Players will be making characters known as Pilgrims. These traveling craftsfolk, road wardens, and mystics travel from one community to the next plying their trade, learning about the world, being impartial judges, hosting festivals, and being translators for the Spirits. All Pilgrims start as young adults: old enough to practice a trade, survive on the road, and feel the desire to make something of themselves.
The practice of Pilgrimage began due to a lack of skilled craftsfolk and mystics in communities both old and new. After the flood waters receded, nomadic flotillas and ships set roots where they ran aground. This led to isolated communities not having skilled craftsfolk. Thus, craftsfolk became nomadic travelers, working until they became too old and road-weary for long journeys. When they found a place to settle, these older craftsfolk took on apprentices who would carry on the nomadic tradition until they too became old and road-weary. Pilgrimage was born. It’s been generations since the recession of the waters, and you carry on this tradition.
Every character, player or non-player, in Pilgrim’s Passages is made up of three things: Traits, items, and Stamina Dice. Traits represent both positive and negative changes to the character. Stamina Dice represent a character’s over all well-being, such as energy levels, fatigue, minor injuries, and how heavy of a burden they carry. The character’s items are all of the useful, and sentimental, things they burden themselves with. Subsequent sections will describe these components in more detail. For now, let’s make a Pilgrim.
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Traits are born from a character’s experiences, including any natural or magical effects they may have. There are two types of Traits: Skills and Scars. These positive and negative traits, when relevant, make a roll more or less challenging. Player characters (PCs) start with two Skills. Other non-player characters (NPCs) might start with any combination of Traits that equal their number of Stamina Dice.
The first Skill assigned to a player character is their trade. To determine the Pilgrim’s Trade, roll or choose one from the following table. Add the items to the PC’s inventory.
1D66 | Skill: Trade | Tools |
---|---|---|
11 | Actor | 1D10 Quill, 1D10 Vial of Ink, 1D10 Make-Up Set, 2D10 Costume |
12 | Apothecary | 1D10 Quill, 1D10 Vial of Ink, 1D10 Make-Up Set, 2D10 Costume |
13 | Archaeologist | 1D10 Brush, 1D10 Box of Chalk, 1D10 Rope, 1D10 Magnifying Glass, 1D10 Paper |
14 | Basket Weaver | 1D10 Dried Reeds, 1D10 Knife, 1D10 Basket, 1D10 Basket, 1D10 Basket |
15 | Blacksmith | 3D10 Anvil, 2D10 Smith’s Hammer |
16 | Bookbinder | 2D10 Paper, 1D10 Leather, 1D10 Quill, 1D10 Vial of Ink |
21 | Botanist | 1D10 Secateurs, 2D10 Press, 1D10 Paper, 1D10 Twine |
22 | Brewer | 3D10 Barrel, 1D10 Measuring Cup, 1D10 Yeast |
23 | Carpenter | 1D10 Hammer, 2D10 Saw, 2D10 Plane |
24 | Carver | 1D10 Chisel, 1D10 Knife, 3D10 Sledge Hammer |
25 | Ceramicist | 1D10 Brush. 1D10 Sculpting Tool, 1D10 Sponge, 2D10 Caliper |
26 | Cook | 1D10 Knife, 3D10 Wok, 1D10 Ladel |
31 | Cooper | 1D10 Hammer, 2D10 Saw, 2D10 Plane |
32 | Coroner | 2D10 Saw, 1D10 Knife, 2D10 Book of Anatomy, 1D10 Formaldehyde |
33 | Dancer | 2D10 Costume, 1D10 Make-Up Set, 1D10 Music Box |
34 | Glass Blower | 1D10 Sack of Jacks, 2D10 Blowpipe, 2D10 Block |
35 | Jeweler | 1D10 Magnifying Glass, 1D10 Mandrel, 1D10 Pliers, 1D10 Hammer, 1D10 File |
36 | Lapidarist | 1D10 File, 1D10 Pick, 1D10 Magnifying Glass, 2D10 Shovel |
41 | Leatherworker | 1D10 Awl, 1D10 Can of Oil, 1D10 Knife, 1D10 Needle Set, 1D10 12-Inch Ruler |
42 | Mason | 3D10 Sledge Hammer, 1D10 Chisel, 1D10 Brush |
43 | Mechanic | 1D10 Wrench, 1D10 Hammer, 1D10 Screwdriver, 1D10 File, 1D10 Vice |
44 | Musician | 2D10 Instrument, 1D10 Paper, 1D10 Pencil, 1D10 Sack |
45 | Mystic | 1D10 Candle, 1D10 Incense, 1D10 Box of Chalk, 1D10 Knife, 1D10 Flint |
46 | Naturalist | 1D10 Binoculars, 2D10 Paper, 1D10 Pencil |
51 | Needleworker | 1D10 Needle Set, 2D10 Yarn, 1D10 Scissors, 1D10 Measuring Tape |
52 | Painter | 1D10 Brush, 1D10 Pencil, 2D10 Canvas, 1D10 Paint |
53 | Papermaker | 1D10 Scissors, 2D10 Mold, 1D10 Sponge, 1D10 Masher |
54 | Photographer | 3D10 Camera, 1D10 Engraving Plate, 1D10 Silver Nitrate |
55 | Physician | 1D10 Knife, 1D10 Bandages, 1D10 Needle Set, 1D10 Twine, 1D10 Bottle of Alcohol |
56 | Poet | 2D10 Paper, 1D10 Quill, 1D10 Candle, 1D10 Ink |
61 | Printer | 1D10 Knife, 1D10 Needle Set, 1D10 Burnisher, 1D10 Ink, 1D10 Paper |
62 | Roper | 1D10 Scissors, 1D10 Flint, 1D10 Glives, 1D10 Splicer, 1D10 Rope |
63 | Sculptor | 3D10 Chisel Set, 1D10 Hammer, 1D10 Brush |
64 | Tailor | 1D10 Scissors, 1D10 Needle Set, 1D10 Thread, 1D10 Taper Measure, 1D10 Box of Chalk |
65 | Weaver | 2D10 Frame, 1D10 Shuttle, 1D10 Scissors, 1D10 Beater |
66 | Writer | 2D10 Paper, 1D10 Quill, 1D10 Candle, 1D10 Ink Vial |
The second Skill represents a character’s devotion to an initial Spirit. Most Pilgrims follow one of the the six Wandering Spirits, though a character could follow any or no Spirits at all.
Refer to the Wandering Spirits table on the next page to select or roll for a Skill that represents a character’s devotion to one of the Wanderers.
1D6 | Skill: Devotion | Domains | Items |
---|---|---|---|
1 | Devotion to Prevernal the Revenant: Early Spring | Air, Evocation, Correspondence | 3D8 Backpack, 2D10 Bedroll, 2D10 Traveler’s Spear, 2D10 Lantern, 3D10 Sack |
2 | Devotion to Vernal the Companion: Late Spring | Aggression, Enhancement, Correspondence | 3D8 Backpack, 2D10 Bedroll, 2D10 Traveler’s Spear, 3D10 Tent, 1D10 Waxed Cape |
3 | Devotion to Estival the Curator: Early Summer | Earth, Water, Correspondence | 3D8 Backpack, 2D10 Bedroll, 2D10 Traveler’s Spear, 1D10 Rope, 1D10 Quilted Coat |
4 | Devotion to Serotinal the Gleaner: Late Summer | Heat, Protection, Correspondence | 3D8 Backpack, 2D10 Bedroll, 2D10 Traveler’s Spear, 1D10 Canteen, 1D10 Brimmed Hat |
5 | Devotion to Autumnal the Migrant: Autumn | Arid, Entropy, Correspondence | 3D8 Backpack, 2D10 Bedroll, 2D10 Traveler’s Spear, 1D10 Candles |
6 | Devotion to Hibernal the Hosterler: Winter | Cessation, Cold, Correspondence | 3D8 Backpack, 2D10 Bedroll, 2D10 Traveler’s Spear, 1D10 Fur Coat, 2D10 Lantern |
The well-being and energy levels of a character is tracked via Stamina Dice. Stamina Die are always six-sided die. Use the following formula to determine a character’s number of Stamina Dice (SD): Total SD = 3 + Number of Skills - Number of Scars.
Starting players have two Skills and no Scars; therefore, they begin with five SD.
All Pilgrim’s get three 1D12 Rations. Take the items gained from a character’s two starting Skills and pack them in a container.
Peoples of the archipelago name themselves by the amount of achievements they have made. Every Trait a character obtains grants them an additional syllable in their name.
Roll 1D66 to determine your Pilgrim’s memento. All memento’s are 1 Load, unless the memento is a character.
1D66 | Memento |
---|---|
11 | A small idol for the Spirit of your hometown. |
12 | A love letter from someone you left behind. |
13 | An elder’s United Worker’s Army rank insignia. |
14 | A map to a forgotten shrine. |
15 | A pearl containing the memories of a loved one. |
16 | A grudge. You are fleeing someone. |
21 | A childhood pet damselfly (1SD). |
22 | A pamphlet extolling the virtues of war Spirits. |
23 | Guilt. You caused a great catastrophe at home. |
24 | A tattoo. Depicting something meaningful or absurd. |
25 | A debt. You took and took. |
26 | Proof. You have evidence supporting a great theory. |
31 | An incomplete small craft. You teacher died before finishing it, but you do not have the skill to complete it, yet. |
32 | A wanderlust. What sort of place do you desire to visit? |
33 | A delicious treat, baked by a beloved elder. |
34 | A secret recipe from an beloved elder. It is desired by anyone who knows of it. |
35 | A quilted coat depicting events from your life, given to you by your hometown. |
36 | A locket with a photo of a missing loved one. |
41 | A small pre-flood ceramic of a small extinct animal with long ears. |
42 | A small amount of gilding on a hidden part of your body, marking you as family of gilded. |
43 | A song, written by a local musician from your hometown. |
44 | A mysterious brightly colored slug in a jar. A gift from the coast. |
45 | A bandana, patterned and dyed to show you as an ally to your friends and a threat to your enemies. |
46 | A compass, given to you by an old Pilgrim that came through your community when you were young. |
51 | A stamp, your old teacher helped you make your own. What does the stamp show? |
52 | A wax seal you found when you were little. What does the seal depict? |
53 | A letter of recommendation from your teacher. It speaks highly of your potential at your craft. |
54 | Your childhood pet Doter (2SD). It is getting up there in age but it follows you loyally. |
55 | A letter from your childhood friend who left on their pilgrimage one year before you. |
56 | A letter with the directions to an absent parent. |
61 | A case for a legendary tool. What is the tool? |
62 | A rare dye (+1) that is made from a material found only near your childhood home. What does it look like? |
63 | A small shell that calls to a distant shore. |
64 | A spice (+1) that can only be found near your childhood home. What does it taste like? |
65 | A painting on one of your tools. It depicts a great act that one of your ancestors did. What was it? |
66 | The gilding from a Gilded fighter in the war. You could recognize the previous owner. |
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