Player Book · Tables
Life Path Experience and Unique Elements d20
Each Life Path determines your character's Experience and a unique element connected to their past.
Experience is not a skill system, has no numerical value, and grants no bonuses to Checks. If Experience makes it clear that your character can perform an ordinary action, no Check is required. When there is real danger or uncertainty, the normal Check rules apply.
The unique element may be a Talisman, a Companion, or another listed Valuable.
- A Talisman is always Petty and occupies 0 Inventory Slots.
- A Companion occupies no slots in your character's Inventory. Their own Inventory is tracked separately under the Companion rules.
- A Valuable is recorded separately as instructed by the result.
| d20 | Life Path | Experience | Unique Element | Type |
|---|---|---|---|---|
| 1 | Raised in the Saddle | Riding | Horse | Companion |
| 2 | Raised Among Clan Warriors | Warrior customs | Warrior clan token | Talisman |
| 3 | Hunted with Birds of Prey | Falconry | Hunting bird | Companion |
| 4 | Tended Herds | Herding | Alabai | Companion |
| 5 | Followed the Trail | Tracking | Hunting trophy | Talisman |
| 6 | Gathered Healing Herbs | Steppe plants | Rare herbs | Talisman |
| 7 | Trained in Healing | Healing | Pain-relieving powder | Talisman |
| 8 | Learned a Master's Craft | A chosen craft | Item bearing a master's mark | Talisman |
| 9 | Raised at the Forge | Smithing | Steppe tortoise | Companion |
| 10 | Travelled with Caravans | Caravan work | Camel | Companion |
| 11 | Knows the Steppe Roads | Steppe routes | Foreign flower | Talisman |
| 12 | Guarded Camps | Camp guarding | Small lamp | Talisman |
| 13 | Kept Lore in Song | Oral traditions | Harmonica | Talisman |
| 14 | Learned to Read and Write | Reading and writing | Ring inscribed in an unknown language | Talisman |
| 15 | Carried News Between Communities | Messenger work | Corsac fox | Companion |
| 16 | Traded and Bartered Goods | Trading | Purse containing enough money to buy a horse | Valuable |
| 17 | Hiding Their Past | Choose an area of Experience | Key to something unknown | Talisman |
| 18 | Foundling | Life among strangers | Item found with the character | Talisman |
| 19 | Keeper of Clan Memory | Clan memory | Family medallion | Talisman |
| 20 | Witnessed the Impossible | Foresight | Inexplicable object | Talisman |
Special Results
Rare Herbs
Rare herbs are a Petty Talisman. These herbs can be consumed once to remove 1 Fatigue.
Learned a Master's Craft
The player chooses one craft. Smithing is a separate Life Path.
Hiding Their Past
The player determines one area of the character's Experience and the reason they conceal it.
Foresight
Your character may attempt to foresee the near future. When the outcome has not yet been determined, the Warden rolls the Die of Fate (d6) and describes the sign your character sees.
Foresight does not change the future or guarantee an accurate answer.
Other Notes
- The player determines the specific kind of hunting trophy.
- The origin of the foreign flower is not determined in advance.
- The meaning of the inscription on the ring is unknown to the character at creation.
- What the key opens is not determined in advance.
- The nature and origin of the items granted by the Foundling and Witnessed the Impossible Life Paths may become story hooks.

