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The Seeker

The Seeker — the bundled class portrait

A scholar drawn to the arcana and secrets of the ruined world that came before. The Seeker is the only class that begins play holding a major arcanum, which makes the Arcana tab your home tab.

You pick your arcanum at creation

During character creation you choose one:

  • The Hec'tumel Codex
  • The Red Scepter
  • The Staff of the Lidless Orb

Sled Dog adds it to your Arcana tab with one unlock requirement already marked — you didn't come by it yesterday.

How the Arcana tab works

An arcanum has two faces, and Sled Dog shows you one at a time.

Unrevealed, you see its outward description — what the object looks like and seems to be — and a list of unlock requirements. Tick them off as the fiction meets them. Some arcana ask for all of them; some say "fulfil any 2 of the following", and the card tells you which.

Revealed is your GM's move, not yours. When the requirements are met they reveal it, and the card flips: in comes its true name, its real description, and everything it carries. That grant is applied to your sheet automatically:

The arcanum grantsWhere it appears
MovesYour Moves tab, badged as arcana
A carried itemYour Inventory tab
A followerYour Followers tab

A revealed card carries cross-links to all of them, so you can jump from the arcanum to the move it gave you and back.

Only the GM can add, grant, or reveal an arcanum. Ticking requirements is yours.

Consequences

Revealed arcana carry consequences — the price of using the thing. Tick one as it comes due. Some consequences grant further moves when marked; Sled Dog warns you before applying those, because they're hard to undo.

Your background's grant

  • Patriot — adds Let's Make a Deal and asks you to choose your major arcanum.
  • Antiquarian — adds Polyglot, plus your arcanum choice.
  • Witch Hunter — see the background text on your Character tab.

Special possessions

You start with scribe's tools, then pick two: books & scrolls, a laboratory, paraphernalia, engineer's tools, trade contacts, or a distillery.

Books and paraphernalia reward specificity — tap ⋯ and write down which books. Half the Seeker's play is remembering that you own the answer.

Where things live

ThingTab
Your arcanum, its requirements and consequencesArcana
Moves it grantedMoves
Items it grantedInventory
Followers it grantedFollowers
Books, tools, laboratoryInventory

Ticking a requirement doesn't reveal anything — it tells your GM you're ready. The flip is theirs to make, and it's worth waiting for.