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Road of

An Apocalypse World hack inspired by Robert E. Howard


Kings

Apocalypse World is the creation of D. Vincent Baker and Meguey Baker. Other significant gaming inspirations
include Dusk City Outlaws by Rodney Thompson, Blades in the Dark by John Harper, and Monster of the Week by
Michael Sands.

Road of Kings is the creation of Robert V. Hughes. Please feel free to distribute or adapt the text or maps within this
document, provided that attribution is given. Other than the map, the images in this document have been used with-
out permission for personal use, so redistribute them at your own risk.
MOVES See The Truth, cont’d.

- Who is in control here?


- Are the people here telling the truth?
- What are the people here really feeling?
- What do the people here wish I would do?
Do battle
When you wade into battle, exchange harm and
roll+Might. On a 10+, choose 2. On a 7-9, choose 1.

You inflict terrible harm. (+1 harm)


When making any move, roll 2 six-sided dice and - How could I convince these people to do what I You suffer little harm. (-1 harm)
add any applicable Traits or modifiers. want? You drive your enemies before you.
You seize or hold something by force.

BASIC MOVES On a miss, ask 1 anyways, but prepare for danger.

When it says “the people here”, it can mean the mob


Variations
When assaulting a position, you can choose to force
as a whole or one person within the mob. your way into your enemy’s position.
All companions can use all the basic moves. When fighting your way free, you can choose to
If different people think different things, you need win free and get away.
to ask questions about each. When defending someone from attack, you can
TAKE A Risk choose to protect someone from harm.
If you are asking questions about your Contacts, ask
When you take a risk, say what you’re doing to 1 extra. ambuscade
overcome the risk and roll.

If you overcome it via violence or strength,


Seduce, Threaten, or When you attack an unsuspecting target,
roll+Finesse. On a 10+, you strike them before they
roll+Might. Persuade have a chance to react; deal harm as established.
If you overcome it via stealth or agility,
roll+Finesse. When you try to seduce, threaten, persuade or On a 7-9, you deal your harm, but they get a hit
If you overcome it via quick thinking or scholarship, deceive someone, tell them what you want them to back. Exchange harm.
roll+Cunning. do, give them a good reason, and roll+Charm.
If you overcome it via persuasion or social grace, On a 6 or less, prepare for danger.
roll+Charm. On a 10+, they do it until some fact or action betrays

On a 10+, you do it. On a 7-9, there are complica-


the reason you gave them. If your reason wasn’t
good enough, they’ll tell you that, and they’ll tell
THE HUNT
tions: the MC offers you a worse outcome, hard you the minimum that would be. When you’re the bait, roll+Cunning. On a 10+,
bargain, or ugly choice. On a miss, prepare for choose 2. On a 7-9, choose 1:
danger. On a 7-9, they’ll do it, but they want reassurance up
front. If you’re reason wasn’t good enough, they’ll You draw your quarry all the way in.
Variations tell you something that would be. Otherwise, they only approach.
If you are taking a risk to help someone, on a hit, Your quarry is unsuspecting.
that person takes a +1 to their roll. On a miss, prepare for danger. Otherwise, they are wary.
If you are taking a risk to hinder someone, on a hit, You don’t leave yourself exposed.
that person takes a -1 to their roll. Reasons might be threats, promises, bribes, or Otherwise, you are.
ideals. For NPCs, the MC tells you if your reason is
good enough. For PCs, the player tells you. On a miss, prepare for danger.
See the truth Having someone as a Contact means you need When you’re the hunter, roll+Cunning. On a 10+,
When you try to see the truth of a person or situa- less of a reason for someone to do something, or in you catch your quarry in a place of your choosing.
tion, roll+Cunning. On a 10+, ask 3 questions. On a some cases just being a Contact is reason enough for On a 7-9, they choose the place instead. On a miss,
7-9, ask 1: someone to act. you don’t catch them at all.
- What is the best route to my goal? If you have a Reputation related to how you are When you’re the hunted, roll+Cunning. On a 10+,
- Who is most vulnerable here, and how? persuading someone, then you can take a +1 to your you escape and they don’t catch you. On a 7-9, they
- Who is the biggest threat here, and how? roll because of that related Reputation. catch you, but in a place of your choosing. On a
miss, they choose the place instead.
The Hunt, cont’d. HIGH MAGIC TAKE A BLOW
When you’re both hunting each other, roll+Cun-
ning. On a 10+, you catch them in a place of your When you work great magic, say how you’re doing When you suffer a blow that does damage equal
choosing. On a 7-9, you catch them in neutral it and what you want to achieve, and the MC will to your armor (0-harm), you may still be injured.
ground -- you choose the place, but they get to say tell you what you need to achieve it. Roll+Might.
something about it, too. On a miss, they catch you,
right where they want you. High Magic usually takes a day or night to com- On a 10+, nothing happens; you’re fine.
plete, and the MC may tell you that beyond that it
If two PCs are hunting each other, they both roll, needs special materials, a place of power, or some On a 7-9, the MC chooses: either you take 1-harm, or
and the MC says who catches whom, and how other requirement. else you are pushed into a bad position, lose hold of
much the other gets to say about it. something, or miss something important.
HARM & HEALING On a 6 or less, you take 1-harm and are pressed into
MAGIC MOVES ESTABLISHING HARM
a bad position.

If you are carrying a shield, on a 7-9 you choose, not


Conpanions can use magic moves only if their the MC.
playbook says they can. Harm is established based on your weapons and
armor:
The MC may tell you to Take A Blow at other times.
HEDGE MAGIC If you are fighting unarmed,
When you create a minor magical effect, say how
you deal 1-harm. harm boxes
you’re doing it, what you want to achieve and roll+- If you are fighting armed,
Cunning. you deal 2-harm. When you take harm, check off boxes in order on
your character sheet:
On a 10+, you do it. If you are fighting armed when your
weapon is deadly, you deal 3-harm. Battered boxes represent minor scrapes and
On a 7-9, you do it, but there is price. The MC will injuries; you can uncheck them at the end of
say what. Subtract your armor from the harm every scene.
dealt to you.
On a miss, prepare for danger. Bloodied boxes represent lasting bruises
Melee weapons are deadly at a specific distance: and lacerations. You can uncheck one
A minor magical effect allows the character to over- Bloodied box at the end of any Day or Night
come a simple obstacle using magical force. On the field is when you can sprint, stride and without combat or strenuous activity.
swing your weapon at full reach, in any direction.
Minor magical effects are generally brief or tempo- Examples: on a field, on a road, in a wide yard. Wounded boxes represent serious injuries.
rary in their effect. Examples include: You can uncheck one Wounded box at the
Hand-to-hand is when you can approach and end of each session if you have the
Briefly charming someone, as if you had hit withdraw freely, but not circle your enemy or run in opportunity to get care from a healer.
10+ on a seduce or persuade roll. any direction you like.
Examples: in a forest, on a bridge, in a wide hallway. Some companions may have Moves that allow them
Temporarily barring, rebuking or repelling to uncheck additional boxes, or the companions can
a spirit or magical entity. Infighting is when you are confined to a small seek out the aid of specialists in the city.
space, without room to charge or withdraw.
Unlocking a door or set of chains. Examples: in a boat, in a small room, in a tight hallway. If a character runs out harm boxes, he is dying - he
can make one final Move before he expires.
Gaining 1-armor for a critical moment. Brawling is when you are grappling, holding, and
wrestling with your enemy.
Do one thing that is beyond human
limitations. Intimate is when you have your enemy in your
power, unable to move at all.
GAMEPLAY GATHERING
INFORMATION
DIRECT ACTION
Gathering information and support will help the
Often, the companions will want to gather secrets or companions launch their final assault on the Usurp-
Play in Road of Kings follows an arc: information during a day or night phase - for exam- er’s forces, but the best plan will come short if he is
ple, determining where a secret ritual is taking place given time to solidify his rule.
First, the King is attacked and the companions must or who supports or opposes the Usurper.
To be successful, the companions will need to
escape the Keep alive. balance planning for their final confrontation with
Basic information about your Contacts doesn’t re-
quire any action or roll; just ask the MC, and he will direct action against the Usurper’s minions.
Second, the companions must gather strength and tell you what you know about the areas where you
make a plan to defeat the Usurper and retake the have Contacts. Examples of direct action include waylaying the
city in a succession of day and night phases. Usurper’s soldiers, spreading rumors against him,
However, if you want information about a group taking out his lieutenants or other guerilla-style
you don’t have Contacts with or you are seeking operations.
Third and finally, there is a final confrontation --
any kind of secret information, then spend a day or
either the companions launch their attack or else the
Usurper strikes at them to complete his takeover.
night phase gathering the information you seek by ACQUIRING ASSETS
traveling a place where you might learn information
and obtaining it there. The companions may need additional tangible
DAY & NIGHT GATHERING SUPPORT
resources to prosecute their rebellion, whether it is
equipment, rare services, mercenary allies or any
other good or service someone can imagine.
During the majority of the game, play in Road of
Kings takes place in a succession of Day and Night If the companions are seeking to gather support to
overthrow the Usurper, then one or more of them Acquiring such assets is a good task for a day or
phases. night phase.
will travel to meet the group whose support they
Characters can generally take a single action per are seeking and will seek to convince them to aid
Day or Night, like going somewhere in the city, them. PRojects
working on a project, or otherwise trying to accom-
plish a goal. All the companions can go to the same A word to the wise: promises of vague support are Some companions may have the ability to devote
place, or the companions can split up. easy to come by. Wise rebellions are built on con- day or night phases to working on projects - for
crete promises to do something specific, like “Open instance, the Scholar has access to the High Magic
Each companion or group of companions can try to the gates to my ally’s army” as opposted to “sup- or Artificer moves, and the MC may describe other
accomplish a single task during each day or night port my attempt to retake the throne.” character plans as a project.
phase; other actions, like eating, sleeping, or local
travel are abstracted into the background during the TRAVELING TO BALANCE OF
days and nights. DISTANT PLACES
Each day or night, each companion should set them-
POWER
selves a task: they describe something they want While there are many factions inside the city, the
companions may wish to get aid or resources from At the end of each Day or Night phase, the MC will
to achieve, for example information, resources, add white or black stones to the balance of power.
or a guerilla action, then the place they will go to allies outside of Velosa. To do so, they will need to
spend day or night phases traveling to the places Black stones represent the Usurper solidfying his
achieve it, then how they will achieve their goal rule, while white stones represent the companions
and if neccessary who they will interact with to where they are seeking aid, time the Usurper will
use to cement his rule. preparing to retake the throne.
achieve it.
In general, it will take a day or night’s hard ride to The companions can launch a final assault on the
Some common types of tasks follow, but the Usurper whenever they choose, and the MC will
companions are free to come up with their own. reach the Northern Frontier or the Coastal Provinc-
es. This is much faster than ordinary travel, and rep- use the balance of black stones to white stones to
resents the companions switching horses constantly determine how difficult their efforts will be.
Alternatively, instead of undertaking tasks during a
day or night, the companions can instead choose to in Pony Express fashion.
take a phase to plan.
SETTING The City
Velosa straddles the White River, which runs from
the agricultural regions down to Ephesia. The oldest
The GODS
BRIGHT GODS
The World part of the city is a central island in the river; it
expanded out from there, absorbing villages on the
banks as it did.
Bel: King of the Day and God of Battle, Bel was
the second-born son of the Mother of the Eart. He
Play is centered on the city of Velosa, capital of the became King of the Gods after being betrayed first
same-named kingdom. Velosa is the strongest of Two trade routes meet in the city: the Road of Kings by his elder brother Nergal and then by his adopted
the Western Kingdoms; other kingdoms include runs east from the city, heading towards Edom and brother Typhon. He was rescued from the Land of
Velosa’s military rival, Ember, and the major port the Central Kingdoms, while the River Road runs the Dead by Belit, his sister and queen.
city of Maison. south to Ephesia and north to Fort Tolusa.
Belit: Queen of Night and Goddess of Pleasure and
East of the Western Kingdoms are their regional Velosa has several notable districts: Art, Belit is the cleverest (though not the wisest) of
rivals, the Central Kingdoms. The Central King- the Gods. She has a dark aspect, as her best friend
doms are older than the Western Kingdoms but Silver Hill: Formerly its own city, Silver Hill is the is Ningal and her former lover Typhon.
are in decline. The largest of them is Edom, home home of the Nobility. Many of the states in Silver
to the Princess Consort and a recent ally of Velosa; Hill are practically fortresses in their own right, and Ibis: The blind God of Scholars and Scribe of the
others include Kossuth, which was conquered by the nobility employs their own guards who form a Gods, he is the special enemy of Typhon. It was he
Velosa about ten years ago, and Vanossia, called the meaningful private army. who helped Bel raise a rebellion amongst the Gods
“Gateway to the East.” to retake his throne.
The Crawl: The poorest part of the city, the Crawl
The most powerful nation in this part of the world is is a warren of streets chock-full of taverns, aleshops Ge: The Mother of the Earth, she is often portrayed
ancient and mighty Khem, nominally under the rule and brothels. The so-called Sultan of Thieves runs with her mouth sewn shut, since Typhon sealed her
of a king in the port city of Qoresh but practically the Underworld from the Five Dice, an aleshop lips to keep her from telling the divinatory secrets
divided between many feuding satraps and priests. here. she knows.
Khem used to rule a world-spanning empire, and
is devoted to the worship of the evil snake god Ty- The Toll Castle: Perched on a ridge above the river, Other Bright Gods: Shamash the Charioteer is god
phon. It seeks to regain global domination. the Toll Castle was built allow Velosa to control of soldiers; Arslan, God of Hunters; and Adonais,
river traffic in its early days. Now it is the largest God of Poets.
Between Khem and the Central Kingdoms are garrison for the Royal Army in the city and the
border marches called the Penny Kingdoms or the
Border Satrapies, depending on whether they are
home of most Soldiers. DARK GODS
closer to Khem or the northern kingdoms. The Great Market: While there is commerce
throughout the city, the Great Market is where the Typhon: The Usurper, Typhon was the adopted
brother of Bel who betrayed the Gods to become
The Kingdom Road of Kings drops trade from the east into the
city. As a consequence, many of the Merchants keep king. He is the god of snakes and magic; his true
their private clubs around the market’s periphery. parents are things from a place beyond the earth.
The city of Velosa is the largest city in the kingdom
and is roughly the center of the realm. The Street of Small Gods: All of the Gods have a Nergal: The King of the Dead, Nergal was once
presence in Velosa, though only the Bright Gods - as King of the Gods before he struck down his younger
South of Velosa are the Coastal Provinces, which al- well as a profusion of strange foreign deities - have brother Bel out of jealousy. Now he rules over the
low the kingdom access to the Middle Sea for trade. public temples. Those Temples are clustered around Land of the Dead.
The largest province is the Duchy of Ephesia, ruled the Street of Small Gods, running north from the
by Duke Cyrus, a close friend of the King. Great Market. Ningal: The Dark Lady, Ningal is Nergal’s queen.
She also has power over the Dead and is said to be
West of the city are the Western Reaches, the na- Velosa Keep: At the top of the White Isle is Velosa a dark twin to bright Belit, though they are from
tion’s agricultural heartland, while north of the city Keep, which serves as the Palace of the King of different tribes.
are the Border Marches, which border the lands Velosa. The Rock the palace sits on is riddled with
of the Northron barbarians. Fort Tolusa under the tunnels that ultimately join up with the dungeons Other Dark Gods: Dagon, King of the Sea; Dagon’s
command of General Roland is the major garrison beneath the palace, which has been expanded and Daughters, who hear sailors’ prayers; and Erlik,
holding back the barbarian hordes. rebuilt many times. King Beyond the Wind and ruler of demons.
THE
GENeral You get this move:
MOVES name
Tale

X Captain of Men: When you lead men in battle,
hold 3 if you have had time to make a plan, or hold When the King won his crown, the armies of Velosa were
1 if you have not. Spend your hold, 1-for-1, to: captained by nobles who purchased their commissions out
of pride and commanded from far behind the lines. The
Give someone under your command 1 extra King - a soldier himself - changed all that, keeping those
choice when they Do Battle. nobles with a head for battle while promoting common
soldiers who showed leadership and skill. You are one of
Give someone under your command +1 to a his picked men, risen now to command the King’s armies,
roll they are about to make. though you always have rivals among the ranks.

Ask questions about the situation as if you


See The Truth. GEAR
And choose two of the following moves:

□ Weapon Master: When you Do Battle, make 1


extra choice.

□ Battlefield Chirurgeon: If you can get to someone


Might Take A Risk, Do Battle,
Absorb A Blow
who is wounded shortly after they suffer their in-
jury, you can treat them immediately. Roll+Finesse;
on a 10+, they can uncheck one harm box suffered
Finesse Take A Risk, Ambuscade during an immediately previous scene. On a 7-9, COntacts &
they can uncheck the box, but the MC will tell what
the side-effects are. Reputation
Cunning Take A Risk, See the
Truth, Hunt
□ Bloody-Handed: Whenever you inflict harm, you
inflict +1 harm.
Charm Take A Risk, Seduce or
Persuade
□ Better Part of Valor: Name an escape route and
roll+Might. On a 10+, you win free and are gone.
On a 7-9, you can go or stay; if you go, it costs - you
leave something behind or take something with
HARM Battered you. The MC says what. On a miss, you’re caught,
half-in and half-out.
Bloodied
□ War By Other Means: When you Threaten some-
one, roll Might instead of Charm.
Wounded
Road of Kings
the past The present character creation
What were you before you became a general? Where do you spend most of your time? 1. Read your Tale and pick a Name.

□ Common Soldier □ On the Frontier Names include:


(Might +2, Finesse +0, Cunning +1, Charm +1) (Contacts: Border Marches)
Strabo, Scipio, Gustav, Siegfried, Thom, Arcturus, Nu-
menides, Pallas, Osric, Alberic, Berengar, Omar, Sergius
□ Gifted Nobleman □ At Court
(Might +1, Finesse +1, Cunning +1, Charm +1) (Contacts: Nobles) 2. Answer your Past and Present questions.

□ Mercenary Captain □ In The Barracks If they involve others of the Companions, check
(Contacts: Soldiers) with them when you answer your questions.
(Might +2, Finesse +0, Cunning +2, Charm +0)
Write down your Traits, your Contacts, and your
Reputation.
What was your most famous battle? Who is your most unlikely friend?
3. Choose your Moves.
□ Defending Fort Tolusa from the Northron Invasion □ Magnus Redmane, Northron Chieftan
(Contacts: Barbarians) You get Captain of Men and two additional General
(Reputation: Indomitable) moves.
□ The Sack of Kossuth during the Eastern Conquest □ Qoresh-Ra, Khemtish Ambassador
(Contacts: Khem) Make sure you read any Basic or Magic Moves you
(Reputation: Bloodthirsty) think you might use often. If you have questions
about your Moves, ask the MC.
□ Cleansing the Black Isle during the Pirate Reprisals □ Brother Fulk, the Beggar Priest
(Reputation: Charitable) 4. Pick Your Gear.
(Contacts: Coastal Provinces)

□ The Relief of Edom during the Glorious Expedition With which of the other companions do you share
As the General, you get:
(Contacts: Foreign Princes)
a special connection? - A Sword (Deadly: On the Field & Hand-To-Hand)

What scandal nearly doomed your career? □ The Old Friend: You are about town as constant - A Weapon of War, for instance:
gambling partners, full of fellowship and friendly Lance (Deadly: Mounted)
Greatsword (Deadly: On the Field)
□ Price-fixing with the grain merchants bickering. (+1 Cunning)
Battle-Axe (Deadly: On the Field)
(Contacts: Merchants) Spear (Deadly: vs. Mounted)
□ The Princess Consort: You defended her from an
□ An affair with a royal consort assassin, and are now intimate friends. Some say - A Backup Weapon, for instance:
(Reputation: Casanova) you are too close. (+1 Might) Short Sword
(Deadly: Hand-to-Hand & Infighting))
□ Conspiring to assassinate a rival □ The Heir: You are his tutor at arms, and have been Short Bow (At Range, Deadly: Aimed)
(Contacts: Underworld) his second in several duels, helping him keep those
fights secret from the King. (+1 Charm) - A Dagger (Deadly: Infighting & Brawling) or
□ Your son was a traitor and a Typhon cultist □ The Scholar: You and he share a keen interest in
Poniard (Deadly: Brawling & Intimate)
(Reputation: Treasonous)
the mechanics of warfare, always working on im- - A cuirass, coat-of-plates, or mail hauberk. (Heavy
provements for royal siege engines. (+1 Finesse) Armor: 2-armor)
- Clothes and other items suitable to your station.
THE
old friend You get this move:
MOVES name
Tale

X Rogue In The House: When you Take A Risk to
sneak or steal, treat a roll of 6 or less like it was a Before the King won his crown, he was a thief, a reaver,
7-9, just with a harder bargain or uglier choice. a slayer -- and you his companion in many misadven-
tures. He was strong and you were quick, and while you
And choose two of the following moves: quarrelled sometimes over gold or women fellowship won
when wine ran dry. Now he is a King, and you a relic of
□ Case The Joint: You can roll Finesse instead of an earlier time -- but a friend to him who knew him before
Cunning to See The Truth if you have the opportu- he ever wore a crown.
nity to observe from hiding.

□ Mummer’s Face: You know the art of disguising GEAR


yourself authentically as some other sort of person
from a different background or walk of life. When
you don a disguise, you act as if you have Contacts
with 1 group appropriate to your disguise.

□ Fated To Be Hanged: If in a scene you would take


your final Wound, you can instead reduce one Trait
by 1 and be knocked out of action for the rest of the
day or night. The MC will tell you how you escaped
Might Take A Risk, Do Battle,
Absorb A Blow death.

□ Bag of Tricks: You steal without thinking, even


COntacts &
Finesse Take A Risk, Ambuscade
when you have no wants. If you need something Reputation
small that is easily carried, perhaps you acquired it
Cunning Take A Risk, See the
Truth, Hunt
long ago. Roll+Cunning and search your things: on
a 10+, you have just the thing. On a 7-9, you have
something close that might work. On a 6 or less, you
Charm Take A Risk, Seduce or
Persuade
used to have it, but now it’s gone.

□ Confidence Man: When you roll a 7-9 trying to


persuade someone of a lie, you can double down.
Treat the result as a 10+, but when you are found
HARM Battered out, you’ve made an enemy that will want a double
serving of revenge.
Bloodied

Wounded
Road of Kings
the past The present character creation
How did you grow up? How do you spend your days? 1. Read your Tale and pick a Name.

□ Street Rat □ Entertaining children at court with legerdemain Names include:


(Might +0, Finesse +2, Cunning +2, Charm +0) (Reputation: Harmless)
Giano, Marco, Petro, Ivan, Mateo, Alejaro, Jarovich,
Yezud, Arif, Ilyas, Orto, Daveid
□ Merchant’s Son □ Stealing, even though you don’t need the coin
(Might +0, Finesse +1, Cunning +2, Charm +1) (Contacts: Underworld) 2. Answer your Past and Present questions.

□ Runaway Farmboy □ Stealing, and giving the coin to the poor If they involve others of the Companions, check
(Contacts: Common Folk) with them when you answer your questions.
(Might +1, Finesse +1, Cunning +1, Charm +1)
□ Advising the King on matters of state Write down your Traits, your Contacts, and your
□ Slave Pens (Contacts: Nobles) Reputation.
(Might +1, Finesse +2, Cunning +1, Charm +0)
3. Choose your Moves.
What side project are you working on?
You get the Rogue in the House move, and you can
What misadventure did you have with the King □ Creating a kingdom-wide Thieves’ Guild choose two more Old Friend moves.
before he won his crown? (Contacts: Coastal Provinces)
Make sure you read any Basic or Magic Moves you
□ Tomb Robbing in the Khemtish Desert □ Establishing trade with the Central Kingdoms think you might use often. If you have questions
(Contacts: Khem) (Contacts: Foreign Princes) about your Moves, ask the MC.

4. Pick Your Gear.


□ Stealing the Crocodile King’s Crown □ Hunting down predators the City Guard cannot catch
(Reputation: Extraordinary Luck) (Reputation: Terrifying) As the Old Friend, you get:

□ Guarding the Great Eastern Caravan - A Short Sword (Deadly: Hand-to-Hand & Infighting)
(Contacts: Merchants) With which of the other companions do you share
a special connection? - A Dagger (Deadly: Infighting & Brawling) or
□ Corsairs Aboard the Black Dawn Poniard (Deadly: Brawling & Intimate)
(Contacts: Pirates) □ The General: You fought back to back with him
during the Red Duke’s rebellion. (+1 Might) - A Weapon Fit For The Shadows, like:
Short Bow (At Range, Deadly: Aimed)
How did you help the King early in his reign? Sap (Non-Lethal, Deadly: Unsuspecting)
□ The Princess Consort: You were the King’s envoy Garrotte (Silent, Deadly: Intimate)
to Edom to arrange the terms of her engagement
□ Rescued him from the Red Duke’s dungeon and marriage. (+1 Charm) - Stealthy clothes (Hard To See) or Reinforced Leath-
(Reputation: Loyal) er (Light Armor: 1-armor)
□ The Heir: You sneak into the city with him to
□ Brokered peace with the Sultan of Thieves show him taverns, brothels, and other disreputable - A set of thieves’ tools and other roguish items.
(Contacts: Underworld) establishments. (+1 Finesse)
- Clothes and other items suitable to your station.
□ Uncovered a conspiracy to depose the King □ The Scholar: You share a bond - he has sworn off
(Reputation: Clever) magic and you crime, and you try to support each
other even as you both sometimes fail. (+1 Cunning)
THE
Scholar SORCERY
You are a Sorcerer, and have access to the Hedge
Magic and High Magic moves.
name
Tale
The King won his crown by defeating the Tyrant who
MOVES ruled Velosa before him. The Tyrant was supported by a
sorcerous cabal, and one of that cabal’s junior members
Choose one of the following moves: forswore his evil path in the midst of revolution, swearing
off magic and helping the King enter Velosa Keep. You are
□ Necromancer: You have studied Nergal’s realm of that junior sorcerer grown into one of the King’s friends,
the dead, and can traffick with the spirits there. You living the life of a scholar, even if you sometimes long for
can use See The Truth to interrogate the recently the mighty magics of your youth.
dead, and can use Hedge Magic and High Magic
moves to interact with ghosts and undead of all
sorts. This includes summoning, commanding, cre- GEAR
ating and banishing such creatures.

□ Healing Devotion: You have learned both the


mystic and scholarly arts of healing. Practicing your
devotion takes a full day or night; roll+Cunning.

On a 10+, your patient can uncheck a


Might Take A Risk, Do Battle,
Absorb A Blow
Wounded box.

On a 7-9, they can uncheck a Wounded box,


Finesse Take A Risk, Ambuscade but the MC tells you the price of your COntacts &
devotion.
Reputation
Cunning Take A Risk, See the
Truth, Hunt
On a 6 or less, they can’t uncheck any boxes,
including those harm boxes that would
normally heal with rest and time.
Charm Take A Risk, Seduce or
Persuade
□ Artificer: Since swearing off magic, you have pur-
sued mechanics and natural philosophy. You can
analyze structures for weakness, construct clock-
work devices and otherwise tinker with physical
HARM Battered things. Most such projects will take a day or night
to complete; the MC will tell you what else it might
Bloodied require.

Wounded
Road of Kings
the past The present character creation
What attracted you to magic? Where did you go to after the cabal fell? 1. Read your Tale and pick a Name.

□ Ambition □ The Temple of Ibis, God of Scholars Names include:


(Might +0, Finesse +0, Cunning +2, Charm +2) (Contacts: Temples)
Menkhef, Mitra-Amon, Tchay, Erasmus, Ptolemy,
Im-Ra, Chosun, Mandaro, Pliny, Djehut, Strabonus,
□ Revenge □ Traveled The East Seeking Knowledge Ahmose, Xenothenes, Ptenophon, Priam
(Might +1, Finesse +1, Cunning +2, Charm +0) (Contacts: Foreign Princes)
2. Answer your Past and Present questions.
□ Faith in Dark Gods □ To the desert to learn the origin of your former faith
(Contacts: Khem) If they involve others of the Companions, check
(Might +1, Finesse +1, Cunning +1, Charm +1) with them when you answer your questions.

□ Greed and Desire What have you now dedicated your life to?
Write down your Traits, your Contacts, and your
(Might +0, Finesse +1, Cunning +2, Charm +1) Reputation.
□ Healing the sick, however low their state. 3. Choose your Moves.
(Contacts: Common Folk)
What caused you to swear off magic? Choose one Scholar move.
□ Research into esoteric topics
□ A ritual where you sacrificed a pure child. (Reputation: Learned) Make sure you read any Basic or Magic Moves you
(Reputation: Sorrowful) think you might use often. If you have questions
□ Cleansing occult taint from those afflicted about your Moves, ask the MC.
□ A divine vision. (Reputation: Arcane)
4. Pick Your Gear.
(Reputation: Blessed)
As the Scholar, you get:
□ Realization that the Tyrant was doomed. With which of the other companions do you share
(Reputation: Shrewd) a special connection? - A Staff (Innocent Purpose)
□ The pure love of a merchant’s daughter, murdered by □ The General: No one else believes the Khemtish - A Knife (Deadly:Brawling)
the cabal. are a threat - but you know them. Velosa is the jewel
(Contacts: Merchants) of the Western Kingdoms, and they will not rest - A library full of fascinating scrolls.
until all jewels are in Typhon’s serpentine crown.
(+1 Charm) - A Book of Magic, locked against temptation.
How did you betray the cabal to the King?
□ The Princess Consort: You have been preparing a - A set of reagants and other mystic ingredients.
□ Unlocked the sally port so the King’s men could enter. secret concoction for her at her urging. Is it to help
(Contacts: Soldiers) - Clothes and other items suitable to your station.
conceive a child or prevent conception? (+1 Finesse)
□ Lifted the magical enslavement of the hostage sons and □ The Heir: You have been his tutor from a young
daughters of the peerage. age, and he and you share a love of knowledge.
(Contacts: Nobility) (+1 Cunning)

□ Sabotaged a final ritual with illictly acquired artifacts □ The Old Friend: There is almost no one left who
and reagants.. remembers the old days, but you both know what it
(Contacts: Underworld) was like to fight for the fate of a kingdom.
(+1 Might)
THE
PRINCESS MOVES name

CONSORT Choose three of the following moves:

□ Empty Hand: You have learned the unarmed


martial art practiced in the zenanas of Edom. When
Tale
Recently, the King acquired in you a new bride - a beauti-
unarmed, your blows count as a Deadly: Brawling ful foreign princess, come to Velosa as part of a pact end-
& Intimate weapon -- a base 2-harm, increasing to ing an old emnity between Velosa and the eastern court of
3-harm at brawling or intimate range. Edom. You have been in Velosa less than a year, and are
still adapting to this new land and especially a barbarian
□ The Face That Launched A Thousand Ships: You warrior for a King, some far cry from the silk-clad court-
are a legendary beauty, with the grace and skill to iers of old Edom.
match. When Seducing someone, you always have
leverage.
GEAR
□ Mysteries of Ningal: You are a secret initiate of
the cult of Ningal, the Dark Lady, who is Belit’s
midnight opposite. You have access to the Hedge
Magic move.

□ Nightshade: You are learned with poisons, and


can produce them with access to materials and a
place to work. Most projects will take a day or night
Might Take A Risk, Do Battle,
Absorb A Blow
to complete; the MC will tell you what else might be
required.
COntacts &
Finesse Take A Risk, Ambuscade □ Dance of the Seven Veils: When you remove a
piece of clothing, yours or someone else’s, no one Reputation
who can see you can do anything but watch. You
Cunning Take A Risk, See the
Truth, Hunt
command their absolute attention. If you choose,
you can exempt individual people, by name.

Charm Take A Risk, Seduce or


Persuade □ Social Graces: You are particularly adept at forg-
ing friendships and relationships. When Seducing,
Persuading or Manipulating, you can mark a group
as one of your Contacts after successfully earning
their aid during a day or night sequence.
HARM Battered
□ Lioness: You are a practiced warrior-woman. At
Bloodied the start of battle, roll+Finesse. On a 10+, hold 3. On
a 7-9, hold 2. On a 6 or less, hold 1. You can spend

Road of Kings
Wounded your hold, 1-for-1, to make extra choices when you
Do Battle.
the past The present character creation
In what environment were you raised? How do you feel about your marriage? 1. Read your Tale and pick a Name.

□ A remote palace, isolated by an overprotective father. □ A love match - the King is noble despite his barbarian Names include:
(Might +0, Finesse +2, Cunning +2, Charm +0) ways.
(Reputation: Loyal) Salome, Kala, Yasmine, Zareen, Aleja, Alana, Anat,
Istara, Yara, Shira, Sheba, Samara, Nerat, Tamora, Zlata,
□ Among all the women of the zenana. Vilena, Dejah, Zara, Sabine, Jezebel, Ghanima
(Might +0, Finesse +1, Cunning +1, Charm +2) □ A marriage of convenience, arranged for politics, not
pleasure. 2. Answer your Past and Present questions.
(Contacts: Nobility)
□ As the son your father never had. If they involve others of the Companions, check
(Might +1, Finesse +1, Cunning +1, Charm +1) □ A state near to slavery - you were traded against your with them when you answer your questions.
will like a horse, and you seek an escape.
□ As a hostage in another court. (Contacts: Underworld) Write down your Traits, your Contacts, and your
(Might +0, Finesse +0, Cunning +2, Charm +2) Reputation.
Where do you spend most of your time?
3. Choose your Moves.
What future did you plan for? □ In the city, among the temples and people. Choose three of the Princess Consort moves.
(Contacts: Common Folk)
□ Ruling Edom as queen regnant. Make sure you read any Basic or Magic Moves you
(Contacts: Foreign Princes) □ Among the gardens of the King’s summer estate. think you might use often. If you have questions
(Contacts: Coastal Provinces) about your Moves, ask the MC.
□ Building wealth as a patron of the trade routes.
(Contacts: Merchants) □ In the palace, assembling a power base. 4. Pick Your Gear.
(Contacts: Palace)
As the Princess Consort, you get:
□ Alliance through marriage with a powerful king. With which of the other companions do you share
(Reputation: Regal) - A Hidden Knife (Deadly:Brawling & Intimate)
a special connection?
□ Escape into the life of a wanderer and adventurer. - Jewels and other portable Wealth.
(Reputation: Free-Spirited) □ The General: You have a secret lover, and the King
has never known. (+1 Cunning) - Clothes and other items suitable to your station.

What cult are you a member of? □ The Scholar: The Scholar has opened a whole
world of history and learning, and you are an eager
□ Belit, the Bright Lady, Goddess of Pleasure and Love, student helping him copy fading scrolls. (+1 Finesse)
Queen of the Gods.
(Contacts: Temples) □ The Heir: You have been educating the King’s son
in the ways of court. The King is much older than
□ Ningal, the Dark Lady, Goddess of the Night and you, and one day his heir will rule. Is your interest
Desire and Queen of the Dead. genuine or self-serving? (+1 Charm)
(Reputation: Sinister)
□ The Old Friend: The old rogue has been teaching
□ The Gods help those who help themselves. you how to fight with a knife in case assassins come.
(+1 Might)
(Reputation: Strong-Willed)
THE

HEIR MOVES
Choose three of the following moves:

□ Prodigal Son: Add 1 to any trait, to a max of +3.


□ Duelist: You were raised in court and are com-
name
Tale
The King has had many wives and concubines, but only
one queen -- your mother, a princess he rescued from the
fortable dueling with a light court sword. With a sorcerous cabal that controlled Velosa before he won his
knife or sword in one hand and nothing in your crown. She died in childbirth, and you are the final gift
other, take +1 armor to a maximum of 2-armor. she gave her husband, a future for him and perhaps the
realm. Lately, he has made noises about abdicating for
□ Barbarian Lineage: You have spent time in the some final, grand adventure, but he has never been sure
hills in the footsteps of your father’s Northron you are ready to rule.
people. When you Take A Risk in a wilderness
survival situation, treat a roll of 6 or less like it was a
7-9, just with a harder bargain or uglier choice. GEAR
□ Diplomat: When you Seduce or Persuade one of
your Contacts, treat a roll of 6 or less like it was a
7-9, just with a harder bargain or uglier choice.

□ Perceptive: Raised to rule, you have learned to


see hidden dimensions in people and situations.
Whenever you See The Truth, you can ask 1
Might Take A Risk, Do Battle,
Absorb A Blow additional question.

Finesse Take A Risk, Ambuscade □ Pantherish: When you Take A Risk to do some- COntacts &
thing acrobatic or athletic, treat a roll of 6 or less like
it was a 7-9, just with a harder bargain or Reputation
Cunning Take A Risk, See the
Truth, Hunt
uglier choice.

□ Blood of the Lion: You have inherited your


Charm Take A Risk, Seduce or
Persuade
father’s legendary tenacity and can survive when
lesser men might shrink back or die.

At the beginning of a session, hold 3. You can spend


your hold, 1-for-1, to either:
HARM Battered
Choose to succeed at a 7-9 instead of rolling.
Bloodied
Shrug off a blow, reducing it by 1-harm.
Wounded
Hold Used: □ □□ Road of Kings
the past The present character creation
Who was your father? Do you look forward to being king? 1. Read your Tale and pick a Name.

□ The King, once a Northron adventurer.


X □ You cannot wait to be King. Your father has adventure Names include:
(Might +1, Finesse +1, Cunning +1, Charm +1) in his heart, not rule, and he should step aside for you.
(Reputation: Ambitious) Caspian, Artos, Tristram, Lucian, Cormac, Perseus,
Ronan, Quintus, Leonis, Finn, Theo, Orin, Julian, Liam,
Who was your closest childhood friend? Aidan, Desmond
□ The throne will come in time - and when it does, many
□ Arslan, heir to the coastal Duchy of Ephesia. of the pleasures of youth will have to be set aside. Best to
enjoy them when you can. (Reputation: Hedonist)
2. Answer your Past and Present questions.
(Contacts: Coastal Provinces)
If they involve others of the Companions, check
□ Sarah, a scullery maid. □ You wish you never had to be King. You will do your with them when you answer your questions.
duty, but like your father, you long for adventure and the
(Contacts: Common Folk) open road. (Reputation: Free-Spirited) Write down your Traits, your Contacts, and your
Reputation.
□ Simonides, one of the royal guards. What secret have you kept from your father?
(Contacts: Soldiers) 3. Choose your Moves.
□ Violette, a courtier’s daughter. □ Despite your father’s agnosticism, you are deeply Choose three of the Heir moves.
(Contacts: Palace) faithful and have become a secret initiate of one of the
cults. Which god do you serve? (Contacts: Temples) Make sure you read any Basic or Magic Moves you
As a teenager, you ran away from Velosa. What think you might use often. If you have questions
happened? □ You lead a secret life as a thief among the brothels and about your Moves, ask the MC.
taverns of the city. (Contacts: Underworld)
□ You fled to the coast and then joined a corsair crew, 4. Pick Your Gear.
reaving the Middle Sea between the Western Kingdoms □ You are secretly the father of High Lord Artaxes’
and Khem. You returned home when your crew was killed youngest child. (Contacts: Nobility) As the Heir, you get:
by your father’s navy.
With which of the other companions do you share - A Sword (Deadly: On the Field & Hand-To-Hand)
(Contacts: Pirates)
a special connection? - A Dagger (Deadly: Infighting & Brawling) or
□ You traveled north to find your grandmother, and Poniard (Deadly: Brawling & Intimate)
spent a season learning to hunt and smith and fight as □ The General: Fearful of the wars to come, you
a Northron. You returned home when you hunted and have sought out your father’s trusted commander to - A weapon for the Hunt, like:
killed a great bear without any aid. teach you tactics and strategy. (+1 Cunning) Short Bow (At Range, Deadly: Aimed)
(Contacts: Barbarians) Boar Spear
□ The Scholar: You have been translating and re- (Deadly: On the Field & vs. Mounted)
□ After you ran away, you were captured by slavers. mixing ancient poems and passing them off as your Sling (At Range, Concealable)
Not knowing your parentage, they sold you as a plea- own creations, aided by the scholar. (+1 Charm)
sure-slave to the King of Qoresh, the capital of Khem. You - A dueling cuirass (Light Armor: 1-armor).
returned home when you escaped with the aid of one of □ The Princess Consort: Your father’s new wife is
the king’s daughters. - A signet ring set with an extraordinarily valuable
the most beautiful woman the world has ever seen, stone.
(Contacts: Khem) and you have taken to displays of grace and skill to
impress her. (+1 Finesse) - Clothes and other items suitable to your station.
□ The Old Friend: The old rogue is a companion
of yours in the alleys, and some nights you have
fought back to back. (+1 Might)

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