
Resolution & Continuity
Echoes
“The life of the dead is placed in the memory of the living.”
— Cicero
Echoes
Section titled “Echoes”An Echo is a deed, decision, or event that a character chooses to carry. It is the concrete mark of what the character cares about — personal, shared, or community-defining — and a cornerstone of continuity when individuals fall.
The player elevates a moment into an Echo. The Storyteller may veto only for tone or outright nonsense. One or two Echoes may be declared at character creation; new ones may be created whenever a deed warrants it.
Weight and Capacity
Section titled “Weight and Capacity”| Weight | Name | Meaning |
|---|---|---|
| 1 | Individual | Known and cared for by the character alone |
| 2 | Group | Shared among a small circle; not enough alone to shift a Fortune |
| 3 | Pivotal | Tied to the community; can move a Fortune |
Echo capacity = max(Strength, Dexterity) + Intellect + Authority.
| Condition | Effect |
|---|---|
| Total Echo weight > capacity | –1 die on every roll that involves any of the character’s Echoes |
| No Echoes at all (Decadence) | –1 die on every roll |
Invocation
Section titled “Invocation”When a roll’s context matches one of the character’s Echoes, the player may spend one extra Exertion die beyond the normal limit of one. See dice pool makeup.
Resolution
Section titled “Resolution”An Echo resolves when the table agrees the original concern is settled, broken, transcended, or made irrelevant. Resolution produces one of:
- a personal Trait
- a relationship, favour, or standing shift
- a narrative event or established fact
- if Pivotal: a shift to one Fortune and inclusion among the Foundation Myths
Personal (weight 1) Echoes usually die with the character unless elevated. Group and Pivotal Echoes persist and may be claimed by successors — including as Legacies (an Echo crafted with the Storyteller, not a separate system).
Hierarchy advancement often begins when patronage or a hook becomes an Echo; how it resolves decides rise or fall (Hierarchies).
Fortunes
Section titled “Fortunes”The community is tracked by five soft measures called Fortunes. They never produce absolute tallies (no cattle head-counts, no exact census).
Fortunes are not a second character sheet. They describe the community as a whole — how healthy, fed, trusted, feared, and self-sure it is on average. That reading colours every encounter: player characters and NPCs alike, friend and foe. A village on Surplus 0 is not “the same scene with different dice”; hunger, thin stores, and the smell of want walk into every hall and road. Low Cohesion means suspicion flavours speech even between allies. High Standing means outsiders treat anyone of that community with more caution or courtesy. The Storyteller uses Fortunes as ambient pressure and opportunity — scene framing, NPC attitude, what “ordinary life” feels like — not as a stack of modifiers to grind every roll.
The Fortunes — Illustration
Click a Fortune to cycle Crisis → Strained → Steady → Abundance. The line below is how that state frames a scene — for everyone in that people, not as a modifier on a roll.
All five sit Steady: ordinary life for this people. Neither feast nor free-fall. Click a Fortune to see how one measure colours the room.
Crisis Vitality: half the benches are empty. A fight, a birth, or a fever is a village fact — put a missing hand or a sick relative in the scene.
Strained Vitality: enough people, barely. A raid that costs three lives is a problem the hall will feel next week.
Steady Vitality: hands enough for the work. Sickness is a household matter unless it spreads.
Abundance Vitality: young men on the wall, children in the yard. Loss is still death, but the people can absorb a hard season.
Crisis Cohesion: private plots are the default. An order from the Ruler is a request; let NPCs hesitate, split, or deal aside.
Strained Cohesion: people still sit together, but they count who is listening. Shared work happens; shared risk needs a push.
Steady Cohesion: kin act as kin. Ordinary disputes stay inside the hall.
Abundance Cohesion: a slight to one is a slight to all. Outsiders feel the closed ranks before anyone speaks.
Crisis Surplus: hunger is in the room. A guest is a mouth; price every extra body and every extra fire.
Strained Surplus: stores last if nothing goes wrong. A feast, a gift, or a wasted sack is a decision.
Steady Surplus: winter is planned for. Nobody is fat; nobody is desperate.
Abundance Surplus: grain to spare and metal to loan. Generosity is possible; so is leverage.
Crisis Standing: the name is a joke or a wound. Neighbours raid, envoys skip this hall, traders price in contempt.
Strained Standing: known, not feared. Treaties exist on paper; they will be tested.
Steady Standing: the name carries. Outsiders are polite until given reason not to be.
Abundance Standing: the name arrives before the rider. Caution or courtesy is the default from anyone who has heard of this people.
Crisis Tradition: nobody agrees what we are. Custom is argued in the moment; the young do not know the old stories, or they mock them.
Strained Tradition: the rites still happen, thinner. Elders remember; the hall only half-listens.
Steady Tradition: people know who they are. Law and custom are the same sentence.
Abundance Tradition: the past is a tool. A cited custom can move a crowd; breaking one is a public event.
Reading the scale
Section titled “Reading the scale”All five Fortunes use the same soft scale. The pillars above are what is measured; the scale is how high each sits. Ratings are impressions, not ledgers.
| Rating | State | How it lands at the table |
|---|---|---|
| 0 | Crisis | The lack is visible and constant — it should press almost every scene that touches that Fortune. |
| 1 | Strained | Thin margins; people feel it; ordinary plans cost more nerve and more care. |
| 2 | Steady | Normal for this people — neither feast nor free-fall. |
| 3 | Abundance | Room to breathe; outsiders and members alike read plenty, confidence, or strength in that domain. |
Starting Fortunes are set as soft impressions during Campaign Setup. Early play confirms or corrects them. Automation should store the five ratings for the active community.
Foundation Myths
Section titled “Foundation Myths”The three most recent resolved Pivotal Echoes become the community’s active Foundation Myths. Older ones fade from the active set as new pivotal events take their place.
A Foundation Myth exerts a substantial, narrow effect on a defined set of actions. Effects are toggleable and compoundable: the Storyteller crafts a Myth by combining mechanical hooks (Storyteller-only tooling in automation). Possible effect ingredients include:
- free extra Exertion spend, or forced extra Exertion cost, on matching rolls
- situational Advantage or Disadvantage
- one or more specific faces locked onto the Omen die for community-relevant rolls
- extra or reduced Practice gain on matching Skills
- influence on Tide starting point and shift thresholds
- a temporary or permanent Trait available (or denied) to all community members
Triggering: like Echo invocation, a roll must explicitly mark that a Foundation Myth applies (Storyteller or automation roll flow). Free prose alone does not fire effects.
Worked Myth — The Price We Paid
Section titled “Worked Myth — The Price We Paid”A veteran who was taken as a child by slavers — parents killed, years in chains — hunted the man who did it. The hunt was not his alone. The community that hid him, fed him, and buried the dead made the deed a Pivotal Echo. When it resolved, it became a Foundation Myth.
The Price We Paid (active Myth):
- On a roll tagged against slavers or the slave-take: the actor may spend a free extra Exertion die (does not draw from the pool).
- Streetwise Practice on matching work is counted as if the ruling Foundation were 3 (threshold halved), even if the character’s Guile is 1 or 2.
Myths are living. They can be reinforced, corrupted, or overwritten by later events. They are the concrete way a character’s greatest deeds outlive the character and reshape the community that remains.
Related: Introduction (continuity), Character Creation, Automation.
