Keyboard shortcuts

Press ← or → to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

Your story

Every character you make has a youth behind them. When the run begins, fate tells it: a short story in four paragraphs, one sentence for each chapter of a life. You choose nothing in it, and you cannot undo it. It is told after every choice you made in character creation, and it may change what you start with.

When it is told

The story is shown once, as the run begins. Right after you start the run from the summary of character creation, it opens over the first turn, before you can move. There is nothing to choose on it. Enter (or Esc) goes on into the run, and the arrow keys scroll it on a small window.

Afterwards it is page 9 of the info pages, “Story”: open any info page and press 9. A character with no story reads “Your story is not written.” there. That is the start of a scenario played as its own character, or a character saved before stories were told. A run you continue never shows the story again, and the death screen does not repeat it.

The chapters, in order:

ChapterWhat it tells
Parentswho raised you, and how they lived
Birthhow you came into the world (your birth sign says when)
Childhoodwhat kind of child you were
Youtha trade, a teacher, a levy
The trialwhat it cost you, and what you kept
Fortunewhat was given you
Leavingwhy you left
The companionhow the beast at your side came to be yours: told only to one who begins with a companion or a familiar
The roadhow you came to where the run begins: the Ascmearc’s own chapter

Each sentence fits the character it is told of. A line may ask for any of these:

  • a race, a class, or a gender;
  • a birth animal or element, or a lucky day;
  • your starting alignment;
  • the talents and skills you start with;
  • your age, or the beast at your side;
  • what the story has already said (a foundling’s leaving is not a quarrel with their parents).

A whole chapter may be for some characters only. The companion is told to a ranger and a witch, who each begin with a beast. Everyone else skips it, and their story is no shorter for it.

What a story gives

A sentence may give or take:

  • Stat points. One or two points of a stat a sentence; the score and its potential move together. A score never falls below 1.
  • Gold. A purse; when gold is taken, never below none.
  • An item, as the starting kit gives one, worn or wielded if a slot is free. A magic item from a story is already identified (you grew up with it), and a scroll from it is known.
  • A skill: a start in a skill, or more of one you have.
  • Marks in a weapon skill, never a rank.
  • A nudge to your starting alignment.
  • A talent, for life, whatever it would ask of you (the flux sentence gives Hardy). It is never one you hold already: a sentence that would give one is not told to you. If your class’s table names that talent later, it gives you a talent pick in its place at that level. The Talents page marks it “(story)”.
  • A flaw: one of the birth signs’ flaws, for life, in the same way. It is marked “(story, flaw)”.

Nothing limits what a story gives or takes in all. A kind story may give a lot, a grim one may take a lot, and nothing protects you from either. The game tells you the story in words only; your scores, your pack, and your skills show what it did.

The heritage talents are not paid twice. With Family wealth, your parents are always the old money the talent gave you, and the story gives no more gold for it. With Father’s sword, the story tells of the blade you carry, and gives no other heirloom.

How rare

Each chapter is drawn in two steps. First comes how rare its sentence is (its kind). Then a sentence of that kind that fits you is drawn, by the weights below. If none fits, a sentence of the next commoner kind is drawn; every chapter has a plain common sentence that fits anyone. The kinds:

  • Common: the plain sentences, the small turns, the griefs with something kept.
  • Uncommon: a gift, perhaps at a price.
  • Rare: a thing people tell; always good news.
  • Fateful: once in a life.

The odds of each kind, for every chapter as it is drawn, and what a sentence of each kind is worth. The expected counts are for a story in the Ascmearc, whose road is the eighth chapter.

KindPer chapterAt least one in a story of 8Expected in a story of 8WorthMay take
Common84.5%—6.76−4 to +2yes
Uncommon12%64%0.96+1 to +3yes
Rare3%21.6%0.24+3 to +5no
Fateful0.5%3.9%0.04+5 to +8no

What a sentence gives is weighed in points. A sentence’s worth, what it gives less what it takes, must lie in its kind’s range above. Nothing adds up a whole story’s points; they only keep each sentence true to its kind.

EffectPoints
a point of a stat, given or taken2
a skill started or raised, whatever the dice1
marks in a weapon skill, whatever the count1
gold: for every 25 coins of what it gives (or takes) on average, rounded up1
a plain item1
an item that may be magic2
a magic item (magic or rare)3
a rare magic item5
a nudge to the alignment0

Only a character you make is told a story. A run that is resumed keeps the story it had.

Every sentence

Every sentence of every chapter, with what it asks for, what it gives, and what it leaves for the chapters after it.

  • A sentence’s weight is its share among the sentences of its kind that fit. A weight of 4 is told twice as often as a weight of 2.
  • Tags are what the story remembers. A later sentence may ask for one (“after orphan”) or refuse one (“never after deep”).
  • Some sentences choose words a later one uses: {guardian} (who raised you: “your family” until a sentence says otherwise), {home} (“home”), and {trade} (“your trade”).

Dice are written as the game rolls them: 2d4 is two four-sided dice added together. A skill’s dice start the skill if you were not trained in it, or raise it if you were. Weapon marks bring you toward your next rank, never past it.

Parents

LineKindWeightWhenTextEffectsTags
low_houseCommon12DrowYou were born to a house of the under-dark, low in standing and lower in favour, where a child learned to listen before it learned to speak.Listen 2d4; alignment −25 (worth +1)deep, home: “the house”
the_clutchCommon10LizardfolkYou hatched from one egg of a fen-clutch of a dozen, and the elders raised you all alike, without favour, and without a name until you earned one.Swim 1d4 (worth +1)guardian: “the elders of the clutch”, home: “the fen”
deep_hallsCommon8Dwarf or DuergarYou were born in the deep halls, where your father cut stone and your mother counted it.—deep, home: “the deep halls”
the_warrenCommon8Kobold, Goblin, or RatfolkYou were one of a litter of nine in a warren under the hill, and not the biggest.Dexterity +1; Strength −1 (worth 0)warren, poor, home: “the warren”
the_burrowCommon6Halfling or GnomeYou grew up in a burrow under a hill, with a round door, a full larder, and more cousins than chairs.—home: “the burrow”
woods_edgeCommon6Elf or Half-elfYour people kept to the wood’s edge; your mother hunted, and your father cured what she brought home.3 marks in Bows (worth +1)hunter, home: “the wood’s edge”
plain_folkCommon5—Your parents were plain folk who worked, ate, slept, and did not talk about it.——
farm_folkCommon4Elf, Half-elf, Human, Dwarf, Halfling, Gnome, Half-orc, Goblin, Kobold, Lizardfolk, or RatfolkYou were born to farming folk, who had little but gave what they had.—poor, home: “the farm”
two_peoplesCommon4Half-orc or Half-elfYour parents came from two peoples, and neither people let you forget it.Presence −1; Willpower +1 (worth 0)outsider
market_stallCommon2—Your mother kept a stall on market days, and you learned early the price of everything.Appraise 2d4 (worth +1)trader, guardian: “your mother”, trade: “the stall”
miners_childCommon2Human, Dwarf, Gnome, Half-orc, Kobold, Goblin, or DuergarYour mother worked the seams under the hill, and you grew up on the smell of lamp oil and wet stone.Mining 2d4 (worth +1)poor, guardian: “your mother”, trade: “the mine”
smiths_childCommon2—Your father was a smith, and the ring of his hammer was the first music you knew.3 marks in Maces and clubs (worth +1)smith, guardian: “your father”, trade: “the forge”
tinkersCommon2Gnome, Halfling, or HumanYour parents were tinkers who mended pots from town to town, and you could take a lock apart before you could read.Open lock 1d4 (worth +1)poor, trade: “the tinker’s cart”
foundlingCommon1—You were a foundling, left at the minster door in a basket of rushes; the sisters raised you, and never let you forget it.Heal 1d4; alignment +25 (worth +1)orphan, guardian: “the sisters”, home: “the minster”
nobodys_childCommon1—Who your parents were, nobody told you, and the woman who took you in for her own reasons would not say; you stopped asking.—orphan, poor, guardian: “the woman who took you in”
old_moneyCommon, always told when it fits1with Family wealthYou were born to money, and money was born to you: the house had a name, and the name had a seat at the reeve’s table.—wealthy, home: “the house”
comfortableUncommon2without Family wealthYour parents were comfortable, as the town counted it: a house with two floors and a girl to do the fires.4d6+10 gold (worth +1)wealthy, home: “the house”
the_innUncommon2—Your parents kept an inn on the high road, and you grew up on the gossip of every traveller who passed through it.Negotiation 1d4; 2d6 gold (worth +2)trader, home: “the inn”, trade: “the inn”
apothecarys_childUncommon1—Your father kept an apothecary’s shop, all little drawers and stoppered bottles, and you learned which draughts heal and which only smell as if they should.Alchemy 2d4 (worth +1)herbs, trader, guardian: “your father”, trade: “the shop”
jewellers_childUncommon1Elf, Half-elf, Human, Dwarf, Halfling, Gnome, or DuergarYour father cut gems for the rich, and you learned to tell a flaw by lamplight before you could read.Jewelcraft 2d4 (worth +1)trader, guardian: “your father”, trade: “the bench”
scholars_childUncommon1—Your mother was a scholar of old enchantments, and you grew up among books that hummed when they were opened.Enchanting 2d4 (worth +1)guardian: “your mother”, trade: “her books”
wise_womanRare1—Your grandmother was the wise woman of the parish, and you grew up among her jars and bundles, learning what cures and what kills.Heal 2d4; Herbalism 2d4; Woodcraft 2d4; Willpower +1 (worth +5)herbs, guardian: “your grandmother”

Birth

LineKindWeightWhenTextEffectsTags
lucky_dayCommon6born on a lucky dayYou were born on a day the stars had marked, and the midwife, who knew such things, would take no fee.—marked
quiet_birthCommon5—You were born without sign or omen, which {guardian} counted a mercy.——
hard_winterCommon3—You came in a hard winter, when the river froze to its bed, and you came early and small.Toughness −1; Willpower +1 (worth 0)small
last_eggCommon3LizardfolkYours was the last egg of the clutch to crack, left longest in the warm mud, and you came out the biggest of them.Toughness +1 (worth +2)—
feet_firstCommon2—You came feet first, late, and bawling, and have been hard to hurt and slow to charm ever since.Presence −1; Toughness +1 (worth 0)—
named_forCommon2never after orphanYou were named for a grandparent you never met, and told every year how little you resembled them.——
on_the_roadCommon2never after deepYou were born on the road, in the back of a cart between one town and the next, and have never since been easy in one place.Survival 1d4 (worth +1)wanderer
the_twinCommon1—You were born one of twins. The other did not live out the week, and {guardian} never spoke of it.Presence −1; Willpower +1 (worth 0)twin
by_the_hearthUncommon2Fire-bornYou were born by a hearth that roared up as you came, and the midwife said the fire had known you.Willpower +1 (worth +2)hearth
with_the_caulUncommon2never after deepThe midwife swore you were born with the caul, and would never drown; she sold it, after, to a bargeman.Swim 2d4 (worth +1)caul
storm_bornRare1—You were born in a night of thunder, and the old folk said the storm had come for you and been cheated.Toughness +1; Willpower +1 (worth +4)storm
the_cometFateful1never after deepA star with a tail hung in the sky the month you were born, and people who saw it still look at you twice.Presence +2; Willpower +1 (worth +6)comet

Childhood

LineKindWeightWhenTextEffectsTags
ordinary_childCommon5—You were a child like any other, and nobody wrote down what you did.——
house_gamesCommon3DrowYou learned the house’s games young: whom to bow to, whom to watch, and whom never to turn your back on.Bluff 2d4 (worth +1)schemer
long_childhoodCommon3ElfYour childhood lasted longer than most folk’s lives, and you spent a good deal of it lying in the grass, learning the names of things.Woodcraft 2d4 (worth +1)—
quick_childCommon3—You were quick, and hard to catch, and oftener up a tree than at the table.Dexterity +1 (worth +2)quick
strong_childCommon3—You were a strong child, broad for your age, and carried what the others could not.Strength +1 (worth +2)strong
the_countingCommon3Dwarf, Duergar, or GnomeYou learned to count before you could walk, by the weight of the ore in your mother’s hands.Appraise 2d4 (worth +1)—
the_scrapsCommon3Kobold, Goblin, or RatfolkYou learned to eat fast and sleep light, because the scraps went to whoever was awake.Stealth 1d4 (worth +1)—
watchful_childCommon3—You were a watchful, inward child, who asked why until the grown folk stopped answering.Intelligence +1 (worth +2)watchful
sickly_childCommon2never after orphanYou were sickly as a child, and {guardian} sat up many a night with you; you lived, and learned to wait.Toughness −1; Willpower +1 (worth 0)sickly
wilful_childCommon2—You were as stubborn as a mule and twice as hard to lead.Presence −1; Willpower +1 (worth 0)—
winning_childCommon2never after warren or orphanYou were a winning child; the neighbours spoiled you, and you let them.Presence +1 (worth +2)—
the_bulliedCommon1—The bigger children had you for sport, and you learned to run before you learned to fight.Toughness −1; Willpower +1 (worth 0)bullied
the_bullyCommon1—You were the biggest of the children, and let them know it.Strength +1; alignment −50 (worth +2)bully
the_climberUncommon2—You climbed everything there was to climb around {home}, and fell off most of it, and learned at last how to land.Athletics 1d4; Tumble 2d4 (worth +2)—
the_tutorUncommon2after wealthy{Guardian} paid a tutor to teach you letters and sums, and you learned rather more of both than the tutor did.Intelligence +1; Decipher script 1d4 (worth +3)lettered
the_shepherds_starsRare1never after deepAn old shepherd took you up the hill on clear nights, and by the end of it you could tell the hour, the weather, and the way home from the sky alone.Survival 2d4; Willpower +1 (worth +3)stargazer
wolf_in_the_yardRare1aged 10 or moreA winter wolf came into the yard when you were six, and you faced it with a stick until the grown folk came. The story grew; so did you.Toughness +1; Willpower +1 (worth +4)brave

Youth

LineKindWeightWhenTextEffectsTags
idle_youthCommon5a AristocratYou spent your youth as the sons and daughters of good houses do: at the hunt, at the table, and at nothing.Handle animal 2d4 (worth +1)idle
light_fingersCommon5a Thief or BardYou ran with the market children, and your fingers grew light before your conscience grew heavy.Steal 1d4; alignment −25 (worth +1)light_fingers
plain_workCommon5—You worked, as everyone worked, and nothing of it is worth the telling.——
temple_yearsCommon5a Priest or PaladinYou served your years at the minster: swept, sang, and sat with the dying.Heal 2d4; alignment +25 (worth +1)temple
the_alehousesCommon5a BardYou sang for your supper in every alehouse within a day’s walk, and learned that a good song can stop a fight and a bad one can start it.Music 2d4 (worth +1)singer
the_cloisterCommon5a AsceticYou were given young to a house of the discipline, and spent your youth in silence, in hard work, and in learning to fall without hurting.Concentration 2d4; Tumble 1d4 (worth +2)cloister
the_copyistCommon5a Wizard, Witch, or Bard; aged 14 or moreA hedge-wizard took you as a copyist; you learned your letters off his spellbooks, and a little more besides.Decipher script 2d4; a scroll of light (worth +2)lettered
the_counting_houseCommon5a MerchantYou kept the books for a merchant house, and learned that every ledger tells two stories.Appraise 2d4; Negotiation 1d4 (worth +2)lettered
the_cunning_womanCommon5a Witch or DruidYou learned your craft from a cunning woman at the edge of the village, who was feared by day and sent for by night.Heal 1d4; Spellcraft 1d4 (worth +2)cunning
the_levyCommon5a Warrior, Paladin, Berserker, or Commoner; aged 14 or moreAt fourteen you stood in the levy with a borrowed spear, and found you had a taste for it.3 marks in Spears; Athletics 1d4 (worth +2)soldier
the_raidsCommon5a BerserkerYou rode on your first raid before your voice had broken, and came home with a horse that was not yours and a cut you were proud of.3 marks in the weapon skill of your highest rank (none without one); Intimidate 1d4; alignment −25 (worth +2)soldier
the_woodsCommon5a Ranger or DruidYou spent more of your youth in the wood than out of it, and it fed you better than the house did.Survival 2d4 (worth +1)woodsman
the_workshopCommon5a CraftspersonYou were taken on at a workshop as a sweeper, stayed on as a hand, and learned the trade by watching over shoulders.Appraise 1d4; Metalcraft 1d4 (worth +2)apprenticed
apprentice_smithCommon3after smith; aged 16 or moreYou were bound apprentice at {trade}, seven years, and served every one of them.Metalcraft 2d4+2 (worth +1)apprenticed
apprentice_stallCommon3after trader; aged 14 or moreYou kept {trade} for {guardian} through your youth, and learned to haggle in three tongues and to lie in none.Negotiation 2d4 (worth +1)apprenticed
long_apprenticeshipCommon3Elf, Dwarf, Gnome, or Duergar; aged 80 or moreYou spent longer at your apprenticeship than most folk spend alive, and came out of it unable to do anything badly.Appraise 1d4; Knowledge 2d4 (worth +2)apprenticed
the_huntCommon3after hunterYou followed your mother on the hunt as soon as you could keep up, and learned to move through the trees without a sound.Stealth 1d4 (worth +1)woodsman
the_pageCommon3Drow; aged 50 or moreYou served the matron of your house as a page for half a lifetime, and learned that a smile in the under-dark is a knife you have not seen yet.Spot 2d4 (worth +1)page
the_sisters_workCommon3after orphanYou earned your keep at {home}, scrubbing floors and carrying water for the sick, and learned more of fevers than you wished to.Heal 1d4 (worth +1)temple
the_tunnelsCommon3Kobold, Goblin, Ratfolk, Dwarf, or DuergarYou were set to dig as soon as you could hold a pick, and learned to feel a bad tunnel before it fell.Detect traps 1d4 (worth +1)tunneller
bad_companyCommon2after poorYou ran errands for the wrong people, and learned which purses were worth the trouble and which lies would hold.Bluff 1d4; alignment −25 (worth +1)light_fingers
the_bargesCommon2never after deepYou worked the river barges two summers, and swim better than most who were born to the water.Swim 2d4 (worth +1)bargeman
the_fencing_masterUncommon2after wealthy{Guardian} paid for a fencing master, who swore at you in a foreign tongue and made you very hard to hit.4 marks in Long blades; Tumble 1d4 (worth +2)fencer
the_hermits_pupilUncommon2—A hermit in the hills took you on for a year, for no reason he would give, and taught you to sit still, to watch, and to want little.Concentration 2d4; Spot 2d4; alignment +25 (worth +2)hermit
the_dead_wizards_booksRare1a Wizard, Witch, Priest, or BardYou were given the run of a dead wizard’s library for a winter, and read until your candle and your eyes gave out.Intelligence +1; Decipher script 2d4; Spellcraft 2d4 (worth +4)lettered
the_old_soldierRare1aged 16 or moreAn old soldier wintered at {home} the year you were sixteen, and taught you, for the price of your listening, everything he knew.6 marks in the weapon skill of your highest rank (none without one); Dexterity +1; Intimidate 2d4 (worth +4)taught
the_masterFateful1aged 16 or moreThe finest fighter of the age lodged a season with {guardian}, saw something in you, and stayed until you had it too.6 marks in the weapon skill of your highest rank (none without one); Dexterity +1; Strength +1; Initiative 2d4 (worth +6)taught

The trial

LineKindWeightWhenTextEffectsTags
quiet_yearsCommon5—No great grief found you, and you count that luck, as you should.——
promise_brokenCommon2—You were promised once, and the promise was broken, and you have not made another.Presence −1; Willpower +1 (worth 0)heartsore
the_cave_inCommon2Dwarf, Duergar, Gnome, or KoboldThe roof came down in the low workings, and you lay three days in the dark beside a friend who did not live, until they dug you out.Strength −1; Willpower +1; Listen 1d4 (worth +1)buried
the_debtCommon2never after wealthy{Guardian} died owing, and you worked the debt off a shilling at a time, and learned what every shilling was worth.15 gold taken (never below none); Negotiation 1d4 (worth 0)indebted, orphan
the_feverCommon2never after orphanThe fever came the year you were grown, and took {guardian}. You nursed the rest of the sick, and it did not take you.Toughness −1; Willpower +1; Heal 1d4 (worth +1)orphan
the_fireCommon2never after deepThe house burned one dry autumn with everything in it. You went into the ash for what could be saved, and came out with a ring that had been your grandmother’s.20 gold taken (never below none); an iron ring (on left hand) (worth 0)burnt_out
the_night_of_knivesCommon2DrowYour house fell in a night of knives, and you lived because you hid where nobody thought to look, and listened to everything.Presence −1; Stealth 2d4; alignment −25 (worth −1)fallen_house
the_warCommon2after soldierThe lord’s war took you for two years and gave you back older, with a limp in wet weather and a way of waking at every sound.3 marks in the weapon skill of your highest rank (none without one); Presence −1; Listen 1d4 (worth 0)veteran
the_feudCommon1never after templeYour family had a feud, as families do, and you have a scar across the ribs from the night it was settled.Toughness +1; alignment −25 (worth +2)blood
the_floodCommon1never after deepThe river rose one spring and took the lower town, and the house you grew up in with it; you came out of the water with your life, and a fear of it you have mastered since.15 gold taken (never below none); Swim 1d4 (worth 0)burnt_out
the_hungry_yearCommon1after poorThere was a hungry year when the crops failed, and you learned to find food where there was none, and to give none away.Toughness −1; Survival 1d4; alignment −25 (worth −1)hungry
the_millCommon1—You lost two fingers of your left hand to a mill-wheel, and learned to do without them.Dexterity −1; Willpower +1 (worth 0)maimed
lost_on_the_moorUncommon2—You were lost on the moor four days in the snow, and walked out on the fifth with frostbitten hands and no fear of cold left in you.Dexterity −1; Toughness +1; Survival 2d4 (worth +1)frostbitten
the_barrowRare1aged 14 or moreSomething came out of the barrow one winter and took the sheep, and then a child. You went down after it with a lantern and a hayfork. You do not speak of what you found; but you came back, and the child did not.Strength +1; Willpower +1 (worth +4)barrow
the_fluxFateful1—You were dying of the flux at nine, and a hedge-priest laid hands on you, and you got up the next morning. You have not been sick a day since.the talent Hardy; Toughness +1 (worth +6)blessed

Fortune

LineKindWeightWhenTextEffectsTags
nothing_givenCommon6—Fortune never found your door; whatever you have, you got yourself.——
purse_on_the_roadCommon2—You found a purse on the road once, and kept it, and have been half ashamed and half glad of it since.4d6 gold; alignment −25 (worth +1)found
the_good_harvestCommon2after poorOne year the harvest was the best anyone remembered, and {guardian} put a few coins by for you and never touched them.2d6 gold (worth +1)—
fathers_blade_toldCommon, always told when it fits1with Father’s swordThe weapon you carry was your father’s, and his father’s; the name on it is older than the house.—heirloom
the_dog_that_stayedCommon1never after deepA dog followed you home one spring and stayed three years, and taught you more about patience than any person did.Handle animal 2d4 (worth +1)dog
won_at_diceCommon1—You won a purse at dice from a drover who could not count, and he never forgave you.3d6 gold (worth +1)found
strangers_ringUncommon2—A stranger you pulled out of a ditch pressed a ring on you, and would not take it back, and was gone by morning.one of a silver ring or an iron ring (on left hand, perhaps magic), identified (worth +2)ring
the_bequestUncommon2without Family wealthAn aunt you had met twice left you her savings, with a letter that said she had always thought you the only one worth anything.6d6+10 gold (worth +2)bequest
the_charmUncommon2—A wise woman hung a charm about your neck when you were small, against the evil eye, and you have never taken it off.one of a bone amulet or a jade amulet (being worn, perhaps magic), identified (worth +2)charm
the_pilgrims_blessingUncommon2after templeA pilgrim you nursed through a fever blessed you on leaving, and you have felt it since, like a hand on your shoulder.Willpower +1; alignment +25 (worth +2)blessed
the_teachers_bookUncommon2after letteredYour teacher gave you, on parting, a book they said was worth more than you knew; they were right.a book; Knowledge 2d4 (worth +2)book
the_heirloomRare1without Father’s sword; aged 14 or moreIn the chest under the bed, when {guardian} died, you found what no one had spoken of: a weapon older than the house, with a name cut into it.one of a long sword, a battle axe, a war hammer, a spear, or a short bow (magic or rare), identified, preferring a weapon of a weapon skill you have a rank in (worth +3)heirloom, orphan
the_hermits_wordRare1—The hermit of the hill told you, when you were twelve, exactly how you would die; you have forgotten it, and it has made you very hard to frighten.Willpower +2 (worth +4)fearless
the_hollow_treeFateful1—You found a dead man’s hoard in a hollow oak: a purse, and beside it, wrapped in oilcloth, a ring that is warm in winter.6d6+10 gold; a gold ring (on left hand, magic or rare), identified (worth +5)hoard
the_named_bladeFateful1without Father’s swordOn the night you came of age a stranger left a wrapped thing at the door and no name; inside was a weapon, and on it a word you could not read, and you have never been able to put it down for long.one of a long sword, a rapier, a scimitar, a battle axe, a war hammer, or a quarterstaff (rare), identified, preferring a weapon of a weapon skill you have a rank in (worth +5)named_blade

Leaving

LineKindWeightWhenTextEffectsTags
plain_leavingCommon4—You left, as the young do, because staying was the one thing you could not bear.——
for_the_storiesCommon3a Warrior, Berserker, Bard, Aristocrat, or RangerYou left because the stories were all somewhere else.——
nothing_held_youCommon3after orphanThere was nothing to hold you, and nobody to say goodbye to, and so you did not.——
cast_outCommon2DrowYour house cast you out, or you cast it out; the under-dark tells it both ways, and you have stopped caring which.alignment +25 (worth 0)outcast
grown_too_bigCommon2after strongYou grew too big for {home}, and {home} said so.——
sentCommon2a Priest or PaladinYou left because you were sent: the minster had need of someone who could walk, and you could walk.alignment +25 (worth 0)sent
the_debt_paidCommon2after indebtedWhen the debt was paid you found you had nothing left to stay for, and walked out in the clothes you stood in.——
the_quarrelCommon2never after orphanYou left after a quarrel with {guardian} that neither of you has yet forgiven.Presence −1; Willpower +1 (worth 0)quarrel
the_road_calledCommon2after wandererThe road you were born on called you back, as {guardian} always said it would.Survival 1d4 (worth +1)—
third_childCommon2after poor; never after orphanYou were the third child of a house that could feed two, and you went so the others could stay.1d6 gold (worth +1)—
up_into_the_lightCommon2after warrenThe warren was crowded and the elders were hungry, and a young one who went up into the light was one mouth fewer.——
one_step_aheadCommon1starting Callous or worseYou left a step ahead of the reeve’s men, and have not written home.alignment −25 (worth 0)fugitive
the_letterUncommon2—A letter came, in a hand you did not know, with a little money in it and three words: Come. There’s work.2d6+10 gold; a travelling cloak (being worn) (worth +2)summoned
the_parting_giftUncommon2never after orphanOn the morning you left, {guardian} pressed a parcel on you and would not let you open it till you were out of sight: bread, a knife, and a few coins knotted in a stocking.a loaf of bread; a dagger; 2d6 gold (worth +3)parting_gift
the_dreamRare1—You dreamed, three nights running, of a door under a hill, and woke the third morning knowing the way; you have not dreamed since.Search 2d4; Intelligence +1 (worth +3)dreamer

The companion

Told only to one who begins with an animal companion or a familiar. There is one sentence for each beast a companion’s start may bring, and one for each beast a familiar’s start may bring (the witch’s own tales, apart from the ranger’s). A plain one covers a beast with no tale of its own: the rare black hound and panther of a witch’s start.

LineKindWeightWhenTextEffectsTags
familiar_batCommon, always told when it fits1with cave bat as your familiarA bat hung in the rafters above your bed and came down to your hand when you whispered.——
familiar_catCommon, always told when it fits1with cat as your familiarA cat came to your door one winter and would not be put out; it sat and watched you at your work, and you came to understand each other.——
familiar_cave_lizardCommon, always told when it fits1with cave lizard as your familiarA cave lizard lay on your hearth-stone through a whole winter, and when the thaw came it did not go, and you did not ask it to.——
familiar_hareCommon, always told when it fits1with hare as your familiarA hare sat in your path one dusk and did not run, and the next dusk, and the next, until it came in.——
familiar_large_spiderCommon, always told when it fits1with large spider as your familiarA spider spun in the corner of {home} until its web hung with dew like a chain of beads, and one night it let you stroke it, and you knew it for yours.——
familiar_polecatCommon, always told when it fits1with polecat as your familiarA polecat crept in at your window on a hard night, and in the morning would not go; it has kept your bed and your secrets since.——
familiar_ratCommon, always told when it fits1with giant rat as your familiarA rat came out of the thatch of {home} when you were ill and sat on your pillow till you mended; you have not had the heart to be rid of it.——
familiar_ravenCommon, always told when it fits1with raven as your familiarA raven with a broken wing mended on your sill and never flew far again; it knows your voice from the dark.——
familiar_toadCommon, always told when it fits1with toad as your familiarA toad lived under the step of {home}, and you fed it crumbs and then better things, and it took to following you.——
plain_companionCommon1—A beast of the wild had taken to you, and came when you left.——
the_badgerCommon, always told when it fits1with badger at your sideA badger dug under the wall of {home} and stayed, and in time it was yours, as much as a badger is anyone’s.——
the_batCommon, always told when it fits1with cave bat at your sideA bat that roosted over your bed came to your whistle, and now comes to your hand.——
the_beetleCommon, always told when it fits1with cave beetle at your sideA beetle of the deep roads, armoured like a shield, took to following your lantern, and then to following you.——
the_black_houndCommon, always told when it fits1with black hound at your sideA great black dog came out of the fog one night and sat at your door, and the old folk crossed themselves; it is still there.——
the_boarCommon, always told when it fits1with boar at your sideYou raised a boar from a piglet the sounder had abandoned, and it grew into something the dogs give room to.——
the_great_boarCommon, always told when it fits1with great boar at your sideThe boar that killed two hounds and a huntsman let you walk up to it, nobody knows why, and has let nobody else near since.——
the_houndCommon, always told when it fits1with hound at your sideA hound followed you home one winter and would not be sent back, and it has not left your heel since.——
the_lizardCommon, always told when it fits1with cave lizard at your sideA cave lizard warmed itself on your hearth-stone so often that it forgot it was wild.——
the_lynxCommon, always told when it fits1with lynx at your sideA lynx kitten, found mewling under a dead mother, learned to hunt at your side and never learned to leave.——
the_pantherCommon, always told when it fits1with panther at your sideA black cat the length of a man came down from the hills in a hard winter and chose your hearth over every other; it moves without a sound.——
the_polecatCommon, always told when it fits1with polecat at your sideA polecat you took from a trapper’s sack rides your shoulder and kills what moves in the straw.——
the_ratCommon, always told when it fits1with giant rat at your sideA rat too clever for the traps took your bread for a year, then your side, and keeps both.——
the_spiderCommon, always told when it fits1with large spider at your sideA spider the size of a dog hatched in the dark corner you slept in, and grew up thinking you its kin.——
the_wolfCommon, always told when it fits1with wolf at your sideA wolf cub, the last of a litter the hunters took, grew up at your fire, and the village never quite forgave you for it.——

The road

The Ascmearc’s own chapter: how you came over the pass.

LineKindWeightWhenTextEffectsTags
the_last_cartCommon4—You came over the Grægweall with the last cart before the snow, and paid for the ride with work.——
alone_on_footCommon3—You came over the pass alone and on foot, with the snow a day behind you.Survival 1d4 (worth +1)—
lost_to_the_snowCommon2—The snow caught you on the high road and took your pack; you came down the far side of Beorggeat with what you stood in and a new respect for weather.10 gold taken (never below none); Toughness +1 (worth +1)—
the_droversCommon2—You came up the drove road with the black cattle and the men who drove them, who paid you in dried beef and in songs you should not repeat.2 strips of dried meat (worth +1)—
the_pedlarCommon2—You walked up with a pedlar who talked the whole way and sold you a knife at the top for twice its worth. ‘Yer’ll want that, where yer goin’,’ he said, and he was right.a dagger; 5 gold taken (never below none) (worth 0)—
the_fire_that_should_not_burnUncommon2—At the top of the pass an old woman sat by a fire that should not have burned in that wind, and told you the ash march would make you or unmake you. She gave you bread for the road.2 wafers of waybread; Willpower +1 (worth +3)foretold
fyrbeorg_litRare1Fire-bornFyrbeorg lit the whole sky the night you crossed, and you walked down into the march by its light, and have felt since that it was looking for you.Toughness +1; Willpower +1 (worth +4)fire_marked

See also: Horoscope, Starting kit, and Talents.