| 2 | Slavers came to your village and burned it down, taking some of your people with them. Find them, rescue your people, and exact a terrible vengeance. |
| 3 | You seek the legendary ruin of T’elku Lhar, said to be somewhere out in the vast steppes of Kal-Arath. Every time you roll a dungeon encounter, roll 2d6. On 11–12, you’ve discovered T’elku Lhar. Add +1 to your roll for every other dungeon you’ve explored or discovered. |
| 4 | You are here to make a pact of allegiance with the mighty Demon Lord Akkai in Q’arzh — but to do so requires overcoming 3 challenges that kill nearly every applicant…or worse. |
| 5 | You track a member of the Ash’Hassim rumored to be traveling through Kal-Arath who killed a member of your family. |
| 6 | Your desire is to find a battle-barge carcass and restore it to glory, making a name for yourself as a warlord and conqueror of settlements across Kal-Arath! |
| 7 | A lone mystic holds the key to ridding your clan of a terrible curse from a lesser demon lord. |
| 8 | You are a hunter, stalking a legendary beast as your prey. Somewhere out in the grasslands, the glory of the kill awaits you. |
| 9 | Legend has it an ancient text known as the Nagha Scrolls are lost to time somewhere in a hidden monastery far from civilization — filled with arcane knowledge that many would do anything to obtain! |
| 10 | You desire more than anything to become a champion within the Black Legion, the dread force that serves Akkai. You’ll have to prove yourself by winning the Grand Tournament at the fighting pits. |
| 11 | Establish a thriving trading or smuggling ring by setting up routes and caravans across the Heart of the World…but bandits, reavers, thieves, beasts, and even giants stand in the way. |
| 12 | Somewhere in Kal-Arath lies the means to make the 10,000 coins you need to buy the services of the mercenary legion that will march with you back to your homeland and retake the kingdom from the bastard usurper who holds it now! |