A collaborative mythology game of memory, choice, and consequence

The dice spark it. You write the legend.

Roll seven dice, decode one encounter, and let your choices reshape a world that remembers what happened.

Roll the Spark
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Try it yourself

Seven dice. One roll. Your spark.

This is exactly how a session begins. Cast the seven dice of destiny and watch a spark of story take shape — right here, before you ever open the book.

What
d20
Where
d12
How Vivid
d10
Rarity
d%
Who
d8
Element
d6
Outcome
d4

From an actual Soul Journal

Every roll becomes a page

This is what a real spark looks like once it's written down — dice results decoded into a scene, a relic, and a note that stays with you.

The SoulSmith rulebook, seven dice, a brass compass relic, and an open Soul Journal page
The Hall of Echoes

Encounter: The Inventor

He builds objects that answer questions you haven't thought to ask yet.

Relic acquired — Compass of Better Questions: reroll one die, once per journey.

Notes: "Strength isn't the absence of fear. It's the decision that something else matters more."

Roll — 8 · 12 · 70 · 4 · 5 · 2

“You are not a hero with stats.
You are a soul with a story.”

Begin with nothing. Leave a legend.

How it works

Five moves, every session

No prep, no game master, no board. Just this cycle, repeated as many times as your story needs.

  1. I

    Roll

    Cast all seven dice to spark your encounter.

  2. II

    Discover

    The story reveals a place, a presence, a purpose.

  3. III

    Decide

    Make your choice. Ask your question. Shape the path.

  4. IV

    Converge

    Connect your story to others. Build the legend together.

  5. V

    Remember

    The world keeps track. Your past returns, evolves, and matters.

What you'll find

A world that remembers you back

Living Worlds

Real places woven into shared mythology — every table's discoveries add to the same map.

Relics That Evolve

Objects you find and carry, and that quietly change what's possible for you later.

Mysteries & Hauntings

Questions the dice raise on purpose — some meant to linger, unanswered, for sessions to come.

Companions & Allies

Presences you meet once and may meet again, remembered by the world, not just by you.

Scars That Teach

Marks left by hard choices — the cost of a legend, and proof you actually lived it.

Carry what you find

Relics & scars

What you gain shapes what's possible next. What you survive shapes who you become.

Sample Relics

Compass of Better Questions

Reroll one die, once per journey.

Mirror of First Truths

See one hidden detail in any situation.

Thread of Echoes

Once per session, ignore one negative outcome.

Sparkstone

Bank one roll. Spend it later to boost a future roll.

Sample Scars

The Doubter's Mark

Gain +1 Clarity when facing fear.

Fractured Memory

You forget one relic until it is reminded.

Burned by Truth

Gain Wisdom, lose Comfort.

Wanderer's Restlessness

You may not stay in one place too long.

Play your way

Alone, together, anywhere

S

Solo Journey

Deep personal exploration, one roll at a time.

F

Fireside

Gather around the table and build a legend together.

W

Wandering

Play in the real world, wherever you happen to be.

G

Gathering

Create epic shared events with a wider circle.

P

World Pulse

Shape the wider world together, session after session.

The soulsmiths were wanderers between worlds, forging meaning from chaos. They never sought power — only truth. Now the dice carry their spark. Will you heed the call?

“The dice don't decide your fate. They reveal the path you are ready to walk.”

Before you roll

Quick reference

The full system

Seven dice. One index. Infinite stories.

Everything the roller above does by hand, decoded in full on a single reference sheet you can keep at the table.

The SoulSmith Index Poster, showing the seven dice of destiny and how to decode a roll

Tap to view full size

Part game. Part therapy. All magic.

— Imagination Gamer

The most addictive game I've ever played with my mind.

— Tabletop Rebels