[This page is under construction, and will expand as the game is developed]
Hostility acts as a measure of how dangerous the Glowlands become, as PCs explore further into its depths. In practise, Hostility acts as a currency that you, the GM, can spend to raise the stakes and increase the danger that PCs face. You can spend Hostility at any time.
Spent Hostility refreshes at the start of each Chapter. When the PCs complete an expedition, reduce the Hostility by 10.
A roll should only be required when failure means something interesting will happen. Failed rolls should have consequences - at the very least, a failure should either raise the Hostility the players are facing by 1, or use up one or more Provisions. Otherwise, failure should have lasting consequences in other ways; failing a roll to negotiate can result in critical help being absent, or failing to cross a chasm can result in a dangerous fall and being swept off course by icy water.