Foraging & Sustenance

The wild may provide, but never freely.

Gathering food takes time, carries risk, and depends on season, terrain, weather, and knowledge of the land.

Food is not just a resource.

It is pressure.


Rations

Each character tracks rations with a Usage Die.

At least once per day, usually during a Full Rest, roll the character’s Ration Die.

Result

Effect

1–2

Step the Ration Die down

3+

No change

If a d6 steps down, the rations are gone.

A character without food suffers hunger.


Hunger

If a character has no rations and cannot eat within 24 hours, they gain 1 level of exhaustion.

While hungry, a character:

  • Cannot recover Stamina

  • May worsen through continued deprivation

The Referee may impose further consequences if hunger continues.

Starvation is slow, cruel, and dangerous.


Gathering Food

Foraging, hunting, and fishing use the same basic procedure.

Gathering food:

  • Takes 1 full Phase

  • Requires suitable terrain

  • Requires a clear approach

  • May expose the party to danger

The player states what the character seeks and how they search.

Then roll:

WIS Check vs DC

A relevant Skill, Background, Ancestry, or Life Event may permit the attempt or grant a Boon.


Gathering Results

Use this result for foraging, hunting, and fishing unless a specific rule says otherwise.

Result

Effect

Success

Increase one Ration Die by 1 step

Critical Success

Increase one Ration Die by 2 steps, or increase two Ration Dice by 1 step each

Failure

No food is gained, and the Referee may introduce risk

A Ration Die cannot increase beyond its original size.


Foraging

Foraging covers plants, berries, roots, nuts, herbs, mushrooms, and edible signs of the land.

Environment

DC

Abundant land

8

Sparse land

10

Harsh terrain

12

Barren land

16

Use the normal Gathering Results.


Hunting

Hunting covers tracking, trapping, stalking, and killing game.

Prey

DC

Result

Small game

8

Use normal Gathering Results

Medium game

12

Use normal Gathering Results

Large game

16

Increase each party member’s Ration Die by 1 step

Large prey may be dangerous.

Blood, noise, and carcasses may attract attention.

A successful hunt may still create a Sign, Shift, or Encounter.


Fishing

Fishing requires a river, lake, coast, marsh, or other water source.

Waters

DC

Rich waters

8

Normal waters

10

Poor waters

12

Barren waters

16

Use the normal Gathering Results.

Fishing may also reveal signs of the water: tracks, crossings, hidden camps, strange currents, bones, or things beneath the surface.


Skilled Gathering

A relevant Skill may change what is possible.

Skill or Background

Possible Benefit

Hunter

Track game, set snares, read signs of prey

Woodsman

Forage safely in forests and wild country

Riverfolk

Fish, read water, find crossings and edible river life

Farmer

Identify crops, edible plants, weather, and soil

Wood Elf

Move quietly, read forest signs, find hidden food sources

If the Skill only makes the attempt possible, roll normally.

If the Skill gives a clear advantage, grant a Boon.

If the Skill, tools, terrain, and preparation all strongly support the attempt, the result may feed multiple characters or restore an additional step.

Do not stack every small advantage.

Let the fiction decide.


Depletion

The land does not give endlessly.

A hex may usually be gathered once per day.

Further attempts in the same hex increase the DC by +2 or more.

Barren, cursed, winterbound, overhunted, or heavily traveled areas may provide nothing without special knowledge or magic.

The Referee may rule that no roll is possible.


Risk

Gathering food exposes the party.

On a failed roll, the Referee may:

  • Reveal a Sign

  • Trigger an Encounter check

  • Waste a Phase

  • Damage or exhaust gear

  • Separate a character from the group

  • Draw predators, rivals, or local attention

  • Introduce a hazard, false trail, or complication

Noise, smoke, blood, movement, and delay all attract notice.

The wild feeds what feeds within it.


Referee Guidance

Let terrain and season matter.

Reward preparation, tools, local knowledge, and good questions.

Do not make food automatic.

Do not make scarcity constant unless the journey demands it.

Use hunger to create choices, not accounting.

A good gathering roll may reveal more than food: tracks, weather signs, hidden water, safe camps, animal trails, or nearby danger.

Food keeps characters alive.

The search for it makes the wild alive.