A PLACE FOR THE STORIES YOU WILL TELL
Welcome, WorldKeeper.
A person. A place. A question worth following. Begin wherever your next session needs you.
Open World or Tools when you’re ready. Keep the results that speak to you in your Journal, then gather them into a session, campaign, or story arc.
Your Journal stays in this browser. Export a backup from the Journal to keep a separate copy or move your work to another device.
Begin with your own note
SOMETHING HERE IS COMING UNDONE
Wither moments
Strangeness with something real being consumed beneath it.
Grounding in Rhuna
These are possible local manifestations of Wither consuming substance and damaging patterns. Use the signs, leads, and choices to build your own scene. Establish any mechanical stakes through the current rules.
Rumors
Something to investigate. Someone with a reason to care.
Grounded in the books. Events are campaign possibilities, not established current events. Latest result saves in this browser.
Improvise
One word. Take it anywhere.
A moment from the past
An optional incident, separate from sheet facts. Draws from 45 options in each of seven story fields, with the last 24 results per field avoided. No automatic rewards or changes to the character.
The essentials, at a glance.
A compact summary of the same character, ready for your token’s GM Notes.
Story profiles provide narrative details. Hero Bag calculations, combat values, and advancement rewards are not assigned by the story generator.
Collection
Saved on this browser. Use a backup to keep a portable copy.
Tables with roots.
Book-derived facts, connected results, and proposed story phrases are kept distinct.
Edit a story table
Add or revise one entry per line. These proposed phrases supply the personal details; changes apply to future rolls.
Name tables apply only to the listed background; profession Motivation tables apply only to that profession. Shared story edits override contextual defaults for all Origins. Add new defaults merges updated entries into your custom table. Recent results are avoided for up to 24 draws per past-incident field and eight draws per other story field in this browser; weather probabilities are unchanged. Locks and existing characters are unaffected. Tables and recent-draw memory travel in backups.
Book-derived reference tables
Encounter generation · design notes
The Weak, Average, Strong and Exceptional party guides use representative draw profiles behind the scenes to choose enemy token values. They are draft design categories, not character-sheet training levels or guarantees of balance. Monster count and durability also respond to party size, formation and desired battle strength.
Enemy pools contain ten equally likely results and two Star results. In TTS these can share one reusable result set or a scripted picker that reads the selected monster’s pool. Full battle simulation, position resolution and automated damage are outside this generator.
Scope & decisions
All four Seeds, seventeen ancestry Kinds, and the Stranded, Irenuk, and Zhe cultures are supported. Unbound is a cultural belonging, not a fifth Seed; an underlying ancestry supplies physiology and ancestral language.
Seed and Kind filters guide the draw. Early home follows cultural background; current location follows encounter region. Language follows the Heroes ancestral-language rule, with a working understanding of Dweller. Personality values are derived from the recorded traits. Regional weights and new personal story phrases are design drafts.
Chronicles and Bonds provide story hooks. Beginning, Middle, and End remain open prompts.
Hero Inspiration
One paragraph to build on. Keep the parts that catch your imagination and let the rest change.
Write
This paragraph saves in this browser as you write.
Stay with the story for as long as you like. When you’re ready, Choose This Hero keeps this beginning in a new My Heroes sheet.
A place to begin.
A short opening to read aloud, with a separate prompt to help you decide what happens next.
Read aloud
For the GM
Settings apply when you generate. Your latest scene is autosaved and included in backups. Read-aloud copies omit the GM prompt. Descriptions are proposed inspiration, not automatic weather effects or encounters. Edit entries under Tables & sources.

A table for your travelers.
A place to stop, something to eat, and a little possibility waiting between the tables.
For the GM
Settings apply when you generate. The latest tavern is autosaved and included in backups. Invented local names and recipes are story suggestions, alongside Rhuna’s cuisine traditions. Prices and mechanical benefits are left for you to set. Edit entries under Tables & sources.
Weather that stays with you.
Establish one condition for the group’s shared environment. Keep it across scenes until a Weather result or the WorldKeeper changes it.
Ready when the world changes.
Choose a bag and establish the current condition. Opening this tab never rerolls your weather.
Reference options for the WorldKeeper
Use the option that fits the fiction and only as much mechanical weight as the scene needs. This reference does not issue tokens, change Hero stats, or resolve actions automatically.
Inspect or adapt the 20-token bag
Rare or contextual weather starts outside the standard bag. Add it only when relevant by replacing common or stable tokens. Keep exactly 20 tokens; do not simply enlarge the bag.
Valid 20-token compositions save automatically. Invalid drafts stay on screen until corrected or the bag is changed.
Counts follow the explicit Standard Weather Bag tables in The System. Those tables take precedence over the separate frequency column. Customize counts here; descriptive prose is editable under Tables & sources.
When weather changes
Establish it at the beginning of a session if unknown. During Minor Time, a Weather result ends the current condition and prompts a new draw. The WorldKeeper may also change it when the fiction warrants it. Underworld conditions can persist longer.
The active condition, draw-time bag, settings, and adapted bags are autosaved and included in backups. Changing controls alone does not replace active weather or update already generated scenes.
Meet what lies ahead.
Draw an event from your Travel bag, or meet people and animals without starting a fight. Keep the tokens visible and let the story grow from them.
One challenge along the way
For each Minor Time of travel, select a represented role and let its Hero lead a quick challenge.
Party roles
Select only roles held by the traveling Heroes. These identify who leads; the associated Pathway does not restrict their approach.
The prompt and party roles save with this browser’s workspace and JSON backup. This button does not advance the calendar or spend resources.
Choose a journey or a peaceful encounter, then draw. Opening this page never rerolls your result.
What was randomized
Bag results show their actual source token. Other details identify their story table or selected setting.
| Field | Result | Source |
|---|
A way forward
A proposed legend for your table, not a named figure established by the rulebook.
What will they resist?
Resolve resists pressure and coercion. Intuition tests deception and gut suspicion. Choose the relevant resistance before drawing.
One baseline + one result from a ten-entry pool. The result stays locked until a new social exchange. These NPC ratings and pool entries can be adjusted by the WorldKeeper; Conflict → Social provides the short Opening procedure. No automatic change to beliefs or Hero stats.
People probabilities for this region
Proposed encounter weights, independent of moral intent and social strength. Edit under Tables & sources.
| Kind / Unbound culture | Chance |
|---|
Optional Travel check · draft narrative rule
Use one Travel token’s number to check a changing situation. Above the target: Opportunity. Equal: Complication. Below: Setback. This does not replace a Hero Performance or apply Health consequences.
Encounter GM notes
How this draw works · inspect the bag
The 23 Travel entries in the Travel Bag are drawn with replacement. Event types follow Rhuna’s Travel rules. The second token supplies Event # / Severity. The optional third shows the fixed Pathway printed on its flipped face, using the System Travel Tokens table.
People and Animal receive a separate three-token detail draw. White means One / Large / Order; Gray means Several / Medium / Balance; Black means Many / Small / Chaos. Alignment does not determine whether someone is good or bad.
Gold is a separate, new 100-token legendary check, defaulting to one Gold and 99 ordinary results. It does not change the original Travel bag. Legendary preview guarantees Gold and is labeled as a preview.
Event prose, the seven-step stakes guide, animal forms, legends and the optional numeric Travel check are editable draft extensions. They offer optional inspiration alongside the Travel rules. People use the Atelier’s existing regional character generation; animal forms are currently a shared draft pool.
| Symbol / event | Number | Entries | Chance |
|---|
Duplicate entries in the save retain their original weight. Shade counts: 8 White, 8 Gray, 7 Black. People/Animal filters condition the first draw to that category; later draws still use all 23 entries. Edit new prose under Tables & sources by searching “Travel”.
A Rotation of light and shadow.
Seven months, five-day weeks, and 238 days in a Rotation. Browse dates, see birth signs and observances, and keep a campaign calendar.
Campaign events
Upcoming dates
Calendar foundations & campaign settings
Heroes’ month table: Anzalor 29, Jahtar 30, Eredalor 30, Zalthar 30, Talneniar 30, Dalthar 29, Endemar 60. Total 238 days. That gives Dawntide 59, Everbloom 60, Starfall 59 and Frostmark 60. The books and this calendar both use Starfall 59, keeping the Rotation at 238 days.
The book gives a five-day cycle and 19-hour days, but does not anchor a numbered Rotation to a weekday. This tool defaults to Anzalor 1, Rotation 1 = Mersia; change that campaign assumption here. Weekdays continue across month and Rotation boundaries.
Weekly day names and themes, month lengths, season names and birth-sign ranges come from Heroes. The dated festival suggestions are new WorldKeeper inspiration, not holidays claimed from the book. Eclipses and Kar’s alignments have no dated ephemeris here, so add them as campaign events when established in play.
Birth signs and lunar phases provide narrative associations only. They grant no bonuses, extra Fate draws, Sanction restrictions, or automatic Token triggers. Use the general Favor rules when calling Favor.
Rhuna: Heroes · Birth Sign / Calendar. Rotation numbers are campaign labels, not a newly assigned historical era. Browsing does not advance play. Your campaign date, weekday anchor and events save on this browser and in Atelier backups. No link to real-world calendars or automatic travel/weather changes.
Build it. Draw it. Understand it.
Build the standard 20-token Hero bag from Origin, body size, two inheritances and three Pathways. Compare builds and test draws without changing your saved Hero Sheet.
Design a new starting build
Develop this bag: mastery & Reserve
Only the three Embers created by starting Pathways can use these Pathway forging controls. Presence inheritances remain separate. Starting Embers have no symbol: Control / Impulse 2, Versatility 1. Master adds the symbol and matching value 3 / 2 / 3; Exemplar raises it to 4 / 3 / 4 and replaces one Potential with a second symbol.
Activate Reserve
Gain Reserve through a rule-approved action. One Potential becomes active Reserve; spending it returns one Potential. No token is added to the bag. Inactive Potential has no printed Pathway or Pathway selector.
The books retain a creation link for Potential when resolving Reserve and Exemplar replacement. This is tracked internally; Potential remains a plain shared token in the displayed bag. Advanced Sense / Presence forging, Health replacement, earning costs and condition effects require their own rules and WK review.
Set your Performance.
What these estimates include
Draws are without replacement inside a Performance; all tokens return before the next trial. Success means meeting or exceeding Difficulty. Training changes draw count; mastery must also be represented by the bag’s actual Ember tokens. Each Wound reduces draw by one, minimum one. Weight contributes 0 power when WEIGHT is OFF or not relevant to the check based on the action or narrative, yet when it is ON or matters to the story, it may contribute 1, or reduce 1 power from the current Performance. On is not a guaranteed bonus: state the relevant effect before drawing. LIGHT reduces the affected Weight token’s Versatility to a minimum of 0V; MASS compares the sum of printed Weight separately from Performance success. Origin counts the highest permitted Reserve identity in the whole bag, minimum 1V.
Active Reserve gives 2V with its matching Pathway, otherwise 1V. Sense Embers are modeled at 1V; advanced Sense effects require manual modeling. Hero Fortune gives +2V normally / +4V in Breakthrough; Hero Fate gives 0 / −2V. These follow the current prose and TTS controller; legacy face captions conflict. Favor Gold is separately +4/−4.
Optional Favor assumes one Favor is available and spent every trial. Support is a bonus already granted. Conditions, equipment, Redraw decisions, Intersect, Wear/Impact, and automatic Health spillover are not included. Imported custom bags are preserved for review, but arbitrary token creation is not offered by this standard builder. No universal “best Hero” or creation-legality score is implied.
Based on Rhuna: The System · Performance Checks, Core, Origin, Reserve, Destiny, Health and Sense Tokens, and Heroes starting manifests. Your bag, comparison bag A, and setup save on this browser and in Atelier backups. Sampling uncertainty is shown; 0% or 100% in a run is not proof of certainty.
Choose your solo journey.
Begin with the basics or explore the next layer. Each journey keeps its own progress.
SOLO COMBATDefeat the bandit
A blade blocks your path. Stand your ground against the bandit.
Enter the encounter →
ADVANCED · COMING LATERMastery and transformation
A future journey with Master tokens and advanced play. Not yet available.

The crossing before dusk.
Help a traveler through a storm and discover Rhuna one choice at a time. Your practice Hero is ready—no setup needed.

The ward beside the road.
A separate six-scene intermediate lesson in Reserve, Sanctions, and Threads.
Intermediate lesson rules and scope
This learner is Trained in Skill, Divinity and Threads, with Touch and Taste Trained. Thread Max is 2; Trained permits 2 distinct colors. Explicit tutorial grants activate matching Potential. Order Sanction is Reserve and supplies 2V with Divinity/Devotion; it is not a Favor deity draw. Bind spends one Sanction. Stitch adds possibilities; Amplify increases scale.
Checkless exchanges and controlled Thread exercises are narrated demonstrations, not extra uncertain checks. Full-session Gain/Spend costs, Health, Wear/Impact, equipment and advanced condition effects are not automated. The final flip is explicitly called for by the teaching scene; no universal random flip rule is added. CLARITY can prevent one consumed Thread from flipping. A gained Seedling is recorded in the result; future corruption effects are deferred.
Based on System · Reserve, Divinity (Bind), Stitch & Amplify and CLARITY; Heroes · Forces. Manifestations and outcomes are authored teaching examples. Progress is separate from the first journey and saves in backups.
Social · a short encounter
A suspicious official guards a crossing. Practice asking to pass, or generate another NPC; this encounter keeps its own progress.
Every discovery opens a question.
After a successful Search, draw a discovery and interpret it through the current situation.
Draw after a successful Search, or select a token result already drawn at the table.
Search Bag & discovery guidance
The 18-token Search Bag contains two each of Clue, Mystery, Connection, Thread Trace, Resource, Object, Relic and Shortcut, plus one Hazard and one Omen. Multiple tokens are drawn without replacement within a draw; the full bag is available for the next draw. Repeated types can occur because the bag has multiple copies.
Drawing extra tokens here does not grant extra discoveries in play. Use the number awarded by the situation or agreed by the WorldKeeper. The selected level determines the depth of the result; narrative possibilities are prompts to adapt.
An opening, waiting to be taken.
When Time grants an Opportunity, choose a favorable opening for the current Scene or the wider world.
Choose an opening, or let the generator suggest one.
The WorldKeeper approves the details. An Opportunity creates a possibility, not a guaranteed reward or resolution.
Opportunity guidance
Minor Opportunities affect the current Scene. Major Opportunities create larger openings beyond the Heroes’ immediate actions. The choices follow the System’s Search & Opportunity guide; a random suggestion is not a Time Bag draw.
Opportunities may open doors, create advantages, reveal possibilities or advance personal goals. They do not instantly solve major conflicts, defeat enemies outright, ignore consequences or grant unrestricted wealth or power. Reserve recovery, Training and other benefits follow their own rules; this tool changes no Hero statistics.

Your Hero acts. The world answers.
Rhuna is a conversation about people facing uncertain situations. One person is the WorldKeeper: they describe the world, play the other people in it, and explain what is at stake. Everyone else plays a Hero and says what that Hero tries to do.
You do not need a draw for every action. If the outcome is obvious, let it happen. Draw when success and failure would meaningfully change the situation.
Two bags, two jobs.
| Bag | What it answers |
|---|---|
| Your Hero Bag | “What can I bring to this attempt?” Its tokens reflect your Hero’s capabilities, preparation and condition. |
| The WorldKeeper’s Favor Bag | “How do the greater forces answer?” This separate pool contains 21 gods and two Gold cosmic influences. It is drawn when a rule calls for Favor, not after every action. |
Choose a Moment.
A Moment gives a shared objective its shape: escape a flood, win an audience, or uncover a hidden route. Prepare builds opportunity and Reserve; Advance makes steady progress; Breakthrough commits to a decisive push with greater risk. Agree on the goal and stakes before drawing.
Perform: say what, then how.
- Describe the attempt. Dial the Performance Wheel: Control or Impulse, then one Pathway, Presence or Sense, then Target, Defend, Gain or Spend, then its Training. For a checked action, agree the Difficulty and possible setback. Gain resolves without a check.
- Draw and read. For checked actions, Training determines the draw. Read the board cumulatively: 1, then to 3, then to 4 total. Add matching Shade and Versatility Power, plus applicable bonuses. Meet or exceed the Difficulty to succeed.
- Let the result change the scene. Resolve the agreed outcome, costs and token effects, then continue the adventure. Opposed actions use a Clash; a larger challenge can take several Performances.
Dial the Performance Wheel

Target acts on a target. Defend protects or resists. Gain builds legal preparation or Reserve without a check. Spend uses required existing Reserve.
| Gain Training | Fatigue |
|---|---|
| Untrained | 3 |
| Trained | 2 |
| Adept | 1 |
| Master / Exemplar | 0 |
Gain is not Exertion: no Performance draw, Wear, or Impact. Respect access, capacity, and the selected effect. Performance rules.
Try a Performance.
A traveler needs to cross a broken bridge. Secure a rope with Skill · Control · Trained, against Difficulty 3. A setback means seeking a safer crossing upstream.
This small practice bag contains only Control Embers, Impulse Embers and Potential; it is not a complete Hero Bag.
White Control contributes here; gray Versatility also helps. An opposite black Impulse Ember contributes 0 to this Control attempt.
TAME: growing into an ability.

Training belongs to the ability being used. An Untrained attempt draws 1 token; TAME describes the four trained ranks:
| Rank | What changes |
|---|---|
| Trained | Draw 3 tokens. |
| Adept | Draw 4 tokens. |
| Master | Draw 4; strengthen the matching Pathway Ember. |
| Exemplar | Draw 4; improve the Pathway Embers further. |
Mastery improves the bag rather than increasing the normal draw to five or six. Special rules, including Exert, are explained in The System.
Effort, Strain and Wounds.
Fatigue collects outside the bag. Exceed the Hero’s Fatigue capacity and clear it, adding 1 Strain. Strain enters the bag and contributes no Power. Exceed Strain capacity and clear it, gaining 1 Wound.
Danger can also cause Wounds directly. Each Wound reduces a Performance draw by 1 token, to a minimum of 1. In combat, the resulting Position determines the cost; unbroken armor can block one Wound instance before deteriorating. A failed check does not automatically cause a Wound.
The System explains complete token effects, Moments, Challenges, Conflict and recovery.
Begin an adventure.
A reading of Favor.
Let a god’s domain and Shade suggest what the world is bringing into the scene. These readings offer possibilities; the Heroes still decide what happens next.
Interpret a token already drawn at the table
Manual interpretation does not draw or select a deity for an Invoke Favor Performance.
Recent readings
Reading the bag · rules & sources
All 23 System Favor tokens have equal draw probability: 21 gods across seven Pathways and three Shades, plus Xul and Xantyr. One draw replaces the token before the next reading. A three-token story reading draws without replacement within that reading, then returns all three; this spread is an Atelier proposal, not an additional Performance rule.
Order suggests structure and reinforcement; Balance adaptation and mediation; Chaos disruption and transformation. These are directions, not moral judgments. A domain supplies meaning. Interpreting several gods together follows the System’s Star Grid guidance, but this reading does not automatically awaken or move tokens on your table.
Invoke Favor costs 1 Favor when allowed: matching Shade +2V, Gray +1V, opposite Shade 0V, Xul +4V, Xantyr −4V. Choose Control or Impulse for the Performance. Gray is a token property and contributes to either Shade. This page does not spend Hero resources or apply modifiers automatically.
The Gold Favor tokens are separate from Hero Bag Destiny tokens. Xantyr is opposition, not an automatic failure or a decree that a character must die. Xul is support, not guaranteed success.
Book foundation: Rhuna: The System · Favor, Three Ways to Read Favor, Reading Favor Together, Gold Favor, and The Star Grid. Names, domains, Pathways, Shades and modifiers are book-derived. Omen prose, questions, hooks and three-position reading are proposed WorldKeeper inspiration. Uses the supplied deity face from each Favor token; no reversed-card rules are added. Reading history is saved on this browser and included in backups.
Stitch possibility. Amplify scale.
Combine the five Threads using the System’s Rune Lexicon. Keep a simple Keyword, explore a Stitch, or shape a complete Pattern.
Book foundation
Training, access, costs & corruption
The System limits distinct colors: Untrained 1, Trained 2, Adept 3, Master 4, Exemplar 5. Each added color costs one Thread. Each Amplify purchase costs another Thread and increases Area, Duration, Targets, or Severity. Repeated colors fund Amplify; they do not create extra Rune syllables.
Heroes may only use colors whose matching Sense is Trained or higher. Thread Max is Threads training level + highest trained Sense level; that is a holding limit, separate from the color limit. Check your character sheet for access and available reserves.
When a Thread flips, gain Wither Seedling. CLARITY can prevent one consumed Thread from flipping and is then consumed. This workshop does not invent a flip chance or force every cast to flip. The WorldKeeper applies the relevant trigger.
All five colors require Exemplar. If their distinctions collapse, the Pattern Tangles and Wither forms; the WorldKeeper may call for Hold the Pattern when disrupted or overextended.
Rhuna: The System · Threadcraft, Thread Rune Lexicon, Stitch & Amplify, Reserve Tokens, CLARITY; Rhuna: Heroes · Forces and Reserve. Book Keywords and proposed flavor are labeled separately. This workshop does not automatically grant Power, boons, damage, or success.
WORLDKEEPER
A reason to begin.
A situation worth stepping into. Let the Heroes decide where it leads.
Story Prompts
A spark for fiction and the world behind it.
THE PEOPLE IN YOUR WORLD
NPCs
Shape a person, then publish a compact card for play.
Collection
LIFE BETWEEN THE STORIES
Animals
Discover regional wildlife, or a living expression of the Threads.
Wildlife & the Threads
Threaded animals have their own bodies, habits, and ecological relationships. An expression might be barely noticeable or change the animal’s whole form. Treat them as wildlife with needs, boundaries, and places in a living world.
These original animal profiles and their regional habitat placement are play inspiration. Thread themes draw on Homelands · Fauna and Biomes. Set any mechanical stakes through the current rules.
WORLDKEEPER’S FAMILY DESK
A family before the story.
Begin with a Nuhlrin blood family: parents, siblings, and the bonds of an immediate family. Add a partner or children, then carry any adult relative and their family background into a full character.
Nuhlrin bloodlines and the other Seeds’ forms of continuity follow Origins. Minor relatives receive brief story details; adult relatives can become full characters.
Saved families
WORLDKEEPER’S TRANSPORT DESK
A way forward. A reason to stop.
Find a vehicle or passage from Homelands, with its travel benchmark, cost, and upkeep. Add a contact and a complication for the next scene.
Route determines suitability. Availability weights are generator choices, not population figures. Region guides the contact; specialized craft use their associated people. Skyships and fixed underground routes are not ordinary transport in every settlement. Read Transportation.
Saved transport
A name, right when you need it.
Draw a person, place, business, ship, faction, or object. Region weights cultural belonging; a chosen background overrides it. Coined names are proposals, not literal translations or established canon.
Heroes supplies naming examples and cadence; Origins supplies cultural context. Personal identity remains flexible. Unbound cultures are not locked to a biological Seed. No Veloth / Veldraken substitution.
Keep at hand
Pinned names stay here while you draw more and are included in your backup.
Encounter
People to confront. Creatures to face. A situation ready for your table.
Browse all 40 illustrated Witherbeasts
Choose a form, then generate its encounter using your settings.
Full encounter GM notes
Choose a type, difficulty, and quantity, then generate an encounter. Your latest result saves in this browser.

Quick Play
Your session, party and common draws in one place.
The party
Hero Performance
Use a saved Hero’s current play bag and earned Training. Confirm any conditions, keyword effects and equipment modifiers with the WK.
Current encounter
Saved on this browser. Use Export backup to keep or move the whole session and Hero roster. Draws return tokens to the bag; record applicable costs once, then resolve remaining consequences with the WK.
Hero Workspace
Keep the sheet, story, play bag, equipment and advancement of each Hero together.
Up to 20 Heroes, saved on this browser. Complete Hero exports include the current play bag and earned Training. Adobe fields are exported separately for your fillable sheet.
Your Hero, ready for the sheet.
Create your Hero, fill the five pages, and download the form data to send to the WorldKeeper.
Generate a Hero to personalize their identity, starting abilities, equipment and story connections.
Chronicles & Bonds generators
Chronicles & Bonds
Seven unfinished stories. Seven people who matter. Generate each set separately, edit any entry, or lock the ones you want to keep. These are possibilities from your Hero’s background; what happens next belongs to play.
Chronicles · seven unfinished stories
Bonds · seven people who matter
Only the initial entries are written. Beginning, Middle and End remain open. Read Chronicles · Read Bonds
Starting bag manifest
This is the starting bag manifest. For an evolved play bag, use the complete Hero Workspace export; a compatible TTS importer is required.
Import, export & backup help
How to fill the Adobe sheet
- Download the import-compatible blank sheet below and open it in Acrobat.
- Export Adobe form data from this generator.
- In Acrobat’s form tools, use Import Data and choose the FDF file. Save the filled PDF.
The compatible copy keeps the original five pages and fillable fields. Its weapon-Power reference is corrected, long text can resize, and dropdown displays are independent. Acrobat’s calculation and display behavior still needs a final check in your installed Adobe application.
Download compatible fillable sheetFinished Acrobat PDF → TTS bag
Upload an unflattened, saved character sheet. Fields are read on your device; the PDF is not uploaded to a server. Review the bag before downloading.
Load your JSON into Tabletop Simulator
- Open the JSON in a text editor and copy all its contents.
- In TTS, sit as WorldKeeper (Black), reset the selected Hero draw, and finish or cancel their open exchange.
- Right-click the Hero Bag Loader and paste the JSON into its GM Notes.
- Select the correct Hero on the loader, then click LOAD GM NOTES JSON. A backup of the old bag is kept.
No hosting or login is needed for GM Notes import. For LOAD LINK, upload the JSON to Drive and set General access to Anyone with the link / Viewer. TTS cannot sign into private Drive files. Never paste a PDF or Google Doc link into the JSON loader. Sharing a sheet publicly is optional; use GM Notes to keep it private. Mastery exports require the updated loader supplied with save 9398.
Rules follow Heroes and The System. Inheritance gifts are book entries; story details are generator proposals. This sheet is saved in this browser and included in Atelier backups. Keep this sheet in Hero Workspace to preserve its linked story, play bag and advancement.
Orvah anatomy
Roll each eye, arm, hand, leg, foot, wing and other structure independently. Order holds the Tangle together; Balance counterbalances it; Chaos leaves it in motion.
A lower convergence setting still produces an Orvah, not a clean beast-person. Changing Kind starts a fresh form; locks are preserved only within the same Kind.
Click a green phrase to reroll just that part. Open the controls below to edit or lock individual parts.
Edit or lock individual parts
Previous form · grouped anatomy
Generate a form, then click the green phrases in each paragraph to reroll individual parts. Your latest form is saved in this browser and included in backups.
Based on Rhuna: Origins · Orvah, Daathru, Tyrru and Uthuru. The specific tables are proposed inspiration. Anatomy grants no automatic abilities or penalties; establish movement, equipment and abilities during character creation. This form does not change your current Hero sheet.

Someone has a reason to refuse.