Professional Documents
Culture Documents
Sundered Isles Guidebook Spreads
Sundered Isles Guidebook Spreads
INTRODUCTION 6
THE SETTING 8
YOUR CHARACTER 12
YOUR SHIP 18
SUPPLY AT SEA 28
NAVAL ENCOUNTERS 38
INTERLUDES 48
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
116). 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 239) 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
NAVIGATOR
SCHOLAR
FIREBRAND
SOCIALITE
BLADEMASTER
SPY
SUPPORT VEHICLES
SUPPORT VEHICLE
Support vehicles are secondary vehicles, LONGBOAT
generally carried and launched from your
NAME
SAILING SHIP or FLAGSHIP.
● Your longboat transports crew, passengers,
Your Sundered Isles asset deck includes and cargo to and from your flagship.
four support vehicles: a LONGBOAT for When you (or a landing party under your
going ashore or ferrying people or cargo command) use the craft to haul provisions as
you Resupply, you may roll +integrity. If you
from one ship to another, a DIVING BELL do, take +1 supply or +1 momentum on a hit.
for exploring the depths, a wondrous ● Your longboat is reinforced to endure storm,
FLYING MACHINE for aerial missions, and shoals, and cannon fire. When you Withstand
a CAPTAIN’S BOAT for arriving in style. Damage and score a miss, you may reroll any
dice. When you Repair a battered longboat,
Each support vehicle has an integrity clear the impact for 1 repair point (instead of 2).
meter. When a support vehicle takes a hit ● Your crew is trained for a stealthy approach.
or faces a damaging situation, Withstand When you Face Danger or Gain Ground
Damage to see how it fares. As directed using your longboat to board an enemy
vessel or land on hostile shores, add +1 and
by that move, you can mark battered to take +1 momentum on a hit.
avoid potential calamitous destruction. To
clear the battered impact and restore lost 4 3 2 1 0
BATTERED
integrity, make the Repair move.
To learn more about modules and
Do you command a speedy but undergunned sloop? A powerful frigate? An support vehicles, see pages 55–56 of the
imposing multi-decked titan? All command vehicles have the same mechanical Starforged rulebook.
attributes, but the nature of your FLAGSHIP should affect the rank of challenges
and how you interpret actions and outcomes. In addition, you can add modules to
better represent the capabilities and quirks of your ship.
Forward
A WARSHIP Mainmast
OF THE Bow
Foremast
SUNDERED Larboard Starboard
Staysails
ISLES (Port)
Rigging Stern
Mizzenmast
Aft
Spanker
Sail
Jib
Fighting Tops
Hatchways
Yardarms
Bowsprit
Anchor Ratlines
Ship’s Wheel
Rudder
Keel
Gunports Hull Shrouds
Captain’s
Cabin
Deck s
SUPPLY AT SEA measure your current hold supply, with each “cargo” cube counting as one supply.
Or download the illustrated Sundered Isles character sheet from ironswornrpg.com,
If you command a ship in the Sundered Isles, you have two types of supply. Each has which includes dedicated places for both supply values.
a value of 0 to 5.
MARKING UNPREPARED
Hold supply represents shipwide resources such as food and water, rum, gear and Since hold supply and equipped supply are tracked separately, each has its own
tools, weapons for the crew, ammo and powder for the cannons, oil for the lamps, and potential to make you unprepared. If either meter falls to zero, suffer the unprepared
wood and sailcloth for repairs. It measures your level of readiness for seagoing journeys impact. If both fall to zero, mark the second unprepared as an extra impact. You must
and naval combat, and your ability to keep the crew provisioned and equipped. If you Resupply to clear an unprepared impact, but clear only one instance of unprepared
find yourself commanding multiple ships, the single hold supply value measures your through a single Resupply action.
fleetwide readiness.
If your ship is lost, your hold supply is lost along with it. You don’t mark unprepared,
Equipped supply represents readiness among you and your allies: gear, weapons but you won’t have access to hold supply until you gain a new ship. If you transfer your
and ammo, and provisions when going ashore. Think of it as your personal supply— command from one ship to another, keep your current hold supply.
the things you and your allies count among your equipment and belongings at hand.
Both values are shared between you and your allies. If you or an ally make a move CONNECTING SUPPLY TO THE FICTION
to increase supply, or suffer the result of an outcome that reduces supply, everyone Supply is largely abstracted. You aren’t counting individual barrels of grog or musket
adjusts the appropriate meter on their character sheets. shot. However, it’s useful to think in terms of specific resources affected. This helps
you envision opportunities and perils with greater context. If you Sacrifice Resources,
MANAGING SUPPLY what do you lose or what shortfall is most pressing? If you Resupply, what do you gain?
Moves and assets—with minor exception—don’t specifically reference your hold supply
and equipped supply. Instead, as with core Starforged, they just refer to “supply.” When You roll a miss as you Undertake an Expedition, and envision your ship stranded
you make a move that prompts you to roll or add supply, or suffer a loss of supply, look amid stagnant winds and sweltering heat. You Sacrifice Resources as the last
to the fiction to decide whether the action uses your hold supply or equipped supply. of the fresh water is rationed out, reduce your hold supply to 0, and mark
They should not be mixed-and-matched in the same move. Some examples: unprepared. Once the wind returns, you’ll need to travel to one of the nearby
islands and go ashore in hopes of finding a source of fresh water to Resupply.
Move Hold Supply Equipped Supply
Sail along a known route Journey overland along a
Set a Course DRAWING EQUIPPED SUPPLY FROM HOLD SUPPLY
in your ship known path
The Sundered Isles version of the Resupply move includes an option to “Gear up from
Scavenge supplies from Gather musket shot from a
Resupply your ship’s stores.” This represents drawing from your hold supply to bolster your
a wrecked ship fallen foe
equipped supply, such as readying your provisions for an overland trek, or procuring
Check the ship’s stores Check for a torch when weapons and ammo from the ship’s armory. Following the move prompts, roll +supply
Check Your Gear
for rum delving a cave (hold) and resolve the outcome as follows:
Expend cannon shot in Drop provisions while ✴ On a strong hit, take the boost to your equipped supply. Hold supply is unaffected.
Sacrifice Resources
a broadside volley running from a jungle cat ✴ On a weak hit, you gain equipped supply, but “you must first deal with a cost,
complication, or demand.” The obvious cost is to Sacrifice Resources, suffering -1
A simpler way to think about it: the small-scale resources you and your allies carry
to your hold supply. You are draining one resource to bolster another.
are equipped supply, and the large-scale resources in your ship’s stores and armory
are hold supply. You’ll usually use your equipped supply to resolve actions and suffer ✴ On a miss, you don’t boost your equipped supply, and the situation worsens.
outcomes when taking individual action, and your hold supply when taking shipwide Perhaps this wastes time or leaves you disadvantaged, and you Lose Momentum.
actions. If unsure, use whichever favors you in that situation. Or you face an issue with your supply that creates a new complication.
WEALTH AND TREASURE Note an item’s value by marking a + symbol in those circles—one marked circle for
each point of value. When you spend or sacrifice value from your treasury, fill in the
By default, gameplay in Starforged and Sundered Isles isn’t concerned with the circle to represent what was lost. When an item is fully spent, draw a line through its
acquisition of riches or counting of coins. Money is—at most—a narrative means to and entry or put a checkmark or X in the box beside it.
end. The economies of these worlds are largely built upon barter and favors, and your
personal wherewithal is abstracted within your supply meters and the progression
through your legacy tracks. Coffee
However, Sundered Isles adds crewed ships to the mix, and funding their upkeep can Payment in coin for passage to Dagger Isle
help drive challenges and opportunities in your story. What’s more, taking from those Prize ship (The Tide Chaser)
in power, bleeding the empires dry, redirecting those resources to your own ends—
those pursuits are worth their weight in gold. Strongbox full of rubies
If you want to give the ebb and flow of wealth more focus in your campaign, use the
optional guidelines detailed below. SPENDING WEALTH
Exchange items or spend funds from your treasury as best fits the narrative. Dipping
MANAGING YOUR TREASURY into your treasury doesn’t add mechanical bonuses to a move, nor is it (usually) an
excuse to skip moves altogether. Any action that has you seeking resources, services,
Your treasury is a reserve of money, goods, and valuables. It is distinct from your
or favors from a character or organization is likely to carry a cost. For example:
personal supply and hold supply (page 28), which represent equipment and
provisions on hand. It is used to maintain your crew and ship, make purchases, gain ✴ You commission repairs at a dockyard; this allows you to select “At a Facility” when
favors, and pay off debts. The items in your treasury might be received as payment, making the Repair move.
found in the course of your adventures, or plundered from your foes. ✴ You hire a local guide to help show the way on an overland journey; this allows you
The resources held in your treasury are inventoried in your ledger. You’ll find a ledger to Set a Course instead of Undertake an Expedition when you set off.
worksheet in the Sundered Isles Playkit, available for download at ironswornrpg.com. ✴ While low on provisions, you encounter a friendly ship and offer to swap the trade
goods in your hold for food and fresh water; this allows you to attempt a Resupply,
ACQUIRING WEALTH ✴ You want to make your FLAGSHIP more impressive, so you hire local artisans to
When you acquire something of worth—whether a stockpile of trade goods, a payment outfit the ship with fine fittings and furnishings; this—along with spent experience—
from a patron or benefactor, a chest filled with gold, or a captured ship—give it a value allows you to gain the GILDED ADORNMENTS module asset as you Advance.
ranging from 1 to 5 points. See the table below for examples. The narrative framing helps determine if a move is necessary, what is required to
make the move, and what you gain or lose. Does the context of the action and your
Value Examples
approach require that you expend some wealth? If so, decide the cost and mark it off.
Mundane trade goods or supplies, routine payment, scavenged item,
1
unremarkable relic
You arrive at an imperial port with a hold full of smuggled weapons, ready for
Valuable trade goods, reasonable payment, finely-crafted item, small delivery to an underground resistance group. However, you must first avoid
2
cache of valuables, minor relic the attention of port officials. You visit the harbor master’s office, a pouch of
flawless pearls in hand (value 2), and Compel them to look the other way as
Exceptional trade goods, generous payment, exceptional item, large
3 you offload the armaments.
cache of valuables, rare relic
Minor prize ship, excessive payment, masterwork item, impressive
4 When money is involved, your treasury can also help resolve a costly outcome.
collection of valuables, precious relic
Major prize ship, huge payment, incomparable item, bountiful stockpile of
5 You score a weak hit as you make your offer to the harbor master. Per the
valuables, wondrous relic
outcome of that move, “their agreement comes with a demand or complication.”
These values are abstracted. Five ledger items of 1 value do not necessarily equal a It seems the official is not satisfied with the bribe. Luckily you came prepared,
single item with a worth of 5, but can be treated that way for the sake of simplicity. and sweeten the pot with a weighty bag of coin (value 2).
Not all resources are in demand in all places. An inland village has little need of a ship.
A rare curio may require a very particular buyer. If you’re not sure if a ledger item is
THE LURE OF TREASURE
spendable or exchangeable at a particular location, Ask the Oracle. There are treasures among the isles. Coins of gold and silver. Glittering gems and
lustrous pearls. Masterwork crafts and ancient artifacts.
WANT SOMETHING SIMPLER? Many of these treasures originate from the distant continental domain. Over decades,
If you prefer not to fuss with individual items in a ledger, you can instead keep a running as wars and calamities swept over those lands, riches were taken as spoils, smuggled
total for your treasury. When you claim an item, add its value to the total. When you out amidst coups or rebellions, or greedily hoarded by imperial powers. These
spend, barter, or sacrifice a portion of your treasury, reduce your total. Alternatively, treasures followed various paths of fortune and misfortune as they made their way
you can treat any readily spendable resources such as coins as a lump sum, and save to the isles—taken and retaken in war, squirreled away in vaults, captured by pirates,
the ledger for unique items of note. buried in hidden places, or sunk to the depths. Much of the wealth of this golden
exodus is still out there—waiting to be reclaimed or seized.
DEALING WITH UPKEEP Other treasures are born of the isles. They are crafted or gathered by far-flung people,
Your upkeep is an ongoing cost for maintaining your ships and outfitting your crew. or retrieved from ancient places. The treasures of ancient civilizations are sometimes
claimed by the true inheritors of those fortunes, but are more often stolen by imperial
SETTING YOUR UPKEEP powers and other looters.
Based on the size of your ship or fleet, use the Upkeep Example
REVEALING TREASURES
table shown here to set your base upkeep. If 1 Small ship
any unusual aspects of your holdings make your Searching for a fabled treasure or capturing a powerful treasure ship can serve as the
upkeep more expensive, increase this cost by 2 Medium ship object of a quest. You can also discover treasures as prompted by an oracle table,
a point or two. For example, if you add pricey such as among the cargo of a captured ship (page 141). To reveal the contents and
3 Large ship
specialist aboard your small ship, make your nature of a treasure, use the Treasure Oracles (page 222).
upkeep 2 instead of 1. There is a spot on your 4 Colossal ship or flotilla
A relatively mundane discovery can temporarily bolster your treasury, while a
ledger to record your current upkeep. 5 Fleet of ships significant haul can change the course of your adventures—for better or worse.
NAVIGATING THE ISLES The Lesser Bounds separate the Myriads from the Margins, and the Greater Bounds
lie between the Margins and the Reaches.
Perilous journeys within the isles–whether by sea or overland–are managed through Without the aid of landmarks, mariners crossing either of the Bounds must rely on
exploration moves (page 244). Below are some setting assumptions to help add navigational skills and careful tacking for winds and currents. Perhaps most critical is
flavor and context to those moves. See page 168 in the Starforged rulebook for the state of the ship’s hold, since you’ll be days or even weeks without an opportunity
additional guidance on travel and exploration. to resupply.
Resolve a crossing using the Set a Course move. Envision the journey, the dizzying
TRAVELING BY SEA open horizon, the long wait for the appearance of land in the distance. If you roll a
When sailing among the isles, you don’t simply unfurl the sails and set a constant miss, per the move’s outcome, “you are waylaid by a significant threat, and must Pay
heading to your destination. A voyage of twenty leagues as the gull flies is likely twice the Price.” Envision what happens and what you do to overcome the obstacle.
that distance along a meandering route. Abundant tiny islets, often uncharted, stand If the Bounds is part of a longer journey, bookend the crossing with expeditions. Set
in your path. The push and pull of the two moons cause severe, erratic tides, and hull- your destination for the first expedition to Bound’s edge, or to a port that serves as a
breaching rocks and reefs lurk in shallow waters. The wind and weather can change in last stop. Then Set a Course for the crossing. Begin the next expedition as you reach
minutes. A sail sighted on the horizon might be friend or foe. the other edge of the Bounds and arrive in the new region.
Within the Myriads, routes with reliably deep water and charted obstacles allow for
predictable passages from one port to another–although those routes can change TRAVELING BY LAND
with the vagaries of time and tide. In the Margins and Reaches, reliable passages are
Whether it’s to gather provisions, follow the breadcrumbs of a quest, or simply make
often unmapped or known only to a few.
your way from point A to point B, sooner or later your adventures will send you on an
When preparing to set sail, consider the context of these setting assumptions and the overland journey.
nature of your voyage. Have you traveled this route before? Do you have charts or
As with a seagoing voyage, you have options for resolving overland travel. Consider
another character to guide you? What are the potential dangers?
the situation and the amount of focus you want to give this aspect of your adventure.
✴ If your destination is a short distance across safe waters, don’t make a move. Are you setting off along a well-trod road connecting two settlements? No move
✴ If you know the way, but the voyage entails uncertainty or risk, Set a Course to necessary unless you’re facing a danger or complication. Are you heading upriver
see what happens with a single roll. on a risky journey to a known inland settlement? Set a Course. Are you striking out
✴ If you must find your way across perilous waters, set a rank for the voyage and into unfamiliar wilderness on a remote island? That’s a perfect excuse to give this
roll to Undertake an Expedition for each segment of travel. When your destination adventure some focus as you Undertake an Expedition.
is in sight, Finish the Expedition. If you’re not sure, Ask the Oracle. The Islands oracle (page 122) can help as you
envision the size, landscape, and habitation of an island.
Sentinel Rock
Amara To envision the look and nature of a settlement, use the Settlement Oracles (page
166). These details can drive opportunities, complications, and quests in your story.
Stormcliff
Wreck of the
Jade Empress
You’ll find an navigation chart worksheet as part of the Sundered Isles Playkit. It
includes a space to draw your map, along with a faction influence grid (page 52).
We’ll sketch out the beginnings of your first chart as you get your campaign underway
in the next section (page 66). When you decide you’ve traveled beyond the
boundaries of an area, it’s time for a fresh chart. As appropriate your character’s
familiarity with the area or access to existing charts, you might generate a few
features to put on your chart as you sail into a new area, or find your way on a blank
map. If you want inspiration for naming a local area within the isles, check the Local
Seas table on page 229.
ENVISION THE REACTION Skip this phase if the encounter begins at cannon range. For example, if your enemy
Finally, decide if and how the encounter proceeds. Does the other ship or force move is lurking in a fog bank or approaches without warning under cover of darkness,
to engage? Do they flee? Do they sail blissfully onwards, unaware or unconcerned? If you’ll jump to the engagement phase. You should also skip this phase if the outcome
unsure, Ask the Oracle. Then, decide how you respond. If either ship seeks to close on is not in doubt, such as when a superior foe is in pursuit of a much slower ship.
the other, begin the approach phase.
You can bundle multiple foes into a single objective, notching the challenge up a
rank or two, or add additional objectives for noteworthy obstacles and goals. Does
a blockade of ships stand between you and the flagship you seek to destroy? Make
running the blockade its own objective. Is one of your allies determined to take out an
enemy squad of marines by sniping from the crow’s nest, thus improving your chances
when you board their ship? Set it as an objective for that character to pursue.
Fire small Strike to snipe at key targets from Clash to exchange fire with
arms a secure position enemy sharpshooters or under You set a tension clock for the pirates who seek to seize your ship. The clock is
enemy cannon fire filled during the fight, signaling that you are grappled. You must Face Defeat in
your objective to Escape the Pirates and muster your crew to repel boarders.
Ram Strike to ram using a controlled Clash to ram in a desperate
maneuver situation
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 122)
and Overland Waypoints (page 150) tables, but you’re free to simply introduce an
interlude instead of rolling for a sighting or event on those tables.
When adding a faction or exploring the details of an existing faction, trust your narrative
instincts. Look to the foundations of your imagined setting and inspiration from other
media. Does it support the tones and themes you want to explore in your story? Does
it add drama and conflict to your world? Does it connect to your character and other
factions in interesting ways? If so, bring it to life.
If unsure about a specific detail of a faction, Ask the Oracle. But keep it simple. Leave
aspects and mysteries to uncover, operating mostly from the limited perspective and
knowledge of your character. If you want inspiration for factions, this book includes
some helpful tools:
✴ Faction Oracles: Generate the details of a faction using the oracle tables starting
on page 190.
✴ Sample Factions: These faction summaries are organized in four categories:
societies (page 54), organizations (page 55), empires (page 56), and the
cursed (page 57). Your campaign won’t include every faction from these lists—
they are inspiration from which to pick, combine, or customize for your world. If
you want to put things in the hands of fate when introducing a new faction, select
a category and roll your oracle dice.
The navigation chart worksheet, available in the Sundered Isles Playkit, includes a
faction influence grid. This tool can help manage the presence and control of factions
in a region of the isles.
When detailing or visiting a new area of the isles, consider the presence of known
Akiya
factions in that region. Slot those factions into an appropriate field in the grid: dominant,
established, subsisting, diminished, or obscure. The rankings represent the influence
My kin Hand of
a faction wields and the potential frequency of encounters and interactions with Hate Theya
representatives of that faction. Secretly them (Evil
Leave a few fields blank. You may discover new factions or adjust the influence of a helping Me Empire)
faction over time. the pirates
Stole
DOMINANT 1–30 ESTABLISHED 31–45 ESTABLISHED 46–60 my ship!
Hand of Theya Forsaken Fleet
SUBSISTING 61–70 SUBSISTING 71–80 SUBSISTING 81–90
Forsaken Fleet
Akiya Clans (Pirates led by the
Raven Queen) Attacks and loots
DIMINISHED 91–94 DIMINISHED 95–98 UNKNOWN 99–100 imperial ships & ports
Acheron’s Armada
Periodically update your faction notes, campaign clocks, influence grids, and
USING THE GRID relationship maps to keep track of evolving faction dynamics and revealed truths. If
Each field has a range corresponding to a result on an oracle roll. When you come upon you enjoy managing these details, this is a good exercise to undertake as you Begin
a ship or settlement, you can roll on the grid to randomly reveal its controlling faction. a Session.
You can also use the matrix when you Ask the Oracle about a situation, such as “which
faction carried out the attack on the settlement?” If a roll lands on a blank field, choose Over time, some factions will rise to the fore, others will fade into the background,
the closest-ranked faction, or use this as a prompt to introduce an independent group and new factions will come onto the scene. This is part of creating an emerging
or new faction to your world. narrative and focusing on what’s important and interesting.
In addition, you can use the influence grid to track the ebb and flow of a faction’s However, these are tools to use or ignore as you like. If you aren’t interested in
power in an area. When a faction faces a major setback, reduce its rank. If it gains faction details or campaign-level machinations, feel free to keep factions in the
influence, raise the rank. You can even create a “global influence grid” to measure the background of your story.
power of key factions across the entirety of the isles.
TAKE COMMAND 98
66
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 72 page 74 page 76
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.
72 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.
74 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.
76 Getting Underway
SUNDERING
How did the isles earn their name?
CHOOSE YOUR TRUTHS
In this exercise, you’ll set the tone and background for your campaign by deciding the 1–33 A great war left horrible scars upon the isles.
nature of your version of the Sundered Isles. These are your truths. When you’re done,
A generations-old war is only recently ended, and the reminders of that
you’ll have key aspects of your setting sketched out, and a backdrop of challenges to
fruitless conflict are all around us. Islands wracked by destruction, seas
help fuel your adventures
tainted, people displaced. The cost is immeasurable, but some still squabble
Allow about 30–45 minutes for this exercise. over what remains.
Quest Starter: A people, displaced by war, live on a remote island. A
THE TRUTH CATEGORIES recent illness left many sick or dead. Supplies are urgently needed. Why
This section includes 11 categories to help define key aspects of your version of the do you swear to give them aid? Who stands against you, and why?
Sundered Isles. The categories are:
34–67 Eons ago, a vast cataclysm shattered continents.
Sundering Page 79 Piracy Page 85 Lands broke apart in an apocalyptic disaster. Powerful cities fell. Fire, lava,
and ash scoured what remained. The isles, scattered like broken shards, are
Relics Page 80 Religion Page 86 the vestiges of these once-great lands, the gravestones of a fallen dominion.
Life eventually returned to this realm, but the wounds do not fully heal.
Modern Era Page 81 Magic Page 87
Quest Starter: You are haunted by dreams of this ancient cataclysm.
Iron Vows Page 82 Beasts Page 88 In those dreams, you see a grand library of unfathomable scope, the
collected knowledge of lost people and fallen dominions. What do you
Navigation Page 83 Horrors Page 89 seek within this repository?
HOW TO SELECT YOUR TRUTHS 9 If you are all that remains of a pre-Sundering people, culture, or tradition, you might
Select your truth for each category in one of three ways. Mix and match these be a VESTIGE. If the echoes of the cataclysm have left you with unnatural powers,
techniques as you like.. you might be a SORCERER. If you embody the legacy of a deep-dwelling people, you
might be WATERBORN.
8 A seafaring tribe seeks to locate and unite the scattered people who were displaced
during the Sundering. An order of sorcerers exploit the chaotic forces that brought
the cataclysm.
Choose a truth OR Roll for a truth OR Customize a
from the three using your truth, or craft
options. oracle dice. your own.
1–33 The long history of the isles is marked by disaster, war, and exodus. 1–33 It is an age of sail.
Abandoned and ruined sites are grim monuments to these events. Sailing ships navigate the farthest reaches and weather the fiercest storms.
Former communities—even entire islands—are sometimes forsaken by Their cannons unleash devastating barrages against rivals or raiders, and their
their people. Others are lost and forgotten through the ravages of time. crews wield muskets and blades to defend their decks. Some commanders
These places echo with the memories of lost lives, but also remind us of the plot a course through hazardous waters with chart and sextant, while others
perseverance of those who survived to carry on their traditions elsewhere. rely on a deeper understanding of sea and sky. But above all else, we trust in
the loyalty of our shipmates and the strength of our vows.
Quest Starter: An uninhabited island is marked by the ruins of a once-
great city. Someone important to you led an expedition to that island Quest Starter: A famed shipwright, nearing the end of their life, seeks
months ago, but has not returned. What were they in search of? to build their magnum opus—a ship of uncompromising beauty and
strength. What rare material do they require, and where is it found?
34–67 Two centuries ago, a powerful empire dared to claim these isles as their
own. Ruined places are all that remain to mark their hubris. 34–67 It is an age of industry.
The tattered banners of the fallen empire lie amid ravaged fortresses, The winds of change are upon us. Some of these innovations inspire awe—
wrecked ships, and abandoned cities. In some places, nature reclaimed flying machines that sail among the clouds, metal diving bells that plumb the
these sites. In others, people return to build anew upon the graves of these greatest depths, and mechanical limbs of intricate design to replace what
former invaders. Meanwhile, scavengers—like gulls picking at the bones of was lost. But industry is also an insatiable fire. Mines, smelters, and factories
dead fish—scour the remnants in search of plunder. reshape our lands to feed those flames. Titanic ships seek dominance of the
isles. Is it only a matter of time before our steadfast wooden ships and the
Quest Starter: The emperor wore a crown adorned with two gems of simple ways of our communities are relics of a bygone age?
unsurpassed size and quality: a blue diamond to honor Wraith, and a
fiery ruby to represent Ember. The resting place of the emperor and this Quest Starter: An iron submersible stalks seagoing passages. Why do
crown are a mystery—one you are determined to solve. you seek vengeance against this vessel’s commander?
68–100 An ancient civilization of unfathomable power left its mark upon the isles. 68–100 It is an age of wonders.
These people unlocked secrets beyond our understanding. The ruins Some have wielded ancient secrets and extraordinary science to power
marking their legacy are places of unnatural construction, confounding vessels, weapons, and other machines. Their ships are fitted with energized
mechanisms, and cryptic relics. Some islanders revere the ancients. Others sails that augment the powers of wind and storm. Their cannons unleash
seek to understand them. A few have more selfish motives—pillaging the volleys of infernal energies. A few commanders even count iron automatons,
sites for treasure and artifacts. But some secrets are best left buried. Many given life by improbable technologies, among their crew. Resisting these
ruins are cursed, corrupted by time, and haunted by malignant evil. wonders is like casting a stone against a thunderstorm, and many see this
new age as a portent of our doom.
Quest Starter: Dozens of ancient towers have flared to life, sending
up beacons of light visible from leagues away. These lodestars form a Quest Starter: An enemy faction is building a colossal machine of
marked path that stretches well beyond the far horizon. Why do you set fantastic destructive potential. What is the nature of this machine, and
out to see where this path leads? why are you sworn to see it destroyed?
9 If you are dedicated to searching out mysteries or preserving the legacy of lost 9 If you hew to the traditions of shipbuilding and repair, you might be a SHIPWRIGHT.
relics, you might be a SCHOLAR. If you deal in recovered or stolen relics, you might If you understand the intricacies of machines, you might be a GEARHEAD. If you are
be a PEDDLER. If you delve wrecks and ruins to gather resources or riches, you might fitted with a mechanical enhancement, you might be AUGMENTED. If you are forged
be a SCAVENGER. by ancient secrets or newfound technologies, you might be a CONSTRUCT.
8 A society of researchers and archaeologists work to understand lost people and 8 A shipwright’s guild honors and develops the age-old craft of shipbuilding. An
relics. A sacred order of caretakers protect age-old sites from trespassers and grave- industrialized trade company is ever-hungrier for raw materials. An order of artificers
robbers. An underground ring of fortune seekers supply a black market trade of crafts extraordinary machines. A fellowship of outcast automatons must find their
stolen treasures. own way in a world that largely sees them as tools or abominations.
1–33 Some see iron vows as a vestige of a more superstitious age, but the 1–33 We are scattered to the winds, but our connections persist.
tradition persists. The people of the isles are often isolated. Trade and communication must
Our forebears bound their promises to the strength and permanence of iron. overcome distance and the fickle nature of the surrounding waterways.
Today, self-avowed Ironsworn respect this tradition by affirming their resolve Known passages are undone by tumultuous weather, capricious seas, or
with a time-honored phrase: “By iron, I vow.” Even those who forgo an iron unforeseen conflicts. In spite of those challenges, skilled voyagers and their
totem will say the words to lend solemnity to a promise, setting themselves indomitable vessels are a tether that binds the people and places of remote
on an honorbound course—wherever it may lead. seas into a greater community.
Quest Starter: The Iron Tide, a force of warships whose commanders and Quest Starter: The port city of Stormrest is a perennial center of
crews have taken up the vow of their fallen leader, is bound for local community and trade within the isles. But this city is now cut-off by an
waters. What do they seek, and why do you swear your own vow to invading or occupying force. Who threatens this longstanding refuge?
prevent it?
34–67 We rely on the ancient traditions and knowledge of the Starmarked to
34–67 The Ironsworn bind their honor to iron blades. navigate these perilous seas.
Even in this age of cannon and rifle, a finely-wrought blade—whether sword The Starmarked have an uncanny sense of wind and tide, and bear the history
or dagger, dirk or bayonet—remains a mark of skill and resolve. When the of their travels as beautiful and intricate tattoos—etched in phosphorescent
Ironsworn swear a vow upon a blade, we bind our commitment to the metal. ink. Some of the places and passages pioneered by the Starmarked are
If we forsake a vow, that iron must be abandoned. To be Ironsworn without now common knowledge, inscribed in charts and traveled widely. Others
a blade is to be disgraced. are coveted secrets, or lost to time and strife. The skills of the Starmarked
make them highly valued as ship navigators, and some seek to exploit them
Quest Starter: You carry a broken sword. How was it broken, and what to their own ends.
must you do to be worthy of a reforged blade?
Quest Starter: In recent years, many Starmarked have not returned
68–100 Since the distant time when iron was first hammered into form, seafaring from expeditions into a remote area of the isles. Is there someone—or
folk of this world carried iron bondstones as sacred keepsakes. something—that does not want to be found?
Each bondstone is unique—a relic of kin and culture—passed from one
generation to the next. They are said to connect the soul of its keeper to 68–100 Bleakmists are a curse upon the isles, confounding navigation and
their homeland or loved ones as if by an invisible thread. Thus, if lost at sea, severing connections between communities.
our spirit may return home rather than remain entombed in the remorseless Bleakmists are a damnable, seabound fog. Mariners tell of inexplicable
depths. We swear our vows upon bondstones as promises that will follow us sensations within the cursed waters of the mists—whispered voices, the
to our death—and beyond. But bondstones can also embody the curses of ghostly clanging of ship bells, half-seen phantom shapes. Some bleakmists
lost lives and forsaken vows, and bearing that weight can make them feel as never dissipate, forming an enduring barrier that only the most foolhardy
heavy as a ship’s anchor. attempt to navigate. In other places, mists gather with little warning. Once
you enter a bleakmist, it’s hard to predict where—or if—you’ll emerge.
Quest Starter: A merciless and powerful raider wears the bondstones of
their victims as trophies. One of those totems is rightfully yours. To whom Quest Starter: Someone will pay well for passage through an everlasting
did it previously belong? bleakmist. What do they seek on the other side?
9 If you are sworn to a cause, you might be BANNERSWORN. If you carry an 9 If you are skilled at finding your way among the isles, you might be a NAVIGATOR. If
honorbound blade, you might be a BLADEMASTER. If you fight for personal honor, you trailblaze inland paths, you might be an OVERLANDER. If you carry precious items
you might be a DUELIST. If your vows are shared with those in your charge, you might on your expeditions, you might be a COURIER. If you wield mystical powers over the
be a CREW COMMANDER. wind to see a ship safely on its way, you might be a WINDBINDER.
8 An order of Ironsworn wardens are dedicated to protecting the people of the isles. 8 A guild of navigators collect and safeguard charts of the isles. A coven of sea
A band of iron privateers sell their vows—and their loyalty—to the highest bidder. witches guide ships through cursed waters.
1–33 The Sundered Isles are free from imperial control—for now. 1–33 Pirates are merciless raiders.
The empires have only a minor presence; their outposts are isolated and Pirates give no quarter to seagoing targets and raze settlements on a whim.
pose little threat. But there are resources and riches to be exploited, and Their loyalty is only to crew and captain, but even that bond is fragile.
freedom is a fragile thing. Even now, imperial agents are said to be among Ritualized duels to decide the captaincy or settle disputes are common, and
us, working in the shadows, planting the seeds of conquest. a long-lived marauder is a rare thing. If you come upon a gray-haired pirate,
be wary; they have outwitted sailors better than you a thousand times over.
Quest Starter: A conflict between two nations is raging. Some suggest
the war was sparked by imperial agents, working behind the scenes to Quest Starter: You possess one-third of a coded map said to lead to a
destabilize the region and open a path for colonization. Can you convince fabled pirate treasure. What infamous pirates hold the other pieces?
the leaders of these powers to abandon their fighting and focus on the Will you form an uneasy alliance to collect and divide the treasure, or
true threat? take the other pieces of the map by force?
34–67 Imperial forces vie for dominion over the Sundered Isles. 34–67 Pirates are fiercely independent, but bound by a shared code.
Imperial colonization and exploitation is a creeping tide which threatens to A pirate crew is a power unto itself, a diverse band of fugitives, outcasts,
engulf the isles. Colonial governors oversee ever-expanding settlements, and rebels who serve under a ship’s charter and have a say in the operation
while powerful trade companies control key trade routes and resources. of the vessel. Pirates do not attack indiscriminately, and will give quarter to
Imperial agents conduct missions of subterfuge and assassination. Treaties those who ask for it. They are nevertheless vilified as barbarous murderers
between the empires are forged and broken on a whim, and mariners can by trade guilds, imperial governors, and other powers in the isles. In some
never be certain of what flag will fly over a port from one day to the next. ways, this reputation serves them; fear is more powerful than the mightiest
cannons or the sharpest swords.
Quest Starter: Envoys and aristocrats gather for a gala at a governor’s
manor house, where a priceless object will be on display as a Quest Starter: A former pirate, given a pardon and a letter of marque,
demonstration of the governor’s power and wealth. If a clever thief were has sent countless pirates to their doom. Who is this turncoat, and why
to abscond with that item, it would undermine the governor and foment do you plot to see their reign of the seas ended?
suspicion among the attendees. What is this object?
68–100 A burgeoning pirate nation wields great influence.
68–100 In the wake of a tumultuous war, a great empire prevailed. This supreme The marauder clans sail under the command of the Dread Court, a conclave
power holds the fate of the Sundered Isles in an iron grasp. of eight veteran pirates whose shrewd tactics positioned this nation of
A time before the empire is a fading memory. Today, their armies and fleets cutthroats as a rising power. Once each year, the pirate fleets gather at a
control large swaths of territory in the isles, and their expeditionary forces port called Flotsam—an artificial island built from the husks of captured and
use coercion and warfare to expand their dominion ever further. Other ruined ships—to pay homage to the Court and make plans.
nations are little more than vassals, their puppet governments loyal to the
empire. But there are whispers that the empire has grown complacent. Is this Quest Starter: There are schisms within the Dread Court. An assassination
the day the once-freeborn people of the isles relight the fires of revolution has tipped the latest gathering into chaos and threatens the future of
and reclaim their legacy? this burgeoning power. Will you work to restore the alliance, or use the
mayhem to your own advantage?
Quest Starter: A valuable prisoner is held in an imperial fortress. Who is
this person, and why are they the best hope for rebellion? 9 If you hunt marauding pirates, you might be a BOUNTY HUNTER. If you serve
among a band of pirates, you might be a CUTTHROAT. If you are a young greenhorn
9 If you resolve disputes and secure anti-imperial alliances, you might be a DIPLOMAT. or stowaway among a pirate crew, you might be an URCHIN. If you stand in command
If you battle empires with blades and daring, you might be a SWASHBUCKLER. If you of a pirate ship, you might be a PIRATE CAPTAIN.
work in the shadows, you might be a SPY. If you navigate court intrigues, you might
8 An alliance of pirates is united against a common enemy. A guild of pirate hunters
be a SOCIALITE. If you are on the run from imperial forces, you might be a FUGITIVE.
collect bounties on wanted marauders. An imperial navy seeks to scour the seas of
8 A tyrannical empire rules with an iron fist. A secret network of insurgents fights he pirates and other enemies.
empire from within. A rebel alliance fans the flames of freedom.
1–33 Our faith is as diverse as the people. 1–33 Magic does not exist.
Many have no religion, or offer an occasional prayer out of habit. Others pay Some find comfort in the old ways. Mariners heed a thousand superstitions
homage to the gods of our ancestors as a way of connecting to their roots. to help ensure a safe voyage. A few perform elaborate rituals to gain the
Some idolize the natural order of the world, and see the divine in the ebb favor of the wind or cast runes to divine one's future. But true magic—if it
and flow of the tides or the whirling dance of the stars. Then there are those ever existed—is lost to us now.
who see this diversity as imperfection, who seek only to bend the world to
their righteous will. Quest Starter: Someone close to you is accused of casting a curse upon
a settlement. Will you defend this person and uncover the true cause of
Quest Starter: A pilgrim seeks passage to remote and dangerous the settlement’s troubles?
waters. What holy place do they seek?
34–67 Magic is rare and mysterious.
34–67 The gods enact their will through manifestations and miracles. The isles lie at the nexus of the new and the old, science and superstition,
We chronicle the visitations of the gods in our histories, and decipher their the known and the inexplicable. This collision of realities is a powerful but
enigmatic purpose through sacred rites. In times of crisis, their earthly chaotic force, and rare folk can manipulate these unstable realities to cast
avatars have guided us through the upheaval. For many, faith in these spells and perform rites. In some cultures, mystics are respected; in others,
gods offers meaning and fulfillment. For others, belief is a cudgel used by they are feared or even outcast.
tyrannical leaders to divide or control us. For this reason, some people and
cultures disavow the gods to follow a different path. Quest Starter: A powerful but outcast sorcerer lives alone on a faraway
island. Why do you have urgent need of their abilities? What enemy or
Quest Starter: You bear the mark of a god. The priests declare this as rival is on the hunt for this person?
a sign you are chosen to fulfill a destiny. Do you accept this fate, and
swear to see it through, or are you determined to see it undone? What 68–100 Magic is an ever-present, elemental force.
force opposes you? Magic is as constant as the winds and tides. Talented mystics exploit these
energies to shape natural forces, divine the past and the future, and cast
68–100 The gods are dead. boons and curses. A few can even breathe unnatural life into the dead.
In a time before memory, the gods of the isles warred with each other. These Many mystics join guilds or serve under mentors to hone their craft, while
seas were their battleground, and they ushered an age of destruction which others make do with raw, untrained talent. In spite of their uncanny nature,
plunged all the lands into fire and darkness. In their death throes, they left mystics are often hired as aides for powerful leaders, or to help guide
behind areas of tainted seas and forsaken landscapes—a cursed corruption ships on perilous voyages. But as the winds and tides are fickle, so is
that lingers even today. The hubris of these fallen gods is a reminder of the magic, and some fall prey to the dark curse of these forces.
empty promise of faith.
Quest Starter: Someone you love is corrupted by cursed powers, and is
Quest Starter: A cult seeks to take control of a site reputed to hold an set on a destructive course of vengeance. What caused their fall? Do you
artifact of the fallen gods. What holy object do they seek? Why are you seek to save them or defeat them?
sworn to stop them?
9 If you posses supernatural powers, you might be an EMPATH, KINETIC,
9 If you are an ardent follower of a religion or creed, you might be a DEVOTANT. If you NECROMANCER, SEER, SHADE, SORCERER, or WINDBINDER. If your unnatural
follow a prophesied path, you might be FATED. If you are cursed by the gods with foul abilities have made you a pariah, you might be an OUTCAST.
luck, you might be a JINX.
8 A circle of mystics protect ancient secrets and train promising initiates. A sorcerous
8 A clan of nature-worshipers are sworn to protect the isles against despoilers. An imperial guard use their uncanny abilities to hunt down enemies of the empire. An
order of zealous inquisitors hunt dissenters and heretics. A theocratic empire forces order of witch hunters persecute those with magical talents.
their oppressive beliefs upon others. An eldritch cult seeks to resurrect or awaken an
ancient entity.
1–33 Beasts are lost to myth, but the tales persist. 1–33 Put enough grog in a sailor, and they’ll tell you stories of doomed ships
For most, monstrous beasts are the stuff of fables. But a few who journey and ghostly visitations. It’s nonsense.
across trackless isles and unknown seas claim otherwise. Some even bear There’s enough to fear amid the isles without worrying about fanciful tales
the scars of those alleged encounters. of ghosts and ghouls. Nonetheless, sailors are a superstitious folk. On dark
nights, when a dead calm falls over the sea, they keep a wary eye for ships
Quest Starter: In the highland jungles of a remote island, a settlement is that sail heedless of the wind.
plagued by attacks from an unknown creature. Five dead in these last
few months, and fear and suspicion is rampant. What is your connection Quest Starter: Years ago, a ship bearing a stolen treasure was sunk in
to this place? a fierce storm. But mariners report seeing this vessel sailing under the
light of the Wraith moon, its sails tattered, its weather decks empty. It
34–67 Beasts lurk in watery depths and within the reaches of remote islands. is a cursed ship, folks say, doomed to carry it’s ill-gotten treasure for all
All manner of creatures dwell among the isles—including rare and incredible eternity. Why do you intend to prove or disprove this tale?
beasts of legend. Among them are colossal great whales and elder rays,
larger than our greatest ship, and blade-winged sea dragons. Some foolish 34–67 The veil between life and death is as fragile as gossamer.
souls hunt these creatures for riches or sport. Others revere and protect In the darkest reaches of the isles, ghost ships stalk the seas, undead
them. A few are beast-bonded, forming an enduring friendship with their guardians protect ancient tombs, and drowned sailors emerge from the
beast-kin. depths in search of absolution or vengeance. Others may scoff at these
tales, but we know the truth—death waits for us all, but is not always an end.
Quest Starter: The captain of a powerful ship lost something dear to them
when battling a beast, and has sworn vengeance against the creature. Quest Starter: Your ship is haunted by its former captain. At night, they
What is the nature of this beast? Do you aid the captain in their ill-fated are sometimes seen on the quarterdeck, staring grimly at the distant
quest, or stand against them to protect the creature? horizon. What unfulfilled vow torments this restless spirit? Why do you
swear to see it done?
68–100 Here, there be monsters.
We are trespassers in a cursed realm of beasts. Monstrous lizards stalk 68–100 The damned and the dead are a plague upon the isles.
the inland wilds. Flying reptiles with wings the size of topsails dwell in We live in accursed times. The drowned and the buried do not rest. Tortured
cliffside nests. Giant sharks and serpents cruise the coastal waters in search spirits hunt for retribution. Uncounted islands are blighted by dark forces.
of prey. The much-feared Kraken, larger than the greatest warship, lurks Cities and villages lie abandoned and forsaken, lost to a malevolent tide. We
in fathomless depths. And some ancient beasts are too monstrous, too keep watch, craft wards, and offer prayers to keep the horrors at bay, but it
horrible, for even our worst imaginings. is no use. They are coming.
Quest Starter: Tales tell of the means of forming a bond with the mightiest Quest Starter: For generations, an infamous ghost fleet has haunted
of the world’s beasts, the Kraken. Many have undertaken this quest, but these seas, sending countless mariners to their doom. Why do you now
none have succeeded. What must you accomplish to gain an accord with seek to form an alliance with the cursed commander of this fleet?
the Kraken, and why would you face this trial?
9 If you are plagued by a ghost, you might be HAUNTED. If you dedicate yourself to
9 If you are skilled at battling beasts, you might be a SLAYER or HARPOONER. If you battling undead or monstrous forces, you might be a SLAYER. If you have unnatural
are bound to a beast, you might ride a DRAGON or summon THE KRAKEN. If you powers over death, you might be a NECROMANCER.
transform into a beastly form, you might be a SHAPECHANGER.
8 An order of ghost-hunting occultists are sworn to vanquish the woken dead.
8 An order of beast slayers defend ships and settlements from beast attacks. A The vampire clans sail the isles in their dreaded nightships, preying upon ships and
beast-hunting trade company deals in trophies and resources gathered from slain settlements. A cabal of necromancers command an undead fleet.
creatures. A clan of beast-bonded folk protect their sacred companions.
SET YOUR FACTIONS 1. Does this faction fit the world I am creating?
2. Can this faction motivate quests, connections, or threats for my character?
What people and powers inhabit your version of the isles? In this exercise, taking 3. Can this faction interact with at least one other faction to create conflict or intrigue?
inspiration from your truths, you’ll choose or envision a handful of influential factions.
These choices will help set in motion the conflicts and interconnections of your setting, If the answer to any of those questions is “no,” rethink the faction or choose another. If
and provide inspiration for encounters at sea and ashore. the answers are only a tentative or qualified “yes,” that’s good enough. Let it simmer.
You’ll have time to adjust, even once your story is underway.
You’ll want to record some notes as part of this exercise. Before starting, grab some
index cards or notepaper, or open up a new page in your digital journal.
DEFINE FACTION RELATIONSHIPS
Allow about 10–20 minutes for this exercise.
Now that you have a handful of factions to set loose in your world, you can brainstorm
their relationships to help envision opportunities for conflict and drama in your story.
INTRODUCE YOUR FACTIONS CONNECT THE DOTS
Consider the outcome of the truths exercise. What important or interesting powers
Take a moment to consider how the factions relate to each other. Are they at war?
come to mind? Is there a single, oppressive empire? Multiple empires? What people
Allied against a mutual foe? Is one supporting the other—perhaps in secret? For some
and organizations inhabit the isles? Do supernatural forces wield power or authority
factions, this might be obvious. An empire is likely in conflict with factions that stand
in your world? For the purposes of this exercise, make note of three or four factions.
against them. Pirate clans undertake piracy, although they may use discretion when
You’ll encounter other people and powers through the course of your story, but this is
choosing targets. Other relationships might be more nuanced.
enough to get things rolling.
Give each faction a relationship to at least one other faction. If you’re unsure, choose
If you are playing with others, take turns suggesting a faction. Use this as an
two factions, and use the table below to help frame the relationship of one to another.
opportunity to discuss character concepts, what brought you together as allies, and
Reroll or adjust any result that doesn’t fit, or consider how that result might signal an
how a suggested faction can tie into your character’s background or motivations.
unexpected relationship. If you’d like more options, you can also use the expanded
RECORDING FACTION version of this table on page 191.
DETAILS Forsaken Fleet O RG A N IZ AT IO N
Give each faction a name and a - Infamous clan of pirates 1–10 Antagonistic or at war with 51–60 Requires support from
short summary with a few commonly - Led by a marauder known as the 11–20 Friendly or allied with 61–70 Shares a rivalry with
understood details. Two to four Raven Queen 21–30 Holds leverage over 71–80 Shares power with
bullet points are about right. - Sacked a major port town, and made
31–40 Indebted to 81–90 Splintered from
If you’d prefer to keep it simple, start it a refuge for outlaws and outcasts
with a placeholder description—for - Ships have black sails 41–50 Maneuvering against 91–100 Trades resources or favors with
example, “Tyrannical Empire” or
“Undead Pirates.” LINKING FACTIONS TO YOUR CHARACTER
If any of the factions offer a potential backstory, origin, or opposition for your character,
WANT INSPIRATION? make note of it. Factions can help ground your character’s place in the world and
If you’d like suggestions for factions, turn to pages 54–57. You’ll find brief motivate them into action.
summaries for factions across four categories: societies, organizations, empires,
and the cursed. You can roll for a random faction, pick from any of the lists, or MARK IT DOWN
customize and combine options. Elaborate on your choices as you like, and consider Add important relationship details to your summary card. Keep in mind that you are
any unanswered questions implied by the descriptions. only deciding the commonly understood connection between those factions, and that
further investigation or events may reveal a deeper or alternate truth.
Let your selections—even random ones—support your truths in the previous exercise
and your preferences for the campaign. If colonial empires are not present in your If it’s helpful, you can also create a relationship map for the factions as described
version of the isles or hold no influence, ignore them. If supernatural forces do not on page 53. But it might be best to save that for later. Let the factions and their
exist, you can treat cursed factions as myths or rumors. relationships deepen through a session or two, and take what you’ve learned to craft
a relationship map.
You can also generate details using the Faction Oracles (page 190). Or look to real-
world history, other games, or media for inspiration—adjust and reimagine as needed.
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 186. If you are known by a moniker or title,
CHARACTER page 12 for details). CHARACTER note 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 185).
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 94–95, 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 96–97. COMMAND complete your character. Go to page 98 to take command.
CHOOSE YOUR COMMAND 16–20 Built or refitted by a community, and granted to its captain as their emissary
21–25 Captured in battle, and awarded by the former captain
Select from these three options. If you are playing with allies, pick a command
together—irrespective of your individual roles. One of you might take on the position 26–30 Earned in exchange for a perilous undertaking or heroic deed
of captain, but everyone will help guide the ship and crew on their way. 31–35 Entrusted by a faction, and commanded in their service
36–40 Found as a wreck, and refitted to make it seaworthy
You are in command of a ship, but it is a minor vessel of little 41–45 Gifted by an anonymous benefactor
repute. This is the default campaign start.
46–50 Inherited from a dead or missing relative or mentor
OPTION 1: You are a greenhorn captain or fallen on bad times. Your crew is much 51–55 Leased under exorbitant terms
NOVICE like the ship—unremarkable. Some are inexperienced. Some are
COMMAND indifferent. But with time, you may grow to rely on one another. Your 56–60 Obtained in trade for a precious object
ship will come into its own, or you will claim another. Can you forge a 61–65 Obtained through a false identity or counterfeit documents
worthy legacy among the isles? 66–70 On grant from an underworld figure in exchange for completing unscrupulous missions
Take the asset card for the incidental SAILING SHIP. Decide if it is 71–75 Once a timeworn, unwanted ship, painstakingly refitted to its new role
light, medium, or heavy. If in doubt, make it light and envision it as
76–80 Purchased at a suspiciously cheap price
a small sloop, ketch, or cutter—a nimble but fragile vessel. To learn
more about this starting ship, see page 19. 81–85 Seized in a mutiny against its former captain
86–90 Stolen from under the nose of a powerful faction
You are in command of an admirable vessel and able crew. 91–95 Taken while fleeing an attack or disaster
You begin your story with the wind in your sails. Will you hold this ship 96–100 Won in a high-stakes bet
OPTION 2: and crew together amid the perils of the isles?
WORTHY
COMMAND
Take the FLAGSHIP command vehicle asset. This asset is normally
gained when you Advance and spend experience. But as a seasoned
6 CURSED SHIP
commander, you skip the queue and claim this prize at the start of 1–10 Awarded by its former—and now dead—captain, who still haunts its decks
your story. Learn more about the FLAGSHIP asset on page 20.
11–20 Bound to a role as its new commander by a beguiling curse
21–30 Cobbled together from salvage found within a graveyard of forsaken ships
You do not have a ship or command of your own—yet.
31–40 Discovered within a hidden sea cave after calling to you in a dream
If you are a mariner, you serve under the command of a non-player 41–50 Found adrift in perfect condition, with no sign of the crew
OPTION 3: character on their ship, or are stranded or marooned without a ship.
51–60 Gifted by a dreadful entity in exchange for a dark favor; you reneged on their terms
NO Or perhaps the sea has yet to sing its siren song, and your adventures
COMMAND are found ashore. You might traverse rugged island landscapes as a 61–70 Granted in an accursed agreement, sealed in blood
guide, skulk among the back alleys of a city-state as a street urchin, or 71–80 Improbably found as a derelict well inland; moved and refloated with much effort
navigate the intrigues of imperial politics as a secret insurgent. 81–90 Raised from the sunken depths as a boon from the sea itself
Either way, your destiny lies on a seabound course. Will you someday 91–100 Taken in spite of its cursed reputation, when no one else would sail it
stand at the helm of your own mighty ship?
39–44 Novice mariners, undertaking their first adventure Do not choose a Deed asset for your starting character. Those represent notable
achievements and situations in your story, and are taken when you Advance.
45–48 Old salts brought out of retirement, undertaking a final adventure
If you want to start simple, or you’d like to get a better sense of your character and
49–54 Outcasts and exiles, bound by their differences
their challenges before making a choice, feel free to bank this asset for later. Once
55–60 Rebels, fighting for freedom your campaign is underway, you may claim the banked asset—choosing from the
61–66 Refugees from a faraway land, finding a new home categories listed above—without paying an experience cost.
67–70 Religious zealots, serving their god CHOOSING CREW-RELATED ASSETS
71–74 Scoundrels and spies, always watching If you command a crew and want to spotlight your role as their leader, take CREW
75–78 Survivors of a horrible cataclysm, preserving what remains COMMANDER as your final asset. If you command a pirate ship, the PIRATE CAPTAIN
asset will give focus to the ebb and flow of your fortunes as buccaneers. If you’d rather
79–82 Survivors of a terrible attack, seeking revenge
explore the evolution of your command through the course of your story, save them
83–86 Turncoat imperials, sworn against former compatriots for when you Advance. To learn more about these command assets, see page 25.
87–90 Unprincipled mercenaries, earning blood money
SET YOUR REMAINING CONDITION METERS
91–100 Roll twice; these groups are at odds
Set the integrity of your SAILING SHIP, FLAGSHIP, or support vehicles to their max
For now, focus on the crew as a whole. Once your campaign is underway, you can value. Also set your ship’s hold supply to its max value. Finally, if you have a companion,
personalize key individual crewmembers with names and characteristics. See page set its health to its max value.
24 for more on envisioning and managing a crew.
Stormhaven
Kairos I S LA N D
SE TT LE M EN T
- Port toSize
Medium wn (hundreds)
kairos
Amaryllis
kairos - Industrie
Elevated
-
Lush
Terrain (cliffs
s: Piracy
ConVitality
trolled (jungle)
, Smugwith
glingplateau)
by Forsaken Fleet
Kairos ISLA N D - Mod
One est neighbor
small structuresisland
with an imposing
- Medium Size stronghold and multi
-level layout
- Elevated Terrain (cliffs with plateau) - High-stakes gamb
ling hall
- Lush Jungles
- One small neighbor island
Stormhaven
Next, you’ll add one to three other locations to your starting area. This can include Roll Location Question
sea features or island landmarks. Use the table below for inspiration. Each location 1–5 Area of endless dead calm What ship is trapped in these waters?
includes an open question—a prompt to answer or leave (for now) as a mystery.
6–10 Colossal bones Who lives in the shadow of this age-old corpse?
LOCATION DETAILS @ 1–3 | 6 page 107 11–15 Corrupted cave What cult is said to practice foul rites here?
Roll Location Question 16–20 Eldritch monument What forsaken god or entity does this monument honor?
1–4 Abyssal sinkhole What is rumored to lie at the bottom of these depths? 21–25 Forsaken settlement What foul creatures now dwell here?
5–8 Active volcano What important location does this eruption threaten? 26–30 Frozen wastes What long-lost ship lies trapped here?
9–12 Ancient ruins Who or what defends this place against intruders? 31–35 Ghost-haunted waters What infamous cursed ship sails these waters?
13–15 Colossal monument What legendary figure or god does this monument honor? 36–40 Ghost-plagued ruins What sad fate befell these people?
16–19 Crucial trade route What is disrupting trade along this route? 41–45 Haunted battlefield What force or faction was defeated in this battle?
20–23 Deserted settlement Why was this place abandoned? 46–50 Hidden island On what rare event does this mystical island reappear?
24–27 Expansive cave What treasure is said to lie at the heart of this cave? 51–55 Inscrutable iron pillars What faction worships these mysterious relics?
28–30 Floating tradepost Who is hounding these traders, demanding tribute? 56–60 Lair of a beast What beast is reputed to dwell here?
31–34 Hull-breaching rocks Who or what preys upon careless ships in this area? 61–65 Perpetual fog bank What is said to lie on the other side of this mist?
35–38 Kelp-clogged waters What ship went missing here? 66–70 Powerful maelstrom Who do you know that was lost to this swirling vortex?
39–41 Meteorite scar What prophecy foretold the meteorite's fall? 71–75 Ship graveyard What monstrous creature lurks here?
42–45 Military encampment Who is this faction warring against? 76–80 Shipwreck on high ground To which faction did this ship belong?
46–49 Military fort What notable prisoner is held here? 81–85 Skull-shaped outcrop Why does this place haunt your dreams?
50–52 Mining operation What danger have these miners unearthed? 86–90 Sorcerous nexus Who has gathered to reap the chaotic energy of this place?
53–55 Mist-shrouded peak What is said to stand atop this mountain? 91–95 Titanic machinery Who seeks to reactivate this ancient machine?
56–58 Navigation beacon Why has this lighthouse fallen into disrepair? 96–100 Unending cyclonic storm What is said to lie at this storm's center?
59–61 Ongoing naval blockade Who seeks an escort through or around this blockade?
62–65 Palatial manor What lavish event is scheduled to take place here?
66–69 Pirate conclave What opportunity or crisis brings the pirates together?
70–73 Recently wrecked ship What prize was this ship rumored to carry? kairos Amaryllis
74–76 Refugee encampment What danger or crisis displaced these refugees?
The Maelstrom
77–79 Religious commune Why are these adherents desperate for supplies?
80–83 Sentinel tree What threatens this sacred site? Hullbreak
Crags
84–87 Sheltered anchorage What infamous ship lies anchored here? Stormhaven
88–91 Warship patrols What are these ships hunting?
92–94 Whale graveyard Who seeks to harvest these bones?
95–97 Whaling grounds Who or what is hunting these creatures to near-extinction? Mark the notable locations on your navigation chart. If you’d prefer to keep their
location vague or unknown, make note of them as a rumor to follow up on.
98–100 Wide, navigable river What important location lies upriver?
WANT MORE?
If you envision your character having a more complete understanding of your starting
area, repeat step 4 (page 105) to add another settlement or two—making them
seaside or inland as you like. This may give you insight into relations among these
settlements, but will leave less to uncover in the course of your story.
112
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 118) 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 119) to form a verb/noun combination—but the result still
USING THE ORACLES relies on your creative interpretation. Deciphering these answers, realizing how they
connect to situations in your story, experiencing those eureka moments, is part of the
RESULTS BY REGION
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 Peril table (page 130)
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
MULTIPLE RESULTS yourself, 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 186), for example.
Depending on the situation, you might make multiple rolls at once, or make them over Or Overland Details (page 158). 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 keyed to
All other tables are assumed to default to a single roll, but some oracles include an the setting. If you are playing in another world, or chose to explore the skyfaring or
embedded result that prompts you to make multiple rolls. This is typically shown as spacefaring realms when you launched your campaign (page 71), 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
LINKS TO OTHER TABLES oracles 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
> Island. 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.
✴ 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
MIXING AND MATCHING ORACLES established facts. However, keep in mind that the generators—particularly for
The Sundered Isles oracle tables are primarily intended for a seafaring setting, locations, characters, and ships—are often structured to include a mix of common
but many are flexible enough to incorporate into your Starforged spacefaring and rare answers. For example, an encountered ship might be carrying treasure,
campaigns or Ironsworn fantasy campaigns—or even other roleplaying games. but this is a rare find as defined by the odds of the Cargo table (page 141).
For example, the Faction Oracles (page 190) are useful for a wide variety of Follow the fiction, treating unusual events and discoveries as special.
settings, and the Interlude Scene table (page 230) can help prompt the nature ✴ Peel the onion: When initially encountering a location, character, or ship, use
of a character-focused downtime scene in any campaign. the oracle tables for details you would perceive as first impression, such as the
Inversely, the Starforged oracles are useful for swashbuckling campaigns set Character First Look table (page 178). Make a roll or two, envision the result as
in the spacefaring realm, helping generate the details of planets, spacegoing appropriate to the situation, make some assumptions to fill in the gaps, and move
encounters, strange creatures, and ancient alien vaults. on with your story. Then use other tables to reveal new details over time.
✴ Build oracle arrays and campaign elements: An oracle array helps you choose
In short, the Sundered Isles oracles provide the essentials for adventures in a from among a set of relevant tables, while a campaign elements table reveals
seafaring world, but feel free to mix and match from other sources to create your the focus of an encounter or situation. See pages 384–385 of the Starforged
own perfect oracle kit. rulebook for details.
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.
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 Peril (pg 130) oracle can help reveal what occurs. If you
> Ruin; pg 214
encounter good fortune, such as when you roll a strong hit with a match, the Seafaring
Character focus Opportunity (pg 131) 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 230
Check page 125 for the 31–65 results, and page 126 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.
TERRAIN The Terrain, Vitality, and Visible Habitation of sizable islands may vary. Your initial
results represent the dominant aspects that are visible on approach. Further
Roll Result Detail exploration may reveal other characteristics.
1–10 Sodden Low-lying wetlands
11–20 Flat Expansive plains NEARBY ISLANDS
21–30 Rolling Hills or dunes Myriads Margins Reaches
31–40 Elevated Sheer cliffs rising to a mesa or plateau Central Seas Outer Seas Remote Seas Result Detail
41–50 Sloped Terrain rising gradually to a prominent ridge or peak 1–50 1–60 1–70 Isolated No other islands in sight
51–70 Rugged Varied terrain of craggy hills and dramatic rock formations 51–80 61–85 71–90 Island pair One other island in sight
71–90 Mountainous Imposing heights and deep valleys
81–100 86–100 91–100 Island group Several islands in sight
91–100 Volcanic Active volcanoes and lava fields
VITALITY
Myriads Margins Reaches
Central Seas Outer Seas Remote Seas Result Detail
Ravaged by natural forces
1–15 1–10 1–5 Devastated
or razed by despoilers
Withered woodlands, blighted
16–30 11–20 6–10 Dying
scrub, or sickly marshes
JUNGLE MARSH
Dense tropical rainforest 6 pg 157 Waterlogged region with grasses and reeds 6 pg 157
1–5 Ancient tree with a vast canopy 51–55 River cascading over smooth rocks 1–5 Bursts of flaming marsh gas 51–55 Raised trail winds through a watery maze
6–10 Branches crowded with colorful birds 56–60 Rocky spires cloaked in greenery 6–10 Copse of rotted tree trunks 56–60 Rotting wooden walkway
11–15 Carved, moss-covered stones 61–65 Rope bridge spans a river gorge 11–15 Dense thicket of reeds 61–65 Shallow waterways flanked by tall grass
16–20 Cave mouth hung with dripping vines 66–70 Rope bridges connect towering trees 16–20 Field of flowers upon sodden ground 66–70 Soggy mist-shrouded field
21–25 Curtains of hanging vines 71–75 Serene pool below a terraced waterfall 21–25 Hovels stand precariously on stilts 71–75 Tall, rocky hillock
26–30 Fallen tree bridges a ravine 76–80 Tangled thicket of thorny plants 26–30 Large island of dry land 76–80 Thicket of spindly trees atop a low hill
31–35 Fragrant fruit trees abuzz with insects 81–85 Unbroken canopy casts deep shade 31–35 Muddy, sinking quagmire 81–85 Toppled stone tower
36–40 Glade filled with vibrant butterflies 86–90 Water-filled sinkhole 36–40 Nest of slithering serpents 86–90 Wide channel of deep water
41–45 Majestic falls spill into a rocky gorge 91–95 Whispering bamboo grove 41–45 Nests of squawking waterfowl 91–95 Wide, algae-covered pond
46–50 Narrow path twists through undergrowth 96–100 Wide, slow-moving river 46–50 Pools of bubbling marsh gas 96–100 Witchlights dance above dark pools
RIVER SHORE
Major inland waterway 6 pg 157 Where the land meets the sea 6 pg 157
1–5 Branching watercourse 51–55 Plunging series of terraced waterfalls 1–5 Approaching or anchored ship 51–55 Rocky shelf with geysering blowholes
6–10 Cascading rapids 56–60 Remains of an old bridge 6–10 Beached shipwreck 56–60 Saltwater gorge
11–15 Debris forming a dam 61–65 River-fed lake 11–15 Black sand beach 61–65 Sandspit connecting to a rocky islet
16–20 Eddies swirl in a large, limpid pool 66–70 Sandy shoal in the midst of the river 16–20 Craggy rocks and tide pools 66–70 Seals basking on rocky outcroppings
21–25 Flooded riverbanks 71–75 Shadowy passage flanked by tall cliffs 21–25 Geometric columns of volcanic rock 71–75 Squawking seabirds circling tall rocks
26–30 Gulch strewn with mossy boulders 76–80 Shallow ford 26–30 Grassy dunes 76–80 Storm-swept debris
31–35 Landed boat 81–85 Snaking, slow-moving watercourse 31–35 Landed boat 81–85 Tall seaside cliffs
36–40 Mighty fallen tree spans the river 86–90 Strong current leading to a high waterfall 36–40 Mangrove thicket 86–90 Watery sea cave
41–45 Muddy landing 91–95 Trees crowd the river's edge 41–45 Picturesque sandy beach 91–95 Wave-swept pebble beach
46–50 Old dock perched over the water 96–100 Wrecked ship or boat 46–50 River outlet 96–100 Wide, saltwater channel
SCRUB SWAMP
Open landscape dominated by grass or shrubs 6 pg 157 Flooded forest with thick vegetation 6 pg 157
1–5 Abandoned homestead 51–55 Misty hollow 1–5 Abandoned boat or raft 51–55 Pond filled with fragrant, floating flowers
6–10 Cavernous sinkhole 56–60 Old stone road 6–10 Ancient tree with sprawling root system 56–60 Ramshackle bridges connect dry land
11–15 Craggy outcroppings 61–65 Plain of rugged, exposed rock 11–15 Barricade of rotting logs 61–65 Rocky hillock
16–20 Crumbling stone wall 66–70 Scattered stones of a fallen structure 16–20 Crumbling, moss-covered monument 66–70 Slow-moving, muddy channel
21–25 Expanse of deep, sucking mud 71–75 Spring-fed lake or pond 21–25 Dank cave hung with curtains of moss 71–75 Solitary hut on stilts
26–30 Field of blooming wildflowers 76–80 Stand of spindly trees 26–30 Decaying, half-sunk homestead 76–80 Stirrings of a large creature
31–35 Field of shoulder-high grasses 81–85 Thorny thicket 31–35 Dense canopy of intertwined branches 81–85 Tangled thicket of tree roots and shrubs
36–40 Large insect mounds 86–90 Towering, solitary tree 36–40 Insects swarm above stagnant water 86–90 Thick vegetation in mucky soil
41–45 Maze of trails through dense shrubs 91–95 Watering hole 41–45 Large sandy island topped by trees 91–95 Watery maze of towering tree trunks
46–50 Meandering river or stream 96–100 Weathered burial mounds 46–50 Murky waterway through misty woods 96–100 Wrecked ship or boat
WASTES
Arid, rocky terrain 6 pg 157
1–5 Abandoned mineshaft 51–55 Natural stone bridge spans a canyon
6–10 Animal tracks in the sand 56–60 Parched lakebed
11–15 Carrion birds roosting in a dead tree 61–65 Petrified forest
16–20 Dried riverbed 66–70 Plain of rocky rubble
21–25 Expanse of shifting, loose sand 71–75 Rainbow-hued rock formations
26–30 Fossilized tracks of an ancient beast 76–80 Rock walls with ancient petroglyphs
31–35 Freshwater spring oasis 81–85 Shadowy cave
36–40 Half-buried statue 86–90 Sprawling bones of a leviathan
41–45 Maze of wind-carved spires 91–95 Sun-bleached skeletal remains
46–50 Narrow trail through steep-sided ravine 96–100 Towering stone arches
WOODLAND
Forested lands 6 pg 157
1–5 Cave tucked behind a misty waterfall 51–55 Rocky promontory
6–10 Game trail leads through dense wood 56–60 Ropes and bridges connect tall trees
11–15 Gloomy, twisted tree 61–65 Scorched trees and ashy ground 6 CURSED LANDMARK
16–20 Grassy glade 66–70 Stand of ancient trees with huge trunks
1–5 Colossal bones 52–56 Large pile of bones and offal
21–25 Grove of tall ferns 71–75 Towering, lightning-split tree 6–10 Copse of diseased trees 57–61 Lifeless settlement
26–30 Large, mirror-like lake 76–80 Tract of barren, clear-cut ground 11–15 Destructive trail of a monstrous beast 62–64 Noxious, sludge-filled waterway or pool
31–35 Mushrooms thrive in a shadowy thicket 81–85 Trees carved with faces 16–18 Eldritch monument 65–67 Oversized insect mound
36–40 Old stone bridge over a stream 86–90 Widespread thicket of prickly shrubs 19–21 Exhumed or upturned graves 68–72 Rotting corpse of a monstrous beast
41–45 Pond sheltered by close-packed trees 91–95 Wildflower meadow 22–24 Field of crude grave markers 73–75 Silent, abandoned settlement
46–50 Ring of rune-etched standing stones 96–100 Well-used walking path 25–27 Forlorn remains of a violent battle 76–78 Smoking meteorite scar
28–32 Foul nest or lair of a monstrous beast 79–81 Stinking, sulfurous pit
33–35 Gravity-defying terrain or water 82–84 Titanic machine
36–43 Imposing, skull-shaped outcrop 85–89 Foreboding > Cave; pg 206
44–46 Inscrutable iron pillars 90–94 Grounded > Shipwreck; pg 200
47–51 Large cairn built of skulls and bones 95–100 Roll twice
49–50 Lanterns and candles struggle to hold a flame 10 Brightwater 30 Highcairn 50 Moonshadow 70 Shadowbrook 90 Ulan
11 Bulwark 31 Highcliff 51 Moonstone 71 Silvercliff 91 Valanu
51–52 Protective glyphs are carved upon outer walls or boundary stones
12 Caldera 32 Hightower 52 Morgan 72 Silvermist 92 Vanuca
53–54 Mystic symbols are etched into nearly every doorway
13 Crown Falls 33 Indari 53 Nairene 73 Skeld 93 Vaya
55–56 The water here is foul, but residents drink it willingly
14 Danua 34 Ironhold 54 Nanua 74 Sova 94 Wellspring
57–58 The residents avoid venturing out into the strange mist that often blankets this place
15 Darkwell 35 Islan 55 Neoma 75 Starfall 95 Westwind
59–60 A child's laughter and song rings out from no discernible source
16 Deepwater 36 Jade Hollow 56 Nerio 76 Stonesong 96 Whitebridge
61–62 An abandoned fort overlooks this place—but none dare enter
17 Dragonspine 37 Kerebos 57 Northbridge 77 Stonewood 97 Windhaven
63–64 An apothecary crafts vile potions and poisons
18 Eagle's Perch 38 Kharna 58 Okholm 78 Stormcrest 98 Windward
65–66 A forlorn specter stands at the edge of the settlement, awaiting someone's return
19 Eladus 39 Kirita 59 Palatia 79 Stormwatch 99 Yersk
67–68 Mysterious disappearances are all too common
20 Elago 40 Kitan 60 Ramoa 80 Suluva 100 Zhale
69–70 An ancient altar is stained with blood
Optionally, create a compound name for a settlement by taking your result and adding
71–72 Laughter rings hollow among these people, and smiles never reach their eyes
a word from this list. For example, Moonstone Bay or Mournhaunt Crossing.
73–74 An unsettling chill pervades the air around an abandoned building
✴ Shore: Anchorage, Bay, Cape, Cove, Harbor, Lagoon, Landing, Point, Port, Sands
75–76 Plants do not flourish here ✴ Inland: Crest, Glen, Haven, Hill, Hollow, Pass, Ridge, Rock, Springs, Wood
77–78 Building surfaces and paths are slick with a creeping black moss ✴ Waterside: Banks, Bridge, Crossing, Lake, River, Shallows, Shore
79–80 A mysterious visitor bears a silver blade, marking them as a monster hunter
81–82 Residents whisper of a long-ago injustice, and the curse they bear for that collective sin 6 CURSED SETTLEMENT NAME
83–84 Under moonlight, this place changes 1 Ashen Hollow 21 Calamity 41 Gallows 61 Nightfall 81 Shambles
85–86 Residents and visitors share the same disturbing dream 2 Barrowcrest 22 Darkfall 42 Ghostlight 62 Portent 82 Skullcrag
87–88 Carrion birds gather among the eaves, waiting 3 Bedlam 23 Darkwater 43 Gloomwood 63 Quagmire 83 Stillgrave
89–90 Ghosts haunt a prominent establishment 4 Blackwood 24 Deadrock 44 Gravehome 64 Rat's Nest 84 Stormwreck
91–92 A religious movement is outwardly benevolent, but residents whisper of secret motives 5 Bleakspire 25 Deception 45 Grimstone 65 Rotwood 85 Swillwater
93–94 Residents sing a hymn or shanty which reveals something of this place's dark history 6 Bloodmarsh 26 Desolation 46 Grimtree 66 Rubble 86 Tinderbox
95–96 The sun doesn't rise as it should with the dawn 7 Boneridge 27 Dreck 47 Lament 67 Ruckus 87 Vigil
97–98 Mysterious cloaked figures watch you, then scuttle away when you catch their gaze 8 Bramble 28 Duskwatch 48 Losthope 68 Sepulcher 88 Whisperwind
99–100 Large cockroaches boil from hidden spaces 9 Brink 29 Fool's Rest 49 Misfortune 69 Shadowreach 89 Widow's Watch
10 Burrow 30 Foulwater 50 Mournhaunt 70 Shadowvale 90 Wrack
AFFLUENCE 1–10 CRAFT 11–20 Roll Aspect Persona Roll Aspect Persona
1–10 Apostate Crows 1–10 Ashen Cloaks
Roll Aspect Persona Roll Aspect Persona
11–20 Forsworn Gulls 11–20 Gossamer Daggers
1–10 Emerald Brokers 1–10 Adamantine Anvils
21–30 Free Marauders 21–30 Gray Eyes
11–20 Gilded Crowns 11–20 Brass Artificers
31–40 Mutinous Outcasts 31–40 Hidden Masks
21–30 Golden Lords 21–30 Copper Artisans
41–50 Rebel Pirates 41–50 Shrouded Phantoms
31–40 Illustrious Merchants 31–40 Anchored Hammers
51–60 Sovereign Reavers 51–60 Silent Ravens
41–50 Jade Monarchs 41–50 Ember Hands
61–70 Tidebound Drifters 61–70 Umbral Serpents
51–60 Sapphire Mongers 51–60 Forgeborn Machinists
71–80 Unbound Relics 71–80 Unseen Shadows
61–70 Silver Patrons 61–70 Iron Menders
81–90 Unchained Shards 81–90 Veiled Specters
71–80 Sovereign Princes 71–80 Ironwrought Riggers
91–100 Wayward Tempests 91–100 Whispering Spiders
81–90 Supreme Scions 81–90 Quicksilver Sparks
91–100 Trueborn Regents 91–100 Tempered Tinkers WAR CURSES
81–90 91–100
DISCOVERY 21–30 FAITH 31–40 Roll Aspect Persona Roll Aspect Persona
Roll Aspect Persona Roll Aspect Persona 1–10 Battleborn Arrows 1–10 Cursed Bones
1–10 Ancient Adepts 1–10 Blessed Acolytes 11–20 Bloodied Blades 11–20 Bloodless Jackals
11–20 Awakened Archivists 11–20 Dawning Disciples 21–30 Crimson Defenders 21–30 Bloody Revenants
21–30 Azure Beacons 21–30 Enduring Flames 31–40 Flamebringer Fighters 31–40 Broken Shades
31–40 Elder Couriers 31–40 Exalted Harbingers 41–50 Hellfire Gauntlets 41–50 Fallen Skulls
41–50 Emblazoned Guides 41–50 Fated Heralds 51–60 Ironclad Hounds 51–60 Haunted Slayers
51–60 Enlightened Keepers 51–60 Hallowed Inquisitors 61–70 Scarlet Knights 61–70 Infernal Souls
61–70 First Outlanders 61–70 Holy Lightbringers 71–80 Steelheart Talons 71–80 Risen Swarm
71–80 Roaming Seekers 71–80 Radiant Partisans 81–90 Undaunted Vanguards 81–90 Shattered Wraiths
81–90 Starmarked Venturers 81–90 Sacred Servants 91–100 Warforged Wolves 91–100 Undying Wretches
91–100 Wandering Wayfinders 91–100 Shining Servants Tip: Combine two themes for an evocative organization name. For example, the
“Gilded Blades” is a wealthy (Affluence) mercenary company (War).
LOYALTY 41–50 MYSTICISM 51–60
Roll Aspect Identity Roll Aspect Identity FACTION NAME: ORGANIZATION IDENTITY
1–10 Bannersworn Allies 1–10 Astral Adepts 1–2 Academy 23–24 Charter 47–48 Coven 75–78 Guild
11–20 Bonded Bulwarks 11–20 Crystal Alchemists 3–6 Alliance 25–26 Circle 49–50 Covenant 79–80 Institute
21–30 Branded Caretakers 21–30 Gleaming Augurs 7–8 Assembly 27–30 Coalition 51–52 Creed 81–84 League
31–40 Kindred Guardians 31–40 Moonbound Enchanters 9–10 Association 31–32 Cohort 53–54 Crew 85–86 Lodge
41–50 Resolute Loyalists 41–50 Murmuring Mages 11–12 Band 33–34 Collective 55–58 Enclave 87–90 Order
51–60 Steadfast Sentinels 51–60 Obsidian Oracles 13–14 Brethren 35–36 Compact 59–60 Expedition 91–92 Partnership
61–70 Trueheart Sentries 61–70 Orbis Sages 15–16 Brigade 37–38 Company 61–64 Federation 93–94 Ring
71–80 Unbroken Shields 71–80 Runemarked Seers 17–18 Brotherhood 39–40 Consort 65–68 Fellowship 95–96 Sect
81–90 Unified Wardens 81–90 Shadow Sorcerers 19–20 Cabal 41–42 Cooperative 69–72 Fleet 97–98 Sisterhood
91–100 United Watchers 91–100 Spellbound Witches 21–22 Chamber 43–46 Council 73–74 Foundation 99–100 Union
6 CURSED SHIPWRECK DETAILS 56–65 Explorer or survivor with a tale to tell 100 > Treasure; pg 223 (large repository)
1–4 Dead return to life 47–50 Ship's log tells a dreadful story
5–6 Eerie phantom music 51–54 Signs of a dreadful fate for the crew
7–8 Eldritch artifact 55–56 Signs of the ship getting underway
9–12 Foreboding message 57–60 Smell of rot
13–16 Frightful phantom whispers 61–62 Sorcerous energies
17–20 Ghostly crew, going about their duties 63–66 Tortured spirits seeking absolution
21–24 Glimpses of a shadowy presence 67–70 Unnatural cold
25–28 Haunting visions of the ship's past 71–74 Unnatural darkness
29–30 Infernal machine or device 75–78 Unnaturally flooded or air-filled space
31–32 Lair of a monstrous creature 79–82 Unnaturally pristine compartment
33–36 Monstrous claw marks 83–84 Unnerving eldritch glyphs
37–38 Mutated remains of the dead 85–86 Victims entombed in ship structure
39–42 Objects move of their own accord 87–88 Onset of > Cursed Weather; page 133
43–44 Rapidly-spreading decay 89–92 > Cursed Token; page 227
45–46 Ritual circle or altar 93–100 > Cursed Cargo; page 141
CAVE SCALE
6 CURSED CAVE THRESHOLD
1–7 Bloody trail leading inside 51–57 Monstrous howls or roars from within
Sea Cave Inland Cave Rank Details
8–14 Carved with eldritch symbols 58–64 Shrouded in unnatural fog
1–30 1–20 Troublesome Minor cave system
15–21 Glimpses of a spectral form 65–72 Skull-shaped edifice
31–70 21–50 Dangerous Limited cave system
22–28 Guarded by a monstrous creature 73–79 Stench of death
71–85 51–75 Formidable Extensive cave system
86–95 76–90 Extreme Vast cave system 29–35 Hung with webs or mucus 80–86 Surrounded by blighted terrain
96–100 91–100 Epic Fathomless cave system 36–43 Littered with bones 87–93 Unnerving sense of being watched
44–50 Marked with a foreboding warning 94–100 Unnerving stillness or quiet
When you Finish an Expedition, envision what lies at the cave’s heart, or use the 71–85 Monstrous infestation Skitters or splashes; foul nests A vile swarm appears!
table included with each cave type for inspiration. Once you reach a cave’s heart and Phantom whispers; glimpses
86–100 Restless dead The wrathful dead manifest!
resolve the expedition, you can Set a Course to shortcut your exit. of spectral forms
25 Luminescent water 78–79 Stirrings of a large creature 63–66 Lost gear or supplies 1–10 Elaborate trap or puzzle
26 Message carved into wet stone 80–81 Surfaces encrusted with sea life 67–69 Party member causes trouble 11–20 Lair of a beast
27 Morass of rotting seaweed 82–83 Surging waterway 70–73 Quickly rising waters 21–30 Sacred or fabled artifact
28 Mounds of fallen boulders 84–85 Swirling whirlpool 74–76 Swarming creatures 31–40 Secret hideout or refuge
29 Muddy waterway 86–87 Tight squeeze through narrowing tunnel 77–79 Toxic or corrosive environment 41–50 Wondrous natural environment
30 Overwhelming briny stench 88–89 Waterlogged corpse 80–82 Trap or alarm 51–60 > Ruin; pg 214
31 Piles of crushed shells 90–91 Wrecked or sunken boat 83–85 Unfriendly explorers 61–70 > Sailing Ship; pg 134
32 Rock bridge 92–93 Corpse clutching a > Token; pg 225 86–88 Venomous creature 71–80 > Shipwreck; pg 200
33 Scattered, silt-covered bones 94–95 Connection to an > Inland Cave; pg 212 89–94 > Action + Theme; pg 118–119 81–90 > Treasure; pg 223 (large repository)
34 Shadowy tentacles in dark water 96–100 > Descriptor + Focus; pg 120–121 95–100 Roll twice 91–100 > Treasure; pg 223 (vast repository)
25 Mummified corpse 78–79 Steaming hot springs 63–65 Party member causes trouble 1–10 Ancient Tomb
26 Narrow ledge over a chasm 80–81 Steep escarpment 66–69 Precipitous climb or descent 11–20 Breathtaking natural environment
27 Natural bridge 82–83 Thundering waterfall 70–72 Swarming creatures 21–30 Elaborate trap or puzzle
28 Perfectly geometric columns 84–85 Tight squeeze 73–75 Toxic or corrosive environment 31–40 Lair of a beast
29 Pile of bones and offal 86–87 Trail or splashes of blood 76–78 Trap or alarm 41–50 Rare or valuable ore
30 Rush of hot air 88–89 Underground lake 79–82 Treacherous footing 51–60 Sacred or fabled artifact
31 Smoking fissures 90–91 Underground river 83–85 Unfriendly explorers 61–70 Secret hideout or refuge
32 Sound of heavy movement 92–93 Vertical chimney leading upward 86–88 Venomous creature 71–80 > Ruin; pg 214
33 Sound of voices 94–95 Corpse clutching a > Token; pg 225 89–94 > Action + Theme; pg 118–119 81–90 > Treasure; pg 223 (large repository)
34 Surfaces covered in flourishing fungi 96–100 > Descriptor + Focus; pg 120–121 95–100 Roll twice 91–100 > Treasure; pg 223 (vast repository)
236
A–Z MOVES INDEX SESSION MOVES
Page Reference Page Reference BEGIN A SESSION CHANGE YOUR FATE
Move 1 2 Move 1 2 When you begin a significant session or chapter When you encounter flagged content, reject
of play, do all of the following. an oracle, resist a consequence, or otherwise
Advance 253 225 Fulfill Your Vow 253 158
✴ Identify or adjust flagged content and Set a Flag. need to shift your circumstances within the
Aid Your Ally 241 152 Gain Ground 241 190 game for your comfort or enjoyment, pause
✴ Review or recap what happened last session.
Ask the Oracle 254 229 Gather Information 254 149 and identify what needs to be changed. Choose as
✴ Set the scene by envisioning your character’s
many options as appropriate.
Battle 247 197 Heal 247 210 current situation and intent.
✴ Reframe: This didn’t happen the way you first
Begin a Session 239 141 Hearten 239 211 In addition, you may spotlight a new danger, thought. Envision the moment from another
opportunity, or insight. This can include a scene perspective in a way that diminishes or changes
Change Your Fate 239 143 Lose Momentum 239 199
hidden from your character’s perspective. If you the content.
Check Your Gear 241 153 Make a Connection 241 163 do, envision a brief vignette (you may roll or
✴ Refocus: This is not the most important thing
Clash 246 193 Make a Discovery 246 176 choose on the table below for inspiration). Then,
happening right now. Envision how the spotlight
all players take +1 momentum as you return to play
Companion Takes a Hit 248 204 Overcome Destruction 248 220 shifts to change the focus.
from the viewpoint of your characters.
✴ Replace: This happens but with a small
Compel 240 150 Pay the Price 240 232
1–10 Flashback reveals an aspect of your adjustment. Switch out an element and envision
Confront Chaos 245 177 Reach a Milestone 245 157 how this new detail changes the scenario.
background or nature
Continue a Legacy 253 226 React Under Fire 253 191 ✴ Redirect: Adjust the trajectory to involve a
11–20 Flashback reveals an aspect of another helping hand. Envision how another person or
Develop Your Relationship 243 164 Repair 243 214 character, place, or faction party becomes involved.
Earn Experience 253 224 Resupply 253 212 21–30 Influential character or faction is ✴ Reshape: The situation changes completely.
End a Session 239 145 Sacrifice Resources 239 205 introduced or given new detail Envision what happened instead.
Endure Harm 248 200 Secure an Advantage 248 148 31–40 Seemingly unrelated situations are
shown to be connected
Endure Stress 248 202 Set a Course 248 180
41–50 External factors create new danger,
TAKE A BREAK
Enter the Fray 246 188 Set a Flag 246 142 urgency, or importance for a quest When you resolve a progress move or complete
an intense scenario, take a few deep breaths
Explore a Waypoint 244 174 Sojourn 244 209 51–60 Important character is put in danger or and take some time to attend to the needs of your
Face Danger 240 147 Strike 240 192 suffers a misadventure body. Reflect on what just happened and how it
Face Death 252 217 Swear an Iron Vow 252 156 61–70 Key location is made unsafe or made you feel. Then, choose one.
becomes mired in conflict ✴ Move on: Continue the session. You or an ally
Face Defeat 247 196 Take a Break 247 144
71–80 Unexpected return of an enemy or threat may add +1 on the next move (not a progress
Face Desolation 252 218 Take Decisive Action 252 194 move), bolstered by your reflection and past
81–90 Peril lies ahead or lurks just out of view
Finish an Expedition 244 178 Test Your Relationship 244 165 experiences.
91–100 Unforeseen aid is on the way or ✴ Stop for now: End a Session.
Forge a Bond 243 166 Undertake an Expedition 243 169 within reach
Forsake Your Vow 242 160 Withstand Damage 242 206
END A SESSION
Sundered Isles moves (1) use minor wording changes to better fit the setting
SET A FLAG When you end a significant session or chapter
When you identify situations or topics you of play, reflect on the events of the game and
assumptions, but mostly function identically to their Starforged (2) counterparts. For
don’t want to include, don’t want to envision identify any missed opportunities to mark progress.
details on making moves, see Chapter 3 (page 136) of the Starforged rulebook, or
in detail, or otherwise may need mindfulness ✴ If you strengthened your ties to a connection,
check the summary for a specific move using the Starforged rulebook page references when approaching, that content is now flagged.
in the table above. Develop Your Relationship.
When you encounter content flagged as something ✴ If you moved forward on a quest, Reach a
to approach mindfully, pause to consider or discuss Milestone.
its role in your story. When you come across If there is a quest, connection, or other situation
flagged content that you would rather adjust or you would like to give focus in your next session,
omit, Change Your Fate. make note of it and take +1 momentum.