A Lonely Place
A lonely place might be a small settlement, a busy portion of a city, or a solitary person alone in the wilderness. Regardless of the setting, what you find in this place is a single person with a specific need.
For the Weaver
- Describe this place. Even if there are many people here, it feels lonely. Why?
- The Echo finds someone in this place who needs something. Use the suit of the card that created this place to determine that need:
Suit Task Hearts They need supplies, such as food or building materials, in order to continue surviving in this place. Diamonds They need to recover something they lost that helped them remember who they are and where they came from. Spades They need help getting somewhere to perform a task of their own, after which they will be able to find their way home. Clubs They need something delivered to a friend in need. - Introduce us to this person.
- What is their name?
- What do they do for their community?
- Where does their strength come from?
- Pass the turn to the Adversary.
For the Adversary
- Describe the danger that looms in the edges of this place.
- What stops the danger from swallowing this place up?
- Why can’t the people of this place simply leave?
- Pass the turn to the Echo.
For the Echo
- Describe how you help this person. How do you demonstrate they can trust you?
- Draw this place on your map. You may show it to the group, if you like.
- Record the details of the person you helped. Mark them as a hero.
- Pass the turn to the Weaver.
Weaver, you may draw the next card.
Heroes
Heroes are people willing to put themselves at risk for the sake of those in need. They might pick you up when you fall, or stand in the way of a charging foe to let you escape, or help you defeat a powerful enemy in a dark place.
A hero grants the following benefits while their name is recorded in your journal, if the place you’re in matches the suit of the hero.
- In a Dangerous Place: Whenever you roll a 1, the person you helped appears and offers you their assistance, allowing you to prevail as if you had rolled a 4 or 5.
- In a Dark Place: If you fail, the person you helped appears and sacrifices themselves to save you, allowing you to prevail as if you had rolled a 6. Once this happens, cross their name out of your journal.