It’s going to happen. Your character does something very difficult, or risky, or interesting. Perhaps he's going to run up stairs while being chased by Marahh goons. Maybe she needs to discover which path her brother took through the forests of Vertumn. It could be something as simple as jumping up to reach the fire escape. At times like these, when the result of one of these sorts of actions really matters, in another game, you'd reach for the dice. In Aisling, you reach for your caern and draw.

A draw utilizes tokens in the colors of the spectrum to decide fate. It is called a draw because you'll draw those tokens out of a bag, instead of rolling dice like most other games. These tokens are called Motes, and all of these motes together are a caern. Each character has his or her own caern, with a unique make-up of colors. One player may have more green motes than another, for example, which means that his character is better at green sorts of things than another. Fundamentally, each character's caern is special to them, with unique probabilities. Each caern contains a number of motes of each of the colors, and one mote of the Fate color.

Outside of the game system, the draw represents the whole attempt to succeed at whatever conflict is at hand. It represents all the different ways you might try to accomplish the task, any help you get from friends, or hindrance from enemies, other circumstances that may improve or limit your chances, and all the skill, talent, and effort you bring to bear. And of course, that has an effect on the mechanics some too - the effect is described in this chapter.

The Spectrum - what the colors are, and how they relate to things you do
The Draw - how a basic draw is made
Tagging - Using Aspects to their furthest
Special Situations - other elements that can affect a draw