You are stepping into a dangerous turning of the Wheel. The campaign begins in the Two Rivers and follows the shadowed road toward the wider world. Describe what your character attempts, says, notices, or refuses to do. The GM describes the world and plays its people.
Rolls
When the result is uncertain and failure matters, roll 1d20 + the relevant ability modifier. DC 10 is easy, 15 challenging, 20 hard, 25 very hard, and 30 nearly impossible. A natural 20 brings an extra effect; a natural 1 creates a complication. With advantage, roll twice and keep the higher result. With disadvantage, keep the lower.
Not every conversation needs a roll. Roll when danger, uncertainty, or a meaningful consequence is present. A clever plan can lower a DC, remove the need for a roll, or change what failure means.
The world remembers
The campaign tracks the date, weather, time, location, experience, and major discoveries. The GM announces the Wheel of Time date and time at the start of each turn. A day of travel usually advances the calendar by one day, but danger and delay can change that.
Your choices
Known events may appear as pressure points rather than rails. The White Bridge still stands, the Queen's Blessing is in Caemlyn, and the Winespring Inn is in Emond's Field—but who reaches these places, what they learn, and what they leave behind belongs to the table.