Kin and the weighing of the road
10 November 2026
Every folk now carries a gift of its own, and the road has been weighed and set right. Your adventurer keeps their level and the progress they'd made toward the next.
- Human: +5% XP from fights and skills.
- Dwarf: mines 10% faster and shrugs off half of any poison.
- Wood Elf: forages 10% faster. Quick: starts each fight with 20% turn meter.
- High Elf: brews 10% faster. Steadfast: turns aside the first debuff of a fight.
- Fiend: smiths 10% faster. Alert: +5% turn meter each time they're hit.
And on the road:
- A foe at your level is a real fight, and every class stands about even with the rest.
- Bosses win about one fight in three, and a win leaves the party bruised.
- Early levels come quicker and later ones slower. Level 20 is about three weeks on the road.
- The Heartlands' wolves and giant rats go easier on a newcomer alone.
- Fights pay less coin and essence. Companions ask to join less often beyond the Heartlands, so a 2-star is a real find.
- Merchants pay 1c for anything they buy.
- The workshop takes a few coppers for each piece made, and a trainer takes gold for each companion star.
- Extra Die now works on spells.
- Priest: d10 hit die, Smite 1d10. Sorcerer: d6 hit die. Monk trimmed. Venom Arrow lays 3 stacks.
- The Moonweave Robe costs 15g.