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23:21, 3rd May 2024 (GMT+0)

you have a friend.

Posted by The GMFor group 0
The GM
GM, 32 posts
Sun 12 Jul 2020
at 18:10
  • msg #1

you have a friend

At the end of the war, there was an event, an explosion of divine magic.

Many spirits entered into things. And now...

You have a friend.

Your friend is not human.

Your friend follows you around. (Yes, even if it's a big immobile thing. You travel down the road, leaving your big, immobile friend behind, and you go uphill, and then you see your friend has appeared down at the bottom of the hill, waiting for you, as if it's always been there.)

Your friend has a mind of its own.

Your friend understands what you say (either completely, or mostly).

What is your friend like?

Your friend is like (CHOOSE ONE OR TWO):
--an animal. a big tortoise. a dog. a flying elephant. a scarab. a squirrel. a dinosaur.
--a plant. a mushroom. a tree. a sunflower.
--a ghost.
--an element. a rock, a flame, a waterfall, a whirlwind. a rainstorm. a snowfall. a frost.
--a creature. a fairy. a goblin.
--a light. a will of the wisp. a fallen star. a beam of sunlight or moonlight.
--a sound. a whisper. a song. a poem.
--a mind. a memory.
--a book.
--a weapon. a sword. a hammer. a bow.
--a building. a house. a tiny hut. a mansion.
--a garment. a hat. a jacket. a ring. a shoe. a glove.
--a thing. a lantern. a pen. a shield.

(Combination examples (for people who choose two):
--a fire IN a lantern.
--a GHOST horse.
--a FAIRY whirlwind.
--a sword MADE OF LIGHT.)
This message was last edited by the GM at 16:51, Thu 16 July 2020.
The GM
GM, 33 posts
Mon 13 Jul 2020
at 16:34
  • msg #2

you have a friend

THE LAND OF HAETH

  I will not tell you the history of the land of Haeth, and all that has happened within.

I could, of course. There is a legend hanging onto the lips of every old shrew, and buried in every crevice of every stone.

I could tell you the tale of the first King of the Floating Mountain and the magical bargain he struck with Those Who Wait.

I could tell you the tale of the Thirsty God, and the Heavenblade used to kill her.

I could tell you of the Lightning Dancers and their twirling bodies, or of the North Wind God and the one brave child who stood against him, or of the death that all dragons feared and faced.

But I won’t, for it is not my place. After all, it wouldn’t make for a good journey if I told you all that right at the start.

Instead, let me tell you some things you’ll need to know about the Haethland that are true no matter what.

--The Haeth is a beautiful and boundless land, full of life and soul. It is composed of small communities, kept separate by vast stretches of wilderness and connected by dirt paths, waterways, and the rare hot air balloon passage. Beauty comes in endless shapes and forms, but everything in this land holds the capacity to be appreciated and admired. Gods and spirits can be found everywhere, from the small and forgotten gods that hide behind rocks and in waves, to the piscine deal-making crossroads spirits called the Urgers, to the great sky gods themselves.

--The Hæth is full of buggy livestock, pets, and wild creatures. From herds of chubby bumbles to stag beetles the size of houses, striders that dance across water to carrier moths bringing letters from tower to tower by moonlight, bugs and people live together in harmony and care.

--The Haeth boasts a widespread culture of hospitality. A traveler arriving to a new town is always going to be able to find some sort of lodging (even if it’s sleeping in a barn with some bumbles) and will always be given food and water of some sort. There is a trust within this hospitality--if you hurt or lash out at your hosts, they’ll have no problems kicking you out. But if you’re kind and you mean well, you’ll be welcomed in with open arms.

--In the Haeth, we will be meeting people who are fundamentally good. Not everywhere you go in life will this be true, but on the journey upon which we are embarking, most everyone can be trusted to be kind. The exceptions are the mighty--generals, lords, heroes, soldiers, and all those whose soul has become weighed down with power. While they might still be good, their goodness has been poisoned by struggle. Thankfully folks of that nature are exceedingly rare nowadays, and most everyone knows to give these lonely conquerors a wide berth.

--The Haethland was recently caught in war, but is no longer. There is no violence here anymore.




Journeying Tools •

We’re going to be talking a lot to figure out this journey. Sometimes the conversation
will be about which path to go down, or what we should do. Often it will be about
describing what our characters are doing and the world moving along. It’s good and
healthy to treat this conversation just as you would any journey when you’re not sure
where you’re going. Here’s a few base principles for how to take care of each other
along this long path, and the philosophy behind them. Please remember that all of
these tools are not fundamentally conversation-enders, but are instead important
ways to continue the conversation healthily. Whenever someone uses one, it's vital
to accept that use gracefully and with compassion.

“Let’s do this instead.”
Sometimes on a journey you’ll reach an impasse, where continuing on our
journey will put you in danger or discomfort. You are always empowered to speak up
and say “Let’s do this instead!” providing an alternate way through the situation. If
someone else doesn’t want to do that, we can figure out together where to go next.

“Do we want to?”
When you’re journeying, it’s polite to ask before traveling into uncharted
territory. If someone asks "Do we want to?," it means they're interested in going
somewhere new and potentially hazardous, and they want everyone's buy-in first.
If you don't want to go there with them, you have every right to say so (perhaps by
offering something else instead) and the conversation can avoid that area.

“Where to next?”
When we journey together, we might get lost or stuck. This happens all the
time, and we might feel like we have nowhere to go from here, or that we have to keep
sitting in the mud. Whenever we feel like that's happening, we can just ask "Where to
next?" and go where seems best.

“What do you think?”
When I walk with friends, I tend to move a bit slower and need a bit more
time than them. In those moments, just as with all journeys, we often need people to
look around and spot those who could use a bit of focus and more space to express
themselves and breathe. Keep an eye out for people who seem to be talking less than
you are, and check in with them by asking them "What do you think?"

“Hold on.”
We all need to take breaks. Sometimes it’s because we’ve been journeying
for a while and you need some water, or it’s because you want to go back and look at
something from earlier, or maybe something happened that hurt you and you need
to tackle it. “Hold on” is something you can always say to halt what’s happening and
switch gears to another topic.

“No.”
No one can ever make you do something you don’t want to do. If some aspect of the journey doesn’t fit your needs, you can always change it. While it’s important to respect where everyone is at, it’s just as important that you feel like you have agency over your character and the world around you. You have the complete authority, both as a group and as individuals, to reject anything that we don’t want.

Walking away.
All of these journeying tools assume that the game is healthy and productive
for you. There is the base assumption that a conversation is the core way of navigating
these issues, and that talking things through will handle most problems. This isn’t
always true, though. If you ever feel like you don’t want to keep going on right now,
you can leave.




After we’ve gone through the introduction and familiarized ourselves with the Hæth,
we’ll want to take a moment and talk about what kind of journey we want to embark
on. While the same principles of Wanderhome are generally the same, we might find
ourselves wanting different things within that. Here’s a few questions to start the
conversation and make sure everyone’s on the same page. Even after you move on
from these questions, you can come back to this topic and revisit the conversation
they sparked.

• How long are we expecting this journey to last, if we have any expectations at all?

• Do we want a more pastoral and upbeat journey, or a world that lingers more heavily on trauma and recovery?

• Do we want a more personal journey, focused on mundane issues and quandaries, or do we want a heavier journey filled with mysterious and magical forces?

• Do we want a single person to act as a guide, multiple rotating guides, or no guide
at all?

• Is there anything else that might come up that we want to watch out for?

Once you feel set for now, everyone can pick a playbook and create their character. As that’s going on, you’ll also be creating your place.

And Now We Embark •

Once we have our place, and each other, we’re going to want to start playing.

• What sort of place did we just travel from?

• Is there somewhere we hope to go?

Every time we gather to play Wanderhome, we will each answer this question silently,
in our heads:

• Will I someday find a home?

And with that, our journey begins.
This message was last edited by the GM at 17:24, Thu 16 July 2020.
The GM
GM, 34 posts
Mon 13 Jul 2020
at 16:38
  • msg #3

you have a friend

Giving the World A Voice •
We are all responsible for giving a voice to the world we travel through, in one form
or another. Anyone can pick up one of the current place’s natures or a person, and start
acting on their behalf. You can put them down or hand them off at any time, and over the course of a journey many people might end up giving a voice to a single person or place.

Voicing NPCs
When you're creating an NPC, give them just as much compassion and respect as you would give your playbook character. Just because they’re not represented by a playbook, doesn’t mean they are less-than. It can often be hard to remember this, but you can easily find tools to grant them a heart. You are encouraged to find something distinctive and unique that they are deeply passionate about, so that they can be anchored by their love. Always fall back on a person's relationships and traits. You can always think of their traits as how they approach and react to the world around them.

Voicing Places
Giving a place a voice is not very different than giving voices to people. The fundamental difference lies in quantity--a place contains three natures, each of which exist both independently and in relation to each other. At any time, someone can hold any number of those natures, and show their presence in the world either literally or metaphorically. While you hold that nature, you have complete dominion over that piece of the place. Do the things your nature does, generate problems within the place, describe the world found on the journey, and ask questions of your other players. The butting heads between natures often feeds into the problems this place struggles with.

Problems In All Their Forms
Nowhere is without problems. When you arrive at a place, you might not yet know what those problems are, but they’re still there under the surface. Problems form naturally, as natures and kith slam against each other. You are never going to solve a place’s problems. You’re travelers from beyond. As welcome as you are, this is not your home, and the locals know far more than you do about how to resolve their struggles and worries. The best you can do is ease pain, tackle short-term challenges, and give someone tools that might someday help out. Be ready and prepared to leave somewhere without getting to address any of that place’s problems.


For this journey, you’re all going to be playing travelers, journeying across the Haethland. Your characters might be from wildly different places and they might have wildly different destinations, but they are all united by the journey they’re taking together, in this moment. This traveler is your character, your representation in the world and the main tool you have to move through the Haethland.

The first step to making your character is to choose a playbook. Each playbook represents a kind of person you might find across the Haeth.

Your playbook will tell you to make some choices about your character. Don’t be afraid to commit to concepts early and hard, and/or follow your most self-indulgent heart.

Many of your choices will involve inversions (such as “Choose 2 you are and 2 you’re not”).

Occasionally, you might notice options that use gendered language. These are chances to either embrace, reject, or ignore the presence of that gender. Journeys, as liminal and complicated environments, are spaces for self-reflection.

Once everyone feels like they’re on the same page with their characters, you all want
to ask your choice of questions to your fellow travelers. You can also ask more questions if you want, to flesh out how everyone feels and figure out how your characters connect.

Also, take a moment to look over the things your character can always do. As you travel, you will be reaching out to this toolbox a lot, to communicate how your character exists in relation to the world around them. These are not ways to necessarily solve problems or decisively take action, nor are they a decisive list at everything your character can do.

Instead, they’re gestures toward the kind of person your character is.

Incidental Companionship •
Stories tend to involve groups of people who have gathered for a reason, who set forth on a quest with a purpose and a goal. This story is not like that. In life, you often find people who are coincidentally going the same way as you. Perhaps you travel for a bit before parting, but the focus is always on the journey, and this experience isn’t deeply concerned with where you’re going.

Don’t get too hung up on why you’re all traveling together--if it matters, the answer will reveal itself in time.



Tokens •
As we’re making our characters, you’ll also notice we all have things that get us tokens
whenever we do them. These all push the journey forward, but at a cost to ourselves. They might ask you to make a personal sacrifice, give up something that matters, or stick your neck outside your comfort zone and describe the world around you. For some of us, it might be easier or more natural to do these things than it is for others. That’s no matter, as we’ll all get tokens regardless.

You can then turn around and spend these tokens to do certain things. These always push on or solve something important, that might not be easy to resolve on its own. You’ll sometimes catch yourself inadvertently doing these sorts of things anyway, but there’s an important and fundamental difference between “following a course of action that hopefully will help someone out” vs. spending the token and declaring “I am solving this problem.” There is strength in that sort of fundamental truth.

There are other ways you might get tokens, but you’ll learn about those later.

Get A Token Whenever You:
• Inconvenience yourself to help someone else.
• Give someone something you hold dear.
• Do something kind without getting anything in return.
• Leave an offering to a small or forgotten god.
• Speak your true feelings on a subject.
• Take a moment to bask in the grandeur of the world, and describe it to the other players.
• Take a moment to watch a tiny moment of beauty, and describe it to the other players.
• Take a moment to marvel at something no one has ever seen before, and ask the other players to describe it.

Spend A Token In Order To:
• Provide a solution for an aspect of a material or immediate problem.
• Ease someone’s pain, if only for a moment.
• Keep someone safe from the difficulties of the world.
• Allow someone to connect with you on a personal level.
• Give something that has the potential to change someone fundamentally.
• Reveal something hidden about the person in front of you, and ask them what it is.
• Tell the table something important about the place you’re in
• Listen to the shared wisdom of the small and forgotten gods, and ask the table
what they tell you.

Failure •
You might notice that nothing this game tells you to do concerns itself with failure. This doesn’t mean you can’t fail. Indeed, you can choose to fail whenever you’d like. Instead, this game just isn’t preoccupied with failure. You don’t often fail in life. Sometimes, you struggle to do something, or get passed over, or do something you wish you hadn’t, or give up. Even those moments aren’t truly failures in a pejorative sense. Mistakes, maybe. Suffering at the cruelty of others. Listening to your body and your brain and accepting their natural limitations. But it doesn’t mean you’re a disaster, and it doesn’t mean you’ve failed. Your journey will just continue on another path.
This message was last edited by the GM at 16:55, Mon 13 July 2020.
The GM
GM, 35 posts
Wed 15 Jul 2020
at 18:49
  • msg #4

you have a friend

PLAYBOOK: Poet

The song of the world is a poem that can be captured by ink and paper, if only you could find the right words. You are alive. Your care is eloquent, observant, and occasionally overwrought.

You’re working on a writing project about your journey. Choose 1 you’re writing about, 1 that is metaphorically intertwined, and 1 that unintentionally crept its way into your project:
• Another person’s journey, that you follow in the footsteps of.
• Your memories of your parents, scattered and hard to piece together.
• The small and forgotten gods, that you hope someday won’t be forgotten.
• The bones of the once-mighty dragons and what has become of them.
• A community you consider yourself a part of, who once could be found everywhere.
• The migratory patterns of the moths and the news they bring with them.
• A fallen star who visits you in your dreams, always one step ahead of you.
• The nameless god-slayer who once wielded the Heavenblade, and the ruin left in their wake.
• The Thirsty God, driven by a desire to understand and empathize.
• A place you hope someday to spot in the clouds, and the people who claim to have been there.
• The rebellion, and what happened to its adherents.
• The trees, bugs, stars, and all the creatures alive around you.
• The seasons and how their changes change you.
• The everyday lives of your fellow travelers.

Choose 1 you read from constantly and 1 you have memorized, and tell the other players about them:
• A fantastical novel, waterlogged and stained from years of rereading.
• A cheap paperback you found on the side of the road, that no one else has heard of.
• A tiny guidebook full of practical life advice.
• The last text written by your mentor before their death, that reflects on their life.
• An unfinished manifesto by your passionate best friend, which will change everything.
• A translation of poems written your ancestors language that you hope to learn.
• Your mother’s journal, written in her spidery handwriting and full of pressed flowers.

During each holiday between the seasons, choose 1 you haven’t chosen before:
• Choose a new topic from the list and incorporate it into your project.
• Invent a new topic and incorporate it into your project.
• Cut the chaff from your project and remove a topic from it.
• Change your writing style dramatically, to more accurately
reflect who you are.
• Get a token whenever you take pride in your work.
• Spend a token to ask: “Would you like to read my project?” They get a token if they sit down and spend some time with it.
• You can always ask: “Is it okay for me to write about this?”
• Take an unused playbook and add as much as you want from that playbook to yours.
• Finish your project and go back home. Tell everyone what the dedications page says, pick up a new playbook, and make a new character.



You are (choose one):
• Lyrical
• Pensive

Choose 2 people assume you are based on your writing, and 2 you actually are:
• Romantic
• Obscure
• Strident
• Casual
• Pithy
• Formal
• Pretentious
• A Man
• A Woman

Choose 3-4 to describe your look:
Delicate Spectacles
• Argyle Sweater Vest
• Fashionable Cap
• Comfortable Cane
• Practical Plaid Skirt
• Battered Briefcase
• Patched Tweed Jacket
• Cloak Full of Pockets
• Coarse Button-Down
• Ink-Stained Hands
• A Quote For Every Occasion

Ask 1 other player one of these questions, then ask another player another of these questions:
• What has your style of storytelling taught me?
• What’s your favorite part of my writing?
• Are you okay with the way I write about you?
• What do you have to keep explaining to me about the world?


Some things you can always do:
• Self-deprecate.
• Provide a new perspective others might not have.
• Cite a resource that can help.
• Write down a moment that feels relevant to your project.
• Ask: “What used to be here?”
• Ask: “Can you explain?”

Journeying Tools:
• “Let’s do this instead.”
• “Do we want to?”
• “Where to next?”
• “What do you think?”

Get a token whenever you…
• Inconvenience yourself to help someone else.
• Give someone something you hold dear.
• Do something kind without getting anything in return.
• Leave an offering to a small or forgotten god.
• Speak your true feelings on a subject.
• Take a moment to bask in the grandeur of the world, and describe it to the table.
• Take a moment to watch a tiny moment of beauty, and describe it to the table.
• Take a moment to marvel at something no one has ever seen before, and ask the table to describe it.

Spend a token in order to…
• Provide a solution for an aspect of a material or immediate problem.
• Ease someone’s pain, if only for a moment.
• Keep someone safe from the difficulties of the world.
• Allow someone to connect with you on a personal level.
• Give something that has the potential to change someone fundamentally.
• Reveal something hidden about the person in front of you, and ask them what it is.
• Tell the table something important about the place you’re in.
• Listen to the shared wisdom of the small and forgotten gods, and ask the other players what they tell you.
The GM
GM, 36 posts
Thu 16 Jul 2020
at 01:44
  • msg #5

you have a friend


PLAYBOOK: RAGAMUFFIN

Run! Scream! Play! Steal! And above all, live!
You are alive. Your care is exuberant, honest, and naive.

Choose 2 you are and 2 you refuse to be:
• Attentive
• Respectful
• Adorable
• Quiet
• Friendly
• Smart
• Scared
• A Boy
• A Girl

Choose 3-4 to describe your look:
• Wooden Sword
• Flowers In Hand
• Stuffed Animal
• Pokin' Stick
• Suspenders
• Ocarina
• Always-Backwards Cap
• Awkwardly-Sized Cloak
• Grass-Stained Jeans
• Gap-Toothed Smile
• Sundress That Spins Good
• Overwhelming Love For Life

Ask 1 player one question, then ask another player another question:
• How do you feel about the fact that I’ve decided you’re my new parent?
• What went wrong the last time I dragged you along on a misadventure?
• What endearing nickname have you given me?
• What do I do that really, truly next-level gets on your nerves?

Choose 2 life lessons you’ve been taught and 2 you have rejected:
• You can’t stop the world from hurting you.
• Kindness is stronger than anything else.
• There will come a time when you must fight back.
• It’s better to give a gift than to receive it.
• Your parents made you who you are now.
• The world is bigger than you can wrap your head around.
• Authority figures cannot be trusted.
• All stories are lies.
• Your heroes will always let you down.
• Everything must someday die.
• Even this will end.

Choose 1 thing you carry with you openly and 1 you carry with you secretly, and tell the other players about them.
• The Ring of 99 Vengeful Spirits, the greatest treasure of the King of the Floating
Mountain.
• The Heavenblade, which was thought lost after being used to kill the Thirsty God.
• A young paradise mantis, the last of its kind.
• A necklace with a painting of your birth family in it.
• A mask with a terrifying visage.
• The capacity to see brief snippets of the future.
• A dragon’s egg.

During each holiday between the seasons, choose 1 you haven’t chosen before:
• Learn a new lesson, or reject a lesson you’ve previously learned.
• Learn a new lesson, or reject a lesson you’ve previously learned.
• Decide you’re something no one thought you were.
• Refuse to still be something you considered yourself.
• Get a token whenever you learn something new.
• Spend a token to ask: “Why can’t things be different?”
• You can always ask: “How did you do that?”
• You can always provide a new perspective.
• You have grown up, and come into your own. Choose an unused playbook, and transfer as much as makes sense from this playbook to that one.

Some things you can always do:
• Get distracted.
• Get really invested in a new interest.
• Blurt out a secret.
• Somehow manage to squeeze yourself out of trouble.
• Ask: “Do you wanna hang out with me?” They get a token if they say yes.
• Ask: “Do you wanna see something really cool?” They get a token if they say yes.

Journeying Tools:
• “Let’s do this instead.”
• “Do we want to?”
• “Where to next?”
• “What do you think?”

Get a token whenever you…
• Inconvenience yourself to help someone else.
• Give someone something you hold dear.
• Do something kind without getting anything in return.
• Leave an offering to a small or forgotten god.
• Speak your true feelings on a subject.
• Take a moment to bask in the grandeur of the world, and describe it to the table.
• Take a moment to watch a tiny moment of beauty, and describe it to the other players.
• Take a moment to marvel at something no one has ever seen before, and ask the other players describe it.

Spend a token in order to…
• Provide a solution for an aspect of a material or immediate problem.
• Ease someone’s pain, if only for a moment.
• Keep someone safe from the difficulties of the world.
• Allow someone to connect with you on a personal level.
• Give something that has the potential to change someone fundamentally.
• Reveal something hidden about the person in front of you, and ask them what it is.
• Tell the table something important about the place you’re in.
• Listen to the shared wisdom of the small and forgotten gods, and ask the table what they tell you.
The GM
GM, 37 posts
Thu 16 Jul 2020
at 01:54
  • msg #6

you have a friend

PLAYBOOK: VAGABOND

Vagabond

The world’s taken everything from you, beat down on your shoulders, and given you an aching heart. Some people think you’re a criminal, or a monster. You know what you are. You are alive. Your care is invisible, cautious, and unimaginably deep.

Choose 2 you are and 2 you wish you were better at being:

• Liar
• Cheat
• Thief
• Murderer
• Flirt
• Traitor
• Hero
• Lady
• Gentleman

Choose 3-4 to describe your look:
• Black Cloak
• Terrifying Mask
• Deck of Cards
• Stolen Purse
• Loose Clothing
• Gauze-Wrapped Splint
• Ostentatious Belt
• Scarf Big Enough to Hide In
• Stylish Wide-Brimmed Hat
• Your Own Wanted Posters
• A Quick Word & Sharp Jab

Ask 1 player one question, then ask another player another question:
• What do I still have to do to earn your trust?
• How did we get off on the wrong foot?
• Why do I call you my only friend?
• How have you helped me, when no one else would?

Choose 2 crimes you’ve been falsely accused of and 2 you’re actually guilty of:
• Betraying your community’s way of life
• Betraying your kingdom
• Betraying the cause
• Betraying your family
• Betraying your partner in crime
• Burning crops
• Carousing
• Cheating at cards
• Deserting
• Destruction of ancient artifacts
• Destruction of governing structures
• Destruction of property
• Destruction of shrines
• Falling in love with the wrong person
• Killing your commanding officer
• Killing a prison warden
• Killing your king
• Killing a god
• Poaching
• Slaying a dragon
• Stealing money
• Stealing supplies
• Stealing livestock
• Stealing hearts
• Wrecking marriages


Choose 1 thing you carry with you and 1 that’s been stolen from you, and tell the other players about them:
• A pink orchid, the symbol of your time with the rebellion.
• A beautiful necklace you acquired from an ambitious noble.
• A book of magic spells you picked up from a witchy crone that you can’t read.
• Your shadow, that moves of its own volition.
• A different name that your partner in crime gave you.
• A tattered blanket, the last thing you have as memory of your parents.
• A secret you’re not supposed to have about the King of the Floating Mountain.


During each holiday between the seasons, choose 1 you haven’t chosen before:
• Become something everyone thought you weren’t.
• Become something everyone thought you weren’t.
• Reject something everyone else called you.
• Reject something everyone else called you.
• The ability to get a token whenever you contend with something or someone from your past.
• The ability to spend a token to prove you’re not lying about something.
• The ability to spend a token to ask: “Do you trust me?” They get a token if they say yes.
• Take an unused playbook and add as much as you want from that playbook to yours.
• You find a place that doesn’t care about your past, and you retire there to live a peaceful life. Pick up a new playbook and make a new character.


Some things you can always do:
• Be somewhere you’re not supposed to be.
• Have something you’re not supposed to have.
• Know something you’re not supposed to know.
• Lie.
• Say: “I have a bad feeling about this.”
• Ask: “Do you trust me?” You get a token if they say yes.

Journeying Tools:
• “Let’s do this instead.”
• “Do we want to?”
• “Where to next?”
• “What do you think?”


Get a token whenever you…
• Inconvenience yourself to help someone else.
• Give someone something you hold dear.
• Do something kind without getting anything in return.
• Leave an offering to a small or forgotten god.
• Speak your true feelings on a subject.
• Take a moment to bask in the grandeur of the world, and describe it to the table.
• Take a moment to watch a tiny moment of beauty, and describe it to the other players.
• Take a moment to marvel at something no one has ever seen before, and ask the other players to describe it.

Spend a token in order to…
• Provide a solution for an aspect of a material or immediate problem.
• Ease someone’s pain, if only for a moment.
• Keep someone safe from the difficulties of the world.
• Allow someone to connect with you on a personal level.
• Give something that has the potential to change someone fundamentally.
• Reveal something hidden about the person in front of you, and ask them what it is.
• Tell the other players something important about the place you’re in.
• Listen to the shared wisdom of the small and forgotten gods, and ask the other players what they tell you.
This message was last edited by the GM at 02:19, Thu 16 July 2020.
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