Cozy Solo RPG Card Oracle System

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Cozy Solo RPG Card Oracle System

Play any game solo and expand your journaling games

Ty Hulse
TyHulse.com

Card Numerical Values – 3


Gradated and Yes/No Table – 4
Add a Modifier – 8
Cozy and Slice of Life Quests – 13
Quests for Campaigns with Violence – 15
Types of Random Encounters – 16

Conversational Styles – 19
Topics of Conversation – 24
Types of Gossip – 26
NPC Personality – 28
Personality Traits – 30
Affectations and Quirks – 32
Culture, Geography, and Exploring the World – 33
Local Geographic Features – 35
Settlement Type and Size – 35
Architecture and Appearance – 36
Dress of the People – 37
Specific Details about a Village – 37
Oracle Questions – 41
Building your character – 44
Describe your Look – 45
Questions to Ask About yourself – 46
Things you often do – 47

Cozy Moments – 49
Food – 50
Grids – 51
Coloring Page - 55
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Every Game a Solo, Co-op, and or Journaling Game
This book provides you with a method to play TTRPGs without a
gamemaster or to expand journaling games such as “Last Tea Shop” or
“Apothecary”, which often offer very little support to help you go
beyond just a few random encounters.

In addition this system is meant to help you turn every game into a
journaling game, while injecting slice-of-life and cozy moments into any
RPG so that you can journal the downtime of your favorite TTRPG
character, and or their retirement.. Want to play 5e, Pathfinder, Dungeon
World, Wanderhome, Fiasco, and more by sitting down and writing
creatively? Great!

You can also use this system to play cooperatively, by helping you build
the world and quests around you as you play, by inspiring you to
discover what happens to your character.

If this sounds complicated, don’t worry, solo roleplay is deceptively


straightforward, which is good, because in TTRPGs the simple solution is
often the best one.

Break Writer’s Block


You can of course write stories for yourself or other people, using this as
a tool to shatter writer’s block and figure out what happens next. You
don’t have to write the whole story this way, you can simply come in and
journal/play through the next scenario and if you decide what you get is
something that would never happen in your story, that still works as
you’ve figured something out about the story you are telling.

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You need a standard deck of cards

Card Numerical Value


Each card has a numeric value.
Ace=1
2=2
3=3
Etc.
Jack=11
Queen=12
King=13, Enchantment, or Redraw

Suit Numeric Value


Each suit can also have a value, based on their order in poker.

Club = 1
Diamond = 2
Heart =3
Spade =4

Set the Scene and Asking Questions


At the core of any good story is a question. C.S Lewis began “Narnia” by
asking, what if there was a world with talking animals that also needed to
be saved? Like C.S. Lewis you have likely been inspired by many stories,
so you can start by imagining what it would be like to be a part of one, if
it were somewhat different. What would you change, how would you
build a different world?

Once you have a general idea of the world you are playing in, you will be
able to pick a starting location. Inns and festivals are popular for this
purpose, but you can also simply start in the wilderness, journeying
between locations.

Note: This system uses a Yes/No or Oracle generation system inspired by


Fu: Free Form Universal RPG by Nathan Russell ( which is also free)
https://www.perilplanet.com/freeform-universal/

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Steps to playing improvisationally
1-Ask questions and choose the tables associated with those questions
2-Add and Subtract any modifiers.
3-Check the table and consider the answer in relation to the world and
question, does it inspire you, how does it logically fit? If the answer
doesn’t provide inspiration or work logically try a different answer.
4-Continue on.

1-Ask questions
You move your story along by asking questions. There are innumerable
questions you might ask, of course, but these can come down to three
basic types: Gradated, Informative, and Oracle.

Gradated Questions
Questions whose answers can fall onto a scale from ‘a lot’ to ‘a little’ or
‘yes’ and ‘no’.

These are the easiest questions to answer and should likely form the core
of your game. For example, you might ask: “How valuable is this ring I
just found?” Following which you draw a card.

Gradated answers (less=negative and more=positive)


1 Shockingly less than expected No 1-3
2 Much less than expected
3-4 Less than expected No or It’s complicated 4-6
5-8 Expected
Yes or A little more 7-9
9-10 More than expected
11 Much more than expected Yes 10-
12 Shockingly more than expected 12
K Redraw or enchantment Redraw or K
enchantment

You might also ask a similar question about how many rooms a house
has. Again, a 1 indicates that it has shockingly few rooms compared to
what you would expect, a similar house to have.

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You can also ask, “how rude or friendly is this guy I just met?”
In which case a negative answer would indicate they are rude and a
positive one that they are friendly/polite.

Expectations matter
This system is largely based on what you would expect to happen.
For example, if the ring you are asking the value of was given to you by a
little kid, you might expect it to be worth very little, but if it was given to
you by a king as a reward, well your expectations would be different.
Same goes for the house. If this is the house of a poor farmer than two or
three rooms would be expected, while if it is the palace of a king you
might expect there to be a hundred rooms.

Now imagine you asked a question gradated by yes or no, such as “Will
this dragon be polite if I’m polite?”

Improvise to discover what you expect


Sometimes knowing what you expect can be a bit tricky. For example,
how do you expect a dragon to react to your character greeting it?

You can do a quick improv of this, that is, imagine you are the dragon
and your character is greeting you. How do you react? That is your
expectation.

Yes, No, It’s complicated, and Just a Little More


While I have included yes/no questions in my gradated questions, the
world is rarely ever so simple. Using the question of “Whether this
dragon will be polite if I greet it politely?” as an example.

On a No answer: the dragon reacts very negatively to your attempts to


speak with it. There is likely a reason why, perhaps they have a
toothache, are sleepy, grouchy, etc.

It’s Complicated? And Just a Little More?


Your character needs to do something more to get the thing to happen.
For example, if you try talking politely to a dragon, and get an “It’s
Complicated” roll it might glower angrily at you, but nod in

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acknowledgement of your presence. Meaning you have some inroads, but
you are on thin ice.
A Maybe answer means you are closer to your goal, but still not quite
there yet. In the example of the dragon, the dragon might simply give a
nod of acknowledgement, maybe even a slight rumbling greeting, but
you can tell you will need to do more to get them to be agreeable.

On a Yes answer: You can get the dragon to act politely.

Even straight forward yes and no isn’t always.


If you ask, “does this building have a cellar?” because a tornado is
blowing towards you. Yes and no are pretty straight forward, but it’s
complicated might mean that the building has a crawl space you can dig
to under the foundation, assuming you can dig fast enough. And just a
little More might mean that there is a Cellar but you have to push aside a
bookshelf to get to it or that you have to search to find it.

Questions in skill based games


In many TTRPGs, such as 5e and Pathfinder you can’t simply know
everything. That is, you need to be skilled enough to find a secret door to
know that there is one and you may never know for certain there isn’t
one, allowing you to come back and check again later.

In this case if you ask the question: “Is there a Secret Door in this room”

Begin by rolling your skill check to see if you could find a secret door in
the first place.

Then if you can find the secret door roll to see if there is a door to find.

What’s the reason


Any shocking roll could have a story behind it. A child handing you a
highly valuable magical ring might mean someone dropped a ring
somewhere. A king handing you a ring without much value might mean
they are a miser or their kingdom has fallen on hard times. A peasant
living in a shockingly large house, might mean the house is haunted so

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they got it at a good price or they inherited it and have fallen on hard
times.

Shocking results can lead you to further quests, which is why it is good
they are somewhat rare, because otherwise the quests might pile up.

Enchanted Answers
Enchanted answers mean that there is some magical answer to your
question. For example, you might ask, “How big is this house”, on an
Enchanted Answer, it might mean that the house has a magical portal
within it or that it is magically bigger on the inside than should be
expected, etc. It could also mean, however, that the house is smaller on
the inside than you would expect, that you open the door and there is
nothing there but a tiny closet. Or perhaps there is no house and it turns
out to be just an illusion that fades when you walk up to it.

Enchanted answers only occur when you think it makes sense.

Redraw
If you don’t think an enchanted makes sense for the situation you can
simply redraw. Perhaps you might decide that enchanted answers should
be rarer in the game you are playing, so you redraw when you get a king.
Perhaps only getting an enchanted answer when you draw two kings in a
row or when you draw a king then a face card, or never.

Yes and: The power of improv


When doing improv actors learn to agree with what is said but add to it.
While a game doesn’t necessarily work the same way it is, more often
than not, a good idea to allow interesting and cool ideas to become in
world reality. In other words you don’t always have to roll for your
answer, you can choose to answer yes if it makes the story more
interesting to do so.

Make it up when you can


Rolls can take time and interrupt game flow, so if you can just make
something up quickly and are happy with the result, please feel free to do
so. Rolling should really only happen when you are stuck or you want to
introduce a little random to your thoughts.

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Step 2 - Add a Modifier
Modifiers are possible changes to your rolls or checks based on what you
feel is likely. For example, the question of “Whether this building has a
cellar?” might be Probably in an area where farmers frequently store root
vegetables, but “improbable” near a peat bog.

You/group consensus is in charge of figuring out what modifications


might be necessary. Don’t beleaguer this, it should be quick and intuitive.
If you can’t think of modifiers right off the top of your head, than odds
are, none are needed, so just roll and move on.

Of course the system you are playing might have modifiers in the first
place for the thing you are trying to do and in that case you can choose to
be guided by these.

Roll Likelihood
-3 Nearly Impossible
-2 Improbable
-1 Not Likely
0 Hmm, Maybe
+1 Likely
+2 Probably
+3 Near Certainty

Note: King cards exist outside modifiers – The king is either a redraw or
some strange and unusual answer and so isn’t normally subject to
modifiers, except where you want your own house rules to greatly
increase or decrease the chance of an enchanted draw or redraw.

Step 3 – Check the Table and Consider the Answer


Once you’ve asked the question, decided the modifier and rolled or
drawn a card, check the tables. I’m including all the tables at the back of
this book in the Quick Table Reference Section.

Now consider the answer in relation to the world and question, does it
inspire you, how does it logically fit?

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If the answer doesn’t provide the spark you need or work logically try a
different answer.

There is a story behind that:


Nothing is truly random, so while your roll might be random, within the
world there is a reason that answer happened, and this reason can lead
you to other story ideas. Let’s say you want to know if a tiny village has a
really good potion shop, and if that potion shop has a super rare potion
meant to cure werewolves, and despite the odds against it the answer is
yes. Well, there has to be a reason such a rare event occurred and while
you don’t have to explore this reason you might decide to do so anyways.
Perhaps you’ll decide the reason is that some prominent citizens were
attacked by werewolves some time back and there was some left over
potion, perhaps an army that was fighting werewolves had a battle
nearby and some of their stuff was left behind. Perhaps some of that stuff
is still out there, as are some of the werewolves.

Step 4-Continue on.


You continue to play by asking questions related to the world you are in
and the game system you are playing.

Remember - Roll only as needed, rolling too often breaks the flow of the
game. You can simply assume that obvious things are true most of the
time. If you imagine what is going to happen, what a building looks like,
who an NPC is, just go with it. The purpose of asking questions of the
cards/dice is to help you when you get stuck or when you want to add a
little randomness to the game.

Only interesting details.


You only need to worry about the details that are interesting to you. You
don’t have to worry about the inn you are staying at if it doesn’t really
matter to the game you are playing. You don’t have to worry about every
village you stay in, so long as you think it makes sense for them to exist
and be mundane as you travel. You don’t even have to worry about the
person who hired you for a quest if you just want to jump into it.

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Some answers are just confusing
Feel free to change answers if they are confusing or you just feel like it.
Do your best to keep the game moving and don’t dwell on the unknown.

Keep track of what’s already been established as it will help you


determine what new information and results might mean in relation to
your world.

Think about what’s unexplored in your world, as there are always new
places to discover and much of the game will come out of this.

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Continue on and Plot Structure for TTRPGs
There is no absolute plot structure for TTRPGs. Indeed, many TTRPGs
are similar to life in that something happens and then something else
happens, and so on. One of the most famous Cozy TTRPGs “Village
Witch” has such a minimal plot.
That said you can seek to understand what is happening in a plot
structure so as to help interpret it. One simple plot structure quests in
TTRPGs involves 6 acts, plus side quests and resting breaks, and it all
starts with Rest.

Rest
You are resting, doing something normal.
Festivals or in an inn are popular ways to start a quest, but you can also
be in a market, chatting with your neighbors, journeying along a road,
etc.

Call to action
Something lets you know that a quest needs to be completed or calls you
to action in some other way. This could be the discovery of something, a
piece of gossip, an attack, or someone hiring you for a job/someone who
needs help.

Opening challenges
These challenges are often a little easier than previous ones and they
build on your idea of what is going on in general.

Discovery or twist
This is an encounter which you may, or may not have that alters what
you thought was happening. For example, you might discover that the
berries needed to decorate the tables for the festival are missing, so now
you have to go pick some new ones in the enchanted forest.

You might run into some goblins carrying a letter for a noble, making you
realize that what you thought was a straight forward dungeon delve is
actually a problem started by a corrupt noble.

More Challenges
More challenges are you deal with whatever the twist dealt

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Climax
Perhaps the most interesting conversation or the greatest danger,
depending on the type of quest you are playing. This could also be the
end of the quest, for example, you were helping prepare for a festival and
now the festival is happening and you get to celebrate.

Don’t forget to rest and or take side quests within the action
There should be breaks in the action, at least in most games. Places you
can rest and potentially even people you can talk to on your journey. You
might, when tracking a monster, encounter a farmer who invites you to
stay in their home, or when fighting a corrupt noble you might stay with
another lesser noble for a time, or you might simply camp under the stars
while slapping mosquitoes.

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Informational Tables

Informational questions are those which can’t simply be answered on a


gradient scale, such as, what is the personality of the person I just
encountered? What kind of quest might I be offered?
What is the nature of the gossip I just heard?

I’m including a number of informational tables but there are far too many
games for me to include all the necessary tables. Most games will have
some of their own available, certainly 5e and Pathfinder do, and you can
actually use these tables in other games such as Quest or Dungeon World
with just a few imaginative tweaks.

Keep in mind that informational tables shouldn’t be over checked, as you


can often come up with answers with your own imagination or logic
much of the time.

More options than you probably need


I am giving you lots of options but you likely won’t need all of them, at
least not all the time. The game will move faster if you choose to use these
sparingly.

Cozy and Slice of Life Quests


More and more TTRPGs are about slice of life and cozy moments. In a
cozy, slice-of-life RPG that eschews violence in favor of more peaceful
and everyday adventures, quests can focus on the community, personal
growth, exploration, or simple joys.

1. Fetch Quests and Scavenger Hunts - Tasks involving collecting


items or ingredients for someone, like gathering herbs for a tea
blend or finding lost personal items.
2. Delivery Quests
3. Crafting, Art, Music Quests - Creating or helping to create items
like clothing, furniture, or decorations, potentially involving
gathering materials and learning new crafting skills.

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4. Cooking and Baking Quests - Preparing special meals or baked
goods for events, experimenting with recipes, or helping at a local
eatery.
5. Gardening Quests - Growing specific plants, flowers, or
vegetables in a garden, or helping to beautify public spaces with
greenery.
6. Exploration and Research Quests - Discover something beautiful,
wonderful, that you just have to see or simply to know what is in
a location. This can be done by exploring the wilderness, talking
to people about history/folklore, etc.
7. Event Planning Quests - Assisting in organizing local events like
festivals, fairs, or community gatherings, involving various
preparation tasks.
8. Community Help Quests - Helping community members with
various tasks, like aiding a neighbor in gardening, or assisting in a
local library.
9. Animal or Child Care Quests - Tasks related to caring for animals
and or children. This can include babysitting, feeding local
wildlife and or magical creatures, helping at an animal shelter, or
finding homes for stray pets.
10. Teaching and Learning Quests - Learning new skills from town
residents, or teaching your skills to others, like a cooking class or a
knitting workshop.
11. Friendship and Relationship Quests - Building relationships with
NPCs, involving spending time with them, helping them with
personal tasks, or giving thoughtful gifts.
12. Restoration Quests - Restoring or repurposing old items or
locations in the town, like fixing up a rundown park bench or
repainting a community mural.
K. Enchanted Journey. You don’t have a quest per say, rather you
encounter a series of magical creatures and have unusual
conversations. Perhaps you gain some metaphysical or philosophical
Insite.

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Quests for campaigns with violence
You might be hired for these quests, but you could also simply run into
someone looking for help, hear a rumor, see evidence of them (such as
smoke in the distance), etc.

1. Heist, Infiltration Quest, or Dungeon Delve


2. Break a Siege or aid a Siege, or fight an invasion.
3. Scout or Spy Mission
4. Monster Hunt or Drive Dangers Out of a place such as a village.
5. Investigate a danger, crime, etc.
6. Discover something or find a lost item
7. Fetch Quest (retrieve an item or rescue a person)
8. Escort or Delivery Mission, or Guard a person or location
9. Obtain a Treasure which is guarded
10. Lift a curse or deal with a cursed item.
11. Disaster, Plague, Strange Weather, Magical Vermin, etc. (In
folklore monsters such as giants and dragons attacking the spirit
world often caused these events)
12. Deal with an injustice and or fight political corruption, tyrants,
greedy nobles, etc.
K. Enchanted Journey. You don’t have a quest per say, rather you
encounter a series of magical creatures and have unusual
conversations. Perhaps you gain some metaphysical or philosophical
Insite.

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Types of Cozy Random Encounters
There are numerous random encounter tables, but I have built perhaps
the largest, with over 400 encounters, available free as part of the
“Wander Witch’ game.
Cozy Random Encounters can be broken down into a number of possible
types, in case you want to make your own.

1. Someone looking to play games or for some company. For


example: Fairies needing someone to join them in a game a shinty,
a forest or water fairy wanting to play cards with someone.
2. A cooking based encounter, such as fairies holding a feast or a
village preparing for a feast, or a picnic.
3. You see someone you might share food with.
4. Notice something magical or interesting: such as the pixies
watching you or a someone helping a new bumble bee learn to fly.
5. Meet someone who could be helpful and have a conversation with
them.
6. Meet someone in need of help, perhaps an injured fox or a person
whose wagon wheel has broken.
7. A slightly annoying encounter, for example, ‘some trolls play loud
music while you are trying to sleep.’ Perhaps you can find some
way to turn this positive? Or perhaps puck shows up to play
mischief?
8. Children in need of help. A fairy needs someone to babysit their
children, a child is lost in the woods, etc.
9. Sale, such as a charity auction or a fair.
10. There is a festival, such as a wedding, or trick or treating
happening.
11. Overhear or are told some gossip.
12. You notice an interesting cultural behavior, such as people
greeting each other by each hopping on one foot.

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How do you get a quest?
There are essentially four ways you can get a quest.

Clubs - Rumors – You can hear rumors of something that intrigues or


worries you.
Diamonds - Discovery – You can discover something that leads you to the
quest such as ruins, a map to a magical item, etc.
Heart - Hired/Asked – You can be hired for the quest or asked to go on it.
Spade - Thrown into it – You can be pushed into the quest when you see
someone in need of help or something happens.

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Conversation and NPCs
While conversations are a secondary consideration for many TTRPGs
they form the core or a very important part of many others. Yet they are
also one of the most difficult aspects of role-playing, often much more
difficult than geography or even interesting quests.

Keep in mind that even in a game that relies heavily on conversation you
don’t have to improv or write out the entire conversation. Rather, if you
prefer, you can create a general feeling of the conversation, perhaps with
some impressions of the NPC and highlights, will touching on the
important parts of what you learned from it.

I am including more tables than you will likely use for any give
conversation because the purpose of these tables is to act as inspiration
for when you get stuck. You can and should imagine as much of the
NPCs and conversations on your own.

Building You. You can also use many of these tables to help build out
your own character, especially if you are playing a game which doesn’t
give you any advice on doing this.

Meeting new people


Now that you’re in a village, how do you meet and talk to people?

Waiting – You can talk to people while your waiting for something. In a
medieval or Edo style world you may have to wait at check points to look
at your travel papers or to be searched as people were taxed based on
what they were carrying into different regions. You might also be waiting
for a boat, bus, etc. In line at a store and numerous other places.

Inn, Store, place of business – You can meet the people who work at the
store and the customers, especially at an tavern or similar location.

Your Curious, They’re Curious – You or someone else might just start
asking questions. Perhaps they recognize something about you or are
curious about you, and so strike up a conversation. Perhaps you’re

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curious about the town or them and so strike up a conversation. People
love giving recommendations and opinions, so your asking about local
businesses, etc. can get people talking.

Trouble – Someone could have a problem and you could offer to help. A
broken wagon wheel, packages they are trying to carry, trouble
decorating for a festival. Offers to help may be well received. In other
cases people might approach you for help, presuming such a thing is
common place. For example, if you are a witch in Wander Witch, it would
be expected that someone who needs a healing potion might stroll up to
you for help.

Conversational Styles
These conversational styles are related to the character’s personality but are more
focused on how the NPC is likely to talk to you and others, as a means of helping you
think about how a conversation with them might go.

Draw two cards and check the suit of each.

First Draw is Club

Club
Fun, Conceptual Storytellers
These characters love telling stories and using metaphors in order to explore ideas,
allowing for some really strange ideas to enter their conversations. These
conversations often meander from idea to idea, as they talk before knowing what the
end is, meaning many of their thoughts and topics go nowhere in particular.
They tend to be interested in feelings and emotions, and as such they prefer to talk
about concepts rather than specific details or data and want to have conversations
that are very personal, respectful, and supportive. Indeed, they rarely ask questions
preferring to engage with and add to ideas without questioning them.

Diamond
Logical and Purposeful Conversationalist
Friendly and logical, although they can also be blunt. Being practical they usually
prefer to talk about things that serve some purpose. They will ask frequent questions
throughout the course of a conversation, and enjoy hearing both good and bad ideas
in order to get as many thoughts on a topic as possible. They just don’t like
assumptions, speculations, and imaginations, and prefer very specific details about a
topic, rather than big picture ideas.

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Heart
Playful Conversationalist
Being generally playful in their banter these characters enjoy fun and light
conversations.
They enjoy playful and fun conversations, although they spend a good portion of
their time silently thinking, then when they have a though their ideas can gush forth,
which means they will sometimes finish other people’s sentences, but they almost
always respect other people’s thoughts and in turn they want others to respect their
intelligence and knowledge.
Once they do start talking their ideas and conclusions can come from big leaps, as
they try to race to interesting thoughts quickly.

Spade
Practical and Harmonious Conversationalist
Practical and down to earth, these characters like to have information and ideas laid
out in a bullet point fashion so that they can consider it. They don’t like to rush
through to ideas before many thoughts are considered and seek to have more
harmonious discussions. In order to understand what is being discussed they will
often ask very pointed questions, but won’t interrupt someone who is speaking, nor
do they like it when they are interrupted.

First draw is a Diamond

Second Club
5-Careful and Thoughtful
These characters like big picture discussions which quickly get to the point rather
than nitty gritty details. This is because they like to have time to carefully think about
what is being said as they tend to be careful listeners as well. When they do talk, they
like to use analogies and metaphors to explain their insights as they spin out new
ideas.

Diamond
6. Polite and Calm Conversationalists
Polite and considerate, they prefer relaxed conversations, even if they are enthusiastic
about the ideas and topics being discussed. They enjoy clarity and details, typically in
the form of facts and figures and will often try to discuss facts which they find
interesting, rather than vague ideas that may not be fully fleshed out and realized.

Heart
7. Calm and Personable Storyteller

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These characters like to talk and hear about personal stories, experiences, and
antidotes, rather than facts or abstract metaphors. They tend to talk in a calm,
measured way, and encourage others to tell their stories, while listening carefully.
Because they like personal stories they don’t mind showing vulnerability, and will
tend to respect those who do the same. They are honest, sincere, and soft spoken they
aren’t judgmental and are open to many different possible solutions or ways of doing
the same thing.

Spade
8. Friendly Debaters and Discussers
Logical and precise, they prefer to begin conversations by talking about the big
picture, and then shifting into brainstorming ideas. They enjoy debate and want
others to question and debate their ideas, although they do want everyone to have a
chance to finish their thoughts before disagreements and alternatives are voiced.
They are patient, and enjoy hearing new information, especially when presented
good descriptions and visual examples.

First draw is a Heart

Club
9. Rational Conversationalists
They want rational and clear thoughts, not speculations or abstract ideas.

They like to generate new ideas, but these are specific, rather than big picture.

They can be surprisingly light hearted, however, if quick to get to the point when
they are talking.

Diamond

10. Warm and Filled with Feelings


These characters have big feelings, and it shows. They prefer to have fun and vibrant
conversations and don’t like to ponder or reflect, often jumping into something
quickly and learning as they go. They enjoy attention and engaging with others in
bombastic and wild conversations which means they love trying new things and
prefer to discuss ideas in the abstract. They would rather hear how you feel than
what you think, or worse, what has been shown to be true.

Heart

11. Enthusiastic and Engaging


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Engaged and enthusiastic they love to bounce from one topic and idea to another,
often without any real rhyme or reason. They tend to prefer to hear and talk about
the specific context of the ideas they are discussing, however, and will listen carefully
and patiently, even if they sometimes get over excited and jump into the end of a
story or thought with agreement and questions.
Their enthusiasm means that they will often talk about things that others might keep
private, even if they do worry a little too much about what others think of them. Still,
their energy and their friendly honesty means that they usually do develop a good
rapport with others.

Spade

12. Efficient and Logical


These characters are most interested in efficient communications that have a defined
purpose, as such they aren’t so much interested in details as they are in big picture
ideas. What’s more they like quick break downs of ideas, often in service of
generating new big picture thinking. They analyze most anything being said, even if
it is obviously silly, but can still be lighthearted when necessary. Although when
serious they like to hear and will always share the rational for the thoughts being
presented.

First draw is a Spade

Club

13. Systematic Thinkers


Open to multiple possibilities, these characters enjoy questions and want time to
consider what’s being said, meaning they will often spend a chunk of any
conversation in quiet thought, or paused for a moment before they speak. They like
to talk about ideas and concepts, even if they prefer these to have a clear objective.
Their love of ideas and systematically mapping things out means that they can come
across as impersonal, but they are good listeners and show it by speaking directly to
what is being said.

Diamond

14. Listeners and Learners

Shy and typically quiet, these characters prefer to discuss more shallow, small talk
topics with people they don’t know very well. Yet they almost never initiate such
conversations, waiting for others to begin speaking to them. They tend to keep their
emotions close to their chest, which can make them seem cold to those who don’t

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know them, but they are very open hearted, creative, and artistic, they just aren’t
overt about it.

Heart

15. Novelty Seekers


Easily bored these characters like interesting conversations, and struggle with
concepts such as tact. They enjoy conversations about and activities such as gabling
and extreme sports, as they tend to be risk takers. They rarely have strong emotional
reactions to events and struggle to express their own emotions, although when they
do it is often in the form of over the top catastrophizing ideas.

Spade

16. Detail Oriented and Practical

No nonsense and practical these characters don’t care much for small talk, preferring
to talk about facts and knowledge. They are calm and methodical speakers, who are
very concerned with rules and traditions, meaning they can appear stubborn to
others, especially when it comes to trying new things which they tend to avoid.

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Topics of Conversation
These are some possible ‘casual’ topics of conversation that you might have with an
NPC.

Draw card, the suit will tell you which table to read from

Club

1. Food they like, Food they don’t like, and Places they like to eat, Enjoy or
don’t enjoy cooking.
2. Odd foods of other places and New food trends
3. What’s the best thing about their job? What’s the worst thing about their job?
4. The clothes they are wearing or your character is wearing, What they wish
they were wearing, Strange or beautiful styles from other places, the past or
present
5. Current news about rulers and leaders, Corruption in the local government,
at work, Foreign Corruption, etc.
6. News about something salacious that happened.
7. Some interesting bit of local news, Concerns about the economy or
excitement about the economy
8. Trouble with their neighbors or a family member
9. Famous battles, or lesser-known ones that are locally important, Famous
heroes and adventurers
10. The Thief’s Guild, crime in general, a specific crime that occurred.
11. Where they live
12. Something that’s supposed to be happening soon, and or what they or you
are going to be doing on a holiday, weekend, etc.

Diamond

1. Hobbies that they or you have and games they or you like, and A sport you
and or they like.
2. Music that they like, how music has changed, strange music they’ve heard or
heard of.
3. Work – What do you do?, Do they like or don’t like their job? Their co-
workers, etc.
4. Plays they’ve seen or books they’ve read
5. Celebrities they’ve actually met or seen from a distance. - This could include
magical creatures, i.e. I saw the fairies or a dragon or a giant…
6. Places they’ve traveled
7. Something happening now that annoys them.
8. Something they find silly happening now.

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9. Philosophy , Religion, Metaphysics, The nature of magic, Fairies, and the
divine, fiends, angels, How the supernatural ties into philosophy.
10. Something that happened when they were younger or Where did they grow
up? And or things they liked to do as a child.
11. Letter they received from distant family or friend
12. Going to the market and things they’ve bought at a good price or times
they’ve been ripped off

Heart

1. Bad habits of theirs that they want to break, or that they wish someone else
would break.
2. Friends or relatives they have, Children, either their own or someone else’s
3. Volunteering and or charity they are involved in.
4. Things that make them happy
5. Problems with other countries which might lead to war.
6. Weather and seasons they like or don’t like.
7. Their horse, wagon, pet, etc.
8. Are things getting better or worse? What is going to happen in the distant
future (25 or a hundred years)
9. Health concerns of their own or a family member, or friend. Or Stress they
are under
10. Someone who recently got lucky or unlucky, which can include them
11. Interesting dream, trouble sleeping, etc.
12. Something they wish they were better at or enjoy doing such as Singing,
dancing

Spade

1. Political Jokes About local leader, National Leader, noble, leader from
another land
2. How the crops are doing, How the livestock is doing
3. Yesterday was or How today is going?
4. News from a warfront or News from an adventurer
5. The ugliest thing they’ve seen or aBeautiful place or thing they’ve been.
6. Someone who’s really funny, cute, etc.
7. An important day in their life (wedding day, birth of child, birth day), A
sad day in their life
8. Something they are afraid of, could be something silly
9. Something they want to accomplish.
10. Guilty pleasure they have
11. Time someone saved their life, they saved someone’s life, or someone else
saved another person.
12. First love, A secret crush they have, someone they are in love with, How
they met someone they love
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Types of Gossip
This is a break down of 12 basic types of gossip that exist.

1-Salacious
Gossip that is done primarily for entertainment purposes, sometimes as a
way of making one feel better and others as a way of making one feel that
they are in the know and allowing them to fantasize. Celebrity gossip is a
good example of this, but it could also include dragons, etc.

2-Subject concern
Some gossip is done in concern for the subject of the gossip. “Did you
hear old Grimm has cancer?” would be a good example of this.

3-Community Concern
Some gossip is done because someone is concerned about their
community. “Orla’s a thief” or “Cyneric keeps leaving their fence unfixed
and their animals have been eating the walnuts out of the commons.” The
hope is that by spreading this gossip the behavior will stop. This can also
be done in fear, i.e. there are rumors that a giant has been spotted
watching the village from the mountain.

4-Political
Political gossip can be a way of seeking support for a position or warning
someone about political events. They can be as simple as “King’s raised
taxes on flour milling again” to as complex as “I heard that Count
Deorwine is planning on naming someone for Daggermoore as an heir,
what would they know about Ravenmoore?”

5-Historical
Similar to salacious gossip this is done more for entertainment purposes
but it is done about something that is in the more distant past.

6-Informative
“I thought you should know.”

7-Dehumanizing, Targeted, Insulting


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Gossip intended to hurt and dehumanize the target. This could be
targeted at someone the gossiper doesn’t like personally or another
nation.

8-Sports, Entertainment, and Hobbies


Gossip about something entertainment related, which is usually generally
benign.

9- Self-Concern
Similar to community concern this is an attempt to get a behavior to stop,
however, it is much more personal. That is, “my neighbor never returns
my tools” or “my house is being haunted by a ghost that has been
disturbed by the construction at the nearby graveyard.”

10-Interest
This is gossip of general interest. Like, “did you hear that turtles can
breath through their butts?” or in a fantasy world, “Did you hear that the
dragons have started competing for mates?”

11-Self Deprecation
This can be done to make oneself more relatable, as a joke, or because
someone is genuinely down on themselves. Although it is often a way of
eliciting sympathy.

12-Dream
Gossip done as a way to live vicariously, fantasize, or wish for something.
“The village lottery has grown to fifty gold coins, its never been so high”
or “Ol Alverthorn found a chest of gold while plowing the field.”

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NPC Personality – What you notice
Another source of possible inspiration is what you notice about an NPCs
personality while you are talking to them. This system assumes you don’t
know everything about the PC, but that you just notice something while
talking to them. You might notice that they are extraverted or that they
are more interested in the big picture, rather than little details.

1-They are extraverted


2-They shift between some extraverted and introverted traits
3-They are introverted
4-Sensing
5 – Both sensing and intuition
6-Intuition
7-They display thinking traits
8-They can display both thinking and feeling traits
9-They display feeling traits
10-Judging
11-Both judging and Perceiving
12-Percieving

Extraversion (E) vs. Introversion (I):

Extraversion: People with a preference for Extraversion tend to be


energized by spending time with others. They are often perceived as
more outgoing and are more comfortable in group settings or social
situations. Extraverts typically enjoy engaging with the external world
and are often action-oriented.
Introversion: Individuals who prefer Introversion draw energy from
spending time alone or in small groups. They tend to be more reserved
and thoughtful, often requiring time alone to recharge after social
interactions. Introverts usually enjoy deep and focused activities and
often reflect before acting.
Sensing (S) vs. Intuition (N):

Sensing: Those who lean toward Sensing are more likely to focus on the
present and on concrete information gathered through their senses. They
are detail-oriented, pragmatic, and grounded in reality. Sensing types
typically prefer practical and straightforward information.

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Intuition: People with a preference for Intuition tend to focus more on
possibilities and what might be. They are more abstract thinkers, often
interested in the bigger picture rather than the specifics. Intuitives enjoy
thinking about concepts, patterns, and future possibilities.
Thinking (T) vs. Feeling (F):

Thinking: Individuals who prefer Thinking base their decisions primarily


on logic and objective analysis. They value principles, truth, and fairness
in decision-making, often appearing more detached or objective. Thinkers
are inclined to be direct and straightforward in their communication.
Feeling: Those who lean toward Feeling make decisions based on
personal values and how their choices affect others. They are empathetic,
compassionate, and often prioritize maintaining harmony in their
relationships. Feelers tend to be more attuned to the emotions and values
of themselves and others.

Judging (J) vs. Perceiving (P):

Judging: People with a Judging preference enjoy structure and


organization. They like to plan and prefer having things decided. Judging
types often work towards goals in a systematic way and seek closure in
decisions.
Perceiving: Those who prefer Perceiving are more flexible and
spontaneous. They enjoy keeping their options open and are more
adaptable to new information or changing situations. Perceivers often
prefer a more fluid approach to life and decision-making.

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Personality Traits
Instead of drawing or abstract personality types you can draw for much more
specific traits.

Draw a card, the suit will tell you which table to look at.

Club
1. Ambitious
2. Approachable
3. Assertive
4. Captivating
5. Careful
6. Caring
7. Charismatic
8. Charming
9. Compassionate, Considerate
10. Critical
11. Curious,
12. Daring, Bold,
13. Adventurous, Venturesome

Diamond
1. Determined, Diligent
2. Disinterested
3. Dutiful
4. Elegant
5. Energetic, Enthusiastic
6. Ethical, Fair
7. Fearless
8. Friendly
9. Generous, Gracious
10. Hard-working
11. Honest, Reliable
12. Honorable
13. Commanding

Heart
1. Hopeful
2. Humble. Unassuming
3. Imaginative
4. Industrious
5. Intelligent, Clever
6. Logical
7. Optimistic

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8. Passionate, Persistent
9. Peaceful
10. Pessimistic
11. Philosophical
12. Playful, Fun
13. Idealistic

Spade
1. Polite, Refined
2. Principled
3. Realistic, Practical
4. Receptive, Reasonable
5. Respectful
6. Self-confident
7. Witty, Humorous
8. Serious
9. Stubborn
10. Sympathetic
11. Tidy
12. Trusting, Trustworthy
13. Creative

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Affectations and quirks you first notice during a conversation

After you see the architecture and layout of the village, the next thing you
will notice are some of the people’s behaviors, and least if it is different
than you are used to or expected given the villages location.

1. Pace – You notice the pace at which people walk through the village,
either more quickly or slowly than you are used to,
2. Eye Contact or Lack Thereof.
3. Personal Space – Some people stand closer or farther than average
during conversations, indicating their comfort level with physical
proximity.
4. Pacing While Talking: Some individuals pace back and forth or in small
circles when engaged in conversation, indicating restlessness or deep
thought.
5. Posture: Whether they stand tall with shoulders back or slouch slightly,
the way someone carries themselves can be quite telling.
6. Gesturing – do the people gesture excitedly or stand stiffly as they talk.
7. Smiling Frequency: How often someone smiles during a conversation
can make their demeanor seem warm and friendly or more reserved.
8. Tone of Voice: The pitch, volume, and inflection they use when speaking
can be distinctive.
9. Listening Habits: Whether they listen attentively and give nods or
interject often can show how engaged or assertive they are.
10. Fidgeting: Small movements such as tapping feet, playing with hair, or
adjusting clothing can indicate nervousness or simply a habit.
11. Greeting style – Do the people greet you warmly with a hello, a question
such as “how are you” or “where are you going”, simply nod stiffly,
ignore you all together? (Note: where are you going? Was a typical
Yupik greeting similar to “How are you?” They thought asking a
stranger how they were feeling was too personal. A typical response the
query would be a simple, that way, over there, to visit, etc.)
12. Facial Expressions: Some individuals have very expressive faces that
clearly convey emotions, while others might have a more stoic
demeanor.

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Culture, Geography and Exploring the World

Map Discovery System


You can do this system one of two ways.
First you can begin by drawing a general map of what is immediately
around you, (within a 20, 50, or 100 miles) as an opening to
worldbuilding. Create some info on what villages are nearby, geological
features, etc. That your character would know about.

Second, you can simply discover what is around you based on prompts.

Either way, you will primarily discover the world as you go along.
As you travel or talk about different areas you can create things from
your imagination or by rolling/drawing for inspiration.

When deciding which way to go draw up to 4 or eight cards (one for each
direction starting Top, Right, Bottom, Left.

The number on this card indicates how far you will have to travel to
reach the next feature and the suit will tell you what feature it is.

Alternatively you can simply choose a direction to travel and draw one
card. This indicates how far you travel before you encounter a feature
and the suit indicates what you encounter.

You can mix and match these methods as you wish.

1 or club – Geographic feature


2- or diamond – A Community
3 or heart – A game related event such as a monster, magical creature,
herb, herb, etc.
4 or spade – This represents whatever you want to be most common. For
example, if you want to be in a densely populated area than the
community is most common, if in the wilderness than a geographic
feature might be more common, or a game related event.

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Overarching Culture
Most communities in a region will share some culture, unless there is a
specific reason why they wouldn’t, such as past invasions, refugees,
political differences, etc.

Further, you will likely know some of this from the very beginning, at
least for a culture you are starting in, presuming you haven’t teleported
to it. As a result you can, if you want, begin by marking down aspects of
the culture.

Regional Culture
Different counties, districts, etc. will have slightly different cultures.
Shinichi Yano, who researches the different cultures of Japanese
prefectures tends to put these differences in terms of general character
traits, for example, people of the “Hokuriku region, an area usually
subject to heavy snowfall, the people are generally earnest, patient, and
diligent, while the people of the inland region are generally said to be
well-mannered and gentle.” https://www.tsunagujapan.com/wow_02567/

There are individual outliers in every region, but it is also true that
regions do have some affectations, quirks, and traits that are more
common. Further, a region that is boisterous in a normally quiet and
reserved culture might still be quiet and reserved compared to the
villages of a much more vocal and aggressive culture.

Community Culture
Much like regional traits, but at a more localized level.

Entering a new community


When you enter a new community you can ask: How similar is this
village to those of the surrounding area. A shockingly different village
means that it is very different from the villages you encountered before,
perhaps like traveling through the Suburbs of Philadelphia and
stumbling upon an Amish Community or Philadelphia itself.

Similar communities or even very different communities well generally


be the same as the previous ones with only a few traits that are noticeably
different.
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Local Geographic Features
These features will depend on the region you are playing in. For example,
if your character is in the mountains than a ‘bluff’ could mean a cliff, but
on relatively flat plains it might mean an area that rises or lowers slightly.

1. Lake, Pond, Inlet (A small arm of the sea, a lake, or a river).


2. Cave, Den, Somewhat deep indent in the Earth
3. Thicket (dense but small trees or bushes)
4. Stream, Creek, River
5. Bank or sandy area, Island, dune area different from surroundings
6. Bluff, Rise, Hill, Cliff, Ridge
7. Grove (thicker cluster of trees)
8. Meadow (field of flowers and thick grass), Glade (a space with
less vegetation)
9. Marsh, Bog, Area that is damper than surrounding.
10. Ravine, Gulley, Gorge, Canyon, Valley, Decline
11. Ridge (a long narrow area that is higher than the surroundings)
12. Waterfall
K. Something enchanted. A floating island, a waterfall that runs up
hill, an eternal rainbow, etc.

Settlement Type and Size

1-Shockingly more ramshackle than expected


Can include refugee camps, hunting camps, near ghost towns, collapsed
forts, etc.
2-3-More ramshackle than expected – Could be a workers camp, a
hunting camp, a hastily organized fort or military encampment.
4-Smaller than expected – such as a hamlet or tiny village
5-8 -What is expected
9-A little larger than expected
10-11-Highly organized-palace, fort, keep.
12-City or much larger than expected.

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Architecture and Appearance
The first thing you will likely notice about a community is the
architecture. Most aspects of this architecture aren’t mutually exclusive,
that is you can have small, opulent buildings that have grown run down
and dirty with time and lack of care. As a result there are literally
thousands of possible combinations of architectural features.

Draw 1-4 cards to determine what you notice about how this village is
different from the previous one, presuming that it is. After all there is a
good chance that most of the villages in an area will have similar
architecture, with only a few, if any differences between them. Changes
in architectural style will mean something unique about the villages.

1. Distance – How far apart the houses are from each other.
2. Guarded vs Openness – Some towns are built with walls around
them or with the houses acting as walls, others might have fences
or walls around each individual home, while others have yards
that run into each other.
3. Size of the homes.
4. Decore – How are the houses decorated. In bright paints, dull
colors, with large trees in their yards, herb gardens, rocks, animal
horns over the doors, wind chimes, etc.
5. Cleanliness Level
6. Elegant – Regardless of cost, are the building designs interesting,
well done?
7. Cheap vs Opulent vs Divided
8. Run down vs well-kept or new
9. Old fashioned – new styles
10. Sturdy – how sturdy are the homes. Are they made of straw and
wood, rice paper, brick, etc.
11. Barn, workshop, bakery, attached to the home.
12. Stilts
K. Redraw or Some enchantment, such as the buildings glow, have
doors that appear and disappear, etc.

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Dress of the people
As with architecture people from one community to another are likely to
dress similarly, unless you have stumbled upon a new people, either by
crossing a border or finding an unusual community.

1-2 - Old fashioned


3-4 - Brightly colored vs dull
5-6 - Worn vs new
7-8 - Different
9-10 - Modest vs less restrictive
11-12 – Gaudy and show-offish vs Simple
K – Redraw or some enchanted form of dress.

Specific Details about a Village


Alternatively you can roll or draw to figure out some specific details you
might notice about a village.

Kings involve some enchanted detail about the village. Like the people all
carry wands, the people whisper to unseen creatures, the people seem to
avoid sunlight, etc.

Club
1. The villagers are boisterous as they have conversations with each
other from their shops across streets.

2. The villagers are quiet and reserved.

3. The houses are painted in bright, often outrageous colors.

4. The flower gardens are neat, and each house has a fruit tree.

5. The village is sparce and bare of trees.

6. There are worn horseshoes placed above every door.

7. The streets are immaculately clean

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8. Reserved, generally avoid sitting next to strangers.

9. The streets are dirty and the villagers look tired and worn.

10. Children play in the center of the village while watching


rambunctious young goats, which jump in and out of the
fountains with them.

11. Locals wear vibrant clothing.

12. Every house has a small shrine at the entrance.

Diamond
1. The village has large communal homes.

2. The village has a mix of large and small homes.

3. Fenced yards,

4. The villagers greet everyone they know warmly, often with a hug
or pat on the back. And they also greet strangers warmly, though
not necessarily as warmly.

5. The villagers greet everyone they know warmly, often with a hug
or pat on the back, however, They avoid eye contact with, and
talking to strangers and are sort of stand offish.

6. Villagers like sharing stories with each other, often exaggerating


events and things they’ve heard.

7. People are generally engaged in hard work.

8. Jokes are common within the village.

9. People often tease each other in small ways.

10. Villagers are deeply superstitious, often engaging in small rituals


or wearing amulets to ward off evil.
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11. Residents are quite resourceful, rarely wasting anything. They
keep old things around and often strap old items together to make
new ones.

12. The villagers greet newcomers in a stiff and formal way.

Heart
1. Villagers are very formal with each other.

2. Villagers are laid back, going at their own pace.

3. There's a general distrust of strangers, with villagers being


cautious and somewhat aloof to unfamiliar faces.

4. Villagers are notably eloquent.

5. Villagers talk in an earthy manner, often filled with colloquialisms


and phrases.

6. People in the village are curious and inquisitive, always eager to


learn more about the world beyond their borders.

7. People are generally cheerful.

8. Villagers speak in an animated, excited manner, often pointing


and using their hands to emphasize their point.

9. The people are frequently primming and combing their hair.

10. The people always make eye contact when talking with or
approaching someone.

11. When standing the people seem restless, like they feel they have
somewhere they just need to be.

12. The people seem tense, their posture is nervous.

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Spade
1. Although relatively friendly the people rarely smile or show
strong emotions.

2. The people seem to be all smiles all the time.

3. People talk loudly, even when the person they are talking to is
right there.

4. People talk so quietly it is often hard to hear them, even when you
are right next to them.

5. People appear especially thoughtful when they are listening to


someone else talk.

6. Homes are poorly kept. – This may be a sign that the people don’t
own their own homes and their landlord is kicking people of the
property frequently. It may be a sign of some trouble. Or it may be
a sign that like the old Slavic and early medieval English people,
they build new villages and move location every couple of years.

7. Clothing is very practical and simple

8. Everyone seems to be in groups, with few individuals walking


alone.

9. Villagers frequently stop to chat, creating small gatherings on the


streets.

10. The village streets seem particularly empty, as people hurry from
one home to another without stopping.

11. People seem to be in a hurry to get where they are going.

12. Children dominate the street as they run about playing.

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Oracle Questions
The oracle is to provide you with flashes of inspiration, feel free to use
your own oracle or tarot deck or whatever else you want for this.

Rather than a specific question, you use the oracle system whenever you
feel like you want to add a touch of random inspiration to the game.

Each roll/draw has multiple possible meanings. You can also roll multiple
times to come up with combined meanings or to choose the possibility
you want.

Club
1. The Rising Sun: New beginnings, optimism, and renewed energy.
2. The Setting Moon: Endings, letting go, and the importance of rest.
3. The Ancient Tree: Growth, deep connections, and the wisdom of
age.
4. The Flowing River: Change, adaptability, and the flow of life.
5. The Hidden Path: Unexpected opportunities, secret knowledge,
and exploration.
6. The Closed Door: Obstacles, closed opportunities, and the need to
find another way.
7. The Open Gate: Welcome changes, new paths, and opportunities.
8. The Whispering Wind: Messages from afar, subtle signs, and
unseen influences.
9. The Roaring Fire: Passion, transformation, and sometimes
destruction.
10. The Calm Lake: Peace, reflection, and clarity of mind.
11. The Soaring Eagle: Freedom, perspective, and ambition.
12. The Grounded Stone: Stability, strength, and perseverance.
13. The Twin Flames: This card represents powerful union, mirrored
souls, and transformative partnerships. It's about balance,
harmony, and the merging of opposites, suggesting a moment of
significant personal connection or the beginning of a partnership
that reflects deep spiritual lessons.

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Diamond
1. The Blooming Flower: Beauty, expression, and the unfolding of
potential.
2. The Falling Leaf: Letting go, cycles of life, and graceful surrender.
3. The Distant Mountain: Challenges, long-term goals, and journeys.
4. The Buried Treasure: Hidden talents, unexpected wealth, and
discovery.
5. The Guiding Stars: Navigation, guidance, and hope.
6. The Enchanted Mirror: Self-reflection, truth, and revelation.
7. The Mysterious Fog: Uncertainty, mystery, and the unknown.
8. The Lightning Bolt: Sudden change, insight, and power.
9. The Harmonious Chalice: Unity, healing, and emotional
fulfillment.
10. The Broken Sword: Conflict, broken relationships, and the need
for repair.
11. The Blooming Lotus: Spiritual awakening, enlightenment, and
inner peace.
12. The Cosmic Dance: The cyclical nature of the universe,
celebration, and cosmic connection.
13. The Weaver's Loom: Symbolizing creation, destiny, and the
intricate tapestry of life, power of shaping one's fate and
understanding the interconnectedness of all actions.

Heart
1. The Silver Key: Unlocking secrets, access to new knowledge, or
solving a mystery.
2. The Golden Apple: Temptation, reward, or a test of ethics.
3. The Crumbling Tower: Sudden upheaval, breaking down of old
structures, or liberation.
4. The Eternal Book: Knowledge, learning, and the accumulation of
wisdom.
5. The Crossroads: Decision-making, diverging paths, or a
significant choice.
6. The Wild Beast: Untamed nature, primal instincts, or facing one’s
fears.
7. The Angel's Feather: Divine guidance, protection, or a gentle
nudge towards a path.
8. The Darkened Cave: Facing the unknown, introspection, or
hidden aspects of oneself.
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9. The Rising Phoenix: Rebirth, transformation, and overcoming
adversity.
10. The Serpent's Coil: Healing, regeneration, or deceit and danger.
11. The Sacred Heart: Love, compassion, or the core of a matter.
12. The Bleeding Thorn: Sacrifice, pain leading to growth, or a
necessary hardship.
13. The Sentinel's Watch: Representing vigilance, protection, and
foresight.

Spade
1. The Mask: Hidden identities, secrets revealed, or exploring
different aspects of self.
2. The Crystal Prism: Clarity, focus, or a convergence of ideas and
energies.
3. The Winding Labyrinth: Complex journey, search for truth, or
feeling lost.
4. The Broken Chain: Freedom, release from bondage, or breaking
away from constraints.
5. The Celestial Comet: A harbinger of significant change,
inspiration, or swift action.
6. The Binding Scroll: Contracts, promises, or binding commitments.
7. The Mystic Portal: Transition, entering a new phase, or access to
other worlds.
8. The Sacred Grove: Natural wisdom, sanctuary, or a return to one's
roots.
9. The Eternal Hourglass: Time, cycles, patience, or the importance
of timing.
10. The Storm Cloud: Turmoil, emotional outburst, or cleansing and
renewal.
11. The Illuminated Lantern: Guidance, hope in darkness, or seeking
the truth.
12. The Frost-Covered Rose: Beauty amidst adversity, resilience, or
hidden dangers.
13. The Alchemist's Retort: Symbolic of transformation,
experimentation, and the synthesis of knowledge.

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Building your character
Your writing and your game centers not on the world you are in or the things
being done, but the character which inhabits it. It makes sense then to build an
interesting character.

There are numerous ways to build your character, and while you can find more
complex discussions of this, it can be useful to begin simple, by building a
“Playbook”, as is common in many gamemasterless games. These playbooks will
include:

Some character traits you have.


Some traits you are trying to have.
Some traits you are trying to stop having.

A few items to describe your look.

A few questions to ask about yourself.

A few things you often do.

As you choose these things, or draw them at random, you will begin to build a
picture of who your character is. I will include a number of options for each of
these, but you should feel free to make more up.

Companions can be a good idea


If you are playing solo it can still be interesting to create a group of companions
to complement each other in conversations, in tasks, and simply for when you
write your journal articles.

Character Traits
You can use the same table as is used for villages to determine 2 or 3:

Character traits you have.


Traits you are trying to have.
Traits you are trying to stop having.

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Choose a few things to describe your look
This is obviously a short list of things might involve your characters general
look. You should feel free to imagine and create more to have a list of 2-3 things
that are unique to your look.

Club Heart
1. Shawl 1. Hat covered in flowers and
2. Faded Clothes herbs.
3. A Journal 2. Tattered clothes.
4. Hidden standard. 3. Muddy Feet.
5. Bright Eyes 4. A colorful cravat.
6. Worn scars. 5. Conservative dress.
7. A lucky coin. 6. A large apron.
8. Mismatched clothes. 7. Billowing Cloak
9. Perfectly matched clothes.
8. Shaggy hair.
10. A giant belt buckle.
11. Weathered hands. 9. Bits of plants and dust bunnies
12. Heavy rings. stuck to you.
13. Plaid skirt or pants. 10. A gentle face.
11. Tweed Jacket.
Diamond 12. Lots of pockets.
1. Hand Painted clothing 13. Battered bag.
2. A nice cane.
3. Firm Expression
Spade
4. Soft Slippers. 1. Highly polished boots.
5. Vibrant Shirt. 2. Oversized hat.
6. Loose clothes 3. Beautiful cloak
7. Sturdy Boots. 4. A warm wool cloak.
8. Patchwork sweater. 5. Gleaming bits of jewelry.
9. Heavy cloak 6. Flowing dress
7. Fastidiously clean
10. Something old fashioned.
8. Ink stained hands.
11. Deck of playing cards 9. A look of joy.
12. Worn books you carry 10. A crest on your shirt
13. Handknit hat. 11. A heirloom proudly worn.
12. A nice vest
13. Piercing gaze.

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Questions to ask about yourself.

These are some questions that can tell you something about your character. The
questions you choose are as important as the answers, so just pick 2 or so.

Heart or Diamond
1. What is a way you’ve hurt others in the past?
2. What gives you hope?
3. Where does your joy come from? (a good family, a warm community)
4. If you return home, who will be there to welcome you?
5. Why did you go on this journey?
6. What do you miss from the past?
7. What are you glad you got away from?
8. What is the most beautiful thing you remember?
9. What do you wish you could get away from?
10. What do I realize I don’t know about the world?
11. What is something I thought I knew, but now I question?
12. What is a secret I keep locked away in my heart?
13. Do you have a best friend?

Club or Spade
1. What does strength mean to you?
2. When was the last time you stayed up to watch the sun rise? Do you do
anything like that?
3. What do you remember fondly?
4. Do you have still have faith?
5. What do you treasure most about your time with people?
6. What keeps you awake at night.
7. How has this journey changed what you believe?
8. When will you finally settle down?
9. Why do people trust you?
10. What do you pretend not to see?
11. What does freedom mean to you?
12. When have you felt the most defeated?
13. What are you procrastinating?

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Things you often do.
Choose a few (2-3) things your character is likely to do frequently that can
portray their character. You can make up some of your own.

1. Tilt your head curiously 31. Cross your arms.


2. Play a little game. 32. Lose yourself in thought
3. Peer around curiously. 33. Chit Chat.
4. Raise an eyebrow 34. Grin about nothing.
questioningly. 35. Yawn demurely.
5. Examine something closely. 36. Brush your hair quickly.
6. Look away to hide your 37. Knock on wood.
feelings 38. Forget what you were just
7. Whistle tunelessly. doing, and move on to something else.
8. Appear Trustworthy 39. Clear your throat to get
9. Make a witty retort. another’s attention.
10. Squirm uncomfortably 40. Stare into the distance.
11. Appear absent minded 41. Wink.
12. Pat you pet. 42. Sigh Wistfully
13. Toss something up and catch 43. Take a step back.
it idly. 44. Be self-deprecating.
14. Repeat a catchy phrase 45. Pout a little.
15. Say something you shouldn’t 46. Make a small bet.
have. 47. Cradle a cup of something
16. Shrug. warm.
17. Make an observation 48. Smirk mischievously.
18. Tap your foot. 49. Make calculations.
19. Share some gossip. 50. Roll your eyes.
20. Say a little prayer. 51. Cluck your tongue.
21. Ask about gossip. 52. Collect an interesting
22. Stretch lazily. knickknack
23. Notice something pretty that 53. Daydream about things that
is normally overlooked. have never been.
24. Take a breath and feel a little 54. Keep your expression neutral.
calmer 55. Say “Never again” and shake
25. Do something funny. your head.
26. Find yourself where you 56. Nod as if you were paying
shouldn’t be. attention
27. Look up at the sky with 57. Be distracted by something
wonder. interesting
28. Become distracted. 58. Propose an alternative.
29. Sing a line form a folk tune. 59. Rest your eyes while still
30. Chase a butterfly. paying attention.

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60. Rub your chin. 83. Say something calming.
61. Inspect your clothes. 84. Scratch your head in disbelief.
62. Give a hearty laugh. 85. Take notes.
63. Raise your hand in question. 86. Squint in confusion.
64. Count quickly to ten. 87. Ask Why?
65. Drum you fingers nervously. 88. Bounce on your toes.
66. Say something interesting but 89. Adjust your hat
meaningless. 90. Mutter under your breath.
67. Whisper a secret. 91. Take a leap of faith.
68. Flip a coin. 92. Check the weather.
69. Giggle honestly. 93. Plow ahead.
70. Lie. 94. Glace around before
71. Give a disapproving look. whispering a secret.
72. Provide silly advice 95. Act recklessly
73. Ask: “Are you watching?” 96. Take a moment to breathe.
74. Fumble for something. 97. Fidget
75. Ask: “What were you 98. Give a warning.
thinking?” 99. Share a meaningful look.
76. Ask about the past. 100. Give someone a hearty
77. Exhale loudly. handshake.
78. Make a lucky guess 101. Meander about.
79. Nudge someone playfully. 102. Ask “How can I help?”
80. Dance just for you. 103. Kick the ground in boredom.
81. Ponder the future. 104. Give advice.
82. Spot an interesting rock.

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Some additional Journaling Information

Cozy Moments
Writing can include more than just what you did that is important to the game,
but also how they felt and moments they had. Obviously not every day will
include one of these moments, but you can sprinkle them into your writing to
help connect with your character.

1. Eating something tasty or that reminds you of home.


2. Drinking something cool, hot, or just when you are really thirsty
3. Sitting by a crackling fire.
4. Listening to the ambiance, such as people in a tavern, birds, the wind,
crickets, or just silence to savior.
5. Smelling the rain, river, fall leaves, flowers, etc.
6. Walking and stirring up dust, splashing puddles, squishing mud, kicking
leaves, etc.
7. Wrapping up in a warm, heavy blanket, finding a sunny spot to nap in, etc.
8. Watching snowflakes or leaves fall gently.
9. Watch the bees, the squirrels gather nuts, cats greet each other, etc.
10. Sketching or writing in a quiet corner.
11. Enjoying the first bite of a fresh harvest, fresh bread, old rations, a few
berries on the path, etc.
12. Basking in the warmth of the sun or cool of the evening.
13. Listening to a distant thunderstorm or bell.
14. Feeling the first warm breeze of spring, a cool breeze, a chill breeze, etc.
15. Watching the sunrise or sunset, gazing at the stars, the clouds, etc.
16. Hearing the laughter of friends or loved ones.
17. Petting a sleeping animal.
18. Smelling fresh bread or pastries baking, the roasting of food over the fire, etc.
19. Holding a warm cup between your hands, feel a cool stream or grass, sit on a
warm rock.
20. Listening to the steady rhythm of a heartbeat.
21. Watching a candle flicker in the dark.
22. Feeling the weight of a good book in your lap.
23. Observing the intricate patterns of frost, the veins within flower petals, etc.
24. Warming your face with the first sunlight.
25. Listening to the crackle of fresh firewood, the wind chimes, the stream.
26. Hear a familiar story, remember a moment from the past, etc.

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Food
Food is an important part of many fantasy stories. Whether these are the spiced
potatoes of Dragonlance or the Buttery faire of “Redwall”. These are some
descriptions of food.

1. Roasted 27. Piquant


2. Rich 28. Bursting
3. Soft 29. Crunchy
4. Firm 30. Velvety
5. Heavy 31. Hearty
6. Light 32. Mild
7. Buttery 33. Fiery
8. Tart 34. Chewy
9. Crips 35. Luscious
10. Zesty 36. Silky
11. Savory 37. Dense
12. Smoky 38. Sharp
13. Tangy 39. Gooey
14. Sweet 40. Toasted
15. Spicy 41. Caramelized
16. Earthy 42. Sour
17. Fragrant 43. Herbaceous
18. Creamy 44. Moist
19. Juicy 45. Vibrant
20. Bitter 46. Glazed
21. Succulent 47. Infused
22. Tender 48. Seasoned
23. Fluffy 49. Peppery
24. Aromatic 50. Refreshing
25. Nutty 51. Garnished
26. Mellow 52. Wholesome

There are of course many more descriptions of food you can use, including
grilled, icy, charred, marbled, pickled, pungent, dainty, rustic, etc. Use your
imagination and develop interesting, exciting, or weird meals.

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