A Sacred Place

A sacred place, abandoned and left to rot, still shows signs of the people who built it. Although you might not remember them clearly, they were your people, and they left something here for you, or for someone like you, to help you in your journey. A relic.

For the Weaver

  1. Describe this place.
    • What is–or was–its significance to the community?
    • Why has it been left to rot?
    • What remains?
  2. Something was left here. Where is it?
  3. Pass the turn to the Adversary.

For the Adversary

  1. What danger looms in the corners of this place?
  2. What keeps those dangers at bay?
  3. Pass the turn to the Echo.

For the Echo

  1. Something was left for you. A relic.
    • What is it?
    • How do you know you are allowed to take it?
  2. Using the suit of the card that created this place, determine the relic’s usefulness:
    SuitRelic
    HeartsThe relic protects you from harm.
    DiamondsThe relic grants you a powerful weaving.
    SpadesThe relic allows you to move differently.
    ClubsThe relic makes your weapon stronger.
  3. Record the relic’s name and suit in your journal.
  4. Draw the place on your map. You may show it to the group, if you like.
  5. Pass the turn to the Weaver.

Weaver, you may draw the next card.

Relics

A relic is an object that grants its owner power. That power might manifest differently for each Echo, and it might not be a physical empowerment if your journey is more metaphorical than literal. You will only ever find four relics in your journey. Take a moment to think about what the relic looks like, where it came from, who created it, and how it is culturally significant for you.

When in any place with a suit that matches the relic, the Adversary gathers one additional die when directed to gather dice.