Player Book · Tables
Life Path d20
A Life Path describes your character's past experience, not a class or current profession. Choose a suitable Life Path or roll d20.
| d20 | Life Path | Experience | What the Experience Covers |
|---|---|---|---|
| 1 | Raised in the Saddle | Riding | Handling horses, living and travelling on horseback |
| 2 | Raised Among Clan Warriors | Warrior customs | Weapons, training, and the daily life of warriors |
| 3 | Hunted with Birds of Prey | Falconry | Birds of prey used in hunting, tracking, and taking game |
| 4 | Tended Herds | Herding | Herds, animal behaviour, grazing, and steppe life |
| 5 | Followed the Trail | Tracking | Finding and reading tracks, pursuit, and determining the direction of travel |
| 6 | Gathered Healing Herbs | Steppe plants | Finding, gathering, and using plants for healing |
| 7 | Trained in Healing | Healing | Treating wounds and injuries, caring for the sick and injured |
| 8 | Learned a Master's Craft | A chosen craft | Materials, tools, making and repairing things |
| 9 | Raised at the Forge | Smithing | Metal, smithing tools, making, appraising, and repairing metal objects |
| 10 | Travelled with Caravans | Caravan work | Long journeys, goods, stopping places, and hazards along the way |
| 11 | Knows the Steppe Roads | Steppe routes | Routes, landmarks, fords, campsites, and wayfinding |
| 12 | Guarded Camps | Camp guarding | Keeping watch, night guard duty, recognising danger, and defending a camp |
| 13 | Kept Lore in Song | Oral traditions | Songs, legends, oral history, and preserving knowledge |
| 14 | Learned to Read and Write | Reading and writing | Reading, writing, records, and the written tradition |
| 15 | Carried News Between Communities | Messenger work | Delivering messages, finding people, roads, and the customs of different communities |
| 16 | Traded and Bartered Goods | Trading | Bargaining, barter, appraising goods, and understanding their worth |
| 17 | Hiding Their Past | Choose an area of Experience | The player also determines the reason for concealment |
| 18 | Foundling | Life among strangers | Unwritten rules, others' attitudes, and finding a place among new people |
| 19 | Keeper of Clan Memory | Clan memory | Genealogies, kinship, old obligations, and past events |
| 20 | Witnessed the Impossible | Foresight | Signs of the near future; governed by a special rule |
Experience and the unique element for each result are listed together in the Life Path Experience and unique elements table.
Notes
- Experience is not a skill system, has no numerical value, and grants no bonuses to Checks.
- For No. 8, the player chooses one craft; smithing is the separate result No. 9.
- No. 14, Learned to Read and Write, is not a prerequisite for using a Book or a Word.
- For No. 17, the player determines one main area of Experience.
- No. 18, the Foundling, uses the special rule for an additional secret Omen.
- For No. 20, the full Foresight rule is given in the linked table.

