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 keeps its secrets. These pages only show you their shape.
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.
Attacks, stamina, armour, persistent wounds, fractures, infection, treatment, scars, the Body and Conditions screen, and permanent limb loss.
How dungeons spread from room to room, how locks and floods alter the route, and how a Claim Marker establishes a territorial home base.
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.
Whetstones, bowstrings, spikes, blade coatings, armour studs and plates, fur and padded linings, proofing, shield rims, and how each wears away.
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.
Four merchant trades, buying, selling, stealing, how merchants grow, and how their mood sets the price.
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.
The ten kinds of personality trait, how they are rolled, how they shape comfort, and where new ones come from.
How perks are earned, what each one costs, which require others first, and the full list of all seventy-two. Every climb through the tree changes how you fight, craft, sneak, or survive.
How a Heffith changes with every level, the six lineages from gills to horns, what a mutation gives and takes away, suppression, and the cards that can change anyone who uses them.
Pickaxe mechanics, wall durability, mineral yields, gem recovery, ceiling collapse risk, and location-based vein mining.
Claiming a field, livestock pens and their production clocks, composting waste into fertiliser, dairy work, and brewing mead and vinegar.
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.