Cairn 2e Players Guide
Cairn 2e Players Guide
Cairn is an adventure game about exploring a dark and mysterious Wood filled
    with strange folk, hidden treasure, and unspeakable monstrosities. Character
      generation is quick and random, adventures are tense and reward careful
                    exploration, and combat is frantic and deadly.
                                   Copy Editing
                                      Yossi Krausz
                                     Cover Art
                                     Bruno Prosaiko
                                Backgrounds Art
                                      Keny Widjaja
                            Interior Illustrations
                                  Amanda Lee Franck
    The author would like to thank all 4,649 backers who helped make this project a
    reality, as well as his wife, Sarah. (She knows why.) And a special thanks to our
                   Discord community for help with playtest feedback.
                                      cairnrpg.com
Cairn 2nd Edition • Version 1.0.0. • August 2024 • Text is CC BY-SA 4.0
2
Table of Contents
Overview .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
Section 2: Backgrounds.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
   1. Aurifex. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
   2. Barber-Surgeon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
   3. Beast Handler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
   4. Bonekeeper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
   5. Cutpurse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
   6. Fieldwarden. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
   7. Fletchwind. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
   8. Foundling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
   9. Fungal Forager. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
   10. Greenwise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
   11. Half Witch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
   12. Hexenbane. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
   13. Jongleur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
   14. Kettlewright. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
   15. Marchguard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
   16. Mountebank. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
   17. Outrider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
   18. Prowler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
   19. Rill Runner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
   20. Scrivener. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Section 4: Procedures. .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 68
   Dungeon Exploration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
   Wilderness Exploration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  74
   Downtime . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
                                                                                                                                             3
    Overview
    Cairn was written with the following design philosophies in mind:
    Shared Objectives          Players trust one another to engage with the shared
                               setting, character goals, and party challenges.
                               Therefore the party is typically working together
                               towards a common goal, as a team.
4
Principles for Players
Agency
• Attributes and related saves do not define your character. They are tools.
• Don’t ask only what your character would do; ask what you would do, too.
• Be creative with your intuition, items, and connections.
Teamwork
• Seek consensus from the other players before barreling forward.
• Stay on the same page about goals and limits, respecting each other and
  accomplishing more as a group than alone.
Exploration
• Asking questions and listening to detail is more useful than any stats, items, or
  skills you have.
• Take the Warden’s description without suspicion, but don’t shy away from
  seeking more information.
• There is no single correct way forward.
Talking
• Treat NPCs as if they were real people, and rely on your curiosity to safely
  gain information and solve problems.
• You’ll find that most people are interesting and will want to talk things
  through before getting violent.
Caution
• Fighting is a choice and rarely a wise one; consider whether violence is the
  best way to achieve your goals.
• Try to stack the odds in your favor, and retreat when things seem unfavorable.
Planning
• Think of ways to avoid your obstacles through reconnaissance, subtlety, and
  fact-finding.
• Do some research, and ask around about your objectives.
Ambition
• Set goals, and use your meager means to take steps forward.
• Expect nothing. Earn your reputation.
• Keep things moving forward, and play to see what happens.
                                                                                      5
    Section 1
Character Creation
6
    Creating a Character
    Roll or Choose a Background
    • First, roll or choose from the Backgrounds table below and note the page
      number. You will refer to that page for the next few steps.
    • Choose a name from the available list, then record each of your character’s
      starting items. See Inventory and Inventory Slots for how to record items.
    • Roll on each of the included tables in the background. Record your character’s
      items, skills, or abilities from each result. Some backgrounds may ask you to
      refer to the tables in the Marketplace (pg. 16) as well.
Backgrounds
Backgrounds (d20)
8
Attributes
• Player Characters (PCs) have just three attributes: Strength (STR), Dexterity
  (DEX), and Willpower (WIL).
• Roll 3d6 for each of your character’s attributes, in order. You may then swap
  any two of the results.
• Attributes are not universal descriptors. A character with a low STR is not
  necessarily hopelessly weak; they can still attempt to lift a heavy door or
  survive a deadly fight! Their risk is simply higher.
Hit Protection
• Roll 1d6 to determine your PC’s starting Hit Protection (HP), which reflects
  their ability to avoid damage in combat. It does not indicate a character’s
  health or fortitude, nor do they lose it for very long. (See Healing in the Core
  Rules (pg. 62).)
• If an attack takes a PC’s HP exactly to 0, the player must reference the Scars
  table (pg. 66).
Inventory
• Characters have a total of ten inventory slots but can only carry four items
  comfortably without the help of bags, backpacks, horses, carts, etc.
• Each PC starts with a Backpack that can hold up to six slots of items or
  Fatigue (pg. 62). Carts (which must be pulled with both hands), Horses, or
  Mules can make a huge difference in how much a PC can bring with them on
  an adventure. Hirelings can also be paid to carry equipment.
• Inventory is abstract, dependent only on the fiction as adjudicated by the
  Warden. Anyone carrying a full inventory (i.e. filling all 10 slots) is reduced to 0
  HP. A character cannot fill more than ten slots.
Inventory Slots
• Most items take up one slot, unless otherwise indicated.
• Petty items do not take up any slots. Bulky items take up two slots.
• A bag of coins worth less than 100gp is petty and does not occupy a slot.
                                                                                         9
     Character Traits
                        Physique (d10)
1 Athletic 6 Scrawny
2 Brawny 7 Short
3 Flabby 8 Statuesque
4 Lanky 9 Stout
5 Rugged 10 Towering
Skin (d10)
1 Birthmarked 6 Soft
2 Marked 7 Tanned
3 Oily 8 Tattooed
4 Rosy 9 Weathered
5 Scarred 10 Webbed
Hair (d10)
1 Bald 6 Long
2 Braided 7 Luxurious
3 Curly 8 Oily
4 Filthy 9 Wavy
5 Frizzy 10 Wispy
Face (d10)
1 Bony 6 Perfect
2 Broken 7 Rakish
3 Chiseled 8 Sharp
4 Elongated 9 Square
5 Pale 10 Sunken
10
Character Traits
                   Speech (d10)
1 Blunt 6 Gravelly
2 Booming 7 Precise
3 Cryptic 8 Squeaky
4 Droning 9 Stuttering
5 Formal 10 Whispery
Clothing (d10)
1 Antique 6 Frayed
2 Bloody 7 Frumpy
3 Elegant 8 Livery
4 Filthy 9 Rancid
5 Foreign 10 Soiled
Virtue (d10)
1 Ambitious 6 Honorable
2 Cautious 7 Humble
3 Courageous 8 Merciful
4 Disciplined 9 Serene
5 Gregarious 10 Tolerant
Vice (d10)
1 Aggressive 6 Lazy
2 Bitter 7 Nervous
3 Craven 8 Rude
4 Deceitful 9 Vain
5 Greedy 10 Vengeful
                                                 11
     Bonds
     d20                                     Bonds
           You inherited a single Gem (500gp, cold and brittle) from a long-dead
      1    relative. It arrived with a warning: squander your newfound riches, and
           a debt long thought forgotten would be called in.
           A distant cousin left you a small inheritance. Take 20gp and a Strange
      2    Compass (petty) that always points towards something deep in the
           Wood.
           You found a Tiny Crystal Prism (petty) buried in the dirt. When held
      4    up to the light, it shows visions of an unknown location deep within the
           Wood. Sometimes you feel a presence looking back at you.
           You once freed a Naiad from a choked stream. In return, it gave you
      5    some Silver Moss (petty). Swallow it near water, and the creature will
           come, once, to repay its debt.
           You inherited an old Journal, bound in bark. Each evening, its pages
      6    are filled with the events of the day, crassly written from the journal’s
           perspective. The writing is crude but accurate.
           You owe a great debt to a member of the nobility and carry their Signet
      9    Ring (petty), which serves as proof of their protection as well as your
           obligation.
12
d20                                     Bonds
      During your travels, you met a dying hunter who asked you to deliver a
12    message to their loved ones. Take a Letter (petty), sealed with tree sap.
      It is addressed only to the Lord of Winter.
      You found a wounded beast in the forest but chose to ignore it. You
13    see it everywhere now, but only when you’re alone. It looks sad but not
      angry. You cannot become panicked when acting alone.
      You promised a childhood friend that you’d bring them back a rare gift,
14    something unique in all the world. Take a Bracelet (petty) woven from
      twine and wildflowers.
      You crossed a creature of the Wood, and it cursed you with a Stone
15    Heart. With each passing month, the stone grows heavier by one slot.
      Until your debt is lifted, you cannot truly die.
      You carved a Whistle (petty) from an Oak Lord’s branch. Your act did
16
      not go unnoticed. You cannot seem to rid yourself of the whistle either.
      The Dawn Brigade did your family a service, giving you a dried Blood-
17    Red Flower (petty) as proof. When the flower turns white, it means the
      favor is owed.
      An entertainer once visited your home, filling it with story and song.
18    He left one day without a word, leaving behind only a Miniature Lute.
      Something rattles inside.
                                                                                  13
     Omens
     d20                                     Omens
           The once rich waters of a life-giving river have turned black and putrid,
           tainting the land and sickening those who drink from it. A village elder
      1
           points to some recent desecration as the cause, but most do not heed
           their words.
           It feels like winter has arrived too quickly this year, frost and snows
           making their appearance much earlier than expected. There is talk of a
      2
           pattern to the frost found in windows, ponds, and cracks in the ground.
           It almost looks like a map.
           A thick, unnatural fog has begun encroaching upon an ancient and holy
      3    grove. It is said to be the work of a great forest spirit, angered by nearby
           deforestation.
           The night sky grows dimmer each evening, as if stars are disappearing
           one by one. Rumors of hellish creatures capturing farmers and pulling
      4
           them into the Roots are spreading like wildfire. Village elders believe the
           two are connected.
           The songbirds of the Wood have fallen eerily silent as of late. Hunters
      5    claim that a spectral figure has been spotted wandering the forest,
           gazing longingly at anyone it encounters.
           Swarming pests gnaw away at the edges of dreams, and farmers speak
      7    of a loud buzzing sound emanating from deep within the Wood. They
           also say that the sound is getting closer.
           There is a village known far and wide for its impressive “mother tree,”
      8    said to shelter the town’s secrets in its boughs. Recently it has begun
           bleeding red sap, worrying the elders.
14
d20                                    Omens
      Swarms of insects are fleeing from the Wood in droves, destroying any
13    wooden structures they come across. The sound of their wings hum a
      familiar tune as they pass overhead, like a forgotten nursery rhyme.
      Hunters talk of a curse that befalls any who kill any beast with a streak
14    of white fur: soon after, they are found dead in their homes. Each day,
      there are fewer and fewer creatures to hunt.
      Folks say that a faint laughter can be heard echoing out of wells all over
15
      the city, and that the echoes change to sobs at night.
      The constellations have slowly started shifting in the night sky, forming
16    unfamiliar patterns that have stargazers and sages perplexed. Even the
      animals seem disturbed.
      Statues have been weeping blood for months on end, and the wombs
18    of the village have lain barren since. A single child has been the only
      exception, hidden away by elders overcome with fear and dread.
      Border towns have become riotous in recent weeks after multiple claims
20    of a red-robed figure appearing in their children’s dreams, uttering the
      same warning: A fire is coming, and it will consume everything.
                                                                                   15
     Marketplace
     Armor                                                                                gp
Weapons gp
Alchemist 30 Navigator 10
Blacksmith 15 Scholar 20
Bodyguard 10 Tracker 5
16
                                         Gear        gp
Air Bladder                                           5
Antitoxin                                            20
Bandages (3 uses)                                    30
Bathing Goods (Soap, Perfume, etc.)                   5
Book                                                 50
Caltrops                                             10
Card Deck                                             5
Chain (10ft)                                         10
Chalk (petty)                                         1
Chest                                                25
Chisel                                                5
Common Agents (Glue, Grease, etc.)                   10
Common Tools (Hammer, Shovel, etc.)                  10
Compass                                              75
Complex Instruments (Bagpipes, Fiddle, etc.)         50
Containers (Sack, Waterskin, etc.)                   10
Cooking Gear (Pots, Utensils, etc.)                  10
Costume Gear (Face Paint, Disguise)                  15
Dowsing Rod                                          15
Expeditionary Gear (Climbing Spikes, Pulley, etc.)   10
Fire Oil                                             10
Fishing Rod                                          10
Games (Cards, Dice, etc.)                            10
Gloves (petty)                                       20
Grappling Hook                                       25
Lantern                                              10
Mirror                                                5
Net                                                  10
Oil Can (6 uses)                                     10
Outdoor Comfort (Blanket, Hammock, etc.)             10
Parchment (3 uses)                                   10
Pole (10ft)                                           5
Repellent (Wolfsbane, Mugwort, etc.)                 10
Rope (25ft)                                           5
Sedative                                             30
Sewing Kit                                           20
Simple Instruments (Pipes, Lute, etc.)               10
Smoking Pipe (petty)                                 15
Specialized Tools (Ink, etc.)                        20
Spiked Boots                                         15
Spyglass                                             40
Tent (fits 2, bulky)                                 20
Thieving Tools (Lockpick, Metal File, etc.)          25
Torch (3 uses)                                        5
Trap (d6 STR damage)                                 35
Whistle (petty)                                      15
Wilderness Clothes (Poncho, Cloak, etc.) (petty)     15
                                                          17
     Section 2
Backgrounds
18
     BACKGROUND 1
     Aurifex
     You are an artisan of the arcane, a smith of subtle forces. In the crucible of your
     workshop, the laws that govern this world are warped to suit your needs.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Lantern
      • Oil Can (6 uses)
      • Needle-Knife (d6)
      • Protective Gloves (petty)
     Names: Hestia, Basil, Rune, Prism, Ember, Quintess, Aludel, Mordant, Salaman,
     Jazia
20
d6                   What experiment went horribly wrong?
     There was an explosion, and you lost your sense of smell. Well, almost:
1    you can sniff out gold as a pig does truffles. Take a Tin of Snuff (6 uses) to
     dampen the impact. Use it every day or become deprived.
     You were exposed to a long-acting truth serum whose effects have yet to
3    wear off. The disorder has its advantages: you cannot repeat lies you’ve
     heard, either.
     You were adept at creating fake gold, which is almost as good. Eventually,
4    your ruse was discovered, and you had to make a hasty retreat. Take a
     heavy Metal Ingot and Gold Powder (3 uses).
     Your alchemical recipe worked, but a rival stole the blueprint before your
5    claims could be proven. Take a prototype Blunderbuss (d12, blast, bulky)
     that takes one round to reload, and a taste for revenge.
     Ridiculed for discovering how to turn gold into lead, you were a laughing
6    stock. Take a bottle of Universal Solvent (2 uses) that dissolves anything it
     touches into its constituent parts.
     Pyrophoric      A sticky green fluid that catches fire when exposed to air,
1
     Gel             then burns for 8 hours. Cannot be extinguished (1 use).
4 Mimic Stone Records a short phrase that can later be played back.
                                                                                       21
     BACKGROUND 2
     Barber-Surgeon
     You walk the line between healer and harrower, knowing the frailty of the flesh
     but also the secrets that lie within. With the right tools, life and death are merely
     words.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Amputation Knife (d6)
      • Bandages (3 uses)
      • Leech (restores 1 STR, 3 uses)
      • Stained Medical Finery (petty)
22
d6                     How have you “improved” yourself?
     You have a replacement eye that can magnify objects, act as a telescope,
1    and provide minimal night vision. You cannot wear anything metal on
     your head, and strong magnets make you deprived.
     One foot is mostly metal (kick, d6), and you treat some Tough Terrain
2    as Easy. Carry an Oil Can (6 uses). Without a daily application, you are
     deprived and noisy.
     One of your fingers has been swapped, the bone replaced by gold and
3
     iron. Take a Hook and a Screwdriver that can attach to the fingertip.
     Both ears have been surgically enhanced, tripling your hearing. You can
     focus on a specific sound, such as a conversation, at a great distance. You
4
     wear an ear flap to protect against sudden loud noises (WIL save to avoid
     temporary paralysis).
     Your chest is lined with alchemical sigils, toughening the skin (1 Armor).
5
     Wearing other metallic armor nullifies the effect.
     One arm is fully metal and comes off at the shoulder. It can be used as a
6    weapon (d8, bulky when not attached) and can move independently if you
     are within sight of it.
     Regrowth
1                    Regrows a body part over the course of a day (1 use).
     Salve
                                                                                   23
     BACKGROUND 3
     Beast Handler
     You alone can walk among the creatures of the wild, fearless and in control. You
     share a connection with animals that others can only dream of...so long as you
     don’t become their snack.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Leather Whip (d6)
      • Soporific Darts (STR save or
        fall asleep, 6 uses)
      • Lure
      • Rope (25ft)
Names: Amara, Wulf, Mireille, Soren, Freki, Aster, Gerrik, Boreas, Veda, Matheus
24
d6                       What creature is your specialty?
     There is far more to the world than meets the eye. With quiet
1    concentration, you can borrow the senses of a nearby creature of your
     specialty.
     The pulse of the hunt is a powerful impulse. You have a sense for when
3
     predators, even those not of your specialty, are near.
     Survival is about adaptability. Once per day, you may take on a simple
6    feature from a creature of your specialty (webbed fingers, night vision,
     etc.). Add a Fatigue each time.
                                                                                25
     BACKGROUND 4
     Bonekeeper
     You are a shepherd to the departed. You listen to the final whispers of the dead as
     they descend into the cold, unyielding earth. You know that to fully celebrate the
     gift of life, we must honor its finale as well.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Lantern
      • Oil Can (6 uses)
      • Stake (d6)
      • Chains (10ft)
Names: Rook, Ebon, Moro, Yew, Pall, Leth, Lenore, Barnaby, Vesper, Leder
26
d6                      What did you take from the dead?
     A Crow-Shaped Amulet. You can ask a question of the dead but must add
1
     a Fatigue each time.
     A mortal wound from a freed revenant. You were healed, but the
     disfigurement has made you a pariah. You require neither air nor
2
     sustenance but are still subject to pain and death. Trapped between
     worlds, the dead see you as one of their own.
     A Burial Wagon (+6 slots) from your last job. It came with a stubborn old
4
     Donkey (+4 slots, only +2 slots if pulling wagon, slow).
     The Detect Magic Spellbook, stolen from an ancient library. Your family
     worked in service to an obscure underworld deity, but you lost your faith.
5    Though exiled, you continue to serve, even as an apostate.
     Detect Magic: You can see or hear nearby magical auras. Becomes warm to
     the touch when magic is used nearby.
     A Plague Doctor’s Mask, after its owner succumbed to the disease that
6
     wiped out everyone you once knew. They should have kept it on.
                     Though old, it’s still effective even against the very strong.
1    Manacles
                     You don’t have the key.
                                                                                      27
     BACKGROUND 5
     Cutpurse
     You live in the grey space between those who have power and
     those who don’t. You find opportunity where others see
     only chaos. With nimble fingers, you unburden both the
     richest merchant and the lowliest guard.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Twin Daggers (d6+d6, bulky)
      • Padded Leather (1 Armor)
      • Lockpicks
      • Black Outfit (petty)
Names: Arlo, Lyra, Eamon, Salina, Elara, Freya, Bull, Sparrow, Ivy, Silas
28
d6                          What was your last big job?
     A noble’s summer home. The place was full of fancy wine (+20gp) but not
1
     much else. Take Fence Cutters.
     A bank. (You were caught.) You bear a brand only visible by firelight, and
2
     anyone who sees the mark can ask you for a beer. Take Retractable Wires.
     Moneylender. Someone beat you to the job but left behind a Scroll of
     Arcane Eye (petty).
4
     Arcane Eye: You can see through a magical floating eyeball that flies around
     at your command.
     Constable’s quarters. You escaped but left some friends behind. Take
5
     Strong Silk Rope and a queasy feeling.
     A university. You were seen but not pursued. You still don’t know why.
6
     Take Smoke Pellets (3 uses).
     Glimpse         3 uses. A monocle that lets you see through walls or other
3
     Glass           obstructions. It shatters after the last use.
                                                                                    29
     BACKGROUND 6
     Fieldwarden
     Protectors of the harvest, defense against pests, thieves, and beasts. A position of
     great honor, while it lasts: many guardians do not live out their natural lives.
     Roll a second time on the Bonds table.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Brigandine (1 Armor, bulky)
      • Sling (d6)
      • Hand Axe (d6)
      • Repellent (pick the type, 3 uses)
Names: Seed, Thresh, Dibber, Sow, Stalk, Harrow, Cobb, Flax, Briar, Rye
30
d6                         What got the better of you?
     A voracious swarm of pests that swallowed crops and animals alike. With
     nothing to defend, you left. Take Gale Seed Extract (3 uses). Ingesting it
1
     lets you sprint with a speed four times your regular rate. Afterward you
     add two Fatigue.
     The Withering, a type of stem rot from the Roots. Take a Diseased Crop (6
4
     uses) that decays any plant it touches.
     Wolves, or so you thought. You are now a Werewolf [8 HP, 15 STR, 14 DEX,
     claws (d6+d6), bite (d8)]. Your WIL remains the same. You can turn at will
5
     (once per day) but must make a WIL save to revert. Anyone left alive from
     your attacks must make a WIL save to avoid infection.
     Crop thieves. Not all of them survived, but you were outnumbered. Start
6
     with +d4 HP and a Cusped Falchion (d8).
                                                                                   31
     BACKGROUND 7
     Fletchwind
     You strike from afar, but that does not make you a coward. You are a musician,
     the song of your bowstring nought but a warning, singing the silent promise of a
     quick death.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Bow (see table)
      • Serrated Knife (d6)
      • Boiled Leather (1 Armor)
      • Heartroot Salve (restores 1d4 STR, 1 use)
Names: Flint, Feather, Crier, Thunder, Falcon, Pluck, Needle, Warsong, Hawk, Cai
32
d6                          How did you earn your bow?
     War. If you are first to attack, your bow gains the blast property for the
1
     first round.
     Falconry. You keep a falcon [3 hp, 5 STR, 16 DEX, 4 WIL, claws (d6+d6),
2
     bite (d8)]. It only eats live game.
     Hunting. When taking the Supply (pg. 79) action, your ability to secure
3
     Rations increases by one step (e.g. 1d4 becomes 1d6).
     Training. If you are the first to attack, melee attacks against you are
5
     impaired until you take STR damage.
     Scouting. When taking the Travel (pg. 79) action, your presence decreases
6
     the chance of getting lost by one step (e.g. 4-in-6 becomes 3-in-6).
1 Western Yew (d6, bulky). Can be wielded as a blunt weapon (d6). Noisy.
     Sessile Oak (d8, bulky). Slams into targets. On Critical Damage, something
2
     is torn off.
     Stone Pine (d6, bulky). Produces one use of Sticky Sap per day. The sap is
3
     highly explosive.
     White Ash (d6, bulky). Can be used in place of a shield in melee combat (+1
4
     Armor).
     Striped Bamboo (d6). Collapsible, it only requires one slot (but still
5
     requires both hands).
     Wych Elm (d6, bulky). Protects the bearer from poisons and toxins, so
6
     long as they are holding it.
                                                                                   33
     BACKGROUND 8
     Foundling
     An odd birthmark, a strange smell: somehow, the touch of elsewhere still lingers.
     Wherever you are, you have trouble fitting in. Roll on the Omens table (even if
     you’re not the youngest player), but keep the results private for now.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Salt Pouch
      • Heirloom Amulet (petty, glows in the presence
        of magic)
      • Sling (d6)
      • Dagger (d6)
34
d6                                Who took you in?
     An old hunter. You were both quite happy, until it all ended. Take a
1
     Weathered Longbow (d8, bulky) and a Leather Jerkin (1 Armor).
     A wizened apothecary, who taught you the healing arts but maintained a
2
     clinical detachment. Take a Healing Unguent (restores d4 STR, 1 use).
     A druid, who taught you the language of trees. When it came time to leave,
3    you took with you only a Gnarled Staff (d8) and left a promise that one
     day you would return.
     A gruff blacksmith from a sleepy river town. You were always kept at arm’s
4    length. Now the forge is cold, and you’ve moved on. Take a Smith’s Apron
     (petty) and a set of oft-mended Chain Mail (2 Armor, bulky).
     A troupe of traveling entertainers. For a time, they were like family to you.
5    One day you woke up and they were gone with no explanation. Take a
     Storybook, a Dagger (d6), and some burning questions.
     The monks of a secluded forest monastery. When their rules became too
     strict, you snuck away. Take a Monk’s Habit (warm, petty) and a Spellbook
     of Control Plants.
6
     Control Plants: Nearby plants and trees obey you and gain the ability to
     move at a slow pace. Leaves grow along the spine, and it smells faintly of
     decay.
                                                                                     35
     BACKGROUND 9
     Fungal Forager
     You follow the whisperings of the deep earth, the rhythmic pulse of the mycelium
     forest that grows beneath the surface. The dark holds no terror for you. Also, you
     really love mushrooms.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Sharpened Trowel (d6)
      • Candle Helmet (+1 Armor, dim, 6 uses)
      • Rope (25ft)
      • Metal Pail
Names: Unther, Woozy, Hilda, Current, Leif, Ratan, Mourella, Lal, Per, Madrigal
36
d6                    What strange fungus did you discover?
     Torch Fungus. When crushed, it creates a cold blue light for a short while.
2
     (2 uses).
     Murderous Truffle. Pungent, highly toxic, and very rare (worth 50gp to
3
     assassins). Illegal pretty much everywhere (1 use).
                                                                                     37
     BACKGROUND 10
     Greenwise
     You delve deep into the Wood, prying its secrets from between rough boughs
     and whispering leaves. To this verdant kingdom, you are no mere scholar but its
     confidant as well.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Iron Pot
      • Root Knife (d6)
      • Healing Salve (restores 1d4
        STR, 1 use)
      • Twine Bauble (petty, Ward
        once per day)
        Ward: A silver circle 50ft
        across appears on the ground.
        Choose one species that cannot
        cross it.
Names: Gunther, Moss, Fern, Lichen, Root, Willow, Sage, Yarrow, Rowan, Ash
38
d6                        How has the Wood failed you?
     A close friend disappeared into the forest. Now you see their face in any
2
     tea you brew. Take a Soporific Concoction (3 uses).
     You were poisoned, losing your sense of taste and smell. You can now
3
     withstand noxious fumes and always carry Antitoxin (2 uses).
     Your radical experiments turned your skin green, and you now gain
4    nourishment as a plant. You don’t need rations, but a day without
     sufficient sunlight and water leaves you deprived.
                                                                                   39
     BACKGROUND 11
     Half Witch
     Born of both the mortal world and the unseen, you are an enigma to some and
     feared by many. Yours is the tale of what happens when two worlds collide.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Spellbook (Thicket: A thicket of trees and dense brush
        up to 50ft wide suddenly sprouts up. Wrapped
        in vines that must be destroyed again with
        each use.)
      • Iron Dagger (d6)
      • Herbs Pouch (restore 1 STR, 3 uses)
      • Ghillie Suit
Names: Solena, Veles, Bryn, Sabine, Razvan, Rowena, Galen, Nyx, Vex, Iwan
40
d6               What did you bring back from the Unseelie court?
     A Black Rose Fiddle (bulky). Its music causes intense sadness and
1    immobility in nearby mortals. (Others are merely fascinated.) You don’t
     know how to play.
     Paper Legs. You are extremely light and can fall a few stories without
2
     getting hurt. Try to avoid tearing them or getting them wet.
     A Living Nightmare that dwells within you but manifests whenever you
     are in danger. It has your same Attributes and HP and attacks with claws
3
     (d8+d8). It disappears on Critical Damage (take 1d4 WIL damage), re-
     appearing again on the next full moon.
     A Briar Thorn. It can pierce any organic material (quite painfully) but
5
     when removed leaves no trace of the intrusion.
     A Fae creature’s True Name. Use it to summon its owner for an act of
6    great service, but only once. It could also fetch a hefty price, from the
     right buyer.
       What concoction do you carry, and what rare ingredients did you
d6
                            gather to make it?
     Nightdust       Made from the ritual burning of six owls. When tossed in
5
     Powder          the air, day turns to night for a short while (2 uses).
                                                                                   41
     BACKGROUND 12
     Hexenbane
     You are a mere digit on the unerring hand of justice. You go where others fear to
     tread, unyielding and unbroken.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Vestments of the Order (petty)
      • Blessed Tinctures
      • Silver Knife (d6)
      • Crossbow (d8, bulky)
     Names: Percival, Felix, Isolde, Wolfram, Aldric, Eira, Oswin, Ivor, Brunhilda,
     Beatrix
42
d6                        To which order do you belong?
     Order of the Bleeding Star. Take a Star-Iron Mace (d8). It shines faintly in
2
     darkness and becomes very hot in the presence of witchcraft.
     Order of the Glass Sigil. Take a Short Sword (d8) and Chainmail (2 Armor,
3    bulky). You have contacts in most towns (the more rural, the better)
     willing to provide aid, food, or even weapons.
     Order of the Blank Eye. Take a Voidglass Shard. Peer through it to see
4    invisible marks, creatures, and other magical effects. Lose the use of your
     eye for an hour afterwards (you are deprived).
     Order of Canaas. Once per day, you can change into a wolf. Take a
5
     Quicksilver Chain. Without it, you are unable to shift back.
     Order of the Silent Veil. Take a Quell Stone (2 uses) wrapped in burlap.
6
     Extinguishes any nearby flames once exposed to air.
                     You carry the Disassemble Spellbook. Only you can use it.
                     If your vow is broken, it explodes (d12 STR damage).
2    Poverty         Disassemble: Any of your body parts may be detached and
                     reattached at will, without causing pain or damage. You can
                     still control them. Regenerates any torn or defaced pages.
                     Once per day, you can shrug off a Fatigue. If your vow is
5    Charity
                     ever broken, you permanently lose one inventory slot.
                     The first time you inflict Critical Damage, you receive +d4
6    Valor           HP, returning to the previous limit at the end of combat. If
                     your vow is broken, you die.
                                                                                    43
     BACKGROUND 13
     Jongleur
     What inspires the soul more than song, words, and spectacle? Why practice for
     years to master the arcane when you’ve already got real magic inside?
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Costume
      • Simple Instrument (Pipes, Lute, etc.)
      • Lucky Jerkin (+1 Armor)
      • Sling (d6)
Names: Jax, Selene, Baladria, Ada, Mort, Saylor, Tripp, Lantos, Echo, Jubilo
44
d6                  What happened at your final performance?
     Despite your training in the deadly arts, an actor died and you were
1
     blamed. Take a light-weight Rapier (d6) and a false identity.
     The crowd loved your catchy tune about a noble and his romantic failings.
     Take the Read Mind Spellbook and a warrant for your arrest.
2    Read Mind: You can hear the surface thoughts of nearby creatures. Long-
     term possession can cause the reader to mistake the thoughts of others as
     their own.
     You mocked a forgotten trickster god and were cursed for it. You speak
4    only in perfect rhyme. Ironically, this has only made you more popular
     among your peers. Take a Thesaurus (20gp). Without it, you are deprived.
     Pocket           A set of small puppets and a folding stage. Good for quick
2
     Theatre          distractions.
                                                                                   45
     BACKGROUND 14
     Kettlewright
     You are known by the smell of molten metal and the jingle of tin. You are no mere
     merchant but an artisan of fire and metal.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Pincers
      • Roll of Tin
      • Gloves (petty)
      • Hammer (d6)
Names: Fergus, Eon, Bram, Idris, Hester, Darragh, Seren, Rónán, Berek, Lorenz
46
d6                              What is your trade?
     You build small contraptions for local guilds (and don’t ask too many
1    questions). Take an extra 40gp and a wanted poster with your face on it.
     Given time and materials, you can open almost any door or vault.
     You deal in home goods and tools, hawking your wares to townspeople
2    across the lands. Take 20gp of items from the gear table. You are fluent in
     the Traveler’s Cant.
     You were a military smelter, before peace destroyed your livelihood. Take
3    a Smelting Hammer (d10, bulky) and a Tin Helm (+1 Armor). Given time
     and adequate materials, you can repair armor.
     You sell rare and quality items to monasteries and nobles alike. Take a
     Spyglass, a Necklace (petty) worth 20gp, and a Scroll of Mirrorwalk (petty).
4
     Mirrorwalk: A mirror becomes a gateway to another mirror that you looked
     into today.
     You scavenge raw tin and iron from battlefields, pulling teeth from still-
6    twitching corpses. Start with a young Donkey (+4 slots, slow), a Crossbow
     (d8 damage, bulky), and a Saw (d6).
     Tinker’s
4                    Seals shut any fist-sized opening (3 uses).
     Paste
                                                                                    47
     BACKGROUND 15
     Marchguard
     Bound by blood Oath to patrol the border and protect the realm. Once sworn, the
     Oath cannot be broken. The Guard always finds their own.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Lantern
      • Oil Can (6 uses)
      • Long Sword (d10, bulky)
      • Boiled Leather (1 Armor)
Names: Gann, Light, Saoirse, Frost, Thorn, Reed, Dirk, Ragnar, Brie, Aasim
48
d6                          Why did you take the Oath?
     Your family has a long tradition of serving, and you were trained from an
1    early age on how to survive in the wild. When taking the Supply (pg. 79)
     action, your yield increases by one step (e.g. 1d4 > 1d6).
     When your family lost everything, you took the Oath to avoid becoming a
4
     burden. Take extra Rations (3 uses) and Throwing Knives (d6).
     Your life was saved by a member of the Marchguard, and you were
5    inspired to join their ranks. Take a Snare Trap and a Sketchbook filled
     with detailed drawings.
     You were in a dark place and decided that your life needed a little
6    direction. You’re still not so sure it was the right choice. Take an Oilskin
     Coat and Mapping Paper.
     Impressive      A metal badge of honor from the Guard. It can open doors
1
     Pin             but leaves a trail (petty).
                                                                                     49
     BACKGROUND 16
     Mountebank
     Wits are your sharpest weapon, a facade your strongest shield. But when you do
     lose, you lose badly.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Cart (+4 slots, bulky when pulled)
      • Trick Playing Cards
      • Fancy Hat (petty)
      • Cane Sword (d6)
50
d6                        How was your fraud exposed?
     You were a peddler of fake prophesies, but when one turned out to be
3    true, it drew unwanted attention. Roll on the Omens (pg. 14) table, but
     keep the result to yourself. Start with a concealable Knife (d6, petty).
     You were cursed by a hedgewitch for fooling some innocent village folk.
5    Magic acts unpredictably in your hands (WIL save to avoid disaster). If you
     are the target of magic, the same applies to its wielder.
     Your “seances” with the dead were in actuality a ruse involving a cleverly
     hidden Spellbook of Auditory Illusion. Inevitably, a patron discovered your
     secret. Start with the spellbook and a Bundle of Scarves.
6
     Auditory Illusion: You create illusory sounds that seem to come from a
     direction of your choice. Produces random and occasionally inopportune
     sounds throughout the day.
                                                                                   51
     BACKGROUND 17
     Outrider
     Your coin comes from escorting caravans, tracking fugitives, or lending your
     blade to a cause. You’ve been a savior, an executioner, a hero, and even a villain.
     Yours is not a solitary path, however: you’ll always have your horse.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Long Sword (d10, bulky)
      • Leather Jerkin (1 Armor)
      • Crossbow (d8, bulky)
      • Spyglass
Names: Drake, Cyra, Keir, Darius, Valen, Rorik, Yara, Rui, Talon, Jory
52
d6                What personal code or principle do you uphold?
     To the death, always: You never back down from a fight, no matter the
     odds. Take a Death-Whistle, 1 charge. Its scream frightens away all who
3
     hear it (save WIL or flee). Recharge: Capture the final breath of a dying
     warrior.
     Revere the dead: Death is a journey we all take, and it deserves respect.
4    Take an extra 30gp. You always place two gold pieces on the eyelids of a
     slain foe. Somehow you always find the coin.
     Loyalty to the work: Your word is your bond. Once you’ve accepted a job,
     you see it through to the end. Take a weathered Tally Stick. Once a vow is
5
     marked onto its face, the stick hardens (d8) until it is complete. The stick
     will snap in half if the vow is ever broken.
     Always pay your debts: You always repay what you owe, whether in coin
6    or in kind. You expect nothing less from all others. Take a blacked-out
     ledger, then roll a second time on the Bonds (pg. 12) table.
     Blacklegged     Hardy and adaptable. Tough or Perilous terrain (pg. 75) are
2
     Dandy           one step easier. 6 HP. +4 slots.
                     Wild but very fast, even in Tough terrain (pg. 75). Rides
6    Stray Fogger
                     light. 4 HP. +2 slots.
                                                                                    53
     BACKGROUND 18
     Prowler
     You are a specter in the night, a fleeting shadow that slips by its prey, unseen.
     Each kill is a test of cunning and animal determination, a contest between life and
     death. You know that one day you will lose. You look forward to it.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Tarp (shelters 1)
      • Boiled Leather (1 Armor)
      • Short Sword (d6)
      • Spring-Loaded Trap (4 STR damage)
Names: Winda, Brielle, Theron, Chayse, Nuja, Dev, Raven, Baruani, Arawan, Sable
54
d6                            What did you last hunt?
     A mock firefly, baiting water carriers with its lure. Take an Alchemical
1    Limb (d8, petty when worn) to replace the one it tore off and an Oil Can (6
     uses). The limb is immune to heat and poison. Needs to be oiled daily.
     An ice nettle, trapping and draining sheep. You lost your commission
2    when the fungus you introduced killed half the flock. Take a Rime Seed (1
     use). It freezes any body of water, no matter the size. Don’t eat it.
     A silver marsh crawler that killed someone close to you. You now carry
3    its Tooth (petty) on a chain around your neck as a warning to others of its
     kind. The tooth hums softly when something is stalking you.
     A hollow wolf that had been frightening travelers. You took pity on the
     half-starved creature and nursed it back to health. Now it is loyal to you
5
     unto death. It is also a great tunneler. 5 HP, 11 STR, 13 DEX, 8 WIL, teeth
     (d6).
     Fermented       Keeps you warm at the best of times and can be used as
1
     Spirits         an explosive at the worst (3 Uses).
                                                                                    55
     BACKGROUND 19
     Rill Runner
     You sing the stories of rivers and lakes, your talents soothing friends and the
     elements alike. You’ve seen more than most, but somehow it never seems to
     be enough.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Water Shoes
      • Brigandine (1 Armor, bulky)
      • Compass
      • Dagger (d6)
Names: Gale, Piper, Brook, Adair, Stone, Dale, Wren, Cliff, Rain, Robin
56
d6                     What songs are you best known for?
     The Sylph and Her Lover. A bawdy tale of lost love. Start with a Breeze
2    Knot (3 charges). Creates a strong breeze. Recharge: Tie it to a mast
     during a storm.
     Harper’s Devotion. A sad, short tale about a musician who falls in love with
3    a star. Start with a Celestial Lute. Reveals the constellations above, no
     matter the weather.
     The Reed Fisher. A celebrated song about a massive carp that always seems
4    to get away. Begin with a spool of River Twine (5 uses). Each dip into the
     river guarantees a catch, though it might not be pleasant.
     Song of the Silver Stream. A wordless lullaby that mimics flowing water.
5
     Take a Stone Flute that can calm almost any river.
     The Thrush and the Meadow. A moody tale told in alternating chorus. Start
6    with a Feather Quill (1 use, petty). A map drawn with this quill reveals the
     most expedient course between any two points.
                     You buy low and sell high, always making just enough to
3    Wares           get by. Take a Single Item worth 20gp or less from the
                     equipment table.
                                                                                    57
     BACKGROUND 20
     Scrivener
     You copy ancient texts and illuminate manuscripts, recording the voices of the
     clever, the great, and the powerful. You will prove that the pen truly is mightier
     than the sword.
     Starting Gear
      • 3d6 Gold Pieces
      • Rations (3 uses)
      • Torch (3 uses)
      • Quill & Ink
      • Blank Book
      • Awl (d6)
      • Badge (petty)
Names: Lazlo, Stilo, Akshara, Pisa, Ji-Yun, Kalamos, Hugo, Shui, Kalam, Julius
58
d6                    What work did you keep for yourself?
     The Cathedral and the Canopy. Large-leaf binding over vellum. Nominally
5    a children’s storybook, the margins detail information about traveling,
     eating, and sleeping in the cloud forests.
3 Everquill A quill that writes on any surface. You still need ink (petty).
                                                                                       59
     Section 3
Rules
60
     Core Rules
     Attributes
     Each of the three attributes are used in different circumstances. (see Saves.)
     Saves
      • A save is a roll to avoid negative outcomes from risky choices. Characters roll
        a d20 and compare the results to the appropriate attribute. If they roll equal
        to or under that attribute, they succeed. Otherwise, they fail. A 1 is always a
        success, and a 20 is always a failure.
      • If two opponents are each trying to overcome the other, whoever is most at
        risk should save.
      • If two characters need to take an action together, whoever is most at risk
        should save (usually the character with the lowest relevant Attribute).
62
Armor
• Before calculating damage to HP, subtract the target’s Armor value from the
  result of damage rolls.
• Shields and similar armor provide a bonus defense (e.g. +1 Armor), but only
  while the item is held or worn. Some may also provide additional benefits,
  depending on the fiction.
• A PC, NPC, or monster cannot have more than 3 Armor.
Reactions
  When the PCs encounter an NPC whose reaction to the party is not obvious,
  the Warden may roll 2d6 and consult the following table:
Reactions
Morale
• Enemies must pass a WIL save to avoid fleeing when they take their first
  casualty and again when they lose half their number.
• Some groups may use their leader’s WIL in place of their own. Lone foes must
  save when they’re reduced to 0 HP.
• Morale does not affect PCs.
Hirelings
• Adventuring parties can recruit hirelings, relying on their unique skills,
  knowledge, and training to aid in expeditions.
• To create a hireling, choose an appropriate role from the Hirelings table in the
  Marketplace (pg. 17-18). Roll 3d6 for each attribute and 1d6 for their HP. Give
  them equipment appropriate to their station, then roll on the Character Traits
  tables to further flesh them out.
• Alternatively, choose an appropriate background and name from the
  Character Creation guide. Roll (or choose from) the tables for that
  background. Then roll for Rations, Gold Pieces, Attributes, HP, and age.
Die of Fate
• Optionally, roll 1d6 whenever the outcome of an event is uncertain or to
  simulate an element of randomness and chance.
• A roll of 4 or more generally favors the PCs, while a roll of 3 or under usually
  means bad luck for the PCs.
                                                                                     63
     Combat
     Rounds
     • A round is roughly ten seconds of in-game time and proceeds with each side
       taking turns. Each round starts with all PCs that are able to act, followed by
       their opponents. The result of each side’s actions occur simultaneously.
     • During the first round of combat, each PC must make a DEX save in order
       to act. Special circumstances, abilities, items, or skills may negate this
       requirement. PCs that fail their save lose their turn for this round.
     • Their opponents then take their turn, and the first round ends. The next
       round begins with the PCs taking their turn, followed by their opponents, and
       so on until combat has ended with one side defeated or fled.
     Actions
     • On their turn, a character may move up to 40ft and take up to one action. This
       may be casting a spell, attacking, moving for a second time, or some other
       reasonable action. Each round, the PCs declare what they are doing before
       dice are rolled. If a character attempts something risky, the Warden calls for a
       save for appropriate players or NPCs.
     Attack Modifiers
     • If fighting from a position of weakness (such as through cover or with
       bound hands), the attack is Impaired, and the attacker must roll 1d4 damage
       regardless of the attack’s damage die. Unarmed attacks always do 1d4 damage.
     • If fighting from a position of advantage (such as against a helpless foe or
       through a daring maneuver), the attack is Enhanced, allowing the attacker to
       roll 1d12 damage instead of their normal die.
     • Attacks with the Blast quality affect all targets in the noted area, rolling
       separately for each affected character. This can be anything from explosions
       to a dragon’s breath or the impact of a meteorite. If unsure how many targets
       can be affected, roll the related damage die for a result.
     • If attacking with two weapons at the same time, roll both damage dice and
       keep the single highest result (denoted with a plus symbol, e.g. d8+d8).
64
Critical Damage
• Damage that reduces a target’s HP below zero is subtracted from their STR
  by the amount of damage remaining. The target must then immediately make
  a STR save to avoid taking Critical Damage, using their new STR score. On a
  success, the target is still in the fight (albeit with a lower STR score) and must
  continue to make Critical Damage saves when incurring damage.
• Any PC that suffers Critical Damage cannot do anything but crawl weakly,
  grasping for life. If given aid (such as bandages), they will stabilize. If left
  untreated, they die within the hour. NPCs and monsters that fail a Critical
  Damage save are considered dead, per the Warden’s discretion. Additionally,
  some enemies will have special abilities or effects that are triggered when
  their target fails a Critical Damage save.
Attribute Loss
• If a PC’s STR is reduced to 0, they die. If their DEX is reduced to 0, they are
  paralyzed. If their WIL is reduced to 0, they are delirious. Complete DEX and
  WIL loss renders the character unable to act until they are restored through
  extended rest or by extraordinary means.
• If a PC takes damage outside of combat, they should instead receive damage
  to an Attribute, typically STR.
Character Death
• When a character dies, the player should create a new character or take
  control of a hireling. They immediately join the party in order to reduce
  downtime.
Detachments
• Large groups of similar combatants fighting together are treated as a single
  Detachment. When a detachment takes Critical Damage, it is routed or
  significantly weakened. When it reaches 0 STR, it is destroyed.
• Attacks against detachments by individuals are Impaired (excluding Blast
  damage).
• Attacks against individuals by detachments are Enhanced and deal Blast
  damage.
Retreat
• Running away from a dire situation always requires a successful DEX save, as
  well as a safe destination to run to.
Ranged Attacks
• Ranged weapons can target any enemy near enough to see the whites of their
  eyes. Attacks against especially distant targets are Impaired.
• Ammunition is not tracked unless otherwise specified.
                                                                                       65
     Scars
     If damage to a PC would reduce their HP to exactly 0, look up the result on the
     table below based on the amount of HP lost in the attack. For example, if a PC
     went from 3 HP to 0 HP, they would look at entry #3 (Walloped).
               Lasting Scar: Roll 1d6 | 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear.
       1 HP
               Roll 1d6. If the total is higher than your max HP, take the new result.
               Rattling Blow: You’re disoriented and shaken. Describe how you refocus.
       2 HP
               Roll 1d6. If the total is higher than your max HP, take the new result.
               Walloped: You’re sent flying and land flat on your face, winded. You are
       3 HP    deprived until you rest for a few hours. Then, roll 1d6. Add that amount to
               your max HP.
               Broken Limb: Roll 1d6 | 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended,
       4 HP
               roll 2d6. If the total is higher than your max HP, take the new result.
               Reorienting Head Wound: Roll 1d6 | 1-2: STR, 3-4: DEX, 5-6: WIL. Roll 3d6.
       6 HP
               If the total is higher than your current attribute, take the new result.
               Hamstrung: You can barely move until you get serious help and rest. After
       7 HP    recovery, roll 3d6. If the total is higher than your max DEX, take the new
               result.
               Deafened: You cannot hear anything until you find extraordinary aid.
       8 HP
               Regardless, make a WIL save. If you pass, increase your max WIL by 1d4.
               Re-brained: Some hidden part of your psyche is knocked loose. Roll 3d6.
       9 HP
               If the total is higher than your max WIL, take the new result.
               Mortal Wound: You are deprived and out of action. You die in one hour
       11 HP   unless healed. Upon recovery, roll 2d6. Take the new result as your max
               HP.
               Doomed: Death seemed ever so close, but somehow you survived. If your
      12 HP    next save against Critical Damage is a fail, you die horribly. If you pass, roll
               3d6. If the total is higher than your max HP, take the new result.
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Magic
Spellbooks
 • Spellbooks contain a single spell and take up one slot. They cannot be easily
   transcribed or created; instead they are recovered from places like tombs,
   dungeons, and manors.
 • Spellbooks sometimes display unusual properties or limitations, such as
   producing a foul or unearthly smell when opened, possessing an innate
   intelligence, or being legible only when held in moonlight.
 • Spellbooks will attract the attention of those who seek the arcane power
   within, and it is considered dangerous to display them openly.
Casting Spells
 • Anyone can cast a spell by holding a Spellbook in both hands and reading its
   contents aloud. They must then add a Fatigue to inventory.
 • Given time and safety, PCs can enhance a spell’s impact (e.g., affecting multiple
   targets, increasing its power, etc.) without any additional cost.
 • If the PC is deprived or in danger (such as during combat), the Warden may
   require a PC to make a WIL save to avoid any ill-effects from casting the spell.
   Consequences of failure are on par with the intended effect and may result in
   added Fatigue, the destruction of the Spellbook, injury, and even death.
Scrolls
Scrolls are similar to Spellbooks, however:
 • They are petty.
 • They do not cause Fatigue.
 • They disappear after one use.
Relics
 • Relics are items imbued with a magical spell or power. They do not cause
   Fatigue. Relics usually have limited uses, as well as a Recharge condition.
                                                                                       67
     Section 4
Procedures
68
     Dungeon Exploration
     The Basics
     • The dungeon exploration cycle (see below) is divided into a series of Turns,
       Actions, and their consequences.
     • On their Turn, a character can move a distance equal to their torchlight’s
       perimeter (about 40ft) and perform one Action. Players can use their action to
       move up to three times that distance, though that will increase the chance of
       triggering a roll on the Dungeon Events table.
     • The Warden should present obvious information about an area and its
       dangers freely and at no cost. Moving quickly or without caution may increase
       the chance of encountering a wandering monster, springing a trap, or
       triggering a roll on the Dungeon Events table.
       Although the term “dungeon” is used here, it can mean any dangerous locale (mansions,
       farmhouses, adventure site, etc.).
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Dungeon Events
Exploring a dungeon is always dangerous, and time must always be weighed
against the risk of awakening the location’s denizens, natural hazards, and worse.
When the party:
 • Spends more than one dungeon cycle in a single room or location.
 • Moves quickly or haphazardly through a room.
 • Moves into a new area, level, or zone.
 • Creates a loud disturbance.
d6 Dungeon Events
                      Torches are blown out, an ongoing spell fizzles, etc. The party
  4   Loss
                      must resolve the effects before moving on.
                      The party must take a brief rest (roll on this table again), add
  5   Exhaustion
                      a Fatigue, or consume a ration.
6 Quiet The party is left alone (and safe) for the time being.
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     Actions
     • Actions are any non-passive activities, such as searching for traps, forcing
       open a door, listening for danger, disarming a trap, engaging an enemy in
       combat, casting a spell, dodging a trap, running away, resting, etc.
     • Some actions have special rules (see below), while others may take multiple
       turns to complete.
     • Loud or noticeable actions may also trigger an encounter with the dungeon’s
       denizens.
     Searching
     • A character can spend a turn performing an exhaustive search of one object or
       location in an area, revealing any relevant hidden treasure, traps, secret doors,
       etc.
     • Larger rooms and difficult or complex dungeon terrain may take a few turns
       to properly search.
     • Searching a room first is a safer way to explore the dungeon, but it has a steep
       cost: time.
     Resting
     • A character can spend a turn resting to restore all HP.
     • A light source and a safe location are required to rest. Present or oncoming
       danger makes rest impossible.
     • Resting does not restore Fatigue, as it is impossible to safely Make Camp (pg.
       79) in a dungeon.
     Panic
     • A character that is surrounded by enemies, enveloped by darkness, or facing
       their greatest fears may experience panic. A WIL save is typically required to
       avoid losing control and becoming panicked.
     • A panicked character must make a WIL save to overcome their condition as an
       action on their turn.
     • A panicked character has 0 HP, does not act in the first round of combat, and
       all of their attacks are impaired.
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Dungeon Elements
Light
• Torches and other radial sources of light
  illuminate 40ft of dungeon and beyond that
  only a dim outline of objects. Torches last
  until they are put out by a character or their
  environment.
• A torch can be lit 3 times before
  permanently degrading. A lantern can be
  relit indefinitely but requires an Oil Can (6
  uses).
• Characters without a light source may suffer
  from panic until their situation is remedied.
Doors
• Doors and entryways may be locked, stuck,
  or blocked entirely. Characters can try to
  force a door open (or wedge it shut) using
  available resources (spikes, glue) or through
  raw ability.
• The party’s marching order determines who
  is most impacted by whatever lies beyond a
  door.
• A character can detect, through careful
  observation (listening, smelling, etc.), signs
  of life and other hazards through nearby
  doors and walls.
Traps
• A cautious character should be presented
  with any and all information that would
  allow them the opportunity to avoid
  springing a trap. An unwitting character will
  trigger a trap according to the fiction, or will
  otherwise have a 2-in-6 chance.
• Traps can usually be detected by carefully
  searching a room.
• Damage from traps is taken from attributes
  (usually STR or DEX) and not from HP.
  Armor can reduce damage, but only if
  applicable (e.g. a shield would not reduce
  damage from noxious gas).
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     Wilderness Exploration
     Watches
      • A day is divided into three watches: morning, afternoon, and night.
      • Each character can choose one Wilderness Action (pg. 79) per watch.
      • If the characters split up, each group is treated as an independent entity.
     Points
      • Potential destinations on a map are called points.
      • One or more watches may be required to journey between two points on a
        map, depending on the path, terrain, weather, and party status.
      • The party should have a rough idea of the challenges involved to get to their
        destination, but rarely any specifics.
     Travel Duration
     Travel time in Cairn is counted in watches, divided into three eight-hour
     segments per day. However, as most parties elect to spend the third watch of the
     day resting, one can use “days” as a shorthand for travel time. For example, if the
     distance between two points is equal to four watches, the party would need to
     travel for two days, arriving in the evening of the second day.
     To determine the distance between two points, combine all penalties from the
     path, terrain, and Weather Difficulty (pg. 76) tables, taking into account any
     changes to those elements along the route. For travel via waterways, refer to the
     surrounding terrain difficulty. For especially vast terrain, assign a penalty of up to
     +2 watches to the journey.
     The weather, terrain, darkness, injured party members, and other obstacles can
     impact travel or even make it impossible! In some cases, the party may need to
     add Fatigue or expend resources in order to sustain their pace. Mounts, guides,
     and maps can increase the party’s travel speed or even negate certain penalties.
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                  Path Type                                     Path Distance
Path          Penalty       Odds of Getting Lost        Distance          Penalty
Terrain Difficulty
                                                                                            75
     Weather
     Each day, the Warden should roll on the weather table for the appropriate season.
     If the “Extreme” weather result is rolled twice in a row, the weather turns to
     “Catastrophic.” A squall becomes a hurricane, a storm floods the valley, etc.
                                            Weather
       d6    Spring               Summer                 Fall              Winter
Weather Difficulty
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Wilderness Elements
Night
• The party can choose to travel during the night and rest during the day, but
  night travel is far slower and more treacherous!
• Traveling at night is always more dangerous! The Warden should roll twice on
  the Wilderness Events table.
• Some terrain and weather may be easier to traverse at night (desert, for
  example). The Warden should balance these challenges along with any other.
Sleep
• The last watch of the day is typically reserved for the Make Camp (pg. 79)
  action.
• Characters typically need to sleep each day. Anything beyond a minor
  interruption can negate or cancel the benefits of sleep.
• If the party skips the Make Camp (pg. 79) action, they each add a Fatigue to
  their inventory and are deprived. Additionally, traveling when sleep-deprived
  raises the terrain Difficulty by a step (i.e. Easy becomes Tough).
Light
• Torches and other radial sources of light illuminate 40-ft ahead of the party
  but beyond that only provides a dim outline of objects.
• Characters without a light source may suffer from panic until their situation is
  remedied.
• Environmental conditions (sudden gusts of wind, dust, water, etc.) can easily
  blow out a torch.
Light Sources
• A torch can be lit 3 times before degrading.
• A lantern can be relit indefinitely but requires a separate Oil Can (6 uses).
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     Wilderness Exploration Cycle
      1. The Warden describes the current point or region on the map and how the
         path, weather, terrain, or party status might affect travel speed. The party
         plots or adjusts a given course towards their destination.
      2. Each character chooses a single Wilderness Action (pg. 79). The Warden
         narrates the results and then rolls on the Wilderness Events table. The party
         responds to the results.
      3. The players and the Warden record any loss of resources and new conditions
         (i.e. torch use, deprivation, etc), and the cycle repeats.
      d6                               Wilderness Events
                            Roll on an encounter table for that terrain type or location.
       1    Encounter
                            Don’t forget to roll for NPC reactions if applicable.
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Wilderness Actions
Travel
• Travel begins. Obvious locations, features, and terrain of nearby areas are
  revealed according to their distance. This action is typically taken by the
  entire party as one.
• The party rolls 1d6 to see if they get lost along the way. This risk can increase
  or decrease, depending on Path Difficulty (pg. 75), maps, party skills, and
  guides.
• If lost, the party may need to spend a Wilderness Action to recover their way.
  Otherwise, the party reaches the next point along their route.
Remember to compare the results of getting lost to the relevant Path Difficulty.
Explore
• One or more party members search a large area, searching for hidden
  features, scouting ahead, or treading carefully.
• A Location (shelter, village, cave, etc.) or Feature (geyser, underground river,
  beached ship, etc.) is discovered.
• The Travel action is still required to leave the current area, even if it has been
  completely explored.
Supply
• One or more party members may hunt, fish, or forage for food, collecting
  1d4 Rations (3 uses each). The chance of a greater bounty increases with
  each additional participant (e.g. 1d4 becomes 1d6, up to a maximum of 1d12).
  Relevant experience or equipment may also increase the bounty.
• The party may encounter homes and small villages, spending gold and a full
  Watch (pg. 74) to resupply.
Make Camp
• The party stops to set up camp in the wilds. Each party member (and their
  mounts) consumes a Ration.
• A lookout rotation is set so that the party can sleep unmolested. A smaller
  party may need to risk sleeping unguarded or switch off sleeping over multiple
  days.
• Party members that were able to rest remove all Fatigue from their inventory.
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     Downtime
     Between game sessions, players can engage in a variety of activities such as
     research, following up on leads, improving skills, or building relationships. A PC is
     limited to one Downtime Action at a time. These actions cannot be undertaken in
     unsafe conditions or while a character is in recovery. A character cannot perform
     a downtime action if it would put their safety at risk.
     Milestones
     For activities requiring multiple steps, the Warden assigns 1-5 Milestones for
     players to track progress. Each Milestone represents a comprehensive, non-
     interactive task. The Warden may present different strategies to achieve these
     goals, each with distinct Milestones. Depending on the unfolding events in the
     game, the Warden is also empowered to introduce new Milestones or discard
     existing ones.
     Costs
     PCs can complete individual Milestones by taking a Downtime Action and paying
     its respective Cost. If a character is unable to pay the Cost, they may have to find
     some other way to achieve their goal. A few examples of Cost:
      • Gold: Direct payment of gold from a character’s inventory.
      • Resources: Non-monetary costs, such as material goods, specific common
        items, and so on.
      • Reputation: Betting on a character’s renown, personality, presence, social
        connections, etc.
      • Loss: Offering something specific and unique. A finger, a soul, a Relic, etc.
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Downtime Actions
The following activities represent some of the most common Downtime Actions
a players can choose. The Warden can also create custom actions based on the
needs of play.
Research
A PC investigates a single question about a bit of lost or forgotten lore, the location
of a lost item, the whereabouts of an important NPC, and so on. To take this
action, the player must have a clearly formulated question they’d like to answer
and a Source of knowledge in the game world that their character can interact
with. If the PC does not have a Source, then they can spend a Downtime Action
trying to find one. There is no guarantee that they will be successful. Once a
question is posed and an appropriate Source has been identified, the Warden
should provide any Milestones and associated Costs.
 Questions
 As always, the question must come from an experience that occurred during play.
   Examples:
    • “Where is the Lost Temple of East Nipoor?”
    • “Who in Fortune City might know how to crack an ancient vault?”
    • “Where can I find the cure to curly sickness?”
 Sources
 A Source is a person, place, faction, or entity that holds either a part or whole
 answer that the character seeks. They can be NPCs, Factions, spirits, or even
 other PCs.
   Examples:
    • Kewr the Mouth, a frequent contact for the Conclave of Merchants. Despite
      their excellent relationship with this faction, asking for help in an illicit
      activity might come at a high cost.
    • A Woodwose who makes his home deep in the Forest of Knives. The party
      encountered him in an earlier expedition, and the encounter did not end
      well. Still, he is said to know the nature of every herb and their healing
      properties.
    • The Temple of Puppets, a nomadic circus troupe who have travelled the
      known and unknown lands. The party assisted one of their members during
      the Rain of Fire, when even the creatures of the Wood were preparing to
      flee their homes. If anyone has heard of forgotten places, it’s them.
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     Training
     A character can improve their skills with an item or ability, with clear narrative
     or mechanical results. They might be interested in dealing greater damage with
     a particular weapon, decreasing their chances of getting lost in rough weather,
     or learning to read the languages of the ancients. A PC might spend multiple
     Downtime Actions sparring with a particular weapon, improving their skills week
     by week. Or they may need to travel to the home of a distant sage, improving
     themselves through short but intense study.
     The player must describe precisely what they’d like to improve and a Master
     whom they might train with. And of course, the character’s inspiration to improve
     should come from an experience in play. The Warden should provide any
     Milestones and associated Costs.
      Examples:
       • The Two-Handed Parry: When fighting with one hand free, a PC’s HP
         temporarily increases by 1d4. The party took on a hireling from the Cratered
         Lands, whose fighters emphasize avoiding enemy attacks. She has agreed to
         train anyone who can best her in hand to hand combat.
       • Herbology: Given proper ingredients, a PC can create a Healing Salve
         (restores 1d4 STR, 1 use) as a Downtime Action. After receiving care from an
         elderly herbalist in the Verdant Glades, the wounded PC asked to be trained
         in the healing arts. The Master has agreed, but asked that they collect three
         rare herbs before training can begin.
       • Troutmaster: When taking the Supply Action, Rations gathered near cold
         freshwater sources increase by one step (e.g. 1d4 becomes 1d6). The party
         escorted a stranded naturalist from the famously dreadful Silver Wastes
         safely back to the city. As thanks, she has offered to train a PC to identify and
         capture a common lakefish that frequents colder waters.
82
Strengthening Ties
A character fosters a connection with an NPC or Faction in the game world. First,
they must identify the entity with whom they wish to strengthen ties, as well as
a specific intent (e.g., building trust, mending a friendship, seeking membership
in a Faction, forming an alliance, and so on). The Warden then provides concrete
measures (described as Milestones and Costs) that the PC can undertake to
advance the relationship. With each completed Milestone, the Warden describes
how the PC’s relationship has grown or changed.
 Examples:
  • After returning from an unsuccessful delve into the Roots, a PC discovers
    that they’d unknowingly brought along a stowaway: an eyeless devourer,
    barely hatched. They decide to keep the creature and train it in secret.
  • During a play session, a PC becomes friendly with an Agent of the Order
    of the Helm. Impressed by the Order’s values, the PC asks what the
    requirements are to join.
  • An agent for a powerful faction dies during the Battle of Frogs while under
    the party’s care. The party wishes to provide redress, so that the party can
    once again perform tasks for that faction.
                                                                                    83
     Section 5
84
     Vald
     Introduction
     The implied setting of Cairn is called Vald, encompassing all developed or
     settled lands, cities, towns, forests, etc. The specific ruler is irrelevant, as most
     adventures will take place in smaller towns and villages, the forest, and the
     margins of the realm. Most inhabitants (regardless of region) refer to the local
     centers of power as the Cities, occasionally as a pejorative.
     Towns and villages are built near water and lumber sources, within a day’s walk
     of each other. Larger villages may rely on nearby farms and hunters. Settlements
     are often organized around specific industries like lumber, brewing, fishing, or
     mining, with a Fieldwarden or Beast Handler protecting their most valued assets.
     Established trails between larger towns are fairly common, while maintained
     roads are almost non-existent except to the distant cities. Itinerant merchants,
     Kettlewrights, and various peddlers pass through settlements on a semi-regular
     basis, sometimes hiring Outriders to protect and escort larger caravans, or Rill
     Runners to help ferry passengers in the Riverlands.
     Even the smallest village may play host to scholarly types from the cities: a
     Scrivener, Aurifex, or Greenwise with keen interest in nearby tombs, barrows,
     and Gates. Often a Bonekeeper or Fungal Forager will be hired for their expertise,
     while clever adventurers will ensure that a Barber-Surgeon is never far away,
     or a Cutpurse if there is unsavory business that needs tending to. Of course,
     Mountebanks and Jongleurs often accompany these sorts, riding their coattails in
     hopes that they too will benefit from the next major discovery.
     Those who enter the Wood hire a guide familiar with the territory, such as a
     Prowler or Fletchwind, while the truly determined traveler will seek the wisdom
     of a Half Witch or Foundling with some connection to its darker secrets. Closer
     to the border, the Marchguard work to keep the realm free of outside influence,
     while the Hexenbane seek to protect it from forces within.
86
The Wood
The Wood surrounds and divides the realm, representing not just one forest, but
all forests. Denizens of the Wood are fiercely independent, believing they are
subject solely to its rules. Its various peoples, creatures, and unrelenting natural
elements have kept the outside world at bay since time immemorial.
At the core of each forest is a Heart Tree, the place where the forest is at its most
powerful as well as its most dangerous. Each Heart Tree is born from a single
Heartseed, acquired exclusively from a Heart Tree that is dying or dead.
The Wood is populated by creatures strange and wondrous, such as Goblins,
Spirits, Treants, Trolls, Werewolves, Witches, and even talking plants and animals.
Most are openly hostile to outsiders (particularly humans), but others will (on
occasion) parley with those that have shown respect for the Wood. Of course,
all demonstrate utter respect for the Fae (sometimes called the Pale Folk, or the
Neighbors).
Of course, the Wood is not empty of people. Those who can survive (or even
thrive) in such places learn to live according to the rules of the forest, for those
who ignore or foolishly oppose these rules often meet grisly ends.
The Roots
The Roots is a realm of mystery and horror underground, where vast caves
loom as large as an emptied ocean, without even a hint of sunlight. The various
creatures and wild animals that survive there have developed natural means to
live in the utter darkness, adapting their eyesight to function in even the dimmest
light or eschewing vision altogether.
Entrances to the Roots, known as Gates, are scattered across the lands and are
usually hidden or protected by powerful forces. Once opened, Gates permit
dangerous creatures to pass through, giving them free reign over the weak and
vulnerable.
Only the brave and foolish enter the Roots, and most do not return. The few that
do whisper of the indescribable horrors and evil intelligence guarding these lost
treasures. Still, there will always be those who cannot resist the draw of forgotten
Relics, profound wealth, or knowledge, for there are rumors that creatures far
more interesting than wild beasts make their home in the depths below.
87