Relationship anchors
An anchor is any person, place, faction, or object your character has a meaningful stake in — something they'd fight to protect, or fear losing. Anchors give your GM a direct signal about where your character's stakes are.
Anchor types
There are four anchor types:
- Person — an NPC, world NPC, or another player character
- Place — a specific location your character is attached to
- Cause — a faction, ideology, sworn oath, or vow
- Object — an item or artifact that holds personal significance
Setting an anchor
- Go to your character profile in the portal.
- Click Add Anchor.
- Select the anchor type.
- Link to an existing world or backstory entity, or create a new one if it doesn't exist in the world yet.
- Set the bond strength from 1 to 5, where 1 is a background concern and 5 is something your character would risk everything for.
- Save the anchor. It appears in your anchor list and is visible to your GM.
"This matters most"
You can designate one anchor as your top priority. Tap the anchor and select This matters most. Only one anchor can hold this designation at a time.
This signal goes to your GM so they know where your character's deepest stakes are. No explanation is required — the designation alone communicates it. If your priority shifts during the campaign, you can move the designation to a different anchor.
What your GM sees
Your GM sees your anchor list, bond strengths, and your "This matters most" designation. They use this information to understand your character's stakes — not to spoil surprises, but to make sure the threats and pressures they build feel real to your character. If your character doesn't actually care about something, your GM knowing that is useful.
Your GM doesn't see anchor notes you mark private. Bond strength and anchor type are always visible to them.
Threat levels
As the campaign develops, your GM can set threat levels on your anchors. When an anchor is threatened, you'll see a threat indicator on it in your portal. This reflects that something in the world is putting pressure on that person, place, cause, or object — your GM decides when and how to surface this.
Anchor lifecycle
Anchors move through stages:
| Stage | What it means |
|---|---|
| Stable | No active threat; the anchor is present in your character's life |
| Threatened | Something in the world is putting this anchor at risk |
| Resolved | The threat has concluded — the anchor is safe, lost, or transformed |
Resolved anchors stay in your history. If a person you were anchored to died, that record remains. If a place was saved, that's recorded too. Your history of anchors over the course of a campaign becomes part of your character's story.
You don't need to have anchors set to play. But if you're finding that sessions feel disconnected from your character's concerns, adding anchors and communicating them to your GM is often the fastest way to fix that.
See also
- Your character portal — navigating the player experience
- Character arc log — recording moments that shape your character
- Backstory builder — weaving relationships into your backstory