Character Creation
You aren't a hero, you're a knave, a scoundrel, a rogue. A survivor. Play your cards right, and you might stay that way.
Ability Scores
Characters begin with 10 attribute points to distribute among nine ability scores. No ability score may exceed +6 at character creation.
Example Distribution
Might +2, Finesse +2, Endurance +1, Insight +1, Resolve +0, Presence +2, Faith +0, Magick +0, Luck +2
The Nine Abilities
Might
Add to melee attacks and strength-related checks like swimming, climbing, etc.
Finesse
Add to defense, ranged weapon attacks, stealth, lockpicking, balancing, etc.
Endurance
You can carry items equal to 10 + Endurance, saves vs. poison, increases healing during resting.
Insight
Add to history, knowledge rolls, having a +1 indicates basic literacy skills.
Resolve
Add to fear and morale/mind-based saving throws, searching and tracking.
Presence
Add to reaction checks, persuasion/deception, number of hirelings, etc.
Faith
Add to divine abilities and saving throws versus malevolent forces.
Magick
Add to spellcasting rolls and saves vs. magick.
Luck
Fortunate events through chance, bestows favorable outcomes.
Grim Sorts (Races)
Some races are rare in the world of Torches in the Dark. To play a rare race, roll a d100 and roll equal to or lower than the number shown. Playing as a non-human race IS your Grim Sort.
| Race | Rarity | Bonuses |
|---|---|---|
| Human | Common | +1 to any ability score, choose one passive and active trait. |
| Empire Dwarf | 40% | +3 Endurance, +2 Might, Iron Gut. |
| Drakon | 20% | +2 Might, +3 Faith, Unshakable Faith. |
| Orkon | 20% | +4 Might, +1 Endurance, Tenacious. |
| Astral Elf | 10% | +2 Magick, +3 Presence, Void Gaze, Quiet Mind. |
Core Mechanics
This is how you play the game. Pretty simple.
The Strikes System
Every character begins with a number of strikes equal to their class's strike count. For every hit taken, a character loses 1 strike worth of damage. Particularly powerful enemies may cause 2 or even 3 strikes of damage.
Equipment & Inventory
Players can hold 10 + Endurance slots of equipment.
| Armor Type | Slots | Defense Bonus | DR Chance |
|---|---|---|---|
| Light Armor | 1 slot | +4 DEF | 1/6 (roll 1 on d6) |
| Medium Armor | 2 slots | +2 DEF | 2/6 (roll 1-2 on d6) |
| Heavy Armor | 3 slots | -2 DEF | 3/6 (roll 1-3 on d6) |
Damage Reduction
When you take damage, you may choose to roll for damage reduction using your armor. Roll a d6—if you roll within your armor's success range, reduce the incoming damage by 1 Strike. You can choose when to attempt damage reduction.
Shields & Helmets
- Shield: +1 to DR success chance; can be destroyed to negate all damage from a single physical attack.
- Helmet: +1 Defense; turns a critical hit into a normal hit but is destroyed afterward. Test Endurance 10 vs Stun.
Resting & Healing
Sanctuary Rest
When at a sanctuary (town, village, city), behind closed walls, players regain all strikes over 24 hours with food, drink, and rest.
Breather
Once per day, heal for 1d4 strikes. This represents a short rest and catching your breath.
Combat Mechanics
Swift, brutal, and unforgiving
Initiative
Group-Based Initiative
GM rolls d6: 1-3 enemies first, 4-6 players first
Single Initiative
Each character rolls d20 + Insight. Highest acts first.
Critical Hits & Effects
- Natural 20: Deal an additional strike of damage.
- Natural 1: Something horrible happens (GM interpretation).
- Weapon Effects: Optional special effects like knockdown, bleeding, or armor sundering.
Spellcasting & Miracles
Channel alien forces and divine wrath at your peril
Spellcasting (Arcane Magic)
When a Wytch casts a spell, they roll 1d20 + Magick vs the spell's DC.
Armor Interference
Light Armor
+4 to spell DC
Medium Armor
+8 to spell DC
Heavy Armor
+12 to spell DC
Magical Mishaps (Natural 1)
1. Lose 1 Presence
2. Roll 1d100 on Magical Mishap Table
Magical Mishap Table (d100)
| Roll | Effect |
|---|---|
| 01-08 | Dogs and other animals are terrified when around you. |
| 09-18 | Shadows begin to move oddly and crows follow you. |
| 19-31 | You cast a bestial shadow and a strange voice whispers to you. |
| 32-40 | You develop a disturbing ritual that you must complete daily. |
| 41-48 | Magical healing no longer works on you, your hide thickens (+1 Defense). |
| 49-55 | You hear terrible voices in your head. You can't tune them out. |
| 56-62 | You become sensitive to daylight, disadvantage when outside during day. |
| 63-70 | Open sores and pus filled boils cover your body. Horrible scars. |
| 71-80 | Your eyes become red and irritated, they glow in the darkness. (Can see in dark). |
| 81-86 | Something reaches through the void. -1 Presence. Die if negative. |
| 87-92 | Psionic energy melts your brain. 3 strikes of damage. |
| 93-99 | Tentacles rip out of your face. 5 strikes of damage. All allies roll Resolve. DC 14. |
| 100 | Madness takes you. You become an agent of the Slender Crown. |
Miracles (Divine Magic)
Crusaders, Prelates, and Pyromancers can attempt to channel divine power. The gods care nothing for mortal races.
Divine Mishaps (Natural 1)
1. Lose 1 Faith
2. Roll 1d100 on Divine Mishap Table
Divine Mishap Table (d100)
| Roll | Divine Mishap |
|---|---|
| 01-10 | Your god marks you with visible stigmata. All social checks at disadvantage for 1 week. |
| 11-18 | Divine silence. You cannot attempt miracles for 24 hours. All enemies sense your abandonment. |
| 19-26 | Cursed tongue. You can only speak in religious blasphemies. Allies must save vs fear when you speak. |
| 27-34 | The god demands sacrifice. Take 2 strikes and an ally within sight takes 1 strike. |
| 35-42 | Divine test. You must complete a dangerous task within 3 days or lose all Faith permanently. |
| 43-50 | False prophet. Next miracle you attempt automatically fails and affects random target. |
| 51-58 | God's jealousy. All magical healing hurts you instead of helping for 1 week. |
| 59-66 | Divine madness. Roll with disadvantage on all mental saves for 1 week. See things that aren't there. |
| 67-74 | Wrathful abandonment. Your god sends a minor divine servant to punish you. It hunts you. |
| 75-82 | Twisted miracle. The miracle works, but on the worst possible target in the worst possible way. |
| 83-90 | Divine price. Permanently lose 1 point from a random ability score as the god claims their due. |
| 91-96 | Heretic's mark. All followers of your god know you've been abandoned. They will not aid you. |
| 97-99 | God's cruel humor. You are transformed into a mockery of your former self for 1d4 days. |
| 100 | Ultimate abandonment. Your god personally appears to strip you of all divine connection. Become NPC. |
Death & Dying
Death occurs quickly and violently in combat
Reaching Zero Strikes
When a character is reduced to zero strikes, they gain a horrible wound. Roll 1d12 and consult the Horrible Wounds Table based on damage type. Don't go looking for fights—you'll probably just end up dead.
Environmental Hazards
Falling Damage: For every 5 feet fallen, take 1 strike of damage. A 50-foot drop deals 10 strikes of damage.
Horrible Wounds Tables
Crushing Damage (Maces, fists, rocks, etc.)
| d12 | Result |
|---|---|
| 1 | Head battered. Knock senseless, STUNNED. |
| 2-5 | Beaten to a pulp, STUNNED for 1d4 rounds. |
| 6 | Bashed over the head, crying out in agony. SKULL CRACK. |
| 7-8 | Limb broken, roll 1d4. 1=left arm, 2=right arm, 3=left leg, 4=right leg. EXHAUSTED. |
| 9+ | Your head is crushed, your skull explodes. You're dead. |
Slashing Damage (Swords, knives, saws, etc.)
| d12 | Result |
|---|---|
| 1 | Scream bloody murder. Lose 1d4 fingers. |
| 2-4 | Gush blood, cry. EXHAUSTED. |
| 5 | Limb is severed. Roll 1d4. 1=left arm, 2=right arm, 3=left leg, 4=right leg. LAST GASP. |
| 6-7 | Bloody and dying, your artery has been slashed open. ARTERY SLASH. |
| 8+ | The last thing you see is the glint of steel. Your head rolls. |
Puncturing Damage (Arrows, bullets, etc.)
| d12 | Result |
|---|---|
| 1-2 | Arrow to the knee, or bullet. Agonizing pain, maybe take up being a guard. |
| 3-4 | Arrow to the chest, blood spurts with breath. LAST GASP. |
| 5-6 | Shot strikes your face, your eye is blown out. LAST GASP. |
| 7+ | The last thing going through your head is an arrow. Dead. |
Fang & Claw Damage (Beasts, monsters, etc.)
| d12 | Result |
|---|---|
| 1-2 | Claws rake across your chest, tearing at flesh. BLEEDING WOUND. |
| 3 | Throat bitten, bleeding out fast. Mute. ARTERY SLASH. |
| 4-6 | Eviscerated. LAST GASP. |
| 7+ | Claws and fangs tear into your face, head is torn away from body. DEAD. |
Conditions
Afflictions that plague adventurers
Last Gasp
You're going to die, test DC 14 Endurance every encounter, die when you fail.
Artery Slash
Test DC 12 Endurance after every action. Die when you fail.
Bleeding Wound
Bleeding for 1 strike every round. Ignores DR. DC 14 Insight to bandage.
Morale Broken
Disadvantage on all actions, enemy attacks have advantage against you. Rally on DC 16 Presence.
Frostbite
Disadvantage on attacks and all actions requiring movement. 10% chance of instant death.
Poisoned
Test DC 10 Endurance every action, vomit and give up your turn on fail. Attack with disadvantage.
Stunned
Cannot act on your next turn, enemy attacks have advantage against you.
Skull Crack
Test DC 12 Endurance every encounter, become stunned on fail. 10% chance of instant death.
Burning
Burning for 1 strike every round. Ignores DR. DC 16 Finesse or full turn to put out.
Exhausted
Disadvantage on all tests. Requires at least one-hour rest, ration, water to remove.
Character Traits
Define your hero's unique abilities
Passive Traits (Always Active)
Stalwart
+1 maximum Strike.
Scarred Veteran
+1 to all Resolve-based saving throws.
Tenacious
You do not fall unconscious until you're at -1 Strike instead of 0.
Iron Gut
+2 to all Endurance saves vs poison and disease.
Tactician
+1 to all Initiative rolls. Allies within 10 ft. gain +1 to theirs as well.
Pain Hardened
Critical hits against you only deal +1 Strike instead of +2.
Divine Shell
Take -1 Strike from unholy, necrotic, or fiendish sources once per encounter.
Foe Reader
You always know if a humanoid target is stronger or weaker than you (GM discretion).
Keen-Eyed
+2 to checks to detect illusions, forgeries, or falsehoods.
Unshakable Faith
Immune to fear effects caused by enemies with fewer Strikes than you.
Blooded
Once per day, automatically succeed a morale or Resolve save.
Magick Sense
You can feel nearby active magical effects or auras, no roll required.
Beast Tongue
Animals are never hostile unless provoked. You understand their intent.
Inscription Lore
You can read all runes and arcane glyphs, even without formal study.
Spell-Bitten
You have +2 Magick saves when resisting hostile spells.
Shield Bearer
Your shield is only destroyed on a failed Endurance save vs 12 instead of automatically.
Will of Iron
Once per encounter, ignore mental effects such as charm, confusion, or fear.
Battle-Tested
You always act first in surprise rounds, even when surprised.
Ghosttouched
Your physical attacks can hit incorporeal or ghostly entities.
Cursed Soul
You take -1 to all Luck rolls, but enemies always have Disadvantage on rolls to affect you with hexes or curses.
Steady Hand
No penalties for making attacks while wounded (even at 1 Strike).
Aura of Discipline
Allies within 5 ft. gain +1 to Resolve saves.
Forged in Faith
+1 to all saving throws if your Faith stat is higher than the opponent's Magick.
Quiet Mind
You cannot be read by telepathy, divination, or detect thoughts unless you allow it.
Arcane Affinity
+1 to all spellcasting rolls, but you cannot wear heavy armor.
Active Traits (Limited Uses Per Round)
Reaper's Blow (1/encounter)
If you down an enemy with a melee attack, make another attack immediately.
Crushing Strike (1/encounter)
Ignore all armor reduction on a successful melee hit.
Blood Price (1/encounter)
Take 1 Strike to make your next melee or ranged attack an automatic hit.
Counterblow (1/encounter)
When an enemy misses you, make an immediate melee attack against them.
Savage Rhythm (2/encounter)
If your previous attack this encounter hit, gain +1 to your next attack.
Piercing Edge (3/encounter)
Your attack ignores shields and helmets this round.
Shield Breaker (2/encounter)
If your melee hit lands, destroy the target's shield or reduce their damage reduction by 2.
Disrupting Strike (1/encounter)
Your attack stuns the target unless they pass an Endurance save (DC 12).
Wounding Blow (2/encounter)
Deal +1 additional Strike with your next successful attack.
Final Judgement (1/encounter)
If the enemy has 2 or fewer Strikes left, deal double damage on a successful hit.
Overchannel (1/encounter)
When casting a spell, deal +1 Strike but roll with Disadvantage.
Faith Surge (2/encounter)
+2 to your next Faith-based save or divine spell roll.
Warding Light (2/encounter)
Grant yourself or an ally +2 Defense for one round.
Unmake Hex (1/encounter)
End a curse or magical effect on yourself or a nearby ally (Magick test vs 12).
Divine Rebuke (1/encounter)
All unholy creatures within 10 ft. must pass a Faith save (DC 12) or flee or cower for one round.
Spell Echo (1/encounter)
Immediately recast a spell you just cast (same target, no additional cost).
Arcane Spike (2/encounter)
Your spell deals +2 Strikes, but you cannot cast on your next turn.
Purify Soul (1/encounter)
End a fear, poison, or madness effect afflicting you or an ally within sight.
Void Gaze (1/encounter)
Stare into a creature's essence. They must pass a Resolve or Insight save (DC 12) or roll their next action at Disadvantage.
Hex Reflection (1/encounter)
Once per encounter, reflect a single spell or curse targeting you.
Gambler's Edge (3/encounter)
Declare before rolling: if you succeed, gain +2 to the roll. If you fail, take 1 Strike.
Lucky Twist (1/encounter)
Reroll any d20 roll you just made. Must accept the second result.
Torches in the Dark - Grim Sorts
Choose your path through the darkness.
Mark a target at the start of combat. Deal +1 Strike to that target for the entire encounter.
Reroll any attack roll, but must accept the second result.
When you deal a critical hit, heal 2 Strikes.
Throw sand, strike groins, or use other underhanded tactics. Target attacks with Disadvantage next round.
Turn a successful hit against you into a miss.
If your target hasn't acted this encounter or you have Advantage, deal +2 Strikes.
Your weapons count as blessed and deal +1 Strike to spell-casters.
See through illusions and detect magical auras within 12 squares for 1 round.
+2 to all saves against magical effects and supernatural abilities.
Start each day with 2 doses of either: Painkiller (+2 to next Endurance save), Stimulant (+3 to next action), or Sedative (force enemy END 12 save or pass out for 2 rounds).
Produce medicinal herbs to cure one condition: Poisoned, Bleeding, or Exhausted.
Spend a full turn on an ally to heal them for 3 Strikes, but they're Stunned next round from trauma.
For 4 rounds: +2 to all attacks, immune to fear, cannot be Stunned, treat as wearing no armor.
Deal +1 Strike against anyone who has wounded you in this encounter.
Your next successful attack ignores armor and shields completely.
Ranged attacks ignore cover and deal +1 Strike.
If you don't move or attack for 1 full round, your next attack deals +3 Strikes.
Can follow tracks up to a week old and determine exact number of creatures, their condition, and when they passed.
Undead and demons within 2 squares take 1 Strike at the start of their turn.
Your next attack deals +2 Strikes and counts as blessed.
Heal yourself or an ally for 1 Strike through prayer and laying on hands.
Throw a vial of blessed oil that explodes for 2 Strikes of fire damage in a 4 square radius.
Can read omens in any fire source and sense when someone is lying to you.
Set yourself ablaze with sacred oils for 3 rounds: immune to cold, +2 Strike to all attacks, take 1 Strike per round.
Throw acid that deals 1 Strike initially and 1 Strike next round, ignoring armor.
Drink a mutagen: gain +5 to one ability score for 10 minutes, then lose 2 Strikes.
Create 1D4 alchemical concoctions each day.
If you and your companion attack the same target, both gain +1 to attack rolls.
Your animal companion takes all damage from one attack targeting you.
Command your wolf to drag your foe down to the ground, giving your next attack against the target advantage.
Make two attacks against the same target. If both hit, deal +2 Strikes.
Deal +1 Strike to enemies who are already wounded, frightened, or helpless.
+3 to Presence rolls when attempting to intimidate a target. Common folk flee rather than fight you.
Use knowledge of politics and protocol to gain advantage in any social situation with nobility.
Force an enemy to focus their attacks on you for 2 rounds or suffer a strike.
When at 1 Strike or less, all allies gain +2 to attack and Defense for the rest of the encounter.
Can cut spell-inscribed flesh from dead wytches to add their knowledge to your Black Book.
Spend 1 full round chanting from flesh-pages to cast any spell. Roll with Advantage but risk Magical Mishap on any failure.
Your spellbook is made of tattooed skin and preserved flesh. Cannot be destroyed by normal means but horrifies all who see it.
World of Warcraft - Grim Sorts
MMO classes from our online campaigns
MMO Campaign Classes
These classes were designed for our MMO-style campaigns and differ from the core Torches in the Dark experience. While mechanically similar to the TTRPG classes, these were balanced for persistent online play and feature different ability progressions and power scaling appropriate for MMO-style advancement.
Deal 1 Strike. Target bleeds, taking 1 additional Strike at the end of their next turn.
You and nearby allies gain +1 to attack rolls for 1 round.
When reduced to 0 Strikes, remain standing at 1 Strike and take your full next turn.
If the target has already acted this encounter, deal +1 Strike on a successful attack.
On hit, target must pass Endurance save or take 1 additional Strike next round.
Choose a target: your attacks against them deal +1 Strike for the rest of the encounter.
On hit, target cannot use active abilities on their next turn.
Reroll a ranged attack or gain +2 to a tracking or perception-based check.
If you reduce a beast or monster to 0 Strikes, gain 1 temporary Strike.
Deal 1 Strike. If the target is unholy, deal +1 additional Strike.
Restore 2 Strikes to yourself or an ally.
Smite a target for 2 Strikes. Target takes 1 Strike next encounter if they fail Faith save.
Restore 1 Strike to yourself or an ally.
Negate all damage from a single attack on one ally this round.
Remove a mental or spiritual affliction from an ally.
Deal 1 Strike. Target catches fire and takes 1 more Strike next encounter on failed Magick save.
Block the next incoming spell or negate 1 Strike of magical damage.
End one magical effect or curse on a target (Magick save vs 12).
Deal 1 Strike. Target loses 1 use of an active trait next encounter if Magick save fails.
Steal 1 Strike from an enemy (deal 1 Strike, regain 1 yourself).
Once per day, reroll a failed spell roll. If you fail again, summon a hostile demon.
Target cannot use active traits next turn if they fail Resolve save.
Heal 1 Strike and gain +1 to your next Faith or Endurance roll.
Restore 1 Strike immediately, and another 1 Strike at the end of the round.
Deal 1 Strike. If you roll a natural 20, deal 2 additional Strikes.
Your last healing spell echoes to a second ally for 1 Strike.
Call the storm: all enemies take 1 Strike unless they pass a Resolve save.
Deal 1 Strike. If the target dies from this, regain 1 Strike yourself.
Until end of encounter, deal +1 Strike with all attacks, but take 1 Strike yourself.
Summon a decaying servant for 1 round. It makes 1 attack per encounter for 1 Strike.
Unleash draconic breath in a cone. All targets in area take 1 Strike unless they pass Magick save.
Rewind time: undo the last action taken by any character this round.
Slow time for enemies: all foes act with Disadvantage on their next turn.
Deal 1 Strike with fel energy. Target takes 1 additional Strike at end of next turn if they fail Endurance save.
Transform into demonic form. Gain +2 to all attack rolls and +1 Strike to damage for 2 rounds.
Deal 2 Strikes to a demon or fiend. If you kill it, regain 2 Strikes yourself.
Channel inner energy to heal 1 Strike or deal 1 Strike to an enemy within 30 feet.
Make two unarmed attacks in rapid succession. Each deals 1 Strike.
Become one with the universe. Ignore all damage and effects for 1 encounter, but cannot act.
Character Advancement
Grow stronger through experience and training
Experience & Training
Character advancement isn't a traditional leveling system. Advancement is earned by exploring the world, finding treasures, earning coin, and purchasing training to learn new traits, passives, and equipment.
In addition to purchased training, players can earn honorifics and unique traits from facing unique challenges, clearing dungeons, defeating bosses, and surviving legendary encounters.
Methods of Advancement
- Treasure & Coin: Funding for training and equipment
- Exploration: Discovering new locations and secrets
- Training: Learning from masters and mentors
- Legendary Deeds: Earning unique traits through great acts
- Surviving Horror: Gaining resilience through traumatic experiences
Tools of Death
Weapon tags that grant deadly advantages
Weapon Tags
Weapons can possess special tags that modify their function and grant unique benefits in combat. These tags represent the craftsmanship, materials, or enchantments that make a weapon more than just steel and wood.
| Weapon Tag | Tag Feature | Rarity |
|---|---|---|
| Accurate | +1 Attack bonus | Uncommon |
| Balanced | +1 Defense bonus | Uncommon |
| Bashing | Bashing weapons ignore shields | Uncommon |
| Blood Link | Damage split between two targets | Very Rare |
| Catalyst | Base spell DC becomes 8 instead of 10 | Uncommon |
| Crippling | If max damage is dealt, target can't move this round | Uncommon |
| Deafening | Incredibly loud. DC 12 End or deaf | Uncommon |
| Death's Embrace | Ignore first horrible wound | Very Rare |
| Defensive | Give up attack, +3 defense | Uncommon |
| Executioner | On a successful critical hit, deal +2 strikes | Very Rare |
| Feared | Some enemies may fear you | Very Rare |
| Finesse | Use Finesse instead of Might for melee attacks | Uncommon |
| Flame-Infused | On a critical hit, inflict BURNING | Very Rare |
| Glowing | Weapon glows as bright as a torch | Very Rare |
| Heavy | -2 to attack, but +1 strike of damage | Uncommon |
| Hidden | Advantage when trying to hide weapon | Uncommon |
| Light | Weapon weight reduced by 1. (Min 1) | Uncommon |
| Like a Feather | Weapon weight reduced by 2. (Min 1) | Rare |
| Noble | High-born design, advantage on Presence checks | Uncommon |
| Quick-Draw | Switch to and from the weapon instantly | Uncommon |
| Rending | On a critical hit, reduce target's DEF by 2 | Uncommon |
| Shattering | On a critical hit, inflict STUNNED | Rare |
| Skirmisher | Retreat from enemies without risk of attack | Very Rare |
| Sturdy | Nearly indestructible | Rare |
| Tearing | On a critical hit, inflict BLEEDING WOUND | Rare |
| Versatile | Can be wielded two-handed, deals +1 strike | Uncommon |
Equipment Reference
Essential gear for survival in the dark world
Equipment Slots
Players can hold 10 + Endurance slots of equipment.
Basic Adventuring Gear
Mounts & Animals
Beasts of burden and loyal companions for the road ahead.
| Mount/Animal | Cost | Speed | Capacity | Special |
|---|---|---|---|---|
| Riding Horse | 200 coin | Fast | Rider + 20 slots | Noble bearing, skittish in combat |
| War Horse | 500 coin | Fast | Rider + 15 slots | Trained for battle, +1 Strike trampling |
| Pack Mule | 30 coin | Slow | 60 slots | Stubborn but reliable |
| Draft Horse | 150 coin | Moderate | 80 slots | Perfect for pulling wagons |
| Pony | 50 coin | Moderate | Rider + 10 slots | Hardy, good in mountains |
| Hunting Dog | 25 coin | Fast | 5 slots | Tracking, loyalty, 3 Strikes |
| Guard Dog | 40 coin | Fast | 3 slots | Combat trained, 4 Strikes |
| Falcon | 100 coin | Very Fast | 1 slot | Scouting, message carrying |
| Ox | 120 coin | Very Slow | 100 slots | Incredible strength, patient |
| Camel | 180 coin | Moderate | Rider + 30 slots | Desert survival, water storage |
Vehicles & Transport
Wagons, carts, and vessels for transporting goods and people.
| Vehicle | Cost | Capacity | Requirements | Special |
|---|---|---|---|---|
| Handcart | 15 coin | 40 slots | 1 person to push | Portable, fits through doorways |
| Small Wagon | 100 coin | 120 slots | 1 draft animal | Perfect for small groups |
| Merchant Wagon | 250 coin | 200 slots | 2 draft animals | Lockable storage, weather protection |
| War Wagon | 600 coin | 100 slots | 2 war horses | Armored, mounted weapons |
| Caravan Wagon | 400 coin | 300 slots | 4 draft animals | Long-distance travel, sleeping quarters |
| Sled | 40 coin | 80 slots | 2 draft animals | Snow and ice travel only |
| Noble Carriage | 800 coin | 50 slots | 2 riding horses | Luxury travel, +2 Presence in cities |
Watercraft & Naval Vessels
Ships and boats for river, lake, and ocean travel.
| Vessel | Cost | Crew | Capacity | Special |
|---|---|---|---|---|
| Rowboat | 50 coin | 2 people | 20 slots | Rivers and lakes only |
| Canoe | 25 coin | 2 people | 15 slots | Fast, quiet, shallow water |