Danger

Danger represents how risky it is for Heroes to occupy a specific POI, undertake a specific Quest and similar actions. Because their goals are usually opposite those of Heroes, it is generally good for an Old One to attempt to raise Danger when possible. Several methods for this exist, usually centering on the creation of modifiers on a relevant POI. For instance, installing an Orc tribe in some Ruins will make exploring those Ruins much riskier.

When Heroes consider an action, they use its public Danger value to assess whether they want to take the risk. If they do, they then contest against the private "real" Danger of the action to find the consequences. These can range from succeeding scot-free to death, passing through intermediates such as imprisonment, losing Will or taking Wounds. The public value is influenced by the real value, but is conceptually an estimate and as such can be underestimated.

Some boni can reduce the Danger of a quest or other action - for instance visiting the guildhouse of an Adventurer's Guild may provide advice and equipment that lowers the Danger of the Hero's next quest.

Because of the machinations of Fate, the Chosen One is functionally immune to Dangers not originating from the Old Ones. While they will not know this and assess risks as normal for their psychology, the Chosen One automatically succeeds where Old Ones aren't actively opposing them.