When the Heralds act boldly, the Gm answers with a Trial–a moment where the world pushes back, testing their skill, knowledge, and resolve. Each Trial is presented in four parts:
Name. A short and evocative title.
Hail of Arrows, Shield Wall, Splintered Bridge, Roaring Crowd
Trigger. The specific action in the fiction that sets this Trial in motion.
When a Herald crosses to a new Stage under enemy watch..., When a Herald smuggles an item into a guarded hall...
Obstacle. A brief description of the threat that appears in the scene.
...a sudden volley rains down from the ramparts, arrows shuddering into mud and stone.
Outcome. Resolved using Checks as normal, with each result tier having a clear effect. Only rarely do Trials specify effects for a ⧉ Twist; otherwise, they follow standard resolution.
A Trial sets the problem, not the solution. It’s the GM’s way of throwing a vivid obstacle in the Traveler’s path, never dictating how they overcome it.
The GM describes the trigger and the obstacle in the fiction. The Heralds choose their response—what they do, which skills or virtues they call on, and what risks they’ll take.
They might charge through, duck for cover, rally an ally, or create a distraction—anything they can justify in the story. Only once their action is clear do the dice hit the table.
A Trial is triggered when a Herald’s declared action in the fiction directly meets opposition worthy of a roll. Trials are tools for the Gm—reactive, not prescriptive. They emerge naturally when the fiction demands it. If no action triggers a Trial, don’t force one.
Throughout these rules, Trials are scattered as examples of what’s at stake in specific situations. Use them to bring danger, texture, and consequence to the Heralds’ boldest moments.
When a Herald crosses to a Stage of ranged combatant, a sudden volley rains down on them.
✦ Triumph You escape unharmed and take up a position in the new Stage.
⬖ Struggle You take 1 Pierce damage and arrive at the Stage's border.
⊗ Fumble You take 1 Pierce damage and are pinned in place, unable to cross.
When a Herald crosses a weathered or damaged bridge, rotten planks give way under their weight, splintering into the chasm below.
✦ Triumph You cross the gap safely.
⬖ Struggle You make it across but are hanging on the edge. Supplies used to pass the Trial might become damaged or broken.
⊗ Fumble You fall into the chasm under your feet.
When a Herald pushes through a packed crowd, the crowd surges, jeers, and blocks your way.
✦ Triumph You slip through and appear where you intended.
⬖ Struggle You advance but appear in an undesired position; a Provision might become damaged.
⊗ Fumble You are jostled back. A Provision is damaged or stolen.