When you are done making a character in Trophy you are looking upon a creature at the start of a journey. That journey might lead to the Quietlands, it might lead them to changing into a beast for other adventurers to hunt and kill or it might lead to them changing the world with blood and gold.
Their path will be paved with cunning, gold and fate. May the more merciful Sisters guide you.
If you surrender to the fates and let the Sisters, both merciful and cruel, put your background, skills and gear into place you are allowed to take a Gift from the Sisters.
To be more clear, if you entirely roll your character without choosing anything. That said, maybe this rule is changed. Maybe if you roll your character you can choose from the Fates table but if you choose your character you must roll on the Fates table.
Let me know how it works for your table, please.
There are questions; they need not be answered now. Daydream about them. The answers might come to you in the midst of grand adventures or a grand shower or just a very pleasant hike.
Choose your gift (or roll 2d6, one at a time, reading them in order if you can’t decide):
Strange Pets
Who (or what odd chance of fate) brought you back such an amazing pet from strange, faraway lands?
Dragonel, fully grown, size of a hawk said to be what the snake people used instead of hawks
Mimic, domesticated
Underpanther cub, adorable right now with its little claws and tentacles
Spider the size of a barn-cat.
Wyvern hatchling, size of a puppy, just got done eating its own shell and hungry for more – will get big enough to ride some day
Rooster, fighting, grateful to you after it was saved from a brutal life in the pits
Wizardless Familiars
Why did they choose you when their wizards passed?
Bat, dramatic
Cat, sarcastic but affectionate
Dog, loyal
Owl, vicious
Raven, cunning
Toad, pragmatic
Weapons
Did you find the weapon or was it willed to you be an adventurous elder?
Sword from the Mage Wars, can knock spells out of the air.
Dragonfang dagger, if you touch it to gold it heats up without burning wielder.
Merfolk Trident, relic from when the undersea’s kingdoms laid siege to land-folk; if you put it in a puddle of water it will point towards the nearest ocean.
The People’s Bow, offers an extra dark die when aiming arrows at those who say they rule over others.
The End of Knights, a mystical six-shooter from another world with 2d6 bullets.
The Sun-Killer, a knife made of a dense material none can identify, extinguishes all light within sight when it is taken out of its sheath.
Bound
Did you bind it or has it been bound to your family for generations?
Devil Tutor, the GM will tell you the 3 skills the Devil tutor can best offer advice on and teach. Once it has taught all of the skills once it is dismissed back to the Hells
Fire Sprite, a tiny adorable piece of fire that will follow your command. If it starts a fire that goes out of control it will leap into the fire and become an angry Fire Elemental, free from the binding
Earth Plop, a tiny piece of animate earth that will follow your command. If it begins an avalanche it will embody the avalanche as an angry Earth Elemental, free from the binding
Water Spritz, a tiny animate piece of water that will follow your commands. If it finds its way to the ocean it is free; it will remember you
Air Gust, a tiny animate bit of wind that will follow your commands. If it is asked to change the weather, it will take control of that weather as an air elemental and be free of the binding
Simalcrum, a tiny version of you that communicates in a series of squeaks and grunts
Spells from the Arch-Mage’s Tome
Did you know the Arch-Mage or one of their students?
Wish, every time you cast it your Ruin goes up by 1. This Ruin increase is special in that it can never be taken away
Storm the Bone Gates, for when your comrade is dead and you want to venture into the Quietlands to retrieve them
Dragon’s Breath, allows the caster to breath dragon-fire – any Ruin accrued while this spell is cast can be paid off in gold, 2 gold for 1 Ruin
Summoner’s Trinity, the Calling, Summoning and Binding that allows any adept who has a True Name in hand to call a Power to them
Shall Not Pass, stops anyone in front of the wizard from getting past them for as long as they live, only dispelled when the wizard either falls or turns and runs
Speak to Tome, allows caster and all who hold their robe or staff to talk to a book as if it was a person; personality of tomes are said to come from both the text and the author
Holy Icons
How did you get the attention of one of the Sisters?
The Five-Headed Matron, made from the holy gems of her five consorts
The Endless Serpent, ouroboros of ancient serpent-folk make, metals not known to the modern smith
The Arch-Mage, made of bits of the Arch-Mage’s own scrolls
The Winter Queen, made of crow’s feathers, owl pellets and snow that never melts
The Spring Queen, made of corn husks, wildflowers and honeycomb
The All-Mother, made of spider-silk, volcanic glass and glowing fungus
Dice Icons are from Game Icons.net