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A World of Adventure

for Ironsworn : Starforged


WRITING AND DESIGN CULTURAL CONSULTANT
Shawn Tomkin Liam Stevens

ADDITIONAL WRITING, SAFETY TOOL DEVELOPMENT


PROOFING, AND EDITING AND CONSULTATION
Matt Click (FOR STARFORGED)
Kienna Shaw
LEAD ARTIST Lauren Bryant-Monk
Joshua Meehan
CONSULTANT FOR
COVER ART DISABILITY SENSITIVITY
(FOR STARFORGED)
Bryant Grizzle
Mark Thompson

INTERIOR ART ICON DESIGN


Bryant Grizzle, Joshua Meehan, Nathen Græy
Nello Fontani, Phill Simpson,
Reza Bagheri, Shawn Tomkin,
CHARACTER SHEET
Vyacheslav Milinchuk, and Yifei Li DESIGN
Galen Pejeau

Copyright ©2024 Shawn Tomkin


This is a sample preview of the
Sundered Isles Guidebook. It is in
the midst of editing and proofing.
Please pardon the mess.
To join the Kickstarter campaign,
visit bit.ly/sundered-isles.
GUIDEBOOK One 4 GUIDEBOOK One 68 GUIDEBOOK One 114 GUIDEBOOK TWO 1
ADVENTURES GETTING MOVES SUNDERED
AMONG THE ISLES UNDERWAY REFERENCE ORACLES
Introduction 6 Prepare to Set Sail 70 A-Z Moves Index 114 Revealing the Isles 3
The Setting 8 Select Your Realm 73 Session Moves 117 Core Oracles 5
Your Character 12 Choose Your Truths 80 Adventure Moves 118 Seafaring Oracles 9
Your Ship 18 Set Your Factions 92 Quest Moves 120 Weather Oracles 19
Command and Crews 24 Create Your Character 94 Connection Moves 121 Sailing Ship Oracles 21
Supply at Sea 28 Take Command 100 Exploration Moves 122 Island Oracles 31
Wealth and Treasure 30 Chart Your Course 104 Combat Moves 124 Overland Oracles 37
Navigating the Isles 34 Set the Scene 112 Suffer Moves 126 Settlement Oracles 53
Naval Encounters 38 Recover Moves 128 Character Oracles 65
The Cursed Die 48 Threshold Moves 130 Faction Oracles 77
Interludes 50 Legacy Moves 131 Shipwreck Oracles 85
Factions of the Isles 52 Fate Moves 132 Cave Oracles 91
Beasts of the Isles 60 Scene Challenges 134 Ruin Oracles 97
Quick Reference 135 Treasure Oracles 103
Miscellaneous Oracles 115

Content not included in this sampler is dimmed.


ADVENTURES
AMONG THE
ISLES
INTRODUCTION 6

THE SETTING 8

YOUR CHARACTER 12

YOUR SHIP 18

COMMAND AND CREWS 24

SUPPLY AT SEA 28

WEALTH AND TREASURE 30

NAVIGATING THE ISLES 34

NAVAL ENCOUNTERS 38

THE CURSED DIE 48

INTERLUDES 50

FACTIONS OF THE ISLES 52

BEASTS OF THE ISLES 60

4
WHAT YOU NEED
BOOKS CHARACTER ASSET CARDS
This expansion is meant to be used Sundered Isles offers an array of new
alongside the Ironsworn: Starforged character assets. You’ll combine these
rulebook and/or Reference Guide. asset cards with selected Starforged
assets to create your curated Sundered
DICE Isles deck. Print-and-play asset cards
You’ll need your standard Starforged for Sundered Isles and Starforged are
dice set—a pair of D10s for your available at ironswornrpg.com, or you
challenge dice, a D6 as your action die, can purchase preprinted decks. See
and (optionally) a pair of percentile D10s page 13 for details.
as your oracle dice. When rolling on
oracle tables, an extra D10 of a special PLAYKIT
color serves as the cursed die (page The Sundered Isles Playkit includes
48). Also, some assets ask you to roll character sheets, worksheets, and
an additional action or challenge die, so reference sheets. Download it at
it’s handy to have some extras in your kit. ironswornrppg.com.

USING THIS BOOK


INTRODUCTION
SECTION 1: ADVENTURES SECTION 3: SUNDERED
A WORLD OF WOODEN SHIPS AND IRON SOULS AMONG THE ISLES ORACLES (PAGE 1)
Sundered Isles is an expansion for the Ironsworn: Starforged tabletop roleplaying You’re reading it! This section offers Here you’ll find a vast array of generators
game. It offers guidelines and tools for exploring a world of fantasy seafaring an introduction to the setting, tips and and tables to reveal the mysteries of
adventure using the Starforged system. guidelines for managing your ship and the Sundered Isles. Take a look at this
crew, and new gameplay options. Before section at the start of your campaign
The Sundered Isles is a realm of wind and tide, mariners and marauders, rebels and starting play, give this section a brief to get the lay of the land. Then, use it
empires, myths and magic. In pursuit of your sworn vows, you will chart a path through look or a deep dive as you like. You can to answer questions and reveal new
turbulent waters, venture across perilous island landscapes, delve into forsaken ruins return to it when you have questions or aspects of the world during play.
and tide-swept caves, and visit far-flung communities. Over time, you will grow to want more detail.
command great ships and loyal crews, standing fast against dreadful and tyrannical SECTION 4: MOVES REFERENCE
forces that threaten to sweep like a maelstrom across these vast seas. SECTION 2: GETTING (PAGE 114)
This is also a world of your own envisioning. At the start of your campaign, you’ll decide UNDERWAY (PAGE 68) Moves are at the heart of playing
the history of the isles, the state of technology, the nature of supernatural forces, the Start here when you’re ready to play. By Ironsworn: Starforged, and you’ll find the
dominance of imperial threats, and more. Your version of the isles might reflect our working through the campaign launch Sundered Isles versions in this section.
real-world age of sail, or a fantastic realm of wonderous machines, powerful magic, exercises in this section, you’ll define These moves incorporate minor changes
titanic beasts, and dreadful curses. You might even decide to set your sights beyond the truths of your world, create your from Starforged to better align with the
the sea, sailing among skybound isles or navigating the cosmic tides of outer space. character, take command of your ship, nautical setting. There’s no need to read
chart a starting area, and set off on your this section ahead of time; it is referenced
Once your world is forged, set your story in motion with a mission or imminent danger—
first adventure. during play.
your starting quest among the Sundered Isles. Then, play to see what happens.

CONTENT NOTE
Sundered Isles includes themes of action-oriented violence, colonialism, warfare, Prefer digital? Check your favorite virtual tabletop (VTT) for Sundered Isles
natural disasters, resource scarcity, and supernatural horror. In addition, the random compatibility. Visit ironswornrpg.com for resources and downloads.
and abstract nature of oracle tables may prompt interpretations involving sensitive
subjects that aren’t explicitly included in the game. Use of the included session moves
(page 117) or your preferred safety tool is recommended.

6 Adventures Among the Isles Introduction 7


THE MOONS AND THE TIDES
Two moons—Cinder and Wraith—hang over the world of the Sundered Isles. Cinder
THE SETTING is the red of cooling flames. Wraith is silver-blue. The intricate dance of these moons
create tides that vary dramatically by hour, day, and season. These tides are the
Your adventures are set within the Sundered Isles. This is a vast realm of scattered rhythm of the isles, but it is a complex and discordant beat. Skilled mariners learn to
islands and islets within equatorial seas. It is a long voyage to the isles from a anticipate and adapt to these forces. The unlucky and careless find themselves amid
continental domain that lies on the other side of the world. rocky shallows or struggling against fierce currents.
The time is an age of sail. Exploration, transport, trade, and war are conducted by Islanders divine omens from which moon rises or sets first, or which is shining and
mighty sailing ships. Your own ship is an important aspect of your character and their which is shadowed, but seldom agree on the meanings of those signs. Some favor
quest-driven exploits. Cinder’s ruddy glow, while others prefer Wraith’s cold light. A few see cloudy and
moonless nights as a blessing—a chance to escape Cinder and Wraith’s oppressive
FEATURES OF THE ISLES gaze—but many fear what lurks in the darkness.
In the campaign launch exercises starting on page 70, you will decide the truths of
your island realm. To start, here’s some default touchstones.

UNCOUNTABLE ISLANDS
Thousands upon thousands of islands are spread out across these seas. Many are lush,
holding their mysteries within the shadows of jungles or amid the tangle of swamps.
Some sit within rain shadows or lie at the mercy of prevailing winds that leave them
barren. Others are scarred by storms, volcanic forces, or the ravages of despoilers.

DIVERSE PEOPLE
Many isles are inhabited. Some folk have lived among them for ages, while others
are refugees cast upon the shores like flotsam from distant lands. And some are
opportunists or the agents of continental empires who seek to exploit the Sundered
Isles for power or riches.

PERILOUS SEAS
Sailing among the isles presents many risks. Mariners face unpredictable storms and
dramatic tides. Rocky islets, numerous as stars in the sky, force careful maneuvering.
Catching sight of the sails of another ship is not always welcome, as foes often
outnumber friends in these waters. Some even tell of seagoing beasts and dreaded
ghost ships.
Despite these dangers, many follow a time-honored seafaring tradition. To them, the
sea is not forbidding or mysterious; it is as much a home as their island settlements. THE TWIN FATES
The people of the isles often refer to the moons as the Twin Fates. Want to give your
MIGHTY SHIPS playscape a thematic boost? Treat your challenge dice as manifestations of the Fates.
You and other seafarers navigate the isles in great sailing ships. These vessels, often Designate one D10 as Cinder, and the other as Wraith. Choose colors which evoke the
bristling with cannons, are the pinnacle of the shipwright’s craft, but even the mightiest light of each moon.
of them is vulnerable. Commanders and crews must keep a weather eye for the threats When helpful, use these challenge dice to reveal the nature of a situation, either by
that prowl these waters—be it marauders or monsters. adding nuance to a move result or as a standalone oracle. Let the higher of the two dice
decide. Cinder is hot: aggressive, passionate, resolute, physical. Wraith is cool: careful,
CLASHING FACTIONS mysterious, cunning, unearthly. On a match, choose which has the most influence.
The isles bear the scars of a long history of disaster and strife. In recent times, conflicts
To learn which moon the sky favors on a particular night, roll both dice. A low value on
have reached a fever-pitch as opposing factions conduct campaigns of espionage and
a moon’s die means it is shadowed or not visible. A high roll has it hanging brightly in
open warfare. Foremost is the struggle against the tyranny of imperial powers.
the sky. 10/0 means it is full. Double full moons is a rare event, full of portent.

8 Adventures Among the Isles The Setting 9


REGIONS OF THE ISLES
Even those who sail these seas do not know their full extent. Charts, maps, logs,
and ancestral knowledge form an elaborate jigsaw puzzle—and none posses all the
pieces. Nevertheless, the folk of this realm divide the Sundered Isles broadly into
three regions: the Myriads, the Margins, and the Reaches.

MYRIADS MARGINS REACHES


The weather is fair, Greater distances Here the weather
often as not. Trade separate the islands and seas are most
ships sail charted and settlements. The unpredictable, the
passages between weather is fickle. isles and people most
bustling ports, while Ships and crews must isolated, the mysteries
pirates, privateers, rely on skill and good and dangers most
and wreckers hunt for fortune when sailing profound. But many
easy prey. these waters. crave the freedom of
these far-flung seas.

Each region is separated from the next by wide stretches of fathomless, featureless
sea—the Bounds. Between the Myriads and Margins lies the Lesser Bounds, while
the Greater Bounds separate the Margins and the Reaches. Traversing the Bounds is
a right of passage for young mariners.
Learn more about navigating the isles on page 34.

FORGING YOUR VERSION OF THE ISLES


Most of all, the Sundered Isles lie within a world of your own making. What is the state
of technology? How great is the threat of imperial powers? Is magic a force within this
realm? Are great beasts myth or reality? Do cursed undead sail these waters? You’ll
learn more about the isles and decide the cornerstones of the setting using the guided
exercises starting on page 74.
Then, through the course of the story, you reveal new aspects of the world. You
may even face revelations or discover contradictions that force you to revisit your
commonly-understood truths, such as encountering undead foes that you previously
thought to be a myth, or discovering wondrous, seemingly impossible technology.

EXPLORING A CURSED WORLD


Sundered Isles introduces a tool to influence the presence of supernatural forces and
locations in your world: the cursed die. This die, rolled alongside your oracle dice
for certain tables, reveals uncanny and unsettling events, grim discoveries, strange
locations, confounding technologies, and monstrous foes.
Learn more about the cursed die on page 48.

10 Adventures Among the Isles The Setting 11


CHARACTER ASSETS
There are dozens of new options for your Sundered Isles characters. This includes:
YOUR CHARACTER ✴ Your command vehicle, a SAILING SHIP
When you play within the world of the Sundered Isles, you will explore the stories of ✴ Modules to upgrade and customize your ship, such as an ARMORED PROW,
resolute seafaring characters who set off in pursuit of their sworn vows. Sundered ENCHANTED FIGUREHEAD, and IMPROVED HOLD
Isles offers an array of new character options, resources, and tips to help envision your ✴ Support Vehicles, including a LONGBOAT and DIVING BELL
perilous exploits beyond the far horizon. ✴ A variety of character paths for the fantasy seafaring setting, such as DUELIST,
PIRATE CAPTAIN, SEADOG, and SWASHBUCKLER
CHARACTER PILLARS ✴ Helpful animal companions, including a JUNGLE CAT and PARROT, along with
more wondrous companions such as a DRAGON and THE KRAKEN
When you create your character in the campaign launch exercise, you’ll define their
background and role. Are you a native of the isles? A refugee from faraway lands? An ✴ Deeds to mark the evolution of your character’s legacy and nature among the isles,
imperial deserter or insurgent? Whatever your backstory, there are a three baseline such as FLEET COMMANDER and UNDEAD
assumptions. Several of these assets represent your potential role as a ship commander. Learn more
about ship and module assets on page 18, and explore assets for command and
YOU ARE IRONSWORN crews on page 24.
By tradition, the honorbound folk of the isles bind their promises and
ambitions to iron vows. These vows are at the heart of your adventures,
a lodestar that will guide your course. What will you sacrifice, what
hardships will you endure, to see them fulfilled?

YOU ARE A SEAFARER


You might be a skilled, novice, or reluctant mariner, but your fate lies
among the winds and tide. When you launch your campaign, you can
start with your own ship to command, serve under the command of an
ally or NPC, or begin your story on the path to earn—or seize—a ship
of your own.

YOU ARE A REBEL


You might be a pirate, an insurgent, or a spy. Or perhaps you simply
forge your own path outside the reach of authoritarian powers. No
matter your initial circumstances and goals, the clash between
freedom and oppression will eventually sweep you up like a surging
tide. You will find no peace or compromise in the face of tyranny.

BUILDING YOUR ASSET DECK


Your Sundered Isles character uses the standard Starforged stat array, momentum Your complete Sundered Isles asset deck includes new assets plus a selection of core
meter, and condition meters. There is one exception: if you command a ship, its hold Starforged assets. During the character creation exercise, you customize which assets
serves as an extra supply meter for you and your allies. Learn more about the ship’s are available to you and your allies. For example, you might omit supernatural powers
hold on page 28. Download the print-and-play Sundered Isles Playkit and asset if magic is not a reality in your world.
cards at ironswornrpg.com—or check your favorite virtual tabletop (VTT) application The curated deck is a recommendation, not a mandate. Adjust as you like. Be mindful
for Sundered Isles content and compatibility. of potential overlap between assets, and work to ensure that you and your allies can
rely on distinct resources, abilities, and roles.

12 Adventures Among the Isles Your Character 13


WHO WILL YOU BE?
When you create your character in the campaign launch
exercises (page 94), you’ll select two path assets as
the foundation of your character concept. When you start SWASHBUCKLER
that exercise, use the asset guide on pages 16–17 to DUELIST
assemble your Sundered Isles asset deck.

SCOUNDREL
PIRATE CAPTAIN CONSTRUCT
HARPOONER

OVERLANDER
SCHOLAR
FIREBRAND
SOCIALITE
BLADEMASTER
SPY

14 Adventures Among the Isles Your Character 15


ASSET GUIDE 1 New Sundered Isles asset C O MPA N ION S 1/2 3 4/5 MIXING AND MATCHING
2 Starforged asset suited for your ALBATROSS 1 -- 4 If you use other Starforged assets
SHIP 1/2 3 4/5 (not listed here), be mindful of
Sundered Isles campaign DOLPHIN 1 -- --
SAILING SHIP 1 -- -- DRAGON 1 -- 4 doubling up on roles or abilities.
FLAGSHIP 1 -- -- 3 Ideal for both Starforged and
JUNGLE CAT 1 -- -- Some Sundered Isles assets are
Sundered Isles campaigns
S U P P ORT V EHICLES 1/2 3 4/5 MONKEY 1 -- -- reimagined and renamed versions
DIVING BELL -- 4 Supernatural or mythic powers PARROT 1 -- -- of Starforged counterparts. For
1 5
FLYING MACHINE 1 -- 5 Remarkable technologies THE KRAKEN 1 -- 4 example, PEDDLER replaces the
5
LONGBOAT 1 -- -- -COMING SOON- 1 -- -- Starforged TRADER. The surest
-COMING SOON- 1 -- -- course is to use the Sundered
DEEDS 1/2 3 4/5
Isles curated deck, but if you find
M ODULES 1/2 3 4/5 M OD UL E S 1/2 3 4/5 BONDED 2 3 -- a better fit for your character or
ARMORED PROW 1 -- -- IRONCLAD HULL 1 -- 5 COHORT 1 3 -- setting elsewhere, feel free to
CHASE GUNS 1 -- -- LUCKY FIGUREHEAD 1 -- 4 DAMNED 1 3 4 customize.
GILDED ADORNMENTS 1 3 5 MAP ROOM 1 3 -- FLEET COMMANDER 1 3 --
HARPOON CANNON 1 -- 5 OVERGUNNED 1 -- -- HOMESTEADER 2 3 -- THE RULE OF 3
IMPROVED ARMORY 1 3 -- RIGGED FOR SPEED 1 -- -- OATHBREAKER 2 3 --
Assets are inherently flexible and
IMPROVED GALLEY 1 3 -- SUBMERSIBLE 1 -- 5 REVENANT 2 3 --
“stackable.” This means you might
IMPROVED HOLD 1 -- -- TROPHY VAULT 1 3 4 SURVIVOR 2 3 -- encounter asset combinations
IMPROVED SICK BAY 1 -- -- -COMING SOON- 1 -- -- UNDEAD 1 3 4 that make success a foregone
PATH S 1/2 3 4/5 PAT H S 1/2 3 4/5 VANGUARD 2 3 -- conclusion for a specific action.
ARMORED 2 3 5 MERCENARY 2 3 -- ASSEMBLING YOUR ASSET DECK On one hand, it’s satisfying to
AUGMENTED 2 3 5 MUSICIAN 1 -- -- be successful. You’ve worked
Your deck of Sundered Isles character
BANNERSWORN 2 3 -- MUSKETEER 1 -- -- hard to acquire your assets, and
asset cards includes a curated mix of
BLADEMASTER 2 3 -- NAVIGATOR 2 3 -- it’s time to reap the benefits.
assets drawn from Starforged without
BOUNTY HUNTER 2 3 -- NECROMANCER 1 3 4 On the other, frequent success
content changes (2), and new options for
BRAWLER 2 3 -- OUTCAST 2 3 -- can drain the tension and drama
the fantasy seafaring setting (1).
CANNONEER 1 -- -- OVERLANDER 1 3 -- out of your story, and tallying
CONSTRUCT 1 3 5 PEDDLER 1 -- -- Some assets use supernatural or mythic bonuses can take up valuable play
COURIER 2 3 -- PIRATE CAPTAIN 1 3 -- powers (4) or remarkable technologies time. Plus, hyper-specialization
CREW COMMANDER 1 3 -- PISTOLEER 1 -- -- (5). If your setting is grounded in a more offers diminishing returns—both
CUTTHROAT 1 3 -- SCAVENGER 2 3 -- historical or gritty tone, you might prefer narratively and mechanically.
DECK CLEANER 1 -- -- SCHOLAR 1 -- -- to omit these assets from your deck.
To keep your Sundered Isles
DEMOLITIONIST 2 3 5 SCOUNDREL 2 3 -- Many assets (3) are suitable for both the adventures on a knife-edge of
DEVOTANT 2 3 4 SEADOG 1 -- -- seafaring setting of Sundered Isles and danger and unpredictability, apply
DIPLOMAT 2 3 -- SEER 2 3 4 the default sci-fi setting of Starforged. these three simple guidelines:
DUELIST 1 3 -- SHADE 2 3 4 If you’re ready to take on the perils of
EMPATH 2 3 4 SHIPWRIGHT 1 -- -- the Forge as a daring SWASHBUCKLER Use abilities from no more
FATED -- SLAYER --
1 than 3 assets in a single
2 3 2 3 or robotic CONSTRUCT, you’re all set.
FIREBRAND 2 3 4 SLEUTH 2 3 -- You can also use assets such as CREW action, and select those
FUGITIVE 2 3 -- SOCIALITE 1 3 -- COMMANDER and COHORT to help assets before rolling.
GEARHEAD 2 3 5 SORCERER 1 3 4 depict the crew of a spacefaring vessel. Take no more than +3 adds in
HARPOONER 1 -- -- SPY 1 3 -- 2 total from assets on a roll.
HAUNTED SWASHBUCKLER -- Print-and-play versions of these assets
2 3 4 1 3
HEALER -- URCHIN -- are available at ironswornrpg.com. A If these rules negatively affect
2 3 1 3 3
preprinted Sundered Isles asset deck is the fun or excitement of your
KINETIC 2 3 4 VESTIGE 2 3 --
also available for purchase. adventures, ignore them.
LEADER 2 3 -- VETERAN 2 3 --
LOYALIST 2 3 -- WATERBORN 1 -- --
-COMING SOON- 1 -- -- WINDBINDER 1 -- 4
16 Adventures Among the Isles Your Character 17
MORE CURSES
If you want to give the cursed die more emphasis, consider these options.

THE CURSED DIE ✴ Roll a cursed die alongside abstract oracles such as Action and Theme. These
tables don’t have dedicated cursed alternatives, but you can resolve a cursed
Are the isles haunted by supernatural forces, monstrous foes, and strange result by envisioning the nature of the prompt as frightening or uncanny. If the
technologies? You can introduce these dread aspects when you define your setting result doesn’t lend itself to a supernatural interpretation, that’s okay—just ignore
truths. Or perhaps you will discover them—or wake them—in the course of your story. the cursed die and move on.
Either way, use the cursed die to reveal the uncanny, horrifying, and chaotic facets of ✴ When you Ask the Oracle and use the yes/no table to divine an answer, toss your
your world. cursed die into the mix. Use a cursed result to add a dreadful twist to the answer.

ASK THE (CURSED) ADJUSTING THE ODDS


ORACLE 9 You can adjust the chance of a cursed result to fit the situation. You might be sailing

Many random tables in this book are marked 40 cursed waters, or decide that curses are likely on nights when the Wraith moon is full.
Or perhaps your ship is cursed, putting you on a course along the margins of the real
with a small skull icon: 6. When you use one of Oracle Dice and unreal. If you want control over the odds of a cursed result, here are some options.
those tables for inspiration, you may roll a cursed
die alongside your oracle dice. Like your oracle
dice, the cursed die is ten-sided, but should be a
0 Cursed Die
✴ Increase the range of a cursed result by triggering it on 9–10 or 8–10.
✴ Increase the chance of a cursed result by adding one or two additional cursed dice
special color or material to distinguish it from the to your oracle roll. If any die rolls 10, the result is cursed.
oracle dice. Choose a die that evokes an eerie ✴ Use a full set of polyhedrals as your cursed dice: D4, D6, D8, D10, D12, and D20.
quality. A malevolence. When adding a cursed die to a roll, choose one. If you roll the highest value on that
die—for example, 4 on a D4—the result is cursed. Thus, a fewer-sided die increases
After making your oracle roll, look at the value of your cursed die. Is it a 10—often
the odds of a cursed result, while a many-sided die makes it less likely.
signified by a 0 or 00 on a ten-sided die? If so, your answer is cursed, and you should
check the cursed version of that table for your answer. The cursed table is often on Keep in mind that the cursed die is always optional. Roll it only when the potential for a
the same page or the next page. If in doubt, a page number next to the small cursed cursed answer is wanted and appropriate. If you prefer a setting without supernatural
icon will show the way. Cursed tables are marked with a large version of the skull icon. aspects, ignore this mechanic altogether. If you encounter a situation where a cursed
result is obvious and interesting, no need to roll the cursed die—just make it happen.

48 Adventures Among the Isles The Cursed Die 49


MAKING MOVES DURING INTERLUDES
Interludes are low-risk, low-stakes. You might trigger a move in the midst of an interlude

INTERLUDES scene—such as Hearten to boost your spirits in a moment of peace, Compel to defuse
an argument among crewmembers, or Secure an Advantage to train or prepare—but
Need a break from the perils of the isles? An interlude is a low-stakes, character- the outcomes of those moves should reflect the low-key nature of the situation. If you
focused downtime scene. It is a chance to deepen your character’s personality, have questions about an interaction or event, simply decide what happens or Ask the
interests, and background—or add detail to the people and places of your world. Oracle. If a situation is not dramatic or uncertain, don’t otherwise make a move.
Some examples: Except in rare circumstances, perhaps a miss with a match, the outcome of a
✴ Practice a trade or craft move during an interlude should not upend your quests, introduce dramatic new
complications, or inflict harsh mechanical costs. Keep things low-key.
✴ Take in an awe-inspiring view
✴ Join the crew in a raucous shanty
✴ Partake in a drinking contest
✴ Share a moment of intimacy
Interludes help vary the pace of your sessions. They give your story and character a
moment to breathe outside the pressure of risky actions and costly outcomes.

INTRODUCING AN INTERLUDE
Interludes are a flexible, player-driven device. When there is a break from immediate
pressure or danger in your story, and you are interested in giving focus to your
character or their relationships within a relatively risk-free framing, make it happen.
When you Undertake an Expedition, the occasional interlude can help with envisioning
how your character spends their time while traveling or during a lull at a waypoint. An
interlude is directly prompted as a result on the Seafaring Waypoints (page 9)
and Overland Waypoints (page 37) tables, but you’re free to simply introduce an
interlude instead of rolling for a sighting or event on those tables.

ENVISIONING THE INTERLUDE


Playing out an interlude can involve a quick, handwaved summary, or an extended bit
You envision an interlude as a sparring match between your character and
of roleplay. The details of the activity or event are up to you. Is there an interesting
another crewmember—a talented fencer. You can simply decide how you fare in
member of the crew you’d like to learn more about? Does your character have a hobby
the match, or you might focus not on the duel itself but on the flirtatious banter
or interest? Is this an opportunity to revisit a lingering rivalry or dispute?
(an all-too-common byproduct of swordfights). But you’d like to add some minor
If you want inspiration for the focus and nature of a scene, use the Interlude Scene risk and reward to the contest, so you frame it as an opportunity to improve
table (page 109). Pick or roll on this table as you like. your skills and Secure an Advantage to see what happens. On a hit, you’ll take
the momentum boost. On a miss, you’ll suffer momentary embarrassment—and
dedicate yourself to doing better the next time you cross swords.

STARTING YOUR SESSION WITH AN INTERLUDE


INTERLUDES WITH ALLIES
The Begin a Session move offers an option to explore a vignette—such as a flashback
Anyone at the table can suggest an interlude. When playing with allies, you can explore
scene—that can serve as a character interlude. But the suggested prompts in that move
the relationships among your troupe of characters, or give focus to a specific character
often involve aspects of your campaign that are outside your character’s perspective. in key moments. Be mindful of rotating the spotlight.
More importantly, Begin a Session is not triggered in the midst of a session, making it
less useful as a narrative pressure valve during play. Use Begin a Session to put wind When initiating or playing out an interlude, check-in to make sure everyone is
in the sails of your story as you sit down to play, and character interludes to add texture interested and invested in a scene. Adjust the pace—drawing out the scene or moving
to your character and their world. to wrap things up—as appropriate. Take a Break if needed, and use the transition to
discuss what happens next.

50 Adventures Among the Isles Interludes 51


GETTING
UNDERWAY

PREPARE TO SET SAIL 70

SELECT YOUR REALM 73

CHOOSE YOUR TRUTHS 80

SET YOUR FACTIONS 92

CREATE YOUR CHARACTER 94

TAKE COMMAND 100

CHART YOUR COURSE 104

SET THE SCENE 112

68
SUPPORT PLAYER SAFETY
As you work through the campaign launch exercises and anytime during play, use the
PREPARE TO SET SAIL Set a Flag move to identify content boundaries and to prioritize player safety, comfort,
and fun over the narrative. This can include content that will be omitted, modified, or
In this section, you’ll forge your character and your unique vision for the Sundered addressed on a case-by-case basis if it is encountered in your game.
Isles using a series of guided exercises. If you’re playing Sundered Isles with others,
make this a group activity to give everyone a stake and input in the setting. Work together with other players to ensure a collaborative environment where
everyone can Set a Flag. But keep in mind that using this move should not force a
Remember: Prep is play. These exercises should be fun. If anything feels like work, discussion of a content boundary. Players do not need to provide details or justification.
skip it or take a shortcut and move on. If that is their wish, note the flagged content and move on.

CONSIDER THE TONE FOR YOUR WORLD


What sort of adventures do you want to undertake? Swashbuckling action? Treasure SET A FLAG
hunting? Scrappy, anti-imperial rebellions? Court espionage and intrigue? Spooky When you identify situations or topics you don’t want to include, don’t want to
nautical exploration? Banishing eldritch horrors? Setting a baseline will help inform envision in detail, or otherwise may need mindfulness when approaching, that
your choices in this section. If you’re playing with others, briefly talk it over. content is now flagged.
When you encounter content flagged as something to approach mindfully, pause
If you’re not sure, the decisions you make in these exercises will help set your course.
to consider or discuss its role in your story. When you come across flagged content
But don’t let the exercises undermine your own preferences. This section gives you a that you would rather adjust or omit, Change Your Fate.
true north, but you are at the helm. Steer the ship as you like.

BUILD A WORLD MINDFULLY USING OTHER SAFETY TOOLS


Depending on your choices in these exercises, your version of the Sundered Isles might
You might find that the Starforged session moves don’t fit the needs of your table.
feature aspects of the real-world age of sail. In popular media, this “age of discovery”
Each person is unique in what safety tools work for them, and many other safety tools
is often romanticized. In reality, it was a time of brutal conquest, exploitation, and
address this variety of needs.
enslavement perpetrated by colonial powers.
You can explore resources like the TTRPG Safety Toolkit to find safety tools that work
However, this is your world. You are encouraged to emphasize fun and adventure, but
best for you and your game. The TTRPG Safety Toolkit, curated by Kienna Shaw and
should do so in a way that doesn’t reinforce the harmful ideologies and stereotypes of
Lauren Bryant-Monk, is a compilation of safety tools designed by members of the
our own history. Consider the following:
tabletop roleplaying game community. You can find it here: bit.ly/ttrpgsafetytoolkit.
✴ Prioritize diversity. There are no setting assumptions that constrain your depiction
of race, culture, disability, sexual orientation, or gender identity. Envision a world
of vibrant possibilities.
✴ Reject the narratives used by colonizers to dehumanize indigenous people. Do
not depict any indigenous culture of the isles as monolithic in their values or as WANT A QUICK START?
universally good or evil. Do not portray them as inherently primitive, strange, or If you already have some idea of the setting, tone, and starting situations for your
magical compared to “default” identities. campaign, or if you are returning to an existing world, you can skip most of these
✴ Resist injustice. If imperial forces have a role in your setting, they will build their exercises. Instead, do only the following:
wealth, strength, and influence through exploitation and oppression. In their
arrogance, they claim discovery and dominion over lands long-known and long- ✴ Create your character using the exercise starting on page 94.
inhabited. Make no mistake­—they are the enemy. Your character is not another ✴ Choose your command using the exercise starting on page 100.
cog in the colonial machine. You are meant to break the machine. ✴ Play! You can sort out the rest through the course of your story.
✴ Carefully consider the representation of slavery in your campaign. The Otherwise, if you are starting with a clean slate and want to set the stage for your
slave trade was an abhorrent reality of the colonial age, but is not assumed to
adventures, turn to the next page to get started.
be an aspect of the Sundered Isles. For you or another player, any depiction of
slavery may be harmful or unwanted content. Discuss this in the context of your
worldbuilding and Set a Flag as needed. If slavery is a reality in your setting, do
not trivialize or romanticize it.

70 Getting Underway Prepare to Set Sail 71


GETTING STARTED
Work through the exercises below. This is a recommended order. If you’d
prefer a different order, such as building your character before generating
the details of your setting, adjust as you like.
SELECT YOUR REALM
In this first exercise, you set the stage for your adventures by choosing a realm. Will
you sail a perilous sea, navigate the lofty heights of a storm-wracked sky, or cruise
Select Your Realm (page 73) among the stars?
1 Pick the overall setting for your campaign.
Allow about 5–10 minutes for this exercise.
The Seafaring Realm is the default. The setting truths, oracles, and character assets
Choose Your Truths (page 80)
2 Decide what is true for your version of the Sundered Isles.
included with this supplement assume you are undertaking nautical adventures.
However, much of this is narrative texture that can be reenvisioned to better fit your
preferred realm. “Sea” becomes a colloquial term to describe airborne or starborne
Set Your Factions (page 92) passages. “Islands” are floating remnants of a shattered continent—or entire planets.
3 Envision the influential powers of your world. You can focus on using the abstract, interperative oracles instead of those that are
more specific to the default island setting. No matter your choice, you’ll undertake
Create Your Character (page 94) adventures of sail and saber in a perilous age.
4 Set your character’s background, abilities, and characteristics. In short, for the most out-of-the-box Sundered Isles experience, choose the Seafaring
Realm. If you are willing to make a creative leap-of-fath or have a specific setting in
Take Command (page 100) mind, the Starforged system is flexible enough to accomodate other adventures.
5 Choose your role and decide the nature of your ship and crew. Check the following pages for details on the realms. Scan or read those entries as you
like to learn more about their features and default assumptions. Once you've made
your choice, continue to the next exercise on page 80.
Chart Your Course (page 104)
6 Create a map as a starting place for your adventures.

Set the Scene (page 112)


7 Get your story underway.

A word of warning: You might find your creative batteries running low if you SEAFARING SKYFARING STARFARING
pack the exercises into a single session. Consider running each exercise REALM REALM REALM
in an individual session, or two to three exercises per session—whatever
page 74 page 76 page 78
works for your group.
The Sundered Isles The Sundered The Sundered
lie within vast and Isles are the lofty Isles are untold
perilous seas. fragments of a worlds adrift on
shattered continent. aetherial tides.

72 Getting Underway Select Your Realm 73


THE SEAFARING REALM
In this realm, the Sundered Isles lie
within vast and perilous seas.
FEATURES
No one knows the true extent of the isles. Untold
numbers of them are scattered like broken shards ✴ Mist-shrouded islands
across these equatorial waters. ✴ Warm, turquoise seas
✴ Rocky shoals, shallow
The isles are home to a diverse array of people,
reefs, and rugged islets
societies, and cultures. Some trace their lineage to
the mariners who first sailed these waters in ages ✴ Coastal boats and mighty
past; they mark their history not in the passage of seagoing ships
years, but through the ebb and flow of the tides ✴ Bustling ports and inland
and the communal memories of the generations villages
who came before. Others settled here in recent ✴ Fast-moving storms
years as refugees or outcasts from distant lands. ✴ Stirrings of great beasts
And some seek only to exploit the resources and within shadowy depths
people of the isles for their own ends. ✴ Ruins nestled in jungles,
Seafarers who chart a course through the isles standing amid high rocks,
face unpredictable storms, fierce currents, shifting and sunk beneath the sea
tides, shallow waters, and lurking marauders. For ✴ Skeletal frames of
those who abide and understand the whims of wrecked ships, cast
the sea, this realm is home. Those who seek to against rock and reef
control the sea, to gain mastery of it, find only a
watery grave.

This is the default when playing Sundered Isles. The oracles, new character assets,
and other materials in this book are designed for this realm—but are often flexible
enough to accommodate the other realms. Depending on the truths you select in
the next exercise, your world can mirror our real-world age of sail, or spotlight more
fantastical elements such as supernatural beings, steampunk-style technologies,
and monstrous beasts. Your campaign might feature swashbuckling adventure, grim
horror, desperate struggles against oppressive empires—or all the above!
Ready to set sail with the wind in your hair and a vow in your heart? Chart a course
for the seafaring realm.

74 Getting Underway
THE SKYFARING REALM
In this realm, the Sundered Isles are the
lofty fragments of a ruined continent.
FEATURES
In a time before memory, a massive continent
broke apart in an earth-shattering cataclysm. The ✴ Airborne islands capped
remnants of this land were cast into the skies, by clinging vegetation
held aloft by unknowable forces. ✴ Waterfalls fall from broad
cliffsides
Eons later, the floating isles beckoned with
✴ Constant winds and
mysteries and an escape from earthbound war and
passing rains
strife, so explorers crafted airships and launched
them into the storm-wracked skies. Over time, ✴ Flocks of birds swirl
people and nations founded burgeoning ports through misty skies
among the aerial enclaves, but there is much that ✴ Storm clouds unleash
remains unknown and uncharted. The islands are lighting strikes and blasts
in near-constant motion within a vortex of wind of thunder
and uncanny gravitational anomalies, making ✴ Villages and ports nestled
navigation difficult and unpredictable. among rocky enclaves
Island ecosystems vary by altitude. In the lower ✴ Ships tethered to portside
regions, rain-soaked islands are covered by docks
impenetrable jungle. Higher, temperate forests ✴ Colliding islands scatter
and rocky plateaus are shrouded in cold mist. Still smaller fragments
higher, some say, icebound islands are locked in
an endless winter.

When exploring the skyfaring realm, you will need to interpret oracles and outcomes
to fit the setting. For example, when generating a location using the Island Oracles,
envision the results as the floating shard of a lost continent. In exchange for this leap
of faith, this realm offers interesting possibilities for storytelling. What do settlements
look like? What resources do the people trade? How are naval battles undertaken in
three dimensions?
Ready to soar through the skies and battle with pirates in the dark heart of a
thundercloud? Launch your ship into the skyfaring realm.

76 Getting Underway
THE STARFARING REALM
In this realm, the Sundered Isles are
untold worlds adrift on aetherial tides.
FEATURES
The people of your homeworld once navigated
the oceans, but now they sail a limitless new ✴ Life-giving starborne
frontier. Mighty ships harness aetherial currents currents
and leave shimmering waves of prismatic energy ✴ Colorful clouds of cosmic
in their wake. An untold number of worlds— dust
colloquially called Isles by your once-seafaring ✴ Countless planets and
people—spin in their complex orbits within this planetoids orbiting
starry expanse. shimmering stars
For bold sailors who set off into this realm, the ✴ Aether ships gathering at
aether is life. Its starborne currents bear ships and bustling space ports
provide breathable air in an otherwise deadly void. ✴ Unpredictable aether
But the aether is capricious and ever-changing; storms, vibrant with
navigating its chaotic passages demands skill, tumultuous energies
courage, and luck in equal measure. ✴ Strange creatures
cruising in the wake of
starborne vessels
✴ Hulks of derelict ships,
forever adrift
✴ Mysterious vaults of alien
civilizations

The starfaring realm provides the greatest opportunity to freely mix-and-match your
Starforged and Sundered Isles assets and oracles. Within this realm, you’ll set a course
for distant planets, navigate perilous asteroids fields, encounter extraordinary alien
creatures—perhaps even delve ancient precursor vaults. As appropriate to the truths
you select in the next exercise, your version of the setting might use technological
Starforged assets re-themed as aether-powered technologies.
Ready to wade into battle in your ironclad exosuit armed with a blade of scintillating
energy? The starfaring realm awaits.

78 Getting Underway
YOUR SUNDERED ISLES ASSETS
CREATE YOUR CHARACTER As you begin this exercise, ready your deck using the outline and suggestions provided
on pages 16–17.
You’ve forged the key aspects of your world and the factions who operate within it.
Now it’s time to bring your character onstage. What sent you on a path of peril and During the exercise, you will select two paths from that deck to form a basic
adventure? What role will you play among the isles? Let’s find out. Work through the character concept. For example, you might be a SCOUNDREL and SOCIALITE or a
character creation steps below. Adjust the order of these steps as you like. SWASHBUCKLER and PIRATE CAPTAIN. Then, in the next exercise, you’ll choose one
additional asset. Plus, if you begin your adventures in command of a seagoing vessel,
Allow about 20–30 minutes for this exercise.
you’ll start with an undistinguished SAILING SHIP or your FLAGSHIP command vehicle.
Have your character sheet handy for this exercise. A printable sheet is included in
the Sundered Isles Playkit (available for download at ironswornrpg.com), or use your BUILDING A TEAM WITH ALLIES
preferred digital app or virtual tabletop (VTT). If you are working through this exercise with other players, take turns completing steps.
You’ll also need your deck of asset cards, which includes a mix of original Starforged Talk it through to create an interesting group with a reason to adventure together, but
assets and new Sundered Isles assets. See the opposite page for details. don’t get hung up on unnecessary details. Leave unanswered questions to figure out
through the course of your story.

CHARACTER CREATION WALK-THROUGH

STEP 1: Envision the broad strokes of your character concept. Who STEP 4: Give your character a name. For inspiration, check the Names
FORGE YOUR are you? What drives you? Keep in mind these pillars (see NAME YOUR table on page XX. If you are known by a moniker or title, note
CHARACTER page 12 for details). CHARACTER that as well. Then, mark down your character’s pronouns.
CONCEPT
✴ You are Ironsworn. What incident, need, or responsibility
sends you on your quest-bound adventures?
✴ You are a seafarer. What calls you or will send you to the STEP 5: What ambition, need, or commitment drives you? This is your
sea? What skills or abilities set you apart? WRITE YOUR background vow. Mark the vow and give it an epic rank. If
✴ You are a rebel. What faction, circumstance, or obligation BACKGROUND you’re not sure, save it for later—or look for inspiration on an
VOW oracle table such as Character Goals (page 72).
do you resist? Who are your allies?
Need inspiration? Proceed to step 2 to generate foundational To learn more about your background vow, see page 107 of
details of your character. If you’d rather lay the keel of your the Starforged rulebook.
concept by picking path assets, go first to step 3.

STEP 6: Set your stats by arranging these values across edge, heart,
STEP 2: On pages 96–97, you’ll find tables and prompts to SET YOUR iron, shadow, and wits in any order: 3, 2, 2, 1, 1. To learn more
SEEK flesh out your character with a backstory and characteristics. STATS AND about your stats, see the Starforged rulebook (page 110).
INSPIRATION Use them to help envision your character. Make note of any METERS
Next, set your condition meters and momentum to their
interesting ideas or questions these tools evoke.
starting values. Set your health, spirit, and supply to 5. Set
your momentum to +2, your max momentum to +10, and your
momentum reset to +2.
STEP 3: Select two path assets from your Sundered Isles deck (pages
CHOOSE 16–17). Choose assets that support an interesting
TWO PATHS character concept, reflect the nature of your world, and foster
STEP 7: In the next exercise, you decide if you begin your adventures
the stories that you and other players want to explore. PREPARE with a ship of your own to command, as well as the nature
For guidance or inspiration, check the Persona tables on TO TAKE of your ship and crew. You’ll also choose a final asset to
pages 98–99. COMMAND complete your character. Go to page 100 to take command.

94 Getting Underway Create Your Character 95


YOUR BACKSTORY
What is your backstory? What events or compelling need put you on a path of
6 YOUR CURSED BACKSTORY
Cursed backstories involve uncanny forces, monstrous foes, and strange
adventure? If you’re not sure, roll or chose on this table for inspiration. technologies. If this isn’t appropriate for your setting, don’t roll the cursed die. If you
This table uses an optional cursed die, as indicated by the skull icon: 6. This is an want to emphasize those aspects of the world, feel free to roll directly on this table.
extra ten-sided die added to an oracle roll—one distinct from your oracle dice. If the
cursed die rolls a 10, your answer is cursed—take the value of your oracle dice and 1–7 Banished because of uncanny nature or abilities
check the cursed version of the table for your answer. The notation beside the cursed 8–14 Bearing a relic of dreadful power
icon will guide you to the location of that table. In this case, it’s on the next page. For
15–20 Desperate to unlock the secrets of forbidden magic
details on the cursed die, see page 48.
@ 1–2 |6 pg 97 21–26 Forged and made animate by forbidden technologies
1–3 Abandoned a life of privilege or power 27–33 Grievously wounded and given new life by forbidden magic or technology
4–7 Betrayed by a close friend, lover, or family member 34–40 Haunted by the spirit of someone you failed or wronged
8–11 Caught up in a forbidden or unlikely romance 41–47 Home destroyed by a monstrous beast
12–14 Deserted the military 48–54 Home destroyed by undead or inhuman foes
15–18 Entrusted with a valuable secret 55–61 Inherited a dreadful curse
19–22 Escaped unjust captivity 62–67 Killed an albatross; plagued by foul luck ever since
23–26 Fled a cruel upbringing 68–73 Sole survivor of a string of unlikely disasters
27–30 Following in the footsteps of famous or notorious kin 74–80 Suffered a vision of a horrible fate
31–34 Forcefully exiled from your land or people 81–87 Survived an attack at sea by a cursed ship
35–37 Found adrift with no memory of your former life 88–94 Survived an attack at sea by a monstrous sea beast
38–40 Framed for a crime you didn't commit 95–100 Targeted or hunted by a dreadful being
41–43 Guided by a dream or prophecy
44–46 Home destroyed by disaster or war YOUR CHARACTERISTICS
47–49 Home occupied by an enemy faction Use any of the prompts below that are helpful. Answer the question yourself or check
50–53 Joined a mutiny, uprising, or rebellion the indicated table for an answer. If a response is uninteresting or a poor fit, ignore it.
In fact, rejecting what doesn’t work is part of sharpening the focus.
54–56 Joined a secret society
Keep in mind that you can start with the sketchiest idea for your character and flesh
57–59 Living under a stolen or assumed identity
them out through play. These prompts are optional.
60–63 Loved one gone missing
✴ What aspects of your look or personality are obvious at first glance? Roll or
64–67 Marooned by former shipmates choose once or twice on the Character First Look table (page 65).
68–71 On the run with a stolen object of great value ✴ What is your former or current profession? Roll or choose once on the Character
72–75 Raised by or fell in with criminals or pirates Roles table (page 66), then roll or choose on the related subtable (67–68).
76–79 Refugee from a distant land ✴ What accessory or piece of gear helps define your look? Roll or choose once or
twice on the Trademark Accessories table (page 69).
80–83 Survived a disaster or battle at sea
✴ If you are armed, what is your favored weapon? Roll or choose once on the
84–86 Took up a vendetta against a powerful figure or faction Trademark Weapons table (page 70).
87–89 Trained in a rare or secret craft by a skilled mentor ✴ What are less-obvious or hidden aspects of your nature? Roll or choose once or
90–93 Trying to forget a disastrous love affair twice on the Character Details table (page 71).
94–96 Undone by a personal vice ✴ What drives you? Roll or choose once on the Character Goals table (page 72).
97–100 Wronged a powerful figure or faction who seeks retribution ✴ You possess an object of personal significance. What is it? Roll or chose once on
the Tokens table (page 104).
Note: The @ 1–2 symbol means you should roll or choose once or twice, as you like.

96 Getting Underway Create Your Character 97


Your two starting path assets help define your character’s core abilities, skills, and For a complete list of recommended Sundered Isles and Starforged assets, see
experience. If you need inspiration, use the table below as a pick-list for a persona (pages 16–17). The table below features path assets from this curated deck.
and a pair of recommended assets. Or roll for it and let the Fates decide.

YOUR PERSONA (1–53) YOUR PERSONA (54–100)


Roll 4/5/7 Result Starting Paths Roll 4/5/7 Result Starting Paths
1–3 Apothecary HEALER, PEDDLER 54–55 4 Monster Hunter BLADEMASTER, SLAYER
4–6 Assassin BLADEMASTER, BOUNTY HUNTER 56–58 Naturalist OVERLANDER, SCHOLAR (Natural history)
7–9 Beast Hunter HARPOONER, SLAYER 59–61 Old Salt SEADOG, SHIPWRIGHT
10–12 Blockade Runner COURIER, NAVIGATOR 62–64 4 Pilgrim DEVOTANT, NAVIGATOR
13–15 Brigand PISTOLEER, SCOUNDREL 65–66 7 Piper MUSICIAN, LOYALIST
16–18 Buccaneer SWASHBUCKLER, PIRATE CAPTAIN 67–69 Renegade FUGITIVE, VETERAN
19–20 7 Bulwark BRAWLER, LOYALIST 70–71 5 Saboteur DEMOLITIONIST, SPY
21–23 Castaway JINX, SCAVENGER 72–73 4 Sea Witch SEER, WINDBINDER
24–26 Charlatan SCOUNDREL, SOCIALITE 74–75 4 Shadow Assassin CUTTHROAT, SHADE
27–28 Cloak and Dagger CUTTHROAT, SPY 76–77 4 Shipbreaker KINETIC, SCAVENGER
29–30 4 Cultist DEVOTANT, NECROMANCER 78–79 4 Siren EMPATH, MUSICIAN
31–32 4 Deathbound FATED, HAUNTED 80–81 7 Skipper LEADER, SEADOG
33–35 4 Elementalist FIREBRAND, SORCERER 82–84 Smuggler FUGITIVE, PEDDLER
36–38 Emissary DIPLOMAT, SPY 85–86 4 Sole Survivor HAUNTED, VESTIGE
39–41 Gallant DUELIST, SOCIALITE 87–88 4 Spiritualist SEER, SLEUTH
42–43 4 Guild Mage BANNERSWORN, SORCERER 89–91 Stowaway URCHIN, OUTCAST
44–46 Gunner CANNONEER, VETERAN 92–94 Surgeon HEALER, SCHOLAR (Medicine)
47–49 Hired Gun MERCENARY, MUSKETEER 95–96 5 Tinker AUGMENTED, GEARHEAD
50–51 5 Ironclad ARMORED, BRAWLER 97–98 Vanguard DECK CLEANER, BANNERSWORN
52–53 5 Jury-Rig CONSTRUCT, SCAVENGER 99–100 5 War Machine CONSTRUCT, MERCENARY

4 Supernatural or mythic powers


5 Remarkable technologies
7 Only for co-op or guided play with allies

98 Getting Underway Create Your Character 99


SUNDERED
ORACLES
REVEALING THE ISLES 3

CORE ORACLES 5

SEAFARING ORACLES 9

WEATHER ORACLES 19

SAILING SHIP ORACLES 21

ISLAND ORACLES 31

OVERLAND ORACLES 37

SETTLEMENT ORACLES 53

CHARACTER ORACLES 65

FACTION ORACLES 77

SHIPWRECK ORACLES 85

CAVE ORACLES 91

RUIN ORACLES 97

TREASURE ORACLES 101

MISCELLANEOUS ORACLES 107

1
PICK YOUR POISON
When you Ask the Oracle a question that leads you to this section, consider your
REVEALING THE ISLES approach and preferences. For any particular situation, you might have several tables
to choose from.
This section contains an array of generators and random tables to help envision
Some oracle tables are abstract. For example, the Action oracle (page 5) offers
situations, encounters, and locations among the isles.
single word prompts. This table can be combined with others to add nuance—such as
using Theme (page 6) to form a verb/noun combination—but the result still relies
USING THE ORACLES on your creative interpretation. Deciphering these answers, realizing how they connect
RESULTS BY REGION to situations in your story, experiencing those eureka moments, is part of the fun of
playing Starforged and Sundered Isles.
Some location oracles are structured with results organized by the main regions of
the isles: Myriads, Margins, and Reaches. Check the result for your current location. Other oracle results are general. They provide room to clarify or expand, but are less
If you are playing in another setting, you can think of those regions as translating to cryptic than the abstract tables. For example, the Seafaring Perils table (page 17)
Inhabited, Frontier, and Remote. includes prompts for unfortunate events that might befall your ship, but the exact nature
of each event is left to the players to suss out. You may decide those answers yourself,
MULTIPLE RESULTS or Ask the Oracle yes/no questions to clarify.
Some oracles provide a recommended number of rolls show. For example: @1–2. And some oracle tables are specific. A Character Name (page 73), for example.
Depending on the situation, you might make multiple rolls at once, or make them over Or Overland Details (page 45). The more precise the result, the more flavorful or
time to “peel the onion” and reveal new aspects. actionable, but the less open to creative interpretation. This is especially true when
playing in the world of the Sundered Isles, because the oracle tables are connected
All other tables are assumed to default to a single roll, but some oracles include an
to the setting. If you are playing in another world, or chose to explore the skyfaring
embedded result that prompts you to make multiple rolls. This is typically shown as
or spacefaring realms when you launched your campaign (page 73), you may find
“Roll twice.” If you get this result, roll twice more on the table and combine those
abstract and general prompts more useful.
results. If you get “Roll twice” yet again, ignore it and redo the roll.
With a bit of play time under your belt, you’ll get familiar with the structure of the oracles
LINKS TO OTHER TABLES and find your own preferred approaches.
Oracle answers will often prompt you to jump to another oracle. This is
shown as an arrow symbol with the name(s) of the oracle. For example: OTHER REMINDERS
> Islands. If you see this prompt, that’s your cue to go to that section or table to reveal
The tables in this section are a tool. Use them as you like to help envision the world,
more about the encounter or location. If you are reading this rulebook on a digital introduce encounters and events, and move your story forward. Here are a few
device, the included page references are clickable. additional tips for making the most of the oracles. See page 291 in the Starforged
rulebook for more.

BEWARE THE CURSED DIE


9 ✴ Use tables as a pick-list: Oracles aren’t just for rolling. You’re free to scan a table
and pick an option that is a good fit. This is particularly true when building on

Many tables in this section are marked with a small skull 40 established facts. However, keep in mind that the generators—particularly for
locations, characters, and ships—are often structured to include a mix of common
icon: 6. When you use one of those tables for inspiration, and rare answers. For example, an encountered ship might be carrying treasure,
you may roll a cursed die alongside your oracle dice. The but this is a rare find as defined by the odds of the Cargo table (page 28). Follow
cursed die is also ten-sided, but should be a special color or
material to distinguish it from the oracle dice.
0 the fiction, treating unusual events and discoveries as special.
✴ Peel the onion: When initially encountering a location, character, or ship, use
After making your oracle roll, look at the value of your cursed die. If the oracle tables for details you would perceive as first impression, such as the
it’s a 10, your answer is cursed—you should check the cursed version of Character First Look table (page 65). Make a roll or two, envision the result as
that table for your answer. Cursed tables are marked with a large version appropriate to the situation, make some assumptions to fill in the gaps, and move
of the skull icon, and are often on the same page or the next page. If in doubt, on with your story. Then use other tables to reveal new details over time.
a page number next to the small cursed icon will show the way. ✴ Build oracle arrays and campaign elements: An oracle array helps you choose
from among a set of relevant tables, while a campaign elements table reveals the
See page 48 for details on using the cursed die.
focus of an encounter or situation. See pages 384–385 of the Starforged rulebook
for details.

3 Sundered Oracles Revealing the Isles 4


CORE ORACLES For details on using the Core oracles, see page 295 of the Starforged rulebook.

ACTION THEME
1 Abandon 26 Control 51 Gather 76 Release 1 Ability 26 Destiny 51 Labor 76 Revenge
2 Acquire 27 Coordinate 52 Guard 77 Remove 2 Advantage 27 Disaster 52 Language 77 Rival
3 Advance 28 Create 53 Hide 78 Resist 3 Alliance 28 Discovery 53 Law 78 Rumor
4 Affect 29 Debate 54 Hold 79 Restore 4 Authority 29 Disease 54 Leadership 79 Safety
5 Aid 30 Defeat 55 Hunt 80 Reveal 5 Balance 30 Dream 55 Legacy 80 Sanctuary
6 Arrive 31 Defend 56 Initiate 81 Risk 6 Barrier 31 Duty 56 Life 81 Secret
7 Assault 32 Deflect 57 Inspect 82 Scheme 7 Belief 32 Enemy 57 Love 82 Solution
8 Attack 33 Defy 58 Investigate 83 Search 8 Blood 33 Expedition 58 Memory 83 Spirit
9 Avenge 34 Deliver 59 Journey 84 Secure 9 Bond 34 Faction 59 Nature 84 Stranger
10 Avoid 35 Demand 60 Learn 85 Seize 10 Bounty 35 Fame 60 Navigation 85 Strategy
11 Await 36 Depart 61 Leave 86 Serve 11 Burden 36 Family 61 Opportunity 86 Strength
12 Begin 37 Destroy 62 Locate 87 Share 12 Commerce 37 Fear 62 Peace 87 Superstition
13 Betray 38 Distract 63 Lose 88 Strengthen 13 Community 38 Fellowship 63 Phenomenon 88 Supply
14 Blockade 39 Eliminate 64 Manipulate 89 Study 14 Corruption 39 Freedom 64 Possession 89 Survival
15 Bolster 40 Endure 65 Mourn 90 Summon 15 Creation 40 Greed 65 Power 90 Time
16 Breach 41 Escalate 66 Move 91 Support 16 Crime 41 Hardship 66 Price 91 Trade
17 Break 42 Escort 67 Oppose 92 Suppress 17 Culture 42 Hate 67 Pride 92 Treaty
18 Capture 43 Evade 68 Overwhelm 93 Surrender 18 Cure 43 Health 68 Prize 93 Truth
19 Challenge 44 Explore 69 Persevere 94 Swear 19 Curse 44 History 69 Prophesy 94 Vengeance
20 Change 45 Falter 70 Preserve 95 Threaten 20 Danger 45 Home 70 Protection 95 Vow
21 Charge 46 Find 71 Protect 96 Transform 21 Death 46 Honor 71 Quest 96 War
22 Clash 47 Finish 72 Raid 97 Uncover 22 Debt 47 Hope 72 Relationship 97 Warning
23 Command 48 Focus 73 Reduce 98 Uphold 23 Decay 48 Industry 73 Religion 98 Weakness
24 Communicate 49 Follow 74 Refuse 99 Weaken 24 Deception 49 Innocence 74 Reputation 99 Wealth
25 Construct 50 Fortify 75 Reject 100 Withdraw 25 Defense 50 Knowledge 75 Resource 100 Weapon

When you Ask the Oracle about a goal, situation, or event, roll for an Action (above)
and Theme (opposite page). Together, these oracles provide an interpretative verb/
noun prompt.
Other oracle tables include prompts to check for an Action and Theme (shown as
> Action + Theme). That’s your cue to roll on these tables and Interpret the result.

5 Sundered Oracles Core Oracles 6


DESCRIPTOR FOCUS
1 Abandoned 26 Deep 51 Hidden 76 Protected 1 Ammunition 26 Derelict 51 Message 76 Shore
2 Abundant 27 Defended 52 Hoarded 77 Rare 2 Anchorage 27 Discovery 52 Mist 77 Shortcut
3 Active 28 Dense 53 Hostile 78 Remote 3 Animal 28 Enclosure 53 Monument 78 Sound
4 Ancient 29 Depleted 54 Inaccessible 79 Rich 4 Apparition 29 Energy 54 Obstacle 79 Storage
5 Barren 30 Desolate 55 Infested 80 Ruined 5 Art 30 Equipment 55 Outbreak 80 Storm
6 Blighted 31 Destroyed 56 Inhabited 81 Sacred 6 Artifact 31 Faction 56 Outpost 81 Structure
7 Blocked 32 Diverse 57 Isolated 82 Safe 7 Battleground 32 Flag 57 Path 82 Supply
8 Breached 33 Empty 58 Living 83 Sealed 8 Beast 33 Fleet 58 People 83 Symbol
9 Broken 34 Ensnaring 59 Lost 84 Secret 9 Blockade 34 Force 59 Person 84 Terrain
10 Captured 35 Expansive 60 Lush 85 Settled 10 Boat 35 Fortification 60 Pirate 85 Territory
11 Chaotic 36 Exposed 61 Makeshift 86 Shrouded 11 Book 36 Gadget 61 Port 86 Threshold
12 Charted 37 Fertile 62 Mechanical 87 Stolen 12 Boundary 37 Grave 62 Provisions 87 Tool
13 Collapsed 38 Fiery 63 Misleading 88 Stormy 13 Cache 38 Habitat 63 Reef 88 Town
14 Colossal 39 Flooded 64 Moving 89 Stranded 14 Cargo 39 Hazard 64 Refuge 89 Trap
15 Confined 40 Foreboding 65 Mysterious 90 Strange 15 Commander 40 Hideaway 65 Relic 90 Treasure
16 Conspicuous 41 Forgotten 66 Natural 91 Sunken 16 Commodity 41 Home 66 Remains 91 Vault
17 Constructed 42 Forsaken 67 New 92 Toxic 17 Confinement 42 Illusion 67 Rendezvous 92 Vegetation
18 Contested 43 Fortified 68 Obscured 93 Trapped 18 Connection 43 Island 68 Resource 93 Vessel
19 Corrupted 44 Foul 69 Open 94 Undersea 19 Container 44 Lair 69 Rock 94 Village
20 Created 45 Fragile 70 Peaceful 95 Undiscovered 20 Contraband 45 Land 70 Ruins 95 Void
21 Cursed 46 Frozen 71 Perilous 96 Unnatural 21 Corpse 46 Leader 71 Sail 96 Water
22 Damaged 47 Functional 72 Pillaged 97 Unstable 22 Creation 47 Machine 72 Salvage 97 Weapon
23 Dead 48 Grim 73 Powerful 98 Valuable 23 Creature 48 Map 73 Sea 98 Weather
24 Deadly 49 Guarded 74 Preserved 99 Violent 24 Crew 49 Material 74 Shelter 99 Wind
25 Decaying 50 Haunted 75 Prominent 100 Wrecked 25 Debris 50 Medicine 75 Ship 100 Wreckage

When you Ask the Oracle about the nature of a location, discovery, or encounter, roll for
a Descriptor (above) and a Focus (opposite page) for an adjective/noun prompt.
Other oracle tables include prompts to check for a Descriptor and Focus (shown as
> Descriptor + Focus). That’s your cue to roll on these tables and interpret the result.

7 Sundered Oracles Core Oracles 8


SEAFARING ORACLES UNKNOWN WATERS
Myriads Margins Reaches
Central Seas Outer Seas Remote Seas Result
SEAFARING WAYPOINTS 1–20 1–15 1–10
Land, ho!
> Islands; pg 31
Use these tables to trigger locations, events, and encounters on a seafaring expedition.
Use the Known Waters table (below) if you Undertake an Expedition among or between Sails, ho!
known islands, such as when following a chart of local islands. Use the Unknown 21–35 16–25 11–15
> Sailing Ships; pg 21
Waters table (opposite page) when navigating unfamiliar waters with the prospect of
encountering unrevealed islands. Changing weather
36–45 26–40 16–35
> Weather; pg 19
KNOWN WATERS
Instance (choose one)
Myriads Margins Reaches 46–60 41–55 36–50 > Seafaring Details; pg 11
Central Seas Outer Seas Remote Seas Result
> Descriptor + Focus; pg 7–8
Sails, ho!
1–25 1–15 1–5 Lost souls
> Sailing Ships; pg 21 61–70 56–65 51–60
> Shipwrecks; pg 85
Changing weather
26–35 16–30 6–25 Relic of the past
> Weather; pg 19 71–75 66–75 61–75
> Ruins; pg XX
Instance (choose one)
Character focus
36–55 31–50 26–45 > Seafaring Details; pg 11 76–90 76–90 76–90
> Interlude Scene; pg 109
> Descriptor + Focus; pg 7–8

Lost souls 91–100 91–100 91–100 Roll twice


56–65 51–60 46–55
> Shipwrecks; pg 85

Relic of the past If you face a cost in your travels, such as when you roll a miss as you Undertake an
66–70 61–70 56–70 Expedition, the Seafaring Perils (pg 17) oracle can help reveal what occurs. If you
> Ruins; pg XX
encounter good fortune, such as when you roll a strong hit with a match, the Seafaring
Character focus Opportunities (pg 18) oracle can inspire the nature of this lucky break. Check those
71–85 71–85 71–85 tables instead of—or in addition to—a seafaring waypoint.
> Interlude Scene; pg 109

86–100 86–100 86–100 Roll twice

9 Sundered Oracles Seafaring Oracles 10


SEAFARING DETAILS (1–30) SEAFARING DETAILS (31–65) 6 pg 15
This table reveals occurrences on a seafaring expedition. Possible
31 Large sharks circle the ship
results include locations, events, sightings, and encounters.
6 pg 14 32 Whales crest the surface, misting the air with saltwater spray
1 A plume of smoke rises on the horizon 33 Dolphins spin and jump at the bow
2 Carved monoliths, taller than your ship, form a circle large enough to sail through 34 A giant whale, its back pierced by a wicked-looking harpoon, breaks the surface
3 An albatross alights on the yardarm; it surveys the ship dispassionately 35 A half-sunk rowboat, burdened with chests and barrels, bobs on the sea
4 A large plank of driftwood bears a carved message 36 A vast volcano dome, belching steam, sits just above the waves
5 Buoys mark hazardous waters 37 A massive stone statue, cracked and worn by age, stands atop an eroded rock
6 Beast hunters, sailing a sleek-hulled ship, chase their quarry 38 A broken spire stands atop a lonely rock
7 Sea caves pocket the steep flanks of a rocky islet 39 A solitary mariner watches you from the deck of their single-masted boat
8 A rogue wave rises on the horizon 40 Rocks and seabed muck, laid bare by a low tide, surround a narrow waterway
9 Dagger-like rocks rise out of the sea 41 A brief, passing squall batters the ship with wind and rain
10 Flags of unknown heraldry fly from a partially collapsed fort 42 A multitude of jellyfish glimmer like pale lanterns
11 A massive storm wall gathers in the distance, lighting flashing 43 A long line of boats, laden with cargo and passengers, make their way across the sea
12 Waves surge against an exposed reef 44 A settlement stands on an isolated islet
13 A gull lands on the deck, a rolled slip of paper tied to its leg 45 A massive stone statue, weathered and worn, stands atop an eroded rock
14 A ship flounders on high seas, listing dangerously to one side 46 A rocky mount shelters a deep-water harbor
15 Rusted anchors, hung like trophies from a rocky mount, clatter in the wind 47 A graveyard of sun-bleached whale bones lies atop scattered shoals
16 Labyrinthine mangroves sprawl along the shore of a tiny islet 48 A crumbling stone bridge spans the gap between two rocky islets
17 Survivors aboard a meager raft desperately flag you down 49 Abundant sea life is visible in these crystal-clear shallows
18 Clusters of jagged rocks lurk just below the ocean waves 50 A formation of sleek coastal boats race swiftly across the waves
19 A crew struggles to refloat their ship, which is run aground on a sandbank 51 A ship riddled with damage drifts past, seemingly uncrewed
20 Stone ruins lie just beneath the surface 52 A trade ship struggles at the edge of an expanding whirlpool
21 Waves pummel a shipwreck that lies split in two upon the rocks 53 Shattered debris drifts past
22 A battered, drifting flag bears a familiar emblem 54 A stranded mariner waves from a tiny islet
23 The air smells of smoke, and ash drifts on the wind 55 A storm of falling stars streaks through the sky
24 A battered, oarless longboat floats on the open sea 56 A ship lies at anchor; its crew busily repairs torn sails and broken spars
25 A planted flag and a lonely cairn stand atop a tiny rocky islet 57 A lone survivor clings to a floating crate
26 Something massive brushes against the hull before diving out of sight 58 Sea turtles swim in a lazy circle over a deep blue marine sinkhole
27 The sound of distant cannon fire echoes across the sea 59 A long line of sails dot the horizon
28 Water churns as a large school of fish flees a predator 60 A heavy chain is strung between rocks just below the waterline
29 Lashed-together shipwrecks, anchored to the sea floor, form a ramshackle floating home 61 Sinking ships and struggling survivors mark the scene of a recent battle
30 A massive school of rays forms a roving shadow just below the surface 62 A ravaged ship, burnt nearly to the waterline, floats aimlessly

Check page 12 for the 31–65 results, and page 13 for 66–100. 63 A powerful current sweeps through a passage bounded by rocky shoals
64 Wind-beaten trees cling precariously to a rocky mount
65 Submerged heat vents send up roiling water and plumes of steam

11 Sundered Oracles Seafaring Oracles 12


SEAFARING DETAILS (66–100) 6 pg 16 6 CURSED SEAFARING DETAILS
66 A sudden gust pulls the sails and rigging taught, an omen of changing weather 1 An exodus of panicked birds darken the sky
67 Boats gather in a circle as their passengers toss flowers into the sea 2 The shadowy silhouette of a flying beast, barely visible in the mist, passes overhead
68 A glass bottle with a message bobs on the waves 3 A maelstrom shimmers with mystic energies
69 Whales congregate amid deep waters 4 Iron fittings spontaneously rust and corrode
70 A vibrantly-painted merchant vessel sends up a flag of welcome 5 A ship is sighted but disappears if you look directly at it
71 A flurry of cannon fire flashes within a fog bank 6 Pale sea turtles, their shells carved with strange runes, circle the ship
72 Sandbars are scattered across shallow waters 7 Ragged slashes, as if from claws, appear in the sails
73 Fruit trees cling to a grassy islet 8 A parrot lands on a spar, squawks a foreboding message, and flies off
74 A tangle of sea plants, muck, and debris spin slowly in a wide gyre 9 Iron cages, each housing a sun-dried corpse, hang from a rocky mount
75 A massive fog bank stretches the length of the horizon 10 A titanic, sinuous skeleton lies atop a rocky shoal
76 A small fleet of fishing boats head for deeper waters 11 A ship is spotted, identical to your own
77 Sunken metal catches the light within clear waters 12 Elaborate and unsettling symbols mar the stone of a rocky islet
78 Large lizards scamper along the narrow shore of a rocky islet 13 Strands of kelp rise from the water, creeping and grasping
79 Two ships sit side-by-side at anchor; crews move cargo from one to the other 14 An eclipse overtakes the sun, stealing away the day
80 Flagged buoys mark a faction's claimed territory 15 The sea suddenly smells of rot
81 A dark cave sits high above the waterline on a rocky pillar 16 Countless dead fish float on the surface
82 Thickly-packed seaweed carpets the water 17 A single albatross alights on the yardarm, then falls instantly dead
83 Ships exchange cannon fire in the distance; acrid smoke drifts for leagues 18 A perpetual fog bank, as still as a stone wall, lies ahead
84 Coral reefs lie in shallow, crystalline waters 19 A dark swarm of giant bats circles the ship
85 Swarms of sharks feed on a dead whale carcass 20 A monstrous sea beast appears, trailing the ship with an inexorable purpose
86 A small grove of palm trees and a simple hut stand atop a sandy islet 21 The ship's bell rings of its own accord
87 Hordes of seabirds nest among a long row of guano-spattered sea stacks 22 Your ship comes to a sudden and shuddering stop in deep waters
88 Manatees graze among a field of tall sea grass in shallow waters 23 The sea boils, sending up gouts of steam
89 On a moonless, cloudy night, deep darkness falls over the sea 24 Tentacles, dripping with slimy brine, curl over the gunwales
90 The crew of a fishing boat struggles with a mighty catch 25 A vast field of algae-covered bones lies scattered in shallow waters
91 Survivors wave from the deck of a sinking ship 26 The bloated corpse of an enormous beast floats past, a grisly bitemark in its flank
92 A flash of reflected sunlight gleams from glass or metal in the distance 27 Hundreds of carrion birds settle onto spars and rigging, waiting expectantly
93 Shrubs and colorful flowers carpet a rocky islet 28 An unblemished iron pillar stands in shallow waters
94 A lone chest bobs in the waves 29 Crewmembers are plagued by horrific visions or dreams
95 Seals rest on the exposed keel of a capsized ship, barking as you come near 30 A narrow passage cuts through a churning, green fog
96 Whale song, tinged with sadness, echoes across the sea
Check page 15 for the 31–65 results, and page 16 for 66–100.
97 An imposing fort dominates the terrain of a rocky islet
98 A heap of flotsam and jetsam grinds against the shore of a rocky islet
99 A distant signal or beacon flares to life
100 Smoke rises from among a grove of palms on a sandy isle

13 Sundered Oracles Seafaring Oracles 14


6 CURSED SEAFARING DETAILS (31–65) 6 CURSED SEAFARING DETAILS (66–100)
31 The sea spills like a waterfall into an unnatural chasm 66 A large blood slick covers the water
32 A vast whirlpool opens ahead of the ship 67 A watertight compartment spontaneously floods with seawater
33 Strange shapes move within an approaching fog bank 68 A sorrowful shanty, seemingly without a source, echoes across the waters
34 All at once, the ship's lanterns go dark 69 A massive shape passes beneath your ship, sending it listing to one side
35 The roar of a monstrous beast rises from a fog-shrouded islet 70 Shadowy, vaporous ships cruise along the horizon
36 Countless shipwrecks float in a tangle, drawn together by uncanny forces 71 The tide slips away with unnatural speed, revealing patches of seafloor
37 The compass spins wildly 72 A large winged form, cloaked in shadow, perches atop the main mast
38 A tangled net holds the corpse of a ghastly, mutated creature 73 A coffin, nailed shut and marked with cryptic symbols, bobs on the water
39 A cloaked figure stands in a boat that moves without oar or sail 74 Waking from a dream, you find yourself clutching a paper marked with a black spot
40 A procession of oarless boats, hung with pale lanterns, hold silent figures 75 A ghostly message, written in blood, appears in the captain's logbook
41 A day passes, but you and the crew have no memory of it 76 A crewmember, moving as if in a trance, climbs over the gunwales and drops into the sea
42 Hordes of panicked rats emerge from the lower decks 77 Phantom voices carry on the wind, whispering a dreadful premonition
43 Bladelike iron shapes, carved with faintly-glowing symbols, jut from the sea 78 Skeletal figures, welding corroded blades, clamber over the gunwales
44 The seawater turns red and smells of blood 79 Bizarre jellyfish float through the air
45 The ship's wheel turns of its own accord and then holds fast, setting a new course 80 The apparition of someone you knew delivers a warning before fading away
46 Mangled corpses, too many to count, drift on the water 81 An enormous pale light rises from the murky depths
47 One beast battles another, and the sea churns with blood 82 A crewmember is stricken with a hideous sickness
48 An unknown island, etched in black ink by an unseen hand, appears on the ship's charts 83 Among the ship's stores, fresh water and wine turn to brine
49 Something knocks insistently against the underside of the hull 84 Flocks of birds fling themselves carelessly against the hull and sails
50 A monstrous beast stalks the ship 85 Ghostly figures stand motionless and silent on the shore of a rocky islet
51 Alluring songs beckon from among the rocks 86 A wandering iceberg holds a tentacled form within its crystalline core
52 A pale child stands on the shore of an otherwise deserted islet, smiling blankly 87 A leviathan's corpse bobs to the surface, its desiccated skull gaping
53 A giant mangrove, home to strange birdlike creatures, stands in stagnant waters 88 A spectral figure stands at the bow, pointing insistently at the horizon
54 An unnatural current sweeps the ship onto a new course 89 Objects fly through the air as if amid a whirlwind
55 Hordes of scrabbling bone-white crabs climb the ship's hull 90 Perishable provisions turn to ash
56 The shadowy outline of a frozen ship sits within an enormous wandering iceberg 91 Barnacles foul the hull and deck, growing and spreading with uncanny speed
57 A tattoo spontaneously appears on your forearm 92 The sea turns dark, and something stirs within
58 A burning map, inscribed by an unseen hand, is scorched into the planks of the deck 93 Monstrous eyes glimmer within the shadowy depths of an islet sea cave
59 Fields of dead coral lay within foul-smelling waters 94 Wet footprints and sea muck trace a path on the deck
60 A tall mound of skulls sits upon a rocky islet 95 Spectral forms with hollow eyes drift just below the water's surface
61 In the hold, frantic scratching emanates from within an unassuming crate 96 A distant ship floats above the water
62 Alluring lights glimmer beyond a gigantic stone archway 97 A lone figure strides across the water with an unnatural gait
63 Cockroaches swarm the deck 98 An unmoving fog clings to a rocky islet, shrouding all but the peak of a barren hill
64 The sea ahead is a frozen sheet 99 The sound of sobbing echoes across mist-shrouded seas
65 A graveyard of dead ships lies trapped within a sargassum sea 100 The rising sun casts a baleful red glow

15 Sundered Oracles Seafaring Oracles 16


WEATHER ORACLES 6 CURSED WEATHER
Roll Result Detail
1–5 Ash storm Churning, low-level clouds of gray ash
WEATHER CONDITIONS 6–10 Blighting muck Rain of corrosive, mucous-like ooze
Myriads Margins Reaches 11–15 Blood rain Ghastly, crimson rain
Central Seas Outer Seas Remote Seas Result 16–20 Cinder rain Storm of fiery rock and ash
1–70 1–60 1–50 Fair Weather 21–25 Creeping mist Slithering, grasping fog
71–100 61–100 51–100 > Foul Weather; below 26–30 Crimson mist Slow-moving fog that burns like acid
31–35 Dead calm Disquieting stillness
If you’d like to establish the time of day for an encounter or scene, roll a single oracle
die. If even, it’s daytime; if odd, it’s night. Higher numbers are later in that period. 36–40 Fisher's feast Shower of fish
41–45 Forge's fury Fast-moving storm of scorching heat
FOUL WEATHER 6 pg 20 46–50 Gloam tide Unnatural darkness that moves with the tide
51–55 Ice fall Uncanny cold that leaves surfaces enveloped in thick ice
Roll Result Detail
56–60 Iron wind Strong wind that sends ships along an inevitable, fatebound course
1–10 Stifling Windless, oppressive heat
61–65 Knowing mist Fog that manifests visions of dark secrets and painful memories
11–25 Listless Light winds and sweltering heat
66–70 Phantom mist Ghost-haunted fog
26–40 Misty Light winds and damp fog
71–75 Rot wind Wind that carries the foul stench of death
41–55 Foggy Light winds and dense fog
76–80 Sand storm Clouds of pelting, stinging sand, ripped from a now-barren island
56–75 Heavy High winds, steady rain, and rough waters
81–85 Seeking spouts Waterspouts and tornadoes that move with dreadful purpose
76–90 Stormy Powerful winds, pelting rain, and high seas
86–90 Tempest Undying storm that prowls the isles in search of prey
91–100 Raging Destructive winds, torrential rain, and monstrous waves
91–95 Wailing wind Wind that carries the mournful keen of the lost and the drowned
To learn the duration of foul or cursed weather, roll a single oracle die. 1–2 is fleeting 96–100 Witch fire Low clouds suffused with tendrils of chaotic, mystic energy
(less than an hour). 3–9 is persistent (several hours). 0/10 is relentless (more than a day).

19 Sundered Oracles Weather Oracles 20


SAILING SHIP ORACLES The suggested challenge
ranks are a starting
place. Set the rank of
a naval engagement
SHIP SIZE as appropraite to the
capability of the forces
Use this table to generate the scale of a ship you command and the
sighting, ranging from a single small ship to nature of your objectives.
a massive armada. Also, keep in mind that a
ship’s rank is relative to
other ship-scale vehicles,
creatures, or powers. See
page 38 for tips on
handing naval encounters.

1–30 31–60 61–80 81–85 Force


Small Medium Large Colossal
86–95 96–99 100
Such as: Cutter, Sloop Such as: Corvette, Schooner Such as: Frigate, Galleon Such as: Dreadnought, Titan Flotilla Fleet Armada
Rigging: One or two masts Rigging: Two or three masts Rigging: Three or more masts Rigging: Four or more masts Medium flagship Large flagship Colossal flagship
Crew: 5–25 Crew: 25–50 Crew: 50–200 Crew: 200–500 and a few and many and countless
Rank: Troublesome Rank: Dangerous Rank: Formidable Rank: Extreme or Epic other ships other ships other ships
or Dangerous or Formidable or Extreme

21 Sundered Oracles Sailing Ship Oracles 22


SHIP POSITION
Set the range of the encounter and the ship’s initial status as appropriate to the situation
and environment. If unsure, use the tables below.
RANGE
Roll Result Detail
1–40 Distant On the horizon and too far to make out details
41–75 Far Observable but well beyond weapons range
76–95 Medium Easily discernible and nearly within weapons range
96–100 Near Sighted or revealed at very close range

STATUS
1–10 In Battle 36–60 Underway (approaching) 86–95 In distress
11–25 Anchored 61–75 Underway (outbound) 96–98 Adrift
26–35 Getting underway 76–85 Underway (parallel) 99–100 Run aground

SHIP FIRST LOOK @ 1–2 | 6 pg 24


1–2 Accompanied by creatures 51–52 Ironclad hull
3–5 Adorned with colorful banners 53–55 Large harpoon cannon 6 CURSED SHIP FIRST LOOK
6–8 Armed with archaic weapons 56–57 Low-profile or shallow draft 1–3 Accompanied by a monstrous beast 51–53 Malignant growths
9–10 Armed with mechanized weapons 58–59 Mechanized propulsion 4–6 Adorned with arcane symbols 54–55 Maw-like prow
11–13 Armored prow or ram 60–61 Numerous launch boats 7–8 Alight with unnatural flames 56–57 Mechanized transformation
14–16 Battle-scarred hull 62–64 Overgunned 9–11 Animate figurehead 58–60 Mechanized weaponry
17–18 Beast-hide sails 65–66 Overloaded or deep draft 12–13 Arcane propulsion 61–63 Mistlike sails
19–21 Black hull and sails 67–69 Painted hull 14–16 Beheaded Figurehead 64–66 Overpowering stench of decay
22–24 Blood-red sails 70–71 Propelled or aided by oars 17–19 Bone-wrought hull 67–69 Rotting hull and sails
25–27 Boarding prow or ramp 72–74 Undead crew, going about their duties 20–22 Broken hull 70–72 Sailing without a crew
28–30 Brightly-colored sails 75–76 Ravaged by fire 23–25 Cloaked by smoke and ash 73–75 Sails with unnatural speed
31–32 Constructed of unusual wood 77–79 Sails emblazoned with insignias 26–28 Corpses hung from the rigging 76–78 Sinister songs or chants
33–34 Displaying trophies of defeated foes 80–81 Submersible 29–30 Dead beast lashed to the hull 79–81 Sorcerous weaponry
35–37 Elaborately carved hull 82–84 Tall enclosed superstructure 31–33 Draped with seawood 82–83 Swarming with bats or carrion birds
38–40 Famous or infamous vessel 85–87 Torn sails and broken rigging 34–36 Drowned or abyssal crew 84–86 Tattered sails
41–43 Gilded adornments and fittings 88–89 Towing another ship 37–39 Eerie illumination 87–88 Teleporting
44–46 Grandiose or imposing figurehead 90–92 Twin-hulled (catamaran) 40–42 Encrusted with sea life 89–91 Trail of blood in its wake
47–48 Hidden gunports 93–95 Undergunned or unarmed 43–45 Festooned with bones or skulls 92–94 Undead crew
49–50 Hung with lanterns 96–100 > Descriptor + Focus; pg 7–8 46–47 Flying or floating 95–97 Wreathed in misty cold
48–50 Illusionary or spectral form 98–100 Shadowed by > Cursed Weather; pg 20

23 Sundered Oracles Sailing Ship Oracles 24


SHIP CONTROLLING FACTION SHIP MISSION
If the first impressions of a ship don’t reveal its identity, check the table below. If this A ship’s faction can reveal its role, such as warship, tradeship, or whaler. If the ship is
ship is commanded by a known faction, choose or roll on your faction influence grid independent, the faction unknown, or if you simply want more detail, use this table.
(page 54). If it is independent or aligned with an unknown faction, use other tables Alernatively, use the captain’s goal (page 72) to set the ship’s purpose.
such as Symbol and Mission to help envision its nature, allegiances, and purpose. 6 below
Size
Myriads Margins Reaches Small Medium Large Huge Flotilla Fleet Armada Current Activity
Central Seas Outer Seas Remote Seas Result -- -- 1–2 1–4 1–6 1–10 1–12 Blockade a location
1–60 1–45 1–25 Known faction -- -- 3–4 5–8 7–12 11–20 13–24 Break a blockade
61–75 46–70 26–60 Unknown faction -- -- 5–6 9–12 13–16 21–26 25–32 Attack a Location
76–100 71–100 61–100 Independent -- -- 7–8 13–16 17–20 27–32 33–38 Evacuate a location
1–4 1–4 9–14 17–20 21–24 33–36 39–40 Transport people
SHIP SYMBOL
5–8 7–10 15–22 21–28 25–30 37–40 41–42 Transport cargo
Use this table to reveal the design of a ship’s figurehead, flag, or other motifs. This may
help inspire the character of the vessel—especially if it is independent or part of an 9–14 11–16 23–30 29–36 31–38 41–44 43–44 Conduct trade
unknown faction. 15–18 17–24 31–36 37–42 39–44 45–48 45–48 Hunt creatures
6 below
19–22 25–30 37–42 43–48 45–52 49–58 49–60 Patrol an area
1–2 Albatross or gull 33–34 Horse 65–66 Sea turtle
23–32 31–36 43–48 49–52 53–56 59–62 61–62 Explore or travel to an area
3–4 Angelic figure 35–36 Hound 67–68 Seahorse
33–38 37–44 49–58 53–64 57–68 63–76 63–80 Engage an enemy
5–6 Bear 37–38 Jungle cat 69–70 Serpent
39–48 45–52 59–70 65–74 69–74 77–80 81–82 Conduct piracy
7–8 Bull 39–40 Lion 71–72 Shark
49–56 53–64 71–74 75–76 75–76 81–82 83–84 Conduct diplomacy
9–10 Celestial object 41–42 Maiden Figure 73–74 Shield
57–64 65–70 75–76 77–78 77–78 83–84 -- Conduct espionage
11–12 Crossed weapons 43–44 Martyred figure 75–76 Skull and bones
65–68 71–76 77–78 79–80 79–80 -- -- Conduct research
13–14 Crown or crest 45–46 Memorialized figure 77–78 Swan
69–74 77–78 79–80 81–82 81–82 -- -- Deliver item or message
15–16 Divine figure 47–48 Mermaid 79–80 Tree
75–84 79–82 81–84 83–84 83–84 -- -- Smuggle contraband
17–18 Dolphin or porpoise 49–50 Multi-headed hydra 81–82 Unicorn
85–94 83–90 85–94 85–94 85–94 85–94 85–94 > Action + Theme; pg 5–6
19–20 Dragon 51–52 Mystical Figure 83–84 Vulture
95–100 91–100 95–100 95–100 95–100 95–100 95–100 Roll twice
21–22 Eagle or hawk 53–54 Noble figure 85–86 Warrior Figure
23–24 Fish
25–26 Flames
55–56 Octopus or squid
57–58 Phoenix
87–88 Waves
89–90 Whale
6 CURSED SHIP MISSION
If you roll a Ship Mission curse, take your result on that table and envision an uncanny
27–28 Gorgon 59–60 Ram 91–92 Winged horse or dreadful aspect. For details on how the ship or its mission relates to a cursed power,
29–30 Griffin 61–62 Raven or crow 93–94 Wolf use the table below.

31–32 Holy symbol 63–64 Scorpion 95–100 Roll twice 1–15 Acting to fulfill a dreadful bargain
16–25 Bound unwillingly to the service of a cursed power
6 CURSED SHIP SYMBOL 26–35 Corrupted or sickened by the effects of a cursed ship or relic

1–10 Demonic figure 36–45 Grim reaper 71–80 Monstrous claw 36–50 Desperately working in defiance of a cursed power

11–20 Eldritch being 46–50 Headless figure 81–85 Monstrous eye 51–60 Granted unusual abilities or resources by a cursed power

21–30 Fanged skull 51–60 Kraken or tentacles 86–95 Monstrous skull or jaws 61–75 In zealous service of a cursed power

31–35 Gargoyle 61–70 Menacing Skeleton 96–100 Spider 76–90 Suffering under the deprivations of a cursed captain
91–100 Unwittingly helping or unleashing a cursed power

25 Sundered Oracles Sailing Ship Oracles 26


SHIP DETAILS CARGO
When upon a ship other than your own—visiting, exploring, or boarding—use this table Use this table when surveying a ship’s hold or if coming upon lost or abandoned cargo.
to reveal new details. Roll a number of times as appropriate to the nature of the find. For example, once for
@ 1–2 | 6 below
the hold of a typical warship, or up to four times for a fully loaded tradeship. Ships also
1–3 Animal mascot 49–51 Infamous or famous captain typically carry basic munitions and provisions for the crew, but this table reveals the
details of bulk cargo such as trade goods and plunder.
4–5 Archive of books and charts 52–54 Locked or barred compartments @ 1–4 | 6 below
6–8 Bloodstained deck 55–57 Low on provisions 1–2 Ammunition 49–50 Meat
9–11 Booby-trapped 58–60 Mutinous crew 3–4 Artisan goods 51–52 Medical supplies
12–14 Carrying passengers 61–62 Operating as a diversion 5–6 Artwork or antiques 53–54 Medicinal herbs
15–16 Deck-clearing swivel cannons 63–64 Operating under a false identity 7–8 Beast bones 55–56 Metals
17–19 Empty cargo hold 65–66 Overcrowded sickbay 9–10 Books or documents 57–58 Mining equipment
20–21 Extravagant furnishings and fittings 67–69 Palatial captain's cabin 11–12 Cheese 59–60 Perfume
22–24 Famed mariner serving aboard 70–72 Plentiful provisions 13–14 Cocoa 61–63 Raw ore
25–26 Fanatically loyal crew 73–74 Stolen or captured ship 15–16 Coffee 64–65 Rope or hemp
27–29 Full cargo hold 75–76 Strife among the crew 17–18 Dyes 66–68 Rum or grog
30–32 Hidden cargo 77–78 Undermanned 19–21 Fish 69–71 Sailcloth
33–34 Hidden reinforcements 79–80 Unexpected reveal of an acquaintance 22–24 Fresh water 72–73 Scavenged ship parts
35–36 Hidden stowaway 81–82 Venerable ship with a long history 25–26 Fruit or vegetables 74–75 Spices
37–39 Hidden workings or capabilities 83–84 Well-stocked armory 27–29 Grain or rice 76–77 Sugar or molasses
40–41 Holding prisoners 85–87 Without a commander 30–32 Gunpowder 78–80 Tea
42–43 Hung with charms and talismans 88–91 Unexpected > Ship Mission; page 26 33–34 Hides or furs 81–82 Textiles
44–45 Immaculately maintained 92–95 > Ship Damage; page 114 35–36 Hunting trophies 83–84 Tobacco
46–48 In general disrepair 96–100 > Descriptor + Focus; pg 7–8 37–38 Illicit drugs 85–87 Weapons
39–40 Livestock 88–90 Whale oil
6 CURSED SHIP DETAILS 41–42 Logs and charts 91–92 Wild animals
43–44 Lumber or timber 93–94 Wine
1–5 Bloody trail leads belowdecks 54–56 Rotten stench
45–46 Machinery 95–98 > Descriptor + Focus; pg 7–8
6–10 Crawling with insects 57–59 Scorched black by fire
47–48 Mead 99–100 > Treasure; pg 101
11–15 Crew held in thrall to sorcerous powers 60–62 Sentient or living ship
16–20 Diseased or corrupted crew
21–23 Dreadful phantom whispers
63–65 Sorcerous commander
66–68 Sorcerous trap 6 CURSED CARGO
24–26 Fearsome creatures among the shadows 69–73 Spectral haunts 1–5 Ancient sarcophagi 49–53 Maggot-infested meat
27–29 Illusionary facade 74–76 Spreading decay 6–12 Autonomous mechanical constructs 54–60 Monstrous hunting trophies
30–32 Lower decks strung with webs 77–79 Strewn with rusting cages and chains 13–17 Barrels of foul ichor 61–65 Mutated animals
33–35 Marked with sorcerous glyphs 80–84 Swarming with large rats 18–24 Chained beast 66–72 Poisoned grog
36–40 Protected by a monstrous beast 85–87 Transforming crew 25–31 Cocooned victims 73–79 Rotting corpses
41–45 Putrefied provisions 88–92 Truth revealed under moonlight 32–36 Human bones 80–86 Sorcerous tomes
46–48 Reanimating crew 93–95 Victims entombed within ship structure 37–43 Illusionary treasure 87–93 Soul jars
49–53 Ritual circle or altar 96–100 Warnings scrawled in blood 44–48 Infernal weapons 94–100 Trapped undead

27 Sundered Oracles Sailing Ship Oracles 28


SHIP NAME 6 pg 30 6 CURSED SHIP NAME
1 Aegis 34 Gambit 67 Reforged Blade 1 Acheron 34 Ebon Tide 67 Obsidian Dagger
2 Akiya 35 Gilded Sea 68 Rhaskar 2 Apparition 35 Eidolon 68 Phantasm
3 Albatross 36 Gray Eagle 69 Sadia 3 Balefire 36 Enchantress 69 Phoenix Fire
4 Alliance 37 Guiding Star 70 Sea Hawk 4 Banshee's Cry 37 Eventide 70 Pierced Heart
5 Ascendancy 38 Honorbound 71 Sidura's Hope 5 Basilisk 38 Executioner 71 Plague Tide
6 Black Iron 39 Implacable 72 Silver Arrow 6 Bitter End 39 False Hope 72 Premonition
7 Bounds Runner 40 Implicit 73 Silver Shark 7 Black Fang 40 Forge's Fury 73 Quietus
8 Broken Compass 41 Indomitable 74 Stardancer 8 Blackstar 41 Forsworn 74 Rack and Ruin
9 Celestial 42 Intrepid 75 Stardust 9 Blood Oath 42 Foul Luck 75 Ravager
10 Clarion Call 43 Iron Aegis 76 Starfall 10 Bloodhawk 43 Frostwind 76 Relentless
11 Covenant 44 Ithela 77 Starlume 11 Bloodwake 44 Ghostwind 77 Retaliation
12 Crested Dawn 45 Jade Empress 78 Steadfast 12 Bloody Bargain 45 Gloamtide 78 Retribution
13 Dauntless 46 Jadina's Vow 79 Stormbreaker 13 Bloody Marrow 46 Grim Fate 79 Revenant
14 Dawn's Herald 47 Kalida 80 Stormchaser 14 Bloody Vengeance 47 Harrowheart 80 Scorched Sea
15 Defiance 48 Last Chance 81 Stormwatch 15 Broken Blade 48 Headless Jack 81 Scorpion
16 Demeter 49 Legacy 82 Supremacy 16 Call of the Abyss 49 Hell's Heart 82 Scourge Tide
17 Dreamweaver 50 Lodestar 83 Swiftsure 17 Carnage 50 Hellbound 83 Screaming Skull
18 Eclipse 51 Makari 84 Thrice Sunk 18 Carrion Feast 51 Herald of Doom 84 Sea Cleaver
19 Elizabeth Dane 52 Mistress of the Isles 85 Tide Chaser 19 Coup de Grace 52 Hydra 85 Sea Wolf
20 Ember's Light 53 Moonless Eve 86 Trident 20 Crimson Cutlass 53 Imp 86 Sepulcher
21 Emelyn 54 Moonrise 87 Twin Fates 21 Crucible 54 Iron Talon 87 Serpent's Bite
22 Endurance 55 Moonshadow 88 Unsheathed Blade 22 Cry Havoc 55 Kiss of Death 88 Siren's Song
23 Enigma 56 Morgan's Promise 89 Valiant 23 Cyclops 56 Kraken's Bane 89 Slayer's Sigil
24 Erasmus 57 Morraine 90 Vanguard 24 Dark Fate 57 Last Breath 90 Soul Reaver
25 Erisia 58 Opportunity 91 Victory 25 Dead Reckoning 58 Leviathan's Rage 91 Stormbringer
26 Eye of the Storm 59 Oracle 92 Vigilant 26 Death's Hand 59 Lidless Eye 92 Tormentor
27 Farina's Folly 60 Perilous Venture 93 Waveswept 27 Deathwind 60 Marauder 93 Umbra
28 Farthest Horizon 61 Profit Margin 94 Whispering Fate 28 Desolation 61 Medusa's Gaze 94 Venom
29 Fire Opal 62 Prosperity 95 White Gull 29 Doomsayer 62 Misery 95 Wailing Keen
30 Following Seas 63 Razeena 96 Windward Lady 30 Doomstorm 63 Nemesis 96 Wicked Squall
31 Forerunner 64 Red Diamond 97 Zakaria 31 Dragon's Bite 64 Nightfall 97 Witchfire
32 Fortune's Favor 65 Redemption 98 Zephyr 32 Dragon's Breath 65 Nightmare 98 Wraith's Gaze
33 Fortune's Fool 66 Reef Scraper 99–100 Unbroken Vow 33 Drowned Prince 66 Oathbreaker 99–100 Forsaken Vow

Use the Cursed Ship Name table for ships with a cursed nature, or for warships and
pirate ships with an intimidating reputation.

29 Sundered Oracles Sailing Ship Oracles 30


CHARACTER ORACLES CHARACTER DISPOSITION
1–10 Helpful 21–30 Curious 56–65 Wanting 81–85 Unfriendly
11–15 Friendly 31–45 Indifferent 66–75 Desperate 86–95 Threatening
CHARACTER FIRST LOOK @ 1–2 6 below
|
16–20 Persuadable 46–55 Suspicious 76–80 Demanding 96–100 Hostile
1–2 Accented 29–30 Encumbered 50–52 Imposing 73–74 Swaggering
3–5 Aged 31–32 Fearsome 53–55 Mysterious 75–77 Tattooed CHARACTER ROLES
6–8 Alluring 33–34 Fit 56–57 Mystical 78–80 Theatrical You may envision a character’s background or occupation using the broad categories
9–11 Attractive 35–37 Flashy 58–59 Poised 81–83 Threatened below. For more detail, check the related subtable.
12–14 Brutish 38–39 Furtive 60–61 Purposeful 84–85 Unassuming 1–5 > Academic; pg 67 46–50 > Outlander; pg 68
15–17 Commanding 40–41 Graceful 62–63 Pursued 86–88 Uniformed 6–10 > Agent; pg 67 51–55 > Outlaw; pg 68
18–20 Concealed 42–43 Grim 64–66 Scarred 89–91 Visibly disabled 11–15 > Caregiver; pg 67 56–60 > Performer; pg 68
21–22 Distinguished 44–45 Guarded 67–68 Sickly 92–94 Well-armed 16–20 > Combatant; pg 67 61–70 > Sailor; pg 68
23–25 Distressed 46–47 Haggard 69–70 Slight 95–97 Wounded 21–25 > Devotant; pg 67 71–75 > Scavenger; pg 68
26–28 Drunk 48–49 Ill-equipped 71–72 Stout 98–100 Youthful 26–30 > Laborer; pg 67 76–80 > Statesperson; pg 68
31–35 > Merchant; pg 67 81–85 > Tradesperson; pg 68
6 CURSED CHARACTER FIRST LOOK 36–40 > Mystic; pg 67
41–45 > Outcast; pg 67
86–95 > Action + Theme; pg 5–6
96–100 Roll twice
1–10 Abyssal 21–30 Decaying 56–65 Grotesque 81–85 Sinister
11–15 Aflame 31–45 Eerie 66–75 Mechanical 86–95 Sorcerous When encountering a character, focus on what you learn or perceive as a first impression
using tables such as First Look and Initial Disposition. Then envision or generate
16–20 Beastly 46–55 Ghostly 76–80 Shadowy 96–100 Transforming
additional details over time.

65 Sundered Oracles Character Oracles 66


CHARACTER ROLE DETAILS

ACADEMIC AGENT OUTLANDER OUTLAW


1–20 Archaeologist 1–20 Assassin 1–20 Beast Hunter 1–10 Burglar / Thief
21–40 Cartographer 21–40 Bounty Hunter / Pirate hunter 21–40 Explorer 11–20 Charlatan
41–60 Historian 41–60 Courier 41–60 Fisher / Hunter / Trapper 21–30 Crime boss
61–80 Naturalist 61–80 Investigator 61–80 Navigator / Guide 31–40 Forger
81–100 Philosopher 81–100 Spy 81–100 Scout 41–50 Gambler
51–60 Insurgent
CAREGIVER COMBATANT PERFORMER 61–70 Pirate
1–20 Apothecary 1–20 Duelist 1–20 Acrobat 71–80 Raider
21–40 Herbalist 21–40 Guard / Militia 21–40 Actor 81–90 Ruffian
41–60 Surgeon 41–60 Mercenary 41–60 Dancer 91–100 Smuggler
61–80 Midwife 61–80 Soldier 61–80 Musician
81–100 Physician 81–100 Vigilante 81–100 Singer STATESPERSON
1–10 Aristocrat
DEVOTANT LABORER SAILOR 11–20 Bureaucrat
1–20 Clergy 1–20 Bricklayer 1–10 Bosun 21–30 Commander
21–40 Cultist 21–40 Farmer 11–20 Captain 31–40 Courtesan
41–60 Inquisitor 41–60 Lumberer 21–30 Carpenter 41–50 Courtier
61–80 Monk 61–80 Miner 31–40 Cook 51–60 Diplomat
81–100 Pilgrim 81–100 Servant 41–50 Deckhand 61–70 Interpreter
51–60 First Mate 71–80 Lawkeeper
MERCHANT MYSTIC 61–70 Gunner 81–90 Politician
1–20 Barkeep 1–20 Alchemist 71–80 Marine 91–100 Tax collector
21–40 Fence 21–40 Elementalist 81–90 Master-at-arms
41–60 Moneylender 41–60 Necromancer 91–100 Quartermaster TRADESPERSON
61–80 Shopkeeper 61–80 Seer 1–10 Baker
81–100 Traveling merchant 81–100 Sorcerer / Shaman SCAVENGER 11–20 Brewer / Winemaker
1–20 Beachcomber 21–30 Butcher
OUTCAST 21–40 Grave Robber 31–40 Mason
1–10 Apostate 51–60 Hermit 41–60 Relic hunter 41–50 Metal worker
11–20 Castaway 61–70 Orphan 61–80 Shipbreaker 51–60 Shipwright / boatwright
21–30 Deserter / Mutineer 71–80 Refugee 81–100 Wreck diver 61–70 Tattooist
31–40 Exile 81–90 Urchin 71–80 Tinker / Engineer
41–50 Fugitive 91–100 Vagabond 81–90 Undertaker
91–100 Woodworker

67 Sundered Oracles Character Oracles 68


TRADEMARK WEAPONS 6 below
1–3 Barbed gaff hook 51–52 Leather whip
4–6 Battle-worn boarding axe 53–55 Military cutlass
7–9 Bloodied belaying pin 56–58 Musket with keen-edged bayonet
10–12 Brace of pearl-handled pistols 59–61 Pair of hooked swords
13–15 Brace of throwing knives 62–63 Pair of matching hatchets
16–17 Brass knuckle dusters 64–65 Paired rapier and dirk
18–19 Broad-bladed machete 66–68 Poisoned dagger with obsidian handle
20–22 Cannon ball flail 69–70 Rusted iron chain
23–25 Cavalry sabre 71–72 Scrimshaw handle dirk
TRADEMARK ACCESSORIES 26–27 Collapsible boarding pike 73–75 Serrated, blade-breaking sword
This table includes conspicuous gear, adornment, and clothing. Use it to help envision 28–30 Double-barreled pistol 76–78 Shark tooth club
the look of a notable character, particularly one who is a seafarer or adventurer. To arm
them with a favorite weapon, check the table on the next page. 31–33 Fancy rapier with silver-etched hilt 79–81 Shipwright's hammer
@ 1–2
34–35 Gilded heirloom crossbow 82–84 Shrapnel-filled iron grenades
1–2 Animal claw necklace 51–52 Inscrutable iron mask 36–37 Grappling hook and frayed rope 85–86 Spring-loaded gauntlet blade
3–4 Array of colorful sashes 53–54 Intricate mechanical prosthetic 38–39 Handheld swivel cannon 87–89 Sword cane
5–6 Baldric with a buckle of a monstrous face 55–56 Jewel-encrusted pendant 40–42 Harpoon notched with victory marks 90–92 Toxic stinkpot grenades
7–8 Bandolier stocked with vials and flasks 57–58 Jeweled eye patch 43–44 Hunting knife with antler handle 93–95 Whale bone club
9–10 Battle-scarred breastplate 59–60 Knee-high leather boots 45–47 Iron-shod staff 96–97 Wooden bow
11–12 Bloodied tunic 61–62 Large tattoo of a legendary beast 48–50 Large bore blunderbuss 98–100 Roll twice
13–14 Braids strung with colorful beads 63–64 Leather long coat
15–16 Buckled corset
17–18 Collection of keys hung from an iron ring
65–66 Length of coiled rope
67–68 Loyal animal companion
6 CURSED WEAPON DETAIL
If you roll a Trademark Weapon curse, take your result and give that weapon a cursed
19–20 Colorful skirt or kilt 69–70 Metal teeth aspect from the table below.
21–22 Cracked spectacles or goggles 71–72 Old wounds patched with metal
1–5 Adorned with bone or skull motifs 51–55 Inflicts festering wounds
23–24 Dark hooded cloak 73–74 Ornately carved wooden pegleg
6–15 Bound to a vengeful spirit 56–60 Oozing with corrosive venom
25–26 Dramatic cape 75–76 Ostentatious cane
16–20 Burning with intense flame 61–65 Powered by strange mechanisms
27–28 Ear pendant with a glimmering gem 77–78 Out of tune squeeze box
21–25 Charged with sorcerous energy 66–70 Radiating a sickly light
29–30 Elaborate masquerade mask 79–80 Oversized spyglass
26–30 Consumes the souls of its victims 71–75 Summoned out of thin air
31–32 Enormous shark tooth pendant 81–82 Rakish, wide-brimmed hat
31–35 Dripping with foul ichor 76–80 Tarnished with unnatural decay
33–34 Face-concealing veil or bandana 83–84 Rows of military medals
36–40 Enveloped in icy frost 81–85 Transforms its wielder
35–36 False eye carved from a gemstone 85–86 Satchel of tools
41–45 Etched with sinister glyphs 86–95 Whispering irresistible commands
37–38 Fancy wig 87–88 Sharkhide cuirass
46–50 Feeding upon the lifeforce of its wielder 96–100 Wreathed in smoke and ash
39–40 Flamboyant feathered hat 89–90 Shoulder-slung map case
41–42 Frayed straw hat 91–92 Skull-like mask CHARACTER TOKENS
43–44 Grand signet ring 93–94 Tailcoat with gold trim and epaulets Optionally, give an important or reoccurring character an item of personal
45–46 Heirloom fiddle with brass gilding 95–96 Tricorn hat with holes from near misses significance. Check the Tokens table on page pg 104 for inspiration. These
47–48 Hook hand 97–98 Wooden religious medallion objects would be kept on their person or among their belongings—perhaps even
locked away as a closely-held secret.
49–50 Immaculate frilled shirt 99–100 > Descriptor + Focus; pg 7–8

69 Sundered Oracles Character Oracles 70


CHARACTER DETAILS CHARACTER GOALS @ 1–2 | 6 below
As you interact with a person to gain a deeper understanding of their nature and
1–2 Acquire knowledge or learning 49–50 Incite conflict between factions
personality, roll on the this table to reveal new characteristics. Feel free to ignore,
reroll, or adjust contradictions. Or envision how those contradictions add interesting 3–4 Acquire territory or dominion 51–52 Infiltrate a faction
complexity to the character. 5–6 Amass wealth 53–54 Master a skill or trade
@ 1–2 | 6 below
7–8 Avenge a betrayal 55–56 Preserve the legacy of a forebear
1 Adventurous 26 Deceitful 51 Indulgent 76 Resourceful
9–10 Avenge a death 57–58 Prevent conflict between factions
2 Afflicted 27 Defiant 52 Infamous 77 Ruthless
11–12 Claim a lost or stolen treasure 59–60 Protect a secret
3 Aggressive 28 Determined 53 Influential 78 Secretive
13–14 Claim a ship or command 61–62 Protect a threatened location
4 Ambitious 29 Disabled 54 Insensitive 79 Selfish
15–16 Collect a debt 63–64 Protect or support a family or community
5 Anxious 30 Disguised 55 Insightful 80 Sociable
17–18 Complete a work of artistry or craft 65–66 Protect or support a person
6 Apathetic 31 Driven 56 Intelligent 81 Stealthy
19–20 Conceal a true identity 67–68 Recover a stolen object
7 Artistic 32 Dying 57 Intolerant 82 Stern
21–22 Cure a sickness 69–70 Refute a falsehood
8 Bitter 33 Envious 58 Ironsworn 83 Stingy
23–24 Defeat a rival 71–72 Repay a debt
9 Black-hearted 34 Experienced 59 Kind 84 Stoic
25–26 Defeat or undermine a faction 73–74 Resist laws or authority
10 Boastful 35 Faithful 60 Lonely 85 Strong 27–28 Dismantle an unjust power 75–76 Search out the truth of a legend
11 Boisterous 36 Faithless 61 Loving 86 Stubborn 29–30 Escape a captor or oppressor 77–78 Seek redemption for past wrongs
12 Bold 37 Flirtatious 62 Loyal 87 Successful 31–32 Escape or prevent a looming calamity 79–80 Seek the favor of a person
13 Brave 38 Generous 63 Manipulative 88 Superstitious 33–34 Explore far and wide 81–82 Serve the will of a leader
14 Cautious 39 Gifted 64 Misled 89 Suspicious 35–36 Find a lost or hidden treasure 83–84 Settle a dispute or rivalry
15 Charismatic 40 Greedy 65 Oblivious 90 Talented 37–38 Find or build a home 85–86 Slay a creature
16 Compassionate 41 Grief-stricken 66 Obsessed 91 Tough 39–40 Find or rescue a person 87–88 Solve a mysterious murder
17 Conceited 42 Hardhearted 67 Oppressed 92 Traitorous 41–42 Follow the tenets of a faith 89–90 Steal a valuable object
18 Confident 43 Heartbroken 68 Powerful 93 Vengeful 43–44 Forge an alliance 91–92 Travel to a location
19 Connected 44 Honorable 69 Proud 94 Villainous 45–46 Gain glory or fame 93–94 Uphold or enforce laws
20 Cowardly 45 Hot-tempered 70 Quiet 95 Violent 47–48 Gain power within a faction 95–100 > Action + Theme; pg 5–6
21 Criminal 46 Hunted 71 Quirky 96 Wary
22
23
Critical
Cunning
47
48
Impulsive
Incompetent
72
73
Rebellious
Reclusive
97
98
Weak
Weary
6 CURSED CHARACTER GOALS
1–6 Avert a harrowing prophecy or vision 51–56 Infiltrate a forsaken location
24 Curious 49 Indebted 74 Relaxed 99 Wild
7–12 Awaken an ancient evil 57–62 Inflict a curse or corruption upon others
25 Dangerous 50 Independent 75 Remorseful 100 Wise
13–18 Banish a restless spirit 63–66 Resist the call of a malevolent power

6 CURSED CHARCTER DETAILS 19–24 Bring about an unspeakable prophecy


25–28 Control a monstrous beast
67–72 Restore own humanity or mortality
73–76 Return a lost loved one to life
1–5 Bewitched 26–30 Eldritch 51–55 Jinxed 71–80 Sorcerous 29–32 Destroy an object of terrifying power 77–80 Serve a black-hearted overlord
6–10 Deep-dwelling 31–40 Haunted 56–60 Lycanthropic 81–90 Tormented 33–38 Escape or undo a curse 81–86 Slay a monstrous beast
11–15 Doomed 41–45 Illusory 61–65 Possessed 91–95 Undying 39–42 Find the truth of a nightmarish legend 87–90 Unlock the secret of immortality
16–25 Drowned 46–50 Inhuman 66–70 Resurrected 96–100 Vampiric 43–46 Gather components of a baleful ritual 91–94 Wield an object of terrifying power
47–50 Gather supplicants for a dreadful faith 95–100 Wreak bloody vengeance

71 Sundered Oracles Character Oracles 72


CHARACTER NAME (1–30) CHARACTER NAME (31–65)
This table provides pairs of given and family names. When choosing or rolling for a Given Family Given Family Moniker
character name, select a pair or mix-and-match from among the options in a row. Given Roll Name Name Name Name
and family names can often be reversed, or used independently as standalone names.
6 pg 76
31 Callum McCabe Morien Swann Fishbait
This table also includes monikers, one to each row. Not all characters have monikers, 32 Calypso Lorcan Nashida Malek Flintlock
but sailors are often are given a nickname by their shipmates, or adopt one of their
33 Carrington Egan Nasra Yusuf Flotsam
own. Monikers can be used as a standalone name (for example, “Redbeard” or
“Stormcrow”) or paired with a given name or family name (“Crimson Jack” or “Hardtack 34 Caspian Ashley Nassar Murad Goldtooth
Hobbs”). Roll or select an appropriate moniker as you like. 35 Cassidy Osborn Ned Bannister Graybeard
36 Cassius Sutton Nerissa Eaton Greenhorn
Given Family Given Family Moniker
37 Catalina Delgado Nettie Cromwell Groggy
Roll Name Name Name Name 6 pg 76 38 Cheng Zhou Nix Brydon Half-hand
1 Aisha Qadir Khalid Mahdi Albatross
39 Christa Ruiz Odysseus Carver Hardtack
2 Alexis Whitlock Kiana Barrow Angler
40 Corey Mackenson Olivia Prescott Havoc
3 Ali Toprak Kimora Merrick Bailer
41 Cormac O'Reilly Opal Crowley Hook
4 Alisa Velez Kiri Morgan Ballast
42 Crassus Bane Ostara Becker Hound
5 Althea Tadena Kirsa Hawking Barnacle
43 Cyrus Dagon Qasira Ammar Lubber
6 Amar Shah Kwan Jen Bilge Rat
44 Damaris Hunt Quentin Durand Lucky
7 Amelia Hammond Kylar Hobbs Blackbeard
45 Darius Booth Quincy Blackstone No-name
8 Amir Sharif Lazar Frost Bluecoat
46 Derya Aktuna Quinn Braddock One-eye
9 Amity Ambrose Leonor Dias Blunderbuss
47 Dex Tolari Radha Kumar One-hand
10 Anand Verma Lucas Barbosa Bones
48 Diana Ashby Rahul Patel Overboard
11 Anne Hunter Lucius Curry Breakwater
49 Diego Morales Ranna Darwin Patch
12 Aparna Kade Luna Zhang Brine
50 Dorian Solace Raven Castillo Pegleg
13 Aphra Sharpe Lux Sterling Broadside
51 Drake Thorn Reginald Hughes Plank
14 Ara Yoon Lyana Vaaz Castoff
52 Duncan Cowley Rei Yoshida Powderkeg
15 Archer Barlowe Lydia Graves Chum
53 Echo Carr Ria Farin Quill
16 Asha Okiro Lyra Griffin Crimson
54 Edda Smith Ricardo Gaspar Red-eye
17 Astrid Ripley Mae Ivers Croaker
55 Edmund Pierce Roderick Capstone Redbeard
18 Atticus Gloom Malcolm Edwards Crow
56 Edward Quint Rodrigo Torres Rigger
19 Aubrey Blackwood Marama Roa Cutlass
57 Elara Shaw Rokuro Kobayashi Rotgut
20 Aurora Talin Margery Bolton Cuttle
58 Elizabeth Bond Roland Slater Rover
21 Azriel Devereux Maria Reyes Cyclone
59 Elli Granger Rose Dawson Rudder
22 Barnabas Silver Mary Pearson Deadeye
60 Ember Marlowe Rowena Sparke Sabre
23 Becca Torgan Maura Caldas Deadshot
61 Erim Kaan Sabine Delos Sage
24 Bill Bennet Maya Khosla Derelict
62 Esana Taylan Sabrina Fitzpatrick Salt
25 Blythe Mattick Meera Singh Dice
63 Esmeralda Blake Sage Grimshaw Saltbeard
26 Bonney Gray Mia Drago Doldrum
64 Felicity Stanton Saida Hassan Saltblood
27 Brianna Fletcher Miguel Nuno Dredge
65 Fernando Costa Sakura Tanaka Saltbone
28 Briar Jamison Mina Quon Drift
29 Bruna Silva Ming Chen Fetch
If you are revealing a moniker for a character with a dreadful, ill-fated, mechanical, or
30 Cadigan Hargrove Miranda Harrington Fiddle eldritch aspect, use the Cursed Moniker table on page 76.
Check page 74 for the 31–65 results, and page 75 for 66–100.

73 Sundered Oracles Character Oracles 74


CHARACTER NAME (61–100) 6 CURSED MONIKER
Given Family Given Family Moniker Use these tables to reveal an epitaph for a dreadful, CURSED MONIKER TYPE
Roll Name Name Name Name eldritch, ill-fated, or mechanical character. For
6 pg 76 example, a pirate captain who adopts a much-feared
1–40 Dreadful Persona
66 Fionn O'Rourke Salim Hakim Scratch identity would have a Dreadful Persona. A wretched, 41–60 Eldritch Powers
67 Fitz Burke Samira Osman Scupper outcast mariner would have an Ill-Fated Nature. Use 61–90 Ill-Fated Nature
68 Florian Kai Seamus Finn Scurvy the result alone, combine with a name, or pair with a
91–100 Mechanical Form
69 Francisco Ramos Seren Vega Scuttle result from another Cursed Moniker table.
70 Gideon Brook Shannon O'Brien Shark-slayer
DREADFUL PERSONA
71 Grace Moreau Shen Bai Sharkbite
72 Gwen Webb Silas Hayes Sharktooth 1–2 Banshee 26–28 Bloody-hand 51–52 Fleshcarver 75–77 Redskull
73 Hale Shelton Simon Valk Shivers 3–4 Barracuda 29–31 Boneblade 53–55 Gloamheart 78–80 Seafang
74 Halia Edris Solana Russo Silverblade 5–7 Blackheart 32–34 Bonerender 56–58 Hellhound 81–83 Skullcrusher
75 Hannah Agosto Solomon Yarrow Silvereye 8–10 Blackmask 35–36 Carrion Eater 59–60 Hellion 84–85 Soulless
76 Hannibal Knight Sophia Hadley Silvertongue
11–13 Blacksail 37–39 Chimera 61–63 Jackal 86–88 Specter
77 Haruto Sato Sora Kimura Six-finger
14–16 Bloodbeard 40–41 Corpsehand 64–65 Keelhaul 89–91 Spider
78 Hina Leota Sujin Kang Skipjack
79 Horatio Hope Talia Booker Snipe 17–19 Bloodblade 42–44 Darktide 66–68 Pyre 92–94 Spinebreaker
80 Icarus Bates Tama Ariki Sparrow 20–22 Bloodskull 45–47 Deathmask 69–71 Reaver 95–97 Stoneheart
81 Idris Dahir Tao Lin Splinter 23–25 Bloodtide 48–50 Dreadskull 72–74 Redpalm 98–100 Vulture
82 Inigo Dias Thaddeus Finch Splitskull
ELDRITCH POWERS
83 Isabel Fernandes Thalia Beckett Squall
84 Jack Braxton Tobias Cain Stingray 1–4 Acolyte 25–28 Gravebreaker 50–53 Oracle 75–78 Soulbinder
85 Jasper Fairchild Tom Ashcroft Stormcrow 5–8 Beastblood 29–32 Harvester 54–57 Prophet 79–83 Tempest
86 Jihun Shin Ulan Vayan Swab 9–12 Bonebinder 33–36 Herald 58–62 Seawitch 84–87 Tome
87 Jonas Fairweather Uther Bastien Swagger 13–16 Darkshroud 37–41 Hex 63–66 Shadow 88–91 Valkyrie
88 Jorunn Nadir Vasco Almeida Swiftblade 17–20 Deathtouch 42–45 Hullcrusher 67–70 Siren 92–96 Warlock
89 Juliana Santos Venri Stark Tack
21–24 Enchanter 46–49 Moonborn 71–74 Soothsayer 97–100 Windcaller
90 Junho Lee Verity Cowell Tall-tale
91 Juro Mihara Vesper Stirling Talon ILL-FATED NATURE
92 Kahu Rangi Vuldar Wolfe Three-sheets
93 Kaisa Buhari Will Jones Timbers 1–5 Blackspot 26–30 Grim 51–55 Jonah 76–80 Rot
94 Kaito Nishimura Winona Lambert Tinker 6–10 Blight 31–35 Harbinger 56–60 Leech 81–85 Scar
95 Kanoa Tavita Wynne Khulan Turncoat 11–15 Calamity 36–40 Harrow 61–65 Luckless 86–90 Scourge
96 Karthik Salvi Xin Wu Two-face 16–20 Fluke 41–45 Husk 66–70 Maggot 91–95 Twice-drowned
97 Katarina Volkov Yasmin Ahmed Vixen 21–25 Graves 46–50 Jinx 71–75 Pox 96–100 Wither
98 Kauri Ngata Yuna Han Weather-eye
99 Keelan Sayer Zakia Nazari Whisper MECHANICAL FORM
100 Kei Takara Zura Winter Windward 1–7 Anvil 27–33 Cog 53–58 Ironclaw 77–82 Rig
8–13 Bladehand 34–40 Forgeheart 59–64 Ironeye 83–88 Rust
14–20 Brassbolt 41–46 Gadget 65–70 Ironshell 89–94 Spark
21–26 Clank 47–52 Gear 71–76 Rattle 95–100 Tinker

75 Sundered Oracles Character Oracles 76


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