Campaign Log

what carries over — kept by the GM, filled between sessions
This log handles everything that outlives a session: who exists, what they carry, what they owe, and which villages will open the door next time.

Session Log running record

The engine column is worth keeping honest — the generator is meant to vary it, and this is how you'd notice if it didn't.
#DateVillageContractEngine usedOutcome & who played
engines — old failure · racket · scapegoat · cheated bargain · displaced · ambition · kin · duty

The Roster every character in the pool

Open table: characters come and go. Keep them all here, retired and dead included.
CharacterPlayerClass / LvlOrderStated motivationXPStatus
Status: active · wintering · retired · missing · dead. Motivation can change — note when it does, and why.

Casters — Tier & Trial earned, not automatic

Reaching the level is necessary, not sufficient. Note what might be building toward a Trial so you recognize it when it happens.
CharacterTraditionTier heldTrial met?What it was, or what's building toward one

The Named magic item register

Nothing auto-identifies. Record what's actually been learned through use, not a yes/no.
ItemFound whereHeld byWhat's known so far

Village Standing who'll open the door

Episodic play still accumulates reputation. A village that got a clean result remembers; so does one that didn't.
SettlementScaleContract takenHow it endedStanding now
Standing: welcome for a season · grudging · paid and told to move on · barred · owed a favor

Bargains & Debts fey and otherwise

Every one of these is a future contract waiting to be called in.
Owed byOwed toStruck where / whenExact terms, in the words usedCalled in?
Write the terms verbatim. A bargain misremembered has killed more people in the Marches than every beast in the register.

Loose Threads & Recurring Faces unfinished

Who / whatFrom which sessionWhere it was left, and what might bring it back

Rumors Not Yet Followed

Each Parting seeds one. They keep until someone bites.
Heard where / from whomThe rumorFollowed?

Lasting Harm permanent injuries

From the Permanent Injury option at zero HP — a real, permanent loss of 2 points. Easy to forget; don't.
CharacterSessionAbility & lossHow it happened, and how it shows

The Buried

"You don't go alone. Not because anyone forbids it — because everyone in the room has buried somebody who did."
NameSessionHow they wentWho was there, and what was said

Retainers Kept On

Hirelings who survived and stayed. Loyalty carries between sessions; so do grudges.
NameRoleLoyaltyAttached toNotes

Downtime & Carousing

CharacterBetween sessionsRollResult, and anything it left behind

The Wider World

Slow-moving things the table half-knows about. Worth a line whenever one shifts.