Extra Playbooks
Extra Playbooks
Extra Playbooks
& Natures
Contributors
Choose an animal.
Ѻ Elephant Ѻ A Playful Animal
Ѻ Macaque Ѻ A Thoughtful
Ѻ Kingfisher Animal
Ѻ Chameleon
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Choose 3-4 to describe your look.
Ѻ Well-Traveled Cane Ѻ Vibrantly Colored Nails
Ѻ Charcoal Covered Hands Ѻ Baggy Pants With Many Pockets
Ѻ Paint-Stained Sundress Ѻ Fraying Straw Sun Hat
Ѻ Travel Easel On Your Back Ѻ A Wide Smile
Ѻ Pencil Tucked Behind An Ear Ѻ Tattoos Of Cultural Significance
Ѻ A Cluttered Canvas Bag Ѻ An Eye For Small Details
You are able to bring out truths of a subject you capture. Pick 1
that you bring out in the piece, and 1 you realize in yourself…
Ѻ A Truth Behind The Facade
Ѻ A Lost Memory
Ѻ A Deep Secret
Ѻ A Frightening Reality
Ѻ A Forgotten Joy
Ѻ A Thing Often Forgotten
Ѻ A Face To The Faceless
Ѻ A Passion In Their Eyes
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Choose 2 you carry with pride and 1 you can’t seem to let go, and
tell the table about them.
Ѻ A cumbersome sketchbook, fully filled with faces you’ll never see again.
Ѻ Unsold paintings of beautiful landscapes.
Ѻ Analam, a fiery, small and • luminescent god without a home.
Ѻ A set of cheap watercolors you were gifted by a cheerful friend.
Ѻ Pigment made of dragon bones.
Ѻ Blessed coins out of circulation.
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Some things you can always do:
Ѭ Doodle.
Ѭ Collect colors.
Ѭ Become one with the landscape.
Ѭ Make something beautiful.
Ѭ Ask: “Could you stand still for me?”
Ѭ Say: “One sec, I gotta sketch this”
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D
The
reamer
You dream away the hours
and listen to the dreams of
others with an open heart. One day you
may wake up, but that day is not today.
You are alive. Your care is ephemeral, sincere,
and generous.
Choose an animal.
Ѻ Armadillo Ѻ Dodo
Ѻ Sloth Ѻ A Sleepy Animal
Ѻ Flamingo Ѻ A Sweet Animal
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Choose 3-4 to describe your look.
Ѻ The Softest Smile Ѻ Healing Herbs You Have To Take At
Ѻ Hair With A Mind Of Its Own Specific Times
Ѻ A Beautiful Pair Of Glasses With A Ѻ A Broken Locket
Large Crack In Them Ѻ A Faded Fancy Dress
Ѻ A Battered Dream Journal Ѻ A Dusty Dashing Tuxedo
Ѻ A Worn And Beloved Pillow Ѻ A Half Remembered Song
Ѻ A Questionable Hat Ѻ A Wish You’ll Never Say Out Loud
You’ve heard that others have to close their eyes and sleep to
dream, but that’s not the case for you it seems. Choose 1 recurring
dream, 2 dreams that bring insights or omens, and 1 dream you’re
keeping safe until it finds a new home.
Ѻ The crunch of leaves beneath your feet, a fading light you must chase.
Ѻ The gentle rain singing against glass and bone, a soft sigh.
Ѻ A whisper in the dark, a promise that once made cannot be unmade.
Ѻ Dazzling colors and the brightest sounds felt through unseeing eyes and unhearing ears.
Ѻ A bouquet of burning orchids, a promise to leave behind the pain.
Ѻ Brightly colored fur and feathers, a love to last lifetimes.
Ѻ A person left behind, their smile twisting like a flame.
Ѻ Ancient trees that sing to themselves quietly as the last sunset begins.
Ѻ Memories of how you were once a powerful god, merciless and cruel.
Ѻ A temple cracked by time, disjointed, flickering, calling you home.
Ѻ A broken song that hangs in the air, it must never be sung again, but the temptation
pulls at your heart and makes wild promises.
Ѻ A loving daemon with the brightest scales and darkest eyes, waiting for you under the waves.
Ѻ The last of the dragons, suspended in time, who tells you stories.
Ѻ A person whose face is ever changing, they left one of their eyes in your care and you
can see through it in your dreams.
Ѻ The other you who does not know of you, and can never know of you.
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Choose 1 way you share your dreams with another, 1 way another
can show you their dreams, and 1 way you’ve promised to never use
again.
Ѻ A flock of floating dream lanterns that you found in the care of a • many-faced ghost.
Ѻ The sharpest needles that can pierce thoughts in the air, that you won from a cunning
witch in a legendary card game.
Ѻ A raucous forgotten god that feeds on discarded half-dreams to reveal the possible
probably maybe kinda truth of the dream.
Ѻ A broken mirror that only reforms and heals when reflecting a dream, gifted to you by
a mysterious stranger with one white eye.
Ѻ A large and cheerful buggy friend that reflects dreams in the many jewels on their body.
Ѻ You were taught by a famous poet how to allow the dream to speak for itself. When
you close your eyes and dance, the poetry tumbles from your lips.
Ѻ Dreams are wandering things that must be tended to, you were taught by a self-
proclaimed wizard how to attach them to clouds that you hold on a string.
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Some things you can always do:
Ѭ Daydream and relax
Ѭ Smile and nod, inviting others to speak
Ѭ Tell of a dream that reveals a part of the truth
Ѭ Find the patterns across dreams
Ѭ Ask: “What have you been dreaming of lately?” They get a token if they tell you.
Ѭ Ask: “Do you want to hear about a dream I had?” If they say yes they get a token.
Ѭ Fall into a deeper sleep, never to wake again. Describe the world of dreams that has
always been waiting for you. Remove your character from the game. You cannot play
them any longer.
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H
The
istorian There is always something
worth knowing, worth
recording, so that the truth lives
longer than us.
You are alive. Your care is studious,
thoughtful, and deliberate.
Choose an animal.
Ѻ Dove Ѻ Red-Tailed Hawk
Ѻ Golden Retriever Ѻ A Quiet Animal
Ѻ Elephant Ѻ A Restless Animal
Ѻ Ermine
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Choose 3-4 to describe your look.
Ѻ Robes Longer Than Your Body Ѻ A Bracelet Of Beads
Ѻ A Ratty Jacket Ѻ Warm, Soft Hands
Ѻ Large Round-Framed Glasses Ѻ A Stained Grey Coat
Ѻ A Fancy Hat Ѻ A Tired Gaze
Choose one you know to be true, one you waver on, and one you
utterly disbelieve.
Ѻ The victors of a past war were in the moral or spiritual right.
Ѻ A large-scale tragedy has a still-unknown cause that we should be vigilant of.
Ѻ People are ignoring the aftereffects of a past tragedy.
Ѻ A recent popular trend is proof of a coming cultural renaissance.
Ѻ There is physical evidence that a civilisation before ours was sophisticated and had
powerful advanced technology.
Ѻ A seemingly small and inconsequential action is uniquely responsible for the greatness
or downfall of your community.
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Choose 3 tools you use to record; when one is lost or damaged,
describe what history is lost with it, or what past knowledge is now
shaken in its absence.
Ѻ A brand new notebook.
Ѻ A stack of loose papyrus.
Ѻ Piles of scrolls.
Ѻ A briefcase overflowing with papers.
Ѻ A • miraculous stone that captures and prints still images.
Ѻ O’menm, a small god of memory, who recalls everything they see and hear. They are
adventurous and/or ‡ furious.
Ѻ A learned and/or watchful bug friend who takes dictated notes for you.
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Some things you can always do:
Ѭ Use your knowledge to create an advantage
Ѭ Skim through a book idly for something interesting
Ѭ Tilt your head curiously
Ѭ Recall a historical event that is just like what is happening at the moment
Ѭ Ask “What’s the origin/purpose of that?”
Ѭ Praise someone by comparing their actions to that of a past hero. Give them a token if
they accept the compliment graciously.
During each holiday between the seasons, choose one you haven’t
chosen before.
Ѻ Come up with a new element of the grand history you are studying.
Ѻ Discover a new source of information and describe how they become available to you.
Ѻ Discover a new recording tool, already bursting with new and radical information.
Describe the tool, how you got it, and what it tells you.
Ѻ Correct your understanding of a historical theory.
Ѻ Get a token whenever someone asks for your knowledge, feedback, or opinions on
something.
Ѻ Spend a token to ask someone to share more about a personal experience they have
had.
Ѻ You can always ask someone about their opinion on an issue or what their core beliefs
about the world are.
Ѻ Take an unused playbook and add as much as you want from that playbook to yours.
Ѻ Your grand history is finally complete. Describe finally what the new story will finally
teach the world before you realise that you must put the path of history behind you.
Pick up a new playbook and make a new character.
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O
The
rchardist
There is always something
worth knowing, worth recording, so
that the truth lives longer than us.
You are alive. Your care is studious, thoughtful,
and deliberate.
Choose an animal.
Ѻ Bear Ѻ Shrike
Ѻ Raccoon Ѻ A Nomadic Animal
Ѻ Toad Ѻ A Provident Animal
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Choose 3-4 to describe your look.
Ѻ A Beetle-Drawn Cart Beneath You Ѻ A Missing Tooth Or Cracked Beak
Ѻ A Cooking Pot For A Hat Ѻ A Shirt That’s Been Mended Too Many
Ѻ Well-Worn Boots Times
Ѻ An Overstuffed Bindle Ѻ Unkempt Fur Or Ruffled Feathers
Ѻ A Coat With Many Pockets Ѻ A Dress Made By Your Mother
Ѻ A Pipe You’ve Fashioned Yourself Ѻ A Confidence That Things Will Grow
Ѻ Pants Pockets Lined With Soil And Mend With Time
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You have one seed that you will never plant. What is it?
Ѻ Aia Ilu, bittersweet and yellow, given to you by a ‡ grieving widow
Ѻ Antonovka, bracing, tart and ancient. The seed is betrothed to Brae, a forgotten and
pensive god.
Ѻ Snow Apple, hearty and resistant, found from a single tree growing in the wastes of a
destroyed village.
Ѻ Tom Putt, which grows a different shape and size each time it is planted. Freely given
by a • witchy badger.
Ѻ Warner’s King, so tart it is inedible. Shared with you by a ‡ starving soldier.
Ѻ Muscadet, which only makes ciders and brandies. You stole it from an honest farmer.
Ѻ Winter’s Queen, which bruises on the branch but keeps forever once plucked. Willed
to you by a ‡ dead King.
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Some things you can always do:
Ѻ Scatter the seeds.
Ѻ Laugh to yourself.
Ѻ Comment on the changing of the weather and the season.
Ѻ Offer someone some cider.
Ѻ Ask: “How can I leave this place better than I found it?” Gain a token if someone tells
you.
Ѻ Say: “Let’s keep moving”.
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The
R ebel
The world is full of beautiful things
and people, and there are those who
wish to stomp them out. wherever you go,
you will not let them.
You are alive. Your care is passionate,
defiant, and hard-won.
Choose an animal.
Ѻ Chipmunk Ѻ Cockatoo
Ѻ Thorny Devil Ѻ An Energetic Animal
Ѻ Crested Gecko Ѻ An Animal With Bite
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Choose 3-4 to describe your look.
Ѻ Old, Worn-In Shoes Ѻ A Satchel Of Small Thank You Gifts
Ѻ Foreign Robes From Those You’ve Helped
Ѻ Radical Pamphlets Ѻ A Fading Scar
Ѻ Revolutionary Insignias Ѻ A Small Weapon For Self-Defense
Ѻ Intense Eyes Ѻ A Sincere, Friendly Smile
Ѻ Deep Reds Ѻ An Impulse To Argue
Ѻ Always Ready To Make A Speech
21
Choose 3-4 who you knew and could meet again on your journey.
tell the table the terms on which you left them, and how you
believe they would react to seeing you again (it doesn’t need to be
true.)
Ѻ The ambitious or passionate teen you inspired to start a revolt against the leaders of
their town.
Ѻ An honest or resolute ex-lover with whom you split due to ideological differences.
Ѻ Your proper or cunning father, a wealthy noble with a large swath of land.
Ѻ Your favorite revolutionary scholar, whom you’ve never met—but they did respond to
a letter once. You see them as learned or wise.
Ѻ The • invisible god of wind and luck, who once took a liking to you.
Ѻ The imaginative young orphan who shared your dreams of a better world.
Ѻ A ‡ cautious or cheerful tavern owner who sometimes hosts revolutionary meetings.
Ѻ Your oldest and dearest friend, a wanted criminal. They are crafty or raucous.
Ѻ A • venerable golem, created to protect a town in the days of old.
Ѻ The inquisitive or pensive queen who spared your life in exchange for your exile.
Ѻ The sturdy or ‡ empty widower of your comrade who was killed fighting for your
shared ideals.
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Some things you can always do:
Ѻ Tell stories of revolutions past: those you were there for, stories you’ve heard, or a
story you claim you were there for.
Ѻ Question something others take for granted.
Ѻ Ignore or scorn a societal norm.
Ѻ Reveal that someone you once knew is here, and tell or ask the group how they feel
about seeing you again.
Ѻ Ask: “Can I change your mind about this?” They get a token if they say yes, or if they
explain why they say no.
Ѻ Ask: “What is the system that is causing people to act the way they do here?”
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Seeker
The
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Choose 3-4 to describe your look.
Ѻ Simple Dress And Apron Ѻ Pipe, Matches And Snuffbox
Ѻ Long Coat With Hidden Pockets Ѻ Bifocals With Well-Chewed Arms
Ѻ Notebook Crammed With Scraps And Ѻ Frayed Hems
Keepsakes Ѻ Small Knapsack
Ѻ Houndstooth Cap Ѻ Enormous Purse
Ѻ Ribbon To Keep The Hair Out Of Your Ѻ "That Face" That Means You've Had A
Eyes Wild Idea
Ѻ Well-Fit Gloves
25
Whenever you arrive somewhere new, update your case notes for
the current step of the secret-keeper’s adventures by tying it to one
of the places’ aesthetics or folklores.
Choose 1 you fiddle with while thinking, and 1 you keep reverently
packed in tissue paper, and tell the table about them.
Ѻ A magnifying glass lens your honest elder used for reading.
Ѻ A compact mirror, for getting a new perspective, with your mother’s initials engraved.
Ѻ A hag stone that an imaginative childhood friend liked to peer through.
Ѻ A heavy fountain pen, engraved with “We’re so proud of you! Love, Dad”
Ѻ A locket that once belonged to the secret-keeper, jammed shut.
Ѻ A notebook swiped from a cunning rival researcher.
Ѻ A ‡ lost ring you found, and feel guilty for keeping, with the inscription LP&EM.
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Some things you can always do:
Ѭ Look to history.
Ѭ Jump to conclusions.
Ѭ Consider someone else’s perspective.
Ѭ Tune out the world to inspect something more closely.
Ѭ Say: “Hmm,” in a way that says much more.
Ѭ Ask: “But what could this mean?”
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Smith
The
Choose an animal.
Ѻ Buffalo Ѻ Ram
Ѻ Pangolin Ѻ A Strong Animal
Ѻ Tortoise Ѻ A Patient Animal
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Choose 3-4 to describe your look.
Ѻ Steel-Toed Boots Ѻ Sturdy Pants
Ѻ An Ornate Belt Buckle Ѻ A Heavy Canvas Apron
Ѻ Delicate Jewelry Ѻ An Extra Pair of Gloves
Ѻ Heavy Intricate Tattoos Ѻ A Protective Mask
Ѻ A Sleeveless Shirt Ѻ Careful Braids
Ѻ A Pack Filled With Extra Tools Ѻ A Full Faced Laugh
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Choose 2 tools in your portable forge, and tell the table about
them.
Ѻ A set of bellows stitched by your imaginative mother.
Ѻ A set of tongs inscribed with the name of your contact in the rebellion.
Ѻ A • mighty hammer forged by your long dead mentor.
Ѻ A strange hammer gifted to you by a mysterious stranger with one white eye.
Ѻ Clang, a god of hammer blows. They are honest and/or passionate.
Ѻ A ‡ starving flame in a small obsidian box, stolen from a sleeping daemon.
Ѻ A sturdy pack beetle to help carry it all.
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Some things you can always do:
Ѭ Hum softly.
Ѭ Open your mouth but say nothing.
Ѭ Fix something with your hands.
Ѭ Give a warm hug.
Ѭ Ask: “Are you gunna eat that?”
Ѭ Say: “I made this for you.” They get a token if they accept your gift.
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The
Spincaster What a gorgeous day it
is. Might as well drop in a
line and see what’s biting. While
we’re here, did I ever tell you about the
time when...
Choose an animal.
Ѻ Bear Ѻ A Hungry
Ѻ Salamander Animal
Ѻ Kingfisher Ѻ A Streamlined
Ѻ Snapping Turtle Animal
Ѻ
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Choose 3-4 to describe your look.
Ѻ Inappropriately Large Straw Hat Ѻ A Pocket Full of Hard Candy
Ѻ Overalls Older Than I Am Ѻ Flannel!
Ѻ Snazzy Eyewear Ѻ A Warm Smile & Excited Eyes
Ѻ Rusty Buttons Ѻ A Pocket Knife & Something To
Ѻ A Keychain Full of Hooks Whittle
Ѻ Worn Notebook Ѻ Covered In Old Scales & Seaweed
Ѻ Unkempt & Greying Beard
Choose 3-5 details of the story you always tell about about your
feud with a gnarled old pike daemon. Every time you tell it, change
one detail from your memory.
Ѻ The last time you faced the fish it was raining so hard your canoe almost capsized.
Ѻ You once almost got the fish to shore but at the last moment its razor teeth cut the line
and left you empty-handed.
Ѻ You lost your favorite lure to the fish, a lure hand-made by your grandpa, given to you
on your birthday.
Ѻ You caught the pike only once, and holding it in your arms you could feel how it
pulsed with energy the same as you.
Ѻ Once, when fishing for panfish to fry on a chilly Grasping morning, the pike stole a
catch from you and sped off into the dark water.
Ѻ You once spent an entire day trying to lure it out of a patch of weeds but you only saw
it once you had run out of bait and packed up for the night.
Ѻ Create a detail about the weather and tell how it made catching the pike more difficult.
Ѻ Create a detail about something you saw today and why it reminds you of the pike.
33
Choose 1 tool that you’ve had forever with a story too long to tell,
1 tool that you got on your last journey that is just starting its
story, and 1 tool you lost and will never get back.
Ѻ A Net
Ѻ Long Pliers
Ѻ Spring-Loaded Scale
Ѻ Filet Knife
Ѻ Spice Kit
Ѻ Paddle or Rudder
Ѻ A Tool To Help You Catch A Fish
Ѻ A Tool To Help You Once You’ve Caught A Fish
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Some things you can always do:
Ѭ Adjust your line.
Ѭ Comment on the weather.
Ѭ Catch a small fish.
Ѭ Take a deep breath and sigh happily.
Ѭ Say: “This reminds me of a story.”
Ѭ Ask: “Would you like to come fishing with me?” Give them a token if they do.
35
The
Witch
There is magic in every corner
of the Hæth, from the bones
of the dragons to the virtues of every
herb and star. You know it well.
Choose an animal.
Ѻ Vulture Ѻ An Unhurried
Ѻ Fox Animal
Ѻ Adder Ѻ A Crafty Animal
Ѻ Mole
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Choose 3-4 to describe your look.
Ѻ Gnarled and Sturdy Blackthorn Staff Ѻ Dinged-Up Iron Sickle
Ѻ Bunches of Fragrant Herbs Ѻ Burnished Mortar & Pestle
Ѻ Pocket Full of Breadcrumbs (For Bugs) Ѻ A Shapeless Hat That Used To Be
Ѻ Candy (Not For Bugs!) Pointy
Ѻ Worn-Out Woolen Gloves Ѻ Muted Earth Tones
Ѻ Weatherproof Cloak with a Deep Ѻ Your Best (Shabby) Waistcoat
Hood Ѻ A Kind Word For Everyone You Meet
Choose 1 that you carry close to your heart, and 1 you’re afraid
might be losing its magic.
Ѻ A set of mismatched oracle cards that you and your imaginative beloved painted by
hand during cosy dates in your youth.
Ѻ A starkly beautiful knife that cannot cut anything living, pressed into your hand last
New Year by a stranger with one white eye.
Ѻ A cast-iron cookpot that’s more of a cauldron, pitted but well-seasoned, passed to you
by your honest grandmother when you left home.
Ѻ A dried seedhead from an extinct flower that a ‡ lost teen who needed to believe in
magic again gifted you with their thanks.
Ѻ An old lace shawl and the swarm of tiny raucous bees that nest within it, a treasured
keepsake from the monastery where you grew up.
Ѻ Two pale handprints on your shoulder and hip from where a • glamorous Lightning
Dancer gripped you tight as you waltzed together in the rain.
Ѻ A folk-name for just about every kind of weather and landscape, learned from a wise
and poetic friend who may just have been making them up.
37
Choose 1 kind of magic you’ve had since childhood that come to
you as easy as smiling, 2 you’ve cradled like glowing embers with
a steadfast and quiet care, and 1 that you have shared freely with
another and can no longer call yours.
Ѻ Knowing by instinct the secret name of every star in the sky, and how their sombre
dance spells out the history of the Hæth.
Ѻ Telling fortunes by all the usual methods—casting runes, reading tea-leaves, dealing
cards—and letting kith name their fears aloud.
Ѻ Making one thing appear to be another thing, or seem to vanish when it’s really still
there, or look like it multiplies or changes shape, and other such petty illusions.
Ѻ Smelling what tomorrow’s weather will be, speaking with the wind to persuade its
course, and shooing away clouds.
Ѻ Harnessing the nourishing virtues of every herb and spice in your potions, your teas,
your smokes, and your cooking.
Ѻ Knitting and embroidering and tying knots in bright thread and intricate patterns, to
attract friendship, opportunity, and little turns of good fortune.
Ѻ Mending tools that are worn or broken, and warding houses against danger—fires in
Devildays, storms in Grasping, cold nights in Frostbite, and dry rot all year.
Ѻ Soothing the grief of ‡ dead spirits—forgotten shades, ghosts from the war, even the
Slobbering God herself—by hearing their stories.
Ѻ Listening to past echoes of the dragons’ voices, and mourning their passing through
ritual gifts of food, drink, and gossip.
Ѻ Understanding the languages of the countless bugs that thrive across the Hæth, and
being understood by them in turn.
Ѻ Binding a person’s hurt, sorrow, or worry to a small talisman, which they can hold
onto as long as they need and discard when they’re ready.
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Ask 1 to the left and 1 to the right.
Ѭ What magic have you promised to show me?
Ѭ What support are you seeking when you tell me your troubles?
Ѭ What spark of potential do I see in you?
Ѭ What time of day do we sometimes sit together in quiet companionship?
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Amusement Park
An amusement park is a place full of noise and colour, where
distraction and levity abounds.
This place can always:
Ѭ Describe the atmosphere of bright colour, loud noise,
and simple joy.
Ѭ Get someone lost in a crowd or in a space they cannot
make sense of.
Ѭ Interrupt someone in the middle of an action and ask if
they’d like to experience something in the park. Give them a
token if they accept.
40
Bathhouse
A bathhouse is a place of indulgent relaxation and purification. When you arrive at this
place, decide what indulgences are clearly on display here.
This place can always:
Ѭ Describe the indulgences others partake in.
Ѭ Cleanse someone in a way they didn’t expect.
Ѭ Give someone a token when indulging means they lose track of something important.
41
Battlefield
A battlefield is a devastated place, haunted by the memory of violence and tragedy.
This place can always:
Ѭ Describe the barrows, bodies, and broken blades that past battles
left behind.
Ѭ Show the toll that violence takes long after the war is done.
Ѭ Ask someone: “Did any of your kin fight here?” Give
them a token if they say yes, then ask if those
people survived to return home.
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Commune
A commune is a place of community
and cooperation, where everyone
knows each other and everyone
pitches in to help.
This place can always:
Ѭ Describe a rhythm of everyday life that feels both
unusual and familiar.
Ѭ Show conflicts between members of the community, and attempts to solve them
through communication and understanding.
Ѭ Give someone a token for helping another without knowing if they’ll get anything in
return.
43
Dhaba
A dhaba is a rest stop for weary travelers, merchants, and caravans looking for a hot drink
and a quick meal, no more, no less.
This place can always:
Ѭ Describe the energy of the roads
Ѭ Spread nasty rumors from place to place
Ѭ Ask: “Want something else to drink or eat?” Give them a token if they try something
they’ve never had before.
44
Glacier
A glacier is a vast sheet of white cold that will eventually
cover everything in sight.
This place can always:
Ѭ Describe the lonely horizon.
Ѭ Raise tensions caused by the biting cold.
Ѭ Ask: “How can you stop the inevitable?” Give them
a token if they make peace with it.
45
Icehouse
On a flat sheet of frozen water, the only protection from the wind and snow is a small warm
shack that houses a handful of holes in the ice.
This place can always:
Ѭ Describe the warmth to be found within, in a hot fireplace, a steamy mug of cocoa, or
simply the smile of a friend.
Ѭ Trap them inside with the threat of harsh conditions.
Ѭ Ask what chill follows them inside, and give them a token if it’s not something easily
remedied.
46
Library
A library is a place where everyone can learn and share more about the truths of their
world, both inspiring and sorrowful, instructive and curious.
This place can always:
Ѭ Describe the atmosphere of knowledge and quiet contemplation.
Ѭ Show someone searching for something they do not know.
Ѭ Offer to help someone find or learn something. Give them
a token if they accept, whether you know where the
thing is or not.
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Mine
A mine is a shaft deep into the earth,
digging up all manner of things.
This place can always:
Ѭ Describe the dark and musty air.
Ѭ Show things long hidden under
the surface.
Ѭ Ask someone: “Do you want to go
deeper?” Give them a token if they
descend into the earth.
48
Mist
A mist is a quiet, close place that conceals itself and those that travel through it.
This place can always:
Ѭ Describe the damp and grey.
Ѭ Part to reveal something chilling.
Ѭ Hide something important from someone, and give them a token.
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Nursery
A mine is a place where the young and vulnerable are cared for.
This place can always:
Ѭ Describe what is fragile and young.
Ѭ Reveal what threatens the safety of the innocent.
Ѭ Give someone a token when they stop to care for the vulnerable.
50
Orchard
An orchard is a place that can provide endless bounty through care and effort.
This place can always:
Ѭ Describe the rows and growth of the trees
Ѭ Show a tree that bears inedible fruit.
Ѭ Have a struggling stranger ask for help. Give a token if you provide it.
51
Pier
Past where the land ends but not all
the way out to sea, it’s an idle place
between places where folks meet
to talk, fish, or just watch the waves.
This place can always:
Ѭ Ask someone what they find soothing about this place, and
give them a token.
Ѭ Describe a small handful of people with lines in the water and chatter on their
tongues.
Ѭ Squander time that may better be spent elsewhere.
52
Root Cellar
A root cellar is a place that with careful planning in times of bounty can provide during the
meaner seasons
This place can always:
Ѭ Describe the fruits and vegetables that are being stored.
Ѭ Show something that at this rate won’t last the winter.
Ѭ Have someone worried over the stores. Gain a token if you give up your share.
53
Shantytown
A shantytown is a rare place in the shadow of wealth, where life is a
daily struggle and your home is not your own.
This place can always:
Ѭ Describe the monotony and alienation of everyday
life, as well as the love and joy that blooms despite it.
Ѭ Show the entangled webs that trade create, and those
caught in the threads and ignored.
Ѭ Offer an easy gain that will hurt only strangers. Give
someone a token if they refuse the offer and find
another way.
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Ship
A ship is a place that carries people, goods and ideas on its back towards a set destination.
This place can always:
Ѭ Describe the very tip of something, a way out and off course.
Ѭ Show us someone’s longing.
Ѭ Take away someone’s privacy, freedom, or vigor, and give them a token.
55
Shore
A shore is a liminal place where daily life ebbs and flows with the
tide.
This place can always:
Ѭ Describe the contrast between opposite forces.
Ѭ Show the tide beginning to turn.
Ѭ Take someone far out of their element and give
them a token.
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Shrine
A shrine is a place that houses those unseen until sought out, gods big and small, cared for
or forgotten.
This place can always:
Ѭ Describe the hopes of a people.
Ѭ Show the desperation of those in need.
Ѭ Give someone a token when they show
vulnerability at the altar.
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