Insert: Arcana
What are arcana?
Arcana are magical items, places, or lore that provide power — but only if you spend the time and effort to unlock their secrets. They range from minor trinkets to world-altering artifacts.
Minor Arcana
Each minor arcanum is represented by a small card. The front shows what you can tell at a glance: what it looks like, what it seems to do, and the requirements to unlock its mysteries. The back shows what you gain when you meet the requirements: a new move, a follower, or a special ability.
Requirements often involve:
- Dedicated study (weeks or months)
- Finding rare materials (aetherium, rare herbs, ancient texts)
- Defying Danger to overcome risks (electrocution, madness, attracting unwanted attention)
You can share a minor arcanum with another character (PC or NPC), as long as it makes sense. They'll need to meet the requirements themselves — though your help might make it easier.
Major Arcana
Major arcana are more potent — and more dangerous. Each is a half-page insert with multiple moves or powers, plus a track of consequences.
- Front side: what you can tell at a glance, plus any initial mechanical benefit and how to unlock the mysteries.
- Back side (Mysteries): additional moves or options you gain access to when you unlock the arcanum's secrets.
- Back side (Consequences): a limited pool of checks you mark when the arcanum's moves tell you to, or when you roll a bust. Each consequence has a specific effect that makes things worse for you.
You choose which consequence to mark when one is called for. Consequences can only be marked once. They don't unmark. Using a major arcanum is a steady march toward self-destruction — or transformation.
Bust note: where a major arcanum's text calls for a consequence on a failed roll, that is the player's bust band in Rhune. Mark a consequence.
Finding arcana
Arcana are discovered through play — never purchased or traded for as mere goods. Methods of finding them include:
- Know Things — you might already know where something can be found
- Ask around, dig through records, consult spirits, pray for guidance
- Explore dangerous places — Maker-ruins, barrow mounds, strange groves
- Put the word out — merchants and contacts might bring opportunities
- Choose "interesting news" or "trade opportunity" as a seasonal gain
Unlocking mysteries
Do what the requirements say. If you're not sure how to meet a requirement, roll Know Things or Make a Plan with the GM.
Arcana are treasures that define campaigns. A single major arcanum can anchor an entire season's story. When you find one, treat it as a major event — research it, debate its use, and never trust that it's safe. The GM should present arcana as tempting but dangerous, with costs that are clear (or hidden) and consequences that matter.