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Sundered Isles Guidebook

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83% found this document useful (12 votes)
30K views258 pages

Sundered Isles Guidebook

Uploaded by

Da Kloud
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A World of Adventure

for Ironsworn : Starforged


WRITING AND DESIGN CULTURAL CONSULTANT
Shawn Tomkin Liam Stevens

ADDITIONAL WRITING, SAFETY TOOL DEVELOPMENT


PROOFING, AND EDITING AND CONSULTATION
Matt Click (FOR STARFORGED)
Kienna Shaw
LEAD ARTIST Lauren Bryant-Monk
Joshua Meehan
CONSULTANT FOR
COVER ART DISABILITY SENSITIVITY
(FOR STARFORGED)
Bryant Grizzle
Mark Thompson

INTERIOR ART ICON DESIGN


Bryant Grizzle, Joshua Meehan, Nathen Græy
Nello Fontani, Phill Simpson,
Reza Bagheri, Shawn Tomkin,
ILLUSTRATED CHARACTER
Vyacheslav Milinchuk, and Yifei Li SHEET DESIGN
Galen Pejeau

Copyright ©2024 Shawn Tomkin


The text of this work is licensed under
the Creative Commons Attribution-
NonCommercial-ShareAlike 4.0
International license. For license
details, visit ironswornrpg.com.
ISBN: ##########
First Printing
Section 1 4 Section 2 66
ADVENTURES GETTING
AMONG THE ISLES UNDERWAY
Introduction 6 Prepare to Set Sail 68
The Setting 8 Select Your Realm 71
Your Character 12 Choose Your Truths 78
Your Ship 18 Set Your Factions 90
Command and Crews 24 Create Your Character 92
Supply at Sea 28 Take Command 98
Wealth and Treasure 30 Chart Your Course 102
Navigating the Isles 34 Set the Scene 110
Naval Encounters 38
Interludes 48
Factions of the Isles 50
Beasts of the Isles 58
Section 3 112 Section 4 236
SUNDERED MOVES
ORACLES REFERENCE
Revealing the Isles 114 A-Z Moves Index 236
The Cursed Die 116 Session Moves 239
Core Oracles 118 Adventure Moves 240
Seafaring Oracles 122 Quest Moves 242
Weather Oracles 132 Connection Moves 243
Sailing Ship Oracles 134 Exploration Moves 244
Island Oracles 144 Combat Moves 246
Overland Oracles 150 Suffer Moves 248
Settlement Oracles 166 Recover Moves 250
Character Oracles 178 Threshold Moves 252
Faction Oracles 190 Legacy Moves 253
Shipwreck Oracles 200 Fate Moves 254
Cave Oracles 206 Scene Challenges 256
Ruin Oracles 214 Quick Reference 257
Treasure Oracles 222
Miscellaneous Oracles 228
ADVENTURES
AMONG THE
ISLES

INTRODUCTION 6

THE SETTING 8

YOUR CHARACTER 12

YOUR SHIP 18

COMMAND AND CREWS 24

SUPPLY AT SEA 28

WEALTH AND TREASURE 30

NAVIGATING THE ISLES 34

NAVAL ENCOUNTERS 38

INTERLUDES 48

FACTIONS OF THE ISLES 50

BEASTS OF THE ISLES 58

4
INTRODUCTION
A WORLD OF WOODEN SHIPS AND IRON SOULS
Sundered Isles is an expansion for the Ironsworn: Starforged tabletop roleplaying
game. It offers guidelines and tools for exploring a world of fantasy seafaring
adventure using the Starforged system.
The Sundered Isles is a realm of wind and tide, mariners and marauders, rebels and
empires, myths and magic. In pursuit of your sworn vows, you will chart a path through
turbulent waters, venture across perilous island landscapes, delve into forsaken ruins
and tide-swept caves, and visit far-flung communities. Over time, you will grow to
command great ships and loyal crews, standing fast against dreadful and tyrannical
forces that threaten to sweep like a maelstrom across these vast seas.
This is also a world of your own envisioning. At the start of your campaign, you’ll decide
the history of the isles, the state of technology, the nature of supernatural forces, the
dominance of imperial threats, and more. Your version of the isles might reflect our
real-world age of sail, or a fantastic realm of wonderous machines, powerful magic,
titanic beasts, and dreadful curses. You might even decide to set your sights beyond
the sea, sailing among skybound isles or navigating the cosmic tides of outer space.
Once your world is forged, set your story in motion with a mission or imminent danger—
your starting quest among the Sundered Isles. Then, play to see what happens.

CONTENT NOTE
Sundered Isles includes themes of action-oriented violence, colonialism, warfare,
natural disasters, resource scarcity, and supernatural horror. In addition, the random
and abstract nature of oracle tables may prompt interpretations involving sensitive
subjects that aren’t explicitly included in the game. Use of the included session moves
(page 239) or your preferred safety tool is recommended.

6 Adventures Among the Isles


WHAT YOU NEED
BOOKS CHARACTER ASSET CARDS
This expansion is meant to be used Sundered Isles offers an array of new
alongside the Ironsworn: Starforged character assets. You’ll combine these
rulebook and/or Reference Guide. asset cards with selected Starforged
assets to create your curated Sundered
DICE Isles deck. Print-and-play asset cards
You’ll need your standard Starforged for Sundered Isles and Starforged are
dice set—a pair of D10s for your available at ironswornrpg.com, or you
challenge dice, a D6 as your action die, can purchase preprinted decks. See
and (optionally) a pair of percentile D10s page 13 for details.
as your oracle dice. When rolling on
oracle tables, an extra D10 of a special PLAYKIT
color serves as the cursed die (page The Sundered Isles Playkit includes
116). Also, some assets ask you to roll character sheets, worksheets, and
an additional action or challenge die, so reference sheets. Download it at
it’s handy to have some extras in your kit. ironswornrppg.com.

USING THIS BOOK


SECTION 1: ADVENTURES SECTION 3: SUNDERED
AMONG THE ISLES ORACLES (PAGE 112)
You’re reading it! This section offers Here you’ll find a vast array of generators
an introduction to the setting, tips and and tables to reveal the mysteries of
guidelines for managing your ship and the Sundered Isles. Take a look at this
crew, and new gameplay options. Before section at the start of your campaign
starting play, give this section a brief to get the lay of the land. Then, use it
look or a deep dive as you like. You can to answer questions and reveal new
return to it when you have questions or aspects of the world during play.
want more detail.
SECTION 4: MOVES REFERENCE
SECTION 2: GETTING (PAGE 236)
UNDERWAY (PAGE 66) Moves are at the heart of playing
Start here when you’re ready to play. By Ironsworn: Starforged, and you’ll find the
working through the campaign launch Sundered Isles versions in this section.
exercises in this section, you’ll define These moves incorporate minor changes
the truths of your world, create your from Starforged to better align with the
character, take command of your ship, nautical setting. There’s no need to read
chart a starting area, and set off on your this section ahead of time; it is referenced
first adventure. during play.

Prefer digital? Check your favorite virtual tabletop (VTT) for Sundered Isles
compatibility. Visit ironswornrpg.com for resources and downloads.

Introduction 7
THE SETTING
Your adventures are set within the Sundered Isles. This is a vast realm of scattered
islands and islets within equatorial seas. It is a long voyage to the isles from a
continental domain that lies on the other side of the world.
The time is an age of sail. Exploration, transport, trade, and war are conducted by
mighty sailing ships. Your own ship is an important aspect of your character and their
quest-driven exploits.

FEATURES OF THE ISLES


In the campaign launch exercises starting on page 68, you will decide the truths of
your island realm. To start, here’s some default touchstones.

UNCOUNTABLE ISLANDS
Thousands upon thousands of islands are spread out across these seas. Many are lush,
holding their mysteries within the shadows of jungles or amid the tangle of swamps.
Some sit within rain shadows or lie at the mercy of prevailing winds that leave them
barren. Others are scarred by storms, volcanic forces, or the ravages of despoilers.

DIVERSE PEOPLE
Many isles are inhabited. Some folk have lived among them for ages, while others
are refugees cast upon the shores like flotsam from distant lands. And some are
opportunists or the agents of continental empires who seek to exploit the Sundered
Isles for power or riches.

PERILOUS SEAS
Sailing among the isles presents many risks. Mariners face unpredictable storms and
dramatic tides. Rocky islets, numerous as stars in the sky, force careful maneuvering.
Catching sight of the sails of another ship is not always welcome, as foes often
outnumber friends in these waters. Some even tell of seagoing beasts and dreaded
ghost ships.
Despite these dangers, many follow a time-honored seafaring tradition. To them, the
sea is not forbidding or mysterious; it is as much a home as their island settlements.

MIGHTY SHIPS
You and other seafarers navigate the isles in great sailing ships. These vessels, often
bristling with cannons, are the pinnacle of the shipwright’s craft, but even the mightiest
of them is vulnerable. Commanders and crews must keep a weather eye for the threats
that prowl these waters—be it marauders or monsters.

CLASHING FACTIONS
The isles bear the scars of a long history of disaster and strife. In recent times, conflicts
have reached a fever-pitch as opposing factions conduct campaigns of espionage and
open warfare. Foremost is the struggle against the tyranny of imperial powers.

8 Adventures Among the Isles


THE MOONS AND THE TIDES
Two moons—Cinder and Wraith—hang over the world of the Sundered Isles. Cinder
is the red of cooling flames. Wraith is silver-blue. The intricate dance of these moons
create tides that vary dramatically by hour, day, and season. These tides are the
rhythm of the isles, but it is a complex and discordant beat. Skilled mariners learn to
anticipate and adapt to these forces. The unlucky and careless find themselves amid
rocky shallows or struggling against fierce currents.
Islanders divine omens from which moon rises or sets first, or which is shining and
which is shadowed, but seldom agree on the meanings of those signs. Some favor
Cinder’s ruddy glow, while others prefer Wraith’s cold light. A few see cloudy and
moonless nights as a blessing—a chance to escape Cinder and Wraith’s oppressive
gaze—but many fear what lurks in the darkness.

THE TWIN FATES


The people of the isles often refer to the moons as the Twin Fates. Want to give your
playscape a thematic boost? Treat your challenge dice as manifestations of the Fates.
Designate one D10 as Cinder, and the other as Wraith. Choose colors which evoke the
light of each moon.
When helpful, use these challenge dice to reveal the nature of a situation, either by
adding nuance to a move result or as a standalone oracle. Let the higher of the two dice
decide. Cinder is hot: aggressive, passionate, resolute, physical. Wraith is cool: careful,
mysterious, cunning, unearthly. On a match, choose which has the most influence.
To learn which moon the sky favors on a particular night, roll both dice. A low value on
a moon’s die means it is shadowed or not visible. A high roll has it hanging brightly in
the sky. 10/0 means it is full. Double full moons is a rare event, full of portent.

The Setting 9
REGIONS OF THE ISLES
Even those who sail these seas do not know their full extent. Charts, maps, logs,
and ancestral knowledge form an elaborate jigsaw puzzle—and none posses all the
pieces. Nevertheless, the folk of this realm divide the Sundered Isles broadly into
three regions: the Myriads, the Margins, and the Reaches.

MYRIADS MARGINS REACHES


The weather is fair, Greater distances Here the weather
often as not. Trade separate the islands and seas are most
ships sail charted and settlements. The unpredictable, the
passages between weather is fickle. isles and people most
bustling ports, while Ships and crews must isolated, the mysteries
pirates, privateers, rely on skill and good and dangers most
and wreckers hunt for fortune when sailing profound. But many
easy prey. these waters. crave the freedom of
these far-flung seas.

Each region is separated from the next by wide stretches of fathomless, featureless
sea—the Bounds. Between the Myriads and Margins lies the Lesser Bounds, while
the Greater Bounds separate the Margins and the Reaches. Traversing the Bounds is
a right of passage for young mariners.
Learn more about navigating the isles on page 34.

FORGING YOUR VERSION OF THE ISLES


Most of all, the Sundered Isles lie within a world of your own making. What is the state
of technology? How great is the threat of imperial powers? Is magic a force within this
realm? Are great beasts myth or reality? Do cursed undead sail these waters? You’ll
learn more about the isles and decide the cornerstones of the setting using the guided
exercises starting on page 74.
Then, through the course of the story, you reveal new aspects of the world. You
may even face revelations or discover contradictions that force you to revisit your
commonly-understood truths, such as encountering undead foes that you previously
thought to be a myth, or discovering wondrous, seemingly impossible technology.

EXPLORING A CURSED WORLD


Sundered Isles introduces a tool to influence the presence of supernatural forces and
locations in your world: the cursed die. This die, rolled alongside your oracle dice
for certain tables, reveals uncanny and unsettling events, grim discoveries, strange
locations, confounding technologies, and monstrous foes.
Learn more about the cursed die on page 116.

10 Adventures Among the Isles


The Setting 11
YOUR CHARACTER
When you play within the world of the Sundered Isles, you will explore the stories of
resolute seafaring characters who set off in pursuit of their sworn vows. Sundered
Isles offers an array of new character options, resources, and tips to help envision your
perilous exploits beyond the far horizon.

CHARACTER PILLARS
When you create your character in the campaign launch exercise, you’ll define their
background and role. Are you a native of the isles? A refugee from faraway lands? An
imperial deserter or insurgent? Whatever your backstory, there are a three baseline
assumptions.

YOU ARE IRONSWORN


By tradition, the honorbound folk of the isles bind their promises and
ambitions to iron vows. These vows are at the heart of your adventures,
a lodestar that will guide your course. What will you sacrifice, what
hardships will you endure, to see them fulfilled?

YOU ARE A SEAFARER


You might be a skilled, novice, or reluctant mariner, but your fate lies
among the winds and tide. When you launch your campaign, you can
start with your own ship to command, serve under the command of an
ally or NPC, or begin your story on the path to earn—or seize—a ship
of your own.

YOU ARE A REBEL


You might be a pirate, an insurgent, or a spy. Or perhaps you simply
forge your own path outside the reach of authoritarian powers. No
matter your initial circumstances and goals, the clash between
freedom and oppression will eventually sweep you up like a surging
tide. You will find no peace or compromise in the face of tyranny.

Your Sundered Isles character uses the standard Starforged stat array, momentum
meter, and condition meters. There is one exception: if you command a ship, its hold
serves as an extra supply meter for you and your allies. Learn more about the ship’s
hold on page 28. Download the print-and-play Sundered Isles Playkit and asset
cards at ironswornrpg.com—or check your favorite virtual tabletop (VTT) application
for Sundered Isles content and compatibility.

12 Adventures Among the Isles


CHARACTER ASSETS
There are dozens of new options for your Sundered Isles characters. This includes:
✴ Your command vehicle, a SAILING SHIP
✴ Modules to upgrade and customize your ship, such as an ARMORED PROW,
ENCHANTED FIGUREHEAD, and IMPROVED HOLD
✴ Support Vehicles, including a LONGBOAT and DIVING BELL
✴ A variety of character paths for the fantasy seafaring setting, such as DUELIST,
PIRATE CAPTAIN, SEADOG, and SWASHBUCKLER
✴ Helpful animal companions, including a JUNGLE CAT and PARROT, along with
more wondrous companions such as a DRAGON and THE KRAKEN
✴ Deeds to mark the evolution of your character’s legacy and nature among the isles,
such as FLEET COMMANDER and UNDEAD
Several of these assets represent your potential role as a ship commander. Learn more
about ship and module assets on page 18, and explore assets for command and
crews on page 24.

BUILDING YOUR ASSET DECK


Your complete Sundered Isles asset deck includes new assets plus a selection of core
Starforged assets. During the character creation exercise, you customize which assets
are available to you and your allies. For example, you might omit supernatural powers
if magic is not a reality in your world.
The curated deck is a recommendation, not a mandate. Adjust as you like. Be mindful
of potential overlap between assets, and work to ensure that you and your allies can
rely on distinct resources, abilities, and roles.

Your Character 13
WHO WILL YOU BE?
When you create your character in the campaign launch
exercises (page 92), you’ll select two path assets as
the foundation of your character concept. When you start
that exercise, use the asset guide on pages 16–17 to
assemble your Sundered Isles asset deck.

SCOUNDREL
PIRATE CAPTAIN

NAVIGATOR
SCHOLAR
FIREBRAND
SOCIALITE

14 Adventures Among the Isles


SWASHBUCKLER
DUELIST

CONSTRUCT
HARPOONER

BLADEMASTER
SPY

Your Character 15
ASSET GUIDE 1 New Sundered Isles asset
2 Starforged asset suited for your
SHIP 1/2 3 4/5
Sundered Isles campaign
SAILING SHIP 1 -- --
FLAGSHIP 1 -- -- 3 Ideal for both Starforged and
Sundered Isles campaigns
S U P P ORT V EHICLES 1/2 3 4/5
CAPTAIN’S BOAT -- -- 4 Supernatural or mythic powers
1
DIVING BELL 1 -- 5 5 Remarkable technologies
FLYING MACHINE 1 -- 5
LONGBOAT 1 -- --
M ODULES 1/2 3 4/5 M OD UL E S 1/2 3 4/5
ARMORED PROW 1 -- -- IMPROVED LOOKOUT 1 -- --
CHASE GUNS 1 -- -- IMPROVED SICK BAY 1 -- --
GILDED ADORNMENTS 1 3 -- IRONCLAD HULL 1 -- 5
HARPOON CANNON 1 -- 5 LUCKY FIGUREHEAD 1 -- 4
IMPROVED ARMORY 1 3 -- MAP ROOM 1 3 --
IMPROVED GALLEY 1 3 -- RIGGED FOR SPEED 1 -- --
IMPROVED GUNNERY 1 -- -- SUBMERSIBLE MODE 1 -- 5
IMPROVED HOLD 1 -- -- TROPHY VAULT 1 3 4
PATH S 1/2 3 4/5 PAT H S 1/2 3 4/5
ARMORED 2 3 5 MUSICIAN 1 -- --
AUGMENTED 2 3 5 MUSKETEER 1 -- --
BANNERSWORN 2 3 -- NAVIGATOR 2 3 --
BLADEMASTER 2 3 -- NECROMANCER 1 3 4
BOUNTY HUNTER 2 3 -- OUTCAST 2 3 --
BRAWLER 2 3 -- OVERLANDER 1 3 --
CANNONEER 1 -- -- PEDDLER 1 -- --
CONSTRUCT 1 3 5 PIRATE CAPTAIN 1 3 --
COURIER 2 3 -- PISTOLEER 1 -- --
CREW COMMANDER 1 3 -- SCATTERSHOT 1 -- --
CUTTHROAT 1 3 -- SCAVENGER 2 3 --
DEMOLITIONIST 2 3 5 SCHOLAR 1 -- --
DEVOTANT 2 3 4 SCOUNDREL 2 3 --
DIPLOMAT 2 3 -- SEER 2 3 4
DUELIST 1 3 -- SHADE 2 3 4
EMPATH 2 3 4 SHAPECHANGER 1 3 4
FATED 2 3 -- SHIPWRIGHT 1 -- --
FIREBRAND 2 3 4 SLAYER 2 3 --
FUGITIVE 2 3 -- SLEUTH 2 3 --
GEARHEAD 2 3 5 SOCIALITE 1 3 --
HARPOONER 1 -- -- SORCERER 1 3 4
HAUNTED 2 3 4 SPY 1 3 --
HEALER 2 3 -- SWASHBUCKLER 1 3 --
JINX 1 3 4 URCHIN 1 3 --
KINETIC 2 3 4 VESTIGE 2 3 --
LEADER 2 3 -- VETERAN 2 3 --
LOYALIST 2 3 -- WATERBORN 1 -- --
MERCENARY 2 3 -- WINDBINDER 1 -- 4
16 Adventures Among the Isles
COMPA NIONS 1/2 3 4/5 MIXING AND MATCHING
ALBATROSS 1 -- 4 If you use other Starforged assets
CHATTERING SKULL 1 -- 4 (not listed here), be mindful of
DOLPHIN 1 -- -- doubling up on roles or abilities.
DRAGON 1 -- 4 Some Sundered Isles assets are
JUNGLE CAT 1 -- -- reimagined and renamed versions
MONKEY 1 -- -- of Starforged counterparts. For
PARROT 1 -- -- example, PEDDLER replaces the
RAT 1 -- -- Starforged TRADER. The surest
THE KRAKEN 1 -- 4 course is to use the Sundered
Isles curated deck, but if you find
DE EDS 1/2 3 4/5 a better fit for your character or
BONDED 2 3 -- setting elsewhere, you are free
COHORT 1 3 -- to customize.
DAMNED 1 3 4
FLEET COMMANDER 1 3 -- THE RULE OF 3
HOMESTEADER 2 3 -- Assets are inherently flexible and
OATHBREAKER 2 3 -- “stackable.” This means you might
OLD SALT 1 -- -- encounter asset combinations
REVENANT 2 3 -- that make success a foregone
SURVIVOR 2 3 -- conclusion for a specific action.
UNDEAD 1 3 4
VANGUARD 2 3 -- On one hand, it’s satisfying to
be successful. You’ve worked
ASSEMBLING YOUR ASSET DECK hard to acquire your assets, and
Your deck of Sundered Isles character it’s time to reap the benefits.
asset cards includes a curated mix of On the other, frequent success
assets drawn from Starforged without can drain the tension and drama
content changes (2), and new options for out of your story, and tallying
the fantasy seafaring setting (1). bonuses can take up valuable play
time. Plus, hyper-specialization
Some assets use supernatural or mythic offers diminishing returns—both
powers (4) or remarkable technologies narratively and mechanically.
(5). If your setting is grounded in a more
historical or gritty tone, you might prefer To keep your Sundered Isles
to omit these assets from your deck. adventures on a knife-edge of
danger and unpredictability, apply
Many assets (3) are suitable for both the these three simple guidelines:
seafaring setting of Sundered Isles and
the default sci-fi setting of Starforged. Use abilities from no more
1 than 3 assets in a single
If you’re ready to take on the perils of
the Forge as a daring SWASHBUCKLER action, and select those
or robotic CONSTRUCT, you’re all set. assets before rolling.
You can also use assets such as CREW Take no more than +3 adds in
COMMANDER and COHORT to help 2 total from assets on a roll.
depict the crew of a spacefaring vessel.
If these rules negatively affect
Print-and-play versions of these assets 3 the fun or excitement of your
are available at ironswornrpg.com. A adventures, ignore them.
preprinted Sundered Isles asset deck is
also available for purchase.

Your Character 17
YOUR SHIP
Ships of the isles range from single-masted cutters to fearsome multi-decked titans.
A typical warship is detailed on pages page 22–23, and you can generate the
features of a ship using the Sailing Ship Oracles (page 134).
Imperial powers harness the might of these ships to gain dominion over the isles, but
independent people, smugglers, free traders, pirates, and other powers helm their
own vessels. You are among them, and the ship you command is more than a means
of getting from one place to another. It is freedom. It is home.

The ships you sail and encounter should reflect the nature of your truths, which you’ll
select in the campaign launch exercises. By default, this is an age of sail. But the
people of your setting might face an age of industrialization, with iron-hulled warships
and submersibles stalking seagoing passages. You might set sail in skyships—or
even into the great aetherial tides beyond your own world. Envision the ships of your
version of the isles as mundane or as fantastic as you like.

DAMAGE AND REPAIR


As in Starforged, your ship has a single status meter—its integrity. When a ship you
command faces damage from an attack or hazard, make the Withstand Damage move
to see how it fares. See page 206 in the Starforged rulebook for details.
To get your ship seaworthy again, make the Repair move. This move applies if you are
conducting damage control in a crisis, making repairs while underway or at anchor, or
commissioning repairs from dock workers in port.
If you’d like some flavor for the nature of ship damage, especially when you face
a hard hit or dramatic situation, check the Ship Damage table (page 235). If the
problem it isn’t dealt with, step up the severity. When you Repair, use the “repair any
other component or device” option to fix critical damage to a part of your ship.

18 Adventures Among the Isles


SHIP ASSETS
As with core Starforged, your Sundered Isles asset deck includes ship-related asset
categories: the command vehicle, modules, and support vehicles. In addition, you
begin your campaign an incidental vehicle, the SAILING SHIP.

THE SAILING SHIP


By default, you begin your adventures INCIDENTAL VEHICLE
in command of an incidental vehicle, the SAILING SHIP
SAILING SHIP. This ship is likely a perfectly NAME
seaworthy vessel, but it’s not truly yours.
It is a waypoint in your character’s story, a When you gain command of this ship, envision
its nature and assign a max integrity (5, 4, or 3).
transition to better things. Eventually you’ll If this is your primary ship, it has up to 5 hold.
find your way to your heart’s true desire, You and your allies use your hold value as supply
your FLAGSHIP (page 20). when taking action or suffering a cost related to
cargo and shipwide provisions.
The SAILING SHIP is not a character asset.
It is not purchased with experience, does ● Heavy 5 Integrity
not have upgradeable abilities, cannot be ● Medium 4 Integrity
enhanced with modules, and is not marked
as battered or cursed to offset potential ● Light 3 Integrity

destruction. It is provided as a card in The ship cannot be marked as battered or


the Sundered Isles asset deck for ease of cursed and cannot be enhanced with modules.
If it is destroyed, sunk, lost, abandoned, or
reference, but the card is not necessary for upgraded to FLAGSHIP status, discard this card.
play. You just need a place to track your
ship’s integrity as you suffer damage and 5 4 3 2 1 0
undertake repairs.
Because of the relative fragility of an
incidental vehicle—both mechanically and narratively—you might find yourself losing
one SAILING SHIP and claiming another through the course of your adventures. A
SAILING SHIP can even come into play after you’ve earned your FLAGSHIP. You might
take command of another ship for a specific mission, or find yourself with a new—but
perhaps temporary—vessel if your FLAGSHIP is destroyed or lost. In other words, the
SAILING SHIP is a tool to represent vessels with a limited role in your story, or as a
stand-in for a ship yet to be upgraded to a command vehicle.
During the campaign launch exercises, you’ll envision how you gained command of
the SAILING SHIP and decide some aspects of its nature. If you prefer to start your
campaign with a more worthy command, you’ll have an option to instead begin with
a FLAGSHIP.

An ally can also take a SAILING SHIP as their own command, serving as an escort for
the FLAGSHIP or setting off on a secondary task. But this is best limited to unusual
situations so you don’t spend the entirety of your campaign waving at each other
from a distance. By default, you are fellow members of the command team on your
ship. You can learn more about command and crews on 24.

Your Ship 19
YOUR FLAGSHIP
COMMAND VEHICLE
This is your Sundered Isles command FLAGSHIP
vehicle, purchased with experience when you
NAME
Advance. It might be gained as a gift from a
patron, captured as a prize in battle, claimed ● Your seagoing flagship is armed with cannons,
transports crew, cargo, and passengers,
as a salvaged wreck, or purchased with hard-
and can equip support vehicle and module
won treasure. You might even promote your assets. In addition, it has up to 5 hold which
incidental vehicle to FLAGSHIP status, giving it acts as supply for you and your allies when
more importance and capabilities in your story. taking action or suffering a cost related to
shipwide gear and provisions.
Your FLAGSHIP’s max integrity is 5, and it ● When you Finish an Expedition (dangerous
can be marked battered or cursed to avoid or greater) on a seagoing journey and score
a potentially decisive roll on the Withstand a hit, this expedition strengthened your ties
Damage table. To learn more about these to your ship and crew. You and your allies
may mark 1 tick on your bonds legacy track.
debilities, see page 51 in the Starforged
rulebook. To explore a typical FLAGSHIP of the
● You fly a distinctive flag. Envision its design.
Once per situation, when you hoist the
isles, see pages 22-23. colors in a dramatic moment, you and your
allies take +1 momentum.
BATTERED
5 4 3 2 1 0
CURSED

Do you command a speedy but undergunned sloop? A powerful frigate? An


imposing multi-decked titan? All command vehicles have the same mechanical
attributes, but the nature of your FLAGSHIP should affect the rank of challenges
and how you interpret actions and outcomes. In addition, you can add modules to
better represent the capabilities and quirks of your ship.

20 Adventures Among the Isles


MODULES
MODULE
Modules are linked to your FLAGSHIP and ARMORED
offer additional options and advantages PROW
when sailing that ship.
Your Sundered Isles asset deck includes
● When you Face Danger or React Under Fire
by sailing through an obstacle or barrier,
an array of seafaring modules, from the add +1. If you Withstand Damage as an
mundane (an IMPROVED HOLD) to the outcome of this action, also add +1.
fantastic (a SUBMERSIBLE MODE). A ● When you Strike by ramming your foe,
module can represent a feature gained choose the force of the hit: 1, 2, or 3. Then,
add +that amount. On a strong hit, mark
during a refit in port, a modification made progress. On a weak hit or miss, in addition
by you or your crew, or an aspect of your to the outcome of the move, Withstand
ship that you’ve learned to exploit. Damage and suffer damage equal to the
force of the hit.
When you Withstand Damage and score a
miss, you can mark a module as broken to
● When you Secure an Advantage or Gain
Ground by bringing your ship to ramming
offset further danger for your FLAGSHIP. speed and sailing headlong toward a threat,
Flip the card over to indicate its broken roll +integrity or +heart, whichever is higher.
state. A broken module cannot be used On a strong hit, take +1 momentum.
until you successfully Repair it.

SUPPORT VEHICLES
SUPPORT VEHICLE
Support vehicles are secondary vehicles, LONGBOAT
generally carried and launched from your
NAME
SAILING SHIP or FLAGSHIP.
● Your longboat transports crew, passengers,
Your Sundered Isles asset deck includes and cargo to and from your flagship.
four support vehicles: a LONGBOAT for When you (or a landing party under your
going ashore or ferrying people or cargo command) use the craft to haul provisions as
you Resupply, you may roll +integrity. If you
from one ship to another, a DIVING BELL do, take +1 supply or +1 momentum on a hit.
for exploring the depths, a wondrous ● Your longboat is reinforced to endure storm,
FLYING MACHINE for aerial missions, and shoals, and cannon fire. When you Withstand
a CAPTAIN’S BOAT for arriving in style. Damage and score a miss, you may reroll any
dice. When you Repair a battered longboat,
Each support vehicle has an integrity clear the impact for 1 repair point (instead of 2).
meter. When a support vehicle takes a hit ● Your crew is trained for a stealthy approach.
or faces a damaging situation, Withstand When you Face Danger or Gain Ground
Damage to see how it fares. As directed using your longboat to board an enemy
vessel or land on hostile shores, add +1 and
by that move, you can mark battered to take +1 momentum on a hit.
avoid potential calamitous destruction. To
clear the battered impact and restore lost 4 3 2 1 0
BATTERED
integrity, make the Repair move.
To learn more about modules and
support vehicles, see pages 55–56 of the
Starforged rulebook.

Your Ship 21
THE UNBROKEN VOW
A WARSHIP Mainmast
OF THE Foremast
SUNDERED
Staysails
ISLES
Rigging
Mizzenmast

Spanker
Sail

Jib

Bowsprit

Anchor Ratlines
Rudder
Keel
Gunports Hull Shrouds
Captain’s
Cabin
Deck s

Aftcastle / Poop Deck


Forecastle Quarterdeck
Main Deck
Beakhead

Gun
Decks
Orlop
Hold

22 Adventures Among the Isles


Orientation

Forward

Bow

Larboard Starboard
(Port)
Stern

Aft

Fighting Tops

Hatchways

Yardarms

Ship’s Wheel

Formerly under imperial command, the


Unbroken Vow was seized by pirates two
decades ago, and has since changed hands
several times. It is fast, rugged, and wields
an intimidating array of heavy cannons
—a quintessential vessel of war.

Your Ship 23
COMMAND AND CREWS
If you are in command of a ship, you need a crew. If it’s a small ship, you can manage
with a handful of crewmembers. But you likely need a crew of dozens or even hundreds
for a larger vessel. Crewmembers work the rigging, man the cannons, undertake
boarding actions, defend the decks, make repairs, keep watch, and help manage the
routine necessities of life aboard ship.
However, the crew is not given mechanical detail. They are largely abstracted as part
of your own actions and the inherent aspects of your ship.

YOUR SHIPBOARD ROLE


If you are playing solo and have a ship, you are its captain. If you are playing with
allies, one of you is the captain unless you envision a ship and culture with communal
leadership. In any case, you should work to ensure the other characters have a say
in the operation of the ship. Non-imperial vessels in the isles rarely adhere to a strict
chain of command—there’s no need to fuss with military rank and discipline.
Beyond the role of captain, you and your allies can take on fitting duties such as
quartermaster, carpenter, gunner, surgeon, cook, musician, or navigator. In a more
fantastic campaign, a character might serve as the ship’s soothsayer, dragon-wrangler,
or ghost-hunter. But you are broadly capable, likely wearing a few hats for duties at
sea and ashore, doing whatever needs to be done.

ENVISIONING THE CREW


Most crewmembers go about their duties in the background, like extras in a movie.
But some key sailors might come to the forefront of your story. If so, give them a
name and envision a characteristic or two. For inspiration, use the Character Oracles
(page 178). A handful of reoccurring characters add personality to the overall crew
and create opportunities for your story. One or more of these might eventually gain a
spotlight as a specialist with the COHORT asset (page 26).
Keep in mind your crews mood and condition. Are you sailing with a full complement
or have you suffered casualties? Are they happy and well provisioned, or are there
stirrings of discontent? Perhaps even a brewing mutiny? Notable events should
influence the crew, creating opportunities and complications in your story and
providing context for the rank of your challenges.

LEADING THE CREW


The moves you make represent your individual exploits, but they also resolve actions
taken by the crew and ship under your leadership. When you command, guide, or try
to sway the crew in a risky or uncertain situation, make the appropriate move. Your
approach, represented by your stats, is innately linked to the ship and crew.

You roll a miss as you Undertake an Expedition and find yourself in the path of
an approaching storm. You Face Danger +edge as your crew mans the sails and
the ship makes speed to escape.

24 Adventures Among the Isles


CREW-RELATED ASSETS
Your Sundered Isles asset deck includes several assets to spotlight your skill and
notoriety as a leader, and your evolving relationship with your crew. They are CREW
COMMANDER, PIRATE CAPTAIN, COHORT, and FLEET COMMANDER. These assets
are useful in a Sundered Isles campaign or as part of a sci-fi Starforged campaign with
a crewed starship.

CREW COMMANDER
PATH
The CREW COMMANDER asset bolsters CREW
your abilities as a leader while adding COMMANDER
mechanical and narrative detail to
interactions with the crew. ● You have 2 command; your max is 4. When
you or an ally make a move leading or aided
This path includes a condition meter, your by the crew, you may (after rolling) suffer -1
command. This represents crew strength, command to improve a miss to a weak hit, or
a weak hit to a strong hit. When you Pay the
loyalty, and morale. You start with 4 Price, you may suffer the cost as -1 command.
command, which can be spent to improve While at 0 command, this asset counts as
the outcome of your moves or offset an impact. To bolster your crew, provide a
costly outcomes. At 0 command, this asset notable reward or respite, and roll +heart. On
counts as an impact. a strong hit, take +4 command. On a weak
hit, take +2. On a miss, take +2 but envision
Restore lost command by delivering a threat to your crew or leadership.
rewards to your crew such as a significant ● Take +2 command; your max is now 6.
share of a treasure or a lengthy respite. ● When your command is 0 and the situation
desperate, you may Compel your crew to
When you Advance and upgrade this path, action; if you do, take +2 command on a hit.
you can increase the maximum command,
6 5 4 3 2 1 0
boosting your leadership and the strength
and capabilities of the crew.

PIRATE CAPTAIN
PATH
When you take command of a pirate crew PIRATE
or give focus to your career as a pirate, CAPTAIN
the PIRATE CAPTAIN path offers boons
for hunting for and seizing prizes, sharing ● When you seize a notable ship or treasure,
roll +wits. On a strong hit, take both, or choose
the spoils to build rapport with your crew, one twice. On a weak hit, choose one. On a
and using your riches or infamy to gain an miss, choose one, but this prize also brings an
advantage when visiting ports. unexpected danger; Pay the Price.
✴ Build your fortune: Mark one tick on your
quests legacy track.
✴ Share the spoils: Mark one tick on your
bonds legacy track.
If you want to begin your adventures with ● When you Set a Course for familiar hunting
a focus on command and crews, take an grounds or to intercept a specific target, you
may reroll your action die if its value is less
asset such as CREW COMMANDER when than your ship’s integrity. When you Face
you create your character. If you’d prefer Danger by stalking an area in search of prey,
to grow into your role as a commander, add +1 and take +1 momentum on a hit.
add it to your kit when you Advance. ● You may spend 1 experience to Sojourn with
an automatic strong hit. If you do, you and
your allies take one extra recovery move.

Command And Crews 25


COHORT
DEED
By default, connections are not a COHORT
crewmember. They are notable NPCs Once you Make a Connection
whose lives occasionally intersect with and accept them as a crewmate...
your own, and are tethers to people and ● You gain a specialist. The specialist is part
places beyond your ship. They might of your crew, but is tracked as a connection
accompany you on a specific mission, but and provides benefits to you and your allies
per their role. When you Withstand Damage
will soon part ways as your duties and
and score a miss, or if you Pay the Price, you
ambitions take you on separate paths. may suffer the cost by noting the specialist
However, the COHORT asset makes as out of action. An out of action specialist
provides no benefit. To restore a specialist to
a connection a part of your crew as a duty, resolve the situation as appropriate to
specialist. As with a standard connection, the nature of the injury, trauma, or dispute.
specialists provide bonuses when aiding ● Gain additional specialists by spending 1
you and your allies in actions specific to experience to add a connection to your crew
their role. as a specialist. Specialist bonuses may not be
stacked for a single action.
COHORT is a deed asset, purchased ● When you Secure an Advantage by
when you fulfill its condition—accepting an gathering your specialists to strategize or
existing or new connection as a crewmate. problem-solve, you may reroll one die for
Upgrade the asset to add additional each participating specialist.
specialists to your roster.
Like a normal connection, COHORT specialists have a role and a rank. When you
Develop Your Relationship, mark progress on the connection’s progress track. When
the relationship is ready to evolve, Forge a Bond. However, because a specialist is
more accessible and active in your story, the benefits of the relationship can greatly
outweigh other connections. To counter this, do the following:
✴ Give specialists a role that is specific and evocative, rather than generic
and broadly useful. Think of them as truly specialists, experts in a specific skill
or craft. Sailor lacks flavor and offers boosts for nearly any seagoing action.
Navigator is more specific, providing bonuses when undertaking seafaring
expeditions. Starmarked Navigator adds setting flavor to the mix. Even better,
take on specialists who might be able mariners and contribute as a crewmember,
but whose roles don’t come into play every session. Ambassador, Archaeologist,
Courtier, Naturalist, and Spy are interesting roles that don’t impact the routine
challenges of sailing and fighting. Feel free to adjust an existing connection’s role
for greater specificity or suitability when you bring them onboard as a specialist.
✴ Evolve the relationship in rare and dramatic circumstances. While any
meaningful interaction is an opportunity to Develop Your Relationship with a
connection, you should save this move for significant events with a specialist.
Closeness makes happenings in your story less consequential. Ask yourself: is this
truly important—a milestone in our relationship? If so, Develop Your Relationship.
How do you introduce a specialist? They can be an existing crewmember, a reoccurring
connection, or someone you seek out as a new connection to serve a specific niche.

After yet another failed overland expedition, you decide an expert is needed,
so you Make a Connection to find a guide. You score a hit and bring this
new connection aboard as a member of your COHORT, setting their role as
Wilderness Scout.

26 Adventures Among the Isles


FLEET COMMANDER
DEED
Are you ready to sail with a fleet of ships FLEET
at your back? FLEET COMMANDER is a COMMMANDER
deed asset, purchased when you gain a Once you fill 12 legacy track boxes
fleet through the course of your story and and take command of a mighty fleet...
have at least 12 filled boxes across your ● Your fleet has a starting and max power of 4.
legacy tracks. This is an evolution of your When you make a move as a fleetwide
action to get in position, avoid a hazard, or
leadership late in your career—you are fight, roll +power. If you Pay the Price and
now a major player in the world. your fleet bears the cost, suffer -1 power. At
0 power, mark the fleet as wrecked. To refit
Your fleet is tracked through a power the fleet, Sojourn and forgo an automatic
condition meter. You begin with 4 power, strong hit on a recover move to take +2
which serves as your stat when performing power; if the fleet is wrecked, first spend 2
fleetwide maneuvers or attacks. You lose experience to clear that status.
power when you Pay the Price and suffer a ● Take +2 power and set your max power to 5.
cost to your fleet, such as taking casualties ● When you Undertake an Expedition, you
in a storm or battle, or facing dissent may reroll your action die if its value is less
than your fleet’s power.
among your ships. To restore lost power,
Sojourn and forego one of your recover 5 4 3 2 1 0
moves; this represents spending time and WRECKED

resources to refit and recruit.

Your fleet affects your character’s influence and the challenges you face. Instead of
running from a flotilla of powerful imperial warships, you can take them head on. An
epic sea beast is knocked down a rank or two. You can blockade ports and wield your
fleet as a political cudgel.
But even when you have a fleet at your back, the focus of the story should remain
on you and your allies. In big, dramatic scenes involving your fleet, zoom in and out
between fleetwide actions, your FLAGSHIP, and your personal exploits.

MODULE
RIGGED FOR
SHIP MODULES & SPEED
THE CREW ● Your ship’s shallow draft, quality sails, and well-
drilled crew makes it fast and manueverable.
Your FLAGSHIP modules can also reflect When you Undertake an Expedition (+edge)
the talents and strength of your crew, or and score a strong hit, take +1 momentum; on
a strong hit with a 6 on your action die take +2
influence the state of the crew. If your momentum instead of +1.
ship is RIGGED FOR SPEED, the crew is ● When you Enter the Fray, choose one
skilled at adjusting the sails for maximum (before rolling).
effect. If you are OVERGUNNED, you ✴ Battle sails: Add +1 and take +1 momentum
have crew enough to man the extra on a strong hit.
✴ Full sails: Take +2 momentum on a hit.
cannons. An IMPROVED SICK BAY helps
with casualties from battle or shipwide
● When you make a move to close the
distance, escape a threat, or manuever for
ailments (someone poisoned the rum!). advantage, you may push the crew and your
ship to their limit. If you do (decide after
rolling), reroll any dice and count a weak hit
as a strong hit. Then, Withstand Damage (-2).

Command And Crews 27


SUPPLY AT SEA
If you command a ship in the Sundered Isles, you have two types of supply. Each has
a value of 0 to 5.
Hold supply represents shipwide resources such as food and water, rum, gear and
tools, weapons for the crew, ammo and powder for the cannons, oil for the lamps, and
wood and sailcloth for repairs. It measures your level of readiness for seagoing journeys
and naval combat, and your ability to keep the crew provisioned and equipped. If you
find yourself commanding multiple ships, the single hold supply value measures your
fleetwide readiness.
Equipped supply represents readiness among you and your allies: gear, weapons
and ammo, and provisions when going ashore. Think of it as your personal supply—
the things you and your allies count among your equipment and belongings at hand.
Both values are shared between you and your allies. If you or an ally make a move
to increase supply, or suffer the result of an outcome that reduces supply, everyone
adjusts the appropriate meter on their character sheets.

MANAGING SUPPLY
Moves and assets—with minor exception—don’t specifically reference your hold supply
and equipped supply. Instead, as with core Starforged, they just refer to “supply.” When
you make a move that prompts you to roll or add supply, or suffer a loss of supply, look
to the fiction to decide whether the action uses your hold supply or equipped supply.
They should not be mixed-and-matched in the same move. Some examples:
Move Hold Supply Equipped Supply
Sail along a known route Journey overland along a
Set a Course
in your ship known path
Scavenge supplies from Gather musket shot from a
Resupply
a wrecked ship fallen foe
Check the ship’s stores Check for a torch when
Check Your Gear
for rum delving a cave
Expend cannon shot in Drop provisions while
Sacrifice Resources
a broadside volley running from a jungle cat

A simpler way to think about it: the small-scale resources you and your allies carry
are equipped supply, and the large-scale resources in your ship’s stores and armory
are hold supply. You’ll usually use your equipped supply to resolve actions and suffer
outcomes when taking individual action, and your hold supply when taking shipwide
actions. If unsure, use whichever favors you in that situation.

You and a party of crewmembers attack an enemy encampment, and are


victorious. You order the crew to seize the camp’s provisions, bolstering your
hold supply as you Resupply.

28 Adventures Among the Isles


TRACKING SUPPLY
Small wooden cubes—available in craft stores—are a pleasingly thematic way to
measure your current hold supply, with each “cargo” cube counting as one supply.
Or download the illustrated Sundered Isles character sheet from ironswornrpg.com,
which includes dedicated places for both supply values.

MARKING UNPREPARED
Since hold supply and equipped supply are tracked separately, each has its own
potential to make you unprepared. If either meter falls to zero, suffer the unprepared
impact. If both fall to zero, mark the second unprepared as an extra impact. You must
Resupply to clear an unprepared impact, but clear only one instance of unprepared
through a single Resupply action.
If your ship is lost, your hold supply is lost along with it. You don’t mark unprepared,
but you won’t have access to hold supply until you gain a new ship. If you transfer your
command from one ship to another, keep your current hold supply.

CONNECTING SUPPLY TO THE FICTION


Supply is largely abstracted. You aren’t counting individual barrels of grog or musket
shot. However, it’s useful to think in terms of specific resources affected. This helps
you envision opportunities and perils with greater context. If you Sacrifice Resources,
what do you lose or what shortfall is most pressing? If you Resupply, what do you gain?

You roll a miss as you Undertake an Expedition, and envision your ship stranded
amid stagnant winds and sweltering heat. You Sacrifice Resources as the last
of the fresh water is rationed out, reduce your hold supply to 0, and mark
unprepared. Once the wind returns, you’ll need to travel to one of the nearby
islands and go ashore in hopes of finding a source of fresh water to Resupply.

DRAWING EQUIPPED SUPPLY FROM HOLD SUPPLY


The Sundered Isles version of the Resupply move includes an option to “Gear up from
your ship’s stores.” This represents drawing from your hold supply to bolster your
equipped supply, such as readying your provisions for an overland trek, or procuring
weapons and ammo from the ship’s armory. Following the move prompts, roll +supply
(hold) and resolve the outcome as follows:
✴ On a strong hit, take the boost to your equipped supply. Hold supply is unaffected.
✴ On a weak hit, you gain equipped supply, but “you must first deal with a cost,
complication, or demand.” The obvious cost is to Sacrifice Resources, suffering -1
to your hold supply. You are draining one resource to bolster another.
✴ On a miss, you don’t boost your equipped supply, and the situation worsens.
Perhaps this wastes time or leaves you disadvantaged, and you Lose Momentum.
Or you face an issue with your supply that creates a new complication.

Hold supply is an extra resource to aid your actions and mitigate failure. To keep the
pressure on, depict a dramatic world of struggle and scarcity. Let costly outcomes
force you to Sacrifice Resources. Don’t go easy. Stay hungry.

Supply At Sea 29
WEALTH AND TREASURE
By default, gameplay in Starforged and Sundered Isles isn’t concerned with the
acquisition of riches or counting of coins. Money is—at most—a narrative means to and
end. The economies of these worlds are largely built upon barter and favors, and your
personal wherewithal is abstracted within your supply meters and the progression
through your legacy tracks.
However, Sundered Isles adds crewed ships to the mix, and funding their upkeep can
help drive challenges and opportunities in your story. What’s more, taking from those
in power, bleeding the empires dry, redirecting those resources to your own ends—
those pursuits are worth their weight in gold.
If you want to give the ebb and flow of wealth more focus in your campaign, use the
optional guidelines detailed below.

MANAGING YOUR TREASURY


Your treasury is a reserve of money, goods, and valuables. It is distinct from your
personal supply and hold supply (page 28), which represent equipment and
provisions on hand. It is used to maintain your crew and ship, make purchases, gain
favors, and pay off debts. The items in your treasury might be received as payment,
found in the course of your adventures, or plundered from your foes.
The resources held in your treasury are inventoried in your ledger. You’ll find a ledger
worksheet in the Sundered Isles Playkit, available for download at ironswornrpg.com.

ACQUIRING WEALTH
When you acquire something of worth—whether a stockpile of trade goods, a payment
from a patron or benefactor, a chest filled with gold, or a captured ship—give it a value
ranging from 1 to 5 points. See the table below for examples.

Value Examples
Mundane trade goods or supplies, routine payment, scavenged item,
1
unremarkable relic
Valuable trade goods, reasonable payment, finely-crafted item, small
2
cache of valuables, minor relic
Exceptional trade goods, generous payment, exceptional item, large
3
cache of valuables, rare relic
Minor prize ship, excessive payment, masterwork item, impressive
4
collection of valuables, precious relic
Major prize ship, huge payment, incomparable item, bountiful stockpile of
5
valuables, wondrous relic

These values are abstracted. Five ledger items of 1 value do not necessarily equal a
single item with a worth of 5, but can be treated that way for the sake of simplicity.

30 Adventures Among the Isles


UPDATING YOUR LEDGER
Record new acquisitions in your ledger. Each row of the ledger includes five circles.
Note an item’s value by marking a + symbol in those circles—one marked circle for
each point of value. When you spend or sacrifice value from your treasury, fill in the
circle to represent what was lost. When an item is fully spent, draw a line through its
entry or put a checkmark or X in the box beside it.

Coffee
Payment in coin for passage to Dagger Isle
Prize ship (The Tide Chaser)
Strongbox full of rubies

SPENDING WEALTH
Exchange items or spend funds from your treasury as best fits the narrative. Dipping
into your treasury doesn’t add mechanical bonuses to a move, nor is it (usually) an
excuse to skip moves altogether. Any action that has you seeking resources, services,
or favors from a character or organization is likely to carry a cost. For example:
✴ You commission repairs at a dockyard; this allows you to select “At a Facility” when
making the Repair move.
✴ You hire a local guide to help show the way on an overland journey; this allows you
to Set a Course instead of Undertake an Expedition when you set off.
✴ While low on provisions, you encounter a friendly ship and offer to swap the trade
goods in your hold for food and fresh water; this allows you to attempt a Resupply,
✴ You want to make your FLAGSHIP more impressive, so you hire local artisans to
outfit the ship with fine fittings and furnishings; this—along with spent experience—
allows you to gain the GILDED ADORNMENTS module asset as you Advance.
The narrative framing helps determine if a move is necessary, what is required to
make the move, and what you gain or lose. Does the context of the action and your
approach require that you expend some wealth? If so, decide the cost and mark it off.

You arrive at an imperial port with a hold full of smuggled weapons, ready for
delivery to an underground resistance group. However, you must first avoid
the attention of port officials. You visit the harbor master’s office, a pouch of
flawless pearls in hand (value 2), and Compel them to look the other way as
you offload the armaments.

When money is involved, your treasury can also help resolve a costly outcome.

You score a weak hit as you make your offer to the harbor master. Per the
outcome of that move, “their agreement comes with a demand or complication.”
It seems the official is not satisfied with the bribe. Luckily you came prepared,
and sweeten the pot with a weighty bag of coin (value 2).

Wealth and Treasure 31


CONVERTING WEALTH
Readily spendable valuables such as coins, stockpiles of trade goods, or stacks of
metal ingots are often used piecemeal. For example, if you receive a payment of value
3 in coinage, it’s a simple matter to spend 1 portion of this ledger item, reducing its
value to 2. However, other items aren’t so easily dealt with in increments.
If you have an opportunity to convert an item in your ledger to a more readily-spendable
or tradeable resource, clear the old entry and add a new entry. In typical cases, you
should make the value of the new item one step lower (minimum 1) to reflect the
inherent cost of the exchange.

You visit a port city with a prize of war, a captured frigate in tow. You offload the
value 4 vessel to a black market shipbroker, and add a new entry (“coin paid for
captured frigate”) to your ledger, giving it a value of 3.

Not all resources are in demand in all places. An inland village has little need of a ship.
A rare curio may require a very particular buyer. If you’re not sure if a ledger item is
spendable or exchangeable at a particular location, Ask the Oracle.

WANT SOMETHING SIMPLER?


If you prefer not to fuss with individual items in a ledger, you can instead keep a running
total for your treasury. When you claim an item, add its value to the total. When you
spend, barter, or sacrifice a portion of your treasury, reduce your total. Alternatively,
you can treat any readily spendable resources such as coins as a lump sum, and save
the ledger for unique items of note.

DEALING WITH UPKEEP


Your upkeep is an ongoing cost for maintaining your ships and outfitting your crew.

SETTING YOUR UPKEEP


Based on the size of your ship or fleet, use the Upkeep Example
table shown here to set your base upkeep. If 1 Small ship
any unusual aspects of your holdings make your
upkeep more expensive, increase this cost by 2 Medium ship
a point or two. For example, if you add pricey 3 Large ship
specialist aboard your small ship, make your
upkeep 2 instead of 1. There is a spot on your 4 Colossal ship or flotilla
ledger to record your current upkeep. 5 Fleet of ships

PAYING UPKEEP
Upkeep is typically spent as you Sojourn, and covers the other moves you make
during the layover to rest and refit. You can also consider your upkeep as the base
cost for periodic shares to your crew. Anytime you seek to reward those under your
command or gain favor, mark off the cost in upkeep. If you’re unable to pay upkeep,
your crew will grow discontent and your ship will fall out of repair. You’ll need to seek
out the means of bolstering your treasury—take a job, chase down rumors of a hidden
treasure, or plunder fat imperial targets.

32 Adventures Among the Isles


MORE MONEY, MORE PROBLEMS?
At the start of the campaign, you are likely an upstart character scrambling to survive,
Your sworn quests are the focus, but financial resources are an unfortunate aspect of
keeping your ship afloat and crew paid.
However, once you gain a modicum of wealth and influence, you may find your focus
shifting from the grind of subsistence to larger concerns. If your treasury and ledger
feel like a foregone conclusion—unnecessary busywork—then you are ready to move
on. It’s no longer a question of whether you can afford a bribe for the harbormaster,
but whether that bribe goes unnoticed or causes new troubles.
In particular, the acquisition of a large treasure hoard or wondrous artifact can upend
your campaign. How do you keep it a secret? What other people and factions are
hunting for it? How will you put it to use to serve your iron vows? Let the discovery
drive new opportunities and complications in your story.

THE LURE OF TREASURE


There are treasures among the isles. Coins of gold and silver. Glittering gems and
lustrous pearls. Masterwork crafts and ancient artifacts.
Many of these treasures originate from the distant continental domain. Over decades,
as wars and calamities swept over those lands, riches were taken as spoils, smuggled
out amidst coups or rebellions, or greedily hoarded by imperial powers. These
treasures followed various paths of fortune and misfortune as they made their way
to the isles—taken and retaken in war, squirreled away in vaults, captured by pirates,
buried in hidden places, or sunk to the depths. Much of the wealth of this golden
exodus is still out there—waiting to be reclaimed or seized.
Other treasures are born of the isles. They are crafted or gathered by far-flung people,
or retrieved from ancient places. The treasures of ancient civilizations are sometimes
claimed by the true inheritors of those fortunes, but are more often stolen by imperial
powers and other looters.

REVEALING TREASURES
Searching for a fabled treasure or capturing a powerful treasure ship can serve as the
object of a quest. You can also discover treasures as prompted by an oracle table,
such as among the cargo of a captured ship (page 141). To reveal the contents and
nature of a treasure, use the Treasure Oracles (page 222).
A relatively mundane discovery can temporarily bolster your treasury, while a
significant haul can change the course of your adventures—for better or worse.

CURSED RICHES
Greed is a corrupting force, and not all treasures bring good fortune. Your cursed die
(page 116) can reveal uncanny aspects of a treasure. Some riches are corrupted by
foul magic. Others are bound to dreadful hauntings. The consuming lust for treasure
has seen people broken, ships and crews lost to the depths—even entire nations
condemned to ruin. Be wary of the allure of riches, lest you find yourself on that same
doomed course.

Wealth and Treasure 33


NAVIGATING THE ISLES
Perilous journeys within the isles–whether by sea or overland–are managed through
exploration moves (page 244). Below are some setting assumptions to help add
flavor and context to those moves. See page 168 in the Starforged rulebook for
additional guidance on travel and exploration.

TRAVELING BY SEA
When sailing among the isles, you don’t simply unfurl the sails and set a constant
heading to your destination. A voyage of twenty leagues as the gull flies is likely twice
that distance along a meandering route. Abundant tiny islets, often uncharted, stand
in your path. The push and pull of the two moons cause severe, erratic tides, and hull-
breaching rocks and reefs lurk in shallow waters. The wind and weather can change in
minutes. A sail sighted on the horizon might be friend or foe.
Within the Myriads, routes with reliably deep water and charted obstacles allow for
predictable passages from one port to another–although those routes can change
with the vagaries of time and tide. In the Margins and Reaches, reliable passages are
often unmapped or known only to a few.
When preparing to set sail, consider the context of these setting assumptions and the
nature of your voyage. Have you traveled this route before? Do you have charts or
another character to guide you? What are the potential dangers?
✴ If your destination is a short distance across safe waters, don’t make a move.
✴ If you know the way, but the voyage entails uncertainty or risk, Set a Course to
see what happens with a single roll.
✴ If you must find your way across perilous waters, set a rank for the voyage and
roll to Undertake an Expedition for each segment of travel. When your destination
is in sight, Finish the Expedition.

34 Adventures Among the Isles


CROSSING THE BOUNDS
Each region (page 10) is separated from the next by a stretch of deep, open water.
The Lesser Bounds separate the Myriads from the Margins, and the Greater Bounds
lie between the Margins and the Reaches.
Without the aid of landmarks, mariners crossing either of the Bounds must rely on
navigational skills and careful tacking for winds and currents. Perhaps most critical is
the state of the ship’s hold, since you’ll be days or even weeks without an opportunity
to resupply.
Resolve a crossing using the Set a Course move. Envision the journey, the dizzying
open horizon, the long wait for the appearance of land in the distance. If you roll a
miss, per the move’s outcome, “you are waylaid by a significant threat, and must Pay
the Price.” Envision what happens and what you do to overcome the obstacle.
If the Bounds is part of a longer journey, bookend the crossing with expeditions. Set
your destination for the first expedition to Bound’s edge, or to a port that serves as a
last stop. Then Set a Course for the crossing. Begin the next expedition as you reach
the other edge of the Bounds and arrive in the new region.

TRAVELING BY LAND
Whether it’s to gather provisions, follow the breadcrumbs of a quest, or simply make
your way from point A to point B, sooner or later your adventures will send you on an
overland journey.
As with a seagoing voyage, you have options for resolving overland travel. Consider
the situation and the amount of focus you want to give this aspect of your adventure.
Are you setting off along a well-trod road connecting two settlements? No move
necessary unless you’re facing a danger or complication. Are you heading upriver
on a risky journey to a known inland settlement? Set a Course. Are you striking out
into unfamiliar wilderness on a remote island? That’s a perfect excuse to give this
adventure some focus as you Undertake an Expedition.
If you’re not sure, Ask the Oracle. The Islands oracle (page 122) can help as you
envision the size, landscape, and habitation of an island.

Navigating the Isles 35


CHARTING YOUR COURSE
Some seafarers rely on memory and intuition. Others keep detailed logs and cryptic
charts replete with headings, soundings, tidal readings, landmarks, and hazards.
Like those mariners, you choose how to chronicle your adventures. Want to immerse
yourself? Create an in-character ship’s log and detailed maps. Would you rather focus
on the moment-to-moment story? Just keep a few hasty notes. There’s no wrong
answer. If you’re having fun and the info you need is at-hand, you’re doing it right.
If you want to chart your travels, a suggestion: the seas are vast, and it helps to zoom
in and focus by creating a navigation chart for a section of local seas and islands.
These charts will serve as a record of your adventures and discoveries among the
isles, and help frame the complexity and danger of your journeys—whether you are
sailing known or unknown waters.
Much like a sector map in Starforged, a navigation chart offers a manageable scope,
and can be as abstract as you like. For quickly-rendered maps, use circles or roughly
sketched outlines for islands and simple notations for other features.

Auki Isles
Carina Cay

Glimmerport

Sentinel Rock
Amara
Stormcliff
Wreck of the
Jade Empress

Keya Sharktooth Islets

You’ll find an navigation chart worksheet as part of the Sundered Isles Playkit. It
includes a space to draw your map, along with a faction influence grid (page 52).
We’ll sketch out the beginnings of your first chart as you get your campaign underway
in the next section (page 66). When you decide you’ve traveled beyond the
boundaries of an area, it’s time for a fresh chart. As appropriate your character’s
familiarity with the area or access to existing charts, you might generate a few
features to put on your chart as you sail into a new area, or find your way on a blank
map. If you want inspiration for naming a local area within the isles, check the Local
Seas table on page 229.

36 Adventures Among the Isles


EXPEDITION WAYPOINTS
The nature of travel within the isles lends itself to the cadence of Starforged expedition
moves, with each segments of a journey separated by a waypoint. A waypoint is not
necessarily a location. It can spotlight an event, encounter, or simply a moment of
character interaction or introspection. At sea, you can envision finding safe anchorage
to wait out weather and tide, creating an opportunity for a waypoint as a roleplaying
interlude (page 48). On land, you and your fellow travelers take a break or make
camp as appropriate.
Use the Seafaring Waypoints table (page 122) to inspire situations and locations at
sea. For an island expedition, look to Overland Waypoints (page 150).
An important note: Roll for a waypoint only when you are inspired to inject uncertainty,
danger, strangeness, or narrative potential into your story. Otherwise, simply envision
the waypoint as appropriate to the current situation and the outcome of your move.

VISITING SETTLEMENTS
A settlement is an island community—a village, town, or city. Some settlements have
endured the test of time, standing as testaments to their peoples’ long history. Others
are newly-founded, a footprint upon an uninhabited, forsaken, or occupied island. And
some are captured as spoils of war, subjugated by enemies and empires. They range
from small villages, to bustling port towns, to sprawling city-states.
Visiting a settlement might serve as a critical step in your pursuit of a quest, an
opportunity to rest and refit through the Sojourn move, or an excuse to enjoy some
low-key interactions with local folk. The Island Oracles (page 144) and Overland
Waypoints table (page 150) can reveal settlements as expedition waypoints.
To envision the look and nature of a settlement, use the Settlement Oracles (page
166). These details can drive opportunities, complications, and quests in your story.

Navigating the Isles 37


NAVAL ENCOUNTERS
Yours is not the only ship among the isles. A naval encounter is triggered when your
intentions, the outcome of a move, or a result of an oracle roll reveal the presence of
another ship or force at sea. For example:
✴ You roll on the Seafaring Waypoints table (page 122) as you arrive at an expedition
waypoint, which randomly introduces a ship encounter.
✴ You roll a miss as you Set a Course, and must Pay the Price. You resolve the cost by
envisioning an encounter with an enemy ship en route.
✴ Commanding your pirate ship, you Face Danger to stalk an imperial trade route in
search of prey. You score a hit, and envision spotting sails on the horizon.
This section guides you through the phases of a seagoing encounter: sighting,
approach, engagement, and boarding. You will use a combination of moves, oracles,
and intuition to envision the nature of the situation. If you find yourself in a fight at sea,
the combat moves help resolve your actions.
The procedures and tips in this section are geared toward ship-to-ship encounters and
warfare, but also largely apply to other dangerous seagoing encounters. For example,
you might find yourself assailing a seaside fort or fighting a titanic sea beast. Modify or
ignore the phases as appropriate to the nature of your foe.
Most importantly, treat these as guidelines—not rules. It can be helpful to follow
these phases strictly for your first encounter or two, but you’ll soon find your own
preferences. Plus, different situations deserve different levels of detail. If it’s important
or interesting, give it focus. If not, gloss over it and sail on.
See the next page for a summary of the phases. To dive into details, go to page 40.

38 Adventures Among the Isles


NAVAL ENCOUNTERS SUMMARY
SIGHTING PHASE (PAGE 40)
✴ Envision the environment, including the time, weather, and
surrounding terrain.
✴ Identify the sighting by introducing details of the opposing ship or
force. Are they friend, foe, or neutral?
✴ Set your orientation to determine if the start of the encounter has
you forewarned or in the thick of it.
✴ Envision the reaction by deciding how both sides respond.

APPROACH PHASE (PAGE 41)


✴ Resolve as a single move, using Face Danger or Secure an
Advantage, or…
✴ Resolve as a scene challenge for a dramatic or unusual encounter.

ENGAGEMENT PHASE (PAGE 42)


✴ Decide your engagement objectives for this stage of combat and
set the engagement objective ranks.
✴ Envision your opponent’s goal or a looming threat and set a
tension clock.
✴ Sound the alarm and begin the fight as you Enter the Fray.
✴ Envision and act to command your ship, overcome dangers, and
make progress toward your objectives.
✴ Manage the changing tide of battle as your success and failures
alter your objectives.
✴ Resolve the Engagement and decide what happens next.

BOARDING PHASE (PAGE 46)


✴ Set the scene by envisioning how the boarding action begins.
✴ Decide your boarding objectives for this stage of the fight and set
the boarding objective ranks.
✴ Stand ready as you Enter the Fray.
✴ Join the fight as you board the enemy ship—or repel boarders on
your own ship­—and battle to achieve your objectives.
✴ End the fight to claim victory or count the costs.

WHEN IT HAPPENS IN A BLUR…


When a hostile naval encounter isn’t worthy of resolving in detail, you can instead
use the Battle move. Set your objective, decide your approach, and make the roll. You
can also Battle to quickly decide how you fare against a secondary objective, such as
when you deal with escort ships protecting your primary target.

Naval Encounters 39
SIGHTING PHASE
Sails, ho! The sighting phase begins with initial contact. Use these
guidelines to help envision the nature of a naval encounter—
whether it friend or foe—and to discover what happens next.

ENVISION THE ENVIRONMENT


The time of day and weather can influence the nature of an encounter. Use the
Weather Oracles (page 132) to randomly generate the starting situation, or simply
decide what is expected, interesting, or dra∑∑matic
Also consider the state of the seas and surroundings. Most encounters likely occur
in open water, but more complex terrain can create obstacles and opportunities. Are
you sailing amid rocky shoals at low tide? Does a small island lie between you and the
sighted ship? Are you navigating the foreboding tangle of a ship graveyard? Use the
Sea Battle Features table on page 235 to add terrain and other aspects to the scene.

IDENTIFY THE SIGHTING


Decide what you see through your spyglass using some combination of the following.
✴ Check your faction influence grid (page 52) to decide what flag the ship or force
is flying. Are they friend, foe, or neutral?
✴ Ask a question using the Ask the Oracle table. For example, you might use the
“pick two” option to ask “Is this a pirate hunter or an imperial merchant ship?”
✴ Use the Sailing Ship Oracles (page 134) to reveal details of the encounter.
✴ Simply decide the nature of an encounter as appropriate to the situation.
Mix and match these techniques as you like, and let the framing of the situation be
your guide. A hostile encounter is likely if you rolled a miss on a preceding move,
while a strong hit on that move can prompt a neutral or beneficial encounter. Most
importantly, go with your gut. Don’t get mired in an endless series of oracle rolls.
If foul conditions—darkness, fog, storms, or mystical effects—preclude a clear view
of the other ship, limit what you learn at a distance. Will you sail closer to reveal their
identity? Will they give you a choice in the matter?

SET YOUR ORIENTATION


Is this sighting at a distance, or is it a sudden, unexpected encounter that has you in
range of enemy guns? In ideal conditions, ships are first sighted as sails on the horizon,
but weather, obscuring terrain, and the dreadful powers of supernatural foes can all
have an influence. Let the nature of the conditions, the characteristics of the ships,
and the outcome the preceding move help dictate whether the start of the encounter
favors you or has you scrambling to react. If unsure, Ask the Oracle.

ENVISION THE REACTION


Finally, decide if and how the encounter proceeds. Does the other ship or force move
to engage? Do they flee? Do they sail blissfully onwards, unaware or unconcerned? If
unsure, Ask the Oracle. Then, decide how you respond. If either ship seeks to close on
the other, begin the approach phase.

40 Adventures Among the Isles


APPROACH PHASE
Make full Sail! In the approach phase, you and your potential
foes seek the advantage of wind and sea as you close into
cannon range or take part in a pursuit. This phase is a precursor
to combat, encompassing minutes, hours, or even days. It
is resolved through a single move or as a scene challenge.

RESOLVE AS A SINGLE MOVE


Face Danger or Secure an Advantage to zoom out and resolve this phase in a single
move. This is the suggested approach for most naval encounters. First, decide your
intent as appropriate to the details established in the sighting phase. Will you lay in
wait, close, pursue, or escape? Then, make the move to see what happens.
✴ Face Danger if your starting position is unfavorable—you are caught at anchor
and must hastily get underway, your ship is the lesser of the combatants, the wind
and weather is not on your side, shoals or reefs make navigation hazardous, or
some other complicating factor. You should also Face Danger if you seek to escape
notice or outrun a pursuing foe. This move tends to force a minor cost.
✴ Secure an Advantage if you are laying in wait, closing, or pursuing, and the starting
situation favors you. This move tends to award you with momentum.
If you are sailing with allies, everyone participates in the narration of the approach
phase, and one of you makes the move. Others may make the Aid Your Ally move to
bolster the leader’s action, but this is best limited to one or two allies.
Resolve the move as appropriate to the situation. If your intent is to escape, you sail
out of reach on a hit. If you are in pursuit and score a hit, you have them in range. If the
two sides are closing to engage, success or failure helps decide the costs you suffer
or the advantages gained during this phase.

RESOLVE AS A SCENE CHALLENGE


If you want to give this phase more focus for an important or unusual encounter, you
can make it a scene challenge (page 256). This is best used when the situation
allows for a dramatic, dynamic scene. The framing and outcome of the challenge
depends on the intent of the two sides.
✴ If one side seeks to escape while the other is in pursuit, the result of the challenge
decides if the encounter moves to the next phase.
✴ If both sides are maneuvering to cannon range, the outcome of the challenge can
decide the rank for your initial objective when you Enter the Fray. For an evenly-
matched encounter, formidable can serve as the default. If you succeed in the
scene challenge, you have the advantage—make your initial objective one rank
lower (dangerous). If you fail, make it one higher (extreme).

Skip this phase if the encounter begins at cannon range. For example, if your enemy
is lurking in a fog bank or approaches without warning under cover of darkness,
you’ll jump to the engagement phase. You should also skip this phase if the outcome
is not in doubt, such as when a superior foe is in pursuit of a much slower ship.

Naval Encounters 41
ENGAGEMENT PHASE
Fire! In the engagement phase, combat begins as you and your
foes draw into weapons range. You are now bound to a world
of thundering cannons, billowing smoke, shattered wood, and
torn sails. You’ll rely on the strength of your ship, the skill of your
command, and the steadfastness of your crew to survive.

NAME YOUR ENGAGEMENT OBJECTIVES


To start, Enter the Fray. Per that move, the first step is to set an objective. Your
engagement objective is not necessarily your overall objective for the fight. Rather, it
is an objective specific to the engagement phase as each side maneuvers and attacks
to gain superiority or victory. Depending on the intent of you and your foes, this phase
may bring a decisive finish to the fight, or lead to a boarding action in the next phase.
Often, your engagement objective is one of the following:
✴ Escape the fight
✴ Destroy or sink your foe
✴ Board the enemy ship
If you have a higher level objective—a reason for this fight that goes beyond simply
survival or victory—you’ll likely set that as a new objective in the next phase as you
board the enemy ship (or are boarded by them).

You engage a warship—The Ember Rose—captained by a mortal enemy. Your


main objective is to defeat that captain in single combat, but you must first
endure a fusillade of cannon fire and grapple the warship for boarding. For
now, you set your engagement objective: “Board the Ember Rose.”

You can bundle multiple foes into a single objective, notching the challenge up a
rank or two, or add additional objectives for noteworthy obstacles and goals. Does
a blockade of ships stand between you and the flagship you seek to destroy? Make
running the blockade its own objective. Is one of your allies determined to take out an
enemy squad of marines by sniping from the crow’s nest, thus improving your chances
when you board their ship? Set it as an objective for that character to pursue.

SET THE ENGAGEMENT OBJECTIVE RANKS


Decide the challenge rank for each of your engagement objectives. As normal, your
challenge rank determines the amount of ticks marked or boxes filled as you mark
progress during the fight. Formidable is a good baseline. If you are outgunned or
outmatched, make it extreme. If you have clear superiority, make it dangerous. In
situations of great disparity in power or abilities, make it troublesome or epic.
The objective rank should reflect not just the threat of your foe but the riskiness and
complexity of the situation. If you find yourself in range of a mighty galleon’s cannons,
escaping that enemy is a lower ranked objective than sinking or boarding them—
particularly if your ship has the advantage of speed or maneuverability.

42 Adventures Among the Isles


SET A TENSION CLOCK
A tension clock (page 238 of the Starforged rulebook) can stand for your enemy’s
goal when they want to accomplish something other than sinking your ship. In many
cases, this is the opposite of your objective. You want to escape the pirates, but they
seek to board and capture your ship. You are chasing after an enemy, and they are
making full sail to lose you in a fog bank.
A tension clock can also represent a looming threat external to you and your foe.

As you square off against a pirate vessel, you see water swirling beneath both
ships—a grim portent of a building danger. As you face costly outcomes or waste
time, you fill a segment of the clock to represent the expanding maelstrom.
When the clock fills, both ships are caught within its deadly pull!

Give the tension clock four segments for a typical fight, and six segments for a complex
fight with a high-ranked objective or multiple objectives. If you can envision several
opportunities for tension clocks, choose just one. Decide the most dramatic factor in
the fight, make it a clock, and play to see what happens.

SOUND THE ALARM


Beat to quarters! It’s time to roll some dice. Per the Enter the Fray move, you and your
allies each roll a stat as appropriate to your actions and intent. Some examples:
✴ Motivate the crew with an inspiring speech: roll +heart
✴ Take the wheel and bring the ship about: roll +edge
✴ Lead the gun crew by setting the proper cannon elevation: roll +wits
Your approach and stat choice as you Enter the Fray is often linked to the overall action
taken by the ship and crew. If you are in command as your ship is lurking under cover
of darkness or approaching an enemy under false colors, roll +shadow. If you held fire
until you come alongside your enemy, roll +iron. When playing with allies, the captain
or character who is at the forefront of the situation can stand for this overall strategy.

Naval Encounters 43
ENVISION AND ACT
As the fight proceeds, envision the current situation and how you take action (if in
control) or how you react to your opponent or other perils (if in a bad spot). In solo
mode, your stats and moves cover your ship and your individual exploits, and you’ll
switch between those perspectives. When playing with allies, that framing may change
from moment to moment as appropriate. But keep in mind that commanders of the isles
are often people of action, as likely to take the wheel or hammer a plug into a leaking
hull as they are to issue orders from the quarterdeck.
Some broad actions and related moves are listed below, but these are not the totality
of your options. Use the fury and chaos of the fight to introduce complications and
opportunities. Envision the situation, decide your action, and make the move. Let the
outcome feed into the framing of the next action for you and your allies. Make things
happen. See the Starforged rulebook (pages 182–197) for detail on combat moves.

Action When in control… When in a bad spot …


Motivate or Gain Ground to deliver an React Under Fire to rally a
command inspiring speech or put a plan faltering crew or rethink a plan
into action under pressure
Maneuver Gain Ground to get the ship React Under Fire to get out of
the ship in firing position, close or gain the line of fire, sustain an attack,
distance on an enemy, or press regain control in rough seas, or
your advantage avoid a collision
Maneuver Gain Ground to reach an React Under Fire to get to
on foot advantageous position, protected another area of the ship, climb
station, or vantage point the rigging under pressure, or
evade a hazard such as broken
rigging or flying shrapnel
Set sails Gain Ground to adjust the sails to React Under Fire to set the sails
aid in speed or maneuvering amid enemy salvos or to avoid
stress on the sails or rigging
Damage Repair in a controlled situation React Under Fire to forestall
control imminent damage, or Repair
amid hazards such as flooding or
enemy fire
Mend Heal to tend to the wounded in a Heal to tend to the wounded in a
wounds controlled situation chaotic environment or without
preparation or equipment
Ready Gain Ground to ready special React Under Fire to reload or
cannons ammunition, hold for maximum reorient the guns amid enemy fire
effect, or line up a precise shot or other hazards
Fire Strike to fire from a position of Clash to exchange fire from a
cannons advantage neutral or disadvantaged position
Fire small Strike to snipe at key targets from Clash to exchange fire with
arms a secure position enemy sharpshooters or under
enemy cannon fire
Ram Strike to ram using a controlled Clash to ram in a desperate
maneuver situation

44 Adventures Among the Isles


CONTROLLING THE WEATHER GAUGE
In nautical terms, a fighting vessel that gains an advantageous position over
another—generally upwind—is said to have the weather gauge. A ship with the
weather gauge can better control the distance and orientation of the combatants,
perhaps even bringing its guns to bear while denying their foes a line of fire.
The weather gauge can inform the fiction as you envision and resolve moves
in the approach phase. Then, when maneuvering your ship in the engagement
phase, you can think of your position—in control or in a bad spot—as a measure
of the weather gauge. If you have the gauge, you can Gain Ground to gain
advantage or line up a shot, and Strike from a superior position. If you lose the
gauge, you have limited maneuverability and may be exposed to enemy fire,
forcing you to React Under Fire or Clash.
This dance of wind and sail is only one aspect of the fight, but can help provide
context and add a sense of seafaring authenticity to your actions.

MANAGE THE CHANGING TIDE OF BATTLE


Your fate in a fight is as capricious as the sea, and your objectives can change in
the midst of the battle. For example, if your ship suffers grievous damage, you might
decide your best course of action is to cut your losses. You would then Face Defeat on
your original objective, setting a new objective to escape.
Filling a tension clock can also trigger a dramatic change in the scene, forcing you to
adapt your objectives and deal with new complications as the fight continues.

You are escorting a defenseless tradeship through a narrow straight known as


the Devil’s Spine. The channel is protected by an enemy fort, which has you
in range of its cannons. You name your objective—Escape the Spine—and set
a tension clock to represent the tradeship’s seaworthiness. Unfortunately, the
tension clock is soon filled. The tradeship is crippled and sinking. You keep your
original objective, but add a new one which must be completed first: Evacuate
the Tradeship’s Crew. You also set a new tension clock to track the final fate of
the tradeship. Can you rescue the sailors before their ship sinks, all while facing
constant bombardment from the fort?

RESOLVE THE ENGAGEMENT


This phase ends when all engagement objectives are resolved, either as you Face
Defeat or Take Decisive Action. If the battle is done, decide your next steps. If either
side sought to board the other and is successful, the fight continues in the next phase.

You set a tension clock for the pirates who seek to seize your ship. The clock is
filled during the fight, signaling that you are grappled. You must Face Defeat in
your objective to Escape the Pirates and muster your crew to repel boarders.

Naval Encounters 45
BOARDING PHASE
Prepare for boarding! In the boarding phase, you and your crew
raid an enemy vessel or fort, or resist those who seek to claim
victory on the decks of your own ship. Armed with blade, musket,
and resolute spirit, you fight to seize your objectives.

SET THE SCENE


Envision how the boarding action begins. In a ship-to-ship fight, boarding is
accomplished by coming alongside the other ship, securing it with grappling hooks,
and climbing over the gunwales or—for a more dramatic entrance—swinging across
to land on the opponent’s deck. A boarding party can also use small boats to reach a
disabled or unaware ship, tossing grappling hooks to climb up and begin the assault.
In a fantastical campaign, boarding might begin with supernatural manifestations,
aerial assaults, or raids by seaborne creatures.
If your ship is boarded by the enemy, do you commit to the battle? If you surrender,
envision how they respond. If they won’t accept your surrender without convincing or
conceding, make the Compel move to see what happens. But if you intend to stand
against them, you must again Enter the Fray. You made this move once already at the
start of the engagement phase, but it’s time to clear the deck and set the context of
the new scale and perspective.

NAME YOUR BOARDING OBJECTIVES


If you achieved your objectives in the engagement phase, your boarding objective is
your main goal for the fight—the task that set you against the enemy in the first place.

You seek the Golden Gyre, an ancient astrolabe said to guide its bearer to a
long-lost treasure. The Gyre is held by a notorious privateer whose flagship you
fought and successfully grappled. As you gather your boarding party, you set
your objective for this phase of the fight: Seize the Gyre.

If you must repel boarders as a consequence or cost of the engagement phase,


consider what your enemy seeks. Do they want to seize your ship? Take your cargo?
Capture an important person or object? Do you even know their purpose? Set your
objective to oppose their own goal—or simply to resist or escape the boarding.
As with the engagement phase, you can set multiple objectives for complex and
perilous situations, and an ally might have their own individual goal.

SET THE BOARDING OBJECTIVE RANKS


Use formidable as your baseline challenge rank for your boarding objective, and
adjust up or down to reflect circumstances.
If you inflicted heavy damage against the enemy in the engagement phase while
sustaining few costs yourself, knock the rank down a peg. But if you suffered defeats
and begin this phase at a disadvantage, increase the challenge. If unsure, choose two
possible ranks, set the higher as likely, and Ask the Oracle.

46 Adventures Among the Isles


LEAP INTO ACTION
To set your position at the start of the scene, you and your allies roll to Enter the Fray.
Decide your approach, make the roll, and put the fight in motion.

JOIN THE FIGHT


Envision your actions and reactions, make moves when they are triggered, and use
the outcomes of those moves to drive the opportunities, complications, and hardships
you encounter. Envision yourself amid the chaos of the fight: volleys of musket fire,
pitching decks, battle cries, desperate clashes of sword, axe, and cudgel—perhaps
even fires, flooding, and falling rigging as one ship or another tears itself apart.
If you are playing with allies, you can work to achieve varying objectives or defend or
attack different areas of either ship. Keep the spotlight moving between characters to
give each their due. In solo mode, focus on your objectives and treat the larger battle
as frenetic background detail. Tension clocks are a handy tool to manage aspects of
a boarding action that are beyond your command or control, such as when your crew
tries to hold back attackers while you are otherwise occupied.
Pile on the drama and intensity, zooming in to give focus to key moments. One
technique for highlighting an important event or encounter is to create a new objective.
For example, when you come up against an officer of the enemy ship and square
off against them, set a new objective to win the duel. Much as side quests can add
interesting twists and turns to your character’s larger story, a new objective in a fight
builds danger and excitement.

END THE FIGHT


When your last remaining objective is won or lost, the fight is done. What comes
next? Were you victorious, advancing your goals and building your reputation? Was
this a pyrrhic victory, forcing you to count the costs? Or were you soundly defeated—
perhaps even facing the ultimate setback as your ship is sunk, wrecked, or seized?
Let the aftermath of the fight expand like ripples to deepen your character’s story.

Naval Encounters 47
INTERLUDES
Need a break from the perils of the isles? An interlude is a low-stakes, character-
focused downtime scene. It is a chance to deepen your character’s personality,
interests, and background—or add detail to the people and places of your world.
Some examples:
✴ Practice a trade or craft
✴ Take in an awe-inspiring view
✴ Join the crew in a raucous shanty
✴ Partake in a drinking contest
✴ Share a moment of intimacy
Interludes help vary the pace of your sessions. They give your story and character a
moment to breathe outside the pressure of risky actions and costly outcomes.

INTRODUCING AN INTERLUDE
Interludes are a flexible, player-driven device. When there is a break from immediate
pressure or danger in your story, and you are interested in giving focus to your
character or their relationships within a relatively risk-free framing, make it happen.
When you Undertake an Expedition, the occasional interlude can help with envisioning
how your character spends their time while traveling or during a lull at a waypoint. An
interlude is directly prompted as a result on the Seafaring Waypoints (page 122)
and Overland Waypoints (page 150) tables, but you’re free to simply introduce an
interlude instead of rolling for a sighting or event on those tables.

ENVISIONING THE INTERLUDE


Playing out an interlude can involve a quick, handwaved summary, or an extended bit
of roleplay. The details of the activity or event are up to you. Is there an interesting
member of the crew you’d like to learn more about? Does your character have a hobby
or interest? Is this an opportunity to revisit a lingering rivalry or dispute?
If you want inspiration for the focus and nature of a scene, use the Interlude Scene
table (page 230). Pick or roll on this table as you like.

STARTING YOUR SESSION WITH AN INTERLUDE


The Begin a Session move offers an option to explore a vignette—such as a flashback
scene—that can serve as a character interlude. But the suggested prompts in that move
often involve aspects of your campaign that are outside your character’s perspective.
More importantly, Begin a Session is not triggered in the midst of a session, making it
less useful as a narrative pressure valve during play. Use Begin a Session to put wind
in the sails of your story as you sit down to play, and character interludes to add texture
to your character and their world.

48 Adventures Among the Isles


MAKING MOVES DURING INTERLUDES
Interludes are low-risk, low-stakes. You might trigger a move in the midst of an interlude
scene—such as Hearten to boost your spirits in a moment of peace, Compel to defuse
an argument among crewmembers, or Secure an Advantage to train or prepare—but
the outcomes of those moves should reflect the low-key nature of the situation. If you
have questions about an interaction or event, simply decide what happens or Ask the
Oracle. If a situation is not dramatic or uncertain, don’t otherwise make a move.
Except in rare circumstances, perhaps a miss with a match, the outcome of a
move during an interlude should not upend your quests, introduce dramatic new
complications, or inflict harsh mechanical costs. Keep things low-key.

You envision an interlude as a sparring match between your character and


another crewmember—a talented fencer. You can simply decide how you fare in
the match, or you might focus not on the duel itself but on the flirtatious banter
(an all-too-common byproduct of swordfights). But you’d like to add some minor
risk and reward to the contest, so you frame it as an opportunity to improve
your skills and Secure an Advantage to see what happens. On a hit, you’ll take
the momentum boost. On a miss, you’ll suffer momentary embarrassment—and
dedicate yourself to doing better the next time you cross swords.

INTERLUDES WITH ALLIES


Anyone at the table can suggest an interlude. When playing with allies, you can explore
the relationships among your troupe of characters, or give focus to a specific character
in key moments. Be mindful of rotating the spotlight.
When initiating or playing out an interlude, check-in to make sure everyone is
interested and invested in a scene. Adjust the pace—drawing out the scene or moving
to wrap things up—as appropriate. Take a Break if needed, and use the transition to
discuss what happens next.

Interludes 49
FACTIONS OF THE ISLES
You are not alone among the isles. Factions of all sorts will go about their business
in the background of your world. But the factions with the most focus are those that
intersect with your character’s story. Which patrons task you with missions? Who do
you count among your allies? Who are you sworn to resist? Use factions to reinforce
the imagined reality of your setting, while focusing on those that put wind in the sails
of your narrative.

REVEALING FACTIONS
As part of the campaign launch exercises in the next section, you’ll introduce a handful
of factions and define how they relate to each other and your character. Then, through
the course of your story, new factions may emerge.
When adding a faction or exploring the details of an existing faction, trust your narrative
instincts. Look to the foundations of your imagined setting and inspiration from other
media. Does it support the tones and themes you want to explore in your story? Does
it add drama and conflict to your world? Does it connect to your character and other
factions in interesting ways? If so, bring it to life.
If unsure about a specific detail of a faction, Ask the Oracle. But keep it simple. Leave
aspects and mysteries to uncover, operating mostly from the limited perspective and
knowledge of your character. If you want inspiration for factions, this book includes
some helpful tools:
✴ Faction Oracles: Generate the details of a faction using the oracle tables starting
on page 190.
✴ Sample Factions: These faction summaries are organized in four categories:
societies (page 54), organizations (page 55), empires (page 56), and the
cursed (page 57). Your campaign won’t include every faction from these lists—
they are inspiration from which to pick, combine, or customize for your world. If
you want to put things in the hands of fate when introducing a new faction, select
a category and roll your oracle dice.

CREATING FACTION NOTES


Akiya S OCIET Y
When you introduce a faction, give
it a name and a few details. Keep - Alliance of island clans
it simple, focusing on commonly- - Sails in sleek and speedy ships
understood aspects from your - Clans gather each year at the ebb
character’s perspective. Also mark of the storm season
down any key personalities and
connections within that faction.
- Secretly aiding the Forsaken Fleet
against the empire
As new details arise in the course
of your story, add them to your
existing notes.
Connection: Kova, a clan envoy

50 Adventures Among the Isles


THE FACES OF A FACTION
Factions are more relatable when you give them personalities to ground your
interactions, conflicts, and quests. For example:
✴ A smuggler supplies weapons to an insurgency; they task you with missions to
steal guns and powder from imperial ships
✴ A senior member of a mystic order seeks an apprentice; they train you in their
sorcerous arts
✴ A pirate leads their band of marauders in search of a hidden treasure; you hold a
piece of the map that leads to that lost fortune
✴ A necromancer is in command of an undead armada; you are sworn to defeat them
Not every interaction with a faction will involve a recognized person, but you should
look for opportunities to use factions to enrich your cast of characters. In particular,
connections—those characters whose relationship evolves through the connection
moves—are an ideal tether to whatever faction they represent.

DIVERSITY WITHIN FACTIONS


The people of the isles—even among a shared identity or culture—are diverse.
Not every person within a faction wants the same thing or adopts the same cultural
influences. Among imperial powers, there are insurgents. Among religious people,
there are doubters. Among warring cultures, there are those who crave peace. Use
factions to reveal the broad strokes of influential people and powers, while leaving
nuances to be uncovered.

Factions of the Isles 51


FACTION PROJECTS
As you undertake your sworn vows, the factions of the isles seek to advance their
own agendas. To depict and resolve the objectives and actions of factions in the
background of your campaign, use campaign clocks. You can create campaign clocks
for faction goals, and set competing factions against each other with opposing clocks.
Your character’s aid or opposition can influence whether a project stalls or succeeds.
But some clocks will run independently of your own exploits, a ticking inevitably that
can alter the future of the isles—it’s only a matter of when.
See page 235 in the Starforged rulebook for details on running campaign clocks. A
campaign clock worksheet is included in the Sundered Isles Playkit.

FACTION INFLUENCE GRID


The navigation chart worksheet, available in the Sundered Isles Playkit, includes a
faction influence grid. This tool can help manage the presence and control of factions
in a region of the isles.
When detailing or visiting a new area of the isles, consider the presence of known
factions in that region. Slot those factions into an appropriate field in the grid: dominant,
established, subsisting, diminished, or obscure. The rankings represent the influence
a faction wields and the potential frequency of encounters and interactions with
representatives of that faction.
Leave a few fields blank. You may discover new factions or adjust the influence of a
faction over time.

DOMINANT 1–30 ESTABLISHED 31–45 ESTABLISHED 46–60

Hand of Theya Forsaken Fleet


SUBSISTING 61–70 SUBSISTING 71–80 SUBSISTING 81–90

Akiya Clans
DIMINISHED 91–94 DIMINISHED 95–98 UNKNOWN 99–100

Acheron’s Armada

USING THE GRID


Each field has a range corresponding to a result on an oracle roll. When you come upon
a ship or settlement, you can roll on the grid to randomly reveal its controlling faction.
You can also use the matrix when you Ask the Oracle about a situation, such as “which
faction carried out the attack on the settlement?” If a roll lands on a blank field, choose
the closest-ranked faction, or use this as a prompt to introduce an independent group
or new faction to your world.
In addition, you can use the influence grid to track the ebb and flow of a faction’s
power in an area. When a faction faces a major setback, reduce its rank. If it gains
influence, raise the rank. You can even create a “global influence grid” to measure the
power of key factions across the entirety of the isles.

52 Adventures Among the Isles


FACTION RELATIONSHIP MAPS
A relationship map can help you visualize the ecosystem of people and powers in
your world, and prevents important factions from getting lost in the shuffle.
To make your relationship map, use shapes, connectors, and simple notes to illustrate
the connections between factions. Different colors or symbols can provide an at-a-
glance representation of broad relationships, such as hostility versus cooperation. In
the example below, negative relationships are in red.
Put your character in the relationship map as well (and your allies, if playing with others).
If you have a connection to a faction, include a broad summary of that relationship
from your character’s perspective.
Start simple, and leave plenty of space. You can come back to the diagram to add
details as the story and factions evolve.

Akiya
My kin Hand of
Hate Theya
Secretly them (Evil
helping Me Empire)
the pirates
Stole
my ship!
Forsaken Fleet
(Pirates led by the
Raven Queen) Attacks and loots
imperial ships & ports

Periodically update your faction notes, campaign clocks, influence grids, and
relationship maps to keep track of evolving faction dynamics and revealed truths. If
you enjoy managing these details, this is a good exercise to undertake as you Begin
a Session.
Over time, some factions will rise to the fore, others will fade into the background,
and new factions will come onto the scene. This is part of creating an emerging
narrative and focusing on what’s important and interesting.
However, these are tools to use or ignore as you like. If you aren’t interested in
faction details or campaign-level machinations, feel free to keep factions in the
background of your story.

Factions of the Isles 53


People who share traditions
SOCIETIES and a way of life

1–10 Akiya
Coalition of clans known for their sleek and speedy ships. They gather
each year to celebrate the ebb of the storm season, and hang rows of
vibrantly colored flags from their ship’s rigging to honor the dead.

11–20 Arsu / Azizos


Once a single tribe, the loyalty of these people is divided between two
rulers descended from rival heirs. They often war against one another,
but now have a fragile alliance against a mutual foe.

21–30 Kai
Seagoing folk who build their homes and ships from luminous
glimmerwood. This resource is harvested from the coastal swamps of
their homeland, an environment under threat of destruction.

31–40 Khazeera
Warring people who inhabit an enduring city-state at the edge of an
active volcano. Molten rock and slag from this sacred volcano is used
in the heated shot for their destructive cannonry, and their soldiers
wield blades forged in its fires.

41–50 Morien
Seafolk who forsake cannons and muskets. They sail low-profile
catamarans and set upon their foes with stealthy ambushes.

51–60 Otani
People who dwell in island highlands. They largely forsake the sea, but
send out seafaring envoys to build ties with other communities.

61–70 Sularia
Beast-bonded people who commune with magnificent elder rays. They
are sworn to protect the seas from hunters and despoilers.

71–80 Talan
Scrappy seafolk who range far among the islands. They maintain a
floating trade settlement open to any who visit with shuttered gunports.

81–90 Thalassa
Recent refugees of a cataclysmic war. They are desperate to gain allies
against the enemy they believe will follow them to the isles.

91–100 Uktanu
Reclusive people who trace their lineage to the first inhabitants of the
isles. They are sworn to protect the sacred sites and relics of their
ancient forebears.

54 Adventures Among the Isles


People joined in a collective
ORGANIZATIONS trade, pursuit, or goal

1–10 Bloody Skulls


Bands of scavenging shipbreakers who lie in wait along hazardous
passages. They believe that painting their faces with a death-like visage
will protect against retribution by spirits of the dead.

11–20 Cynosure League


Guild of scientists and naturalists who record their findings in
exhaustively-detailed journals. Their works are copied and recorded by
archivists at a grand central library.

21–30 Ebb Tide


Covert insurgency of spies and saboteurs. They seek to cripple imperial
ambitions from within, and use trained gulls to carry vital messages
to collaborators.

31–40 Faceless Accord


Renegades sailing in defiance of imperial powers. They conceal their
identities behind iron masks to protect kinfolk still under imperial rule

41–50 Forsaken Fleet


Powerful clan of pirates led by a marauder known as the Raven Queen.
They recently sacked and seized a major port town and made it a refuge
for outlaws and outcasts

51–60 Ironmongers
Guild of shipbuilders and arms manufacturers who supply their
destructive wares to the highest bidder. They secretly incite wars to
expand their fortune.

61–70 Moonsingers
Mystic coven that draw their powers from the dance of the moons and
the rhythm of the tides. They recruit and train talented initiates from
across the isles.

71–80 Saltblood
Mariners bound to an age-old seafaring fellowship. They recognize
fellow saltbloods and communicate using complex hand signals.

81–90 Tide Runners


Smugglers who ferry their ill-gotten goods from island to island. They
rely on speed, stealth, and the cover of foul weather or moonless nights.

91–100 Wayfarers
Peddlers who range across the isles and beyond. They transport rare
and unusual cargo aboard their vibrantly painted ships.

Factions of the Isles 55


People seeking dominion
EMPIRES over the isles

1–10 Argosy Company


Trade company which commands a fleet of beast-hunting ships and
pays bounties on beasts to independent captains. Their unscrupulous
merchants deal in trophies and resources gathered from slain creatures.

11–20 Eldarian Remnants


Loyalists of a fallen empire who seek to rebuild their former glory among
the isles, guided by a charismatic and shrewd military leader. The sails
of their ships are emblazoned with a burning phoenix.

21–30 Empire of Solas


Age-old dominion ruled by an immortal god-emperor. Their ostentatious
ships are adorned with gold metalwork and filigreed sails.

31–40 Firgovian Regency


Fracturing empire facing a succession crisis in the aftermath of the
monarch’s assassination. Rival claimants gather their armies and navies
to take the crown by force.

41–50 Hand of Theya


Iron-fisted theocracy under the rule of a council of priests. Their
mandates are enforced by red-robed inquisitors.

51–60 Kyrody Dominion


Expansive empire with far-flung territories. Their holdings within the
isles are overseen by corrupt and squabbling governors, each vying for
greater power and wealth.

61–70 Meridian Company


Powerful trade company with diverse holdings and boundless political
influence. They function as a shadow government behind other powers.

71–80 Norish Empire


War-mongering clans newly united under a powerful warlord. Their
warships are fitted with imposing rams and heavy boarding ramps.

81–90 Skulde Alliance


Ambitious empire which wields a powerful military. At the vanguard of
their fleets are the dragon-riders of the Crimson Guard, who house their
steeds and launch their attacks from colossal carrier ships.

91–100 Sovereign States


Industrialist power formed from the remnants of warring nations. They
are governed by an oligarchical council whose members scheme and
backstab to advance their own interests.

56 Adventures Among the Isles


People transformed or
THE CURSED bound by dreadful curses

1–10 Acheron’s Armada


Ghost ships under the command of an undead imperial admiral. This
vengeful wraith seeks to carry on the war that cost them their life.

11–20 Blighthulk
Titanic ship cursed with incessant corrosion and rot. Its crew must
constantly add wood, sails, and fittings from salvaged wrecks and
defeated foes into this massive and unnerving chimera-craft.

21–30 Bloodmarked League


An order of occultists, each bearing a blood-red tattoo on their wrist,
who are dedicated to hunting and banishing the restless dead.

31–40 Brinemarked
Cult of sailors cursed by a drowned god. Their bodies and ships are
corrupted by horrible aspects of the sea—riddled with barnacles,
rotting sea weed, and brackish slime.

41–50 Carrion Fleet


Fleet under the command of a necromancer. The dreadful ships are
festooned with bones and bloodied sails, crewed by skeletal undead,
and escorted by the risen corpse of a slain behemoth.

51–60 Fireships
Ships burning with unquenchable fire and crewed by bone-scorched
undead. The flagship was set aflame by marauders in a port attack,
and its cursed commander seeks to spread the fire to other vessels and
expand the accursed fleet.

61–70 Forgeborn
Uncanny metal automatons who are said to embody the stolen souls of
dead mariners. They cruise the isles in ironclad ships.

71–80 Gilded Fleet


Pirates who seized a forbidden treasure. They are cursed with a
ceaseless, insatiable hunger to hoard riches from all corners of the isles.

81–90 Nightships
Dread ships of the vampire clans, shrouded in an eternal gloom. Their
undead crews leave wrecks and blood-drained corpses in their wake.

91–100 Tidebound
Devout cultists who were granted eternal life in exchange for unending
service their patron sea god. They must not tarry on land or at anchor,
lest death catches up with them to take its toll.

Factions of the Isles 57


BEASTS OF THE ISLES
Here there be monsters. Within the isles, beasts are creatures of a fantastic or dreadful
nature. Great sharks. Dragons. Sea serpents. The Kraken.
You’ll decide the nature of beast in your world when you choose the truths of the
setting. In a more fantastic and dangerous version of the isles, beasts roam freely.
In a grounded campaign, beasts might be real-world creatures (such as whales,
giant squids, large sharks, and crocodiles), the imaginings and exaggerations of
superstitious mariners, or age-old myths.

INTRODUCING BEASTS TO YOUR WORLD


The following pages include brief summaries of notable beasts in several environs:
sea (pages 60–61), land (pages 62–61), shore and river (page 64) and
sky (page 65). Use these beasts as inspiration for myths, dangers, denizens, or the
focus of a quest. Feel free to pick from these lists, combine or customize, or roll for a
random beast as the focus of an encounter or quest.
To unleash a truly aberrant creature upon your world, generate its form using
the Starforged Creature oracles (page 336 of the Starforged rulebook).

58 Adventures Among the Isles


THE MUNDANE AND THE MIRACULOUS
As you travel the world, imagine a vibrant ecosystem with flora and fauna of all
sorts. Oracle prompts such as Seafaring Details (page 124) and Overland Details
(page 158) include encounters with mundane creatures, and other events such as
interludes (page 48) may inspire you to reveal new aspects of the natural world.
Use these commonplace but memorable encounters to build contrasts with the truly
unusual, wondrous, or horrific.

FACING TITANIC FOES


The astounding scale and power of beasts can make encounters a daunting challenge.
How do you stand against an epic beast that is larger than the mightiest warship?
Your first and best option? Flee. But consider the flexibility of combat objectives. A
single encounter can incorporate multiple lower-ranked objectives for the phases of a
fight. For example, defeating a leviathan might involve separate objectives to lure the
beast, slow or weaken it with tethered harpoons, and strike a deadly blow.
Or Swear an Iron Vow and use that quest to track your ongoing struggle against a beast
across days, weeks, or months. Each desperate fight is given a lower-ranked objective
to achieve a small victory and Reach a Milestone, perhaps forcing the creature to slink
away until your next meeting. These encounters build to a final dramatic confrontation
where you will—if the Fates allow—Fulfill Your Vow.

Beasts of the Isles 59


Check the next page
BEASTS OF THE SEA (1–60) for 61–100 results.

1–15 Predatory Shark Various Ranks


Most sharks offer little threat for islanders, but certain species of large,
aggressive sharks are properly feared and respected by seagoing folk.
Mariners also speak of ancient sharks, relentless hunters the size of
whales whose teeth splinter hull and bone alike.

16–30 Great Whale Various Ranks


The seas teem with whales of all sorts. Even the largest of them, the
great whales, are generally friendly and curious. They are nevertheless
under threat by whalers and despoilers, and some islanders sail in
defense of these gentle creatures.

31–35 Leviathan Epic


These ancient whales are far larger and more aggressive than their
common kin. Their bone-white hide bears the scars of harpoon strikes
and hard-won battles with other beasts. They are keenly intelligent,
have long memories, and do not forgive or forget.

36–40 Rothulk Extreme


Circling carrion birds and the stench of death often forewarn the
appearance of a rothulk, a cadaverous but still animate great whale.
These unfortunate beasts are infested by a multitude of parasites that
bind grasping tendrils to flesh and bone. The small creatures steal the
life of their host and puppeteer what remains.

41–45 Giant Squid Formidable


The largest of these creatures can easily crush a longboat with their
powerful tentacles, but they only reluctantly emerge from the lightless
depths that is their preferred hunting grounds.

46–50 The Kraken Epic


The Kraken is the singular master of the seas, a beast of horrific scale,
cunning, and ferocity. It has the sleek form and speed of a giant whale,
but is armed with powerful tentacles and a gaping, toothy maw. Along
its flank are rows of luminescent eyes; doom lights, mariners call them,
for they are a presage of certain death.

51–55 Sea Dragon Formidable


These aquatic dragons have glittering scales, toothy jaws, and long,
bladed tails. Their winglike fins propel them through the water at
amazing speeds, and send them leaping and gliding over the waves.

56–60 Elder Ray Extreme


Like their lesser brethren, these creatures have flattened bodies and
broad fins. They are inherently gentle, often traveling with with seafolk
who recognize individual rays by their luminescent markings.

60 Adventures Among the Isles


BEASTS OF THE SEA (61–100)

61–65 Whipneck Formidable


These creatures are about the length of a sloop, with long necks, broad
bodies, and turtle-like fins. They are not overly aggressive, but often
hound fishing boats in hopes of stealing their catch.

66–70 Eel Swarm Formidable


These masses of black-eyed, sharp-toothed eels rely on sheer numbers
to overwhelm larger prey. Some say they are capable of chewing
through a ship’s hull, and will pour into a breached vessel in a slithering,
biting torrent.

71–75 Sea Serpent Epic


These titanic beasts have sinuous bodies, glittering scales, and spiny
red fins larger than the greatest mainsail. They are largely ambivalent
to the presence of most seagoing folk—all but the largest ship passes
beneath their notice.

76–80 Reefstrider Extreme


The shells of these gigantic, squat crustaceans are encrusted with coral
and sea life, camouflaging them among reef systems. They are territorial
and protective of their habitats.

81–85 Starlume Dangerous


Hundreds of pinpoint lights shimmer within the translucent form of these
gigantic jellyfish. According to legend, the lights of a starlume reveal
complex celestial maps. Those who look deeply into those alluring lights
may find themselves gifted—or cursed—with visions of lost seas and
hidden places.

86–90 Vortex Forge Epic


From a distance, this titanic entity might be mistaken for a great
whale, but it is a crewless metal construct that wanders the seas on an
inscrutable mission. Its rotating maw generates powerful whirlpools to
draw in prey, sending ship and sailor alike into an ever-burning furnace
deep within its mechanical gullet.

91–95 Herald Epic


These colossal tortoise-like beings are the longest-lived creatures of
the isles—perhaps as ancient as the world itself. Islanders interpret
wondrous and grim portents from the sighting of a herald, but these
creatures often go unseen; their craggy shell is easily mistaken for a
small, rocky island.

96–100 Abomination Various Ranks


Generate this beast using the Starforged creature oracles (page 336 of
the Starforged rulebook), giving it a water form.

Beasts of the Isles 61


Check the next page
BEASTS OF THE LAND (1–60) for 61–100 results.

1–25 Predatory Big Cat Various Ranks


Big cats are the most common land predator in the isles. Some live
among the high branches of jungle canopies, climbing and leaping with
ease. Others dwell within the shadows of the forest floor or amid the
rocks and crags of highland terrain, stalking their prey with deadly skill.

26–35 Reaper Formidable


Reapers are bipedal, cunning reptiles who move in packs, striking
unseen from the shadows and chasing prey into flanking ambushes.
They dispatch their quarry with wicked, sickle-shaped claws.

36–40 Great Ape Epic


The towering, great apes of the isles live in the most rugged and
remote jungles. They are reclusive creatures and do not abide rivals
or trespassers. Their long lives are marked by the innumerable scars of
fights with other beasts.

41–45 Thundermaw Extreme


This bipedal reptile is feared for its towering size, toothy maw, and
dreadful roar. A small circlet of bone rings the beast’s skull, leading
some to name the thundermaw a king among the isles. Despite its
legendary reputation, the thundermaw prefers to scavenge its meals,
and tires easily when giving chase.

46–50 Primordial Epic


This titanic, reptilian beast dwells within deep jungles and mountainous
highlands. It is a creature of the ancient world, unconcerned with the
petty affairs of island folk but protective of its mist-shrouded domain. It
is taller than the upmost jungle canopy, and leaves trails of splintered
trees and sundered earth in its wake.

51–55 Avithor Dangerous


These person-sized, flightless birds are drawn to shiny things, and will
collect bits of stone, metal, and trinkets in their nests. They are jealously
protective of this hoard. When a trespasser comes near, they use a
chittering call and display of colorful plumage to warn them away. If that
fails, their surprising jumping ability, razor-like claws, and sharp beak
make quick work of any threat.

56–60 Verdant Mammoth Extreme


These majestic, nomadic creatures have prehensile trunks, long tusks,
and spiraling horns. The largest and oldest of a herd, the matriarch, is
covered in a layer of moss, lichen, and plant sprigs—it wears this lush
garden like an elaborate, earthy cape. Birds roost along the matriarch’s
back and circle above while the herd travels, providing a squawking
alarm when danger is near.

62 Adventures Among the Isles


BEASTS OF THE LAND (61–100)

61–65 Serrabrus Formidable


The serrabrus is a large boar-like beast. It is an industrious creature,
felling trees, gathering deadwood, and building crude barriers with
its sweeping, sawtooth tusks. To find oneself lost within the strange,
meandering fences of the serrabrus is to incite the rage of the builder.

66–70 Night Weaver Formidable


These enormous spiders have a sleek, obsidian exoskeleton and slender
legs tipped with razor-sharp hooks. They lurk in shadowy places such
as grounded shipwrecks, deep caves, and dense woodlands, building
elaborate webs as traps for unwary prey.

71–75 Sylvan Strider Extreme


This gargantuan, insect-like creature moves through woodlands on
multi-jointed legs the size of tree trunks. It often stands perfectly still
while lying in wait for prey, indiscernible from the surrounding wilds.

76–80 Mimic Serpent Extreme


The scales of this massive, canopy-dwelling snake can shift in hue
and texture, allowing it to blend invisibly within its surroundings. After
grasping its unaware prey, the mimic serpent coils around its victim,
stealing air and crushing bones.

81–85 Ghost Rat Dangerous


These pale rats of unusual size are accustomed to life within lightless
cave systems. Ghost rats are eyeless, and navigate the depths in small
packs using their keen sense of smell. They pursue potential meals with
hound-like persistence.

86–90 Gangle Formidable


This large, cave-dwelling insect contorts its long limbs with uncanny
flexibility—the joints cracking like breaking bones—to navigate the
smallest crevices. These limbs, equipped with delicate sensory organs,
enable the creature to perceive the subtlest vibrations and detect prey
or threats from afar. After unfolding itself from its hiding place, the
gangle attacks with a spray of burning saliva.

91–95 Deep Dragon Epic


Greatest and most feared among the dragons are those who slumber in
the deep places of the world. The titanic, deep dragons of myth lair in
caves and tunnels, exhaling molten breath, amassing hoards of gnawed
bones, and hibernating for untold stretches.

96–100 Abomination Various Ranks


Generate this beast using the Starforged creature oracles (page 336 of
the Starforged rulebook), giving it a land form.

Beasts of the Isles 63


BEASTS OF THE SHORE AND RIVER
1–20 Great Crocodile Various Ranks
Large crocodiles dwell in waters throughout the isles, including coastal
wetlands, rivers, and the depths of tidal caves. The greatest and
fiercest of them are the size of a sloop­­—armed with dagger-like teeth,
impenetrable hides, and powerful tails capable of shattering stone.

21–35 Tenabrus Squid Extreme


This beast dwells within shoreline hollows and sea caves. It is a cunning
and patient creature, slumbering for months or years until hapless prey
wanders into its dark lair. As it awakens, its orb-like eyes glimmer with a
foul, hungry light, and its barbed tentacles prepare to strike.

36–50 Diving Spider Dangerous


These semi-aquatic arachnids trap air with their silk, enabling them to
hunt along riverbeds and coastal shallows, or lurk along the shore in
wait of prey. They occasionally get caught up in nets, an unlucky catch
for fisher folk.

51–65 Muck Toad Formidable


This creature lurks within the mire of swamps and muddy rivers. What
the muck toad lacks in speed and agility, it gains in strength and scale,
grasping prey with its prehensile tongue and swallowing it whole with
its cavernous maw.

66–75 Sand Dragon Formidable


Sand dragons are the smallest of dragon-kind, but are still a fearsome
foe. Burrowing beneath shoreline dunes, it stirs at the telltale vibration
of footfalls upon its lair. It attacks with dagger-like claws, teeth as long
and wicked as cutlasses, and breath of scalding steam.

76–85 Keelback Crab Extreme


The keelback crab uses a scavenged ship as a protective shell for its
soft exoskeleton. Reports of ghost ships can often be attributed to
keelbacks, scuttling along coastal waters with wrecks on their backs. As
it grows, a keelback must commandeer vessels of increasing size.

86–95 Jade Crab Extreme


The jade crab is the largest and most aggressive of the crustaceans, able
to snap a longboat or even a small ship in two with its vice-like pincers.
At rest, their shell is slate gray, easily mistaken for rocks or reefs. On
the hunt, they shimmer with an iridescent blue-green. Fiercely territorial,
these creatures often claim a waterway, cove, or sea cave as their lair.

96–100 Abomination Various Ranks


Generate this beast using the Starforged creature oracles (page 336 of
the Starforged rulebook), giving it a land or water form.

64 Adventures Among the Isles


BEASTS OF THE SKY
1–20 Great Hawk Various Ranks
Various types of enormous hawks hunt among the isles, including the
mangrove-dwelling ash hawk and the coastal wind reaver. The greatest
of them, the fabled vastwing, is said to be capable of grasping and lifting
a fully loaded longboat in its enormous talons.

21–35 Iron Dragon Extreme


The most common dragon of the isles, the iron dragon dwells in a
variety of environments, from rocky coasts to deep inland jungles. They
have a tough hide the color of weathered iron, dreadful claws, and a
long, powerful tail. But their most potent weapon is their fiery breath,
the bane of any wooden ship that earns their ire. Some island folk revere
these creatures. But others harness them and ride into battle, launching
from a seaside fort or a ship’s deck to lay waste to their enemies.

21–35 Wave Skimmer Formidable


These winged reptilian beasts nest along waterside cliffs, and are adept
at diving to spear fish with barbed beaks. Fishing boats and cargo ships
often fall prey to wave skimmer ambushes, as the cunning predators
have learned of the great bounties hidden within those vessels.

36–50 Goregull Dangerous


Scavengers by nature, the vulture-sized goregulls feed primarily on
dead sea life, but are known to harass the crews of floundering ships.

51–65 Monarch Bat Formidable


These oversized bats, large enough to carry off an unlucky islander,
dwell in caves and amid jungle canopies. At night, they leave their
roosts to hunt, and are particularly dangerous on moonless nights when
their swift, silent approach goes unnoticed.

66–80 Bloodmite Dangerous


Bloodmites are hound-sized, flying insects. They primarily cling to the
hide of titanic beasts, feeding through a blade-tipped proboscis, but are
not averse to preying upon smaller targets.

81–90 Thanatoi Dangerous


These moth-like creatures are unsettlingly large but harmless. They are
often seen on nights when Wraith is full—they shimmer with a strange,
ethereal glow, as if reflecting the light of the moon. Many islanders
believe they escort souls into the world beyond. Look too long into their
alluring glow, they say, and you will suffer a glimpse of your own death.

96–100 Abomination Various Ranks


Generate this beast using the Starforged creature oracles (page 336 of
the Starforged rulebook), giving it an air form.

Beasts of the Isles 65


GETTING
UNDERWAY

PREPARE TO SET SAIL 68

SELECT YOUR REALM 71

CHOOSE YOUR TRUTHS 78

SET YOUR FACTIONS 90

CREATE YOUR CHARACTER 92

TAKE COMMAND 98

CHART YOUR COURSE 102

SET THE SCENE 110

66
PREPARE TO SET SAIL
In this section, you’ll forge your character and your unique vision for the Sundered
Isles using a series of guided exercises. If you’re playing Sundered Isles with others,
make this a group activity to give everyone a stake and input in the setting.
Remember: Prep is play. These exercises should be fun. If anything feels like work,
skip it or take a shortcut and move on.

CONSIDER THE TONE FOR YOUR WORLD


What sort of adventures do you want to undertake? Swashbuckling action? Treasure
hunting? Scrappy, anti-imperial rebellions? Court espionage and intrigue? Spooky
nautical exploration? Banishing eldritch horrors? Setting a baseline will help inform
your choices in this section. If you’re playing with others, briefly talk it over.
If you’re not sure, the decisions you make in these exercises will help set your course.
But don’t let the exercises undermine your own preferences. This section gives you a
true north, but you are at the helm. Steer the ship as you like.

BUILD A WORLD MINDFULLY


Depending on your choices in these exercises, your version of the Sundered Isles might
feature aspects of the real-world age of sail. In popular media, this “age of discovery”
is often romanticized. In reality, it was a time of brutal conquest, exploitation, and
enslavement perpetrated by colonial powers.
However, this is your world. You are encouraged to emphasize fun and adventure, but
should do so in a way that doesn’t reinforce the harmful ideologies and stereotypes of
our own history. Consider the following:
✴ Prioritize diversity. There are no setting assumptions that constrain your depiction
of race, culture, disability, sexual orientation, or gender identity. Envision a world
of vibrant possibilities.
✴ Reject the narratives used by colonizers to dehumanize indigenous people. Do
not depict any indigenous culture of the isles as monolithic in their values or as
universally good or evil. Do not portray them as inherently primitive, strange, or
magical compared to “default” identities.
✴ Resist injustice. If imperial forces have a role in your setting, they will build their
wealth, strength, and influence through exploitation and oppression. In their
arrogance, they claim discovery and dominion over lands long-known and long-
inhabited. Make no mistake­—they are the enemy. Your character is not another
cog in the colonial machine. You are meant to break the machine.
✴ Carefully consider the representation of slavery in your campaign. The
slave trade was an abhorrent reality of the colonial age, but is not assumed to
be an aspect of the Sundered Isles. For you or another player, any depiction of
slavery may be harmful or unwanted content. Discuss this in the context of your
worldbuilding and Set a Flag as needed. If slavery is a reality in your setting, do
not trivialize or romanticize it.

68 Getting Underway
SUPPORT PLAYER SAFETY
As you work through the campaign launch exercises and anytime during play, use the
Set a Flag move to identify content boundaries and to prioritize player safety, comfort,
and fun over the narrative. This can include content that will be omitted, modified, or
addressed on a case-by-case basis if it is encountered in your game.
Work together with other players to ensure a collaborative environment where
everyone can Set a Flag. But keep in mind that using this move should not force a
discussion of a content boundary. Players do not need to provide details or justification.
If that is their wish, note the flagged content and move on.

SET A FLAG
When you identify situations or topics you don’t want to include, don’t want to
envision in detail, or otherwise may need mindfulness when approaching, that
content is now flagged.
When you encounter content flagged as something to approach mindfully, pause
to consider or discuss its role in your story. When you come across flagged content
that you would rather adjust or omit, Change Your Fate.

USING OTHER SAFETY TOOLS


You might find that the Starforged session moves don’t fit the needs of your table.
Each person is unique in what safety tools work for them, and many other safety tools
address this variety of needs.
You can explore resources like the TTRPG Safety Toolkit to find safety tools that work
best for you and your game. The TTRPG Safety Toolkit, curated by Kienna Shaw and
Lauren Bryant-Monk, is a compilation of safety tools designed by members of the
tabletop roleplaying game community. You can find it here: bit.ly/ttrpgsafetytoolkit.

WANT A QUICK START?


If you already have some idea of the setting, tone, and starting situations for your
campaign, or if you are returning to an existing world, you can skip most of these
exercises. Instead, do only the following:
✴ Create your character using the exercise starting on page 92.
✴ Choose your command using the exercise starting on page 98.
✴ Play! You can sort out the rest through the course of your story.
Otherwise, if you are starting with a clean slate and want to set the stage for your
adventures, turn to the next page to get started.

Prepare to Set Sail 69


GETTING STARTED
Work through the exercises below. This is a recommended order. If you’d
prefer a different order, such as building your character before generating
the details of your setting, adjust as you like.

Select Your Realm (page 71)


1 Pick the overall setting for your campaign.

Choose Your Truths (page 78)


2 Decide what is true for your version of the Sundered Isles.

Set Your Factions (page 90)


3 Envision the influential powers of your world.

Create Your Character (page 92)


4 Set your character’s background, abilities, and characteristics.

Take Command (page 98)


5 Choose your role and decide the nature of your ship and crew.

Chart Your Course (page 102)


6 Create a map as a starting place for your adventures.

Set the Scene (page 110)


7 Get your story underway.

A word of warning: You might find your creative batteries running low if you
pack the exercises into a single session. Consider running each exercise
in an individual session, or two to three exercises per session—whatever
works for your group.

70 Getting Underway
SELECT YOUR REALM
In this first exercise, you set the stage for your adventures by choosing a realm. Will
you sail a perilous sea, navigate the lofty heights of a storm-wracked sky, or cruise
among the stars?
Allow about 5–10 minutes for this exercise.
The Seafaring Realm is the default. The setting truths, oracles, and character assets
included with this supplement assume you are undertaking nautical adventures.
However, much of this is narrative texture that can be reenvisioned to better fit your
preferred realm. “Sea” becomes a colloquial term to describe airborne or starborne
passages. “Islands” are floating remnants of a shattered continent—or entire planets.
You can focus on using the abstract, interperative oracles instead of those that are
more specific to the default island setting. No matter your choice, you’ll undertake
adventures of sail and saber in a perilous age.
In short, for the most out-of-the-box Sundered Isles experience, choose the Seafaring
Realm. If you are willing to make a creative leap-of-fath or have a specific setting in
mind, the Starforged system is flexible enough to accomodate other adventures.
Check the following pages for details on the realms. Scan or read those entries as you
like to learn more about their features and default assumptions. Once you've made
your choice, continue to the next exercise on page 78.

SEAFARING SKYFARING STARFARING


REALM REALM REALM
page 72 page 74 page 76
The Sundered Isles The Sundered The Sundered
lie within vast and Isles are the lofty Isles are untold
perilous seas. fragments of a worlds adrift on
shattered continent. aetherial tides.

Select Your Realm 71


THE SEAFARING REALM
In this realm, the Sundered Isles lie
within vast and perilous seas.
FEATURES
No one knows the true extent of the isles. Untold
numbers of them are scattered like broken shards ✴ Mist-shrouded islands
across these equatorial waters. ✴ Warm, turquoise seas
✴ Rocky shoals, shallow
The isles are home to a diverse array of people,
reefs, and rugged islets
societies, and cultures. Some trace their lineage to
the mariners who first sailed these waters in ages ✴ Coastal boats and mighty
past; they mark their history not in the passage of seagoing ships
years, but through the ebb and flow of the tides ✴ Bustling ports and inland
and the communal memories of the generations villages
who came before. Others settled here in recent ✴ Fast-moving storms
years as refugees or outcasts from distant lands. ✴ Stirrings of great beasts
And some seek only to exploit the resources and within shadowy depths
people of the isles for their own ends. ✴ Ruins nestled in jungles,
Seafarers who chart a course through the isles standing amid high rocks,
face unpredictable storms, fierce currents, shifting and sunk beneath the sea
tides, shallow waters, and lurking marauders. For ✴ Skeletal frames of
those who abide and understand the whims of wrecked ships, cast
the sea, this realm is home. Those who seek to against rock and reef
control the sea, to gain mastery of it, find only a
watery grave.

This is the default when playing Sundered Isles. The oracles, new character assets,
and other materials in this book are designed for this realm—but are often flexible
enough to accommodate the other realms. Depending on the truths you select in
the next exercise, your world can mirror our real-world age of sail, or spotlight more
fantastical elements such as supernatural beings, steampunk-style technologies,
and monstrous beasts. Your campaign might feature swashbuckling adventure, grim
horror, desperate struggles against oppressive empires—or all the above!
Ready to set sail with the wind in your hair and a vow in your heart? Chart a course
for the seafaring realm.

72 Getting Underway
THE SKYFARING REALM
In this realm, the Sundered Isles are the
lofty fragments of a ruined continent.
FEATURES
In a time before memory, a massive continent
broke apart in an earth-shattering cataclysm. The ✴ Airborne islands capped
remnants of this land were cast into the skies, by clinging vegetation
held aloft by unknowable forces. ✴ Waterfalls fall from broad
cliffsides
Eons later, the floating isles beckoned with
✴ Constant winds and
mysteries and an escape from earthbound war and
passing rains
strife, so explorers crafted airships and launched
them into the storm-wracked skies. Over time, ✴ Flocks of birds swirl
people and nations founded burgeoning ports through misty skies
among the aerial enclaves, but there is much that ✴ Storm clouds unleash
remains unknown and uncharted. The islands are lighting strikes and blasts
in near-constant motion within a vortex of wind of thunder
and uncanny gravitational anomalies, making ✴ Villages and ports nestled
navigation difficult and unpredictable. among rocky enclaves
Island ecosystems vary by altitude. In the lower ✴ Ships tethered to portside
regions, rain-soaked islands are covered by docks
impenetrable jungle. Higher, temperate forests ✴ Colliding islands scatter
and rocky plateaus are shrouded in cold mist. Still smaller fragments
higher, some say, icebound islands are locked in
an endless winter.

When exploring the skyfaring realm, you will need to interpret oracles and outcomes
to fit the setting. For example, when generating a location using the Island Oracles,
envision the results as the floating shard of a lost continent. In exchange for this leap
of faith, this realm offers interesting possibilities for storytelling. What do settlements
look like? What resources do the people trade? How are naval battles undertaken in
three dimensions?
Ready to soar through the skies and battle with pirates in the dark heart of a
thundercloud? Launch your ship into the skyfaring realm.

74 Getting Underway
THE STARFARING REALM
In this realm, the Sundered Isles are
untold worlds adrift on aetherial tides.
FEATURES
The people of your homeworld once navigated
the oceans, but now they sail a limitless new ✴ Life-giving starborne
frontier. Mighty ships harness aetherial currents currents
and leave shimmering waves of prismatic energy ✴ Colorful clouds of cosmic
in their wake. An untold number of worlds— dust
colloquially called Isles by your once-seafaring ✴ Countless planets and
people—spin in their complex orbits within this planetoids orbiting
starry expanse. shimmering stars
For bold sailors who set off into this realm, the ✴ Aether ships gathering at
aether is life. Its starborne currents bear ships and bustling space ports
provide breathable air in an otherwise deadly void. ✴ Unpredictable aether
But the aether is capricious and ever-changing; storms, vibrant with
navigating its chaotic passages demands skill, tumultuous energies
courage, and luck in equal measure. ✴ Strange creatures
cruising in the wake of
starborne vessels
✴ Hulks of derelict ships,
forever adrift
✴ Mysterious vaults of alien
civilizations

The starfaring realm provides the greatest opportunity to freely mix-and-match your
Starforged and Sundered Isles assets and oracles. Within this realm, you’ll set a course
for distant planets, navigate perilous asteroids fields, encounter extraordinary alien
creatures—perhaps even delve ancient precursor vaults. As appropriate to the truths
you select in the next exercise, your version of the setting might use technological
Starforged assets re-themed as aether-powered technologies.
Ready to wade into battle in your ironclad exosuit armed with a blade of scintillating
energy? The starfaring realm awaits.

76 Getting Underway
CHOOSE YOUR TRUTHS
In this exercise, you’ll set the tone and background for your campaign by deciding the
nature of your version of the Sundered Isles. These are your truths. When you’re done,
you’ll have key aspects of your setting sketched out, and a backdrop of challenges to
help fuel your adventures
Allow about 30–45 minutes for this exercise.

THE TRUTH CATEGORIES


This section includes 11 categories to help define key aspects of your version of the
Sundered Isles. The categories are:

Sundering Page 79 Piracy Page 85

Relics Page 80 Religion Page 86

Modern Era Page 81 Magic Page 87

Iron Vows Page 82 Beasts Page 88

Navigation Page 83 Horrors Page 89

Empires Page 84

To keep things moving, read the bold text in each category as a rundown of your
options. Use or ignore the expanded summaries and quest starters as you like. For
more tips on choosing your truths, see page 83 in the Starforged rulebook.
Each category also includes suggestions for character assets, marked with a person
(9) icon, and potential factions to add to the setting, marked with a flag (8) icon. If a
recommended asset interests you, or a faction fits your vision for the world, make note
of it. In the following two exercises, you’ll introduce factions to the isles and choose
your character assets.

HOW TO SELECT YOUR TRUTHS


Select your truth for each category in one of three ways. Mix and match these
techniques as you like..

Choose a truth OR Roll for a truth OR Customize a


from the three using your truth, or craft
options. oracle dice. your own.

78 Getting Underway
SUNDERING
How did the isles earn their name?

1–33 A great war left horrible scars upon the isles.


A generations-old war is only recently ended, and the reminders of that
fruitless conflict are all around us. Islands wracked by destruction, seas
tainted, people displaced. The cost is immeasurable, but some still squabble
over what remains.
Quest Starter: A people, displaced by war, live on a remote island. A
recent illness left many sick or dead. Supplies are urgently needed. Why
do you swear to give them aid? Who stands against you, and why?

34–67 Eons ago, a vast cataclysm shattered continents.


Lands broke apart in an apocalyptic disaster. Powerful cities fell. Fire, lava,
and ash scoured what remained. The isles, scattered like broken shards, are
the vestiges of these once-great lands, the gravestones of a fallen dominion.
Life eventually returned to this realm, but the wounds do not fully heal.
Quest Starter: You are haunted by dreams of this ancient cataclysm.
In those dreams, you see a grand library of unfathomable scope, the
collected knowledge of lost people and fallen dominions. What do you
seek within this repository?

68–100 Strange technologies unleashed a reality-fracturing wave of cursed


energy, forever reshaping the isles.
An ambitious few dabbled in ancient secrets, and in doing so, broke the
bonds of reality. Strange energies flowed into our world, allowing uncanny
phenomena to take hold. Science and magic took new forms. People and
creatures of other realms were cast into our own like jetsam in a turbulent
tide. The isles are forever altered by the curse of these chaotic realities.
Quest Starter: An explorer brings news. They’ve located what they say is
a nexus of chaotic energy. If it could be deactivated, the isles might find
some measure of peace. Which power or foe seeks to harness this power
to their own ends?

9 If you are all that remains of a pre-Sundering people, culture, or tradition, you might
be a VESTIGE. If the echoes of the cataclysm have left you with unnatural powers,
you might be a SORCERER. If you embody the legacy of a deep-dwelling people, you
might be WATERBORN.
8 A seafaring tribe seeks to locate and unite the scattered people who were displaced
during the Sundering. An order of sorcerers exploit the chaotic forces that brought
the cataclysm.

Choose Your Truths 79


RELICS
What remains of lost or fallen people?

1–33 The long history of the isles is marked by disaster, war, and exodus.
Abandoned and ruined sites are grim monuments to these events.
Former communities—even entire islands—are sometimes forsaken by
their people. Others are lost and forgotten through the ravages of time.
These places echo with the memories of lost lives, but also remind us of the
perseverance of those who survived to carry on their traditions elsewhere.
Quest Starter: An uninhabited island is marked by the ruins of a once-
great city. Someone important to you led an expedition to that island
months ago, but has not returned. What were they in search of?

34–67 Two centuries ago, a powerful empire dared to claim these isles as their
own. Ruined places are all that remain to mark their hubris.
The tattered banners of the fallen empire lie amid ravaged fortresses,
wrecked ships, and abandoned cities. In some places, nature reclaimed
these sites. In others, people return to build anew upon the graves of these
former invaders. Meanwhile, scavengers—like gulls picking at the bones of
dead fish—scour the remnants in search of plunder.
Quest Starter: The emperor wore a crown adorned with two gems of
unsurpassed size and quality: a blue diamond to honor Wraith, and a
fiery ruby to represent Ember. The resting place of the emperor and this
crown are a mystery—one you are determined to solve.

68–100 An ancient civilization of unfathomable power left its mark upon the isles.
These people unlocked secrets beyond our understanding. The ruins
marking their legacy are places of unnatural construction, confounding
mechanisms, and cryptic relics. Some islanders revere the ancients. Others
seek to understand them. A few have more selfish motives—pillaging the
sites for treasure and artifacts. But some secrets are best left buried. Many
ruins are cursed, corrupted by time, and haunted by malignant evil.
Quest Starter: Dozens of ancient towers have flared to life, sending
up beacons of light visible from leagues away. These lodestars form a
marked path that stretches well beyond the far horizon. Why do you set
out to see where this path leads?

9 If you are dedicated to searching out mysteries or preserving the legacy of lost
relics, you might be a SCHOLAR. If you deal in recovered or stolen relics, you might
be a PEDDLER. If you delve wrecks and ruins to gather resources or riches, you might
be a SCAVENGER.
8 A society of researchers and archaeologists work to understand lost people and
relics. A sacred order of caretakers protect age-old sites from trespassers and grave-
robbers. An underground ring of fortune seekers supply a black market trade of
stolen treasures.

80 Getting Underway
MODERN ERA
What is the state of technology?

1–33 It is an age of sail.


Sailing ships navigate the farthest reaches and weather the fiercest storms.
Their cannons unleash devastating barrages against rivals or raiders, and their
crews wield muskets and blades to defend their decks. Some commanders
plot a course through hazardous waters with chart and sextant, while others
rely on a deeper understanding of sea and sky. But above all else, we trust in
the loyalty of our shipmates and the strength of our vows.
Quest Starter: A famed shipwright, nearing the end of their life, seeks
to build their magnum opus—a ship of uncompromising beauty and
strength. What rare material do they require, and where is it found?

34–67 It is an age of industry.


The winds of change are upon us. Some of these innovations inspire awe—
flying machines that sail among the clouds, metal diving bells that plumb the
greatest depths, and mechanical limbs of intricate design to replace what
was lost. But industry is also an insatiable fire. Mines, smelters, and factories
reshape our lands to feed those flames. Titanic ships seek dominance of the
isles. Is it only a matter of time before our steadfast wooden ships and the
simple ways of our communities are relics of a bygone age?
Quest Starter: An iron submersible stalks seagoing passages. Why do
you seek vengeance against this vessel’s commander?

68–100 It is an age of wonders.


Some have wielded ancient secrets and extraordinary science to power
vessels, weapons, and other machines. Their ships are fitted with energized
sails that augment the powers of wind and storm. Their cannons unleash
volleys of infernal energies. A few commanders even count iron automatons,
given life by improbable technologies, among their crew. Resisting these
wonders is like casting a stone against a thunderstorm, and many see this
new age as a portent of our doom.
Quest Starter: An enemy faction is building a colossal machine of
fantastic destructive potential. What is the nature of this machine, and
why are you sworn to see it destroyed?

9 If you hew to the traditions of shipbuilding and repair, you might be a SHIPWRIGHT.
If you understand the intricacies of machines, you might be a GEARHEAD. If you are
fitted with a mechanical enhancement, you might be AUGMENTED. If you are forged
by ancient secrets or newfound technologies, you might be a CONSTRUCT.
8 A shipwright’s guild honors and develops the age-old craft of shipbuilding. An
industrialized trade company is ever-hungrier for raw materials. An order of artificers
crafts extraordinary machines. A fellowship of outcast automatons must find their
own way in a world that largely sees them as tools or abominations.

Choose Your Truths 81


IRON VOWS
What is the significance of iron and sworn vows?

1–33 Some see iron vows as a vestige of a more superstitious age, but the
tradition persists.
Our forebears bound their promises to the strength and permanence of iron.
Today, self-avowed Ironsworn respect this tradition by affirming their resolve
with a time-honored phrase: “By iron, I vow.” Even those who forgo an iron
totem will say the words to lend solemnity to a promise, setting themselves
on an honorbound course—wherever it may lead.
Quest Starter: The Iron Tide, a force of warships whose commanders and
crews have taken up the vow of their fallen leader, is bound for local
waters. What do they seek, and why do you swear your own vow to
prevent it?

34–67 The Ironsworn bind their honor to iron blades.


Even in this age of cannon and rifle, a finely-wrought blade—whether sword
or dagger, dirk or bayonet—remains a mark of skill and resolve. When the
Ironsworn swear a vow upon a blade, we bind our commitment to the metal.
If we forsake a vow, that iron must be abandoned. To be Ironsworn without
a blade is to be disgraced.
Quest Starter: You carry a broken sword. How was it broken, and what
must you do to be worthy of a reforged blade?

68–100 Since the distant time when iron was first hammered into form, seafaring
folk of this world carried iron bondstones as sacred keepsakes.
Each bondstone is unique—a relic of kin and culture—passed from one
generation to the next. They are said to connect the soul of its keeper to
their homeland or loved ones as if by an invisible thread. Thus, if lost at sea,
our spirit may return home rather than remain entombed in the remorseless
depths. We swear our vows upon bondstones as promises that will follow us
to our death—and beyond. But bondstones can also embody the curses of
lost lives and forsaken vows, and bearing that weight can make them feel as
heavy as a ship’s anchor.
Quest Starter: A merciless and powerful raider wears the bondstones of
their victims as trophies. One of those totems is rightfully yours. To whom
did it previously belong?

9 If you are sworn to a cause, you might be BANNERSWORN. If you carry an


honorbound blade, you might be a BLADEMASTER. If you fight for personal honor,
you might be a DUELIST. If your vows are shared with those in your charge, you might
be a CREW COMMANDER.
8 An order of Ironsworn wardens are dedicated to protecting the people of the isles.
A band of iron privateers sell their vows—and their loyalty—to the highest bidder.

82 Getting Underway
NAVIGATION
How are people and places connected?

1–33 We are scattered to the winds, but our connections persist.


The people of the isles are often isolated. Trade and communication must
overcome distance and the fickle nature of the surrounding waterways.
Known passages are undone by tumultuous weather, capricious seas, or
unforeseen conflicts. In spite of those challenges, skilled voyagers and their
indomitable vessels are a tether that binds the people and places of remote
seas into a greater community.
Quest Starter: The port city of Stormrest is a perennial center of
community and trade within the isles. But this city is now cut-off by an
invading or occupying force. Who threatens this longstanding refuge?

34–67 We rely on the ancient traditions and knowledge of the Starmarked to


navigate these perilous seas.
The Starmarked have an uncanny sense of wind and tide, and bear the history
of their travels as beautiful and intricate tattoos—etched in phosphorescent
ink. Some of the places and passages pioneered by the Starmarked are
now common knowledge, inscribed in charts and traveled widely. Others
are coveted secrets, or lost to time and strife. The skills of the Starmarked
make them highly valued as ship navigators, and some seek to exploit them
to their own ends.
Quest Starter: In recent years, many Starmarked have not returned
from expeditions into a remote area of the isles. Is there someone—or
something—that does not want to be found?

68–100 Bleakmists are a curse upon the isles, confounding navigation and
severing connections between communities.
Bleakmists are a damnable, seabound fog. Mariners tell of inexplicable
sensations within the cursed waters of the mists—whispered voices, the
ghostly clanging of ship bells, half-seen phantom shapes. Some bleakmists
never dissipate, forming an enduring barrier that only the most foolhardy
attempt to navigate. In other places, mists gather with little warning. Once
you enter a bleakmist, it’s hard to predict where—or if—you’ll emerge.
Quest Starter: Someone will pay well for passage through an everlasting
bleakmist. What do they seek on the other side?

9 If you are skilled at finding your way among the isles, you might be a NAVIGATOR. If
you trailblaze inland paths, you might be an OVERLANDER. If you carry precious items
on your expeditions, you might be a COURIER. If you wield mystical powers over the
wind to see a ship safely on its way, you might be a WINDBINDER.
8 A guild of navigators collect and safeguard charts of the isles. A coven of sea
witches guide ships through cursed waters.

Choose Your Truths 83


EMPIRES
How great is the threat of colonization and conquest?

1–33 The Sundered Isles are free from imperial control—for now.
The empires have only a minor presence; their outposts are isolated and
pose little threat. But there are resources and riches to be exploited, and
freedom is a fragile thing. Even now, imperial agents are said to be among
us, working in the shadows, planting the seeds of conquest.
Quest Starter: A conflict between two nations is raging. Some suggest
the war was sparked by imperial agents, working behind the scenes to
destabilize the region and open a path for colonization. Can you convince
the leaders of these powers to abandon their fighting and focus on the
true threat?

34–67 Imperial forces vie for dominion over the Sundered Isles.
Imperial colonization and exploitation is a creeping tide which threatens to
engulf the isles. Colonial governors oversee ever-expanding settlements,
while powerful trade companies control key trade routes and resources.
Imperial agents conduct missions of subterfuge and assassination. Treaties
between the empires are forged and broken on a whim, and mariners can
never be certain of what flag will fly over a port from one day to the next.
Quest Starter: Envoys and aristocrats gather for a gala at a governor’s
manor house, where a priceless object will be on display as a
demonstration of the governor’s power and wealth. If a clever thief were
to abscond with that item, it would undermine the governor and foment
suspicion among the attendees. What is this object?

68–100 In the wake of a tumultuous war, a great empire prevailed. This supreme
power holds the fate of the Sundered Isles in an iron grasp.
A time before the empire is a fading memory. Today, their armies and fleets
control large swaths of territory in the isles, and their expeditionary forces
use coercion and warfare to expand their dominion ever further. Other
nations are little more than vassals, their puppet governments loyal to the
empire. But there are whispers that the empire has grown complacent. Is this
the day the once-freeborn people of the isles relight the fires of revolution
and reclaim their legacy?
Quest Starter: A valuable prisoner is held in an imperial fortress. Who is
this person, and why are they the best hope for rebellion?

9 If you resolve disputes and secure anti-imperial alliances, you might be a DIPLOMAT.
If you battle empires with blades and daring, you might be a SWASHBUCKLER. If you
work in the shadows, you might be a SPY. If you navigate court intrigues, you might
be a SOCIALITE. If you are on the run from imperial forces, you might be a FUGITIVE.
8 A tyrannical empire rules with an iron fist. A secret network of insurgents fights he
empire from within. A rebel alliance fans the flames of freedom.

84 Getting Underway
PIRACY
What influence do pirates wield?

1–33 Pirates are merciless raiders.


Pirates give no quarter to seagoing targets and raze settlements on a whim.
Their loyalty is only to crew and captain, but even that bond is fragile.
Ritualized duels to decide the captaincy or settle disputes are common, and
a long-lived marauder is a rare thing. If you come upon a gray-haired pirate,
be wary; they have outwitted sailors better than you a thousand times over.
Quest Starter: You possess one-third of a coded map said to lead to a
fabled pirate treasure. What infamous pirates hold the other pieces?
Will you form an uneasy alliance to collect and divide the treasure, or
take the other pieces of the map by force?

34–67 Pirates are fiercely independent, but bound by a shared code.


A pirate crew is a power unto itself, a diverse band of fugitives, outcasts,
and rebels who serve under a ship’s charter and have a say in the operation
of the vessel. Pirates do not attack indiscriminately, and will give quarter to
those who ask for it. They are nevertheless vilified as barbarous murderers
by trade guilds, imperial governors, and other powers in the isles. In some
ways, this reputation serves them; fear is more powerful than the mightiest
cannons or the sharpest swords.
Quest Starter: A former pirate, given a pardon and a letter of marque,
has sent countless pirates to their doom. Who is this turncoat, and why
do you plot to see their reign of the seas ended?

68–100 A burgeoning pirate nation wields great influence.


The marauder clans sail under the command of the Dread Court, a conclave
of eight veteran pirates whose shrewd tactics positioned this nation of
cutthroats as a rising power. Once each year, the pirate fleets gather at a
port called Flotsam—an artificial island built from the husks of captured and
ruined ships—to pay homage to the Court and make plans.
Quest Starter: There are schisms within the Dread Court. An assassination
has tipped the latest gathering into chaos and threatens the future of
this burgeoning power. Will you work to restore the alliance, or use the
mayhem to your own advantage?

9 If you hunt marauding pirates, you might be a BOUNTY HUNTER. If you serve
among a band of pirates, you might be a CUTTHROAT. If you are a young greenhorn
or stowaway among a pirate crew, you might be an URCHIN. If you stand in command
of a pirate ship, you might be a PIRATE CAPTAIN.
8 An alliance of pirates is united against a common enemy. A guild of pirate hunters
collect bounties on wanted marauders. An imperial navy seeks to scour the seas of
pirates and other enemies.

Choose Your Truths 85


RELIGION
What is the role of faith?

1–33 Our faith is as diverse as the people.


Many have no religion, or offer an occasional prayer out of habit. Others pay
homage to the gods of our ancestors as a way of connecting to their roots.
Some idolize the natural order of the world, and see the divine in the ebb
and flow of the tides or the whirling dance of the stars. Then there are those
who see this diversity as imperfection, who seek only to bend the world to
their righteous will.
Quest Starter: A pilgrim seeks passage to remote and dangerous
waters. What holy place do they seek?

34–67 The gods enact their will through manifestations and miracles.
We chronicle the visitations of the gods in our histories, and decipher their
enigmatic purpose through sacred rites. In times of crisis, their earthly
avatars have guided us through the upheaval. For many, faith in these
gods offers meaning and fulfillment. For others, belief is a cudgel used by
tyrannical leaders to divide or control us. For this reason, some people and
cultures disavow the gods to follow a different path.
Quest Starter: You bear the mark of a god. The priests declare this as
a sign you are chosen to fulfill a destiny. Do you accept this fate, and
swear to see it through, or are you determined to see it undone? What
force opposes you?

68–100 The gods are dead.


In a time before memory, the gods of the isles warred with each other. These
seas were their battleground, and they ushered an age of destruction which
plunged all the lands into fire and darkness. In their death throes, they left
behind areas of tainted seas and forsaken landscapes—a cursed corruption
that lingers even today. The hubris of these fallen gods is a reminder of the
empty promise of faith.
Quest Starter: A cult seeks to take control of a site reputed to hold an
artifact of the fallen gods. What holy object do they seek? Why are you
sworn to stop them?

9 If you are an ardent follower of a religion or creed, you might be a DEVOTANT. If you
follow a prophesied path, you might be FATED. If you are cursed by the gods with foul
luck, you might be a JINX.
8 A clan of nature-worshipers are sworn to protect the isles against despoilers. An
order of zealous inquisitors hunt dissenters and heretics. A theocratic empire forces
their oppressive beliefs upon others. An eldritch cult seeks to resurrect or awaken an
ancient entity.

86 Getting Underway
MAGIC
What is the impact of supernatural forces?

1–33 Magic does not exist.


Some find comfort in the old ways. Mariners heed a thousand superstitions
to help ensure a safe voyage. A few perform elaborate rituals to gain the
favor of the wind or cast runes to divine one's future. But true magic—if it
ever existed—is lost to us now.
Quest Starter: Someone close to you is accused of casting a curse upon
a settlement. Will you defend this person and uncover the true cause of
the settlement’s troubles?

34–67 Magic is rare and mysterious.


The isles lie at the nexus of the new and the old, science and superstition,
the known and the inexplicable. This collision of realities is a powerful but
chaotic force, and rare folk can manipulate these unstable realities to cast
spells and perform rites. In some cultures, mystics are respected; in others,
they are feared or even outcast.
Quest Starter: A powerful but outcast sorcerer lives alone on a faraway
island. Why do you have urgent need of their abilities? What enemy or
rival is on the hunt for this person?

68–100 Magic is an ever-present, elemental force.


Magic is as constant as the winds and tides. Talented mystics exploit these
energies to shape natural forces, divine the past and the future, and cast
boons and curses. A few can even breathe unnatural life into the dead.
Many mystics join guilds or serve under mentors to hone their craft, while
others make do with raw, untrained talent. In spite of their uncanny nature,
mystics are often hired as aides for powerful leaders, or to help guide
ships on perilous voyages. But as the winds and tides are fickle, so is
magic, and some fall prey to the dark curse of these forces.
Quest Starter: Someone you love is corrupted by cursed powers, and is
set on a destructive course of vengeance. What caused their fall? Do you
seek to save them or defeat them?

9 If you posses supernatural powers, you might be an EMPATH, KINETIC,


NECROMANCER, SEER, SHADE, SORCERER, or WINDBINDER. If your unnatural
abilities have made you a pariah, you might be an OUTCAST.
8 A circle of mystics protect ancient secrets and train promising initiates. A sorcerous
imperial guard use their uncanny abilities to hunt down enemies of the empire. An
order of witch hunters persecute those with magical talents.

Choose Your Truths 87


BEASTS
What is the nature of extraordinary creatures?

1–33 Beasts are lost to myth, but the tales persist.


For most, monstrous beasts are the stuff of fables. But a few who journey
across trackless isles and unknown seas claim otherwise. Some even bear
the scars of those alleged encounters.
Quest Starter: In the highland jungles of a remote island, a settlement is
plagued by attacks from an unknown creature. Five dead in these last
few months, and fear and suspicion is rampant. What is your connection
to this place?

34–67 Beasts lurk in watery depths and within the reaches of remote islands.
All manner of creatures dwell among the isles—including rare and incredible
beasts of legend. Among them are colossal great whales and elder rays,
larger than our greatest ship, and blade-winged sea dragons. Some foolish
souls hunt these creatures for riches or sport. Others revere and protect
them. A few are beast-bonded, forming an enduring friendship with their
beast-kin.
Quest Starter: The captain of a powerful ship lost something dear to them
when battling a beast, and has sworn vengeance against the creature.
What is the nature of this beast? Do you aid the captain in their ill-fated
quest, or stand against them to protect the creature?

68–100 Here, there be monsters.


We are trespassers in a cursed realm of beasts. Monstrous lizards stalk
the inland wilds. Flying reptiles with wings the size of topsails dwell in
cliffside nests. Giant sharks and serpents cruise the coastal waters in search
of prey. The much-feared Kraken, larger than the greatest warship, lurks
in fathomless depths. And some ancient beasts are too monstrous, too
horrible, for even our worst imaginings.
Quest Starter: Tales tell of the means of forming a bond with the mightiest
of the world’s beasts, the Kraken. Many have undertaken this quest, but
none have succeeded. What must you accomplish to gain an accord with
the Kraken, and why would you face this trial?

9 If you are skilled at battling beasts, you might be a SLAYER or HARPOONER. If you
are bound to a beast, you might ride a DRAGON or summon THE KRAKEN. If you
transform into a beastly form, you might be a SHAPECHANGER.
8 An order of beast slayers defend ships and settlements from beast attacks. A
beast-hunting trade company deals in trophies and resources gathered from slain
creatures. A clan of beast-bonded folk protect their sacred companions.

88 Getting Underway
HORRORS
What dreadful forces haunt the Sundered Isles?

1–33 Put enough grog in a sailor, and they’ll tell you stories of doomed ships
and ghostly visitations. It’s nonsense.
There’s enough to fear amid the isles without worrying about fanciful tales
of ghosts and ghouls. Nonetheless, sailors are a superstitious folk. On dark
nights, when a dead calm falls over the sea, they keep a wary eye for ships
that sail heedless of the wind.
Quest Starter: Years ago, a ship bearing a stolen treasure was sunk in
a fierce storm. But mariners report seeing this vessel sailing under the
light of the Wraith moon, its sails tattered, its weather decks empty. It
is a cursed ship, folks say, doomed to carry it’s ill-gotten treasure for all
eternity. Why do you intend to prove or disprove this tale?

34–67 The veil between life and death is as fragile as gossamer.


In the darkest reaches of the isles, ghost ships stalk the seas, undead
guardians protect ancient tombs, and drowned sailors emerge from the
depths in search of absolution or vengeance. Others may scoff at these
tales, but we know the truth—death waits for us all, but is not always an end.
Quest Starter: Your ship is haunted by its former captain. At night, they
are sometimes seen on the quarterdeck, staring grimly at the distant
horizon. What unfulfilled vow torments this restless spirit? Why do you
swear to see it done?

68–100 The damned and the dead are a plague upon the isles.
We live in accursed times. The drowned and the buried do not rest. Tortured
spirits hunt for retribution. Uncounted islands are blighted by dark forces.
Cities and villages lie abandoned and forsaken, lost to a malevolent tide. We
keep watch, craft wards, and offer prayers to keep the horrors at bay, but it
is no use. They are coming.
Quest Starter: For generations, an infamous ghost fleet has haunted
these seas, sending countless mariners to their doom. Why do you now
seek to form an alliance with the cursed commander of this fleet?

9 If you are plagued by a ghost, you might be HAUNTED. If you dedicate yourself to
battling undead or monstrous forces, you might be a SLAYER. If you have unnatural
powers over death, you might be a NECROMANCER.
8 An order of ghost-hunting occultists are sworn to vanquish the woken dead.
The vampire clans sail the isles in their dreaded nightships, preying upon ships and
settlements. A cabal of necromancers command an undead fleet.

Choose Your Truths 89


SET YOUR FACTIONS
What people and powers inhabit your version of the isles? In this exercise, taking
inspiration from your truths, you’ll choose or envision a handful of influential factions.
These choices will help set in motion the conflicts and interconnections of your setting,
and provide inspiration for encounters at sea and ashore.
You’ll want to record some notes as part of this exercise. Before starting, grab some
index cards or notepaper, or open up a new page in your digital journal.
Allow about 10–20 minutes for this exercise.

INTRODUCE YOUR FACTIONS


Consider the outcome of the truths exercise. What important or interesting powers
come to mind? Is there a single, oppressive empire? Multiple empires? What people
and organizations inhabit the isles? Do supernatural forces wield power or authority
in your world? For the purposes of this exercise, make note of three or four factions.
You’ll encounter other people and powers through the course of your story, but this is
enough to get things rolling.
If you are playing with others, take turns suggesting a faction. Use this as an
opportunity to discuss character concepts, what brought you together as allies, and
how a suggested faction can tie into your character’s background or motivations.

RECORDING FACTION
DETAILS Forsaken Fleet O RG A N IZ AT IO N

Give each faction a name and a - Infamous clan of pirates


short summary with a few commonly - Led by a marauder known as the
understood details. Two to four Raven Queen
bullet points are about right. - Sacked a major port town, and made
If you’d prefer to keep it simple, start it a refuge for outlaws and outcasts
with a placeholder description—for - Ships have black sails
example, “Tyrannical Empire” or
“Undead Pirates.”

WANT INSPIRATION?
If you’d like suggestions for factions, turn to pages 54–57. You’ll find brief
summaries for factions across four categories: societies, organizations, empires,
and the cursed. You can roll for a random faction, pick from any of the lists, or
customize and combine options. Elaborate on your choices as you like, and consider
any unanswered questions implied by the descriptions.
Let your selections—even random ones—support your truths in the previous exercise
and your preferences for the campaign. If colonial empires are not present in your
version of the isles or hold no influence, ignore them. If supernatural forces do not
exist, you can treat cursed factions as myths or rumors.
You can also generate details using the Faction Oracles (page 190). Or look to real-
world history, other games, or media for inspiration—adjust and reimagine as needed.

90 Getting Underway
THE RELEVANCE TEST
For each faction you introduce, answer three questions.
1. Does this faction fit the world I am creating?
2. Can this faction motivate quests, connections, or threats for my character?
3. Can this faction interact with at least one other faction to create conflict or intrigue?
If the answer to any of those questions is “no,” rethink the faction or choose another. If
the answers are only a tentative or qualified “yes,” that’s good enough. Let it simmer.
You’ll have time to adjust, even once your story is underway.

DEFINE FACTION RELATIONSHIPS


Now that you have a handful of factions to set loose in your world, you can brainstorm
their relationships to help envision opportunities for conflict and drama in your story.

CONNECT THE DOTS


Take a moment to consider how the factions relate to each other. Are they at war?
Allied against a mutual foe? Is one supporting the other—perhaps in secret? For some
factions, this might be obvious. An empire is likely in conflict with factions that stand
against them. Pirate clans undertake piracy, although they may use discretion when
choosing targets. Other relationships might be more nuanced.
Give each faction a relationship to at least one other faction. If you’re unsure, choose
two factions, and use the table below to help frame the relationship of one to another.
Reroll or adjust any result that doesn’t fit, or consider how that result might signal an
unexpected relationship. If you’d like more options, you can also use the expanded
version of this table on page 191.

1–10 Antagonistic or at war with 51–60 Requires support from


11–20 Friendly or allied with 61–70 Shares a rivalry with
21–30 Holds leverage over 71–80 Shares power with
31–40 Indebted to 81–90 Splintered from
41–50 Maneuvering against 91–100 Trades resources or favors with

LINKING FACTIONS TO YOUR CHARACTER


If any of the factions offer a potential backstory, origin, or opposition for your character,
make note of it. Factions can help ground your character’s place in the world and
motivate them into action.

MARK IT DOWN
Add important relationship details to your summary card. Keep in mind that you are
only deciding the commonly understood connection between those factions, and that
further investigation or events may reveal a deeper or alternate truth.
If it’s helpful, you can also create a relationship map for the factions as described
on page 53. But it might be best to save that for later. Let the factions and their
relationships deepen through a session or two, and take what you’ve learned to craft
a relationship map.

Set Your Factions 91


CREATE YOUR CHARACTER
You’ve forged the key aspects of your world and the factions who operate within it.
Now it’s time to bring your character onstage. What sent you on a path of peril and
adventure? What role will you play among the isles? Let’s find out. Work through the
character creation steps below. Adjust the order of these steps as you like.
Allow about 20–30 minutes for this exercise.
Have your character sheet handy for this exercise. A printable sheet is included in
the Sundered Isles Playkit (available for download at ironswornrpg.com), or use your
preferred digital app or virtual tabletop (VTT).
You’ll also need your deck of asset cards, which includes a mix of original Starforged
assets and new Sundered Isles assets. See the opposite page for details.

CHARACTER CREATION WALK-THROUGH

STEP 1: Envision the broad strokes of your character concept. Who


FORGE YOUR are you? What drives you? Keep in mind these pillars (see
CHARACTER page 12 for details).
CONCEPT
✴ You are Ironsworn. What incident, need, or responsibility
sends you on your quest-bound adventures?
✴ You are a seafarer. What calls you or will send you to the
sea? What skills or abilities set you apart?
✴ You are a rebel. What faction, circumstance, or obligation
do you resist? Who are your allies?
Need inspiration? Proceed to step 2 to generate foundational
details of your character. If you’d rather lay the keel of your
concept by picking path assets, go first to step 3.

STEP 2: On pages 94–95, you’ll find tables and prompts to


SEEK flesh out your character with a backstory and characteristics.
INSPIRATION Use them to help envision your character. Make note of any
interesting ideas or questions these tools evoke.

STEP 3: Select two path assets from your Sundered Isles deck (pages
CHOOSE 16–17). Choose assets that support an interesting
TWO PATHS character concept, reflect the nature of your world, and foster
the stories that you and other players want to explore.
For guidance or inspiration, check the Persona tables on
pages 96–97.

92 Getting Underway
YOUR SUNDERED ISLES ASSETS
As you begin this exercise, ready your deck using the outline and suggestions provided
on pages 16–17.
During the exercise, you will select two paths from that deck to form a basic
character concept. For example, you might be a SCOUNDREL and SOCIALITE or a
SWASHBUCKLER and PIRATE CAPTAIN. Then, in the next exercise, you’ll choose one
additional asset. Plus, if you begin your adventures in command of a seagoing vessel,
you’ll start with an undistinguished SAILING SHIP or your FLAGSHIP command vehicle.

BUILDING A TEAM WITH ALLIES


If you are working through this exercise with other players, take turns completing steps.
Talk it through to create an interesting group with a reason to adventure together, but
don’t get hung up on unnecessary details. Leave unanswered questions to figure out
through the course of your story.

STEP 4: Give your character a name. For inspiration, check the Names
NAME YOUR table on page 186. If you are known by a moniker or title,
CHARACTER note that as well. Then, mark down your character’s pronouns.

STEP 5: What ambition, need, or commitment drives you? This is your


WRITE YOUR background vow. Mark the vow and give it an epic rank. If
BACKGROUND you’re not sure, save it for later—or look for inspiration on an
VOW oracle table such as Character Goals (page 185).
To learn more about your background vow, see page 107 of
the Starforged rulebook.

STEP 6: Set your stats by arranging these values across edge, heart,
SET YOUR iron, shadow, and wits in any order: 3, 2, 2, 1, 1. To learn more
STATS AND about your stats, see the Starforged rulebook (page 110).
METERS
Next, set your condition meters and momentum to their
starting values. Set your health, spirit, and supply to 5. Set
your momentum to +2, your max momentum to +10, and your
momentum reset to +2.

STEP 7: In the next exercise, you decide if you begin your adventures
PREPARE with a ship of your own to command, as well as the nature
TO TAKE of your ship and crew. You’ll also choose a final asset to
COMMAND complete your character. Go to page 98 to take command.

Create Your Character 93


YOUR BACKSTORY
What is your backstory? What events or compelling need put you on a path of
adventure? If you’re not sure, roll or chose on this table for inspiration.
This table uses an optional cursed die, as indicated by the skull icon: 6. This is an
extra ten-sided die added to an oracle roll—one distinct from your oracle dice. If the
cursed die rolls a 10, your answer is cursed—take the value of your oracle dice and
check the cursed version of the table for your answer. The notation beside the cursed
icon will guide you to the location of that table. In this case, it’s on the next page. For
details on the cursed die, see page 116.
@ 1–2 |6 pg 95

1–3 Abandoned a life of privilege or power


4–7 Betrayed by a close friend, lover, or family member
8–11 Caught up in a forbidden or unlikely romance
12–14 Deserted the military
15–18 Entrusted with a valuable secret
19–22 Escaped unjust captivity
23–26 Fled a cruel upbringing
27–30 Following in the footsteps of famous or notorious kin
31–34 Forcefully exiled from your land or people
35–37 Found adrift with no memory of your former life
38–40 Framed for a crime you didn't commit
41–43 Guided by a dream or prophecy
44–46 Home destroyed by disaster or war
47–49 Home occupied by an enemy faction
50–53 Joined a mutiny, uprising, or rebellion
54–56 Joined a secret society
57–59 Living under a stolen or assumed identity
60–63 Loved one gone missing
64–67 Marooned by former shipmates
68–71 On the run with a stolen object of great value
72–75 Raised by or fell in with criminals or pirates
76–79 Refugee from a distant land
80–83 Survived a disaster or battle at sea
84–86 Took up a vendetta against a powerful figure or faction
87–89 Trained in a rare or secret craft by a skilled mentor
90–93 Trying to forget a disastrous love affair
94–96 Undone by a personal vice
97–100 Wronged a powerful figure or faction who seeks retribution

Note: The @ 1–2 symbol means you should roll or choose once or twice, as you like.

94 Getting Underway
6 YOUR CURSED BACKSTORY
Cursed backstories involve uncanny forces, monstrous foes, and strange
technologies. If this isn’t appropriate for your setting, don’t roll the cursed die. If you
want to emphasize those aspects of the world, feel free to roll directly on this table.

1–7 Banished because of uncanny nature or abilities


8–14 Bearing a relic of dreadful power
15–20 Desperate to unlock the secrets of forbidden magic
21–26 Forged and made animate by forbidden technologies
27–33 Grievously wounded and given new life by forbidden magic or technology
34–40 Haunted by the spirit of someone you failed or wronged
41–47 Home destroyed by a monstrous beast
48–54 Home destroyed by undead or inhuman foes
55–61 Inherited a dreadful curse
62–67 Killed an albatross; plagued by foul luck ever since
68–73 Sole survivor of a string of unlikely disasters
74–80 Suffered a vision of a horrible fate
81–87 Survived an attack at sea by a cursed ship
88–94 Survived an attack at sea by a monstrous sea beast
95–100 Targeted or hunted by a dreadful being

YOUR CHARACTERISTICS
Use any of the prompts below that are helpful. Answer the question yourself or check
the indicated table for an answer. If a response is uninteresting or a poor fit, ignore it.
In fact, rejecting what doesn’t work is part of sharpening the focus.
Keep in mind that you can start with the sketchiest idea for your character and flesh
them out through play. These prompts are optional.
✴ What aspects of your look or personality are obvious at first glance? Roll or
choose once or twice on the Character First Look table (page 178).
✴ What is your former or current profession? Roll or choose once on the Character
Roles table (page 179), then roll or choose on the related subtable (180–181).
✴ What accessory or piece of gear helps define your look? Roll or choose once or
twice on the Trademark Accessories table (page 182).
✴ If you are armed, what is your favored weapon? Roll or choose once on the
Trademark Weapons table (page 183).
✴ What are less-obvious or hidden aspects of your nature? Roll or choose once or
twice on the Character Details table (page 184).
✴ What drives you? Roll or choose once on the Character Goals table (page 185).
✴ You possess an object of personal significance. What is it? Roll or chose once on
the Tokens table (page 225).

Create Your Character 95


Your two starting path assets help define your character’s core abilities, skills, and
experience. If you need inspiration, use the table below as a pick-list for a persona
and a pair of recommended assets. Or roll for it and let the Fates decide.

YOUR PERSONA (1–50)


Roll 4/5/7 Result Starting Paths
1–3 Apothecary HEALER, PEDDLER
4–5 Assassin BLADEMASTER, BOUNTY HUNTER
6–7 Beast Hunter HARPOONER, SLAYER
8–9 Blockade Runner COURIER, NAVIGATOR
10–12 Brigand PISTOLEER, SCOUNDREL
13–15 Buccaneer SWASHBUCKLER, PIRATE CAPTAIN
16–17 7 Bulwark BRAWLER, LOYALIST
18–20 Castaway JINX, SCAVENGER
21–23 Charlatan SCOUNDREL, SOCIALITE
24–26 Cloak and Dagger CUTTHROAT, SPY
27–28 4 Cultist DEVOTANT, NECROMANCER
29–30 4 Deathbound FATED, HAUNTED
31–32 4 Deep One VESTIGE, WATERBORN
33–34 4 Elementalist FIREBRAND, SORCERER
35–37 Emissary DIPLOMAT, SPY
38–40 Gallant DUELIST, SOCIALITE
41–42 4 Guild Mage BANNERSWORN, SORCERER
43–44 Gunner CANNONEER, VETERAN
45–46 Hired Gun MERCENARY, MUSKETEER
47–48 5 Ironclad ARMORED, BRAWLER
49–50 5 Jury-Rig CONSTRUCT, SCAVENGER

4 Supernatural or mythic powers


5 Remarkable technologies
7 Only for co-op or guided play with allies

96 Getting Underway
For a complete list of recommended Sundered Isles and Starforged assets, see
(pages 16–17). The table below features path assets from this curated deck.

YOUR PERSONA (51–100)


Roll 4/5/7 Result Starting Paths
51–52 4 Lycanthrope OUTCAST, SHAPECHANGER
53–54 4 Monster Hunter BLADEMASTER, SLAYER
55–57 Naturalist OVERLANDER, SCHOLAR (Natural history)
58–60 Old Salt CANNONEER, SHIPWRIGHT
61–62 4 Pilgrim DEVOTANT, NAVIGATOR
63–64 7 Piper MUSICIAN, LOYALIST
65–67 Renegade FUGITIVE, VETERAN
68–70 5 Saboteur DEMOLITIONIST, SPY
71–72 4 Sea Witch SEER, WINDBINDER
73–74 4 Shadow Assassin CUTTHROAT, SHADE
75–76 4 Shipbreaker KINETIC, SCAVENGER
77–78 4 Siren EMPATH, MUSICIAN
79–80 7 Skipper CREW COMMANDER, LEADER
81–83 Smuggler FUGITIVE, PEDDLER
84–86 4 Sole Survivor HAUNTED, VESTIGE
87–88 4 Spiritualist SEER, SLEUTH
89–91 Stowaway URCHIN, OUTCAST
92–94 Surgeon HEALER, SCHOLAR (Medicine)
95–96 5 Tinker AUGMENTED, GEARHEAD
97–98 Vanguard BANNERSWORN, SCATTERSHOT
99–100 5 War Machine CONSTRUCT, MERCENARY

Create Your Character 97


TAKE COMMAND
In this exercise, you’ll decide whether to explore your character’s progression as a
seafarer through the course of your story, or begin in command of an able ship and
crew. This choice will impact the opportunities and perils that lie ahead. We’ll also
wrap up your character by picking a final asset.
Allow about 10–20 minutes for this exercise.

CHOOSE YOUR COMMAND


Select from these three options. If you are playing with allies, pick a command
together—irrespective of your individual roles. One of you might take on the position
of captain, but everyone will help guide the ship and crew on their way.

You are in command of a ship, but it is a minor vessel of little


repute. This is the default campaign start.

OPTION 1: You are a greenhorn captain or fallen on bad times. Your crew is much
NOVICE like the ship—unremarkable. Some are inexperienced. Some are
COMMAND indifferent. But with time, you may grow to rely on one another. Your
ship will come into its own, or you will claim another. Can you forge a
worthy legacy among the isles?
Take the asset card for the incidental SAILING SHIP. Decide if it is
light, medium, or heavy. If in doubt, make it light and envision it as
a small sloop, ketch, or cutter—a nimble but fragile vessel. To learn
more about this starting ship, see page 19.

You are in command of an admirable vessel and able crew.


You begin your story with the wind in your sails. Will you hold this ship
OPTION 2: and crew together amid the perils of the isles?
WORTHY Take the FLAGSHIP command vehicle asset. This asset is normally
COMMAND gained when you Advance and spend experience. But as a seasoned
commander, you skip the queue and claim this prize at the start of
your story. Learn more about the FLAGSHIP asset on page 20.

You do not have a ship or command of your own—yet.


If you are a mariner, you serve under the command of a non-player
OPTION 3: character on their ship, or are stranded or marooned without a ship.
NO Or perhaps the sea has yet to sing its siren song, and your adventures
COMMAND are found ashore. You might traverse rugged island landscapes as a
guide, skulk among the back alleys of a city-state as a street urchin, or
navigate the intrigues of imperial politics as a secret insurgent.
Either way, your destiny lies on a seabound course. Will you someday
stand at the helm of your own mighty ship?

98 Getting Underway
SHIP HISTORY
If you have a command, envision how you claimed or earned the vessel. For inspiration,
use the table below. If you sail under the command of a non-player character, you can
use this table to give their ship a backstory.
6 below
1–5 Acquired in a duel of honor
6–10 Awarded by a vote of the crew, after the former captain died an untimely death
11–15 Bestowed by an eccentric shipwright
16–20 Built or refitted by a community, and granted to its captain as their emissary
21–25 Captured in battle, and awarded by the former captain
26–30 Earned in exchange for a perilous undertaking or heroic deed
31–35 Entrusted by a faction, and commanded in their service
36–40 Found as a wreck, and refitted to make it seaworthy
41–45 Gifted by an anonymous benefactor
46–50 Inherited from a dead or missing relative or mentor
51–55 Leased under exorbitant terms
56–60 Obtained in trade for a precious object
61–65 Obtained through a false identity or counterfeit documents
66–70 On grant from an underworld figure in exchange for completing unscrupulous missions
71–75 Once a timeworn, unwanted ship, painstakingly refitted to its new role
76–80 Purchased at a suspiciously cheap price
81–85 Seized in a mutiny against its former captain
86–90 Stolen from under the nose of a powerful faction
91–95 Taken while fleeing an attack or disaster
96–100 Won in a high-stakes bet

6 CURSED SHIP
1–10 Awarded by its former—and now dead—captain, who still haunts its decks
11–20 Bound to a role as its new commander by a beguiling curse
21–30 Cobbled together from salvage found within a graveyard of forsaken ships
31–40 Discovered within a hidden sea cave after calling to you in a dream
41–50 Found adrift in perfect condition, with no sign of the crew
51–60 Gifted by a dreadful entity in exchange for a dark favor; you reneged on their terms
61–70 Granted in an accursed agreement, sealed in blood
71–80 Improbably found as a derelict well inland; moved and refloated with much effort
81–90 Raised from the sunken depths as a boon from the sea itself
91–100 Taken in spite of its cursed reputation, when no one else would sail it

Take Command 99
SHIP CHARACTERISTICS
Envision the ship’s look and nature. For inspiration, use any of the prompts below. If
a rolled response on a table doesn’t fit, reimagine it, reroll, or ignore it and move on.
✴ What size is the ship? Roll or choose once on the Ship Size table (page 134).
Ignore or reroll the “Force” results.
✴ What aspects of the ship’s look or nature are obvious when first sighted? Roll
or choose once or twice on the Ship First Look table (page 136).
✴ What symbol does it bear on its flag or as a design motif? Roll or choose once
on the Ship Symbol table (page 138).
✴ What are less-obvious or hidden aspects of the ship or its crew? Roll or choose
once or twice on the Ship Details table (page 140).
✴ What cargo does it currently carry? Roll or choose up to three times on the Cargo
table (page 141).

CREW CHARACTERISTICS
Envision the makeup of the ship’s crew, using the table below for inspiration. Rolling
for a result can inspire details for your own background and potential quests—or it may
put you at odds with a crew that is contrary to your nature and goals.
6
pg 101
1–8 Eclectic mix of all sorts of folk
9–14 Adventurers and trailblazers, seeking the far horizon
15–18 Disciplined military force, doing their duty
19–22 Experienced mariners, lending an able hand
23–26 Glory hunters, looking to make a mark
27–32 Kin of a seafaring people, honoring traditions
33–38 Marauders and brigands, taking their share of the spoils
39–44 Novice mariners, undertaking their first adventure
45–48 Old salts brought out of retirement, undertaking a final adventure
49–54 Outcasts and exiles, bound by their differences
55–60 Rebels, fighting for freedom
61–66 Refugees from a faraway land, finding a new home
67–70 Religious zealots, serving their god
71–74 Scoundrels and spies, always watching
75–78 Survivors of a horrible cataclysm, preserving what remains
79–82 Survivors of a terrible attack, seeking revenge
83–86 Turncoat imperials, sworn against former compatriots
87–90 Unprincipled mercenaries, earning blood money
91–100 Roll twice; these groups are at odds
For now, focus on the crew as a whole. Once your campaign is underway, you can
personalize key individual crewmembers with names and characteristics. See page
24 for more on envisioning and managing a crew.

100 Getting Underway


6 CURSED CREW
If you roll a curse for Crew Characteristics, take your result on that table and give
them an eerie, supernatural, or dreadful aspect. Use the table below for inspiration.

1–5 Bound to the ship, unable to sail another


6–10 Bound to the will of a dreadful artifact
11–15 Built or augmented with strange technologies
16–20 Cursed with foreknowledge of a dreadful fate
21–25 Hunted by a vengeful sea beast
26–30 In the service of a malevolent god or entity
31–40 Obsessed with superstitious routines and rituals
41–45 Once dead, now cursed with unnatural life
46–50 Plagued with unnatural sickness
51–60 Suffers a jinxed reputation, and forsaken by others
61–65 Suffers an insatiable need
66–75 Survivors of an attack by a horrifying foe or monstrous beast
76–85 Tattooed with elaborate mystical wards
86–95 Tormented by unforgiving spirits
96–100 True nature revealed under moonlight

READY TO CLAIM YOUR FINAL ASSET?


Choose a final asset from among these categories: Support Vehicle, Module (only
if you command a FLAGSHIP), Path, or Companion. For the full list of recommended
Sundered Isles assets, see pages 16–17.
Do not choose a Deed asset for your starting character. Those represent notable
achievements and situations in your story, and are taken when you Advance.
If you want to start simple, or you’d like to get a better sense of your character and
their challenges before making a choice, feel free to bank this asset for later. Once
your campaign is underway, you may claim the banked asset—choosing from the
categories listed above—without paying an experience cost.

CHOOSING CREW-RELATED ASSETS


If you command a crew and want to spotlight your role as their leader, take CREW
COMMANDER as your final asset. If you command a pirate ship, the PIRATE CAPTAIN
asset will give focus to the ebb and flow of your fortunes as buccaneers. If you’d rather
explore the evolution of your command through the course of your story, save them
for when you Advance. To learn more about these command assets, see page 25.

SET YOUR REMAINING CONDITION METERS


Set the integrity of your SAILING SHIP, FLAGSHIP, or support vehicles to their max
value. Also set your ship’s hold supply to its max value. Finally, if you have a companion,
set its health to its max value.

Take Command 101


CHART YOUR COURSE
In this exercise, you’ll chart key locations in a local area, including a few islands and a
seaside settlement. This is where your adventures begin.
Allow about 30–45 minutes for this exercise.
Have ready the navigation chart worksheet and connections worksheet from the
Sundered Isles Playkit. You’ll also want something to record notes for the locations,
such as your journal or a stack of notecards. If you are playing using a digital tool or
prefer some other template, you need space for notes and a simple map.
If playing with others, one of you can read or summarize each step of this exercise.
Everyone can participate in making decisions, rolling on oracle tables, and embellishing
narrative hooks. Keep things moving, and don’t get hung up on details. You’ll discover
more about these locations and the people who live there through play.

WHAT IS A NAVIGATION CHART?


A navigation chart is a local map of islands and surrounding features. Your charts
will help track the progress of your journeys and discoveries within a manageable
scope. Over time, you may create several charts as you move beyond the bounds of
your starting area.
Learn more about navigation charts on page 36.

NAVIGATING THE ORACLES


Through the course of this exercise, you’ll generate details for your starting location
using several oracles. It might be helpful to bookmark those sections now to make it
easier to move back and forth.
✴ Island Oracles (page 144)
✴ Settlement Oracles (page 166)
✴ Character Oracles (page 178).
As you work through this exercise, roll or choose on the oracle tables as you like.
Ignore or revise any details which don’t fit the established facts of your setting.

BUILDING OTHER REALMS


If you are sailing the skyfaring realm, this exercise will help generate a starting area
with only minor reimagining. If you plan to adventure in the spacefaring realm, you
should instead use the Sector Creation Exercise in the Starforged rulebook (page 114)
to generate local planets and settlements.

PREFER TO CUT AND RUN?


If you want a more seat-of-the-pants start for your campaign, or already have an
idea of a location you want to focus on, feel free to skip this exercise. This leaves the
details to be discovered in play.

102 Getting Underway


STEP 1: CHOOSE YOUR STARTING REGION
As detailed on page 10, the folk of the isles divide these seas broadly into three
regions. Choose your starting region and note it on your navigation chart worksheet.

MYRIADS MARGINS REACHES


These principal isles Greater distances Here the islands
are widely settled. If separate the islands and people are
you want to sail busy and settlements most scattered and
trade routes between within this region. If isolated, the seas
bustling settlements, you want to navigate most unfamiliar. If
while keeping a less-traveled waters you want to sail on
weather eye for enemy between remote stranger tides,
sails, start here. places, start here. start here.

STEP 2: SET FACTION INFLUENCE


The navigation chart worksheet includes a faction influence grid. This tool helps
manage the presence and dominance of factions in your starting area. Once your
campaign begins, it can reveal the nature of encounters with ships and settlements.
Check your faction notes from the faction exercise (page 90). Which factions do
you envision as having a role in this area? Choose a field of the grid for each of them,
using whichever rank seems most appropriate for that faction’s role in the area and
your story: dominant, established, subsisting, diminished, or obscure.
Leave several slots blank. New factions can emerge in the course of your story.
Later in this exercise, you will reference this grid to decide which factions have control
of a key settlement. To learn more about the faction influence grid, see page 52.

DOMINANT 1–30 ESTABLISHED 31–45 ESTABLISHED 46–60

Hand of Theya Forsaken Fleet


SUBSISTING 61–70 SUBSISTING 71–80 SUBSISTING 81–90

Akiya Clans
DIMINISHED 91–94 DIMINISHED 95–98 UNKNOWN 99–100

Acheron’s Armada

Chart Your Course 103


STEP 3: REVEAL ISLANDS ISLAND
ORACLES
In this step, you’ll generate the broad characteristics of some
islands to give your character places to explore when they must Page 144
be away from the sea. These islands might also be home to
settlements; you’ll generate one of those in the next step.
Region Islands
First, determine the number of islands using the guide
shown here. This isn’t necessarily the total number of Myriads 4 Islands
islands in this area. It’s just a set of locations to give you a Margins 3 Islands
footing as your adventures get underway. Then, answer
the following questions for each of the islands. Reaches 2 Islands

✴ What is the landscape of the island? Roll or choose on the Size, Terrain, and
Vitality tables (page 144), and take a moment to consider what those results
imply about the location. Larger islands likely have varying landscapes, but these
initial results are just the dominant characteristics.
✴ Where is the island located? Pick a spot on your navigation chart and draw a
rough shape for the island. Give it an island-like outline with squiggly coastlines, or
just make it a circle or square. But keep it relatively small among the vast seas. You
want enough room to add the additional known islands in the region, and to reveal
new places in the course of your adventures. If it’s a larger island, feel free to put it
at the edge of the chart and have it extend “out of frame.”
✴ Are there neighboring islands? Roll or choose on the Nearby Islands table (page
145). If the island is part of a pair or group, add the minor islands to the map near
the main island. In favorable weather, the members of an island pair or group are
close enough to be visible from one another, requiring a short sail to travel from
one to another. Keep it simple; the central island is your focus. You won’t generate
details for the neighboring isles in this exercise, and they don’t count toward the
number of islands in the region. They are like moons orbiting a home world.
✴ What is its name? Roll or choose on the Island Name table (page 149).
Write the island names on your chart, and create a section in your notes for island info.
Leave space to add more later. When you visit or explore an island, you can generate
or envision additional details.

Amaryllis
kairos
Kairos ISLA N D
- Medium Size
- Elevated Terrain (cliffs with plateau)
- Lush Jungles
- One small neighbor island

104 Getting Underway


STEP 4: BUILD A SEASIDE SETTLEMENT
ORACLES
SETTLEMENT
Page 166
In this step, you’ll generate a settlement—a populated village,
town, or city—as a hub for the start of the campaign. Settlements
are located throughout the Sundered Isles, but tend to be sparser and smaller beyond
the Myriads. Some settlements are as old as memory, and others are newly founded.
Answer the following questions to introduce the local settlement. This settlement
might be a an important location in the area, your homeport, or simply a potential
destination as you make your way into these waters.
✴ Where is the settlement located? Pick an island and mark a location for the
settlement along the shoreline.
✴ How populous is the settlement? Roll or choose on the Settlement Size table
(page 166).
✴ What are the primary industries or activities? Roll or choose on the Settlement
Focus table (page 170), referencing the waterside column.
✴ Who is in control here? Checking your faction influence grid, choose a controlling
faction. Use what you know of the settlement and the factions to help guide this
selection. If unsure, roll on the influence grid for a random result.
✴ What is its name? Roll or choose on the Settlement Name table (page 177).
Optionally, add more details. This is appropriate if you envision your character starting
at this location, or are using the settlement as a home port. If not, wait until you visit
to reveal more.
✴ What is the ambiance and architecture? Roll or choose on the Settlement
Aesthetics table (page 167).
✴ What is seen at first glance? Roll or choose on the Settlement First Look table
(page 168).
✴ What else do I know of this place? Roll on the Settlement Details table (page
172) to reveal additional aspects or rumors.
Add the settlement name to your chart, and record the details in your notes.

Stormhaven
Kairos ISLA N D
SE TT LE M EN T
- Port toSize
Medium wn (hundreds)
kairos - Industrie
Elevated
-
Lush
Terrain (cliffs
s: Piracy
ConVitality
trolled (jungle)
, Smugwith
glingplateau)
by Forsaken Fleet
- Mod
One est neighbor
small structuresisland
with an imposing
stronghold and multi
-level layout
- High-stakes gamb
ling hall

Stormhaven

Chart Your Course 105


STEP 5: ADD NOTABLE LOCATIONS
Next, you’ll add one to three other locations to your starting area. This can include
sea features or island landmarks. Use the table below for inspiration. Each location
includes an open question—a prompt to answer or leave (for now) as a mystery.

LOCATION DETAILS @ 1–3 | 6 page 107


Roll Location Question
1–4 Abyssal sinkhole What is rumored to lie at the bottom of these depths?
5–8 Active volcano What important location does this eruption threaten?
9–12 Ancient ruins Who or what defends this place against intruders?
13–15 Colossal monument What legendary figure or god does this monument honor?
16–19 Crucial trade route What is disrupting trade along this route?
20–23 Deserted settlement Why was this place abandoned?
24–27 Expansive cave What treasure is said to lie at the heart of this cave?
28–30 Floating tradepost Who is hounding these traders, demanding tribute?
31–34 Hull-breaching rocks Who or what preys upon careless ships in this area?
35–38 Kelp-clogged waters What ship went missing here?
39–41 Meteorite scar What prophecy foretold the meteorite's fall?
42–45 Military encampment Who is this faction warring against?
46–49 Military fort What notable prisoner is held here?
50–52 Mining operation What danger have these miners unearthed?
53–55 Mist-shrouded peak What is said to stand atop this mountain?
56–58 Navigation beacon Why has this lighthouse fallen into disrepair?
59–61 Ongoing naval blockade Who seeks an escort through or around this blockade?
62–65 Palatial manor What lavish event is scheduled to take place here?
66–69 Pirate conclave What opportunity or crisis brings the pirates together?
70–73 Recently wrecked ship What prize was this ship rumored to carry?
74–76 Refugee encampment What danger or crisis displaced these refugees?
77–79 Religious commune Why are these adherents desperate for supplies?
80–83 Sentinel tree What threatens this sacred site?
84–87 Sheltered anchorage What infamous ship lies anchored here?
88–91 Warship patrols What are these ships hunting?
92–94 Whale graveyard Who seeks to harvest these bones?
95–97 Whaling grounds Who or what is hunting these creatures to near-extinction?
98–100 Wide, navigable river What important location lies upriver?

106 Getting Underway


6 CURSED LOCATION DETAILS
Roll Location Question
1–5 Area of endless dead calm What ship is trapped in these waters?
6–10 Colossal bones Who lives in the shadow of this age-old corpse?
11–15 Corrupted cave What cult is said to practice foul rites here?
16–20 Eldritch monument What forsaken god or entity does this monument honor?
21–25 Forsaken settlement What foul creatures now dwell here?
26–30 Frozen wastes What long-lost ship lies trapped here?
31–35 Ghost-haunted waters What infamous cursed ship sails these waters?
36–40 Ghost-plagued ruins What sad fate befell these people?
41–45 Haunted battlefield What force or faction was defeated in this battle?
46–50 Hidden island On what rare event does this mystical island reappear?
51–55 Inscrutable iron pillars What faction worships these mysterious relics?
56–60 Lair of a beast What beast is reputed to dwell here?
61–65 Perpetual fog bank What is said to lie on the other side of this mist?
66–70 Powerful maelstrom Who do you know that was lost to this swirling vortex?
71–75 Ship graveyard What monstrous creature lurks here?
76–80 Shipwreck on high ground To which faction did this ship belong?
81–85 Skull-shaped outcrop Why does this place haunt your dreams?
86–90 Sorcerous nexus Who has gathered to reap the chaotic energy of this place?
91–95 Titanic machinery Who seeks to reactivate this ancient machine?
96–100 Unending cyclonic storm What is said to lie at this storm's center?

kairos Amaryllis
The Maelstrom

Hullbreak
Crags
Stormhaven

Mark the notable locations on your navigation chart. If you’d prefer to keep their
location vague or unknown, make note of them as a rumor to follow up on.

Chart Your Course 107


STEP 6: ADD A LOCAL CONNECTION CHARACTER
ORACLES
In this step, you’ll add an important character as a connection to
the local area. This person might be a patron for your character— Page 178
someone of shared purpose who petitions or sponsors your
initial adventures—or a helpful acquaintance. But keep in mind that connections are
not shipmates or companions. They are independent characters whose own lives
occasionally intersect with your own.
Answer these questions to create your local connection. If you are playing with others,
this is a shared connection.
✴ What is the connection’s role? Decide their duty, expertise, or background. Their
role offers a bonus when you make a move with their support—it should be general
enough to be helpful, but specific enough to be flavorful. See page 124 in the
Starforged rulebook for tips on connection roles.
✴ What is their rank? The connection’s rank represents the challenge of advancing
the relationship. The higher the rank, the greater the narrative focus and trouble
involved to eventually Forge a Bond with them. Choose a rank appropriate to their
role and the level of involvement you want them to have in your story: troublesome,
dangerous, formidable, extreme, or epic.
✴ What goal drives them? Roll or choose on the Character Goals table (page 185).
✴ What is their name? Roll or choose on the Character Name table (page 186).
✴ Are they linked to a faction? Referencing your faction influence grid, decide if this
connection has a relationship to a known faction.
✴ Where are they found? Choose a settlement or place on the map as the connection’s
present location. If they are aboard a ship, note where it sails.
Optionally, you can also flesh out a connection with additional details using the
questions below. If you’d prefer to keep it simple, wait until you first interact with them
to reveal more.
✴ What are obvious characteristics of the connection? Roll or choose on the
Character First Look table (page 178).
✴ What item or gear is this person seldom without? Roll or choose on Trademark
Accessories (page 182) or Trademark Weapons (page 183).
✴ What have I learned of this connection over time? Roll or choose on the Character
Details table (page 184).
Record this person’s name, roll, rank, and location on the connections worksheet, and
add any interesting additional details to your journal or notes.
A reminder: Introducing this connection at the start of your campaign is essentially a
“free” strong hit on the Make a Connection move.

WANT MORE?
If you envision your character having a more complete understanding of your starting
area, repeat step 4 (page 105) to add another settlement or two—making them
seaside or inland as you like. This may give you insight into relations among these
settlements, but will leave less to uncover in the course of your story.

108 Getting Underway


STEP 7: NAME THE AREA LOCAL
SEAS
Lastly, give these local seas a name. If you’d like a
suggestion, roll on the Local Seas table (page 229). Page 229

You’re nearly done! In the next exercise, you’ll send


your character on their perilous course.

Chart Your Course 109


SET THE SCENE
In this final exercise, you’ll decide where you story begins and identify a trouble worthy
of an iron vow. You can make this exercise part of your first proper session of play, or
use it to lay the keel for future play.
Allow about 5–10 minutes for this exercise.

THE STATUS QUO


What is the situation for your character at the start of your campaign? Are you aboard
a ship? Traveling overland? Arriving at a settlement? Meeting with a local connection?
Using the map you created in the last exercise, consider where you find yourself or
where you are bound. If you are playing with others, talk this over as a group.
As described on page 131 of the Starforged rulebook, you can start play with a
prologue—a bit of character building and downtime before the adventure properly
begins. Or you can start with a bang in medias res. The simple matter of “Where am
I, and what am I doing?” can help inform the situations you face in your first session.

THE INCITING INCIDENT


Near the start of your story, you will Swear an Iron Vow to follow a goal, face a
problem, or undertake a mission. Make this something pressing but of limited scope—a
dangerous or troublesome quest. This inciting incident interrupts the status quo and
propels you into action.
If you already have a quest in mind to kick-off your story, you’re all set. If not, consider
the narrative fodder from the previous exercises.

TRUTHS COMMAND
✴ Selected truths: Which situations, ✴ Ship: Is there some aspect of your
conflicts, or dangers offer an ship’s nature or history which must
opportunity for adventure? be dealt with? If you don’t have a
✴ Quest starters: Are any of the command, do you undertake a quest
adventure seeds worth pursuing? to gain a ship of your own?
✴ Crew: Is the ship’s crew facing an
FACTIONS urgent need, hardship, or curse?
✴ Allied factions: Do you undertake a
mission for an allied faction? LOCAL AREA
✴ Enemy factions: Will you attack or ✴ Settlement: Are there any settlement
undermine an enemy faction? aspects or projects that create an
opportunity for a quest?
CHARACTER ✴ Connection: Based on their role or
✴ Paths: Do you have any duties, skills, goal, does your connection need
or goals that might motivate a quest? something from you?
✴ Backstory: Does your backstory ✴ Locations: Is there a location that
imply a danger or goal? requires investigation or some
✴ Team: If playing co-op, do you and pressing trouble?
your allies have a shared goal?

110 Getting Underway


NEED INSPIRATION?
Check page 129 of the Starforged rulebook for details on creating a worthy
inciting incident.
If you’re still not sure how to get things started, roll on a table or two and see
what drives your character at the start of the story. Here’s some suggestions:
✴ A task from a patron or connection: Action + Theme (pages 118-119)
✴ An incident at sea: Seafaring Perils (page 130)
✴ A personal mission: Character Goals (page 185)
✴ A mysterious treasure map: Treasure Location (page 222)
If all else fails, make something happen! Marauders attack. The sails
of a tempting prize appear on the horizon. A dying mariner hands you a
bloodstained map. Imperial soldiers arrive in force. A fancy gala is interrupted
by a murder (or a murder is interrupted by a fancy gala). Envision what your
character is doing at the start of the story, and what event might put them
on storm-tossed seas—literally or figuratively.
Forcing your character into action will ripple outwards to create new
opportunities and complications.

THROW OFF THE BOWLINES


That’s it! You’ve decided the truths of the isles, forged powerful factions,
created a character, launched a ship and crew, mapped the local waters,
and envisioned the situation at the start of your story.
If you are new to the Starforged system and would like more details on
swearing and undertaking your initial vow, see pages 132–134 of the
Starforged rulebook. Otherwise, it’s time to set sail.
Keep in mind: these exercises were a foundation, not a mandate. If you
decide to change an established aspect of the campaign—or events in your
story reveal their own truth—that’s okay! Keep what you like. Change or
discard what you don’t. Play to see what happens.
Fair weather and following seas, Ironsworn!

Set the Scene 111


SUNDERED
ORACLES
REVEALING THE ISLES 114

THE CURSED DIE 116

CORE ORACLES 118

SEAFARING ORACLES 122

WEATHER ORACLES 132

SAILING SHIP ORACLES 134

ISLAND ORACLES 144

OVERLAND ORACLES 150

SETTLEMENT ORACLES 166

CHARACTER ORACLES 178

FACTION ORACLES 190

SHIPWRECK ORACLES 200

CAVE ORACLES 206

RUIN ORACLES 214

TREASURE ORACLES 222

MISCELLANEOUS ORACLES 228

112
REVEALING THE ISLES
This section contains an array of generators and random tables to help envision
situations, encounters, and locations among the isles.

USING THE ORACLES


RESULTS BY REGION
Some location oracles are structured with results organized by the main regions of
the isles: Myriads, Margins, and Reaches. Check the result for your current location.
If you are playing in another setting, you can think of those regions as translating to
Inhabited, Frontier, and Remote.

MULTIPLE RESULTS
Some oracles provide a recommended number of rolls show. For example: @1–2.
Depending on the situation, you might make multiple rolls at once, or make them over
time to “peel the onion” and reveal new aspects.
All other tables are assumed to default to a single roll, but some oracles include an
embedded result that prompts you to make multiple rolls. This is typically shown as
“Roll twice.” If you get this result, roll twice more on the table and combine those
results. If you get “Roll twice” yet again, ignore it and redo the roll.

LINKS TO OTHER TABLES


Oracle answers will often prompt you to jump to another oracle. This is
shown as an arrow symbol with the name(s) of the oracle. For example:
> Island. If you see this prompt, that’s your cue to go to that section or table to reveal
more about the encounter or location. If you are reading this rulebook on a digital
device, the included page references are clickable.

MIXING AND MATCHING ORACLES


The Sundered Isles oracle tables are primarily intended for a seafaring setting,
but many are flexible enough to incorporate into your Starforged spacefaring
campaigns or Ironsworn fantasy campaigns—or even other roleplaying games.
For example, the Faction Oracles (page 190) are useful for a wide variety of
settings, and the Interlude Scene table (page 230) can help prompt the nature
of a character-focused downtime scene in any campaign.
Inversely, the Starforged oracles are useful for swashbuckling campaigns set
in the spacefaring realm, helping generate the details of planets, spacegoing
encounters, strange creatures, and ancient alien vaults.
In short, the Sundered Isles oracles provide the essentials for adventures in a
seafaring world, but feel free to mix and match from other sources to create your
own perfect oracle kit.

114 Sundered Oracles


PICK YOUR POISON
When you Ask the Oracle a question that leads you to this section, consider your
approach and preferences. For any particular situation, you might have several tables
to choose from.
Some oracle tables are abstract. For example, the Action oracle (page 118) offers
single word prompts. This table can be combined with others to add nuance—such
as using Theme (page 119) to form a verb/noun combination—but the result still
relies on your creative interpretation. Deciphering these answers, realizing how they
connect to situations in your story, experiencing those eureka moments, is part of the
fun of playing Starforged and Sundered Isles.
Other oracle results are general. They provide room to clarify or expand, but are less
cryptic than the abstract tables. For example, the Seafaring Peril table (page 130)
includes prompts for unfortunate events that might befall your ship, but the exact
nature of each event is left to the players to suss out. You may decide those answers
yourself, or Ask the Oracle yes/no questions to clarify.
And some oracle tables are specific. A Character Name (page 186), for example.
Or Overland Details (page 158). The more precise the result, the more flavorful or
actionable, but the less open to creative interpretation. This is especially true when
playing in the world of the Sundered Isles, because the oracle tables are keyed to
the setting. If you are playing in another world, or chose to explore the skyfaring or
spacefaring realms when you launched your campaign (page 71), you may find
abstract and general prompts more useful.
With a bit of play time under your belt, you’ll get familiar with the structure of the
oracles and find your own preferred approaches.

OTHER REMINDERS
The tables in this section are a tool. Use them as you like to help envision the world,
introduce encounters and events, and move your story forward. Here are a few
additional tips for making the most of the oracles. See page 291 in the Starforged
rulebook for more.
✴ Use tables as a pick-list: Oracles aren’t just for rolling. You’re free to scan a table
and pick an option that is a good fit. This is particularly true when building on
established facts. However, keep in mind that the generators—particularly for
locations, characters, and ships—are often structured to include a mix of common
and rare answers. For example, an encountered ship might be carrying treasure,
but this is a rare find as defined by the odds of the Cargo table (page 141).
Follow the fiction, treating unusual events and discoveries as special.
✴ Peel the onion: When initially encountering a location, character, or ship, use
the oracle tables for details you would perceive as first impression, such as the
Character First Look table (page 178). Make a roll or two, envision the result as
appropriate to the situation, make some assumptions to fill in the gaps, and move
on with your story. Then use other tables to reveal new details over time.
✴ Build oracle arrays and campaign elements: An oracle array helps you choose
from among a set of relevant tables, while a campaign elements table reveals
the focus of an encounter or situation. See pages 384–385 of the Starforged
rulebook for details.

Revealing the Isles 115


THE CURSED DIE
Are the isles haunted by supernatural forces, monstrous foes, and strange
technologies? You can introduce these dread aspects when you define your setting
truths. Or perhaps you will discover them—or wake them—in the course of your story.
Either way, use the cursed die to reveal the uncanny, horrifying, and chaotic facets of
your world.

ASK THE (CURSED) ORACLE


Many random tables in this book are marked 9
with a small skull icon: 6. When you use one of
those tables for inspiration, you may roll a cursed
40
Oracle Dice
die alongside your oracle dice. Like your oracle
dice, the cursed die is ten-sided, but should be a
special color or material to distinguish it from the 0 Cursed Die
oracle dice. Choose a die that evokes an eerie
quality. A malevolence.
After making your oracle roll, look at the value
of your cursed die. Is it a 10—often signified by
a 0 or 00 on a ten-sided die? If so, your answer is cursed, and you should check the
cursed version of that table for your answer. The cursed table is often on the same
page or the next page. If in doubt, a page number next to the small cursed icon will
show the way. Cursed tables are marked with a large version of the skull icon.

116 Sundered Oracles


MORE CURSES
If you want to give the cursed die more emphasis, consider these options.
✴ Roll a cursed die alongside abstract oracles such as Action and Theme. These
tables don’t have dedicated cursed alternatives, but you can resolve a cursed
result by envisioning the nature of the prompt as frightening or uncanny. If the
result doesn’t lend itself to a supernatural interpretation, that’s okay—just ignore
the cursed die and move on.
✴ When you Ask the Oracle and use the yes/no table to divine an answer, toss your
cursed die into the mix. Use a cursed result to add a dreadful twist to the answer.

ADJUSTING THE ODDS


You can adjust the chance of a cursed result to fit the situation. You might be sailing
cursed waters, or decide that curses are likely on nights when the Wraith moon is full.
Or perhaps your ship is cursed, putting you on a course along the margins of the real
and unreal. If you want control over the odds of a cursed result, here are some options.
✴ Increase the range of a cursed result by triggering it on 9–10 or 8–10.
✴ Increase the chance of a cursed result by adding one or two additional cursed dice
to your oracle roll. If any die rolls 10, the result is cursed.
✴ Use a full set of polyhedrals as your cursed dice: D4, D6, D8, D10, D12, and D20.
When adding a cursed die to a roll, choose one. If you roll the highest value on that
die—for example, 4 on a D4—the result is cursed. Thus, a fewer-sided die increases
the odds of a cursed result, while a many-sided die makes it less likely.
Keep in mind that the cursed die is always optional. Roll it only when the potential for a
cursed answer is wanted and appropriate. If you prefer a setting without supernatural
aspects, ignore this mechanic altogether. If you encounter a situation where a cursed
result is obvious and interesting, no need to roll the cursed die—just make it happen.

The Cursed Die 117


CORE ORACLES

ACTION
1 Abandon 26 Control 51 Gather 76 Release
2 Acquire 27 Coordinate 52 Guard 77 Remove
3 Advance 28 Create 53 Hide 78 Resist
4 Affect 29 Debate 54 Hold 79 Restore
5 Aid 30 Defeat 55 Hunt 80 Reveal
6 Arrive 31 Defend 56 Initiate 81 Risk
7 Assault 32 Deflect 57 Inspect 82 Scheme
8 Attack 33 Defy 58 Investigate 83 Search
9 Avenge 34 Deliver 59 Journey 84 Secure
10 Avoid 35 Demand 60 Learn 85 Seize
11 Await 36 Depart 61 Leave 86 Serve
12 Begin 37 Destroy 62 Locate 87 Share
13 Betray 38 Distract 63 Lose 88 Strengthen
14 Blockade 39 Eliminate 64 Manipulate 89 Study
15 Bolster 40 Endure 65 Mourn 90 Summon
16 Breach 41 Escalate 66 Move 91 Support
17 Break 42 Escort 67 Oppose 92 Suppress
18 Capture 43 Evade 68 Overwhelm 93 Surrender
19 Challenge 44 Explore 69 Persevere 94 Swear
20 Change 45 Falter 70 Preserve 95 Threaten
21 Charge 46 Find 71 Protect 96 Transform
22 Clash 47 Finish 72 Raid 97 Uncover
23 Command 48 Focus 73 Reduce 98 Uphold
24 Communicate 49 Follow 74 Refuse 99 Weaken
25 Construct 50 Fortify 75 Reject 100 Withdraw

When you Ask the Oracle about a goal, situation, or event, roll for an Action (above)
and Theme (opposite page). Together, these oracles provide an interpretative verb/
noun prompt.
Other oracle tables include prompts to check for an Action and Theme (shown as
> Action + Theme). That’s your cue to roll on these tables and Interpret the result.

118 Sundered Oracles


For details on using the Core Oracles, see page 295 of the Starforged rulebook.

THEME
1 Ability 26 Destiny 51 Labor 76 Revenge
2 Advantage 27 Disaster 52 Language 77 Rival
3 Alliance 28 Discovery 53 Law 78 Rumor
4 Authority 29 Disease 54 Leadership 79 Safety
5 Balance 30 Dream 55 Legacy 80 Sanctuary
6 Barrier 31 Duty 56 Life 81 Secret
7 Belief 32 Enemy 57 Love 82 Solution
8 Blood 33 Expedition 58 Memory 83 Spirit
9 Bond 34 Faction 59 Nature 84 Stranger
10 Bounty 35 Fame 60 Navigation 85 Strategy
11 Burden 36 Family 61 Opportunity 86 Strength
12 Commerce 37 Fear 62 Peace 87 Superstition
13 Community 38 Fellowship 63 Phenomenon 88 Supply
14 Corruption 39 Freedom 64 Possession 89 Survival
15 Creation 40 Greed 65 Power 90 Time
16 Crime 41 Hardship 66 Price 91 Trade
17 Culture 42 Hate 67 Pride 92 Treaty
18 Cure 43 Health 68 Prize 93 Truth
19 Curse 44 History 69 Prophesy 94 Vengeance
20 Danger 45 Home 70 Protection 95 Vow
21 Death 46 Honor 71 Quest 96 War
22 Debt 47 Hope 72 Relationship 97 Warning
23 Decay 48 Industry 73 Religion 98 Weakness
24 Deception 49 Innocence 74 Reputation 99 Wealth
25 Defense 50 Knowledge 75 Resource 100 Weapon

Core Oracles 119


DESCRIPTOR
1 Abandoned 26 Deep 51 Hidden 76 Protected
2 Abundant 27 Defended 52 Hoarded 77 Rare
3 Active 28 Dense 53 Hostile 78 Remote
4 Ancient 29 Depleted 54 Inaccessible 79 Rich
5 Barren 30 Desolate 55 Infested 80 Ruined
6 Blighted 31 Destroyed 56 Inhabited 81 Sacred
7 Blocked 32 Diverse 57 Isolated 82 Safe
8 Breached 33 Empty 58 Living 83 Sealed
9 Broken 34 Ensnaring 59 Lost 84 Secret
10 Captured 35 Expansive 60 Lush 85 Settled
11 Chaotic 36 Exposed 61 Makeshift 86 Shrouded
12 Charted 37 Fertile 62 Mechanical 87 Stolen
13 Collapsed 38 Fiery 63 Misleading 88 Stormy
14 Colossal 39 Flooded 64 Moving 89 Stranded
15 Confined 40 Foreboding 65 Mysterious 90 Strange
16 Conspicuous 41 Forgotten 66 Natural 91 Sunken
17 Constructed 42 Forsaken 67 New 92 Toxic
18 Contested 43 Fortified 68 Obscured 93 Trapped
19 Corrupted 44 Foul 69 Open 94 Undersea
20 Created 45 Fragile 70 Peaceful 95 Undiscovered
21 Cursed 46 Frozen 71 Perilous 96 Unnatural
22 Damaged 47 Functional 72 Pillaged 97 Unstable
23 Dead 48 Grim 73 Powerful 98 Valuable
24 Deadly 49 Guarded 74 Preserved 99 Violent
25 Decaying 50 Haunted 75 Prominent 100 Wrecked

When you Ask the Oracle about the nature of a location, discovery, or encounter, roll
for a Descriptor (above) and a Focus (opposite page) for an adjective/noun prompt.
Other oracle tables include prompts to check for a Descriptor and Focus (shown as
> Descriptor + Focus). That’s your cue to roll on these tables and interpret the result.

120 Sundered Oracles


FOCUS
1 Ammunition 26 Derelict 51 Message 76 Shore
2 Anchorage 27 Discovery 52 Mist 77 Shortcut
3 Animal 28 Enclosure 53 Monument 78 Sound
4 Apparition 29 Energy 54 Obstacle 79 Storage
5 Art 30 Equipment 55 Outbreak 80 Storm
6 Artifact 31 Faction 56 Outpost 81 Structure
7 Battleground 32 Flag 57 Path 82 Supply
8 Beast 33 Fleet 58 People 83 Symbol
9 Blockade 34 Force 59 Person 84 Terrain
10 Boat 35 Fortification 60 Pirate 85 Territory
11 Book 36 Gadget 61 Port 86 Threshold
12 Boundary 37 Grave 62 Provisions 87 Tool
13 Cache 38 Habitat 63 Reef 88 Town
14 Cargo 39 Hazard 64 Refuge 89 Trap
15 Commander 40 Hideaway 65 Relic 90 Treasure
16 Commodity 41 Home 66 Remains 91 Vault
17 Confinement 42 Illusion 67 Rendezvous 92 Vegetation
18 Connection 43 Island 68 Resource 93 Vessel
19 Container 44 Lair 69 Rock 94 Village
20 Contraband 45 Land 70 Ruins 95 Void
21 Corpse 46 Leader 71 Sail 96 Water
22 Creation 47 Machine 72 Salvage 97 Weapon
23 Creature 48 Map 73 Sea 98 Weather
24 Crew 49 Material 74 Shelter 99 Wind
25 Debris 50 Medicine 75 Ship 100 Wreckage

Core Oracles 121


SEAFARING ORACLES
SEAFARING WAYPOINTS
Use these tables to trigger locations, events, and encounters on a seafaring expedition.
Use the Known Waters table (below) if you Undertake an Expedition among or between
known islands, such as when following a chart of local islands. Use the Unknown
Waters table (opposite page) when navigating unfamiliar waters with the prospect of
encountering unrevealed islands.
KNOWN WATERS
Myriads Margins Reaches
Central Seas Outer Seas Remote Seas Result
Sails, ho!
1–25 1–15 1–5
> Sailing Ship; pg 134

Changing weather
26–35 16–30 6–25
> Weather; pg 132

Instance (choose one)


36–55 31–50 26–45 > Seafaring Details; pg 124
> Descriptor + Focus; pg 120–121

Lost souls
56–65 51–60 46–55
> Shipwreck; pg 200

Relic of the past


66–70 61–70 56–70
> Ruin; pg 214

Character focus
71–85 71–85 71–85
> Interlude Scene; pg 230

86–100 86–100 86–100 Roll twice

122 Sundered Oracles


UNKNOWN WATERS
Myriads Margins Reaches
Central Seas Outer Seas Remote Seas Result
Land, ho!
1–20 1–15 1–10
> Island; pg 144

Sails, ho!
21–35 16–25 11–15
> Sailing Ship; pg 134

Changing weather
36–45 26–40 16–35
> Weather; pg 132

Instance (choose one)


46–60 41–55 36–50 > Seafaring Details; pg 124
> Descriptor + Focus; pg 120–121

Lost souls
61–70 56–65 51–60
> Shipwreck; pg 200

Relic of the past


71–75 66–75 61–75
> Ruin; pg 214

Character focus
76–90 76–90 76–90
> Interlude Scene; pg 230

91–100 91–100 91–100 Roll twice

If you face a cost in your travels, such as when you roll a miss as you Undertake an
Expedition, the Seafaring Peril (pg 130) oracle can help reveal what occurs. If you
encounter good fortune, such as when you roll a strong hit with a match, the Seafaring
Opportunity (pg 131) oracle can inspire the nature of this lucky break. Check those
tables instead of—or in addition to—a seafaring waypoint.

Seafaring Oracles 123


SEAFARING DETAILS (1–30)
This table reveals occurrences on a seafaring expedition. Possible
results include locations, events, sightings, and encounters.
6 pg 127
1 A plume of smoke rises on the horizon
2 Carved monoliths, taller than your ship, form a circle large enough to sail through
3 An albatross alights on the yardarm; it surveys the ship dispassionately
4 A large plank of driftwood bears a carved message
5 Buoys mark hazardous waters
6 Beast hunters, sailing a sleek-hulled ship, chase their quarry
7 Sea caves pocket the steep flanks of a rocky islet
8 A rogue wave rises on the horizon
9 Dagger-like rocks rise out of the sea
10 Flags of unknown heraldry fly from a partially collapsed fort
11 A massive storm wall gathers in the distance, lighting flashing
12 Waves surge against an exposed reef
13 A gull lands on the deck, a rolled slip of paper tied to its leg
14 A ship flounders on high seas, listing dangerously to one side
15 Rusted anchors, hung like trophies from a rocky mount, clatter in the wind
16 Labyrinthine mangroves sprawl along the shore of a tiny islet
17 Survivors aboard a meager raft desperately flag you down
18 Clusters of jagged rocks lurk just below the ocean waves
19 A crew struggles to refloat their ship, which is run aground on a sandbank
20 Stone ruins lie just beneath the surface
21 Waves pummel a shipwreck that lies split in two upon the rocks
22 A battered, drifting flag bears a familiar emblem
23 The air smells of smoke, and ash drifts on the wind
24 A battered, oarless longboat floats on the open sea
25 A planted flag and a lonely cairn stand atop a tiny rocky islet
26 Something massive brushes against the hull before diving out of sight
27 The sound of distant cannon fire echoes across the sea
28 Water churns as a large school of fish flees a predator
29 Lashed-together shipwrecks, anchored to the sea floor, form a ramshackle floating home
30 A massive school of rays forms a roving shadow just below the surface

Check page 125 for the 31–65 results, and page 126 for 66–100.

124 Sundered Oracles


SEAFARING DETAILS (31–65) 6 pg 128
31 Large sharks circle the ship
32 Whales crest the surface, misting the air with saltwater spray
33 Dolphins spin and jump at the bow
34 A giant whale, its back pierced by a wicked-looking harpoon, breaks the surface
35 A half-sunk rowboat, burdened with chests and barrels, bobs on the sea
36 A vast volcano dome, belching steam, sits just above the waves
37 A massive stone statue, cracked and worn by age, stands atop an eroded rock
38 A broken spire stands atop a lonely rock
39 A solitary mariner watches you from the deck of their single-masted boat
40 Rocks and seabed muck, laid bare by a low tide, surround a narrow waterway
41 A brief, passing squall batters the ship with wind and rain
42 A multitude of jellyfish glimmer like pale lanterns
43 A long line of boats, laden with cargo and passengers, make their way across the sea
44 A settlement stands on an isolated islet
45 A massive stone statue, weathered and worn, stands atop an eroded rock
46 A rocky mount shelters a deep-water harbor
47 A graveyard of sun-bleached whale bones lies atop scattered shoals
48 A crumbling stone bridge spans the gap between two rocky islets
49 Abundant sea life is visible in these crystal-clear shallows
50 A formation of sleek coastal boats race swiftly across the waves
51 A ship riddled with damage drifts past, seemingly uncrewed
52 A trade ship struggles at the edge of an expanding whirlpool
53 Shattered debris drifts past
54 A stranded mariner waves from a tiny islet
55 A storm of falling stars streaks through the sky
56 A ship lies at anchor; its crew busily repairs torn sails and broken spars
57 A lone survivor clings to a floating crate
58 Sea turtles swim in a lazy circle over a deep blue marine sinkhole
59 A long line of sails dot the horizon
60 A heavy chain is strung between rocks just below the waterline
61 Sinking ships and struggling survivors mark the scene of a recent battle
62 A ravaged ship, burnt nearly to the waterline, floats aimlessly
63 A powerful current sweeps through a passage bounded by rocky shoals
64 Wind-beaten trees cling precariously to a rocky mount
65 Submerged heat vents send up roiling water and plumes of steam

Seafaring Oracles 125


SEAFARING DETAILS (66–100) 6 pg 129
66 A sudden gust pulls the sails and rigging taught, an omen of changing weather
67 Boats gather in a circle as their passengers toss flowers into the sea
68 A glass bottle with a message bobs on the waves
69 Whales congregate amid deep waters
70 A vibrantly-painted merchant vessel sends up a flag of welcome
71 A flurry of cannon fire flashes within a fog bank
72 Sandbars are scattered across shallow waters
73 Fruit trees cling to a grassy islet
74 A tangle of sea plants, muck, and debris spin slowly in a wide gyre
75 A massive fog bank stretches the length of the horizon
76 A small fleet of fishing boats head for deeper waters
77 Sunken metal catches the light within clear waters
78 Large lizards scamper along the narrow shore of a rocky islet
79 Two ships sit side-by-side at anchor; crews move cargo from one to the other
80 Flagged buoys mark a faction's claimed territory
81 A dark cave sits high above the waterline on a rocky pillar
82 Thickly-packed seaweed carpets the water
83 Ships exchange cannon fire in the distance; acrid smoke drifts for leagues
84 Coral reefs lie in shallow, crystalline waters
85 Swarms of sharks feed on a dead whale carcass
86 A small grove of palm trees and a simple hut stand atop a sandy islet
87 Hordes of seabirds nest among a long row of guano-spattered sea stacks
88 Manatees graze among a field of tall sea grass in shallow waters
89 On a moonless, cloudy night, deep darkness falls over the sea
90 The crew of a fishing boat struggles with a mighty catch
91 Survivors wave from the deck of a sinking ship
92 A flash of reflected sunlight gleams from glass or metal in the distance
93 Shrubs and colorful flowers carpet a rocky islet
94 A lone chest bobs in the waves
95 Seals rest on the exposed keel of a capsized ship, barking as you come near
96 Whale song, tinged with sadness, echoes across the sea
97 An imposing fort dominates the terrain of a rocky islet
98 A heap of flotsam and jetsam grinds against the shore of a rocky islet
99 A distant signal or beacon flares to life
100 Smoke rises from among a grove of palms on a sandy isle

126 Sundered Oracles


6 CURSED SEAFARING DETAILS
1 An exodus of panicked birds darken the sky
2 The shadowy silhouette of a flying beast, barely visible in the mist, passes overhead
3 A maelstrom shimmers with mystic energies
4 Iron fittings spontaneously rust and corrode
5 A ship is sighted but disappears if you look directly at it
6 Pale sea turtles, their shells carved with strange runes, circle the ship
7 Ragged slashes, as if from claws, appear in the sails
8 A parrot lands on a spar, squawks a foreboding message, and flies off
9 Iron cages, each housing a sun-dried corpse, hang from a rocky mount
10 A titanic, sinuous skeleton lies atop a rocky shoal
11 A ship is spotted, identical to your own
12 Elaborate and unsettling symbols mar the stone of a rocky islet
13 Strands of kelp rise from the water, creeping and grasping
14 An eclipse overtakes the sun, stealing away the day
15 The sea suddenly smells of rot
16 Countless dead fish float on the surface
17 A single albatross alights on the yardarm, then falls instantly dead
18 A perpetual fog bank, as still as a stone wall, lies ahead
19 A dark swarm of giant bats circles the ship
20 A monstrous sea beast appears, trailing the ship with an inexorable purpose
21 The ship's bell rings of its own accord
22 Your ship comes to a sudden and shuddering stop in deep waters
23 The sea boils, sending up gouts of steam
24 Tentacles, dripping with slimy brine, curl over the gunwales
25 A vast field of algae-covered bones lies scattered in shallow waters
26 The bloated corpse of an enormous beast floats past, a grisly bitemark in its flank
27 Hundreds of carrion birds settle onto spars and rigging, waiting expectantly
28 An unblemished iron pillar stands in shallow waters
29 Crewmembers are plagued by horrific visions or dreams
30 A narrow passage cuts through a churning, green fog

Check page 128 for the 31–65 results, and page 129 for 66–100.

Seafaring Oracles 127


6 CURSED SEAFARING DETAILS (31–65)
31 The sea spills like a waterfall into an unnatural chasm
32 A vast whirlpool opens ahead of the ship
33 Strange shapes move within an approaching fog bank
34 All at once, the ship's lanterns go dark
35 The roar of a monstrous beast rises from a fog-shrouded islet
36 Countless shipwrecks float in a tangle, drawn together by uncanny forces
37 The compass spins wildly
38 A tangled net holds the corpse of a ghastly, mutated creature
39 A cloaked figure stands in a boat that moves without oar or sail
40 A procession of oarless boats, hung with pale lanterns, hold silent figures
41 A day passes, but you and the crew have no memory of it
42 Hordes of panicked rats emerge from the lower decks
43 Bladelike iron shapes, carved with faintly-glowing symbols, jut from the sea
44 The seawater turns red and smells of blood
45 The ship's wheel turns of its own accord and then holds fast, setting a new course
46 Mangled corpses, too many to count, drift on the water
47 One beast battles another, and the sea churns with blood
48 An unknown island, etched in black ink by an unseen hand, appears on the ship's charts
49 Something knocks insistently against the underside of the hull
50 A monstrous beast stalks the ship
51 Alluring songs beckon from among the rocks
52 A pale child stands on the shore of an otherwise deserted islet, smiling blankly
53 A giant mangrove, home to strange birdlike creatures, stands in stagnant waters
54 An unnatural current sweeps the ship onto a new course
55 Hordes of scrabbling bone-white crabs climb the ship's hull
56 The shadowy outline of a frozen ship sits within an enormous wandering iceberg
57 A tattoo spontaneously appears on your forearm
58 A burning map, inscribed by an unseen hand, is scorched into the planks of the deck
59 Fields of dead coral lay within foul-smelling waters
60 A tall mound of skulls sits upon a rocky islet
61 In the hold, frantic scratching emanates from within an unassuming crate
62 Alluring lights glimmer beyond a gigantic stone archway
63 Cockroaches swarm the deck
64 The sea ahead is a frozen sheet
65 A graveyard of dead ships lies trapped within a sargassum sea

128 Sundered Oracles


6 CURSED SEAFARING DETAILS (66–100)
66 A large blood slick covers the water
67 A watertight compartment spontaneously floods with seawater
68 A sorrowful shanty, seemingly without a source, echoes across the waters
69 A massive shape passes beneath your ship, sending it listing to one side
70 Shadowy, vaporous ships cruise along the horizon
71 The tide slips away with unnatural speed, revealing patches of seafloor
72 A large winged form, cloaked in shadow, perches atop the main mast
73 A coffin, nailed shut and marked with cryptic symbols, bobs on the water
74 Waking from a dream, you find yourself clutching a paper marked with a black spot
75 A ghostly message, written in blood, appears in the captain's logbook
76 A crewmember, moving as if in a trance, climbs over the gunwales and drops into the sea
77 Phantom voices carry on the wind, whispering a dreadful premonition
78 Skeletal figures, welding corroded blades, clamber over the gunwales
79 Bizarre jellyfish float through the air
80 The apparition of someone you knew delivers a warning before fading away
81 An enormous pale light rises from the murky depths
82 A crewmember is stricken with a hideous sickness
83 Among the ship's stores, fresh water and wine turn to brine
84 Flocks of birds fling themselves carelessly against the hull and sails
85 Ghostly figures stand motionless and silent on the shore of a rocky islet
86 A wandering iceberg holds a tentacled form within its crystalline core
87 A leviathan's corpse bobs to the surface, its desiccated skull gaping
88 A spectral figure stands at the bow, pointing insistently at the horizon
89 Objects fly through the air as if amid a whirlwind
90 Perishable provisions turn to ash
91 Barnacles foul the hull and deck, growing and spreading with uncanny speed
92 The sea turns dark, and something stirs within
93 Monstrous eyes glimmer within the shadowy depths of an islet sea cave
94 Wet footprints and sea muck trace a path on the deck
95 Spectral forms with hollow eyes drift just below the water's surface
96 A distant ship floats above the water
97 A lone figure strides across the water with an unnatural gait
98 An unmoving fog clings to a rocky islet, shrouding all but the peak of a barren hill
99 The sound of sobbing echoes across mist-shrouded seas
100 The rising sun casts a baleful red glow

Seafaring Oracles 129


SEAFARING PERIL
Use this table when you want inspiration for a trouble during ocean exploration or on
a seagoing expedition.

1–3 Boarders strike without warning


4–6 Crewmember goes missing
7–9 Crewmember is found dead
10–12 Crewmember is injured
13–15 Crewmembers argue or brawl
16–18 Crewmembers challenge your decisions or command
19–21 Crewmembers grow bored or restless
22–24 Crewmembers grow suspicious of each other
25–27 Dangerous current or whirlpool takes hold
28–30 Enemies form a blockade
31–33 Enemy ship is sighted
34–36 Hostile beast attacks
37–39 Hull is fouled or leaking
40–42 Ill omens cause anxiety
43–45 Imperiled ship signals for help
46–48 Isolation or fear presses in
49–51 Mysterious wreckage portends a new threat
52–54 Provisions are spoiled or corrupted
55–57 Rigging or equipment is damaged or broken
58–60 Rogue wave strikes
61–63 Sabotage is revealed
64–66 Shallow waters or obstructions imperil navigation
67–69 Shipboard fire breaks out
70–72 Sickness threatens the health of the crew
73–75 Storm looms
76–78 Stowaway is revealed
79–81 True nature of a cargo, crewmember, or passenger is revealed
82–84 Valuable cargo or provisions go missing
85–87 Vermin infest spaces below decks
88–90 Weather changes for the worse
91–93 Wind recedes, and the sails fall slack
94–96 You are lost or off course
97–99 > Action + Theme; pg 118–119
100 Roll twice

130 Sundered Oracles


SEAFARING OPPORTUNITY
Use this table when you want inspiration for a beneficial encounter or event on a
seagoing journey, such as when you roll a strong hit with a match as you Undertake an
Expedition, or if you Explore a Waypoint and find an opportunity.

1–4 Cache of cargo or supplies


5–8 Chance for a moment of inner peace
9–12 Clear passage through otherwise perilous seas
13–16 Clue offers insight into a current quest or mystery
17–20 Clue to a foe's nature or vulnerabilities
21–24 Creatures show the way or offer inspiration
25–28 Crewmember offers insight or proposes a clever plan
29–32 Crewmember reveals a helpful skill or background
33–36 Crewmembers support or validate your leadership
37–40 Foe inadvertently reveals themselves or tips their hand
41–44 Fortuitous wind or current speeds your way
45–48 Friendly community in sight
49–52 Friendly ship crosses your path
53–56 Good omens offer encouragement
57–60 Ideal weather takes hold
61–64 Impressive vista offers comfort or inspiration
65–68 Lookout pinpoints a lurking foe
69–72 Message or map with useful information
73–76 Occasion for celebration or remembrance with the crew
77–80 Opening to escape or avoid foes
81–84 Plea for help from a potential benefactor
85–88 Refuge offers a place to hide, plan, or recover
89–92 Ship and crew perform beyond expectations
93–96 Shipwreck or derelict ripe for the picking
97–100 Source of fresh provisions

Seafaring Oracles 131


WEATHER ORACLES
WEATHER CONDITIONS
Myriads Margins Reaches
Central Seas Outer Seas Remote Seas Result
1–70 1–60 1–50 Fair Weather
71–100 61–100 51–100 > Foul Weather; below

If you’d like to establish the time of day for an encounter or scene, roll a single oracle
die. If even, it’s daytime; if odd, it’s night. Higher numbers are later in that period.

FOUL WEATHER 6 pg 133


Roll Result Detail
1–10 Stifling Windless, oppressive heat
11–25 Listless Light winds and sweltering heat
26–40 Misty Light winds and damp fog
41–55 Foggy Light winds and dense fog
56–75 Heavy High winds, steady rain, and rough waters
76–90 Stormy Powerful winds, pelting rain, and high seas
91–100 Raging Destructive winds, torrential rain, and monstrous waves
To learn the duration of foul or cursed weather, roll a single oracle die. 1–2 is fleeting
(hour or less). 3–9 is persistent (several hours). 0/10 is relentless (more than a day).

132 Sundered Oracles


6 CURSED WEATHER
Roll Result Detail
1–5 Ash storm Churning, low-level clouds of gray ash
6–10 Blighting muck Rain of corrosive, mucous-like ooze
11–15 Blood rain Ghastly, crimson rain
16–20 Cinder rain Storm of fiery rock and ash
21–25 Creeping mist Slithering, grasping fog
26–30 Crimson mist Slow-moving fog that burns like acid
31–35 Dead calm Disquieting stillness
36–40 Fisher's feast Shower of fish
41–45 Forge's fury Fast-moving storm of scorching heat
46–50 Gloam tide Unnatural darkness that moves with the tide
51–55 Ice fall Uncanny cold that leaves surfaces enveloped in thick ice
56–60 Iron wind Strong wind that sends ships along an inevitable, fatebound course
61–65 Knowing mist Fog that manifests visions of dark secrets and painful memories
66–70 Phantom mist Ghost-haunted fog
71–75 Rot wind Wind that carries the foul stench of death
76–80 Sand storm Clouds of pelting, stinging sand, ripped from a now-barren island
81–85 Seeking spouts Waterspouts and tornadoes that move with dreadful purpose
86–90 Tempest Undying storm that prowls the isles in search of prey
91–95 Wailing wind Wind that carries the mournful keen of the lost and the drowned
96–100 Witch fire Low clouds suffused with tendrils of chaotic, mystic energy

Weather Oracles 133


SAILING SHIP ORACLES
SHIP SIZE
Use this table to generate the scale of a ship
sighting, ranging from a single small ship to
a massive armada.

1–30 31–60 61–80


Small Medium Large
Such as: Cutter, Sloop Such as: Corvette, Schooner Such as: Frigate, Galleon
Rigging: One or two masts Rigging: Two or three masts Rigging: Three or more masts
Crew: 5–25 Crew: 25–50 Crew: 50–200
Rank: Troublesome Rank: Dangerous Rank: Formidable
or Dangerous or Formidable or Extreme

134 Sundered Oracles


The suggested challenge
ranks are a starting
place. Set the rank of
a naval engagement
as appropriate to the
capability of the forces
you command and the
nature of your objectives.
Also, keep in mind that a
ship’s rank is relative to
other ship-scale vehicles,
creatures, or powers. See
page 38 for tips on
handing naval encounters.

81–85 Force
Colossal
86–95 96–99 100
Such as: Dreadnought, Titan Flotilla Fleet Armada
Rigging: Four or more masts Medium flagship Large flagship Colossal flagship
Crew: 200–500 and a few and many and countless
Rank: Extreme or Epic other ships other ships other ships

Sailing Ship Oracles 135


SHIP POSITION
Set the range of the encounter and the ship’s initial status as appropriate to the
situation and environment. If unsure, use the tables below.
RANGE
Roll Result Detail
1–40 Distant On the horizon and too far to make out details
41–75 Far Observable but well beyond weapons range
76–95 Medium Easily discernible and nearly within weapons range
96–100 Near Sighted or revealed at very close range

STATUS
1–10 In Battle 36–60 Underway (approaching) 86–95 In distress
11–25 Anchored 61–75 Underway (outbound) 96–98 Adrift
26–35 Getting underway 76–85 Underway (parallel) 99–100 Run aground

SHIP FIRST LOOK @ 1–2 | 6 pg 137


1–2 Accompanied by creatures 51–52 Ironclad hull
3–5 Adorned with colorful banners 53–55 Large harpoon cannon
6–8 Armed with archaic weapons 56–57 Low-profile or shallow draft
9–10 Armed with mechanized weapons 58–59 Mechanized propulsion
11–13 Armored prow or ram 60–61 Numerous launch boats
14–16 Battle-scarred hull 62–64 Overgunned
17–18 Beast-hide sails 65–66 Overloaded or deep draft
19–21 Black hull and sails 67–69 Painted hull
22–24 Blood-red sails 70–71 Propelled or aided by oars
25–27 Boarding prow or ramp 72–74 Undead crew, going about their duties
28–30 Brightly-colored sails 75–76 Ravaged by fire
31–32 Constructed of unusual wood 77–79 Sails emblazoned with insignias
33–34 Displaying trophies of defeated foes 80–81 Submersible
35–37 Elaborately carved hull 82–84 Tall enclosed superstructure
38–40 Famous or infamous vessel 85–87 Torn sails and broken rigging
41–43 Gilded adornments and fittings 88–89 Towing another ship
44–46 Grandiose or imposing figurehead 90–92 Twin-hulled (catamaran)
47–48 Hidden gunports 93–95 Undergunned or unarmed
49–50 Hung with lanterns 96–100 > Descriptor + Focus; pg 120–121

136 Sundered Oracles


6 CURSED SHIP FIRST LOOK
1–3 Accompanied by a monstrous beast 51–53 Malignant growths
4–6 Adorned with arcane symbols 54–55 Maw-like prow
7–8 Alight with unnatural flames 56–57 Mechanized transformation
9–11 Animate figurehead 58–60 Mechanized weaponry
12–13 Arcane propulsion 61–63 Mistlike sails
14–16 Beheaded Figurehead 64–66 Overpowering stench of decay
17–19 Bone-wrought hull 67–69 Rotting hull and sails
20–22 Broken hull 70–72 Sailing without a crew
23–25 Cloaked by smoke and ash 73–75 Sails with unnatural speed
26–28 Corpses hung from the rigging 76–78 Sinister songs or chants
29–30 Dead beast lashed to the hull 79–81 Sorcerous weaponry
31–33 Draped with seaweed 82–83 Swarming with bats or carrion birds
34–36 Drowned or abyssal crew 84–86 Tattered sails
37–39 Eerie illumination 87–88 Teleporting
40–42 Encrusted with sea life 89–91 Trail of blood in its wake
43–45 Festooned with bones or skulls 92–94 Undead crew
46–47 Flying or floating 95–97 Wreathed in misty cold
48–50 Illusionary or spectral form 98–100 Shadowed by > Cursed Weather; pg 133

Sailing Ship Oracles 137


SHIP CONTROLLING FACTION
If the first impressions of a ship don’t reveal its identity, check the table below. If a
known faction commands the ship, roll or choose on your faction influence grid (page
52). If it is independent or aligned with an unknown faction, use other tables such
as Symbol and Mission to help envision its nature, allegiances, and purpose.

Myriads Margins Reaches


Central Seas Outer Seas Remote Seas Result
1–60 1–45 1–25 Known faction
61–75 46–70 26–60 Unknown faction
76–100 71–100 61–100 Independent

SHIP SYMBOL
Use this table to reveal the design of a ship’s figurehead, flag, or other motifs. This
may help inspire the character of the vessel—especially if it is independent or part of
an unknown faction.
6 below
1–2 Albatross or gull 33–34 Horse 65–66 Sea turtle
3–4 Angelic figure 35–36 Hound 67–68 Seahorse
5–6 Bear 37–38 Jungle cat 69–70 Serpent
7–8 Bull 39–40 Lion 71–72 Shark
9–10 Celestial object 41–42 Maiden Figure 73–74 Shield
11–12 Crossed weapons 43–44 Martyred figure 75–76 Skull and bones
13–14 Crown or crest 45–46 Memorialized figure 77–78 Swan
15–16 Divine figure 47–48 Mermaid 79–80 Tree
17–18 Dolphin or porpoise 49–50 Multi-headed hydra 81–82 Unicorn
19–20 Dragon 51–52 Mystical Figure 83–84 Vulture
21–22 Eagle or hawk 53–54 Noble figure 85–86 Warrior Figure
23–24 Fish 55–56 Octopus or squid 87–88 Waves
25–26 Flames 57–58 Phoenix 89–90 Whale
27–28 Gorgon 59–60 Ram 91–92 Winged horse
29–30 Griffin 61–62 Raven or crow 93–94 Wolf
31–32 Holy symbol 63–64 Scorpion 95–100 Roll twice

6 CURSED SHIP SYMBOL


1–10 Demonic figure 36–45 Grim reaper 71–80 Monstrous claw
11–20 Eldritch being 46–50 Headless figure 81–85 Monstrous eye
21–30 Fanged skull 51–60 Kraken or tentacles 86–95 Monstrous skull or jaws
31–35 Gargoyle 61–70 Menacing Skeleton 96–100 Spider

138 Sundered Oracles


SHIP MISSION
A ship’s faction can reveal its role, such as warship, tradeship, or whaler. If the ship is
independent, the faction unknown, or if you simply want more detail, use this table.
Alternatively, use the captain’s goal (page 185) to set the ship’s purpose.
6 below
Size
Small Medium Large Huge Flotilla Fleet Armada Current Activity
-- -- 1–2 1–4 1–6 1–10 1–12 Blockade a location
-- -- 3–4 5–8 7–12 11–20 13–24 Break a blockade
-- -- 5–6 9–12 13–16 21–26 25–32 Attack a Location
-- -- 7–8 13–16 17–20 27–32 33–38 Evacuate a location
1–4 1–4 9–14 17–20 21–24 33–36 39–40 Transport people
5–8 7–10 15–22 21–28 25–30 37–40 41–42 Transport cargo
9–14 11–16 23–30 29–36 31–38 41–44 43–44 Conduct trade
15–18 17–24 31–36 37–42 39–44 45–48 45–48 Hunt creatures
19–22 25–30 37–42 43–48 45–52 49–58 49–60 Patrol an area
23–32 31–36 43–48 49–52 53–56 59–62 61–62 Explore or travel to an area
33–38 37–44 49–58 53–64 57–68 63–76 63–80 Engage an enemy
39–48 45–52 59–70 65–74 69–74 77–80 81–82 Conduct piracy
49–56 53–64 71–74 75–76 75–76 81–82 83–84 Conduct diplomacy
57–64 65–70 75–76 77–78 77–78 83–84 -- Conduct espionage
65–68 71–76 77–78 79–80 79–80 -- -- Conduct research
69–74 77–78 79–80 81–82 81–82 -- -- Deliver item or message
75–84 79–82 81–84 83–84 83–84 -- -- Smuggle contraband
85–94 83–90 85–94 85–94 85–94 85–94 85–94 > Action + Theme; pg 118–119
95–100 91–100 95–100 95–100 95–100 95–100 95–100 Roll twice

6 CURSED SHIP MISSION


If you roll a Ship Mission curse, take your result on that table and envision an uncanny
or dreadful aspect. For details on how the ship or its mission relates to a cursed power,
use the table below.

1–15 Acting to fulfill a dreadful bargain


16–25 Bound unwillingly to the service of a cursed power
26–35 Corrupted or sickened by the effects of a cursed ship or relic
36–50 Desperately working in defiance of a cursed power
51–60 Granted unusual abilities or resources by a cursed power
61–75 In zealous service of a cursed power
76–90 Suffering under the deprivations of a cursed captain
91–100 Unwittingly helping or unleashing a cursed power

Sailing Ship Oracles 139


SHIP DETAILS
When upon a ship other than your own—visiting, exploring, or boarding—use this table
to reveal new details.
@ 1–2 | 6 below
1–3 Animal mascot 49–51 Infamous or famous captain
4–5 Archive of books and charts 52–54 Locked or barred compartments
6–8 Bloodstained deck 55–57 Low on provisions
9–11 Booby-trapped 58–60 Mutinous crew
12–14 Carrying passengers 61–62 Operating as a diversion
15–16 Deck-clearing swivel cannons 63–64 Operating under a false identity
17–19 Empty cargo hold 65–66 Overcrowded sickbay
20–21 Extravagant furnishings and fittings 67–69 Palatial captain's cabin
22–24 Famed mariner serving aboard 70–72 Plentiful provisions
25–26 Fanatically loyal crew 73–74 Stolen or captured ship
27–29 Full cargo hold 75–76 Strife among the crew
30–32 Hidden cargo 77–78 Undermanned
33–34 Hidden reinforcements 79–80 Unexpected reveal of an acquaintance
35–36 Hidden stowaway 81–82 Venerable ship with a long history
37–39 Hidden workings or capabilities 83–84 Well-stocked armory
40–41 Holding prisoners 85–87 Without a commander
42–43 Hung with charms and talismans 88–91 Unexpected > Ship Mission; page 139
44–45 Immaculately maintained 92–95 > Ship Damage; page 235
46–48 In general disrepair 96–100 > Descriptor + Focus; pg 120–121

6 CURSED SHIP DETAILS


1–5 Bloody trail leads belowdecks 54–56 Rotten stench
6–10 Crawling with insects 57–59 Scorched black by fire
11–15 Crew held in thrall to sorcerous powers 60–62 Sentient or living ship
16–20 Diseased or corrupted crew 63–65 Sorcerous commander
21–23 Dreadful phantom whispers 66–68 Sorcerous trap
24–26 Fearsome creatures among the shadows 69–73 Spectral haunts
27–29 Illusionary facade 74–76 Spreading decay
30–32 Lower decks strung with webs 77–79 Strewn with rusting cages and chains
33–35 Marked with sorcerous glyphs 80–84 Swarming with large rats
36–40 Protected by a monstrous beast 85–87 Transforming crew
41–45 Putrefied provisions 88–92 Truth revealed under moonlight
46–48 Reanimating crew 93–95 Victims entombed within ship structure
49–53 Ritual circle or altar 96–100 Warnings scrawled in blood

140 Sundered Oracles


CARGO
Use this table when surveying a ship’s hold or if coming upon lost or abandoned cargo.
Roll a number of times as appropriate to the nature of the find. For example, once for
the hold of a typical warship, or up to four times for a fully loaded tradeship. Ships also
typically carry basic munitions and provisions for the crew, but this table reveals the
details of bulk cargo such as trade goods and plunder.
@ 1–4 | 6 below
1–2 Ammunition 49–50 Meat
3–4 Artisan goods 51–52 Medical supplies
5–6 Artwork or antiques 53–54 Medicinal herbs
7–8 Beast bones 55–56 Metals
9–10 Books or documents 57–58 Mining equipment
11–12 Cheese 59–60 Perfume
13–14 Cocoa 61–63 Raw ore
15–16 Coffee 64–65 Rope or hemp
17–18 Dyes 66–68 Rum or grog
19–21 Fish 69–71 Sailcloth
22–24 Fresh water 72–73 Scavenged ship parts
25–26 Fruit or vegetables 74–75 Spices
27–29 Grain or rice 76–77 Sugar or molasses
30–32 Gunpowder 78–80 Tea
33–34 Hides or furs 81–82 Textiles
35–36 Hunting trophies 83–84 Tobacco
37–38 Illicit drugs 85–87 Weapons
39–40 Livestock 88–90 Whale oil
41–42 Logs and charts 91–92 Wild animals
43–44 Lumber or timber 93–94 Wine
45–46 Machinery 95–98 > Descriptor + Focus; pg 120–121
47–48 Mead 99–100 > Treasure; pg 222

6 CURSED CARGO
1–5 Ancient sarcophagi 49–53 Maggot-infested meat
6–12 Autonomous mechanical constructs 54–60 Monstrous hunting trophies
13–17 Barrels of foul ichor 61–65 Mutated animals
18–24 Chained beast 66–72 Poisoned grog
25–31 Cocooned victims 73–79 Rotting corpses
32–36 Human bones 80–86 Sorcerous tomes
37–43 Illusionary treasure 87–93 Soul jars
44–48 Infernal weapons 94–100 Trapped undead

Sailing Ship Oracles 141


SHIP NAME 6 pg 143
1 Aegis 34 Gambit 67 Reforged Blade
2 Akiya 35 Gilded Sea 68 Rhaskar
3 Albatross 36 Gray Eagle 69 Sadia
4 Alliance 37 Guiding Star 70 Sea Hawk
5 Ascendancy 38 Honorbound 71 Sidura's Hope
6 Black Iron 39 Implacable 72 Silver Arrow
7 Bounds Runner 40 Implicit 73 Silver Shark
8 Broken Compass 41 Indomitable 74 Stardancer
9 Celestial 42 Intrepid 75 Stardust
10 Clarion Call 43 Iron Aegis 76 Starfall
11 Covenant 44 Ithela 77 Starlume
12 Crested Dawn 45 Jade Empress 78 Steadfast
13 Dauntless 46 Jadina's Vow 79 Stormbreaker
14 Dawn's Herald 47 Kalida 80 Stormchaser
15 Defiance 48 Last Chance 81 Stormwatch
16 Demeter 49 Legacy 82 Supremacy
17 Dreamweaver 50 Lodestar 83 Swiftsure
18 Eclipse 51 Makari 84 Thrice Sunk
19 Elizabeth Dane 52 Mistress of the Isles 85 Tide Chaser
20 Ember's Light 53 Moonless Eve 86 Trident
21 Emelyn 54 Moonrise 87 Twin Fates
22 Endurance 55 Moonshadow 88 Unsheathed Blade
23 Enigma 56 Morgan's Promise 89 Valiant
24 Erasmus 57 Morraine 90 Vanguard
25 Erisia 58 Opportunity 91 Victory
26 Eye of the Storm 59 Oracle 92 Vigilant
27 Farina's Folly 60 Perilous Venture 93 Waveswept
28 Farthest Horizon 61 Profit Margin 94 Whispering Fate
29 Fire Opal 62 Prosperity 95 White Gull
30 Following Seas 63 Razeena 96 Windward Lady
31 Forerunner 64 Red Diamond 97 Zakaria
32 Fortune's Favor 65 Redemption 98 Zephyr
33 Fortune's Fool 66 Reef Scraper 99–100 Unbroken Vow

142 Sundered Oracles


6 CURSED SHIP NAME
1 Acheron 34 Ebon Tide 67 Obsidian Dagger
2 Apparition 35 Eidolon 68 Phantasm
3 Balefire 36 Enchantress 69 Phoenix Fire
4 Banshee's Cry 37 Eventide 70 Pierced Heart
5 Basilisk 38 Executioner 71 Plague Tide
6 Bitter End 39 False Hope 72 Premonition
7 Black Fang 40 Forge's Fury 73 Quietus
8 Blackstar 41 Forsworn 74 Rack and Ruin
9 Blood Oath 42 Foul Luck 75 Ravager
10 Bloodhawk 43 Frostwind 76 Relentless
11 Bloodwake 44 Ghostwind 77 Retaliation
12 Bloody Bargain 45 Gloamtide 78 Retribution
13 Bloody Marrow 46 Grim Fate 79 Revenant
14 Bloody Vengeance 47 Harrowheart 80 Scorched Sea
15 Broken Blade 48 Headless Jack 81 Scorpion
16 Call of the Abyss 49 Hell's Heart 82 Scourge Tide
17 Carnage 50 Hellbound 83 Screaming Skull
18 Carrion Feast 51 Herald of Doom 84 Sea Cleaver
19 Coup de Grace 52 Hydra 85 Sea Wolf
20 Crimson Cutlass 53 Imp 86 Sepulcher
21 Crucible 54 Iron Talon 87 Serpent's Bite
22 Cry Havoc 55 Kiss of Death 88 Siren's Song
23 Cyclops 56 Kraken's Bane 89 Slayer's Sigil
24 Dark Fate 57 Last Breath 90 Soul Reaver
25 Dead Reckoning 58 Leviathan's Rage 91 Stormbringer
26 Death's Hand 59 Lidless Eye 92 Tormentor
27 Deathwind 60 Marauder 93 Umbra
28 Desolation 61 Medusa's Gaze 94 Venom
29 Doomsayer 62 Misery 95 Wailing Keen
30 Doomstorm 63 Nemesis 96 Wicked Squall
31 Dragon's Bite 64 Nightfall 97 Witchfire
32 Dragon's Breath 65 Nightmare 98 Wraith's Gaze
33 Drowned Prince 66 Oathbreaker 99–100 Forsaken Vow

Use the Cursed Ship Name table for ships with a cursed nature, or for warships and
pirate ships with an intimidating reputation.

Sailing Ship Oracles 143


ISLAND ORACLES
ISLAND LANDSCAPE
SIZE
Roll Result Time to Walk the Island Circumference
1–30 Small Hour or two
31–70 Medium Several hours
71–90 Large Days
91–100 Vast Weeks

TERRAIN
Roll Result Detail
1–10 Sodden Low-lying wetlands
11–20 Flat Expansive plains
21–30 Rolling Hills or dunes
31–40 Elevated Sheer cliffs rising to a mesa or plateau
41–50 Sloped Terrain rising gradually to a prominent ridge or peak
51–70 Rugged Varied terrain of craggy hills and dramatic rock formations
71–90 Mountainous Imposing heights and deep valleys
91–100 Volcanic Active volcanoes and lava fields

VITALITY
Myriads Margins Reaches
Central Seas Outer Seas Remote Seas Result Detail
Ravaged by natural forces
1–15 1–10 1–5 Devastated
or razed by despoilers
Withered woodlands, blighted
16–30 11–20 6–10 Dying
scrub, or sickly marshes

31–40 21–25 11–15 Desolate Arid wastes

Thin woodlands, bleak


41–50 26–35 16–25 Sparse
scrub, or stagnant marshes
Verdant woodlands, dense
51–90 36–85 26–75 Lush
jungles, or thriving swamps
Ancient jungles or
91–100 86–100 76–100 Primeval
impenetrable swamps

144 Sundered Oracles


VISIBLE HABITATION
Myriads Margins Reaches
Central Seas Outer Seas Remote Seas Result
1–35 1–50 1–65 No signs of habitation
36–40 51–55 66–70 Inland smoke
41–45 56–60 71–75 Coastal boats
46–50 61–65 76–80 Seaside camp
51–85 66–90 81–95 Seaside settlement
Multiple visible communities or
86–100 91–100 96–100
extensive cultivation

The Terrain, Vitality, and Visible Habitation of sizable islands may vary. Your initial
results represent the dominant aspects that are visible on approach. Further
exploration may reveal other characteristics.

NEARBY ISLANDS
Myriads Margins Reaches
Central Seas Outer Seas Remote Seas Result Detail
1–50 1–60 1–70 Isolated No other islands in sight
51–80 61–85 71–90 Island pair One other island in sight
81–100 86–100 91–100 Island group Several islands in sight

Island Oracles 145


COASTLINE ASPECTS
This table reveals features of the nearby island coast. If you roll twice, those aspects
are combined or close together. When you travel further up the coast of a sizable
island, you may reroll on this table.
If a result is at odds with the Terrain or Vitality results (see previous pages), envision
how the island includes both features. For example, shoreline cliffs can surround a flat
island interior, as with an ancient volcanic caldera. Or an isolated thicket of mangroves
can grow on the shores of an otherwise desolate island.
If a seaside settlement is in sight, envision how it fits among the coastline and overall
island terrain.
@ 1–2

1–2 Broad bay protected by offshore islet 51–52 River estuary


3–8 Channel separates a neighboring island 53–56 Rocky ledges beneath stone bluffs
9–10 Dramatic columns of volcanic rock 57–58 Rocky promontory extends far out to sea
11–14 Deep harbor within artificial breakwater 59–62 Rocky shoals within shallow waters
15–16 Expansive, gently-sloped beach 63–66 Rugged boulder beaches
17–26 Exposed mudflats 67–72 Sandy beaches and dunes
27–28 Fringing reef and lagoon 73–78 Sea caves
29–34 Inundated by tidal flooding 79–80 Sea stacks
35–38 Jagged outcroppings 81–84 Shallow waters sheltered by sandbars
39–42 Marshy sloughs 85–88 Steep-sided gorge
43–44 Narrow inlet into sheltered cove 89–94 Swampy mangrove thickets
45–46 Numerous small beaches 95–98 Tall headlands surround pocket beach
47–50 Remains of old seawall 99–100 Towering cliffs rise directly from the sea

146 Sundered Oracles


OFFSHORE OBSERVATIONS
This table reveals more details as you observe
or approach the island from offshore. @ 1–2 6 pg 148
|

1–2 Active lava flow 43–44 Powerful shorebreaking waves


3–4 Beached sea beast 45–46 Ringed by a maze of rocky shoals
5–6 Bobbing cargo just offshore 47–48 Scars of recent storm damage
7–8 Buoy with a message or warning 49–50 Sharks prowl coastal waters
9–10 Burning landscape 51–52 Signs of a recent battle
11–12 Cooling lava flow 53–54 Sounds of distant gunfire
13–14 Crystal-clear coastal waters 55–56 Sounds of far-off music
15–16 Dead reef system 57–58 Stirrings of a large sea creature
17–18 Distress signal 59–60 Strong coastal currents
19–20 Diverse wildlife 61–62 Sunken wrecks form an artificial reef
21–22 Dolphins frolic in offshore waters 63–64 Thick kelp forests under the surface
23–24 Enormous sea cave 65–66 Towering natural rock arch
25–26 Flocks of migrating birds 67–68 Unusual color beaches or terrain
27–28 Fragrant scents 69–70 Vibrant offshore coral
29–30 Geysering blowholes 71–72 Walled shoreline
31–32 Gleam of a spyglass 73–74 Waters clogged with debris
33–34 Landed or anchored boats 75–76 Whales congregate in coastal waters
35–36 Linked to an islet by a land bridge 77–80 > Sailing Ship (at anchor); pg 134
37–38 Majestic seaside waterfall 81–86 > Shipwreck; pg 200
39–40 Obscuring mist 87–90 > Ruin; pg 214
41–42 Old, crumbling dock 91–100 > Descriptor + Focus; pg 120–121

Island Oracles 147


6 CURSED OFFSHORE OBSERVATIONS @ 1–2
1–3 Alluring illusion 46–47 Shifting or changing terrain
4–5 Bloody coastal waters 48–52 Ship graveyard
6–7 Bone reef 53–55 Sinister warnings carved in rocks
8–10 Bone-covered beach 56–57 Skeletal corpses chained to rocks
11–12 Bound in snow or ice 58–61 Skull-shaped terrain feature
13–14 Dead sea life 62–63 Spectral lights
15–16 Devoid of wildlife 64–65 Stagnant, foul-smelling coastal waters
17–18 Eerie singing or chants 66–68 Stench of death
19–21 Glimpses of ghostly forms 69–70 Surrounded by arcane barrier
22–23 Heaped tangle of wrecked ships 71–72 Terrain or vegetation draped with webs
24–25 Hordes of fleeing birds 73–74 Titanic skeleton
26–28 Monstrous beast stalks the shore 75–76 Undead wildlife
29–30 Nightmarish or unearthly wildlife 77–80 Unmoving fog
31–32 Ominous, beastly howls 81–82 Unnatural darkness
33–34 Oversized plants or wildlife 83–85 Unnaturally aggressive wildlife
35–37 Phantom ship at anchor 86–88 Unnerving sense of being watched
38–39 Phantom whispers 89–91 Unsettling quiet
40–41 Plants or creatures from out of time 92–93 Uprooted or broken vegetation
42–43 Resounding, titanic footfalls 94–95 Washed-up corpses
44–45 Rotting vegetation 97–100 > Cursed Weather; pg 133

148 Sundered Oracles


ISLAND NAME 6 below
1 Aegis 21 Coral 41 Horn 61 Meridian 81 Sapphire
2 Akun 22 Crag 42 Ignis 62 Monument 82 Serenity
3 Amara 23 Crater 43 Iron 63 Motu 83 Serpent
4 Amaryllis 24 Crescent 44 Kahatu 64 Nameera 84 Shale
5 Amber 25 Crown 45 Kairos 65 Nanuca 85 Shard
6 Amity 26 Dagger 46 Kamua 66 Navini 86 Sickle
7 Anchor 27 Denaga 47 Kathos 67 Nerida 87 Solene
8 Apex 28 Diamond 48 Kepara 68 Neris 88 Spire
9 Arrowhead 29 Dragon 49 Keyana 69 Nobuka 89 Talon
10 Atamu 30 Emerald 50 Kiora 70 Nuana 90 Taura
11 Auki 31 Emira 51 Kiritari 71 Ottago 91 Temoo
12 Avian 32 Espirion 52 Kortaka 72 Palm 92 Terion
13 Azure 33 Flint 53 Kouri 73 Pirate 93 Treasure
14 Barrier 34 Garrison 54 Kytha 74 Raitu 94 Umbra
15 Blackrock 35 Gull 55 Lahan 75 Rauku 95 Vaheena
16 Blade 36 Hakana 56 Maheena 76 Raven 96 Vanuca
17 Boulder 37 Halcyon 57 Mako 77 Razor 97 Vasha
18 Carmine 38 Harlock 58 Malau 78 Relic 98 Vatuku
19 Carrick 39 Hideaway 59 Matanga 79 Salida 99 Vaunti
20 Colossus 40 Hook 60 Matuna 80 Sanctuary 100 Witaka

Optionally, Create a compound name for an ✴ Group: Archipelago, Isles, Islands


island or island group by taking your result ✴ Typical Island: Atoll, Isle, Island
and adding a word from the list to the right.
✴ Small Island: Cay, Islet, Key, Skerry
For example, Flint Islands or Shipwreck Cay.

6 CURSED ISLAND NAME


1 Ash 11 Carrion 21 Grave 31 Portent 41 Sinking
2 Bane 12 Castaway 22 Harrow 32 Rot 42 Skull
3 Banshee 13 Charnel 23 Lacuna 33 Scar 43 Sorrow
4 Barrow 14 Cutthroat 24 Leech 34 Scorch 44 Specter
5 Blight 15 Deadwood 25 Lost 35 Scorn 45 Storm
6 Bloody 16 Drowned 26 Marauder 36 Scourge 46 Tempest
7 Bog 17 Eidolon 27 Marrow 37 Shadow 47 Thorn
8 Bone 18 Forsaken 28 Muck 38 Shattered 48 Torment
9 Broken 19 Frost 29 Oblivion 39 Shipwreck 49 Wither
10 Carnage 20 Ghast 30 Phantom 40 Shroud 50 Wraith

Island Oracles 149


OVERLAND ORACLES
OVERLAND WAYPOINTS
Use this table to trigger locations, events, and encounters on an overland expedition.

Myriads Margins Reaches


Central Seas Outer Seas Remote Seas Result
Feature of the landscape
1–20 1–20 1–20
> Region Landmark; pg 152-156

Changing landscape
21–30 21–30 21–30
> Overland Region; pg 151

Changing weather
31–35 31–38 31–40
> Weather; pg 132

Instance (choose one)


36–55 39–58 41–60 > Overland Details; pg 158
> Descriptor + Focus; pg 120–121

Inland community
56–70 59–67 61–65
> Settlement; pg 166

Relic of the past


71–75 68–75 66–75
> Ruin; pg 214

Character focus
76–85 76–85 76–85
> Interlude Scene; pg 230

86–100 86–100 86–100 Roll twice

150 Sundered Oracles


OVERLAND REGION
Use this table to reveal the nature of surrounding terrain on an overland expedition.
Or use the island Terrain and Vitality tables (page 144) to help envision the lay of
the land, and pick a region from this list based on that result.
You can combine multiple regions (Jungle Highlands, for example) into an oracle
array. The following pages include Region Landmark tables for each terrain type.

Roll Result Detail Landmarks


1–20 Highlands Hilly or mountainous terrain pg 152
21–45 Jungle Dense tropical rainforest pg 152
46–50 Lava Field Lands scarred by volcanic eruptions pg 153
51–55 Marsh Waterlogged region with grasses and reeds pg 153
56–60 River Major inland waterway pg 154
61–65 Scrub Open landscape dominated by grass or shrubs pg 154
66–75 Shore Where the land meets the sea pg 155
76–85 Swamp Flooded forest with thick vegetation pg 155
86–90 Wastes Arid, rocky terrain pg 156
91–100 Woodland Forested lands pg 156

If you face a cost in your travels, such as when you roll a miss as you Undertake
an Expedition, the Overland Peril (pg 164) oracle can help reveal what occurs. If
you encounter good fortune, such as when you roll a strong hit with a match, the
Overland Opportunity (pg 165) oracle can inspire the nature of this lucky break.
Check those tables instead of—or in addition to—an overland waypoint.

Overland Oracles 151


REGION LANDMARKS

HIGHLANDS
Hilly or mountainous terrain 6 pg 157
1–5 Bubbling mountain spring 51–55 Scars of a recent landslide
6–10 Cavernous opening in cliff face 56–60 Sheer precipice
11–15 Constructed bridge over a wide chasm 61–65 Sheltered highland lake
16–20 Crumbling watchtower atop an overlook 66–70 Steep, rocky slope
21–25 Fallen tree or stone arch over a gorge 71–75 Stone stairs carved into a cliff face
26–30 Intricately stacked cairns 76–80 Thundering waterfall
31–35 Mist-shrouded ravine 81–85 Towering rock spires
36–40 Narrow ridgeline trail 86–90 Vantage point with an expansive view
41–45 Ornate stone carvings 91–95 Veins of ore
46–50 River crashing through a narrow gorge 96–100 Winding footpath

JUNGLE
Dense tropical rainforest 6 pg 157
1–5 Ancient tree with a vast canopy 51–55 River cascading over smooth rocks
6–10 Branches crowded with colorful birds 56–60 Rocky spires cloaked in greenery
11–15 Carved, moss-covered stones 61–65 Rope bridge spans a river gorge
16–20 Cave mouth hung with dripping vines 66–70 Rope bridges connect towering trees
21–25 Curtains of hanging vines 71–75 Serene pool below a terraced waterfall
26–30 Fallen tree bridges a ravine 76–80 Tangled thicket of thorny plants
31–35 Fragrant fruit trees abuzz with insects 81–85 Unbroken canopy casts deep shade
36–40 Glade filled with vibrant butterflies 86–90 Water-filled sinkhole
41–45 Majestic falls spill into a rocky gorge 91–95 Whispering bamboo grove
46–50 Narrow path twists through undergrowth 96–100 Wide, slow-moving river

152 Sundered Oracles


LAVA FIELD
Lands scarred by volcanic eruptions 6 pg 157
1–5 Boiling lake 51–55 Gouts of steam as lava meets water
6–10 Bubbling lava pool 56–60 Landscape set ablaze
11–15 Columns of volcanic rock 61–65 Lava tube plunges into darkness
16–20 Deep crevice churning with magma 66–70 Roiling ash clouds
21–25 Devastated structures 71–75 Scorched trees amid an ashy plain
26–30 Dunes of volcanic ash 76–80 Smoldering crater
31–35 Erupting lava fissure 81–85 Steaming hot springs
36–40 Expanse of glassy lava rock 86–90 Stubborn plantlife emerges from ruin
41–45 Fast-moving river of lava 91–95 Towering cinder cone
46–50 Field of cracked, partially solidified lava 96–100 Vents spewing steam and volcanic gases

MARSH
Waterlogged region with grasses and reeds 6 pg 157
1–5 Bursts of flaming marsh gas 51–55 Raised trail winds through a watery maze
6–10 Copse of rotted tree trunks 56–60 Rotting wooden walkway
11–15 Dense thicket of reeds 61–65 Shallow waterways flanked by tall grass
16–20 Field of flowers upon sodden ground 66–70 Soggy mist-shrouded field
21–25 Hovels stand precariously on stilts 71–75 Tall, rocky hillock
26–30 Large island of dry land 76–80 Thicket of spindly trees atop a low hill
31–35 Muddy, sinking quagmire 81–85 Toppled stone tower
36–40 Nest of slithering serpents 86–90 Wide channel of deep water
41–45 Nests of squawking waterfowl 91–95 Wide, algae-covered pond
46–50 Pools of bubbling marsh gas 96–100 Witchlights dance above dark pools

Overland Oracles 153


REGION LANDMARKS

RIVER
Major inland waterway 6 pg 157
1–5 Branching watercourse 51–55 Plunging series of terraced waterfalls
6–10 Cascading rapids 56–60 Remains of an old bridge
11–15 Debris forming a dam 61–65 River-fed lake
16–20 Eddies swirl in a large, limpid pool 66–70 Sandy shoal in the midst of the river
21–25 Flooded riverbanks 71–75 Shadowy passage flanked by tall cliffs
26–30 Gulch strewn with mossy boulders 76–80 Shallow ford
31–35 Landed boat 81–85 Snaking, slow-moving watercourse
36–40 Mighty fallen tree spans the river 86–90 Strong current leading to a high waterfall
41–45 Muddy landing 91–95 Trees crowd the river's edge
46–50 Old dock perched over the water 96–100 Wrecked ship or boat

SCRUB
Open landscape dominated by grass or shrubs 6 pg 157
1–5 Abandoned homestead 51–55 Misty hollow
6–10 Cavernous sinkhole 56–60 Old stone road
11–15 Craggy outcroppings 61–65 Plain of rugged, exposed rock
16–20 Crumbling stone wall 66–70 Scattered stones of a fallen structure
21–25 Expanse of deep, sucking mud 71–75 Spring-fed lake or pond
26–30 Field of blooming wildflowers 76–80 Stand of spindly trees
31–35 Field of shoulder-high grasses 81–85 Thorny thicket
36–40 Large insect mounds 86–90 Towering, solitary tree
41–45 Maze of trails through dense shrubs 91–95 Watering hole
46–50 Meandering river or stream 96–100 Weathered burial mounds

154 Sundered Oracles


SHORE
Where the land meets the sea 6 pg 157
1–5 Approaching or anchored ship 51–55 Rocky shelf with geysering blowholes
6–10 Beached shipwreck 56–60 Saltwater gorge
11–15 Black sand beach 61–65 Sandspit connecting to a rocky islet
16–20 Craggy rocks and tide pools 66–70 Seals basking on rocky outcroppings
21–25 Geometric columns of volcanic rock 71–75 Squawking seabirds circling tall rocks
26–30 Grassy dunes 76–80 Storm-swept debris
31–35 Landed boat 81–85 Tall seaside cliffs
36–40 Mangrove thicket 86–90 Watery sea cave
41–45 Picturesque sandy beach 91–95 Wave-swept pebble beach
46–50 River outlet 96–100 Wide, saltwater channel

SWAMP
Flooded forest with thick vegetation 6 pg 157
1–5 Abandoned boat or raft 51–55 Pond filled with fragrant, floating flowers
6–10 Ancient tree with sprawling root system 56–60 Ramshackle bridges connect dry land
11–15 Barricade of rotting logs 61–65 Rocky hillock
16–20 Crumbling, moss-covered monument 66–70 Slow-moving, muddy channel
21–25 Dank cave hung with curtains of moss 71–75 Solitary hut on stilts
26–30 Decaying, half-sunk homestead 76–80 Stirrings of a large creature
31–35 Dense canopy of intertwined branches 81–85 Tangled thicket of tree roots and shrubs
36–40 Insects swarm above stagnant water 86–90 Thick vegetation in mucky soil
41–45 Large sandy island topped by trees 91–95 Watery maze of towering tree trunks
46–50 Murky waterway through misty woods 96–100 Wrecked ship or boat

Overland Oracles 155


REGION LANDMARKS

WASTES
Arid, rocky terrain 6 pg 157
1–5 Abandoned mineshaft 51–55 Natural stone bridge spans a canyon
6–10 Animal tracks in the sand 56–60 Parched lakebed
11–15 Carrion birds roosting in a dead tree 61–65 Petrified forest
16–20 Dried riverbed 66–70 Plain of rocky rubble
21–25 Expanse of shifting, loose sand 71–75 Rainbow-hued rock formations
26–30 Fossilized tracks of an ancient beast 76–80 Rock walls with ancient petroglyphs
31–35 Freshwater spring oasis 81–85 Shadowy cave
36–40 Half-buried statue 86–90 Sprawling bones of a leviathan
41–45 Maze of wind-carved spires 91–95 Sun-bleached skeletal remains
46–50 Narrow trail through steep-sided ravine 96–100 Towering stone arches

WOODLAND
Forested lands 6 pg 157
1–5 Cave tucked behind a misty waterfall 51–55 Rocky promontory
6–10 Game trail leads through dense wood 56–60 Ropes and bridges connect tall trees
11–15 Gloomy, twisted tree 61–65 Scorched trees and ashy ground
16–20 Grassy glade 66–70 Stand of ancient trees with huge trunks
21–25 Grove of tall ferns 71–75 Towering, lightning-split tree
26–30 Large, mirror-like lake 76–80 Tract of barren, clear-cut ground
31–35 Mushrooms thrive in a shadowy thicket 81–85 Trees carved with faces
36–40 Old stone bridge over a stream 86–90 Widespread thicket of prickly shrubs
41–45 Pond sheltered by close-packed trees 91–95 Wildflower meadow
46–50 Ring of rune-etched standing stones 96–100 Well-used walking path

156 Sundered Oracles


6 CURSED LANDMARK
1–5 Colossal bones 52–56 Large pile of bones and offal
6–10 Copse of diseased trees 57–61 Lifeless settlement
11–15 Destructive trail of a monstrous beast 62–64 Noxious, sludge-filled waterway or pool
16–18 Eldritch monument 65–67 Oversized insect mound
19–21 Exhumed or upturned graves 68–72 Rotting corpse of a monstrous beast
22–24 Field of crude grave markers 73–75 Silent, abandoned settlement
25–27 Forlorn remains of a violent battle 76–78 Smoking meteorite scar
28–32 Foul nest or lair of a monstrous beast 79–81 Stinking, sulfurous pit
33–35 Gravity-defying terrain or water 82–84 Titanic machine
36–43 Imposing, skull-shaped outcrop 85–89 Foreboding > Cave; pg 206
44–46 Inscrutable iron pillars 90–94 Grounded > Shipwreck; pg 200
47–51 Large cairn built of skulls and bones 95–100 Roll twice

Overland Oracles 157


OVERLAND DETAILS (1–30)
This table reveals occurrences on an overland expedition. Possible
results include locations, events, sightings, and encounters.
6 pg 161
1 A tree trunk bears a crudely carved message
2 You reach a vantage point, and catch sight of a beckoning sea
3 Fossilized bones, the ribs of some ancient beast, arch over your path
4 A freshwater spring sits within a rocky nook
5 Gunfire and the clash of steel signal the presence of a nearby battle
6 A large snake, its belly swollen with a recent meal, slithers across your path
7 A ransacked camp sits empty
8 A stone arch marks the entrance of a burial mound
9 You cross paths with a lone traveler who is leading a heavily-burdened pack animal
10 Rodents of unusual size appear
11 An empty chest, its lock smashed and lid opened, sits abandoned in a recently-dug hole
12 You hear the faint sound of distant music or singing
13 The landscape bears the scars of a destructive fire
14 A procession of haggard refugees crosses your path
15 Wildlife gathers around a watering hole
16 Darkness beckons from within a deep cave
17 A chasm divides the landscape
18 An enormous pile of scat marks the presence of a large creature
19 An animal is caught in a trap
20 A ramshackle wooden barricade blocks your path
21 A cache of abandoned supplies is tucked under a nearby tree or overhang
22 Lights glimmers in the distance
23 A swaying rope bridge spans a gap in the terrain
24 Something stirs in nearby water, disturbing the placid surface
25 A trail of blood leads off the path
26 A little ways off the path, a large animal keeps pace with you
27 Figures move across a distant ridge
28 An ancient mechanism grinds to life
29 Large insect mounds blot the landscape
30 You encounter a wounded or sick stranger

Check page 159 for the 31–65 results, and page 160 for 66–100.

158 Sundered Oracles


OVERLAND DETAILS (31–65) 6 pg 162
31 Dirt is mounded atop a freshly dug hole
32 Carrion animals pick at the remains of a dead creature
33 You come upon the scene of a recent battle with a single, gravely-wounded survivor
34 A weathered flag is staked into the ground of a burial site
35 Recently-dug holes pockmark the ground
36 A recent landslide, collapse, or rockfall scars the landscape
37 An X is carved into the terrain
38 A corroded ship's bell hangs from a wooden post
39 A thin column of smoke rises in the distance
40 A skeleton lies half-buried or tangled in the terrain
41 The clank of equipment and shouts of command signals an approaching armed patrol
42 The scorched path of a large meteorite is carved into the terrain
43 In the distance, circling carrion birds mark the site of a kill
44 Drag marks and blood mar the ground
45 Insects swarm protectively from their nest
46 A sign warns away trespassers
47 Broken bones lay within an unearthed grave
48 The air smells of smoke, and ash drifts on the wind
49 The landscape takes on an unusual color
50 The path bears remnants of an old stone road
51 A distant volcano erupts, sending up plumes of smoke and ash
52 An animal is cornered by a larger predator
53 The air is suddenly filled with flying arrows from unseen assailants
54 An abandoned cart or wagon lies broken, its contents spilled across the ground
55 A crude map is scrawled on a rock
56 An intricate pattern of carved stones is laid into the ground
57 A rocky cairn and planted sword mark a lonely gravesite
58 Partially buried weapons, armor, and bones mark the site of a long-ago battle
59 You catch sight of a glimmer of metal within the undergrowth
60 A flag bearing a familiar symbol hangs from a tall wooden pole
61 The ground bears the tracks or markings of a large animal
62 A skeletal corpse wears the decaying remains of an elaborate uniform
63 Carefully stacked stones mark a gravesite
64 Flocks of birds nest here; they squawk and chatter noisily
65 Ash surrounds a long-cold funeral pyre

Overland Oracles 159


OVERLAND DETAILS (66–100) 6 pg 163
66 An enormous red lizard basks lazily on a rocky ledge
67 A herd of wildlife cuts across your path
68 You encounter a panicked stranger who is fleeing a pursuer
69 A flash of reflected sunlight gleams from glass or metal in the distance
70 In the distance, a colossal tree dominates the landscape
71 A tripwire is strung across your path
72 A set of roughly-chiseled headstones stand like broken teeth
73 An abandoned camp sits quiet
74 An abandoned campfire still smolders
75 Crushed and broken vegetation marks the path of a large creature
76 The smell of cooking and the sound of conversation indicates a nearby camp
77 Ruins rise above the distant terrain
78 Swarms of colorful butterflies surround you
79 A large deer appears, watching you with an impassive but intelligent gaze
80 Flies swirl around a partially-devoured animal carcass
81 A vast field of animal bones litter the ground
82 A solitary statue stands tall over the terrain
83 Great plumes of smoke and fire rise in the distance
84 A long-dead corpse lies at the bottom of a pit
85 Crystal-clear water glimmers within a sinkhole
86 A series of rope bridges connect trees or high terrain
87 Two formidable animals engage in battle
88 An infant animal, abandoned or lost, mewls for its mother
89 The ground trembles with the movement of a large creature or herd of animals
90 A statue lies broken and scattered across your path
91 Ornamental windchimes, clacking melodically, hang from tree branches
92 A worksite lies dormant, its equipment and supplies abandoned
93 You hear a crack of gunfire, and a musket shot buzzes past
94 Someone calls out for help
95 A settlement sits upon a distant hill
96 Ladders or ropes lead to higher terrain
97 Footprints mark the path of a recent traveler
98 A noisy parrot squawks, whistles, and sings, as if putting on a performance
99 Carved stones mark an old boundary line
100 This area is adorned with colorful banners

160 Sundered Oracles


6 CURSED OVERLAND DETAILS (1–30)
1 Your breath escapes in wisps of fog as an uncanny chill takes hold
2 A chaotic whirlwind scours the terrain
3 Insects boil from blisters of oozing, corrupted terrain
4 The apparition of someone you knew delivers a warning before fading away
5 The earth trembles as one beast battles another
6 A skull watches over the path—as you approach, it speaks
7 Unnatural darkness envelops your surroundings
8 In the distance, a great skull-shaped edifice rises above the terrain
9 A member of the party, muttering dreamily as if in a trance, leaves the path
10 An unending storm plagues the land ahead
11 Gigantic insect husks litter the ground
12 An ancient stone statue comes to life
13 A standing stone is carved in the likeness of a horrific creature
14 Nearby water ripples with the approach of something massive
15 You come upon a recently-killed traveler; their last words are written in blood
16 A crudely-fashioned effigy bears the likeness of someone you know
17 A torrent of seawater crashes into view, bearing a barnacle-encrusted ship
18 Cocooned corpses hang from tree branches
19 An unearthly shriek pierces the air
20 Ghostly figures stand in the path ahead, waiting
21 Oversized insects swarm from a gigantic nest
22 The bones of dead beasts litter the ground
23 A massive pile of bones lies in a dark pit
24 A procession of silent spirits crosses your path
25 A monstrous flying beast circles overhead
26 Fractured terrain floats in mid-air
27 Something rumbles deep in the earth beneath you
28 Blood and bodies are strewn across a campsite
29 A rotting chest flies open, spilling forth a horrific creature
30 A heavy iron door stands at the entrance of a cave mouth; within, something knocks

Check page 162 for the 31–65 results, and page 163 for 66–100.

Overland Oracles 161


6 CURSED OVERLAND DETAILS (31–65)
31 An eclipse overtakes the sun, stealing away the day
32 A skeletal figure lurches from the shadows, eye sockets ablaze
33 Dozens of fish flop and struggle for breath on dry ground
34 A black iron pillar floats above the ground, humming softly
35 Dozens of carrion birds settle into the trees around you, waiting expectantly
36 Thick strands of webbing stretch across the terrain
37 A single step takes you into a new landscape or environment
38 Briny water rises from the ground, quickly engulfing this area
39 You are overcome with a sense of Déjà vu; you have walked this path before
40 Eerie howls echo from the depths of a cave
41 The wind carries the smell of rot
42 Coins emblazoned with skulls gleam from the bottom of a nearby pool
43 Vegetation wilts and decays before your eyes
44 Hordes of panicked birds and animals burst onto the scene, fleeing an unseen threat
45 A pile of bones, each inscribed with elaborate sigils, is carefully arranged
46 Ahead, footprints with no visible source spontaneously appear
47 A toppled statue speaks a foreboding message
48 A prominent statue is vandalized and broken, its subject now forsaken by the inhabitants
49 An enormous beast lies dead, a grisly bite mark on its flank
50 You come upon an animal carcass; something moves within its bloated gut
51 This area is bound in unnatural cold and ice
52 Jagged, glassy rock reflects an unseen truth
53 Strange energies glimmer within a stone arch
54 Time passes, but you and others in your party have no memory of it
55 The terrain here is a confounding labyrinth
56 At the edges of your vision, shadows lurk
57 A party member is stricken with a hideous sickness
58 A sinister effigy of a human figure, crafted from dead wood, towers above the landscape
59 A sorrowful song, seemingly without a source, echoes across the landscape
60 The ground shakes with the movement of a titanic beast
61 You hear sinister chants—a portent of a nearby ritual in progress
62 A stone slab bears the remains of a horrific ritual
63 An unmoving fog clings to the terrain ahead
64 A massive, molted snakeskin is draped over a tree branch
65 Thick webs form a shroud over an earthen pit

162 Sundered Oracles


6 CURSED OVERLAND DETAILS (66–100)
66 A sword is planted blade-down into the ribcage of a whispering skeletal corpse
67 Virulent fungal growths engulf the landscape
68 Pale hands reach out of a dark body of water
69 A blood-red waterway carves a path through the terrain
70 A spectral figure appears, pointing insistently at a distant landmark
71 The path leads through a churning, green fog
72 Clattering skulls hang like ornaments from a dead tree
73 An unsettling quiet descends over this area
74 Corrupted or mutated creatures appear
75 Horrific visions or dreams plague the party members
76 You glimpse a ship sailing among the clouds
77 Countless dead animals litter the ground
78 A creature with uncanny camouflage makes itself visible
79 Visions or apparitions reveal this land in another time
80 Carrion birds circle just overhead, keeping pace as you travel
81 An undead beast, its form corrupted by wounds and rot, stalks this area
82 A grim, cloaked figure appears; it raises a skeletal hand to point at a distant landmark
83 Carnivorous plants consume a corpse
84 A circle of cracked, lifeless ground surrounds an enigmatic stone pillar
85 This place is home to creatures and plants from out of time
86 Hundreds—maybe thousands—of cracked and broken skulls litter the ground
87 Skeletal corpses claw their way out of the ground
88 Phantom voices carry on the wind, whispering a dreadful premonition
89 Hundreds of stacked skulls form a tall cairn
90 A shipwreck sits precariously and improbably on high ground
91 You stumble upon a nest of massive eggs—within one of them, something stirs
92 Blood drips from an overhang or branch
93 A gigantic weapon is half-buried in the terrain
94 Vines or branches come to life, creeping and grasping
95 Carried provisions suddenly turn foul
96 An illusionary path beckons
97 A swarm of enormous bats emerge from a dark cave
98 Furrowed ground and broken trees mark the path of a monstrous beast
99 A hulking, bestial form emerges from a dark cave
100 That’s the third time today you’ve passed that tree—you’re sure of it

Overland Oracles 163


OVERLAND PERIL
Use this table when you want inspiration for a trouble during island exploration or on
an overland expedition.

1–3 Caught in a flood or forced to navigate a perilous waterway


4–6 Cleverly camouflaged predator
7–9 Aggressive creature appears without warning
10–12 Creatures spooked or stampeding
13–15 Disturbing remains or evidence of death
16–18 Enemy faction holds this area
19–21 Equipment is damaged or lost
22–24 Glimpses of a lurking or trailing foe
25–27 Grueling terrain or environment tests endurance
28–30 Guarded or patrolled path
31–33 Hidden pit or sinkhole
34–36 Impassable terrain blocks the way
37–39 Landslide or rockfall
40–42 Lost the path or took a wrong turn
43–45 Party member is sickened or injured
46–48 Party member stumbles into harm's way or draws attention
49–51 Perilous ascent or descent
52–54 Poisonous flora or venomous fauna
55–57 Precipitous crossing or rickety bridge
58–60 Provisions are wasted or lost
61–63 Raging fire
64–66 Seismic or volcanic upheaval
67–69 Sense of being watched
70–72 Signs of a predator on the hunt
73–75 Swarming creatures or insects attack
76–78 Terrain or obstacles force a risky detour
79–81 Trap is set or alarm is raised
82–84 Unfriendly travelers cross your path
85–87 Unstable ground gives way
88–90 Visibility hindered by smoke, fog, or darkness
91–93 Wander into or near the lair of a predator
94–96 Weather changes for the worse
97–99 > Action + Theme; pg 118–119
100 Roll twice

164 Sundered Oracles


OVERLAND OPPORTUNITY
Use this table when you want inspiration for a beneficial encounter or event on an
overland journey, such as when you roll a strong hit with a match as you Undertake an
Expedition, or if you Explore a Waypoint and find an opportunity.

1–4 Advance warning of an ambush or lurking foe


5–8 Cache of supplies
9–12 Clear path through otherwise difficult terrain
13–16 Clue offers insight into a current quest or mystery
17–20 Clue to a foe's nature or vulnerabilities
21–24 Clue to the history or nature of this land
25–28 Creatures show the way or offer inspiration
29–32 Evidence that others have passed this way
33–36 Foe inadvertently reveals themselves or tips their hand
37–40 Friendly community in sight
41–44 Helpful traveler crosses your path
45–48 Ideal weather takes hold
49–52 Impressive vista offers comfort or inspiration
53–56 Moment of fellowship or inner peace
57–60 Opening to distract, escape, or avoid foes
61–64 Opening to get the drop on a foe
65–68 Path transitions into favorable terrain
69–72 Plants or herbs with helpful qualities
73–76 Plea for help from a potential benefactor
77–80 Plentiful hunting or foraging opportunities
81–84 Refuge offers a place to hide, plan, or recover
85–88 Signpost or marker provides guidance
89–92 Source of fresh water
93–96 Unusual location offers opportunities for exploration
97–100 Vantage point reveals the lay of the land

Overland Oracles 165


SETTLEMENT ORACLES
SETTLEMENT LOCATION
Roll for a location when learning about a distant settlement. If you come upon a
settlement in your travels, choose a location appropriate to your surroundings.

1–60 61–80 81–100


Shore Inland Waterside
Where land Within the By a major
meets the sea island interior inland waterway

SETTLEMENT SIZE
Myriads Margins Reaches
Central Seas Outer Seas Remote Seas Type Typical Population
1–30 1–40 1–50 Village or outpost Dozens
31–70 41–75 51–80 Town Hundreds
71–98 76–98 81–98 City Thousands
99–100 99–100 99–100 City-state Tens of thousands

166 Sundered Oracles


SETTLEMENT AESTHETICS
Use this table to reveal the ambiance and architecture of the settlement. Smaller
settlements likely have a single style, while larger settlements might have multiple
styles across sections or districts.
@ 1–2
Roll Result Detail
1–10 Ancient Ancestral structures which have stood the test of time
11–20 Dismal Gloomy, tightly-packed structures and shadowed paths
21–25 Earthen Carved into the terrain
26–35 Foreboding Structures with ornate, dramatic forms and cavernous interiors
36–45 Fortified Imposing structures hardened against assaults
46–50 Garish Structures with tacky design and showy adornments
51–55 Grand Majestic structures with opulent details
56–65 Idyllic Organic forms and materials, at one with the landscape
66–70 Industrial Grim, utilitarian structures, built for function over form
71–75 Makeshift Temporary shelters for nomadic or displaced people
76–85 Modest Practical, charming structures
86–95 Ramshackle Haphazard structures using scavenged or repurposed materials
96–100 Wondrous Enigmatic structures of awe-inspiring design or function

Settlement Oracles 167


SETTLEMENT FIRST LOOK @ 1–2 | 6 pg 169
1–2 Adorned with colorful banners 45–46 Hastily improvised defenses
3–4 Among sprawling trees 47–48 Lanterns hung from every surface
5–6 Armed with archaic weapons 49–50 Major new project under construction
7–8 Bisected by a wide waterway or ravine 51–52 Maze of canals
9–10 Blockaded or under siege 53–54 Multi-level layout
11–12 Built on high ground 55–56 Numerous comings and goings
13–14 Built over water 57–58 Obvious signs of unrest
15–16 Busy or overcrowded 59–60 Partially destroyed by fire
17–18 Chorus of ringing bells 61–62 Prominent tower or lighthouse
19–20 Colossal statue or monolith 63–64 Protected by stout walls
21–22 Concentric layout 65–66 Quiet or sparsely populated
23–24 Connected by lofty bridges 67–68 Scars of numerous attacks
25–26 Conspicuous guardposts and patrols 69–70 Sections or districts divided by barriers
27–28 Decorated for a festival or celebration 71–72 Shadowed by large terrain feature
29–30 Defended by an imposing stronghold 73–74 Signs of an occupying force
31–32 Displaying trophies of defeated foes 75–76 Suffered severe storm damage
33–34 Elevated structures and walkways 77–78 Surrounded by rugged or dense terrain
35–36 Encampment of pilgrims or refugees 79–80 Under attack
37–38 Entrance via a colossal gate or archway 81–82 Veiled with a haze of mist or smoke
39–40 Expanding with new construction 83–84 Visited by large fleet or caravan
41–42 Filled with song and music 85–90 Built among a > Ruin; pg 214
43–44 Garden-like setting 91–100 > Descriptor + Focus; pg 120–121

168 Sundered Oracles


6 CURSED SETTLEMENT FIRST LOOK
1–2 Armed with sorcerous weapons 49–52 Hordes of circling carrion birds
3–6 Assailed by a monstrous beast 53–54 Hung with thick strands of webbing
7–10 Beset by swarms of monstrous creatures 55–58 Infernal machineworks and acrid smoke
11–14 Besieged or invaded by a cursed faction 59–62 Ominous central structure
15–16 Built among titanic bones 63–66 Overpowering stench of decay
17–20 Cloaked by a grim darkness 67–70 Overtaken by malignant plants
21–22 Corpses displayed as a warning 71–74 Shrouded by a clinging, persistent fog
23–26 Cowering or reclusive inhabitants 75–76 Sinister songs or chants
27–30 Dreadful phantom whispers 77–80 Sinking into the earth or sea
31–32 Encrusted with barnacles or fungi 81–82 Spectral structures of shifting form
33–36 Exodus of fleeing inhabitants 83–84 Suffused with eerie light
37–40 Festooned with bones and skulls 85–88 Surrounded by blighted terrain
41–44 Fetid, foul-colored water 89–92 Swarms of roosting bats
45–46 Giant burning pyre 93–96 Unsettling angles and labyrinthine paths
47–48 Glimpses of monstrous shadows 97–100 > Cursed Weather; pg 133

SETTLEMENT IDENTITY
If the location of the settlement or your initial impression doesn’t reveal its identity, check
the Controlling Faction table below. If this place is inhabited or overseen by a known
faction, roll or choose on your faction influence grid (page 52). If it is independent
or aligned with an unknown faction, use the Disposition and Authority tables to help
envision the reaction to your arrival and the apparent nature of the leadership.

SETTLEMENT CONTROLLING FACTION


Myriads Margins Reaches
Central Seas Outer Seas Remote Seas Result
1–60 1–45 1–30 Known faction
61–75 46–65 31–55 Unknown faction
76–90 66–90 56–90 Independent
91–95 91–95 91–95 Factions in cooperation
96–100 96–100 96–100 Factions in conflict

SETTLEMENT DISPOSITION SETTLEMENT AUTHORITY


1–5 Hostile 51–65 Indifferent 1–10 Ruthless 51–60 Disputed
6–15 Threatening 66–75 In need 11–20 Oppressive 61–70 Ambivalent
16–25 Demanding 76–85 Welcoming 21–30 Corrupt 71–80 Fair
26–35 Unwelcoming 86–95 Friendly 31–40 Firm 81–90 Protective
36–50 Wary 96–100 Helpful 41–50 Lawless 91–100 Benevolent

Settlement Oracles 169


SETTLEMENT FOCUS @ 1–2 | 6 pg 171
Seafront Inland Waterside Activity Typical Facilities and Services
1–3 -- -- Piracy Pirate court, smuggler dens, taverns
4–6 -- -- Whaling Whaling ships, processing plants, wharfs
7–8 -- -- Wrecking Ship graveyard
9–14 -- 1–3 Shipbuilding Dry docks, lumber mills, shipwrights
15–22 1–2 4–11 Fishing Boatwrights, fishmongers, net makers
23–24 3 12–13 Alcohol Production Breweries, distilleries, wineries
25 4–5 14 Archeology Excavation sites, field camps, relic hunters
26–27 6–11 15–16 Crafts Artisans, markets, workshops
28–29 12–13 17–20 Culture Archives, festivals, historical sites
30–35 14 21–24 Defense Armories, fortifications, militia
36 15–16 25 Dueling Dueling grounds, fencing schools
37–38 17 26–27 Education Libraries, universities
39–40 18 28 Entertainment Arenas, fairs, street performers, theaters
41–42 19–20 29 Espionage Assassin guild, spy network
43–44 21–32 30–31 Exploration Navigators guild, outfitters, scouts
45–48 33–34 32–39 Farming Fields, granaries, mills, orchards
49–54 35–40 40–43 Hospitality Bath houses, brothels, inns, taverns
55 41 44–46 Hunting Animal trainers, taxidermists, tanners
56–57 42–49 47 Law Courts, gallows, patrols, prisons
58 50–53 48–51 Livestock / horses Ranches, slaughterhouses, stables
59 54–55 52–57 Logging Logging camps, sawmills
60–61 56–61 58–59 Medicine Apothecaries, herbalists, infirmaries
62 62–67 60–63 Metalworking Artificers, blacksmiths, forges
63 68–69 64–67 Mining Foundries, mines, smelters
64–65 70–71 68–69 Mysticism Alchemists, curio dealers, enclaves, mystics
66 72–73 70–71 Nature Animal sanctuaries, gardens, groves
67–68 74–75 72–73 Religion Monasteries, sacred sites, temples
69–70 76 74–75 Science Academies, naturalist guild, observatories
71–73 77 76–77 Smuggling Black market, fences, smugglers
74–75 78 78 Society Balls, boutiques, social clubs, tailors
76–77 79–84 79 Statecraft Embassies, envoys, court or council
78 85–90 80–83 Stoneworking Masons, quarries, stone yards
79–86 91 84–89 Trade Auction house, markets, merchant guild
87–89 92–93 90–91 Vices Brothels, drug dens, gambling halls, taverns
90–93 94–95 92–93 Warfare Armies or fleets, command post, forts
94–95 96–100 94–95 Weaponry Cannon foundries, gunsmiths, powder mills
96–100 96–100 96–100 > Action + Theme; pg 118–119

Sections of a large city or city-state can contain their own pursuits and industries, and
can even span geographies (seafront, inland, or waterside). Revisit this table if you
spend time in a place and learn more about its activities.

170 Sundered Oracles


6 CURSED SETTLEMENT FOCUS
If you roll a Settlement Focus curse, take your result on that table and make note
that it is cursed. Something about this activity has an uncanny or dreadful aspect. If
you investigate or interact further, use the table below to help reveal the industry’s
relationship to a cursed power.

1–10 Acting to fulfill a dreadful bargain with a cursed power


11–20 Bound unwillingly to the service of a cursed power
21–30 Corrupted or sickened by the effects of a cursed location or relic
31–40 Desperately working in defiance of a cursed power
41–50 Enduring dreadful conditions
51–60 Granted unusual abilities or resources by a cursed power
61–70 In zealous service of a cursed power
71–80 Suffering under the deprivations of a cursed power
81–90 Targeted by a cursed power
91–100 Unwittingly helping or unleashing a cursed power

Settlement Oracles 171


SETTLEMENT DETAILS (1–30)
As you spend time in a settlement, use this table to
reveal uncovered aspects and overheard rumors. @ 1–2 | 6 pg 175
1 A valuable nearby resource is uncovered, and the race is on to claim or control it
2 A soothsayer warns of a calamitous event in the settlement's future
3 A pack of wild dogs roam the settlement
4 Pirates or bandits plague an important trade route
5 Wanted posters, bearing sketches of the same face, are plastered on every corner
6 Rooftop roosts house messenger birds
7 The settlement produces a unique and valuable good or service
8 A tradeship or caravan, loaded with goods from the isles and beyond, is due to arrive
9 An important resource or asset was sabotaged by an unknown culprit
10 A notable member of the community is gravely ill
11 A conflict between two prominent groups or families has boiled over
12 The locals favor a sneakily robust brew or spirit
13 A bladesmith crafts swords of unequal quality
14 A crucial expedition or mission is long overdue
15 Locals speak of ill winds and a coming storm
16 Mysterious fires plague the settlement
17 Another people once lived in this place, but abandoned it for reasons unknown
18 A group of fisher folk or hunters recently returned with an unusual catch
19 Faded bloodstains mar the stones of a central square
20 A section of the settlement is collapsing into an expanding sinkhole
21 An underworld figure wields influence from the shadows
22 An important delegation is due to arrive
23 The community has domesticated an unusual type of creature
24 Among a certain class of citizens, the slightest insult leads to a duel
25 A notorious criminal is captured and awaiting punishment
26 Nearby lands or waters have fallen barren
27 Solemn funeral processions often snake their way through the streets
28 A mysterious traveler was found gravely injured outside the settlement
29 A powerful outside faction seeks control of a resource or industry
30 A high-stakes gambling hall operates out of a hidden backroom

Check page 173 for the 31–65 results, and page 174 for 66–100.

172 Sundered Oracles


SETTLEMENT DETAILS (31–65) 6 pg 176
31 Motifs of a specific creature adorn the architecture
32 A building or location within the settlement is off-limits to outsiders
33 A fearsome creature or beast lairs nearby
34 A mysterious ship or caravan, here on a layover, is heavily guarded
35 Workers are in revolt and an industry stalls
36 Elaborate murals detail a key moment in the settlement's history
37 A masked vigilante has taken matters into their own hands
38 This place is prone to natural disasters
39 The residents are divided into rigid castes
40 Local wildlife, given free reign by the residents, is a constant nuisance
41 The residents observe a daily ritual or remembrance
42 A rival faction seized nearby territory or resources
43 A vital expedition needs an escort
44 An ancient and inscrutable monument stands in the center of this settlement
45 A resident recently fled or escaped in the wake of a crime
46 A shadowy local fence can obtain nearly anything—for a price
47 The residents are anxious over a string of recent disappearances
48 This place offers a vibrant array of cultures and influences
49 Leadership is in the midst of a power struggle
50 A local official is corrupt, but no one dares stand against them
51 Provisions are ruined or in short supply
52 A nest of insurgents, conspiring against a powerful faction, operate or hide here
53 An artificer crafts elaborate prosthetic devices
54 A series of unexplained thefts baffle authorities
55 Connections with a vital trading partner are severed
56 A notable member of the community is missing
57 The settlement is built above a complex network of caves or catacombs
58 The leadership is incompetent or incapacitated
59 Refugees or outcasts from another community are seeking sanctuary
60 An exclusive social event is upcoming
61 An elaborate memorial marks the site of a historic tragedy or disaster
62 Travelers or scouts report a military force is on the move nearby
63 A plague of vermin infests this place
64 A tattoo artist is famed for the quality of their designs and vibrancy of their inks
65 Many residents are in debt to a ruthless loan shark

Settlement Oracles 173


SETTLEMENT DETAILS (66–100) 6 pg 176
66 A prominent statue is vandalized and broken, its subject forsaken by the residents
67 Preparations are underway for a major festival
68 Buildings are defaced with a cryptic glyph
69 A troupe of visiting entertainers perform each night
70 A section of the settlement is sealed off or quarantined
71 A group of residents is shunned by others
72 A traveling alchemist promises miracle cures
73 Artistic depictions of a venerated figure appear throughout the settlement
74 A new religious order is gaining an ardent following
75 A portion of the settlement lies abandoned
76 Rumors swirl around the identity of a mysterious new visitor
77 This residents hold a long-standing grudge against a nearby community
78 An archive of books and charts, collected from all corners of the isle, is kept here
79 A treasure is said to be hidden or buried nearby, but has never been found
80 A hallowed cultural or religious relic is missing
81 A cohort of dangerous-looking ruffians has arrived, their purpose unknown
82 A bounty hunter is hot on the trail of their target
83 A curio merchant sells strange and exclusive wares
84 This community owes a mounting debt to another settlement or faction
85 The smell of rich food and spices leads to a secluded market
86 An insurgency plots against the settlement's leadership or occupiers
87 A mysterious sickness spreads
88 An impromptu memorial marks the site of a recent tragedy
89 A months-old crime goes unpunished, and the locals have no hope of justice
90 A resident desperately seeks escort or passage out of this place
91 A tournament is underway
92 An abandoned site marks the remains of a failed industry
93 A location or resource is said to have curative properties
94 The leaders are puppets for a greater power
95–97 > Action + Theme; pg 118–119
98–100 > Descriptor + Focus; pg 120–121

174 Sundered Oracles


6 CURSED SETTLEMENT DETAILS (1–30)
1 Gold coins and a pile of bones sit within the murky waters of an old well
2 Plaintive cries, ignored by the residents, echo from within a sealed well
3 Eerie lights gather outside the settlement on moonless nights
4 The stained glass windows of a temple depict unsettling scenes
5 A former garden is now a dark, thorny thicket; residents give it a wide berth
6 Bells ring of their own accord
7 On the anniversary of a tragedy, a spectral procession moves through the streets
8 Moonlight reveals inscriptions of dark secrets on gravestones
9 A gambling hall deals in soulbound stakes
10 An artificer crafts diabolical machines
11 A spreading sickness causes hideous deformities
12 Back alleys and shadowy paths often lead to unexpected destinations
13 Visitors are welcome here, but rarely leave
14 Each night, a wretched phantom walks the same route through the settlement
15 A tavernkeeper's pet, an old parrot, speaks uncomfortable truths
16 This settlement is curiously without children
17 Candlelight glimmers within a boarded-up building
18 A shop displays a menagerie of strange and dangerous creatures
19 Something burrows below, undermining building foundations
20 A black hound with eyes of fire is often seen roaming the graveyard
21 A sorcerer claims the ability to bring the dead back to life—for a costly price
22 Distant chants and drumming echo within the night
23 Wind chimes, carved from bones, hang from the eaves
24 Walls are scarred with bestial scratches
25 Knocking and scratching is heard from within a sealed crypt or barrow
26 A tattooist creates works that are said to reveal something of the wearer's fate
27 A stubborn patch of blood never comes clean
28 Oversized spiders scurry among the rafters
29 A statue weeps bloody tears
30 A reclusive resident is said to have lived here for centuries

Check page 176 for the 31–100 results.

Settlement Oracles 175


6 CURSED SETTLEMENT DETAILS (31–100)
31–32 A soothsayer wanders the streets, warning of impending doom
33–34 A nighttime market offers an array of wondrous and dreadful rarities
35–36 At night, sinister howls echo across the surrounding landscape
37–38 Within a central square, unnatural darkness clings to a twisted tree
39–40 A mauled or blood-drained corpse was recently discovered
41–42 A monstrous beast lairs nearby
43–44 Residents refuse to go into a nearby wood
45–46 This place is infested with unnaturally large rats
47–48 Phantom, unintelligible whispers drift on the wind
49–50 Lanterns and candles struggle to hold a flame
51–52 Protective glyphs are carved upon outer walls or boundary stones
53–54 Mystic symbols are etched into nearly every doorway
55–56 The water here is foul, but residents drink it willingly
57–58 The residents avoid venturing out into the strange mist that often blankets this place
59–60 A child's laughter and song rings out from no discernible source
61–62 An abandoned fort overlooks this place—but none dare enter
63–64 An apothecary crafts vile potions and poisons
65–66 A forlorn specter stands at the edge of the settlement, awaiting someone's return
67–68 Mysterious disappearances are all too common
69–70 An ancient altar is stained with blood
71–72 Laughter rings hollow among these people, and smiles never reach their eyes
73–74 An unsettling chill pervades the air around an abandoned building
75–76 Plants do not flourish here
77–78 Building surfaces and paths are slick with a creeping black moss
79–80 A mysterious visitor bears a silver blade, marking them as a monster hunter
81–82 Residents whisper of a long-ago injustice, and the curse they bear for that collective sin
83–84 Under moonlight, this place changes
85–86 Residents and visitors share the same disturbing dream
87–88 Carrion birds gather among the eaves, waiting
89–90 Ghosts haunt a prominent establishment
91–92 A religious movement is outwardly benevolent, but residents whisper of secret motives
93–94 Residents sing a hymn or shanty which reveals something of this place's dark history
95–96 The sun doesn't rise as it should with the dawn
97–98 Mysterious cloaked figures watch you, then scuttle away when you catch their gaze
99–100 Large cockroaches boil from hidden spaces

176 Sundered Oracles


SETTLEMENT NAME 6 below
1 Alerius 21 Emberlyn 41 Korova 61 Ravan 81 Swiftwater
2 Altura 22 Emberwind 42 Kotana 62 Ravenholm 82 Swordbreak
3 Ankarta 23 Emmerby 43 Kuinan 63 Redgate 83 Tadena
4 Argosy 24 Endira's Rest 44 Lonefort 64 Riftcrag 84 Tahine
5 Arika 25 Fortune 45 Lumina 65 Saltmarsh 85 Tataran
6 Azurith 26 Galoon 46 Malau 66 Samara 86 Teika
7 Beacon 27 Goldcrest 47 Marivo 67 Sartha 87 Tidecrest
8 Belaru 28 Gullpoint 48 Mistfall 68 Seaward 88 Turia
9 Bladestone 29 Hawknest 49 Mohana 69 Serene 89 Two Rivers
10 Brightwater 30 Highcairn 50 Moonshadow 70 Shadowbrook 90 Ulan
11 Bulwark 31 Highcliff 51 Moonstone 71 Silvercliff 91 Valanu
12 Caldera 32 Hightower 52 Morgan 72 Silvermist 92 Vanuca
13 Crown Falls 33 Indari 53 Nairene 73 Skeld 93 Vaya
14 Danua 34 Ironhold 54 Nanua 74 Sova 94 Wellspring
15 Darkwell 35 Islan 55 Neoma 75 Starfall 95 Westwind
16 Deepwater 36 Jade Hollow 56 Nerio 76 Stonesong 96 Whitebridge
17 Dragonspine 37 Kerebos 57 Northbridge 77 Stonewood 97 Windhaven
18 Eagle's Perch 38 Kharna 58 Okholm 78 Stormcrest 98 Windward
19 Eladus 39 Kirita 59 Palatia 79 Stormwatch 99 Yersk
20 Elago 40 Kitan 60 Ramoa 80 Suluva 100 Zhale

Optionally, create a compound name for a settlement by taking your result and adding
a word from this list. For example, Moonstone Bay or Mournhaunt Crossing.
✴ Shore: Anchorage, Bay, Cape, Cove, Harbor, Lagoon, Landing, Point, Port, Sands
✴ Inland: Crest, Glen, Haven, Hill, Hollow, Pass, Ridge, Rock, Springs, Wood
✴ Waterside: Banks, Bridge, Crossing, Lake, River, Shallows, Shore

6 CURSED SETTLEMENT NAME


1 Ashen Hollow 21 Calamity 41 Gallows 61 Nightfall 81 Shambles
2 Barrowcrest 22 Darkfall 42 Ghostlight 62 Portent 82 Skullcrag
3 Bedlam 23 Darkwater 43 Gloomwood 63 Quagmire 83 Stillgrave
4 Blackwood 24 Deadrock 44 Gravehome 64 Rat's Nest 84 Stormwreck
5 Bleakspire 25 Deception 45 Grimstone 65 Rotwood 85 Swillwater
6 Bloodmarsh 26 Desolation 46 Grimtree 66 Rubble 86 Tinderbox
7 Boneridge 27 Dreck 47 Lament 67 Ruckus 87 Vigil
8 Bramble 28 Duskwatch 48 Losthope 68 Sepulcher 88 Whisperwind
9 Brink 29 Fool's Rest 49 Misfortune 69 Shadowreach 89 Widow's Watch
10 Burrow 30 Foulwater 50 Mournhaunt 70 Shadowvale 90 Wrack

Settlement Oracles 177


CHARACTER ORACLES
CHARACTER FIRST LOOK @ 1–2 | 6 below
1–2 Accented 29–30 Encumbered 50–52 Imposing 73–74 Swaggering
3–5 Aged 31–32 Fearsome 53–55 Mysterious 75–77 Tattooed
6–8 Alluring 33–34 Fit 56–57 Mystical 78–80 Theatrical
9–11 Attractive 35–37 Flashy 58–59 Poised 81–83 Threatened
12–14 Brutish 38–39 Furtive 60–61 Purposeful 84–85 Unassuming
15–17 Commanding 40–41 Graceful 62–63 Pursued 86–88 Uniformed
18–20 Concealed 42–43 Grim 64–66 Scarred 89–91 Visibly disabled
21–22 Distinguished 44–45 Guarded 67–68 Sickly 92–94 Well-armed
23–25 Distressed 46–47 Haggard 69–70 Slight 95–97 Wounded
26–28 Drunk 48–49 Ill-equipped 71–72 Stout 98–100 Youthful

6 CURSED CHARACTER FIRST LOOK


1–10 Abyssal 21–30 Decaying 56–65 Grotesque 81–85 Sinister
11–15 Aflame 31–45 Eerie 66–75 Mechanical 86–95 Sorcerous
16–20 Beastly 46–55 Ghostly 76–80 Shadowy 96–100 Transforming

178 Sundered Oracles


CHARACTER DISPOSITION
1–10 Helpful 21–30 Curious 56–65 Wanting 81–85 Unfriendly
11–15 Friendly 31–45 Indifferent 66–75 Desperate 86–95 Threatening
16–20 Persuadable 46–55 Suspicious 76–80 Demanding 96–100 Hostile

CHARACTER ROLES
You may envision a character’s background or occupation using the broad categories
below. For more detail, check the related subtable.

1–5 > Academic; pg 180 46–50 > Outlander; pg 181


6–10 > Agent; pg 180 51–55 > Outlaw; pg 181
11–15 > Caregiver; pg 180 56–60 > Performer; pg 181
16–20 > Combatant; pg 180 61–70 > Sailor; pg 181
21–25 > Devotant; pg 180 71–75 > Scavenger; pg 181
26–30 > Laborer; pg 180 76–80 > Statesperson; pg 181
31–35 > Merchant; pg 180 81–85 > Tradesperson; pg 181
36–40 > Mystic; pg 180 86–95 > Action + Theme; pg 118–119
41–45 > Outcast; pg 180 96–100 Roll twice

When encountering a character, focus on what you learn or perceive as a first


impression using tables such as First Look and Initial Disposition. Then envision or
generate additional details over time.

Character Oracles 179


CHARACTER ROLE DETAILS

ACADEMIC AGENT
1–20 Archaeologist 1–20 Assassin
21–40 Cartographer 21–40 Bounty Hunter / Pirate hunter
41–60 Historian 41–60 Courier
61–80 Naturalist 61–80 Investigator
81–100 Philosopher 81–100 Spy

CAREGIVER COMBATANT
1–20 Apothecary 1–20 Duelist
21–40 Herbalist 21–40 Guard / Militia
41–60 Surgeon 41–60 Mercenary
61–80 Midwife 61–80 Soldier
81–100 Physician 81–100 Vigilante

DEVOTANT LABORER
1–20 Clergy 1–20 Bricklayer
21–40 Cultist 21–40 Farmer
41–60 Inquisitor 41–60 Lumberer
61–80 Monk 61–80 Miner
81–100 Pilgrim 81–100 Servant

MERCHANT MYSTIC
1–20 Barkeep 1–20 Alchemist
21–40 Fence 21–40 Elementalist
41–60 Moneylender 41–60 Necromancer
61–80 Shopkeeper 61–80 Seer
81–100 Traveling merchant 81–100 Sorcerer / Shaman

OUTCAST
1–10 Apostate 51–60 Hermit
11–20 Castaway 61–70 Orphan
21–30 Deserter / Mutineer 71–80 Refugee
31–40 Exile 81–90 Urchin
41–50 Fugitive 91–100 Vagabond

180 Sundered Oracles


OUTLANDER OUTLAW
1–20 Beast Hunter 1–10 Burglar / Thief
21–40 Explorer 11–20 Charlatan
41–60 Fisher / Hunter / Trapper 21–30 Crime boss
61–80 Navigator / Guide 31–40 Forger
81–100 Scout 41–50 Gambler
51–60 Insurgent
PERFORMER 61–70 Pirate
1–20 Acrobat 71–80 Raider
21–40 Actor 81–90 Ruffian
41–60 Dancer 91–100 Smuggler
61–80 Musician
81–100 Singer STATESPERSON
1–10 Aristocrat
SAILOR 11–20 Bureaucrat
1–10 Bosun 21–30 Commander
11–20 Captain 31–40 Courtesan
21–30 Carpenter 41–50 Courtier
31–40 Cook 51–60 Diplomat
41–50 Deckhand 61–70 Interpreter
51–60 First Mate 71–80 Lawkeeper
61–70 Gunner 81–90 Politician
71–80 Marine 91–100 Tax collector
81–90 Master-at-arms
91–100 Quartermaster TRADESPERSON
1–10 Baker
SCAVENGER 11–20 Brewer / Winemaker
1–20 Beachcomber 21–30 Butcher
21–40 Grave Robber 31–40 Mason
41–60 Relic hunter 41–50 Metal worker
61–80 Shipbreaker 51–60 Shipwright / boatwright
81–100 Wreck diver 61–70 Tattooist
71–80 Tinker / Engineer
81–90 Undertaker
91–100 Woodworker

Character Oracles 181


TRADEMARK ACCESSORIES
This table includes conspicuous gear, adornment, and clothing. Use it to help envision
the look of a notable character, particularly one who is a seafarer or adventurer. To arm
them with a favorite weapon, check the table on the next page.
@ 1–2
1–2 Animal claw necklace 51–52 Inscrutable iron mask
3–4 Array of colorful sashes 53–54 Intricate mechanical prosthetic
5–6 Baldric with a buckle of a monstrous face 55–56 Jewel-encrusted pendant
7–8 Bandoleer stocked with vials and flasks 57–58 Jeweled eye patch
9–10 Battle-scarred breastplate 59–60 Knee-high leather boots
11–12 Bloodied tunic 61–62 Large tattoo of a legendary beast
13–14 Braids strung with colorful beads 63–64 Leather long coat
15–16 Buckled corset 65–66 Length of coiled rope
17–18 Collection of keys hung from an iron ring 67–68 Loyal animal companion
19–20 Colorful skirt or kilt 69–70 Metal teeth
21–22 Cracked spectacles or goggles 71–72 Old wounds patched with metal
23–24 Dark hooded cloak 73–74 Ornately carved wooden pegleg
25–26 Dramatic cape 75–76 Ostentatious cane
27–28 Ear pendant with a glimmering gem 77–78 Out of tune squeeze box
29–30 Elaborate masquerade mask 79–80 Oversized spyglass
31–32 Enormous shark tooth pendant 81–82 Rakish, wide-brimmed hat
33–34 Face-concealing veil or bandanna 83–84 Rows of military medals
35–36 False eye carved from a gemstone 85–86 Satchel of tools
37–38 Fancy wig 87–88 Sharkhide cuirass
39–40 Flamboyant feathered hat 89–90 Shoulder-slung map case
41–42 Frayed straw hat 91–92 Skull-like mask
43–44 Grand signet ring 93–94 Tailcoat with gold trim and epaulets
45–46 Heirloom fiddle with brass gilding 95–96 Tricorn hat with holes from near misses
47–48 Hook hand 97–98 Wooden religious medallion
49–50 Immaculate frilled shirt 99–100 > Descriptor + Focus; pg 120–121

182 Sundered Oracles


TRADEMARK WEAPONS 6 below
1–3 Barbed gaff hook 51–52 Leather whip
4–6 Battle-worn boarding axe 53–55 Military cutlass
7–9 Bloodied belaying pin 56–58 Musket with keen-edged bayonet
10–12 Brace of pearl-handled pistols 59–61 Pair of hooked swords
13–15 Brace of throwing knives 62–63 Pair of matching hatchets
16–17 Brass knuckle dusters 64–65 Paired rapier and dirk
18–19 Broad-bladed machete 66–68 Poisoned dagger with obsidian handle
20–22 Cannon ball flail 69–70 Rusted iron chain
23–25 Cavalry saber 71–72 Scrimshaw handle dirk
26–27 Collapsible boarding pike 73–75 Serrated, blade-breaking sword
28–30 Double-barreled pistol 76–78 Shark tooth club
31–33 Fancy rapier with silver-etched hilt 79–81 Shipwright's hammer
34–35 Gilded heirloom crossbow 82–84 Shrapnel-filled iron grenades
36–37 Grappling hook and frayed rope 85–86 Spring-loaded gauntlet blade
38–39 Handheld swivel cannon 87–89 Sword cane
40–42 Harpoon notched with victory marks 90–92 Toxic stinkpot grenades
43–44 Hunting knife with antler handle 93–95 Whale bone club
45–47 Iron-shod staff 96–97 Wooden bow
48–50 Large bore blunderbuss 98–100 Roll twice

6 CURSED WEAPON DETAIL


If you roll a Trademark Weapon curse, take your result and give that weapon a cursed
aspect from the table below.

1–5 Adorned with bone or skull motifs 51–55 Inflicts festering wounds
6–15 Bound to a vengeful spirit 56–60 Oozing with corrosive venom
16–20 Burning with intense flame 61–65 Powered by strange mechanisms
21–25 Charged with sorcerous energy 66–70 Radiating a sickly light
26–30 Consumes the souls of its victims 71–75 Summoned out of thin air
31–35 Dripping with foul ichor 76–80 Tarnished with unnatural decay
36–40 Enveloped in icy frost 81–85 Transforms its wielder
41–45 Etched with sinister glyphs 86–95 Whispering irresistible commands
46–50 Feeding upon the lifeforce of its wielder 96–100 Wreathed in smoke and ash

CHARACTER TOKENS
Optionally, give an important or reoccurring character an item of personal
significance. Check the Tokens table on page pg 225 for inspiration. These
objects would be kept on their person or among their belongings—perhaps even
locked away as a closely-held secret.

Character Oracles 183


CHARACTER DETAILS
As you interact with a person to gain a deeper understanding of their nature and
personality, roll on this table to reveal new characteristics. Feel free to ignore, reroll, or
adjust contradictions. Or envision how those contradictions add interesting complexity
to the character.
@ 1–2 | 6 below

1 Adventurous 26 Deceitful 51 Indulgent 76 Resourceful


2 Afflicted 27 Defiant 52 Infamous 77 Ruthless
3 Aggressive 28 Determined 53 Influential 78 Secretive
4 Ambitious 29 Disabled 54 Insensitive 79 Selfish
5 Anxious 30 Disguised 55 Insightful 80 Sociable
6 Apathetic 31 Driven 56 Intelligent 81 Stealthy
7 Artistic 32 Dying 57 Intolerant 82 Stern
8 Bitter 33 Envious 58 Ironsworn 83 Stingy
9 Black-hearted 34 Experienced 59 Kind 84 Stoic
10 Boastful 35 Faithful 60 Lonely 85 Strong
11 Boisterous 36 Faithless 61 Loving 86 Stubborn
12 Bold 37 Flirtatious 62 Loyal 87 Successful
13 Brave 38 Generous 63 Manipulative 88 Superstitious
14 Cautious 39 Gifted 64 Misled 89 Suspicious
15 Charismatic 40 Greedy 65 Oblivious 90 Talented
16 Compassionate 41 Grief-stricken 66 Obsessed 91 Tough
17 Conceited 42 Hardhearted 67 Oppressed 92 Traitorous
18 Confident 43 Heartbroken 68 Powerful 93 Vengeful
19 Connected 44 Honorable 69 Proud 94 Villainous
20 Cowardly 45 Hot-tempered 70 Quiet 95 Violent
21 Criminal 46 Hunted 71 Quirky 96 Wary
22 Critical 47 Impulsive 72 Rebellious 97 Weak
23 Cunning 48 Incompetent 73 Reclusive 98 Weary
24 Curious 49 Indebted 74 Relaxed 99 Wild
25 Dangerous 50 Independent 75 Remorseful 100 Wise

6 CURSED CHARACTER DETAILS


1–5 Bewitched 26–30 Eldritch 51–55 Jinxed 71–80 Sorcerous
6–10 Deep-dwelling 31–40 Haunted 56–60 Lycanthropic 81–90 Tormented
11–15 Doomed 41–45 Illusory 61–65 Possessed 91–95 Undying
16–25 Drowned 46–50 Inhuman 66–70 Resurrected 96–100 Vampiric

184 Sundered Oracles


CHARACTER GOALS @ 1–2 | 6 below
1–2 Acquire knowledge or learning 49–50 Incite conflict between factions
3–4 Acquire territory or dominion 51–52 Infiltrate a faction
5–6 Amass wealth 53–54 Master a skill or trade
7–8 Avenge a betrayal 55–56 Preserve the legacy of a forebear
9–10 Avenge a death 57–58 Prevent conflict between factions
11–12 Claim a lost or stolen treasure 59–60 Protect a secret
13–14 Claim a ship or command 61–62 Protect a threatened location
15–16 Collect a debt 63–64 Protect or support a family or community
17–18 Complete a work of artistry or craft 65–66 Protect or support a person
19–20 Conceal a true identity 67–68 Recover a stolen object
21–22 Cure a sickness 69–70 Refute a falsehood
23–24 Defeat a rival 71–72 Repay a debt
25–26 Defeat or undermine a faction 73–74 Resist laws or authority
27–28 Dismantle an unjust power 75–76 Search out the truth of a legend
29–30 Escape a captor or oppressor 77–78 Seek redemption for past wrongs
31–32 Escape or prevent a looming calamity 79–80 Seek the favor of a person
33–34 Explore far and wide 81–82 Serve the will of a leader
35–36 Find a lost or hidden treasure 83–84 Settle a dispute or rivalry
37–38 Find or build a home 85–86 Slay a creature
39–40 Find or rescue a person 87–88 Solve a mysterious murder
41–42 Follow the tenets of a faith 89–90 Steal a valuable object
43–44 Forge an alliance 91–92 Travel to a location
45–46 Gain glory or fame 93–94 Uphold or enforce laws
47–48 Gain power within a faction 95–100 > Action + Theme; pg 118–119

6 CURSED CHARACTER GOALS


1–6 Avert a harrowing prophecy or vision 51–56 Infiltrate a forsaken location
7–12 Awaken an ancient evil 57–62 Inflict a curse or corruption upon others
13–18 Banish a restless spirit 63–66 Resist the call of a malevolent power
19–24 Bring about an unspeakable prophecy 67–72 Restore own humanity or mortality
25–28 Control a monstrous beast 73–76 Return a lost loved one to life
29–32 Destroy an object of terrifying power 77–80 Serve a black-hearted overlord
33–38 Escape or undo a curse 81–86 Slay a monstrous beast
39–42 Find the truth of a nightmarish legend 87–90 Unlock the secret of immortality
43–46 Gather components of a baleful ritual 91–94 Wield an object of terrifying power
47–50 Gather supplicants for a dreadful faith 95–100 Wreak bloody vengeance

Character Oracles 185


CHARACTER NAME (1–30)
This table provides pairs of given and family names. When choosing or rolling for a
character name, select a pair or mix and match from among the options in a row. Given
and family names can often be reversed, or used independently as stand-alone names.
This table also includes monikers, one to each row. Not all characters have monikers,
but sailors are often given a nickname by their shipmates, or adopt one of their own.
Monikers can be used as a stand-alone name (for example, “Redbeard” or “Stormcrow”)
or paired with a given name or family name (“Crimson Jack” or “Hardtack Hobbs”).
Roll or select an appropriate moniker as you like.

Given Family Given Family Moniker


Roll Name Name Name Name 6 pg 189
1 Aisha Qadir Khalid Mahdi Albatross
2 Alexis Whitlock Kiana Barrow Angler
3 Ali Toprak Kimora Merrick Bailer
4 Alisa Velez Kiri Morgan Ballast
5 Althea Tadena Kirsa Hawking Barnacle
6 Amar Shah Kwan Jen Bilge Rat
7 Amelia Hammond Kylar Hobbs Blackbeard
8 Amir Sharif Lazar Frost Bluecoat
9 Amity Ambrose Leonor Dias Blunderbuss
10 Anand Verma Lucas Barbosa Bones
11 Anne Hunter Lucius Curry Breakwater
12 Aparna Kade Luna Zhang Brine
13 Aphra Sharpe Lux Sterling Broadside
14 Ara Yoon Lyana Vaaz Castoff
15 Archer Barlowe Lydia Graves Chum
16 Asha Okiro Lyra Griffin Crimson
17 Astrid Ripley Mae Ivers Croaker
18 Atticus Gloom Malcolm Edwards Crow
19 Aubrey Blackwood Marama Roa Cutlass
20 Aurora Talin Margery Bolton Cuttle
21 Azriel Devereux Maria Reyes Cyclone
22 Barnabas Silver Mary Pearson Deadeye
23 Becca Torgan Maura Caldas Deadshot
24 Bill Bennet Maya Khosla Derelict
25 Blythe Mattick Meera Singh Dice
26 Bonney Gray Mia Drago Doldrum
27 Brianna Fletcher Miguel Nuno Dredge
28 Briar Jamison Mina Quon Drift
29 Bruna Silva Ming Chen Fetch
30 Cadigan Hargrove Miranda Harrington Fiddle
Check page 187 for the 31–65 results, and page 188 for 66–100.

186 Sundered Oracles


CHARACTER NAME (31–65)
Given Family Given Family Moniker
Roll Name Name Name Name 6 pg 189
31 Callum McCabe Morien Swann Fishbait
32 Calypso Lorcan Nashida Malek Flintlock
33 Carrington Egan Nasra Yusuf Flotsam
34 Caspian Ashley Nassar Murad Goldtooth
35 Cassidy Osborn Ned Bannister Graybeard
36 Cassius Sutton Nerissa Eaton Greenhorn
37 Catalina Delgado Nettie Cromwell Groggy
38 Cheng Zhou Nix Brydon Half-hand
39 Christa Ruiz Odysseus Carver Hardtack
40 Corey Mackenson Olivia Prescott Havoc
41 Cormac O'Reilly Opal Crowley Hook
42 Crassus Bane Ostara Becker Hound
43 Cyrus Dagon Qasira Ammar Lubber
44 Damaris Hunt Quentin Durand Lucky
45 Darius Booth Quincy Blackstone No-name
46 Derya Aktuna Quinn Braddock One-eye
47 Dex Tolari Radha Kumar One-hand
48 Diana Ashby Rahul Patel Overboard
49 Diego Morales Ranna Darwin Patch
50 Dorian Solace Raven Castillo Pegleg
51 Drake Thorn Reginald Hughes Plank
52 Duncan Cowley Rei Yoshida Powderkeg
53 Echo Carr Ria Farin Quill
54 Edda Smith Ricardo Gaspar Red-eye
55 Edmund Pierce Roderick Capstone Redbeard
56 Edward Quint Rodrigo Torres Rigger
57 Elara Shaw Rokuro Kobayashi Rotgut
58 Elizabeth Bond Roland Slater Rover
59 Elli Granger Rose Dawson Rudder
60 Ember Marlowe Rowena Sparke Sabre
61 Erim Kaan Sabine Delos Sage
62 Esana Taylan Sabrina Fitzpatrick Salt
63 Esmeralda Blake Sage Grimshaw Saltbeard
64 Felicity Stanton Saida Hassan Saltblood
65 Fernando Costa Sakura Tanaka Saltbone

If you are revealing a moniker for a character with a dreadful, ill-fated, mechanical, or
eldritch aspect, use the Cursed Moniker table on page 189.

Character Oracles 187


CHARACTER NAME (66–100)
Given Family Given Family Moniker
Roll Name Name Name Name 6 pg 189
66 Fionn O'Rourke Salim Hakim Scratch
67 Fitz Burke Samira Osman Scupper
68 Florian Kai Seamus Finn Scurvy
69 Francisco Ramos Seren Vega Scuttle
70 Gideon Brook Shannon O'Brien Shark-slayer
71 Grace Moreau Shen Bai Sharkbite
72 Gwen Webb Silas Hayes Sharktooth
73 Hale Shelton Simon Valk Shivers
74 Halia Edris Solana Russo Silverblade
75 Hannah Agosto Solomon Yarrow Silvereye
76 Hannibal Knight Sophia Hadley Silvertongue
77 Haruto Sato Sora Kimura Six-finger
78 Hina Leota Sujin Kang Skipjack
79 Horatio Hope Talia Booker Snipe
80 Icarus Bates Tama Ariki Sparrow
81 Idris Dahir Tao Lin Splinter
82 Inigo Dias Thaddeus Finch Splitskull
83 Isabel Fernandes Thalia Beckett Squall
84 Jack Braxton Tobias Cain Stingray
85 Jasper Fairchild Tom Ashcroft Stormcrow
86 Jihun Shin Ulan Vayan Swab
87 Jonas Fairweather Uther Bastien Swagger
88 Jorunn Nadir Vasco Almeida Swiftblade
89 Juliana Santos Venri Stark Tack
90 Junho Lee Verity Cowell Tall-tale
91 Juro Mihara Vesper Stirling Talon
92 Kahu Rangi Vuldar Wolfe Three-sheets
93 Kaisa Buhari Will Jones Timbers
94 Kaito Nishimura Winona Lambert Tinker
95 Kanoa Tavita Wynne Khulan Turncoat
96 Karthik Salvi Xin Wu Two-face
97 Katarina Volkov Yasmin Ahmed Vixen
98 Kauri Ngata Yuna Han Weather-eye
99 Keelan Sayer Zakia Nazari Whisper
100 Kei Takara Zura Winter Windward

188 Sundered Oracles


6 CURSED MONIKER MONIKER CATEGORY
Use these tables to reveal an epitaph for a dreadful,
eldritch, ill-fated, or mechanical character. For
1–40 Dreadful Persona
example, a pirate captain who adopts a much-feared
identity would have a Dreadful Persona. A wretched, 41–60 Eldritch Powers
outcast mariner would have an Ill-Fated Nature. Use 61–90 Ill-Fated Nature
the result alone, combine with a name, or pair results
91–100 Mechanical Form
from two Cursed Moniker categories.

DREADFUL PERSONA
1–2 Banshee 26–28 Bloody-hand 51–52 Fleshcarver 75–77 Redskull
3–4 Barracuda 29–31 Boneblade 53–55 Gloamheart 78–80 Seafang
5–7 Blackheart 32–34 Bonerender 56–58 Hellhound 81–83 Skullcrusher
8–10 Blackmask 35–36 Carrion Eater 59–60 Hellion 84–85 Soulless
11–13 Blacksail 37–39 Chimera 61–63 Jackal 86–88 Specter
14–16 Bloodbeard 40–41 Corpsehand 64–65 Keelhaul 89–91 Spider
17–19 Bloodblade 42–44 Darktide 66–68 Pyre 92–94 Spinebreaker
20–22 Bloodskull 45–47 Deathmask 69–71 Reaver 95–97 Stoneheart
23–25 Bloodtide 48–50 Dreadskull 72–74 Redpalm 98–100 Vulture

ELDRITCH POWERS
1–4 Acolyte 25–28 Gravebreaker 50–53 Oracle 75–78 Soulbinder
5–8 Beastblood 29–32 Harvester 54–57 Prophet 79–83 Tempest
9–12 Bonebinder 33–36 Herald 58–62 Seawitch 84–87 Tome
13–16 Darkshroud 37–41 Hex 63–66 Shadow 88–91 Valkyrie
17–20 Deathtouch 42–45 Hullcrusher 67–70 Siren 92–96 Warlock
21–24 Enchanter 46–49 Moonborn 71–74 Soothsayer 97–100 Windcaller

ILL-FATED NATURE
1–5 Blackspot 26–30 Grim 51–55 Jonah 76–80 Rot
6–10 Blight 31–35 Harbinger 56–60 Leech 81–85 Scar
11–15 Calamity 36–40 Harrow 61–65 Luckless 86–90 Scourge
16–20 Fluke 41–45 Husk 66–70 Maggot 91–95 Twice-drowned
21–25 Graves 46–50 Jinx 71–75 Pox 96–100 Wither

MECHANICAL FORM
1–7 Anvil 27–33 Cog 53–58 Ironclaw 77–82 Rig
8–13 Bladehand 34–40 Forgeheart 59–64 Ironeye 83–88 Rust
14–20 Brassbolt 41–46 Gadget 65–70 Ironshell 89–94 Spark
21–26 Clank 47–52 Gear 71–76 Rattle 95–100 Tinker

Character Oracles 189


FACTION ORACLES
FACTION TYPE
6 On a cursed result, choose one: Make the faction one of The Cursed (page
196), or keep the result and give the faction Cursed Aspects (page 196).

1–50 51–80 81–100


Society Organization Empire
People who share People joined in a People seeking
traditions and a collective trade, dominion over
way of life pursuit, or goal the isles
pg 192–192 pg 194 pg 195

FACTION INFLUENCE
Roll Result Summary
1–10 Forsaken Banished or forgotten
11–30 Isolated Limited influence in a remote location
31–50 Localized Marginal influence in a small area
51–70 Established Strong influence in a small area
71–85 Notable Dispersed influence across a moderate area
86–95 Dominant Far-reaching influence across a large area
96–100 Inescapable Pervasive influence across a vast area

190 Sundered Oracles


FACTION RELATIONSHIP
When you have a question about the relationship of one faction to another—or how an
individual relates to a faction—use this table. The result is the commonly understood
connection, but might not tell the whole story.

1–4 Allied with 52–55 Shares a rivalry with


5–8 Antagonistic towards 56–58 Shares information with
9–12 Apathetic or unaware of 59–61 Shares power with
13–15 Broke faith with 62–64 Shows grudging respect for
16–19 Distrustful of 65–67 Splintered from
20–23 Does business with 68–70 Subordinate to
24–26 Extorted by 71–74 Supplied with resources by
27–30 Holds contempt for 75–78 Supplies resources to
31–34 Holds leverage over 79–81 Suspicious of
35–37 In control of 82–84 Temporary alliance with
38–41 Maneuvering against 85–88 Tolerates
42–45 Needs aid from 89–92 Trades favors with
46–48 Negotiating with 93–96 Warring with
49–51 Owes a debt to 97–100 Roll twice

For details on using factions in your campaign,


see page 50.

Faction Oracles 191


SOCIETY

SOCIETY CHRONICLES
Use this table to generate a history of notable events that shaped a society. Create a
timeline of two or three milestones, envisioning how they led the society to its current
place among the isles. The most recent event can help inspire a current situation that
creates troubles or opportunities—or both—for these people. @ 2–4
1–2 Betrayed by a longtime ally 52–53 Founded a great settlement
3–4 Betrayed by a treacherous leader 54–55 Founded a key academy or archive
5–6 Broke faith with a longtime ally 56–57 Founded a technology or innovation
7–8 Built a wondrous monument 58–59 Gained a notable artifact or treasure
9–10 Caught in the crossfire of a war 60–61 Lost a notable artifact or treasure
11–13 Discovered or obtained a rare resource 62–63 Made peace with a rival or enemy
14–15 Established a form of art or expression 64–65 Reclaimed an important location
16–17 Established a new system of governance 66–68 Recorded a fateful prophecy
18–19 Established a powerful military force 69–70 Saw the collapse of a longtime ally
20–22 Established a unique trade or craft 71–73 Saw the emergence of a prophesied hero
23–25 Exploited by a self-serving faction 74–75 Saw the rise of a self-serving despot
26–27 Faced a religious or spiritual schism 76–77 Saw the rise of an influential organization
28–30 Faced a troubled succession 78–80 Scattered to far-flung locations
31–33 Faced occupation or invasion 81–83 Splintered into rival factions
34–35 Faced the wasting of a place or resource 84–85 Suffered a devastating natural disaster
36–38 Fateful encounter with another faction 86–87 Suffered a scarcity of resources
39–40 Fell into a bad debt or bargain 88–89 Suffered internal strife or unrest
41–42 Fled or abandoned an important location 90–91 Suffered the loss of a respected leader
43–44 Formed an important bond or alliance 92–93 Took refuge in a remote or secret place
45–46 Forsook a religion or belief system 94–96 Undertook a great migration or exodus
47–48 Fought a decisive battle 97–98 Unified disparate tribes or clans
49–51 Fought a war or revolution 99–100 Vanquished a rival or enemy

SOCIETY OVERSEERS
Use this table to reveal the most influential or powerful leaders within a society.

1–5 Appointed local leaders 46–50 Religious orders


6–10 Artisans or trade guilds 51–55 Scholars or sages
11–15 Delegates gathered at convocations 56–60 Shadowy cabals
16–25 Elder councils 61–70 Warlords or champions
26–35 Hereditary rulers 71–80 Single absolute authority
36–40 Mystics or seers 81–90 Operatives of another faction
41–45 Prophesied or fated rulers 91–100 Varied or informal leadership

192 Sundered Oracles


SOCIETY TOUCHSTONES
These touchstones represent common aspects of a society—not universal truths.
Individual people and communities can contradict these assumptions with their own
touchstones. If you encounter a far-flung community that is part of a known society,
you can check this table again for unique characteristics.
@ 1–3
1 Affinity for celestial objects and motifs 37–38 Conducts rites of adulthood or ascension
2 Affinity for nature and related motifs 39–40 Distrustful of mysticism or magic
3 Affinity for the sea and related motifs 41–42 Embarks on pilgrimages
4 Affinity for fire and related motifs 43–44 Favors a signature weapon
5 Banishes the disloyal 45–46 Favors audacious and distinctive styles
6 Forsakes ships and the sea 47–48 Favors austere and practical styles
7 Idealizes grace and swiftness 49–50 Favors body modifications or tattoos
8 Idealizes strength and power 51–52 Favors isolationism and privacy
9 Idealizes subterfuge and cunning 53–54 Favors jewelry and adornments
10 Lives mostly at sea 55–56 Follows a code of pacifism
11 Practices communal living 57–58 Follows a nomadic lifestyle
12 Practices mysticism or magic 59–60 Follows elaborate rules of courtship
13 Practices unusual death rites 61–62 Guided by a strict code of honor
14 Resolves disputes through formal duels 63–64 Guided by superstition or prophecy
15 Studies the stars and moons for portents 65–66 Holds communal hunts
16 Suspicious of outsiders 67–68 Holds seasonal festivals
17 Trains an order of elite warriors 69–70 Holds tournaments of skill or prowess
18 Values artistic expression 71–72 Idolizes a martyred leader
19 Values conquest and battle prowess 73–74 Lives within familial clans
20 Values courtesy and hospitality 75–76 Maintains a strict caste system
21 Values crafts and workmanship 77–78 Perpetuates blood feuds
22 Values diplomacy and negotiation 79–80 Practices a renowned trade or craft
23 Values farming and agriculture 81–82 Practices meditation
24 Values medicine and healing 83–84 Practices storytelling and oral histories
25 Values science and knowledge 85–86 Practices unique forms of dance or music
26 Values stewardship of nature 87–88 Rallies communal defenses or militias
27 Values trade and commerce 89–90 Reveres ancestors
28 Values voyage and discovery 91–92 Reveres nature and natural forces
29–30 Bonds with a certain type of creature 93–94 Sails in a distinctive type of vessel
31–32 Builds elaborate monuments 95–96 Seeks wisdom from oracles or seers
33–34 Carefully preserves histories and maps 97–98 Shuns modern technology or weaponry
35–36 Conducts piracy or raids 99–100 Speaks an ancient language

Faction Oracles 193


ORGANIZATION

ORGANIZATION TYPE
1–2 Artisans 37–44 Mariners 67–72 Relic hunters
3–6 Assassins 45–46 Mercenaries / privateers 73–76 Religious disciples
7–10 Couriers 47–52 Mystics / seers 77–78 Shipbuilders
11–18 Courtesans 53–56 Naturalists 79–84 Smugglers
19–24 Healers 57–60 Navigators / cartographers 85–90 Spies
25–30 Hunters 61–62 Pirates / raiders 91–96 Traders
31–36 Insurgents 63–66 Rebels 97–100 Wreckers

ORGANIZATION METHODS @ 1–2


1–4 Evaluates recruits with elaborate tests 52–54 Members use a secret greeting
5–8 Governed by a shadowy court or council 55–58 Operates a system of apprenticeship
9–11 Guided by a distinguished leader 59–62 Operates as independent cells
12–14 Holds challenges to test skills 63–65 Operates custom ships
15–18 Holds regular gatherings or assemblies 66–68 Operates under strict codes or laws
19–22 Honors fallen members with ceremonies 69–71 Recruits members far-and-wide
23–25 Idolizes a long-dead founder 72–74 Relies on divination or prophecy
26–28 Imposes rigorous admittance standards 75–77 Relies on mysticism or superstition
29–32 Maintains a central archive 78–80 Relies on trained creatures
33–35 Maintains a strict hierarchy by seniority 81–84 Splintered from another organization
36–38 Maintains neutrality in a notable conflict 85–87 Traces its history to an ancient founding
39–41 Members adopt body ornamentations 88–90 Trades in a unique currency or asset
42–44 Members adopt disguises or personas 91–94 Uses a system of coded messages
45–47 Members bear an organization symbol 95–97 Uses specialized equipment or weapons
48–51 Members share a unique language 98–100 Worships a god or faith

ORGANIZATION SECRETS @ 1–2


1–5 Acquired an unexpected fortune 51–55 Operates from a secret location
6–10 Colluding with a criminal enterprise 56–60 Owes a crippling debt
11–15 Corrupt leaders are siphoning resources 61–65 Plagued by infighting
16–20 Exploiting a prophecy or superstition 66–70 Relies on bribes to corrupt officials
21–25 Guided by a shadowy leader 71–75 Relies on spies and informants
26–30 Harboring a fugitive within its ranks 76–80 Suffering incompetent leadership
31–35 Hides true purpose behind a false front 81–85 Suffering the shortage of a key resource
36–40 Holding leverage against a rival faction 86–90 Supported by a mysterious benefactor
41–45 Holds a rare or powerful relic 91–95 Trafficking in dangerous goods
46–50 Infiltrated by a rival faction 96–100 Works covertly to incite conflicts

194 Sundered Oracles


EMPIRE

IMPERIAL LEADERSHIP
1–10 Assembly or council 46–55 Regional governors
11–20 Dynastic ruler 56–65 Religious leader
21–30 Military leader 66–75 Self-appointed dictator
31–35 Prophesied ruler 76–85 Wealthy elite
36–45 Regent 86–100 Power struggle (roll twice)

IMPERIAL TACTICS
Empires deploy any number of strategies to expand their power and influence. Use
this table to reveal he most visible methods or a current focus for an empire. @ 2–3

1–3 Assassination 52–55 Industry and commerce


4–6 Collusion with criminal factions 56–58 Mysticism or magic
7–10 Cultural suppression and assimilation 59–62 Naval firepower
11–13 Demands of conformity 63–66 Privateers and mercenaries
14–17 Disciplined military forces 67–69 Proxy wars and subversion
18–20 Displays of opulence 70–72 Puppet governments
21–24 Dogmatic religion 73–76 Relentless agents or operatives
25–28 Elite military units at the vanguard 77–79 Rigid class structures
29–32 Embargoes and blockades 80–83 Secrecy and espionage
33–36 Exploitation of natural resources 84–86 Superstition or prophecy
37–40 Exploitation of workers 87–90 Theft of resources and riches
41–44 Exploration and colonization 91–93 Treaties and alliances
45–47 Hoarding of relics 94–96 Unification of splintered factions
48–51 Indoctrination and propaganda 97–100 Unyielding authority and laws

IMPERIAL VULNERABILITIES @ 1–2


1–4 Catastrophic military defeat 47–50 Overextended military
5–8 Coffers are running low 51–54 Prophecy of their downfall
9–12 Crippling bureaucracy 55–58 Rampant internal corruption
13–16 Defection of a key ally 59–62 Religious schism causes dissent
17–20 Defiant colony 63–66 Rival empire emerges
21–24 Feckless or distracted leadership 67–72 Sparks of rebellion
25–28 Impending succession crisis 73–78 Vulnerable industry
29–34 Infighting and treachery among leaders 79–84 Vulnerable resource in short supply
35–38 Infiltrated by a rival 85–90 Vulnerable trade route
39–42 Insurgency recruits new members 91–96 Vulnerable treasure hoard
43–46 Overconfidence in a tactic or weapon 97–100 Whispers of a potential coup

Faction Oracles 195


THE CURSED

Cursed factions include people and beings of a strange, supernatural, or


dreadful nature, as well as factions who are dedicated to opposing those entities. Use
the table below to reveal the role of a cursed faction.
For cursed factions that function as an organization, use the Organization Methods
or Organization Secrets tables (page 194) for additional details. To reveal a current
goal for a cursed faction or its leaders, use the Cursed Character Goals table (page
185). You can also give a cursed faction one or more Cursed Aspects (below).

1–10 Artificers 46–55 Monster hunters


11–15 Beast hunters 56–65 Necromancers
16–25 Constructs 66–70 Sorcerers or witches
26–30 Cultists 71–80 Undead or undying
31–35 Deep-dwellers 81–85 Vampires
36–40 Ghost hunters or occultists 86–90 Witch hunters
41–45 Lycanthropes or shape changers 91–100 Roll twice; combine those results as a
single faction or set them against each
other as opposing factions

6 CURSED ASPECTS
Use this table to reveal uncanny aspects of a faction or its members. @ 1–2

1–3 Adopts multiple identities or forms 51–53 Heralded by eerie weather or effects
4–6 Aided by a monstrous guardian 54–56 Holds a cursed relic or treasure
7–8 Aided by infernal machines 57–59 Hunted by a dreadful faction or entity
9–11 Bears a dreadful sigil or mark 60–62 Invokes or summons dreadful creatures
12–14 Consumed by dreadful vengeance 63–65 Members speak a sinister language
15–17 Cursed by a spiteful god or entity 66–68 Operates from a hidden location
18–20 Cursed by the deeds of their forebears 69–71 Practices dreadful rituals
21–23 Disguises their true nature 72–74 Sails dreadful ships
24–26 Driven by dreadful vengeance 75–77 Stricken with a terrible need
27–29 Empowered or bound by fire 78–80 Suffers from wasting or decay
30–32 Empowered or bound by the night 81–83 Supernaturally bound to a place or ship
33–35 Empowered or bound by the sea 84–86 True nature revealed in moonlight
36–38 Empowered or bound by the wilds 87–89 Wields a weapon of dreadful power
39–41 Forsaken or banished by others 90–92 Wields an alluring nature
42–44 Forsakes the sunlight 93–95 Wields dreadful magic
45–47 Gathers unwilling supplicants or recruits 96–97 Wields strange technologies
48–50 Haunted by unforgiving spirits 98–100 Worships a dreadful god or entity

196 Sundered Oracles


BUILDING A FACTION NAME
Choose a template for a faction name from the options below.
Society Empire
✴ [Culture] ✴ [Empire Identity]
✴ [Culture] [Society Identity] ✴ [Culture] [Empire Identity]
✴ [Culture] [Theme Persona] ✴ [Empire Identity] of [Culture]
Organization ✴ [Theme Aspect] [Culture]
[Empire Identity]
✴ [Theme Aspect] [Theme Persona]
✴ [Theme Aspect] [Empire Identity]
✴ [Theme Aspect] [Organization Identity]
✴ [Organization Identity] of the Themes: pages 198-199
[Theme Aspect] [Theme Persona] Organization Identity: page 199

FACTION NAME: CULTURE


1–2 Akani 21–22 Ferron 41–42 Kumati 61–62 Novsk 81–82 Terion
3–4 Altarian 23–24 Fiorin 43–44 Lucian 63–64 Osara 83–84 Thyrian
5–6 Ankara 25–26 Ghal 45–46 Lysian 65–66 Pythian 85–86 Vallos
7–8 Atlan 27–28 Harkiv 47–48 Makari 67–68 Qan 87–88 Vanuyan
9–10 Bakura 29–30 Ishana 49–50 Masaku 69–70 Rayan 89–90 Verian
11–12 Cassian 31–32 Jovian 51–52 Matu 71–72 Rhugal 91–92 Vikani
13–14 Damos 33–34 Kanori 53–54 Moriden 73–74 Sadir 93–94 Visen
15–16 Drago 35–36 Kazara 55–56 Motari 75–76 Sanira 95–96 Wulan
17–18 Enderian 37–38 Khazu 57–58 Naveena 77–78 Savian 97–98 Yamora
19–20 Ettian 39–40 Kolthu 59–60 Nazari 79–80 Shunta 99–100 Zhuan

FACTION NAME: SOCIETY IDENTITY


1–15 Alliance 36–50 Clan 61–65 House 76–80 Sept
16–30 Brethren 51–55 Coalition 66–70 Kinship 81–95 Tribe
31–35 Circle 56–60 Fellowship 71–75 Pact 96–100 Unity

FACTION NAME: EMPIRE IDENTITY


1–4 Alliance 23–24 Consortium 51–52 Hand 73–76 Republic
5–6 Ascendancy 25–26 Crown 53–58 Imperium 77–78 Sovereignty
7–8 Coalition 27–28 Directorate 59–60 Kingdom 79–80 States
9–10 Collective 29–32 Dominion 61–64 League 81–84 Supremacy
11–14 Commonwealth 33–34 Duchy 65–66 Lordship 85–86 Syndicate
15–16 Company 35–38 Dynasty 67–68 Principality 87–92 Trade Company
17–18 Concord 39–44 Empire 69–70 Realm 93–94 Triumvirate
19–22 Confederation 45–50 Federation 71–72 Regency 95–100 Union

Faction Oracles 197


FACTION NAME: THEMES
AFFLUENCE 1–10 CRAFT 11–20
Roll Aspect Persona Roll Aspect Persona
1–10 Emerald Brokers 1–10 Adamantine Anvils
11–20 Gilded Crowns 11–20 Brass Artificers
21–30 Golden Lords 21–30 Copper Artisans
31–40 Illustrious Merchants 31–40 Anchored Hammers
41–50 Jade Monarchs 41–50 Ember Hands
51–60 Sapphire Mongers 51–60 Forgeborn Machinists
61–70 Silver Patrons 61–70 Iron Menders
71–80 Sovereign Princes 71–80 Ironwrought Riggers
81–90 Supreme Scions 81–90 Quicksilver Sparks
91–100 Trueborn Regents 91–100 Tempered Tinkers

DISCOVERY 21–30 FAITH 31–40


Roll Aspect Persona Roll Aspect Persona
1–10 Ancient Adepts 1–10 Blessed Acolytes
11–20 Awakened Archivists 11–20 Dawning Disciples
21–30 Azure Beacons 21–30 Enduring Flames
31–40 Elder Couriers 31–40 Exalted Harbingers
41–50 Emblazoned Guides 41–50 Fated Heralds
51–60 Enlightened Keepers 51–60 Hallowed Inquisitors
61–70 First Outlanders 61–70 Holy Lightbringers
71–80 Roaming Seekers 71–80 Radiant Partisans
81–90 Starmarked Venturers 81–90 Sacred Servants
91–100 Wandering Wayfinders 91–100 Shining Servants

LOYALTY 41–50 MYSTICISM 51–60


Roll Aspect Identity Roll Aspect Identity
1–10 Bannersworn Allies 1–10 Astral Adepts
11–20 Bonded Bulwarks 11–20 Crystal Alchemists
21–30 Branded Caretakers 21–30 Gleaming Augurs
31–40 Kindred Guardians 31–40 Moonbound Enchanters
41–50 Resolute Loyalists 41–50 Murmuring Mages
51–60 Steadfast Sentinels 51–60 Obsidian Oracles
61–70 Trueheart Sentries 61–70 Orbis Sages
71–80 Unbroken Shields 71–80 Runemarked Seers
81–90 Unified Wardens 81–90 Shadow Sorcerers
91–100 United Watchers 91–100 Spellbound Witches

198 Sundered Oracles


REBELLION 61–70 SECRECY 71–80
Roll Aspect Persona Roll Aspect Persona
1–10 Apostate Crows 1–10 Ashen Cloaks
11–20 Forsworn Gulls 11–20 Gossamer Daggers
21–30 Free Marauders 21–30 Gray Eyes
31–40 Mutinous Outcasts 31–40 Hidden Masks
41–50 Rebel Pirates 41–50 Shrouded Phantoms
51–60 Sovereign Reavers 51–60 Silent Ravens
61–70 Tidebound Drifters 61–70 Umbral Serpents
71–80 Unbound Relics 71–80 Unseen Shadows
81–90 Unchained Shards 81–90 Veiled Specters
91–100 Wayward Tempests 91–100 Whispering Spiders

WAR 81–90 CURSES 91–100


Roll Aspect Persona Roll Aspect Persona
1–10 Battleborn Arrows 1–10 Cursed Bones
11–20 Bloodied Blades 11–20 Bloodless Jackals
21–30 Crimson Defenders 21–30 Bloody Revenants
31–40 Flamebringer Fighters 31–40 Broken Shades
41–50 Hellfire Gauntlets 41–50 Fallen Skulls
51–60 Ironclad Hounds 51–60 Haunted Slayers
61–70 Scarlet Knights 61–70 Infernal Souls
71–80 Steelheart Talons 71–80 Risen Swarm
81–90 Undaunted Vanguards 81–90 Shattered Wraiths
91–100 Warforged Wolves 91–100 Undying Wretches

Tip: Combine two themes for an evocative organization name. For example, the
“Gilded Blades” is a wealthy (Affluence) mercenary company (War).

FACTION NAME: ORGANIZATION IDENTITY


1–2 Academy 23–24 Charter 47–48 Coven 75–78 Guild
3–6 Alliance 25–26 Circle 49–50 Covenant 79–80 Institute
7–8 Assembly 27–30 Coalition 51–52 Creed 81–84 League
9–10 Association 31–32 Cohort 53–54 Crew 85–86 Lodge
11–12 Band 33–34 Collective 55–58 Enclave 87–90 Order
13–14 Brethren 35–36 Compact 59–60 Expedition 91–92 Partnership
15–16 Brigade 37–38 Company 61–64 Federation 93–94 Ring
17–18 Brotherhood 39–40 Consort 65–68 Fellowship 95–96 Sect
19–20 Cabal 41–42 Cooperative 69–72 Fleet 97–98 Sisterhood
21–22 Chamber 43–46 Council 73–74 Foundation 99–100 Union

Faction Oracles 199


SHIPWRECK ORACLES
SHIPWRECK LOCATION
Shipwrecks are monuments to lost souls and forsaken quests. When learning about a
distant shipwreck, use the table below to reveal where it met its sad fate. If you come
upon a wreck in your travels, pick a location as appropriate to your surroundings.

1–25 26–65 66–75


Sea Shore Sea Cave
Amid open At water’s Within a
waters edge tidal cave

76–85 86–95 96–100


Swamp River Inland
Mired in Along an inland Away from
wetlands waterway the sea

Use the tables on the opposite page to reveal the state of the wreck, which can help
frame the challenges of accessing or exploring the site. See page 203 for suggested
gameplay procedures when searching a shipwreck.

200 Sundered Oracles


SHIPWRECK ORIENTATION
POSITION
Location
Sea Shore Sea Cave Swamp River Inland Position
1–30 1–10 1–10 1–10 1–15 -- Sunk and fully submerged
31–55 11–20 11–25 11–20 16–30 -- Adrift on the surface
56–65 21–35 26–40 21–30 31–45 -- Anchored in position on the surface
66–85 36–65 41–70 31–60 46–65 -- Awash / partially submerged
86–95 66–95 71–90 61–85 66–85 1–80 Stranded on dry ground or rocks
96–100 96–100 91–100 86–100 86–100 81–100 Perched on improbably high ground

SCALE WHOLENESS
1–30 Small (cutter, sloop) 1–10 Broken and missing large sections
31–60 Medium (corvette, schooner) 11–20 Broken and scattered
61–85 Large (frigate, galleon) 21–45 Split in two
86–95 Colossal (titan, dreadnought) 46–70 Somewhat intact, but fragile
96–99 Heap (tangled with another wreck) 71–90 Mostly intact
100 Graveyard (amid a labyrinth of wrecks) 91–100 Wholly intact

Shipwreck Oracles 201


SHIPWRECK FIRST LOOK
Use this table to reveal the characteristics of the wreck and its
surroundings—as perceived on approach. @ 1–2 | 6 below
1–2 Archaic construction 47–48 Missing launch boats
3–6 Blackened by fire 49–50 Nearby ship or encampment
7–10 Blocked or difficult access 51–52 Nesting or roosting creatures
11–14 Capsized or upside-down 53–56 Once-grand adornments and fittings
15–16 Claimed by a territorial creature 57–58 Overgrown with plants or sea life
17–18 Crawling with insects or sea life 59–60 Partially buried or embedded
19–22 Creaking ominously 61–64 Scarred by battle
23–24 Deck fouled with debris 65–66 Scattered remains of the dead
25–26 Encrusted with barnacles or fungi 67–68 Shrouded beneath tattered sailcloth
27–28 Famous or infamous vessel 69–72 Signs of a survivor or squatter
29–30 Finely-crafted figurehead, still intact 73–76 Steeply inclined or listing decks
31–32 Fitted with powerful weapons 77–80 Stripped by scavengers
33–36 Flag of an unexpected faction 81–82 Under construction or repair
37–40 Gaping hull breach 83–86 Unstable or sinking
41–42 Illuminated by luminous organisms 87–88 Unusual or unknown type of ship
43–44 Ironclad construction 89–94 Scattered > Cargo; pg 141
45–46 Message scrawled on hull 95–100 > Descriptor + Focus; pg 120–121

6 CURSED SHIPWRECK FIRST LOOK


1–3 Alight with unnatural flames 51–53 Phantom figure beckons from the deck
4–6 Caught within unnatural wind or vortex 54–56 Phantom voices call out commands
7–9 Covered in sorcerous symbols 57–59 Rigged with infernal machinery
10–14 Defended by undead crew 60–62 Sails hoist as if getting underway
15–17 Dreadful figurehead, still intact 63–65 Scarred by weapons of baneful power
18–22 Engulfed in unnatural mist or murk 66–70 Ship's bell rings out
23–25 Foreboding warning scrawled on the hull 71–75 Suffused with eerie light
26–28 Gigantic bite marks or claw marks 76–80 Surrounded by blighted terrain
29–33 Glimpses of the ship in its heyday 81–83 Surrounded by dead creatures
34–38 Glimpses of the ship's final moments 84–86 Swarming with malignant creatures
39–41 Haunting singing or music 87–89 True nature revealed in moonlight
42–44 Hung or tangled with corpses or bones 90–94 Unnerving stillness or quiet
45–47 Hung with webs or mucus 95–97 Within the territory of a monstrous beast
48–50 Overtaken by malignant plants 98–100 Wreathed in cold and ice

202 Sundered Oracles


SUMMARY: SEARCHING A SHIPWRECK
Rather than detailing every space within a wreck, focus on the key moments
of what you discover and what threats or obstacles you must overcome.

MAKING PREPARATORY MOVES


The nature of a wreck might suggest preparatory actions. For example, you
might Face Danger to climb to a wreck that is precariously perched atop a
rocky islet, or to safely navigate the interior of a flooded wreck.

EXPLORING A WRECK
If you divert to search a shipwreck in the midst of an expedition, make the
Explore a Waypoint move. Per the move, a strong hit is an opportunity, a
weak hit is an opportunity bound up with a peril, and a miss is an immediate
hardship or threat. Use the Shipwreck Opportunity (page 205) and
Shipwreck Peril (page 205) tables to help envision those outcomes.
A strong hit with a match or a miss with a match as you Explore a Waypoint
can trigger the Make a Discovery or Confront Chaos moves, respectively.
Use the tables within those moves to envision what you find. These are
dramatic, story-changing moments.

INVESTIGATING A WRECK
If you investigate a shipwreck for clues related to a quest, make the Gather
Information move. Use the outcome of the move to help guide the nature of
what you uncover—whether that discovery is favorable or unfavorable. For
inspiration, use the Story Clue table (page 233).

SCAVENGING A WRECK
If you seek to scavenge a shipwreck, make the Resupply move. On a strong
hit, you are successful. A strong hit with a match might offer an opportunity
(in addition to the supplies), while a weak hit or miss can reveal a peril.

MORE DETAILS
Use the Shipwreck Details table (page
204) to reveal other aspects of the site.

Shipwreck Oracles 203


SHIPWRECK DETAILS
Use this table to reveal details of a wreck. Roll once or twice when searching a small
ship, and up to three times when surveying a large vessel. These details are revealed
in the context of another move—such as Explore a Waypoint or Gather Information—
but might prompt additional actions or investigations.
See page 203 for details on searching a wreck. @ 1–3 | 6 below
1–3 Abandoned pet or mascot 46–48 Invaders or scavengers
4–6 Ad hoc shrine or memorial 49–51 Invasive plants or sea life
7–9 Barricaded or sealed compartment 52–54 Journal or log reveals the ship's history
10–12 Blasted or wrecked area 55–57 Locked brig with unfortunate prisoner
13–15 Bloody or violent trail 58–60 Makeshift barricade
16–18 Coded message 61–63 Mysterious locked container
19–21 Corpses or bones 64–66 Ominous creaking
22–24 Creature using the wreck as a refuge 67–69 Ransacked compartment
25–27 Emptied cargo 70–72 Ruined supplies or provisions
28–30 Extravagant furnishings 73–75 Scene of a last stand or fierce battle
31–33 Forcefully breached door or hatch 76–78 Sounds of habitation
34–36 Gaping hole 79–81 Stranded or trapped survivor
37–39 Hastily written message or warning 82–84 Untouched compartment
40–42 Hidden compartment 85–92 Personal memento ( > Token; pg 225 )
43–45 Inscrutable machine or device 93–100 > Descriptor + Focus; pg 120–121

6 CURSED SHIPWRECK DETAILS


1–4 Dead return to life 47–50 Ship's log tells a dreadful story
5–6 Eerie phantom music 51–54 Signs of a dreadful fate for the crew
7–8 Eldritch artifact 55–56 Signs of the ship getting underway
9–12 Foreboding message 57–60 Smell of rot
13–16 Frightful phantom whispers 61–62 Sorcerous energies
17–20 Ghostly crew, going about their duties 63–66 Tortured spirits seeking absolution
21–24 Glimpses of a shadowy presence 67–70 Unnatural cold
25–28 Haunting visions of the ship's past 71–74 Unnatural darkness
29–30 Infernal machine or device 75–78 Unnaturally flooded or air-filled space
31–32 Lair of a monstrous creature 79–82 Unnaturally pristine compartment
33–36 Monstrous claw marks 83–84 Unnerving eldritch glyphs
37–38 Mutated remains of the dead 85–86 Victims entombed in ship structure
39–42 Objects move of their own accord 87–88 Onset of > Cursed Weather; page 133
43–44 Rapidly-spreading decay 89–92 > Cursed Token; page 227
45–46 Ritual circle or altar 93–100 > Cursed Cargo; page 141

204 Sundered Oracles


SHIPWRECK PERIL
Use this table when you explore, investigate, or scavenge a wreck and encounter a
complication. See page 203 for details.

1–5 Booby-trapped passage or container 51–55 Lair of a territorial creature


6–10 Claustrophobic or unnerving spaces 56–60 Precarious path through wreckage
11–15 Collapsing overhead structure 61–65 Sense of being watched
16–20 Dangerous or volatile cargo 66–70 Signs of infestation or disease
21–25 Disorienting murk or smoke 71–75 Sudden shifting of the wreck
26–30 Disturbing scene of death or violence 76–80 Swarm of aggressive creatures
31–35 Entangling debris 81–85 Tricky passage or descent
36–40 Flooded or blocked space 86–90 Unstable or rotting deck
41–45 Foes or rivals arrive at the site 91–95 Worsening weather or environment
46–50 Hostile explorer or survivor 96–100 Roll twice

SHIPWRECK OPPORTUNITY
Use this table when you uncover an opportunity while exploring, investigating, or
scavenging a wreck.

1–25 Useful provisions or salvage 66–85 Intact > Cargo; pg 141


26–40 Intriguing map or chart 86–96 > Treasure; pg 223 (small repository)
41–55 Ship's log with valuable information 97–99 > Treasure; pg 223 (medium repository)
56–65 Explorer or survivor with a tale to tell 100 > Treasure; pg 223 (large repository)

Shipwreck Oracles 205


CAVE ORACLES
CAVE TYPE
When learning about a distant cave, use the table below to reveal its location. If you
come upon a cave in your travels, pick a location as appropriate to your surroundings.
See page 208 for guidance on conducting expeditions within a cave system.

1–25 1–25
Sea Cave (pg 210) Inland Cave (pg 212)
Caves of watery passages; Caves of echoing stone;
carved by the tides plunging deep into the earth

CAVE SCALE
Sea Cave Inland Cave Rank Details
1–30 1–20 Troublesome Minor cave system
31–70 21–50 Dangerous Limited cave system
71–85 51–75 Formidable Extensive cave system
86–95 76–90 Extreme Vast cave system
96–100 91–100 Epic Fathomless cave system

206 Sundered Oracles


CAVE THRESHOLD @ 1–2 | 6 below
1–6 Archway of carved stone 51–56 Overgrown with plants
7–12 Barricaded or blocked 57–62 Perched high on a cliff face
13–19 Behind a waterfall 63–68 Sealed with a door or gate
20–25 Flanked by statues or monuments 69–75 Swarming with bats
26–31 Fronted by carved stairs 76–81 Tight squeeze
32–38 Immense entrance 82–88 Vertical shaft
39–44 Marked with a message or warning 89–94 Well-used path
45–50 Nearby camp, ship, or landed boat 95–100 > Descriptor + Focus; pg 120–121

6 CURSED CAVE THRESHOLD


1–7 Bloody trail leading inside 51–57 Monstrous howls or roars from within
8–14 Carved with eldritch symbols 58–64 Shrouded in unnatural fog
15–21 Glimpses of a spectral form 65–72 Skull-shaped edifice
22–28 Guarded by a monstrous creature 73–79 Stench of death
29–35 Hung with webs or mucus 80–86 Surrounded by blighted terrain
36–43 Littered with bones 87–93 Unnerving sense of being watched
44–50 Marked with a foreboding warning 94–100 Unnerving stillness or quiet

Cave Oracles 207


SUMMARY: EXPLORING A CAVE
Use the exploration moves (page 244) when you delve a notable cave and want to
give it focus in your story.
In the twisting waterways of a sea cave (pages 210-211), you likely travel by boat
through a world of tide, rock, and shadow. You may be forced to portage over shallows
and high ground, or even abandon your boat as you struggle through tight spaces or
desperately navigate completely flooded tunnels.
In an inland cave (pages 212-213), you follow labyrinthine paths along
claustrophobic tunnels and through cavernous chambers. Envision the oppressive
weight of the stone around you, the impenetrable darkness, the unnerving echoes.
Use the Features table to inspire the details of a waypoint, the Peril table when you
face a cost in your travels, and the Opportunity table if you encounter good fortune.
But remember these tables are only a complement to your own storytelling choices.

LURKING THREATS
Time is your enemy within a cave. To emphasize the growing tension of underground
expeditions, add a tension clock for a lurking threat. When you suffer a cost through
failure, delay, or inaction, you can advance the clock to show the threat drawing closer.
Learn more about tension clocks on page 238 of the Starforged rulebook.
The table on the next page includes inspiration for lurking threats, including what signs
you encounter as the tension clock advances, and what occurs when the clock fills.

REACHING THE HEART


The heart of a cave is the epicenter of an underground domain. If you are on an
expedition without a specific mission, the heart can serve as your destination. If you
are seeking to make progress in a quest, what lies at the heart will give context to the
final challenges or opportunities you uncover when the expedition is done.
When you Finish an Expedition, envision what lies at the cave’s heart, or use the
table included with each cave type for inspiration. Once you reach a cave’s heart and
resolve the expedition, you can Set a Course to shortcut your exit.

208 Sundered Oracles


LURKING THREAT 6 below
Roll Threat When the clock advances… When the clock is filled…
Creeping numbness; teeth-
1–15 Chilling cold You are chilled to the bone!
chattering shivers
16–25 Devious trap Minor puzzle; portentous clues You face a confounding trap!
26–35 Flash flood Dripping water; rumbling echoes A torrent of water floods in!
Oppressive Suffocating passages;
36–50 You face confusion or panic!
confinement deepening darkness
51–60 Restless magma Stifling heat; venting steam Magma causes destruction!
61–70 Rising water Surging current; flooding spaces The path is submerged!
Echoing sounds; signs they
71–80 Rival explorers Your rivals make their move!
passed this way
Glimpses of the creature;
81–90 Stalking predator The predator attacks!
remains of previous kills
91–100 Unstable caves Tremors; minor rockfalls The cave collapses!

6 CURSED LURKING THREAT


Roll Threat When the clock advances… When the clock is filled…
Sense of being watched;
1–25 Dark-dwelling beings Denizens defend their domain!
skulking shadows
Accursed symbols; ritualistic
26–50 Eldritch cultists The cultists strike!
artifacts or remains
Territorial markings; signs or
51–70 Mighty beast The beast attacks!
sounds of a beast on the hunt
71–85 Monstrous infestation Skitters or splashes; foul nests A vile swarm appears!
Phantom whispers; glimpses
86–100 Restless dead The wrathful dead manifest!
of spectral forms

Cave Oracles 209


SEA CAVE DETAILS

SEA CAVE FEATURES @ 1–2 | 6 pg 211


1 Abandoned boat 35 Sound of rushing water
2 Abandoned waterside camp 36 Sound of voices
3 Ancient carvings or statues 37 Steaming hot springs
4 Bat colony 38 Triangular fin circling in deep water
5 Boat landing or dock 39 Wet tracks at water's edge
6 Bobbing bottle with enclosed message 40–41 Branching waterway
7 Briny pool with dead coral 42–43 Dam of waterborne debris
8 Bubbling vents 44–45 Freshwater falls pouring from above
9 Carcass of a washed up sea creature 46–47 Fully submerged passage
10 Carved arch leading onwards 48–49 Glimmer of metal in the water
11 Coral garden nurtured by shafts of light 50–51 Hordes of scuttling crabs
12 Curtains of falling water 52–53 Idyllic pool with bountiful sea life
13 Darting schools of pale fish 54–55 Intricate lava formations
14 Deep, placid pool 56–57 Low-hanging rock formations
15 Dry alcove 58–59 Low-lying mist
16 Dry tunnel above the tide 60–61 Massive, watery cavern
17 Excavated or constructed waterway 62–63 Perfectly crystalline water
18 Flooded lava tube 64–65 Plunging series of terraced waterfalls
19 Flooded shaft or sinkhole 66–67 Rocky island surrounded by water
20 Freshwater inlet 68–69 Shafts of natural light
21 Incessant dripping 70–71 Shallow pools and algae-covered rocks
22 Jagged oyster beds 72–73 Silt-clouded waters
23 Luminescent algae 74–75 Skeletal corpse
24 Luminescent jellyfish 76–77 Sound of watery movement or splashes
25 Luminescent water 78–79 Stirrings of a large creature
26 Message carved into wet stone 80–81 Surfaces encrusted with sea life
27 Morass of rotting seaweed 82–83 Surging waterway
28 Mounds of fallen boulders 84–85 Swirling whirlpool
29 Muddy waterway 86–87 Tight squeeze through narrowing tunnel
30 Overwhelming briny stench 88–89 Waterlogged corpse
31 Piles of crushed shells 90–91 Wrecked or sunken boat
32 Rock bridge 92–93 Corpse clutching a > Token; pg 225
33 Scattered, silt-covered bones 94–95 Connection to an > Inland Cave; pg 212
34 Shadowy tentacles in dark water 96–100 > Descriptor + Focus; pg 120–121

210 Sundered Oracles


6 SEA CAVE CURSED FEATURES
1–5 Bewitching illusion 51–55 Impenetrable darkness
6–10 Bloody water 56–60 Lights snuffed out
11–15 Bones of a colossal beast 61–65 Monstrous water-dwelling predator
16–20 Corpses encrusted with sea life 66–70 Rotting stench
21–25 Creepy echoes 71–75 Sea creatures mutated by darkness
26–30 Drowned corpses come to life 76–80 Spectral manifestation
31–35 Eldritch symbols 81–85 Unnatural cold
36–40 Fouled water 86–90 Unnaturally rising water
41–45 Frozen water 91–95 Unseen entities grab hold
46–50 Ghastly reflections in the water 96–100 Water above, stone below

SEA CAVE PERIL SEA CAVE OPPORTUNITY


1–20 > Lurking Threat; pg 209 1–10 Advance warning of a danger
21–24 Aggressive creature 11–20 Breathtaking natural feature
25–28 Bewildering paths 21–30 Clue points the way forward
29–32 Blocked or barricaded path 31–40 Friendly denizen or explorer
33–35 Confounding puzzle 41–50 Helpful shortcut or detour
36–39 Difficult squeeze through flooded area 51–60 Safe refuge
40–43 Equipment or boat suffers damage 61–70 Useful equipment or supplies
44–47 Falling rocks 71–80 Washed up or lost > Cargo; page 141
48–51 Fierce current 81–90 > Treasure; pg 223 (small repository)
52–55 Grueling conditions 91–100 > Treasure; pg 223 (medium repository)
56–58 Hindered visibility
59–62 Lengthy submerged passage SEA CAVE HEART @ 1–2
63–66 Lost gear or supplies 1–10 Elaborate trap or puzzle
67–69 Party member causes trouble 11–20 Lair of a beast
70–73 Quickly rising waters 21–30 Sacred or fabled artifact
74–76 Swarming creatures 31–40 Secret hideout or refuge
77–79 Toxic or corrosive environment 41–50 Wondrous natural environment
80–82 Trap or alarm 51–60 > Ruin; pg 214
83–85 Unfriendly explorers 61–70 > Sailing Ship; pg 134
86–88 Venomous creature 71–80 > Shipwreck; pg 200
89–94 > Action + Theme; pg 118–119 81–90 > Treasure; pg 223 (large repository)
95–100 Roll twice 91–100 > Treasure; pg 223 (vast repository)

Cave Oracles 211


INLAND CAVE DETAILS

INLAND CAVE FEATURES @ 1–2 | 6 pg 213


1 Abandoned camp 35 Surfaces honeycombed with holes
2 Abandoned mineworks 36 Tracks through dust or muck
3 Ancient carvings or statues 37 Trail of scattered coins
4 Ancient cave paintings 38 Underground lake with isolated island
5 Blind rodents 39 Veins of ore
6 Cairn-marked grave 40–41 Bat colony
7 Carpet of crushed bone 42–43 Boiling mud pits
8 Chiseled stairway 44–45 Carpet of lichen
9 Churning magma pools 46–47 Clinging webs
10 Clouds of ash or dust 48–49 Collapsed rubble
11 Constructed bridge 50–51 Crawling-height tunnel
12 Crystalline formations 52–53 Curtains of dangling roots or vines
13 Dangling ladder or rope 54–55 Domed cavern
14 Excavated chamber 56–57 Earth-shaking tremor
15 Excavated tunnel 58–59 Elaborate stone formations
16 Fossilized bones 60–61 Flooded shaft or sinkhole
17 Fungi forest 62–63 Flooded tunnel
18 Glassy lava tube 64–65 Labyrinth of stone formations
19 Humid, dripping environment 66–67 Luminous fungi
20 Magma lake 68–69 Massive, cathedral-like cavern
21 Magma river 70–71 Moldering corpse
22 Maze of intersecting passages 72–73 Plunging shaft leading downwards
23 Message carved or scrawled on stone 74–75 Shafts of natural light
24 Multilevel cavern 76–77 Skeletal corpse
25 Mummified corpse 78–79 Steaming hot springs
26 Narrow ledge over a chasm 80–81 Steep escarpment
27 Natural bridge 82–83 Thundering waterfall
28 Perfectly geometric columns 84–85 Tight squeeze
29 Pile of bones and offal 86–87 Trail or splashes of blood
30 Rush of hot air 88–89 Underground lake
31 Smoking fissures 90–91 Underground river
32 Sound of heavy movement 92–93 Vertical chimney leading upward
33 Sound of voices 94–95 Corpse clutching a > Token; pg 225
34 Surfaces covered in flourishing fungi 96–100 > Descriptor + Focus; pg 120–121

212 Sundered Oracles


6 INLAND CAVE CURSED FEATURES
1–5 Bewitching illusion 51–55 Passage carved by a burrowing beast
6–10 Bones of a colossal beast 56–60 Rotting stench
11–15 Corpses come to life 61–65 Spectral manifestation
16–20 Corpses entombed within stone 66–70 Surfaces covered by cyst-like growths
21–25 Creepy echoes 71–75 Trail of ooze
26–30 Eldritch shrine or monument 76–80 Unnatural cold
31–35 Impenetrable darkness 81–85 Unnaturally aggressive creatures
36–40 Lights snuffed out 86–90 Unnaturally thick webbing
41–45 Monstrous predator 91–95 Unnerving howls or roars
46–50 Oversized eggs 96–100 Webbed or cocooned corpses

INLAND CAVE PERIL INLAND CAVE OPPORTUNITY


1–20 > Lurking Threat; pg 209 1–10 Advance warning of a danger
21–24 Aggressive creature 11–20 Breathtaking natural feature
25–28 Bewildering paths 21–30 Clue points the way forward
29–32 Blocked or barricaded path 31–40 Friendly denizen or explorer
33–36 Cleverly camouflaged predator 41–50 Helpful shortcut or detour
37–39 Confounding puzzle 51–60 Rare resource
40–43 Crumbling cave floor 61–70 Safe refuge
44–46 Disorienting smoke or steam 71–80 Useful equipment or supplies
47–50 Falling rocks 81–90 > Treasure; pg 223 (small repository)
51–54 Flooding 91–100 > Treasure; pg 223 (medium repository)
55–58 Grueling conditions
59–62 Lost gear or supplies INLAND CAVE HEART @ 1–2
63–65 Party member causes trouble 1–10 Ancient Tomb
66–69 Precipitous climb or descent 11–20 Breathtaking natural environment
70–72 Swarming creatures 21–30 Elaborate trap or puzzle
73–75 Toxic or corrosive environment 31–40 Lair of a beast
76–78 Trap or alarm 41–50 Rare or valuable ore
79–82 Treacherous footing 51–60 Sacred or fabled artifact
83–85 Unfriendly explorers 61–70 Secret hideout or refuge
86–88 Venomous creature 71–80 > Ruin; pg 214
89–94 > Action + Theme; pg 118–119 81–90 > Treasure; pg 223 (large repository)
95–100 Roll twice 91–100 > Treasure; pg 223 (vast repository)

Cave Oracles 213


RUIN ORACLES
RUIN LOCATION 1–20 21–60
When learning about a Sea Shore
distant ruin, use this table Amid open At water’s
to reveal its location. If waters edge
you come upon a ruin
in your travels, pick a 61–90 91–100
location as appropriate Inland Buried
to your surroundings. Away from Within cavernous
the sea depths

214 Sundered Oracles


RUIN CONDITION RUIN SCOPE
Roll Result Summary Roll Result
1–10 Devastated Ravaged by calamity 1–5 Unimpressive structure
11–25 Unrecognizable Reclaimed by nature 6–10 Few minor structures
26–40 Collapsed Toppled or in pieces 11–25 Typical structure
41–60 Unstable Actively crumbling or sinking 26–40 Several scattered structures
61–80 Timeworn Marked by desolation 41–60 Large, imposing structure
81–90 Whole Standing the test of time 61–80 Sizable sprawl of structures
91–95 Well-preserved In remarkable condition 81–95 Colossal structure
96–100 Rebuilding In the process or restoration 96–100 Vast sprawl of structures

Ruin Oracles 215


RUIN FIRST LOOK @ 1–2 | 6 below
1–2 Adorned with faded colors 51–52 Fronted by grand stairs
3–4 Adorned with murals 53–54 Generating light or energy
5–6 Adorned with ornate pillars 55–56 Hung with tattered heraldry
7–8 Adorned with rare metals 57–58 Imposing statues
9–10 Adorned with religious iconography 59–60 Inactive machinery
11–13 Amid a waterfall or waterway 61–63 Monolithic architecture
14–16 Amid lush vegetation 64–65 Multi-tiered architecture
17–18 Blackened by fire 66–67 Nearby ship or encampment
19–21 Blocked or barricaded 68–69 Open-air structures
22–24 Breached entrance 70–71 Overrun by creatures
25–26 Built of unusual materials 72–74 Pyramid architecture
27–28 Carved into the terrain 75–76 Scarred by war
29–30 Concentric architecture 77–78 Scattered remains of the dead
31–33 Connected by lofty bridges 79–80 Signs of lurking predators
34–35 Covered in inscrutable symbols 81–82 Signs of new inhabitants
36–37 Covered in moss, fungi, or algae 83–84 Signs of scavengers or looters
38–39 Defiled by vandals 85–87 Situated in a high place
40–42 Difficult or hidden access 88–90 Sunken or flooded
43–44 Divided by a sinkhole or chasm 91–92 Surrounded by destruction
45–47 Domed architecture 93–95 Surrounded by rugged or dense terrain
48–50 Encircled by a wall 96–100 > Descriptor + Focus; pg 120–121

6 CURSED RUIN FIRST LOOK


1–3 Among titanic bones 51–53 Monstrous claw marks
4–6 Cloaked by a grim darkness 54–56 Overpowering stench of decay
7–9 Corpses displayed as a warning 57–60 Overtaken by malignant plants
10–12 Covered in mucus or slime 61–63 Secrets revealed in moonlight
13–15 Dreadful phantom whispers 64–66 Strangely-preserved remnant
16–19 Dreadful premonitions 67–69 Suffused with eerie light
20–23 Echoing with beastly howls 70–72 Surrounded by blighted terrain
24–26 Engulfed in unnatural mist or murk 73–75 Surrounded by dead creatures
27–30 Festooned with bones and skulls 76–78 Swarming insects or vermin
31–33 Floating structure 79–81 Unnatural decay
34–36 Glimpses of ghostly forms 82–85 Unnerving stillness or quiet
37–40 Hordes of circling carrion birds or bats 86–89 Visions of this place in its heyday
41–44 Hung with thick strands of webbing 90–93 Warded by mystical energies
45–47 Incomprehensible architectural forms 94–96 Wreathed in cold and ice
48–50 Marked with eldritch symbols 97–100 > Cursed Weather; pg 133

216 Sundered Oracles


SUMMARY: EXPLORING A RUIN
Use the exploration moves (page 244) to investigate a notable ruin. If you are
diverting from an overland or seafaring expedition to check out a ruin of minor scale,
you can Explore a Waypoint to resolve the survey with a single move. For a larger ruin,
give it a challenge rank as you begin a new expedition. Then, within a ruin, use the
Features table to inspire the details of a waypoint, the Peril table when you face a cost,
and the Opportunity table if you encounter good fortune.

UNCOVERING MYSTERIES WITHIN RUINS


You do not delve into ruins to loot and defile. Instead, you seek to learn more about
the people who once inhabited a site and the fate that befell them. To that end, your
progress on an expedition doesn’t just represent the physical spaces you traverse.
Marking progress also signifies your deepening understanding of that place’s legacy.
To explore the secrets of a mysterious ruin, follow this procedure.
✴ When you first mark progress within a ruin, envision a mystery that reveals itself, a
question that prompts further investigation. Check the Ruin Mystery table on page
218 for inspiration, or simply decide the mystery based on whatever quest or
circumstance drew you to this site.
✴ Thereafter, as you reach a waypoint and mark progress, you can envision uncovering
a cipher—a feature, object, or encounter that delivers a new clue. Use the Ruin
Cipher table (page 218) for inspiration of what form it takes. For details of the
clue itself, Ask the Oracle yes/no questions, use Core Oracles (pages 118-121)
for an abstract prompt, or check the Story Clue table (page 233). If the nature of
the cipher is complex, inscrutable, or such as a puzzle or cryptic message, make
appropriate move to reveal or understand the clue. Envision how the clue fits into
the evolving nature of the mystery, while leaving unanswered questions.
✴ When you prepare to Finish an Expedition, consider the nature of the mystery
and the clues you have uncovered, and propose a solution. The outcome of the
progress roll as you Finish an Expedition will reveal whether your assumptions are
correct, or if you have been led astray.

Ruin Oracles 217


RUIN MYSTERY @ 1–2 | 6 below
Roll Result Question
1–10 Calamitous downfall What brought this place to ruin?
11–20 Cultural legacy What unique beliefs or customs were practiced here?
21–30 Enemy schemes What purpose does a foe or rival have in this place?
31–40 Enigmatic waymarker What greater site or discovery does this place lead to?
41–50 Fabled relic What is the location of a legendary artifact or treasure?
51–60 Heroes' rest What legendary figure is entombed here?
61–70 Lost people What became of the people who once inhabited this site?
71–80 Personal heritage What connection does this place have to your culture or calling?
81–90 Unfulfilled Promise What forsaken vow or lost destiny hangs heavy over this place?
91–100 Unusual purpose What unexpected function did this site serve?

6 CURSED RUIN MYSTERY


Roll Result Question
1–10 Corrupted religion What does an eldritch cult seek to accomplish in this place?
11–20 Cursed artifact What eldritch relic or treasure is held here?
21–30 Eternal defenders What beings or creatures are cursed to forever guard this place?
31–40 Grim portent What new calamity does this place forebode?
41–50 Imprisoned entity What eldritch being or beast is bound to this site?
51–60 Infernal machines What strange technology did these people unleash?
61–70 Lingering curse What is the secret to breaking this site's curse?
71–80 Mystic gateway What otherworldly realm does this place connect to?
81–90 Sorcerous nexus What dangerous mystic powers are harnessed here?
91–100 Tormented undead What is the key to putting these souls to rest?

RUIN CIPHER 6 adjacent 6 CURSED RUIN CIPHER


1–10 Carved glyphs 1–10 Deadly trap or infernal mechanism
11–20 Hastily written markings 11–20 Dreadful document or book
21–30 Hidden chamber or passage 21–30 Ghostly reenactment
31–40 Map or document 31–40 Harrowing dreams or visions
41–50 Murals, statues, or other artwork 41–50 Messages or symbols written in blood
51–60 Personal memento 51–60 Monstrous or beastly guardians
61–70 Puzzle, key, or device 61–70 Signs of horrific death or violence
71–80 Remains of the dead 71–80 Sorcerous enchantment or artifact
81–90 Signs of other explorers or guardians 81–90 Spectral visitation or warning
91–100 Unusual architecture 91–100 Warning from a dead or dying explorer

218 Sundered Oracles


RUIN FEATURES (1–74) @ 1–2 | 6 pg 220
1 Alchemical experiments or supplies 38 Grand or palatial living chamber
2 Amphitheater or arena 39 Great hall or ballroom
3 Balcony or overlook 40 Hidden compartment
4 Banquet hall 41 Hidden passage or chamber
5 Barricaded or blocked path 42 Imposing statues or idols
6 Blood trail 43 Improvised memorial
7 Breached doorway or gate 44 Insect nests or swarms
8 Bridge or elevated path 45 Intact stairway
9 Broken machinery 46 Intricate symbols or pictographs
10 Broken statues 47 Invasive roots or tree limbs
11 Burial chamber 48 Lair of a creature
12 Carcass of an invasive creature 49 Library or archive
13 Chamber of unusual material and form 50 Makeshift defenses
14 Chamber reclaimed by nature 51 Makeshift shelter
15 Claw marks 52 Mechanical whirring
16 Clinging webs 53 Moldering tapestries
17 Cluttered workshop 54 Mummified or decayed corpses
18 Collapsed architecture 55 Mundane living chambers
19 Colony of infesting creatures 56 Mysterious locked container
20 Concealed mechanism or trap 57 Narrow, maze-like passages
21 Crumbling architecture 58 Observatory or orrery
22 Deep well or pit 59 Ornate burial urns
23 Dormant smithy or forge 60 Overgrown garden
24 Dried-up pool or fountain 61 Painted or carved portraits
25 Dripping water 62 Piled rubble
26 Dusty or murky air 63 Prison or cages
27 Echoing noises 64 Rampant molds and fungi
28 Elaborate puzzle or cryptic device 65 Ransacked or looted chamber
29 Elaborate stained glass or mosaics 66 Reflective surfaces
30 Evidence of past skirmishes 67 Remains of a careless intruder
31 Expansive courtyard 68 Rubble-strewn path
32 Faded banners or flags 69 Sacred space or religious idols
33 Faded murals 70 Scattered animal bones and detritus
34 Faint sounds of footsteps or movement 71 Scattering of old coins
35 Flooded chamber or passage 72 Scrawled message or warning
36 Fortification or strongpoint 73 Scuttling vermin
37 Foul stench 74 Sealed vault
Check page 219 for the 75–100 results.

Ruin Oracles 219


RUIN FEATURES (75–100) 6 below
75 Sealed vault 86 Throne room or audience chamber
76 Signs of inhabitants or guardians 87 Toppled Pillars
77 Signs of repair or refurbishment 88 Tracks through dust or dirt
78 Signs that others passed this way 89 Vaulted ceiling with intricate designs
79 Skittering or scratching sounds 90 Vertical shaft or broken stairwell
80 Soot-stained surfaces and ashes 91 Wind whistling through gaps
81 Sound of voices 92 Winding staircase
82 Sounds of structural instability 93 Abandoned > Token; pg 225
83 Stack of books or scrolls 94 Corpse clutching a > Token; pg 225
84 Standing water 95 Broken wall revealing a >Cave; page 206
85 Storage or armory 96–100 > Descriptor + Focus; pg 120–121

6 CURSED RUIN FEATURES


1–2 Altered passage of time 51–52 Monstrous tracks
3–4 Animate statues or machines 53–54 Moving or changing architecture
5–6 Artifact evokes unnerving power 55–56 Mystic light or energies
7–8 Artwork depicting disturbing scenes 57–58 Mystic trigger or trap
9–10 Bewitching illusion 59–60 Objects move of their own accord
11–12 Bloodstained shrine or altar 61–62 Ominous chanting
13–14 Colossal machinery 63–64 Passages seem to stretch and distort
15–16 Corpses come to life 65–66 Path that endlessly repeats
17–18 Corpses frozen in terror 67–68 Phantom voices or laughter
19–20 Creeping, entangling plant life 69–70 Piles of broken skulls and bones
21–22 Doors slam shut on their own 71–72 Reflections reveal unseen aspects
23–24 Dreadful whispering 73–74 Remains of a monstrous beast
25–26 Eerie echoes 75–76 Rotting stench
27–28 Eldritch symbols 77–78 Spectral reenactments of past events
29–30 Faces and figures move within the walls 79–80 Strangely preserved feature or area
31–32 Familiar voices call out from the dark 81–82 Sudden ghostly manifestation
33–34 Grasping, creeping shadows 83–84 Transforming murals or paintings
35–36 Gusts of phantom wind 85–86 Twisted or grotesque statues
37–38 Haunting cries or weeping 87–88 Unexplainable path of destruction
39–40 Haunting dreams or hallucinations 89–90 Unnatural cold
41–42 Haunting music 91–92 Unnatural corruption or decay
43–44 Impenetrable darkness 93–94 Unnatural mists or darkness
45–46 Lair of a monstrous creature 95–96 Unnaturally aggressive creatures
47–48 Message or symbols written in blood 97–98 Unnaturally thick webbing
49–50 Monstrous swarm of creatures 99–100 Unnerving sensation of being watched

220 Sundered Oracles


RUIN PERIL
1–4 Confounding puzzle 51–54 Lair of an aggressive creature
5–8 Crumbling terrain underfoot 55–58 Locked or sealed path
9–10 Dire warning left by other explorers 59–60 Lost gear or supplies
11–12 Distressing written message 61–64 Poor visibility conceals dangers
13–16 Disturbing evidence of a dark history 65–68 Noise alerts others to your presence
17–18 Disturbing remains or evidence of death 69–70 Ominous sounds of approaching danger
19–20 Dreadful scenes weigh upon you 71–72 Party member stumbles into harm's way
21–22 Elaborate mechanical trap 73–74 Precipitous climb or descent
23–24 Enemies set an ambush 75–78 Rivals seek what lay within
25–28 Flooded or blocked space 79–82 Sense of being watched
29–30 Gap or chasm stands in the way 83–84 Signs of infestation or disease
31–34 Glimpses of a lurking or trailing foe 85–86 Swarming creatures or insects
35–38 Guardians defend against intruders 87–88 Tempting relic hides a danger
39–40 Hazardous or toxic environment 89–90 Volatile device or artifact
41–44 Heartbreaking memento of lost lives 91–94 Writing or symbols defy understanding
45–46 Imminent catastrophic collapse 95–97 > Action + Theme; pg 118–119
47–50 Improvised booby trap 98–100 Roll twice

RUIN OPPORTUNITY
1–5 Access to an untouched area 51–55 Key to access a hidden or sealed area
6–10 Advance warning of a danger 56–60 Key to understand a cipher or language
11–15 Awe-inspiring architecture 61–65 Map or markers point the way
16–20 Clue reveals a new aspect of this place 66–70 Moment of fellowship or inner peace
21–25 Cooperative fellow explorer 71–75 Secure area offers a moment of peace
26–30 Culturally significant object or artwork 76–80 Shortcut or detour along a safe path
31–35 Evidence that others passed this way 81–85 Source of fresh water
36–40 Friendly inhabitant 86–90 Useful gear left by another explorer
41–45 Heartwarming glimpse of past lives 91–95 Useful or interesting artifact or device
46–50 Helpful archive of past events 96–100 > Treasure; pg 222

Ruin Oracles 221


TREASURE ORACLES
TREASURE LOCATION
If you’re not sure of a treasure’s location—such as when chasing down a rumored
treasure or gathering details on a treasure-related quest—check this table.
6 below
1–25 Borne on a > Sailing Ship; pg 134 71–85 Sheltered in a > Cave; pg 206
26–50 Lost with a > Shipwreck; pg 200 86–95 Secured in a > Settlement; pg 166
51–70 Hidden on an > Island; pg 144 96–100 Preserved in a > Ruin; pg 214

6 CURSED LOCATION
1–5 Banished to the realm of the dead 36–50 Lost in the heart of a trackless jungle
6–10 Consumed by a monstrous beast 51–65 Mired in a forsaken swamp
11–15 Entombed in a crypt or graveyard 66–80 Safeguarded in a monstrous beast's lair
16–30 Held aboard a cursed ship 81–90 Sealed in the bowels of a raging volcano
31–35 Locked in a mechanized vault 91–100 Sunk to the depths of an abyssal trench
For tips on managing treasure and wealth in your campaign, see page 30.

222 Sundered Oracles


TREASURE REPOSITORY
Choose the scale of the treasure’s repository—small, medium, large, or vast—as
appropriate to situation and location. See the examples in the table below. If unsure,
roll for the answer. The result helps set the potential Value of the treasure.

Roll Size Examples Roll Size Examples


Strongbox; desk drawer; Cargo hold; strongroom;
1–25 Small 71–95 Large
bag or pouch cave chamber
Chest; crate; ship cabin; Storehouse; great hall;
26–70 Medium 96–100 Vast
cave alcove cavern vault

TREASURE VALUE
Repository
Small Medium Large Vast Result Details
1–80 1–60 1–30 1–10 Trifle One > Precious Item; pg 225
Roll the action die and reveal that many
81–100 61–100 31–98 11–93 Stash
> Precious Items; pg 225

-- -- 99–100 94–98 Trove Bountiful riches


-- -- -- 99–100 Hoard Immeasurable riches

A trove or hoard contain a vast array of riches. Collecting and transporting a trove
requires great effort, while the logistics of gathering a hoard is an inconceivable task.

Treasure Oracles 223


TREASURE ASPECTS
Use this table to reveal characteristics of a treasure or its surroundings. Since the
results often involve twists and complications, it is best reserved for notable finds and
dramatic situations. Also, keep in mind that an aspect might be outside your character’s
immediate viewpoint—if so, make note of it as a future trouble or opportunity.
@ 1–2 | 6 below
1–8 Bears the mark of a notorious figure 49–56 Includes counterfeit valuables
9–16 Contains a long-lost object or artifact 57–64 Marked with a menacing warning
17–20 Coveted by a newly-revealed rival 65–72 Once claimed as pillage or spoils
21–24 Guarded by a sentry or caretaker 73–76 Planted as a lure for the unwary
25–28 Held in a vulnerable repository 77–84 Protected by a clever trap
29–32 Hidden among worthless items 85–88 Put out-of-reach by a barrier or obstacle
33–40 Holds a clue to a greater treasure 89–96 Secured by a complex lock
41–48 Hunted by a foe or faction 97–100 Shows signs of pilfering or tampering

6 CURSED ASPECTS
1–4 Attracts foul creatures or vermin 53–56 Marked with indelible bloodstains
5–12 Awakens the dead 57–60 Marked with sinister glyphs
13–16 Blighted by unnatural decay 61–64 Mystically bound to a location
17–24 Causes foul luck 65–68 Mystically bound to a person
25–28 Haunted by former keepers or victims 69–72 Protected by a monstrous guardian
29–32 Illusions conceal its true nature 73–80 Protected by a sorcerous spell
33–40 Imbued with a whispering sentience 81–84 Provokes dreadful visions or dreams
41–44 Incites a possessive obsession 85–92 Radiates a foul aura
45–48 Inflicts a dreadful transformation 93–96 Sought after by a dreadful foe
49–52 Inflicts a sickness or wasting 97–100 Summons a powerful being or creature
224 Sundered Oracles
PRECIOUS ITEMS
Roll or select a number of items on this table as set by the treasure’s Value (page
223). Each result represents a quantity of that item, such as a strongbox filled with
pearls, barrels of aged rum, or a stack of precious metal ingots. To instead reveal a
specific item of intrinsic or personal worth, check the Tokens table (below).

1–20 Cache of coins, gems, and jewels 59–60 Rare books


21–24 Aged rum 61–62 Rare fossils
25–28 Ancient artifacts 63–64 Rare hides or furs
29–30 Fine art 65–66 Rare maps
31–32 Fine wine 67–68 Rare medicinal herbs or compounds
33–36 Gilded imperial regalia 69–72 Rare spices
37–40 Glittering gemstones 73–74 Rare toxins or poisons
41–44 Gold coins 75–76 Sacred relics
45–46 Intricate mechanical devices 77–80 Secret documents
47–50 Lustrous pearls 81–84 Unworked gemstones
51–54 Masterwork weapons 85–88 > Descriptor + Focus; pg 120–121
55–58 Precious metal ingots 89–100 > Token; below

TOKENS (1–26)
A token is an item of personal significance—such as a memento, heirloom, or individual
treasure. Use this table when prompted by the Precious Items table, or to add detail to
a character. A token might have intrinsic value, but is often a thing of worth only to its
owner. Not all treasures are silver and gold.
6 pg 227
1 Ancestral ring with a missing gemstone 14 Carved driftwood totem of a sea god
2 Ancient codex with cryptic secrets 15 Ceremonial wooden mask
3 Ancient gold coin hung on a chain 16 Clay jars filled with alchemical agents
4 Animal figurine carved from amber 17 Cleaved fragment of a ship's figurehead
5 Antique brass sextant 18 Coral and pearl bracelet
6 Beautiful dress wrapped in silk paper 19 Crystalline flute
7 Bloodstained map of an unknown island 20 Deck of marked playing cards
8 Book of scripture with ragged pages 21 Elaborate clockwork puzzle box
9 Bottle of very old wine 22 Embroidered silk handkerchief
10 Brass strongbox filled with bloodied rings 23 Exquisite sword in a velvet-lined case
11 Broken manacles 24 Finely-crafted compass in a leather case
12 Cameo portrait of a feminine figure 25 Flask of aged rum
13 Carefully folded flag 26 Folded note with scrawled coordinates

Check page 226 for the 27–100 results.

Treasure Oracles 225


TOKENS (27–100) 6 pg 227
27 Forgery kit 64 Platinum circlet set with a large ruby
28 Gilded cage with a clockwork bird 65 Pocket spyglass of wood and bronze
29 Gold key 66 Pocket watch with a personal engraving
30 Gold locket with a lock of hair 67 Pouch of silver musket balls
31 Gold reliquary filled with ash 68 Pouch with eight pieces of a silver coin
32 Gold ring hung on an iron chain 69 Rare flowers pressed in a journal
33 Hand-drawn celestial chart 70 Rough-hewn stone key
34 Handwritten sheet music 71 Sailor's journal filled with sea shanties
35 Intricate brass and silver astrolabe 72 Scrimshaw carving of a sea monster
36 Iron medallion with a compass rose motif 73 Sealed envelope with a black spot
37 Ivory smoking pipe 74 Set of crystal and obsidian chess pieces
38 Jade mortar and pestle 75 Set of metal lockpicks
39 Jar of dirt 76 Set of onyx divination stones
40 Jeweled chalice 77 Shard of an iron meteorite
41 Jeweled hair comb 78 Sheaf of wanted posters
42 Journal filled with notes and sketches 79 Ship in a bottle
43 Large, flawless diamond 80 Ship's bell dented by musket shot
44 Leather-wrapped forge hammer 81 Ship's drum with a shark skin drumhead
45 Leatherbound codebook 82 Silver harmonica
46 Letter of marque signed with blood 83 Single entry torn from a ship's log
47 Letter of pardon 84 Single musket ball in a gold snuffbox
48 Letter opener stained with dried blood 85 Skeleton key
49 Locket with a faded portrait 86 Skull carved with an intricate map
50 Message in a bottle 87 Skull of a rare or extinct creature
51 Military medal hung on a silk ribbon 88 Small clay urn filled with gold teeth
52 Music box 89 Stoppered flask containing dark liquid
53 Old chart with hand-drawn corrections 90 Strip of cloth torn from a black flag
54 One-half of a sundered crown 91 Tea leaves in an embellished wood box
55 One-half of a treasure map 92 Timeworn bronze sundial
56 One-half of an ancient medallion 93 Unadorned iron box with a complex lock
57 Ornate hilt with a broken blade 94 Velvet pouch filled with shark teeth
58 Ornate jeweled strongbox 95 Vial of cloudy seawater
59 Oversized pearl 96 Vial of coagulated blood
60 Padlocked book 97 Water-stained love letter
61 Painted portrait of a heroic figure 98 Wax seal ring with a royal crest
62 Pair of bone-carved dice 99 Weathered nameplate of a long-lost ship
63 Perfumed letter 100 Well-stocked surgeon's bag

226 Sundered Oracles


6 CURSED TOKENS
1–2 Astrolabe with complex workings that signal a portentous cosmic event
3–4 Black candle that reveals shadowy forms in its sputtering light
5–7 Boatswain’s whistle that echoes with the cries of doomed mariners
8–10 Chattering skull with dark gems fitted into its eye sockets
11–13 Compass that stubbornly points at an unknown destination
14–16 Conch shell that whispers enticingly of distant seas
17–19 Corroded chronometer that offers glimpses of the past
20–22 Cracked lantern that draws a beast of the abyssal depths to its pallid light
23–24 Crown of jagged seashells and sharp coral that binds its wearer to the sea
25–27 Dark cloak that transforms the look of the wearer
28–29 Dueling sword that whispers of vengeful need
30–32 Enigmatic map carved into a leathery sea serpent scale
33–34 Fiddle of dark wood that—when played—evokes profound melancholy
35–37 Fiendish puzzle box that compels its keeper to solve the riddle
38–39 Filthy burial shroud that takes the shape of its former occupant on moonless nights
40–41 Flask of green glass that releases a torrent of brackish seawater when unstopped
42–43 Frayed and bloodied rope that slithers and coils of its own accord
44–46 Glass eye that peers into the realm of the dead
47–49 Iron mask that—when sworn upon—cannot be removed until the vow is fulfilled
50–52 Jagged obsidian dagger marked with everlasting bloodstains
53–54 Large, leathery egg that pulses and shudders
55–57 Leatherbound tome filled with maddening, ever-changing glyphs
58–60 Logbook filled with the rantings of a tormented captain
61–63 Macabre tarot cards with shifting illustrations
64–66 Magnetic lodestone that reveals messages within iron shavings
67–69 Mechanical scarab that skitters, flies, and burrows
70–71 Mirror that reveals a cadaverous visage of its subject
72–74 Mummified hand whose grip is locked tight around a gold coin
75–77 Ornate silver chalice that turns its contents to poison
78–80 Ragged ship's flag that—when raised—summons an infamous cursed vessel
81–82 Rusted iron sextant that reveals an unfamiliar sky in its silvered mirror
83–85 Ship in a bottle that flounders upon a storm-tossed sea
86–88 Spyglass that offers glimpses of faraway seas through a cracked lens
89–91 Strongbox containing a still-beating heart
92–94 Tarnished ship's bell that calls to the spirits of drowned mariners
95–97 Tattered map that reveals its secrets under moonlight
98–100 Whalebone staff that resonates with dormant power

Treasure Oracles 227


MISCELLANEOUS ORACLES
MAGNITUDE
Use this table to help answer a question related to the scale, extent, or capability of
something. Ask your question, choose one of the columns below, and roll to reveal
the answer. For example:
✴ Number: “How many ships are docked here?”
✴ Power: “How strong are the fort’s defenses?”
✴ Complexity: “How tricky is the lock?”
✴ Value: “How rare is this artifact?”
✴ Rank: “What is the challenge rank of this expedition?”

Roll Size Number Distance Speed Power


1–15 Undersized None / one Very close Immobile Weak
16–35 Small Few Near Slow Minor
36–65 Medium Several Far Medium Moderate
66–85 Large Many Remote Fast Strong
86–100 Huge Countless Inaccessible Very fast Overwhelming
Roll Complexity Quality Value Disposition Rank
1–15 Simple Broken Worthless Friendly Troublesome
16–35 Basic Fragile Cheap Open Dangerous
36–65 Manageable Reliable Common Wary Formidable
66–85 Complicated Durable Valuable Threatening Extreme
86–100 Bewildering Indestructible Priceless Hostile Epic

PROMPTS
Use this table to choose a structured prompt from among the Core Oracles (pages
118–121). Roll on each of the referenced tables and interpret the response as
appropriate to the question and situation.

1–20 > Action + Theme; pg 118, 119


21–40 > Action + Focus; pg 118, 121
41–60 > Descriptor + Theme; pg 120, 119
61–80 > Descriptor + Focus; pg 120, 121
81–100 > Action + Descriptor + Focus; pg 118, 120, 121

228 Sundered Oracles


LOCAL SEAS
To generate a name for a local area—a collection of islands and surrounding waters—
roll once for the prefix (the first word), and once for the suffix (the second word). Or just
roll once, and choose a suitable prefix and suffix from anywhere in that row.

Roll Prefix Suffix Roll Prefix Suffix


1–2 Ashen Abyss 51–52 Iron Isles
3–4 Barrier Anchorage 53–54 Jade Limits
5–6 Bitter Atolls 55–56 Jeweled Maelstrom
7–8 Blighted Bounds 57–58 Lacuna Main
9–10 Bloodied Breach 59–60 Leviathan's Maw
11–12 Burning Breakers 61–62 Lost Morass
13–14 Crag Cays 63–64 Morien Oasis
15–16 Crimson Channel 65–66 Obsidian Passage
17–18 Cursed Chasm 67–68 Outer Pit
19–20 Darkwater Coves 69–70 Plunderer's Reefs
21–22 Dead Crossing 71–72 Ruby Remnants
23–24 Dread Currents 73–74 Sargasso Rift
25–26 Ember Deep 75–76 Scarred Sanctum
27–28 Emerald Depths 77–78 Scorched Sea
29–30 Fallen Desolation 79–80 Shadow Shallows
31–32 Fool's Drift 81–82 Shattered Shards
33–34 Forged Ebb 83–84 Shrouded Shoals
35–36 Forgotten Expanse 85–86 Silent Spine
37–38 Forsaken Fathoms 87–88 Silver Straits
39–40 Freebooter's Flow 89–90 Siren Tempest
41–42 Gilded Gate 91–92 Stormy Threshold
43–44 Golden Gulf 93–94 Stygian Tides
45–46 Haunted Gyre 95–96 Sunken Verge
47–48 Hidden Havens 97–98 Veiled Vigil
49–50 Hollow Horizon 99–100 Whispering Waters

Miscellaneous Oracles 229


INTERLUDE SCENE (1–50)
If you want to explore an interlude scene, or are prompted by another table to trigger
an interlude at a waypoint, check the table below for inspiration. Then, for more detail
on a scene’s focus—such as the nature of a dream or the cause of a dispute—roll on
any combination of the Core Oracles (pages 118–121) and interpret the response.
To learn more about character interludes, see page 48.

Roll Result Questions to Consider


What do you describe within logs, journals, or
1–4 Chronicle your adventures
maps? What adventure still calls to you?
What flora or fauna do you encounter? What
5–8 Commune with nature
inspiration do you draw from the experience?
What new strategy do you devise? How will you
9–11 Concoct a plan
put this plan in motion?
What is the nature of the research? What
12–14 Conduct research
information or insight do you gain?
What skills or knowledge do you share? Who
15–17 Conduct training
accepts the guidance, and who resists it?
What do you reveal of your nature or background?
18–20 Confess a secret
How do others respond?
What is the subject of this reminiscence? Why is it
21–24 Conjure up the past
meaningful in this moment?

25–27 Create an object or artwork What do you create? What is it intended for?

What is the nature of the dream or vision? What


28–31 Experience a dream or vision
meaning do you draw from it?
Who do you spar with? What issues do you
32–34 Fight in a sparring match
provoke or resolve during the match?
How do you reflect, meditate, or pray? What
35–37 Find peace
enlightenment do you gain?
Who shares an aspect of their nature or
38–40 Hear a confession
background? What do they reveal?
What weakness or need do you indulge? How is
41–43 Indulge a vice
this viewed by others?
What is the occasion of this social gathering? How
44–47 Join an event
do you participate?
What is the subject of this song? Why is it
48–50 Lead or join a song
meaningful to you or others?

Check page 231 for the 51–100 results.

230 Sundered Oracles


INTERLUDE SCENE (51–100)
Roll Result Questions to Consider
Why is this motivation needed, and what is your
51–53 Motivate others
approach? How do they respond?
Who do you play with? What is discussed during
54–56 Play a game
the game?
What talent do you hone? What do you learn from
57–60 Practice a skill
the exercise?
How do you maintain your equipment or gear up?
61–64 Ready your gear
What are you preparing for?
Who is the message meant for? What news or
65–67 Record a message
feelings do you share?
What inspires you to remake yourself? How do
68–70 Reinvent your look
you debut your new look?
What caused this argument or fight? How do you
71–73 Settle a conflict
resolve the situation?
Who do you spend time with? How does your
74–76 Share intimacy
relationship evolve?
What do you offer of your family's or people's
77–79 Share your heritage
history? What memory or regret does it evoke?
What are you on the lookout for? What do you
80–82 Stay vigilant
spot or overhear?
What conflict do you incite or inflame? Why is the
83–85 Stir up trouble
situation left unresolved?
What sublime or dramatic scenery do you
86–89 Take in the view
witness? What emotion or memory does it inspire?
What is the nature of this myth or legend? What
90–92 Tell a tale
emotion or lesson lingers after the telling?
What demanding project do you embark on with
93–96 Undertake a communal labor
others? How does this bring you closer together?
What solitary chore do you perform? What do you
97–100 Undertake a menial task
daydream about as you work?

The cursed die is not rolled by default on the Interlude Scene table. However, if
you’re interested in giving the scene a supernatural atmosphere, add the cursed die
to your roll—or just make it happen.
On a cursed result, take your result from the Interlude Scene table and envision
how it gains an eerie or mystical mood. But keep it low-key. A subtle ghostly
manifestation. A strange but alluring environmental phenomenon. A spooky story
told on a fog-shrouded evening.

Miscellaneous Oracles 231


STORY COMPLICATION
This oracle will introduce narrative turns, troubles, and revelations. It can be used as
an alternative to the Pay the Price table when you encounter a negative outcome at
a crucial moment. In particular, you might use this table after rolling matched 10s on
the challenge dice.

1–4 Crucial resource or equipment fails


5–7 Crucial resource or equipment is sabotaged
8–10 Debt or promise comes due
11–14 Enemy reveals unexpected powers, abilities, or influence
15–17 Enemy reveals their true agenda or nature
18–20 Enemy unexpectedly benefits from your actions
21–23 Key location is made inaccessible
24–26 Key location is threatened or made unsafe
27–29 Natural disaster is imminent
30–33 Needed item or resource is unavailable
34–36 Object of a quest is not what you assumed
37–39 Old enemy resurfaces
40–42 Simultaneous problems force a hard choice
43–45 Someone important betrays your trust
46–48 Someone important is threatened or endangered
49–51 Someone important reveals their problematic secret or history
52–54 Something important goes missing
55–57 Resource, equipment, or device is shown to have unexpected effects
58–61 Time pressure suddenly increases
62–65 Trap is sprung
66–68 True agenda of a connection or patron is revealed
69–72 Trusted information is shown to be false
73–76 Two seemingly unrelated problems are shown to be connected
77–80 Undermined by self-doubt or vulnerabilities
81–84 Unexpected enemies appear
85–88 Urgent message distracts you from your quest
89–92 You are tracked or followed
93–95 You were diverted from the true crisis
96–100 Roll twice

232 Sundered Oracles


STORY CLUE
When you Gather Information to investigate a mystery, you might uncover clues in
the form of messages, records, rumors, eyewitness reports, or physical evidence. You
can use this oracle to help reveal what this evidence connects to or implicates. Then,
use the outcome of the Gather Information roll—strong hit, weak hit, or miss—to guide
whether the clue brings clarity or complications.

1–3 Affirms a previously understood fact or clue


4–6 Connects to a known rumor or scandal
7–9 Connects to a previously unrelated mystery or quest
10–12 Connects to your own expertise or interests
13–15 Contradicts a previously understood fact or clue
16–18 Evokes a personal memory
19–21 Evokes a remarkable anomaly or phenomenon
22–24 Evokes a vision or prophecy
25–27 Involves a cultural touchstone
28–30 Involves a hidden or mysterious faction
31–33 Involves a hidden or mysterious person
34–36 Involves a key or means of access
37–39 Involves a machine or technology
40–42 Involves a non-human being or creature
43–45 Involves a notable faction
46–48 Involves a notable person
49–51 Involves a person or faction from your background
52–54 Involves a personal item
55–57 Involves an enemy or rival
58–60 Involves an organism or biological evidence
61–63 Involves an unusual ability or power
64–66 Involves someone you trust
67–69 Involves something rare, expensive, or precious
70–72 Leads to a distant or unfamiliar place
73–75 Leads to a hidden or forgotten place
76–78 Leads to a nearby or familiar place
79–81 Leads to a notable or central place
82–84 Suggests a history of similar incidents
85–87 Suggests a looming event or deadline
88–90 Suggests an impostor or forgery
91–100 > Descriptor + Focus; pg 120–121

Miscellaneous Oracles 233


COMBAT ACTION
Use this oracle to help inspire an action for a foe in a fight. When you’re not sure what
an enemy does next, particularly when they have you in a bad spot, roll on this table
and interpret the result as appropriate to the nature of the enemy and battleground.

1–3 Back away or stand off


4–6 Block a path or cut off an objective
7–9 Change weapons or tactics
10–12 Charge recklessly
13–15 Compel a surrender or concession
16–18 Corner, trap, or entangle
19–21 Destroy something or render it useless
22–24 Force off balance or out of position
25–27 Hide or take cover
28–30 Intimidate, taunt, or frighten
31–33 Leverage the advantage of a weapon or ability
34–36 Leverage the terrain or environment
37–39 Lure into a vulnerable position
40–42 Make a cautious or probing attack
43–45 Make a ferocious or reckless attack
46–48 Make a precise or careful attack
49–51 Make a showy move intended to impress
52–54 Maneuver to a better position
55–57 Move in close or grapple
58–60 Perform a feint or trick
61–63 Prepare or bolster a defense
64–66 Press an advantage
67–69 Provoke a careless response
70–72 Ready a decisive strike
73–75 Recover or repair
76–78 Reveal an unexpected ability or weapon
79–81 Seize a weapon or resource
82–84 Seize or overrun a position
85–87 Shift the fight to a new area
88–90 Signal or summon aid
91–93 Use a decoy or distraction
94–96 Use an unexpected weapon or ability
97–100 Roll twice

234 Sundered Oracles


SEA BATTLE FEATURES
Use this table to introduce terrain and environment features for a sea
battle. This can help enliven the battle with obstacles and opportunities. @ 1–2

1–2 Adrift mariners 37–44 Fog bank 67–72 Strong currents


3–6 Congregating creatures 45–46 Incoming rogue wave 73–76 Swirling whirlpool
7–10 Deepening night 47–52 Large rocky islet 77–78 Thickly-packed seaweed
11–18 Expanse of rocky shoals 53–56 Large sea creature 79–84 Tideswept reef
19–24 Exposed sandbar 57–60 Row of tall sea stacks 85–90 > Foul Weather; pg 132
25–30 Fast-changing tide 61–62 Ship graveyard 91–96 > Shipwreck; pg 200
31–36 Floating debris 63–66 Smoking sea volcano 97–100 > Ruin; pg 214

SHIP DAMAGE
Use this table to help envision the nature of damage to your ship or impact on your
crew. Use this in dramatic situations, such as when suffering a miss with a match
in a naval fight, or rolling a miss to Withstand Damage. The result will introduce
complications and looming catastrophes that must be dealt with.
For an initial hit, make the issue bothersome, and roll to learn what aspect of your ship
is impacted. Then, if you don’t address the issue or suffer another hard hit, step up the
severity. For example, a weakened mast is splintering, or a shaken crew is breaking.
You should treat critical damage separately from your ship’s general integrity, requiring
the “repair any other component or device” option in the Repair move.
You can also roll on this table to reveal damage on a ship other than your own, such
as when boarding a vessel after a fierce battle. If so, let your oracle roll serve double-
duty by also indicating the severity. Assume the damage is bothersome on an odd
roll, bad on an even roll, and critical if you roll a number divisible by 10 (10, 20, 30…).

Roll Bothersome Damage Bad Damage Critical Damage


1–10 Shaken morale Breaking morale Broken morale
11–20 Minor casualties Severe casualties Horrible casualties
21–30 Tangled rigging Fraying rigging Broken rigging
31–40 Weakened mast Splintering mast Broken mast
41–50 Fouled sail Torn sail Mangled sail
51–55 Damaged rudder Jammed rudder Broken rudder
56–65 Fire on deck Fire below decks Burning magazine
66–75 Swamped deck Flooded bilge Keeling over
76–80 Dismounted cannons Damaged cannons Destroyed cannons
81–90 Battered hull Buckling hull Breached hull
Damaged compartment, Failing compartment, Broken compartment,
91–95
module, or support vehicle module, or support vehicle module, or support vehicle
96–100 Roll twice; if the same result, step up the severity

Miscellaneous Oracles 235


MOVES
REFERENCE

A-Z MOVES INDEX 238

SESSION MOVES 239

ADVENTURE MOVES 240

QUEST MOVES 242

CONNECTION MOVES 243

EXPLORATION MOVES 244

COMBAT MOVES 246

SUFFER MOVES 248

RECOVER MOVES 250

THRESHOLD MOVES 252

LEGACY MOVES 253

FATE MOVES 254

SCENE CHALLENGES 256

QUICK REFERENCE 257

236
A–Z MOVES INDEX
Page Reference Page Reference
Move 1 2 Move 1 2
Advance 253 225 Fulfill Your Vow 253 158
Aid Your Ally 241 152 Gain Ground 241 190
Ask the Oracle 254 229 Gather Information 254 149
Battle 247 197 Heal 247 210
Begin a Session 239 141 Hearten 239 211
Change Your Fate 239 143 Lose Momentum 239 199
Check Your Gear 241 153 Make a Connection 241 163
Clash 246 193 Make a Discovery 246 176
Companion Takes a Hit 248 204 Overcome Destruction 248 220
Compel 240 150 Pay the Price 240 232
Confront Chaos 245 177 Reach a Milestone 245 157
Continue a Legacy 253 226 React Under Fire 253 191
Develop Your Relationship 243 164 Repair 243 214
Earn Experience 253 224 Resupply 253 212
End a Session 239 145 Sacrifice Resources 239 205
Endure Harm 248 200 Secure an Advantage 248 148
Endure Stress 248 202 Set a Course 248 180
Enter the Fray 246 188 Set a Flag 246 142
Explore a Waypoint 244 174 Sojourn 244 209
Face Danger 240 147 Strike 240 192
Face Death 252 217 Swear an Iron Vow 252 156
Face Defeat 247 196 Take a Break 247 144
Face Desolation 252 218 Take Decisive Action 252 194
Finish an Expedition 244 178 Test Your Relationship 244 165
Forge a Bond 243 166 Undertake an Expedition 243 169
Forsake Your Vow 242 160 Withstand Damage 242 206

Sundered Isles moves (1) use minor wording changes to better fit the setting
assumptions, but mostly function identically to their Starforged (2) counterparts. For
details on making moves, see Chapter 3 (page 136) of the Starforged rulebook, or
check the summary for a specific move using the Starforged rulebook page references
in the table above.

238 Moves Reference


SESSION MOVES
BEGIN A SESSION CHANGE YOUR FATE
When you begin a significant session or chapter When you encounter flagged content, reject
of play, do all of the following. an oracle, resist a consequence, or otherwise
✴ Identify or adjust flagged content and Set a Flag. need to shift your circumstances within the
game for your comfort or enjoyment, pause
✴ Review or recap what happened last session.
and identify what needs to be changed. Choose as
✴ Set the scene by envisioning your character’s
many options as appropriate.
current situation and intent.
✴ Reframe: This didn’t happen the way you first
In addition, you may spotlight a new danger, thought. Envision the moment from another
opportunity, or insight. This can include a scene perspective in a way that diminishes or changes
hidden from your character’s perspective. If you the content.
do, envision a brief vignette (you may roll or
✴ Refocus: This is not the most important thing
choose on the table below for inspiration). Then,
happening right now. Envision how the spotlight
all players take +1 momentum as you return to play
shifts to change the focus.
from the viewpoint of your characters.
✴ Replace: This happens but with a small
1–10 Flashback reveals an aspect of your adjustment. Switch out an element and envision
background or nature how this new detail changes the scenario.
✴ Redirect: Adjust the trajectory to involve a
11–20 Flashback reveals an aspect of another helping hand. Envision how another person or
character, place, or faction party becomes involved.
21–30 Influential character or faction is ✴ Reshape: The situation changes completely.
introduced or given new detail Envision what happened instead.
31–40 Seemingly unrelated situations are
shown to be connected
41–50 External factors create new danger,
TAKE A BREAK
urgency, or importance for a quest When you resolve a progress move or complete
an intense scenario, take a few deep breaths
51–60 Important character is put in danger or and take some time to attend to the needs of your
suffers a misadventure body. Reflect on what just happened and how it
61–70 Key location is made unsafe or made you feel. Then, choose one.
becomes mired in conflict ✴ Move on: Continue the session. You or an ally
71–80 Unexpected return of an enemy or threat may add +1 on the next move (not a progress
move), bolstered by your reflection and past
81–90 Peril lies ahead or lurks just out of view
experiences.
91–100 Unforeseen aid is on the way or ✴ Stop for now: End a Session.
within reach

END A SESSION
SET A FLAG When you end a significant session or chapter
When you identify situations or topics you of play, reflect on the events of the game and
don’t want to include, don’t want to envision identify any missed opportunities to mark progress.
in detail, or otherwise may need mindfulness ✴ If you strengthened your ties to a connection,
when approaching, that content is now flagged. Develop Your Relationship.
When you encounter content flagged as something ✴ If you moved forward on a quest, Reach a
to approach mindfully, pause to consider or discuss Milestone.
its role in your story. When you come across If there is a quest, connection, or other situation
flagged content that you would rather adjust or you would like to give focus in your next session,
omit, Change Your Fate. make note of it and take +1 momentum.

Session Moves 239


ADVENTURE MOVES
FACE DANGER GATHER INFORMATION
When you attempt something risky or react to When you search for clues, conduct an
an imminent threat, envision your action and roll. investigation, analyze evidence, or do
If you act… research, roll +wits.
✴ With speed, mobility, or agility: Roll +edge On a strong hit, you discover something helpful
✴ With resolve, command, or sociability: Roll +heart and specific. The path you must follow or action
✴ With strength, endurance, or aggression: you must take to make progress is made clear.
Roll +iron Envision what you learn. Then, take +2 momentum.
✴ With deception, stealth, or trickery: Roll +shadow On a weak hit, the information provides new
✴ With expertise, focus, or observation: Roll +wits insight, but also complicates your quest. Envision
what you discover. Then, take +1 momentum.
On a strong hit, you are successful. Take +1
momentum. On a miss, your investigation unearths a dire threat
or reveals an unwelcome truth that undermines
On a weak hit, you succeed, but not without a cost.
your quest. Pay the Price.
Make a suffer move (-1).
On a miss, you fail, or a momentary success is
undermined by a dire turn of events. Pay the Price. COMPEL
When you try to persuade someone or make
them an offer, envision your approach. If you…
SECURE AN ADVANTAGE
✴ Charm, pacify, encourage, or barter: Roll +heart
When you assess a situation, make
✴ Threaten or incite: Roll +iron
preparations, or attempt to gain leverage,
envision your action and roll. If you act… ✴ Lie or swindle: Roll +shadow
✴ With speed, mobility, or agility: Roll +edge On a strong hit, they’ll do what you want or agree
✴ With resolve, command, or sociability: Roll +heart to your conditions. Take +1 momentum.
✴ With strength, endurance, or aggression: On a weak hit, as above, but their agreement
Roll +iron comes with a demand or complication. Envision
✴ With deception, stealth, or trickery: Roll +shadow their counteroffer.
✴ With expertise, focus, or observation: Roll +wits On a miss, they refuse or make a demand that
costs you greatly. Pay the Price.
On a hit, you succeed. On a strong hit, take both.
On a weak hit, choose one.
✴ Take +2 momentum
✴ Add +1 on your next move (not a progress move)
On a miss, you fail or your assumptions betray
you. Pay the Price.

240 Moves Reference


AID YOUR ALLY The adventure moves
When you act in direct support of an ally, envision how you aid encompass broadly
them. Then, Secure an Advantage or Gain Ground to take action. If useful actions to
you score a hit, they (instead of you) take the benefits of the move. overcome obstacles,
If you Gain Ground and score a strong hit, you are both in control. On reinforce your position,
a weak hit, your ally is in control but you are in a bad spot. conduct investigations,
influence others,
and support your
CHECK YOUR GEAR fellow protagonists.
When you check to see if you have a specific helpful item or
resource, roll +supply. When you face a peril
or try to gain leverage,
On a strong hit, you have it, and are ready to act. Take +1 momentum.
and another move
On a weak hit, you have it, but must choose one. does not apply, you’ll
✴ Your supply is diminished: Sacrifice Resources (-1) likely find your answer
✴ It’s not quite right, and causes a complication or delay: Lose among these moves.
Momentum (-2)
On a miss, you don’t have it and the situation grows more perilous.
Pay the Price.

Adventure Moves 241


QUEST MOVES
SWEAR AN IRON VOW FULFILL YOUR VOW
When you swear to complete a quest, Progress Move
write your vow and give it a rank. Then, roll When you reach the end of your quest, roll the
+heart. If you swear this vow to a connection, challenge dice and compare to your progress.
add +1; if you share a bond, add +2.
On a strong hit, your vow is fulfilled. Mark a
On a strong hit, you are emboldened and it is reward on your quests legacy track per the
clear what you must do next. Take +2 momentum. vow’s rank: troublesome=1 tick; dangerous=2
On a weak hit, you are determined but begin ticks; formidable=1 box; extreme=2 boxes; epic=3
your quest with more questions than answers. boxes. Any allies who shared this vow also mark
Take +1 momentum, and envision what you do to the reward.
find a path forward. On a weak hit, as above, but there is more to be
On a miss, you must overcome a significant done or you realize the truth of your quest. If you
obstacle before you begin your quest. Envision Swear an Iron Vow to set things right, take your full
what stands in your way. legacy reward. Otherwise, make the legacy reward
one rank lower (none for a troublesome quest).
On a miss, your vow is undone through an
REACH A MILESTONE unexpected complication or realization. Envision
When you make headway in your quest by what happens and choose one.
doing any of the following… ✴ Give up on the quest: Forsake Your Vow.
✴ overcoming a critical obstacle ✴ Recommit to the quest: Roll both challenge dice,
✴ gaining meaningful insight take the lowest value, and clear that number of
✴ completing a perilous expedition progress boxes. Then, raise the vow’s rank by
✴ acquiring a crucial item or resource one (if not already epic).
✴ earning vital support
✴ defeating a notable foe
FORSAKE YOUR VOW
…you may mark progress per the rank of the vow. When you renounce your quest, betray your
promise, or the goal is lost to you, clear the vow.
Then, envision the impact of this failure and
choose one or more as appropriate to the nature
of the vow. Any allies who shared this vow may
also envision a cost.
✴ You are demoralized or dispirited: Endure Stress
✴ A connection loses faith: Test Your Relationship
when you next interact.
✴ You must abandon a path or resource: Discard
an asset.
✴ Someone else pays a price: Envision how a
person, being, or community bears the cost of
the failure.
✴ Someone else takes advantage: Envision how
an enemy gains power.
✴ Your reputation suffers: Envision how this failure
marks you.

242 Moves Reference


CONNECTION MOVES
MAKE A CONNECTION TEST YOUR RELATIONSHIP
When you search out a new relationship or When your relationship with a connection
give focus to an existing relationship (not an is tested through conflict, betrayal, or
ally or companion), roll +heart. circumstance, roll +heart. If you share a bond,
On a strong hit, you create a connection. Give add +1.
them a role and rank. Whenever your connection On a strong hit, Develop Your Relationship.
aids you on a move closely associated with their On a weak hit, Develop Your Relationship, but
role, add +1 and take +1 momentum on a hit. also envision a demand or complication as a fallout
On a weak hit, as above, but this connection of this test.
comes with a complication or cost. Envision what On a miss, or if you have no interest in maintaining
they reveal or demand. this relationship, choose one.
On a miss, you don’t make a connection and the ✴ Lose the connection: Envision how this impacts
situation worsens. Pay the Price. you and Pay the Price.
✴ Prove your loyalty: Envision what you offer or
what they demand, and Swear an Iron Vow
DEVELOP YOUR (formidable or greater) to see it done. Until
RELATIONSHIP you complete the quest, take no benefit for the
When you reinforce your relationship with a connection. If you refuse or fail, the connection
connection by doing any of the following… is permanently undone.
✴ swearing a vow to undertake a perilous quest in
their service
✴ completing a quest to their benefit FORGE A BOND
Progress Move
✴ leveraging their help in desperate circumstances
✴ giving them something of worth When your relationship with a connection
is ready to evolve, roll the challenge dice and
✴ sharing a profound moment
compare to your progress.
✴ standing with them against hardship
✴ overcoming a test of your relationship On a strong hit, you now share a bond. Mark
a reward on your bonds legacy track per the
…you may mark progress per the rank of the connection’s rank: troublesome=1 tick; dangerous=2
connection. ticks; formidable=1 box; extreme=2 boxes; epic=3
If you already share a bond with the connection, boxes. Any allies who share this connection also
do not mark progress. Instead, roll +their rank to mark the reward. Then, choose one.
learn the impact on your legacy: troublesome=+1; ✴ Bolster their influence: When they aid you on a
dangerous=+2; formidable=+3; extreme=+4; move closely associated with their role, add +2
epic=+5. On a strong hit, mark 2 ticks on your instead of +1.
bonds legacy track. On a strong hit with a ✴ Expand their influence: Give them a second role.
match, you may also envision how recent events When they aid you on a move closely associated
bolstered your connection’s standing and raise with either role, add +1 and take +1 momentum
their rank by one (if not already epic). On a weak on a hit.
hit, take +2 momentum. On a miss, take no
lasting benefit. On a weak hit, as above, but they ask something
more of you first. To gain the bond and the legacy
reward, envision the nature of the request, and do
it (or Swear an Iron Vow to see it done).
On a miss, they reveal a motivation or background
that puts you at odds. If you recommit to this
relationship, roll both challenge dice, take the
lowest value, and clear that number of progress
boxes. Then, raise the connection’s rank by one
(if not already epic).
Connection Moves 243
EXPLORATION MOVES
UNDERTAKE AN EXPEDITION FINISH AN EXPEDITION
When you sail an unfamiliar route through Progress Move
perilous seas, find the way across hazardous When your expedition comes to an end, roll the
terrain, or explore a mysterious site, give the challenge dice and compare to your progress.
expedition a name and rank.
On a strong hit, you reach your destination
Then, for each segment of the expedition, envision or complete your survey. Mark a reward on
your approach. If you… your discoveries legacy track per expedition’s
✴ Move at speed: Roll +edge rank: troublesome=1 tick; dangerous=2 ticks;
✴ Keep a low profile: Roll +shadow formidable=1 box; extreme=2 boxes; epic=3
✴ Stay vigilant: Roll +wits boxes. Any allies who shared this expedition also
mark the reward.
On a strong hit, you reach a waypoint. Envision
On a weak hit, as above, but you face an
the location and mark progress per the rank of
unforeseen complication at the end of your
the expedition.
expedition. Make the legacy reward one rank lower
On a weak hit, as above, but this progress costs (none for a troublesome expedition), and envision
you. Choose one. what you encounter.
✴ Suffer costs en route: Make a suffer move (-2), or On a miss, your destination is lost to you, or
two suffer moves (-1). you come to understand the true nature or cost
✴ Face a peril at the waypoint: Envision what of the expedition. Envision what happens and
you encounter. choose one.
On a miss, you are waylaid by a crisis, or arrive at ✴ Abandon the expedition: Envision the cost of this
a waypoint to confront an immediate hardship or setback and Pay the Price.
threat. Do not mark progress, and Pay the Price. ✴ Return to the expedition: Roll both challenge
dice, take the lowest value, and clear that
number of progress boxes. Then, raise the
EXPLORE A WAYPOINT expedition’s rank by one (if not already epic).
When you divert from an expedition to examine
a notable location, roll +wits.
On a strong hit, choose one. On a strong hit with SET A COURSE
a match, you may instead Make a Discovery. When you travel a known route through
✴ Find an opportunity: Envision a favorable perilous seas, across hazardous terrain, or
within a mysterious site, roll +supply.
insight, situation, resource, or encounter.
Then, take +2 momentum. On a strong hit, you reach your destination and the
✴ Gain progress: Mark progress on your expedition, situation there favors you. Take +1 momentum.
per its rank. On a weak hit, you arrive, but face a cost or
On a weak hit, you uncover something interesting, complication. Choose one.
but it is bound up in a peril or reveals an ominous ✴ Suffer costs en route: Make a suffer move (-2), or
aspect of this place. Envision what you encounter. two suffer moves (-1).
Then, take +1 momentum. ✴ Face a complication at the destination: Envision
On a miss, you encounter an immediate hardship what you encounter.
or threat, and must Pay the Price. On a miss with a On a miss, you are waylaid by a significant
match, you may instead Confront Chaos. threat, and must Pay the Price. If you overcome
this obstacle, you may push on safely to your
destination.

244 Moves Reference


MAKE A DISCOVERY CONFRONT CHAOS
When your exploration of a waypoint uncovers When your exploration of a waypoint
something wondrous, roll on the table below uncovers something dreadful, decide the
or choose one. Then, envision the nature of the number of aspects: one, two, or three. Roll
discovery and how it is revealed. When you first that number of times or choose that number of
experience or engage with the discovery, you and aspects on the table below. Then, envision how
your allies may mark two ticks on your discoveries the encounter begins.
legacy track. For each result, when you first confront that
aspect within the scope of the encounter, you and
1–5 Abundant and unusual life your allies may mark one tick on your discoveries
6–10 Archive or map with revelatory details legacy track.
11–15 Awe-inspiring natural feature
1–5 Archive or map bearing a dire warning
16–19 Beneficial enchantment or powers
6–10 Baneful spells or wards
20–23 Benevolent spirit or apparition
11–15 Blighted or corrupted habitat
24–28 Clues to an enduring mystery
16–20 Cataclysmic natural phenomenon
29–33 Extraordinary natural phenomenon
21–25 Cursed treasure of irresistible lure
34–38 Majestic or remarkable creature
26–30 Dead given unnatural life
39–42 Manifestation of a myth or legend
31–35 Fanatical followers of a dreadful power
43–47 Monumental architecture or artistry
36–40 Fearsome creature of monstrous size
48–52 Otherworldly path or passage
41–45 Harrowing visions or prophesies
53–57 People with phenomenal abilities
46–50 Malevolent being of dreadful power
58–61 Prized natural resource
51–55 Malignant affliction or parasite
62–65 Relic of legendary power
56–60 People of monstrous form
66–70 Safeguarded or hidden location
61–65 Relic of accursed power
71–75 Sizable treasure
66–70 Ruinous machine or technology
76–80 Unique machine or technology
71–75 Signs of an awakened evil
81–85 Well-preserved artifact or specimen
76–80 Site of a baffling disappearance
86–90 Wondrous visions or prophesies
81–85 Site of great destruction
91–100 Roll twice
86–90 Site of terrible carnage
91–95 Swarming creatures of insatiable fury
96–100 Wrathful spirit or apparition

Exploration Moves 245


COMBAT MOVES
ENTER THE FRAY REACT UNDER FIRE
When you initiate combat or are forced into a When you are in a bad spot and take action in a
fight, envision your objective and give it a rank. If fight to avoid danger or overcome an obstacle,
the combat includes discrete challenges or phases, envision your approach and roll. If you are…
set an objective with a rank for each.
✴ In pursuit, fleeing, dodging, getting back into
Then, roll to see if you are in control. If you are… position, or taking cover: Roll +edge
✴ On the move or maneuvering: Roll +edge ✴ Remaining stalwart against fear or temptation:
✴ In command or facing off against your foe: Roll +heart
Roll +heart ✴ Blocking or diverting with force, or taking the hit:
✴ In the thick of it at close quarters: Roll +iron Roll +iron
✴ Preparing to act against an unaware foe: ✴ Moving into hiding or creating a distraction:
Roll +shadow Roll +shadow
✴ Caught in a trap or sizing up the situation: ✴ Changing the plan, finding a way out, or cleverly
Roll +wits bypassing an obstacle: Roll +wits
On a strong hit, take both. On a weak hit, choose On a strong hit, you succeed and are in control.
one. Take +1 momentum.
✴ Take +2 momentum On a weak hit, you avoid the worst of the danger
✴ You are in control or overcome the obstacle, but not without a cost.
Make a suffer move (-1). You stay in a bad spot.
On a miss, the fight begins with you in a bad spot.
On a miss, the situation worsens. You stay in a bad
spot and must Pay the Price.
GAIN GROUND
When you are in control and take action in a
fight to reinforce your position or move toward
STRIKE
an objective, envision your approach and roll. If When you are in control and assault a foe at
you are… close quarters, roll +iron; when you attack at a
distance, roll +edge.
✴ In pursuit, fleeing, or maneuvering: Roll +edge
On a strong hit, mark progress twice. You
✴ Charging boldly into action, coming to the aid of
dominate your foe and stay in control.
others, negotiating, or commanding: Roll +heart
✴ Gaining leverage with force, powering through, On a weak hit, mark progress twice, but you
or making a threat: Roll +iron expose yourself to danger. You are in a bad spot.
✴ Hiding, preparing an ambush, or misdirecting: On a miss, the fight turns against you. You are in a
Roll +shadow bad spot and must Pay the Price.
✴ Coordinating a plan, studying a situation, or
cleverly gaining leverage: Roll +wits
On a hit, you stay in control. On a strong hit,
CLASH
choose two. On a weak hit, choose one. When you are in a bad spot and fight back
against a foe at close quarters, roll +iron; when
✴ Mark progress you exchange fire at a distance, roll +edge.
✴ Take +2 momentum
On a strong hit, mark progress twice. You
✴ Add +1 on your next move (not a progress move)
overwhelm your foe and are in control.
On a miss, your foe gains the upper hand, the fight On a weak hit, mark progress, but you are dealt a
moves to a new location, or you encounter a new counterblow or setback. You stay in a bad spot and
peril. You are in a bad spot and must Pay the Price. must Pay the Price.
On a miss, your foe dominates this exchange. You
stay in a bad spot and must Pay the Price.

246 Moves Reference


TAKE DECISIVE ACTION In a fight, your
Progress Move character is in one
When you seize an objective in a fight, envision how you take of two positions:
decisive action. Then, roll the challenge dice and compare to in control or in
your progress. a bad spot.
If you are in control, check the result as normal. If you are in a bad If you are in control,
spot, count a strong hit without a match as a weak hit, and a weak you can make
hit as a miss.
proactive moves
On a strong hit, you prevail. Take +1 momentum. If any objectives such as Gain Ground
remain and the fight continues, you are in control. and Strike. When in
On a weak hit, you achieve your objective, but not without cost. a bad spot, you must
Roll on the table below or choose one. If the fight continues, you make reactive moves
are in a bad spot. such as React Under
Fire and Clash. The
1–40 It’s worse than you thought: Make a suffer move (-2) outcome of a combat
41–52 Victory is short-lived: A new peril or foe appears move will describe
53–64 You face collateral damage: Something is lost, damaged, your current position.
or broken
When you make a
65–76 Others pay the price: Someone else suffers the cost move that doesn’t
77–88 Others won’t forget: You are marked for vengeance define your position
89–100 It gets complicated: The true nature of a foe or objective (such as a suffer
is revealed move), follow these
guidelines:
On a miss, you are defeated or your objective is lost. Pay the Price.
On a strong hit, you
are in control
FACE DEFEAT
When you abandon or are deprived of an objective, envision the
consequence of this failure, clear the objective, and Pay the Price.
If the fight continues, you may create a new objective and give it a On a weak hit or miss,
rank to represent the changing situation. If any objectives remain, the you are in a bad spot.
fight continues and you are in a bad spot.

BATTLE
When you fight a battle and it happens in a blur, envision your To learn more about
objective and roll. If you primarily… naval encounters and
✴ Fight at range, or using your speed and the environment to your combat, see page 38.
advantage: Roll +edge.
✴ Fight depending on your courage, leadership, or companions:
Roll +heart.
✴ Fight in close to overpower your foe: Roll +iron.
✴ Fight using trickery to befuddle your foe: Roll +shadow.
✴ Fight using careful tactics to outsmart your foe: Roll +wits.
On a strong hit, you achieve your objective unconditionally. You
and any allies who joined the battle may take +2 momentum.
On a weak hit, you achieve your objective, but not without cost.
Pay the Price.
On a miss, you are defeated or the objective is lost. Pay the Price.

Combat Moves 247


SUFFER MOVES
LOSE MOMENTUM ENDURE STRESS
When you are delayed or disadvantaged, suffer When you face mental strain, shock, or despair,
-1 momentum for a minor setback, -2 for a serious suffer -1 spirit for minor stress, -2 for serious stress,
setback, or -3 for a major setback. or -3 for major stress. If your spirit is 0, Lose
When your momentum is at its minimum (-6) and Momentum equal to any remaining stress
you must suffer -momentum, choose one. Then, if your spirit is 0 or you choose to resist the
✴ Envision how the price is paid and apply the cost stress, roll +spirit or +heart, whichever is higher.
to a different suffer move. On a strong hit, choose one.
✴ Envision how this undermines your progress on ✴ Shake it off: If you are not shaken, take +1 spirit
a vow, expedition, connection, or combat. Then, ✴ Embrace the darkness: Take +1 momentum
clear 1 unit of progress on that track per its rank:
troublesome=3 boxes; dangerous=2 boxes; On a weak hit, if you are not shaken, you may
formidable=1 box; extreme=2 ticks; epic=1 tick. Lose Momentum (-1) in exchange for +1 spirit.
Otherwise, press on.
On a miss, it’s worse than you thought. Suffer
ENDURE HARM an additional -1 spirit or Lose Momentum (-2).
When you face physical injury, fatigue, or If your spirit is 0, you must also mark shaken or
illness, suffer -1 health for minor harm, -2 for traumatized, or roll on the table below.
serious harm, or -3 for major harm. If your health
is 0, Lose Momentum equal to any remaining harm. 1–10 You are overwhelmed. Face Desolation.
Then, if your health is 0 or you choose to resist the 11–25 You give up. Forsake Your Vow.
harm, roll +health or +iron, whichever is higher. 26–50 You give in to fear or compulsion, and
On a strong hit, choose one. act against your better instincts.
✴ Shake it off: If you are not wounded, take +1 health 51–100 You persevere.
✴ Embrace the pain: Take +1 momentum
On a weak hit, if you are not wounded, you may
Lose Momentum (-1) in exchange for +1 health. COMPANION TAKES A HIT
Otherwise, press on. When your companion faces physical
On a miss, it’s worse than you thought. Suffer hardship, they suffer -1 health for minor harm,
an additional -1 health or Lose Momentum (-2). If -2 for serious harm, or -3 for major harm. If your
your health is 0, you must also mark wounded or companion’s health is 0, Lose Momentum equal to
permanently harmed, or roll on the table below. any remaining harm.
Then, if their health is 0 or you choose to test their
1–10 You suffer mortal harm. Face Death. resilience, roll +your companion’s health.
11–20 You are dying. Within an hour or two, On a strong hit, your companion rallies. Give them
you must Heal and raise your health +1 health.
above 0, or Face Death. On a weak hit, if your companion’s health is not
21–35 You are unconscious and out of action. If 0, you may Lose Momentum (-1) and give them +1
left alone, you come back to your senses health. Otherwise, they press on.
in an hour or two. If you are vulnerable On a miss, it’s worse than you thought. They suffer
to ongoing harm, Face Death. an additional -1 health or you Lose Momentum (-2).
36–50 You are reeling. If you engage in If your companion’s health is 0, they are out of
any vigorous activity before taking a action until given aid. If their health is 0 and you
breather, roll on this table again (before rolled a miss with a match on this move, they are
resolving the other move). dead or destroyed; discard the asset.
51–100 You are still standing.

248 Moves Reference


SACRIFICE RESOURCES When you bear the
When you lose or consume resources, suffer -1 supply for a minor brunt of a failed action
loss, -2 for a serious loss, or -3 for a major loss. or make a concession,
the suffer moves
If your supply is exhausted (reduced to 0), mark unprepared. When
you suffer a loss of resources while unprepared, envision how this help resolve the
causes you hardship and apply the cost to a different suffer move. cost. These moves
are typically made
when you must Pay
WITHSTAND DAMAGE the Price and face a
When your vehicle faces a damaging situation or environment, hardship that directly
suffer -1 integrity for minor damage, -2 for serious damage, or -3 for impacts your well-
major damage. If your integrity is 0, Lose Momentum equal to any being and readiness,
remaining damage. or as prompted by
Then, if your integrity is 0 or you choose to resist the damage, roll a move or asset.
+integrity.
On a strong hit, choose one. If you mark an impact
✴ Damage control: If your vehicle is not battered, take +1 integrity as an outcome of a
✴ Hold fast : Take +1 momentum suffer move, reduce
On a weak hit, if your vehicle is not battered, you may Lose your max momentum
Momentum (-1) in exchange for +1 integrity. Otherwise, carry on. and momentum reset.
On a miss, it’s worse than you thought. Suffer an additional -1
Max Momentum
integrity or Lose Momentum (-2). If your integrity is 0, also suffer a
cost according to the vehicle type. Your max momentum
✴ Command vehicle: Mark the vehicle as battered or cursed, mark
is reduced by 1 for
a module as broken, destroy a broken module by discarding it, each marked impact.
or roll on the table below. If the command vehicle is destroyed or For example, one
sunk, Overcome Destruction. impact will drop your
✴ Support vehicle: Mark the vehicle as battered or roll on the table max momentum to
below. If the vehicle is destroyed or sunk, discard the asset. +9. Three impacts
✴ Incidental vehicle: Roll on the table below. will reduce it to +7.

1–10 Immediate catastrophic destruction or sinking. You and your Momentum Reset
allies must Endure Harm or Face Death, as appropriate. If you have one
11–25 Destruction or sinking is imminent and unavoidable. All marked impact, your
aboard must find a way to safety. momentum reset is
26–40 Destruction or sinking is imminent, but can be averted if
+1 (instead of +2).
you Repair your vehicle and raise its integrity above 0. If If you have more than
you fail, see 11–25. one marked impact,
41–55 You cannot Repair this vehicle until you Resupply and your momentum reset
obtain crucial parts or materials. If you roll this result is 0 (instead of +2).
again prior to that, see 11–25.
56–70 The vehicle is crippled. To get it back in action, you must
Repair and raise its integrity above 0.
71–85 Those aboard bear the brunt of the damage. You and
your allies must make the Endure Harm, Endure Stress, or
Companion Takes a Hit move, suffering a serious (-2) cost.
86–95 You’ve lost gear, cargo, or provisions. Sacrifice Resources (-2).
96–100 Against all odds, the vehicle holds together.

Suffer Moves 249


RECOVER MOVES
SOJOURN HEARTEN
When you spend time recovering within a When you socialize, share intimacy, or find a
community, roll +heart. moment of peace, roll +heart.
On a strong hit, this is a safe refuge. You and On a strong hit, you find companionship or
your allies may each choose two recover moves: comfort and your spirit is strengthened. If you
Heal, Hearten, Repair, or Resupply. Instead of are shaken, clear the impact and take +1 spirit.
rolling, assume an automatic strong hit for each. An Otherwise, take +2 spirit. If you make this move as
individual move can be taken more than once. you Sojourn, take +1 more.
On a weak hit, as above, but time is short or On a weak hit, as above, but this indulgence is
resources are strained. You and your allies each fleeting. Envision an interruption, complication, or
make one recover move instead of two, with no inner conflict. Then, Lose Momentum (-1).
more than three moves total among the group. On a miss, you take no comfort and the situation
On a miss, choose one. worsens. Pay the Price.
✴ The community needs your help, or makes a
costly demand in exchange for safe harbor.
Envision what they ask of you. If you do it, or RESUPPLY
Swear an Iron Vow to see it done, resolve this When you attempt to bolster your readiness,
move as a strong hit. envision the opportunity and your approach.
✴ You find no relief, and the situation grows worse. If you…
Pay the Price. ✴ Barter or make an appeal: Roll +heart
✴ Threaten or seize: Roll +iron
✴ Steal or swindle: Roll +shadow
HEAL ✴ Scavenge or craft: Roll +wits
When you receive medical care or provide ✴ Gear up from your ship’s stores: Roll +supply
treatment, envision the situation and roll. If you…
(hold)
✴ Receive treatment from someone (not an ally):
On a strong hit, choose one.
Roll +iron
✴ Mend your own wounds: Roll +iron or +wits, ✴ If you are unprepared, clear the impact and take
whichever is lower +1 supply. Otherwise, take +2 supply.
✴ Obtain treatment for a companion: Roll +heart ✴ If you are in need of a specific item, resource,
✴ Provide care: Roll +wits or service that can reasonably be obtained, you
acquire it. Take +1 momentum.
On a strong hit, the care is helpful. If you (or the
On a weak hit, as above, but you must first deal
ally under your care) are wounded, clear the impact
with a cost, complication, or demand. Envision the
and take or give +2 health. Otherwise, take or give
nature of this obstacle.
+3 health.
On a miss, you gain nothing and the situation
On a weak hit, as above, but the recovery costs extra worsens. Pay the Price.
time or resources. Choose one: Lose Momentum (-2)
or Sacrifice Resources (-2).
On a miss, the aid is ineffective and the situation
worsens. Pay the Price.

250 Moves Reference


REPAIR When you Repair and
When you make or obtain repairs to your vehicles, modules, score a hit, you gain
mechanical companions, or other equipment, envision the repair points. This is
situation and roll. If you… a limited resource
✴ Make your own repairs, or direct companions or crewmembers to used only within the
make repairs: Roll +wits scope of the move to
✴ Obtain repair services at a facility: Roll +heart prioritize and make
repairs. The amount of
On a hit, you gain repair points as appropriate to the situation, per
repair points you earn
the table below. Additionally, if you make your own repairs, you may
Sacrifice Resources (hold) and exchange each -1 of supply for 1 extra varies according to
repair point (up to 3 points). the situation and the
outcome of the move,
Situation Strong Hit Weak Hit per the included table.
At a facility 7 points 5 points Here’s a summary
of those situations.
At anchor 4 points 2 points
Underway 3 points 1 points At a Facility
Under fire 2 points 0 points Serviced by a
Spend repair points as follows. Unused points are discarded. dockyard or other
✴ Clear the battered impact on a vehicle: 2 points facility—not making
✴ Fix one broken module: 2 points your own repairs.
✴ Take +1 integrity on a vehicle: 1 point
At Anchor
✴ Take +1 health for a mechanical companion: 1 point
✴ Repair any other component or device: 3 points Making your own
repairs while
✴ Repair any other equipment or device, but with a complication or
malfunction: 2 points
docked, anchored,
or encamped—with
On a miss, the repairs are not made and the situation worsens. sufficient time to
Pay the Price.
give the repairs
proper attention.

Underway
Making your own
repairs while
traveling or under
time pressure.

Under Fire
Making your own
repairs in a crisis, such
as during combat,
while navigating
a hazardous
environment,
under extreme time
pressure, or dealing
with life-and-death
repair issues.

Recover Moves 251


THRESHOLD MOVES
FACE DEATH OVERCOME DESTRUCTION
When you encounter a situation where death Progress Move
is an immediate and unavoidable outcome, you When your command vehicle is destroyed or
are dead. When you are instead brought to the irrevocably lost, you must discard the asset, along
brink of death with a chance for recovery or with any modules and docked support vehicles.
redemption, roll +heart.
If you survive, you may use your connections to
On a strong hit, you are cast back into the replace some of what was lost. To learn the cost,
mortal world. roll the challenge dice and compare to the progress
On a weak hit, choose one. on your bonds legacy track.
✴ You die, but not before making a noble sacrifice. On a strong hit, you may call in a favor. This comes
Envision your final moments. without conditions.
✴ There is more to be done. Envision what is On a weak hit, you owe someone. You must mark
revealed or asked of you at death’s door, and indebted and Swear an Iron Vow to complete an
Swear an Iron Vow to complete an extreme extreme quest in their service. When you complete
quest. You return to the mortal world and must the duty-bound quest, clear the impact.
mark doomed. When you complete the death- On a miss, as with the weak hit result, but this
bound quest, clear the impact. quest is against your nature, forces you to Forsake
On a miss, you are dead. Your Vow on another quest, or is in the service of
an enemy.
If you accept the cost, take 1 experience for every
FACE DESOLATION marked ability on the discarded assets (minimum 3
When you are brought to the brink of experience). Spend this experience only on a new
desolation, roll +heart. command vehicle, modules, and support vehicles.
On a strong hit, you resist and press on.
On a weak hit, choose one.
✴ Your spirit 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, and Swear
an Iron Vow to prevent it through an extreme
quest. You return to your senses and must
mark tormented. When you complete the soul-
bound quest, clear the impact.
On a miss, you succumb to despair or horror and
are lost.

252 Moves Reference


LEGACY MOVES
EARN EXPERIENCE CONTINUE A LEGACY
When you fill a box (four ticks) on any legacy Progress Move
track, take 2 experience. This experience may be When you retire from your life as Ironsworn, or
spent when you Advance. succumb to death or desolation, you may create
Once you completely fill the tenth box on any a new character in your established setting. If you
legacy track, clear that track. You may start again do, roll the challenge dice and compare to each
marking progress on the cleared track, but earn of the former character’s legacy tracks: quests,
experience at a reduced rate of 1 experience bonds, and discoveries (one roll per track).
(instead of 2) for each filled progress box. If you For each strong hit, choose one from below, or
make a progress roll against this track, resolve one from the weak hit or miss options.
the outcome as if at 10 progress.
✴ Follow their path: Take one path or companion
asset from the former character (at no cost),
including any marked abilities.
ADVANCE ✴ Share a connection: Take one connection from
When you develop your abilities, improve
the former character, including any accrued
your resources, gain a reward, or boost your
progress or bond benefits.
influence, you may spend 3 experience to add
✴ Accept an inheritance: Take the former
a new asset, or 2 experience to upgrade an
asset. Choose from the following categories as character’s command vehicle and one module
appropriate to your focus and opportunities. or support vehicle (at no cost), including any
marked abilities.
✴ Module: Upgrade your command vehicle
For each weak hit, choose one from below, or one
✴ Support Vehicle: Acquire or improve a
from the miss options.
secondary vehicle
✴ Path: Bolster your personal capabilities or ✴ See it through: Choose one of the former
follow a new calling character’s unfinished quests, and Swear an
Iron Vow (with an automatic strong hit) to see it
✴ Companion: Gain or improve a trusted helper
done. You may immediately mark up to half their
✴ Deed: Learn from your experiences or build a earned progress (round down) on this quest.
legacy
✴ Rebuild a connection: Name one of the former
character’s connections, and envision how
time or circumstances have changed them in
a dramatic way. When you Make a Connection
with them, take an automatic strong hit and
mark two ticks on your bonds legacy track.
✴ Explore familiar ground: Name a location that
was meaningful to the former character. When
you first visit that place, envision how it has
changed or is endangered. Then, mark two ticks
on your discoveries legacy track.
For each miss, choose one.
✴ Deal with the aftermath: Envision how one of
your former character’s foes has gained power
or influence.
✴ Switch loyalties: Envision how you begin in
opposition to your former character’s beliefs,
goals, or allegiances.
✴ Open Pandora’s Box: Envision how an
advancement or discovery has unleashed
unexpectedly dire consequences.

Legacy Moves 253


FATE MOVES
ASK THE ORACLE In solo or co-op play,
When you seek to resolve questions, reveal details, discover Ask the Oracle when
locations, determine how other characters respond, or trigger you have a question
encounters or events, you may…
about the outcome of
✴ Draw a conclusion: Decide the answer based on the most interesting an action, an aspect
and obvious result. of your setting, or
✴ Spark an idea: Use an oracle table or other random prompt. a narrative event.
✴ 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 A match on your
table below to see if it is true. If not, it is the other. oracle dice when
rolling on the yes/
Odds The answer is yes if you roll… no table indicates
Small Chance 10 or less an extreme result,
interesting twist, or
Unlikely 25 or less
dramatic complication.
50/50 50 or less
Likely 75 or less
In guided play, the
Almost Certain 90 or less guide is the oracle.
On a match, envision an extreme result or twist. When the players
pose a question or
a situation creates
uncertainty, the
guide can decide
an answer, Ask the
Oracle for inspiration,
or turn the question
back to the players.

254 Moves Reference


PAY THE PRICE Make the Pay the Price
When you suffer the outcome of an action, choose one. move when prompted
by another move
✴ Make the most obvious negative outcome happen.
due to a negative
✴ Ask the Oracle for inspiration. Interpret the answer as a hardship
outcome, or when
or complication appropriate to the situation.
the current situation
✴ Roll on the table below. If the result doesn’t fit the situation,
naturally leads to a
roll again.
cost through your
1–2 A trusted individual or community acts against you choices or actions.
3–4 An individual or community you care about is exposed
to danger To determine the cost
5–7 You encounter signs of a looming threat when you Pay the
Price, you may decide
8–10 You create an opportunity for an enemy
the outcome yourself,
11–14 You face a tough choice Ask the Oracle for
15–18 You face the consequences of an earlier choice insight, or roll on the
19–22 A surprising development complicates your quest included table. In
guided play, look to
23–26 You are separated from something or someone
the guide for a ruling.
27–32 Your action causes collateral damage or has an
unintended effect The price you pay
33–38 Something of value is lost or destroyed can be a narrative
consequence that
39–44 The environment or terrain introduces a new hazard
complicates things
45–50 A new enemy is revealed for your character,
51–56 A friend, companion, or ally is in harm’s way (or you are, or a combination
if alone) of a narrative and
57–62 Your equipment or vehicle fails you mechanical cost.
But be mindful of
63–68 Your vehicle suffers damage
pacing; don’t drop
69–74 You waste resources the hammer after one
75–81 You are harmed bad roll. Start with
82–88 You are stressed lesser complications
and consequences
89–95 You are delayed or put at a disadvantage
appropriate to the
96–100 Roll twice situation, then apply
escalating danger
and hardships if the
failures stack up.

Fate Moves 255


SCENE CHALLENGES
BEGIN THE SCENE SECURE AN ADVANTAGE
When you face an extended or complex (SCENE CHALLENGE)
challenge, name your objective and choose a rank When you assess a situation, make
as appropriate to the situation. preparations, or attempt to gain leverage within
✴ You have a clear advantage: Troublesome a scene challenge, envision your action and roll. If
✴ You are ready to act: Dangerous you act…
✴ You are unprepared or outmatched: Formidable ✴ With speed, mobility, or agility: Roll +edge
Then, activate a 4-segment tension clock and Face ✴ With resolve, command, or sociability: Roll +heart
Danger or Secure an Advantage to take action. ✴ With strength, endurance, or aggression:
Roll +iron
✴ With deception, stealth, or trickery: Roll +shadow
✴ With expertise, focus, or observation: Roll +wits
FACE DANGER
(SCENE CHALLENGE) On a hit, you are successful. On a strong hit, take
When you attempt something risky or react to both. On a strong hit with a match, take both and
an imminent threat within a scene challenge, mark progress. On a weak hit, choose one.
envision your action and roll. If you act… ✴ Take +2 momentum
✴ With speed, mobility, or agility: Roll +edge ✴ Add +1 on your next move (not a progress move)
✴ With resolve, command, or sociability: Roll +heart On a miss, you fail or your assumptions betray you.
✴ With strength, endurance, or aggression: Roll Fill a clock segment and Pay the Price. On a miss
+iron with a match, fill two segments and Pay the Price.
✴ With deception, stealth, or trickery: Roll +shadow
✴ With expertise, focus, or observation: Roll +wits
On a strong hit, you are successful and mark FINISH THE SCENE
progress. On a strong hit with a match, mark Progress Move
progress twice. When the scene challenge tension clock or
On a weak hit, you are successful and mark progress track is filled, or when events lead to
progress, but also encounter a complication or the scene’s conclusion, roll the challenge dice
setback. Envision what occurs and fill a clock and compare to your progress.
segment. On a strong hit, you achieve your objective
On a miss, you fail, or a momentary success is unconditionally.
undermined by a dramatic turn of events. Fill a On a weak hit, you succeed, but not without cost.
clock segment and Pay the Price. On a miss with You must Pay the Price. Make this a minor cost
a match, fill two segments and Pay the Price. relative to the scope of the scene.
On a miss, you fail or are undermined by a dire turn
of events. Pay the Price.

A scene challenge is an optional structured approach for resolving an extended non-


combat scene against a threat or other characters, particularly when a time limit or
looming danger adds extra urgency. Scene challenges use a troublesome, dangerous,
or formidable progress track countered by a tension clock with four segments.
Make the Begin the Scene move to start the challenge. To act within the scene, use
the alternative versions of Face Danger and Secure an Advantage shown here. When
the clock or progress track is filled, or the narrative guides you to a conclusion, Finish
the Scene.

256 Moves Reference


QUICK REFERENCE
“WHEN YOU…” “MARK PROGRESS”
This is a move trigger. When you do this When a move or asset ability prompts
thing, or encounter this situation, make you to mark progress, check the rank of
the move. the challenge and fill in the appropriate
number of boxes or ticks in your progress
“ROLL +[STAT/METER/OTHER]” track.
This is the basic action roll. Most action If a move prompts you to mark progress,
rolls are made by adding the value of and you have an asset ability that also
a stat to your action die. Moves may instructs you to mark progress for that
indicate a stat you should use, such as action, you may mark progress again.
“roll +iron.” If it doesn’t, or gives you a In other words, “mark progress” stacks.
choice, use the stat that best fits the Every instance of progress earned within
situation and your approach. the same action allows you to mark the
Some moves and asset abilities will appropriate number of boxes or ticks per
prompt you to use a condition meter or the rank of the challenge.
other value instead of a stat.
“MARK PROGRESS TWICE”
“ADD +X” If a move or asset ability prompts you to
Add this value to your action die. For “mark progress twice,” mark double the
most action rolls, your action die + stat + number of ticks or boxes per the rank
adds is your final action score. If you gain of the challenge. For example, marking
multiple prompts to “add +x” for a single progress twice on a troublesome
action, those bonuses stack. challenge would mean marking 6 boxes
(instead of 3). Any additional instances of
“TAKE +X” “mark progress” in the same action stack
on top of this reward.
Add this number to the indicated meter.
For example, “take +2 momentum” tells “PROGRESS MOVE”
you to add 2 to your current momentum
meter. This is a special type of move to resolve
the outcome of a goal or challenge. When
Your assets may offer additional bonuses you make a progress move, tally the
for a move. Unless stated otherwise, this number of filled boxes on your progress
bonus is added to anything else you gain track as your progress score. Only add
as a result of the action. If you take +2 fully filled boxes (those with four ticks).
momentum as part of a move, and you Then, roll your challenge dice, compare
are aided by an asset that tells you to to your progress score, and resolve a
“take +1 momentum” on the same move, strong hit, weak hit, or miss as normal.
you gain a total of +3 momentum..
You may not burn momentum on this roll,
and you are not affected by negative
momentum. In addition, assets abilities
do not affect progress rolls unless they
For a more complete glossary define a specific benefit for a progress
of terms, see page 388 of move.
the Starforged rulebook.

Quick Reference 257

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