A page for every law of the world - how the dungeon is built, how it kills you, how it trades with you, and how it watches. The dungeon still holds its secrets; this only tells you the shape of them.
Race, starting class, attributes, traits, destiny, equipment, and the first destination.
Inventory, equipment, carrying, durability, repairs, recipes, cooking, and campfires.
Needs, recovery, rest, afflictions, defeat, corpses, and Destiny Trials.
Travel, rations, destinations, quests, journal knowledge, events, and history encounters.
Controller turns, observers, independent travel, shared loot, trading, conflict, and local players.
Trap detection, avoidance, disarming, keys, lockpicks, forced entry, and trapped containers.
Fuel, spoilage, decay, transformations, magical bindings, and reactive enemy abilities.
Six magic schools, scroll mastery, the spellcraft roll, proficiency scaling, and conversion magic.
Prayer, offerings, favored magic, offenses, ongoing wrath, and the blessings or punishments found at shrines.
Experience awards, level thresholds, class branches, use-based proficiencies, and XP as perk currency.
Every level-up class choice, its required class and level, and the rewards it grants.
Quick attacks, targeted Attack actions, stamina cost, enemy harm, traps, events, survival damage, spells, and afflictions.
How dungeons spread from room to room, what themes change, and why locks, keys, floods, and smaller delves alter the route.
Fourteen material domains, the quality scale, stat modifiers, durability, vulnerability, and crafting inheritance.
Runic tools, socket creation, rune insertion, item buffs, room auras, enchantment rolls, and magical item risks.
Fishing, foraging, mining, washing, harvesting, practical object work, tool requirements, proficiency, and sustainable resources.
Four kinds of people and enemies, their turn behavior, needs, equipment, companions, and quests.
Three merchant types, buying, selling, stealing, merchant leveling, and how personality shapes trade.
How the world waits, and how dozens of small clocks count down toward the next encounter, quest, betrayal, or gift.
The two ways the dungeon learns to dislike you: what is caked onto your clothes, and what hangs in the air around you. How filth lingers, how scent draws predators, and how both fade.
Ten trait kinds rolled at creation, comfort contributions, scope, race and class bias, and trait sources.
How perks are earned, what each one costs, which require others first, and the full bestiary of fifty-four. Every climb through the tree changes how you fight, craft, sneak, or survive.
Pickaxe mechanics, wall durability, mineral yields, gem recovery, ceiling collapse risk, and location-based vein mining.
Some rooms can be made into other rooms. With the right neighbouring cards and the right offering, a campsite becomes a forge, a forge a chapel. The full list of every transformation the world allows.
Five kinds of weather, from clear to ruinous. How temperature is reckoned, what rain does to the dungeon floor and to the dirt on your boots, and why night is darker beneath the world than above it.