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Horoscope

Everyone is born under a sign: the animal and the element of the year they were born. You do not choose yours; the stars decide. When you make a character (see Your character), the game tells you right after you choose your race when you were born, under which sign, and what the stars gave you (Born under the stars).

The summary and the character screen (@) show it again, for example Age 34 · born 29 Greenleaf 1410 · year of the Water Basilisk. The character screen also lists your sign’s gifts by name on its Stars line.

The Great Race

When the world was young, the years had no names, and the Keeper of Days could not tell one from the next. So she called every beast of legend to a race. It would run from the Ash Peaks in the north, down across the Glass Waste, over the Wide River, and through the Mistwood to the Gate of Dawn by the sea. The first twelve through the gate would each have a year, in the order they came.

The Salamander was the smallest racer of all and could not swim, so it asked the Hydra to carry it across the river. The Hydra was the strongest swimmer there and agreed. Its heads were busy arguing about the way, and none of them noticed the Salamander climb up the middle neck. As the Hydra reached the gate, the Salamander leapt down and through, first. The Hydra came second.

The Manticore ran the whole course without resting once, and every racer who saw it coming left the path; it came third. The Unicorn crossed the river leaping from stone to stone without wetting a hoof, and came fourth.

The Wyvern could have flown in first. But it saw that the Mistwood was so thick that the racers on foot were lost in it, so it stopped and burned a path through for them, and came fifth. Then came the Roc, the mightiest of fliers, who had soared so high that it lost sight of the gate and had to come down to look for it. It never knew that the Basilisk had been coiled around its talon since the Ash Peaks. As the Roc landed, the Basilisk slid off in front of it, and so the Basilisk came sixth and the Roc seventh.

The Griffin landed on every hilltop along the way to make sure that no one was after its gold, and came eighth. The Sphinx stopped every racer it met to set them a riddle. Those who answered went on ahead, and the Sphinx lost the whole morning; it came ninth. The Phoenix burned to ash in the noon heat of the Glass Waste, rose again from its ashes at dusk, and flew on to come tenth. The Kraken could not leave the water, so it swam the long way round, down the river and along the coast, and came in on the evening tide, eleventh.

Last, at midnight, came the Barghest, the black hound. It had been fast enough to win, but it had run behind the others all the way, to see that no racer was left behind. The Keeper of Days was so moved that she gave it the last year, and set it to guard the gate between one great cycle and the next. It stands there still.

So that no year would be lonely, the five elements, Wood, Fire, Earth, Metal, and Water, agreed to walk beside the animals, one each year, in turn. The year of the race itself was the year of the Wood Salamander. It is Year 1 of the reckoning.

The great cycle

  • Every year has an animal and an element. Both change on the 1st of Frostmere, the first day of the year.
  • The animals follow the order of the Great Race. After the Barghest comes the Salamander again, so an animal comes back every 12 years.
  • The elements follow the order Wood, Fire, Earth, Metal, Water, so an element comes back every 5 years.
  • Together, every animal meets every element exactly once in a great cycle of 60 years. The first great cycle began in Year 1, the year of the race; the latest ones began in 1381 and 1441. The year 1444 is a Metal Unicorn year.

Your sign is the sign of the year you were born in, so the day matters at the turn of the year. Someone born on 30 Deepwinter is a sign earlier than someone born the next day, on 1 Frostmere.

What a sign does

Your animal gives you two gifts and a flaw. Your element gives you two gifts; elements have no flaws. These are talents of their own tree, Stars: given at birth, never picked, and never lost. The game tells you what they do in words (“you move and act a little faster”); the tables below give the exact rules. Some animals’ gifts are still to come, and the tables list only those already in the game.

Some gifts are things you do rather than rules that hold. You use them from the abilities menu (a), under Birth sign:

  • Fire’s Blaze. Afterwards you are Burnt out for a while, and cannot use it again until that passes.
  • The Unicorn’s Horn’s grace and the Basilisk’s Transfixing stare. Each then rests for a while (a status that wears off) before you can use it again.

The abilities table lists them with everything else you can use.

Your animal also nudges where your alignment starts. The Alignment column is what it adds to your starting score; elements add nothing. The game never shows the number, only the band you start in.

AnimalGifts and flawAlignment
1SalamanderFleet-footed: speed +5 %
Slip away: a step out of reach of every hostile beside you costs −25 %, whatever your stance
Slight (flaw): carrying limit −10 %
0
2HydraRegrowth: healing pace +50 %; Bleeding eases 100 % faster
Strong swimmer: wading (water, marsh) costs a plain step and never gives a disease
Many minds (flaw): every Willpower check −2
0
3ManticoreRelentless: each melee blow at the creature your last blow was at (this turn or the one before) +1 to hit per blow before it, to +3; anything else starts it over
Barbed hide: a creature that hits you in melee takes 1 damage (no roll; a death of it earns no experience)
Little loved (flaw): shop favour −10 % (before the cap)
−100
4UnicornPure blood: disease checks (catching, progressions) +4; Poisoned eases 100 % faster; Poisoned never lowers your scores
Horn’s grace: active (the time of a wait): Bleeding and Poisoned end and the first 1 of the diseases that show are shaken off (refused with nothing to mend); then Graceless for 24 h
Thin-skinned (flaw): a big hit that wounds you wounds 1 degree more
+100
5WyvernTrailblazer: overworld journey time −20 %; a step onto forest, hills, swamp costs what one onto plains does
Flame-hardened: resistance to fire +25 %
Heavy-footed (flaw): footsteps +25 %
+50
6BasiliskUnblinking: notices hidden things in passing, +2 to the check
Transfixing stare: active (the time of a wait, silent): a hostile you see within 6 cells that sees you suffers Transfixed at 2 degrees (its actions cost 200 %, a degree easing every 12 s); one that does not see you is not held, and the cooldown waits; then Spent-eyed for 2 h
Trusted by none (flaw): no one makes way for you, whatever else would have them (Noblesse too)
−100
7RocRoc’s strength: carrying limit +25 %; door kicks as if Strength +4
Eyes of the heights: overworld sight by day +2 cells; overworld sight at night +1 cells
Heedless (flaw): −4 to every check to find hidden things
0
8GriffinHoard sense: the weights of the rarities better than a find’s least +50 % (anything found: magic and rare; what creatures drop, always magic: rare); the chance a find is a loose gem +100 % (anything found, and what creatures drop)
Watchful: hears sounds 3 fainter; footsteps you hear are placed at the cell they came from, not roughly
Set in its ways (flaw): changing your combat stance takes the time of a wait (it is free otherwise)
+50
9SphinxRiddler’s mind: experience gained +10 %
Old lore: a magic item you carry for 24 hours (counted from when you gain this) is identified; reading time −50 %
Ponderous (flaw): speed −5 %
0
10PhoenixRise from the ashes: once in your life, a hit, a trap, or a status that would kill you does not (starving and choking still do): you rise with 33 % of your maximum hit points (Ashen ones), 1d6 fire damage strikes every creature within 1 cell (one roll; no roll to hit) and the ice there melts, and you are Ashen
Inner light: you always shed a faint light reaching 1 cell (everyone sees it)
Frail (flaw): maximum hit points −10 % (rounded down, at least 1)
+50
11KrakenGrasping arms: both two-weapon penalties eased by 3 with Twin Blades; a free shield bash’s chance +20 % where there is one with Sword and Board
Of the deep: ice holds you as if you carried nothing (your own weight only); a plunge through the ice does you no harm; climbing out onto ice costs −50 %; resistance to cold +25 %
Ungainly ashore (flaw): overworld journey time +10 %
−50
12BarghestHound’s nose: sees creatures that are bleeding in line of sight within 6 cells, however dark; the eat list says whether food smells fresh, turning (old), or rotten
Gatekeeper: free blow: a hostile that steps up beside you takes one, one time in 4 in the neutral stance, more often the bolder your stance (the stances table)
Grim company (flaw): shop favour −10 % (before the cap)
0
ElementGifts
WoodSupple: Dodge +1; the burden’s cap on Dexterity in Defence +1
Evergreen: hunger pace −15 %; sickness from rotten food −50 % (rounded down)
FireBlaze: active (the time of a cast; not on the overworld): a burst of radius 1 around you, 2d6 fire damage (one roll) to every creature in it but you, whole to each; it melts the ice it reaches and leaves a fire on every walkable cell of it but yours, its light reaching 5 cells, for 60 s; then Burnt out for 12 h
Kindled: your lantern burns brighter: its light reaches 6 cells; resistance to fire +25 %
EarthStone hide: Protection +1
Stonewise: notices hidden things on stone in passing; digging work a turn +25 %
MetalKeen edge: threat range +1 with every attack
Forge-born: training marks in every weapon skill and fighting style +50 %
WaterAlways a way: +3 to every check to find hidden things; searching reaches 1 cell farther
Tidal: mana regeneration pace +25 %

Picks for your sign

Every animal and every element also has one talent of the Stars tree that only those born under it may pick. You pick it at a level-up or at character creation, like any other talent whose prerequisites hold. Most ask for a level as well; a few ask for a stat or a weapon skill. The Talents page and the level-up screen show only your own sign’s.

Most of these picks make one of your gifts stronger. The Hydra’s Another head heals even while you starve, and the Phoenix’s Second rising rises from the ashes once more. Two are things you do, used from the abilities menu under Birth sign: the Wyvern’s Fire breath and the Barghest’s Hound’s bay. Each rests a while after use.

SignPickNeedsEffect
HydraAnother headlevel 9, to be born in the year of the Hydrahit points come back while you are Starving too (at your usual pace); healing pace while resting +100 %
ManticoreRelentless furylevel 9, to be born in the year of the Manticoreeach melee blow at the creature your last blow was at (this turn or the one before) +1 to hit per blow before it, to +5, and +1 damage for every 2 blows before it; anything else starts it over
UnicornHorn of plentylevel 9, to be born in the year of the UnicornHorn’s grace also gives back 1 hit point per level (never past your maximum; it may then be used with only wounds to mend), and leaves Graceless for 8 h instead
WyvernFire breathlevel 15, to be born in the year of the Wyvernactive (the time of a cast; not on the overworld), aimed at a cell within 8 cells: a bolt along the line toward it and on, 4 cells long or to the first wall, 2d6 fire damage (one roll) to everyone on it; then Drained for 10 min
BasiliskPetrifying gazelevel 12, to be born in the year of the Basiliskthe Transfixing stare leaves 4 degrees of its status, and leaves Spent-eyed for 1 h instead
GriffinDragon’s hoardlevel 12, to be born in the year of the Griffinthe weights of the rarities better than a find’s least +25 % (anything found: magic and rare; what creatures drop, always magic: rare); the chance a find is a loose gem +50 % (anything found, and what creatures drop); shop favour +10 % (before the cap)
PhoenixSecond risinglevel 18, to be born in the year of the Phoenixyou may rise from the ashes a second time in your life
KrakenTentaclesTwin Blades 3, to be born in the year of the Krakenoff-hand blows +2 damage
BarghestHound’s baylevel 12, to be born in the year of the Barghestactive (the time of a wait; not on the overworld): a howl of loudness 150; every hostile that hears it and whose level is below yours suffers Frightened at 3 degrees (it runs from you while a step takes it farther, a degree easing every 6 s); no check; then Hoarse for 1 h
Wood-bornDeep rootslevel 9, to be Wood-bornDodge +1; rotten food never harms you: no vomiting, no sickness, no disease (as a race that eats rotten food)
Fire-bornWildfirelevel 15, to be Fire-bornBlaze bursts out to radius 2 and does 3d6 instead
Earth-bornBedrocklevel 12, to be Earth-bornProtection +1; pits never catch you (you find them)
Metal-bornTempereda melee or unarmed or missile or thrown weapon skill 5, to be Metal-bornattacks with your best weapon skill (the highest rank you hold of the melee, unarmed, launcher, and thrown skills; ties all count) threaten a critical 1 lower
Water-bornUndertowlevel 6, to be Water-bornwading (water, and ground a disease is caught wading in) costs you a plain step; a disease may still be caught; a plunge through the ice does you no harm

The Phoenix’s Rise from the ashes comes once in a life, twice with the pick Second rising. Once you have risen, the gift is spent (the character screen says so), and the next death is your last.

Hound’s nose tells you in a word on the eat list how fresh food is: fresh, turning, or rotten. Food that is turning is still fine to eat; rotten food is not.

Gatekeeper strikes a foe that steps up beside you only sometimes, depending on your stance (see Free blows):

StanceChance
Frenzyalways
Aggressive1 in 2
Neutral1 in 4
Defensive1 in 8
Coward1 in 16

Your animal and your element also each change your starting stats a little, and both count. The changes are in the tables at the end of this page. They are added to your race’s, gender’s, and class’s (see Your character). The changes are small and fixed: the horoscope rolls no dice.

Lucky days

Five signs have a lucky day: one animal for each element, born in its year and on one day of the month (any month). The day is the animal’s place in the Great Race. The Salamander came first, so its day is the 1st; the Manticore’s is the 3rd, the Phoenix’s the 10th, the Kraken’s the 11th. The Barghest, who guards the gate between the cycles, has the 30th, the last day of the month.

Someone born on a lucky day has a title after their name (“Brakka, the Iron Scourge”) and one gift more, an unfair one. The game never mentions lucky days until a character is born on one.

SignDay of the monthTitleExtra giftYears (this great cycle and the last)
Wood Salamander1the RacerWinner’s luck: a natural 2 on the attack roll is rolled again, once; speed +5 %1381, 1441
Metal Manticore3the Iron ScourgeScourge: free blow: a melee blow that kills gives one at another hostile beside you (Cleave and Cleaving strike together: on and on, as Great cleave); a creature that hits you in melee takes 2 damage (no roll; a death of it earns no experience)1419, 1479
Fire Phoenix10the FirebirdReborn whole: rising from the ashes brings you back whole: every hit point, every status effect and disease gone (nothing follows them), and no Ashen1402, 1462
Water Kraken11the Deep OneDrowning grip: a creature you hit in melee is Held (it cannot step; beside you, it attacks you instead) until you miss it, strike another, or move; no roll1415, 1475
Earth Barghest30the Gate WardenWarden of the gate: free blow: a hostile that steps away from beside you takes one; Protection +1; what statuses take off your scores −50 % (each, rounded toward 0)1428, 1488

How likely a lucky day is for each race, for a run that starts on 11 Darkening 1444 (the showcase’s start; another start date moves it). Every age in the race’s range and every day of the year are equally likely.

RaceAgesLucky signs in reachAbout 1 in
Drow100 to 400the Deep One (1055, 1115, 1175, 1235, 1295); the Firebird (1102, 1162, 1222, 1282, 1342); the Gate Warden (1068, 1128, 1188, 1248, 1308); the Iron Scourge (1059, 1119, 1179, 1239, 1299); the Racer (1081, 1141, 1201, 1261, 1321)361
Duergar40 to 300the Deep One (1175, 1235, 1295, 1355); the Firebird (1162, 1222, 1282, 1342, 1402); the Gate Warden (1188, 1248, 1308, 1368); the Iron Scourge (1179, 1239, 1299, 1359); the Racer (1201, 1261, 1321, 1381)373
Dwarf40 to 120the Deep One (1355); the Firebird (1342, 1402); the Gate Warden (1368); the Iron Scourge (1359); the Racer (1381)405
Elf90 to 300the Deep One (1175, 1235, 1295); the Firebird (1162, 1222, 1282, 1342); the Gate Warden (1188, 1248, 1308); the Iron Scourge (1179, 1239, 1299); the Racer (1201, 1261, 1321)396
Gnome40 to 150the Deep One (1295, 1355); the Firebird (1342, 1402); the Gate Warden (1308, 1368); the Iron Scourge (1299, 1359); the Racer (1321, 1381)333
Goblin10 to 30the Deep One (1415); the Gate Warden (1428); the Iron Scourge (1419)210
Half-elf20 to 60the Deep One (1415); the Firebird (1402); the Iron Scourge (1419)410
Half-orc14 to 30the Deep One (1415); the Gate Warden (1428); the Iron Scourge (1419)170
Halfling20 to 50the Deep One (1415); the Firebird (1402); the Iron Scourge (1419)310
Human16 to 35the Deep One (1415); the Gate Warden (1428); the Iron Scourge (1419)212
Kobold6 to 20the Gate Warden (1428)450
Lizardfolk12 to 50the Deep One (1415); the Firebird (1402); the Gate Warden (1428); the Iron Scourge (1419)293
Ratfolk8 to 40the Deep One (1415); the Gate Warden (1428); the Iron Scourge (1419)330

A short-lived race reaches fewer years at a given start date, so its chances differ. A human or a half-orc is likelier to be born lucky than an elf, and only the long-lived can be born the Racer at the default start.

Your birthday, your month, and the full moon

The calendar and the moons touch a few gifts, a little:

  • On your birthday you heal faster.
  • In the month you were born, your sign’s actives rest sooner.
  • While the moon is full and up, the gifts that reach out reach farther.

The game shows nothing new for them; the status bar already shows the moon’s phase. Here are the exact rules.

WhenWhat changes
Your birthday (its month and day, midnight to midnight)hit points come back at 125 % of the pace (all your other healing modifiers apply first); at its dawn, or if a run begins on it, you are told “It is your birthday.”
Using a birth sign’s active in your birth monthits cooldown (Graceless, Spent-eyed, Burnt out, Drained after Fire breath, Hoarse) lasts 50 % as long, rounded up to the second; Ashen is no cooldown and is untouched
A full moon up (within 1/60 of its cycle of full, either side: 12 hours each way for the Moon, a cycle of 30 days; above the horizon; the sun down; anywhere, underground and under clouds too)Hound’s nose smells, the Transfixing stare reaches, and Eyes of the heights sees at night 2 cells farther; Inner light shines to radius 2 (from 1)

Your age and birthday

Your starting age depends on your race. A human starts between 16 and 35 years old, an elf between 90 and 300 (see Races for every race). Your birthday can be any day of the year.

Your birth date is counted back from the day the run starts, so you are exactly that old on it. You get a year older on every birthday, and the character screen shows your age on the day you look.

Animals

Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.

AnimalStDxToInWiPrThose born under it
1Salamander−1+10+100The smallest racer, who rode the Hydra across the river and leapt through the gate first: quick and clever, if slight.
2Hydra00+2−100The strongest swimmer, who carried the Salamander across and was beaten by it at the gate: tireless and hard to kill, but of many minds.
3Manticore+10+100−1Ran the whole course without rest while every other racer fled its path: fierce and relentless, and little loved.
4Unicorn0+1−100+1Crossed the river leaping from stone to stone without wetting a hoof: graceful and fair, and easily hurt.
5Wyvern+1−1000+1Could have flown in first, but stopped to burn a path through the Mistwood for those behind: bold and generous, and clumsy on the ground.
6Basilisk0000+2−1Rode coiled around the Roc’s talon and slid off in front of it at the gate: patient and unblinking, and trusted by no one.
7Roc+200−100The mightiest of fliers, who soared so high it lost sight of the gate: powerful and proud, and not one for details.
8Griffin0−100+1+1Landed on every hilltop on the way to watch over its gold: noble and watchful, and stiff in its ways.
9Sphinx0−10+200Stopped to set every racer it met a riddle, and lost the morning to those who answered: wise and cunning, and slow to move.
10Phoenix−10+100+1Burned to ash in the noon of the Glass Waste and rose again at dusk to finish: hard to keep down and bright to behold, but frail between fires.
11Kraken+1−100+10Could not leave the water, so swam the long way round by sea and arrived on the evening tide: strong and deep, and ungainly ashore.
12Barghest00+10+1−1The black hound who ran last on purpose, to see every racer through, and was given the last year for it: loyal and steadfast, and grim company.

Elements

ElementStDxToInWiPrThose born under it
Wood0+10000Growing things that bend and do not break: supple.
Fire00000+1Warmth, light, and passion: bright company.
Earth00+1000Stone and soil, slow and steady: enduring.
Metal+100000Iron and the forge, hard and keen: strong.
Water000+100Rivers and the deep sea, that always find a way: clever.

Every sign

Every sign of the great cycle in order, with its years in the cycles that began in 1321, 1381, and 1441. Add or take away 60 years for any other cycle.

SignYears
1Wood Salamander1321, 1381, 1441
2Fire Hydra1322, 1382, 1442
3Earth Manticore1323, 1383, 1443
4Metal Unicorn1324, 1384, 1444
5Water Wyvern1325, 1385, 1445
6Wood Basilisk1326, 1386, 1446
7Fire Roc1327, 1387, 1447
8Earth Griffin1328, 1388, 1448
9Metal Sphinx1329, 1389, 1449
10Water Phoenix1330, 1390, 1450
11Wood Kraken1331, 1391, 1451
12Fire Barghest1332, 1392, 1452
13Earth Salamander1333, 1393, 1453
14Metal Hydra1334, 1394, 1454
15Water Manticore1335, 1395, 1455
16Wood Unicorn1336, 1396, 1456
17Fire Wyvern1337, 1397, 1457
18Earth Basilisk1338, 1398, 1458
19Metal Roc1339, 1399, 1459
20Water Griffin1340, 1400, 1460
21Wood Sphinx1341, 1401, 1461
22Fire Phoenix1342, 1402, 1462
23Earth Kraken1343, 1403, 1463
24Metal Barghest1344, 1404, 1464
25Water Salamander1345, 1405, 1465
26Wood Hydra1346, 1406, 1466
27Fire Manticore1347, 1407, 1467
28Earth Unicorn1348, 1408, 1468
29Metal Wyvern1349, 1409, 1469
30Water Basilisk1350, 1410, 1470
31Wood Roc1351, 1411, 1471
32Fire Griffin1352, 1412, 1472
33Earth Sphinx1353, 1413, 1473
34Metal Phoenix1354, 1414, 1474
35Water Kraken1355, 1415, 1475
36Wood Barghest1356, 1416, 1476
37Fire Salamander1357, 1417, 1477
38Earth Hydra1358, 1418, 1478
39Metal Manticore1359, 1419, 1479
40Water Unicorn1360, 1420, 1480
41Wood Wyvern1361, 1421, 1481
42Fire Basilisk1362, 1422, 1482
43Earth Roc1363, 1423, 1483
44Metal Griffin1364, 1424, 1484
45Water Sphinx1365, 1425, 1485
46Wood Phoenix1366, 1426, 1486
47Fire Kraken1367, 1427, 1487
48Earth Barghest1368, 1428, 1488
49Metal Salamander1369, 1429, 1489
50Water Hydra1370, 1430, 1490
51Wood Manticore1371, 1431, 1491
52Fire Unicorn1372, 1432, 1492
53Earth Wyvern1373, 1433, 1493
54Metal Basilisk1374, 1434, 1494
55Water Roc1375, 1435, 1495
56Wood Griffin1376, 1436, 1496
57Fire Sphinx1377, 1437, 1497
58Earth Phoenix1378, 1438, 1498
59Metal Kraken1379, 1439, 1499
60Water Barghest1380, 1440, 1500

See also: Your character, Your story, and Talents.