On this page
- Chapter 10: Campaigns, Timers, and Consequences
- Foundational Principles for Campaign Design
- Core GM Mechanics
- Campaign Tools
- Complications and Hazards
- Settlement Generator
- Running Travel as a Medieval Trek
- Pacing and Arc Structure
- The Finale: Calling or Forcing the Crown
- Legacy Conversion: Epilogue
- Quick Start Campaigns
- Campaign Worksheet
- Narrative First: The World Remembers
- Optional Player-Character Death
- Implementation Timeline
- GM Reference: Concept Story Hooks & Legacy
Chapter 10: Campaigns, Timers, and Consequences
Choose the active front
A region can contain many tensions; tonight’s table should not have to track them all. Choose one campaign question, one place the party can return to, and two people who want incompatible outcomes. Prepare the next visible move of each, then let the characters decide what deserves their attention.
Use Three Clocks at the table: one immediate situation, one opposing pressure, and at most one relevant campaign clock in the scene. Other fronts remain in your notes. After play, write what changed, who responds, and what the players want to pursue. Do not turn every relationship or unanswered question into another timer.
Fate's Edge GM Guide — Chapter 10
In Fate's Edge, campaigns are not a sequence of disconnected adventures — they are pressure systems. Every choice the players make pushes on something: a faction, a threat, a relationship, a belief. Over time, those pressures accumulate, shift, and eventually break.
Your job as GM is not to hide this pressure — it is to shape it, reveal it, and let the players decide where it lands.
This chapter presents the core tools for doing that work: Timers, Fronts, the Crown Spread, and long-term campaign structures. Used well, they create momentum without railroading and stakes without arbitrary escalation.
Foundational Principles for Campaign Design
Before diving into tools, internalize these rules of thumb. They will save you more prep time than any other advice.
Set Situations, Not Plots
A situation is a stable condition with inherent conflict. A plot is a sequence of events you expect the players to follow.
- Plot: "The players must retrieve the Sunstone from the Ruined Tower, then defeat the necromancer, then close the rift."
- Situation: "The necromancer has claimed the Ruined Tower. The Sunstone inside could seal the rift. The village is starving because crops wither near the rift."
Situations give players agency. They can negotiate with the necromancer, steal the Sunstone, collapse the tower, divert a river to flood the rift — any solution that fits the fiction.
Design Timers, Not Every Element
You do not need to know exactly how a faction will act in session 12. Instead, give them a timer with a trigger condition.
"The Cult of the Eternal Night [6] advances when the players fail to protect a solar shrine or when the GM spends 2+ SB on occult activity."
When the timer fills, the cult achieves its goal — and you improvise the specifics based on the current fiction.
Read Your Player Sheets
Your players have already given you the best campaign hooks. Look for:
- Bonds: "I owe my life to the Vault-Queen's wardens." → The Vault-Queen calls in the debt.
- Complications: "A sealed hold refuses you entry." → That hold is now a key location.
- Patrons: Any Patron choice is a promise to involve that Patron's agenda.
- Skills at 3+: If a player invested in Lore 3, they want to discover ancient secrets.
Use Obligation as a Story Engine
Obligation (to Patrons, terrestrial patrons, or even the party's own Trust) is not a punishment — it is a guarantee of future adventure. When a player marks Obligation, note it. When their capacity is near full, introduce a demand.
"Your Patron, the Traveler, appears in a dream. The road to Highpass is washed out, and a pilgrim family is trapped. Guide them safely, and clear 2 Obligation. Refuse, and mark Fatigue 2 — the road will not open for you again until you do."
Embrace the Cascade
A single failure should never end the campaign. Instead, let it cascade into new problems.
The party fails to stop the ritual. The demon is summoned. Now the campaign is not "stop the ritual" but "contain the demon before it corrupts the capital."
Each failure should change the situation, not end it.
Let Timers Be Visible
Timers are not hidden GM tools. Show them to the players. Write Cult Influence [6] on an index card and place it on the table. When you tick it, announce: "The cult's ritual advances. You feel the ground tremble."
Visible timers create tension and informed choices. Players can prioritize which timer to slow.
Use tactile tools to make timers visible and engaging:
- Dry-erase boards or laminated sheets with pre-drawn timer circles (4/6/8/10 segments). Mark ticks with a wet-erase marker.
- Index cards with pie-chart wedges drawn in pen; use a paperclip to mark current segment.
- Poker chips or glass beads placed on a numbered track from 0 to timer size.
- Magnetic whiteboard with a timer template and magnetic tokens.
Place the tracker in the center of the table where all players can see it. Tick it aloud: "Ritual Completion now at 3 of 6 segments."
Ask Questions, Then Use the Answers
During Session Zero and between sessions, ask:
- "What does your character fear will happen if you fail this mission?"
- "Who in your past might try to stop you?"
- "What secret are you hiding from the rest of the party?"
Use these answers to seed complications. The player who fears losing their family? Their family is now in danger.
Design for Your Tier
- Tier I–II (0–90 XP): Local scope, 3–5 session arcs. Threats affect a village, a guild, a noble house.
- Tier III (91–150 XP): Regional scope, 6–10 session arcs. Threats affect a city, a province, a trade route.
- Tiers IV–V (151+ XP): Continental scope, 15+ session arcs. Threats affect nations, the natural order, reality itself.
Do not give a Tier I party a world-ending prophecy. Give them a rival who stole their map.
Core GM Mechanics
Understanding the core resolution loop is essential for effective campaign design. Every meaningful action follows this cycle:
- Declare intent and approach (Attribute+Skill)
- GM sets DV (2–5+) and Position (Dominant/Controlled/Desperate)
- Roll dice pool (Attribute+Skill d10s)
- Count successes (6–9=1 success; 10=2 successes)
- Apply outcome using the Outcome Matrix
- GM spends Story Beats (SB) to introduce complications
Difficulty Values (DV)
- DV 2: Routine — clear path, no pressure
- DV 3: Pressured — mild opposition (default)
- DV 4: Hard — serious resistance
- DV 5: Extreme — dramatic gamble
Default DV is 3. Don't inflate DV to "challenge" players — use Position instead.
Position
Position tells you how risky the action is and changes how dice behave:
- Dominant: You press advantage — re-roll one failure
- Controlled: Balanced normal risk — no re-rolls
- Desperate: You act under duress — re-roll one success
Spending 1 Boon improves Position by one step before rolling. The GM may spend SB to worsen Position.
Outcome Matrix
- Successes ≥ DV, SB=0: Clean Success — Intent achieved, no complication
- Successes ≥ DV, SB>0: Success with SB — Intent achieved; GM spends SB
- 0 < Successes < DV: Partial — Progress; gain 1 Boon
- Successes = 0: Miss — No progress; gain 2 Boons; GM spends SB
A Partial is not failure — it moves the story forward. A Miss is never "nothing happens." The GM must introduce a complication.
Resources: Boons and Story Beats
Boons (Player Resource)
- Earned on Partial (1 Boon) or Miss (2 Boons)
- Maximum 5 Boons held; reduce to 2 at scene end (excess lost)
- Spent to: re-roll a die, activate an Asset, or improve Position by one step
- During downtime: convert 2 Boons → 1 XP (max 2 XP/session)
Story Beats (GM Resource)
- Earned when players roll a 1 on any die
- Spent to introduce complications:
- 1 SB: Minor — noise, distraction, tick a 4–6 segment timer +1
- 2 SB: Moderate — alarm raised, lose advantage, worsen Position
- 3+ SB: Major — reinforcements, scene shifts, break an Asset
- Be aggressive with SB — unused pressure is wasted momentum
Campaign Tools
The Crown Spread (Session Zero)
The Crown Spread is a five-card (or six-card) oracular tool for seeding a campaign's major elements. Use it during Session Zero or at the start of a new arc. It creates a web of relationships, not a railroad.
What You Need
- A standard 52-card deck (jokers optional).
- A table or whiteboard to record the spread.
- 15–20 minutes of quiet thinking.
The Spread Positions
Draw one card for each position. Lay them in a semicircle (the "Crown").
| Position | Card Drawn | What It Represents |
|---|---|---|
| Spade | (e.g., 5♠) | The Crown Site — where destiny is decided. |
| Heart | (e.g., Q♥) | The Crown Rival — who stands between the party and their goals. |
| Club | (e.g., 9♣) | The Crown Pressure — the relentless force that prevents complacency. |
| Diamond | (e.g., A♦) | The Crown Leverage — the advantage that can turn the tide. |
| Wild (draw a 6th card) | (e.g., K♠) | The Hidden Force — the unexpected element. |
Interpreting the Cards
Use the suit to determine the nature of the element, then interpret the rank to refine it.
- Spade (Site)
- A place: ruin, bridge, forest, tower, cave, city district, crossroads.
- Heart (Rival)
- A person with emotional ties: family, former ally, rival, spurned lover, grieving widow.
- Club (Pressure)
- A resource or systemic threat: famine, plague, debt, war tax, blight, curse.
- Diamond (Leverage)
- An object or secret: a lost letter, a relic, a true name, a hidden passage, a witness.
- Wild (Hidden)
- Anything: a monster, a traitor, a natural disaster, a forgotten god, a second faction.
Rank guidance:
- 2 – 3: Minor scale, personal stakes.
- 4 – 6: Moderate scale, affects a community.
- 7 – 10: Major scale, threatens a region.
- Jack – King: Face cards suggest a named individual with personality and agenda.
- Ace: the high card. Whatever this is, it is the largest thing on the table.
Connecting the Elements
After the draw, ask yourself:
- How does the Rival relate to the Site?
- How does the Pressure affect the Site or Rival?
- How can the Leverage help against the Pressure or Rival?
- What does the Hidden Force want, and how does it complicate the others?
Draw a simple relationship map. You now have a campaign skeleton.
Timers for the Crown Spread
Create one visible timer for each element that will take time to resolve. Use these defaults:
| Element | Sample Timer |
|---|---|
| Rival's Agenda | [Rival Name]'s Consolidation [6] |
| Pressure | [Pressure Name] Spreads [8] |
| Leverage (if it can be lost) | [Leverage Name]'s Safety [6] |
| Hidden Force (if it escalates) | [Hidden Name]'s Awakening [4] |
Tick these timers during play when players fail relevant rolls or ignore the element. When a timer fills, that element's situation worsens dramatically.
GM Quick Cues
- Don't over-plan. The spread is a seed, not a script. Let players discover connections through play.
- Be flexible. If a better idea emerges, replace an element — the cards are oracles, not chains.
- Use the Wild card for surprise. Even you don't have to know what it is until it appears.
- Tie every character to at least one element. During Session Zero, ask each player: "How do you know about the Rival?" or "Why does the Pressure affect you personally?"
Timers: The GM's Primary Tool
Timers are the single most useful tool in Fate's Edge. Use them for:
- Threats: Reinforcements Arrive [4], Ritual Completes [6]
- Opportunities: Alliance Forming [6], Weakness Discovered [4]
- Travel: Journey to the Pass [8]
- Social: The Duke's Patience [4], Rumor Spreads [6]
When to Tick a Timer
- On a Miss or Partial — even if the player otherwise succeeds.
- When the GM spends Story Beats (1 SB = 1 tick typically).
- When the fiction demands it (e.g., "While you argue, the fire spreads").
- At the end of a session (for long-term timers like Cult Influence).
Timer Size Guidelines
- 4 segments: Short-term tension (a patrol arrives, a door breaks).
- 6 segments: Standard scene timer (a ritual completes, a rival escapes).
- 8 segments: Multi-scene or session timer (a faction consolidates power).
- 10+ segments: Campaign timer (a war, a prophecy, a curse).
Factions and Fronts
A faction is any organized group with goals that intersect the party's. A front is a collection of related factions and timers that represent a major threat.
Faction Sheet (Quick Template)
- Name
- _____________
- Agenda Timer
- [ ] (what they want to achieve)
- Key NPCs
- (2–3 names and roles)
- Resources
- (what they can bring to bear)
- Ticking conditions
- (when does their timer advance?)
- Visible tracks
- (list timers players can see)
Running Faction Turns
Between sessions (or at the start of a session), run a quick faction turn to keep the world alive. A faction turn takes 5–10 minutes.
- List active factions. Keep no more than 3–5 that directly interact with the party.
- For each faction, roll 1d6. Use the table below.
- Advance or retreat their Agenda Timer.
- Note one concrete change. Write one sentence per faction.
- Read the changes aloud at the start of the next session.
| Roll | Progress | Agenda Timer Change |
|---|---|---|
| 1–2 | Setback | −1 segment (min 0) |
| 3–4 | Stalled | No change |
| 5–6 | Advance | +1 segment |
Optional: Faction Standing
For factions that are not pursuing a single agenda but merely have an attitude, track a simple −3 to +3 scale:
- −3: Enemy — actively works against the party.
- 0: Neutral — indifferent.
- +3: Ally — will sacrifice for the party.
Shift standing by ±1 after major interactions. No dice needed — just fiction.
Rival Parties
A rival party is a faction of 3–5 NPCs with their own Patrons, assets, and a visible Rival Agenda timer (6–8 segments). Tick their timer when the PCs ignore them or the GM spends SB on their off-screen activities. When the timer fills, the rivals achieve a major milestone.
Reveal their progress through:
- Rumors: "The Ashen Cord was seen leaving the Sunstone vault."
- Found scenes: A burned camp, a dead informant, a signature left behind.
- Direct confrontation: They show up during a critical moment.
For a full template and example (The Ashen Cord), see the Appendix.
Complications and Hazards
Complications are the narrative, mechanical, and environmental consequences that arise from failure, pressure, or the GM spending Story Beats. Hazards are ongoing complications that require action to avoid or mitigate.
Using Story Beats for Complications
When spending SB, follow this menu:
- 1 SB: Minor pressure — noise, distraction, tick a relevant timer +1, worsen Position by one step
- 2 SB: Moderate setback — alarm raised, lose cover/advantage, lesser foe appears, split the party briefly
- 3 SB: Serious trouble — reinforcements arrive, key gear breaks (temporarily), major twist shifts the scene
- 4+ SB: Scene-shaping turn — a trap springs, authority arrives, the environment changes dramatically, a Patron manifests an omen
Hazard Timers
Represent active hazards (fire, flooding, toxic gas) with Threat Timers:
- Tick the timer on missed rolls, GM SB spends, or at scene intervals
- When the timer fills, the hazard triggers (e.g., collapse, wave of fire)
- Characters may attempt to slow or disable the hazard (e.g., Craft to seal a leak, Arcana to freeze spreading flames)
- Treat as a Progress Timer when players work against it
Social Hazards
- Rumors: A timer that advances when the party fails social rolls; when full, a faction turns hostile
- Scrutiny: Worsens Position for stealth or deception
- Reputation Damage: Future social rolls start at worse Position
Magical Hazards
- Backlash Zone: An area where free casting automatically generates +1 SB per spell
- Ward/Seal: Requires a roll to pass; failure triggers a consequence (harm, alarm, etc.)
- Leaking Veil: Spirits or fey occasionally manifest spontaneously (GM spends SB to introduce)
Settlement Generator
Use this generator to create a memorable settlement — village, town, or city — in any region of Fate's Edge. Draw cards or roll dice to determine size, dominant faction, a pressing problem, a local resource, and a regional quirk. Then add hooks that tie the settlement to your campaign.
Step 1: Settlement Size
Roll 1d6 or draw a Spade (♠) and consult the rank.
| d6 | Size | Population / Notable Features |
|---|---|---|
| 1 | Thorp | 20–80 — a handful of families, one well, no walls. |
| 2 | Hamlet | 81–400 — a crossroads inn, a small shrine, a mill. |
| 3 | Village | 401–900 — a weekly market, a temple, a wooden palisade. |
| 4 | Town | 901–2,000 — stone walls, guild hall, a modest lord's keep. |
| 5 | Large Town | 2,001–5,000 — multiple gates, a mint, a trade charter. |
| 6 | Small City | 5,001–12,000 — wards, a cathedral, a permanent garrison. |
Step 2: Dominant Faction or Power
Roll 1d10 or draw a Heart (♥). Adjust for region as needed.
| d10 | Faction |
|---|---|
| 1 | Noble House (baron, count, local strongman) |
| 2 | Merchant Guild (spice factors, silk merchants, salt syndicate) |
| 3 | Temple / Cult (Everflame Synod, Veiled Sister shrine, fire-temple) |
| 4 | Wizard / Scholar (archivist, college dean, hedge-witch coven) |
| 5 | Mercenary Company (condotta captain, free company garrison) |
| 6 | Crime Lord (smuggler king, fence, a "reeve" who takes bribes) |
| 7 | Council of Elders (moot, well-keepers, clan council) |
| 8 | Religious Minority (heretical sect, hidden shrine, outlawed order) |
| 9 | Foreign Enclave (Sidhi lighthouse keepers, Aeler engineers, Tulkani traders) |
| 10 | The Dead (ghost council, cairn that votes, barrow-wight) |
Step 3: Settlement Problem
Roll 1d10 or draw a Club (♣).
| d10 | Problem | Twist |
|---|---|---|
| 1 | Food Shortage | The granary was sabotaged; the last caravan never arrived. |
| 2 | Monster Threat | Beast(s) from the wilds attack livestock or people. |
| 3 | Feud | Two families or factions are on the edge of bloodshed. |
| 4 | Taxation / Debt | A lord or factor demands payment the village cannot make. |
| 5 | Sickness | A plague, a curse, or poisoned water spreads. |
| 6 | Cult Activity | The Ninth's whisperers, a demon-worshipping cell, or a doomsday sect. |
| 7 | Unquiet Dead | Ghosts, drowned, or cairn-wights walk at night. |
| 8 | Trade Route Cut | A bridge is down, a pass is blocked, or pirates raid. |
| 9 | Betrayal | Someone trusted sold secrets, stole goods, or framed an innocent. |
| 10 | The Hollow's Attention | The ninth cup was poured; the Oath-Keeper has been seen. |
Step 4: Local Resource or Leverage
Roll 1d10 or draw a Diamond (♦).
| d10 | Resource | What it provides |
|---|---|---|
| 1 | Salt Pans | Salt, preservation, trade with inland towns. |
| 2 | Iron Mine | Ore, weapons, engineering contracts. |
| 3 | Timber | Shipbuilding, charcoal, construction. |
| 4 | Spice / Coffee | High-value cash crop, foreign trade. |
| 5 | Honey / Wax | Sweetener, candles, medicine. |
| 6 | Ward-Salt (Mistlands) | Protection against wraiths; valuable to outsiders. |
| 7 | Silk Weaving | Fine cloth, witness cords, diplomatic gifts. |
| 8 | Brewing / Wine | Ale, mead, or wine; a social hub. |
| 9 | Relic / Shrine | Pilgrimage, healing, religious authority. |
| 10 | Old Records / Maps | Knowledge of ruins, lost passes, or hidden vaults. |
Step 5: Regional Quirk
A settlement's quirk gives it an unforgettable flavor. Use one of the two methods below.
Method A: Draw from the Regional Generator
For a settlement in a specific region, draw a single card from that region's deck (or use a standard deck and interpret by suit). The suit tells you the quirk's nature; the rank tells you its intensity.
| Suit | The quirk manifests as… |
|---|---|
| ♠ | A notable place or landmark (e.g., a peculiar bridge, a haunted well, a strange stone circle). |
| ♥ | A person or faction with an unusual custom, obsession, or secret. |
| ♣ | A recurring complication or local superstition (weather, beasts, spirits). |
| ♦ | A surprising resource, trade good, or piece of forbidden knowledge. |
Rank guidance:
- 2–5: Minor, easily overlooked (a strange sign, a whispered rumor).
- 6–10: Noticeable, affects daily life (a locked tower, a weekly bell that rings nine times).
- Jack–King: Major, defines the settlement (a noble's curse, a bridge that tolls memories).
- Ace: The Hollow is close; the ninth taboo is woven into the settlement's bones.
Example: In Thepyrgos, a draw of 9♣ might be a Cistern Taint that glows green, or a Synod Summons posted on every door. In Ubral, a Queen♥ could be a Lady of Tor who rules from a cairn, or a Bride-Carrier who walks between feuding clans.
Method B: d6 Quirks by Major Region
If you prefer a quick roll, use the tables below. Each table offers six quirks drawn from the region's established flavor.
Kahfagia (Creole Thalassocracy)
| d6 | Quirk |
|---|---|
| 1 | The harbour has a ninth buoy that only appears at low tide; sailors avoid it. |
| 2 | Every contract is witnessed by a Mirror-Keeper; the mirrors never show the same face twice. |
| 3 | A house of the Shadow Council stands empty; silk threads cover the doorframe. |
| 4 | Lanterns change color with the tide; no one explains the code to outsiders. |
| 5 | The local well tastes of salt and iron; the drowned are said to drink from it. |
| 6 | A fog-bell rings at odd hours; those who count the rings never reach nine. |
Ecktoria (Marble & Fire)
| d6 | Quirk |
|---|---|
| 1 | A statue in the forum turns its head when someone lies. |
| 2 | The Everflame in the local basilica burns blue on market days. |
| 3 | Coin-house seals are stamped with a bell that rings when the debt is unpaid. |
| 4 | Censor's clerks audit the dead as well as the living; names appear on rolls after burial. |
| 5 | A Triumph Stair has a missing ninth step; petitioners who step into the gap are never seen again. |
| 6 | The Amber Palace's quarantine is felt even here; patricians send messages by bell-code. |
Acasia (Broken Marches)
| d6 | Quirk |
|---|---|
| 1 | A milestone points the wrong way; locals follow it anyway. |
| 2 | The toll-bridge keeper is a child with no shadow; she never speaks. |
| 3 | Hedge-witches tie red thread to every gate; the thread tightens when a promise is broken. |
| 4 | Free company colors change each week; no one is sure who holds the contract. |
| 5 | The Margravine's tally-stick is nailed to the inn wall; each notch is a paid debt. |
| 6 | At dusk, the sound of legionary boots echoes from the old road. |
Vhasia (Fractured Sun)
| d6 | Quirk |
|---|---|
| 1 | Every noble's seal has a hairline crack; no one remembers why. |
| 2 | The local cantor sings the Planctus Armatus each dusk; the ninth verse is silence. |
| 3 | A mirror in the square shows not your face but the sack of Lence. |
| 4 | Knights touch their gorgets before speaking of mercy; some unbuckle them at sunset. |
| 5 | The river carries ash from the Belworth; farmers scatter it on their fields for luck. |
| 6 | A child with no shadow offers directions; those who follow forget their names. |
Viterra (Hedge-Law Realm)
| d6 | Quirk |
|---|---|
| 1 | Every hedge has a tied ribbon; each color represents a different law. |
| 2 | The Queen's Justiciar visits once a season; she never draws her sword, only her seal. |
| 3 | A border stone moves three feet each spring; surveyors argue over who moved it. |
| 4 | Local courts settle disputes by hedge-walk; the party who gets lost first loses. |
| 5 | The Fenwood comptroller's quill is a dagger; he uses it for both writing and reminders. |
| 6 | A bell in the square rings eight times at dawn; the ninth is for the absent. |
Thepyrgos (City of Unfinished Proofs)
| d6 | Quirk |
|---|---|
| 1 | A stair that leads nowhere stands in the square; locals leave offerings. |
| 2 | The town's bell rings eight times at noon, never nine. |
| 3 | Every contract must be witnessed by a bell-ringer. |
| 4 | A broken astrolabe hangs in the church, still ticking. |
| 5 | The well water glows faintly green after rain. |
| 6 | A Chain-Lantern patrol tests travelers at the gate; they ask for a name that rings false. |
Aeler (Under-Vaults)
| d6 | Quirk |
|---|---|
| 1 | Miners count their breaths aloud in eights; visitors who count nine are shunned. |
| 2 | A sealed door in the oldest building is warm to the touch; no one opens it. |
| 3 | The local smith's hammer strikes three times in the morning, three at night. |
| 4 | Every household has a bell that rings when the mountain shifts. |
| 5 | A breath-counter hangs in the inn; guests must register before drinking. |
| 6 | The True Masons inspect the well each month; they never explain what they measure. |
Ykrul (Wolf Standards)
| d6 | Quirk |
|---|---|
| 1 | Horses are never named; riders earn the right to name a foal after a raid. |
| 2 | A hostage string hangs in the center of camp; each knot is a kept promise. |
| 3 | The bone-singer sings the names of the dead at dawn; the dead sing back. |
| 4 | Salt is measured in handfuls, not coin; a closed fist means war. |
| 5 | The Khagan's station has a ninth felt layer beneath the throne; no one has seen it. |
| 6 | White squalls are greeted with silence; speaking during one invites the Hollow. |
Vilikari (Laurels & Longhouses)
| d6 | Quirk |
|---|---|
| 1 | The local longhouse has a marble bench beside the oak; both are used for judgments. |
| 2 | Every contract is signed with a braid of hair as well as a seal. |
| 3 | A Foedus Stone fragment is kept in the square; its newest crack has no date. |
| 4 | The innkeeper pours eight cups; the ninth is left for the witness no one wants. |
| 5 | Border riders speak a pidgin of Utaran and steppe cant; outsiders cannot follow. |
| 6 | A Vilikari factor keeps two ledgers: one for Ecktoria, one for the clan. |
Linns (Skerries & Storm-Oaths)
| d6 | Quirk |
|---|---|
| 1 | Every boat has a ninth oar that is never used; it is for the drowned. |
| 2 | A fog-bell rings at the harbour mouth; those who hear nine rings must stay ashore. |
| 3 | The Thing-Holm ice never melts; oaths carved into it are frozen forever. |
| 4 | Skalds sing verses in eights; the ninth line is always a question. |
| 5 | A net-wife ties a knot for every storm she survives; her belt is thick with knots. |
| 6 | The Sea-Queen's ship has a green lantern at the mast; it is never lit. |
Ubral (Stone Between Spears)
| d6 | Quirk |
|---|---|
| 1 | A large cairn stands at the edge of town; widows add a stone every year. |
| 2 | The inn has a guest-cup that is never washed; it holds the memory of every traveler. |
| 3 | Cattle are counted every morning; a missing calf starts a feud. |
| 4 | A dwarf outcast runs the forge; he speaks only in eights. |
| 5 | The village has no jail; criminals are tied to a stone outside for three days. |
| 6 | A bean-nighe (washer ghost) appears at the ford before a death. |
Step 6: Hooks
Every settlement should offer immediate reasons to engage. Roll twice (or pick from each column).
| d6 | What the settlement needs (external) | What is hidden / secret |
|---|---|---|
| 1 | Protection from raiders / monsters | A traitor in the leader's inner circle. |
| 2 | A lost heirloom or charter (stolen or taken) | A forbidden shrine to the Ninth or a dark power. |
| 3 | A mediator for a feud (two parties at each other's throats) | A spy from a rival faction (Admiralty, Censorate, etc.) |
| 4 | A new trade route or a bridge repaired | A hidden vault with old records or treasure. |
| 5 | Delivery of a sealed message or a dangerous prisoner | A murder that implicates an innocent (or a ghost). |
| 6 | A witness to a crime (someone saw something they shouldn't) | The Hollow's mark — something is counting the settlement's days. |
Example: Rolling a Settlement
Draw / Roll
- Size: 3 → Village (401–900)
- Faction: 9 → Foreign Enclave (Sidhi lighthouse keepers)
- Problem: 7 → Unquiet Dead (ghosts walk at night)
- Resource: 4 → Spice / Coffee (high-value trade)
- Regional Quirk (Thepyrgos, d6): 3 → Every contract must be witnessed by a bell-ringer.
- Hooks: 1 + 5 → Protection from raiders + A hidden vault with old records
Settlement: Wharfstead of the Green Lamp (Thepyrgos borderlands)
A Sidhi enclave in a dry river valley, surrounded by olive terraces. The Sidhi keep a small lighthouse that burns green, witnessing every contract. At night, drowned ferrymen from the Black River walk the streets, asking for passage home. The local coffee is famous, but a band of reivers has been raiding the warehouses. In the lighthouse basement, a vault holds Astroegro navigation charts — and a fragment of a forbidden record.
One-Card Quick Settlement (For Improv)
If you need a settlement right now, draw one card.
| Suit | Element |
|---|---|
| ♠ | The place: a landmark or building (bridge, mill, shrine, tower). |
| ♥ | The power: a person or faction in charge. |
| ♣ | The trouble: what is broken, stolen, or threatening. |
| ♦ | The resource: what the settlement produces or trades. |
Rank determines severity (low = local, high = regional). Face card means the settlement has a named leader with a secret. Ace means the Hollow is watching — the ninth taboo has been broken recently.
Running Travel as a Medieval Trek
Travel in Fate's Edge is not a line on a map. It is a medieval journey — uncertain, weather-beaten, dependent on local guides, hospitality, and the kindness (or cruelty) of strangers. For full procedures (weather tables, road condition dice, regional decks), see the Travel Framework in GM Guide Chapter 8, and Player's Guide Chapter 14. This section gives you the GM principles.
Lead with Weather, Not Distance
Open each leg with a weather description, then set Position based on that weather (e.g., Desperate for navigation in fog, Controlled for stealth in rain). The weather is the terrain.
Maps Are Lies; Guides Are Truth
Require a Guide role for each leg (PC or hired NPC). The Guide's roll (Wits + Lore) determines if they find the safe route, the short route, or the one that leads to a cultist ambush.
Hospitality as a Resource
When the party seeks shelter, draw a Heart from the regional deck — that's the host. Their attitude affects what they offer. Spending a String (e.g., "I helped this village last year") can improve the outcome.
The Travel Timer as Mood Tracker
Do not just tick the timer on successes. Use it to track the feeling of the journey (Optimism → Fatigue → Desperation → The Edge). When the timer fills, describe the arrival — mud-caked and grateful.
Genre Shifts Through Borders
When the party crosses from one region to another, the dominant fantasy subgenre shifts. Use the travel deck to introduce the new region's flavor immediately (e.g., from Ecktoria's political intrigue to the Mistlands' folk horror: the road grows silent, fog rolls in, a bell tolls without wind).
Traveling Without a Map
Fate's Edge does not use hex crawls. Travel is abstracted into legs, each with a Travel Timer (4, 6, 8, or 10 segments). You need only know how many meaningful scenes stand between two locations — not the miles.
Pacing and Arc Structure
Session Energy Management
Aim for three "beats" per session:
- Opening hook (5–10 minutes): Re-establish stakes, remind of timers.
- Rising action (60–90 minutes): 2–3 scenes with escalating tension.
- Climax or cliffhanger (20–30 minutes): A major roll, a timer filling, or a hard choice.
Arc Length by Tier
- Tier I–II (0–90 XP): 3–5 session arcs. Local scope, personal stakes.
- Tier III (91–150 XP): 6–10 session arcs. Regional influence, branching paths.
- Tiers IV–V (151+ XP): 15+ session arcs. Continental scope, world-shaping consequences.
Between Sessions: The GM's Sacred Trust
Between sessions, update timers, track complication debt, and prepare scenes. Use the Between-Session Checklist in the GM's Appendix. Remember: your preparation is the quiet magic that transforms random encounters into meaningful episodes.
- Update timers: Tick any faction, travel, or campaign timers based on last session's outcomes.
- Check complication debt: Note any unresolved player Complications; they add +1 SB to the next session's first scene.
- Prepare 2–3 flexible scenes: Not scripts, but situations with a clear stake and a timer.
- Review player goals: Look at Bonds, Patron obligations, and personal arcs. Seed at least one hook per player.
- Refresh your memory: Re-read the session summary from last time (ask a player to recap if you didn't write one).
The Finale: Calling or Forcing the Crown
The campaign reaches its crescendo when one of two thresholds is met — the moment when accumulated influence and mounting pressure collide in a final reckoning.
| Finale Type | Conditions and Narrative Implications |
|---|---|
| Player-Called | Mandate ≥ 6 and Crisis ≤ 3 — the party has earned the right to choose their moment of triumph. |
| Forced Finale | Crisis ≥ 6 regardless of Mandate — the world forces a confrontation that can no longer be avoided. |
| Balanced Finale | Both dials at 4–5 — a tense equilibrium where victory and defeat hang in perfect balance. |
The Finale Procedure
When the Crown is called, run the three-beat finale:
- Reckoning: Defend or sanctify the record of accomplishments. Draw upon the Rival's established motives. Place the Pressure rail that will drive the scene forward.
- Crossing: Stage the kinetic rail (Escape/Hunt/Hazard) that threatens to end the scene prematurely if not managed carefully.
- Coronation: Use the Diamond Leverage to sign, seal, or swear the oath that cements the campaign's legacy.
Twist Collision (Finale Clause)
Exactly once, when the Rival's Spade Twist contradicts their Club Belief, the table chooses:
- GM gains +1 SB to complicate matters, or
- Players reduce two ticks total across the active rails, gaining breathing room.
Legacy Conversion: Epilogue
After the Finale, each PC draws 2 cards and answers epilogue prompts by suit. Then convert campaign elements into lasting legacy:
- Major Asset → Institution (12 XP): A safehouse becomes a school, a spy ring becomes an intelligence service.
- Seasonal Endorsement → Doctrine Rider (4 XP): Temporary support becomes permanent policy.
- Follower (Cap 3+) → Stationed NPC (0 XP): Loyal companions become custodians of the new order.
- Rival → Fixture: Surviving adversaries become recurring elements of the setting's fabric.
The Legacy Bond
When a PC retires or dies, their successor (a follower or a new character) inherits a Legacy Bond. This bond represents the predecessor's enduring influence. Once per session, the player may invoke the Legacy Bond to gain 1 Boon when acting to uphold the predecessor's values or complete their unfinished business.
Character Arc Management
Help players develop meaningful character growth through the legacy process:
- Establishment: Define the character's current state and potential conflicts.
- Development: Create opportunities for growth and choice.
- Crisis: Present challenges that test the character's core beliefs.
- Resolution: Allow meaningful transformation based on choices.
A character's personal arc should not exist in a vacuum. Tie it directly to the game's resource systems:
- Internal arcs (fear, doubt, guilt) are perfect sources of Corruption or Obligation.
- External arcs (revenge, ambition, love) create Debt Timers with terrestrial patrons or generate Crisis.
- Whenever a player advances their arc, mark +1 Obligation to a relevant Patron or tick a Patron's Interest timer.
Quick Start Campaigns
The Sunstone Gambit (Tier I–II, 4–6 sessions)
A medium-difficulty introduction set in Acasia.
Premise: A scholar hires the party to retrieve a sunstone from a ruined tower before a rival adventuring company does.
Key NPCs: Scholar Mira (quest-giver), Captain Voss (rival leader), the Tower's Guardian (ancient spirit).
Timers: Rival Progress [6], Tower Collapse [8], Spirit Wakening [4].
Session breakdown: Commission → Travel → Exploration → Confrontation → Climax → Aftermath.
The Dying Sun (Tier III–IV, 6–8 sessions)
A regional crisis campaign. The sun-spirit is fading; a cult of eternal night seeks to extinguish it permanently.
Premise: The party must rally factions, recover a lost ritual, and confront the cult before the winter solstice.
Key NPCs: High Priestess of the Sun, Cult Shadow-bound, Reluctant Ykrul Chieftain.
Timers: Sun's Fading [10] (ticks each session), Cult Influence [6], Alliance of the Dawn [8].
Acts: Investigate the cult → Gather allies → Raid the cult's lair → Final confrontation.
Campaign Worksheet
Use this one-page worksheet to capture your campaign's key elements.
Campaign Name: _____________________
Starting Tier: ________ Estimated Sessions: ________
Crown Spread:
- Spade (Site): _____________
- Heart (Rival): _____________
- Club (Pressure): _____________
- Diamond (Leverage): _____________
- Wild (Hidden): _____________
Factions (name, agenda timer, key NPCs): _____________________
Fronts (name, agenda timer, supporting timers, stakes): _____________________
Mandate: 0/6 Crisis: 0/6
Player Hooks (from sheets): _____________________
Notes: _____________________
Narrative First: The World Remembers
Campaign design in Fate's Edge is not about railroading players along predetermined paths — it's about responding to player choices with consequences that accumulate like stones in a river, gradually shaping the flow of the narrative itself. Let the world shift in response to their actions. Let factions rise and fall based on their allegiances. Let the dice sing the song of a universe that reacts.
And when the Crown is finally crowned — when the last card is played and the final timer ticks to completion — let the echo of that moment be heard across the entire Amaranthine, a testament to stories well-lived and consequences fully earned.
Remember: Your preparation between sessions is the quiet magic that transforms random encounters into meaningful episodes and mechanical challenges into memorable stories. The investment in this sacred trust pays dividends in player engagement, narrative coherence, and the creation of campaigns that will be remembered long after the final dice have been rolled.
Optional Player-Character Death
By default, Fate's Edge treats death as rare and dramatic. Use any of the following modules (singly or in combination) to tune how lethal your table feels. All options respect Story Beats (SB) and Obligation as core currencies.
Baseline (Default)
PCs do not die on ordinary failures. Instead, they suffer Harm, Conditions, lost opportunities, or narrative costs. Death only occurs when a rule below is in play or the table agrees a scene warrants it.
Option A — Severe Harm Death
Trigger. When a PC would take a third instance of Severe Harm (or escalate past the top of your harm track), they instead face death.
Stave It Off. The player may avoid death by choosing one: (1) mark 2 SB and take a Maimed permanent Condition, (2) accept a Patron's Claim (see Option D), or (3) convert the blow into a Last Stand (Option C).
Option B — Death Timer
Trigger. Catastrophic consequences (falls, crushes, mortal wounds) fill a named Death Timer (4 or 6 ticks).
While Ticking. Actions that stabilise reduce the timer; taking further punishment advances it.
When Full. The character dies unless one of the following occurs immediately: spend 2 SB to hold at full (buy a single action), accept a Patron's Claim, or another PC succeeds at Pull From the Brink (risky, effect = timer −2 on success).
Option C — Last Stand
Trigger. On lethal harm or a full Death Timer, the player may declare a Last Stand.
Effect. For the remainder of the scene, the PC acts with +1 Effect and ignores new Harm. Each action automatically creates 1 SB. When the scene ends, the character dies unless a miracle is secured (Patron rite, relic, or equivalent).
Option D — Patron's Claim
Trigger. On death, the PC's Patron (or a circling power) intervenes.
Bargain. The GM offers 1–3 non-negotiable terms (e.g., Obligation +2, forfeit a Gift, become a vessel for a season). If accepted, the PC lives; mark the costs immediately and record the Claim as an ongoing front. Refusal means the death proceeds.
Note. Claims should change the campaign; use sparingly.
Option E — Dramatic Exit & Inheritance
Dramatic Exit. The player may choose a meaningful death that resolves a question or saves others.
Inheritance. The next PC created by that player inherits one of: (a) a Relationship (bond, contact, or rival), (b) a Tool (asset degraded one step), or (c) a Lesson (start with +1 XP toward a Talent used in the exit). Record how the world remembers them.
Option F — Return From Beyond
Trigger. A body, a name, and a path (rite, gate, bargain).
Cost. Treat as a High Rite with Obligation appropriate to the transgression. Set DV using the Rites system. On success, the PC returns changed: apply a Scar (permanent Condition) and 1 SB to the rescuer. On failure, choose: lose the body, or return with a Patron's Claim.
Low lethality: Baseline + Death Timer only. Heroic tragedy: Severe Harm Death + Last Stand + Inheritance. Dark bargains: Any combo with Patron's Claim.
Implementation Timeline
Use this timeline to introduce optional player mechanics gradually over the course of a campaign.
Sessions 1–3
Investment Tracker, Information Trading (via Boons/Bargains), light Complication Bargaining.
Sessions 4–6
Timer Manipulation (Boon/Momentum/SB), Cultural Immersion, Faction Awareness, Momentum Banking.
Sessions 7+
Cross-Cultural Synergies, Escalation Management, advanced pacing choreography.
Seed the Scene. "Ask for the kind of complication you want."
Name the Stakes. "Is this timer worth slowing? Who pays — Boon, SB, or Momentum?"
Pay with Color. "What custom or rite do you invoke to make this work?"
Close the Loop. "Mark your Investment; one sentence of what you learned."
GM Reference: Concept Story Hooks & Legacy
The following table collects the story hooks and legacy notes for each example concept. Use these to generate plot threads, tie character backgrounds to the campaign, and plan for eventual character retirement or ascension.
| Concept | Story Hooks (GM Seeds) | Legacy Note |
|---|---|---|
| Guardian | Who or what are they protecting? What oath drives them? What happens if they fail? What personal costs have they borne? Did they inherit their duty? | A loyal follower (squire, apprentice, sworn shield) can become successor. |
| Mage | What forbidden knowledge do they seek? How did they get their power? What dangerous secrets might they uncover? Who opposes their research? What price have they already paid? | A trusted apprentice can inherit their Codex or Symbol collection. |
| Rogue | What crime or secret forced them into the shadows? What treasure or truth are they hunting? How do they balance loyalty and self-preservation? Who wants them dead? | A young pickpocket or informant can inherit their network of fences and contacts. |
| Cleric | What crisis of faith have they survived? What heresy or supernatural threat haunts them? How do they serve both living and dead? What price do they pay for divine power? | An acolyte or lay healer can take up their Patron's Symbol and mission. |
| Bard | What major conflict are they trying to resolve? What secret could topple a dynasty? How do they handle betrayal? What personal relationships affect their diplomacy? | A protégé or herald can inherit their reputation and contacts. |
| Ranger | What uncharted territory are they exploring? What secrets have they discovered in the wild? How do they balance civilisation and wilderness? What prey still eludes them? | Their animal companion or a young tracker can carry on their legacy. |
| Survivor | What trauma or hardship have they survived? How has it shaped them? What survival skills have saved them? How do they help others? What do they still fear? | A fellow survivor can inherit their network of caches and safehouses. |
| Innovator | What makes their specialty unique? How did they acquire their skills? What problems require their expertise? Who seeks to control or exploit them? What invention caused unintended harm? | An apprentice can inherit their workshop and blueprints. |
| Summoner | What entity are they bound to or seeking? What price did they pay for their first summoning? How do others react to their magic? Who hunts them? What debt do they owe to a spirit? | A bonded spirit or an apprentice medium can inherit their spirit contracts. |
| Commander | What army or company did they lead? What strategic defeat haunts them? Who are their rivals in war? What cause do they fight for? What soldiers died under their command? | A loyal lieutenant or sergeant can inherit their command. |
| Duelist | What duel did they lose that still stings? Whose honor are they sworn to defend? What signature technique did they develop? Why did they leave their fencing school? | A promising student can inherit their signature technique and blade. |
| Occultist | What unsolved haunting drives them? What forbidden text did they read (and what did it cost)? Who refuses to believe them? What spirit have they failed to help? | A student or junior investigator can inherit their case files and contacts. |
| Infiltrator | What intelligence agency or patron do they serve? What secret are they trying to uncover? What cover identity has become uncomfortably real? Who burned them? | A handler or junior agent can inherit their network of covers and contacts. |
| Channeler | What spirit first spoke through them, and why? What prophecy do they carry that no one believes? How do they manage the constant presence of the dead? What spirit wants to possess them? | A student medium can inherit their spirit contacts and channeling techniques. |
Use these hooks to tie character backgrounds directly to your campaign arcs, and the legacy notes to plan for eventual character retirement or ascension (see the Legacy Engine chapter).