Your Satchel
The bag, set down on the table. Look properly.
How the floating bag works
The little bag in the corner of every page is the same satchel. Reach for it when you cannot stop — when the road is moving and you only need a glance.
This page is the desk. Set the bag down. Look at it properly. What you carry, what you wear, what changed while you were away. Come here when you can sit.
The six pockets in the strip above are: what your body is doing, what is in your pack, what magic you carry, the realm as you have come to know it, the people you have met, and the chronicle you are writing.
— P
Since your last visit
You have not set the bag down on the table before. Welcome to the desk.
You have not set the bag down on the table before. Welcome to the desk.
From here on, every time you come back, this panel will tell you what changed while you were away — what came in, what went out, what your body did, who you met, what you wrote.
Carry
What you wear, what you hold, what you've stowed.
Worn & Held
Scroll
Scroll of Light×5
commonA short scroll of pale vellum tied with a green cord. The script glows faintly on first uncurling; the glow fades when the scroll is read.
Scroll of Mage Shield×3
uncommonA scroll of fine vellum sealed in blue wax, the script in silvered ink. The seal-mark is the Whispering Stacks' double-arch.
Scroll of Banishment×3
rareA heavy vellum scroll sealed in blue wax, the script in silvered ink. The seal is the temple's, not a wizard's.
Manual
The Book of Dice
commonPell's gift: a small, indestructible book in plain leather. The pages explain how the dice fall in the realm — what they are, how the realm reads them, why your roll lands face-up before the realm decides.
Manual: Fire Drakes
rareA scholarly volume on fire-element dragons. Bound in red leather. Smells faintly of cedar smoke. A single human hair is pressed between two pages near the back.
Tome of Cold Iron
rareA heavy quarto bound in dark leather, the cover faintly cold to the touch even in summer. The pages are stitched in iron-thread. The author's name has been scratched out and never replaced.
Tome of the Eclipse
rareA slim folio bound in midnight cloth, the spine stitched with silver thread that has tarnished to grey. The pages map every eclipse recorded in the realm for two hundred years.
Potion
Healing Potion×12
commonA red glass vial in a leather sleeve, sealed in wax. The liquid inside is the color of beet juice and tastes like iron and sage.
Stamina Tonic×5
commonA small amber flask. Hot in the mouth, slow in the limbs.
Potion of Fire Warding×3
rareA squat ceramic flask sealed in red wax with a soot mark pressed into it. The liquid inside is silvery-thick and cold to the touch.
Potion of Courage×3
uncommonA small green flask sealed in red wax. The liquid is the color of weak ale and tastes like clove and salt.
Rations
Trail Rations×18
commonOne day of trail supplies. Brown bread, hard cheese, a knot of dried meat, a piece of dried fruit. Wrapped in waxed cloth.
Tool
Torches×13
commonA bundle of three pitch-tipped pine torches lashed together with twine. Each burns about an hour. The pitch smells of resin and faint smoke.
Climber's Rope×12
commonFifty feet of three-strand hemp rope, oiled. Coiled in a figure-eight. Smells of tar and ship-rooms.
Everburning Torch×3
uncommonA torch of pale wood, the head wrapped in cloth that does not blacken. The flame is steady and silent and smells of nothing. It does not warm a hand much. It lights everything.
Hooded Lantern×3
commonA tin lantern with a glazed horn window and a hood that swings down on a leather hinge. Burns lamp-oil; the hood narrows the light to a slat.
Map
Map: Crimson Wastes
uncommonAn oiled-linen map of the Crimson Wastes, folded into quarters. Three watering-holes marked in red. A footprint of a dragon -- Vorthul's, by the size -- inked at the southwest corner without explanation.
Gem
Uncut Gem×5
uncommonA rough, milky stone the size of a thumbnail. Catches light dully. The cutter at the Three-Balls House could tell you what's inside it; the road cannot.
Quest
Historian's Letter
uncommonA sealed letter of heavy cream paper, the wax dark green and pressed with a quill-and-arch sigil. Addressed in a careful hand to 'The Walker, when she or he becomes one.'
Key of the Spire
epicAn iron key the length of your hand, the bow shaped like a tongue of flame. The teeth are odd: three deep cuts and one shallow one, the shallow cut filed smooth as if it had been used many times.
Consumable
Iron Powder×3
uncommonA small leather pouch of finely milled black iron filings, kept dry with a wax-paper inner liner. Cold to the touch.
Body
What you carry in your bones. Vitals, warmth, the small sicknesses.
What you are carrying
- e1 — +2 to Attack and Morale
- e2 — +15% Damage Resistance
- e3 — +10 Perception
Spells
The shapes of magic you carry — learned, written, worn.
No spells learned, no scrolls held, no charms worn. The realm has magic; you have not yet picked it up.
Open the Codex ▸Map
The realm as you have come to know it. Where you stand. What you have marked.
No marks earned yet. Cartography rolls leave marks; so do witnessed places.
Unroll the Map ▸People
Names you have come to know. Faces that have become specific. The cast of your road.
No one yet — but the realm is full of people. Walk into a shop, sit at the inn.
View the People codex ▸Chronicle
What you have written. What has been written about you. The book that grows.
Nothing written yet. The journal opens to the first blank page; the chronicle waits.
