TEXT: NATURE  
  Roll 1d12 to determine the minor arcana’s nature, that which makes it special and 
  noteworthy. Each result indicates two or more additional tables (in smallcaps); roll on 
  those tables as well. If a die is listed after a table, roll that die. Otherwise, roll 1d12. 
  1-2  
  It reveals something interesting and useful (origin & theme, lore) 
  3-4  
  It is rare, sought-after, prized (origin & theme, form 1d8, valuable) 
  5-6 
  It is extraordinary in some regard (origin & theme, form 1d10, property) 
  7-8 
  It houses a sentience or spirit (origin & theme, form, spirit)  
  9-10 
  It produces some magical effect (origin & theme, form, magic, limit, usage)  
  11-12  
  Roll again with d10. If it’s an item or edifice, add an extra property  
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  ORIGIN & THEME  
  Each minor arcana came from somewhere, or draws its power from some source. 
  Choose an appropriate origin or roll 1d12. Then roll 1d12 to determine themes.  
  Use the themes as inspiration, to inform results from other rolls.  Themes might de-
  scribe the physical form, the object of a magical effect, the medium through which 
  magic works, the feelings imparted on those who see it, etc. Let the results inspire ra-
  ther than dictate. 
  —————————————————————————————————————- 
  1 
  The Forge Lords ● the Makers, workers of fire & metal  
  1-2  Fire/heat/light 
  7 
  Fear/terror/panic 
  3-4 
  Brass/iron/steel/orichalcum 
  8 
  Clockwork 
  5 
  Coals/smoke/ash 
  9-12 Sized for giants (and roll again, d8) 
  6 
  Anger/passion/rage 
  Orichalcum: a metal that flashes red with fire and burns away the impure 
  —————————————————————————————————————- 
  2 The Green Lords ● the Makers, growers, cultivators, & breeders  
  1-2  Trees/forests/plants 
  6 
  Hunger/savagery/ferocity 
  3-4 
  Beasts of the land 
  7-8 
  Chimerae 
  5 
  Adaptation/growth/expansion 
  9-12 Sized for giants (and roll again, d8) 
  Chimerae: creatures with disparate parts, features of other organisms 
  —————————————————————————————————————- 
  3 The Stone Lords ● the Makers, builders and diggers  
  1-3  Stone/rock/earth 
  7 
  Endurance/strength/stability 
  4 
  Crystals/gems/makerglass 
  8 
  Stubbornness/rigidness/pride 
  5-6 
  Architecture/excavation 
  9-12 Sized for giants (and roll again, d8) 
  Makerglass: cut into wondrous shapes, unbreakable and unworkable by mortal means 
  —————————————————————————————————————- 
  4 The Rime Lords ● the Makers, cold of heart and sharp of mind  
  1-3  Ice/cold/stasis 
  7 
  Calm/logic/discipline 
  4-5 
  Law/order/control 
  8 
  Apathy/indifference/despair 
  6 
  Writing/records 
  9-12 Sized for giants (and roll again, d8) 
  Dark ice: purplish ice, which stays cold and frozen except in the hottest furnace 
  —————————————————————————————————————- 
  5 The Tempest Lords ● the Makers, of storm and sky and sea (!)  
  1-2  Thunder/lightning/aetherium 
  7 
  Energy/relentlessness/passion 
  3-4 
  Wind/rain/weather 
  8 
  Confusion/chaos/disarray 
  5 
  Water/sea/brine 
  9-12 Sized for giants (and roll again, d8) 
  6 
  Conduits of power 
   
  Aetherium: an alloy of copper and lightning 
  —————————————————————————————————————- 
  6 The Things Below ● roll twice for theme, always  
  1  
  Darkness/shadow/deception/obsidian 7 
  Insanity/chaos/ruin/quicksilver 
  2 
  Decay/weakness/corrosion/rust 
  8 
  Corruption/disease/poison/vermin 
  3 
  Jealousy/gluttony/greed/flesh 
  9 
  Scales/slime/gills/tentacles/water 
  4 
  Secrets/shame/guilt/pearls 
  10 
  Death/undeath/fear/bones 
  5 
  Hunger/starvation/desperation/wind 11 
  Sleep/dreams/nightmares/agates 
  6 
  Hatred/wrath/cruelty/red crystal 
  12 
  Pain/torture/wounds/blood 
   
  Red crystal: pulsing, warm, thirsting for blood, like cruelty solidified 
  —————————————————————————————————————- 
  7 The Fae ● strange neighbors with their strange ways   
  1  
  Beauty/wonder/awe 
  7 
  Strange, fickle customs & etiquette 
  2 
  Ugliness/horror/disgust 
  8 
  Callousness/cruelty/indifference 
  3 
  Fluidity of time and space 
  9 
  Yearning/passion/desire 
  4 
  Illusion/glamor/pretense 
  10 
  Dancing/revelry/sex 
  5 
  Singing/poetry/art 
  11 
  Wondrous food & drink 
  6 
  Debts/vows/obligations 
  12 
  Tiny in size 
   
  They cannot bear the touch of iron or steel, and so use bronze and strange wood instead 
  —————————————————————————————————————- 
  8 Primordial Power ● remnants of the first age  
  1  
  Truth/purity/quintessence 
  7 
  Vitality/energy/will 
  2 
  Creation/shaping/invention 
  8 
  Bewildering/incomprehensible/alien 
  3 
  Light/etherealness/transcendence 
  9 
  Oneness/sameness/unity 
  4 
  Darkness/stillness/the void 
  10 
  Raw elements/power/force 
  5 
  Language/words/names 
  11-12 Diminished/fragmentary/shattered 
  6 
  Sentience/perception/knowledge 
   
  (and roll again, d10) 
  By Jeremy Strandberg 2015. Licensed under Creative Commons Attribution 3.0 Unported License.  
  
  —————————————————————————————————————- 
  9 The Wild ● the Earth Mother, Danu, her children and her dreams 
  1  
  Trees/plants/flora 
  7 
  Winter/cold/hunger/sleep/death 
  2 
  Beasts/vermin/fauna 
  8 
  Savagery/the hunt/dominance 
  3 
  Blood 
  9 
  Nurture/shelter/provision 
  4 
  Spring/birth/fertility/sex/healing 
  10 
  The land/soil/stone/terrain 
  5 
  Summer/warmth/growth/vitality 
  11 
  Blight/decay/reclamation 
  6 
  Autumn/harvest/sustenance/plenty 
  12 
  That which Danu holds tightly 
   
   
   
  in her grasp 
  —————————————————————————————————————- 
  10 The Sky ● and the things that dwell there  
  1-3  Tor/storms/weather/rain/aetherium 
  9-10 The stars/the future/omens 
  4-6 
  Helior/the sun/daylight/dawn 
  11-12 Birds/flight/wind 
  7-8 
  The moon/cycles/shapeshifters/moonstone 
  Aetherium: an alloy of copper of and lightning 
  Moonstone: a pale glassy gem, which reveals shapeshifters and illusions 
  —————————————————————————————————————- 
  11 The Black Gates ● and that which lies beyond, or should  
  1  
  Death personified/the Lady of  
  7 
  The hungry dead, who prey upon  
   
  Crows/the Pale Hunter 
   
  the living 
  2 
  Death itself/the passage from life 
  8 
  The half-dead, those who cheat  
  3 
  Death omens/dooms foretold 
   
  death 
  4 
  The quiet dead, who have passed on 
  9 
  Spirit-walking/leaving one’s body 
  5 
  The restless dead, who refuse to go 
  10 
  Night/darkness/fear 
   
  6 
  The vengeful dead, who seek to drag 11-12 Bone/skulls/mummified remains 
   
  others with them 
   
  (and roll again, d10) 
  —————————————————————————————————————- 
  12 Civilization ● the children of Aratis, dwellers of village, town and city  
  1  
  Walls/hearths/construction 
  7 
  Family/kinship/cooperation 
  2 
  Laws/justice/punishment 
  8 
  Artwork/crafts/invention 
  3 
  Knowledge/records/written words 
  9 
  Expansion/conquest/war 
  4 
  Wealth/trade/greed 
  10 
  Agriculture/domestication 
  5 
  Authority/oaths/duty 
  11-12 Aratis/her Judges/black iron 
  6 
  Tradition/ceremony/culture 
   
  Black iron: hard, heavy, worked like steel and utterly immune to all magic 
   
   
   
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  FORM  
  Roll twice, once to determine its general form and again to determine the specifics. The 
  first roll is a d12, unless its nature indicates otherwise. The second roll is always a d12. 
  —————————————————————————————————————- 
  1-4 
  Practical Item 
  1  
  Key/lock/clasp  
  5  
  Cup/vessel  
  9 
  Armor/shield/helm 
  2  
  Food/drink   
  6  
  Box/cage/coffer  
  10 
  Rope/cord/chain 
  3  
  Clothing/cloak  
  7  
  Utensil/tool  
  11 
  Belt/pack/pouch 
  4 
  Boots/gloves/shoes  
  8  
  Weapon/rod/staff  
  12 
  Lantern/lamp/torch 
  —————————————————————————————————————- 
  5-8 
  Art or Luxury Item 
  1  
  Amulet/charm  
  5  
  Carpet/rug/bedding  
  9 
  Furs/skins/trophies 
  2  
  Painting/mural/tapestry  
  6  
  Figurine/carving/idol  10 
  Orb/gem/stone 
  3 
  Ceramics/pottery  
  7  
  Flag/banner 
  11 
  Crown/scepter 
  4  
  Ring/jewelry/eyewear  
  8  
  Instrument  
  12 
  Enigma, its purpose 
   
   
   
   
   
  unclear 
  —————————————————————————————————————- 
  9-10 Edifice 
  1  
  Grave site (barrow/tombs/catacombs) 
  7 Public place (inn/stadium/market) 
  2 
  Place of worship (temple/shrine/altar) 
  8 Fortification (keep/tower/walls/gate) 
  3 
  Passage (road/bridge/tunnel/portal) 
  9 Workplace (forge/shop/studio/lab) 
  4 
  Monument (statue/megalith/carving) 
  10 Prison (dungeon/cage/jail/oubliette) 
  5 
  Resource (mine/aqueduct/cistern/well) 
  11 Storage (vault/library/cache) 
  6 
  Dwelling (home/stable/barracks) 
  12 Enigma (its purpose unclear) 
  —————————————————————————————————————- 
  11-12 Natural Feature 
  1  
  Tree(s) or vegetation  
  5  
  Valley/canyon/gorge  9 
  Hill/cliff/mesa 
  2  
  Cave/cavern/grotto  
  6  
  Creek/stream/river  
  10 
  Bog/marsh/fen 
  3 
  Clearing/meadow/field  
  7  
  Pool/pond/lake 
  11 
  Sinkhole/crater/pit 
  4 
  Oddity/strange formation 8  
  Summit/precipice/ 
  12 
  Roll twice and  
   
   
   
  outcrop 
   
  combine 
   
  
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  LORE 
  What does it reveal? Roll d12. 
  1-3 
  The workings of a ritual or spell (magic, limit)  
  4 
  An artifice or technique lost to antiquity 
  5 
  The workings or secrets of a mysterious object 
  6 
  The history of a people 
  7 
  The weakness/motive/origins/lair of an established threat 
  8 
  The hazards/secrets/history/location of a mysterious place 
  9 
  The true nature of an origin (the one you first rolled, or another)   
  10 
  The location/powers/history/secrets of a major arcana  
  11 
  The truth about a person/event/creature of legend 
  12 
  A resource that might be exploited 
  How is the information imparted?  Roll d10 for a ritual or spell; otherwise roll d12. 
  1-2 
  In a tome/scroll/folio, in a cypher or a long-dead language 
  3 
  In a tome/scroll/folio, clear to those who can read the language 
  4-5 
  Through ancient runes etched into place (form d4+8)  
  6-7 
  Through carvings/paintings/decorations/diagrams (form) 
  8 
  By a spirit tied to a place (form d4+8) 
  9 
  Via a vision or omen, imparted to whoever touches/enters/approaches (form) 
  10-11 As an obscure song/story/poem, told by the people 
  12 
  Implied by its very nature or existence, or where it is found (form d10) 
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  VALUABLE 
  What makes it worth so much more than its form would otherwise indicate? Roll 1d12. 
  1  
  Precious metals 
  7 Crafted with sublime skill 
  2 
  Fine stones/gems/crystals 
  8 Great luxury or convenience 
  3 
  Historical or religious importance 
  9 Beyond meager mortal arts 
  4 
  Haunting beauty 
  10 Status among people 
  5 
  One of only d12, if you trust the tales 
  11 Rarely found in nature 
  6 
  Transcendent, a symbol of something 
  12 Roll twice and combine  
   
  greater, something more  
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  PEOPLE 
  Who are we talking about? Roll d12.  
  1  
  Stonetop and its people’s ancestors 
  7 The Manmarchers 
  2 
  The folk of Marshedge 
  8 The “civilized” Southerners 
  3 
  The nomadic Hillfolk clans 
  9 The Forest People, gone missing 
  4 
  The riff-raff of Gordin’s Delve 
  10 The spindly, gray-skinned Crinwid 
  5 
  The stoic folk of Barrier Pass 
  11 The Ustrina, from past Gordin’s Delve  
  6 
  The Ganagoeg, those horrid lizard-  
  12 Some other folk, unheard of or 
   
  people of Ferrier’s Bog 
   
  established during play 
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  PROPERTY  
  If the origin is Civilization, roll d8+4. Otherwise, roll 1d12. Rely on the themes.   
  1  
  Moves and acts of its own accord 
  2 
  Absorbs ____ and stores its power (fire, lightning, hatred, stillness, etc.) 
  3 
  Seamlessly blends two or more materials, in a way that should not be possible 
  4 
  Is ____, though it shouldn’t be (flammable, luminous, silent, weightless, etc.) 
  5 
  Is much, much ____ than it should be (heavier, harder, faster, etc.) 
  6 
  Is impossibly ____ (sharp, beautiful, lifelike, fine, etc.) 
  7 
  Cannot be ____  (broken, burned, melted, affected by magic, etc.) 
  8 
  Fills those who look upon it with ____ (greed, rage, peace, joy, etc.) 
  9 
  Is impervious to/cuts clean through/can harm ____ (fire, steel, ghosts, etc.) 
  10 
  Cannot be perceived by ____ (demons, fae, spirits, the dead, etc.) 
  11 
  Glows/thrums/vibrates in the presence of ____ (gold, magic, lies, poison, etc.) 
  12 
  Roll twice, but threat one of the results as a drawback or flaw 
   
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  SPIRIT 
  Roll d12 to determine its type (and instinct). 
  1-2 Elemental, as per theme (instinct: to wantonly express its nature)  
  3 
  Demon (instinct: to corrupt, destroy, befoul, ruin) 
  4 
  Castaway or refugee (instinct: to improve or sustain its meager existence) 
  5 
  Fledgling (instinct: to find its place or purpose) 
  6 
  Archon (instinct: to enforce cosmic order) 
  7 
  Fauna (instinct: to feed and sustain itself) 
  8 
  Apotheosis (instinct: to gather power and worship)  
  9 
  Haunt (instinct: to reenact its life)  
  10 
  Shade (instinct: to fulfill its longings) 
  11 
  Specter (instinct: to punish the living) 
  12 
  Wraith (instinct: to feed on the living) 
  How or why is it bound?  Roll d12. 
  1-2  Imprisoned and locked away 
  7-8 
  Its own desires tether it 
  3-5 Forced to serve 
  9 
  Trapped by accident or twist of fate 
  6 
  Serves willingly 
  10-12 This is its natural home or anchor to 
   
   
   
  the world 
  
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  MAGIC 
  What does the magic do? What is it’s purpose? Roll d12. Combine this with the theme 
  and form to imagine what spell, power, blessing, or curse is involved.  
  1  
  Create/conjure/craft 
  7 Sustain/heal/repair 
  2 
  Defend/repel/secure 
  8 Sense/identify/reveal 
  3 
  Destroy/slay/consume 
  9 Hide/disguise/confuse 
  4 
  Contain/bind/capture 
  10 Manipulate/control/compel 
  5 
  Enhance/refine/purify 
  11 Transform/combine/reshape 
  6 
  Reduce/diminish/suppress 
  12 Roll twice and combine  
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  LIMIT 
  Magic has costs and limitations. It exacts a toll on those who wield it and the items that 
  channel it. Roll d12 to determine the drawback or limitation of the spell, ritual, or mag-
  ic power. Combine the results with theme.  
  1 
  Corrupting (leaves a lasting thematic mark on the caster or the target) 
  2 
  Dangerous (is likely to have destructive, unwanted side effects) 
  3 
  Demanding (it takes great effort to cast/trigger/maintain) 
  4 
  Discordant (sends out psychic ripples, which can be sensed for miles around) 
  5 
  Unreliable (fickle, temperamental, likely to fail at inopportune times) 
  6 
  Weak (can easily be countered by will/fortitude/preparation) 
  7 
  Indiscriminant (impossible to control who or what is targeted/how long it lasts)  
  8 
  Withering (weakens you, the object, and/or the target)  
  9 
  Restricted (only works under specific, thematic conditions) 
  10 
  Costly (requires sacrifice/uses up a limited resource) 
  11 
  Slow (it takes a long time to cast/manifest) 
  12 
  Roll twice 
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  USAGE 
  How often can the item or locale generate its magical effect? Roll d12 to find out.   
  1-2 Single use, then it’s consumed/ruined/powerless 
   
  3-4 2d6 more uses, then it’s consumed/ruined/powerless 
  5-6 1d6 uses, then it must be recharged/renewed/replenished 
  7 
  1d6 uses; slowly recharges over hours/days/weeks/months 
  8 
  1d4 charges; a charge might be lost each time it’s used; must be recharged/
  renewed/replenished 
  9 
  1d4 charges; a charge might be lost each time it’s used; slowly recharges over 
  hours/days/weeks/months 
  10 
  At will, but each time is riskier/less powerful/more costly; resets slowly over 
  hours/days/weeks/months 
  11 
  Continuously; it’s always going 
  12 
  At will  
  Note that there are no tables for range, number of targets, area of effect, or duration. 
  Describe them however makes sense for the magic, theme, limits, and usage. The more 
  restrictive or dangerous a magical effect is, the greater its potential scope. 
  
  Examples 
  The Spinning Cylinder 
  Rare/sought-after/valuable :: Rime Lords :: sized for giants + writing/records :: enig-
  ma, it’s purpose unclear :: crafted with sublime skill 
  Could it be a printing press?  A CNC machine? A calendar or astrolabe!  Yes!   
  A stone cylinder, some 30 feet long and 3 feet wide. It’s always cold to the touch, and 
  about half of it covered with a series of 6-inch-tall brass rings. The rings themselves are 
  etched with Maker-runes at regular intervals.  If the cylinder is placed upright, with 
  the rings up top, the rings can spin smoothly and with almost no friction. Spinning 
  certain rings causes other rings to spin as well, at different speeds. Careful inspection 
  reveals a dial at the top end that can adjust how the spinning rings affect each other.  
  A scholar of the Makers might recognize the runes on the rings as numbers, perhaps 
  measurements or dates. Beyond that, it’s purpose is unclear. 
  In fact, the Rime Lords used it to calculate dates and the positions of stars. It’s crafted 
  with a series of cunning gears, around a core of dark ice to keep temperatures stable and 
  prevent the gears from shrinking or expanding.   
   
  The Three-Star Crown  
  Property + valuable :: The Black Gates :: the vengeful dead (who seek to drag others 
  with them):: crown/scepter ::  absorbs ___ (hope?) and stores power :: haunting beauty 
  A thin circlet of whitest platinum, set with three black stones that twinkle with the 
  light of stars. Clearly the crown of some long-dead lord of a long-dead people. 
  While you wear the circlet, take +1 ongoing to CHA when dealing with those who al-
  ready respect you or your authority.   
  However, each time you place the circlet on your head, you feel the crushing weight of 
  the universe and your miniscule, meaningless place within it. Roll +CHA. On a 10+, tell 
  the GM one of your hopes for the future and why you doubt it can be achieved. On a 7-
  9, tell them one of your hopes and why you have given it up.  On a miss, you fall into 
  the depths of despair that lasts until you face mortal danger and rouse yourself to face 
  it.   
  If the crown is destroyed, the jewels shattered and the metal reduced to slag, then the 
  despair is lifted and all lost hopes restored. 
  The Three-Star Crown was forged for a petty warlord in the days after the Makers’ 
  fall.  Among his bloody conquests was a metalsmith of renowned skill, once an appren-
  tice of the Forge Lords themselves. The warlord demanded that this smith make him a 
  crown of surpassing beauty, to rival those worn by the Makers. The warlord was so 
  pleased with the crown, he had the smith’s hands maimed so she could never make an-
  other crown that would rival his in beauty. After months of destitute begging, the 
  smith killed herself in despair—and in so doing, cursed the crown to steal the hopes of 
  whosoever wears it. The warlord was soon overcome by hopelessness and was killed by 
  an underling who saw weakness. The underling took up the crown was himself brought 
  low by despair, taking his own life. The warlord’s once-mighty forces fell into disarray 
  and the crown was cast aside as a cursed thing. 
  The Loadstone Pool 
  Produces magical effect :: Tempest Lords :: conduit of power :: natural feature :: pool/
  pond/lake :: hide/disguise/confuse :: costly (requires sacrifice/uses up a resource) :: 1d4 
  charges; a charge might be lost each time it’s used; slowly recharges over hours/days/
  weeks/months 
  A moat around a tower?  No… should be a natural feature (though it dawns on me 
  that there’s no “pool” in the Edifice list… huh).  A pool up on a mountaintop or a 
  high place, that stores lightning strikes?  And the power is drawn on to conjure 
  storms that confuse?  Or is it a decoy?  Oooh… I like that!  Add in some loadstone 
  for the sympathetic connection to “attracting things” and because magnetism 
  seems right up the Tempest Lord’s alley.  Instead of 1d4 charges that slowly re-
  new, I think it makes more sense to have a single vial of water you carry around, 
  and it might lose it’s affect and that you have to “recharge” by returning to the 
  pool.   
  High in the hills or mountains, a small stream of snowmelt and rainwater fills a natu-
  ral pool in the rocks before tricking over the side and flowing on. At the bottom of the 
  pool is a large deposit of loadstone. A number of rusted old blades (many sized for gi-
  ants) can barely be seen clinging to the loadstone.  
  When you cut yourself with iron or steel and toss the blooded metal into the pool, you 
  form a bond with the waters. So long as you carry a vial of the pool’s water on your 
  person, it protects you from magic that attempts to sense or affect your thoughts.  
  When you are subject to such magic, roll +CON. On a 10+, the magic senses or affects 
  the still waters of the pool instead, leaving you unaffected and possibly befuddling the 
  magic’s source. On a 7-9, the magic is redirected but the water you carry loses its po-
  tence. You must return to the pool for new water before it can protect you again. 
   
  The Limestone Cup 
  Property :: The Wild :: that which Danu holds tightly :: cup/vessel :: is __, though it 
  shouldn’t be 
  Well this is a tough one.  What property would a cup have that it shouldn’t?  Oh. 
  The obvious, I guess? It is always full, though it shouldn’t be.  And water… wa-
  ter is held tightly in Danu’s grip, yes?  Of course, water that Danu holds tightly 
  is scary as hell, it’s deep water that contains horrors.  So maybe there’s some dan-
  ger behind it?    
  A lump of limestone, the size of a large man’s fist, sheered off smooth at one end and 
  hollowed out. Water slowly seeps out of the interior stone, filling itself in about half an 
  hour. The water is hard and mineral-rich, but potable.  
  Alas, the water is drawn from aquifers held deep in the earth, tainted by the Things 
  Below. When you drink water produced by the cup, roll +CON the next time you at-
  tempt to sleep. On a 10+, you have troubling dreams of suffocation and endless wet 
  caverns and huge uncaring things stirring in the lightless depths. On a 7-9, the dreams 
  leave you shaken and agitated. Take -1 ongoing until you spend an hour or so under 
  the open sky. On a miss, mark XP and wake screaming in the night. You’ll get no rest 
  tonight and take -1 ongoing as with a 7-9.  
  
  The Heart of Darkness 
  Extraordinary property :: Things Below :: Darkness/shadow/deception/obsidian + ha-
  tred/wrath/cruelty/red crystal :: amulet/charm :: is much, much ___ than it should be 
  Another tough one.  How do those themes apply to an amulet/charm that is much 
  more ___?  What’s the ___? I could take the idea that an amulet/charm is meant 
  to ward off harm or danger or the evil eye.  Oh, jeez.  It’s much DARKER than 
  it should be. It sucks up light. More subtly, it also sucks up kindness. 
  A lump of volcanic glass, impossibly black, set into a pendant and hanging from a silk-
  en cord. When you wear or carry the pendant openly, it sucks up the light. All nearby 
  light sources are diminished and dimmed. Your eyes, meanwhile, can see more sharply 
  in the shadows. 
  More subtly, the pendent also sucks up all nearby kindness, making individuals in its 
  presence more callous and self-centered. If you bear the pendent on your person for 
  more than a few hours, your Drive for the session is instead becomes “Callousness: 
  show utter disregard for or cruelty towards and NPC.” 
   
  The Long Hall 
  Property + Lore :: Black Gates :: Hungry Dead :: Location/power/history of a major 
  arcana :: via ancient runes etched into a place :: edifice :: passage (road/tunnel/bridge/
  portal) :: cannot be ____ 
  So… what major arcana?  And what passage?  And what cannot it not?  
  I think it might be a portal that cannot be opened, at least not by the living.  And 
  the Star of Algol is the major arcana, a starmetal pendant that… does something?  
  Something related to ghuls?   
  No… ghuls aren’t hungry dead. They’re people who give in to the howling wind 
  and the hunger, and resort to (then indulge in) cannibalism.  I think this arcana 
  needs to be something different, something about binding and “wielding” wraiths. 
  (Question: if the hungry dead aren’t ghouls, then what are they? Wraiths, I 
  guess, but why?  A specter dies violently and horribly, and feels wronged. They 
  seek vengeance.  A haunt simply can’t let go, and re-enacts its life, particularly 
  its worst moments. A shade has passed on but come back for some reason, maybe 
  simply because they could.  But a wraith?  (Or perhaps a wight?)  They are hun-
  gry, and that’s because they are missing something. Their souls might have been 
  damaged or corrupted, addicted to the lifeforce of others.  So someone who wields 
  dark, soul-draining magic might become a wraith upon their death.  Or a creature 
  who’s soul and lifeforce are drained by an artifact… they could also become a 
  wraith.  Or a wight, if their physical remains are sustained. 
  So… the Hungering Ring of Hlad sort of fits the bill.  I could make one its conse-
  quences “You no longer gain sustenance from food. When you draw the lifeforce 
  from a victim, gain 1 sustenance. When you would consume a ration, lose 1 suste-
  nance instead. When you die, your soul will linger on as a wraith, hungering for 
  the living.”   
  Now, what does this passageway/portal represent? I think it actually leads to the 
  Hungering Ring of Hlad.  And it can only be traversed by one who was passed 
  through Death’s Black Gates.    
  Deep in a time-lost crypt or a cavern that has never seen the light of day, there stands 
  an arch of perfectly set gray stones. A hallway lies beyond, straight and sure and long-
  er than you can see. Silvery runes are carved into the arch and the hallway walls, flick-
  ering in the torchlight and making your eyes water to try to read them.   
  When you enter the hallway, you find that it goes on far enough that you lose sight of 
  the entrance. When you press onward, you eventually find yourself approaching the 
  same archway you entered. No matter the direction you travel, you end up in the same 
  place.  
  The Long Hall is a loop in time in time and space, always leading back to its entrance. 
  Attempts to bypass or mar the tunnel eventually reset or loop back upon themselves. For 
  example, if you spent long enough excavating a side tunnel, you’d eventually dig your 
  way to a brick wall. And if you punched through that brick wall, you’d find yourself 
  back in the Long Hall, on the opposite wall from where you started. And if you then left 
  Long Hall and returned, you’d find all your work was undone.   
  The writing on the archway and walls is in the ineffable script of the primordial lan-
  guage. Few scholars indeed are able to even hold their forms in their minds, much less 
  decipher their meaning. If you bear the Ineffable Words or can otherwise decipher their 
  meaning, you find that the writing’s message to be: “Turn back. Beyond is the Maw of 
  Hlad, the One Who Devours. Turn back..” The message repeats over and over, endless-
  ly. 
  If you can read the message and willfully press on, you can reach the Long Hall’s end. 
  There, you find door with the message repeated once more. If you open the door, you 
  find yourself in a small and barren room with glass-smooth walls, ceiling, and floor. 
  On the floor sits a ring of black metal bands, woven in an impossible pattern. This is the 
  Hungering Ring of Hlad. 
   
  The Song of the Dool Trees 
  Lore :: Black Gates :: Bone/skulls/mummified remains  + night/darkness/fear :: haz-
  ards/secrets/history/location of a mysterious place :: in a tome/scroll/folio in a cypher or 
  long-dead language.   (The place: a tree, inhabited by a spirit; fauna that serves will-
  ingly.) 
  The writings reveal something about a type of tree, let’s call it a dool tree, and 
  how one can use the bones of a murderer to summon a dool. A dool is a spirit from 
  beyond the Black Gates that feeds on fear itself. It has no shape or substance, but 
  lives in shadows and darkness and can shape them to terrify its prey and gain 
  sustenance. It can be harnessed as a follower.  
  A scroll, written in a cramped hand and seemingly nonsensical script, with a series of 
  graph-like diagrams. It is accompanied by flute of bone (from a human arm?). If close-
  ly studied, the notes reveals themselves to be a cipher and graph is perhaps the notation 
  for a song. 
  If deciphered, the notes reveal the secrets of dool trees, those bleach-white copses that 
  common folk instinctively avoid. These trees are haunted by spirits from beyond Death’s 
  Black Gates that feed on mortal fear and terror. The notes tell how such spirits can be 
  called by song and tempted into service, though they caution against travelling with 
  more than one. 
  
  When you craft the long bone of a murderer into a flute a play the proper tune among a 
  grove of dool trees, you can roll +CHA to Recruit one (or more) dool spirits as a follow-
  er. If one agrees, it takes up residence in your flute. 
   
  Dool Spirit (group, small, stealthy, devious, planar, terrifying, amorphous) 
  13 HP, 2 armor 
  Special qualities:  naught but living shadow; helpless in complete darkness 
  Scavengers of the spiritual realm, slipped half into this world from across the 
  Black Gates. They cluster around dool trees and wait for foolish mortal creatures 
  to pass nearby. They long to leave this meager existence and feast on more rari-
  fied terrors.   
  Instinct To taunt, scare, and frighten. 
   * Gain strength and sustenance from mortals’ fear 
   *  Sense a victim’s secret doubts and worries 
   * Shape sound and shadows to unnerve and frighten 
   *  Slip silently from shadow to shadow 
   As a follower, a typical dool has Quality of +1, a starting Loyalty of +1, the fear-
  wise and cunning tags, and a cost of “Debauchery: tasting new, exquisite fears 
  (the higher the loyalty, the more exceptional the fear).” 
  MYSTERIOUS PLACE 
  Where? Roll d12 twice.  
  —————————————————————————————————————- 
  1 
  STONETOP AND THE FLATS ● the town was built on ruins 
  1  
  The Stone 
  7 
  Titan Bones 
   
  2 
  The town’s cistern 
  8 
  A new place (form d4+8 and apply 
  3 
  The Old Wall 
   
  origin and theme)  
  4 
  The Ruined Tower 
  9-12 Some other site established during 
  5 
  The West Way 
   
  play (if none exist, reroll with a d8) 
  6 
  The Highway 
   
   
   
  —————————————————————————————————————- 
  2 THE GREAT WOOD ● vast and ancient and green 
  1  
  The Golden Oak 
  6-8 
  A new place (form d4+8 and apply 
  2 
  The Stream 
   
  origin and theme) 
  3 
  The barren cave 
  9-12 Some other site established durin   
  4 
  The grove of blood-red trees 
   
  play (if none exist, reroll with a d8) 
  5 
  The cave bear’s den 
   
  —————————————————————————————————————- 
  3 THE STEPLANDS ● slope beyond slope, dark with sullen trees 
  1  
  The ancient barrow mounds 
  6-8 
  A new place (form d4+8 and apply 
  2 
  Blackwater Lake 
   
  origin and theme) 
  3 
  Three-Coven Lake 
  9-12 Some other site established durin   
  4 
  Wyvern’s Rook 
   
  play (if none exist, reroll with a d8) 
  5 
  The cave bear’s den 
   
   
   
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Artifacts _ Magic Items/Minor Arcana Generator.pdf