RESOURCES
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Everything a band carries into the wilds or court falls under provision: rope frayed from a hanging tree, meat salted to dry jerky, or a rune scratched by candlelight. Supplies come in four kinds.
Tools are the everyday necessities that keep a journey possible: sturdy rope, glass bottles, patched tents, iron spikes, and oil flasks. When the fire gutters low and the wind cuts sharp, tools keep the caravan on its feet.
Materials is all matter gathered from forest, mine, or flesh—roots and herbs, ores and ingots, tender meats, and monstrous organs. Typically they are used in the creation or repair of items, or as sustenance. They serve in the creation or upkeep of items.
Chronicles list written knowledge: storm-worn maps, codices of dead empires, riddled prophecies, and ledgers inked in blood. This knowledge may reveal myths, contain schematics for legendary craft, or expose the secret frailties of your foes.
The following segments go into details about what you could use your provisions for and how to acquire them.
As well as their listed uses, all supplies can be risked to gain an Edge—if the item fits the situation. Eating a Firebloom Rose might help when hurling fireballs, but it won’t aid you in picking locks. However, if your roll fails to result in a Triumph, the provision is often damaged or destroyed in the attempt.
Some provisions carry traits—descriptors that mark them as distinct or unusual. A smoked haunch might resist spoilage; a spoiled herb might sicken the eater. Traits are kept deliberately loose. Use the suggestions as examples, and feel free to invent your own during play.
Supplies are everyday mundane objects found in the world. It might take the form of shards of metal, a glass flask, brooms, or a poorly fashioned weapon.
Most often you'll acquire supplies through trade with merchants or looting fallen foes. The Parley skill might help you get a better deal when haggling, while the Sunder skill could be used to break an object into useful components.
Supplies can be used to...
Repair damaged gear.
Craft new, temporary gear.
Attack your foe, when you don't have a weapon at hand.
Sturdy, clears an extra mark when used to repair relics or injuries.
Ornate, has a higher value than usual.
Broken, useless for its intented purposes. (this is a highlighted rules element.)
Broken ship's wheel, an oil flask, lockpicks, large antlers, an inscribed shard of iron, carved wooden duck, ceramic mug, firefly lantern.
Your harvest is the organic bounty of the realms, typically gained from fungi, plants, or ferocious monsters. They take the form of meats and organs, spices, fruits, roots, mushrooms, and bones.
The Hunt skill is useful for taking down flora and fauna, whereas Sever could be used to carve a corpse for useful parts. You typically find harvest by exploring and travelling the wilds of your realm.
Ingredients can be used to...
Heal damaged hallmarks or companions.
Concoct fortifying elixirs to the drinker that offer temporary hallmarks.
Attack your foes, when you don't have a weapon at hand.
Pure/Medicinal clears an extra mark when used to recover truths.
Reagent is well suited for concocting potions.
Rotten makes you sick when you eat it.
Rotten dog's tooth, humming root, wolf's liver, dimmed firefly, delver's mushroom, sticky bee's wax, beating dragon's heart, giant's toe.
Runes are words of power, etched unto a surface awaiting to be spoken. They can be a single word or a short phrase, but each only exists once. Once a rune's seal is broken and the word is uttered, it is destroyed forever.
Runes are found deep in the wilds, far from the outskirts of civilization. Seers wander for years in search of them and might trade a rune with you for a steep price.
You can use Runes to...
Discover a secret related to their wording.
Twist the story of your realm to your favor.
Force a change completely out of your control.
Echoing, can be used twice before destroyed.
Hungry, changes made to the realm removes elements, rather than create new ones.
Crown, Ash, Melancholy, Bloom, Fury, Mother, Rains of Tomorrow, One-Eyed Judgement, All's Well That Ends, Cackle of Birth, Bled and Famished.
Chronicles are a wealth of knowledge, documents recording the location of ley lines, strange islands, hazards, and history. They are typically kept in the forms of diaries, ledgers, maps, and letters or found in a holding's library, if it has one.
Chronicles are difficult to acquire. They may be traded for or looted, but you might also scribe your own chronicles on your travels.
You can use Chronicles to...
Discover a new location, myth, or weakness of a creature.
Record safe routes in your realm, making travel faster in the future.
Faded, almost impossible to read.
Detailed, contains far more information than usual.
Diary of King Ecbert II, Sodbeard's Treasure Map, Song of Olaf's Fall, Astrologer's Charts, Candleheart Ledger, Last Words of a Forgotten Sailor, A Soldier's Farewells.