Player Book · Tables

Life Path d20

Status: Published editionSynced with GitHub: 2026-10-12

A Life Path describes your character's past experience, not a class or current profession. Choose a suitable Life Path or roll d20.

d20Life PathExperienceWhat the Experience Covers
1Raised in the SaddleRidingHandling horses, living and travelling on horseback
2Raised Among Clan WarriorsWarrior customsWeapons, training, and the daily life of warriors
3Hunted with Birds of PreyFalconryBirds of prey used in hunting, tracking, and taking game
4Tended HerdsHerdingHerds, animal behaviour, grazing, and steppe life
5Followed the TrailTrackingFinding and reading tracks, pursuit, and determining the direction of travel
6Gathered Healing HerbsSteppe plantsFinding, gathering, and using plants for healing
7Trained in HealingHealingTreating wounds and injuries, caring for the sick and injured
8Learned a Master's CraftA chosen craftMaterials, tools, making and repairing things
9Raised at the ForgeSmithingMetal, smithing tools, making, appraising, and repairing metal objects
10Travelled with CaravansCaravan workLong journeys, goods, stopping places, and hazards along the way
11Knows the Steppe RoadsSteppe routesRoutes, landmarks, fords, campsites, and wayfinding
12Guarded CampsCamp guardingKeeping watch, night guard duty, recognising danger, and defending a camp
13Kept Lore in SongOral traditionsSongs, legends, oral history, and preserving knowledge
14Learned to Read and WriteReading and writingReading, writing, records, and the written tradition
15Carried News Between CommunitiesMessenger workDelivering messages, finding people, roads, and the customs of different communities
16Traded and Bartered GoodsTradingBargaining, barter, appraising goods, and understanding their worth
17Hiding Their PastChoose an area of ExperienceThe player also determines the reason for concealment
18FoundlingLife among strangersUnwritten rules, others' attitudes, and finding a place among new people
19Keeper of Clan MemoryClan memoryGenealogies, kinship, old obligations, and past events
20Witnessed the ImpossibleForesightSigns 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.