Professional Documents
Culture Documents
THE SETTING 8
YOUR CHARACTER 12
YOUR SHIP 18
SUPPLY AT SEA 28
NAVAL ENCOUNTERS 38
INTERLUDES 50
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.
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.
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.
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.
SCOUNDREL
PIRATE CAPTAIN CONSTRUCT
HARPOONER
OVERLANDER
SCHOLAR
FIREBRAND
SOCIALITE
BLADEMASTER
SPY
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.
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.
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.
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.
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.
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.
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.
CORE ORACLES 5
SEAFARING ORACLES 9
WEATHER ORACLES 19
ISLAND ORACLES 31
OVERLAND ORACLES 37
SETTLEMENT ORACLES 53
CHARACTER ORACLES 65
FACTION ORACLES 77
SHIPWRECK ORACLES 85
CAVE ORACLES 91
RUIN ORACLES 97
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.
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.
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.
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.
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
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
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
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
Use the Cursed Ship Name table for ships with a cursed nature, or for warships and
pirate ships with an intimidating reputation.