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Quick Reference

All lifepath tables in order. Roll, record, move on.


RealmNameAverage Starting XP
0Void4
1Spark8
2Flame12
3Star16
4Constellation20
5Galaxy24

Formula: XP = (Realm + 1) × 4. Realm 2 is the standard starting point.


d100ResultEffect
1–50ThuimRoll Lineage Table 1×
51–60Lowborn Half-BredRoll Lineage Table 1×, choose 1 other lineage
61–68Lowborn Third-BredRoll Lineage Table 1×, choose 2 other lineages
69–74Lowborn Four-LineagedRoll Lineage Table 2×, choose 2 other lineages
75–78Lowborn Five-LineagedRoll Lineage Table 2×, choose 3 other lineages
79–80Lowborn Six-LineagedRoll Lineage Table 3×, choose 3 other lineages
81–89HighbornDaruner + Roll Lineage Table 1×
90–93Highborn Half-BredDaruner + Roll until 2 unique lineages
94–96Highborn Third-BredDaruner + Roll until 3 unique lineages
97–98Highborn Four-LineagedDaruner + Roll until 4 unique lineages
99Highborn Five-LineagedDaruner + Roll until 5 unique lineages
100Pure DarunerLast of your kind

All Highborn and Daruner results include the Coalescence polarity.

d12LineagePolarity
1–2AnamorConversion
3–4ElkyrFlux
5–7JanimElasticity
8–10NylInfluence
11OkoiRecurrence
12HaqolHarmony

d10Territory
1–2Dosharen (Janim republic. Capitol: Gersan)
3–4Lithywae (Nylvish imperial territory. Capitol: Athyllwyn)
5–6Shejara (Janim desert oligarchy. Capitol: Jadir’ishet)
7–8Gankora (Wildland of clans and beast-hunters. Capitol: Pinthal)
9–10Kyr’elian (Coastal archipelago of seers and traders. Capitol: Kyhavra)

d20Result
1–2Hamlet / Cabin / Wilderness
3–6Village
7–11Town
12–16City
17–18Fortress
19–20Religious institution or school

Roll d4, subtract 1.


d20UpbringingRelationships
1Loving adoptive parents, overprotective2
2Adoptive family that struggled; you became independent3
3Caring but poor parents; you worked with them3
4Strict disciplinarian parents2
5Abusive parents; survival mattered1
6Raised by grandparents / extended family3
7Passed between relatives; no stable home4
8Rough but loyal family4
9Gang or troupe was your family5
10Apprenticed young to a craftsperson2
11Harsh master demanding results1
12Raised as property0–1
13Structured temple / monastery upbringing3
14Comforting but restrictive religion3
15Severe punishing religion1–2
16Cooperative survival community5
17Chaotic community: adapt or struggle6
18Mostly alone; occasional kindness2
19Completely sheltered upbringing1
20Devoted mentor believed in you1

d20Result
1Homeless
2Peddler / merchant / trading company
3Noble (not direct line, part of a house)
4Royalty, direct line (almost always Daruner)
5–6Monks or scholars
7–8Criminal, gypsy, or entertainers
9–12Tradesman (guild or independent)
13–16Adventurers / military
17–20Farmers / shepherds working for a lord

The moment Ren first made itself known. Roll d12.

d12Moment
1Overwhelming grief
2Blinding anger
3Terror
4Protective instinct
5Crushing shame
6Ecstatic joy
7Deep isolation
8Moral conflict
9Physical exhaustion
10Betrayal
11Awe
12Quiet realization

d20Origin
1You were going to die if you didn’t
2Someone you loved was harmed
3You were powerless and humiliated
4Your family expected it
5You needed answers no one could give
6A mentor chose you
7You sought out a master
8It awakened by accident
9You were forced into training
10You needed to escape control
11Others depended on you
12Religious revelation or calling
13A rival pushed you
14You caused harm and swore control
15You were weak or sickly
16You wanted recognition
17You needed to fix something broken
18Inheritance expected it
19You pursued it for the experience
20Ren reacted uniquely to you

d20Teacher
1–8Faction group training
9–12Military or government training
13–16Direct apprenticeship or specialized training
17–18Religious discipline or academic study
19Forbidden / stolen / found texts
20Survival necessity, on your own

d100Faction
01–18Lesser Guild
19–40Eventide Brigade
41–58Government (Imperial Dynasty, Sand Swept Princes, Tribal Council, Hammer Accord, The Assembly, or a Highborn House)
59–73Ren Sect (Frozen Flower / Maelstrom / Daemon / Celestial Sword)
74–79The Gate of Zerathrain
80–85Temple Religion
86–90The Black Tower
91–94Yrialin
95–96Yliasen
97–98The Silver Hand
99None
100Cult (Black Chalice / Awoken / Thousand Tongues)

Roll d8: 1–7 = same faction taught you Ren; 8 = different faction taught you Ren (reroll).


Roll d6.

d6TextureBoon / Complication Triggers
1–2TranquilMin and Max value only
3–4VolatileMin, Min+1 and Max−1, Max
5–6RampantMin, Min+1, Min+2 and Max−2, Max−1, Max

d20Position
1Hidden (existence intentionally concealed)
2Tolerated / Hunted
3Protected (a faction shelters you)
4Sponsored (support with expectation of return)
5Watched (a faction monitors you)
6–8Independent (no faction, no protection)
9–11Affiliated (cooperative, no obligation)
12–14Agent (sent to act on faction’s behalf)
15–17Bound (you owe a debt and cannot freely leave)
18–20Member (you belong, operate under rules)

Roll 1 + (Realm × 3) times.

d100Experience
1First betrayal
2First love
3Public failure
4Public recognition
5Family conflict
6Loss
7Financial hardship
8Responsibility
9Exile
10Belonging
11Moral dilemma
12Breaking a rule
13Being wrong
14Mentorship
15Rivalry
16Injury
17Isolation
18Relocation
19Witnessed injustice
20Personal choice
21Heartbreak
22Secret relationship
23Unrequited love
24Jealousy
25Betrayed someone
26Public humiliation
27Took the blame
28Framed
29Bullying
30Aggressor
31First job
32Fired
33Poverty
34Sudden wealth
35Authority clash
36Obedience
37Caretaking
38Protected someone
39Abandoned
40Reconciliation
41Joined a cause
42Left a cause
43Spiritual awakening
44Lost faith
45Addiction (yours or theirs)
46First fight
47Near death
48Major illness
49Academic success
50Academic failure
51Creative breakthrough
52Creative rejection
53Identity crisis
54Kept a secret
55Secret exposed
56Peer pressure
57Said no
58Sibling rivalry
59Sibling bond
60Found community
61Cultural displacement
62Discrimination
63Stole something
64Got caught
65Ran away
66Returned home
67Took a risk
68Failed someone
69Forgiven
70Held a grudge
71Competitive victory
72Crushing defeat
73Social outcast
74Social leader
75Protected by a stranger
76Saved a stranger
77Witnessed violence
78Covered something up
79Told the truth
80Took responsibility
81Learned a hard skill
82Quit something
83Public speaking
84Panic
85Trusted instinct
86Ignored instinct
87First independence
88Dependent on others
89Lost a pet
90Found purpose
91Lost direction
92Changed belief publicly
93Defended belief under pressure
94Inspired someone
95Disappointed someone
96Protected a secret identity
97Confession
98Broke a promise
99Kept a promise
100Defining moment

Roll Realm + 1 times.

d20Adventure
1Travel: left home
2Attain: sought a treasure or artifact for wealth
3Delivery: transported an object or material
4Delivery: escorted a person
5Destroy: group of monsters
6Destroy: individual monster
7Destroy: group of people
8Destroy: individual person
9Destroy: an artifact or location
10Fetch: kidnapped someone
11Fetch: retrieved an artifact from a location
12Fetch: rescued someone
13Fetch: found dossier or records
14Investigate: solved a crime
15Investigate: scouted an area or territory
16Investigate: infiltrated a group
17Negotiate: convinced someone via diplomacy
18Protect: a location
19Protect: a person or group
20Survival: something went wrong and you clawed through it

Roll for each relationship generated during the lifepath.

d20Status
1–4Good terms, good health
5–7They hate you, but in good health
8–9Far away by choice
10Addiction
11Crippled
12Taken or disappeared
13Ruined or debt-bound
14Broken mind
15Imprisoned
16Killed in war
17Fatal accident or disease
18Murdered, killer unknown
19Murdered, you know who
20You caused their death

Assign 2 + Realm points across your relationships. Taking −1 on a relationship grants +1 to spend elsewhere.


Choose 4, rank them 1–4 (1 = highest priority).

d20ValueDefinition
1Love / SacrificeCompassion, mercy, loyalty, sacrifice for others
2FaithDevotion to something beyond yourself
3KnowledgeTruth, learning, curiosity
4OrderLaw, hierarchy, structure, discipline
5Justice / HonorRighting wrongs, accountability
6GrowthMastery, innovation, self-improvement
7FreedomAutonomy, rejecting imposed identity
8PowerStrength, ambition, status, legacy
9PeaceHarmony, balance, preservation
10TraditionAncestral ways, cultural continuity
11BeautyExpression, refinement, artistic pursuit
12WealthMoney, assets, material security