhead
81-84Magic
85-88Toxin
89-92Earth
93-96Light
97-100Denizen
method
1-2Defy
3-4Break
5-6Trick
7-8Evade
9-10Protect
11-12Overwhelm
13-14Persevere
15-16Assist
17-18Await
19-20Abort
21-22Block
23-24Collide
25-26Focus
27-28Advance
29-30Breach
31-32Endure
33-34Assault
35-36Charge
37-38Escalate
39-40Sunder
41-42Shatter
43-44Aim
45-46Stagger
47-48Counter
49-50Seize
51-52Impact
53-54Entangle
55-56Hold
57-58Deflect
59-60Drop
61-62Lose
63-64Sweep
65-66Secure
67-68Cover
69-70Withdraw
71-72Clash
73-74Amplify
75-76Batter
77-78Feint
79-80Shove
81-82Embed
83-84Affect
85-86Probe
87-88Force
89-90Intensify
91-92Distract
93-94Challenge
95-96Brawl
97-98Coordinate
99-100Overrun
target
1-2Control
3-4Defense
5-6Limbs
7-8Focus
9-10Advantage
11-12Range
13-14Stress
15-16Sense
17-18Weakness
19-20Opening
21-22Fear
23-24Instinct
25-26Footing
27-28Maneuver
29-30Reach
31-32Harm
33-34Finesse
35-36Weapon
37-38Environment
39-40Technique
41-42Surprise
43-44Pride
45-46Wound
47-48Precision
49-50Ally
51-52Ground
53-54Courage
55-56Companion
57-58Object
59-60Momentum
61-62Speed
63-64Strength
65-66Supply
67-68Terrain
69-70Armor
71-72Skill
73-74Body
75-76Protection
77-78Resolve
79-80Ferocity
81-82Shield
83-84Ammo
85-86Anger
87-88Opportunity
89-90Balance
91-92Position
93-94Barrier
95-96Strategy
97-98Grasp
99-100Power
category
1-10Burgeoning Conflict
11-20Cursed Site
21-30Environmental Calamity
31-40Malignant Plague
41-50Rampaging Creature
51-60Ravaging Horde
61-70Scheming Leader
71-80Power-Hungry Mystic
81-90Zealous Cult
91-100Roll Twice
burgeoning conflict
1-10Allow warmongers to gain influence
11-20Break a treaty
21-30Force a hasty decision
31-40Deepen suspicions
41-50Trigger a confrontation
51-60Subvert a potential accord
61-70Isolate the antagonists
71-80Draw new battle lines
81-90Reveal an unexpected aspect of the dispute
91-100Introduce a new person or faction to complicate the situation
cursed site
1-10Unleash a creature or being
11-20Lure the unwary into its depths
21-30Offer promises of power
31-40Reveal a new aspect of its cursed history
41-50Expand its malignancy to surrounding lands
51-60Leave its mark on an inhabitant or visitor
61-70Reveal hidden depths
71-80Ensnare an important person or object
81-90Corrupt the environment
91-100Transform its nature
environmental calamity
1-10Devastate a place
11-20Block a path
21-30Threaten a community with imminent destruction
31-40Manifest unexpected effects
41-50Expand in scope or intensity
51-60Allow someone to take advantage
61-70Deprive of resources
71-80Isolate an important person or community
81-90Force refugees into hostile lands
91-100Disrupt natural ecosystems
malignant plague
1-10Manifest new symptoms or effects
11-20Infect someone important
21-30Expand to new territory or communities
31-40Allow someone to take advantage
41-50Allow someone to take the blame
51-60Create panic or disorder
61-70Force a horrible decision
71-80Lure into complacency
81-90Reveal the root of the sickness
91-100Undermine a potential cure
rampaging creature
1-10Reveal a new aspect of its nature or abilities
11-20Expand its territory
21-30Make a sudden and brutal attack
31-40Control or influence lesser creatures
41-50Create confusion or strife
51-60Leave foreboding signs
61-70Lure the unwary
71-80Imperil an event
81-90Assert control over a location
91-100Threaten resources
ravaging horde
1-10Overrun defenses
11-20Gather resources
21-30Attack a location
31-40Expand forces
41-50Appoint or reveal a leader
51-60Send forth a champion
61-70Create a diversion
71-80Undermine an opposing force from within
81-90Cut off supplies or reinforcements
91-100Employ a new weapon
scheming leader
1-10Defeat an enemy
11-20Form a new alliance
21-30Usurp or undermine another leader
31-40Force the loyalty of a community or important person
41-50Enact a new law or tradition
51-60Rescind an old law or tradition
61-70Reveal a true intention
71-80Unravel an existing alliance
81-90Incite conflict
91-100Use an unexpected capability or asset
power hungry mystic
1-10Gain hidden knowledge
11-20Assault an enemy with magic
21-30Despoil a place through magic
31-40Forge a bond with ancient forces
41-50Create magical wards or protections
51-60Obtain a powerful artifact
61-70Tempt with power or secrets
71-80Recruit a follower or ally
81-90Sacrifice something in exchange for greater power
91-100Use magic to trick or deceive
zealous cult
1-10Overtake a faction or community
11-20Unlock secrets to greater power
21-30Establish false credibility
31-40Appoint or reveal a leader
41-50Lure new members or establish alliances
51-60Subvert opposition through devious schemes
61-70Attack opposition directly
71-80Spread the word of its doctrine
81-90Reveal a dire prophecy
91-100Reveal its true nature or goal

Site Name:

Objective:

Theme:

Domain:

 DENIZENS 

Very Common 01-27

Common 28-41

Common 42-55

Common 56-69

Uncommon 70-75

Uncommon 76-81

Uncommon 82-87

Uncommon 88-93

Rare 94-95

Rare 96-97

Rare 98-99

Unforeseen 100

When the outcome of a move prompts an encounter with a denizen, you may:

>

Choose or introduce a denizen based on the situation and what you know of this place.

or

Roll on the matrix to generate a random encounter. If the field is blank, add a new denizen.

or

Identify a denizen as ‘likely’ to appear, and Ask the Oracle. If the answer is “no,” roll on the matrix.

or

Pick two denizens, rate one as ‘likely’, and Ask the Oracle to determine which you encounter.

 NOTES 

Theme

This place holds the secrets of a bygone age.

Features

1-4Evidence of lost knowledge
5-8Inscrutable relics
9-12Ancient artistry or craft
13-16Preserved corpses or fossils
17-20Visions of this place in another time

Dangers

1-5Ancient trap
6-10Hazardous architecture or terrain
11-12Blocked or broken path
13-14Denizen protects an ancient secret
15-16Denizen reveres an ancient power
17-18Living relics of a lost age
19-20Ancient evil resurgent
21-22Dire warnings of a long-buried danger
23-24Ancient disease or contamination
25-26Artifact of terrible meaning or power
27-28Disturbing evidence of ancient wrongs
29-30Others seek power or knowledge

This place is tainted by dark magic.

Features

1-4Mystic focus or conduit
5-8Strange environmental disturbances
9-12Mystic runes or markings
13-16Blight or decay
17-20Evidence of a foul ritual

Dangers

1-5Denizen spawned from dark magic
6-10Denizen controls dark magic
11-12Denizen corrupted by dark magic
13-14Corruption marks you
15-16Innocents held in thrall
17-18Revelations of a terrible truth
19-20Mystic trap or trigger
21-22Mystic barrier or ward
23-24Illusions lead you astray
25-26Dark ritual in progress
27-28Lingering effects of a dark ritual
29-30Dread harbingers of a greater magic

Foes defend this place against intruders.

Features

1-4Camp or quarters
5-8Guarded location
9-12Storage or repository
13-16Work or training area
17-20Command center or leadership

Dangers

1-5Denizen patrols the area
6-10Denizen on guard
11-12Denizen ready to sound the alarm
13-14Denizen sets an ambush
15-16Denizen lures you into a trap
17-18Denizens converge on this area
19-20Pets or underlings
21-22Unexpected alliance revealed
23-24Nefarious plans revealed
25-26Unexpected leader revealed
27-28Trap
29-30Alarm trigger

The faithful worship here.

Features

1-4Temple or altar
5-8Offerings or atonements
9-12Religious relic or idol
13-16Consecrated ground
17-20Dwellings or gathering place

Dangers

1-5Denizen defends their sanctum
6-10Denizen enacts the will of their god
11-12Denizen seeks martyrdom
13-14Secret of the faith is revealed
15-16Greater purpose is revealed
17-18Unexpected disciples are revealed
19-20Divine manifestations
21-22Aspect of the faith beguiles you
23-24Unexpected leader is revealed
25-26Embodiment of a god or myth
27-28Protective ward or barrier
29-30Prophecies reveal a dark fate

Restless spirits are bound to this place.

Features

1-4Tomb or burial site
5-8Blood was spilled here
9-12Unnatural mists or darkness
13-16Messages from beyond the grave
17-20Apparitions of a person or event

Dangers

1-5Denizen haunts this area
6-10Unsettling sounds or foreboding signs
11-12Denizen attacks without warning
13-14Denizen makes a costly demand
15-16Denizen seizes your body or mind
17-18Denizen taunts or lures you
19-20A disturbing truth is revealed
21-22Frightening visions
23-24The environment is used against you
25-26Trickery leads you astray
27-28True nature of this place is revealed
29-30Sudden, shocking manifestation

Foul creatures dwell here.

Features

1-4Inhabited nest
5-8Abandoned nest
9-12Ravaged terrain or architecture
13-16Remains or carrion
17-20Hoarded food

Dangers

1-5Denizens swarm and attack
6-10Toxic or sickening environment
11-12Denizen stalks you
13-14Denizen takes or destroys something
15-16Denizen reveals surprising cleverness
17-18Denizen guided by a greater threat
19-20Denizen blocks the path
21-22Denizen funnels you down a new path
23-24Denizen undermines the path
25-26Denizen lays in wait
27-28Trap or snare
29-30Victim’s horrible fate is revealed

Time, disaster, or strife have taken their toll.

Features

1-4Path of destruction
5-8Abandoned or ruined dwelling
9-12Untouched or preserved area
13-16Traces of what was lost
17-20Ill-fated victims

Dangers

1-5Precarious architecture or terrain
6-10Imminent collapse or destruction
11-12Path undermined
13-14Blocked or broken path
15-16Vestiges of a destructive force
17-18Unexpected environmental threat
19-20Echoes of a troubling past
21-22Signs of a horrible fate
23-24Denizen seeks retribution
25-26Denizen leverages the environment
27-28Denizen restores what was lost
29-30Ravages return anew

Nature prevails in this place.

Features

1-4Denizen’s lair
5-8Territorial markings
9-12Impressive flora or fauna
13-16Hunting ground or watering hole
17-20Remains or carrion

Dangers

1-5Denizen hunts
6-10Denizen strikes without warning
11-12Denizen leverages the environment
13-14Denizen wields unexpected abilities
15-16Denizen guided by a greater threat
17-18Denizen protects something
19-20Hazardous terrain
21-22Weather or environmental threat
23-24Benign aspect becomes a threat
25-26Overzealous hunter
27-28Disturbing evidence of a victim’s fate
29-30Ill-fated victim in danger

Domain

The dead are enshrined here.

Features

21-43Burial chambers
44-56Maze of narrow passages
57-64Shrine
65-68Stately vault
69-72Offerings to the dead
73-76Statuary or tapestries
77-80Remains of a grave robber
81-84Mass grave
85-88Exhumed corpses
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen guards this area
34-36Trap
37-39Death makes its presence known
40-42Crumbling architecture
43-45Grave goods with hidden dangers

A place of stone and darkness.

Features

21-43Twisting passages
44-56Cramped caves
57-64Vast chamber
65-68Subterranean waterway
69-72Cave pool
73-76Natural bridge
77-80Towering stone formations
81-84Natural illumination
85-88Dark pit
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen lairs here
34-36Cave-in
37-39Flooding
40-42Perilous climb or descent
43-45Fissure or sinkhole

A place of deep caves and enduring cold.

Features

21-43Maze of icy tunnels
44-56Glistening cave
57-64Vast chamber
65-68Frigid waterway
69-72Icy pools
73-76Magnificent ice formations
77-80Frozen waterfall
81-84Deep crevasses
85-88Discovery locked in the ice
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen lairs here
34-36Fracturing ice
37-39Crumbling chasm
40-42Bitter chill
43-45Disorienting reflections

A frigid landscape formed of frozen seas.

Features

21-43Plains of ice and snow
44-56Seawater channel
57-64Icy highlands
65-68Crevasse
69-72Ice floes
73-76Ship trapped in ice
77-80Animal herd or habitat
81-84Frozen carcass
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen hunts
34-36Fragile ice above watery depths
37-39Perilous climb or descent
40-42Avalanche or icefall
43-45Foul weather

Tunnels dug greedily and deep.

Features

21-43Cramped tunnels
44-56Mine works
57-64Excavated chamber
65-68Mineshaft
69-72Collapsed tunnel
73-76Cluttered storage
77-80Housing or common areas
81-84Flooded chamber
85-88Unearthed secret
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Cave-in
34-36Flooding
37-39Unstable platforms or architecture
40-42Hazardous gas pocket
43-45Weakened terrain

Treacherous paths over high mountains.

Features

21-43Winding mountain path
44-56Snowfield or glacial rocks
57-64River gorge
65-68Crashing waterfall
69-72Highland lake
73-76Forgotten cairn
77-80Bridge
81-84Overlook
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen lairs here
34-36Denizen hunts
37-39Perilous climb or descent
40-42Avalanche or rockslide
43-45Foul weather

The crumbling legacy of a dead civilization.

Features

21-43Crumbling corridors and chambers
44-56Collapsed architecture
57-64Rubble-choked hall
65-68Courtyard
69-72Archive or library
73-76Broken statuary or fading murals
77-80Preserved vault
81-84Temple to forgotten gods
85-88Mausoleum
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Ancient mechanism or trap
34-36Collapsing wall or ceiling
37-39Blocked or broken passage
40-42Unstable floor above a new danger
43-45Ancient secrets best left buried

Stone passages carved by ocean waves.

Features

21-43Watery tunnels
44-56Eroded chamber
57-64Flooded chamber
65-68Vast chamber
69-72Dry passages
73-76Freshwater inlet
77-80Rocky island
81-84Waterborne debris
85-88Shipwreck or boat
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen strikes without warning
34-36Denizen lurks below
37-39Flooding
40-42Rushing current
43-45Claustrophobic squeeze

A primeval marsh, cloaked in mist.

Features

21-43Narrow path through a fetid bog
44-56Stagnant waterway
57-64Flooded thicket
65-68Island of dry land
69-72Submerged discovery
73-76Preserved corpses
77-80Overgrown structure
81-84Tall reeds
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen hunts
34-36Deep water blocks the path
37-39Toxic environment
40-42Concealing or disorienting mist
43-45Hidden quagmire

A fortress secured against trespassers.

Features

21-43Connecting passageways
44-56Barracks or common quarters
57-64Large hall
65-68Workshop or library
69-72Command center or leadership
73-76Ladder or stairwell
77-80Storage
81-84Kitchen or larder
85-88Courtyard
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Blocked or guarded path
34-36Caught in the open
37-39Chokepoint
40-42Trap
43-45Alarm trigger

A perilous forest of eternal shadow.

Features

21-43Dense thicket
44-56Overgrown path
57-64Waterway
65-68Clearing
69-72Elder tree
73-76Brambles
77-80Overgrown structure
81-84Rocky outcrop
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen hunts
34-36Denizen lairs here
37-39Trap or snare
40-42Path leads you astray
43-45Entangling plant life

An age-old subterranean dungeon.

Features

21-43Carved passages
44-56Hall or chamber
57-64Stairs into the depths
65-68Grand doorway or entrance
69-72Tomb or catacombs
73-76Rough-hewn cave
77-80Foundry or workshop
81-84Shrine or temple
85-88Imposing architecture or artistry
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Ancient mechanism or trap
34-36Crumbling architecture
37-39Blocked or broken passage
40-42Artifact with a hidden danger
43-45Denizen lurks in darkness
Delve
Sites
Failures
Rarities
Threat
Moves
Show Assets

Name

Location

Descriptors


Site Name:

Objective:

Theme:

Domain:

 DENIZENS 

Very Common 01-27

Common 28-41

Common 42-55

Common 56-69

Uncommon 70-75

Uncommon 76-81

Uncommon 82-87

Uncommon 88-93

Rare 94-95

Rare 96-97

Rare 98-99

Unforeseen 100

When the outcome of a move prompts an encounter with a denizen, you may:

>

Choose or introduce a denizen based on the situation and what you know of this place.

or

Roll on the matrix to generate a random encounter. If the field is blank, add a new denizen.

or

Identify a denizen as ‘likely’ to appear, and Ask the Oracle. If the answer is “no,” roll on the matrix.

or

Pick two denizens, rate one as ‘likely’, and Ask the Oracle to determine which you encounter.

 NOTES 

Theme

This place holds the secrets of a bygone age.

Features

1-4Evidence of lost knowledge
5-8Inscrutable relics
9-12Ancient artistry or craft
13-16Preserved corpses or fossils
17-20Visions of this place in another time

Dangers

1-5Ancient trap
6-10Hazardous architecture or terrain
11-12Blocked or broken path
13-14Denizen protects an ancient secret
15-16Denizen reveres an ancient power
17-18Living relics of a lost age
19-20Ancient evil resurgent
21-22Dire warnings of a long-buried danger
23-24Ancient disease or contamination
25-26Artifact of terrible meaning or power
27-28Disturbing evidence of ancient wrongs
29-30Others seek power or knowledge

This place is tainted by dark magic.

Features

1-4Mystic focus or conduit
5-8Strange environmental disturbances
9-12Mystic runes or markings
13-16Blight or decay
17-20Evidence of a foul ritual

Dangers

1-5Denizen spawned from dark magic
6-10Denizen controls dark magic
11-12Denizen corrupted by dark magic
13-14Corruption marks you
15-16Innocents held in thrall
17-18Revelations of a terrible truth
19-20Mystic trap or trigger
21-22Mystic barrier or ward
23-24Illusions lead you astray
25-26Dark ritual in progress
27-28Lingering effects of a dark ritual
29-30Dread harbingers of a greater magic

Foes defend this place against intruders.

Features

1-4Camp or quarters
5-8Guarded location
9-12Storage or repository
13-16Work or training area
17-20Command center or leadership

Dangers

1-5Denizen patrols the area
6-10Denizen on guard
11-12Denizen ready to sound the alarm
13-14Denizen sets an ambush
15-16Denizen lures you into a trap
17-18Denizens converge on this area
19-20Pets or underlings
21-22Unexpected alliance revealed
23-24Nefarious plans revealed
25-26Unexpected leader revealed
27-28Trap
29-30Alarm trigger

The faithful worship here.

Features

1-4Temple or altar
5-8Offerings or atonements
9-12Religious relic or idol
13-16Consecrated ground
17-20Dwellings or gathering place

Dangers

1-5Denizen defends their sanctum
6-10Denizen enacts the will of their god
11-12Denizen seeks martyrdom
13-14Secret of the faith is revealed
15-16Greater purpose is revealed
17-18Unexpected disciples are revealed
19-20Divine manifestations
21-22Aspect of the faith beguiles you
23-24Unexpected leader is revealed
25-26Embodiment of a god or myth
27-28Protective ward or barrier
29-30Prophecies reveal a dark fate

Restless spirits are bound to this place.

Features

1-4Tomb or burial site
5-8Blood was spilled here
9-12Unnatural mists or darkness
13-16Messages from beyond the grave
17-20Apparitions of a person or event

Dangers

1-5Denizen haunts this area
6-10Unsettling sounds or foreboding signs
11-12Denizen attacks without warning
13-14Denizen makes a costly demand
15-16Denizen seizes your body or mind
17-18Denizen taunts or lures you
19-20A disturbing truth is revealed
21-22Frightening visions
23-24The environment is used against you
25-26Trickery leads you astray
27-28True nature of this place is revealed
29-30Sudden, shocking manifestation

Foul creatures dwell here.

Features

1-4Inhabited nest
5-8Abandoned nest
9-12Ravaged terrain or architecture
13-16Remains or carrion
17-20Hoarded food

Dangers

1-5Denizens swarm and attack
6-10Toxic or sickening environment
11-12Denizen stalks you
13-14Denizen takes or destroys something
15-16Denizen reveals surprising cleverness
17-18Denizen guided by a greater threat
19-20Denizen blocks the path
21-22Denizen funnels you down a new path
23-24Denizen undermines the path
25-26Denizen lays in wait
27-28Trap or snare
29-30Victim’s horrible fate is revealed

Time, disaster, or strife have taken their toll.

Features

1-4Path of destruction
5-8Abandoned or ruined dwelling
9-12Untouched or preserved area
13-16Traces of what was lost
17-20Ill-fated victims

Dangers

1-5Precarious architecture or terrain
6-10Imminent collapse or destruction
11-12Path undermined
13-14Blocked or broken path
15-16Vestiges of a destructive force
17-18Unexpected environmental threat
19-20Echoes of a troubling past
21-22Signs of a horrible fate
23-24Denizen seeks retribution
25-26Denizen leverages the environment
27-28Denizen restores what was lost
29-30Ravages return anew

Nature prevails in this place.

Features

1-4Denizen’s lair
5-8Territorial markings
9-12Impressive flora or fauna
13-16Hunting ground or watering hole
17-20Remains or carrion

Dangers

1-5Denizen hunts
6-10Denizen strikes without warning
11-12Denizen leverages the environment
13-14Denizen wields unexpected abilities
15-16Denizen guided by a greater threat
17-18Denizen protects something
19-20Hazardous terrain
21-22Weather or environmental threat
23-24Benign aspect becomes a threat
25-26Overzealous hunter
27-28Disturbing evidence of a victim’s fate
29-30Ill-fated victim in danger

Domain

The dead are enshrined here.

Features

21-43Burial chambers
44-56Maze of narrow passages
57-64Shrine
65-68Stately vault
69-72Offerings to the dead
73-76Statuary or tapestries
77-80Remains of a grave robber
81-84Mass grave
85-88Exhumed corpses
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen guards this area
34-36Trap
37-39Death makes its presence known
40-42Crumbling architecture
43-45Grave goods with hidden dangers

A place of stone and darkness.

Features

21-43Twisting passages
44-56Cramped caves
57-64Vast chamber
65-68Subterranean waterway
69-72Cave pool
73-76Natural bridge
77-80Towering stone formations
81-84Natural illumination
85-88Dark pit
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen lairs here
34-36Cave-in
37-39Flooding
40-42Perilous climb or descent
43-45Fissure or sinkhole

A place of deep caves and enduring cold.

Features

21-43Maze of icy tunnels
44-56Glistening cave
57-64Vast chamber
65-68Frigid waterway
69-72Icy pools
73-76Magnificent ice formations
77-80Frozen waterfall
81-84Deep crevasses
85-88Discovery locked in the ice
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen lairs here
34-36Fracturing ice
37-39Crumbling chasm
40-42Bitter chill
43-45Disorienting reflections

A frigid landscape formed of frozen seas.

Features

21-43Plains of ice and snow
44-56Seawater channel
57-64Icy highlands
65-68Crevasse
69-72Ice floes
73-76Ship trapped in ice
77-80Animal herd or habitat
81-84Frozen carcass
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen hunts
34-36Fragile ice above watery depths
37-39Perilous climb or descent
40-42Avalanche or icefall
43-45Foul weather

Tunnels dug greedily and deep.

Features

21-43Cramped tunnels
44-56Mine works
57-64Excavated chamber
65-68Mineshaft
69-72Collapsed tunnel
73-76Cluttered storage
77-80Housing or common areas
81-84Flooded chamber
85-88Unearthed secret
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Cave-in
34-36Flooding
37-39Unstable platforms or architecture
40-42Hazardous gas pocket
43-45Weakened terrain

Treacherous paths over high mountains.

Features

21-43Winding mountain path
44-56Snowfield or glacial rocks
57-64River gorge
65-68Crashing waterfall
69-72Highland lake
73-76Forgotten cairn
77-80Bridge
81-84Overlook
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen lairs here
34-36Denizen hunts
37-39Perilous climb or descent
40-42Avalanche or rockslide
43-45Foul weather

The crumbling legacy of a dead civilization.

Features

21-43Crumbling corridors and chambers
44-56Collapsed architecture
57-64Rubble-choked hall
65-68Courtyard
69-72Archive or library
73-76Broken statuary or fading murals
77-80Preserved vault
81-84Temple to forgotten gods
85-88Mausoleum
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Ancient mechanism or trap
34-36Collapsing wall or ceiling
37-39Blocked or broken passage
40-42Unstable floor above a new danger
43-45Ancient secrets best left buried

Stone passages carved by ocean waves.

Features

21-43Watery tunnels
44-56Eroded chamber
57-64Flooded chamber
65-68Vast chamber
69-72Dry passages
73-76Freshwater inlet
77-80Rocky island
81-84Waterborne debris
85-88Shipwreck or boat
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen strikes without warning
34-36Denizen lurks below
37-39Flooding
40-42Rushing current
43-45Claustrophobic squeeze

A primeval marsh, cloaked in mist.

Features

21-43Narrow path through a fetid bog
44-56Stagnant waterway
57-64Flooded thicket
65-68Island of dry land
69-72Submerged discovery
73-76Preserved corpses
77-80Overgrown structure
81-84Tall reeds
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen hunts
34-36Deep water blocks the path
37-39Toxic environment
40-42Concealing or disorienting mist
43-45Hidden quagmire

A fortress secured against trespassers.

Features

21-43Connecting passageways
44-56Barracks or common quarters
57-64Large hall
65-68Workshop or library
69-72Command center or leadership
73-76Ladder or stairwell
77-80Storage
81-84Kitchen or larder
85-88Courtyard
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Blocked or guarded path
34-36Caught in the open
37-39Chokepoint
40-42Trap
43-45Alarm trigger

A perilous forest of eternal shadow.

Features

21-43Dense thicket
44-56Overgrown path
57-64Waterway
65-68Clearing
69-72Elder tree
73-76Brambles
77-80Overgrown structure
81-84Rocky outcrop
85-88Camp or outpost
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Denizen hunts
34-36Denizen lairs here
37-39Trap or snare
40-42Path leads you astray
43-45Entangling plant life

An age-old subterranean dungeon.

Features

21-43Carved passages
44-56Hall or chamber
57-64Stairs into the depths
65-68Grand doorway or entrance
69-72Tomb or catacombs
73-76Rough-hewn cave
77-80Foundry or workshop
81-84Shrine or temple
85-88Imposing architecture or artistry
89-98Something unusual or unexpected
99You transition into a new theme
100You transition into a new domain

Dangers

31-33Ancient mechanism or trap
34-36Crumbling architecture
37-39Blocked or broken passage
40-42Artifact with a hidden danger
43-45Denizen lurks in darkness
{{header}}
{{#custom-oracle}}
{{custom-oracle}}
{{/custom-oracle}}{{#almostCertain}} {{#rollBetween() almostCertain 11 100}}
{{almostCertain}}
Yes
{{/rollBetween() almostCertain 11 100}} {{#^rollBetween() almostCertain 11 100}}
{{almostCertain}}
No
{{/^rollBetween() almostCertain 11 100}}{{#rollTotal() almostCertain 11}}
An extreme result or twist has occurred.
{{/rollTotal() almostCertain 11}} {{#rollTotal() almostCertain 22}}
An extreme result or twist has occurred.
{{/rollTotal() almostCertain 22}} diff --git a/Ironsworn/translation.json b/Ironsworn/translation.json index 054345a6bd..5750fa053d 100644 --- a/Ironsworn/translation.json +++ b/Ironsworn/translation.json @@ -2293,6 +2293,8 @@ "oracle-label-threatSchemingLeader": "scheming leader", "oracle-label-threatPowerHungryMystic": "power hungry mystic", "oracle-label-threatZealousCult": "zealous cult", + "oracle-label-movesAskTheOracle": "Ask the Oracle", + "oracle-label-movesPayThePrice": "Pay the Price", "oracle-title-plot": "plot", "oracle-title-location": "location", "oracle-title-character": "character",