Arcadia: The Wyld Hunt
(377 total cards)
Long Card Info
V1.0 11/7/96
Arcadia: The Wyld Hunt, 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
Albert S. Wang
Mark Knapp
Special thanks: Charles Bailey
CHARACTER PACK CARDS: (175 character pack cards)
CHARACTER ICONS: (20 character icons)
Dragonkin (male) MSR: 2 1 3 Special: Dragon Breath (Seelie)
You may exhaust 1 Might Ability to give you 1 Might 6 blast of fire,
which lasts for 1 Combat Test only. Your own Might Attribute and
other Merits cannot be used during this Test. A Dragonkin is always
Seelie.
One must always be mindful that one is a part of the many. Do
not forsake your kind. Once you have seen to your Brood, then see to
yourself, and pursue an emerald perfection in all you do.
Dragonkin (female) MSR: 2 1 3 Special: Flight (Seelie)
You may exhaust a Might Ability to fly for 1 Day. This allows you to
move 2 Leagues, skipping any 1 League which is not a Forest or
Mountain. A Dragonkin is always Seelie.
One must always be mindful that one is a part of the many. Do
not forsake your kind. Once you have seen to your Brood, then see to
yourself, and pursue an emerald perfection in all you do.
Human (male) MSR: 2 2 2 Special: Leader
You can begin the game with 2 free points of Allies. These points
are not part of your 5 point starting level and do not count toward
your total points.
My story? I was stolen from my life on Earth so that some Sidhe
could stay in my place. Now I'm here, and I only remember slivers of
that world, though my heart yearns for it.
Human (female) MSR: 2 2 2 Special: Diplomat
Youmay [You may] add 1 to your score in any Tests against
creatures[,] regardless of whether the Tests are Might, Savvy,
Resolve, or Combat.
My story? I was stolen from my life on Earth so that some Sidhe
could stay in my place. Now I'm here, and I only remember slivers of
that world, though my heart yearns for it.
Imp (male) MSR: 2 3 1 Special: Cunning
You may exhaust a Savvy Ability and add 2 to your score for 1 Combat
Test only. This must be done just before the Test.
Come and play the game! Show the rest of us how brightly your
mental flame burns, show us how lively you can step! Do the stylish
thing, not the simple one! Use your wits, dance with your foes,
enjoy life for the contest it is!
Imp (female) MSR: 2 3 1 Special: Mischief
You may exhaust a Savvy Ability and add 2 to your score for 1 Resolve
Test only. This must be done just before the Test.
Come and play the game! Show the rest of us how brightly your
mental flame burns, show us how lively you can step! Do the stylish
thing, not the simple one! Use your wits, dance with your foes,
enjoy life for the contest it is!
Knocker (male) MSR: 1 3 2 Special: Inventor
Knockers can begin the game with 2 free points of Treasures. These
points are not part of your 5 point starting level and do not count
toward your total points.
We are the craftsmen and inventors, and we are hard working and
precise. Machines and knickknacks are wonderful in their complexity,
and a Knocker will not be happy if he is not tinkering with something
at all times. Hand me that wrench.
Knocker (female) MSR: 1 3 2 Special: Tinkerer
You may always recover 1 Treasure in addition to the Rest listed on a
League.
We are the craftsmen and inventors, and we are hard working and
precise. Machines and knickknacks are wonderful in their complexity,
and a Knocker will not be happy if she is not tinkering with
something at all times. Hand me that wrench.
Mer (male) MSR: 1 2 2 Special: Amphibious
You may recover any 1 Merit when on a River, Lake, or Ocean League.
Alternately, you may recover 2 times the listed recovery for that
League.
I do not like dry land, but circumstance has driven me here. Do
not mistake that for weakness. If you stand in my way, I will show
you just what a Mer warrior can do, wherever he may be.
Mer (female) MSR: 1 2 2 Special: Enchanting
You may exhaust 2 Savvy Abilities to entrance a Combat or Savvy
Waylay you're facing. You may ignore that Waylay (allowing you to
pass or encounter the next League) until the end of your next Day.
I do not like dry land, but circumstance has driven me here. Do
not mistake that for weakness. If you stand in my way, I will show
you just what a Mer warrior can do, wherever he may be.
Nymph MSR: 1 3 2 Special: Nature's Blessing
Add 2 to your score on any Tests when you're on a Forest or River
League.
We are the harmony of wild places. We are the song of the wind
in forest canopies. We are the chuckle of stony brooks. We are the
soft touch of nature and love, and we are the roots of life.
Ogre (male) MSR: 3 2 1 Special: Foul-tempered (Unseelie)
If you are defeated in a Combat Test, you may immediately exhaust a
Resolve Ability and retest. You must accept the results of the
retest. Ogres are always Unseelie.
Listen: Only power matters in this world. Get it any way you
must, but get it or you're worthless. Crush anyone or anything that
gets in your way, 'cause that is the way of strength.
Ogre (female) MSR: 3 2 1 Special: Vindictive (Unseelie)
If you are defeated in a Test or fail a Trial you may add 1 to your
score the next time you face that Test or Trial. Multiple losses
will not give you cumulative bonuses. Ogres are always Unseelie.
Listen: Only power matters in this world. Get it any way you
must, but get it or you're worthless. Crush anyone or anything that
gets in your way, 'cause that is the way of strength.
Redcap (male) MSR: 3 1 2 Special: Appetite (Unseelie)
You may consume any Treasure or Ally and recover its value (cost) in
Merits. That Treasure or Ally is removed from play. (For example, if
you consume a Sidhe Sword, cost: 2, you may recover 2 Merit cards.)
A Redcap is always Unseelie.
What d'ya want? To talk to me? I got no time to talk to you,
get outta my way! What? You really don't know Redcaps, do ya?
Okay, I'll show you. Gimme your hand. Mmmm. Now outta my way or
I'll eat the other one too!
Redcap (female) MSR: 3 1 2 Special: Freak (Unseelie)
If you are defeated in a Combat Test, you may exhaust a Savvy Ability
and immediately retest. You must accept the results of the retest.
A Redcap is always Unseelie.
What d'ya want? To talk to me? I got no time to talk to you,
get outta my way! What? You really don't know Redcaps, do ya?
Okay, I'll show you. Gimme your hand. Mmmm. Now outta my way or
I'll eat the other one too!
Satyr MSR: 2 3 1 Special: Revelry
You may recover 2 times the listed recovery on Forest Leagues.
Pleasure. That's the purest essence of life. The dance, the
poetry of senses ablaze. While others are fretting over power and
gold, we will prance like wild beasts, knowing that we are living as
all should. Ecstasy and joy are all there is.
Sidhe (male) MSR: 2 3 2 Special: Noble
You are a member of the nobility. This privilege can never be
revoked.
It is our way to rule, for none are as fit for leadership as we.
To look upon our kind is to see wonder and perfection. Our love is
limitless, yet so is our hatred when it is earned. Look to us if you
wish to understand life, for we are life.
Sidhe (female) MSR: 2 3 2 Special: Noble
You are a member of the nobility. This privilege can never be
revoked.
It is our way to rule, for none are as fit for leadership as we.
To look upon our kind is to see wonder and perfection. Our love is
limitless, yet so is our hatred when it is earned. Look to us if you
wish to understand life, for we are life.
Troll (male) MSR: 3 1 2 Special: Honor (Seelie)
You may exhaust a Resolve Ability and retest a Might or Combat Test.
A Troll is always Seelie.
There is nothing so important to us as honor. The very strength
of our bodies springs from the pure diamond hardness of our spirits,
from our unbreakable loyalty, from our relentless resolve. Our very
lives exist only to satisfy our oaths.
Troll (female) MSR: 3 1 2 Special: Courage (Seelie)
You may exhaust a Resolve Ability and add 2 to your score for 1
Combat Test only. This must be done just before the Test. A Troll
is always Seelie.
There is nothing so important to us as honor. The very strength
of our bodies springs from the pure diamond hardness of our spirits,
from our unbreakable loyalty, from our relentless resolve. Our very
lives exist only to satisfy our oaths.
MERITS: (125 total merits)
Abilities (by Cost): (29 abilities)
1 Broad-Shouldered Might, Seelie
- Exhaust to add 1 to your score for any 1 Might Test. This must be
done just before the Test.
(Steve Casper)
1 Bully Might, Unseelie
- Exhaust to change any Savvy Waylay into a Combat Waylay. A Waylay
without a Combat attribute can never become a Combat Waylay.
(Adam Rex)
1 Clear Thinking Resolve, Seelie
- Exhaust to add 1 to your score in a Combat Test. This must be done
just before the Test.
(Adam Rex)
1 Deductive Reasoning Resolve, Seelie
- Exhaust to add 1 to your score in any Resolve Test. This must be
done just before the Test.
(James Stowe)
1 Devilish Grin Savvy, Unseelie
- Exhaust to add 1 to your score in any Savvy Test. This must be
done just before the Test.
(Adam Rex)
1 Dirty Fighter Savvy, Unseelie
- Exhaust to add 1 to your score in any Combat Test. This must be
done just before the Test.
(Brian Horton)
1 Gorgeous Savvy, Seelie
- Exhaust to change any Waylay involving a creature to a Savvy
Waylay. A Waylay which does not have a Savvy Attribute cannot be
changed to a Savvy Waylay.
(Lief [Leif] Jones)
1 Perfect Body Might, Unseelie
- Exhaust to add 1 to your score in any Savvy Test. This must be
done just before the Test.
(Rick O'Brien)
1 Psyche Out Resolve, Unseelie
- Exhaust to change a Combat Test into a Resolve Test.
(Lief [Leif] Jones)
1 Steely Sinews Might, Unseelie
- Exhaust to add 1 to your score on any Combat Test. This must be
done just before the Test.
(Brian Horton)
1 Underdog Might, Seelie
[Errata: 2-pt Ability on back]
- Exhaust to add 2 to your Might for 1 Combat or Might Test when the
opposing Might or Combat Attribute exceeds your Might Attribute by 3
or more points.
(Lee M. Fields)
1 Witty Repartee Savvy, Unseelie
- Exhaust to change a Combat Test to a Savvy Test. A Waylay that
does not have a Savvy Attribute cannot be changed to a Savvy Test.
(Mark Jackson)
2 Blackmail Resolve, Unseelie
- Exhaust to change any Waylay you're facing involving a creature to
a Resolve Waylay.
(Andrew Bates)
2 Commanding Presence Savvy, Seelie
- Exhaust to delay any 1 Waylay for 1 Day. The intended Waylay will
remain in play, but will not affect anyone until the end of your next
Day.
- Exhaust to recover 1 Ally.
(Stuart Beel)
2 Duelist Might, Seelie
- Exhaust to add 2 to your score during any Combat Test against
another player. Your opponent can recover 1 Merit of his/her choice
before the Test.
- Exhaust to recover a weapon.
(Lief [Leif] Jones)
2 Innocent Smile Savvy, Seelie
- Exhaust to add 1 to your score in any Savvy Test. This must be
done just before the Test.
- Exhaust to prevent an opponent from exhausting his intended Merit.
If your opponent must exhaust a Merit, then he must choose a
different one.
(Brian LeBlanc)
2 Lightning Quick Might, Unseelie
- Exhaust to retest any Might or Combat Test.
- Exhaust to move 1 additional League when traveling on a Road.
(Scott Fischer)
2 Low Moral Character Savvy, Unseelie
- Exhaust to recover 2 Treasures when you're in a Town or Castle
League.
(Lee M. Fields)
2 Perceptive Fighter Resolve, Seelie
- Exhaust to add 1 to your score in any Combat Test. You may exhaust
this Ability after the Test has been made.
(Adam Rex)
2 Vengeful Resolve, Unseelie
- If you suffer a Defeat, you may immediately exhaust this Ability
and retest. You must subtract 1 from your score and accept the
results of the retest.
(Anthony Hightower)
3 Brilliant Strategy Resolve, Seelie
- Exhaust to retest any Resolve or Combat Defeat. You must accept
the results of the retest.
(Scott Fischer)
3 Cunning Resolve, Unseelie
- Exhaust to retreat from any 1 Waylay without testing and return to
the previous League.
- Exhaust to recover any 2 Advantages.
(Jeff Miracola)
3 Eloquent Speech Savvy, Seelie
- Exhaust to add 2 to your score in any Waylay involving a creature.
This must be done just before the Test.
(Anthony Hightower)
3 Foresight Resolve, Seelie
- Exhaust to add 1 to your score in any Test. This must be done just
before you Test.
- Exhaust to examine any 1 adjacent League. You may also look at any
Treasure there.
(Lee M. Fields)
3 Iron Will Resolve, Seelie
- Exhaust to recover 2 Might or 2 Savvy Abilities.
(Brian Horton)
3 Pathetic Sniveling Savvy, Unseelie
- Exhaust to retest a Savvy or Combat Defeat. You must accept the
results of the retest.
(Steve Casper)
3 Relentless Might, Unseelie
- Exhaust to retest any Might or Combat Defeat. You must accept the
results of the retest.
(Brian LeBlanc)
3 Snide Remarks Savvy, Unseelie
- Exhaust to enter a Savvy Test against a character on an adjacent
League. If you're victorious they must skip their next Day. The
character defeated in this Test does not have to exhaust a Merit for
losing.
(Mark Jackson)
3 Steadfast Might, Seelie
- Exhaust to add 2 to your score during any Combat Test. You may
exhaust this Ability immediately after the Test has been made.
(Stuart Beale [Beel])
Advantages (by Cost): (14 advantages)
1 Eagle Eyes
- Exhaust this card to look at any League, up to 3 Leagues away. You
can also see what Treasure wait there.
(Dave Fooden)
1 Fealty to House Fionna
- You have a noble title and are entitled to the privileges therein.
- You recover 2 times the listed Rest at any House Fionna-held Castle
(Drew Tucker)
1 Fealty to House Liam
- You have a noble title and are entitled to the privileges therein.
- You recover 2 times the listed Rest at any House Liam-held Castle.
(Barb Armata)
1 Sense of Direction
- Exhaust this card to add 1 to your score against a Terrain Trial.
- Exhaust this card to examine any adjacent League card.
(Lee M. Fields)
1 Sophia's Favor
- Lady Sophia favors you. You may recover twice as many Merits when
you rest on the Rosewood Keep League.
- You may exhaust this card to avoic the Ardenmore Patrol Waylay.
(Adam Rex)
2 Cityboy
- Add 1 to your score against all Tests and Trials on Town Leagues.
(Scott Fischer)
2 Forestry
- Add 1 to your score against all Tests and Trials on Forest Leagues.
(Anthony Hightower)
2 Mountain Heritage
- Add 1 to your score against all Tests and Trials on Mountain
Leagues.
(Steve Casper)
2 Sea Worthy
- Add 1 to your score against all Tests and Trials on Ocean or River
League.
(James Stowe)
2 Swamp Rat
- Add 1 to your score against Tests and Trials on Swamp Leagues.
(John Cobb)
2 Ties to Middlemarch
- You've got some friends in high (or low) places in Middlemarch.
Cog Soldiers and Cog Dragoons reduce their scores by 2 when you test
against them.
- You may exhaust this card to take a Cog Waylay card (Cog Soldier or
Cog Dragoon) in your League and make it an Ally. The Cog "Ally" may
undergo a Combat Test in your place. Discard the Cog "Ally" once it
fights for you.
(Ron Spencer)
3 Assjack's Trust
- The regent, Assjack, trusts you. The Waylay Rating of any Quests
you undertake is reduced by 2.
(Drew Tucker)
3 Ogre Kin (Ogres and Trolls may not take this Merit)
- You have some Ogre blood in your lineage somewhere. Add 1 to your
score on any Savvy Tests against Ogres.
- Exhaust to add 1 to your score in a Combat or Might Test.
Ogres and Trolls may not take this Merit.
(Jeff Miracola)
3 Thieves Guild
- You're a member of the Thieves and Bandits Guild. You may pick up
any Treasure on the board. However, if the character they belong to
defeats you in a Resolve, Savvy or Combat Test, they get their
Treasre(s) and this Advantage is exhausted.
(Lee M. Fields)
Allies (by Cost): (15 allies)
1 Page MSRC: 2 2 1 2
- Your Page can undergo any Test in your place using the statistics
above. This exhausts the Page. Remove him from play if he's
defeated.
- Your Page can retrieve 1 Treasure from an adjacent League (ignoring
Terrain Trials and Waylays). This exhausts the Page.
(Lee M. Fields)
2 Billy Smith, 8th Grade Honor Student and Human Cartographer
MSRC: 1 1 1 1
- Billy allows you to switch any 2 adjacent Leagues with one another.
These Leagues retain their facing, however, normal rules for matching
terrain and traveling on these Leagues no longer apply. Remove Billy
from play once this power has been used.
(Dave Fooden)
2 Davelon, Gleeful Satyr MSRC: 2 4 2 2
- Davelon can undergo any Savvy Test in your place. This exhausts
Davelon. If Davelon is defeated, he is removed from play.
(Barb Armata)
2 Giant Hopping Toad MSRC: 2 1 3 1 MOUNT
- The Toad allows you to pass any Terrain Trials encountered on a
Swamp League. This does not exhaust the Toad.
- Exhaust the Toad to make a giant leap over any 1 League.
(Brian LeBlanc)
2 Gurthdass, Troll Bodyguard MSRC: 4 1 3 4
- Gurthdass can undergo a Combat or Might Test in your place. This
exhausts Gurthdass. If Gurthdass is defeated, he is removed from
play.
(Stuart Beel)
2 Lady Sophia MSRC: 1 3 3 1
- Lady Sophia allows you to double any recoveries on Town and Castle
Leagues. You are always treated like nobility, even if you're not.
(Rebecca Guay)
2 Runs-Wild, Werewolf Traveler MSRC: 3 1 1 4
- Runs-Wild can undergo a Combat Waylay in your place. This does not
exhaust Runs-Wild. However, you must roll a die after the fight:
Even - he returns to your side. Odd - he attacks you in a frenzy
(Combat Test) and is then discarded.
(Ron Spencer)
2 Warhorse MSRC: 3 1 2 2 MOUNT
- The Warhorse allows you to move 2 Leagues instead of 1. This can
only be done on Leagues connected by Roads or Fields. Exhaust the
Warhorse if you use this ability 2 Days in a row.
- Exhaust to add 1 to your score in Combat. This must be done before
theTest [the Test].
(Anthony Hightower)
2 Wenig, Knocker Mechanic MSRC: 1 1 2 1
- Exhaust to recover up to 3 of your Treasures.
(Mark Jackson)
3 Giant Eagle MSRC: 3 3 3 1 MOUNT
- The Eagle allows you to move 3 Leagues over any Terrain.
Furthermore, you do not encounter the first 2 Leagues, only the
third. This exhausts the Eagle.
(Barb Armata)
3 Hurrgan Skurr, Ogre Henchman MSRC: 5 1 1 5 (Unseelie)
- Hurrgan can undergo any 1 Combat or Might Test in your place. This
exhausts Hurrgan. However, if Hurrgan is defeated, he attacks you
immediately (Combat Test) before exhausting.
(Brian Horton)
3 Lady Kryddia, Sidhe Adventurer MSRC: 2 3 1 3 (Seelie)
- Lady Kryddia can undergo any Combat or Savvy Tests in your place.
This exhausts Lady Kryddia. If Lady Kryddia is defeated she remains
in play with the Waylay (or character) and will join the first
character to defeat the Waylay (or character).
(Leif Jones)
3 Nuvorg, Imp Conman MSRC: 1 5 1 1 (Unseelie)
- Nuvorg can undergo any Savvy Waylay in your place. This exhausts
Nuvorg. If defeated, Nuvorg takes 1 of your Treasures and both are
removed from play.
(Lief [Leif] Jones)
3 Shaebanaria, Nymph Guide MSRC: 1 2 5 2
- Shaebanaria can undergo any Resolve Test in your place. This
exhausts Shaebanaria. If Shaebanaria is defeated, she curses you and
is removed from play. You can no longer benefit from any Rest on
Forest Leagues.
(Lee M. Fields)
3 Silvernahl, Mer Debater MSRC: 1 3 3 1
- Exacting and to the point, Silvernahl can undergo any Savvy or
Resolve Tests in your place. This exhausts Silvernahl. If
Silvernahl is defeated, he gives you bad advice. Subtract 2 from
your score during your next Waylay.
(Drew Tucker)
Arts (by Cost): (30 arts)
1 Dreaming (Only Humans may take this Art.)
- You may exhaust this Art and spend a Day to move 3 Leagues in any
direction. You are not affected by Terrain Trials on your
destination League and you completely skip the first two Leagues.
(Drew Tucker)
1 Ensnare
- Exhaust to enter into a Resolve Test against another character's
Resolve. If you are victorious, your opponent is rooted firmly in
place and may not move during his/her next Day.
(Brian LeBlanc)
1 Fair Fortune
- Exhaust to add 1 to a Character or Creature Waylay's score in any 1
Test. This must be done just before the Test.
(Joshua Gabriel Timbrook)
1 Fuddle
- Exhaust this Art to choose the Merit your opponent will exhaust
when he loses a Test. You must exhaust this Art immediately after
the target character loses his Test.
(Jeff Miracola)
1 Hopscotch
- Exhaust to skip any 1 League. You will encounter the second
League.
(Brian LeBlanc)
1 Mirror, Mirror
- You may spend a turn and consult your reflection for advice.
Exhaust this Art and roll a die: 1 - You miss your next turn. 2 -
The next Day you will move 1 League in the direction of your
opponent's choice. 3 - Your opponent can instantly relocate 1 of
your Treasures to another League. He chooses the Treasure and the
new League. 4 - You can skip 1 League the next Day. 5 - One of your
Treasures of your choice is moved to your current League. 6 - You
may take two Days in a row.
(Andrew Kudelka)
1 Protocol
- Exhaust to force any noble to miss their next Day.
- Exhaust to force any nonnoble to exhaust 1 Savvy Ability.
(Mark Jackson)
1 Runes
- Runes can be used to create a specific Rune Ward. This Rune Ward
acts as a Resolve or Might Terrain Trial difficulty 6 for anyone who
wishes to enter that League. The character making the Rune may
ignore the ward. To represent the Rune Ward, place this card on the
warded League. Once someone passes the Trial, remove this card and
the Ward from play.
(Leif Jones)
1 Will-o'-the-Wisp
- Exhaust this Art to create a small sentinal of fire. You can send
the Will-o'-the-Wisp 1 League ahead of you (it ignores Terrain
Trials). If your opponent intends to Waylay you in the League onto
which the Will-o'-the-Wisp has moved he must instead Waylay the
Will-o'-the-Wisp. If he plays a Waylay, it remains on the League and
will affect any who move there. If he does not play a Waylay, he
cannot play one if you move to that League on the following Day.
(John Cobb)
1 Willow-Whisper
- Exhaust to look at any 1 adjacent League. You may also inspect any
Treasure hidden there.
(Richard Kane Ferguson)
2 Boil and Bubble
- Exhaust to force another character to immediately retest a Victory.
(Brian LeBlanc)
2 Chameleon
- Exhaust this Art to adopt the mask of your surroundings. If
another character or Waylay is in your League that Day, you may
exhaust a Savvy Ability to hide. As long as you're hiding you cannot
be encountered by another character or a Waylay. Once you move to
another League, this effect ends.
(Andrew Kudelka)
2 Creativity (Only Humans may take this Art)
- You may exhaust this Art and 1 Savvy Ability to change any Waylay
Test you're facing to any other Test of your choice (a Combat Waylay
can be changed to a Savvy Waylay, a Resolve Waylay to a Might Waylay,
etc.) You may even change a Waylay into something it could not
normally be. If you do this the rating for its new Attribute will be
1.
(Dave Fooden)
2 Dictum
- Exhaust and enter into a Resolve Test against a nonnoble
(non-noble) character in your League or in any adjacent one. If
you're victorious you may make him move in the direction of your
choice for 2 Days.
(John Bridges)
2 Fugue
- Exhaust to make a character exhaust 2 Merits instead of 1 when
he/she loses a Test. The player may choose which 2 Merits are
exhausted. You must exhaust this Art immediately after the tartget
character loses his/her Test.
- Exhaust to make another character immediately exhaust 1 Merit of
your choice. The Merit that is being forced into exhaustion
geneartes no effect.
(Ash Arnett)
2 Gimmix
- Exhaust to enter into a Resolve Test against another character's
Might. If you are victorious, you may move then 1 League in any
legal direction, no Terrain Trials necessary.
(Brian LeBlanc)
2 Heather-Balm
- Exhaust to recover any 2 Abilities or Allies.
- Exhaust to return 1 Waylay of Rating 3 or less which your opponent
has defeated to your hand instead of the discard pile.
(Mark Jackson)
2 Quicksilver
- Exhaust to move 3 Leagues. If you encounter any Waylays along the
way your movement stops.
(Richard Kane Ferguson)
2 Runic Circle
- Exhaust this Art to inscribe a Runic Circle. This Circle can
cancel the effect of any 1 Art another character is attempting to
use. You must succeed in a Resolve Test against the other character
for this Art to be successful. The targeted Art is canceled and has
no effect. This Art must be exhausted regardless of the result of
the Test.
(Andrew Kudelka)
2 Willow Light
- Exhaust this Art to affect a target of your choice: a character,
Ally or Waylay in your League or any adjacent League. The target
subtracts 2 from their score on a Combat Test. This must be done
just before the Test.
(Adam Rex)
3 Doppelganger
- Exhaust this Art and a Might Ability to duplicate the opponent
you're facing. Your attributes are now the same as his. This effect
lasts for 1 Test only. You may not use other Merits to affect the
outcome of this Test.
(Leif Jones)
3 Effigy
- Exhaust to create a copy of any Treasure. The Effigy card can then
be exchanged with an existing Treasure in another character's
possession. You must be in the same League and win a Savvy Test
against the targeted character. The exchanged Effigy cannot be used
again this game. If the targeted character ever defeats you in any
Test, he/she may reclaim his/her original Treasure.
(John Matson)
3 Grandeur
- For the next 2 Days, you may exhaust a Savvy Ability to make the
results of any Tests you undergo a Stalemate. This exhausts
Grandeur.
(Joshua Gabriel Timbrook and Richard Thomas)
3 Haunted Heart
- Exhaust to change a Waylay that another character is facing to a
Waylay of a different type. For example, you may change a Might to a
Saavy Waylay, or a Resolve to a Combat Waylay. This Art must be used
before any Tests are made.
(Brian LeBlanc)
3 Oakenshield
- Exhaust to change *any* Defeat to a Stalemate.
(Joshua Gabriel Timbrook)
3 Portal Passage
- Exhaust to instantly move from 1 League to another. The two
Leagues in question must have at least 1 identical Terrain feature
(Forest to Forest, Ruins to Ruins, ect. [etc.]) and cannot be farther
than 4 Leagues apart.
- Exhaust to automatically pass any Terrain Trial. This must be done
before you roll.
(Jeff Miracola)
3 Prometheus' Fist
- Exhaust this Art to engulf a target of your choice in flames. The
target must be on your League. This is a Might 3 Combat Test. For
every Resolve Ability you also exhaust, increase the Might of this
attack by 1. However, additional Merits or other effects cannot
increase the potency of this attack.
(Andrew Kudelka)
3 Saining
- You can learn the true name of any 1 character, Ally or Waylay.
This gives you power over your target. You may exhaust this Art to
retest any Test against that character, Ally or Waylay.
- You may exhaust this Art to change a character from Seelie to
Unseelie or vice versa for the duration of the game. The character
will return to normal later.
(Steve Casper)
3 Tattletale
- Exhaust to look at any 4 Leagues in play. You may also inspect any
Treasures located in those Leagues.
(Jeff Miracola)
3 Wanderlust (Only Humans may take this Art.)
- Exhaust this Art and 1 Resolve Ability to move any 1 Waylay to any
other League in play. Normal Terrain conditions no longer apply to
the Waylay being moved.
(Jeff Miracola)
Treasures (by Cost): (37 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 Friedman)
1 Coin of Clarity
- Exhaust to add 1 to your score in a Savvy Test.
- You can discard the Coin and add 2 to your score in a Savvy Test.
(James Stowe)
1 Fae Blade WEAPON
- The Fae Blade adds 1 to your score in Combat Tests. This does not
exhaust the Fae Blade. If you are ever defeated by 2 or more points,
exhaust the Fae Blade.
A character cannot normally benefit from more than 1 weapon at a
time.
(Lee M. Fields)
1 Fancy Pants
- Exhaust to add 1 to your score in any Savvy Test.
- Exhaust to have noble status for 1 Day.
(Ash Arnett)
1 Map of the Land
- Exhaust to look at any League in play.
(Glaxxo Dipplesrunt DeVagliano)
1 Pixie Dust
- Ignore 1 Waylay until the end of your next Day. Pixie Dust is
removed from play when used.
(Dave Fooden)
1 Potion of Love
- You may use this potion to automatically win 1 Savvy Test. Once
used, the potion is removed from play. You cannot use more than 1
Potion of Love on a Quest.
(Ash Arnett)
1 Shield ARMOR
- Exhaust to add 1 to your score in a Combat Test. This can be done
after the Test is made.
(James Stowe)
1 Winged Sandals
Exhaust the Sandals to automatically pass a Might Terrain Trial.
(John Cobb)
1 Wooden Horse
- Exhaust to move 2 Leagues. Your movement stops if you encounter a
Waylay.
(Matt Milberger)
2 Circlet of Resolve
- You gain 1 Resolve while wearing the Circlet.
- If you are a Troll, you may exhaust the Circlet to add 4 to your
score in a Resolve Test.
(Lee. M. Fields)
2 Coral Trident WEAPON
- The Trident adds 1 to your score in Combat Tests.
- If you are Mer, you may exhaust the Trident to attack a Waylay in
play in an adjacent League. If you are defeated, change the result
to a Stalemate.
A character cannot normally benefit from more than 1 weapon at a
time.
(Barb Armata)
2 Fae Armor ARMOR
- Exhaust to add 2 to your score in a Combat Test. This can be done
after the Test is made.
(Anthony Hightower)
2 Glamour Dust
- You may exhaust Glamour Dust to recover any 2 Arts.
- Humans, as the source of creativity, can exhaust the Glamour Dust
and recover 2 of their own Abilities, Treasures or Arts, or they can
force their opponent to exhaust 2 of their Merits (their opponent
chooses which ones). No benefits are generated by a Merit forced
into exhaustion.
(Rick O'Brien)
2 Golden Torc
- Exhaust to change a Might Waylay into a Resolve Waylay.
- If you are Sidhe, you may exhaust the Torc to add 3 to your score
in a Resolve Test.
(Jeff Miracola)
2 Hawk Knife WEAPON
- The Hawk Knife adds 1 to your score in a Combat Test.
- Exhaust the Hawk Knife to add 3 to your score in a Combat Test on a
Mountain League.
A character cannot normally benefit from more than 1 weapon at a
time.
(Steve Casper)
2 Mead of Vigor
- You may recover up to 3 Abilities. Mead of Vigor is removed from
play when used.
(Drew Tucker)
2 Mephisto's Seeds
- You may exhaust Mephisto's Seeds to return a defeated Waylay of
Rating 4 or less to your hand from the discard pile.
- If you are an Imp, you may exhaust Mephisto's Seeds to play a
Waylay card anywhere, regardless of the League requirements.
(Leif Jones)
2 Nymph's Wreath
- This Wreath allows its owner to ignore any Terrain Trials on Forest
and River Leagues.
- If you are a Nymph, you may exhaust the Wreath and 1 Resolve
Ability to instantly move from 1 Forest League to another.
(Drew Tucker)
2 Satyr's Pipes
- Exhaust to change any Combat Waylay to a Savvy Waylay.
- Exhaust to add 1 to your score in any Savvy Test.
- If you are a Satyr, you may exhaust this along with any 1 Ability
and add 3 to your score in any Savvy Test.
(Dave Fooden)
2 Scroll of Knowledge
- Exhaust to recover 2 Resolve Abilities.
- Exhaust to see 1 random Waylay in your opponent's hand.
(Brian Leblanc [LeBlanc])
2 Sidhe Sword WEAPON
- This noble Sword adds 1 to your score in Combat Tests. This does
not exhaust the Sidhe Sword. If you are ever defeated by 3 or more
points, exhaust the Sidhe Sword.
- Noble Oath: If you are a noble, you may exhaust the Sidhe Sword to
automatically win a Test against any other noble. If two nobles do
this to each other, the result is a Stalemate.
A character cannot normally benefit from more than 1 weapon at a
time.
(Leif Jones)
2 The Silver Branch
- You may use the Silver Branch to defeat a Combat Waylay of Rating 4
or less. Discard the Silver Branch when you use it.
(Anthony Hightower)
2 Stone Egg
- Exhaust the Stone Egg to recover 1 of your opponent's Flaws.
(John Cobb)
2 Tome of the Dragonkin
- You may exhaust the Tome to add 1 to your score in any Resolve
Test. This must be done just before the Test.
- If you are Dragonkin, you may exhaust this Tome to recover up to 3
Abilities.
(Barb Armata)
2 Writ of Carte` Blanche
- Discard the Writ to gain a Victory against any of the following
Waylays: Guilty as Charged, Traveling Papers, Ardenmore Guard Patrol
and Irondew Archers.
- If you are defeated on a Castle League, you may exhaust this card
to immediately retest.
(Adam Rex)
3 Al-Kanon, the Chaos Sword WEAPON
- For every Resolve Ability you exhaust, you may add 1 to your score
on a Combat Test. This does not exhaust the Chaos Sword, only your
Resolve Abilities.
- If you are Unseelie, you may exhaust this Sword to return any 1
Waylay to your opponent's hand. You opponent must replace it with a
randomly drawn Waylay from his hand.
A character cannot normally benefit from more than 1 weapon at a
time.
(Andrew Kudelka)
3 Axe of the Ogre Fiend Gurrgall WEAPON
- The Axe adds 2 to your score in Combat Tests. If you are ever
beaten in a Combat Test, the Axe is exhausted.
- If you are an Ogre or have Ogre kin you may exhaust this Axe to add
4 to your score in a Combat Test. This must be done just before the
Test.
A character cannot normally benefit from more than 1 weapon at a
time.
(Ron Spencer)
3 Belt of Troll Strength
- The Belt adds 1 to your Might
- The Belt can be exhausted to add 3 to your score on any Might Test.
(Stuart Beel)
3 Gauntlet of Herculean Strength
- Exhaust to add 4 to your score in 1 Might or Combat Test. This
must be done just before the Test.
(Scott Fischer)
3 Knocker's Artifact WEAPON
- You can exhaust this weapon and 1 Might Ability to fire a Might 6
attack on any Character, [or] Combat or Might Waylay within 2
Leagues. The Might of this weapon is used in place of your own when
calculating your score in battle. If you are a Knocker, this is a
Might 7 attack.
A character cannot normally benefit from more than 1 weapon at a
time.
(Adam Rex)
3 Lance of Ardlanth WEAPON
- The Lance adds 2 to your score in a Combat Test.
- You may exhaust the Lance to add 4 to your score against any
Dragons or Dragonkin.
A character cannot normally benefit from more than 1 weapon at a
time.
(Mark Jackson)
3 Mirthos Fjadal ARMOR
- Exhaust to add 2 to your score in a Combat Test. This can be done
after the Test is made.
- Exhaust to retest any Combat Waylay.
(Mark Jackson)
3 Pearl of Wisdom
- The Pearl adds 1 to your Resolve. This does not exhaust the Pearl.
- Exhaust to add 2 to your score in any Resolve Test. This must be
done just before the Test.
(Ash Arnett)
3 The Silver Tongue
- Add 1 to your Savvy.
- Exhaust to add 3 to your score in any Savvy Test.
(Scott Fischer)
3 Wand of Ice
- Exhaust the Wand and 1 Resolve Ability to freeze 1 Waylay or
character in your League. This Waylay is trapped in a block of ice
and cannot move, attack or be attacked until the end of your next
Day. While frozen, you can ignore this Waylay, moving past or
encountering the League.
(Mark Jackson)
3 Wyldstone
- Exhaust the Wyldstone to retest any 1 Test. You must accept the
results of the retest. This does not have to be a Test in which your
character is involved.
- Discard the Wyldstone to cause any 1 Waylay to age rapidly, halving
(round up) all of its attributes. For example, a Combat 5 Waylay
would become Combat 3.
(Ron Spencer)
FLAWS: (30 total flaws)
Curses (by Cost): (6 curses)
2 Allergies
- Your opponent can exhaust this Flaw while you are on a Forest
League, forcing you to retest a Victory. You must accept the results
of the retest.
(Anthony Hightower)
2 Bottom-Heavy
- Your opponent can exhaust this Flaw while you are on an Ocean or
River League, forcing you to retest a Victory. You must accept the
results of the retest.
(Andrew Bates)
2 Claustrophobic
- Your opponent can exhaust this Flaw while you are on a Town or
Ruins League, forcing you to retest a Victory. You must accept the
results of the retest.
(Leif Jones)
2 Warrant
- Your opponent can exhaust the Warrant to add 2 to the score of any
Ardenmore Patrols or Taxmen.
(Drew Tucker)
2 Weak Knees
- Your opponent can exhaust this Flaw while you are on a Mountain
League, forcing you to retest a Victory. You must accept the results
of the retest.
(Brian LeBlanc)
3 Bad Luck
- You are affected by constant unexplainable bad luck Any time
you're forced to exhaust 1 Merit, you must instead exhaust 2 Merits.
(Scott Fischer)
Enemies (by Cost): (15 enemies)
1 Dragonkin
- All Dragonkin add 1 to their score in any Test against you.
(Ron Spencer)
1 Humans
- All Humans add 1 to their score in any Test against you.
(Andrew Bates)
1 Imps
- All Imps add 1 to their score in any Test against you.
(Barb Armata)
1 Knockers
- All Knockers add 1 to their score in any Test against you.
(John Cobb)
1 Mer
- All Mer add 1 to their score in any Test against you.
(Dave Fooden)
1 Ogres
- All Ogres add 1 to their score in any Test against you.
(Brian LeBlanc)
1 Redcaps
- All Redcaps add 1 to their score in any Test against you.
(Andrew Bates)
1 Satyr
- All Satyr and Nymphs add 1 to their score in any Test against you.
(Mark Jackson)
1 Sidhe
- All Sidhe add 1 to their score in any Test against you.
(Andrew Kudelka)
1 Trolls
- All Trolls add 1 to their score in any Test against you.
(Stuart Beel)
2 The Sheriff of Raxis
- Add 1 to the score of opposing Waylays in Leagues containing Towns
or Castles.
(Stuart Beel)
3 Bernard Assjack
- Bernard doesn't like you or perhaps he just doesn't think you're up
to the task. In any event, add 2 to the Waylay Rating of any
Quest(s) you undertake. The Flaw cannot be exhausted.
(Mark Jackson)
3 King Ironheart
- Infuriated by your support of Lord Gamine, King Ironheart promises
to give you "special" attention. Cog Soldiers and Cog Dragoons each
add 2 to their score in any Waylay against you.
- Your opponent can exhaust this Flaw when you are on any League with
a border to force you to skip your next Day.
(Richard Thomas)
3 Sophia's Hatred
- You have done some foolish deed or action in the past which earned
you the hatred of the lovely Lady Sophia. Although you can still
take her as an Ally, you will never benefit from her abilities.
Subtract 2 from your score on any Tests while on the Rosewood Keep
League. This does not exhaust this Flaw.
- Your opponent may exhaust this Flaw to change any of your Victories
to a Defeat.
(Dave Fooden)
3 Tiberius
- The mysterious Wizard Tiberius has chosen to vent his frustrations
on you. Your opponent may exhaust this card to move you 3 Leagues in
any direction of his choice.
(Mark Jackson)
Weaknesses (by Cost): (9 weaknesses)
1 Crazed Resolve, Unseelie
- Your opponent can exhaust this card and subtract 1 from your score
in 1 Combat Test. This must be done just before the Test.
(Leif Jones)
1 Dishonest Savvy, Unseelie
- Your opponent can exhaust this card to subtract 1 from your score
in any Savvy Test. This must be done just before the Test.
(Drew Tucker)
1 Glass Jaw Might, Unseelie
- Your opponent can exhaust this card to change 1 Combat Stalemate
into a Defeat against you. You must accept this result.
(Brian LeBlanc)
1 Pansy Might, Seelie
- Your opponent may exhaust this card to subtract 1 from your score
in 1 Combat or Might Test. This must be done just before the Test.
(Andrew Bates)
2 Coward Savvy, Unseelie
- Your opponent can exhaust this card to force you to retest 1 Combat
Victory. This must be done immediately following a victorious Test.
(Barb Armata)
2 Gullible Savvy, Seelie
- Your opponent can exhaust this card to force you to retest any
Savvy Victory. This must be done immediately following a victorious
Test.
(Anthony Hightower)
2 Indecisive Resolve, Seelie
- Your opponent can exhaust this card to force you to retest any
Resolve Victory. This must be done immediately following a
victorious Test.
(Adam Rex)
3 Absent-Minded Resolve, Seelie
- Your opponent can exhaust this card to subtract 2 from your score
in any Resolve Test. This must be done just before the Test.
(Lee M. Fields)
3 Weakling Might, Unseelie
- Your opponent can exhaust this card to subtract 2 from your score
in any Might Test. This must be done just before you Test.
(John Cobb)
STORY PACK CARDS: (202 story pack cards)
QUESTS (by Waylay rating, in order of Quest number): (25 quests)
14 I - Prove Yourself Treasure: 1 Exp: 1
Travel to 4 selected Leagues and pass "Prove Yourself" tests of each
Waylay type at those Leagues, then return to Eidolon to complete your
Quest.
Lord Gamine has disappeared from the land while in the midst of
his quest to free the high king from his petrification curse. The
lord delegated the throne of Ardenmore to his regent, Bernard
Assjack.
Assjack now calls upon all heroes to assemble to find the lost
lord. Heroes must first prove themselves worthy of serving the
Ardenmore court before they will be entrusted with the noble quest of
finding Lord Gamine.
As all or part of this Quest's Waylay rating, your opponent must
select one Wayaly of each type (Combat, Might, Resolve and Savvy).
After the League map is created, your opponent selects four different
Leagues where you will encounter 1 of the 4 selected Waylays. You
must venture to these 4 Leagues and then defeat the Waylay played
there. You cannot use Allies to test for you on any of the 4 "Prove
Yourself" Waylays.
After you have defeated the fourth "Prove Yourself" Waylay,
return to Eidolon (or your Base Camp if the Eidolon League is not in
play) to finish your Quest.
(Adam Rex)
15 II - Marauders Treasure: 4 Exp: 1
Defeat 4 (or all if less than 4) of the Marauder Combat Waylays to
complete your Quest.
Assjack explains that you must interrupt your quest to find Lord
Gamine. In Gamine's absence, evil creatures have emerged from their
fell dens to threaten the land. As heroes of the court, Assjack
deputizes you to serve the Sheriff of Raxis and put an end to the
evil marauding Ardenmore.
At the start of your Quest, your opponent places any Combat
Waylays he/she has chosen for your Quest face-up on the League map
(maximum 1 Waylay per League). To complete your Quest, at least 4
(or all of them if less than 4) of these Marauder Waylays must be
defeated. On each of his/her Days, your opponent may move 1 of the
Marauder Waylays 1 League (ignore Waylay terrain restrictions), but
cannot stack more than 1 Waylay per League. Other characters can
choose whether or not they want to encounter or ignore the Marauder
Waylays.
(Stuart Beel)
12 III - Scour Darkreach Mountains Treasure: 2 Exp: 1
Travel to each of 4 different Leagues selected by your opponent and
spend one extra Day in each League.
Though your royal-court-appointed duty of serving as deputy to
the Sheriff of Raxis has kept you from pursuing your quest to find
Lord Gamine, you manage a little side trip north in order to search
Darkreach Mountains for any sign of him. The wizard Tiberius, the
last to see Gamine before he disappeared, reported that the lord's
quest was to take him north to Darkreach and then beyond.
Your opponent selects 4 connecting Leagues (1 of which must be
Darkreach Mountains if that League is in play). You must visit all 4
Leagues and spend an extra Day in each looking for signs of Lord
Gamine or his retinue. You may not look for Gamine during a Day in
which you have already rested or faced a Waylay.
(Drew Tucker)
10 IV - Slavers Treasure: 3 Exp: 1
Recover 3 of your lost Treasures and Allies and return to defeat the
slavers.
While fruitlessly searching the Darkreach Mountains for Lord
Gamine, you were captured by slavers 1 night as you slept. They have
sold your gear and your friends throughout the land and intend to
take you to Middlemarch to sell you to a Fack Tory. Late one night,
you manage to escape, intent to return and exact vengeance on the
slavers.
Your opponent places both your Quest's Treasures and your
character's regular Treasure and Ally Merits under different Leagues.
You begin the game with all of your other Merits exhausted. You must
recover at least 3 Allies or Treasure (if there are less than 3
scattered on the board, you opponent selects a League you must visit
for every card less than 3) and then return to Base Camp and defeat
the slavers in a Combat Waylay. The slavers have Combat 2.
At the start of your Quest, your opponent cannot play a Waylay
on you until you travel more than 2 Leagues from Base Camp. You Base
Camp must be the Darkreach Mountains if that League is in play.
(Jeff Miracola)
10 V - Seek the Oracle's Advice Treasure: 3 Exp: 1
Travel to the oracle's League and pass a Trial to find her. Your
opponent places the oracle's Trasure. Go and collect the Treasure
and return it to the oracle to complete the Quest.
Still serving as deputy to the Sherrif of Raxis, you
nevertheless manage to pull the duty of patrolling the marshes. You
hope to patrol the Sibylline Swamp and find the Prophetess Augur, the
oracle from whom Lord Gamine sought advice at the start of his quest.
At the beginning of the Quest, place all of your Treasure cards
as normal except for 1, which you give to your opponent to hold in
reserve. You must travel to the Sibylline Swamp (or any League
designated by your opponent if the Sibylline Swamp is not in play)
and pass a Resolve Trial difficulty 6 to find the oracle. Once
found, Augur informs you that there is a price you must pay before
she will give you advice. Your opponent now places the Treasure card
held in reserve under any League in play. You must recover that
Treasure and return it to Augur (finding her again) to complete your
Quest.
(Barb Armata)
10 VI - Amnesia Treasure: 2 Exp: 1
Recover all of your lost Merits and Quest Treasures and return to
Raxis.
After seeking the Prophetess Augur to hear her advice on Lord
Gamine's disappearance, you are afflicted with amnesia. You must
piece your memories back together by visiting the sites in Ardenmore
that can spur your old memories. Meanwhile fragments of Augur's
words drift through your clouded mind... "two who are not of stone,
one who is a traitor turned friend and another who is a friend turned
traitor... beware the hydra with heads of ebony, gold, and fey-fell
cold iron."
At the beginning of the Quest, your opponent places all of your
Ability and Art Merits under different Leagues as if they were
Treasures. You must recover at least 3 of your lost Merits (piecing
together your memories), and return to Raxis (if that League is not
in play then return to Base Camp) to complete your Quest. If there
are less than 3 Merits scattered on the board to be recovered, then
your opponent selects a League you must visit for every card less
than 3. Your Base Camp must be the Sibylline Swamp if it is in play.
(Leif Jones)
10 VII - Even Dragons Pay Taxes Treasure: 5 Exp: 1
Travel to Splendourscale's abode and either beat him in Combat or
Savvy Tests and return to Base Camp, or travel on to recover two
Treasures, returning one Terasure to the Dragon and the other back to
Base Camp to complete the Quest.
The sheriff has collected taxes from everyone in the realm
except Splendourscale the Grey Dragon. Although Splendourscale
barbecued the last deputy sent to collect taxes from him, the sheriff
is confident of your bravery and ability. You are a hero of the
court, after all.
Start the Quest as normal. After Treasures are placed, your
opponent selects the League where Splendourscale lives. You must
travel to this League and confront the Dragon before gathering any
Quest Treasures. You may elect to fight or smoothtalk the Dragon for
his taxes (win 2 Combat or 3 Savvy Tests; Splendourscale has Combat 9
and Savvy 6), then return to Base Camp to complete the Quest.
Or, Splendourscale agrees that if you bring him 2 Treasures, he
will pick 1 to keep and you can take the other back as his tax
payment (becoming the first to[] ever to collect taxes from a
Dragon). Collect 2 Quest Treasures and return to the Dragon's
League. Your opponent selects which Treasure the Dragon keeps. You
must return the other (unexhausted) to Base Camp to complete the
Quest.
(Andrew Kudelka)
11 VIII - Royal Cartographer Treasure: 4 Exp: 1
Visit the 7 Leagues selected by your opponent and return to Base
Camp.
Though you've proven yourself a hero worthy of serving the court
by questing after the lost Lord Gamine, the lord's regent, Assjack,
still commands you to duties other than searching down the missing
lord. Assjack selects you to serve Ardenmore for the annual
surveying done for the Royal Cartographers of Arcadia.
Your opponent selects 7 Leagues. You must visit or pass over or
through all of these and then return to Base Camp to complete your
mapping duties and this Quest.
(Anthony Hightower)
16 IX - The Flower Quest Treasure: 4 Exp: 1
Go to the League on which the orchids grow and then return to Base
Camp with the orchid intact.
To serve the court of Eidolon, Regent Assjack now requires you
to travel to Orchid Isle and retrieve one of the fragile blossoms
that grow there. The annual Celebration of Spring is at hand, and
the people of the realm are dour enough with their lord missing. The
court cannot afford to miss having the celebration, complete with a
Glamour Orchid.
After all Leagues are played, your opponent may add the Orchid
Isle League to the map (or any other League if the Isle is not
available). If the Isle is already in play your opponent may move it
to any other legal position on the board. You must travel to the
League, pick a Glamour Orchid (Resolve Trial difficulty 6 to find
one), and return the blossom safely to Eidolon (or Base Camp if the
Eidolon League is not in play).
The blossoms are fragile. Each time you are forced to test
Combat or Might, you must also pass a Resolve Trial difficulty 6 to
keep the blossom from wilting. If a blossom wilts, you must return
to the Isle and pick a new one.
(Mark Jackson)
9 X - Peace Mission Treasure: 3 Exp: 1
Travel to each of 2 Leagues and pass a Savvy Trial of 6 at each one.
You must retreat from any Combat Waylays.
Civil War threatens the land. In outlying towns there is talk
of ousting Lord Gamine's regent, Assjack, from the throne. The
ambitious, Unseelie Duke Bane and his son Sir Wrathgar seem to be
behind the brewing trouble, but this can't be proven. Assjack needs
you to carry out a diplomatic mission to quell the growing rebellion
in 2 towns.
Your opponent selects 2 Town Leagues (or any other League(s) if
1 or no Towns are in play). To complete the mission, you must visit
the towns and pass a Savvy Trial difficulty 6 in each one to convince
the people of peace. Since this is a Peace Mission, you may not
engage in any Combat Tests except against rival players. If a Combat
Waylay is played against you, you immediately retreat instead of
facing it. Your opponent may not play Combat Waylays that trap you
with no possible detour around them or that completely block you from
your destination Leagues (such as playing a Combat Waylay on one of
the Town Leagues).
(Andrew Bates)
14 XI - Conscription Treasure: 1 Exp: 1
Recover 3 Allies and 1 Quest Treasure card and return with them
unexhausted to Base Camp.
Duke Bane has declared himself rightful ruler of the land in
Lord Gamine's absence. Civil War is brewing as the people of
Ardenmore take sides between Bane and the lord's declared regent,
Bernard Assjack. In service of the lord's court, Assjack insists you
set aside the quest to find Lord Gamine. He enlists you to travel
the realm conscripting troops and finding treasures to bolster the
royal armory for the coming war.
At the beginning of the Quest, give your opponet your Quest
Treasure card along with 3 Ally cards for him/her to place under
Leagues of his/her choice. If you don't have 3 Ally cards, use dummy
cards; but you will not benefit from their abilities. You must
recover all 4 cards and bring them, unexhausted, back to Eidolon (or
Base Camp if Eidolon is not in play) to finish this Quest.
(Drew Tucker)
14 XII - Save Rosewood Keep Treasure: 2 Exp: 1
Travel to Rosewood Keep. Hold the League for 4 consecutive Days to
break Wrathgar's siege.
Sir Wrathgar leads the forces of Duke Bane, and lays siege to
Rosewood Keep, the home of Lady Sophia. Lady Sophia was betrothed to
Lord Gamine before his disappearance; whoever marries Sophia may
claim the throne of Ardenmore. Woe to the realm if Wrathgar abducts
her and forces marriage.
After the League map is laid out, your opponent may add the
Rosewood Keep League (or another League to represent it if Rosewood
Keep is not available) to the map. If Rosewood Keep is already in
play your opponent may move the Keep to a legal space of his/her
choice. You must race to this League and hold it for 4 consecutive
Days after you arrive to break Wrathgar's siege and complete the
Quest. Your opponent can ignore terrain restrictions to play Waylays
on you while you hold the League. If your opponent runs out of
Waylay cards, he may draw extra Combat Waylays of rating 2 or less to
play on you while you hold the League. If the Sir Wrathgar Waylay is
played, he tests at +1 against you. If all your Merits are
exhausted, you must retreat from Rosewood Keep.
(Brian LeBlanc)
18 XIII - Escort Lady Sophia Treasure: 2 Exp: 1
Travel to Rosewood Keep and then escort the Lady Sophia back to
Eidolon safely.
Civil war rages in Ardenmore, and though Sir Wrathgar has been
stopped from abducting Lady Sophia to marry her and claim Lord
Gamine's throne, Sophia is still not safe from the forces of
Wrathgar's father, Duke Bane. Even now, scouts report that Duke Bane
has dispatched a new horde of malevolent fiends to capture Lady
Sophia and destroy Rosewood Keep. You must escort Lady Sophia to
safety at the court of Eidolon as Duke Bane's troops harass you along
the way.
After the League map is placed, your opponent adds the Rosewood
Keep and Eidolon Leagues (or other Leagues to represent them).
Eidolon is your Base Camp. Travel to Rosewood Keep, retrieve Lady
Sophia and return to Base Camp. Lady Sophia is treated as an Ally
card (add her card as a Merit if available, otherwise use any other
Merit card to represent her but ignore that Merit's powers). You
must return her to Eidolon without discarding her.
(Rebecca Guay)
14 XIV - Victory over Duke Bane Treasure: 4 Exp: 1
Travel to Bane Tower. Lay siege to it for 2 Days after arriving.
Capture Duke Bane when he appears and attempts to escape.
Your valiant and loyal services to the royal court have not gone
unnoticed. Now the lord's regent, Assjack, entrusts you to lead
Ardenmore's forces to defeat Duke Bane and end the civil war plaguing
the realm.
Once the League map is created, your opponent adds the Bane
Tower and Eidolon Leagues (or other Leagues to represent them).
Eidolon is your Base Camp. March to Bane Tower and lay siege to it
by staying on the Bane Tower League for 2 consecutive Days after you
arrive.
After your second Day assaulting the Tower, Duke Bane escapes
from the siege. Your opponent places the Duke Bane Waylay (or
another Combat Waylay of rating 3 or less to represent him) in a
League adjacent to Bane Tower. You must move to Duke Bane and defeat
him in a Combat Test to capture him and complete your Quest. On each
of your opponent's Days after he first places Duke Bane, he may move
Bane 1 League in any direction (ignoring Terrain Trials) as the Duke
attempts to flee from justice.
(Brian LeBlanc)
13 XV - Royal Wedding Gift Treasure: 5 Exp: 1
Find a Quest Treasure and pass a Resolve Trial difficulty 8 to test
its worthiness. If you fail, keep finding Treasures and engaging in
Resolve Trials at 1 lower difficulty. Once you find a worthy
Treasure, return it to Eidolon.
According to the wizard Tiberius, Lord Gamine's parting words
before he disappeared were that his regent, Assjack, should continue
to rule Ardenmore in his absence. Should Gamine not return within a
year, his betrothed, Lady Sophia, was to marry another and take the
throne. The recent civil war has convinced Sophia to marry before
the one year deadline to bring order to the kingdom. However, to
keep faith with her lost true love, Sophia will wed Assjack, the mule
Satyr widely known to be incapable of anything but courtly love.
Your opponent places your Quest Treasures. You must recover 1
of your Quest Treasures and then pass a Resolve Trial difficulty 8 to
see if the Treasure is worthy enough to be your royal wedding gift.
If you fail this Trial, you must seek out another Treasure and pass a
Resolve Trial difficulty 7 to see if it is worthy. Keep seeking
Treasures and engaging in Resolve Trials (the Trial difficulty drops
by 1 each time) until you find a worthy gift and then return it to
Eidolon (or Base Camp if Eidolon is not in play) to complete the
Quest.
(Ash Arnett)
13 XVI - Courier for the Court Treasure: 4 Exp: 1
Retrieve a stolen item and deliver it and a message to the wizard
Tiberius at Ebonlique.
For the sake of the realm, Lord Gamine's betrothed, Lady Sophia,
has now married Gamine's ex-regent, Bernard Assjack, the new lord of
Ardenmore. Though the realm seems relatively peaceful, still Assjack
does not free you of your duties as a deputy of the realm. He asks
you to recover an item stolen from the court and courier it along
with important correspondence to Tiberius, the wizard of Ebonlique.
After the League map is constructed and Treasure are placed, y
our opponent adds the Eidolon and Ebonlique Leagues (or other Leagues
to represent them). If these Leagues are already in play, your
opponent can move them to another legal location. To complete your
Quest, you must recover one of your Quest Treasures and carry
Assjack's letter to Tiberius in Ebonlique. At Ebonlique, you turn
the letter and a Quest Treasure of your choice over to Tiberius
(discard the TReasure from play). You must then return to Eidolon
with Tiberius' reply message to finish the Quest.
(Anthony Hightower)
14 XVII - Capture the Traitor Treasure: 3 Exp: 1
Travel to Eidolon and pass a Savvy Trial difficulty 7 to convince the
court of Assjack's treachery. Once Assjack flees, chase him down and
beat him in a Combat or Savvy Test to complete your Quest.
While you were delivering a letter from the wizard Tiberius of
Ebonlique to Lord Assjack, the letter's waxen seal broke. Fae
curiosity being as it is, you read in horror of the secret alliance
between Assjack and Tiberius. Since Lord Gamine's disappearance,
Assjack and Tiberius have conspired to secure Assjack's position as
the new Lord of Ardenmore with Lady Sophia at his side. You must
venture to Eidolon and accuse Lord Assjack of treachery in his own
throne room.
If the Eidolon League is not in play, your opponent selects a
League to represent it. You must travel to Eidolon and pass a Savvy
Trial difficulty 7 to convince the court of Assjack's guilt. Once
exposed, Assjack flees the court. On the Day you pass the Savvy
Trial, your opponent places the Assjack Waylay (or any Combat Waylay
of rating 2 or less) within 2 Leagues of Eidolon. You must hunt down
Assjack and defeat him in a Combat or Savvy Test (your choice). On
each of your opponent's Days, he may move Assjack 1 League in any
direction.
(Scott Fischer)
8 XVIII - Assault on Ebonlique Treasure: 4 Exp: 1
Go to Ebonlique. Solve the puzzle to access the tower. Fight the
tower's guardians and then defeat Tiberius.
Having exposed the treachery of Lord Gamine's regent, Assjack,
and brought him to justice, you must now venture to Ebonlique and
bring Assjack's conspirator, the wizard Tiberius, to justice and make
him answer for Lord Gamine's disappearance.
During this Quest, your opponent may select up to 6 points of
Arts or Flaws to use against you as Tibeirus uses his wizardry to
hinder your assault. After all other Leagues are placed, your
opponent may place the Eidolon and Ebonlique Leagues (or other
Leagues to represent them). Journey to Ebonlique; once there, pass a
Resolve Trial difficulty 7 to solve the magical puzzle of the black
tower's gate. On the Day after you open the gate, you must begin
fighting your way through the tower to face Tiberius. Your opponent
selects 3 Combat Waylays of rating 3 or less and plays all of them on
the tower. Once you defeat the Waylays, you may face Tiberius the
next Day. Defeat Tibeirus in a Combat or Resolve Test (he is Combat
5, Resolve 4) to finish the Quest.
(Dave Fooden)
15 XIX - Quest for Knowledge Treasure: 5 Exp: 1
Travel to the 3 Ruins Leagues and pass a Resolve Trial difficulty 6
at each to decipher the secret of the Noria.
Though Tiberius managed to escape after your assault on
Ebonlique, he did reveal to you the secret of Lord Gamine's
disappearance. Tiberius imprisoned the lord and his retinue in the
dreaded undermountain prison of the Noria of Eternity. This giant
subterranean wheel revolves but once every thousand years, accepting
or disgorging prisoners from its single cave entrance as the pockets
on the rim of the wheel pass by the mouth of the cave. You must find
a way to free Lord Gamine from the Noria lest he be trapped there for
1,000 years.
To complete this Quest, you must search the ruins of Ardenmore
for secrets to the Noria's origin and power. Your opponent selects 3
Leagues containing ruins. You must travel to each one and pass a
Resolve Trial difficulty 6 there to decipher the glyphs on the ruin
walls. If there are less than 3 Ruins Leagues in play, your opponent
can select any League(s) to make up the remainder of the 3 you must
visit.
(Ash Arnett)
16 XX - The Wyld Hunt Treasure: 4 Exp: 1
Recover the Wyldstone and return to Base Camp. While you hunt the
stone, enemies of the realm hunt you.
You've found what may be the secret to freeing Lord Gamine from
his imprisonment in the monolithic Noria of Eternity. Among the
ruins of Ardenmore, there is said to be a relic, the Wyldstone, which
may empower the Noria to turn faster than its ponderous 1,000 year
cycle. But the winds of malice blow once more through the realm, and
enemies roam the land seeking to prevent you from freeing the
imprisoned lord.
As part of your Quest's Waylay rating, your opponent selects one
Combat Waylay of rating 3 or less to be your "Enemy" for the Quest.
After the League map is set, your opponent places the Wyldstone
Treasure card (or another card to represent it) on a League of
his/her choice, and then selects a Base Camp for you and your "Enemy"
Waylay. On each of your opponent's Days, he/she may move the Enemy
Waylay 1 League. If you defeat the Enemy, it immediately returns to
its Base Camp and begins to hunt you again. To finish the Quest,
recover the Wyldstone and return to your Base Camp. Your Base Camp
and your enemy's Base Camp can never be the same League.
(Ron Spencer)
8 XXI - Jailbreak Treasure: 2 Exp: 1
Travel to the Noria of Eternity. Survive the release of 21 points of
Waylays without exhausting the Wyldstone in order to free Lord
Gamine.
You have the Wyldstone! Now you can free Lord Gamine by
speeding up the revolution of the Noria of Eternity. But before the
mammoth wheel of stone will swing around to free Lord Gamine, it will
release all of the most terrifying criminals Arcadia has imprisoned
over the past 1,000 years.
If the Noria of Eternity League is not in play, then your
opponent selects a League to represent it. You start the Quest with
the Wyldstone Treasure card (or any other Treasure card to represent
it, but ignore the powers of substitute Treasure cards). You must
travel to the Noria, and invoke the power of the Wyldstone to speed
the wheel. Each Day the Wyldstone is not exhausted, you decide how
fast the Noria spins and therefore how many points of Waylays (from 0
to 5) are released. Your opponent then puts that many points of
Combat Waylays into play on the Noria League. If the Wyldstone is
exhausted, no Waylays are released. These Waylays will accumulate on
this League and each one must be encountered every Day. As soon as
you release 21 points of Combat Waylays, Gamine is freed and your
Quest is successful.
(Tony DiTerlizzi)
16 XXII - Balm for Madness Treasure: 3 Exp: 1
Take the mad Lord Gamine to the Nowhere Glade to heal his insanity,
then return with him to Eidolon. Until Gamine is healed, roll a die
to determine how he burdens or aids your Tests and Trials.
You have freed Lord Gamine from his imprisonment in the Noria of
Eternity, but an enchantment from the wizard Tiberius has robbed
Gamine of his sanity. Also, scouts bring word that the mechanized
armies of Middlemarch mass to attack Ardenmore. Lord Gamine's sanity
must be restored by the healing waters at the Nowhere Glade, so he
can return to Eidolon and rally the realm's forces.
After the League map is laid out, your opponent may adjust the
cards so that the Nowhere Glade and Eidolon Leagues are at least 4
Leagues apart. If these Leagues are not in play, your opponent
selects Leagues to represent them. You must take Lord Gamine to the
Nowhere Glade, where the waters will heal him. Then return with
Gamine to Eidolon to complete the Quest. While Gamine is crazed, he
is a burden to your journey. Before you roll for any Test or Trial,
first roll a die to determine whether Lord Gamine helps or hinders
you in his confused state. Roll 1-2 Modifier = -2; Roll 3-4 Modifier
= -1; Roll 5 Modifier = 0,[;] Roll 6 Modifier = +1.
(Tony DiTerlizzi)
15 XXIII - Gird the Realm's Heroes Treasure: 2 Exp: 1
Take a Quest Treasure from the armory at Eidolon to another character
in play. Return to Eidolon and repeat the process 2 more times,
arming a different character (or the same it it's a 2-player game).
You have succeeded in returning Lord Gamine to his throne and
have seen him wed Lady Sophia. But now, the Legions of Middlemarch
are poised to invade Ardenmore. You must once again help rally the
realm's troops to defend it. Lord Gamine gives you Treasures from
the Ardenmore armory and asks you to take them to the heroes of the
land to better arm them for the coming war.
Your Base Camp must be Eidolon if it is in play. Do not place
either [any] of your Quest Treasures before play begins. Once play
has begun, arm yourself with one of your Quest Treasures. You must
now seek out any other character in play and give the Quest Treasure
to that character. As long as the Quest Treasure card is not
exhausted, you may give it to another character (they cannot refuse
it) who shares your League on your Day. Return to Eidolon and repeat
the process 2 more times to complete your Quest. If there is more
than one other character in play, you must give the Treasure to
different characters.
(Andrew Bates)
16 XXIV - Reconnaissance Mission Treasure: 3 Exp: 1
Visit the 3 Leagues selected by your opponent and return safely to
Eidolon.
King Ironheart of Middlemarch has sent his cog armies to invade
Ardenmore. Lord Gamine once again conscripts you for the realm's
defense. Armed with treasure from the royal armory, you are sent on
a reconnaissance mission to spy on the approaching Middlemarch
armies.
You may start the Quest with your Quest's Treasure cards already
in your possession. Once the League map is laid out, your opponent
selects any 3 Leagues on the edge of the map. You must visit these
and then return to Eidolon (or another League of your opponent's
choosing if Eidolon is not in play) to complete your Quest. If there
are any Border Leagues in play, your opponent must select them as
part of the 3 Leagues chosen for your reconnaissance.
Any Middlemarch creatures you face on this Quest add 1 to their
scores when testing against you.
(Scott Fischer)
14 XXV - Middlemarch Invaders Treasure: 4 Exp: 1
Defeat all of the Combat Waylays for your Quest. If any reach your
Base Camp, your opponent selects more Combat Waylays which he/she
must then put into play.
You have just completed a reconnaissance mission to scout the
Middlemarch armies that are invading Ardenmore. Lord Gamine,
returned to his throne just as Ardenmore enters its darkest hour,
marshals the realm's troops. However, the size of Middlemarch's
mechanized armies is staggering. There seems to be little hope for
Ardenmore's valiant defenders against the mindless legions of King
Ironheart. Nevertheless, you take up sword and shield to defend your
homeland as the first wave of invaders approaches.
Your Base Camp is Eidolon if it is in play. After everything
else is set on the playing map, you place all of the Combat Waylays
selected by your opponent for your Quest, face-up on different edge
Leagues of the map. On each of his/her Days, your opponent may more
each Waylay one League toward your Base Camp. If any of the Waylays
reach your Base Camp, you opponent may select an additional Combat
Waylay (equal or lower rating to the one that reached Base Camp) ant
then you must place it on an edge League of the map. To succeed in
your Quest, you must destroy all of the Quest's Combat Waylays.
(Mark Jackson)
LEAGUES: (104 leagues)
Aberhold Slave Pits Fields, Hills, Road, Ruins, Border
Although no longer in use, the Aberhold Slave Pits once rivaled the
darkest slave guilds of Middlemarch. Lord Gamine outlawed its
despicable practices, and now this stain on the reputation of
Ardenmore is frequented by bandits of the worst sort.
Enter: Free.
Leave: Free.
Special: Any Waylays played here add 2 to their score in any Test.
Rest: You may recover up to 2 Treasures. Your opponent may also
recover 1 of your Flaws.
Aegis Monolith Forest, Ruins, Border
Almost inaccessible, the ancient Aegis Monolith rises above the
treetops of the forest. One of the oldest remaining ruins in the
territory, the Monolith dates back to when Ardenmore was the first
kingdom. This was once the center of Arcadia.
Enter: Resolve Trial difficulty 6.
Leave: Resolve Trial difficulty 4.
Rest: Beneath the Monolity are seemingly endless catacombs. Any
daring to enter can recover up to 2 Treasures.
Althros, The Steam City Fields, Road, Town
Althros is a remarkable city filled with many steam-powered wonders.
However, the vibrant appearance of the city belies its hidden
troubles. Dissent runs high in the working class, and there are
always whisperings of rebellion.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ally or Treasure. If you discard a Bag of
Gold here you can recover any 3 Merits.
Arden-Coast Junction Hills, Fields, Road, Border
The Eastern Coastal and Arden roads merge here and continue north.
Although the old sea doesn't reach here anymore, the sound of
crashing waves can be heard on exceptionally clear nights.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Arden-Palinian Junction Fields, Forest, Road
Whether traveling from the Palinian Road or the Arden Road, Seelie
Kithain greet those they pass with a kind word and a warm smile.
Unseelie glower from under their cloaks.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ally or 1 Advantage.
Ardenroad (1) Fields, Road
Wandering knights from Eidolon ensure the safety of this road. They
are cheered by travelers as they pass by. Maidens swoon before such
handsome heroes, and polished armor shines in the sun.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Ardenroad (2) Fields, Forest, Road
Merchants passing by are burdened by their wares. Wanderers often
carry less visible burdens.
Enter: Free.
Leave: Free.
Rest: You can recover 1 Ally.
Ardenroad (3) Fields, Hills, Road
The journey across this kingdom is a long one, so many companies
make encampments beside the road to rest and renew themselves.
Dragonkin caravans display bright banners, and Redcapt bonfires
blaze eagerly.
Enter: Free.
Leave: Free.
Rest: If you rest here for 2 Days you may recover 1 Ability.
Balanvale Mountains, Hills, Road, Ruins, Town
The entire village here was once dedicated to the maintenance and
support of Balan Keep. Years ago, the fortress was abandoned in
favor of Balath Castle to the north. Now the village is
impoverished. Only the Beggars' College prospers.
Enter: Free by Road or Hills; Might Trial difficulty 6 by Mountains.
Leave: As above.
Rest: Those resting here can choose to visit the Ruins or the Town.
If you go to the Town you may recover 1 Ally or Ability. If you go
to the Ruins, you must pass a Resolve Trial difficulty 5. If
successful you find the old treasure chambers and may recover up to 2
Treasures.
Balath Castle Mountains, Castle, Road, Border (Unique)
Duke Balath of House Fiona resides within Balath Castle. After he
wearied of Kithain politics many years ago, he sequestered himself
in his castle. Only his servants will address commoners. The duke
himself receives few visitors.
Enter: Free by Road; Might Trial difficulty 5 by Mountains.
Leave: As above.
Speial: Unique.
Rest: You may recover 1 Advantage. If you are noble, you may recover
1 of anything.
Bane Tower Fields, Road, Castle, Border (Unique)
Bane Tower, the fortress of the infamous Duke Bane, stands out
prominently on the horizon. His watchtower is said to be the first
line of defense against the "Northern Scavengers". This has earned
him a notorious reputation in Ardenmore's politics.
Enter: Free.
Leave: Free.
Special: Unique. Duke Bane and Sir Wrathgar always add 2 to their
scores on any Tests they make on this League.
Rest: If Seelie, recover nothing. If Unseelie, you may recover 1
Advantage.
Bane Tower Road Mountains, Hills, Road, Border
There are only two roads to Bane Tower, where the malevolent Duke
Bane conspires and schemes. Along this route, packs become heavier
and songs fade quickly. Some say the other route is less pleasant.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Blackrock Pass Mountains, Hills, River, Road, Cave
The slush from the Crystal Falls is warmed by the onyx stones of
Blackrock Pass, where the embers of great forests perpetually
smolder. The petrified trees blacken the waters that flow into the
Black Lake.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
The City of Coral Ocean, Town
This undersea city is the last true home of the Mer. Deep within
the ocean, even its highest spires have yet to approach the surface.
Finding it can be a quest in itself, but survivors speak highly of
the Mer's hospitality.
Enter: Might Trial difficulty 6.
Leave: Might Trial difficulty 5.
Special: Mer automatically pass the Terrain Trial on this League. If
you fail the Terrain Trial here, you must exhaust a Merit.
Rest: You may recover 3 Abilities, 2 Treasures or 2 Advantages.
Colinwell Fields, Road, River, Town
The bustling town of Colinwell sees many travelers. The inns here
are renowned for two things: fabulous tales told by the fireside and
rich beer brewed by the local gnomes.
Enter: Free.
Leave: Free.
Rest: Home of the legendary Tavern of the Tawny Rose, any travelers
are welcome to stay here for a respite. You may recover 1 Ally.
However, if you pay the innkeep a Bag of Gold you may also spend the
night and enjoy a hot bath, allowing you to recover 2 additional
Abilities or Advantages of your choice.
Coral Palace Fields, Road, Castle, Border
Once submerged, the Coral Palace is now the home of air-breathers.
Its underwater passages and vertical halls were used by the Mer.
Now the resident Dragonkin are the only other race who can easily
navigate the halls and towers.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Advantage here. If you are noble or
Dragonkin, you may recover any 3 Merits.
Court of Praxis Tynon Hills, Fields, Road, River, Ruins
This was once the capital city of the ancient government of
Ardenmore. All that remains is the stadium where the legendary
lawmaker Praxis Tynon lectured on the earliest versions of the
Escheat.
Enter: Free.
Leave: Free.
Rest: If you visit the Ruins, roll a die and add your Resolve to it.
2-3: You must exhaust 1 Merit. 4: You spend your next Day here as
well. 5: You may recover any 1 Merit. 6-7: You may add 2 to your
score on your next Test. 8+: You discover an ancient text predicting
the future of Ardenmore. You may ignore any 1 Waylay when it is
played against you. You can only rest on thie League once per game.
The Crystal Falls Mountains, River, Border
The Crystal Falls lie along Ardenmore's northern border. Since they
originate in the Frost Kingdom to the north, the Falls are almost
completely frozen and move very slowly. The cold generated by this
undulating slush is terrible.
Enter: Free by Road; Might Trial difficulty 6 by Mountains.
Leave: As above.
Rest: Those who visit the Falls may recover 2 Arts or 1 Ability.
Dark Reach Pass Mountains, Hills, Road, Border
A young maiden once descended into these mountains with glowing
leaves from the Forest of the Midnight Sun and a beautiful ancient
ballad to help her heal the suffering of this land. No one has seen
her since.
Enter: Free by Hills or Road; Might Trial difficulty 5 by Mountains.
Leave: As above.
Rest: You may recover 1 Ability or Ally.
Darkened Glen Forest, Border
Often home to bandits on the run, this section of the Sabine Forest
is known for its thick undergrowth. Hunters set traps for the local
wildlife, and sometimes adventurers find what remains of an
encampment.
Enter: Might Trial difficulty 5.
Leave: Free.
Rest: Those who make it into this part of the forest can recover 1
Advantage or 1 Treasure.
Darkling Junction Fields, Road
Where roads meet, heroes choose their destiny. Each step takes an
adventurer closer to triumph or tragedy.
Enter: Free.
Leave: Free.
Rest: If you rest here uninterrupted for 2 Days you can recover 1
Ability.
Darklingvale Fields, Hills, Road, Town
Although overshadowed by the mountains nearby, Darklingvale seems to
be a rather hospitable village at first glance. Questions, however,
are answered only with painful silence.
Enter: Free.
Leave: Combat Trial difficulty 5.
Special: Characters subtract 1 from their score against any Waylays
in this League.
Rest: In truth, the citizens of Darklingvale were killed several
years ago by a mad wizard. They have been replaced by golems who go
through the motions of everyday life. No Rest is possible here.
Darkreach Loche Hills, Fields, Lake, River, Road, Town, Bridge
Under the vast expanse of the Darkreach Mountains, quiet and
superstitious fisherfolk ply their trade beside the charcoal shores
of the Black Lake. The pale piscine abnormalities they harvest are
considered delicacies by some.
Enter: Free by Road; Might Trial difficulty 5 by River.
Leave: As above.
Rest: You must pass a Savvy Trial difficulty 6 to rest here. If
successful you may recover 2 Arts or Advantages.
Darkreach Mountains Mountains, Road, Hills, Cave
The infamous Darkreach Mountains earned their name after the first
ruler of Ardenmore exiled himself here long ago. His shame was so
great that the light of the sun never followed him here again.
Enter: Free by Road or Hills; Might Trial difficulty 6 by Mountains.
Leave: As above.
Rest: You can recover 1 Ability.
Darkreach Spires Mountains, Hills, Road, Cave
In this mountain range, some of the highest peaks in all of
Ardenmore strain against the dark clouds that obscure them. Any who
can surmount these treacherous peaks will witness spectacular views
from the summit.
Enter: Free by Road; Might Trial difficulty 5 by Hills or Mountains.
Leave: As above.
Rest: Climbing to the top of the mountain requires you to pass a
Might or Resolve Trial, difficulty 7. If you pass you will view the
most breathtaking sunrise in all of Ardenmore. You can recover any 2
Merits.
The Eastern Coastal Road (1) Fields, Road
The Eastern Coastal Road travels along the length of Ardenmore's
eastern border. Although perilously close to the boundaries of the
kingdom, its twisting roads are fairly safe. A graybeard Knocker
lives near here and sells a hundred kites a year.
Enter: Free.
Leave: Free.
Special: Although any traveler can stop here, bandit activity is a
problem. Bandits and Slavers add 2 to their scores when testing on
this League.
Rest: You may recover 1 Ability.
The Eastern Coastal Road (2) Fields, Forest, Road, Border
The Tsu Ocean is barely visible from this stretch of the Coastal
Road. Thick forests separate the land from the sea, and there is a
warm updraft overhead. Massive avians carried adventurers through
these leagues long ago.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Ebonlique Lake, Fields, Road, Castle (Unique)
The obsidian walls of the Ebonlique Tower rise majestically from the
murky waters of the Black Lake. The mysterious wizard Tiberius
resides here. Little is known about him, and for the sake of
survival, even less is said.
Enter: Resolve Trial difficulty 6.
Leave: Free.
Special: Unique.
Rest: You can recover nothing here.
The Edge of Grey Filth Forest, Marsh
You're a fool to even consider venturing here. You must have
thought you were going somewhere else. Turn back while you still
can.
Enter: Might Trial difficulty 4.
Leave: As above.
Rest: You may recover 1 Ability.
Eidle Road Fields, Road
Eidle Road is always bustling with activity. As the only road
between Eidolon and Raxis, it is always well-patrolled. The
constabulary will sometimes inspect wagons rolling from Raxis, but
they are hesitant to disclose what they are looking for.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ally or 1 Advantage.
Eidolon Hills, Fields, Road, Town, Castle (Unique)
The delicate crystalline spires of Eidolon are like the substance of
dreams: fragile, yet enduring. The towers of the capital of
Ardenmore can be seen for many leagues.
Enter: Free.
Leave: Free.
Special: Unique.
Rest: You may recover any 2 Merits in Eidolon.
Fields of Rust Field[s], River, Mountains, Border
In the shadow of the Mountain of the Kings, these fields receive the
sluggish waters of the River of Rust. The soil, and all that grows
in it, has a coppery hue.
Enter: Free.
Leave: Free.
Special: If you wish to leave the League in a direction which would
necessitate crossing the River, you must ford it. Fording the River
is a Might Trial difficulty 4.
Rest: You may recover 1 Ability or 1 Advantage.
Fields of Sabine Fields, Forest, Road
Cool breezes carry the scent of pine, and the vast expanses of
meadows in these lands provide a picturesque view of the Sabine
Forest. The young at heart search for blackberries as they pass.
Enter: Free by Fields or Road; Resolve Trial difficulty 4 by Forest.
Leave: As above.
Rest: Travelers can rest here comfortably, regaining any 1 Ability.
Fiesole Forest, Road, Town
Fiesole is a land favored by Satyrs. It is widely renowned for its
music, revelry, and debauchery. Jaded fae tell epic tales about it,
while the prudent sternly caution their young not to listen.
Enter: Free by Road; Resolve Trial difficulty 5 by Forest.
Leave: As above.
Special: All Satyrs add 1 to their score in any Test.
Rest: You may recover 1 of anything.
Forest of the Midnight Sun Forest, Fields, Road, Border
This enchanted forest is illuminated by its Glamour. By day, the
leaves of the trees bask in sunlight, and at night, they gently
glow, warming the forest floor with their brilliance. This is a
locale favored by courtly lovers.
Enter: Free.
Leave: Free.
Rest: You may recover 2 Arts or 1 Ally.
Frost Haven Mountains, Hills, Road, Ruins, Border
Thought to be abandoned, Frost Haven has since been reclaimed by
Frost Ettins. They have lost their homelands in the Frost Kingdom
to the north, and now they fiercely protect their new home in
Ardenmore.
Enter: Free by Road or Hills; Might Trial difficulty 6 by Mountains.
Leave: As above.
Special: Those who enter must face an automatic Combat or Savvy
Waylay against the Frost Ettins (Combat 6, Savvy 7). This Waylay
takes place after any Waylay card played on this League is
encountered.
Rest: No Rest can be taken in this hostile and inhospitable League.
Goldenreach Fields Fields
The better part of Ardenmore's agricultural needs are met by the
vast expanses of the Goldenreach Fields. The diligent farmers here
awaken each day to greet the dawn, the time when the land is most
beautiful.
Enter: Free.
Leave: Free.
Rest: If you spend 2 Days resting here uninterrupted, you may draw 1
of your Merits from your discard pile and return it, unexhausted, to
your character.
The Graveyard of Ships Ocean, Ruins
Beneath these once pellucid waters, the Graveyard of Ships hides
derelict vessels. Decades ago, battleships from Middlemarch
attacked the Coral Palace. The Dragonkin and Mer sank all but one
ship, and the armada has remained here to this day.
Enter: Might Trial difficulty 6.
Leave: As above.
Special: Mer automatically pass the Terrain Trial on this League. If
you fail the Terrain Trial here, you must exhaust a Merit.
Rest: You may recover up to 3 Treasures.
Grey Reach Marsh, River
The lands of the Grey Reach and Sibylline Swamps are perilous
indeed. The very spirits of the earth conspire against those who
treat without caution.
Enter: Might Trial difficulty 4.
Leave: As above.
Rest: There are many pits and sinkholes here. If you choose to rest,
you must pass a Resolve Trial difficulty 5. If you fail you must
exhaust a Merit instead of recovering one. If you succeed you may
recover 1 Merit of your choice.
Grey River Marsh, River
The legend of Eleht Renoye: tells of her gazing upon the bleak
waters of the Grey River, remembering the gentle face of her slain
lover, and weeping until her sould was forever lost.
Enter: Might Trial difficulty 5.
Leave: As above.
Rest: You may recover 1 Ability. If you remain on thie League for
more than 2 consecutive Days your opponent can recover 1 of your
Flaws as well.
Greyview Fields, Road, River
The road that overlooks the adjoining Leagues often stirs doubt and
uncertainty in the souls of those who pass through it. Though the
majestic landscape in the distance inspires travelers, it is marred
by the bleak sight of the Grey River.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Hall of the Ogre King Mountains, Hills, Ruins, Road, Border
Crumbling walls mark what was once the court of a mighty Ogre king.
His name has long since been banished from history, but the ruins of
his stronghold remain.
Enter: Free by Mountains or Road; Might Trial difficulty 5 by Hills.
Leave: As above.
Rest: Anyone may rest here and recover 1 Treasure. Ogres and Trolls,
however, recover 2 Treasures.
Hamlet of Bloath Fields, Marsh, River, Town, Road
This town lives under the terrible oppression of the Ogre bully
Bloath. He has cowed the villagers into naming the hamlet after
him. Seven wives have taken his hand in marriage, though none of
them have lived for long.
Enter: Free.
Leave: Free.
Special: If Bloath is encountered here add 2 to each of his
Attributes.
Rest: You may recover 1 Ability. If you defeat Bloath on this
League, you may recover 3 Merits of any type.
Hamlet of Easlynn Fields, Forest, Road, Town, Border
There are few permanent residents in the Hamlet of Easlynn. The
temptation of the Chaos Well is too great for them to resist, and
the reckless few who come to visit it invite great peril.
Enter: Free.
Leave: Free.
Rest: To drink from the waters of the Chaos Well is to invite both
fortune and disaster. Roll a die. 1: You recover 2 Flaws and must
skip your next Day. 2: The next Waylay you face adds 2 to its score
against you. 3: You must exhaust a Merit. 4: You may recover 2
Merits. 5: You may exhaust 1 Flaw. 6: You may add 2 to your score
against the next Waylay you face.
Hermit's Hollow Mountains, Border
Nestled just north of the Mountain of the Kings is a valley called
Hermit's Hollow. The few adventurers who find the local residents
learn much from their tales of days long gone. The wisdom of
loremasters is still dearly kept.
Enter: Free.
Leave: Free.
Rest: Finding the actual village of Hermit's Hollow is very
difficult, as it is too small to appear on any map. Characters must
pass a Resolve Trial difficulty 6. If they find it they may recover
up to 3 Abilities.
Hills of Steam Fields, Hills, Road
Through the use of ingenious Knocker contraptions, steam is
harvested for use in Althros, the Steam City. Vast envelopes of
cloth are warmed by carts carrying open flames, and inventors
continually refine the methods they use to fill them.
Enter: Free.
Leave: Free.
Rest: Bathing in the steam from the Hills requires a Might Trial
difficulty 5. If successful you may recover 2 Abilities.
Huntinglane Forest, Road
Good hunting is found here. Nobles have been known to travel many
leagues to have sport in these fields. Wild boar roam freely, and
game is plentiful.
Enter: Free by Road; Resolve Trial difficulty 5 by Forest.
Leave: As above.
Rest: You can rest here and recover 1 Ability or you can choose to
hunt. If you hunt you must defeat a Wild Boar (Combat 5) in a Combat
Test. If you're successful, you may recover any 2 Merits.
Ione's Temple Fields, Forest, Road, Ruins
Although she was once revered as a goddess, Ione's name is never
invoked and seldom remembered. This temple is all that remains of
her ancient religion.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Treasure or 1 Art.
Irondeath Fields Fields, Hills, Road, Border
The Irondeath Fields are lined with spikes. Duke Bane impales the
heads of his enemies here as a warning to any who would betray him.
On the darkest nights of the year, the wind carries deathly moans.
Enter: Free.
Leave: Free.
Rest: Your opponent can recover 1 of your Flaws.
Irondew Keep Marsh, Castle, Road, Border
This is the first line of defense against King Ironheart and the
legions of Middlemarch. Here, an army of Unseelie goblins and
Redcaps obeys the orders of Lord Regolant, a House Liam Seelie
noble. They don't always hear very well, though...
Enter: Free by Road; Might Trial difficulty 5 by Marsh.
Leave: As above.
Rest: Unseelie can recover 1 Ally. Seelie can recover 1 Advantage.
Seelie nobles can recover any 1 Merit.
Irondew Road (1) Fields, Road, Border
An old Troll was turned to stone beside this stretch of the Irondew
Road. Giants and Ogres alike harden their hearts as they march past
him. Old grievances are not always mentioned, but they are always
remembered.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Irondew Road (2) Marsh, Road
Although no one can explain why, the water that forms in small pools
here is impure. Most fae cannot stand to drink it, although the Cog
Soldiers of Middlemarch find it delicious.
Enter: Free by Road; Might Trial difficulty 5 by Marsh.
Leave: As above.
Rest: You may recover 1 Ability.
Kryllian's Pond Fields, River
The river widens here. The fields of grass are warm and soft, and
dandelion seeds are carried on the wind. Those who swim in these
waters are often refreshed afterward.
Enter: Free.
Leave: Free, unless you're crossing the River; then you must pass a
Might Trial difficulty 4.
Rest: You may recover any 1 Merit, except an Ally.
The Kyrrian Tower Fields, Road, Ruins
Long ago, when Ardenmore had different rules and different borders,
the Kyrrian Tower was the home of a reclusive and deranged wizard.
Her powerful summonings have forever altered this land.
Enter: Free.
Leave: Free.
Rest: Those who rest here can recover 2 Arts. However, if you choose
to rest here, you must roll a die. Even: You may begin your next Day
from any League of your choice. Odd: You begin your next Day from
any League of your opponent's choice.
The Loa-Heedron Mountains, Road, Ruins, Border
The monolithic towers and marmorean edifices of this abandoned
fortress reach dizzying heights above this portion of the Sure Pass
Trail.
Enter: Free by Road; Might Trial difficulty 5 by Mountains.
Leave: As above.
Rest: If you dare to climb its walls, you must pass a Might Trial
difficulty 6. You may only try once. If successful, you enter a
fortress once ruled by a race of giants. Recover 2 Might Abilities,
2 Treasures or any combination thereof.
The Marsh of Grey Filth Marsh, River
Known for its exceptionally turgid sludge, the Marsh of Grey Filth
is inhospitable. Anything buried here cannot be retrieved... or
even remembered...
Enter: Might or Resolve Trial difficulty 6.
Leave: Might or Resolve Trial difficulty 5.
Rest: The only haven known in these parts is with the Mud Boggins who
exist on a small island in the center of the swamp. You must pass a
Savvy Trial difficulty 7 to convince the Boggins to admit you. Once
in, you can recover any 2 Merits.
Middleguard Fields, Road, Ruins, Border
Once an outpost for Middlemarch, this old keep now stands in ruins
within Ardenmore's borders. Metallic spikes and rusted weapons
serve as grim reminders of Middlemarch's aggression.
Enter: Free.
Leave: Free.
Rest: Spending time sifting through the Ruins will yield very little
in the way of rest. While you can recover 2 Merits of any type, your
opponent can also recover 1 of your Flaws.
Middlemarch Junction Marsh, Fields, Road
Here the road to Middlemarch joins the Irondew Road. Seelie and
Unseelie alike join forces when rumors of war spread. Once the
rumors pass, however, old grudges are reborn.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Midnight Falls Fields, Mountains, Hills, River, Border
In the foothills of the Darkreach Mountains, the Midnight Falls
carry silt into the River of Rust. There are places in this realm
that have never been touched by the light of day. Where sunlight
does fall, night eagerly waits.
Enter: Might Trial difficulty 4.
Leave: Free.
Rest: Resting at or near the Falls is tricky at best. You must
overcome a Resolve Trial difficulty 5. If you succeed you may
recover 1 Advantage, 1 Ability or 1 Art.
Mountain of the Kings Mountains, Border
Climbing the highest mountain in all of Ardenmore was a test of
manhood in many of Arcadia's early cultures. To this day, Dragonkin
still try their mettle here.
Enter: Might Trial difficulty 7.
Leave: Might Trial difficulty 5.
Rest: For those who are able to make the climb, the view is truly
inspiring. You can recover any 2 Merits.
Mouth of Grey Marsh, River, Border
Foul waters flow from this land. They carry noxious aromas and
contempt for the lands of Ardenmore that have escaped their taint.
The grey waters roil like the anger in the depths of Duke Bane's
soul.
Enter: Might Trial difficulty 5.
Leave: As above.
Rest: You may recover 1 Ability. If you are Unseelie you may recover
1 Art as well.
Noria of Eternity Mountains, Castle, Border (Unique)
The Noria of Eternity is Ardenmore's legendary prison. This large
subterranean wheel incarcerates the kingdom's vilest criminals.
Those who are condemned to enter the Noria are trapped for 1,000
years.
Enter: Might Trial difficulty 5.
Leave: Free.
Special: Unique.
Rest: You may recover 1 Ability.
Nowhere Blind Forest, Road, Border
The forest here is so dense that some believe the chances of a
wanderer leaving actually improve if he is blindfolded.
Enter: Free by Road; Resolve Trial difficulty 5 by Forest.
Leave: As above.
Rest: You must undergo a Savvy Trial difficulty 5 to rest here. If
you pass you may recover 1 Ability.
Nowhere Glade Forest, Road, Border (Unique)
Long ago, the Kithain languished by the tranquil pools of this
glade. Now harpies soar overhead, harrying any who invade their
self-proclaimed domain.
Enter: Resolve Trial difficulty 5.
Leave: Free.
Special: Unique. Any Harpie [Harpy] Waylays add 1 to their score
when testing against adventurers here.
Rest: You may recover 2 Arts or 1 of anything else from the magical
waters of the ponds.
Nowhere Junction Forest, Road
Despair hangs in the shadows here like a fine mist, and it is said
that those who bring their sorrow with them into these lands will
become lost in a fog of grief and self-pity.
Enter: Free.
Leave: Free by Forest or along main Road. You must pass a Resolve
Trial difficulty 5 to leave by the "T" Road.
Rest: You may recover 1 Ability.
Oceanius Fields, Road, Town, Border
The coastal city of Oceanius overlooks the Tsu Ocean and Orchid
Isle. The residents here are known to be open-minded. Late at
night, they often have a faraway look in their eyes as they gaze
upon the ocean's pacific waters.
Enter: Free.
Leave: Free.
Rest: You can recover 1 Ally or Treasure here. If you have a Bag of
Gold, you can discard it to gain passage to Orchid Isle, if it is in
play. No Terrain Trials are necessary. If you travel to Orchid Isle
in this fashion, you may return to Oceanius the following Day.
Ogre Watch Bridge Fields, Hills, Road, River, Bridge
Rumor has it that the many Ogres who frequent this area do so at
Duke Bane's request. Perhaps the half-eaten bodies that wash up on
the riverbanks were their payment.
Enter: Free.
Leave: Free.
Special: Any Ogre Waylays played on this League will remain in play
unless they are defeated with a natural 6 during an adventurer's Test
against them. These Ogres also add 1 to their score when testing.
Any adventurer can move on or encounter this League on the Day
following one in which they defeated an Ogre here, even if that Ogre
is still in play.
Rest: You may recover 1 Ally here.
Orchid Isle Ocean, Fields, Ruins (Unique)
The rare and beautiful flowers or Orchid Isle are treasured on the
mainland, for they are hard to find. Difficult to reach, this amll
isle is uninhabited by the fae, who visit it only rarely.
Enter: Might Trial difficulty 5.
Leave: As above.
Special: Unique.
Rest: You may recover 1 Art and 1 Ability.
Palinian Road Fields, Road
Imp pranksters, dour Troll knights, lovelorn Satyrs and bitter
Redcap warriors -- the travelers one meets on the Palinian Road will
educate one about the true natures of the Kithain.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
The Palinian Road Fields, Forest, Road
Travelers from the east often bring pipeweed from the village of
Raxis. Those whom they meet on this road often tarry a while as
they enjoy a smoke, a tale, and a brief bit of fellowship.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Palinian-Coast Junciton Fields, Road, Border
Travelers from the Palinian and Eastern Coast roads cross paths at
this junction. This well-traveled thoroughfare sees a great deal of
traffic. Each day, a family sells dainty sweetmeats and exquisite
nectar from their famous roadside inn.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ally at the crossroads.
Pferl Fields, Hills, Road, Town, Border
There is a "no questions asked" policy in this villainous city, and
it is common for the criminal scum of Ardenmore to sink into the
depths of its labyrinthine alleyways. The innocent and trusting had
best watch their step here.
Enter: Free.
Leave: Free.
Rest: You may recover as many Merits as you want here. For every
Merit you choose to recover, roll a die. Halve (rounding up) the
number that is rolled. That is the number of Days you lose in Pferl.
Pitha's Testing Zone Fields, Forest, Road
Pitha of Althros, the self-proclaimed "Great Inventor", uses this
field to test his new experiments. Any who travel here had best
tread carefully and watch the skies... just in case...
Enter: Free.
Leave: Free.
Special: You must pass a Savvy or Resolve Trial difficulty 6 to
safely travel the fields. Otherwise one of Pitha's experimental
inventions causes you to exhaust 1 Merit.
Rest: You may recover 1 Ability.
Raxis Fields, Road, Forest, Town (Unique)
The town of Raxis is home to the diligent, yet overwhelmed, Sheriff
of Raxis. A tempest of villainy and troubles surrounds this city,
yet within it, all is peaceful.
Enter: Free.
Leave: Free.
Special: Unique. If there is a warrant for your arrest, you must
subtract 2 from all of your scores against Waylays here.
Rest: You may recover 1 Ally or 1 Advantage.
River of Rust Hills, Fields, River
As the River of Rust journeys thruogh Ardenmore, its foul waters
despoil the land it touches. Sylvan glades take on a copery taint,
and flowers wither and die.
Enter: Free.
Leave: Free.
Special: Waylays playable on Rivers add 1 to their score when testing
on this League.
Rest: You may recover 1 of your opponent's Flaws here.
Road to Middlemarch Fields, Road, Marsh, Border
Relations between Middlemarch and Ardenmore are strained at best.
Political tensions run high, and the border between these two
kingdoms is heavily guarded on both sides.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Advantage.
The Road to Nowhere Forest, Road, Border
No one a can remember why this road was built. Imp bandits wait
along the roadside to ask passers-by where they are going. The most
common response is dazed confusion. The ransom demanded is usually
a riddle or a jest.
Enter: Free by road; Might Trial difficulty 5 by Forest.
Leave: As above.
Rest: If you tell your opponent a joke, you may recover 1 Ability.
Rosewood Bend Fields, Road, Border
Rosewood Bend approaches the end of the Ardenroad. Travelers who
journey from Colinwell to Rosewood Keep, the home of the Lady
Sophia, usually rest beside the fields of roses here as they compose
ballads and poems in her honor.
Enter: Free.
Leave: Free.
Rest: The lush fields of Rosewood Bend will allow travelers to
recover any 1 Ability.
Rosewood Keep Fields, Road, Castle, Border (Unique)
Home to the lovely Lady Sophia, Rosewood Keep is a place of serenity
and gentle tranquility. In the stillness of night, troubadours find
inspiration and sing praises to Sophia's wisdom and beauty.
Enter: Savvy Trial difficulty 4.
Leave: Free.
Special: Unique.
Rest: Thos resting under Lady Sophia's hospitality can recover any 1
Merit.
Ruins of Astalar Forest, Ruins, Border
A great tower once watched over the western and southern borders of
Ardenmore. It has long since fallen into ruin. The rocky terrain
that makes the tower so defensible, however, is just as difficult to
traverse today.
Enter: Resolve Trial difficulty 4.
Leave: Free.
Special: Astalar is full of twisting passages and treacherous
drop-offs. Characters facing Combat Waylays here subtract 1 from
their score when testing.
Rest: Characters searching the Ruins can recover 1 Abiltiy or 1
Treasure.
The Ruins of Plugrath Marsh, Ruins, Border
This was once the home of the dreaded Duke Bane, but he has since
moved his family north to his prestigious estate near the border.
The only citizens left here are an Unseelie beggar and his kingdom
of rats.
Enter: Might Triial difficulty 5.
Leave: As above.
Rest: You may recover 1 Treasure here. If you remain on this League
for more than 2 consecutive Days your opponent can recover 1 of your
Flaws as well.
The Rust Mines of Toris Baalgarth Mountains, Hills, Road, Cave, River
The River of Rust springs forth from a cave in one of these
mountains. There are many conflicting stories about its origin, but
all of them feature the tale of the rust miner Toris Baalgarth.
Enter: Free by Road; Might Trial difficulty 5 by Mountains, Hills or
River.
Leave: As above.
Rest: You may recover 1 Treasure or 1 Art.
Sabine Glade Forest, Border
This relatively obscure patch of woods is on the easternmost border
of the Sabine Forest. Long ago, a mighty road led early Kithain to
the Aegis Monolith, but all traces of the path have been eradicated.
Enter: Resolve Trial difficulty 5.
Leave: Free.
Rest: Those who rest in the Sabine Glade will find little comfort.
The trees tower above, blocking out most of the sunlight and leaving
this dense expanse covered in shadows. Those who pass a Resolve
Trial difficulty 5 can recover up to 2 Arts.
Sadmost Bridge Fields, River, Road, Bridge
A Troll once barred this bridge and challenged any who dared to pass
to exceed his tale of misfortune and sorrow. Duke Bane told seven
tales of his Seelie rivals to the guardian, and the Troll was never
seen again.
Enter: Free.
Leave: Free.
Rest: You may recover any 1 Merit, unless you defeat a Waylay on this
Bridge. Then you may recover any 2 Merits if you choose to rest on
the Day following the Waylay.
Sardinium Fields, Marsh, Road, Town
This village once had a popular resort, but the encroaching Marsh of
Grey Filth has ruined the land. Sardinium has consequently fallen
into disrepair. The locals, however, are still delighted when they
receive visitors.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Scorched Fields Fields, Road, Border
The epic battle waged here was fought long ago, yet these Scorched
Fields remain blackened to this day. Steam continually rises from
fissures in the ground, and some travelers are led astray by visions
of the dead.
Enter: Free.
Leave: Resolve Trial difficulty 7.
Rest: If you do not find your way out of the Scorched Fields, your
opponent can recover 1 of your Flaws of his/her choice.
Shadow Rust Vale Mountains, Fields, River
Loremasters call this the Shadow Rust Vale, as it is trapped between
the Darkreach Mountains and the River of Rust. A pall of fear hangs
heavily here, as these lands are often beset with troubles.
Enter: Free by Fields or River; Might Trial difficulty 5 by
Mountains.
Leave: As above.
Rest: Those who rest here can recover 1 Ability.
Sibylline Swamp Marsh, Ruins, Border, River (Unique)
Deep within this morass are the Ruins of Throan. Once a mighty
human wizard, Throan was destroyed by old age and false pride.
There are rumors that the Oracle Augur is hiding somewhere within
the swamp.
Enter: Might Trial difficulty 5.
Leave: Might Trial difficulty 4.
Special: Unique.
Rest: You may recover 1 Treasure and 1 Ability.
Splendour Bridge Fields, Road, River, Bridge
Wanderes reflect on their lives as they gaze into the effervescent
waters of the Splendour River. Some follow an old tradition and
wish for good fortune as they pass.
Enter: Free.
Leave: Free.
Rest: You can discard 1 Treasure and make a wish. Roll a die. Even:
You get your Treasure back and all of your Merits are recovered.
Odd: You Treasure is discarded. You will recover the Treasure for
your next game.
Splendour Lake Forest, Field, Road, River, Lake
Rumored to be the original home of the gray dragon Splendourscale,
those who sleep beside this picturesque lake sometimes have dreams
of massive and ancient dragons soaring overhead.
Enter: Free.
Leave: Free.
Special: Any Waylays add 1 to their score when testing in this
League.
Rest: You may recover 1 Treasure.
Splendour Waters Fields, River
Just as the darkest sorrow always passes, the Grey Rivers flow into
the sparkling fountains of the Splendour Waters. Hope springs
eternal.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Stormguard Keep Fields, Road, Ruins, Border
Once a mighty keep, Stormguard was nearly decimated six years ago in
the last war between Middlemarch and Ardenmore. It is said that the
spirits of the dead still stand watch on these parapets.
Enter: Free.
Leave: Free.
Rest: Those brave enough to stay the night must pass a Resolve Trial
difficulty 5. If you succeed you may recover 2 Treasures or 2
Abilities.
Sundered Copse Fields, Forest, Road
A small copse of trees was once destroyed to make room for the road
to Stormguard Keep. Few soldiers pass through this route anymore,
and so the woods are beginning to retake what is rightfully theirs.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Art.
Sundered Woods Forest, Road
Divided by the Althros-Raxis Road and the road to Stormguard Keep,
these woods almost seem to whisper of treachery and betrayal when
cold winds blow through them in the dead of night.
Enter: Free.
Leave: Free.
Rest: If you are Seelie you may recover 1 Ability. Unseelie recover
nothing.
Sure Pass Trail Mountains, Road, Border
Known as one of the safest mountain passes in all of Ardenmore, thie
trail welcomes many travelers. Eagles soar overhead like the hopes
of young adventurers.
Enter: Free by Road; Might Trial difficulty 5 by Mountains.
Leave: As above.
Special: Any character adds 1 to their score on any Waylays played
against them on this League.
Rest: You may recover 1 Ability or 1 Ally.
The Swamplands Marsh, River, Border
The Grey River courses through this land, separating the Marsh of
the Grey Filth to the north from the Sibylline Swamp to the south.
Hope is hard to find here.
Enter: Might Trial difficulty 4.
Leave: As above.
Rest: You may recover 1 Ability.
Tsu Ocean (1) Ocean
The waves of the Tsu Ocean are usually gentle, but the deceptive
undertow makes passing through them difficult for inexperienced
swimmers.
Enter: Might Trial difficulty 5.
Leave: Might Trial difficulty 7.
Special: Mer automatically pass the Terrain Trial on thie League. If
you fail the Terrain Trial here, you must exhaust a Merit.
Rest: You may recover 1 Treasure here. If you have failed the
Terrain Trial you recover nothing.
Tsu Ocean (2) Ocean
The deeper a brave explorer travels into the Tsu Ocean, the closer
he/she gets to the edge of Arcadia. The loneliness of the open sea
brings memories and regrets.
Enter: Might Trial difficulty 6.
Leave: As above.
Special: Mer automatically pass the Terrain Trial on thie League. If
you fail the Terrain Trial here, you must exhaust a Merit.
Rest: You may recover 2 Abilities here. You may not recover anything
if you've failed the League Trial.
Tsu Ocean (3) Ocean
For the last two hundred years, the Tsu Ocean, once known for its
mighty waves, has slowly been receding. Each year, a little more of
the coastline is exposed and a few more dispossessed Mer venture
onto the mainland.
Enter: Might Trial difficulty 6.
Leave: As above.
Special: Mer automatically pass the Terrain Trial on thie League. If
you fail the Terrain Trial here, you must exhaust a Merit.
Rest: You may recover 2 Abilities here. You may not recover anything
if you've failed the League Trial.
Wasteland Fields
Here lies the foul wyrm Andrax Copperscale, slain by the first ruler
of Ardenmore. The dragon's tomb is now covered by a hill of ash a
league wide.
Enter: Free.
Leave: Free.
Rest: You cannot recover on this League.
Whiselkane's Lane Mountains, Hills, Fields, Road
Near the juncture of the Eastern Coast and Arden roads, a graybeard
Satyr named Whiselkane watches and waits in the forest. Although
flighty and distrustful, the elderly bard knows a great many things.
Enter: Free by Road, Hills or Fields; Might Trial difficulty 5 by
Mountains.
Leave: As above.
Rest: If you wish to look for Whiselkane, you must pass a Savvy Trial
difficulty 7. If you are successful, you have found him. Whiselkane
charges you 1 piece of Treasure (discard 1 Treasure) and then shows
you a shortcut. You may move 3 Leagues on your next Day,
encountering only the third.
Willowtree Scrub Fields, Forest
The Scrublands are east of the infamous Willowtree Vale. To this
day they remain nondescript and barely worth mentioning.
Enter: Free.
Leave: Free.
Rest: You may recover 1 Ability.
Willowtree Vale Forest
This vale is fiercely guarded by Arborian Warriors. From their
treehouse fortresses, they protect their greatest treasure: the
legendary Pools of Dawn, where Glamour is readily available.
Enter: Resolve Trial difficulty 6.
Leave: Resolve Trial difficulty 4.
Special: Any Arborian Willowtree Warriors played here will
automatically be Combat Waylays. Their Combat Attribute here is 4.
Rest: If you can get to the Pools (Arborian warriors not
withstanding) you may recover up to 3 Arts or 1 Treasure.
The Wyld March Fields, River, Border
This was the site of a great wizards' duel between the champions of
Ardenmore and Middlemarch. A renowned Soothsayer once proclaimed
that the land would never be the same afterward. Strange flora and
fauna have been found here ever since.
Enter: Free.
Leave: Free.
Rest: If you rest here roll a die and add your lowest Attribute. 2:
You recover any 2 Merits. 3: You recover any 1 Merit. 4: You
recover nothing. 5: Your opponent can more you in the direction of
his choice your next Day. 6: You must exhaust 1 Merit of your
opponent's choice. 7+: Return to your Base Camp.
WAYLAYS (by Rating): (73 waylays)
1 Ardenmore Guard Patrol Might, Savvy MSRC: 2 1 1 2
Terrain: Border, Castle, Road, Town
A patrol of Ardenmore military accosts you. It seems you look
terribly similar to an outlaw they're searching for. Discard this
Waylay when it's defeated.
(Anthony Hightower)
1 Banek Combat MSRC: 1 2 2 1
Terrain: Any
These wee folk are accustomed to having small offerings of food or
water left for them. Travelers who don't offer such hospitality risk
the Banek's trickery.
If you fail your Test against the Banek, they steal your food
stores and escape (discard the Waylay). You suffer -1 to your score
in all Might and Combat Tests and Trials until you reach a Town or
Castle League to replenish your supplies. Discard this Waylay when
it's defeated.
(Tony DiTerlizzi)
1 Boulder Might MSRC: 3 - 1 -
Terrain: Border, Caves, Mountains
A boulder blocks the path ahead. You have the option to encounter
the boulder or to leave it in place.
If you encounter the boulder, test Might to move it.
If you bypass the boulder, you must forfeit your next Day as you
find a detour around it. Leave the boulder in place in thie League.
You may move ahead to another League after your skipped Day. Discard
this Waylay when it's defeated.
(Steve Casper)
1 Corporeal Ghost Combat MSRC: - - - 1
Terrain: Any
Often, the bodies of those who die amid tremendous Glamour become
animated by sprites searchiing for some way to prolong their brief
lives. However, the fleshy prison quickly drives the sprites mad,
creating a zombielike creature of walking deadflesh which seeks to
destroy anything that comes near it.
You must hack the Corporeal Ghost apart with 2 Combat Test
victories to destroy it. You may keep testing against it multiple
times each Day until you suffer a Defeat. Discard this Waylay when
it's defeated.
(Brian Horton)
1 Huntsman's Snare Might MSRC: 1 1 2 1
Terrain: Border, Caves, Forest, Marsh, Mountains, Ocean, Ruins, Town
You've triggered a huntsman's snare. You'd best break free before
the hunter returns. You cannot retreat from this Waylay. Discard
this Waylay when it's defeated.
(Andrew Bates)
1 Maze Resolve MSRC: 4 - 1 -
Terrain: Castle, Caves, Forest, Ruins
Before you realize it, your path has led you into a maze of rock,
shrubbery, or impassable trees. If you fail this Test, you're
trapped in the maze. You cannot retreat and must retest each Day
until you find your way out. Once played, this Waylay remains in
play and must be encountered whenever someone enters this League.
(John Cobb)
1 Nymphs Resolve MSRC: 1 3 1 1
Terrain: Fields, Forest, Hills, Lake, River
A band of Nymphs takes a liking to you. They ask you to dally just
a short time and have some fun with them. Their offer is a very
enticing rest stop from your Quest, though with so many Nymphs, you
may not get much rest. Discard this Waylay when it's defeated.
(Dave Fooden)
1 Oathfriend Savvy MSRC: - 2 1 -
Terrain: Castle, River, Road, Town
You happen upon an old, dear friend with whom you have exchanged
oaths of friendship. Your friend would like your aid for a short
while. If you fail this Test, do not exhaust a Merit, but you must
expend your next Day in this League as you stop to aid your
oathfriend. Discard this Waylay after it's encountered.
(Anthony Hightower)
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