Arcadia: King Ironheart's Madness
(404/??? total cards)
Long Card Info
V0.404a 4/11/97
Arcadia: King Ironheart's Madness, and White Wolf are trademarks of White
Wolf, Inc. (c) 1996 White Wolf, Inc. All rights reserved. All card text
(c) 1996 White Wolf, Inc.
List compiled and organized by: Richard Uyeyama (ruyeyama@best.com)
Contributors: Richard Uyeyama
Donald Milne
Devon Sheppard
CHARACTER PACK CARDS: (199/??? character pack cards)
CHARACTER ICONS: (20/?? character icons)
Army Ant Platoon MSR: 2 1 3 Special: Swarm
You may exhaust a Merit to turn any Might or Combat Test or Trial
into a Resolve Test or Trial.
There is no "I." Only We. The Nest is most vital. The Nest
never ends.
Djinn (male) MSR: 3 2 2 Special: Dashing
You gain a +2 to any Savvy Test vs. a female character.
Do not bother me with your concerns. Life is about rising above
such petty things and living a full, engaging life. Allow me a loaf
of bread, a book of verse, and thou, and I shall show you what is
paradsise [paradise] enow [now].
Djinn (female) MSR: 3 2 2 Special: Sultry
You gain a +2 to any Savvy Test vs. a male character.
Do not bother me with your concerns. Life is about rising above
such petty things and living a full, engaging life. Allow me a loaf
of bread, a book of verse, and thou, and I shall show you what is
paradise enow [now].
Eshu (male) MSR: 2 3 2 Special: Rapscallion
Immediately after defeating any Savvy Waylay, you may move to any
adjacent League you haven't been on yet, ignoring the Enter
requirement.
We are wanderers. We love the land as we love our families, and
our taste for adventure and romance rivals that of any other folk.
Sit and hear a tale, and I shall tell you of a fight that must be
fought...
Eshu (female) MSR: 2 3 2 Special: Far Traveller
You do not need to roll Terrain Trials on any League you have already
visited during the current game.
We are wanderers. We love the land as we love our families, and
our taste for adventure and romance rivals that of any other folk.
Sit and hear a tale, and I shall tell you of a fight that must be
fought[...]
Fianna Garou MSR: 3 2 2 Special: Frenzy
You may exhaust 1 Resolve Ability to add 1 to your Combat rating for
the duration of a single fight against an opponent (no matter how
mant [many] tests).
I found my way to Arcadia years ago and have lived among my fae
friends enjoying the pleasures of the fur. Now the time has come to
fight, and seek out my place in legend.
Gremlin (male) MSR: 1 1 4 Special: SNAFU (Unseelie)
You may exhaust any Merit to automatically defeat any mechanical (or
cog) Waylay. Gremlins are always Unseelie.
Mischief is in our blood, but Ironheart's tolerance for our
mechanical pranks is low. He's made life a workaday hell, not
realizing that all work and no play makes Jack a real pissed off
Gremlin.
Gremlin (female) MSR: 1 1 4 Special: Machine Mastery (Unseelie)
You may make a Resolve Trial 6 immediately after defeating any
mechanical (or cog) Waylay. If you pass this Trial, you may use the
Waylay as an Ally in any Trial or Test in which it has an Attribute
rating on the following Day. Gremlins are always Unseelie.
Mischief is in our blood, but Ironheart's tolerance for our
mechanical pranks is low. He's made life a workaday hell, not
realizing that all work and no play makes Jack a real pissed off
Gremlin.
Kokua (male) MSR: 2 2 2 Special: Warrior (Seelie)
You may opt to Test again at -1 to your roll after losing any Combat
Test. This is done after you've exhausted a Merit for the failure,
and is not considered a re-test. Kokua must be Seelie.
We are the warriors of the Menehune, yet we see our path as one
of peace. Harmony is vital to the fullness of life. We are workers
toward that harmony.
Kokua (female) MSR: 2 2 2 Special: Fleet of Foot (Seelie)
When you successfully Enter a League and are not Waylayed, you may
exhaust any Ability to move 1 extra League, once per Day. Kokua must
be Seelie.
We are the warriors of the Menehune, yet we see our path as one
of peace. Harmony is vital to the fullness of life. we [We] are
workers toward that harmony.
Mechorg (male) MSR: 1 3 2 Special: Urban Cognition
You may disregard Enter and Leave Trials in City or Town Leagues.
A victim of Ironheart's experiments, I was forced into service
as a messenger in Mechopolis. I hated it, and I hated him. So I
quit.
Mechorg (female). MSR: 4 1 2 Special: Power
You may exhaust 1 Might Ability to re-test any Might Trial.
Once I was beautiful, a flower in my family's court. Ironheart
changed that. Now I shall use the unnatural strength he forced on me
to help in his destruction.
Naga (male) MSR: 2 1 3 Special: Mysticism
You may begin the game with 2 free points[,] or 4 free points of
Pyretics Arts. These points are not part of your basic starting
points and do not count towards your total points.
We are the ancient mysteries, the strangest magics. The
forgotten places are ours to roam. Do not cross us, for our humor is
likely beyond your understanding.
Naga (female) MSR: 2 1 3 Special: Witchery
You may begin the game with 2 free points[,] or 4 free points of
Imagery Arts. These points are not part of you basic starting points
and do not count towards your total points.
We are the ancient mysteries, the strangest magics. The
forgotten places are ours to roam. Do not cross us, for our humor is
likely beyond your understanding.
Racoon Pooka MSR: 1 3 2 Special: Scavenge
You may add 2 to your Quest Treasure rating. You may also
immediately pick up a Quest Treasure on the Day you enter the League
it's on, before encountering anything else on that League. This does
not count as your encounter on that Day.
Hey,[ ]c'mon, let's go! I know where we can find some neat
stuff, and some tasty snacks, and I know a Satyr hangout where we can
really have some fun! Oh, well, yeah, this is your sword...but
c'mon, let's go!
Renegade Cog MSR: 3 1 2 Special: Self-Repair
You may always recover 1 Ability in addition to the Rest listed on a
League.
Granted self-awareness to better oversee the slaves, I felt
guilt for my function in Ironheart's tyranny. I now fight my maker
and my own kind to make amends.
Selkie (female) MSR: 1 2 3 Special: Sleek
When on an [a] Lake, Ocean or River League, any Combat or Savvy Test
you lose is considered a stalemate.
We are dwellers on the sea and shore, and Ironheart's expansion
endangers both. Worse, he has used seal skins he has stolen to
enslave some of our folk, and for this he can never be forgiven.
Sluagh (male) MSR: 2 1 3 Special: Secrets
You may exhaust any Merit to subtract 2 from any 1 roll being made by
an opponent.
You ask me about myself and my people? Get away...we are the
keepers of secrets, not the givers of them.
Sluagh (female). MSR: 2 1 3 Special: Shadow Life
You may add 1 to any Tests or Trials on City Sewer, Ruins, Cave, or
City Wall Leagues.
You ask me about myself and my people? Get away...we are the
keepers of secrets, not the givers of them.
Triton MSR: 3 1 2 Special: Scuttle
You may move diagonally from League to League.
The sea is ours. Ironheart corrupts our domain with his filth,
and this shall not stand. It is past time to end his war against the
ways natural, and to take his very head off with our claws.
MERITS: (149/??? total merits)
Abilities (by Cost): (30/?? abilities)
4 Alert Resolve, Seelie
- +1 Resolve.
- Exhaust to add 2 to your score in a Resolve Test. This must be
done right before the Test.
(Drew Tucker)
4 Beguiling Savvy, Unseelie
- +1 Savvy.
- Exhaust to change a Resolve Test into a Savvy Test.
(Barb Armata)
4 Charming Savvy, Seelie
- +1 Savvy.
- Exhaust to add 2 to your score in a Savvy Test. This must be done
right before the Test.
(Mark Jackson)
4 Commanding Savvy, Unseelie
- +2 Savvy.
- Exhaust if defeated in a Savvy Test. This is in addition to the
normally exhausted Merit.
(Mark Jackson)
4 Creative Resolve, Unseelie
- +2 Resolve.
(Andrew Bates)
4 Discerning Resolve, Seelie
- +1 vs. all Resolve Trials.
- Exhaust to retest a Resolve Test.
(Leif Jones)
4 Ferocious Might, Unseelie
- +1 Might.
- Exhaust this card to add 2 to your score in any Combat Test.
(Tom Baxa)
4 Intimidating Savvy, Unseelie
- +1 Savvy.
- Exhaust to change a Combat Test into a Savvy Test.
(William O'Connor)
4 Persuasive Savvy, Seelie
- +1 vs. Savvy Trials.
- Exhaust to retest a Savvy Test.
(Tony Diterlizzi)
4 Rational Resolve, Seelie
- +1 Resolve.
- Exhaust to change a Savvy Test into a Resolve Test.
(Dave Fooden)
4 Robust Might, Seelie
- +1 Might.
- Exhaust this card to add 2 to your score in any Might Test.
(Mark Jackson)
4 Rugged Might, Seelie
- +1 vs. Might Trials.
- Exhaust Rugged to retest a Might or Combat Test.
(Andrew Goldhawk)
4 Stronger Than You Look Might, Seelie
- Exhaust this Merit and roll a die: 1: +0, 2-3: +1, 4-5: +2, 6:
+3. Add this number to your score in a Might Test or Trial. This
must be done right before you roll.
(John Matson)
4 Tenacious Might, Seelie
- +2 vs. Might Trials.
- Exhaust to retest a Combat Test.
(Andrew Bates)
4 Vigorous Might, Unseelie
- +2 vs. Might Trials.
- Exhaust to retest a Might Test.
(Steve Casper)
4 Wily Resolve, Unseelie
- +1 Resolve.
- Exhaust to change a Might Test into a Resolve Test.
(Steve Casper)
5 Berserker Might, Unseelie
- Exhaust this Merit and roll a die: 1: +0, 2-3: +1, 4-5: +2, 6:
+3. Add this number to your score in a Combat Test. This must be
done right before the Test.
(John Cobb)
5 Brawny Might, Unseelie
- +2 Might.
- Exhaust Brawny if you're defeated in a Might or Combat Test. This
is in addition to the normally exhausted Merit.
(Aaron Boyd)
5 Dignified Savvy, Seelie
- +2 Savvy.
- Exhaust if defeated in a Combat Test. This is in addition to the
normally exhausted Merit.
(Tony Diterlizzi)
5 Insidious Resolve, Unseelie
- +2 Resolve.
- Exhaust to examine a random Waylay from your opponent's hand.
(John Cobb)
5 Intuitive Resolve, Seelie
- +2 Resolve.
- Exhaust to add 2 to your score on a Combat Test. This must be done
right before the Test.
(Rebecca Guay)
5 Reflective Resolve, Seelie
- Exhaust to add 1 to your score in any Test. This can be done after
your roll.
(Jesper Myfors)
5 Seductive Savvy, Unseelie
- Exhaust to add 3 to your score for 1 Savvy Test only.
(Andrew Bates)
5 Svelte Savvy, Seelie
- +2 Savvy, +1 Might.
(Brian Dugan)
6 Cutting Humor Savvy, Unseelie
- Exhaust this Merit and roll a die: 1: -1, 2: +0, 3-4: +1, 5: +2,
6: +3. Add this number to your score in any Test. This must be done
right before the Test.
(Leif Jones)
6 Empathetic Savvy, Seelie
- +2 vs. all Savvy Trials.
- Exhaust to add 2 to your Savvy for the current Day.
(Jesper Myfors)
6 Endurance Reserves Might, Seelie
- +1 Might.
- Exhaust to add 3 to your Might for 1 Test only.
(Steve Casper)
6 Knowledgeable Resolve, Seelie
- +2 vs. Resolve Tests.
- Exhaust to add 4 to your Resolve for 1 Test only. This must be
done right before the Test.
(Steve Casper)
6 Naturally Aggressive Might, Unseelie
- +2 Might.
- Exhaust to change any Resolve or Savvy Test into a Might Test.
(Mark Jackson)
6 Shrewd Resolve, Unseelie
- Exhaust this Merit to add 2 to your Resolve for the current Day.
- Exhaust this Merit to retest any one Test.
(William O'Connor)
Advantages (by Cost): (20/?? advantages)
4 Disciplined
- You have studied long and hard and will forge on in the face of all
adversity. If you are ever beaten by 3 or more in any Test, you may
exhaust this card to immediately retest.
(Brian LeBlanc)
4 Explorer
- Exhaust this card to add 1 to your score against a Terrain Trial.
- Exhaust this card to examine any 3 League cards.
(Tony Diterlizzi)
4 Fleet of Foot
- You make jaguars look slow. Exhaust to move 2 Leagues instead of
your normal 1. You may not skip a League already containing a
Waylay, but your opponent may not play a Waylay against you until you
reach the second League.
(William O'Connor)
4 Ingenious
- By taking these two sticks, this vine, a wad of gum and 3 rocks,
you can make virtually anything. Exhaust to add 1 to your score in
any Test. This can be done after the test is made.
(Anthony Hightower)
4 Mechanical Knack
- You understand how Cog mechanics work. Exhaust to add 2 to your
score against any Cog Waylay.
(Tony Diterlizzi)
4 Misdirection
- I think I saw a guy riding off on your horse. He went thataway!
Exhaust this card and move your opponent 1 adjacent League in any
direction you choose.
(Adam Rex)
4 Nomad
- You are always on the move. Add 1 to your score against all League
Enter and Leave Trials.
(Steve Casper)
4 Streetwise
- Exhaust this Merit to add 2 to your score against any Tests and
Trials on any City League.
(Stuart Beel)
5 Ironheart's Trust (Unseelie)
- You've actually had positive dealings with Ironheart in the past,
and he still respects you. Little does he know that you're on a
mission for Lord Gamine! Cog Waylays reduce their scores by 3 when
you test against them.
- You may exhaust this card to take a Cog Waylay card in your League
and make it an Ally. This Cog 'Ally' may undergo 1 Test in your
place, as long as that Test matches the Cog's Test (i.e., a Combat
Waylay faces a Combat Waylay, a Savvy Waylay faces a Savvy Waylay,
etc.). After this Test, the Ally is discarded.
(Richard Thomas)
5 Lord Gamine's Backing
- Lord Gamine favors you. The Waylay Rating of any Quests you
undertake is reduced by 4.
(Mark Jackson)
5 Meditative Practice
- Inner reflection is the key to understanding the tangled web of
life. For do not the winds still blow even in the highest of
mountains? Do not the birds still sing after the rain is gone and
the sun has returned to the sky? Exhaust this card to recover all
your exhausted Abilities or Arts (one or the other).
(Rebecca Guay)
5 Stinking Rich
- The Treasure Rating of your Quest is +2.
- Because you are so rich, you may exhaust this to buy off any
Waylays or Leagues that ask for a Bag of Gold even if you don't have
one.
(Andrew Bates)
5 The Dance
- You have learned the graceful fighting arts of the Imps. You add 1
to your score in Combat Tests except when using any weapon.
- Exhaust to add 3 to any single Combat Test. The Dance cannot be
used this way if you are using a weapon.
(Ron Spencer)
5 Thick-Skinned
- Your skin has hardened to form a natural armor (you may still take
Armor as Treasure). Exhaust Thick-Skinned to change any of your
Combat defeats to a Stalemate.
(Stuart Beel)
6 Cheater (Unseelie) (cannot be used by a Seelie character)
- You don't have to fight fair to win. Exhaust this card to choose
the result of any one die roll you make.
- Cheater cannot be used by a Seelie character.
(Andrew Bates)
6 Dark Yeoman's Guidance
- The Dark Yeoman knows much that is happening and guides you on your
way. Exhaust to force your opponent to take the Waylay played on you
back into his hand as the Dark Yeoman works behind the scenes.
(Ash Arnett)
6 Favored by Ali'i
- Exhaust Ali'i to unexhaust up to 6 points of Arts.
(Mark Jackson)
6 Remorseless (Unseelie)
- Exhaust this merit to ignore any one Savvy Waylay for the next 2
Days.
(Ron Spencer)
6 The Great Caliph's Respect
- The great Djinn Lord will grant you one wish. Exhaust this card
and roll a die. 1-3 you can move your opponent to any League, 4-5
you move up to 3 Leagues away (your choice), 6 you recover all your
exhausted Arts, Abilities and Treasures.
(John Dollar)
6 Weapons Master
- You are quite skilled with implements of violence. Add 1 to your
score in all Combat Tests if you carry a weapon.
- Exhaust to add 3 to your score in any Combat Test if you carry a
weapon.
(Leif Jones)
Allies (by Cost): (20/?? allies)
4 Cog Steed MSRC: 4 2 2 3 MOUNT
- Cog Steed allows you to ignore the Enter or Leave Trial of any
Leagues you encounter this Day. Exhaust the Cog Steed if you use
this ability 2 Days in a row.
- Exhaust to add 1 to your score in 1 Might Test. This must be done
before you Test.
(Leif Jones)
4 Fairbanks, Eshu Pirate MSRC: 3 5 4 3
- As self-centered as he is, Fairbanks still knows the fight against
Ironheart is the good fight. Exhaust Fairbanks to [have him] enter a
Savvy Test with a character in an adjacent League. If Fairbanks
succeeds, instead of exhausting the opposing character's Merits,
Fairbanks steals one of their Treasures. This Treasure becomes yours
to use. If they have no Treasures, they exhaust a Merit of your
choice.
(Mark Jackson)
4 Kenu, Escaped Kokua Slave MSRC: 5 3 4 4
- Kenu can undergo a Might or Resolve Waylay in your place. This
exhausts Kenu.
(Anthony Hightower)
4 Murch, Renegade Gremlin MSRC: 3 4 5 3
- Murch is tired of working for Ironheart; he wants to break some
stuff. Exhaust Murch to add 2 to your score in any Resolve Test.
This can be done after the test is made.
- Murch adds 1 to any roll you make in which you are using a cog ally
or non-weapon Treasure.
(Tony Diterlizzi)
4 Twist, Redcap Urchin MSRC: 3 3 4 3
- Twist knows the ins and outs. Exhaust Twist to move up to 3
Leagues on consecutive City Leagues. You do not encounter the first
to Leagues, only the third. Roll a die after you move in this
manner. On a 1-5 Twist remains with you, on a 6 he runs off down a
dark allyway and is discarded for the rest of the game.
(Brian LeBlanc)
5 Army Ant Guides MSRC: 3 3 5 3
- The Ant Guides have intimate knowledge of the land. You may ignore
any Terrain Trials except in City, Town, River, or Ocean Leagues.
- Exhaust to add 1 to your score in a Combat Test as the Ants swarm
the opposition. This must be done before you Test.
(Andrew Bates)
5 Dask, Dragonkin Knight MSRC: 3 2 5 4 (Seelie)
- Dask has honor and pride honed to an art. Dask can undergo a
Combat or Resolve Test in your place. This does not exhaust Dask.
If he fails, however, he is exhausted.
(Ron Spencer)
5 Hermann, Boggan Scout MSRC: 4 4 4 4
- Though he rarely laughs, and is not the most sparkling of
conversationalists, Hermann can be counted on to get you through
dangerous terrain. Hermann subtracts 1 from any Terrain Trial
difficulty. This does not exhaust Hermann.
- Exhaust Hermann to add 2 to your score in a Test vs. a Waylay
played against you on any League without City Terrains.
(Jeff Holt)
5 Jack Hammer, Rehabilitated Cog Dragoon MSRC: 5 3 4 6
- Jack has come to despise his evil origins. Exhaust Jack to ignore
any one Cog Waylay for 2 Days.
- Jack can undergo any Might Test in your place. This exhausts Jack.
(Tony Diterlizzi)
5 Liberated Steam Sprites MSRC: 5 3 3 4
- These Steam Sprites are joyous to be free of their mechanical
enslavement. Exhaust to add 3 to the score of any Combat or Might
Test against another character. This must be done before you Test.
- Exhaust to add 2 to your score in any Combat Test. This must be
done before you Test.
(Rebecca Guay)
5 Lyya, Naga Mistress of Secrets MSRC: 3 5 6 3
- Lyya *knows*. You may exhaust Lyya when an opponent tries to use
an Art against you or the League you're on. Roll a die. On a 1[,]
the Art's effects take place normally. On 2-4, the Art is cancelled.
On a 5-6[,] Lyya absorbs the Art (your opponent retains the Art as
well) and you may now use it against your opponent at any time, even
if Lyya is exhausted. You may only use an absorbed Art once.
(Lawrence Snelly)
5 Selina, Alternative Sluagh MSRC: 3 5 4 3
- Selina is challenging the staid gothic ways of her people. Selina
can change a Combat Waylay into a Savvy Waylay. She will now undergo
the Savvy Waylay in your place. This exhausts Selina. If Selina is
defeated, roll a die. Even: she returns to your side exhausted.
Odd: she leaves you and is discarded for the rest of the game.
(Lawrence Snelly)
5 Sky Ray MSRC: 4 3 3 3 MOUNT
- The Sky Ray swoops from above, removing you from hazardous
opposition. If you lose a Test to a Waylay, you may retreat
immediately after exhausting, instead of waiting for the next Day to
do so. This exhausts the Sky Ray.
(Rebecca Guay)
6 al-Sidan, Djinn Assassin MSRC: 4 5 4 5
- You're lucky he's on *your* side. You may exhaust al-Sidan to have
him enter a Combat Test with any character within 2 Leagues of you.
If al-Sidan is victorious, your opponent must choose an Ally (if one
is available) as the Merit he exhausts, or discards if the only
available Allies are already exhausted. If your opponent has no
Allies, he exhausts 2 Merits. If al-Sidan is defeated, he is removed
from play.
(Lawrence Snelly)
6 Buster Zoltan, Human Mechanic MSRC: 5 4 5 5
- Buster knows his way around some cogs. Exhaust him to recover up
to 3 Cog Allies or up to 2 Treasures.
(Drew Tucker)
6 Griffin MSRC: 4 2 3 4 MOUNT
- Exhaust to move 3 Leagues. You do not encounter the first 2
Leagues, only the third.
- The Griffin can undergo a Combat or Might Test in your place. This
exhausts the Griffin.
(Doug Schuler)
6 Gurthdass, Troll Bodyguard MSRC: 6 3 4 6 (Seelie)
- The oath-broken troll becomes ever more grim, but his combat skills
seem to improve proportionally. Gurthdass can undergo a Combat or
Might Test in your place. This exhausts Gurthdass.
(Stuart Beel)
6 Maria, Satyr Poet MSRC: 4 5 5 3
- In any encounter with another character, Maria can encounter your
opponent in your stead; the Test becomes a Savvy Test and cannot be
changed. This does not exhaust Maria. If Maria wins the Test, your
opponent does not exhaust a Merit, but must face Maria the next day,
and may not retreat. This continues until Maria is defeated. You
may move freely while Maria engages your opponent. Once defeated,
Maria is discarded for the rest of the game.
(Tony Diterlizzi)
6 Mr. Briefcase, Human Magician MSRC: 1 2 3 2
- Mr[.] Briefcase has *all* the cards. At the beginning of your Day,
you may exhaust Mr. Briefcase to bring any 1 additional Merit of 4
points or less into play. If that Merit is ever exhausted, it is
removed from play.
(Andrew Bates)
6 Slammer, Triton Mercenary MSRC: 3 2 2 3
- Slammer loves carnage. Slammer has 4 points of Arts, that may be
used as if they were yours. Select these Arts before play begins.
- You may leave Slammer on a League and move him on each of your Days
1 League toward your opponent. If encountered, he acts as a Combat
Waylay. If defeated, Slammer is discarded for the rest of the game.
(Richard Thomas)
Arts (by Cost): (29/?? arts)
3 Side Track
- Exhaust to move another character's Base Camp [League] to another
location on the map for the duration of the Quest. The Base Camp may
not be moved more than 3 Leagues in any direction, and must meet
Terrain requirements as normal.
(Jeff Miracola)
4 Augury
- Exhaust to look at 3 Waylays in your Opponent's hand. Your
opponent must now play these 3 Waylays before he/she may play any
others.
(Jesper Myfors)
4 Burn & Boil
- Exhaust to add 4 to your Might in 1 Combat Test.
(William O'Connor)
4 Earthquake
- Exhaust to cause any one League to change its terrain type. Pick a
new League card at random and replace the League you wish to change
with it; Terrain requirements are ignored. Any Waylays or characters
on the affected League remain there.
(Andrew Kudelka)
4 Flood
- Exhaust to move your opponent 2 Leagues in the direction of your
choice. The opponent may not be Waylaid on the new League until his
next Day.
(Andrew Kudelka)
4 Holly Strike
- Exhaust to add 3 points to your Might for 1 Combat or Might Test or
Trial.
(Andrew Kudelka)
4 Insight
- Exhaust to ignore the Enter or Leave Trial on any one League.
(Barb Armata)
4 Mooch
- Exhaust to recover one of your opponent's Quest Treasures; this
counts as your encounter for the Day. You must be on the same League
as the Treasure to Mooch it. Your opponent may recover the Treasure
by defeating you in a Test of his/her choice; both characters must be
on the same League for this Test unless your opponent has a Merit or
ability that allows him/her to encounter you from somewhere else.
(Tony Diterlizzi)
4 Red Herring
- Exhaust to move one of your opponent's Quest Treasures to another
League. This must be played as your opponent is recovering the
Treasure.
(Rebecca Guay)
4 Tempest
- Exhaust to cause another character to miss his next 2 Days. That
character may make a Might Trial difficulty 7 to attempt to negate
this Art. If he passess he is unaffected.
(Andrew Kudelka)
4 Veiled Eyes
- Exhaust to avoid a Waylay for 2 Days. The Waylay remains on the
League and must be encountered if the [your] character stays on the
League past the second Day.
(Adam Rex)
4 Weaver Ward
- Discard to force another character into a Resolve Trial difficulty
7 when attempting to recover a Quest Treasure. As his encounter each
day, that character may test again to try to defeat the Ward. Weaver
Ward remains on the Treasure until defeated.
(Andrew Kudelka)
5 Captive Heart
- Exhaust to enter a Resolve Test against another character. If
successful you may force that character to either Rest without
recovery, or move 1 League in the direction of your choice.
(Jeff Miracola)
5 Earthshape
- Exhaust to move a League to another location on the map. The new
location must meet normal terrain matching requirements. The League
will remain there for 3 Days, then return to it's [its] original
location.
(Leif Jones)
5 Fate Fire
- Exhaust to increase the score or difficulty of another character's
next Test or Trial by 3.
- Exhaust to decrease the score or difficulty of your next Test or
Trial by 3.
(Anthony Hightower)
5 Mirage
- Exhaust as another character enters a League. That character must
now pass a Might Trial difficulty 6 before they can enter that
League. Mirage remains until the character succeeds or 3 Days pass,
whichever comes first.
(Andrew Kudelka)
5 Phantom Shadows
- Exhaust to force another character to encounter a Combat Waylay
with a Combat Rating of 5. If the character is defeated by the
Waylay, the character may move on, but the Shadows follow him and he
may not Rest until the Shadows are defeated. Phantom Shadows must be
played when the opponent's character first enters the League, instead
of [as] an actual Waylay.
(Andrew Kudelka)
5 Renewed Vigor
- Discard to recover all exhausted Merits. You may only use this Art
once per Quest.
(Brian Dugan)
5 Star Body
- Exhaust to create an ally of living flame to encounter one Waylay
for you. This ally has Might 5 and Combat 5.
(Andrew Kudelka)
5 Storm Clouds
- Exhaust to force another character to make a Resolve Trial
difficulty 6 in order to leave their current League. Storm Clouds
remain until the character succeeds or 3 Days pass, whichever comes
first.
(Andrew Kudelka)
5 Wind Runner
- Exhaust to fly 4 Leagues. You only encounter Terrain Trials or
Waylays on the League you finally enter. After moving 4 Leagues you
must pass a Resolve Trial difficulty 7 or become winded and spend
your next available Day Resting. If you Fail this Trial, you will
encounter any Waylays on that League before you may Rest.
(Jeff Miracola)
6 Charm
- Exhaust to redirect a creature Waylay towards another character.
The Waylay moves 1 League per Day towards that character. If the
Waylay re-encounters the caster of this Art, the caster must face it
in a Resolve Test. If the Waylay wins this Test, it will attack the
caster again. Waylays with no Resolve score are treasted as Resolve
1 for this Test.
(Adam Rex)
6 Elder Form
- Discard to assume the form of a Dragon for a number of Days
determined by a die roll. 1-3: 1 Day, 4-5: 2 Days, 6: 3 Days. The
Dragon's attributes are Might 7 and Combat 8; Resolve and Savvy
remain the same.
(Andrew Kudelka)
6 Flicker Flash
- Discard and make a Resolve Trial difficulty 7 to move instantly to
any League you have previously visited during this game. If you
fail, your Opponent may move you to a League of his/her choice.
Ignore Enter and Leave Trials when using this Art.
(Andrew Kudelka)
6 Geasa
- Exhaust to enter a Resolve Test against another character. If
successful, choose a League on the map that the targeted character
must travel to before he may resume his Quest. As his encounter each
day, the target may make a Resolve Trial difficulty 7 to dispel the
effects of this Art and resume his Quest.
(Leif Jones)
6 Inferno
- Exhaust to defeat any 1 creature Waylay.
(RATRAP)
6 Reweaving
- Discard to cause another character to change up to 4 points of
their Merits to new Merits of your choice. You must replace the
changed Merits with Merits of equal point value. A character may
only have this Art used on them once a game.
(Adam Rex)
6 Schism
- Exhaust to completely separate 1 League from the map. This League
is put to the side, but is still in play. Roll a die to determine
the number of days until the League rejoins the map, 1-3: 1 Day,
4-5: 2 Days, 6: 3 Days. If the character can fly, has a mount that
can fly, or uses the Art Flicker Flash, he may Enter or Leave the
separated League, or he may travel directly over the resulting gap in
the map.
(William O'Connor)
6 Shooting Star [errata: cost 3 on back]
- Exhaust this art and roll a die. Move as follows: Odd[,] move
left, Even[,] move right, the following numbe of Leagues: 1-2 = 2
Leagues, 3-4 = 3 Leagues, 5-6 = 4 Leagues. Ignore the Enter
requirement for the new League and any Waylays in the old League. If
this would put you off the map, then your character stays in place
and the Merit remains exhausted.
(Anthony Hightower)
Treasures (by Cost): (50/?? treasures)
1/2 Bag of Gold
- Gold can often be traded in cities or to Monsters.
Note: Bags of Gold only cost 1/2 a point. Points are always rounded
up for the purposes of balancing Merits with Flaws.
(Larry S. Friedman)
3 Flash Powder
- Discard to create an alchemical explosion of light and sound to
disorient everything in your current League. You may avoid Testing
with any creature Waylays or characters in your League and move
onward if able to do so this Day. Alternately, you may move past any
Waylays in this League if you move on your very next Day. You may
instead choose to Test with any of the Waylays or characters in the
League. Blinded opponents lose one die in Tests during the Day they
were blinded.
((Internationally Acclaimed) Jeff Holt)
3 Magic Beans
- Discard the Beans from play for the current game to plant the Beans
in your current League. The "beans" immediately sprout into gigantic
fruit-bearing vines. For the rest of the game, anyone resting in the
League with the vines and supping on their magical fruit may recover
all Abilities and Allies, however[,] all of their Flaws are recovered
as well.
(John Cobb)
3 Mechopolis Blueprints
- Exhaust to add 2 to your score in any Test or Trial while on a City
Streets, City Sewers, or City Skyway League.
- If you are a Knocker, you may always recover 1 Treasure during
normal recovery when on a City Streets or City Sewers League[,] in
addition to that League's normal recovery. Amazing what you can find
in the city.
(Drew Tucker)
3 Sewer Raft
- Ignore any Terrain Trials in City Sewer Leagues or when traveling
by River through any Leagues.
- You may move up to 3 Leagues per Day by River. Your movement stops
if you encounter a Waylay in any of the Leagues you pass through.
- While in any League other than [a] City Sewer or a River League,
subtract 1 from your Might rating to lug around the cumbersome raft.
Alternately, you may exhaust the raft and not suffer the penalty.
(Drew Tucker)
3 Ship in a Bottle
- Exhaust the Bottled Ship to magically enlarge it to full size for
one Day. You may use the ship to sail up to 3 adjacent Ocean or
River Leagues and ignore any Terrain Trials on those Leagues. No new
Waylays may be played against you except in your final League of
movement, however[,] your movement for the Day is halted if you
encounter any Waylays already in play.
(Andrew Kudelka)
3 Skeleton Key
- Exhaust the Skeleton Key to change any Waylay against a Cog
opponent to a Resolve Waylay.
- Exhaust the Skeleton Key to automatically pass any Terrain Trial in
City, Town or Castle Leagues.
(Anthony Hightower)
3 Spyglass
- Exhaust to examine any one League card adjacent to your current
League. You may add 2 to your score on any entry or exit Terrain
Trials if you immediately travel to the League viewed.
(Rebecca Guay)
4 Dem Bones
- To use this talisman of chance, you must exhaust Dem Bones after
any Test or Trial to reroll any or all of your dice.
(Jeff Holt)
4 Dreamcatcher
- [You may] Discard this card and leave it in your current League.
The next character to enter that League encounters the Dreamcatcher.
The Dreamcatcher throws up chimerical figures to confront and confuse
any who would pass by it. Treat it as a Savvy Waylay with a Savvy of
5.
(Andrew Kudelka)
4 Eshu Buckler ARMOR
- Exhaust to add 2 to your score in a Combat Test or to reroll your
lowest die. This can be done after the Test is made.
- Eshu may exhaust the buckler before a Combat Test is made to add 4
to their score.
(Jeff Holt)
4 Magic Carpet
- Exhaust the carpet to fly 3 Leagues in place of your normal
movement, ignoring the Leagues you pass over. The carpet has a mind
of its own however, and you must pass a Resolve Trial of difficulty 6
to properly command it. If you lose the Trial you do not have to
exhaust a Merit, however[,] instead of flying 3 Leagues to your
intended destination, your opponent may move you 2 Leagues in any
direction of his choice.
(Tony Diterlizzi)
4 Music Box
- The Music Box adds 1 to your score in any Savvy Waylay.
- If you are Seelie, you may exhaust to add 3 to your score in a
Savvy Test or Trial.
- Selkies may exhaust the music box to ignore any Creature Waylay for
2 Days. The Selkie can encounter anything else on the League or move
past the affected Waylay.
(Andrew Goldhawk)
4 Oyster Pearl Ring
- This rind possess[es] the ability to allow its wearer to breathe
water as well as air. When wearing this ring (unexhausted), you
automatically pass any Trials on Rive,r Sewer, Lake or Ocean Leagues.
(Jeff Holt)
4 Personal Dirigible
- The dirigible allows you to fly one League per Day. You may ignore
all Terrain Trials when flying between Leagues.
- If a Waylay is in the League you're flying over, you may avoid it
if you pass a Resolve Trial difficulty 7. You may not Rest or
encounter your Treasure if a Waylay exists in your current League.
(Andrew Kudelka)
4 Porta-Sphinx
- [You may] Discard this card and leave it in your current League.
The next character to enter that League must face the Sphinx golem.
The Sphinx enlarges and blocks the characters [character's] path.
The only way around is to successfully answer one of its riddles.
Treat the Sphinx as a Resolve Waylay with a Resolve of 5.
(Rebecca Guay)
4 Ring of Karma
- Exhaust the ring to add 1, 2 or 3 to your score in a Test.
Before you can restore the exhausted ring, you must first suffer some
bad karma for all the good karma the ring gave you. You must
successfully pass a Test or Trial with a penalty of twice the bonus
you recieved [received] when exhausting the ring (2, 4 or 6)
subtracted from your score to that test. You must adopt the penalty
before rolling for the Test.
Once the penalized Test or Trial is passed, the ring may be recovered
as normal.
(Andrew Goldhawk)
4 Rose-Colored Goggles
- Give everyone a rosy view of the world. The Goggles add 3 to your
Score in Savvy Tests.
- However, blinded with happiness, your will to fight is reduced.
Subtract 1 from your score in Combat Tests while wearing the goggles.
You may voluntarily exhaust the goggles before Combat to avoid this
penalty.
(Jesper Myfors)
4 Rust Bucket
- Exhaust to add 3 to your score in any Combat or Savvy Test against
a Cog or Mechorg opponent.
- Discard the Rust Bucket to free the water elemental trapped inside
and it will reward you with glamour. You may immediately recover any
2 Arts.
(Drew Tucker)
4 Sands of Sleep
- You may discard this card when you encounter a character or a
creature Waylay. This causes the target to fall into a deep sleep
and cannot move [be unable to move] or be encountered for 3 Days.
- A Fianna Garou equipped with the Sands of Sleep only has to exhaust
it to use it, instead of discarding it.
(Brian LeBlanc)
4 Sluagh Shadow Shoes
- Exhaust the shoes to immediately retreat from any creature Waylay
you encounter without testing.
- Sluagh may use the shoes as above without exhausting them.
(Lee M. Fields)
4 Sooper Gloo
- [You may] Discard this card and leave it in your current League.
The next character to enter that League will get stuck in the Gloo.
Treat the glue as a Might Waylay with a Might of 3. Characters
losing a Test with the Gloo do not have to exhaust a Merit, but are
stuck and cannot retreat. They must Test again each Day at one
higher Might (Might 4 on the second Day, Might 5 on the third Day,
etc.) as the Gloo dries around them[,] until they break free.
(Stuart Beel)
4 Springheel Jack
- [You may] Discard this card and leave it in your current League.
The next character to enter that League encounters Springheel Jack,
who pops forth from hiding, razors whirling. Treat Springheel Jack
as a Combat Waylay with a Combat of 5.
(John Cobb)
4 Steam-powered Flight Rig
- Exhaust to fly 2 Leagues for your Day's movement. You may ignore
enter and exit Trials during movement. You may attempt to fly
additional Leagues, but the Flight-Rig is not very reliable. You
must exhaust a Resolve Ability for each additional League you wish to
travel. You may not Exhaust more than 2 Resolve Abilities in this
fashion.
- Renegade Cogs or [and] Mechorg characters may Exhaust up to 3
Resolve Abilities instead of the normal 2.
(Mark Jackson)
4 Storm Maker
- Exhaust the Storm Maker to crank up a Storm in any League of your
choice. The Terrain Trial difficulties for that League are increased
by 2 while the storm lasts. Also, for each Character in the stormy
League, roll a die. On an odd number, the character or Waylay is
struck by lightning and must Pass a Might Trial difficulty 7. If he
fails he must exhaust 2 Merits or recover 2 Flaws (opponent's
choice). The Storm lasts for 2 Days[,] not counting the Day during
which it is played.
(Stuart Beel)
5 Army Ant Kommando Kit
- This kit has everything an Army Ant needs to survive. Survival
equipment, rations, and extra weapons are included to make any Army
Ant feel a little more comfortable fighting the good war against King
Ironheart.
- Army Ants add 2 to their score when encountering any Combat Tests.
- If defeated, you may exhaust the kit to retest a Combat, Might, or
Resolve Tests or Trial.
(Brian LeBlanc)
5 Barnacle Armor ARMOR
- Exhaust to add 3 to your score in any Combat Test. This can be
done after the Test is made.
- Tritons may add 2 to their score in any Combat Test after the Test
is made, without exhausting the Barnacle Armor, however[,] the
results of the Combat cannot be better than a stand off [standoff]
for the Triton (treat wins as ties).
- Tritons may exhaust the armor to add 4 to their score in any Combat
Test after the Test is made or to reroll their lowest die.
(Andrew Goldhawk)
5 Blade of Cold Iron WEAPON
- Against Cogs or Mechorgs, this weapon adds 2 to your score in any
Combat Test. Against all other opponents, the blade adds 3 to your
score in any Combat Test. If you win a Combat Test against another
character, they must exhaust 2 Merits.
- Whenever the Blade of Cold Iron is unexhausted, all of your Arts
stay exhausted and unusable. All characters except Humans and
Renegade Cogs must also roll a Might Trial difficulty 6 any time the
blade is used in a Combat Test. If the character fails this Trial,
the Blade is exhausted.
A character may not normally benefit from more than one weapon at a
time.
(Brian LeBlanc)
5 Bliss Camp
- Exhaust to pitch a magical tent, complete with chimerical servants
to satisfy your every desire. When resting, you may ignore your
League's Rest and instead recover any 2 Merits (except Bliss Camp)
when you spend the night in your Bliss Camp. However, the camp is so
nice who would want to leave? On your next Day after using the Bliss
Camp, you must pass a Resolve Trial difficulty 6 to do anything but
rest again that Day. You must attempt the Trial each Day until you
pass the[] it. Once passed, you may pack up the camp and move on as
normal that Day.
- The Resolve Trial difficulty to leave the Bliss Camp is only 5 for
Eshu.
(Barb Armata)
5 Blood Key
- Any League you are on cannot be affected by Arts.
- When an Art is used against you, you may exhaust the Blood Key and
roll 2 dice. If you [your] roll exceeds the point cost of the Art,
you are not affected by it.
(Brian LeBlanc)
5 Chainblade WEAPON (Req: Unseelie character)
- The Chainblade adds 2 to your score in Combat Tests. This does not
exhaust the Chain Blade.
- Exhaust to automatically pass any Might or Resolve Forest League
Trials.
- Exhaust to add 4 to your score in a Combat Test.
- Forest based Waylays add 3 to their score in any test against you.
Only Unseelie characters may use the Chainblade.
A character may not normally benefit from more than one weapon at a
time.
(Stuart Beel)
5 Djinn Scimitar WEAPON
- The Scimitar adds 2 to your score in Combat Tests. Whenever you
lose a Resolve Test, you must exhaust the Scimitar in addition to the
merit normally exhausted.
- Exhaust a Might Ability and the Scimitar to have the Scimitar add 4
to your score in a Combat Test.
- Djinn may exhaust the Scimitar to add 5 to their score in any
Combat Test.
A character may not normally benefit from more than one weapon at a
time.
(Tom Baxa)
5 Flame Lance WEAPON
- The Flame Lance adds 2 to any Combat Test.
- Exhaust to have a Combat rating of 5 for any one Combat Test. Add
your Combat Test roll to the Flame Lance's rating of 5 instead of to
your own Combat rating.
(Andrew Kudelka)
5 Gremlin's Tools
- Exhaust to recover any or all of your Treasures other than
Gremlin's Tools after defeating any Cog or Mechorg opponent in a
Combat Test.
- Gremlins may exhaust to change any Combat or Might Test against a
Cog or Mechorg opponent into a Savvy Test. "Rather than beating me
into snot, how 'bout I give you a tune-up?"
- Exhaust to force any Cog or Mechorg Waylay to only roll one die
when facing you in a Test.
(Leif Jones)
5 Lodestone
- The magnetic effects of the Lodestone wreak havoc on the sensitive
mechanics of Cogs and Mechorgs. When encountering Cogs or Mechorgs,
halve their highest die (rounding down) in any Might or Combat Test
against you.
- You may exhaust the Lodestone to find your Treasure in a League
even if you encounter a Waylay or a Rest.
(Dave Fooden)
5 Monkey Wrench
- Add 2 to your score in any Test against a Cog or Mechorg opponent.
- Exhaust the Monkey Wrench to force any Cog Waylay you encounter to
ignore his highest die when testing against you. The Waylay's score
will be the total of its attribute plus the lower die. You may
exhaust the Monkey Wrench after you roll.
(Andrew Kudelka)
5 Naga Fangspear WEAPON
- Add 2 to your score in any Combat Test while using the Fangspear.
- If you win the Combat Test, you may exhaust the spear to deliver a
poisonous wound to an opposing Character. While poisoned, the
opponent must pass [face] a Might Trial difficulty 6,[] at the end of
each of the[] his/her Days. If he/she passes the Trial, the poison
is overcome, if he/she fails, he/she must exhaust a Merit and make
the Trial again on his/her next Day. If he/she fails twice, he/she
loses one die from all Tests until the poison is overcome. Multiple
poisonous wounds are not cumulative.
- Naga may exhaust a Might Ability instead of the Fangspear to make
poisonous attacks with it.
A character may not normally benefit from more than one weapon at a
time.
(John Cobb)
5 Pooka Mask
- Anyone other than Racoon Pookas add 2 to their score on any Savvy
Tests, but must subtract 1 from their score on any Resolve Tests
while this Treasure is unexhausted.
- Racoon Pookas add 3 to their score on any Savvy Test[s].
- The sly qualities of the Pooka Mask allows you to exhaust this card
and face a character in a Savvy Test. If you are victorious, your
opponent is not defeated, but instead heads off in a direction you
specify for his/her next 2 Days.
(Brian LeBlanc)
5 Repeating Crossbow WEAPON
- Before rolling any Combat Test, you may exhaust the Repeating
Crossbow to make three preliminary Combat Tests against your opponent
or any one Combat Waylay. These Tests are done with the Crossbow's
Combat raing of 3 versus your opponent's or Waylay's Combat rating.
If you lose any of these tests, treat the result as a Stalemate
instead. If your opponent or Waylay is still around after the three
bolts have been fired, you must engage them in a standard Combat
Test.
A character may not normally benefit from more than one weapon at a
time.
(Brian LeBlanc)
5 Selkie Sealskin ARMOR
- Exhaust to add 3 to any Combat Test. This can be done after the
Test is made.
- Selkies gain 2 Savvy and 1 Resolve.
(Brian LeBlanc)
5 Sharktooth Sword WEAPON
- Add 2 to your score in Combat Tests. If you are ever beaten by 5
or more points in a Combat Test where you used the sword, discard the
sword from play for the rest of the current game.
- Kokua may add 3 to their score in Combat Tests when using the
Sharktooth Sword.
- Exhaust the Sharktooth Sword to reroll your lowest die in any one
Combat Test. You may choose to do this after you roll.
A character may not normally benefit from more than one weapon at a
time.
(Brian LeBlanc)
5 Wind Pistol WEAPON
- Exhaust to move the Cloud City League 2 Leagues in the direction of
your choice.
- Exhaust to blow a character or Waylay in an adjacent League 1
League further away from you (in a straight line). The victim
ignores any Terrain Trials.
- Exhaust to move 1 extra League if you're currently on an Ocean
League.
A character may not normally benefit from more than one weapon at a
time.
(Dave Fooden)
6 Bradburr's Mighty Pen
- +2 to Resolve.
- Exhaust when another character chooses to encounter you. You may
choose the type of test instead of your opponent.
(Jeff Holt)
6 Cog Exoskeleton
- Add 3 to your Might and subtract 2 from your Savvy while wearing
the Exoskeleton. If you lose a Might or Combat Test while using the
Exoskeleton, the exoskeleton must be the Merit you exhaust.
- Exhaust the Cog Exoskeleton to reroll your lowest die and force
your opponent or Waylay you are encountering to reroll their highest
die in any one Might or Combat Test.
- To unexhaust the Exoskeleton, you must pass a Resolve Trial of
difficulty 7.
(Ron Spencer)
6 Cog Hunter
- A fiendish experiment of Ironheart's War Fack Tories, the Cog
Hunter is essentially a homing missile. Place the Cog Hunter on any
League of your choice. All characters and Waylays on that League
must make a Combat Test against the Cog Hunter. The missile has a
Combat of 8. If nothing is in the League when the Cog Hunter gets
there, the missile remains in play until any character moves into the
League and defeats it. The Cog Hunter is encountered before any
other Waylays are played on the Day a character enters its League.
(Drew Tucker)
6 Cog Tank
- You may replace your Combat rating with the Cog Tank's Combat of 6
for any Combat Test. If you lose a Combat Test using the tank, the
tank must be the Merit you exhaust.
- Exhaust the tank to fire its main cannon at a target Waylay or
character in an adjacent League. Roll a Combat Test against the
target, using a Combat rating of 5 for the Cog Tank's artillery fire.
If you lose the Test, treat the result as a Stalemate instead.
(Brian LeBlanc)
6 Egg of the Wyrd
- Discard the Egg to hatch it into a creature who will face any
Combat or Might Test in your stead. Choose any Combat or Might
Creature Waylay of Rating 5 or less from your cards and bring it into
play. At the end of the Day it is immediately removed from play.
When summoned [When you hatch the Egg], you may exhaust Arts to keep
the creature in play for additional Days. Any Arts exhausted when
the creature is summoned will keep it in play (as your Ally) for two
additional Days per Art exhausted.
(Dave Fooden)
6 The Giant's Third Eye
- This magical gemstone allows you to see into the future. Exhaust
the Third Eye to gaze into the future up to 3 Days away. If you are
encountered in any of those days and are defeated, you may
immediately retest once without exhausting anything since you had
seen the encounter through the Eye. If you are defeated a second
time, you must exhaust a Merit as normal.
(Jeff Holt)
6 Little Hammer God
- The Little Hammer God adds 3 to your score in any Might Test or
Trial. However, whenever the idol's bonus helps you pass a Test or
Trial which you otherwise would have failed, you must exhaust a Merit
(other than Little Hammer Got) to placate Little Hammer God.
- You may exhaust the Little Hammer God right after any Might Test
and roll two dice to determine the outcome. 2: Ignore your highest
die. 3-5: add 4 to your Score. 6-8: reroll your lowest die. 9-11:
ignore your opponent's (or Waylay's) lowest die. 12: halve your
opponent's (or Waylay's) total Score.
(Daniel Gelon)
6 Shrink Lamp WEAPON
- Exhaust the Shrink Lamp to halve the base Attribute of any Might or
Combat Waylay you encounter.
- Discard the Shrink Lamp to automatically defeat any one Might or
Combat Waylay you encounter as you shrink the Waylay down to a
miniscule size and squish it.
A character may not normally benefit from more than one weapon at a
time.
(Brian LeBlanc)
FLAWS: (30/?? total flaws)
Curses (by Cost): (10/?? curses)
4 Anal Retentive
- Your attention to minute detail is staggering. You must always
recover Treasures before any other Merit if the option is available.
If you have a Treasure exhausted, you must immediately head to the
nearest league which offers Treasure recovery as a rest and spend a
day regaining your Treasure.
(Andrew Bates)
4 Cogophobia
- How you fear those infernal machines! You suffer -2 to any Tests
against Cog Waylays.
(Anthony Hightower)
4 Despised
- Was it something you said? You have done something to invoke the
displeasure of the residents of Arcadia. Stalemates become losses
for you in all Savvy Tests, and you may never retest Savvy Tests.
(John Cobb)
4 Ill-Prepared
- Either due to forgetfulness or impetuosity, you cannot get all your
faculties together. Your Treasure Rating on any Quest you undertake
is halved, rounding down. Treasure Ratings of 1 are treated as 0.
(Rebecca Guay)
4 Useless Sycophant
- You have a travelling companion who is more hindrance than help.
Your opponent may exhaust and discard this Flaw at the beginning of
any Day. If he/she does so, he/she may also exhaust 2 of your Merits
of his/her choice. This Flaw can never be used to force you to
*discard* a Merit, however.
(Dave Fooden)
5 Clumsy
- It's a good thing your head's stuck to your neck, otherwise you'd
drop it. Any time you wish to use a Treasure, you must first pass a
Resolve Trial, with the difficulty equal to the point value of the
Treasure. If you fail, the Treasure is exhausted without effect.
(William O'Connor)
5 Jabbermouth
- You talk so much that everyone knows what you're up to. At the
beginning of your opponent's Day, you must tell him which League you
plan to visit and what you plan to do there on your next Day.
(Brian LeBlanc)
5 Overconfident (Req: Ally)
- You can do it all by yourself! You may only have 1 Ally Merit at
any time, whether it is exhausted or not.
- Your opponent may begin the game with this Flaw Exhausted. If
he/she does so, he/she may place your Ally under any League, like a
Treasure, which you must then find to gain any benefit.
- You must have an Ally to take this Flaw.
(Leif Jones)
6 High Anxiety
- Trouble always comes your way in droves. Your opponent may exhaust
this Flaw and play 2 Waylays on you, instead of the normal 1.
(Drew Tucker)
6 Possessed
- Other forces sometimes control your faculties while you can only
look on helplessly. At the beginning of each Day, make a Resolve
Trial against a difficulty of 5. If you fail, your opponent may take
control of your character for the Day, and may even Waylay you while
he is in control.
(Stuart Beel)
Enemies (by Cost): (10/?? enemies)
1 Army Ants
- You may as well be a picnic. Army Ants swarm whenever they see
you. All Army Ants add 1 to their score in any Tests against you.
(Brian LeBlanc)
1 Eshu
- This well-travelled race brings scathing tales of your mistakes
wherever they travel. All Eshu add 1 to their score in any Tests
against you. You may only take this Flaw once.
(Leif Jones)
1 Gremlins
- This mechanically inclined race can become quite a liability if you
upset them. All Gremlins add 1 to their score in any Test against
you.
(Rebecca Guay)
1 Kokua
- The jungle folk bear no love for you. All Kokua add 1 to their
score in any Test against you.
(Brian Dugan)
1 Naga
- The Naga make bitter and long-lived foes. All Naga add 1 to their
score in any Test against you.
(Daniel Gelon)
1 Sluagh
- The ire of the Sluagh, once aroused, is not easily erased. All
Sluagh add 1 to their score in any Test against you.
(Stuart Beel)
4 Gurthdass
- The oath-broken Troll Gurthdass has never particularly cared for
you. If you have him as an Enemy, he is a part of your retinue, but
will not fight as well as he can, effectively converting any of your
Combat stalemates into losses. You may not take Gurthdass as an
Ally.
(William O'Connor)
5 Aldrich, The Mechician
- Aldrich knows what you're up to and wants to ensure your failure.
His mechanical magic is legendary. Your opponent may select up to 5
points worth of Treasures to equip your opposing Waylays with. Only
creature Waylays may use these Treasures. If you defeat the Waylay,
any Treasures it carries are discarded.
(Ron Spencer)
5 The Great Caliph
- Al-Hazaz wants you nowhere near his cloud city, for your reputation
as a rabble-rouser precedes you. His network of spies spreads rumors
of your vileness. You opponent may exhaust this Flaw and change any
of your Savvy or Resolve Test victories to a defeat.
- Your opponent may exhaust this Flaw at any time to cause a cloud
city patrol to move you to any adjacent league.
(John Cobb)
6 Lord Gamine
- Though you have taken on a mission on his behalf, you have the
distinct feeling that Lord Gamine is using you as a decoy to draw
Ironheart's attention while those he /truly/ favors come into
Middlemarch elsewhere. All Waylay ratings on the Quests you
undertake are increased by 4. This Flaw may never be exhausted.
(Anthony Hightower)
Weaknesses (by Cost): (10/?? weaknesses)
4 Bumpkin
- Well, golly gee, would ya look at that! You are so amazed at the
sights and sounds of the city that you suffer a -2 to Savvy and
Combat Tests while on any league that features City, Road, Town,
Bridge or Castle terrain.
(Tony Diterlizzi)
4 Fashion Victim
- Regardless of your adventurous nature, you're a dandy and a fop.
Your preposterously elaborate clothing often gets in your way,
earning you a -1 in all Combat and Might Tests and Trials.
(Barb Armata)
4 Pacifist
- Give peace a chance. If presented with a choice on a Waylay, you
must opt for the non-combat Test.
- Your opponent may exhaust this Flaw to add 3 to the score of any
Combat Waylay against you. This must be done just before you test.
(Brian LeBlanc)
4 Tenderfoot
- You don't like all this untamed wilderness; someone should put a
road here. You suffer a -2 to all Might and Resolve Tests when the
League you are on does not have City, Road, Town, Bridge or Castle
terrain.
(Rebecca Guay)
4 Vain
- You do everything well, and look great doing it. At least you
think so. Your opponent may prove you wrong by exhausting this Flaw,
thereby forcing you to lose any Savvy Test or Trial. This may be
done after the Trial or Test is rolled.
(Mark Jackson)
5 Braggart
- Damn, you're smooth. On Might and Combat Tests, you must succeed
by a margin of 2 or more, else your results are treated as a
Stalemate.
(Mark Jackson)
5 Stupid
- You're about as sharp as boiled toast. Sometimes you even remember
what you're doing. On every Day you wish to move, you must roll a
die. On a roll of 6, you spend the day in your current league,
looking at birds and pretty rocks.
- Your opponent may exhaust this Flaw at the beginning of any Day,
automatically forcing you to lose that Day.
(Ron Spencer)
5 Submissive
- Some call you wishy-washy, but you're really a grade A wuss. All
Savvy Stalemates are treasted as defeats for you.
- Your opponent may exhaust this Flaw at the beginning of your day
and move you to 1 adjacent League of his/her choice, ignoring Enter
and Leave Trials.
(Leif Jones)
6 Blind
- Arcadia's wonders become perils to those without sight. Your
opponent may exhaust this Flaw on any Day after you finish moving,
but before you do anything else. He/She may then place you on any
League of his/her choice.
(Lawrence Snelly)
6 Lazy
- You'll get back to your quest sooner or later.... You must spend 2
Days in any league to gain the benefits of its Rest.
- Your opponent may exhaust this Flaw to force you to do absolutely
nothing (not even Rest!) on one of your Days.
(Brian LeBlanc)
STORY PACK CARDS: (205/??? story pack cards)
QUESTS (by Waylay rating, in order of Quest number): (25/?? quests)
30 I - Border Run Treasure: 4 Exp: 2
Travel from your Base Camp to a League chosen by your opponent,
defeating a Waylay on each League you enter until you reach your
destination.
Mad King Ironheart's army has attacked the border of Ardenmore.
Already, the first line of defense at Irondew Keep has been crushed,
and the Keep itself lies in ruins. Ironheart's cog armies seem
unstoppable, and it's only a matter of time before they reach Eidolon
itself. Lord Gamine sends you on a mission into Middlemarch, to find
the secret to stopping Ironheart's forces before it's too late.
Your opponent selects a League. You must go from Base Camp to
that League, facing a Waylay on each League you enter along the way.
Your opponent may choose only Waylays of rating 6 or lower, but may
disregard their Terrain restrictions. You may not use any Merits to
advance your movement or to skip Leagues entirely. Other characters
cannot encounter the Waylays played against you.
(Ron Spencer)
25 II - Hunted! Treasure: 4 Exp: 2
Travel to the Lost City of Mirron, while evading the forces of Mad
King Ironheart that are hunting you.
You have broken through the battle-lines, but are now lost in
the Marsh of Filth, hunted by Ironheart's troops. Using your wits to
survive and evade capture, you stumble into a place from legend: the
Lost City of Mirron.
The Mirron League cannot be placed during setup. After the
League map is placed, your opponent adds the Mirron League (or a
League to represent it), and selects 3 Combat Waylays which he places
at edge Leagues; he moves each of these Waylays one League a day,[]
(ignore Waylay terrain restrictions)[,] hunting you across the map.
When one of these Waylays is defeated, it will reappear after 2 Days
at its starting League and resume movement. When one of these 3
Waylays is defeated, your opponent may move Mirron to a new location
of his choice. You[r] Opponent can ignore the usual placement rules
and place Mirron next to any other League. You must travel from your
Base Camp to Mirron.
(Stuart Beel)
25. III - The Dark Yeoman's Dream Test Treasure: 7 Exp: 2
Travel to two selected Leagues, defeating a Waylay of each type
(Combat, Might, Savvy & Resolve) along the way, to show that you are capable
of the Dark Yeoman's mysterious mission.
In Mirron, you encounter the Dark Yeoman, a hero from myth. She
sees to your wounds and feeds you, but then ensorcels you. You find
yourself undertaking a quest across a bizarre dream landscape.
After the map is placed, your opponent adds the Mirron League
(or a League to represent it) as your Base Camp. He/She selects 1
Waylay of each type, and 2 Leagues you must visit. You must travel
to each League, then return to Mirron and pass a Resolve Trial
difficulty 5 to awaken, finishing the Quest. The dreamscape is
different though: You use your Savvy against Might Tests and Trials,
Resolve against Savvy[,] and Might against Resolve. If you encounter
a Combat Waylay roll 1 die. The result is your Combat Attribute for
that Test only.
You may not encounter other Characters nor may they encounter
you while you're on this Quest.
(Leif Jones)
21 IV - Dark Yeoman's Quest: King of the Hill Treasure: 6 Exp: 2
Travel from Mirron to a City League, steal the Shrink Lamp from
General Electric's Laboratory, then shrink yourself and take the Lamp
to the Army Ant Hill to destroy the shrunken cog armies attacking it.
You gained the Dark Yeoman's trust and she vows to guide you
against King Ironheart. She tells you that General Electric, one of
Ironheart's goons, has used his Shrink Lamp on cog soldiers which are
attacking the Army Ants in their nest. You must get the Lamp and
make the cogs grow in the tunnels, crushing themselves.
No player may place the Ant Hill League during set up. After
the map is placed, your opponent places the Ant Hill League and
selects any City League in play. You must go to the City League,
break into General Electric's Control Room and steal the Shrink Lamp
(Savvy Trial difficulty 7), then go to the Ant Hill, shrink yourself,
and use the Lamp on the cogs (Resolve Trial difficulty 6), destroying
them.
(John Dollar)
26 V - Dark Yeoman's Quest: Jacko D'Rakk Treasure: 8 Exp: 2
Go to Jacko's Bog and beat him in Combat to take the Blood Key from
him, then return to Mirron.
Long ago, the vile bog lord Jacko D'Rakk, an eater of other fae,
stole from the Dark Yeoman a protective amulet called the Blood Key.
She believes you will need this item in your future trials, and sends
you trudging through Jacko's Bog to get the key from him.
The Jacko's Bog League may not be placed during setup. After
the map is placed, your opponent places the Jacko's Bog League (or a
League to represent it). You must travel to the Bog without the aid
of any transportation-oriented Merit or power (it's tough getting
through that swamp!). Once there, defeat Jacko in Combat (his Combat
is 5), and return to Base Camp to complete your Quest.
(John Cobb)
25 VI - Dark Yeoman's Quest: Decoy Treasure: 4 Exp: 2
Travel to three specific Leagues, using Savvy to make a Waylay chase
after you rather than going to Mirron.
You return from Jacko's Bog to discover that a cog dragoon is
searching the Marsh of Filth for you. The Dark Yeoman must maintain
the illusions obscuring Mirron while you act as a decoy to keep the
cog from discovering the city.
The Mirron League can't be placed during setup. Once Base Camps
are selected, your opponent places the Mirron League, and a Cog
Waylay 2 Leagues away from Mirron[,] but between you and Mirron.
Other cards can represent Mirron or the Cog Waylay. The Cog Waylay
remains in place until you encounter it, when you can engage it in a
Savvy Test (The Cog Waylay has Savvy 3). If successful, you may move
the Cog 1 League in the direction of your choice. If you fail, your
opponent may move the Cog 1 League in the direction of his choice.
This Waylay can never be a Combat Waylay. Other Waylays may be
played on the same League as the Cog. Your opponent cannot encounter
this Waylay. Your Quest is complete when you lure the Cog back to
your Base Camp.
(Dave Fooden)
27 VII - Dark Yeoman's Quest: Cog Refinery Spill Treasure: 10 Exp: 2
Travel to the Cog Refinery and destroy it. Avoid being overcome by
the resulting toxic fumes, and return to Base Camp.
Before allowing you to venture further into Middlemarch, the
Dark Yeoman sets you to a final local task. There is a refinery in
the swamp providing oil to Ironheart's cog armies. Destroy the
refinery and you'll slow the armies down.
The Cog Refinery League cannot be placed during set up. After
the League map is placed, your opponent places the Cog Refinery or
another League to represent it. You must travel to this League, pass
a Resolve Trial difficulty 6 to blow it up, then pass a Might Trial
difficulty 4 to avoid being overcome by the resulting toxic fumes.
If you fail this might Trial, you are at -1 on any die roll until the
Quest is completed. Return to Base Camp to complete the Quest.
(Lee Fields)
25 VIII - The Secret of the Sleeping Giant Treasure: 10 Exp: 2
Travel to the village of the sleeping giant, then to Srissan, the
ruins of the Naga, to convince them to tell you how to wake him.
The Dark Yeoman tells of a town of dwarves inside a sleeping
stone giant. To force Ironheart to pull his armies from Ardenmore,
you travel to the town to ask the giant to attack the city. The
dwarves cannot wake him, and say the Naga put him to sleep and only
they know how to wake him. You go to the Wastelands, to the ruins of
Srissan, and convince the Naga to give you the secret.
After the map is placed, your opponent places the Sleeping Giant
(or a League to represent it) and chooses a League to represent
Srissan. Go to the Giant, then the Naga, where you undergo a Savvy
Test against their wisemen (Savvy 6) each day until you convince them
to tell the secret.
(Tom Baxa)
25 IX - The Third Eye Treasure: 5 Exp: 2
Travel to the secret burial site of the Third Eye. Excavate this
Treasure. Take the Eye to another character and give it to him.
The Naga tell you that to awaken the sleeping giant, you must
return to him his Third Eye. They tell you where it is hidden, and
you go there and dig it up, finding an enormous gemstone. You lug it
across the landscape, growing ever wearier, until luckily
encountering a caravan that carries you and the Eye back to the
Giant.
Your opponent places a Treasure card under a League of his/her
choice to represent the Third Eye. You must go to this League,
undergo a Might Trial difficulty 6 to gain the Eye, then take the Eye
to another character and defeat him/her in a Savvy Test, convincing
him/her to take it.
(Jeff Holt)
29 X - Assault on Mechopolis Treasure: 4 Exp: 2
Travel with the stone giant (and the dwarven townfolk who live inside
him) to 4 specific Leagues and make Might Trials to destroy them.
Then pass a Resolve Trial to avoid being crushed by the falling
giant.
Returning to the sleeping giant, you awaken him by placing the
Third Eye into it's [its] place on his brow. You petition him to
join in an attack on Mechopolis. He agrees. As he wrecks the city,
Ironheart is forced to call his troops back from Ardenmore to face
this new threat. Alas, the might of his cog machines is great, and
they destroy the giant, sending you scrambling to avoid being crushed
as he falls.
Your opponent designates four Leagues as city Leagues. Go to
each and make a Might Trial difficulty 85 to destroy it. Use the
Giant's Might 80 for any Might Tests or Trials. Destroyed Leagues
remain on the map with no change in game effects. When the last
League is destroyed, pass a Resolve Trial difficulty 4 to avoid the
falling giant. If you pass this Resolve Trial, your Quest is
complete. If you fail you must dig out from underneath the giant
(pass a Might Trial difficulty 8; use your own Might for this one,
the giant's dead).
(Jeff Laubenstein)
28 XI - Enslaved! Treasure: 5 Exp: 2
Escape from a City League and retrieve your Allies and Treasures,
then return to your Base Camp.
Your giant ally defeated in battle with the cogs, you find
yourself taken prisoner and put to work in one of King Ironheart's
Fack Torys. In righteous fury, you break free and make your way
through the shadows of Mechopolis to find your equipment and friends.
Your opponent places your Allies and Treasure under Leagues of
his choice, and selects a City League (or a League to represent it if
none are available) as your Base Camp. Your opponent also selects a
league which will be your destination League. Before attempting to
leave your Base Camp, or Resting, you must pass a Might Trial
difficulty 5 to bust out of your chains. You them must recover at
least 3 of your Allies or Treasures, and reach your destination
League.
(Aaron Boyd)
33 XII - Join the Monkeywrench Gang! Treasure: 2 Exp: 2
Find a Monkeywrench, befriend a Renegade Gremlin, then go wreck a
specific City League.
Sneaking through Mechopolis, you find others that share your
anti-Ironheart views. You join the resistance and go on a sabotage
mission against the main cog assembly line, temporarily stopping
production of his war machines.
Your opponent places the Monkey Wrench Treasure and Murch,
Renegade Gremlin Ally (or cards to represent them) under Leagues of
his/her choice, and chooses a City League (or a League to represent
it) that is your final destination. Recover the Monkeywrench and
Murch, then go to the specified City League and pass a Might Trial
difficulty 7 to wreck it.
(Brian Dugan)
28 XIII - Rally the Slaves Treasure: 8 Exp: 2
Find Kenu, Escaped Kokua Slave. Make a Savvy Test to convince him to
join you in the fight against Ironheart, then return to Base Camp
with Kenu unexhausted.
You forced Ironheart to pull his troops from Ardenmore (a brief
respite, alas, they're headed back) and halted production of more cog
troops. Now it's time to sow discord among those he's enslaved.
It's difficult: their spirits are nearly broken. But with the help
of your friends in the resistance, you reignite the spark of hope.
Your opponent places the Kenu, Escaped Kokua Slave Ally (or any
card to represent him) under a League of his choice. You must go to
this League, make a Savvy Test against Kenu's Savvy of 3 to convince
him to fight, then return to Base Camp with Kenu unexhausted to
complete your Quest.
(Daniel Gelon)
30 XIV - Raid on General Motors' Workshop Treasure: 9 Exp: 2
Travel to General Motors' Workshop, steal the Mechopolis Blueprints,
then evade the General himself and return to Base Camp.
Having built a foundation of resistance within Mechopolis, it is
almost time to leave and gather more allies outside it's [its] walls.
But first you break into the workshop of General Motors, stealing the
master blueprints of the city.
Your opponent selects a League to represent General Motors'
Workshop (preferably a City League), placing the Mechopolis
Blueprints (or a Treasure to represent it) beneath it as a Quest
Treasure. You must recover the Blueprints and return to Base Camp.
But as soon as you have the Blueprints, and are 2 Leagues away from
the Workshop, your opponent places the General Motors Waylay (or a
Combat Waylay of Rating 8 or less to represent him) on the Workshop
League and on each of your opponent's Days he may move General Motors
1 League. If encountered, General Motors is a Combat Waylay.
General Motors pursues you each Day until defeated or you reach Base
Camp and complete the Quest.
(John Matson)
30 XV - Stowaway! Treasure: 8 Exp: 2
Travel to the Slave Pits and stow aboard a barge which will take you
to the great dam near Kaihikaai, the Waterfall City.
The time has come to escape the city. Ironheart's Cog Slavers
send Barges to and from the Dam near Kaihikaai, the Waterfall City of
the Kokua, to ferry slaves back and forth. You slip aboard one of
these barges and maek your way out of the city.
Once the Leagues are placed your opponent selects your Base
Camp, the Slave Pit League and the Dam League. If these Leagues are
already in play your opponent can rearrange the Map so that both your
Base Camp and the Dam League are each at least 4 Leagues away from
the Slave Pits. You must go from Base Camp to the Slave Pits. Once
there, pass a Resolve Trial difficulty 5 to stow aboard a slave
barge. The barge moves at 1 League per day toward the Dam, ignoring
Terrain Trials. If you encounter a Waylay you must also pass a
Resolve Trial difficulty 4 to avoid being spotted. If you fail[,]
the Barge automatically returns to the Slave Pits and you must
attempt to stow away again.
(Jesper Myfors)
25 XVI - Free the Waterfall City Treasure: 7 Exp: 2
Travel to the Waterfall City. Contact the Ali'i, the Kokua leaders,
and convince them to fight against those who hold the city. Fight
the cog bad guys.
You reach Kaihikaai, the Waterfall City of the Kokua, finding it
in a state of military occupation by cog troops, with its great
waterfall dammed upstream and rerouted through Middlemarch to help
power Ironheart's industry. You make contact with the Ali'i, the
regal leaders of the Kokua, and help them inspire an uprising against
their oppressors, freeing the city.
The Kaihikaai League may not be placed during setup. After the
map is placed, your opponent places the Waterfall City League (or a
League to represent it). You must go to this League, and pass a
Savvy Trial difficulty 7 to contact the Ali'i. The day after you do
this, your opponent may play 2 Combat Waylays of Rating 4 or less
against you in addition to your Quest Waylays. You must defeat each
to leave the City, then return to Base Camp.
(Andrew Kudelka)
30 XVII - Kokua Raid Treasure: 8 Exp: 2
Travel from Base Camp to the Dam League, defeat three [two] cog
Waylays, then destroy the Dam.
The Waterfall City is free! Now, if the Kokua are to join the
fight against Ironheart, their spirits must sing. You take a war
party to the dam holding back their river, fight your way through the
cog forces guarding it, and destroy it, freeing the river to once
more flow through the city.
After the map is placed, your opponent places the Dam League (or
a League to represent it) and 2 Combat Waylays (cog Waylays if
available) on 2 other Leagues; these Waylays count as part of your
Quest's Waylay rating. You must defeat the 2 Waylays, then go to the
Dam and pass a Resolve Trial difficulty 7 to destroy it.
(William O'Connor)
32 XVIII - The Floating City Treasure: 4 Exp: 2
Chase down Qadan, the Floating City, get on, and meet with the Great
Caliph.
There is one more ally you need to help in the war against
Middlemarch: the Djinn of Qadan. You journey far and long until you
find the floating city, and manage to convince those above to drop
one of their lift-baskets for you. After several days, you convince
them to let you see the Great Caliph.
After the map is placed, but before Base Camps are chosen, your
opponent places a counter to represent the Qadan League atop another
League. Every Day, the player whose Day it is rolls a die and Qadan
move 1 League, 1: up, 2: right, 3: down, 4: left, 5: in the
direction the player chooses, 6: in the direction the player's
opponent chooses. You must land on the same League as Qadan, then
pass a Resolve Trial difficulty 6 to get up to it. You must then
pass a Savvy Trial difficulty 7 to meet with the Great Caliph. You
Quest is complete when your audience has been granted.
(Doug Schuler)
32 XIX - Air Assault Treasure: 9 Exp: 2
Appropriate a Magic Carpet and travel to a League representing
Mechopolis's airfield, then return to Base Camp.
Desperate times demand desperate measures. The Great Caliph
refuses to help in the war. For the greater good, you steal a magic
carpet and attack Ironheart's airbase, leading a swarm of cog war
machines back to Qadan. Now the Djinn are in the war.
Your opponent places a counter on your Base Camp to represent
Qadan, the Floating City. He/She chooses another League to represent
the airbase, and places 3 Quest Combat Waylays of Rating 5 or less on
it. Travel to the air base then back to Qadan. Ignore the Combat
Waylays while on the air base; on each of your Days following the Day
you left the Airbase, your opponent may move each of the 3 Combat
Waylays 1 League. Return to Qadan to complete the Quest.
Qadan moves on each player's Day. The player whose Day it is
rolls a die and Qadan moves 1 League, 1: up, 2: right, 3: down,
4: left, 5: in a direction the player chooses, 6: in a direction
the player's opponent chooses.
(Mark Jackson)
31 XX - The Steam Drake's Lair Treasure: 4 Exp: 2
Sneak into Mechopolis, avoiding the Steam Drake if possible. If
encountered dispose of the beast once and for all.
The pieces are in place. Slave rebellion within. Ground
assault by Kokua. The Cloud City attacking from above, the Ants from
below. You sneak back into Mechopolis; in all the chaos, you will
free the slaves and find a way to permanently stop Ironheart. But
while sneaking through the tunnels beneath the city, you encounter
the Steam Drake...a vicious beast of Cold Iron, and your blood runs
cold.
Your opponent places the Steam Drake Waylay (or any other Combat
Waylay of rating 9 or less) on a League of his/her choice, but not
within 3 Leagues of your Base Camp. Your opponent rolls a die each
of his/her Days to move the Steam Drake 1 League, ignoring Terrain:
1: the Drake goes north, 2: south, 3: east, 4: west, 5: remains
in the same League, 6: your opponent chooses the direction of
movement. You must go from Base Camp to the Slave Pits (a League
chosen by your opponent). Once at the Slave Pits you must pass a
Resolve Trial difficulty 6 and remain in that League for 3
consecutive Days. If the Drake catches you, you must defeat it
before you may complete your Quest.
(Drew Tucker)
30 XXI - The Slave Pit Treasure: 6 Exp: 2
Travel to the Slave Pits beneath Middlemarch and rescue Gurthdass and
Tiberius. See them safely back to your Base Camp.
The rending noises of battle reach you as you leave the Steam
Drake behind and rush to the Slave Pits to free Ironheart's slaves,
particularly the allies he has ripped from your side. You battle
your way in, inciting the slaves to fight, and when you get to
Gurthdass's cell, are surprised to find the wizard Tiberius locked up
there as well.
After the map is placed, your opponent places the Slave Pit
League (or a League to represent it). You must go from your Base
camp [Camp] to the Slave Pits, where you must pass 3 successive Might
Trials difficulty 5 to break down the door and rescue Gurthdass and
Tibeirus. You begin this Quest with all Allies exhausted. You must
then escape with these two new Allies (use other cards to represent
them if neccessary [necessary]) and return with them unexhausted to
your Base Camp.
(Anthony Hightower)
32 XXII - Unwind the Key Treasure: 6 Exp: 2
Travel to King Ironheart's Tower and unwind the Key which powers his
Cog armies.
Upon rescuing the wizard Tiberius from Ironheart's slavery, you
find him a surprise ally. After his failures in deposing Lord
Gamine, he has suffered at the hands of his previous allies. He
tells you that Ironheart is not the mastermind behind the expansion
of Middlemarch, but is merely a puppet to another wizard, Aldrich,
who was also part of the conspiracy that imprisoned Lord Gamine. He
further says that to stop the cog armies in their tracks, you must
unwind the great mechanical key at the center of Ironheart's Tower,
so you fight your way to the key and set about the mighty task.
After the map is placed, your opponent places the Ironhearts'
[Ironheart's] Tower League (or a League to represent it). You must
reach this League, then pass Might Trials difficulty 6 on 3
consecutive days to unwind the key. If you fail a Trial, you lose
your grip on the key and must restart the process. Appropriate
Waylays may be played against you each day you are in the Tower.
(Jeff Miracola)
20 XXIII - Aldrich, the Mechician Treasure: 9 Exp: 2
Travel to 3 different city Leagues and return to your Base Camp to
confront Alrdich [Aldrich] and his cog replica of yourself.
You have unwound the cog key and broken it, ending the
mechanical magic powering Ironheart's cog armies. The war is over.
But Aldrich is still free, and you must bring him to justice. You
battle your way through the gargantuan tower, seeking the conniving
wizard. When you find him, he is not pleased at your interloping.
You are shocked to see duplicates of you and your allies at his side,
exactly like you except for the whirring clatter of the cogs within
them as they attack you. Barely, you manage to defeat this dark
version of yourself, only to find yourself in battle with the
Mechician himself... and he is a frightening foe indeed.
Your opponent chooses 3 Leagues (City Leagues if possible) that
you must visit. You must then return to Base Camp and encounter a
cog version of yourself whose Combat rating is your Might +2. When
you have succeeded, defeat Aldrich, Combat rating 5, to complete the
Quest.
(Brian LeBlanc)
28 XXIV - The Darkening Treasure: 4 Exp: 2
Escape the Darkening and rush to the relative safety of Qadan, the
Floating City.
The glow of victory is abruptly snuffed out as dark clouds roll
in over Mechopolis, and its inhabitants freeze to stone. Only you
and your dearest allies remain flesh, and the humming warmth of the
Blood Key at your throat indicates that it is through its magic that
you have been preserved. But your bonding with the key isn't yet
complete, and you feel the stiffness seep into your flesh. Grimly
making [your] way out of the Tower, you come upon King Ironheart
himself, fallen from his mechanical throne and broken to pieces like
a discarded toy. Your best avenue of escape is to leave Middlemarch
as quickly as possible - via the Floating City of Qadan.
Your opponent selects a League which you must travel to,
representing the League over which Qadan floats, Each Day, you must
roll a die to travel. On a 1 the Darkening creeps upon you, forcing
you to skip the Day and take no action. You must Travel to the
League where Qadan is and pass its Enter (Resolve Trial difficulty 6)
to board it, completing your Quest. If The Floating City is in play,
use its rules for movement during your Quest.
(Tony DiTerlizzi)
26 XXV - Escape the Great Caliph's Wrath Treasure: 8 Exp: 2
Placate al-Hazaz, the Great Caliph, by returning to Middlemarch and
finding 2 Treasures of his choice. You must then present these
Treasures to him.
It is imperative you return to Eidolon quickly, to give Lord
Gamine news of the Darkening coming to Middlemarch. Realizing that
the Floating City of Qadan is the swiftest way, you rush to board it,
only to find the Great Caliph is not forgiving of your tricking the
Djinn into the war. He insists you bring him 2 Treasures from
Middlemarch before he will take you to Eidolon.
Your opponent places 2 of your Quest Treasures where he/she
chooses, and places a counter representing Qadan on a League of
his/her choice. Qadan is your Base Camp. You must go from Qadan,
recover the Treasures, then successfully reenter Qadan (Resolve Trial
difficulty 6) and give the Treasures to the Great Caliph to placate
him.
Qadan moves on each player's Day. The player whose Day it is
rolls a die and Qadan moves 1 League, 1: up, 2: right, 3: down,
4: left, 5: in a direction the player chooses, 6: in a direction
the player's opponent chooses.
(Rebecca Guay)
LEAGUES: (102/??? leagues)
Aldrich's Workshop City Wall, City Streets (Unique)
The Mechician Aldrich has set up this walled city as his workshop.
Thunderous explosions occur regularly, propelling deadly cog
shrapnel through unfortunate passersby. Destitute Nockers and
Gremlins wait by the front gate to beg for spare parts.
Enter: Free.
Leave: Free.
Special: Unique. If the Aldrich Waylay is encountered here, he adds
2 to his score on any Tests.
Rest: You can recover 2 Treasures or 1 Art.
The Ant Hill Wasteland, Town, Border (Unique)
Giant mounds of earth stand as testaments to the grand civilization
of the ants. If you put your ear to the ground and listen very
closely, you can hear thousands of them chittering in the darkness,
and sometimes the noises of fierce battle as the ants fight a losing
war against Ironheart's shrunken cog troops.
Enter: Free.
Leave: Free.
Special: Unique.
Rest: Ants and otherwise shrunken characters can enter the Anthill
city. Once there you can recover any 2 Merits.
Arborian Cog Tower Forest, Border, Castle
This Arborian outpost was carved from a giant living redwood, but it
has since been appropriated by Ironheart's Cog Soldiers. The leaves
and branches of the tree are dying, but the gears and machinery
surrounding the trunk proliferate more and more each year.
Enter: Resolve Trial difficulty 4.
Leave: Free.
Special: Cog Waylays can retest any losses here.
Rest: You may raid their stores and recover 1 Treasure.
Arden Border Border, Fields, Road
The border between Ardenmore and Middlemarch is perilous. Now that
the two kingdoms are at war, travellers venture there at their own
risk.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ally or 1 Treasure here.
Arden Junction Border, Fields, Road
The main road into Eastern Ardenmore is heavily patrolled. Few are
trusted, save for those who find companies of heroes.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ally.
Bog of Ire Marsh
A great marsh of filth dominates Middlemarch's northwestern border.
The Bog of Ire churns slowly, as if the lands show their contempt
for Ironheart's prideful ways.
Enter: Might Trial difficulty 5.
Leave: As above.
Special: If a character faces a Combat Waylay here, they must first
make a Resolve Trial difficulty 7. If they fail, they must exhaust
all applicable Merits against this Combat Waylay as they see 'red'
and blindly fight.
Rest: You may recover 1 of your opponent's Flaws here if you've faced
a Waylay on this League. Otherwise you can recover nothing.
Bog Pits of Grey Filth Marsh, Ruins, Border
These ancient slave pits were abandoned long ago, but Ironheart is
considering putting them to use again. The mere sight of them fills
many fae with hatred.
Enter: Might Trial difficulty 5.
Leave: As above.
Rest: If you say something hateful to your opponent, you may recover
one of his Flaws.
Chasm Range Foothills Fields, Hills, Road
This league has the only road that approaches the chasm, but it is
heavily guarded by Ironheart's soldiers. Pass through here quickly.
If your courage fails for a moment, all may be lost.
Enter: Free.
Leave: Free.
Special: Leaving this road by the 'T' section requires the characters
to defeat a Cog Combat or Savvy Waylay. The Cog Combat and Savvy are
both 5.
Rest: If you rest here you can recover 1 Ability.
Chasm Range Trail Mountains, Road, Hills
Climbing the Chasm Range is no mean feat. Watch your step. Many of
the highest peaks are deceptively curved -- they resemble rows of
giant fangs. The chasm waits to devour the foolhardy.
Enter: Free by Road. Might Trial difficulty 7 by Mountains.
Leave: As above.
Rest: You may recover 1 Ability.
Chasm Spires. Mountains, Hills, Border
South of Middlemarch's borders is a mighty chasm. Towering spires
of rock reach out over a yawning abyss. Sunlight falls into the
chasm, only to be swallowed by darkness.
Enter: Might Trial difficulty 4.
Leave: Might Trial difficulty 5.
Rest: You may recover 1 Ability.
Cog Access bridge Bridge, Fields, River, Road
A heavy bridge allows the Cog Access Highway to cross the Splendour
River. Troops break the steady cadence of their marching as they
approach the bridge. Cog Soldiers are silent and uneasy as they
pass. They rarely mention the possibility of defeat.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Art.
Cog Access Highway Fields, Road
An access road runs between two watchtowers, which act as repair and
refueling stations for the Cog Armies stationed in Ardenmore.
Enter: Free.
Leave: Free.
Rest: you [You] can recover 1 Ability.
Cog Barracks City Streets, City Wall, Road
Rows upon rows of Cog Barracks stand as a constant reminder that the
threat of rebellion can easily be crushed. We won't allow rebels to
threaten our lives! All hail King Ironheart!
Enter: Free.
Leave: Free.
Special: Any Cog Waylays encountered here must re-roll their lowest
die when testing against you.
Rest: Unseelie recover 1 Advantage. Seelie can recover 1 Treasure.
Cog Refinery Marsh, River, Lake, Town
Within the Cog Refinery, myriad varieties of sludge are separated
and distilled into their component elements. A small community of
Sluagh has lived here for centuries, carefully cultivating their
knowledge of miasma. The formulas they devise are vital to the
industry of Middlemarch.
Enter: Might Trial difficulty 6.
Leave: As above.
Rest: If you're Unseelie you may recover 1 Ally. Seelie recover 1
Ability.
Cog Training Grounds Fields, Marsh
Cog Soldiers train in these fields. Most of the grass here has
died, long since trampled by the stomp of thousands of boots. In
these lands, grey is the best camouflage.
Enter: Free.
Leave: Free.
Rest: Renegade Cogs and Mechorgs can recover any 2 Treasures or
Allies. Other characters must face a Combat Waylay rating 6 to
recover those things.
Downtown Mechopolis City Streets, Town, Road
Business is thriving here. Progress must continue, no matter what
the cost. As the suffering of the citizens of Mechopolis increases,
so does the power of the king.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Advantage or 1 Ally.
Dunes of Remorse Border, Wasteland
Rolling hills of sand obscure the gentle glades that were once here.
The beautiful fields of yesteryear have been forgotten. Fae who
travel through these dunes feel a regret they do not fully
comprehend.
Enter: Free.
Leave: Resolve Trial difficulty 6.
Rest: Those resting here must exhaust a Resolve Ability. Once
exhausted, you may recover any 3 Treasures.
East Cog Access Road Fields, Road
The road gives access from King Ironheart's Highway to the East and
West Cog Towers. Logistical organization is important in any
protracted campaign.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
East Cog Tower Castle, Border, Fields, Road
The troops who guard the East Cog Tower are the very model of
precision and efficiency. They don't understand why the war is
being fought, but they take pride in what they know they must do.
Doubt impairs efficiency.
Enter: Free.
Leave: Free.
Rest: Seelie recover 1 Ally or 1 Treasure. Unseelie recover 1 Art or
1 Advantage.
East Gate Access Road, Wasteland
The Highway begins in these lands. Life here is hectic, for the
city never sleeps. Maybe you should try to get some sleep somewhere
else.
Enter: Free.
Leave: Free.
Rest: If you choose to rest here, roll a die: 1 - You encounter a
Guard Patrol and must face a Combat Waylay (Combat 5); 2 - You toss
and turn and can get no rest; 3 - You wake to find yourself
surrounded by members of the underground resistance, Pass a Savvy
Trial difficulty 4 or miss your next Day; 4 - You can recover 1
Ability; 5 - You intercept and surprise a Lone Cog with a package,
recover 1 Treasure; 6 - You come across a groups [group] of Slaves on
outdoor work detail, recover 1 Ally.
East Watch Tower Castle, City Skyway, City Wall
From the parapets of the East Watch Tower, you can see the Tsu
Ocean, the shipyards, and the docks. When the wind blows just
right, you can smell them, too.
Enter: Free.
Leave: Free.
Rest: If you're Unseelie you may recover 1 Ally or 1 Ability here.
Seelie characters can only recover 1 Ability.
The Eastern Grey River Marsh, River, Border
Virulent filth spews from the Grey River. When troubled souls pass
by, noxious fumes coalesce into familiar faces. Toxic memories are
recalled from the distant past.
Enter: Might Trial difficulty 4.
Leave: As above.
Special: You cannot use or be affected by any Arts while on this
League. This League cannot be affected by any Arts as well.
Rest: You may recover 2 Abilities, but only if you exhaust 1 Art.
Fallen Border Border, Road, Wasteland
This is the old border between the Fallen Lands and Middlemarch.
Silence is not only respectful here, but also encourages survival.
Enter: Free.
Leave: Free.
Rest: You may recover nothing here.
The Far Steppes Border, Wasteland
Those who travel these harsh lands should be wary of the Naga.
Enter: Free.
Leave: Resolve Trial difficulty 6.
Special: Any Naga Waylays encountered here add 2 to their score in
any Tests.
Rest: You may recover 1 Treasure here.
Fields of Honor Marsh, Fields
Legends tell us that a valiant Fianna warrior once fought an army of
soldiers on this battlefield. His death was a valiant one, and his
spirit inhabits these fields to this day. In the dead of night, the
wind howls in his memory.
Enter: Free by Fields, Might Trial difficulty 5 by Marsh.
Leave: As above.
Special: Any Treasure's [Treasures] exhausted on this League are
discarded instead.
Rest: You may recover any 2 Abilities or Advantages.
Fields of Plunder Fields
The Cog Armies have begun to pile their looted treasures from
Ardenmore in these fields. However, most of the items have already
been carefully scrutinized, and little of value remains.
Enter: Free.
Leave: Free.
Rest: You must pass a Resolve Trial difficulty 6, if successful, you
may recover 1 Treasure.
Fields of Sludge Fields, Wasteland, Border, River
The Grey River finally leaves Middlemarch and passes southward. No
one regrets this.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability. If you choose to rest here, your
opponent can also recover 1 of your Flaws.
Flatlands Marsh, Fields, River, Border
The Marsh of Filth weeps into fields farther south. Noxious vapors
waft through the cold clear air, revealing a panorama of a thousand
shades of grey. Staring at it for too long can chill the soul.
Perhaps you should think about something else.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Garden District City Streets, Road, Ramp
Although it was once quite picturesque, the Garden District is now
grossly decayed. Huge black vines swarm over most of the buildings.
Nothing of its past glories remains.
Enter: Free.
Leave: Free.
Special: Any st alemates [stalemates] received by characters on this
League are changed to Defeats.
Rest: You may recover 1 Ability.
The Giant's Breath Mountain, Plains, Road, Border
The trail along the mountains narrows here. The ground rattles
occasionally, as though something deep within the earth is stirring.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
The Great Dam Castle, Fields, Lake, River, Wasteland (Unique)
The Great Dam prevents the river from continuing to the south. Once
the Splendour Rive journeyed to the prosperous lands of the Kokua.
Now it flows into Mechopolis.
Enter: Free.
Leave: Free.
Special: Unique. If you test against a Cog Waylay on this League,
subtract 1 from your score.
Rest: You can recover nothing here.
Grey Bog Marsh, Border
Nightmares breed in the Grey Bog, waiting for the day when sorrow
and anguish will fully descend over Ironheart's kingdom.
Enter: Might Trial difficulty 5.
Leave: As above.
Special: characters [Characters] must subtract 1 from their score
against any Resolve Waylays encountered on this League.
Rest: If you have a Curse Flaw, your opponent can automatically
recover it if you enter this League.
Grey Marsh Marsh, River
The river quickens here as it approaches a gigantic bronze grill set
into the ground. It allows the turgid waters to flow beneath the
streets of Mehcopolis. It is rumored that Ironheart's Steam Drake
hunts in the underground marsh for prey.
Enter: Might Trial difficulty 6.
Leave: As above.
Special: If the Steam Drake is encountered here it is always a Combat
Waylay.
Rest: You may recover 1 Treasure from the twisted remains of the
Steam Drake's earlier victim.
Grey Mire River Marsh, River
Cog-driven rafts and shallow boats carry an endless supply of
elixirs, concoctions and exotic fluids to the city of Mechopolis.
The guildsmen who travel along the Grey Mire have completely and
utterly lost their sense of smell. Good for them.
Enter: Might Trial difficulty 5.
Leave: Free.
Rest: If you rest here for 2 Days you may recover 1 Ability. If you
are a Cog or Mechorg you need only rest for 1 Day.
Grey River Marsh, River, Border
The Grey River struggles to survive the morass of marshes, yet it
still manages to meander to the Kingdom of Night.
Enter: Might Trial difficulty 5.
Leave: As above.
Rest: You may Recover 1 Ability.
Grey Sod Glades Marsh, River
If the Marsh of Filth had a tranquil region, this would be it. In
the dead of night, moonlight drifts over the cold sod, and strange
deformed insects extemporaneously perform symphonies of night music.
Enter: Might Trial difficulty 5.
Leave: As above.
Rest: You may recover 1 Ability.
Iron Park City Streets, Ramp, Road
This park has been dedicated to King Ironheart's magnificence. A
wide iron ramp leads into a vast plain of metal where nothing living
stirs, save for the occasional lost souls who visit the park in
silence.
Enter: Free.
Leave: Free.
Rest: You may recover any 1 Merit, except an Ally. If you are
Unseelie, you may recover any 2 Merits plus 1 Ally.
Iron Plains Fields, Border
The grasslands of the Iron Plains have turned grey and have taken on
a somber metallic glow. Curiously enough, they seem to be enriched
by the rolling clouds of smog.
Enter: Free.
Leave: Free.
Rest: You may Recover 2 of your opponent's Flaws, he can also recover
1 of yours.
Iron Swamp Marsh, Border
A great and powerful army of Ogres passed through here long ago, and
their hatred for the land has infected the Iron Swamp ever since.
Enter: Might Trial difficulty 5.
Leave: As above.
Rest: You may recover 1 Treasure.
Irondew Junction Marsh, Fields, Road, Border
The Cog Access Highway and Irondew Road meet here. Passers-by try
to avoid the questioning glances of travellers. Don't dare look
anyone in the eye as you pass. What you see may disturb you.
Enter: Free.
Leave: Free.
Rest: You can recover 1 Ability.
Irondew Road Road, Fields
This is the main road from Mechopolis to the Irondew Ruins in
occupied Ardenmore. Tread lightly here. The other travellers you
encounter here are often bitter and hostile to strangers.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability. If you're Unseelie you may choose
to recover 1 Ally instead.
Irondew Ruins Marsh, Road, Border, Ruins (Unique)
Once this was the mighty Irondew Keep, but Ironheart's Cog Armies
have long since laid waste to it. These far-flung reaches of
Ardenmore have been annexed by Middlemarch to use as a staging
ground for future assaults.
Enter: Might Trial difficulty 4.
Leave: As above.
Special: Unique.
Rest: If you pass a Resolve Trial difficulty 7, you may recover 1 of
your discarded Merits.
Ironheart's Toll Bridge Bridge, Fields, River, Road
Ironheart taxes this bridge, and any who pass must pay a toll. Pay
with your gold... or with your life.
Enter: Free.
Leave: Savvy Trial difficulty 7.
Special: You may discard a Treasure to pass the Savvy Trial listed
above. If you do not pass the Savvy Trial you can still retreat.
Renegade Cog's [Cogs] Automatically [automatically] pass this Trial.
Rest: You may engage in a Combat Test against the taxmen (Combat 6).
If successful you may recover up to 4 Treasures. If you fail [you]
must exhaust 3 Merits instead of 1.
Ironleaf Fields Fields, Forest
As a traveller marches toward the king's artificial forests and
"gardens," he/she will notice that the grass changes from pale green
to ashen grey.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Advantage.
Ironleaf Forest Fields, Forest
This is the artificial forest of King Ironheart. After vast clouds
of soot from a nearby factory [Fack Tory?] forced the leaves from
the trees, the king commanded a dozen Nockers to craft new leaves
from iron and copper.
Enter: Free.
Leave: Free.
Rest: You may recover 2 Abilities.
Ironleaf Lane Fields, Forest, Road
Ironheart's Highway cuts through the Ironleaf Forest. The road is
meticulously maintained. Stealing cobblestones is considered a
serious criminal offense. No one must disturb the king's ambitious
plans for this area.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Advantage.
Ironleaf Vale Fields, Forest, Road
Because the dying foliage in the Ironleaf Vale looks unsightly even
to him, the king has called for the construction of metal trees to
improve the scenery.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Jacko's Bog Marsh, Ruins, Border
A concerto of belching effluvia echoes endlessly throughout this
bog. It is the home of Jacko D'Rakk, the cannibalistic bog lord,
who rarely sleeps in the same place twice. Every day, he moves the
location of his throne, and you never know where you might have the
misfortune of finding him.
Enter: Might Trial difficulty 6.
Leave: As above.
Special: If Jacko D'Rakk is encountered here add 1 to his score on
any Tests.
Rest: You may recover 1 Treasure.
Kaihikaai Border, Town, Wasteland (Unique)
Built from the cliffs within this waterfall, this was once a
thriving city of Kokua. Now it serves King Ironheart as a farm for
slaves. The Kokua's spirit was broken when the Splendour River
stopped flowing through their city.
Enter: Free.
Leave: Free.
Special: Unique. If you Test against a Waylay here, you must re-roll
your highest die.
Rest: Unseelie can recover any 2 Merits. Seelie can recover up to 3
Allies.
Kelwrath's Volcano Mountains, Road, Border
The spies of Ardenmore have roamed far and wide, but this stronghold
has not been compromised. Kelwrath's Volcano is the secret source
of the Cold Iron used to bring the Cog Armies of Middlemarch to
life.
Enter: Might Trial difficulty 6.
Leave: As above.
Rest: If you are a Renegade Cog or a Mechorg you may recover up to 3
Abilities or Treasures or any combination thereof. Other characters
may rest and recover 1 Treasure.
King Ironheart's Highway (1) Border, Fields, Road
This road leads from the troubled lands or Ardenmore to the dying
lands of Middlemarch. Take your pick. Where will you find your
destiny? Will you save the virtuous or punish the wicked?
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability here.
King Ironheart's Highway (2). Border, Fields, Road
Since the majority of Ironheart's soldiers are busy attacking
Ardenmore, many of Middlemarch's more ambitious criminals have
decided to stimulate the economy by resorting to honest highway
robbery.
Enter: Free.
Leave: Free.
Special: You must pass a Savvy Trial difficulty 6 or be forced to
discard a Treasure (your choice).
Rest: You may recover 1 Ally here.
King Ironheart's Highway (3) Road, Wasteland
Another modern innovation of the kingdom is a flat multi-lane road
to facilitate high-speed transport. Travellers can pay additional
taxes to ride in the giant carts of Middlemarch. Although the
scenery of Middlemarch is less than idyllic, fae can travel to see
it faster than ever before.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Lair of the Steam Drake City Wall, City Sewers, River (Unique)
This is the lair of Steelwing, the notorious Steam Drake, which
propels itself in a most curious manner. These tunnels seem small
-- almost as though the Steam Drake has outgrown its home. Trapped
and desperate, it exacts its anger on any who encounter it.
Enter: Free.
Leave: Free.
Special: Unique. If the Steam Drake is encountered here, subtract 1
from it's [its] score on all tests. If your opponent has the Steam
Drake Waylay in his/her hand, he/she MUST Waylay you with it in this
League.
Rest: You may recover up to 2 Treasures.
Lastwater Fields Border, Fields, River
A dam blocks the river just south of here. Obviously the king has a
much better idea of where the river should go.
Enter: Free.
Leave: Free.
Rest: You may recover 2 Arts.
The Lighthouse Border, Fields, Road, Town
Ironheart's metal lighthouse dwarfs the small town of Ironcrest.
The town is one of the few civilized places in Middlemarch that
hasn't been consumed by the rapidly growing Mechopolis.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ally or 1 Advantage.
Loric's Fields Fields, River
Sparkling waters from the Splendour River bring life to the fields
of Middlemarch. The grey fields are becoming green again. The
flowers that bloom here are treasured, especially by the few master
gardeners left in Mechopolis.
Enter: Free.
Leave: Free.
Rest: You may recover 2 Arts.
Lost City of Mirron. Marsh, Border, Ruins
All have heard of Mirron, yet none know its location. It is a place
lost to memory, if indeed it ever actually existed at all. Will you
be the one to discover the truth about this mythical city?
Enter: Might Trial difficulty 5.
Leave: As above.
Rest: You must pass a Resolve Trial difficulty 7 to find Mirron. If
successful you may recover any 2 Arts or Treasures.
Marketplace Road, City Streets, City Wall
The Marketplace of Mechopolis is busy around the clock. The
merchants here will readily place a price on almost anything.
Honesty and trust aren't worth much.
Enter: Free.
Leave: Free.
Rest: You may recover any 1 Merit. If you discard a Bag of Gold you
may recover any 3 Merits.
Mechopolis Water Works City Sewers, City Wall, Ramp, River
Here the Splendour River has been diverted to supply Mechopolis with
fresh water. The waters lose their sparkle as they get closer and
closer to the city.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Art.
Middlemarch Airfields Fields, Castle
Although the Middlemarch Airfields look disorganized, their deadly
airships are fully operational. Someday soon, an ill wind may carry
them into Ardenmore.
Enter: Free.
Leave: Free.
Rest: You may raid the supplies and recover 1 Treasure.
The Mirage Border, Wasteland
In these lands, it is difficult to tell what is real and what is
illusion. Visions and dreams can deceive as easily as they can
enlighten.
Enter: Free.
Leave: Resolve Trial difficulty 6.
Rest: Roll 1 die, if the result is greater than your Resolve
Attribute you may recover 1 of your discarded Merits.
Northern Boglands Marsh, Border
The marshland between Ardenmore and Middlemarch is nigh impassable.
In some parts of the bog, adventurers fall so far into the muck that
they must breathe through hollow reeds they harvest along the way.
Enter: Might Trial difficulty 5.
Leave: As above.
Rest: You may recover nothing here.
Northgate Fields Fields, Road
Just north of the Cog Barracks in Mechopolis, the Northgate Fields
is known for its exceptionally vivid sunsets. They say it's because
of the clouds of smoke and the miasma from the marshlands.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Nowhere Forest Forest, Border
This portion of the border between Arden and Middlemarch isn't
patrolled, and with good reason. The forest is so dense that no one
has ever seen the center of it. Thus, since there's no there [one?]
there, no one ever goes there.
Enter: Resolve Trial difficulty 4.
Leave: Free.
Rest: You may Recover 1 Art.
Nowhere Timberlands Forest, Border
These timberlands reach the western tip of Middlemarch and border
the Arborian Nation. In some parts of the forest, it's actually
easier to travel from treetop to treetop. Don't worry. If you're
lucky, you might find a bridge or a rope left here centuries ago.
Enter: Resolve Trial difficulty 4.
Leave: Free.
Rest: You may recover 1 Art in these surprisingly tranquil lands.
Omar's Tackle Shop City Streets, City Wall, Road (Unique)
Omar's was once a favorite hangout for many of the local fisherfolk
-- that is, fae who used to fish in the once-beautiful waters of the
nearby lakes and streams. Now it has become a front for a group of
saboteurs who wait to strike at Ironheart within his own city.
Enter: Free.
Leave: Free.
Special: Unique.
Rest: To find the underground Resistance you must pass a Resolve
Trial difficulty 7. If successful, you may recover any 3 Merits.
The Pipeline Bridge, Fields, River, Road, Wasteland
The Splendour River is diverted away from the Kokua waterfall city
toward Mechopolis by a large dam and huge metal pipes. Now that the
lands of the Kokua have suffered, slaves are brought this way as
well.
Enter: Free.
Leave: Free.
Special: Heavily patrolled, All Cog Waylays may add 1 to their Scores
when Testing in this League.
Rest: You may recover 1 Art or 1 Ally.
The Promenade City Streets, Ramp, Road
The Promenade, the main thoroughfare in Middlemarch, has many
statues. All of them are monuments to Ironheart.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability or Advantage.
Qadan, The City of Clouds Town (Unique)
This is the famous Floating City of the Djinn, ruled over by the
Great Caliph, al-Hazaz. Qadan rarely gets involved in the affairs
of more terrestrial kingdoms, and thus has little interest in the
war between Middlemarch and Ardenmore.
Enter: Resolve Trial difficulty 6.
Leave: Resolve Trial difficulty 4.
Special: Unique. The city moves randomly. At the start of the game,
the player places a token on any League in play to represent Qadan
above it. Each Day, the player whose Day it is rolls a die: 1 -
Qadan moves 1 League up. 2 - Qadan moves 1 League right. 3 - Qadan
moves 1 League down. 4 - Qadan moves 1 League left. 5 - The player
rolling this Day moves Qadan 1 League in the Direction of his/her
choice. 6 - As above, except the rolling player's opponent chooses
the direction.
Rest: You may recover any 2 Abilities, Treasrues, Arts or Advantages.
Rat Apple Fields Border, Fields, Road
Here you will find the Rat Apple Orchard. Be very careful of what
falls from the trees. Although the creatures don't eat Cog
Warriors, they really like the taste of flesh.
Enter: Free.
Leave: Free.
Special: Any Rat Apple Waylays encountered here add 1 to thei [their]
score when testing.
Rest: You may recover 1 Ability here.
Residential Mechopolis City Streets, Road, Ramp
The troubled citizens of Mechopolis live in vast networks of
housing. Names are often forgotten; every home has a number on the
front door. Unseelie Boggans whisper of any suspicious activity
here.
Enter: Free.
Leave: Free.
Rest: Seelie recover 1 Ally. Unseelie recover 1 Treasure.
River of Sludge Fields, Wasteland, River
The Grey River carries the waste of Metropolis [Mechopolis?] towards
the Fields of Sludge. Most fae who venture too close to the
so-called "waters" pass out from the stench.
Enter: Free.
Leave: Free.
Special: If you wish to leave the League in a direction that would
necessitate crossing the river you must ford it and pass a Might
Trial difficulty 6.
Rest: You may recover nothing here.
Road of the Sleeping Giant Mountains, Road, Border
A long-forgotten road rambles to the south. On the surface, the
ground trmbles, and a loud rhythmic rumbling echoes through the
hills. Cobblestones on the road have been swallowed by cracks in
the earth.
Enter: Free by Road, Might Trial difficulty 7 by Mountains.
Leave: As above.
Rest: You may recover 1 Ability.
Road to Kelwrath's Volcano Hills, Mountain, Roads [Road]
This road leads closer to Kelwrath's Volcano and provides a view of
the hills surrounding Mechopolis. The sight of the active volcano
in the distance can be inspiring or intimidating, depending on your
point of view.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Road to Skyeholme Fields, Road, Hills, Border
This road leads through the Arborian Nation. It begins in the
Kingdom of Night and ends in the High King's palace in Skyeholm.
With so much traffic, one never quite knows who one might meet.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ally on this Road.
Road to the Fallen Lands Road, Wasteland
South of Middlemarch lies an area called the Fallen Lands. It is a
conquered territory under the watchful eyes of constant patrols.
Now that the fae there have been cowed into submission, Ironheart
can turn his full attention to Ardenmore.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Ruins of Srissan Ruins, Wasteland (Unique)
The Naga are a mysterious race, and it is frightfully easy to
misinterpret their culture.
Enter: Free.
Leave: Resolve Trial difficulty 5.
Special: Unique.
Rest: If you choose to rest here, you do so under the "hospitality"
of the Naga. Roll a Die: 1 - Eaten for dinner, discard 1 Merit. 2
- Outcast, Leave this League on your Next Day. If you return to this
League you must Exhaust a Merit. 3 - Ignored, Recover 1 Ability. 4
- Welcome, You may recover 1 Art or 1 Ability. 5 - Honored Guest,
You may Recover any 2 Treasures, Arts or Advantages. 6 - Accepted,
Recover any 3 Merits.
The Secret Trail Fields, Road, Mountain
This road is heavily travelled by slave laborers and their Cog
Warrior foremen. They are burdened not only by their tedious work,
but also by the memories of the horrors they have witnessed.
Enter: Free.
Leave: Free.
Special: If you attempt to find the secret trail to the south, you
must pass a Resolve Trial difficulty 7.
Rest: You may recover 1 Ally.
Secret Tunnels City Sewers, River, [City] Wall
There are many secrets within Mechopolis, but not all of them are
known to the king. Rebels within the city have been studying the
ancient network of tunnels underground. Covert Eshu cartographers
are hard at work.
Enter: Resolve Trial difficulty 6.
Leave: Free.
Rest: You may recover 1 Advantage.
The Shipyards Ocean, Castle (Unique)
These are the new shipyards for Ironheart's navy. Disreputable Mer
and Tritons frequent the docks, but no doubt they're preferable to
the fae you'll find on Ironheart's ships.
Enter: Free.
Leave: Might Trial difficulty 6.
Special: Unique. Mer, Selkie and Tritons automatically pass the
Terrain Trial on this League.
Rest: You may recover 2 Advantages here. You may not recover
anything if you've failed the League Trial.
The Skywalk City Skyway, Ramp
An elaborate system of catwalks overlooks the city's streets. From
here, it is easy to watch the citizens below. Who has been watching
you?
Enter: Free.
Leave: Free.
Rest: You may recover 1 Advantage.
The Sleeping Giant Mountains, Road, Town, Border (Unique)
A stone giant has slept here for centuries. Within his prone form,
scores of dwarves have constructed a vast city. The floors shake as
the giant's snores rumble through the corridors, but the city grows
larger each year.
Enter: Free.
Leave: Free.
Special: Unique.
Rest: You may recover 1 Advantage or 1 Art here.
The Slums City Wall, City Streets, Road
King Ironheart has great difficulty maintaining control in the dirty
underbelly of Mechopolis. Resentment festers here like a disease.
Once you're down and out in Mechopolis, there's no way back to
comfort.
Enter: Free.
Leave: Free.
Rest: If you pass a Savvy Trial difficulty 7 or Discard a Bag of Gold
you can recover any 2 Merits.
South of Sybilline Marsh, River, Border
Just south of Ardenmore's Sibylline swamp, Middlemarch is fortunate
enough to have a similar patch of inhospitable, nearly impassable
quagmires of swampland. Oddly enough, ownership of this land is not
contested.
Enter: Might Trial difficulty 6.
Leave: As above.
Rest: You may recover 1 Art in these murky waters.
Southern Wastelands Wasteland
Once the forests here were alive. Now this arid plain is devoid of
life. Once the citizens of Mechopolis dreamed of a prosperous
future. Now they are complacent and obedient.
Enter: Free.
Leave: Free.
Rest: If you pass a Resolve Trial difficulty 5, you may recover 1
Ability here.
Splendour Brook Fields, River
Kokua refugees travel through these lands. It is said that an
elderly Kokua waits and watches for them in a well-hidden treehouse.
Fortunate refugees receive his words of wisdom beside the Splendour
Brook.
Enter: Free.
Leave: Free.
Rest: You can recover 1 Art by the River or you can search for the
old Kokua wiseman. If you choose to search you must pass a Resolve
Trial difficulty 7. If successful, you spend the day listening to
his stories and enjoying his hospitality - recover any 2 Merits.
Splendour River Fields, River, Border
Three things come from the north into Middlemarch: the clear,
glamorous waters of the Splendour River, the heroes of Ardenmore,
and the hope of rescue from the machinations of Mad K