During their exciting travels or mundane life, a character encounters one of the many inhabitants of Erathia.
27% become companions.
18% become close friends.
9% one of the two characters develops deep respect or love for the other (player/NPC).
27% become sworn enemies.
9% one of the characters kills the other (player/NPC).
10% one of the characters robs the other (player/NPC).
Fate Card #22: Secret
The player must ask the Game Master one of the following questions:
- Ask a series of questions about any character or country in the setting.
- Request to have something new described (e.g., a country, religion, or character present in the setting but not appearing in the game or only mentioned briefly).
- Ask something about themselves.
After this, they and another chosen player must draw the next card.
Fate Card #23: Good or Bad
The character must take a random good card (#1, #2, #3, #6, #7, #13, #14) and a bad card (#4, #10, #11, #12, #15, #18, #19, #20). They must keep one for themselves and give the other to a chosen player. The player knows which is good and which is bad, but does not know what number it is.
Fate Card #24: Gift
25% chance to choose a card at will for another player.
25% receive wealth, an artifact, or a great weapon.
25% achieve success, found their own city, or find love.
25% end up in prison, become enslaved, or become a victim of experiments.
Fate Card #25: Jackpot
The character becomes a great master, finds wealth, an artifact, a great weapon, and achieves success. This card can only be drawn through normal means.
Fate Card #26: Dark Lands
30% die.
30% play as a unique race.
10% fall into eternal sleep.
5% gain power.
5% go insane.
5% get sick.
5% find an artifact.
5% find wealth.
5% find a great weapon.
Fate Card #27: Friend
The player can create a companion for themselves.
Fate Card #28: Spell
25% receive an enhanced version of an available spell.
25% create their own spell (see Rosario).
25% receive a spell not represented in the game mechanics.
25% receive a tome of magic allowing the character to learn 10 spells of their choice.
Fate Card #29: Servant
The character becomes a loyal servant/slave to another character that the player introduces in the quest – the master or mistress (the opposite of an aristocrat; in this case, the player's character is a servant to an NPC).
Fate Card #30: Land of the Dead
The character becomes a walking dead (Aghatan).
Fate Card #31: Insight
The character becomes an adept of foreign martial arts, understands the true essence of the universe, becomes wise and humble.