Each of your Interest
dice starts as a d6. The die size can increase or decrease along the
sequence: 0–d4–d6–d8–d10–d12.
For example, a d6 Interest increased by one step becomes a d8
Interest.
Roll d8 three times on the list of Interests and increase the die of
each resulting Interest by one step. Then roll on the list another 2
times and decrease each result by one step.
d8 Interests:
Art, Performance & Sport
Carousing
Civics
Education
Fame
Hobbies
Luxury
The Church
Life Path
Your life path is a sketch of the choices and chance happenings that
led you to the Salamandar. Events here may cause you to:
Your life path should also shape your personality. Each time you
roll, take a moment to consider how the result fits into your life and
flesh it out with a detail or two.
Early Years
Roll a Life Event, then
choose how you spend your early years.
Learn Deception and gain a set of cards. Roll for a memorable
hustle.
Marry someone for their money and disappear. Gain a fine trinket
inscribed with their name and a reason to stay out of the public
eye.
Gain an authority's confidence and betray them. Gain a fine cloak
and a piece of blackmail that keeps you safe from them.
Embezzle for or from the Church. Increase or decrease your interest
in the Church by one step respectively, and gain a staff and an iron
star.
Scheme your way into mayorship of a small town. Increase your
interest in Fame by one step and gain an iron letter opener and a small
cache of the town's main export.
Set up a fake business venture. Learn Merchantry and increase your
interest in Luxury by one step. Gain a cane with a weighted head.
Sell snake oil. Gain a lancet, a jar of leeches, and d6 tinctures
and ointments of dubious origin. Increase your interest in Art,
Performance & Sport by one step.
Divert a shipment into your own control. Learn Forgery and gain a
small cache of the goods (roll d6).
Hard, shiny green beetle shells.
Lantern oil.
Multicolored feathers.
Rubbery fish bladders.
Parchment.
Albatross jerky.
Swindle a diplomat. Increase your interest in Civics by one step and
gain a quill, ink, and parchment.
Study at a school or other institution. Go to School.
Self-Taught
Learn Bleed
Light. Roll for a formative event during your
self-education.
Destroy your home with an errant spell. Develop a fear of the effect
responsible for the accident, and gain materials to counteract that
effect (perhaps a bag of sand to smother fire). Learn Sculptor of The
Elements.
Find an abandoned cache of arcane materials. Gain a vial of powdered
mushrooms, a small glass lens, and a human fingerbone. Learn Homunculus.
Magic comes to you in a dreamed epiphany. Learn Displace and the skill
of Dream Interpretation.
Attempt to resurrect a beloved animal and end up with a ghostly
familiar instead. Learn Marionette.
Magic spills out of you unexpectedly in a charged argument. Learn Flame. Gain a feared
reputation in your hometown and a stocking full of rocks for when anyone
decides to test the witch.
Discover your absent parent was a supernatural creature. Learn Umbra and decrease your
interest in the Church by one step.
Learn Semblance. Roll for
the master under whom you study.
The crazy old conjurer at the edge of town. Learn Spiritual
Residue and the skill of Foraging.
A beast of legend in the forest, feared by the locals. Learn Leech and gain the
ability to see by heat.
A relative passing down familial rites of exorcism. Learn Manifest. Gain an
heirloom, and either adopt or reject a prejudice held by them.
A tavern owner who practices magic in secret. Learn The Sugar and
the Blood and the skill of Cooking. Gain a stewpot and a flask
of liquor. Increase your interest in Hobbies by one step.
A wizard who was long ago transformed into a lowly animal. Learn Mien of Stone and
the skill of Tracking.
A seer who serves as a distinguished advisor to an authority.
Increase your interest in Luxury by one step. Gain fine robes and a set
of eyeglasses. Learn Rapport.
Learn Ectropy.
Increase your interest in Education by one step. Roll for the outcome of
your schooling.
Fail out. Increase your interest in Carousing by one step and learn
Repair.
Kicked out for accessing forbidden knowledge. Learn The Abyss
Stares and gain a pen knife, a lantern & flask of oil, and
a book on a topic of your choice. Decrease your interest in Education by
two steps.
The school is disbanded due to disaster or unfriendly authorities.
Learn Rotting
Arrows and take a minor magical item from the wreckage.
Inducted into a secret society. Learn Pact and gain a silver
mirror and a set of ceremonial robes.
Form a close relationship with an instructor who is learned in
healing. Learn Suture
and gain a vial of smelling salts.
Graduate with honors. Gain blank scrolls, a silverpoint stylus, and
a bundle of candles. Increase your interest in Fame by one step. Learn
Nullify.
Mystics are conduits for the magic of
the wild gods.
Your Hit Die is d6. Your max Flesh is
6; roll d6 for your max Grit. At level 1:
your spell damage bonus is 0, and
you have 9 Mana.
Choose the wild god
you serve and record any features granted by your god.
The Corpulent
One, reveler in the pleasures of the flesh. Once per day you may
consume an extra day's rations to regain d6 Mana.
The Flayed Lord,
merciless punisher. Once per day you may make a burnt offering to
harness his malice in your favor. The next time you cast a spell, spend
3 Mana and choose the spell's Intensity, Duration, and Expanse freely
instead of rolling.
The Lady of
Many Fingers, trickster and infiltrator. Once per day you may
consume a many-legged creature and gain the ability to scurry along
vertical surfaces and overhangs for 1 hour.
Red Velvet, patron of
all sweet things. Once per day you may turn a fresh corpse into a
delicious treat. The food molders if it is not eaten within a day.
Vilified by the Church, Mystics must make their way in the fringes.
Choose how you practice your worship.
On the outskirts of civilization. Go to Outskirts.
Concealed from the Church but under its nose. Go to Concealed.
Learn Slip the
Mind. Roll for where you practice your faith.
Minister to the participants in the city's underground bloodsports.
Learn Ever-Filling
Cup and increase your interest in Art, Performance & Sport
by one step.
Advise an authority in secret. Learn Arcane Eye and gain
a small silver basin and a tarot deck. Increase your interest in Civics
by one step.
Make an arrangement with an undertaker for mutual benefit. Learn Purgatorium and
gain a goat hair wig.
Commandeer a long-forgotten crypt filled with ancient tomes for your
worship. Learn Dessicate and gain a
book on a topic of your choice. Increase your interest in Education by
one step.
Keep company with criminals and knaves. Learn Whisperings and
increase your interest in Carousing by one step.
Lead a double life, with a public identity as a respected member of
society. Learn Unreason and increase
your interest in Civics by one step.
Learn Way of
Crimson. Roll for what guides your wandering.
Roam between small villages as a healer. Learn Exorcise and gain a
packet of pungent incense and a small brass brazier.
Move with trade caravans, either as a welcome companion, a
hanger-on, or a stowaway. Learn Take Shape and the
skill of Bartering.
Chase regional festivals and revelries, taking advantage of
attendees' receptivity. Learn Pocket Star and
increase your interest in Art, Performance & Sport by one step.
Follow the flight of migratory birds. Learn Skinwalker and the
skill of Birding. Gain a bird whistle.
Travel the waterways. Learn Invisible Waves
and the skill of Swimming. Gain a vial of hallucinogenic mushrooms
harvested from a riverbank.
Cross the lands bringing plague to those that displease your god.
Learn Murrain and
increase your interest in Fame by one step.