Mountain Home v20220713
Mountain Home v20220713
HOME
Karl Scheer
An Ideagonk game
www.ideagonk.com
Mountain Home is copyright © 2021 Karl Scheer
Blades in the Dark™ is a trademark of One Seven Design. The Forged in the
Dark Logo is © One Seven Design, and is used with permission.
This version is an incomplete, low-art ashcan: The rules and text are not
final. There are gaps in the text where art will hopefully eventually be.
Any recommendations or corrections are welcome and will make the final
game better. Thank you!
This book is heavily hyperlinked: You can click blue text to travel to the
section described.
Anyone who owns this book or has purchased this PDF has express
permission to print it for personal use.
Kate Scheer
Cover Artist, iconography
Juan Ochoa
Chapter Art
Galen Pejeau
Playbook Art
Jason Vanhee
Editor
Trevor Kearns
Dev Editor
Thanks
Thanks to my playtesters: Adam Hegemier, Dave Monday Cox, Dustin Niehoff,
Harrigan, Jeffrey Bo Doon, JonNotJon, Targrus, and more. Nate and Fred for
seeking out typos. The Game Production and Game Design folks on RPG Talk,
especially Tam H, and Brad Murray.
Acknowledgements
Mountain Home is a Forged in the Dark game based on Blades in the Dark by
John Harper. Thanks to games like Dwarf Fortress for helping spark my imag‐
ination about dwarves and emergent storytelling.
Creating a Founder 14
How to Make a Founder
Founder Playbooks
How to Play 48
The Conversation
Stress, Harm, and Weariness
Actions and Attributes
Action Rolls
Settlements 74
Tier and Hold
Treasure
Reputation
Faction Status
Settlement Goals
M
ountain Home is a game about a group of dwarves setting out
from their homeland and struggling to create a new home
for themselves. It’s about a strange frontier life below
ground with unknown threats all around. The only civilizations
nearby are unfamiliar. The world is dangerous and one cannot be sure
if the settlement will make it, but at least you have your fellow
dwarves by your side.
6
What do you need to play?
Mountain Home requires a group of 3-6 people, some pencils, six-sided
dice (d6s), and the playbook sheets available at
https://turtlehat.itch.io/mountain-home/
Touchstones
When you’re pitching this game to others, consider other media that
involves journeys far from home, settling new places, and dealing with
strange folk such as:
◆ Dwarf Fortress ◆ Deep Space Nine
◆ Banner Saga ◆ King of Dragon Pass
◆ The Hobbit ◆ Massive Chalice
7 A Brief Introduction
The Dwarves
Dwarves are just one of the many kinds of people in the world, but
they are the subject of the game. Dwarves are short of stature, often
have beards, and live underground in tightly-knit communities where
they depend each other to survive. Dwarves have a spiritual
connection with the mountains in which they live. They converse with
the spirits of the earth, scribe symbols of power called runes, and
craft dwarven brews with magical effects.
Players take on the role of founders, brave and capable leaders who
boldly leave their lives behind to create a new mountain home. Each
founder was chosen for their remarkable knowledge, capabilities and
experience. The founders strive to guide the settlement toward stable,
prosperous future. Mountain homes begin as small places, so the
founders take on many of responsibilities: they make decisions on
behalf of the settlement, toil away to excavate new buildings, go on
dangerous expeditions, deal with other factions.
The Settlement
Dwarves do not leave their homes on a whim. A great need,
impending danger, or new opportunity forced the founders to head far
out across the surface and found a new settlement. This small new
mountain home is the focus of the game.
As the experts and leaders of the mountain home, the founders will
make deals and engage in politics, dig deep, fight to defend each other,
and create wondrous things in the name of their settlement.
The GM is a guide who helps the players tell a story together, chal‐
lenges the dwarves, provides consequences in response to characters’
actions, and makes an expansive, vibrant world. The GM is not
responsible for feeding a story to the players or controlling the themes
that the players explore. See Running the Game on page TDB.
A Brief Introduction 8
Mechanics in a Nutshell
This overview of the game mechanics isn’t exhaustive or intended to
fully explain the game. Reference the page numbers listed for full
details and treat this as a starting point.
The players change the story just by narrating what their founders are
doing. When the players narrate something risky or uncertain the GM
asks for action rolls to help determine the outcome.
Taking actions
Action ratings, listed on the character playbook sheets, help to deter‐
mine the number of dice to roll for an action. Each playbook has a list
of action ratings, categorized by attribute, which are tracked by rows
of boxes. Your action rating is the number of marked boxes in the
labeled row for that action. Action ratings are covered in detail in the
Actions and Attributes section on page TBD.
For an action roll, a player rolls a number of six-sided dice equal to the
action rating. An action rating of three means the player rolls three
dice, written as 3D. With a rating of 0, roll two dice and take the
lowest. Modifiers that change this and are written as +1D to add a die
or -1D to remove one.
9 A Brief Introduction
Read the highest dice to determine the outcome of an action. Multiple
6s result in a critical success – the player accomplishes even more than
expected. A single 6 is a success. A highest result of 4-5 is a partial suc‐
cess, a success with consequences. The highest result being a 1-3 is a
failure with consequences. Look to the GM to see what consequences
come to pass. Action rolls are covered in Action Rolls section.
1 3 4 3 3
5 1
6
1 6 6
2
Before the roll, the GM states the risk and reward of the action based
on the current situation. Players can change the risk and reward with
their action choice and narration. Players earn more dice by asking for
a Devil’s Bargain to get +1D in exchange for story-based
complications. Devil’s Bargains are covered in detail on page TBD.
Goals that are too complex for a single action are tracked with clocks.
Each successful player action ticks through one or more clock seg‐
ments until the clock is filled and the goal is complete. Clocks are
covered in detail on page TBD.
A Brief Introduction 10
Dealing with consequences
Founders all have a stress track in their playbook. Players spend stress
to get +1D, help each other, get flashbacks to change the story, or resist
consequences of their rolls. Managing stress is covered on page TBD.
23 4
■ □ □ □ Craft
5
■ ■ □ □ Scout
■ ■ ■ □ Study
4 6
Player rolls a 4, Player rolls a 6,
takes 2 stress. takes no stress.
11 A Brief Introduction
Phases of play in a nutshell
Mountain Home cycles through several phases to help guide major
aspects of the story.
A new year provides a fresh start for the founders to gather their
resources and account for their progress.
Throughout all of these phases, the players use free play to narrate
interesting scenes and compelling moments as they wish.
A New Year
Free play
Settlement Expedition
Phase Phase
A Brief Introduction 12
Creating a Founder
C
reating a character starts with choosing a playbook, which is a
general archetype of a founding dwarf in Mountain Home. Your
playbook provides an area of expertise, signals how the
founder will contribute to the group, and also indicates what aspects
of the game the player finds interesting.
◆ Artisan: A crafter of mythical skill and renown
◆ Earthshaper: An expert miner, mason, and demolitionist
◆ Elder: A respected and wise pillar of the community
◆ Keeper: A capable logistical expert and librarian
◆ Runemaster: A master of the chiseled dwarven magic
◆ Shieldbearer: A stoic fighter and leader
◆ Warden: A vigilant scout and tracker
Full details on each of the Founder playbooks are explained after the
founder creation process on page TBD.
14
Choose your playbook
During founder creation, no action rating may end up above two.
Action ratings are raised later by gaining experience.
Action Bonuses
Each playbook has two bonuses to action ratings that help provide
context for the playbook’s specialization. On the playbook sheets, this
is already filled out.
Special Abilities
All playbooks have a list of special abilities that exemplify the unique
things that only founders with that ability can do. As founders grow in
experience, they will unlock more abilities that expand the breadth of
what they can do.
Downtime Bonus
Each playbook lists a +1D bonus to any downtime actions the founder
takes that fit the bonus description. These bonuses can relate to the
narrative context of an action or the action rating.
Experience
Every playbook has a unique way to gain experience (XP). Engaging in
this activity marks the playbook experience tracks that lead to new
abilities and increased action ratings.
15 Creating a Founder
Choose your Clan Legacy
Your legacy highlights a founder’s burdens and social expectations.
Your clan connection doesn’t have to be biological: founders can be
adopted, connected through adoption, marriage, or other way the
player wishes. Select two listed action ratings to improve.
Lost Bloodline: Your clan name has nearly been lost. Why was it
buried in obscurity?
Pick 2: +1 study, +1 convince, +1 host
Stoneheart: Your clan has intimate ties to the earth. Why have
you left? How are you close with the earth?
Pick 2: +1 dig, +1 stonespeak, +1 infuse
Creating a Founder 16
Choose Your Apprenticeship
In a founder’s earlier years, they took on an apprenticeship. This
doesn’t always inform a founder’s future. Players should use the
apprenticeship to highlight the turning points in their founder’s past.
17 Creating a Founder
Choose Your Obsession
Dwarves all have private obsessions — vices or antisocial behaviors
that don’t align with the values of the settlement. These various obses‐
sions relieve the dwarves of the stress accumulated from years of
selfless toil, but put them at risk of losing control.
◆ Gambling ◆ Hoarding
◆ Thievery ◆ Selfish Crafting
◆ Heresy ◆ Wandering
◆ Choose your own
Introduce yourself
Once all of the founders are complete, the group is ready ready to play.
The group introduces their founders to each other and set off to found
their new mountain home.
Creating a Founder 18
The Artisan
A crafter of mythical skill and renown
Artisans are the lifeblood of dwarven society. Their crafts bring fame,
treasure, and honor to their homelands. They are often well-versed in
a variety of crafts, including alchemy, brewing, and smithing.
Play an artisan if you want to solve problems with gear, the magic of
dwarven crafting, strange inventions and magic brews.
Who taught you to craft? What items do you specialize in crafting? What rare
ingredients have you heard of from this new land? Which other founder needs to
learn to care for their gear?
When you play an artisan, you gain XP when you create or leverage
something new for the mountain home. You get get +1D on downtime
actions when you work on anything involving crafting.
Action Bonuses
◆ Craft +1
◆ Infuse +2
The Artisan 20
Special Abilities
Inventor
You may flashback or use downtime actions to craft a new item, using
the same mechanism as the borrow aid rules. The item is a temporary,
non-magical tool.
Master Brewer
Take +1 result level for downtime actions inventing brews. Your kegs
of brew contain an additional usage. Begin with one special brew
recipe that you negotiate with the GM.
Intuitive Infusion
You may infuse magical ingredients into an item for a temporary
magical artifact that lasts for one expedition. Use the negotiation rules
to determine how it works, but no downtime project is necessary.
When you spend a downtime action to scavenge for or gather magical
materials, get +1 to your result level.
Productive
Get +1 reward level on one downtime action per year. Get +1D to
resistance rolls against fatigue or stamina.
Master Metalsmith
Take +1 to your result level on downtime actions relating to metal‐
smithing. Any metal items from your supply count as fine quality. You
begin with one special design that you negotiate with the GM.
Foreman
During downtime, you may select a building to be treated as tier+1 for
that year. Take -1 stress when leading a group action with a guild.
Jury Rig
When using devices beyond their intended purpose, gain +1D. When
you use a claim beyond its intended purpose, you may push yourself to
avoid damaging it during this use.
21 The Artisan
Common Dwarven Brews
Artisans start with the ability to brew special dwarven recipes from
the below list of brews. Each brew has a listed tier and number of uses
per supply in parentheses. Further brews can be researched or
invented. Some examples are detailed in the Oracles and Tables
section on page TBD.
◆ Ragebrew Porter (Tier I, 3 uses): A perpetually warm beer that heats
your blood and prepares you for battle. Get +1 reward level to your
combat rolls.
◆ Three-Eye Rye Stout (Tier II, 3 uses): A potent ale that binds the
drinker to the stirring of the earth. They hear every drip of cavern water and
every breath of a cave beetle. Get +1D to gather information.
◆ Mushroom Ale (Tier II, 2 uses): A strange brew that spiritually
attunes you to the earth. Gain +1D to stonespeak for the day.
◆ Silver Crown Black Lager (Tier I, 3 uses): Fermented in a barrel with
a single silver coin inside, this brew gives its drinker a silver tongue. Gain
increased reward level to convince or host.
◆ King Ailthod’s Wine (Tier I, 3 uses): This may be a poison, but it
tastes all right.
Artisan Items
◆ Smithing gear (1-2 supply): Fireproof apron, portable forge,
portable anvil, smith’s hammer, tongs. This kit can help you craft
or interact with artifacts and other dangerous things.
◆ Tinkering tools (1-2 supply): Tweezers, magnifying glass, drills,
small hammers, gears, wire. There are many strange contraptions
◆ Brewing gear (1-2 supply): Brewer’s yeast, barrels, carboy, keg.
Necessary for brewing on the go, but also good for cooking or
dealing with strange or dangerous ingredients.
◆ A keg of special brew (1 supply, 2 uses): Each use contains a
number of uses of your special dwarven brews. The exact number
depends on the description of the brew.
◆ A rare stone or gem with potential (1 supply): The sort of item
that would be perfect for a Runemaster’s craft, or perhaps an
emergency magical infusion.
◆ A rare animal part (1 supply): A perfect obscure ingredient that
could be used for an infusion or trade.
The Artisan 22
The Earthshaper
An expert miner, mason, and demolitionist
What structures have you excavated in the past? What do you hope to build in
the new mountain home? What ideals drive you to build these Mountain Homes
to outlast you?
When you play an Earthshaper, you gain XP when you carve out some‐
thing that will last. You get +1D for downtime when you dig, make use
of a mine or work with stone.
Action Bonuses
◆ Dig +2
◆ Craft +1
The Earthshaper 24
Special Abilities
Master Bombsmith
Your bomb satchels have one additional use. Get +1 result level to
downtime actions researching new explosives. Use the negotiation
rules for one recipe now.
Architect
Get +1D to action rolls to construct new buildings and reduced risk
level when demolishing structures.
Contingency Plans
Once you have spent time in any tunnel or structure, you may push
yourself to collapse it or trap someone inside.
Mine Boss
When leading laborious group actions, get +1D. When taking stress
from group actions with your guild, take no more than 1 stress.
Loyal Crew
Add two more uses of your guild members to your supply list.
Sapper
When digging to gain unwelcome entry into a location, or ambush
an opponent, gain +1D. Your explosive-related action rolls are never
high risk.
Soul Talisman
You may spend a downtime action to channel a part of yourself into a
decorative stone object. Whoever carries it transmits basic feelings
back to you. Maintaining this totem for more than a season costs 1
stress per year.
25 The Earthshaper
Common Bombs
Earthshapers begin with these bomb recipes. Bombs are described
with a tier and number of uses per supply in parentheses. A smoke
bomb is a tier 1 bomb with 2 uses.
Earthshaper Items
◆ Architecture and planning supplies (1-2 supply): Paper, quill,
straight edge. The sorts of supplies needed for tunnel analysis,
planning, and mining operations.
◆ Delving gear (1-2 supply): A fine helmet, a bullseye lantern, a
hefty cask of oil, funnel of black powder, a mithril-capped chisel
and hammer. Perfect for low-light environments,
◆ A bomb satchel (1 supply, 2 uses): Each use gives access to a
bomb recipe that the Earthshaper knows, for however many uses
the bomb specifies.
◆ Up-to-date settlement tunnel maps (1 supply): Between all of
the documents an Earthshaper maintains, they are sure to have the
necessary information on a nearby tunnel.
The Earthshaper 26
The Elder
A respected and wise pillar of the community
What lead you to leave your homeland despite your aching bones? Which other
founders have you seen grow up from childhood? What hope do you have for the
younger dwarves? What memories do you have of the factions here?
When you play an elder, you gain XP when you leverage your past to
solve problems in the present. You get +1D for downtime actions
relating to assistance, research, and diplomacy.
Action Bonuses
◆ Host +2
◆ Convince +1
The Elder 28
Special Abilities
Just Like Old Times
When you lead a group action that relates to your heritage or
apprenticeship, you cannot take more than 1 stress.
To be Young Again
You may take one harm to automatically succeed at an action or take
two harm to get a critical success for that action.
Old Friends
You can push yourself to create a shared history with a non-player
character. Do a host fortune roll to determine the quality of your
relationship.
Aching Augury
+1 result level on action rolls to sense danger, ill omens or weather.
+1D to resist the consequences if you tried to prepare for the danger.
Memory Trove
You can assist your allies without risk to yourself by providing advice
based on past experiences as long as they will listen.
Extended Family
You may gather information by sending a letter to a family member
somewhere else in the world so as long as you don’t mind waiting for a
response. If you use stonespeak, you can ask the dead for
information as long as you own something of theirs to leverage.
29 The Elder
Elder Items
◆ Heirloom gear (1-2 supply): Fine clothes and jewelry, a detailed
genealogy tree, family signet hammer, a boar bristle brush. The
sort of things that are ideal in a dwarven social situation or for
making an impression.
◆ Correspondence kit (1-2 supply): Fine inks, parchment, wax, a
pigeon homed to the settlement. The ideal gear for polite requests,
diplomacy, or even a forgery.
◆ A historical memento (1 supply): An elder always has something
from the distant past on hand.
◆ Ceremonial tea set (1 supply): teapot, tea cups, tea bags.
◆ A pipe tobacco for a group (1 supply): Nothing brings relaxes the
social defenses of a group like a pack of good tobacco.
◆ A fine, old instrument (1 supply): A old musical instrument of
some sort that you can play skillfully enough.
◆ A small, fine gift (1 supply): With so many years to accumulate
knickknacks, it’s inevitable than an elder dwarf would have some‐
thing small for another to appreciate.
The Elder 30
The Keeper
A capable logistical expert and librarian
Play a keeper if you want to support the mountain home with supplies
and obscure knowledge.
Where did you learn to keep knowledge or goods? Do you have any special
information or stories you keep to yourself? Which other founders’ clans have
you studied extensively?
When you play a keeper, you gain XP when you unearth a secret or
leverage your supply cache to help another. You get +1D for downtime
actions when you work on research or acquiring an asset.
Action Bonuses
◆ Journey +1
◆ Study +2
The Keeper 32
Keeper Special Abilities
Quartermaster
You can borrow aid to scrounge the fortress stores for ancient and
forgotten things or lost artifacts of limited use. When doing this, you
get +1 result level. Your first flashback to borrow aid in the form of an
item during an expedition costs no stress.
Archivist
During the settlement phase, you automatically get one tick towards
any downtime project involving research or learning. Get +1 result
level to all gather information rolls.
Here, catch!
You may spend two of your own supply boxes to refresh the uses of an
ally’s supply box at any time.
Intuitive Dealmaker
When you formalize a deal, you can immediately tell if the other party
intends to keep their word. You also get +1D to trade rolls.
Cartographer
When you journey, you are never exposed to high risk. You may take a
downtime action to create maps. When you travel to these places
again, you cannot be lost as a consequence of your actions.
Exotic Goods
You may roll to borrow aid at +1 result level even if the given asset is
normally regarded as inaccessible in the region.
Chronicler
When you take a downtime action to record this year’s events, any two
players may relieve 1 stress.
Professional
When engaging in your obsession, roll twice and take the better result.
33 The Keeper
Keeper Items
◆ Knowledgeable gear (1-2 supply): Several relevant texts, an old
map of the surface, a personal account of an event, texts from
another faction’s past.
◆ A collection of old letters (1 supply): An old collection of letters
might provide information on an old event or connect the settle‐
ment to a new contact.
◆ One swig of a strong brew (2 supply): A single use of a dwarven
brew crafted an artisan, hardly more than a drop.
◆ A single common runestone (2 supply): A stray runemaster’s
rune with a weak and conventional effect, which could still be
useful in the right situation.
◆ A miscellaneous collection of tools (2 supply): Artisans have
access to any imaginable conventional tool that a dwarf may have
crafted or found.
◆ An archaeologists kit (1-2 supply): Fine brushes, picks, a shovel,
twine, stakes, magnifying spectacles.
◆ A bag of non-dwarven coins (1 supply): An old bag of coins from
past adventures is liable to grease palms anywhere.
The Keeper 34
The Runemaster
A master of the chiseled dwarven magic
Runemasters are the masters of the cryptic speech of stone. They craft
magic runes onto artifacts and activate fresh-chiseled runestones to
invoke the power of the earth. Their magic is a well-kept secret, even
among the dwarves.
How do you see the dwarves’ relationship with a mountain? Are you beholden to
the mountain or do you work to coexist? Who trained you stonespeak or are you
a natural?
When you play a Runemaster, you gain XP when you embody the will
of the mountain. You get +1D during downtime to work on runes, rit‐
uals, or research.
Action Bonuses
◆ Study +1
◆ Stonespeak +2
The Runemaster 36
Runemaster Special Abilities
Words of Power
You may use stonespeak to move earth, carve tunnels, or hurl rocks,
including to build and excavate during downtime.
A Favorite Rune
Choose one of the common runes you know. When you produce a rune
from your supply, you get an additional rune.
Decorative Runes
You may emboss objects and items with permanent runes. These
change or enhance the function of these objects. This requires a long-
term project. Use the negotiation rules to create the rune.
Earthen Effigy
You may take the time to create a clay version of yourself that you can
control. You must mark 1 stress to swap between bodies.
Epochs Apart
Your time attuned to the earth has changed you. Your skin is stone. You
no longer need to eat. You age far slower than your fellow dwarves.
You may push yourself to move through earth and stone for a few sec‐
onds, or resist damage that a stone could weather.
Ancestor Worship
When you conduct a ritual to talk to an ancestor, you put the echoes of
their spirit into an object and can ask them three questions.
37 The Runemaster
Common Runestones
Runemasters start with the ability to access magic runes. They select
four magic runes that they already know how to craft from the fol‐
lowing common runes.
Using runes requires the founder to mark supply. Each supply gives
the founder 3 runes. Further runes can be researched later. There are
examples in the Oracles and Tables chapter on page TBD.
◆ Beacon: A beam of light shines from the stone.
◆ Throughburn: This rock catches fire and burns up like dry wood in
a matter of minutes.
◆ Stonesplit: After a brief moment, this rock bursts into pieces as
though it was a small bomb.
◆ Mirrormarble: This round fist-sized stone will roll in an attempt
to match the movements of the marble it is paired to.
◆ Hollowshout: Emits a shout or phrase previously whispered into
the stone.
◆ Shell Echo: Turn any conical shape into a funnel where you get
rough translations of other languages and can hear otherwise
inaduible noises.
Runemaster Items
◆ Runesmithing gear (1 supply): A rare-metal chisel, a bag of
smooth stones, jeweler’s eye. Perfect for making runes, inscribing
metals, and inspecting gems.
◆ Pre-chiseled runestones (1 supply, 3 uses): When used, each of
these uses gives the runemaster one of their known runes.
◆ Dowsing rod (1 supply): A dowsing rod can help a runemaster feel
in tune with the earth or detect anomalies.
◆ A bag of strange rocks and metals (1 supply): These could be
useful in dwarven rituals, gifts, or a quick infusion.
◆ An effigy of an honored ancestor (1 supply): This effigy might
increase the effect of a conversation with a dead ancestor or help
ease a conversation with another dwarf.
The Runemaster 38
The Shieldbearer
A stoic fighter and leader
Play a Shieldbearer if you want to lead from the front, protect your
fellow dwarves, and act skillfully in combat.
What early life lessons taught you to lead from the front? Which other founders
do you want most to fight at your side? Who forged your fine weapons for you
and why?
When you play a Shieldbearer, you gain XP when you defend your fel‐
lows. You get +1D during downtime when you work on diplomacy,
patrolling, or assisting others.
Action Bonuses
◆ Skirmish +2
◆ Command +1
The Shieldbearer 40
Shieldbearer Special Abilities
Martyr
When you take the consequences of another dwarf’s failed move, get
+1 to the result of the resistance roll. The first time you take harm on
an expedition, you may push yourself to resist the harm instead of a
resistance roll.
Unyielding
When you take incapacitating harm, you can continue for the rest of
the expedition without having to push yourself.
Dwarven Paragon
When you issue commands or lead group actions in combat, those
who listen to you will fight with honor. They gain +1 armor.
Calloused Hands
Once per year, if you spend a downtime action on someone else's
downtime project, clear 1 stress and get another downtime action.
Contests of Skill
When tending to your fellows, you may instead host a contest of skill.
Roll any action rating to do the hosting.
41 The Shieldbearer
Shieldbearer Items
◆ A fine, named shield (1 supply): A shield of such fine con‐
struction that it can deflect blows more dangerous than the average
shield. Defending with this shield gives -1 risk level.
◆ A fine signature one-handed weapon (1 supply): Your finely
crafted signature weapon. It gives +1 result level against opponents
the weapon has been designed to fight against.
◆ A scroll recounting a historical battle (1 supply): This could
provide useful tactical, geographical, or historical information.
◆ A warhorn (1 supply): A warhorn can inspire others or send a
signal across great distances, in battle or otherwise.
◆ A bottle of Ragebrew (1 supply): A single swig of ragebrew, sure
to give the drinker an edge in their next fight.
The Shieldbearer 42
The Warden
A vigilant scout and tracker
What leads you to prowl the tunnels around the mountain home instead of
spending the time inside with your fellow dwarves? What is the furthest you’ve
ever been from home? What dangerous beasts have you heard may stalk these
new lands?
When you play a Warden, you gain XP when you protect the mountain
home with cunning. You get+1D during downtime actions when you
scout, investigate, or patrol.
Action Bonuses
◆ Scout +2
◆ Journey +1
The Warden 44
Special Abilities
Companion
You have adopted an animal no larger than a pony that is capable of
helping you in your tasks. This is a one-member personal guild of the
type guard, scout, or laborer. You can communicate with your pet in
basic terms.
Marching Orders
Leading group actions with journey or scout will not result in
more than 1 stress.
Teamster
You can haul items that most individuals normally cannot budge.
Once per year, you may assist in another downtime action through
heavy labor for 0 stress.
Forager
When you complete a 4-segment long term-project to head out of the
settlement and gather supplies, gain 4 extra supply that does not
refresh at the start of the year.
Friend of Stone
Get +1D when tracking. You may push yourself to identify any creature
by its tracks, smell, or markings, or to hide yourself in the earth.
Trapmaster
With time to prepare the area ahead of time, get +1 reward level to
ambush, trap, or scare off foes. When an unfriendly faction enters
your settlement’s territory, you may always get the drop on them.
Long Patrol
You may take a downtime action to reduce the outsiders entangle‐
ments track by 1. If you take the lead for an engagement roll, get +1D.
45 The Warden
Special Items
◆ Trapping gear (1-2 supply): A snare trap, a bear trap, caltrops.
◆ A collapsible crossbow (0 supply): This crossbow easily comes
apart and can be stowed in a compact place, but it takes some time
to put together.
◆ A bag of pungent mushrooms (1 supply, 2 uses): They might be
delicious, but these mushrooms stink enough to attract all sorts of
attention, from other folks or animals.
◆ A hand mirror (1 supply): A small, practical mirror that is perfect
for spying around corners or making a distraction with a light.
◆ Signal fire supplies (1 supply): Supplies for a fire that can either
create a great fire or a lot of smoke.
◆ An heirloom spyglass (1 supply): From a past family member,
this telescope can give +1 result level of scouting and spying tasks.
◆ Local Surveys and Reports (1 supply): Wardens always have the
most recent information on what’s happening in and around the
mountain home.
The Warden 46
How to Play
M
ountain Home uses the Forged in the Dark engine made by
John Harper to help manage the story of the new mountain
home. Mountain Home is meant to emphasize rapid story‐
telling through the management of scenes and phases to guide the
groups focus from one important matter to the next.
The GM plays the role of the rest of the world. The GM controls the
other factions outside the settlement, as well as the NPCs within it,
and helps control the flow of play. The GM uses the expressed inter‐
ests and ideas from the players to make sure the game is about what
they care about.
48
The Conversation
Mountain Home is played through conversation. People ask questions,
narrate what they’re doing, and develop a natural back and forth. The
GM acts a guide.
Respect
Consider each players’ desires and interests. Acknowledge and respect
their ideas, thoughts, and feelings. Treat them as they want to be
treated. Take other players’ contributions seriously. Work to
communicate your thoughts and ideas so that everyone can under‐
stand each other.
Be aware of boundaries
We use lines, veils, the x-card, and other safety tools to establish
boundaries during play, covered on page TBD. Heed these tools. Each
player is in control their own founder's thoughts and feelings. Don’t
tell them what they think or what they do.
Get consent
When you’re interacting with other characters and have ideas for new
scenes or want to establish a fact about the setting, check in with the
other players who have a stake in it.
The founders are interested in the same ultimate goal of the safety of
their mountain home, so check with the other players before creating
a situation that involves dissent or fighting among the characters.
49 How To Play
Phases of Mountain Home
Phases are the broad sections of play in Mountain Home that contain
the noteworthy action and story developments. There are special rules
about what happens and when. Each of these phases is described in
the following chapters.
Expedition Phase
A new mountain home is an active place that sends out dwarves to
deal with threats and secure resources and glory. These are expe‐
ditions, opportunities for the founders to change the world for better
or worse. Venture forth with care: the other factions are watching.
Settlement Phase
The settlement phase turns the focus back toward the settlement.
Founders construct buildings, deal with their stress, and toil away
beneath the earth. The fruits of their labor are traded with the outside
world to further accumulate treasure.
A New Year
Dwarves are busy creatures. Their time on this planet is long, and a
year is not a daunting span of time. At the end of the Year, the group
takes account of the mountain home’s accomplishments and the game
circles back to the expedition phase.
Free play
Not all play in Mountain Home must take place within the rigid struc‐
ture of the above phases. The long time-scale of Mountain Home means
that players will skip to the interesting moments, taking care to skim
past the lulls in action.
Free play works as individual scenes. Anyone, player or GM, can take
the time to focus on a particular moment in time to see how the char‐
acters behave and what happens. Play scenes one at a time, ending
them when the moments for characterization have passed, the scene
has slowed, or any the questions have been resolved.
How To Play 50
Stress, Harm, and Weariness
Stress is a representation of a dwarf’s luck, endurance, and
stubbornness — the things that keep a dwarf going against all odds.
Stress is tracked on each character’s playbook as a nine box track.
Players can spend stress to improve their chances during action rolls,
assist others, avoid the negative consequences of bad results, create
flashbacks to accomplish things without planning, or push themselves
to do things unique to their founder playbook.
Harm
Dwarves may end up taking harm as a consequence of action rolls. The
GM will describe the harm and which of the below harm types it is.
The player marks the appropriate box on their playbook, taking a -1D
penalty to future action and resistance rolls of the given type.
51 How To Play
Becoming Weary
When a founder becomes incapacitated from marking all of their
stress or all of the harm options, they become weary. Weariness is a
permanent change to the founder’s personality due to the stress of
their most recent expedition. The player chooses any weariness and
clears all stress at the beginning of the next settlement phase. The
player chooses when and how to bring weariness into the story.
◆ Homebody: You are losing your taste for excitement.
◆ Unsteady: You are becoming unreliable, and cannot be relied on
like you used to.
◆ Impersonal: You are less social than before, avoid others, and are
losing your kinship with your fellow dwarves.
◆ Selfish: You are beginning to focus on yourself to the detriment of
others. You have stopped putting the mountain home first.
Character Death
Character death is almost always a player choice. The player decides if
their founder died or merely becomes unplayable when they their
founder becomes world-weary. This can also just be from a logical
narrative decision. Rare situations of extreme harm such as drowning
in lava may also kill a founder without any choice.
How To Play 52
Actions and Attributes
Player dice rolls use action ratings to determine the outcome of risky
situations. Action ratings describe founders’ ability to capably act
while minimizing risk or complication.
There are times where player descriptions could align with more than
one action rating. Both study or craft could be used to investigate
how a contraption works, where craft would be more hands-on, and
study would be a more academic approach. Any of command,
convince, or host could all be used to convince someone to do
something. Journey and dig can both be used to navigate under‐
ground. In these moments, talk about the intentions, narration,
possible risks and rewards. It’s up to the player to pick which action
rating they are using.
Attributes
All actions are separated into three categories, called attributes.
Attributes are used for resistance rolls, where founders avoid con‐
sequences. Your attribute rating is equal to the number of action
ratings above rating 0 in that category. With a scout of 2 and a study
of 3, the insight rating is 2.
Insight rating of 2:
□ □ □ □ Craft
■ ■ □ □ Scout
■ ■ ■ □ Study
53 How To Play
Command
Commanding is a dwarf using honor, rank, authority, or intimidation
to get others to do what they want. This might be sending others off to
do dangerous tasks or leading from the front, but what matters is that
it’s force of will causing others to act.
Convince
Convincing is changing the minds of others using charm, logic, or
argument. Convince isn’t always about changing someone’s mind in
the long term.
Craft
Crafting is engaging in construction, tinkering, or prototyping. Craft
represents hands-on ingenuity and dexterity.
How To Play 54
Dig
Digging is mining, setting off explosives, creating new tunnels, con‐
structing underground, or masonry. Dig represents mastery of a
dwarf’s underground world.
Host
Hosting is taking care of guests, acting on dwarven tradition, cooking
meals, respecting others’ culture, or making connections with others.
Host can be used to glean information, build lasting relationships, or
heal injuries.
Journey
When dwarves journey, they travel far afield. They manage supplies,
find paths, manage maps, cover tracks, help tired fellow travelers, and
set up camp.
55 How To Play
Scout
Scouting is spotting clues, getting the drop on one’s prey, following
tracks, hunting, ambushing foes at a distance, and reconnaissance.
Scouting is quick, intuitive and physical.
Skirmish
Skirmishing is engaging in combat with a foe or holding the line with
other soldiers. Skirmish might be used to fight an encroaching mon‐
ster or defend against an invading bandit army.
Study
Studying is analyzing, inspecting, and processing information. It
might be reading through ledgers, disassembling machines, or
spending time in a library.
How To Play 56
Special Actions
Dwarves have special magic tied to their connection with the earth,
tracked by special actions. Having a rating of 1 or more in a special
actions gives founders the ability to do the actions listed below. It is
still necessary to roll in situations where there is danger or risk. When
a founder tries to exceed the boundaries of these descriptions, the GM
may ask for a resistance roll, the founder taking harm, or both.
Stonespeak
When dwarves stonespeak, they call on their unique ability to
speak to their ancestors and the earth. They often connect with the
personified spirit of their mountain home.
◆ Get a hunch or inkling from the mountain
◆ Briefly summon the spirit of an ancestor
◆ Slowly move pebbles, sand, or dirt from a distance
◆ Contribute to a downtime clock to invent a new rune
◆ Scrawl a known rune for a limited or imprecise version of its effect
Infuse
When dwarves infuse, they manipulate and interact with the
magical properties of objects, often fusing them into dwarven crafts,
from fireproof dragon scale armor to magic brews.
◆ Channel a raw ingredient’s inert magical properties with limited
precision
◆ Understand something’s magical properties, either quickly during
an expedition or more reliabily as a long-term project
◆ Work a long-term project to invent a new dwarven brew or artifact
◆ Concentrate several uses of a magical item, such as a magical
dwaren brew, to create a more potent version
57 How To Play
Rolling the Dice
When something happens during the narration of the game that is
uncertain or risky, the GM may call for a roll.
Mountain Home uses six-sided dice, where the player rolls a number of
dice based on the action rating in use and the circumstances around
the roll. The highest dice determine the outcome of the roll. This is
referred to as the result level.
How To Play 58
Action Rolls
Action rolls help resolve the dangerous, uncertain, and risky things
the founders do to change the story, when it’s not clear what will
happen next.
◆ The action must be narrated. No one rolls dice until a player
describes what happens. Action rolls are a quick interruption to aid
in storytelling. With the action roll complete, return to the story.
◆ The action must be possible. Players choose the goal and the
action rating when they attempt a task, so it is up to them to say
what is possible and what is not. The GM’s response to the viability
of the action comes in the form of risk and reward.
◆ The action must have risk. Action rolls are for the moments
when the group wonders what happens next.
◆ Player rolls always change the story. Even if a roll fails, con‐
sequences change the story.
◆ Action rolls are a conversation. The group may need to pause and
discuss the situation, risk or reward, actions, and item use. The
player can change their narration, goal, or action choice, get an
item, or even pass on the action.
59 How To Play
The Risk and Reward
The GM uses the narration, action rating, and the goal to determine
the risk and reward for a roll.
Risk is the possible negative consequences for the founder when they
don’t get a fully successful result.
◆ Low Risk: The situation is probably under control. Consider if a
roll is even necessary.
◆ Medium Risk: You are taking a chance or acting under duress.
Things could go badly.
◆ High Risk: You’re attempting something dangerous. The founder is
in danger of total loss of control.
GM: You know these tunnels are filled with traps and lots of patrols from
your previous trips down here. The risk is high.
The GM uses the situational context and all of the player’s choices to
determine the risk and reward. Scaling a cliff without climbing gear is
high risk. Hosting friends at home is a low risk. An attack with a bomb
in combat might have a high reward. Discuss the situation if the
possibilities are unclear.
GM: This is medium reward. Finding one troglodyte tunnel will lead you
the rest of the way fairly easily.
How To Play 60
The Optional bonus dice
The player may want bonus dice for better odds. Players may:
◆ Accept help from one other player, where that player spends 1
stress to provide +1D. The founder must be able to physically help
and also exposes themselves to the risks from the roll.
◆ Push yourself, spending 2 stress to gain either +1D or increased
effect, or accept a Devil’s Bargain.
Devil’s Bargains
Founders sometimes take risks great, either on behalf of their
mountain home or simply out of ambition. Players accept Devil’s
Bargains for their characters to represent these risks.
Players may ask for or GMs may offer a Devil’s Brgain. Everyone is
welcome to suggest bargains, but the GM has the final say over the
validity of Devil’s Bargains.
GM: How about you leave proof that you were in the the tunnels and the
troglodytes inevitably notice your passage?
Player: That sounds great. I can deal with that later. I accept.
GM: All right. A jagged rock is going to catch your tunic. The troglodytes
will find it eventually. I’m creating a four-segment clock titled “The trogs
find their way to the mountain home.”
61 How To Play
Roll the Dice
Once the details for the roll are settled, the player rolls the dice. The
result level of the roll determines what happens.
◆ If there are multiple 6s, the result level is a critical success.
The results exceed expectations, and there are no consequences.
◆ If the highest result is a single 6, the action result level is a
success. The character gets what they want.
◆ If the highest result is a 4-5, the action result level is a partial
success. This means that the character gets what they want, but
with additional consequence such as injury, new trouble, or a
reduced reward.
◆ If the highest result is a 1-3, the result level is a failure. The
character does not get what they want and also falls victim to fur‐
ther consequences.
1 3 5
GM: Great! You find a passageway that leads through the catacombs and
into their mines. But this abandoned mineshaft has been turned into a
dormitory. Any attempts to sneak in further could easily result in you
being detected by its residents.
How To Play 62
Consequences
If the roll was not a critical or full success, the GM provides con‐
sequences for the action. Consequences are always proportionate to
the risk level and result level of the roll. Consequences may include:
◆ Reduced reward: The action does not accomplish as much as
initially thought.
◆ Complication: The situation is complicated, such as bad news, loss
of control, confusion, or undesired attention.
◆ Lost opportunity: Your window to act has closed.
◆ Worse position: The founder is in additional danger.
◆ Harm: The founder suffers harm.
63 How To Play
Resisting consequences
Players always have the choice to attempt to avoid the consequences
that come their characters’ way. This leverages the luck and toughness
of their founders.
First, the player announces that their founder is resisting the con‐
sequences that have come their way. Then the GM says how the con‐
sequences are changed. Severe consequences cannot be fully negated.
Plummeting a great distance might not be something that can be
negated. The extent to which a consequence is reduced is up to the GM.
Players may not resist a single consequence multiple times. The
resistance roll takes place before the consequences come into effect.
The player rolls the dice for that attribute and takes 6 minutes the
highest result stress, to a minimum of 0.
3
2 4
Since the GM controls how consequences are resisted, this is one of
the methods they should use to set the tone of the game. Minimizing
resistance can make the game feel difficult or gritty. Frequently resist‐
ing any consequence fully can make the dwarves feel heroic.
Armor
When a founder would physical harm, they instead resist the injury by
using a defensive item like a shield. Instead of rolling resistance, the
player marks the item as used. Depending on the situation, it may be
necessary to flash back to have the item ready.
How To Play 64
Working Together
The founders work together to further their goals, protect each other
from harm, and reduce risk. There are several kinds of actions that
can be taken towards these ends.
Only one player may provide assistance for a given roll. Players should
share dice when assisting a roll if they can: It will be possible to see if
the aid made a difference.
Protect Someone
A founder can spend 1 stress to jump in and take the consequences of
another character’s failure if they would be physically capable of
doing so. The protecting founder takes the consequences and may
resist as normal.
65 How To Play
Pushing Yourself
Founders can choose to push themselves to either take +1D or an
increased result during an action roll or gain other bonus abilities.
Pushing yourself is a representation of a founder spending their luck,
putting in extra effort, and tiring themselves out to get what they want
in moments of danger. Some playbook special abilities are enabled
with a push. Once the stress is spent, the ability can be used. A player
cannot accept a Devil’s Bargain and do a push on the same action roll.
Gathering Information
When founders seek out information that they need to move forward
with their goals, the action roll consequences should determine the
quality of the information. Even a failure should not prevent the
founders from learning something. A poor result should bring hard
truths, inconvenience, unwanted attention, or bad news.
Gaining Experience
Each playbook has XP tracks that are used to unlock special abilities or
upgrade action ratings by attribute. When an XP track is filled, clear
the track and unlock something new from that category, either a new
special ability or increasing an action rating by 1. To increase action
ratings above 3, the mountain home must have a training ground To
advance a special action such as Stone speak, any filled XP track
may be used, but it also costs 1 status with the spirit of the Mountain.
XP is also gained at the end of the year. The players review the
questions listed at the End of the Year on page TBD for each character,
including a unique playbook XP question in addition to the shared
end-of-year question list.
How To Play 66
Flashbacks
Flashbacks keep the session moving along with a focus on the present
so that the group doesn’t have to worry about exhaustively preparing
or knowing everything ahead of time. They can help the group start
expeditions without planning out the exact details. Along with other
creative uses, flashbacks can be used to exist to:
◆ Roleplay new scenes to better characterize the founders.
◆ Gain tools and solutions to newly encountered problems.
◆ Counter new complications that the GM has just presented to the
founders.
Flashbacks can add to the story, but they cannot alter what has already
happened. Plot twists, founder preparedness, or new context that
makes a situation seem not so dire are all possible, but nothing that’s
been agreed upon can ever be undone.
Once the founder has marked the stress, the flashback scene is played
out as any other scene would be. This might include an action roll to
resolve uncertainty, paying treasure for an additional downtime
action, simple conversations with other characters, or taking
preparatory steps like putting on armor.
67 How To Play
No Stress cost
The warden reveals that she was already wearing her armor underneath
her robes at the dinner party with the paladins because she did not trust
them to maintain the peace.
The artisan flashes back to a scene where his father tells him stories about
friendship with the ents many years ago, just to establish a more context
about his behavior with the ents during their diplomatic meeting.
1 Stress
The elder flashes back to a scene where they smoked a pipe with a troll
emissary. This host action convinced the troll emissary to give them free
passage on their bridges in times of need. This enables the dwarves to
retreat across the bridge without the werewolves being able to follow.
In order to have dwarven beer bread on the journey currently being under‐
taken, the Earthshaper flashes back and pays 1 treasure to take a
downtime action to dig and complete an in-progress bakery.
2+ Stress
The artisan flashes back to crafting modifications to all of the
founders’ mining harnesses to keep them weighed down in the Temple of
the Wind. This is done with only the faintest suspicion that it would be
necessary to traverse the ruins.
The runemaster flashes back to scout over and hide a stonesplit rune
underneath the lizardfolks’ crystal altar. The stonesplit rune was placed
weeks before the lizardfolk betrayed the dwarves, but the flashback allows
the runemaster to stonespeak the altar into exploding on command
in the present.
How To Play 68
Guilds
A guild is a small group of experts who live in the mountain home
and are capable of helping in important tasks.
Creating a guild
Every founder gets a guild during character creation. You can get
additional guilds by constructing buildings to house them. Choose a
type from below:
Guild Types
◆ Crafters: Smiths, brewers, and makers of things
◆ Guards: Tunnel-watchers, soldiers, and law enforcement
◆ Scouts: Scouts, tunnel wardens, and explorers
◆ Scholars: Runesmiths, librarians, and priests
◆ Laborers: Miners, farmers, and teamsters
Edges
◆ Independent: This guild can be trusted to act on its own.
◆ Loyal: This guild is unquestionably loyal to the settlement.
◆ Tenacious: This guild does not give up when challenged.
◆ Inventive: This guild devises clever solutions on its own.
◆ Honorable: This guild is known to be honest in its dealings.
Flaws
◆ Reckless: The guild’s actions can cause trouble elsewhere.
◆ Slow: This guild cannot be rushed.
◆ Unreliable: This guild can’t always be trusted to get the job done
how you’d like.
◆ Wild: This guild is drunken, debauched, or loud-mouthed.
◆ Stubborn: This guild is very set in their ways.
69 How To Play
Guild Allies & Rivals
When first creating a guild, name one guild member as an ally and one
as a rival in a new guild. A guild owner can always work with their
rival, even if they don’t always get along. These dwarves will be
brought in to scenes as the guilds help out. Elaborate on the shared
history of these dwarves and your founder.
A guild’s type or edge must apply to the task for the guild to be able to
help. Laborers won’t be able to help in combat and scholars won’t be
able to help mine out a tunnel. There are three ways to use a guild to
accomplish tasks:
◆ When assigning a task for a guild to do on its own, make a
fortune roll using settlement tier to determine their level of
success. The guild takes on all the risk of the action. The risk comes
from the guild’s approach, edges, and flaws.
◆ When using a guild to work with a founder, do a group action.
Your founder will lead the action. The guild uses the settlement tier.
Doing this exposes the founder and guild to similar consequences.
◆ When using a guild to assist on an action, the guild gives +1D
on the action roll. With the founder doing most of the action,
they are exposed to the brunt of the risk.
How To Play 70
Supplies
Supply is a resource that players spend to bring items into use during
play. Items aren’t specified until needed — it is enough to know that
founders have full packs and companions nearby until then. Each
playbook has a list of items available to all dwarves and a list unique
to their playbook.
Founders start with 3 supply at the beginning of the year. Each unit
can be used to check one box to obtain an item or guild on a playbook.
Once the player marks the box or boxes on their playbook, they have
the item for the rest of the year, and play continues. Using an item like
armor for a defensive effect or extra dice can only be used once per
activation or supply spent.
×
□ A one-handed dwarven weapon
Linked boxes mean that the item costs the total number of linked
boxes to unlock. Unlinked boxes let players take that item multiple
times or, if it’s a list, mark one box to take a few items and all boxes to
take the whole list.
×
□□ Mining gear: A pick axe, a helmet, a lantern and oil,
some rucksacks, rope, a canary
If a player uses up their starting supply and needs access to more, they
may unlock 2 supply for 1 stress once per year and unlock 2 supply for
1 treasure once per year.
When a listed item has multiple uses listed, that means that the
founder can have that item multiple times. The playbooks show this as
separate line items.
Special items
Some playbooks have access to special items: Artisans have special
brews, Earthshapers have access to bombs, and the Runemaster has
stones engraved with powerful runes. Items described as “fine” can
provide +1 reward level when used to accomplish related actions.
Additionally all of these playbooks can invent new special items for
their playbook by using the Invention negotiation rules on page TBD.
There are lists of example recipes for inspiration on page TBD.
71 How To Play
Using Items
The GM decides if an action roll requires an item to even be possible,
or if an item will help. Activating an item can give founders at least
one of the following things:
◆ Permission to do something: Activating an item lets founders do
things that cannot be done as a lone dwarf. With a shield, a dwarf
might deflect a blow; without spelunking gear, a dwarf cannot nav‐
igate dangerous caves. A two handed weapon might be necessary to
harm a well-armored foe.
◆ Changed action roll reward: Fighting an armed foe without a
weapon reduces the reward level. Carousing with some pipeweed
might make a founder’s guests like them more.
◆ Reduced action roll risk: Using climbing gear to slow a descent
reduces the likelihood of a fatal fall. Using a lantern in a dark cave
reduces the chance that a founder gets lost.
How To Play 72
Settlements
T
he settlement is the shared mountain home of all of the
founders in the game and the central focus of the entire game.
With the first session, the settlement begins as an undeveloped
place where dwarves have placed tents and enough supplies to get by.
If the settlement thrives, it may end up being sprawling halls of
carved stone where dwarves thrive on trade and craft, a impenetrable
fortress or collapse into dust. We play to find out what will come of
this place.
74
Tier and Hold
Tier and hold summarize a settlement or faction’s strength, power,
and relationship with the region. Tier and hold are used to describe all
factions, not just the mountain home.
◆ Tier I - Settling: Your settlement’s place in the region is unstable,
your population is small and a dangerous event could threaten the
whole mountain home’s stability. A mountain home might have a
hundred dwarves.
◆ Tier II - Established: Your settlement has started to find its
footing, and organizations are starting to form. Daily life isn’t
entirely occupied with survival. A mountain home might have
several hundred dwarves.
◆ Tier III - Secure: Your settlement’s immediate needs are met, and
your place in the region is more secure. You are prepared to take on
greater challenges. A mountain home might have a thousand
dwarves. A non-dwarven faction might have several towns.
◆ Tier IV - Burgeoning: The mountain home is a remarkable place
flourishing under the ground. The few remaining challenges are
broad in scope. A mountain home might have a several thousand
dwarves. A non-dwarven faction may have multiple cities.
◆ Tier V - Outgrowing: When mountain homes reach tier V, it is
time to form a new mountain home. The small mountain farms and
cramped tunnels can’t hold this many dwarves for long. A non-
dwarven faction may be outgrowing the region.
Settlement Failure
A dwarven settlement fails when it is of settling tier, weak hold, and
is downgraded one further time. At this point, the settlement fails.
This might be from invasion, abandonment, or death to any number
of things.
75 Settlements
Advancement
To advance a settlement’s hold, the settlement must have 10 repu‐
tation marked, arrive at the end of the year, and spend 6 treasure.
Clear the reputation track when you advance.
Factions advance from a weak hold to a strong hold, and then to the
next tier with a weak hold. For a settlement to advance from a strong
hold to the next tier, it must meet the following requirements:
◆ A number of food production buildings dedicated to production
equal to the current settlement tier.
◆ Settlement buildings whose tiers add up to the new tier × 2
If the settlement would advance from tier 1 to tier 2, it would need 1
dedicated farm, and for all buildings to have tiers that add up to 4. 2
tier 1 buildings and one tier 2 building will do.
When the settlement advances in tier, the group unlocks one of the
special abilities from the settlement playbook.
Mountain Home does best with enough game time to see the players’
mountain home change, often 10-15 in-game years. Talk as a group
about what questions need to be answered. When those questions are
answered, it is time to work towards the end of the campaign. Some
possible end questions include the following:
◆ Will the dwarves be able to learn about their past?
◆ Will the settlement become stable, with a promising future?
◆ Will the mountain home make peace with their neighbors?
◆ Will the mountain home outshine its homeland?
Settlements 76
Treasure
Treasure is an approximation of wealth for the whole settlement. A
settlement uses treasure to fund its adventures, equip its soldiers,
engage in trade, or expand. Treasure covers buying power, gifts, trin‐
kets, and resources to be spent on projects.
Reputation
Reputation tracks the renown and accomplishment that the mountain
home has accumulated throughout the year. Good governance,
thrilling conquests, and accumulation of riches ensure that others will
hear about the settlement and treat it with respect.
77 Settlements
Faction Status
Faction statuses are used to track other factions’ opinions of the
mountain home. For the most part, these numbers are used to track
the relationship that the dwarves have with other factions, and inform
the GM’s decisions about how factions behave. Sometimes have
mechanical effects.
◆ +3 Allied: This faction will attempt to help the settlement even if
it’s not to their own interests. They expect the same of the dwarves.
◆ +2 Friendly: This faction will help the settlement out as long as it
does not seriously inconvenience them.
◆ +1 Helpful: This faction will help the dwarves so long as it doesn’t
cause trouble or problems for them.
◆ 0 Neutral
◆ -1 Interfering: This faction will happily profit from the settle‐
ment’s misery, but will not go out of their way to risk themselves to
harm the mountain home.
◆ -2 Hostile: This faction seeks out ways to inconvenience or harm
the settlement. They might even risk their own well-being a bit to
enact harm. They expect the same from the settlement and be pre‐
pared for it.
◆ -3 War: This faction is actively going out of its way to eliminate or
harm the mountain home. They presume the same from the settle‐
ment and are actively taking precautions to defend themselves.
While at war, the settlement takes -1 result level for all Trade rolls.
Settlements 78
Settlement Goals
A settlement goal highlights the themes and interests of the group. A
settlement goal primarily provides a reason that the founders have set
out from their homeland.
This will provide context for many of the expeditions, adventures, and
interactions with neighboring factions. The group will need to discuss
the exact nature of the new settlement. Merely selecting a settlement
goal doesn’t fully set the stage. Discuss the exact nature of why the
founders set out. Invent the historical context and make the founders’
decision to settle this place meaningful.
Settlement goals also grant special abilities that can be unlocked once
the mountain home begins to grow.
There are four provided goals that players can choose from:
◆ Reclaim the Lost Fortress: The dwarves learn of an abandoned or
fallen military establishment in dangerous territory.
◆ Rebuild the Buried Metropolis: The dwarves seek to reclaim a
dwarven city of once-great renown that met a terrible fate.
◆ The Exodus: The dwarves have become unhomed and are forced
into a strange land to find a new place to call their own.
◆ The Mother Lode: Remarkable magical energies or riches have
drawn dwarves to a particular spot in the world.
79 Settlements
Discoveries
Each time a claim is fully explored on the settlement map, use the
below discovery tables to do an oracle roll. The results are unique for
each settlement goal. Each result contains story prompts, open-ended
problems, and specific mechanical rules that apply to that situation.
Settlements 80
Reclaim the Lost Fortress
In centuries past, a dwarven military settlement of some renown fell
to its foes. Were the dwarves sealed in and lost to time? Did their ene‐
mies storm the gates and destroy them? What brings you back? Do
your foes remain, or are things different now?
Themes
Conflict, old enemies, historical wars, past failures
Special Abilities
◆ Battle-Ready: Add +1 action rating to scout, command, or
skirmish, up to a max rating of 3.
◆ Citizen Militia: Give all guilds an additional guards or scouts role.
◆ Tablet of Foes: Unearthed documents of a traditional enemy.
Studying through a 4-segment downtime clock enables you to
learn weaknesses or secrets about your foes. These secrets reduce
the risks of rolls against your foes and may create new
opportunities for expeditions.
◆ Duty: Players can take a downtime action to convert one internal
entanglements track box into one stress.
◆ Echoes of Battle: Once per year, when your dwarves bolster each
other’s spirits in battle by chanting of past glory, unite your fellows
against even the greatest foes. Name the ancient battle of which
you sing. Your actions will not be high risk.
81 Settlements
Lost Fortress Discoveries
Tier 1
1-3: Before the Fortress' fall, sappers' tunnels and other sabotage made
this area a massive vulnerability. Create a clock to represent this
danger. What was originally here? How did it contribute to the fortress' fall?
4-5: The founders discover evidence of a battle, long-dead dwarves
isolated in a small chamber. These dwarves' souls are restless. Can you
put them to rest?
6: A damaged old building that was destroyed in the fall of the
fortress. If rebuilt, it could be put to use. What building is damaged here?
Tier 2
1-3: When this segment of the old fortress fell, it was sabotaged by the
attackers. Why is it unsafe to build here? What can be done to fix it? Which
faction did this?
4-5: Before this chamber was lost, it was used to keep prisoners. Who
was kept here? Why? Are there signs that the original dwarves were unjust?
6: A fully constructed Ark of Mastery lies here encased in a series of
deadly traps and protective barriers.
Settlements 82
Rebuild the Buried Metropolis
A dwarven city of the past, known for its sprawling tunnels of visitors
and merchants, has crumbled and collapsed. The roads to the settle‐
ment have been consumed by the wild.
While very little of the old city remains, its history is alive and well in
dwarven memory. There work on the settlement pales in comparison
to the work to re-establish trade connections and make the treasure
flow again.
Themes
Past success and failures, politics, old grudges
Special Abilities
◆ Homeland Connection: You may always trade with your home‐
land, not only potential trade partners in your region. Reduce the
reputation cost to increase tier by 1.
◆ Cultural Understanding: Each founder gets +1 action rating
command, host, or convince, up to a max rating of 3.
◆ Ancillary Diplomats: During downtime, you may use a downtime
action to gain 2 reputation.
◆ Collective Contributors: Give all guilds an additional crafters or
scholars role.
◆ Songs of Toil: Once per year, when you lead workers in toil to the
rhythm of laborer’s tunes, your picks are steady and your measure‐
ments are true. Name the workers or locations honored in song.
Treat results of 1-3 as 4-5.
83 Settlements
Buried Metropolis Discoveries
Tier 1
1-3: A cache of trade goods, worth 3 treasure if the founders can find
the right buyer.
4-5: A cache of old dwarven supplies. These are still free of rust and
ready to use.
6: A building in horrible disrepair. Why is it damaged? Does this provide
clues about why the metropolis failed?
Tier 2
1-3: A fully functional building, sealed off by the workers before they
left. Messages are inside. What do the messages say?
4-5: Old treaties and messages in a lost lockbox point to a past
relationship with a faction that the founders do not get along with
now. What faction is this? Is it clear why the relationship has soured? What did
the dwarves of the past share in common with this faction? Is this something
that could be used to rekindle the relationship?
6: A dwarven vault. It will need to be broken into. With the quality of
the vault, this is a long term project. Why was it sealed? What traps clearly
block the way? What objects within will help the dwarves recapture the metropo‐
lis' former glory?
Settlements 84
The Exodus
Something is wrong with your old home. This is no mere trial that the
homeland can weather. It’s time to leave. Exodus mountain homes are
disconnected places that have completely lost any potential support
network from a homeland.
Themes
Severing ties, disconnection, subsistence, loneliness
Special Abilities
◆ Independent Streak: Each founder gets +1 to journey, hunt, or
scout, up to a max rating of 3.
◆ Domestication Techniques: Fill an 8-segment clock to gain access
to a unique creature as a pack or riding animal. This enables the
settlement build a ranch or a stable at any surface, open, or sus‐
tenance claim.
◆ Survival Packs: All founders get +1 supply each year.
◆ Songs of Home: Once per year, when you sing to mourn the loss of
your homeland, you soften the hearts of your audience. Name what
you miss about your homeland. The next immediate and applicable
action roll will be low risk.
◆ Tight-Knit: Heal one extra condition when taking a hosting action
during the settlement phase.
85 Settlements
Exodus Discoveries
Tier 1
1-3: A useful historical object. Which current faction might this relate to?
Does it reveal any surprising truths?
4-5: Travelers. Another sort of folks that live underground are under‐
taking a pilgrimage. They've temporarily entered the mountain home.
Who are these folks? Why do they travel?
6: In these chambers, there are the old bones of a giant creature. The
bones are massive! What could it be? Why is it dead? Do more of its kind
remain?
Tier 2
1-3: A collection of strange plants that clearly have magical properties.
What techniques might the dwarves employ to identify the plants? Are they dan‐
gerous? Could these be used to help the dwarves survive?
4-5: An ancient, potentially powerful artifact with no perceivable use.
Who created it? Why is it buried underground? What could be done to figure out
how it works?
6: Unheard of terrain: A surface-like biome exists below the world.
This place can also be treated like a surface claim of the GM's choice.
What does it mean? Why is it here?
Settlements 86
The Mother Lode
Deep underground, there is a wealth of resources to be leveraged. This
might be a buried magical artifact, a manifesting leyline, ancient
spellbooks, or a massive vein of mithril.
The exact description of the mother lode matters a lot for a settle‐
ment. The group should talk in detail about what has driven the
dwarves to settle, whether it’s magic, material wealth, or something
else remarkable.
Themes
History, ambition, greed, digging too deep
Special Abilities
◆ Worker’s Ethic: Each founder gets +1 action rating dig, infuse,
or convince, up to a max rating of 3.
◆ The Earthen Rhythm: Your mountain home resounds with the
invigorating rhythm of metal on metal and shifting earth. Describe
the cadence of the tune and the crafts they wordlessly honor. Rolls
to explore claims in the settlement get +1 result level.
◆ Mountain Resonance: Founders may spend a downtime action to
reduce the mountain entanglements track by 1.
◆ Generosity: Founders can spend 1 supply to get +1D on social rolls
through sharing gifts of the confluence. Be wary, for others might
get greedy.
◆ Dedicated: Founders get +1D to resistance rolls against magical
effects.
87 Settlements
Mother Lode Discoveries
For the mother load, any discoveries of the Mother Lode can be mined
by constructing a Lodeworks (III T). Whenever you activate the
lodeworks to either get the special material for narrative purposes or
sell the goods, do a tier 3 fortune roll.
Tier 1
1-3: Footprints or other evidence indicate that another faction has
found its way into the mountain home and discovered a portion of the
mother lode. Which faction was it? Is this an opportunity for trade or a threat
to the mountain? Which faction might it have been?
4-5: Spare material harvested from the lode in a previous attempt by
someone else. This could be sold for 3 treasure or researched with a
clock to speed up future projects. Who attempted this harvest? What forced
them to leave this material here?
6: A hollowed-out or defunct segment of the mother lode. This could
be researched to speed up future efforts or used as a Tier II T
lodeworks.
Tier 2
1-3: A room with access to a healthy portion of the mother lode that is
ready to be mined. A Lodeworks can be built here.
4-5: Leylines or strange energies have shifted the mother lode here to
be even stranger than usual. How could this be leveraged for the mountain
home? Could it be used to create an artifact? What research must be done first?
6: Pristine mother lode. The Lodeworks here is tier V T.
Settlements 88
The Settlement Map
E
ach mountain home develops a map that depicts the rough area
of the settlement. In the beginning, it describes an initial single
chamber, and a small portion of the unclaimed surface world
near the entrance to the new mountain home.
◆ The map is divided into 25 claims, individual locations that
must be discovered and upgraded. Founders use exploration
during the settlement phase to explore, dig out, or discover these
map locations.
◆ Claims are hidden. When players explore the location, the claim
is generated and revealed.
◆ Claims are alive.When you discover a new claim, roll for a
discovery and use the results for the settlement goal to learn about
unique occurrences here. The rules for this are on page TBD.
The top row of the claims map describes the surface world. Below the
line for the surface are layers of depth, starting at 1 and increasing to
4. Every settlement starts with one known 1-depth claim: the base
camp, an earthy cave where the dwarves start their new home. The
three leftmost surface locations are randomly generated immediately.
90
Claim Discovery
Discovering a claim requires the founders to complete an exploration
clock that has as many segments as the depth, with surface clocks
always being 2 segments. For example, the surface is a 2-segment
clock, while a depth 3 claim is a 3-segment clock. Founders can only
work on discovering claims that are adjacent to discovered claims.
When this clock is complete, the new location is mapped out and
roughly known. Easy access tunnels have been discovered, and its
dangers are identified. Work crews may move to the location and
begin to develop it for use.
Claim Buildings
Each claim location can house two buildings. Buildings are the useful,
developed infrastructure of the settlement, from alehouses, to farms,
to ironworks.
Buildings that produce tradeable goods are marked with a “T” next to
the building level.
Buildings reset and become available again during the building acti‐
vation phase.
Surface Hills
Caravansary (II): Activate to get +1 result level when borrowing aid.
Farm (I T): Activate during entanglements to change the failed har‐
vest fortune roll by -1D OR dedicate to allow the settlement to upgrade
to the next tier.
Merchant Inn/Quarter (I T): Dedicate to allow founders to do gather
information rolls to learn rumors and news of distant factions and
other regions.
Trade Road (I): Activate to get +1D to engagement rolls involving
traveling from the settlement OR dedicate to get +1D to trade rolls.
Surface Forest
Hunting Lodge (I T): Activate during entanglements to change the
failed harvest fortune roll by -1D OR dedicate to allow the settlement
to upgrade to the next tier.
Lumber Mill (I T): Activate to tick one segment on a claim building
construction or repair clock.
Trade Road (I): Activate to get +1D to engagement rolls involving
traveling from the settlement OR dedicate to get +1D to trade rolls.
Surface River
Cistern (I): Activate to change the drought entanglement fortune roll
by -1D.
Fishing Docks (I T): Activate during entanglements to change the
failed harvest fortune roll by -1D OR dedicate to allow the settlement
to upgrade to the next tier.
Riverside Docks (I T): Activate to get +1D to engagement rolls
relating to river travel OR dedicate to get +1D to trade rolls.
Water Wheel (I): Automation! Activate another claim building
building a second time.
Winding Tunnels
Traps (I): Activate during an entanglement involving unwelcome
invasion. The invaders begin injured, inconvenienced, or in a tight
spot. This damages the building.
Mushroom Forest
Mushroom Farm (II T): Activate during entanglements to change the
failed harvest fortune roll by -2D OR dedicate to allow the settlement
to upgrade to the next tier.
Gem Cluster
Jewelcrafter (II T): Activate to generate 2 treasure OR mitigate a guild
problem.
Iron Vein
Iron Guildhall: Dedicate to allow the purchase of a guild.
Iron Toolsmith (II T): Dedicate to improve the quality of playbook
gear items by 1.
Iron Weaponsmith (II T): Dedicate to improve the quality of either a
founder’s weapon or armor items by 1.
Ironworks (II T): Sell at Tier, not Tier-1.
Silver Vein
Silver Mint (II T): Sell at Tier, not Tier-1.
Saltpeter Vein
Gunsmith (II T): Activate to let players take simple firearms and
bombs as an item this season (2 boxes).
Gold Vein
Coin Mint (III T): Sell at Tier, not Tier-1.
Mithril Cluster
If anyone from outside the settlement ever sees mithril, mark one box
on the outsider entanglement track.
Mithril Mint (IV T): Activate to roll dice equal to settlement tier. You
earn treasure equal to the result.
Mithril Smith (IV T): Dedicate to add another edge to a guild.
Mithrilworks (IV T): Sell at Tier, not Tier-1.
Lava-filled Caverns
Lava-Powered Forges (III): Activate to use any one mint or met‐
alwork building a second time.
Remnant Worksite
This place is populated with automated contraptions toiling away on
seemingly pointless work.
Salvage Site (II T): Activate to get +1D to borrow aid by trading
salvage or finding old items.
Special Buildings
These special buildings can only be built once their unique special
requirements are met.
G
ameplay in Mountain Home is arranged in several phases to
structure the progression of time and to balance between
scenes about the settlement and their adventures. Throughout
these phases, the group should seek out interesting moments to role-
play specific scenes that help characterize the founders and the
mountain home.
The phases of the game are a cycle. Play through them sequentially,
giving each enough time for the players to feel satisfied with how it
develops the saga of their mountain home. Once the group reaches the
end of the list, return to the start of a new year and begin again, until
the group has resolved all the questions it has about the mountain
home and its founders. The phases are:
100
The New Year
Play in Mountain Home is tracked by the year. At the beginning of a ses‐
sion, update the new year on the settlement sheet. The founders will
likely hold council to determine what must be done this year.
When it is time for the founders to leave their council chambers and
set out, the players determine the expedition goal, the method, and
the time scale. The GM run the expedition that the players choose. The
dwarves will assemble, gather supplies, and take bold action.
Sometimes players will have a complex goal that seems too large for
one mission. Split this goal into multiple expeditions. Founders can
undertake as many expeditions as they want in a year, but they will
have to wait until the new year to resupply.
Discuss the terrain the dwarves must travel through and the dangers
they may encounter. Do the dwarves already have maps? Have the
founders taken this path before? This can inform the action roll risk
and reward. Even when the journey roll is a failure, the dwarves
arrive at their destination. The roll determines the condition they
arrive in. Did they lose supplies? Did they get injured? Did the
window of opportunity begin to close?
If the dwarves are traveling outside of their region for the expedition,
consider separate journey rolls for each region that they travel
through. Avoid rolls for return trips unless the trip is dire; we know
the dwarves can make the trip, and the urgency is often gone.
Expeditions are exciting and a major draw of the game, but they are
not always necessary: Sometimes industrious dwarves must simply
toil away on their settlements. Players may choose to skip any expe‐
ditions and move on to the settlement phase.
Method
The method describes what happens during the opening scene of the
expedition. If this expedition is a raid, the method could be how and
where the founders are ambushing their enemies. If the expedition is
a diplomatic deal, the method may be who they are dealing with and
how the founders intend to convince them. Each expedition type has a
method question.
The GM should help the players understand the way that their method
would be perceived by other factions in the world, and what specific
challenges their method might bring.
Type
Expedition types are rough guideline for possible themes that an
expedition may focus on. The GM should use expedition type, the
method, and the engagement questions to get insight into the mission
and possible rewards at the end of the expedition.
After the roll, the expedition begins immediately with the founders in
the situation determined by the roll.
◆ 1-3: The founders are immediately at risk or have had their
expectations subverted.
◆ 4-5: Complications arise that require adaptation, a change of plans,
or difficult choices.
◆ 6: The expedition begins according to the plan.
Diplomacy
Arrange trades, come to agreements, and develop new bonds. Get
access to new materials, treasure or information.
Engagement Questions
◆ Have you proven yourselves to be honorable to the other
party? Take +1D.
◆ Have you earned their skepticism or mistrust? Take -1D.
◆ Will your deal benefit the other party? Take +1D.
◆ Does your brazen plan reveal dwarven greed or ambition?
Take -1D.
◆ Are you offering gifts or goods? Take +1D.
◆ Are you just offering promises in the future? Take -1D.
Engagement Questions
◆ Are you starting your raid by taking advantage of your
enemy’s weakness? Take +1D.
◆ Are you racing to act before you can be fully prepared?
Take -1D.
◆ Do you have allies, assistance or secret information guiding
your plans? Take +1D.
◆ Do your enemies suspect something of you? Take -1D.
◆ Will your enemies fight you with honor? Take +1D.
◆ Will your enemies respond with tricks and subterfuge?
Take -1D.
Survey
Explore the earth, travel down underground roads, explore the long-
forgotten. Scavenge dwarven ruins, map out new regions, or explore
buried marvels.
Engagement Questions
◆ Do you take this sort of journey often? Take +1D.
◆ Is this terrain unfamiliar or the journey hard? Take -1D.
◆ Do you have local guides or time to plan? Take +1D.
◆ Are you acting in haste? Take -1D.
◆ Do the stories of this place speak of something dangerous?
Take -1D.
◆ Are the dangers well-known to you? Take +1D.
Engagement Questions
◆ Will this help create a legacy for your settlement? +1D.
◆ Are the arcane powers you’re dealing with dangerous or
erratic? Take -1D.
◆ Is the artifact of dwarven make? Take +1D.
◆ Is this magic outside the traditional areas of dwarven exper‐
tise? Take -1D.
◆ Will this magic be used to create or protect someone? Take +1D.
Is this magic being used for destruction? Take -1D.
Homeland
Return to the dwarven homeland. Request aid, provide tribute, or
show proof of wealth.
Method: What do you bring home? How will you present it?
Engagement Questions
◆ Do you come bearing good news? Take +1D.
◆ Do you intend to ask for aid? Take -1D.
◆ How did things go well when you were last here, well or ill?
Take +1D or -1D , respectively.
◆ Is your visit accompanied with gifts or tribute? Take +1D.
◆ Is your matter urgent? Take -1D.
Reputation
Award between 1 and 4 reputation based on how much the expedition
changed other factions’ perceptions of the mountain home. 4 repu‐
tation should be awarded glorious deeds that will be spoken of for
centuries and 1 reputation would be for an expectation that any
faction could have accomplished.
Treasure
Expeditions often yield treasure in the form of plunder, freshly
crafted items, tribute from other factions, or newly mined gold.
Faction Status
When an expedition affects another faction’s wants and needs, the
settlement’s status with them may change. All but the most dramatic
actions will adjust a faction status by +/- 1. Keep in mind that the
mountain is also a faction that the dwarves must heed.
Entanglements Tracks
If the expedition left chaos, damaged the settlement’s reputation, or
demonstrated aggressive intent, mark the outsider entanglements
track. If the dwarves were mired in interpersonal strife, dug reck‐
lessly, or went against the desires of the mountain they inhabit, mark
the mountain entanglements track.
Only mark these tracks more than once per expedition in the most
extreme situations such as betraying an ally or acting in against the
values of the mountain home. These things might warrant filling a
whole section of the track.
Downtime Activities
During downtime, each founder can each perform 2 downtime
activities. Players may spend 1 treasure or mark the mountain
entanglements track to get 1 additional downtime activity.
Borrow Aid
When a founder wants help from another faction in the form of
materials, hasty inventions, or labor that are not readily available in
the settlement, name another faction, possibly including the home‐
land, to ask for help. The mountain home will be expected to return or
repay whatever was requested as soon as possible.
Roll an appropriate action rating to describe how the founder gets aid,
where result indicates the quality of the aid.
◆ Critical: Tier +2
◆ 6: Tier +1
◆ 4-5: Tier
◆ 1-3: Tier -1
Players may spend 1 treasure to improve the result level after the
action roll.
Some common projects have given clock sizes in the rulebook, partic‐
ularly around exploring and constructing buildings in the settlement.
For example:
◆ Explore an unknown claim: As many segments as the depth,
scout, journey, stonespeak
◆ Construct a tier 3 claim building: 6 segments, dig
◆ Repair a claim building: 4 segments, dig
Instead of ticking a clock, remove one condition from any one of the
dwarves in attendance for each tick the roll earned. These can be
spread across the founders and guilds however the host wishes.
Train
Mark one segment on an XP track for an attribute or playbook
advancement.
Indulge Obsession
The founder indulges in their obsession by rolling their lowest
attribute (either insight, prowess, or resolve). Clear stress equal
to the highest die result.
If the highest dice in the result is higher than the amount of marked
stress, the founder overindulges in their obsession, to the detriment
of the founder and the mountain home. Choose how:
◆ Attract trouble: Roll another outsider entanglement.
◆ Wander off: This founder cannot be played for the the next year.
Clear all of their harm when they return. The player can create and
play another founder or a guild member until then.
◆ Shame: Your antisocial behavior has become public. Work with
your GM to create a downtime clock to cover the consequences or
necessary atonement.
◆ Neglect your work: Mark a segment in the mountain entangle‐
ments track.
Trade or Isolation
The settlement may roll to see how well it traded with its neighbors
throughout the year. This is a fortune roll. Adding goods for trade can
bring it up to 0D or more, where it can then be rolled. After adding any
trade goods, answer the following questions to tweak the rating:
◆ Are you at war with anyone? Take -1D.
◆ Are you leveraging active trade deals? Take +1D.
◆ Have you cornered the market on specialty goods? Take +1D.
◆ Are you isolated by wilderness or dangerous paths? Take -1D.
◆ Critical: (Tier +2) treasure
◆ 6: (Tier+1) treasure
◆ 4-5: (Tier) treasure
◆ 1-3: (Tier-1) treasure, mark the outsiders entanglements track
Advancement
Review each founder’s actions for the year by asking the following
questions. Founders earn 1 XP in a track of their choice if they can
answer yes and 2 XP if there are multiple examples answering yes.
◆ Did you perform your playbook-specific XP trigger?
◆ Did you express your beliefs, pursue your drives, or honor your
clan legacy or your background?
◆ Did you share a non-expedition phase scene with another founder?
◆ Did you struggle with your obsession or weariness?
Tier advancement
At the end of the year, the settlement may advance in tier or hold in
accordance with the Advancement rules on page TBD.
For each one, roll one d6 of a lighter color to determine the type of
event and another d6 of a darker color to find the specific event. Add
the number of full entanglement tracks to the specific event roll. After
the roll, reduce the marks in track from right to left by the a number
of segments based on the second die’s result:
◆ 1-3: Clear no segments
◆ 5-7: Clear 1 segment
◆ 8-9: Clear 2 segments
◆ 10: Clear 3 segments
5: Allies 6: Monsters
1-2 Meeting Request 1-3 Herd Movement
3-4 Trading Favors 4-5 Claim Harassment
5-6 Reveal Information 6-7 A Rare Creature
7 Call for Aid 8-9 Cursed Moon
8-9 Diplomatic Maneuvering 10 Beasts Below
10 Tribute
Under Siege: An at-war faction has brought their forces to the set‐
tlement, intending to destroy or damage it. What force has arrived? How
can you drive them off?
Traders: Folks, possibly from outside the region, have arrived with
goods to trade. Name the traders and where they come from. What
rumors and news do they bring? Where did they come from? What goods do
they seek? What are they selling?
News from Abroad: Travelers have come from outside the region.
Add a new detail to a region or a faction that exists outside the region.
Who are these folks? Where do they come from? What news do they bring?
Call for Aid: A faction with a positive status, possibly the home‐
land, has sent word asking for a large favor. If the founders refuse,
either lose (1 reputation × faction tier) or 1 status with this faction.
What do they request? Why is their request so urgent?
You may spend 1 treasure, get help from another faction for -1 status,
or divide 2 stress among the founders to reduce the number of dice.
Famine: You are struggling to produce enough food this year. Some‐
thing will have to be done to keep the dwarves fed. What caused the crop
failure? Which dwarves complain the loudest? How do you find food to get by?
Do a tier fortune roll.
Guild Bickering: One of the guilds has caused trouble due to one
of their flaws. Which dwarves are acting out of line? Who did they wrong?
What excuses are they making? Either lose (settlement tier +1) reputation,
make an example of one of the guild members, or face reprisals from
the wronged party. This can be mitigated by a Temple or gems.
Settlers: Folks from afar have shown up with the hope of making
the settlement their home. Where do these people hail from? Why do they
want to settle your mountain home? Are they dwarves? Either turn them
away and tick an outsider entanglements clock three times, or accept
them into the settlement and spend 1 treasure to mark the mountain
entanglement track twice and get 3 reputation.
Forge Calling: When the spirit of the forge calls, a dwarf must
answer! A dwarf in the fort is struck with an impulsive need to craft.
This impetus might come from a benevolent spirit, a mischievous god,
or a dark impulse.
The GM creates a racing set of 6-segment clocks. The first clock rep‐
resents the dwarf’s attempt to make a worthy creation. The second
clock represents their descent into madness. The second clock
advances every faction turn and starts with the same number of seg‐
ments ticked as the highest-level mountain entanglements clock.
Extra Yield: One of the settlement claims that produces goods has
done well this year. If the settlement trades with this claim, double the
amount of dice it produces for trade. What sort of luck or dwarven effort
has caused this bounty?
Faction clocks are visible to the players. Show the players the clocks at
the table and demonstrate the effects of these clocks in the story
whenever possible. Use rumors from travelers, smoke on the horizon,
or information gleaned from meetings with other factions.
Clocks should remind the players that they are not alone in the world.
A faction clock must be thematic and appropriate to the faction and,
when completed, must change the world forever. These factions are
capable and self-interested, not pawns for the players. These clocks
are one of the GM’s tools for bringing life to the world.
Introduce new clocks at the beginning of the faction turn. For getting
more ideas or inspiration, look to the Faction Oracles on page TBD.
The factions will have to either pursue clocks that stop the other
factions from acting or race to complete their goals. This creates ten‐
sion and invites the dwarves to intervene to help their allies or create
peace where there might otherwise be none.
Research Tensions
◆ Lamia Magicians need rare materials from culturally significant
gnoll farmer grounds to complete their research.
◆ The mountain home needs the gnoll farmers to house and feed
dwarven settlers that the mountain home cannot yet support.
◆ Gnoll farmers are dependent on the Mountain Home because they
have foresworn violence.
A
role-playing game’s first session is one of its most important
moments. It’s the time when everyone gets to create a setting,
build their characters, and imagine the endless possibilities
that the game holds.
The whole group will get to build the world together, and create a
group of dwarves with a shared goal who will inhabit the new
mountain home. By the end of the first session, the players will have
created characters, determined the mountain home in which they
reside, and set up many factions to interact with throughout the rest
of the game.
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Introduce the Game
First, it is important to introduce the game to everyone. Make sure
that all players know what Mountain Home is about: it is a game of
influential founders guiding a small settlement through its founding.
Discuss the group’s plot interests and the big ideas that they might like
to explore. Make sure that everyone is aware that in Mountain Home,
the years pass quickly. The game is about politics and, often, adven‐
ture. Discuss the GM’s goals and principles as well.
Here are two safety tools to consider using for the group:
The X Card
Place an index card with an X on it on the table, or agree on a verbal
cue or hand signal. When players use this, the table has stumbled into
a topic or subject matter that makes a player uncomfortable at the
table. Without going into great detail, discuss if the story needs to be
rewound or edited, or have a chronological skip forward or something
else to bring the game back to something that everyone can enjoy.
Respect the new boundaries established at the table and continue with
the game.
Look over the founder playbook choices. It’s important to review the
founder playbooks before players pick them so that all players get an
idea of what they might want to play. Similarly, the information with
which founder playbooks are chosen might circle back and affect set‐
tlement choice. The players are playing major figures in their
community so their playbook choices will also drive the personality of
the settlement.
Ask extra questions about the dwarves. It’s important to get additional
context about the founders to set the stage for the game to come. You
should ask questions about the founders with the goal of determining
which founders have shared histories, why they were chosen to found
a new settlement, and what threats have the dwarves thinking of
home. Some prompts for the players include:
◆ Why were you chosen for the journey to the new settlement?
◆ Whom among the party do you know? What is your shared
history? What do you owe them?
◆ Name an NPC dwarf who is coming along and your relationship
with them.
◆ Which of the founders do you owe your life to?
◆ Which founder’s clan has a complex history with your own?
◆ Do you feel obligated to found this new mountain home, or is this
about your ambitions?
Be sure to get input from all players. The GM should ask questions
about the world from everyone, making sure that everyone gets to
speak. Even the GM should have a say over what the setting is like.
The dwarves will have brief roleplayed scenes with some of these
factions, where the founders learn who lives here, what their ideolo‐
gies are, and how they feel about the dwarves showing up.
For one faction per group member, frame a scene about a leg of the
journey to the mountain home. Narrate an interruption on their jour‐
ney. A small number of members of a faction should will have a
chance encounter with the founders. Before the conversation starts,
have a player do a 2D fortune roll to determine the first impressions.
Make sure every player gets a turn. This sets the mood and the topic
for the conversation. With the faction for the the GM, rather than
rolling, have a faction react poorly and set the faction status to -2.
◆ Critical: +1 status, the faction offers a gift of +1 treasure.
◆ 6: +1 status, the faction offers helpful advice.
◆ 4-5: 0 status, the faction announces its intentions.
◆ 1-3: -1 status, the faction gives a small warning or threat.
A faction might...
◆ Warn them about another faction they dislike
◆ Demand that the dwarves stay off their land
◆ Announce their ideology or intentions
◆ Force the dwarves to take a long way around
◆ Behave as though they’re planning on robbing the travelers
◆ Provide them with a better path forward
These scenes work as a tutorial, providing the players time to get used
to role-playing their characters, introducing the basic themes of the
game and the major parties in the new region, and offering some
practice with the dice-rolling mechanics. Make sure that the players
end these scenes with a clearer picture of how to play the game.
Name the new mountain home. This could be an old name from pre‐
vious occupants or something descriptive that the founders have
experienced. Start at settling (I) tier with a strong hold, 0 reputation
and 2 treasure.
A
s the GM, your role is governed by agendas and principles.
Although these aren’t as concrete as the rules for the players,
they are still rules. The GM’s toolkit below will highlight the
tools at your disposal when running a game.
Agendas
Play to find out: Play without a firm notion of what the story will
be. All the players have influence over the direction of the game.
Delight in whatever story the group arrives ends up with.
Bring the World to Life: Describe the world with the intent to
craft a living place. Name your NPCs and give them mannerisms and
goals. Mountain Home covers a long period of time, so illustrate the
sights, sounds, and moods of the changing seasons and years.
146
Principles
◆ Carve the World From Jagged Stone
◆ Speak to the Founders
◆ Consider Their Legacy
◆ Delight in Their Creation
◆ Shake the Foundations
◆ Challenge the Founders’ Unity
◆ Emphasize common personhood
Ask the players for context on their actions or their choices. What led
them to this moment? Ask how they know an NPC. Ask about their
guild members’ personalities.
When you ask the players questions, you’re asking them to use their
creative muscles. This can intimidate players who aren’t used to being
trusted with the game world. Ask leading questions to focus the
players’ creativity. Don’t ask, “What was your previous mountain
home like?” Ask, “what forced you to leave your previous mountain
home?” Ask, “what about the halflings here has kept them from find‐
ing allies?” rather than asking, “What are the halflings here like?”
Follow through
If you’ve telegraphed looming danger, follow through if the founders
don’t take the opportunity to deal with it. Sometimes this means
something within the scene, and sometimes this means filling a clock
that you’ve had on the sidelines for a while. Use the tools that you’ve
already been working with, from clocks to other factions’ statuses.
Almost always, the consequences from a partial success should hit less
hard than the consequences from a total failure. Similarly, high-risk
rolls should increase how hard the consequences hit the players.
Sometimes combinations of several lesser consequences can be a
reasonable substitute for a single major consequence. Where a player
might be disarmed on a normal-risk roll, their weapon might be
broken on a high-risk roll.
Consequence hardness
Risk: Low Medium High
Complication
This consequence means that the character may have gotten what they
wanted, but there is new trouble or danger. The GM might introduce
an immediate threat such as being caught red handed, a new enemy, a
tunnel cave-in, or item loss.
Lost Opportunity
There can be a lot of narrative weight resting on a founder’s shoulders
when they act. Sometimes this comes in the form of limited windows
of opportunity.
Lost opportunities might mean that the person selling the gem you
need wasn’t convinced by your attempts to bargain and sold it to
someone else. If you need it now, you’ll have to command the buyer to
give it up, or perhaps pilfer it.
Inflict Harm
An obvious consequence for a lot of action-oriented situations is
inflicting physical harm on the founders, their guilds, or their allies.
Founders have harm sections on their playbooks describing various
injuries and their penalties for themselves and their guilds. Any other
character in Mountain Home works differently — it’s entirely up to the
GM and the story. A tough NPC might have a clock describing its
health, whereas a weaker, less important NPC might be harmed once
and eliminated.
Clock rules
A clock has two parts:
◆ A name, which is a simple phrase describing the thing that
happens when the clock has all its segments ticked
◆ A circle divided into segments, which are ticked as the story
progresses towards the name coming into fruition
A clock name must signal a pending change to the story. If the
clock is about someone’s opinion of another group or character
changing, that person must act on it when the clock completes. If a
clock is about fighting a war, the war is over when the clock is filled.
Even though clocks are managed by the GM, clocks should always be
public information. Consider notecards, papers facing away from
your game master screen, or a public screen on your virtual tabletop if
you are playing digitally.
Clocks are meant to describe things that are happening in the world.
This means that if the world changes, the clock should change to
reflect that narrative element, too. If the world changes in such a way
that a clock no longer matters or that the situation has already come to
pass, update the clock. Remove the clock, tick more clock segments,
change the clock name, or clear some clock segments that were pre‐
viously ticked. It is far more important that your clock reflects the
situation in the story than that you work to match your story to
your clock.
Racing clocks: Use two clocks that cannot both be completed. The
first clock that gets completed wins. This could be two factions racing
to discover something or the strengths of two fighting forces.
Don’t be too specific. Use the clock names to describe looming prob‐
lems in an open-ended way. “King Magrek has had it with you” is more
interesting and more flexible than “King Magrek is going to harass
your traders.” Flexible or vague clock names also let the players’ imag‐
inations do some of the work for you.
Make clocks a regular part of play. Don’t hide clocks away or only
make them accessible during downtime and faction turns. Clocks
should become a natural, obvious tool at the table.
Leverage the whole world. Look beyond the expedition, the current
year and the settlement. Have clocks affect more than the dwarves’
immediate surroundings. Put the settlement, the dwarves’ reputation,
the land, and even other factions in peril.
Use clock length for pacing. When building clocks for a mission-
length objective, consider about two or three clock segments per
founder for a fast-paced mission. Four segments per player may make
for a longer mission. This is best split across linked clocks, or separate
clocks for optional goals.
Use more than player actions. Changing the clock with an action roll
means that the game world has changed. Changing the game world
can also mean changing a clock. This can mean deciding that clocks
have been completed when it seems fictionally appropriate even with‐
out action rolls to finish them.
Fortune Rolls
The GM makes fortune rolls to determine the impact of factions and
forces on the world.
Most typically, these rolls are done by rolling dice equal to the tier of
the faction or element involved. For instance, when rolling to see how
well a faction endures a famine, roll its tier. The most common
instance of the GM making fortune rolls is the faction turns. Fortune
Rolls for faction clocks tick clocks at the same pace as founder long-
term projects.
When a faction’s tier does not apply, consult the Determining tier
section on page TBD for concluding what tier something count as be
for a fortune roll. Add or remove up to one die for major changes in
advantage or disadvantage. Some variations of fortune rolls hit
harder for a larger-tier thing and affect the settlement. This includes
drought, famine, earthquakes, and other dangerous natural forces.
If you are using clocks to track expedition goals and danger, tune the
clock size with your players in mind. A single successful high-reward
roll can tick 3 clock segments, so a 6-segment clock could be completed
in just two rolls, but it could also take 6 low-reward actions to
complete. Failures might not contribute at all. Plan for about two seg‐
ments per success. Regardless of your primary objective clock size,
make sure that as complications arise, you provide all of your
founders with opportunities to take on challenges that fit their spe‐
cialties and interests.
Remember that clocks are both for tracking the state of the objective
and for tracking the state of the world. If the story has moved on from
a clock, clean it up or complete it when appropriate.
The Focus
When choosing what to focus an expedition on, consider your players'
stated goal and the obstacles that could stand in the way of it. Look at
the answers to the questions you may have asked earlier.
Ensure that all players have chances to act. Create at least one chal‐
lenge with each founder in mind so that all players have moments to
act. Adjust clock size (and sometimes difficulty) for importance to the
story, not realism. Have the challenges build in tension and stakes as
they get nearer to their goal. Present challenges that call into question
the dwarves’ goals, the opinions of others, and their ability to stand
together when challenged.
The End
At some point during the expedition, it will feel like the outcome has
been decided. While you should certainly roleplay any interesting
scenes, use a critical eye to consider if the expedition is at an end.
Consider allowing players to narrate their final moments, both
triumphant and tragic, as the expedition wraps up without involving
dice once the uncertainty about the objective is resolved.
Possible Outcomes
◆ A major change in faction status
◆ Resolving or canceling a faction clock
◆ A solution to an entanglement
◆ A major loan of resources or aid
Possible Outcomes
◆ Another faction’s resources
◆ Stopping a faction from completing a clock
◆ Reducing a faction’s tier or hold
◆ Change the opinions or beliefs of a faction
Possible Outcomes
◆ Access to new resources or passages
◆ Treasure
◆ Fill or resolve a clock
◆ Connector to or discover a new region
Possible Outcomes
◆ A new magical artifact
◆ A method of using an old or raw artifact
◆ Clearing clocks related to the artifact’s danger
Possible Outcomes
◆ New founders or guilds
◆ Treasure or increased supplies
◆ Information
◆ Political intercession on the founders’ behalf
The player and the GM should work together to make these things
have mechanical effects where possible.
Drawbacks
◆ Complex ◆ Rare
◆ Conspicuous ◆ Unreliable
◆ Consumable ◆ Volatile
The Invention Clock
Downtime invention clocks are assigned a size by the GM, where quick
inventions are 4 segments and complex inventions should be around 8
segments. When this clock is finished, the founder can create the item
using a single downtime action.
Players can spend 1 treasure or 2 stress after the roll to increase the
tier of the final creation by 1 any number of times.
1. The player and the GM discuss desired effects or what the player
can do with the dwarf’s known techniques, runes, and materials.
2. The GM states the minimum tier level of this item.
3. The player announces what special materials, techniques or runes
they will need to finish the project.
4. The player says what rare, strange or adverse aspects of this design
have kept it in obscurity, out of common usage.
5. The GM says what drawbacks the item has from the list above.
The player may discover that this process means that they do not have
everything they require at the moment to complete their smithing
project. If that were to happen, the determined factors about what the
item would do, quality, special materials, unique effects and
drawbacks will all still apply. It’s simply a matter of getting what you
need and choosing to do the downtime action later.
While you portray your NPCs, remember that they are not precious
resources to be kept safe. Involve the NPCs in the results of faction
clocks, action consequences, and more.
Oracles
The Oracles chapter is filled with oracles to spark creativity. Use these
during solo play to help inspire character and GM actions.
Repeat Entanglements
If an entanglement comes up too often and becomes uninteresting,
consider using the initial event (and how the founders acted) as
inspiration to continue where that event left off.
It may be necessary to skip some more detailed aspects of the first ses‐
sion such as rolling to create factions or reviewing the settlement
goals in detail.
Keep expeditions quick so that your group can focus on the world
changing and the intricacies of factional politics.
Methods
Speed Up the Worldbuilding
For convention games, select the settlement goal in advance. Consider
creating the world or premise ahead of time so that the players can
focus on learning to play. If you'd like to emphasize the worldbuilding
aspects of the game, prompt each of the players for a one-sentence
faction idea rather than rolling for details. This makes worldbuilding
more like a brainstorming session than anything mechanical.
Simplify Downtime
The results of downtime should affect the one-shot. Let players
choose what they want to build without a limiting list of buildings.
Improvise results of the buildings that take effect immediately, like a
brewery providing all the players some of the artisan's brews in their
next adventure.
Unless you are doing multiple yearly cycles, complete buildings and
claim exploration with a single roll. Use the outcome of the roll to
determine quality or complications rather than project progress.
M
ountain Home is a unique experience for every group. No two
worlds are alike. Some aspects of the world are enforced by
the rules, but there are times where the group is intended to
fill in the blanks. Any listed choices should serve only as examples for
the group. Your individual group may emphasize, tweak, or subdue
these elements depending on the playbooks, settlement type, and
interests the group has.
The group will have to decide how exactly various forms of magic
work, how other folks besides dwarves exist in the world, and how
much influence the founders have. Consider how the group’s various
answers will affect the stories the group tells and how it sets the tone
for the game.
182
Dwarven Life
Dwarves live in the inhospitable spaces between the earth and stone
underground. Over centuries, dwarves work collectively to shape the
inflexible earth into great cities. Mountain homes leverage the exper‐
tise and wisdom of their founding dwarves to make tough decisions
for the whole. These founding councils resolve disputes, solve prob‐
lems for their mountain homes, and are a uniting force for the
dwarves in the settlement.
Dwarves are long-lived. Many dwarves live to 500 years or older. They
think on a scope beyond that of their human players. Mountain Home
expresses that scale by extending play across decades. While the
dwarves underneath steadily toil, generations of the shorter-lived
people above desperately try to thrive through feast, famine, and war.
Portraying Dwarves
Dwarves are often portrayed as booze-soaked, unkempt, bearded
men. This is not the rule for dwarves in Mountain Home. There are no
rules on gender, gender roles, presentation, or facial hair. It’s up to the
group to determine exactly what place any of these things have in the
game. Make sure everyone feels included. Any reference to beards or
hair should be taken as flexible references to things such as dwarven
grooming or decoration.
Exploration Underground
The underground is complex and full of secrets: large caverns,
winding tunnels, underwater rivers, false walls, even mazes. There is
almost always something underground when dwarves explore, even if
it is slow going. When exploring underground, the founders likely
won’t need a fully-equipped mining expedition to find something
noteworthy: it can just be a matter of spelunking. Possibilities include:
◆ Ancient ruins fill the underground. Whatever kind of under‐
ground-dwelling folk who once lived here are long gone.
◆ There are strange beasts that burrow through the earth or inhabit
numerous natural passageways. Very few folks live down here
besides the dwarves.
◆ The many older versions of the world are buried on top of each
other, as though the surface world is constantly being pulled
underground.
Brewing
Dwarven brews grant magic effects to the imbiber far beyond the
stupor of the alcoholic beverages of the surface world. Whereas the
best-regarded mundane drinks may have complex flavors, a dwarven
Ragebrew pulls courage from the depths of the heart. A Mushroom
Ale grounds the drinker’s mind such that they can speak with stone.
◆ Dwarven brews are a rare, mild form of magic. Recipes provide
peculiar, limited magical results.
◆ Potions, regardless of their strength, take their toll on the drinker.
They are only taken in times of danger or need.
◆ Dwarven brews are potent, powerful drinks akin to potions, sought
after by folks across the world.
Rune Magic
Runecrafting is a form of magic unique to dwarves. Careful etchings,
often filled with rare metals, impart unique effects into the objects
upon which they rest. Runecrafting is a careful art that requires not
only the replication of shapes, but a deep understanding of the funda‐
mental properties of words, which dwarves infuse to magical effect.
Common rune designs stabilize tunnel walls, heat water, and alert
guards of trespassers. Some more legendary runemasters enchant
weapons, bind ancestors to stone, or create runes that spout forth fire.
◆ Rune magic takes hours if not days of painstaking work. Only
experts can make runes in the best conditions.
◆ Hasty runes still have power, but lack finesse or precision. They can
be used to solve a problem in a pinch.
◆ Rune magic is dynamic and fast, not unlike a wizard’s sorcerous
magic. Chiseling runes in advance is all that a dwarf needs to do to
have powerful magic at their fingertips.
Remnants
Cold humanoid constructs are sometimes found in the ruins of lost
civilizations, wandering alone across the floors of oceans, or laboring
away on impractical tasks. The remnants and their solemn labors have
perplexed all folks of the world. Some have tried to deconstruct the
remnants to understand them, but have been unable to pull apart
their stony shells. Some have tried to take advantage of their work,
only to have their buildings collapsed inward from Remnants stacking
all the load-bearing columns in the town square.
◆ Remnants are largely the things of folk tales, and only the most
well-traveled people have seen them.
◆ Remnants litter the entire world. While few people have found uses
for them, the magical civilization that left them seems to have been
everywhere.
◆ Many dwarves say that remnants are dwarven creations from a
bygone age, but there is no proof. Sometimes dwarves wander the
world looking for proof and ways to control them.
Our new settlement exists in a region that the group will work
together to create during the first session. Similarly, the group devel‐
ops some details about the founders’ original home region and some
other areas nearby the new mountain home. Regions are connected to
each other in a web of relationships, after they are created using the
instructions below.
Regions contain factions, who are the relevant groups in an area. They
might be small cults, roving bandits, city-states, or even an arm of an
empire extending into the area. These factions are a major force in
keeping Mountain Home lively and interesting.
Faction and region generation uses oracle dice: Roll a pair of distinct
d6s and use them to look up two layers of tables.
If any facts about a region change during the course of play, the region
should be updated. Use the facts about a region to inform and inspire
during play, but do not limit yourself to it.
Region
All regions have the following characteristics, which are each
explained on the following pages.
◆ Age: Collapse, Ambition, Conquest, Golden Age
◆ Pressure: Within, Without, Environment, Mystic Forces
◆ Multiple factions
◆ Dominant Terrain: Islands, Coastline, Wetland, Highlands, River
country, Plains, Forest, Desert/semi-arid
◆ Connected regions (and the nature of the connections)
Making Regions
During the first session, the players will learn about two primary
regions: the region containing their original homeland and the region
containing their new settlement.
1-3: 4-6:
1-3 Within 1-5 Without
4-6 Environment 6 Mystic
◆ Within: A powerful faction rises from within the region. The other
players may be scrambling to deal with the clearly ascendant
faction before it quickly overcomes its foes.
◆ Without: The faction causing pressure is from another region.
Their agents or armies are beginning to encroach and displace the
familiar folks.
◆ Environment: Drought, scarcity or some other great need is caus‐
ing concern. No one can take the prosperity of past times for
granted anymore.
◆ Mystic Forces: Arcane or forgotten things are awakening. This
could be incomprehensible weather events, mystic portals, unusual
creatures, or something more.
Too many powerful factions can make things more difficult for the
settlement. Lower-tier factions help reinforce the fact that these
regions are newly settled spaces without a long history of settlement.
In a region where the dwarves are going to be positioned as challenged
underdogs, increase the number of higher-tier factions.
The Age of the region may alter the tier of a single faction.
◆ Golden Age: Increase one faction tier
◆ Collapse: Reduce one faction tier.
For regions other than the mountain home’s region it is far less
important to detail every faction. Leave room to create factions later or
summarize one or two factions as a high level. Provide details when
they matter.
Dominant Terrain
The Dominant Terrain is simply a description of the typical terrain in
the region. This doesn’t describe the entire region, but it’s the average.
Use the terrain to get inspiration for environmental danger, what fills
the gap during travel, and the aesthetic of the location.
When generating a faction, use the various tables and lists below.
Faction:
◆ Name:
◆ Figureheads:
◆ Major Drive:
◆ Organization:
◆ Tier:
◆ Faction Clocks
During the first session, each of the players will contribute partial
information on a single faction. After the first session, this is mostly
done by the GM.
Name
The name of a faction should be generated last, once the faction has
been fully created. For inspiration, look to the faction naming oracle
on page TBD.s
1-3: 4-6:
1-3 Animal folk 1-4 Humanoids
4-6 Mythical folk 5 Magical folk
6 Unconventional
These lists are mere guidelines. If the group has ideas based on the
category label, use those instead. These lists are not exhaustive.
◆ Mythical Folk: Fomorians, minotaurs, giants, gnolls, troglodytes,
trolls, bugbears, centaurs, cyclops, mutant variant of humanoid,
ettins, kobolds, merfolk, ogres
◆ Animal Folk: Diverse folk, crab people, antfolk, otter people,
spider people, lizardfolk, frog people, turtle people, goat folks, fish
people, bear folk, wolf folk, jackal folk
◆ Humanoids: Diverse folk, humans, elves, orcs, halflings, goblins,
dwarves, gnomes, angel/devil-touched, firbolgs, were-folk
◆ Magical folk: Ents, undead, ghosts, vampires, mushroom people,
fire salamanders, dryads, fey, golems, a dragon
◆ Unconventional: Clockwork constructs, strange floating sentient
clouds, crystal creatures, remnants, living landscapes, oozes
1-3: 4-6:
1-4 Resources 1-3 Reputation
5-6 Conquest 4-5 Higher power
6 Knowledge
1-3: 4-6:
1-4 Mobile 1-4 Settled (+tier)
5 Exclusive 5-6 Secluded
6 Empire (+tier)
Tier
Faction tier describes the relative power, size, and capability of a
faction in the same way it describes the settlement. Consider the avail‐
able faction tiers in the region and assign a tier. If all factions tiers are
filled, feel free to choose any tier that’s appropriate to the concept. If
the faction is an empire or settled, use a secure or higher tier.
No faction may exist below tier 1. If a faction is ever reduced below tier
1, it is destroyed.
Clocks
Clocks describe the current activities and ambitions of a faction. Leave
the clocks section blank during faction creation, but be ready to add
clocks during the faction turns part of the game or at the end of the
session. The GM creates faction clocks using what the group learned
about the factions during the session. The faction oracles on page TBD
may be useful for getting ideas.
Claim Generation
When the players unveil a claim through the Discovery Process on
page TBD, use the tables below to determine the claim type.
The Mountain Home printouts are separate sheets for each new depth.
As the settlement goes deeper, add new sheets.
Surface - 1d6
1-2 Mountains
3-4 Hills
5 Forest
6 River
R
andom tables and oracles are both GM tools for providing
inspirational starting points when the group looks to the GM
to see what happens.
The random tables on names, items, and magic will aid a GM whose
group is looking to create items, and guide their players in crafting or
artifact-related endeavors.
204
Dwarf Personal Name Syllables
Roll two distinct dice to get a syllable. Roll as many times as feels
appropriate.
1 2 3 4 5 6
1 Er Az Lun Ur Ka Bor
2 Iz Druc Tul Ist Um And
3 Dur Dor Bur In Glo Rak
4 Rel Bur Reis Eth Hur Tur
5 Din Li Ith Ola Lo Sna
6 Im Ig Dar Yrn Thro Dwae
1 2 3 4 5 6
1 Ale Gravel Mountain Gold Spear Dust
2 Axe Stone Forge Oak Shield Shine
3 Pick Proud Hammer Bronze Coal Moss
4 Shovel Might Thunder Magma Stout Dark
5 Sword Honor Steel Sickle Red Blue
6 Pale Strong Copper Iron Black Strike
Discoverable Crops
◆ Whisper Weed: If two people take a bite from one of these
mushrooms, they mentally trade a secret.
◆ Eclipse Mushroom: A healing mushroom if eaten in the darkness
and a dangerous poison in the sunlight.
◆ Wicker Root: Something about wicker root’s fragile, dry roots
makes it very sensitive to sentient life.
◆ Glimmer Petals: Glimmer petals pull in magic from the
surrounding area into themselves to grow. They require no light or
even soil. The petals disable artifacts, spoil magic brews, and con‐
found wizards.
◆ Ruby Cones: These pine-like trees produce seed pods that are
nearly as hard as the rubies they resemble.
◆ Steelvine: Steelvine produces coils of tough, thorny vines that are
hard to cut and hard to navigate through. Planting steelvine is
likely to deter all but the most determined trespassers.
Miscellaneous Oracles
Combat Actions Consequences
1 Attack 1 Lost opportunity
2 Secure an 2 Complication
advantage 3 Reduced reward
3 Defend 4 Worse position
4 Taunt, converse, 5 Inflict harm
or goad
6 Resources or
5 Trick, intimidate clocks
6 Use the environ‐
ment
Faction Naming
Group Types
1-2 3 4 5-6
1 Conclave 1 Fiefdom 1 Guardians 1 Sodality
2 Assembly 2 Duchy 2 Company 2 Order
3 Collective 3 Kingdom 3 Band 3 Academy
4 Association 4 Union 4 Society 4 Clan
5 Custodians 5 Council 5 Guild 5 Enclave
6 Inheritors 6 Family 6 League 6 Wardens
Nouns
Noun
1-3 4-6 Descriptors
Goal Fallout
1 Requires
another’s land
2 Conflicting
ideologies
3 Breaks a promise
4 Threatens
balance of power
5 Require’s some‐
one’s resources
6 No fallout
Outside
4 Forces 5 Connections 6 Society
1 Corruption 1 Family 1 Community
2 Magic 2 Relationships 2 Trade
3 Religion 3 Allies 3 Language
4 Ruin 4 Protection 4 History
5 Nature 5 Debt 5 Promises
6 Disease 6 Love 6 Secrets
Actions
1 Hostile 2 Request 3 Alter
1 Intimidate 1 Convince 1 Craft
2 Attack 2 Command 2 Reinforce
3 Destroy 3 Beseech 3 Support
4 Assassinate 4 Infiltrate 4 Aid
5 Capture 5 Bribe 5 Secure
6 Defend 6 Manipulate 6 Change
Liminal
4 Civilization 5 Natural 6 Spaces
1 Hamlet 1 Den 1 Campsite
2 Town 2 Trail 2 Crossroads
3 Cottage 3 Ruin 3 Inn
4 Hovel 4 Nest 4 Ship
5 Academy 5 Watering hole 5 Port
6 Palace 6 Lair 6 Bridge
221 Index
Indulge Obsession 111. See Running the Game 146
Also Downtime Activities Safety 49, 134
Infuse 57 Scout 56
Inventions 173 Set Up 65
Isolation. See Trade Settlement 74
Items 72 Advancement 76
Journey 55, 102 Failure 75
Keeper 32 Type
Long-term Projects 110. See Buried Metropolis 83
Also Downtime Activities Exodus 85
Mountain 141 Lost Fortress 81
Negotiation 173 Mother Lode 87
New Year 101. See Also Phases Settlement Map 90
NPCs 177 Settlement Phase 109
Obsession 18 Shieldbearer 40
Oracles 204 Skirmish 56
Rolling 164 Special Actions 57
Phases 50, 100 Stonespeak 57
Playbook 15 Stress 51
Principles 147 Study 56
Protect Someone 65. See Supplies 71
Also Stress, Consequences Tend to Your Fellows 111. See
Region Also Downtime Activities
Generation 192 Tier and Hold 75
Reputation 77 Trade 112
Resisting Consequences 64. Train 111. See Also Experi‐
See Also Stress, Attributes ence, Downtime Activities
Dice Results 62 Treasure 77
Reward 60 Warden 44
Risk 60 Weariness 52
Runemaster 36 World Map 191. See Also
Runes 38, 206 Region
Running Expeditions 165.
See Also Expeditions
Index 222