Broken Weave Playtest 01a 230427

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CREDITS

Lead Design: Emmet Byrne, Cody Faulk, Elaine Lithgow


Writing and Design: Emmet Byrne, Alex Clippinger, Josh Corcoran, Cat Evans, Cody Faulk, V.J. Harris,
Elaine Lithgow, Jessica Marcrum, KC Shi
Editing: @@
Cover: Álvaro Jiménez Hernández
Illustration: Jog Brogzin, Antonio De Luca, Runesael Flynn, Diana Grigorescu, Dániel Kovács, Andrew Lowry,
Sam Manley, Clara-Marie Morin, JG O’Donoghue, Todd Ulrich, Siman Vlaisavljević
Graphic Design and Layout: Diana Grigorescu, Laura Jane Phelan
Proofreading: @@
Cubicle 7 Team: Dave Allen, Tracey Bourke, Emmet Byrne, Alex Cahill, David F Chapman, Walt Ciechanowski,
Christopher Colston, Elaine Connolly, Josh Corcoran, Jennifer Crispin, Zak Dale-Clutterbuck, Matthew Freeman,
Paula Graham, Diana Grigorescu, Fiona Kelly, Elaine Lithgow, TS Luikart, Dominic McDowall, Neil McGouran,
Sam Manley, Kieran Murphy, Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue, Laura Jane Phelan,
Sam Taylor, and Cian Whelan
Producers: Cat Evans, Elaine Lithgow
Creative Director: Emmet Byrne
Publisher: Dominic McDowall

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any
means, electronic, mechanical, photocopying, recording, or otherwise without the prior permission of the
publishers.
© Copyright Cubicle 7 Entertainment Ltd. 2023
Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment
Limited. All rights reserved.

Last Updated, [Day Month, Year]

2
CONTENTS
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3
INTRODUCTION
1
Listen well, young ones. Our world is hard. It is
unfair. If you’re not careful, the land will crumble
beneath your feet, the shadows will sprout claws
behind your back, and you’ll find yourself lost
and alone. You must work together. Form bonds.
Protect each other. Find light in the darkness.
It’s the only way to survive…
— Kalithin, Sage of Guardian’s Lament

Welcome to Broken Weave — a post-apocalyptic


tragic fantasy world where hope and the strength of
community are all that holds back the corrupting
touch of Decay. One member of your group will
embody the role of the Gamemaster (GM), the
storyteller and lorekeeper who describes the
Broken World and interprets what effect your
actions have upon it. The rest of your group will
create Survivors who fight to create a new home
in a time when reality is crumbling around you and
twisted monsters roam the lands.

You are the last mortal remnants of an arcane


apocalypse that sundered reality forever. The magic of
the world has been corrupted, becoming poisonous to
all it touches and destroying those who would dare use
it. The gods are dead, there is no divine intervention
or idyllic afterlife waiting for you. Time and distance
are fluid and unpredictable, scattering and isolating
communities, and transforming the journeys between
them into deadly treks through surreal landscapes.

You must establish safe Havens, protect them from


endless corrupted monsters that wear the shadows of
the ones you loved, and explore the ruined world for
life-saving treasures of bygone glory. You cannot save
this fallen world — the end has already come — all you
can do is try to build something lasting and leave the
world a better place after you are gone. That is what
it means to win in the Broken World. To forge bonds
and communities that endure, find joy in the bright
moments amongst the darkness, stand when you
should fall, and never give up hope.
Introduction 1

USING THIS BOOK Game Text


To help you use this book, we employ a number of
Broken Weave is a tabletop roleplaying game. You’ll standard methods of presenting information.
create a player character (PC), then set out to explore
the Broken World, trying to make a difference and • Game Terms: All game terms are capitalised, so
maybe leave it a little less bleak than you found it. You you know when you need to use all of your skill,
and the other players are the protagonists of the story. or when you need to use a Skill.
One person in your group is the Gamemaster (GM),
who facilitates the story by describing the world, the • Individual Items: Some game terms encompass
actions of non-player characters (NPCs), and the other game terms. In these cases we capitalise and
results of your actions. The players and GM all use dice italicise the term. For example, Talents include
to determine whether actions succeed or fail, bringing individual Talents such as Light Sleeper. This
an element of chance into the storytelling. also goes for Conditions, such as Blinded and
Frightened.
Players will use chapters 2-8 to create their Haven and
Survivors. Chapter 9: The Loom contains new rules • Tests: Whenever you are required to make a Test,
unique to Broken Weave, such as Hope and Decay, the text is bolded. For example, you must make a
while chapter 10: Travel and Hazards provides details DC 15 Strength (Athletics) Test to lift the fallen
on undertaking journeys in the Broken World. Chapter pillar.
11: The Passage of Time introduces Endeavours and
Generational Play, exploring what your characters • Acronyms: Some common acronyms appear
do while they are not adventuring. Chapter 12: The regularly throughout the book. These are GM
Broken World contains a wealth of lore about the (Gamemaster), PC (player character), NPC
Broken World, including myths of the time before (non-player character), and DC (Difficulty Class,
the Breaking, important factions and locations, and for a Test)
an insight into what life is like in this strange land.
Chapter 13-14 are most useful to the GM, as they
contain advice on running Broken Weave, statistics for What’s New?
allies and antagonists, and various appendix materials Broken Weave uses the following systems to reinforce
that will help you during your game. the themes of the setting and expand your play
experience:

BOXES • Each group creates a Haven together to protect


and call home (see page @@).
Box-outs appear regularly throughout
this book. These usually contain guidance,
• Characters and the world are affected by an
additional information, plot-hooks, or
arcane entropy called Decay (see page @@).
snippets of lore about the Broken World.
• New Skills unique to survival in the Broken
World have been added (see page @@).

• Expanded travel rules are used on long journeys


(see page @@).

• Players can combat colossal monsters known as


Titans (see page @@).

• Players can engage in Generational Play (see page


@@).

5
WHAT SYSTEM?
Before you begin playing Broken Weave, you need to make the important decision as a group about which
system you would like to use as the foundation for your Broken Weave gameplay — C7d20, or the 5th edition
of Dungeons & Dragons. Where rules may change between systems, we have included the 5e rules first and
the C7d20 equivalent in parenthesis. For example, distance in 5e is measured in feet, but measured in Zones
in C7d20, so a distance in Broken Weave may be shown as 30ft (Medium Range).

Using C7d20 Using 5th Edition


Broken Weave is fully compatible with Cubicle 7’s Broken Weave is also fully compatible with the
own C7d20 System. If you want to play using the 5th edition rules of Dungeons & Dragons. If you
C7d20 rules, you will need a copy of the C7d20 want to play using those rules you will need some
Player’s Guide as well as the rules found in this version of the 5th edition rules to play, such as the
book. More information on the C7d20 Player’s free basic rules which are available online..
Guide, as well as a number of other supplements,
can be found on www.cubicle7games.com. The WHAT’S CHANGED FROM 5TH
C7d20 Player’s Guide provides all the rules EDITION?
you need to play Broken Weave and offers new If you are using 5th Edition to play Broken
Talents, Endeavours, and alternative ways of Weave, the following changes apply:
handling combat. The C7d20 Gamemaster’s
Guide also offers new systems to expand Broken • Character’s are created using the Lifepath
Weave even further, such as non-violent conflict, system (see page @@).
additional rules for detailed injuries, and more.
• Races are replaced with Lineages (see page
WHAT’S CHANGED FROM C7D20? @@).
If you are using C7d20 to play Broken Weave, the
following changes apply: • Classes are limited to those found in Broken
Weave (see page @@).
• Broken Weave uses a setting specific Lifepath
(see page @@). • Feats are not used, instead players gain
Talents at different levels (see page @@).
• Broken Weave uses a specific set of Lineages
(see page @@). • Inspiration is replaced with Hope (see page
@@).
• Classes are limited to those found in Broken
Weave (see page @@). • Some Skills have been added or replaced
(see page @@).
• Magic in all its forms is a deadly source of
Decay (see page @@), so player’s should not
have access to spells or to Talents that offer
spell-like abilities.

6
INTRODUCTION 1

When the next threat arises, a new group of Survivors


PLAYING is brought together to face it. It may include some or all
of the same Survivors who saved the Haven previously,
BROKEN WEAVE or it may be formed from their descendants, those who
owe their existence to the sacrifices of their forebears.
Campaigns and adventures in Broken Weave revolve This is the cycle of life and death present in the Broken
around your Haven. This is the place in the Broken World — one you can expect to experience in full
World where you and your loved ones live. Havens during your Broken Weave campaigns.
are small communities, often no larger than a couple
hundred survivors who have come together to carve
out a small, relatively safe space to live and build
towards the future. Havens are so important to the
BORN IN DARK TIMES
game that you create your Haven as a group before you It may come as no surprise to learn that
even make your characters (see Haven Creation, page Broken Weave was created during the global
@@). pandemic — a time when we were isolated
from our loved ones, communities became
Once you have created your Haven and your Survivors, fractured, and the world outside seemed to
your game develops naturally based on the threats that be falling apart before our eyes. A lot of this
emerge to threaten your home. A Decayed monster informed the creation of the Broken World
may enter the area and begin hunting the inhabitants, and its themes. The desire to build a world
a plague may ravage the population, or a rival Haven where survival, hope, and building a better
may open hostilities — the Broken World is not short future were the core ideals was something
of dangers. we felt very strongly about, and it is what sets
Broken Weave apart from many other post-
Your Survivors are tasked with overcoming these apocalyptic games.
threats. This often forces your Survivors to leave the
comfort and relative safety of your Haven to undertake
perilous hunts or embark on far-ranging journeys
across ever-changing terrain to explore the Decay-
wracked ruins of fallen civilisations. These tasks should TONE AND THEMES
not be undertaken lightly. There is no guarantee you
will return to your Haven the same, if you return at Broken Weave is a game of dark, tragic fantasy. You’ll
all. This is not a world of adventure and glory, it is encounter a world wracked with grief and filled with
one of survival and necessity. There may come a time nightmarish monsters that cry in dead tongues. You’ll
when you must sacrifice yourself to safeguard your traverse surreal landscapes that defy the laws of time
community and those you love, all in the hope of and space, struggle to keep hope alive when all seems
creating a better world. lost, and face the horror of your body and mind
decaying or changing against your will.
If your Survivors return home and succeed in
overcoming the threat, the Haven may breathe easy for These themes are briefly outlined here and explored
a time. Months, years, even whole generations can pass in detail in Chapter @@ Storytelling. Be sure to
before another crisis threatens the Haven. During this discuss them with your group before you begin your
time, Survivors live their lives as best they can; growing adventures in Broken Weave, to ensure that everyone
their community, developing skills, forging a family, is happy to proceed. Always remember that games are
or pursuing any number of personal and community supposed to be enjoyable, even when they go to dark
goals. places. As mentioned, the Storytelling chapter (see
page @@) offers additional advice on running games in
The Broken World, but the best advice to offer up front
is simple: talk to each other. Understand each other’s
boundaries and comfort levels, and respect them.

7
BROKEN WEAVE

Tragic Fantasy Body Horror


Tragic fantasy is a subgenre of fantasy where characters Characters in broken Weave experience terrifying
and settings experience suffering and sorrow as an physical and mental transformations at the hands of
intrinsic part of their narratives. Cities which were Decay. This means that player characters may warp and
once known for their splendour fall and become dull change against the player’s will, or suffer a loss of self
shadows of their former glory. Heroes endure physical and identity. If things get bad enough, a character may
and emotional scars which change them forever, and even become a Monster, and effectively die. Ensure
likely die or become irredeemably corrupt in the that your players know this going in, and know that
process of reaching their goals. The tragedy in this case these horrifying changes cannot be undone, so they
comes from lost grace and good intentions turned foul. can properly appreciate the danger that Decay presents
Whether you are walking through a ruin, or facing a to them and their loved ones.
twisted Monster, everywhere you walk in the Broken
World, you should be able to see the faint afterimages
of a land that was once grand and full of hope. LIFE IN THE
A Nihilistic Argument BROKEN WORLD
At its heart, Broken Weave presents a battle between
pessimistic and optimistic nihilism. The world is Life in the Broken World is very different to that
irreparably broken, and there is precious little you can in your average mediaeval fantasy setting. Slowly,
do about it. Nothing you build can last indefinitely and constantly, Decay pulls the world apart. Continents,
life seems inherently meaningless in the face of the ecosystems, and history itself rip asunder, even as the
creeping oblivion that is Decay. Every character in the greatest works of dead civilisations crumble into ruin.
Broken World faces this nihilistic realisation face on. Corruption lurks within every person, unravelling
All they can choose is how they face it. their sense of self until something monstrous squeezes
through the gaps and swallows what remains. The gods
A pessimistic nihilist argues that everything is lie dead, and from death there is no return.
meaningless in the face of oblivion — they condemn
existence, believe in nothing, and claim no loyalties Yet in this world, people still live. They hope, strive, fail,
or greater purpose. This theme is reflected in Decay, and hope again. Despite all the challenges set against
an uncaring, unfeeling force that facilitates the them, they build new communities and dare to face the
deterioration of the universe. uncertain dawn. And when everything around them
falls apart, they hold on to each other, maintaining the
An optimistic nihilist accepts that the universe is last, most important connections in the Broken World.
meaningless, and chooses to create their own meaning
from the very experience of living — they seek As a result, there are some important aspects of the
connection, build communities, and work towards a world which all players should be aware of before you
brighter future one ashen footstep at a time. This theme begin to create your Haven and Survivors. If you are
is reflected in Hope, a tangible power which pushes the group’s GM, consider reading this section out to
people to acts of heroism and holds back Decay, even your party during your first session.
if only for a short time. PCs are generally assumed to
be optimistic, otherwise they would have no reason
to embark on dangerous journeys to save their home,
while many threats come from pessimistic foes.

8
Introduction 1

The more Decayed an area, the more pronounced this


The Breaking effect. The only way to combat Decay is to solidify the
Some unknown centuries ago, the magic of the world land in your mind, by walking the same paths and
broke. The reason is frequently speculated about constructing memorable Waymarkers along them,
in myth and legend, but none know the true reason and by building relationships and communities with
why, all they know are the results. Overnight, the a shared history.
world as they knew it fell to ruin. Great civilizations
crumbled to dust, horrifying monsters emerged from Decaying Memories
the shadows, dying gods fell from the sky, and every Decay warps memory in the same manner as time
magical object and creature became a deadly source and distance. If you travel through a Decayed area,
of corrupting energy. Precious few mortals survived you may forget important memories: a loved one, a
the Breaking and those who did found themselves in defining moment in life, or even the way home. Yet
a Broken World that bore little resemblance to their just as Waymarkers can combat the warping of the
once great land. land, Memoria can combat the warping of memory.
Memoria are trinkets carried by Survivors which
The Gods Are Dead remind them of precious memories. By creating,
The physical corpses of numerous gods can be found carrying, and meditating with Memoria, you can help
scattered across the Broken World. Most lie abandoned to protect your mind from the touch of Decay.
by those who once worshipped them, their names and
domains lost to memory. Yet some cults still cling to You are Cursed
the decaying cadavers of their divine — conducting Every Lineage has their own Curse which manifests
strange rites in the hope of returning to them some as they are exposed to Decay. Humans slowly rot and
spark of life. Yet their prayers go unanswered. The gods become soul hungry undead, Dwarves burn up from
are dead, divine intervention is never coming. the inside and become eternally burning infernos,
Elves turn to crystal constructs that flense the skin
These god-corpses sometimes spawn strange creatures, from living creatures, Halflings melt into life draining
unnatural phenomena, or offer unique resources that oozes, and The Forgotten crumble into nothingness
draw communities to them, but those who live in before the eyes of their loved ones.
the shadow of a dead god court danger in their every
waking moment. These curses are real and present dangers to all
Survivors, and their effects are irreparable. Certain
Magic is Broken unusual situations like arcane artefacts or strange
Once, great magicians could create and destroy with locations may even overwrite your Curse, changing
the snap of their fingers, but no more. Magic is broken you in nightmarish ways you never expected.
and in its place is Decay, a cursed arcane force which
erodes reality and remakes it into strange and surreal Hope Remains
forms. Unchecked Decay eats at your memories and Despite all of this, there is one force which can fight
corrupts your flesh and spirit, gradually turning you back Decay — Hope. Hope is an intangible force
into a Monster. which is generated when people come together into
communities that strive towards a common goal.
Time and Distance When Survivors embark on adventures to protect a
Decay warps time and distance in strange and unusual Haven, the community can invest their Hope into
ways. As you travel, your environment may shift and them, granting them an edge against Decay. Hope
change around you — stretching or contracting in can hold back the touch of Decay, push you to feats of
nauseating ways beyond your perceptions. You may heroism, or even lift you up when you should fall. It
even return home after a short trip, to find that years is the most precious resource in the Broken World, as
have passed in your absence. without Hope, there is nothing to stand against Decay.

9
Magic is broken and the gods are dead.

Untold years ago, the Breaking devastated our world and sundered our reality.
Time and distance have lost their meaning, and the knowledge of how things
were crumbles like ash between our fingers. Those of us who remain inhabit a
shattered world. Decay unravels our reality by inches. It eats our memories
and twists our flesh — turning loved ones into monsters and monsters into
nightmares.

The past is gone and forgotten. Only a darkened echo remains: ever-twisting
ruins where death wears a crystalline grin, discarded artefacts sick with
whispering entropy, and once-noble creatures reduced to pitiable monstrosities.
The corpses of gods rot upon the horizon, their divine blood poisoning the
land. Every day we face thousands of dangers, from without and within.
Yet despite everything we have lost, hope remains — that fragile flame
which holds back Decay.

We have grieved long enough. We must walk the old paths and reconnect with
our lost kin. We must search the ruins to uncover what we once were. We
must build new communities and forge our future together. And when the
nightmares come, to take what little we have left, we must fight.

Even if the odds are against us, even if the gods have abandoned us, even if
the world wants us gone, we must never give up hope! Hope that this world
is still worth saving, and that one day we can repair the broken weave.
2 HAVEN CREATION

Scattered across this cursed landscape are small because of ideological differences with the leadership of
communities where people eke out their hard-won lives. their previous Haven or the discovery of new resources,
These are known as Havens. No two Havens are alike, but these reasons must be extremely compelling to
for each must develop its own method of surviving a justify the risk, for a Haven’s early days are also its most
Decaying world. Some hunker inside ancient ruins or vulnerable. Isolated from all allies, plagued by doubt
shadowed valleys, their homes disguised among the and indecision, the residents of new Havens can fall to
rubble, while others live in places many would consider Monsters just as easily as they can become them.
suicidal, like atop a floating island, or inside a dead god’s
belly. There is no standard for a Haven’s social structure, If the Haven endures these rocky foundational years,
size, or demographic, and indeed, clinging to rigid ideas the community come to know their sliver of the
of what ‘should’ be is the quickest way for a Haven to Broken World. They learn which creatures they can live
fall. The only unifying feature among all Havens is its alongside, any local Monsters they must beware, and
peoples’ hope for a better life. which Titans tread near their new home. At their best,
they may even reach out to other Havens, establishing
Most new Havens begin for one of two reasons: either tenuous threads of commerce and communication over
an existing Haven collapsed and the survivors re- the shifting, fraught distances and giving permanence
established themselves elsewhere, or a Haven reached to their place in the world.
the upper limit of people it could support and made
the difficult choice to expel some of its own. When But the danger never truly passes, and sudden attacks or
the latter happens, generous Havens send their most natural disasters can topple even the most well-prepared
able into the wastes, equipped so they have the best communities. Most Havens last no more than a few
chance at survival. Those unable to spare the resources generations. When they collapse, they often leave little
exile the disgraced and the dying, an execution in all visible behind, their ruined homes and fields dwarfed
but name. Travellers might also establish new Havens by the monuments of the world that came before.

12
Haven Creation 2

FOUNDING GUARDIAN’S LAMENT


A HAVEN You can find an example Haven called
Guardian’s Lament on page @@. Feel free to
Havens are one of the most important aspects of any use this Haven as inspiration for your own,
Broken Weave campaign, and creating your Haven or even adopt it for your group if they would
is just as important as creating your character. Your rather not go through the Haven Creation
Haven will influence the type of Survivors you create, process.
so we recommend that your group create a Haven
together prior to making your characters. Not only is
protecting your Haven a driving force behind many
adventures, but it gives your characters a place for
their friends, family, and even rivals to reside in an
otherwise inhospitable world.

The following section focuses on creating your Haven,


and should be undertaken as a group activity including
the GM and Players. As you progress through Haven
Creation, you should take turns rolling or choosing
results from the various tables. Be sure to discuss
the results as a group, look for connections between
results, and add your own ideas. By the end of Haven
creation, everyone should have contributed at least a
couple of ideas to the Haven. This way, everyone should
feel knowledgeable and invested in your Haven as you
move forward to character creation, and may inform
some of your decisions in your character’s story.

Haven creation has the following steps:

1. The Founders Legacy: Establish the origins of


your Haven.
2. Location: Where your Haven is situated, what
resources are available, and what landmark it
features.
3. Distinguishing Features: Parts of your Haven’s
culture that make it unique from others.
4. Crises: What problems your Haven has faced in
the past and is currently facing.
5. Finishing Touches: Decide your Haven’s name,
and record the starting values for Decay, Hope,
Population, and Surplus.

This chapter can also be used to generate other Havens


in the Broken World, be they friendly, neutral,
or even hostile to your own Haven.

13
BROKEN WEAVE

If they were seeking fertile land for crops, what were


The Founders Legacy those crops? Consider how the founder’s legacy shapes
All Havens are founded for a purpose. In many cases the principles and traditions of your Haven. If they
this is as simple as surviving a crisis, such as escaping fled from a horde of monsters, they are likely to be
a terrible sickness or the fall of another Haven. Other especially wary of Monsters entering their territory,
times, survivors come together under charismatic or or if they protect an artefact, they may have complex
bold leaders who profess a great plan, like discovering rituals around its use.
an ancient artefact that can solve all their problems, or
finding a fertile land where life is easier and the land is
free of Decay. These founders hold aloft their purpose
like a guiding star to found a fledgling Haven and guide THE SINS OF
it through the shifting darkness of the Broken World. OUR FOUNDERS
History has a way of absolving or concealing
As the years pass and the original founders return to the failures of those in power. This is even
the dirt, their legacy lingers in the cultural heart of more true in the Broken World, where
its people. Often, your founder’s legacy is one of the unchecked Decay erodes memory. Consider
first things young people learn — passed on to new that your founder’s legacy may not be the
generations through art and tradition. Like many such whole truth. Maybe the artefact your Haven
tales, there are often embellishments and changes in protects was stolen from another, or a terrible
the retelling. plague was only overcome by sacrificing half
the population. How your Survivors, and
When you create your Haven, roll on or pick from the Haven at large, react to such a truth if it
the Our Founders Wanted To… table to determine surfaces is fertile ground for a story of a Haven
the founder’s legacy for your Haven. Discuss the which fractures into groups of dogmatic
result among your group and flesh it out in any way traditionalists, truth-seeking revolutionaries,
that’s interesting to you. If your Haven was founded or desperate repentants.
to explore an ancient city, what did they find there?

OUR FOUNDERS WANTED TO…

1d10 1-2: Find 3-4: Heal 5-6: Protect 7-8: Escape 9-10: Study

Decaying loved A dying species The Monster our A mutated


1-2 What happened to ones that our old upon which our families were wilderness unlike
our ancestors. Haven exiled. culture depended. becoming. anything seen
before.

Soil in which our A wounded Titan The crumbling land The raiders who A dormant relic that
3-4 seeds could grow. others feared to bridge between two conquered our old we first mistook for
approach. regions. Haven. a city.

A refuge where the The bond between The border to A plague which The strange
5-6 monsters could two collapsed a condemned decimated our old creatures that live in
not follow. Havens. wasteland. home that would this area.
not end.

A relic our A rift in the earth Our children, even A leader that
7-8 ancestors tried and which teemed with if they no longer condemned our An ancient wall and
failed to protect. grasping hands. recognised us. beliefs, or lack of what laid beyond it.
them.

A shelter that The land before it The corpse of a god A Titan who A rambling record
9-10 could withstand a broke off toward from mining and became violent written in a dead
great storm. the stars. desecration. without warning. language.

14
Haven Creation 2

Location NOMADS
Every Haven exists in the context of the land around
it. Climate, ambient Decay, and local resources all Some Havens are nomadic groups that travel
exert major influence over people’s lives, and the between several biomes as the need arises. If
traditions and aesthetics of your Haven usually begin this is the case, your Haven may change its
as adaptations to your environment. A Haven located Location and Landmark during Generational
on the coast of a vast sea will have very different lives Play (see page @@). Alternatively, a nomadic
to those located in a deep jungle — especially when journey may be the focus of your adventure,
Decay begins to warp the land. as you lead your people to a new land. This
is discussed in the Storytelling chapter (see
Your Haven’s Location is made up of three factors: page @@).
the Biome it resides within, the Resources it has at its
disposal, and one or more Landmarks that make it
stand out from the rest.

BIOME
BIOME
Your Haven’s Biome represents the general climate and
broader landscape surrounding it. Those living in a d10 Biome Type d10 Biome Type
Haven in a coastal Biome will likely have very different
lives from those living in a desert. 1 Coastal 5 Mountain

To generate a Haven’s Biome, roll or choose a result 2 Desert 6 Jungle


from the Biome table.
3 Forest 7 Tundra
Always remember that things are rarely as they seem
in the Broken World, so feel free to experiment and 4 Grassland 8 Underground
interpret the results in interesting ways. A ‘Jungle’ may
consist of towering mushrooms instead of trees, or a 5 Mountain 9 Wetland
‘Coastal’ Haven may sit at the edge of a sea formed
from the blood of a dead god. 6 Jungle 10 Ruined City

15
BROKEN WEAVE

RESOURCES
Havens survive from what little they can scrape from
the lands near their homes. In many cases, the available THE LAND PROVIDES
resources are the main reason why a Haven is founded
in a location to begin with. Sometimes, the unusual ecosystems and
strange landscapes created by the random
In general, it is assumed that your Haven can scrounge hand of Decay can create a location which is
up enough varied Resources to survive. In addition, particularly rich in resources. These places
each Haven has certain Resources that are in Abundance are so precious, that some communities will
or have a Scarcity. Abundances and Scarcities are used build Havens there, even if it exposes them
when attempting to source materials for crafting or to more Decay. During Haven Creation, you
trading. Tests to acquire Abundant Components in can choose to gain an additional Abundance
the region are made with Advantage, while tests to from the Resources table. If you do this, your
find or create Scarce Components are made with Haven’s Decay is permanently increased by 1.
Disadvantage. More detailed information can be found
on using resources in the Equipment chapter (see page
@@). LANDMARK
The Broken World is scattered with strange and unique
To determine an Abundance and Scarcity for your landmarks. Many of these are remnants of a fallen
Haven, roll twice or choose two results from the civilisation, or the twisted outcome of Decay run
Resources table. rampant. Such landmarks are valuable to Havens for
two reasons; their strangeness ensures that they are
Consider how your Abundances and Scarcities easier to remember, thus making it harder for Decay
might interact with your Haven’s Biome in strange to erode memories of home, and they almost always
or unexpected ways. A Desert Biome with a Scarcity provide some form of unique Abundance which can
of Sand may mean the desert is made from ash, or a shape the development of their Haven.
Ruined City Biome with an Abundance of Meat might
mean you inhabit a living city where edible flesh can Roll or choose one result from the Landmark table to
be carved from the very buildings you reside within. determine which Landmark is nearby, and the unique
Abundance it grants to your Haven.

Consider how living with this Landmark affects your


RESOURCES Haven. If your Haven lives in the shadow of a God-
d10 Resource corpse, they may be overly religious, praying for it to
wake, while those who live near an ancient battlefield
1 Salt may be more attuned to the horrors of war, and thereby
2 Sand steer towards pacifism and preventing such slaughter
from happening ever again.
3 Wood
4 Medicinal Herbs Be sure to also consider how the unique Abundance
5 Stone granted by the Landmark affects its people, or draws
unwanted attention from creatures or other Havens.
6 Poisonous Herbs A Haven which has access to lots of flammable fluid
7 Clean Water may use it extensively for light, heat, or even weaponry,
while a Haven which sits beside a colossal marble
8 Metal statue may build their homes from heavy blocks of
9 Meat marble quarried from it.
10 Vegetation

16
Haven Creation 2

LANDMARK
d20 Landmark Abundance
1 A natural graveyard where giant creatures went to die Giant obsidian bones
2 Fields of shimmering crystal which give of light Glowing crystals
3 An ancient battlefield littered with broken automata Rusted weapons and armour
4 The vast underground tomb of a wealthy civilisation Opulent grave trinkets
5 A crater containing a massive moonstone meteor Moonstone fragments
6 A colossal statue of a many winged and eyed being Marble that is warm to the touch
7 A vast lake of flammable liquid Sticky fluid which burns easily
8 An inert biomechanical leviathan Flexible metal that retains its shape
9 A desiccated God-corpse God-corpse skin and bones

10 A Floating Island (roll on Haven Location to determine its Roll again on the Resource table to determine
Biome type) the island’s Abundance
11 A deep pit which runs right to the earth’s core Liquid magma
12 A field of beautiful flowers that never wilt Hypnotically beautiful flowers
13 A maze of broken mirrors which reflect possible futures Prophetic mirror shards
14 A giant, artificial pitcher plant which collects sunlight Golden nectar which induces laughter
15 A huge tree which blooms and wilts every day Small bitter fruit that shorten lifespans
16 A dead hive filled with the corpses of giant insectoids Insectoid carapace
17 A ring of belltowers that conjure colourful songbirds Bright feathers
18 A series of geysers which project blood into the sky Unidentified blood
19 A gargantuan cocoon which hatched some time ago Silk which billows on an intangible wind
20 A perpetual storm which regularly casts purple lightning Magnetic stones

Distinguishing to bring your Haven to life. In addition, consider what


Features you know about your Haven so far and how its location
may affect its culture — especially in relation to which
Due to the isolated nature of most Havens, most resources are used for food, construction, and clothing.
communities in the Broken World sport unique
cultures that are shaped by their location, landmarks
and resources, in addition to their shared history and TIMES CHANGE
heritage. Your Haven’s Distinguishing Features covers
a variety of cultural aspects which begin to shape the The culture of a Haven can change over
community that lives within its walls. What do your time. This can be attributed to an influx of
people value? How are they ruled? What superstitions new people of a different culture, political
do they carry? What clothing do they wear? or ideological upheaval, and countless other
societal pressures. In most cases this change
Roll or choose a result from the following will take place during Generational Play
Distinguishing Features tables to build your Haven’s (see page @@) but an exciting story could be
culture. Remember these are just suggestions and told about a Haven which undergoes radical
starting points. Feel free to discuss the results among cultural change in a short period of time.
your group and expand or change them as you see fit

17
BROKEN WEAVE

MEMORIA AND
TRAIL RUNES
One of the few unifying fashion features
across most Havens is the use of Memoria
and Trail Runes. Memoria (see page @@) are
small trinkets that serve to remind people of
fond memories or loved ones in an attempt
to ward off the memory devouring effects of
Decay, while Trail Runes (See page @@) are a
common pictorial language used by travellers
FASHION across the Broken World. You can expect
Fashion is often one of the first aspects of a Haven’s
most Havens to integrate both of these into
culture that people are exposed to when they meet. As
their fashion to some degree or another.
much as the environment dictates what is convenient
to wear and what textiles are readily available, fashion
is also largely a place for self expression and the
communication of cultural values. VALUES
Communities, like individuals, hold values. These
Use the Haven’s Location, Abundance, and Scarcity values encapsulate the kind of behaviour the Haven
to determine what materials are primarily used in prioritises. These values will often be expressed with
clothing, such as silk, leather, wool, or linen. Then roll varying degrees of formality in stories, worship, or the
or choose a result from the Fashion table to generate Haven’s social structures. You can expect people in the
your Haven’s Fashion. Haven to look fondly upon and expect great things
from people who embody these values, or look down
upon and outcast those who shirk them. As a result,
FASHION both defying and upholding cultural values can come
at great personal cost. Roll or choose a result from the
d10 Quirk We Value… table to generate the Haven’s overarching
1 Our clothes imitate the appearance of animals. values.

2 We shave patterns into the side or back of our


hair. WE VALUE…
Our clothes always have an abundance of pockets d10 Values
3 or pouches.
1 Structure, order, law
4 Each family has their own unique pattern for
their clothing. 2 Cleverness, subtlety, wit
We only use fabric cut from dead gods to make 3 Passion, impulse, pleasure
5 our clothing.
4 Freedom, strength, willpower
6 We make extensive use of facepaint or body
markings. 5 Community, harmony, tradition

7 All our clothes are dyed the same colour, it’s bad 6 Achievement, ambition, respect
luck to wear another colour.
7 Practicality, survival, moderation
8 As we grow, we sew and wear biographical
scarves or belts. 8 Knowledge, curiosity, education
9 We tattoo ourselves to remember the dead. 9 Creativity, innovation, art
10 Everyone should have a good travel cloak. 10 Fairness, justice, equality

18
Haven Creation 2

TRADITIONS AND SUPERSTITIONS TRADITIONS AND SUPERSTITIONS


Given the unpredictable nature of the Broken World,
it is no surprise that most Havens develop some form d20 Tradition or Superstition
of strange traditions or superstitions. Sometimes these
begin as common sense or survival necessities that 1 It’s terrible bad luck to eat alone. We always eat
in pairs at least.
become warped over time into unquestioned dogma.
For example, a Haven with a tradition to eat in pairs may 2 We use varied hand gestures to add emotional
emphasis to our speech.
have suffered attacks from opportunistic scavengers
who attack lone eaters. Other times traditions can be 3 The youngest and eldest members of the group
fragments of long-forgotten religions, so those who eat first, they need it most.
refuse to look at the moon may have descended from We avoid the gaze of the broken moon at all
4 costs, lest it acknowledge your existence.
those who worshipped it. Unfortunately, conflicting or
lack of adherence to these assumed norms are common We always save a bone for the beast, and a
5
points of conflict between travellers and neighbouring drink for the lost.
Havens — an easy way to mark an outsider. Remember Never eat an animal you didn’t kill yourself, its
that these are just the traditions or superstitions of your 6 spirit will make you sick.
Haven. Whether your individual Survivors adhere to
7 We follow strict patterns when building our
or rebel against them is another matter. Havens, believing it solidifies the land.

Roll or choose a result from the Traditions and Intimate relationships should have odd
8 numbers, so agreements can always be
Superstitions table to generate the unique quirks of reached.
your people. You can roll multiple times if you want
9 We never eat with our bare hands, as we
to represent a particularly traditional or superstitious believe it spreads Decay.
Haven.
10 We only cook one day a week and eat leftovers
the rest. Cooking attracts beast.

THIS TASTES FUNNY 11 Yellow is a forbidden colour connected to an


eldritch entity that haunts dreams.
Consider what crops and fauna are available
12 We have two names, one for general use and a
when thinking about what your Haven eats, secret name only for our lovers.
but feel free to mix strange combinations
befitting the Broken World. It’s easy enough 13 Our roles are chosen at birth based on the
Haven’s needs, it’s shameful to refuse your role.
to imagine a Haven growing rice in a wetland,
but what if they grew a strange form of rice in 14 We eat our dead in elaborate honourable ritual
meals, provided they are not Decayed.
a desert? How would that survive and taste?
15 Never hunt in groups of five or more, they
always end in disaster.

16 Every member of the community must plant


GOVERNMENT and nurture a tree, its health is portentous.
Whenever communities reach a certain size, they
17 We preserve and publicly display Memoria
inevitably develop some form of larger governance. from our dead in the middle of the Haven.
Since there are no kingdoms left in the Broken World,
18 We believe you should never cover your face
this means that each Haven has to discover a form of or head, as people might forget you.
government which works for them, or at least can be
imposed upon the majority. It’s bad luck and disrespectful to throw away
19 any part of a hunted animal, we’ll find a use
for it.
Roll or choose a result from the Government table to
20 Half of us sleep during the day, so some of us
generate your Haven’s form of government. Be sure can always be vigilant after dark.
to consider the popularity of your Haven’s form of
governance and how it might be manipulated, resisted,
or enforced.

19
BROKEN WEAVE

GOVERNMENT
d20 Governance

1 The eldest member of a family descending from a great hero rules the Haven.

2 A council made of the nine oldest survivors makes all important decisions.

3 Each profession in the Haven elects a representative, who has absolute decision-making power in relevant matters.

4 The Haven has no formal central authority. During weekly communal meals, any adult can call for a discussion
and vote to deal with issues on a case-by-case basis.

5 Every full moon, one adult at random is given the power to set laws and settle disputes.

6 A council of five hunters and warriors rule the haven. Once per season they can be challenged for their seat.

7 Every harvest, a new ruler is chosen based on who contributed the most resources to the communal storehouse.

8 One person rules the Haven during times of crisis, and the other rules in times of plenty. Both select an apprentice
to inherit the position.

9 Every few years, prospective rulers leave the Haven and search for relics. Those who return with the most useful
relic gain a seat on the council.

10 Every full moon, each family sends a representative to discuss issues around a central fire. Contentious matters are
settled by vote.

11 A text passed down for generations details how the community should be run. Two scholars interpret it and make
sure the other does not alter it.

12 If enough people express dissatisfaction, a jury assembles to arbitrate disputes. The jury is randomly selected and
disbands after making a decision.

13 All matters are decided by ritual combat — either between disputing individuals, or groups who elect a champion.

14 The Haven is ruled by a triumvirate of Harrowed as they are allegedly the most resistant to Decay, and thus
corruption.

15 A half-understood automaton is fed important issues and returns cryptic answers, which are interpreted by the
Haven’s most experienced Sage.

16 If someone wants to make a change, they must express it through a bombastic performance which must receive a
standing ovation.

17 The Haven is ruled by whichever individual has travelled furthest from the Haven and returned unharmed.

18 All disputes or changes are posted anonymously on a community board, then voted on anonymously once per
month.

19 Public votes are taken on all important matters but the weight of your vote is reduced the more Decayed you are.

20 Roll twice. The Haven is made from two groups of survivors with different traditions of government.

20
Haven Creation 2

INTERNAL CONFLICT
Crises As the saying goes, Havens aren’t made out of people,
Havens face constant challenges in the Broken World, but problems — hundreds of them, ranging from
which can define them as much as their strengths petty to life-threatening. Internal conflicts are often
or origins. Aside from the universal threats, such as the result of hard times placing people at odds until
hunger, disease, and exposure, Havens encounter they distrust each other and eventually turn on their
countless other problems that they must overcome if fellow survivors. While these problems may not seem
they are to survive. In some cases these are external as dangerous as a Decayed beast barreling towards a
threats, such as monsters or the poisonous remnants of Survivor with blood-slick teeth and twisted claws, they
a lost civilisation, but the people inside Havens aren’t are just as capable of tearing a Haven apart.
above making issues for themselves, either.
Roll or choose a result from the Internal Conflict table
When creating your Haven, roll twice on the Crises to determine the Haven’s Internal Conflict.
table to generate a pair of Crises that have been
overcome in the past, and twice more to generate a pair
of ongoing Crises that the Haven is currently facing.
Each result is elaborated upon in the subsequent tables. INTERNAL CONFLICT
d10 Conflict
Discuss among yourselves how past Crises were
overcome, what sacrifices were made, and what The Haven’s leadership have exploited their
lingering effects it has had on the Haven. Then discuss 1 power for personal gain at the expense of
others.
what the current Crises mean for the Haven at the
beginning of your adventure. Are they the primary Some paranoid Haven members believe that
2 monsters walk among the Haven and have
issue your party is formed to overcome? A growing begun impromptu witch hunts.
rumour that might evolve into a bigger problem? Or
simply a background concern that you don’t have time Someone is taking far more from the
3 communal stores than they need. The Haven
to deal with in the face of a greater threat? wonders not only who, but why? What could
they possibly be feeding?
The Haven have accepted a sudden influx
4 of refugees, putting strain on both the
community’s resources and creating tension
amongst the populace.
A religious or ideological difference has
5 turned violent and divided the Haven into two
embittered factions.
Survivors are being killed in the Haven, their
6 wounds imply that they are being murdered
by another survivor.
A neighbouring Haven is collapsing and
7 refugees have begun to arrive at our Haven.
Our community can’t decide whether to shut
our gates or lend our aid.
CRISES
A child is born with the features of a dead god.
d4 Crisis 8 As people struggle to find meaning, a zealous
cult begins to form around them.
1 Internal Conflict
A foundational tale integral to the Haven’s
2 External Conflict 9 culture is proven false, and the community
struggles to come to terms with the truth.
3 Uncovered Artefact
10 The Haven cannot safely expand any further.
4 Dangerous Monster Some must be exiled so that the rest can live.

21
BROKEN WEAVE

UNCOVERED ARTEFACT
As they reclaim the ruins of the Broken World, some
Havens accumulate magical artefacts. All arcane
relics of fallen civilisations carry the inherent danger
of spreading Decay, but they are also capable of
EXTERNAL CONFLICT performing miracles, meaning that there is always
No walls can protect a Haven indefinitely, so every temptation to hoard or use them. Havens that rely on
community in the Broken World must eventually face these devices rarely last long, but neither do Havens
threats from beyond their borders. These could be which take a hard-line stance against them. The choice,
natural dangers such as extreme weather, or dangers as with all issues of survival in the Broken Land, is
from other groups of survivors who are desperate never an easy one.
enough to wage war on their fellow mortals.
Roll on the Uncovered Artefact table to discover
Roll or choose a result from the External Conflict which artefact the Haven has uncovered. The history
table to determine the Haven’s Internal Conflict. and mechanical details for this Artefact can be found
in Arcane Artefacts (see page @@), but the GM should
keep them a secret from the party until such time as
EXTERNAL CONFLICT they use them.

d10 Conflict If your Haven encountered an Artefact in the past, you


A group of raiders have begun to harass the must decide if the Haven chose to keep it or dispose
1 Haven, robbing travellers and stealing from of it. In the case that the Haven kept the Artefact, the
the Haven’s stores in the night.
Artefact may be used by the Haven and Survivors living
Extreme weather, like flooding or earthquakes, there, but the Haven’s Decay increases by 2. Otherwise,
2 regularly tears apart the Haven’s infrastructure. the Artefact is somewhere outside the Haven instead.
Every year the land’s convulsions get stronger.
A traveller or someone in your Haven may claim to
A Titan appears on the horizon. Its mere know the Artefact’s location, an old record may point
3 presence scatters the wildlife, and the Haven
fears how the Titan might affect their home the way to its resting place, or its effects may be felt
and the surrounding area. upon the Haven or surrounding lands.
Our Haven is drifting away from our
4 neighbouring Haven, we must solidify our
bonds with them or lose them forever.
UNCOVERED ARTEFACT
Blight reduces the entire harvest to black
5 sludge. The Haven readies itself for a hungry d10 Artefact
season.
1 Godkiller Spear (see page @@)
A withering plague strikes the Haven which
6 spreads through the resident’s dreams as they 2 Mirror of Shadowed Pasts (see page @@)
sleep.
3 Deathmarch Armour (see page @@)
Every month a strange fog covers the Haven
7 and all but one survivor falls unconscious for 4 Flask of Evergrowth (see page @@)
seven days at a time.
5 Chrysalid Sarcophagus (see page @@)
The number of Monsters in the region doubles
8 without warning. A new source of Decay must 6 Moonstone Greatsword (see page @@)
be nearby.
7 Gauntlet of Azure Flame (see page @@)
The recent acquisition of an ancient artefact
9 has divided the Haven over whether it should 8 Scissors of Any Swatch (see page @@)
be kept or discarded.
9 Eye of Purging Light (see page @@)
10 An armed group of desperate survivors from a
fallen Haven threatens a violent takeover. 10 Bowl of Plenty (see page @@)

22
Haven Creation 2

DANGEROUS MONSTER
Like the people inside the Haven, the Monsters that UNKNOWN HORRORS
surround it have their own particular character. Some
Havens tell tales of a single legendary Monster that The GM should choose the specific Monster,
has haunted them for generations, while others have but keep it secret until such time as the party
cautionary stories about a type of Monster, many encounters it. The Monster could be any of
of which lurk nearby. The survivors who confront the creatures found in The Broken Ecosystem
these Monsters and live to tell the tale pass on their (see page @@) including Decayed Survivors
knowledge through stories, so future generations know (see page @@), or a creature taken from a
what the Monster wants and how to defeat it. C7d20 or 5e compatible sourcebook which
has had Decay applied to it (see Breaking
Roll twice on the Dangerous Monster table to generate Monsters on page @@ for more details).
details about the dangerous Monster that threatens the
Haven, once for its Desire and once for its Weakness.
The Monster’s desire can inform how it behaves both
in and out of combat, and Survivors may be able to
exploit its Weakness.

DANGEROUS MONSTER
d10 Desire Weakness
1 Guarding its secluded lair. Relies on a single overdeveloped sense.
2 Finding someone or something it has lost. Has a weak point beneath its hide or armour.
3 Sating its peculiar appetite. Freezes on hearing a certain phrase or name.
4 Killing all those who look upon it. Only active at certain times of day.
5 Hoarding the object of its obsession. Vulnerable to ancient, spell-forged steel.
6 Collecting minds, secrets, and memories. Always pursues a certain sight, smell, or sound.
7 Strengthening or fortifying itself eternally. Terrified of a seemingly innocuous object.

8 To kidnap creatures or people and take them to its Mirrors or reacts strongly to certain kinds of emotion.
lair.

9 To mourn without cessation, silencing all who Cannot leave its domain of influence.
interrupt.

10 Assembling a crude device or altar. Has brief moments of lucidity.

23
BROKEN WEAVE

DECAY
Finishing Touches Even Havens are not safe from Decay, it is an ever
Your Haven is almost complete and ready to be used present malady of the world from which there is no
in your games of Broken Weave. Take a moment to true escape. Yet sane communities rarely settle in
summarise everything you have decided so far among places where Decay is at its most destructive. Once a
the group. Search for any interesting synergies or community forms, their collective Hope is normally
clashes that the Haven creation process has brought enough to hold back the worst effects of Decay.
up between your location, distinguishing features, and
crises, and feel free to tweak them to fit now. Your Haven begins with 1 Decay. This means that the
land is relatively stable in and around the Haven itself
Once you have done that, and the party have all agreed — well-trod paths lead where they should, weather
that they are happy with your Haven, all that’s left is to and seasons are relatively predictable, an ecosystem of
record some important statistics for your Haven, and some kind has established itself, and Monster sightings
give it a name. Once you have completed these finishing are relatively rare. For a more in-depth explanation on
touches, you can move on to creating your Survivors how Decay affects Havens and those who live there, see
to begin your adventures, though you may want to Effects of Decay on page @@.
come back to your Haven and make adjustments and
additions based on the characters you have created. Certain narrative events or choices you made during
Haven Creation may increase the level of Decay present
HOPE within your Haven, and the actions of Survivors may
All Havens possess Hope. Hope in the Broken World sometimes be able to reduce it.
has tangible power, which can push mortals beyond
their limits and hold back Decay. Hope is created when
people come together to support each other and work
towards a common goal, which means that Havens HARD LUCK HAVEN
are the primary source of generating Hope. When If your group wants a particularly tough
Survivors leave the Haven to face great dangers, Havens challenge, you can choose to create your Haven
invest their Hope into them, granting them a slim edge with a higher level of Decay. But beware that
against the unknowable horrors beyond the relative Decay is incredibly difficult to remove, and
safety of home. For a more in-depth explanation on has the effect of increasing the Decay of all
Hope and how it is used, see Hope on page @@. who reside there, including your Survivors.
The following choices during Haven Creation
Your Haven begins with a pool of Hope equal can increase your Haven’s Decay. Note that
to 1d4 per player. A Haven’s Hope Decay begins to mechanically affect Survivors
can increase or decrease due to through their specific Curse once it reaches 5
player actions, Downtime or more. See Chapter 4: Lineages, for details
Activities, or narrative on how Decay manifests in each Lineage.
events. • Your Haven may gain an additional
Resource at the cost of +1 Decay
• Your Haven may gain an additional
Landmark at the cost of +2 Decay
• A Dangerous Monster may make its
home near your Haven at a cost of +1
Decay
• Your Haven may gain an Uncovered
Artefact at a cost of +2 Decay

24
Haven Creation 2

SURPLUS
Every Haven has a Surplus, which functions like a SURPLUS
communal collection of spare supplies. The Surplus is,
as the name suggests, a surplus, and it doesn’t represent Population Supplies Generated
the day-to-day resources the community produces <100 1
and consumes to function. Instead, it contains extra
materials for communal and emergency use, such as 100 - 200 1d4
mundane crafting materials, medical supplies, and 201 - 300 1d6
preserved food.
301 - 400 2d4
Your Haven begins with a surplus equal to 1d4 per 401 - 500 2d6
party member.Every 4 weeks, your Haven generates
501 - 600 3d4
new Supplies to add to its Surplus. To determine the
amount of Supplies generated, consult the following 600+ 3d6 + 1d6 per additional
100 people
table. Note that your Haven’s Surplus is calculated
differently during Generational Play (see page @@).
Populations change over time, but this is a gradual
Supplies can be expended for trade or crafting (see process that takes years and is normally only noticeable
Chapter @@ Equipment) but they are also used when when engaging in Generational Play (see page @@).
a Haven is under threat (see page @@). When this The exception to this is if a narrative event triggers
happens, Supplies act as a resource that is consumed a notable population increase or decrease. An influx
to stave off a threat. If the Surplus runs dry, the of refugees from another settlement might rapidly
Population begins to perish, so Survivors should always increase a settlement’s population, while a natural
think twice before draining their Haven’s Surplus for disaster or unchecked Monster rampage may cause a
personal goals. massive population decline.

POPULATION HAVEN NAME


Havens come in all sizes, from a desperate handful of Haven names are functional and descriptive. They
outcasts huddling in barren caves and subsiding on often include the Haven’s distinguishing landmark,
scraps, to thriving towns with sustainable agriculture combined with things like the name of the Haven’s first
and robust defences. Population represents the leader, the motivation for the Haven’s founding, or the
number of people in your Haven, its general health, trade in which the Haven specialises. Many believe
and how well it can survive the dangers that the Broken this helps scouts to find their way home, as it gives the
World can throw at it. Population is often referenced in Haven’s name a solid grounding in the earth that all-
gameplay, such as when your Haven is under threat (see too-readily shifts and changes.
page @@) or when you are undertaking Endeavours
that rely on your community (see page @@). If your By now, you should have plenty of material to make
Haven ever reaches zero Population, excluding Player your Haven name. Take a moment to look at the
Characters, it is effectively destroyed. Location, Landmark, and Distinguishing Features
for inspiration. Some Haven names are included as
Your Haven begins with a population equal to 1d4 × examples.
10 per party member. If you want to represent an older
or larger haven, you can make this roll again and add Example Haven Names: Afrasno Steamfalls, Fifteen
the resulting Population to your Haven up to three Graves, Grubwarren, Palefeather Roost, Knucklebone
additional times — thereby increasing the Haven’s Mines, Listener Point, Mammothchase, Rorik’s Kennel,
Surplus. However, each time you do this, you must Rustfield, Spider-eater Gulch, Stille’s Rest, Surgeonhall,
generate an additional Crisis, as the larger the Haven, Temple-on-Blue, Turnipseed
the more problems they encounter.

25

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