On this page

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.

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:

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.

Physical Trackers for Timers

Use tactile tools to make timers visible and engaging:

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:

Use these answers to seed complications. The player who fears losing their family? Their family is now in danger.

Design for Your Tier

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:

  1. Declare intent and approach (Attribute+Skill)
  2. GM sets DV (2–5+) and Position (Dominant/Controlled/Desperate)
  3. Roll dice pool (Attribute+Skill d10s)
  4. Count successes (6–9=1 success; 10=2 successes)
  5. Apply outcome using the Outcome Matrix
  6. GM spends Story Beats (SB) to introduce complications

Difficulty Values (DV)

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:

Spending 1 Boon improves Position by one step before rolling. The GM may spend SB to worsen Position.

Outcome Matrix

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)

Story Beats (GM Resource)

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

The Spread Positions

Draw one card for each position. Lay them in a semicircle (the "Crown").

PositionCard DrawnWhat 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.

Quick Interpretation Guide
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:

Connecting the Elements

After the draw, ask yourself:

  1. How does the Rival relate to the Site?
  2. How does the Pressure affect the Site or Rival?
  3. How can the Leverage help against the Pressure or Rival?
  4. 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:

ElementSample 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

Timers: The GM's Primary Tool

Timers are the single most useful tool in Fate's Edge. Use them for:

When to Tick a Timer

Timer Size Guidelines

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)

Faction 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.

  1. List active factions. Keep no more than 3–5 that directly interact with the party.
  2. For each faction, roll 1d6. Use the table below.
  3. Advance or retreat their Agenda Timer.
  4. Note one concrete change. Write one sentence per faction.
  5. Read the changes aloud at the start of the next session.
Faction Progress Roll (d6)
RollProgressAgenda Timer Change
1–2Setback−1 segment (min 0)
3–4StalledNo change
5–6Advance+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:

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:

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:

Hazard Timers

Represent active hazards (fire, flooding, toxic gas) with Threat Timers:

Social Hazards

Magical Hazards

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.

d6SizePopulation / Notable Features
1Thorp20–80 — a handful of families, one well, no walls.
2Hamlet81–400 — a crossroads inn, a small shrine, a mill.
3Village401–900 — a weekly market, a temple, a wooden palisade.
4Town901–2,000 — stone walls, guild hall, a modest lord's keep.
5Large Town2,001–5,000 — multiple gates, a mint, a trade charter.
6Small City5,001–12,000 — wards, a cathedral, a permanent garrison.

Step 2: Dominant Faction or Power

Roll 1d10 or draw a Heart (♥). Adjust for region as needed.

d10Faction
1Noble House (baron, count, local strongman)
2Merchant Guild (spice factors, silk merchants, salt syndicate)
3Temple / Cult (Everflame Synod, Veiled Sister shrine, fire-temple)
4Wizard / Scholar (archivist, college dean, hedge-witch coven)
5Mercenary Company (condotta captain, free company garrison)
6Crime Lord (smuggler king, fence, a "reeve" who takes bribes)
7Council of Elders (moot, well-keepers, clan council)
8Religious Minority (heretical sect, hidden shrine, outlawed order)
9Foreign Enclave (Sidhi lighthouse keepers, Aeler engineers, Tulkani traders)
10The Dead (ghost council, cairn that votes, barrow-wight)

Step 3: Settlement Problem

Roll 1d10 or draw a Club (♣).

d10ProblemTwist
1Food ShortageThe granary was sabotaged; the last caravan never arrived.
2Monster ThreatBeast(s) from the wilds attack livestock or people.
3FeudTwo families or factions are on the edge of bloodshed.
4Taxation / DebtA lord or factor demands payment the village cannot make.
5SicknessA plague, a curse, or poisoned water spreads.
6Cult ActivityThe Ninth's whisperers, a demon-worshipping cell, or a doomsday sect.
7Unquiet DeadGhosts, drowned, or cairn-wights walk at night.
8Trade Route CutA bridge is down, a pass is blocked, or pirates raid.
9BetrayalSomeone trusted sold secrets, stole goods, or framed an innocent.
10The Hollow's AttentionThe ninth cup was poured; the Oath-Keeper has been seen.

Step 4: Local Resource or Leverage

Roll 1d10 or draw a Diamond (♦).

d10ResourceWhat it provides
1Salt PansSalt, preservation, trade with inland towns.
2Iron MineOre, weapons, engineering contracts.
3TimberShipbuilding, charcoal, construction.
4Spice / CoffeeHigh-value cash crop, foreign trade.
5Honey / WaxSweetener, candles, medicine.
6Ward-Salt (Mistlands)Protection against wraiths; valuable to outsiders.
7Silk WeavingFine cloth, witness cords, diplomatic gifts.
8Brewing / WineAle, mead, or wine; a social hub.
9Relic / ShrinePilgrimage, healing, religious authority.
10Old Records / MapsKnowledge 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.

SuitThe 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:

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)
d6Quirk
1The harbour has a ninth buoy that only appears at low tide; sailors avoid it.
2Every contract is witnessed by a Mirror-Keeper; the mirrors never show the same face twice.
3A house of the Shadow Council stands empty; silk threads cover the doorframe.
4Lanterns change color with the tide; no one explains the code to outsiders.
5The local well tastes of salt and iron; the drowned are said to drink from it.
6A fog-bell rings at odd hours; those who count the rings never reach nine.
Ecktoria (Marble & Fire)
d6Quirk
1A statue in the forum turns its head when someone lies.
2The Everflame in the local basilica burns blue on market days.
3Coin-house seals are stamped with a bell that rings when the debt is unpaid.
4Censor's clerks audit the dead as well as the living; names appear on rolls after burial.
5A Triumph Stair has a missing ninth step; petitioners who step into the gap are never seen again.
6The Amber Palace's quarantine is felt even here; patricians send messages by bell-code.
Acasia (Broken Marches)
d6Quirk
1A milestone points the wrong way; locals follow it anyway.
2The toll-bridge keeper is a child with no shadow; she never speaks.
3Hedge-witches tie red thread to every gate; the thread tightens when a promise is broken.
4Free company colors change each week; no one is sure who holds the contract.
5The Margravine's tally-stick is nailed to the inn wall; each notch is a paid debt.
6At dusk, the sound of legionary boots echoes from the old road.
Vhasia (Fractured Sun)
d6Quirk
1Every noble's seal has a hairline crack; no one remembers why.
2The local cantor sings the Planctus Armatus each dusk; the ninth verse is silence.
3A mirror in the square shows not your face but the sack of Lence.
4Knights touch their gorgets before speaking of mercy; some unbuckle them at sunset.
5The river carries ash from the Belworth; farmers scatter it on their fields for luck.
6A child with no shadow offers directions; those who follow forget their names.
Viterra (Hedge-Law Realm)
d6Quirk
1Every hedge has a tied ribbon; each color represents a different law.
2The Queen's Justiciar visits once a season; she never draws her sword, only her seal.
3A border stone moves three feet each spring; surveyors argue over who moved it.
4Local courts settle disputes by hedge-walk; the party who gets lost first loses.
5The Fenwood comptroller's quill is a dagger; he uses it for both writing and reminders.
6A bell in the square rings eight times at dawn; the ninth is for the absent.
Thepyrgos (City of Unfinished Proofs)
d6Quirk
1A stair that leads nowhere stands in the square; locals leave offerings.
2The town's bell rings eight times at noon, never nine.
3Every contract must be witnessed by a bell-ringer.
4A broken astrolabe hangs in the church, still ticking.
5The well water glows faintly green after rain.
6A Chain-Lantern patrol tests travelers at the gate; they ask for a name that rings false.
Aeler (Under-Vaults)
d6Quirk
1Miners count their breaths aloud in eights; visitors who count nine are shunned.
2A sealed door in the oldest building is warm to the touch; no one opens it.
3The local smith's hammer strikes three times in the morning, three at night.
4Every household has a bell that rings when the mountain shifts.
5A breath-counter hangs in the inn; guests must register before drinking.
6The True Masons inspect the well each month; they never explain what they measure.
Ykrul (Wolf Standards)
d6Quirk
1Horses are never named; riders earn the right to name a foal after a raid.
2A hostage string hangs in the center of camp; each knot is a kept promise.
3The bone-singer sings the names of the dead at dawn; the dead sing back.
4Salt is measured in handfuls, not coin; a closed fist means war.
5The Khagan's station has a ninth felt layer beneath the throne; no one has seen it.
6White squalls are greeted with silence; speaking during one invites the Hollow.
Vilikari (Laurels & Longhouses)
d6Quirk
1The local longhouse has a marble bench beside the oak; both are used for judgments.
2Every contract is signed with a braid of hair as well as a seal.
3A Foedus Stone fragment is kept in the square; its newest crack has no date.
4The innkeeper pours eight cups; the ninth is left for the witness no one wants.
5Border riders speak a pidgin of Utaran and steppe cant; outsiders cannot follow.
6A Vilikari factor keeps two ledgers: one for Ecktoria, one for the clan.
Linns (Skerries & Storm-Oaths)
d6Quirk
1Every boat has a ninth oar that is never used; it is for the drowned.
2A fog-bell rings at the harbour mouth; those who hear nine rings must stay ashore.
3The Thing-Holm ice never melts; oaths carved into it are frozen forever.
4Skalds sing verses in eights; the ninth line is always a question.
5A net-wife ties a knot for every storm she survives; her belt is thick with knots.
6The Sea-Queen's ship has a green lantern at the mast; it is never lit.
Ubral (Stone Between Spears)
d6Quirk
1A large cairn stands at the edge of town; widows add a stone every year.
2The inn has a guest-cup that is never washed; it holds the memory of every traveler.
3Cattle are counted every morning; a missing calf starts a feud.
4A dwarf outcast runs the forge; he speaks only in eights.
5The village has no jail; criminals are tied to a stone outside for three days.
6A 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).

d6What the settlement needs (external)What is hidden / secret
1Protection from raiders / monstersA traitor in the leader's inner circle.
2A lost heirloom or charter (stolen or taken)A forbidden shrine to the Ninth or a dark power.
3A mediator for a feud (two parties at each other's throats)A spy from a rival faction (Admiralty, Censorate, etc.)
4A new trade route or a bridge repairedA hidden vault with old records or treasure.
5Delivery of a sealed message or a dangerous prisonerA murder that implicates an innocent (or a ghost).
6A 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

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.

SuitElement
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.

Travel lives in Chapter 8 Roles on the road, encounters, the Supply Timer, weather and terrain, and foraging are all in Chapter 8, the Travel Framework, and they work the same on a campaign scale as on a single leg. They were reproduced here with quietly different numbers — a Supply ladder off by one, a weather modifier that was −1 die in one chapter and +1 DV in the other — which is exactly the failure mode a second copy invites. Read them there.

Pacing and Arc Structure

Session Energy Management

Aim for three "beats" per session:

  1. Opening hook (5–10 minutes): Re-establish stakes, remind of timers.
  2. Rising action (60–90 minutes): 2–3 scenes with escalating tension.
  3. Climax or cliffhanger (20–30 minutes): A major roll, a timer filling, or a hard choice.

Arc Length by Tier

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.

Between-Session Checklist
  1. Update timers: Tick any faction, travel, or campaign timers based on last session's outcomes.
  2. Check complication debt: Note any unresolved player Complications; they add +1 SB to the next session's first scene.
  3. Prepare 2–3 flexible scenes: Not scripts, but situations with a clear stake and a timer.
  4. Review player goals: Look at Bonds, Patron obligations, and personal arcs. Seed at least one hook per player.
  5. Refresh your memory: Re-read the session summary from last time (ask a player to recap if you didn't write one).
Three timers, no more A scene runs a Situation Timer, a Counter-Clock and a Campaign Timer, and that is the ceiling — merge the redundant ones and retire the resolved ones. The rule, with worked examples, is in Chapter 6.

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 Triggers and Conditions
Finale TypeConditions and Narrative Implications
Player-CalledMandate ≥ 6 and Crisis ≤ 3 — the party has earned the right to choose their moment of triumph.
Forced FinaleCrisis ≥ 6 regardless of Mandate — the world forces a confrontation that can no longer be avoided.
Balanced FinaleBoth 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:

  1. 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.
  2. Crossing: Stage the kinetic rail (Escape/Hunt/Hazard) that threatens to end the scene prematurely if not managed carefully.
  3. 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:

Legacy Conversion: Epilogue

After the Finale, each PC draws 2 cards and answers epilogue prompts by suit. Then convert campaign elements into lasting legacy:

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:

  1. Establishment: Define the character's current state and potential conflicts.
  2. Development: Create opportunities for growth and choice.
  3. Crisis: Present challenges that test the character's core beliefs.
  4. Resolution: Allow meaningful transformation based on choices.
Arcs Generate Obligation and Patron Interest

A character's personal arc should not exist in a vacuum. Tie it directly to the game's resource systems:

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 Worksheet

Campaign Name: _____________________

Starting Tier: ________   Estimated Sessions: ________

Crown Spread:

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.

Quick Picks

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.

At-Table Prompts

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.

ConceptStory Hooks (GM Seeds)Legacy Note
GuardianWho 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.
MageWhat 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.
RogueWhat 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.
ClericWhat 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.
BardWhat 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.
RangerWhat 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.
SurvivorWhat 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.
InnovatorWhat 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.
SummonerWhat 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.
CommanderWhat 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.
DuelistWhat 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.
OccultistWhat 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.
InfiltratorWhat 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.
ChannelerWhat 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).