✪ I Know This Place You’ve learned much about the Skysea on your travels. You start the game with one story about a place. A place could be a floating island, a settlement, a large skyship, or other large structures (or creatures) drifting through the Skysea, or even a local pattern of windcurrents. If you start a rest with no stories, you gain 1 story. You can gain more stories by learning certain Wanderer abilities. Keep track of your stories—both the ones you’ve told and the ones you haven’t told yet—on your hero sheet.At any point, you can tell the Guide a story about the place you’re in or are about to travel to. As long as your story doesn’t contradict any facts already established in the game’s fiction, the Guide incorporates it into the place’s features and nature. When you tell your story, the Guide decides (with your input) whether it’s a secondhand account or a memory.A secondhand account is something you’ve heard about a place from a reliable source, accurate enough in its contours but fuzzy in the details. When you tell a secondhand story, you give the Guide broad leeway to fill in those details. A memory is a story about something you experienced while visiting this place in person. When you tell the Guide a memory, you’re responsible for filling in the details—but the Guide can still determine that things have changed since you visited the place. Storytelling graciously. This ability makes for a role-reversal: you, not the Guide, get to describe the facts of a location! Use this ability thoughtfully: many Guides enjoy crafting their adventures and might have trouble incorporating a surprise twist. Give the Guide space and time to accommodate your story. Talk with the Guide and perhaps other players to flesh out details and connections, and be prepared to change your story if it risks short-circuiting the gameplay or doesn’t make narrative sense. The Guide, for their part, should try to accommodate your story as best they can, without neutralizing its benefit or advantage. This is meant to be a powerful ability that gives Wanderer players a spotlight for creativity. What’s your story? Use the following table of samples as inspiration for your story. You can pick one from the list or roll a d12 to determine one randomly, ignoring story ideas that don’t make sense and shaping the idea you choose to the particular location and circumstances of your adventure.Or you can invent your own story entirely. If you do, use the table as a guide for what facts or good fortunes can be established by this ability.