10  Appendix: Quick Reference

A condensed reference for players and GMs. NPC roster, skill check DCs, stat block index, prices, ritual mechanics, and travel times are all player-visible. Ending outcomes and the moral scorecard are GM-only — collapsed below.


10.1 NPC Roster at Campaign Start

Name Role Location Faction Starting Attitude
Chancellor Ostenveld City executive Council Hall, Outer Ring City Council Neutral - professional, watchful
Theron Waide Archivist Archive, Spire Quarter Independent Guarded - carrying guilt
Sera Voss Emergency responder / protector Lowmark / Dawnhalls Dawnborn Warm - assumes goodwill until contradicted
Tomas Areth Mediator / de facto judge Highmark office Dawnborn Calm - assessing
Lira Anwick Healer / grey sickness specialist Lowmark care houses Dawnborn Reserved - protective of her time
Brother Edoran Restorer leader Ashfen Gate compound Restorers Patient - waiting to be trusted
Isolde Menth Senior Spire Scholar Spire Quarter Spire Scholars Abrupt - interested in useful people
Harran Reckoning commander Mobile Reckoning Cold - sees the players as a variable
Warden Keseph Spire Theoretical Division head Spire Quarter Spire / Solennite Dismissive - hiding something
Sevra Dain Healers’ Guild Master Lowmark Healing House Healers’ Guild Professional - cooperative if deserved
Saret Onn Merchants’ Compact senior rep Compact House, Highmark Merchants’ Compact Cordial - transactional
Helka Wayfarer’s Rest proprietor Ashfen Gate Independent (Restorer sympathizer) Helpful - knows everyone
Petra Vane Dawnborn (hiding) Greenhollow village Dawnborn Frightened - needs approach carefully
Aldric Stone Dawnborn (dock master) Lowmark docks Dawnborn Tired - wants this to be over
Cormac Drell Dawnborn (dock master, supply runs) Lowmark Dawnborn Practical - do the work
Ysel Maren Dawnborn (Auris faith) Auris Cathedral Dawnborn Spiritual - has made peace
Harrow Seld Dusk Parish delegate Lowmark / Ashfen Gate Parishes Impatient - suffering has run out of patience
Erem Ashfen Wadewalker Saltgrass Clan territory Ashfen Clans Skeptical - been dismissed before

10.2 Skill Check Reference

All significant skill checks across all five sessions. Format: Skill (DC) - What it does.

10.2.1 Session 1

Check DC Effect
Persuasion (approach Theron honestly) 12 He shares more than he planned
Insight (Theron is hiding something) 13 Players recognize the specific nature of his fear
Investigation (Archive notation system) 14 Decode the cipher; locate shelf 4-17-3
Perception (Reckoning watcher at Archive steps) 13 Spot the observer
Persuasion (locate Desperate contact in Lowmark) 12 Find a sympathetic contact

10.2.2 Session 2

Check DC Effect
Persuasion (build trust with a Dawnborn) 12 Open honest conversation about the ritual
Insight (Lira’s position on the ritual) 14 Read that she would say yes under certain conditions
Insight (Tomas’s third-option thinking) 15 Understand he’s calculating something he hasn’t said
History (Auris schism context) 12 Understand why the cathedral is divided
Persuasion (access Restorer meeting) 10 Get in the door for the Sevenday meeting

10.2.3 Session 3

Check DC Effect
Persuasion (meeting with Edoran) 14 Access through Restorer intermediary
Arcana (Isolde’s alternative theory) 15 Understand the transfer method’s viability
Persuasion (Chancellor private meeting) 15 Get unscheduled direct access
Deception (maintain dual faction relationships) 14 Avoid faction relationship frost
Investigation (Compact payment records) 16 Find the Keseph payment trail

10.2.4 Session 4

Check DC Effect
Perception (identify Reckoning forces) 13 Know the composition of the opposition
Persuasion (Harran mid-combat) 16 Create a pause in the combat (encounter beat trigger)
Insight (Harran’s doubt) 14 Read that he’s not fully certain anymore
Stealth (observe Reckoning watcher) 16 Watch them without being seen
Investigation (Aldric’s location) 13 Find him in Lowmark before the Reckoning does

10.2.5 Session 5

Check DC Effect
Persuasion (each Dawnborn, final position) Varies Shift an uncertain Dawnborn to willing
Arcana (Inversion Circle timing) 15 Understand the 6-second window technically
Persuasion (Keseph confrontation) 16 Force acknowledgment before combat (avoid combat)
Investigation (Theron’s accounting) 10 Read the full 11-year record he’s prepared
Insight (Corven’s letter) 12 Understand his belief vs. reality gap

10.3 Stat Block Index

Creature / NPC CR Session Notes
Reckoning Scout 1/4 1-4 (ambient) Lurker, not combatant unless cornered
Reckoning Footsoldier 1/2 3-4 Basic opposition
Aldric Stone (unwilling Dawnborn) 1/2 4 “I Don’t Want This” trait; non-combatant
Petra Vane 1 4 “The Choice Not Made” trait; narrative mechanic
Reckoning Veteran 1 4 Stone Smasher trait; Pack Tactics
Harran (Reckoning Commander) 4 4 Argument trait; Guerrilla Commander; Shield Block
Warden Keseph 3 5 7th-level spellcaster; Twilight Dependency trait

Full stat blocks appear in the relevant session chapters.


10.4 Price Reference

All prices in silver Writs (wr) or copper Marks (m). 10 Marks = 1 Writ.

10.4.1 Food and Drink

Item Cost
Bowl of Lowmark Stew 2m
Lumenbread (loaf) 4m
Fresh vegetables (bunch) 8m
Smoked river fish 3m
Greywheel cheese (wedge) 1 wr
Ale (tankard) 5m
Wine (cup) 1 wr
Ashfen marsh oil (vial) 3 wr
Trail ration (one day) 8m

10.4.2 Lodging and Services

Item Cost
Common room bed (per night) 3m
Private room (per night) 1 wr
Good inn room with meals 3 wr
Healer’s consultation 5m-2 wr
Grey sickness compound (monthly) 3 wr
City guide (per day) 1 wr
Lantern rental (per day) 2m

10.4.3 Equipment

Item Cost
Amber lantern (standard) 15 wr
Amber lantern (workshop grade) 40 wr
Lamp oil (flask, 8 hours) 3m
Cold-weather wool cloak 8 wr
Standard rope (50 ft.) 1 wr
Paper (10 sheets) 3m
Writing kit 2 wr

10.4.4 Information and Access

Item Cost
Archive research access (one day) 1 wr
Compact trade registry query 3m
Spire Scholar consultation (1 hour) 5 wr
Letter of introduction (outside city) 10 wr
Regional map (current) 5 wr

10.5 Ritual Mechanics Quick Reference

Key numbers for Session 5. Full mechanics in setting.md.

The Inversion Pathway (Ending A): - All 10 Dawnborn must be within the Ashring circle simultaneously - 6-second window for activation (1 combat round) - Requires willing cooperation from each - cannot be forced - Each Dawnborn extinguished; their Lux Anchor energy inverts the binding

Partial Ritual Effects: | Dawnborn Participating | Effect | |————————|——–| | 1-2 | Temporary brightening (days); no lasting effect | | 3-4 | Brightening (weeks); mild grey sickness improvement | | 5 (standard) | Measurable crop improvement; grey sickness slows | | 5 (surge-phase anchors: Sera/Tomas/Ysel/Lira/Petra) | Better improvement; grey sickness halts | | 10 (inversion path) | Sun returns; all 10 Dawnborn extinguished |

Isolde’s Transfer Method (Ending C): - Extracts Lux Anchor energy into a resonant architectural structure - Requires the Cathedral of Auris (scale required) - Cathedral destroyed in process; sun returns; all 10 Dawnborn survive - 30% risk of catastrophic failure (energy release rather than transfer)

Ritual Round Mechanic (if interrupted): - Round 1 interrupt: Ritual pauses, can restart - Round 2 interrupt: Partial activation; 1d4 Dawnborn lose anchor without sun return - Round 3 interrupt: Activation cascade; roll on partial ritual effects table - Round 4 interrupt: Full catastrophe; energy release, Ending F


10.6 The 10 Dawnborn at a Glance

Name Public Role Personality Word Ritual Position (Start)
Sera Voss Protector / emergency responder Steadfast Opposed (will protect others)
Tomas Areth Mediator / de facto judge Precise Undecided (calculating)
Lira Anwick Healer / grey sickness specialist Devoted Ambivalent (would say yes if alternatives fail)
Petra Vane Former city guard (hiding) Frightened Undecided (needs to be found)
Aldric Stone Dock master Withdrawn Reluctant no (almost yes)
Cormac Drell Dock master / supply runner Grounded Uncertain (doing the work while deciding)
Ysel Maren Auris faith practitioner Peaceful Willing (has made peace with it)
Orya Doss Mapmaker Methodical Conditional (wants proof the ritual works)
Davin Shore Tavern musician Melancholy Willing (has been waiting to decide for years)
Nin Fletch Spire apprentice researcher Analytical Opposed (believes in Isolde’s alternative)

GM Only — Faction State by Ending
Ending Council Dawnborn Restorers Desperate Healers
A (full consent) Vindicated; cautious celebration Remembered; transformed into legacy Grief + vindication Split: relief + guilt Rebuilding practice under sunlight
B (partial) Politically cautious; incomplete outcome Living with the distinction between chosen and protected Partial satisfaction; will press for more Reduced pressure; not satisfied Grey sickness improving; still working
C (transfer) Complicated by Cathedral loss Alive; adjusting to ordinary life Theological crisis; some see it as divine Satisfied with outcome Healer-researcher partnership with survivors
D (no sun) Diminished; survival politics only Continued in their roles; no symbolic weight now Ongoing; next generation takes over Continued pressure; no resolution Ongoing; grey sickness management continues
E (forced) Quietly ashamed; publicly claiming necessity Survivors carry the moral weight of being chosen Conflicted; some vindicated, some horrified Split; some satisfied, some fled Managing trauma alongside illness
F (collapse) Surviving; may not be the same Council Still present; no ritual change Reorganizing; leadership transition Most active they’ve ever been Essential services; city depends on them

GM Only — Moral Scorecard (Session Tracking)

Fill this in session by session. Use at Session 5 to guide which ending feels true.

Session Consent vs. Utility Loyalty vs. Honesty Individual vs. Collective Action vs. Inaction Truth vs. Mercy Justice vs. Forgiveness
1
2
3
4
Pattern

Likely ending based on dominant axes: _______________

Notes on specific choices that shifted the pattern:


10.7 Journey Times from Varenhold

Destination By Horse On Foot
Dusk Parishes (nearest village) 4 hours 8 hours
Ashfen Clan territory (marsh edge) 3 hours 5 hours
Graymere Holds (nearest pass) 2 days 4 days
Solenne 4 days 8 days
Arveth Compact (nearest city) 5 days 10 days

10.8 Currency Reference

Coin Name Value
Copper Mark Base unit
Silver Writ 10 Marks
Gold Amber Script 100 Writs

Note: Pre-twilight marks (thicker, better copper) are worth ~12 to the Writ to savvy merchants.


End of Appendix. For full context on any entry, see the relevant chapter indicated in the reference.