Sundered Isles Guidebook
Sundered Isles Guidebook
INTRODUCTION 6
THE SETTING 8
YOUR CHARACTER 12
YOUR SHIP 18
SUPPLY AT SEA 28
NAVAL ENCOUNTERS 38
INTERLUDES 48
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.
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.
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.
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.
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.
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.
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.
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
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.
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
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
Gun
Decks
Orlop
Hold
Forward
Bow
Larboard Starboard
(Port)
Stern
Aft
Fighting Tops
Hatchways
Yardarms
Ship’s Wheel
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
Auki Isles
Carina Cay
Glimmerport
Sentinel Rock
Amara
Stormcliff
Wreck of the
Jade Empress
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Akiya Clans
DIMINISHED 91–94 DIMINISHED 95–98 UNKNOWN 99–100
Acheron’s Armada
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.
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.
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.
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.
91–100 Wayfarers
Peddlers who range across the isles and beyond. They transport rare
and unusual cargo aboard their vibrantly painted ships.
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.
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.
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.
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.
TAKE COMMAND 98
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.
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.
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.
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.
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.
78 Getting Underway
SUNDERING
How did the isles earn their name?
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.
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?
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.
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?
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?
82 Getting Underway
NAVIGATION
How are people and places connected?
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.
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?
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.
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?
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?
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?
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?
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.
RECORDING FACTION
DETAILS Forsaken Fleet O RG A N IZ AT IO N
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.
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.
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.
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 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.
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.
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).
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.
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.
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.
Akiya Clans
DIMINISHED 91–94 DIMINISHED 95–98 UNKNOWN 99–100
Acheron’s Armada
✴ 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
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
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.
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.
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?
112
REVEALING THE ISLES
This section contains an array of generators and random tables to help envision
situations, encounters, and locations among the isles.
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.
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.
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.
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
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.
Changing weather
26–35 16–30 6–25
> Weather; pg 132
Lost souls
56–65 51–60 46–55
> Shipwreck; pg 200
Character focus
71–85 71–85 71–85
> Interlude Scene; pg 230
Sails, ho!
21–35 16–25 11–15
> Sailing Ship; pg 134
Changing weather
36–45 26–40 16–35
> Weather; pg 132
Lost souls
61–70 56–65 51–60
> Shipwreck; pg 200
Character focus
76–90 76–90 76–90
> Interlude Scene; pg 230
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.
Check page 125 for the 31–65 results, and page 126 for 66–100.
Check page 128 for the 31–65 results, and page 129 for 66–100.
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.
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
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 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 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
Use the Cursed Ship Name table for ships with a cursed nature, or for warships and
pirate ships with an intimidating reputation.
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
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
Changing landscape
21–30 21–30 21–30
> Overland Region; pg 151
Changing weather
31–35 31–38 31–40
> Weather; pg 132
Inland community
56–70 59–67 61–65
> Settlement; pg 166
Character focus
76–85 76–85 76–85
> Interlude Scene; pg 230
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.
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
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
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
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
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
Check page 159 for the 31–65 results, and page 160 for 66–100.
Check page 162 for the 31–65 results, and page 163 for 66–100.
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
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.
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.
Check page 173 for the 31–65 results, and page 174 for 66–100.
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
CHARACTER ROLES
You may envision a character’s background or occupation using the broad categories
below. For more detail, check the related subtable.
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
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.
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.
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
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
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.
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
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
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
Tip: Combine two themes for an evocative organization name. For example, the
“Gilded Blades” is a wealthy (Affluence) mercenary company (War).
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.
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
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 OPPORTUNITY
Use this table when you uncover an opportunity while exploring, investigating, or
scavenging a wreck.
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
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.
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
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.
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
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.
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).
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
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.
25–27 Create an object or artwork What do you create? What is it intended for?
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.
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…).
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.
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.
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.
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.
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.