Sight is the distance at which Characters can clearly see during a Trial, determined by the environmental tables below. A Character beyond another’s Sight range is Shrouded. Attacks on a Shrouded Character suffer −2 Might and −2 Aim.
Light sources remove Shroud within their radius; Characters within a light source cannot themselves be Shrouded and are visible to all. This is denoted by the Lore term ‘X” Light’, which means “Figures within X” of this light source may not be Shrouded.”
Before each Battle, roll on the following four tables in sequence to determine the baseline Sight for the Trial.
Season Table (1/4)
| D12 | Season |
| 1–3 | Spring |
| 4–6 | Summer |
| 7–9 | Autumn |
| 10–12 | Winter |
Time Table (2/4) — Baseline Sight
Roll D12 and read down your season’s column.
| Spring | Summer | Autumn | Winter | Result | Baseline Sight |
| 1 | 1 | 1–2 | 1–3 | Black Night | 0" |
| 2–3 | 2 | 3–5 | 4–7 | Gloom | 6" |
| 4–6 | 3–4 | 6–8 | 8–10 | Grey Light | 12" |
| 7–10 | 5–8 | 9–11 | 11–12 | Daylight | 18" |
| 11–12 | 9–12 | 12 | – | Full Sun | 24" |
Shifting Light Table (3/4)
| Spring | Summer | Autumn | Winter | Result | Sight Modifier |
| 1 | – | 1–2 | 1–2 | Gloaming | −6" |
| 2–3 | 1 | 3–4 | 3–5 | Cloudshade | −3" |
| 4–5 | 2 | 5–7 | 6–8 | Darkening | −3"/Turn |
| 6 | 3–4 | 8–9 | 9–10 | Muted | No change |
| 7–9 | 5–8 | 10 | – | Brightening | +3"/Turn |
| 10–11 | 9–10 | 11 | 11 | Favourful | +3" Sight |
| 12 | 11–12 | 12 | 12 | Clear Sky | +6" Sight |
Turning Weather Table (4/4)
| Spring | Summer | Autumn | Winter | Weather |
| – | – | 1 | 1–2 | Stormfront |
| 1–2 | – | – | 3–4 | Hail |
| 3–4 | 1–2 | 2–3 | 5–6 | Downpour |
| – | – | – | 7–8 | Frostbound |
| 5 | – | 4–5 | – | Deep Mist |
| 6 | – | 6–7 | 9 | Grey Drizzle |
| 7–8 | 3 | 8 | – | Low Thunder |
| 9 | – | 9 | 10 | Rising Gale |
| – | 4–6 | – | – | Close Heat |
| – | 7–8 | 10 | – | Clear and High |
| 10–11 | 9–10 | 11 | 11 | Windblown |
| 12 | 11–12 | 12 | 12 | Fresh Wind |
Turning Weather Entries
- Stormfront — Roll on this table twice and apply both results. “You have been forced to fight after the heavens have opened.”
- Hail — Characters experience −1 Aim (A). Characters who use three Move Deeds in the same Act suffer 1 direct damage. “White stones fall from the cloud’s teeth and drum upon helm and shield.”
- Downpour — Characters experience −1 Aim (A) and −1 Pace (P). “The heavens break open, and all things run slick.”
- Frostbound — Characters experience −1 Pace (P). Characters taking a fall suffer +1 damage. “A silver crust glitters where the cold has crept.”
- Deep Mist — Characters experience −3” Sight. Characters within 3” of water experience −1 Aim (A). “Mist coils along the earth, smothering sound and shape.”
- Grey Drizzle — Climb Deeds cost +1 this Battle. “A mild wet falls, dimming steel and softening footfall.”
- Low Thunder — Characters experience −1 Valour (V). “A warning roll shakes the air, though the storm holds its wrath.”
- Rising Gale — Characters experience −1 Aim (A) unless shooting within 6”. “Wind gathers its strength and sweeps the field.”
- Close Heat — Characters in Medium and Heavy Armour, or carrying Two Handed Weapons, lose −1 Pace (P). “The breath of the day turns thick; armour weighs like grief.”
- Clear and High — Characters ignore Difficult Ground this Battle. “The storm holds its breath, and the world stands bright beneath an open sky.”
- Windblown — Ranged weapons lose Close Fire advantage. Staff and Pole weapons give +1 Ward this Battle. “A lean, sharp wind cuts across the field.”
- Fresh Wind — High Ground benefits are doubled this Battle. “A brisk wind sweeps the doubt from the air.”