Player Book · Tables

Life Path Experience and Unique Elements d20

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

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.
d20Life PathExperienceUnique ElementType
1Raised in the SaddleRidingHorseCompanion
2Raised Among Clan WarriorsWarrior customsWarrior clan tokenTalisman
3Hunted with Birds of PreyFalconryHunting birdCompanion
4Tended HerdsHerdingAlabaiCompanion
5Followed the TrailTrackingHunting trophyTalisman
6Gathered Healing HerbsSteppe plantsRare herbsTalisman
7Trained in HealingHealingPain-relieving powderTalisman
8Learned a Master's CraftA chosen craftItem bearing a master's markTalisman
9Raised at the ForgeSmithingSteppe tortoiseCompanion
10Travelled with CaravansCaravan workCamelCompanion
11Knows the Steppe RoadsSteppe routesForeign flowerTalisman
12Guarded CampsCamp guardingSmall lampTalisman
13Kept Lore in SongOral traditionsHarmonicaTalisman
14Learned to Read and WriteReading and writingRing inscribed in an unknown languageTalisman
15Carried News Between CommunitiesMessenger workCorsac foxCompanion
16Traded and Bartered GoodsTradingPurse containing enough money to buy a horseValuable
17Hiding Their PastChoose an area of ExperienceKey to something unknownTalisman
18FoundlingLife among strangersItem found with the characterTalisman
19Keeper of Clan MemoryClan memoryFamily medallionTalisman
20Witnessed the ImpossibleForesightInexplicable objectTalisman

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.