Equipment
Weapon Quality Tiers
Improvised
Edge: +0d6
Slots: By size
Stick, bottle, fist, thrown rock
Basic
Edge: +1d6
Slots: 1-2
Club, knife, sling, staff, hatchet
Military
Edge: +1d6
Slots: 2
Sword, axe, bow, spear, mace, shield
Superior
Edge: +2d6
Slots: 2
Masterwork blade, enchanted bow, ancestral weapon
Legendary
Edge: +3d6
Slots: 2
Named weapon, heirloom, thread-forged blade
Military Weapon Specialties
Sword
+1d6 to first attack each scene (muscle memory)
Spear
+1d6 to defense against charges (bracing)
Bow
+1d6 to first shot each combat (aimed opening)
Axe
+1d6 to break/shatter rolls (breaker)
Mace
First attack each combat: reduce an armored target's Defense HT by 1 for that attack (minimum HT 1)
Shield
+1 Defense TH while wielded (stacks with armor)
Dagger
+1d6 to Lurk when concealed; spotting a properly concealed dagger is Sense + an appropriate approach vs HT 3
Staff
+1d6 to appropriate Cast/Channel rolls when used as a focus. This is the staff's normal equipment benefit for the item and the same staff bonus cannot be counted twice; a separate Weaver's Kit may provide additional Edge when independently justified by the action. Both remain subject to the normal Edge stacking rules and the maximum of 8 positive Edge dice.
Sling
+1d6 to ambush rolls (silent ranged weapon)
Armor
None
Def TH: 1
Swift: 0
Slots: 0
Civilian clothes, robes
Light
Def TH: 2
Swift: 0
Slots: 1
Leather, padded cloth, furs
Medium
Def TH: 3
Swift: -1d6 Swift
Slots: 2
Chain, scale, boiled leather
Heavy
Def TH: 4
Swift: -2d6 Swift
Slots: 3
Plate, full mail, war armor
Fortified
Def TH: 5
Swift: -3d6 Swift + immobile
Slots: 4
Siege armor, barricade
Tools
Lockpick Set
+1d6Lurk (picking locks)
1 slot(s)
Climbing Kit
+1d6Sinew (climbing) or Swift (acrobatics)
1 slot(s)
Healer's Kit
+1d6Any eligible treatment, healing, binding, or stabilization attempt
1 slot(s)
Maximum 3 uses, tracked from 3 down to 0. Optional equipment: never a prerequisite for Treat Injury. Spending 1 use grants +1d6 Edge on an eligible attempt, or instead restores 1 Vitality — the two benefits never come from the same use, and direct Vitality restoration does not stabilize a Dying character. Replenishment: spent uses can be restored during downtime or at a settlement when suitable medical supplies are available, each restored use requiring sufficient replacement supplies at the GM's determination. Resting alone does not refill the kit, and replenishing it restores no Vitality, removes no Wounds, and stabilizes no one.
Scholar's Kit
+1d6Study (research, identification)
1 slot(s)
Navigator's Kit
+1d6Scout (pathfinding, navigation)
1 slot(s)
Trader's Kit
+1d6Parley (trade, negotiation)
1 slot(s)
Forge Kit
+1d6Craft (forging, repair)
2 slot(s)
Weaver's Kit
+1d6Cast/Channel (thread manipulation)
1 slot(s)
Survival Kit
+1d6Scout (foraging, camping)
1 slot(s)
Disguise Kit
+1d6Parley (deception) or Lurk (infiltration)
1 slot(s)
SUPERIOR TOOLS
Masterwork Lockpicks
+2d6Lurk
1 slot(s)
Alchemist's Kit
+2d6Craft (alchemy)
2 slot(s)
Cartographer's Set
+2d6Scout (mapping)
1 slot(s)
Thread Compass
+2d6Cast/Channel (detecting threads)
1 slot(s)
Forge-Master's Tools
+2d6Craft (forging)
2 slot(s)
Oral Archive
+2d6Study (history)
1 slot(s)
Stillward Kit
+2d6Endure (resisting the Still)
1 slot(s)
Consumables
Each consumable occupies 0.5 inventory slot regardless of type or rarity; two consumables occupy 1 slot. In combat, administering a Health Draught, Vigor Tonic, or Wound Salve to yourself or an adjacent character takes one action and consumes the item — that action does not itself stabilize a Dying character.
Health Draught
CommonRestore 2 Vitality; at 0 Vitality it revives a character who is not Dying, or one already stabilized
Warm, bitter. Ember Road minerals. Does not cancel the Dying state.
0.5 slot(s)
Vigor Tonic
CommonRestore 2 Vigor
Salty, bracing. Tide Road salt-marsh herbs.
0.5 slot(s)
Stillward
Uncommon+2d6 Edge to resist the Still for 1 scene
Hollowborn alchemist's brew.
0.5 slot(s)
Thread Oil
UncommonApply to weapon: +1d6 Edge to the next attack with that weapon
Threads woven into oil. Silkborn-made; evaporates after one strike.
0.5 slot(s)
Ember Dust
UncommonThrow in 1-zone area: all in the area take 1 damage + fire exposure
Refined volcanic ash.
0.5 slot(s)
Memory Vial
RareDrink to experience a memory
The Dust Road's currency.
0.5 slot(s)
Still Bane
Rare+3d6 Edge to any Reversal roll for 1 scene (one use per adventure)
The Still's antithesis, distilled.
0.5 slot(s)
Wound Salve
RareRemove 1 ordinary Wound (never a Permanent Wound)
Rootborn deep-soil remedy. Does not stabilize a Dying character.
0.5 slot(s)
Luck Stone
Very RareRe-roll one die after seeing the result
Glassborn-carved crystal; one use.
0.5 slot(s)
Thread Anchor
Very RareStabilizes a Thread in a region for 1 session (prevents Still advancement)
Silkborn artifact.
0.5 slot(s)
Legendary Items
The Tyrant's Crown
+3d6 to Parley with constructs; commands all constructs with Spirit + Parley vs HT 2 unless otherwise stated.
How to get: Campaign climax. Sit in the Echoing Throne and win Spirit + an appropriate approach vs HT 5 to claim it from the dead king's brow.
The Ember Forge-Hammer
+3d6 Edge on appropriate Craft actions using the hammer. Can craft Superior gear given materials and time, and Legendary gear given a Reversal's worth of materials and an Aptitude + Craft + applicable Edge roll vs HT 3.
How to get: Found in the deepest forge on the Ember Road, beneath a cooling rift. Requires a Reversal adventure to access; the forge is behind the Still.
The Silkweaver's Mantle
+3d6 to Cast/Channel. Can bind two Threads simultaneously.
How to get: Woven by Silkborn masters at deepest leyline.
The Dustkeeper's Ledger
+3d6 to Study. Contains oral history of every road.
How to get: Earn trust of all eight roads.
The Glass Eye
+3d6 to Sense. Sees structure of anything.
How to get: Glass Road's deepest flat.
The Rootheart
+3d6 to Endure. Cannot be moved. Regenerates 1 Vitality/round on natural ground.
How to get: Carved from the oldest tree on Root Road.
The Still Compass
+3d6 to find the Still. Points to the Still's source.
How to get: Hollowborn archivist. Found in Hollow Library.
The Turning Key
Unlocks the old empire's final secret. One use.
How to get: Campaign's final reward.
Starting Gear
New characters start with gear based on their training — no shopping required and no starting-gold minigame.
Strike
Weapon: Military weapon of choice
Tool: —
Armor: Light
Consumable: 1 Health Draught
Lurk
Weapon: Basic dagger
Tool: Lockpick Set
Armor: Light
Consumable: 1 Health Draught
Parley
Weapon: Basic dagger
Tool: Trader's Kit
Armor: Light
Consumable: 1 Vigor Tonic
Study
Weapon: Basic staff
Tool: Scholar's Kit
Armor: None (robes)
Consumable: 1 Vigor Tonic
Cast/Channel
Weapon: Basic staff (+1d6 to Cast/Channel)
Tool: Weaver's Kit
Armor: None (robes)
Consumable: 1 Vigor Tonic
Craft
Weapon: Basic hatchet
Tool: Forge Kit (2 slots)
Armor: Light
Consumable: 1 Health Draught
Scout
Weapon: Basic sling
Tool: Survival Kit + Navigator's Kit
Armor: Light
Consumable: 1 Health Draught
Endure
Weapon: Basic club
Tool: Healer's Kit
Armor: Medium
Consumable: 1 Health Draught
Every character also starts with a backpack (0 slots), a water skin (0 slots), 3 days of rations (0 slots), and a personal item of the player's choice (1 slot, no mechanical effect).
Staffs occupy 2 slots; clubs and hatchets occupy 1 slot each, and quality does not change those costs. The Strike, Lurk, Parley, Study, and Cast/Channel packages each use 4.5 slots and the Craft, Scout, and Endure packages each use 5.5 slots — all within the 6-slot starting capacity.
Encumbrance
Encumbrance Calculator
✓ Within carrying capacity. 3 slot(s) free.
Every newly created character has a minimum carrying capacity of 6 inventory slots, regardless of Aptitude ratings. A higher capacity granted by another applicable rule still applies. Penalty: -1d6 to Swift- and Sinew-based actions until the load is reduced
Can be concealed: +1d6 Edge on appropriate Lurk actions when hidden
Visible when carried; no concealment
Fixed regardless of quality. +1 Defense HT while wielded; stacks with armor to the normal maximum Defense HT 5, so medium armor combined with a wielded shield may provide Defense HT 4. Armor penalties, equipment requirements, and slot costs still apply
No Swift penalty
-1d6 Edge on Swift-based actions
-2d6 Edge on Swift-based actions
-3d6 Edge on Swift-based actions + immobile
1 slot for most kits; 2 for the Forge Kit
Each consumable occupies 0.5 slot, regardless of type or rarity; two consumables occupy 1 slot
Each item takes 1 slot
Weapon quality affects Edge and other weapon properties, not carrying slots. Weapon slots are set by physical size: light weapons 1 slot, heavy weapons 2 slots, shields 1 slot regardless of quality. Unarmed attacks use no slots.
The Meridian Market
Prices are in threads — small strips of woven Thread, usable as Edge dice in small quantities. The economy runs on trade, favors, and Connections rather than hoarded coin.
The Meridian Economy
- •Characters earn 3-5 threads per adventure as payment from patrons.
- •Selling gear returns half price; Memory Vials can be traded; Connections can be called in.
- •A Road Connection can get a discount; an NPC Connection can get a free item.
- •Connections can be as valuable as the threads a character carries.
Sky Vessels (Ley-Sails)
The Silk Road is the only road traveled by sky. Ley-sails are vessels that ride leyline currents between weaving-towers. Ley-sail travel uses the same dice: Swift to navigate, Scout to chart, Spirit to bind the Thread-anchor. The ship is fiction, not a new rules system.
Thread-skiff
Cost: 5 threads
Crew: 1-2
Speed: Fast
Cargo: 0 slots
Anchors: 1
Single-sail skiff for short trips between adjacent towers. No cabin, no cargo.
Ley-sail (standard)
Cost: 15 threads
Crew: 2-4
Speed: Fast
Cargo: 5 slots
Anchors: 2
Standard vessel. Small cabin, 5 slots cargo. The most common ship on the Silk Road.
Thread-galleon
Cost: 40 threads
Crew: 4-8
Speed: Fast
Cargo: 15 slots
Anchors: 4
Large vessel. Full cabin, 15 slots cargo. Trade runs and military patrols.
Weaver's vessel
Cost: Legendary
Crew: 1-6
Speed: Fast
Cargo: 10 slots
Anchors: 4
Thread-forged ship. Hull woven from living Thread-silk. Self-repairing, +2d6 Edge to all Swift navigation rolls. Requires a Silkborn with Thread Sight to pilot.
Travel Rules
Swift + Scout vs HT 2 (standard), HT 3 (in a storm)
Spirit + Cast/Channel vs HT 2 to bind a Thread-anchor to a new leyline
If a current goes dead, the ship drifts until the crew re-anchors or lands at the nearest weaving-tower
Boarding an enemy ship is a Strike + Sinew roll, same as any combat
Thread-anchors
Portable crystals that bind to nearby leylines. Used for emergency re-anchoring when a current goes dead.
Standard Thread-anchor
2 threadsBind to any nearby leyline. Standard Spirit + Cast/Channel to anchor.
Superior Thread-anchor
5 threads+1d6 Edge to binding rolls. Can anchor to distant leylines.

