Player Book · Tables
Starting Inventory 7d6
Roll 7d6: three dice determine Supplies, and the other four determine a Weapon, Travel Gear, a Tool, and protective equipment.
Basic Weapon and Item Table
Weapon damage dice and the number of Inventory Slots each item occupies are given in the basic equipment reference.
| d6 | Weapon | Travel Gear | Tool |
|---|---|---|---|
| 1 | Shortbow + quiver | Lasso | Trap |
| 2 | Spear | Felt rug | Small pickaxe |
| 3 | Axe | Travelling cloak | Hammer and nails |
| 4 | Dagger | Spyglass | Needle and strong thread |
| 5 | Cudgel | Length of cloth | Whetstone |
| 6 | Sabre | Rope with hook | Cooking pot |
Inventory Slots
- Shortbow + quiver of arrows is a single Bulky set, occupying 2 Inventory Slots.
- A felt rug is Bulky and occupies 2 Inventory Slots.
- Other weapons and Travel Gear occupy 1 slot each.
- A trap, small pickaxe, hammer and nails, or cooking pot occupies 1 slot.
- A needle and strong thread, or a whetstone, is Petty, occupying 0 slots.
Protective Equipment
The seventh die of the 7d6 determines protective equipment. Receive one item according to its result. Do not add the seven dice together; each die determines its own category.
| d6 | Protective Equipment | Armor | Slots |
|---|---|---|---|
| 1 | Shield | +1 | 1 |
| 2 | Helmet | +1 | 1 |
| 3 | Gambeson | +1 | 1 |
| 4 | Brigandine | 1 | 2 |
| 5 | Chainmail | 2 | 2 |
| 6 | Mirror armor | 3 | 2 |
The last three entries are Bulky. Mirror armor includes the underlying armor as one set. A shield grants Armor only while held and used: a starting bow and shield cannot be used together to shoot with both hands. HP is rolled separately (1d6); armor does not increase it. For example, 4 HP and chainmail mean HP 4/4 and Armor 2. On 5 Damage, lose 3 HP, leaving HP 1/4; Armor remains 2.
Supplies: Water, Food, and Fire
| d6 | Water | Food | Fire |
|---|---|---|---|
| 1 | For 1 day — 0 slots | Zhaya — for 3 days, 1 slot | Firesteel; fuel must be found — 0 slots |
| 2 | For 2 days — 1 slot | Toqash — for 3 days, 1 slot | Firesteel + a little kindling; for 1 night — 0 slots |
| 3 | For 2 days — 1 slot | Zhaya and toqash — for 3 days, 1 slot | Firesteel + fuel supply; for 1 night — 1 slot |
| 4 | For 2 days — 1 slot | Qurt — for 3 days, 1 slot | Firesteel + fuel supply; for 2 nights — 1 slot |
| 5 | For 3 days — 2 slots, Bulky | Talqan — for 3 days, 1 slot | Firesteel + large fuel supply; for 2 nights — 1 slot |
| 6 | For 3 days — 2 slots, Bulky | Toqash and qurt — for 3 days, 1 slot | Firesteel + large fuel supply; for 3 nights — 2 slots, Bulky |
Preparing to Depart
Roll the first three dice for Water, Food, and Fire. After rolling, you may swap any two of these three results once, then determine the Supplies received.
Roll separately for the Weapon, Travel Gear, Tool, and protective equipment; these results cannot be swapped.
Record the items in your Inventory. Your character's total Inventory limit is 10 slots. A Bag has a capacity of up to 6 slots, included in the character's total of 10; it does not increase the total Inventory limit.
Life Path Experience and the unique element are already determined before Inventory. The 7d6 roll provides the base package; Life Path items are additional. Distribute items between the character and a Companion if its capabilities allow it to carry them. Track their loads separately; a Companion does not increase the character's personal limit of 10 slots.
Before departing, count all slots, including worn armor and any items from your Life Path and Bond. The starting table can yield 4–12 slots before swapping Supplies. If the total exceeds 10, leave behind or transfer enough items to bring your own load within the limit. At exactly 10 occupied slots, current HP is 0; record the rolled maximum separately. To start without this penalty, carry no more than 9 slots. A bag does not increase the limit.

