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The Shrike

~ by Alice the Candle ~

It is early evening aboard the airship The Shrike. Far below us, rich
pine forests roll past. It is fine flying weather, and the skies around us,
for now, are empty. Soon pale miniature cliffs slip away beneath, and
now we are over the vast dark sea. The sun's glow on the horizon
fades. One by one the stars come out, but they fail to illuminate the
waves below. We are hurtling in the quiet darkness. We put on our
lanterns. Our voyage has begun.

The Shrike 0.9 (Early Access edition)


Sad Press Games, 2022
www.sadpressgames.com
The Shrike: Living Document ← click for the latest
Contents

Contents 2

Introduction 5

Quick Start 6

Losing Characters 7

Artifacts 8
Artifacts: Know the Facts 9

Safety and Solidarity 10

Voyage Generator 10

The Voyage of The Semée Minnow 12


Chapter One 13
Chapter Two 17
Chapter Three 27
Chapter Four 32

The Voyage of The Bone Moth 33


Chapter One 35
Chapter Two 39
Chapter Three 48
Chapter Four 54

The Voyage of The Rattail Bucket 56


Chapter One 57
Chapter Two 62
Chapter Three 73
Chapter Four 79

The Voyage of The Bone Butterfly 81


Chapter One 82
Chapter Two 86
Chapter Three 96
Chapter Four 102

Solo Play 104


Tools 104
Choose a Voyage 104

2
How to Get Started 104
Your Logbook 105
Solo Play: Optional Rules 106
Playing the Game 107
Storytelling Tips 109
Create Images 109
Interpret Liberally 109
Build Arcs 109
Create Complications 109
Create Obstacles 109
Tell Epic Stories 109
Tell 'Small' Stories 109
Experiment 109
Build Worlds 110

Co-operative Play 111


Players and Tools 111
Choose a Voyage 111
How to Get Started 111
Playing the Game 112
Tracking our Voyage 113
Default Option: Ship Schematic and World Map 113
Detailed Option: Ship Schematic, Ship Manifest, Character Sheets, World Map, and Chronicle 113
Other ways 113
Principles of Play 114
Draw Pictures 114
Collaborate 114
Troll 114
Create Arcs 114
Narrate our Story 114
Be our Characters 114
Step into Other Characters 115
Build Worlds 115
Look Things Up 115
Settle on a Pace 115
Fly Swirling Knotted Paths 115
Be Cinematic 115
Interpret Liberally 115
Co-operative Play: Optional Rules 116

3
Guided Play 119
Tips for GMs 119

Clarifications and Design Notes 120

Further Observations on The Vale 123


The Queen’s Calendar 123
The Brokenborn Archipelago 123

Notes on Maps 124


Variation: Hexcrawl a Pre-Generated Map 125
Dealing with cities while hexcrawling a pre-generated map 126
Orist Pitstop 126
Variation: Make up a Map as you Hexcrawl 127
Variation: Procedurally Generate a Map as you Hexcrawl #1 127
Variation: Procedurally Generate a Map as you Hexcrawl #2 128
Variation: Procedurally Generate a Counter-Map as you Hexcrawl 129

Notes on Crew Size 131

Quick Reference 132

Further Reading 133

Crew Portraits 134

Links 142

Acknowledgements 143

4
Introduction
You are the crew of a skyship, travelling through the Vale, a vast realm as marvellous as it is perilous.
Many different styles of technology and magic co-exist in the Vale, and many of its civilizations are only
dimly aware of one another. The Vale is also an ancient and storied place, littered with ruins and artifacts
from long-departed peoples. If you can imagine something, you can probably find it here somewhere.
The Shrike emphasizes worldbuilding and storytelling. It may be played in a solo mode or a GM-less
co-operative mode (or with a little adaptation, with a GM). The story can be tracked in any way you
want, but the recommended method is to draw things — draw a map, and/or draw the evolving nature of
your skyship.
The game’s key mechanic involves taking the next card from a specially-shuffled pile, and looking up
the result in an oracle. The oracle leaves a lot to your imagination. So if you want a quest and a big bad,
make sure to invent them. Each card offers two options, and most options include storytelling prompts
(“How does your airship move?”) and mechanical instructions (“Take +1 STEEL”). As you tell the story,
the level of detail is up to you. Rip through the whole voyage a minute per card, and play the whole
voyage in one session. Or linger over prompts, spinning elaborate tales through solo journaling or
improvised scenes. To give you a flavor, here’s a sample of what the oracle may say:

4 ♠ : Flight. How does your airship move? Is it Or 4 ♠ : Features. For a vessel of its class, The
equipped with a full set of sails, buoyed on Blazing Crane has some unusual features. What
balloons and bladders, bristling with chimneys is its most distinctive feature? E.g. an orangery,
and belching black smoke, flapping a figurehead whose eyes glow rainbows, a frost
solar-powered ornithopter wings, and/or is it cannon, a curse-deflection lens, a cursed fishing
propelled by some other principle? Update your net, a set of smuggler compartments, a
ship plan, and take +1 TECH. demon-proof brig (100% guaranteed), or
something else? Update your plan, take +1
TECH.

5 ♠ : Legacy. You uncover something about Or 5 ♠ : Excavations. A piece of machinery is


The Blazing Crane, from a time before any of uncovered in an archaeological dig. What might
you were on board. What is it? You may like to it have been originally? What did it later
act out a scene. Update the ship plan, and take become? What might it be useful for next?
either +1 TECH or +1 SPIRIT. When this turn is done, take +1 GUILE.

6 ♠ : The city of Orist Buk raises its towers on Or 6 ♠ : The town of Dissenter’s Rest glows on
the horizon. Here in the city of Orist Buk, there the horizon. Here in Dissenter’s Rest, the
are no prisons exactly, but every convicted townsfolk sometimes experience a strange
criminal is assigned a special animal to watch emotion, called fullug, which combines aspects
over them. Do you disembark and explore? of anger, joy, and compassion. Do you stop
What do you find? Whom do you meet? When here? What is it like? Is your stay here
the turn is over, take +1 SPIRIT. eventful? SHIPYARD. While you are docked
in Dissenter’s Rest, you may also burn GOLD
to do repairs. For every GOLD spent, reduce
DAMAGE to The Blazing Crane by 1.

5
Quick Start
✦ You’ll need a deck of playing cards, a six-sided die, and a journaling method. You may also want
colored tokens, extra dice, a whiteboard, and/or a big sheet of paper suitable for mapmaking.

✦ Turn to the voyages, and pick one you like. This will be your ‘oracle’:

The Voyage of the Semée Minnow. Solo. A ragtag crew of vagabonds uncover dark deeds.
The Voyage of the Bone Moth. 2-4 players. Meet civilizations beyond the edges of existing maps.
The Voyage of the Rattail Bucket. 2-4 players. Eerie encounters at abominable altitudes.
The Voyage of the Bone Butterfly. Solo. Build a world of storied heterotopias.

✦ Set up your skyship. Choose 4 crew members. Others may join you later on.

✦ Write down that you’re playing on Standard difficulty setting.

✦ If you’re playing as a group, give yourselves 6 GOLD and 1 STEEL. If you’re playing solo, give
yourself 2 GOLD, 1 STEEL, 1 GUILE, 1 TECH, and 1 SPIRIT. These are called “resources.”

✦ Shuffle the cards using the following magic formula. First divide the deck of cards into three piles:
spades by themselves, hearts and diamonds together, clubs by themselves. Next shuffle each of the
three piles individually. Finally stack them as one pile with clubs at the bottom, hearts and diamonds
in the middle, and spades at the top. This stack represents your voyage.

✦ Each turn, draw the top card, and look it up in your oracle. Choose one of the two prompts, interpret
it, and tell a story. Adjust resources when instructed. In multiplayer mode, if a player doesn’t like the
card they have drawn, another player may volunteer to take the card instead.

✦ Make a map, keep notes, draw pictures of your skyship, and/or journal your voyage any way you like.
Act out scenes if you like.

✦ You can reduce the difficulty of a challenge by 2 for each character you lose during the challenge. For
example, if the card tells you to burn 6 STEEL, but you lose two characters, then you only need to
burn 2. Remove the characters from your ship. For more guidance, see ‘Death and Other Exits.’

✦ If you get a chance to start a PROJECT, that means you gain resources after a delay. Roll a die to see
how many turns it takes. Use dice or draw progress clocks to track when your projects are ready.

✦ If your skyship ever has 6 DAMAGE or more, cr-a-a-a-a-a-ck, your voyage is over.

✦ Keep playing till you draw the King of Clubs. Then turn to the final chapter, and follow the
instructions for ending the story.

✦ These rules are repeated in greater detail after the four voyages, along with optional rules.

6
Losing Characters
Mechanically, the loss of a character reduces the difficulty of a challenge by 2. What does this mean
narratively? It very seldom (maybe never) represents some cool, calculated decision to sacrifice a life.
Instead it means the crew bit off more than they could chew, but somehow scraped through, with one or
two tragic losses. Perhaps someone was caught by a stray musket-ball, or batted into the atmosphere by a
kraken’s tentacle, or perhaps they flung themselves in harm’s way while protecting another crew member.
Or maybe they survived the incident, then decided they were too old for this stuff. You could even leave
things ambiguous: ‘No one could have survived that ... but the body was never found.’

If playing solo, you can decide what ‘losing a crew member’ means for the story. Similarly, if you’re playing
multiplayer, your character never has to actually die unless you choose. Even if our skyship disintegrates
and the story is over for us all, characters can still miraculously survive and reappear in a later journey.

A player may decide that their character dies, or is presumed dead, or leaves the ship for good in the
middle of a voyage. If there is an NPC aboard, the player can adopt them as their new character. Or if a
player does not have a character for a while (say, until a new crew member comes aboard), they can help
to build the world, make decisions, and portray non-crew characters in scenes.

7
Artifacts
Someone once said, ‘Any sufficiently advanced magic is indistinguishable from magic.’ Nobody’s quite sure
what this means, if it means anything at all. Which makes it a great way to introduce the deeply confusing
topic of magic artifacts in the Vale.

When we find an artifact, the oracle will outline how to awaken it in mechanical terms, e.g. ‘Burn 3
SPIRIT’ or ‘If there is a Witch on board, they know how to awaken it.’ It will also tell us about a
mechanical bonus, e.g. ‘Take +2 SPIRIT and +2 GUILE.’ But it usually won’t tell us what the artifact
actually does, or any of the strange conditions or side-effects of its magic. That is for us to discover for
ourselves through our storytelling.

We also don’t need to worry about tracking which resources derive from which artifacts. We can just use
the artifact whenever it makes sense within the story.

Awakened artifacts are practically impossible to sell.

8
Artifacts: Know the Facts

Artifacts are characterized by deep uncertainty. The more they are studied, the more that is written about
them, the more their mysteries multiply. There are clearly a variety of sources — artifacts seem to derive
from a variety of eras, dimensions, modalities, and ontological loopholes — but every attempt to
taxonomize them has somehow managed to complicate what it set out to clarify. We can offer a few
tentative guidelines:

✦ They go through periods of long dormancy. ✦ Artifacts are not quite machines, not quite
Awakening an artifact requires a special supernatural entities, not quite the physical
ritual, which is different for each artifact. forms of dreams and emotions, not quite
the physical forms of psychic pathologies.
✦ When an artifact has been awoken, it
Poets have compared artifacts to
usually ‘imprints’ on the individual or
everything and everything to artifacts, but
individuals who have awoken it. Nobody
they are especially fond of comparing
else can use the artifact’s powers, and the
artifacts to strange perspectives — a wand
imprinting usually lasts until death, when
like the top of an upside-down mountain,
the artifact will probably fall asleep for
an orb like a masked ball lit by fireflies, a
another hundred years.
chalice like chimney-smoke sees the sky.
✦ Artifacts resist commodification. Despite
✦ The artifact and the artifact-wielder are
their great value, it is very hard to buy or
always deeply in each other’s debt, and
sell a truly magical artifact. A sleeping
therefore also each the other’s creditor.
artifact can occasionally, with great effort,
be exchanged for 4 or 5 GOLD if you’re ✦ The Bearborn spell it ‘artefacts.’ The
lucky. A fully awake artifact is practically Splinterwaif spell it ‘artyfacts’ because,
impossible to sell, not even to the richest they claim, they are arty facts. The
and greediest artifact collector in the Vale. Snailborn spell it ‘wtfs.’ The Kolashk and
Something always happens to prevent it, the Splinterwaif call them ‘Aenigmas.’ The
and because everybody knows this, hardly Oct term is ‘deadtech.’
anyone even bothers to try.
✦ Artifacts have a special way of telling you
✦ Artifacts may exist in one universe, while what they are called. That is how you
obeying the laws of another. know they are magic. But you’ll need to
pay close attention to your own thoughts,
✦ Artifacts may sometimes spontaneously
or you might just miss the presence of an
transform into something else, vanish, cease
artifact. ‘I searched the whole crypt, but
to exist, or (most confusingly of all) cease
there was nothing there. Just some rags,
ever to have existed. Some speculate that
bent iron nails, some mouldy old barrels
they do this when they are in some sense
and heaps of Rat Droppings of Infinite
‘displeased’ with their wielder.
Riches … oh drat.’
✦ Artifacts, according to some theories, are
✦ Any sufficiently advanced magic is
not ‘alive’ exactly. It’s more like ‘dead is to
indistinguishable from magic.
alive as alive is to artifact.’

9
Safety and Solidarity
Search online for ‘RPG safety tools’ for ideas, advice, approaches, and discussions. Here are two popular
safety tools:

✦ X-Card: Draw an X on a card and put it on the table where everyone can easily reach it. If anyone
feels uncomfortable with what's happening, they lift up the X card. They don't have to explain why.
The other players then rewind and take things in another direction. The X-Card safety tool was
created by John Stavropoulos (tinyurl.com/x-card-rpg).

✦ Lines and Veils: Before play, each player lists any 'lines' and/or 'veils.' Lines are things they don't
want showing up at all. Veils are things that can be in the background, but not directly described. The
‘lines and veils’ terminology was originally used by Ron Edwards.

Cavegirl reflects on the porosity of self and character: "The interactivity is important; it lets you
probe at the stuff that's rewarding to you, avoid the stuff that's too much, control how you interact
with it. It's empowering. And the fact that your PC is an avatar of yourself is likewise important; it
makes it immediate and personal to you. ... With this stuff, I find that I know exactly where my
limit is, where the line is that, if we go there, it goes from dark and interesting to traumatising. And,
in all honesty, I push up against that limit. I want to get as close to that line as I safely can, without
tipping over it. ... I don't think that's unusual, actually. I think a desire to see how close we can get
to our emotional limits is pretty common. You see it in people who enjoy horror films. You certainly
see it in people who enjoy kink, particularly on the more submissive/masochistic side. It's the same
dynamic at play. Experiencing something in theory painful, in a way that's controlled and safe, is
something a lot of people seek out.”

(From ‘On Bleed, Pain, and Self-Inserts’)

Voyage Generator
One of the best things about this RPG is that it comes with a procedural voyage generator, built in Twine.
The generator can (probably) be found at sadpress.itch.io/the-shrike-rpg. Just like the airships whose
adventures its models, it is clunky, glitchy, patched-together, and will never be finished. Turn it on and see
what happens. You also might like to to explore the glimpse generator at sadpress.itch.io/shrike-glimpses.

10
The Voyage of
The Semée Minnow
Features
✦ Tailored for solo play
✦ Set in the Vale, the core Shrike universe
✦ Journey with a ragtag band of vagabonds
✦ Open-ended storytelling, with a variety of adventure hooks and dark deeds afoot
✦ A relatively well-ravelled reality, a little frayed by fairy

11
The Voyage of The Semée Minnow
Setting Up
Resources. You begin with 2 GOLD, 1 GUILE, 1 SPIRIT, 1 STEEL, 1 TECH.

Crew. You also begin with four crew members. Choose a Captain, an XO, an Engineer, and a Navigator:

✦ The Geek: Gerard the Mianyuan


✦ The Show-Off: Florence the Yarrowborn
✦ The Shy One: Beatrice the Northerner
✦ The Newbie: Emilia the Janbulagger
✦ The Brooding One: Jia Jun the Brokenborn
✦ The Rebellious One: Ajwa the Northerner
✦ The Sweetheart: Alicia the Janbulagger

Journalling. Record your voyage in a Logbook, which may include a map of the land, a ship schematic, a
ship's manifest, crew notes, a chronicle, and/or other things.The details are up to you.

Map. You may want to get the map of the land started by sketching a few major landscape features, e.g. a
tall mountain, a great city, a coastline, a deep forest. You can name these later. Leave lots of blank space.

Put the cards in order. First divide the deck of cards into three piles: spades by themselves, hearts and
diamonds together, clubs by themselves. Next shuffle each of the three piles individually. Finally stack
them as one pile with clubs at the bottom, hearts and diamonds in the middle, and spades at the top. This
stack represents your voyage.

How to Play

✦ Each turn, draw the top card, and look it up in the oracle. Choose one of the two prompts, interpret
it, and tell a story. Adjust resources when instructed.

✦ Make a map, keep notes, draw pictures of your skyship, and/or journal your voyage any way you like.

✦ You can reduce the difficulty of a challenge by 2 for each character you lose during the challenge. For
example, if the card tells you to burn 6 STEEL, and you lose two characters, you only need to burn 2.
Remove the characters from your ship.

✦ If you get a chance to start a PROJECT, that means you gain resources after a delay. Roll a die to see
how many turns it takes. Use dice or draw progress clocks to track when your projects are ready.

✦ If your skyship ever has 6 DAMAGE or more, cr-a-a-a-a-a-ck, your voyage is over.

12
Chapter One

Ace ♠ : At around midnight you entered Or Ace ♠ : The Brokenborn Enthral-class karvi,
Kolashk airspace. What tyrant rules here? Is it a The Halfpace Eye Flaw, is flying nearby. Who
petulant and bloodthirsty child, a once-mighty is the captain of The Halfpace Eye Flaw? Is it
knight surrounded by flatterers, a sentient Ru Stone, Halim Eskildsen, Councillor
sword, a maniacal engineer, or someone else? Magadlela, or someone else? When in the past
What is the name of this tyrannical ruler? have you crossed paths, or crossed swords?
Empress Anne-Laurette Fengsson, Dr Jacob Make a note in your Logbook, and take +1
Askew, the Blessed Lanthorn, Gongo Bao Pearl, GUILE or +1 STEEL.
Councillor Magadlela, Prickle, or something
else? When you have decided, and take +1
GUILE or +1 SPIRIT.

2 ♠ : How does your airship move? Is it Or 2 ♠ : For a vessel of its class, The Semée
equipped with a full set of sails, powered by Minnow has some unusual features. What is its
eldritch crystals, buoyed by balloons and most distinctive feature? E.g. a tempermental
bladders, belching black smoke from multiple sending stone for transmitting messages and
chimney-stacks, powered by sympathetic magic, images, a rainbow shield, an orangery, a library,
or is it propelled by some other principle? When a stealth mode, a canning workstation, a
you have decided, take +1 TECH. dropsonde launcher for weather reconnaissance,
or something else? When you have augmented
your Logbook, take +1 TECH.

3 ♠ : One area aboard The Semée Minnow has Or 3 ♠ : You have heard stories about a city
been the focus of some minor bickering. Where where emotions are tangible. Someone in the
is it? The crow's nest, the rigging, the upper crew longs to find this city. Who? Why? When
decks, the gun deck, the cargo hold, the galley, this turn is done, take +1 GUILE or +1 STEEL.
the steam room, the engine room, the crew's
quarters, or somewhere else? When you have
updated your Logbook, take +1 TECH or +1
SPIRIT.

13
4 ♠ : BATTLE. It came out of nowhere, and Or 4 ♠ : BATTLE. The Hircine Dragonfly is a
you have no idea why it doesn’t like you, but it Bearborn Harpy-class patrol pinnace, drawing
really doesn’t like you. Flee the Bearborn abreast, readying its broadside. Is this a police
Harpy-class pinnace The Hircine Dragonfly. operation, a pirate ambush, a homicidal temper
Don't adjust any resources, and skip the next tantrum, a test of a new Bearborn armament
card. system, or something else? Burn 2 TECH and 9
STEEL to destroy or capture The Hircine
Dragonfly, and take +9 GOLD. Or burn 1
STEEL or 1 GUILE to drive off The Hircine
Dragonfly, and take 1 SPIRIT.

5 ♠ : DISCUSSION. A crew member proposes Or 5 ♠ : What kind of weapons does The Semée
an issue. For example: Shall we try to land to Minnow carry? E.g. a foredeck ballista, a
make repairs? Or, Is everybody having their lightning orb catapult, a pair of antipersonnel
voice heard on board? Or, Does anybody need shrapnel onagers, a pair of culverin
advice right now about their ideas or decisions? extraordinary in the castles, some other
What does everyone think? You don't need to weapons system, or perhaps no weapons at all?
resolve it or come to a decision. When Update the Logbook, and take +1 STEEL.
everybody has been heard, take +1 SPIRIT.

6 ♠ : A strange pestilence is afflicting the Vale. Or 6 ♠ : You are passing near to an intriguing
Is it called the Light, the Dreaming, the geographical feature. What is it? Draw
Disruptor, the Pale Mare, or something else? something as a reminder it's there. Perhaps
What do you know about it? After you have you’ll come back later. After you have updated
told this part of the story, take +1 SPIRIT or your Logbook, take +1 STEEL or +1 TECH.
+1 GUILE.

7 ♠ : You have heard stories about a city that Or 7 ♠ : Most things on The Semée Minnow
governs itself without any need for police or need repair, replacement, or upgrading. What
prisons. What stories have you heard? Who on are your top priorities? If you wish, burn 2
board believes these stories, and who scoffs at GOLD to start a PROJECT. Decide what to
them? NEWCOMER. In the midst of these build and what resource it will increase, then
discussions, Eledy the Yarrowborn arrives on roll a die to find out how long it will take.
board The Semée Minnow. Who is Eledy? Draw the project on your Logbook, and place
Does she adopt a role, e.g. Master-At-Arms, the die on it to track progress. Each turn the die
Engineer, Surgeon, Signal Master, or maybe counts down by one, and when it reaches zero,
something else? Add Eledy to the Logbook. take +4 in the resource you chose.
Eledy also adds +1 STEEL. Whenever a
newcomer joins, you may also swap or change
any other roles on board The Semée Minnow if
you wish.

14
8 ♠ : The truth is, The Semée Minnow is a Or 8 ♠ : The truth is, you are what some might
stolen vessel. How did you come to be its crew? call ‘pirates.’ But the good kind. What is a
If you wish, The Semée Minnow also has a recent example of your, um, exceptionally high
malfunction that must be repaired. Decide what moral standards? If you wish, The Semée
it is, burn 1 TECH and take +2 STEEL. Minnow also encounters some problem or
opportunity that requires a little hedge magic.
Burn 1 SPIRIT and take +2 GUILE or +4
GOLD.

9 ♠ : Who has a long-running rivalry with the Or 9 ♠ : You are flying over the Peace of
skyship captain called the Blessed Lanthorn? Orelly, which was heavily forested last you
The XO, the Engineer, someone else, or maybe were here. Now the Peace of Orelly has been
the whole crew? How has the Blessed Lanthorn hewed to a stubble of tree stumps, and of the
betrayed, humiliated, or exploited them in the people who once lived here, you see no trace.
past? Was the Blessed Lanthorn’s ship called Decide who is responsible for the devastation.
The Adamant Fly, The Crystal Spark, The Was it Lord Dust, Gongo Bao Pearl, Ru Stone,
Hawk, or something else? Is the Blessed Halim Eskildsen, Councillor Magadlela, Mrs.
Lanthorn still captaining this skyship, or have Needlerew, The Luscious Spite, or someone or
they moved on to other things? After you have something else? When this turn is over, take +1
told this part of the story, take +1 STEEL. SPIRIT.

10 ♠ : Perilous weather. Where do you manage Or 10 ♠ : You meet Gundradis Chike, a rather
to land to take shelter? When the storm passes, edgy Kolashk agent working for an organization
what do you see around you? Burn 1 TECH or called SONG. What does SONG stand for?
take 1 DAMAGE. Special Ontology Negation and Generation?
The Secret Office of Numinous Glows? The
School for Owls to be Ninjas and Gladiators?
The Society of Overlooked Norms and
Governance? Something else? Alas, just as
Chike is boarding The Semée Minnow, you are
overwhelmed by mysterious attackers. What
happens exactly? In the ensuing chaos, either
lose a crew member, burn 1 STEEL, burn 2
GUILE, or take 2 DAMAGE. What
mysterious phrase does Gundradis Chike
manage to gasp before they are blasted over the
gunwales, and sent spiralling to the ground
miles below? Once the turn is over, take +1
GUILE or +1 SPIRIT.

15
Jack ♠ : You meet Gwendolyn, who has been Or Jack ♠ : There's a Bearborn Endless-class
sent by Dr Jacob Askew. Dr Askew is the battlebarge called The Copper Bodkin nearby,
inventor of a marvelous new contraption. What and it's up to something. Is it scouting deep
is Gwendolyn's relationship to Jacob Askew? A inside Treaty territory, smuggling contraband
relative, an apprentice, a colleague, a hireling, or from Zoga, rendezvousing with an Iridran
something else? You are cordially invited to visit sea-ship, or something else? If you wish, burn 1
Dr Jacob Askew in the Kolashk capitol of GUILE to spy on their set-up and take +2
Cimmir for the machine's activation ceremony. TECH.
What is the machine? NEWCOMER. Add
Gwendolyn to your ship map as Yeoman of the
Sheet, or as something else. Gwendolyn adds +1
STEEL, +1 SPIRIT, and +2 GOLD.

Queen ♠ : BATTLE. You are being pursued by Or Queen ♠ : BATTLE. Burn 1 STEEL to
the Rider in White. What does it look like? Do ward off the Rider in White. Or burn 4 GUILE
you have any idea what it is? Flee for many and 5 STEEL to defeat the Rider in White.
miles till eventually it’s no longer behind you. How do you defeat it? Once it is vanquished,
You think. Skip the next card. claim its armor as treasure: take +6 GOLD.

King ♠ : The Iridran city of Hitgub spreads on Or King ♠ : The Brokenborn city of Cimiriopol
the horizon. Here in the city of Hitgub, there raises its towers on the horizon. Here in the city
has never been such a thing as religion, until of Cimiriopol, the bodies of gods have been
about a year ago. What new religion has gutted and hollowed and left in the streets for
appeared in Hitgub, and how has it been the denizens of Cimiriopol to don. Do you move
changing things? Is it associated with something on quickly, or linger to explore? What is it like?
else you have seen or done on your voyage so What happens? SHIPYARD. While you are
far? This is also where the Navigator's docked in Cimiriopol, you may burn as much
notorious brother lives. Perhaps you'll pay a GOLD as you like to fix up the ship. For every
visit? If you wish, burn 2 GOLD to take +1 in GOLD spent, reduce DAMAGE to The Semée
any resource. Minnow by 1. Here at Cimiriopol, you may also
hire an expert to awaken any magic artifact, or
to repair and install any ship system, for a
bargain price of 2 GOLD.

16
Chapter Two

Ace ♥ : The Bearborn town of Erlan Raloran Or Ace ♥ : The city of Frostshore gradually
spreads on the horizon. Here in the town of coalesces on the horizon. The people of
Erlan Raloran, the Bearborn have finally driven Frostshore always carry a spare head with
the occupying Torn Ones from their ancestral them, which they can swap out when their
land, but not from their hearts and minds. Why current head gets tired or angry. But they are
have you come to Erlan Raloran? What is it forever forgetting where they left their spare
like? What happens during your stay? head, or getting it mixed up with someone
TRADING POST. While you are docked in else’s. Do you linger to try to better understand
Erlan Raloran, you may sell any CARGO you this place? Or move off as soon as possible?
are carrying. Sell for twice whatever you paid. SHIPYARD. In the workshops of Frostshore
If your crew has a Bursar, Merchant, or you may burn 5 GOLD or 2 TECH to add a
Steward aboard, they can sell your goods for syndromizer to your Logbook and take +4 in
triple whatever you paid. any resource. You may also burn as much
GOLD as you like to do repairs. For every 2
GOLD spent, reduce DAMAGE to The Semée
Minnow by 1.

2 ♥ : The Adamant Fly is an Iridran skyship Or 2 ♥ : The Kolashk city of Corpol raises its
belonging to the shadowy organization known towers on the horizon. You have heard that in
as SONG. It disappeared some weeks ago. Corpol they have chimneys that pump not only
What might have happened to it? When the unwanted vapors, but also unwanted thoughts
turn is done, take either +1 SPIRIT or +1 into the sky. Do you linger to try to better
GUILE. understand this place? What happens during
your stay? Or do you move off as soon as
possible? SHIPYARD. If you need it, the
people of Corpol will help you repair your ship.
Reduce DAMAGE by 2. If you have at least 3
GOLD, chip in 1 GOLD. If not that's totally
OK.

17
3 ♥ : Zoga appears on the horizon. One of your Or 3 ♥ : ARTIFACT. While exploring an
crew has travelled this part of the world before. abandoned Bearborn watch tower high in the
Apparently, in Zoga, there is a particular form mountains, you discover a Brimming Ashtray of
of magic based on emotions. Do you move on Fortuity. If you have a Runemaster, Signal
quickly, or stay to explore? Who do you meet? Master, or Surgeon, they know how to awaken
Someone you didn’t expect to see in this part of the Ashtray. Burn 3 SPIRIT to perform the
the world? A sorcerer’s apprentice with a lot of ritual to awaken it. What does it do once it is
powerful feelings? Someone who needs your awakened? Once awakened, this artifact also
help? Or someone else? SHIPYARD. In the has a special power that may be used once on
workshops of Zoga you may resupply your your voyage. When you use this power, see the
ammunition. Burn 2 GOLD to take +2 STEEL. next card before making any decisions about the
When you eventually set off again from Zoga, active card.
take +1 GUILE.

4 ♥ : GEAR. Buried in the sand dunes is a Or 4 ♥ : The town of Ash shimmers on the
useful piece of equipment. You bring it on horizon. Here in the town of Ash, everything
board. Is it a powered exoskeleton, a blood arm, must be counted or named every day, or that
a hydraulic cannon, a fog generator, or thing starts to fade. This is also where the XO's
something else? Sketch it on your Logbook. At crush lives. Perhaps you'll pay a visit?
any time you may repair and install it by SHIPYARD. While you are docked in Ash,
burning 4 TECH. Once it is installed, take +3 you may burn 6 GOLD to repair all damage to
STEEL and +3 GUILE. Alternatively, you may the airship, and/or burn 4 GOLD to complete
sell it at any SHIPYARD or TRADING all ongoing projects instantly. Work in Ash pays
POST for 2 GOLD. well. Burn 2 GUILE or 2 SPIRIT to take +6
GOLD.

5 ♥ : BATTLE. Fight or flee an invisible Or 5 ♥ : BATTLE. Fight or flee the Leviathan.


monkey. If you have a Zoologist aboard, you If you have a Zoologist aboard, you can skip
can skip this card without penalty. What havoc this card without penalty. Record scratch,
is the invisible monkey wreaking aboard your freeze frame. Yup, that's you there, in the nexus
skyship? How did you get into this of storm clouds and roiling serrated tentacles.
predicament? Burn 7 STEEL to deal with the How did you get into this situation? Burn 8
monkey and take +3 SPIRIT and +3 TECH. SPIRIT to win the battle and take +4 STEEL
Or evade the encounter: take 1 DAMAGE and and +4 GUILE. Or evade the encounter: take 1
skip the next card. DAMAGE and skip the next card.

18
6 ♥ : BATTLE. The Crystal Spark is a Or 6 ♥ : BATTLE. The Crystal Spark is
Brokenborn Wyvern-class cutter. Why have you minding its own business. You don’t need to be
decided to rob it? Sadly, it escapes your asked twice. Burn 3 GUILE and 13 STEEL to
clutches. Take 2 DAMAGE, and reset any destroy The Crystal Spark, and take +13
active projects to six days until completion. GOLD. Or burn 6 GUILE to conduct a heist or
a con and take +3 STEEL and +3 TECH.

7 ♥ : ARTIFACT. In a meadow of wildflowers Or 7 ♥ : A floating city appears on the horizon.


you find piece of equipment, half submerged in Upon arrival, you learn that this is the
moss and blossoms. You bring it on board. Is it a Dominion of Glumflower. It seems that in the
Magma Swarm Station, a Flame Palps System, a Dominion of Glumflower, there are boarding
Flame Portal, a Golemic Anchor, or something houses filled with the forgotten imaginary
else? Sketch it on your Logbook. At any time friends of children who have now grown up.
you may awaken it by burning 4 TECH. Once One of these washed-up imaginary friends asks
it is up and running, take +3 STEEL and +3 for your help. What do you do? When you
GUILE. Alternatively, you may sell it at any eventually set off again, take +1 TECH.
SHIPYARD or TRADING POST for 2
GOLD.

8 ♥ : Ubá hovers on the horizon. Here in the Or 8 ♥ : ARTIFACT QUEST. A Spined


Brokenborn capitol of Ubá, a magic meteorite Sphere Thrower is kept deep within Fastness
fell some years ago, and still emanates a curious Cloudborn, the stronghold of BL (Brigadier
field. Do you stop here? What is it like? Do you Librarian) Finger. Where did BL Finger get this
meet someone who has spent too long near the relic? What do the rumors say about it? Burn 3
crash site? Someone who offers to take you into GUILE or 4 STEEL to steal it and see for
the zone? Someone who needs something from yourselves. What goes according to plan? And
within the zone? Someone who is a Librarian of what goes very wrong? Once you've secured
Fury? Someone who is an agent of SONG? the artifact, is it what you thought, or is it
TRADING POST. While you are docked in actually another artifact entirely? You can sell it
Ubá, you may burn any amount of GOLD to at any SHIPYARD or TRADING POST for 3
purchase CARGO, mostly alchemical GOLD, or awaken it to take +6 SPIRIT.
glassware, anti-gravity felt, and pro forma
grimoires, to trade further on. If so, record what
you've bought and how much much GOLD you
have invested.

19
9 ♥ : BATTLE. The Ivied Compersion is a Or 9 ♥ : BATTLE. The Ivied Compersion is
Bearborn Gryphon-class bat, currently casting drawing abreast, readying its broadside. Burn 4
its grapples over your gunwales and preparing TECH and 10 STEEL to destroy or capture
to board. Is this a police action, a prearranged The Hawk, and take +8 GOLD. Or burn 4
duel, an incident in a revolutionary uprising, TECH and 4 GUILE to slip away into the
payback for earlier, an assassination attempt, a clouds unscathed, and take +4 SPIRIT.
case of mistaken identity, or something else?
Detach the grappling hooks just in time and flee
the hostile airship. Take 2 DAMAGE, and
reset any active projects to six days until
completion.

10 ♥ : NEWCOMER. Aoibh the Brokenborn Or 10 ♥ : A single globule of wobbling dirty


arrives aboard The Semée Minnow. How? Do water as big as your head splashes on the deck
they adopt a role — Librarian, Signal Master, nearby. Far below, wing-weary pegasuses
Zoologist, or something else? They bring +2 trudge through the foothills. PROJECT. You
GUILE and +1 STEEL. Add them to your have a little time to start something new. If you
Logbook. wish, burn 4 SPIRIT to improve some aspect of
the airship. Decide what to build and what
resource it will increase. Roll a die to see how
many turns the project will take to complete.
Use the die to keep track of progress. When it
completes, take +8 in your chosen resource, or
repair up to 3 points of DAMAGE. Remember,
projects don't just have to be about the physical
airship. It might also about the relationships of
its crew.

Jack ♥ : The Great River of Ket winds through Or Jack ♥ : You fly along the course of the
the chestnut trees below. You watch glowing Great River of Ket. Everything is calm and
crowds of violet-cloaked Hoggles, probably serene. PROJECT. You have a little time to
Northerners on their pilgrimage to the Peace of start something new. If you wish, burn 4
Orelly, lining up to cross at the Bridges of SPIRIT to improve some aspect of the airship.
Butterhedge. NEWCOMER. Nikolai the Decide what to build and what resource it will
Bearborn soon arrives aboard The Semée increase. Roll a die to see how many turns the
Minnow. How does Nikolai arrive? Do they project will take to complete. Use the die to
adopt a role: Master-At-Arms, Surgeon, keep track of progress. When it completes, take
Runemaster, or something else? They bring +2 +6 in your chosen resource, or repair up to 3
SPIRIT and +1 STEEL. Add them to your points of DAMAGE. Remember, projects don't
Logbook. just have to be about the physical airship. It
might also about the relationships of its crew.

20
Queen ♥ : Someone goes missing from the crew! Or Queen ♥ : Below you, marshlands and
Who? What clues are there to how they may waves shift the shingle on the shore. You can
have vanished? Burn 1 SPIRIT to locate them make out the soft caws of gulls far below.
and rescue them from their predicament. PROJECT. You have a little time to start
Otherwise they're gone for good. When you something new. If you wish, burn 8 GOLD to
have told this part of the story, take +2 improve some aspect of the airship. Decide
SPIRIT. what to build and what resource it will
increase. Roll a die to see how many turns the
project will take to complete. You can use the
die to keep track of progress. When the project
completes take +7 in your chosen resource, or
repair up to 2 points of DAMAGE.

King ♥ : There is a strange smell aboard The Or King ♥ : Below you drift by gently rolling
Semée Minnow. Do you find the source? After hills dotted with stands of ash and limes. A
you have told this part of the story, take +1 freaked-out owl flaps past. PROJECT. Burn 2
STEEL. TECH and 1 GUILE to conduct repairs or
enhancements to the airship. Decide what you
want to do, and what resource it will impact.
Roll a die to see how many turns it will take.
Each turn, adjust the project die down by one.
When the project die reaches zero, work is
complete and you may take +5 in your chosen
resource, or repair up to 3 points of DAMAGE.

21
Ace ♦ : What can you see through your Or Ace ♦ : You have returned to an earlier
telescope? Is it a graveyard, a mine shaft, a spot. Is it Zoga, Garkoile, Cimmir, Gayaro,
vineyard, or something else? Do you investigate Glumflower, the Peace of Orelly, Corpol,
now, or mark it on your map, perhaps to return Frostshore, Ubá, Erlan Raloran, a bridge over
later? the River Ket, an unnamed landmark you
spotted, or somewhere else? Why? What
happens?

2 ♦ : BATTLE. The Crimson Annihilator is a Or 2 ♦ : BATTLE. The Crimson Annihilator


Bearborn Endless-class battlebarge, bearing wants to annihilate you, crimsonly. Burn 7
down with weapons hot. Is this a police action, STEEL and 1 TECH to destroy The Crimson
an act of piracy, a betrayal, a territorial Annihilator, and take +6 GOLD. Or burn 9
skirmish, a fight you started (and now regret), STEEL and 4 GUILE to capture The Crimson
or something else? Flee The Crimson Annihilator, and take +9 GOLD.
Annihilator: take 2 DAMAGE, and reset any
active projects to six days until completion.

3 ♦ : You are in a cool, softly lit tavern, in a little Or 3 ♦ : From a thick bank of cloud comes a
town high up in the Brokenborn hills. The floor great gout of cannon. Burn 1 STEEL or take 1
is stone flagged, the tables dark oak, and in the DAMAGE. You come about, preparing for
low rafters, small fox gremlins scamper and battle, but your attackers have vanished. The
cavort. Here you meet Tyristan Oakbottom, XO swears they glimpsed The Halfpace Eye
who has been caring for a creature called a Flaw's figurehead in the swirling cloud. Others
Furled Fate, which has just had six little ones. claim it was The Golden Hoopoe or The
They will pay you 1 GOLD to take the Adamant Fly. Update your Logbook, and stay
newborn Furled Fateling litter off their hands, vigilant . . .
so long as you promise to find them good
homes, perhaps in Cimmir or Lamberside Isle.
Make a decision, and update your Logbook.

4 ♦ : The city of Cimmir gradually coalesces on Or 4 ♦ : Ariocaster looms on the horizon. One
the horizon. You have been invited by Dr Jacob of your crew has travelled this part of the
Askew to the ‘activation ceremony’ of their world before. They have gathered that in
strange contraption. There’s not much Ariocaster, painting and art performs the
ceremony, just your crew standing awkwardly function of political dispute. What do you soon
in Dr Askew’s vast cluttered workshop while come across? A tourney, mourners, a
they fuss and mutter. Finally Dr Askew throws counter-revolution? A citizen of Ariocaster
the switch. Nothing happens. They need a called Mor Askew who is in terrible distress?
formula written in the Book of Wrathworking And/or something else? SHIPYARD. In the
to complete it. Returning to the ship, you think workshops of Ariocaster you may burn 10
over the day’s event. What is Dr Jacob Askew GOLD to install a sonic ram and take +4

22
like? What did you see in their workshop? Do TECH, +2 GUILE, and/or burn 30 GOLD to
you trust them? Will you help them? Where install thunderclap bamboo bombs and take +8
might the Book be? Is the Lost Library of TECH, +8 STEEL. You may also burn as much
Wrathworking a good place to start, or is that a GOLD as you like to do repairs. For every 2
bit on the nose? GOLD spent, reduce DAMAGE to The Semée
Minnow by 1.

5 ♦ : Someone on the The Semée Minnow has Or 5 ♦ : ARTIFACT. While exploring an


sworn a solemn oath. Who is it? What is the abandoned observation station deep in the
oath? E.g. to convert others to the true faith, to forest, you discover a Tome of Reframing
marry into a wealthy family, to resurrect the Feelings. If you have a Librarian, Signal Master,
loved one you lost, to tear down all the prison Surgeon, or Yeoman of the Sheet on board, you
walls? Or something else? Do the other crew may burn 2 SPIRIT to awaken the Tome.
members all know about this oath? Do they What can this artifact do? Are there any special
approve? NEWCOMER. Żaklina the conditions or side-effects associated with its
Yarrowborn is willing to join your crew. Does powers? Once awakened, the Tome also has
Żaklina adopt a role, e.g. Merchant, Signal two special effects that may each be used once
Master, Surgeon, Yeoman of the Sheet, or on your voyage. First, it lets you peek at the
something else? Żaklina adds +2 of a resource of next card before you make your choice about
your choosing. which prompt to use. Second, if the entire crew
is ever killed but the skyship is still intact, the
Book will pilot the ship until it can find a new
crew.

6 ♦ : You discover the source of the strange Or 6 ♦ : You are flying over strange scenery.
pestilence that has spread throughout the land. Where is it? What does it look like?
What is the source? How do you make this
discovery? What must be done to stop it?

7 ♦ : BATTLE. Flee a pack of bloatball-riding Or 7 ♦ : BATTLE. Fight a pack of


Iridran attackers. Who are they, and who bloatball-riding Iridran attackers. Who are
started this battle? Do they have a particularly they? Did they just come out of nowhere? Or
nasty weapon with them? Is it an did you just come out of nowhere? Burn 8
ornithopter-mounted tentacle ram, a giant TECH to win the battle decisively and take +4
origami paper golem wyvern, a glider-mounted GUILE and +4 STEEL. Or burn 5 TECH for a
onager firing memory-wiping flak, or something more mixed or ambiguous outcome, and take +2
else? Evade the encounter: take 1 DAMAGE STEEL and +2 SPIRIT.
and skip the next card.

23
8 ♦ : ARTIFACT QUEST. A Gauntlet of Or 8 ♦ : A city called the Lattice of Liroro
Unmercenary Marvels is kept deep within the looms on the horizon. It is said that in the
Mianyuan royal bank. What do the rumors say Lattice of Liroro a new monarch is crowned
about this relic? Burn 3 GUILE or 4 STEEL to every morning, picked almost at random. Are
steal it and see for yourselves. What do you you looking for something here? What do you
learn about yourself during this perilous learn? SHIPYARD. In the workshops of the
process? Once you've secured the artifact, you Lattice of Liroro you may burn 10 GOLD to
can sell it at any SHIPYARD or TRADING install a mirror windlass and take +4 TECH,
POST for 4 GOLD. Or you can awaken the +2 GUILE, and/or burn 30 GOLD to install a
Gauntlet, to discover its powers for yourself, turntable trebuchet and take +8 TECH, +8
and take +6 STEEL. STEEL. You may also burn as much GOLD as
you like to do repairs. For every 2 GOLD spent,
reduce DAMAGE to The Semée Minnow by
1.

9 ♦ : BATTLE. Flee from The Bungling Skittle Or 9 ♦ : BATTLE. Fight The Bungling Skittle,
is a Brokenborn Enthral-class karvi, bearing a Brokenborn Enthral-class karvi, bearing down
down with weapons hot. Is this a prearranged with weapons hot. If The Semée Minnow is
duel, putting you in your place, an extreme equipped with a powered exoskeleton and you
overreaction, or something else? Take 2 can think of a way to use it now, take +3 of any
DAMAGE, and reset any active projects to six resource before the battle begins. Burn 8 TECH
days until completion. to win the battle decisively and take +4 STEEL
and +4 GUILE. Or burn 5 TECH and 2
STEEL to come out unscathed and take +3
GUILE.

10 ♦ : The Fragment of Kisföld shimmers on the Or 10 ♦ : Far below, luminous pink-peach


horizon. It is said that in the Fragment of clouds. The skies feel serene and empty.
Kisföld it is customary to have one name in the PROJECT. You have a little time to start
summer, and one in the winter. Before long, something new. If you wish, burn 5 SPIRIT to
trouble comes looking. What happens during improve some aspect of the airship. Decide
your sojourn in the Fragment of Kisföld? what to build and what resource it will
SHIPYARD. In the workshops of the increase. Roll a die to see how many turns the
Fragment of Kisföld you may resupply your project will take to complete. Use the die to
ammunition. Burn 2 GOLD to take +2 STEEL. keep track of progress. When it completes, take
You may also burn 1 GOLD to advance any +7 in your chosen resource, or repair up to 3
project by 1 turn. When you eventually set off points of DAMAGE.
from the Fragment of Kisföld, take +1 GUILE.

24
Jack ♦ : You have something on board that is Or Jack ♦ : You meet a fluffy little creature. Is it
missing one half of itself. What is it? How did called a Zugmunk, a Bumpmuggle, a Woabie, or
you come by it? Where might the other half be? something else? Is it out on patrol, on a quest of
its own, guarding something, here to show you
the way? A minion of the Blessed Lanthorn, a
creation of Dr Jacob Askew, a minion of itself
until it can afford a better minion, or something
else? It acts terribly ferocious. Is it fronting,
aspirational, a little deluded, ferocious in its
own special way, or actually a deadly killer with
a thousand Hit Points?

Queen ♦ : DISCUSSION. A crew member Or Queen ♦ : Below you, a quilt of gardens,


raises an issue. For example: What are the ship's meadows, and wetlands, latticed by bright rills
needs? Or, Where are we headed? Or, We are and solar energy hedgerows. You watch the
being too profligate with one of our resources. Mianyuan farmers and engineers tending their
What do the rest of the crew think? You don't crops and machines. PROJECT. You have a
need to resolve it or come to a decision. When little time to start something new. If you wish,
this part of the story is complete, you may take burn 7 GOLD to improve some aspect of the
+1 SPIRIT. airship. Decide what to build and what resource
it will increase. Roll a die to see how many
turns the project will take to complete. Use the
die to keep track of progress. When the project
completes take +6 in your chosen resource, or
repair up to 2 points of DAMAGE.

King ♦ : BATTLE. The Halfpace Eye Flaw is a Or King ♦ : BATTLE. The Halfpace Eye Flaw
Brokenborn Enthral-class karvi, drawing is a Brokenborn Enthral-class karvi, drawing
abreast, readying its broadside. How has this abreast, readying its broadside. How has this
happened? Is this a police action, a prearranged happened? What happens next? Burn 4 STEEL
duel, a homicidal temper tantrum, seemingly a and 2 TECH to destroy or repel The Halfpace
drunken assault, a blockade, or something else? Eye Flaw, and take +4 GOLD. Or, burn 5
Flee the hostile airship. Take 2 DAMAGE, and STEEL and 3 TECH to capture The Jelly
reset any active projects to six days until Fungus and take +6 GOLD.
completion.

25
Chapter Three

Ace ♣ : Drifting over the sea, you spot Or Ace ♣ : The city of Garkoile hovers on the
something marvelous peeping among the waves. horizon. Here in the city of Garkoile, there is no
What is it? concept of beauty. Is the city as you expected?
Why or why not? SHIPYARD. While you are
docked in Garkoile, you may burn 6 GOLD to
repair all damage to the airship, and/or burn 4
GOLD to complete all ongoing projects
instantly. Work in Garkoile pays well. Burn 2
GUILE or 2 SPIRIT to take +6 GOLD.

2 ♣ : A shimmering city appears on the horizon. Or 2 ♣ : Bitter Gutten's Few raises its towers
Upon arrival, you learn that this is Shadola. It on the horizon. You are a little nervous about
seems that in Shadola, your size changes your approach and landing. You have heard
according to what part of town you are in, a that in Bitter Gutten's Few the skies are filled
peculiar circumstance that most of the time goes with clockwork. But the stories that are told
unnoticed, since things are simply built smaller about this place aren't quite true. In what ways
or larger to compensate. What do you soon are they misleading? SHIPYARD. If you need
come across? A fete, some road blocks, a strange it, the people of Bitter Gutten's Few will help
trial? Someone called Elias Schwanhilde who you repair your ship. Reduce DAMAGE by 2.
has a story that doesn't add up? A big object in If you have at least 3 GOLD, chip in 1 GOLD.
a small part of town, or a small object in a big If not that's totally OK.
part of town? And/or something else?
SHIPYARD. If you need it, the people of
Shadola will help you repair your ship. Reduce
DAMAGE by 2. If you have at least 3 GOLD,
chip in 1 GOLD. If not that's totally OK.

3 ♣ : Think about your voyage so far. Could Or 3 ♣ : BATTLE. A pack of flight-augmented


events be more connected than they seem? Soon Iridran attackers. Who are they, and what are
you find something, someone, or somewhere they after? Burn 3 SPIRIT and 3 TECH to
you’re looking for. Who or what is it? What blow them out of the sky and take +9 GOLD.
happens next? Or burn 3 STEEL and 3 GUILE to
outmanoeuvre them and take +3 SPIRIT and
+3 TECH.

27
4 ♣ : Far below you, jagged gray-green Or 4 ♣ : An uncharted city appears on the
mountains littered with glacial debris and horizon. Upon arrival, you learn that this is
swathes of blazing white snow. PROJECT. You Twylight. After seeing several creatures you
have a little time to start something new. If you don’t recognize, and on having your enquiries
wish, burn 7 SPIRIT to improve some aspect of about their species met with puzzlement, you
the airship. Decide what to build and what gradually gather that in Twylight, no two
resource it will increase. Roll a die to see how animals are even remotely similar. Do you move
many turns the project will take to complete. on from Twylight, or stay and explore? What
Use the die to keep track of progress. When it do you soon come across? A market, a parade,
completes, take +9 in your chosen resource, or an execution? Someone called Carfoon Rygh
repair up to 3 points of DAMAGE. who has a message for you from Idilo Ngozi?
And/or something else? SHIPYARD. In the
workshops of Twylight you may burn 5 GOLD
or 2 TECH to add a Stability Spike to your
skyship and take +4 STEEL. And/or you may
burn 8 GOLD to purchase a helico-pter
automaton and take +2 TECH. You may also
burn as much GOLD as you like to do repairs.
For every 2 GOLD spent, reduce DAMAGE
to The Semée Minnow by 1.

5 ♣ : The city of Jurzkern glows on the horizon. Or 5 ♣ : You hear a rumor about someone. Is it
Here you find the people have many about the Iridran? SONG? The Yellow
occupations you have never before encountered. Sisterhood? Idilo Ngozi? Tyristan Oakbottom?
For instance, there is such a thing as a illianaros, Carfoon Rygh? Mrs Needlenew? Mor Askew?
who is in some ways a sort of hostler or groom, The Blessed Lanthorn? Or someone else? What
but in other respects is just someone who's do they supposedly want? To start a war
there if you need them. Then there are the between the Northerners and the Mianyuan?
ievises, who appear to be a bit like caregivers, To control access to a new vaccine? To rotate
but also do the duties of astrologers. Not to
the city of Cimmir 90 degrees? To open a portal
mention the themyar, who is not quite a
to a place called Earth? To build a prison
governmental council member, and not quite a
fortress in the Archipelago of the Upper Air?
student. And of course the taenran, grorlim,
To get hold of the Book of Wrathworking,
and bolgror, whom you would say are three
which is not what it seems? Or something else?
different kinds of innkeeper, except everyone
meets that suggestion with puzzlement or peals Note the rumor, and take +1 SPIRIT.
of laughter. You find yourself in a tavern (at
least, you think it’s a tavern) with a ryo and a
themyar. They've both come straight from
work and are still in work clothes. You point to
a tool and smile politely. 'What's that do?'
When this turn is over, take +1 GUILE.

28
6 ♣ : You attempt to save the land from the Or 6 ♣ : The Golden Hoopoe arrives just in the
strange pestilence it is afflicted by. Do you nick of time to help you with some
succeed? What can be saved or healed, and predicament. What is it?
what is lost forever?

7 ♣ : BATTLE. Flee a creature known as a Or 7 ♣ : BATTLE. Fight a creature known as a


Skintern. What is it like? Take 2 DAMAGE or Skintern. If The Semée Minnow is equipped
lose one crew member. Skip the next card. with a calendrical jaws system or a fog
generator and you can think of a way to use it
now, take +3 of any resource before the battle
begins. Burn 9 STEEL or 9 TECH to win the
battle decisively and take +4 SPIRIT and +4
GUILE. If you win the battle, you also acquire
a quantity of common salt which you can
record as CARGO. If anybody asks, you paid 5
GOLD for it. Or burn 5 SPIRIT or 5 GUILE to
drive away the Skintern for now, and take +2
GUILE and +2 TECH.

8 ♣ : BATTLE. Flee The Almond Anchovy, an Or 8 ♣ : BATTLE. The Almond Anchovy is a


Iridran Gryphon-class galleass,whose crew are Iridran Gryphon-class galleass, whose crew are
swarming the gun decks, while its tentacle ram swarming the gun decks, while its tentacle ram
unfurls and sprouts teeth. Is this a police action, unfurls and sprouts teeth. Why have you
an everyday act of war, an extreme decided to attack it? Burn 12 STEEL and 1
overreaction, or something else? Take 2 TECH to capture The Almond Anchovy, and
DAMAGE, and reset any active projects to six take +8 GOLD and +2 SPIRIT. Or burn 6
days until completion. STEEL and 1 TECH to destroy or repel The
Almond Anchovy, and take +7 GOLD.

9 ♣ : BATTLE. Flee The Garnet Gannet, a Or 9 ♣ : BATTLE. Fight The Garnet Gannet.
Brokenborn Nephele-class cutter, currently What is their problem? Burn 8 GUILE to
casting its grapples over your gunwales and outfox the hostile ship and take +4 STEEL and
preparing to board. Is this an ambush, an +4 SPIRIT. Or burn 3 STEEL and 3 TECH to
incident in a revolutionary uprising, a territorial destroy The Garnet Gannet, and take +4
skirmish, or something else? Take 2 DAMAGE GOLD.
or lose a crew member. Reset any active
projects to six days until completion.

29
10 ♣ : ARTIFACT. Buried in the sand you Or 10 ♣ : You soar high above wine-dark pine
find an Orb of Compassion. Update your forest. PROJECT. Burn 2 TECH and 2
Logbook. Do you have a Runemaster in your SPIRIT to start improving some aspect of the
crew? If so, they know what must be done to airship. Decide what you want to build and
awaken the artifact. What must be done? Once what resource it will increase. Roll a die to see
the artifact is awakened, roll two dice, and add how long it will take. When it's complete, take
that amount of GOLD. Or you can sell it, +8 in your chosen resource, or repair up to 4
unawakened, at any city for 1 GOLD. DAMAGE.

Jack ♣ : The Adamant Fly rises unexpectedly Or Jack ♣ : Far below you, a patchwork of
from a caldera. They're here to offer Frøydis's meadows and wetlands. PROJECT. Burn 1
service as a liaison officer aboard your airship. GOLD and 3 SPIRIT to start improving some
NEWCOMER. Does Frøydis the Mianyuan aspect of the airship. Decide what you want to
adopt a role, e.g. Merchant, Runemaster, build, enhance, or repair. Roll a die to see how
Surgeon, Yeoman of the Sheet, or something long it will take. When it's complete, take +8 in
else? They add +2 GOLD and +1 SPIRIT. your chosen resource, or repair up to 4
DAMAGE.

Queen ♣ : DISCUSSION. One crew member Or Queen ♣ : From the prow of The Semée
proposes an issue. For example: What are our Minnow, you watch a forest of firs and poplar
goals right now? Or, Are we really where the scrolling greenly below. PROJECT. Burn 3
Navigator says we are? Or, We’ve never GOLD and 1 SPIRIT to conduct repairs or
actually seen Tyristan Oakbottom and the improvements to the airship. Decide what you
Blessed Lanthorn in the same place at the same want to do, and what resource it will impact.
time, have we? Or, Our supplies are dwindling. Roll a die to see how long it will take. When
Shall we make a detour? What do the crew it's complete, take +6 in your chosen resource,
think? You don't need to resolve it or come to a or repair any amount of DAMAGE.
decision. When you’re ready, take +1 STEEL.

30
King ♣ : An unexpected twist! What is it? Was Or King ♣ : You arrive in Cimmir. Want to
a friend secretly a foe, or vice-versa? Were two hand over the Book of Wrathworking to Dr
people actually the same person all along? Have Jacob Askew? Take +2 SPIRIT, +2 GUILE,
you been lied to? Did you make a reasonable +2 STEEL, +4 TECH. Either way, Jacob
assumption that turned out to be utterly Askew is soon hopping from foot to foot with
wrong? Did somebody’s eyes deceive them? excitement, having just completed their curious
Was an apparent coincidence staged? Was contraption. They grab hold of the activation
illusion involved? Or something else? Does the lever. What happens next? Do Iridran soldiers
twist relate to Lord Dust, Mrs Needlenew, the burst in to commandeer the machine? Or has
Blessed Lanthorn, Gundradis Chike, Dr Jacob Dr Askew been a little misleading about the
Askew, or someone else? Does the twist take machine's true purpose? Or does the machine
place in Cimmir, Gayaro, Zoga, or somewhere work as planned, but with a huge side-effect Dr
else? Burn 5 SPIRIT and 15 GUILE to take it in Askew did not foresee? Or something else?
your stride. If you deal with the twist using a Burn 3 STEEL and 14 TECH to take the
helico-pter automaton or an Orb of situation in your stride, and take +3 SPIRIT.
Compassion, reduce the challenge by 2. And/or Or, take 3 DAMAGE and get the hell out of
if you use the Book of Wrathworking, reduce there. Don’t tie up all the loose ends yet, and
the challenge by 6. Or get caught off balance. don't draw the next card. Instead, turn to the
Take 1 DAMAGE and lose a crew member. final chapter. Reshuffle the whole deck, and
Either way, don’t tie up all the loose ends yet. then draw your final cards.
When you’re done with this turn, turn to the
final chapter. Reshuffle the whole deck, and
then draw your final cards.

31
Chapter Four

This is it. Take a moment to think back over all you've seen and done. Then think about what your final
challenge will be. Is it a heist to steal a forbidden tome from the Library of Wrathworking? A gloomy
showdown with the Blessed Lanthorn in their elegant crystal forest? Rescuing Carfoon Rygh from
Cimmir and restoring their stolen ship The Halfpace Eye Flaw to them? Realising the truth about the
Book of Wrathworking and stopping Dr Jacob Askew before it's too late? A showdown at the S.O.N.G.
stronghold, hidden in the reality rift between sunbeams and moonbeams? Or something else? Draw three
cards, and interpret them to see if you can overcome your final challenge. If you are playing on the Easy
setting, you can draw just one or two. If you are playing on the Epic setting, draw four.

Spades mean burn TECH.


Clubs mean burn STEEL.
Diamonds mean burn GUILE.
Hearts mean burn SPIRIT.

For example: if you draw 2♣, 5♣, and 10♥, you need to burn 7 STEEL and 10 SPIRIT to overcome the
final challenge. Aces are high and court cards count as 10. For every point of DAMAGE you endure in
your final challenge, reduce the challenge level of a card by 1. As usual, for every character who sacrifices
themselves reduce the challenge level of a card by 2. Take as long as you like over this. If you want, you
can think of each card as its own separate significant sub-challenge.

So ... have the crew survived? Was the tale of The Semée Minnow a happy one? Or a tragic one? Or was
it bittersweet? Or does it all depend on your perspective? If you like, you can close the story with a
montage. What does The Semée Minnow look like now? What is the last we see of the people we met?
What is each one doing? And what is the last we see of each crew member? When you feel you’ve said all
you need to, end the story, and let the final curtain fall, like a great billowing sail.

32
The Voyage of
The Bone Moth
Features
✦ GM-less, co-operative play
✦ 2-4 players
✦ Set in the Vale, the core Shrike universe
✦ A focus on storytelling and worldbuilding
✦ Open-ended storytelling with a loose theme of anti-carceral justice

33
The Voyage of The Bone Moth
Setting Up
Materials. We’ll need a deck of playing cards, some dice to keep track of our PROJECTS, and paper and
pens or pencils to record our voyage. We may also want some colored tokens to track our resources.

Crew. There are four crew members. Choose a Captain, a First Mate, an Engineer, and a Navigator:

✦ The Geek: Tilly the Yarrowborn


✦ The Center of Attention: Desmonsuella the Yarrowborn
✦ The Shy One: Lydia the Northerner
✦ The Ingenue: Emilia the Janbulagger
✦ The Rebellious One: Pershy the Northerner
✦ The Sweetheart: Alex the Janbulagger
Make sure The Bone Moth has exactly four crew. If there are more players than crew members, the
remaining crew members become non-player characters (NPCs).

Resources. We also mark 6 GOLD and 1 STEEL. If we are playing on the Easy setting, we mark 2 STEEL
instead. If we are playing on the hard setting, mark 2 DAMAGE.

Map. Perhaps we should mark two or three landscape features on our map, for instance a shoreline, a
great river, a jagged peak, the edge of a vast forest. Let’s leave plenty of blank space.

Journalling. As well as our main map, we’ll probably want more materials for notes and sketches.

Put the cards in order. We divide the deck of cards into three piles: spades by themselves, hearts and
diamonds together, clubs by themselves. Next we shuffle each of the three piles individually. Finally we
stack them as one pile with clubs at the bottom, hearts and diamonds in the middle, and spades at the top.

How to Play

✦ Take turns. On your turn, draw the top card, and look it up in the oracle. Choose one of the two
prompts, interpret it, and tell a story. Adjust resources when instructed.

✦ We can reduce the difficulty of a challenge by 2 for each character you lose during the challenge. For
example, if the card tells us to burn 6 STEEL, and we lose two characters, we only need to burn 2.

✦ If we get a chance to start a PROJECT, that means we gain resources after a delay. Roll a die to see
how many turns it takes. Use dice or draw progress clocks to track when your projects are ready.

✦ If our skyship ever has 6 DAMAGE or more, cr-a-a-a-a-a-ck, our voyage is over.

34
Chapter One

Ace ♠ : At around midnight you entered Or Ace ♠ : What can you see of the land
Southerner airspace. What tyrant rules below? What kind of climate is it, and
here? Is it a gaunt youth with an infernal what features can you make out? Is there
patron, a giggling godking, a fascist anything out there you want to explore or
demagogue, a smooth-talking technocrat to avoid? Do you know the name of this
with an expensive smile and a manifesto region? Update your records if you wish,
brimming with buzzwords, an otherworldly then take +1 GUILE or +1 TECH.
usurping shapeshifter, or someone else?
Sketch and name them, then take +1
GUILE or +1 SPIRIT.

2 ♠ : How does your airship move? Is it Or 2 ♠ : For a vessel of its class, The Bone
equipped with a full set of sails, bristling Moth has some unusual features. What is
with black-belching chimneystacks, buoyed its most distinctive feature? An alchemist's
by balloons and bladders, maintained aloft workshop, some smuggler compartments, a
by mystical music, or is it propelled by cannery, a dropsonde launcher, a library, a
some other principle? When you have repurposed djinn brig, a crane of enormous
updated your ship plan, take +1 TECH or lifting capacity, an orangerie, a rainbow
+1 STEEL. reconnaissance golem, or something else?
When you have augmented your ship plan,
take +1 TECH or +1 SPIRIT.

3 ♠ : There is a ritual or quirk aboard the Or 3 ♠ : You were imprisoned once. Tell a
skyship, passed on by a crew member who little of that story. When this turn is done,
has since left. What is it? When this turn is take +1 SPIRIT or +1 STEEL.
done, take +1 TECH or +1 SPIRIT.

4 ♠ : BATTLE. Burn 1 STEEL or 1 GUILE Or 4 ♠ : BATTLE. The Encouraged


to defend yourself. The Leech Swarm has Entrepreneur is a Mianyuan No-class
the upper hand, till clever tactics turn the patrol pinnace, currently casting its
tide. How? Take +1 TECH. Or flee the grapples over your gunwales and preparing
Leech Swarm. Skip the next card. to board. Is this a prearranged duel, a
homicidal temper tantrum, a blockade, or
something else? Burn 3 TECH and 10
STEEL to destroy, capture, repel, or
befriend The Encouraged Entrepreneur,
and take +8 GOLD. Or, flee the hostile
skyship. Take 2 DAMAGE, and reset any
active projects to six days until completion.

35
5 ♠ : DISCUSSION. Propose an issue. For Or 5 ♠ : What kind of weapons does The
example: How are we getting on as a Bone Moth carry? E.g. a heavy ballista, a
group? Or, What are our goals right now? hovering mine system, a tentacle ram, brass
Or, Where are we headed? Go round in a lantaka and lela swivel-guns mounted in
circle and let each player briefly state their the railings and rigging, a red dragon
feelings. Stick to 1-2 sentences each. End countermeasures suite, some other
with the player who drew the card. You weapons, or perhaps no weapons at all?
don’t need to resolve the issue or come to Update the ship plan.
any decision. When everyone’s been heard,
take +1 SPIRIT.

6 ♠ : A strange pestilence is afflicting the Or 6 ♠ : You are followed for some miles
land. Is it la Contagion Perdue, the by a creature. Do you know what it is? Is it
Dreambone Blight, the Forgetting, the dangerous? After you have told this part of
Every-Eyes Kaleidoscope, the Golden the story, take +1 STEEL or +1 TECH.
Plague, or something else? How does it
manifest? After you have told this part of
the story, take +1 SPIRIT or +1 GUILE.

7 ♠ : Tomorrow you are entering a new Or 7 ♠ : Most things on The Bone Moth
area. There are disturbing legends about it. need repair, replacement, or upgrading.
What do they say? NEWCOMER. Before What are your top priorities? If you wish,
long, Layaali also arrives aboard The Bone burn 2 GOLD to start a PROJECT.
Moth. How? Who is she? Does she adopt a Decide what to build and what resource it
role, e.g. Boatswain, Cleric, Gunner, will increase, then roll a die to find out
Healer, Pilot, Steward, or maybe something how long it will take. Draw the project,
else? Add Layaali to the ship records. and place the die on it to track progress.
Whenever a new crew member joins, you Each turn the die counts down one, and
may also reassign any roles you like. Layaali when it reaches zero, take +4 in the chosen
adds +1 STEEL. resource.

8 ♠ : How do you make decisions aboard Or 8 ♠ : The Engineer does a Tarot reading
The Bone Moth? Is the Captain the top of for the First Mate. What do the cards say?
a chain of command, first among equals, or If you wish, this evening The Bone Moth
just another job like the rest? Do you use also encounters some problem or
majority votes, sortition, oracles, consensus opportunity that requires a little hedge
decision-making, or some other system? If magic. Decide what it is, burn 1 SPIRIT
you wish, today The Bone Moth also has a and take +2 GUILE or +4 GOLD.
malfunction that must be repaired. Decide
what it is, burn 1 TECH and take +2
STEEL.

36
9 ♠ : Your airship is in sore need of a Cook. Or 9 ♠ : You arrive at Kindness for your
Why? After you have told this part of the rendezvous. Is it with the fence Varys Sin?
story, take +1 STEEL. The smuggler Diaspor Chike? The corrupt
official Nanny Whiteworm? Or someone
else? What information are you seeking?
How to weave the laces that will awaken
the Boots of Empathy? Where Harley
Scarlet’s real loyalties lie? What tool can
disarm Gray Obvious's Samovar of the Day
and the Dream? The layout of Lady
Chukwuma's villa in Cimmir? The access
code for Archon Pavelková’s skyship? The
source of the mysterious contagion? Or
something else? When this turn is over,
take +1 SPIRIT.

10 ♠ : You are enjoying a solitary stroll Or 10 ♠ : The sun glows through the
through the tree-shaded lanes of Cimmir, leaves. You are heaping a wicker basket
when you feel a tap on your shoulder. Who with greengages, so heavy and ripe it is
sent these thugs? Was it Lady Chukwuma, only by habit they still hang to the branch.
Nanny Whiteworm, Sithembile Cobb, Returning to The Bone Moth, you find
Archon Pavelková, or someone else? What yourself gazing down a dozen Mianyuan
kind of message do they want to send? musket barrels, as the soldiers of The
That you've got one week to find the rest Querulous Paranoia cheerfully cart away
of the money or else? That you should stay all your CARGO, which they call
out of Zeira if you know what's good for ‘contraband.’ They even take the
you? That you better reveal everything greengages. You are however able to
you know about the Astrolabe of conceal half of your GOLD. If you have a
Animation, and leave nothing out? Or set of smuggler compartments, conceal all
something else? Burn 2 GOLD, or 1 your GOLD or half your GOLD plus all
resource of your choosing, or lose a crew your CARGO. As The Querulous
member. Once the turn is over, take +1 Paranoia prepares to lift off, their Captain
GUILE or +1 SPIRIT. mentions something about Archon
Pavelková sending their regards. Have you
heard this name before? Either way, you'll
remember it for next time ...

37
Jack ♠ : BATTLE. You are too late. The Or Jack ♠ : There's a Bearborn
Crystal Finger is falling from the sky, its Minokawa-class knarr nearby, and it's up
topsail trailing in flames. The to something. Is it seizing Brokenborn
Mnemodream-class Oct gunboat circles ships, flytipping, enforcing a blockade,
back round to pick off survivors. Burn 2 dumping magic pollutants, spying on The
STEEL to drive off the Oct gunboat. In the Crystal Finger, trying to stash a mysterious
wreckage, you discover one survivor. Upon bundle in the forest, or something else?
regaining consciousness, Bessy begs you to Also if you wish, burn 1 GUILE to spy on
take her to a city in the north called Bura. their set-up and take +2 TECH.
NEWCOMER. Add Bessy to your ship
plan as Cook, Healer, Merchant,
Ropemaker, or as something else. Bessy
adds +1 STEEL, +1 SPIRIT, and +2
GOLD.

Queen ♠ : BATTLE. Flee and hide from Or Queen ♠ : BATTLE. The Grieving
The Grieving Skittle is a Splinterwaif Skittle is a Splinterwaif Gaslight-class
Gaslight-class scout. How did this ignominy scout. Who started this battle? Burn 1
occur? Don’t adjust any resources, and skip GUILE to evade The Grieving Skittle, and
the next card. take +1 SPIRIT. Or burn 2 GUILE and 4
STEEL to win the battle and take +8
GOLD.

King ♠ : The City of Palliwero glows on Or King ♠ : The town of Mellalaluria


the horizon. Here in the City of Palliwero, spreads on the horizon. It’s said that in
adventuring is illegal and must be done in place of an ordinary system of law and
secret. No dungeon-crawling, no justice, they have an intricate system of
investigating mysterious carnivals, no competitive poem-writing. Are the stories
battles of wits with ancient wyrms, and true, or a little misleading? What happens
absolutely no getting ambushed by goblins. during your stay in Mellaluria?
Why have you come to the City of SHIPYARD. While you are docked in
Polliwero? What happens next? Mellalaluria, you may burn as much
TRADING POST. You may purchase GOLD as you like to fix up the ship. For
CARGO here to sell later on. Make a note every GOLD spent, reduce DAMAGE to
of how much GOLD you have invested. The Bone Moth by 1. WORKSHOPS.
The best CARGO in Palliwero is mostly Here at Mellalaluria, you may also hire an
Thion Hudor, Red Dragonscale, Sweet expert poet-enchanter to awaken any magic
Vitriol, Sugar of Lead, Plumbago, and artifact, or install any ship system, for a
Ambergris. bargain price of 2 GOLD.

38
Chapter Two

Ace ♥ : Over-We-Want-To raises its Or Ace ♥ : The town of Corpol spreads on


towers on the horizon. Here in the horizon. The Navigator knows this
Over-We-Want-To, they have only part of the world. Apparently, in Corpol,
recently abolished prisons, courts, and the strange settlers with advanced death
city guard. But a new kind of cop is technology have recently moored their
emerging, from an unexpected origin. What ships. What do you find when you arrive
is it? The guild of merchant tailors, the in Corpol? A bustling market, the annual
majordomos of the aristocracy, the day of races, an armed insurrection, a grand
worshipful company of barber-surgeons, or ball, the third day of rioting, a scene of
someone else? What happens during your laughter and confusion, a contest of
stay in Over-We-Want-To? SHIPYARD. architect-poets, a baffling ceremony, an old
While you are docked in friend in a new role, or something else?
Over-We-Want-To, you may burn 6 When you eventually set off again, take +1
GOLD to repair all damage to the airship, STEEL. SHIPYARD. Work in Corpol is
and/or burn 4 GOLD to complete all easy to come by. If you wish, burn 2
ongoing projects instantly. GUILE or 2 SPIRIT to take +6 GOLD.

2 ♥ : The Bone Moth has a pet. What kind Or 2 ♥ : Upon arrival, you learn that this is
of animal is it, and what is its name? When the legendary city of Reptar Faeran,
the turn is over take either +1 SPIRIT or known for its eggshell blue skies, its fruitful
+1 GUILE. orchard topiaries, its crumbling mosaics
that depict scenes from its visitors’
Or there something that lives on board, childhoods. What’s the first thing you
whether you like it or not. What is it? find? A heated argument, a masked ball, a
When the turn is over take either +1 military parade, a market that happens
SPIRIT or +1 GUILE. once a decade, an opening ceremony for the
completed toe of a colossus-in-progress
Or while disembarked, you find a small ball called The Shriek, a rowdy pair of revellers
of dark fluff, apparently orphaned. It croaks asking you to settle a bet for them, a
faintly. You’re not sure what it is, but you foolhardy duel, or something else?
bring it on board. How do you try to nurse SHIPYARD. In the workshops of Reptar
it to health? When the turn is over take Faeran you may burn as much GOLD as
either +1 SPIRIT or +1 GUILE. you like to do repairs. For every 2 GOLD
spent, reduce DAMAGE to The Bone
Moth by 1, or advance a project die by 1.

39
3 ♥ : An arcology appears on the horizon. Or 3 ♥ : ARTIFACT. While exploring an
Upon arrival, you learn that this is the abandoned solarium deep in the forest, you
great city of Numinous Gladness. It seems discover a Garter Belt of Robust Policy.
that in the great city of Numinous This relic may be used once on your
Gladness, they did away with their prisons voyage, and only by a Boatswain, Cleric,
and police a decade ago. However, a new Cook, Steward, or Runemaster. It allows
form of police has now established itself. you to peek at the next card before making
What was the source? The farmers, the any decisions about the active card.
scholars, the accountants, the fire fighters,
the psychologists, the nurses, the librarians,
the architects, the bankers, the facilitators,
the theatre-makers, or someone or
something else? What happens during your
visit to Numinous Gladness? SHIPYARD.
For every 2 GOLD spent, reduce
DAMAGE to The Bone Moth by 1, or
advance a project die by 1.

4 ♥ : ARTIFACT. A ruined crofter’s Or 4 ♥ : The Grammar of Cimiriopol looms


cottage, half-sunk in the peat bog and fully on the horizon. Here in the Grammar of
smothered in purple moss. Inside, you Cimiriopol, a new monarch is crowned
discover a useful item. Is it breathtakingly every morning, and is normally beheaded
advanced navigational equipment, a copper before lunch. In fact the throne itself is
cup that can never be knocked over and actually a kind of hybrid throne slash
spilled, a powerful searchlight perfect for guillotine. Do you stop over in Cimiriopol?
your keel, a sentient and somewhat ornery What is it like? What happens? Is one of
ores and metals manipulator, or something your crew crowned? TRADING POST.
else? Make some notes and/or sketch it on While you are docked in the Grammar of
your ship plan. At any time you may Cimiriopol, you may sell any CARGO you
awaken it by burning 4 TECH. Once it is are carrying. Sell for twice whatever you
awakened, take +3 STEEL and +3 GUILE. paid. If your crew has a Bursar, Cook,
Alternatively, you may sell it at any Interpreter, Steward, or Merchant aboard,
SHIPYARD or TRADING POST for 2 sell for triple whatever you paid.
GOLD.

5 ♥ : BATTLE. A swarm of giant flying Or 5 ♥ : BATTLE. A swarm of giant


spiders. Fly straight through the center of flying spiders. Why, why, why? Burn 5
the swarm: take 1 DAMAGE and skip the STEEL to defeat them in battle, 5 GUILE
next card. to outwit them, or 5 SPIRIT to befriend
them. However you triumph, take +2
SPIRIT and +2 TECH.

40
6 ♥ : BATTLE. Some kind of vast, Or 6 ♥ : BATTLE. Some kind of vast,
amorphous, tentacled fiend. Good God, amorphous, tentacled fiend. Good God,
what is that thing? You try to flee but, you what is that thing? Burn 9 TECH to
are pursued. In the ensuing entanglement, triumph somehow, and take +4 STEEL
either you take 3 DAMAGE, or a crew and +4 SPIRIT. If you have a tentacle
member is lost overboard. Any ongoing ram, a searchlight, or a music-powered ship
projects are also destroyed completely. engine, reduce the challenge by 3.
Eventually it leaves you alone … why?

7 ♥ : GEAR. Buried in the sand is a useful Or 7 ♥ : The city of Brukken Mar


piece of equipment. You bring it on board. shimmers on the horizon. In Brukken Mar,
Is it a displacement illusion system, a emotions are manufactured in the great
tentacle helmet, a hydraulic automaton, city foundries, mostly for export, and rare
lightning storage coils, a set of decoy buoys, and banned emotions crafted by artisans
or something else? Sketch it on your ship hidden in the hills. What do you find when
plan. At any time you may repair and you arrive? A robbery in progress, a picket
install it by burning 4 TECH. Once it is line, everyone searching for a lost child,
installed, take +3 STEEL and +3 GUILE. everyone trying to stop a duel from taking
Alternatively, you may sell it at any place, someone going into labor, all of it, or
SHIPYARD or TRADING POST for 2 something else? SHIPYARD. If you need
GOLD. it, the people of Brukken Mar will help
you repair your ship. Reduce DAMAGE
by 2. If you have at least 3 GOLD, chip in 1
GOLD. If not that's totally OK.

8 ♥ : The city of Fogons Gate spreads on Or 8 ♥ : ARTIFACT. Buried in the sand


the horizon, where they are still trying to you find a pair of Boots of Empathy.
heal after the Harrowing. This is also Update your ship plan. Is there a
where the First Mate's estranged son lives. Boatswain, Cobbler, Cook, Counsellor,
Perhaps you'll pay a visit? SHIPYARD. Empath, Merchant, Ropemaker, Spy, or
While you are docked in Fogons Gate, you Tourist, or Undercover Cop in your crew?
may burn 6 GOLD to repair all If so, they know what must be done to
DAMAGE to the airship, and/or burn 4 awaken the artifact. What must be done?
GOLD to complete all ongoing projects Once the artifact is awakened, take +3
instantly. Casual labour in Fogons Gate GUILE and +2 SPIRIT.
pays well. Burn 2 GUILE or 2 SPIRIT to
take +6 GOLD.

41
9 ♥ : BATTLE. The Bone Bird of Paradise Or 9 ♥ : BATTLE. The Bone Bird of
is a Bearborn Scathe-class cutter. Why have Paradise is a Bearborn Scathe-class cutter,
you decided to attack it? Why don’t things drawing abreast, readying its broadside. Is
go as planned? Take 1 DAMAGE, and lose this an everyday act of war, licensed
a crew member. privateering under a letter of marque, a
drunken boat brawl, or something else?
Burn 1 GUILE and 4 STEEL to slip away,
and take +2 SPIRIT. Or burn 3 TECH
and 6 STEEL to destroy, capture, or repel
The Bone Bird of Paradise, and take +10
GOLD.

10 ♥ : What do you see below you from the Or 10 ♥ : Most of the crew are at dice,
deck of your ship? Seas, lakes, forests, cities, while one of you climbs up to help a
fields, rivers, dunes, fens, cliffs, craters, rosewood-hued cloud toad tangled in the
roads, caravans, camps, creatures, wind rigging. The Bone Moth glides serenely
farms, mountains, hills, clouds, dirigibles, all over white-capped peaks. You have a little
of that, something else? NEWCOMER. time to start a new PROJECT. If you
Later that day, Gwydion arrives aboard wish, burn 4 SPIRIT to improve some
The Bone Moth. How? Do they adopt a aspect of the airship. Decide what to build
role, e.g. Gunner, Interpreter, Pilot, and what resource it will increase. Roll a
Merchant, or something else? They bring die to see how many turns the project will
+2 TECH and +1 GUILE. Add them to take to complete. Use the die to keep track
your ship records. of progress. When it completes, take +6 in
your chosen resource, or repair up to 3
points of DAMAGE.

Jack ♥ : NEWCOMER. Oddbjørg the Or Jack ♥ : A large spiral lake glisters far
forest troll arrives aboard The Bone Moth. below, set in a vast plain of sea-green moss.
How do you meet them? Do they adopt a A flock of gold and carob colored pigeons
role, e.g. Cleric, Cook, Gunner, soar off your starboard side. You have a
Runemaster, or something else? They bring little time to start a PROJECT. Burn 1
+2 GUILE and +1 TECH. Add them to TECH and 2 SPIRIT to start improving
your ship records. Whenever a new crew some aspect of the airship. Decide what
member joins, you may also reassign any you want to build, enhance, or repair. Roll
roles you like. a die to see how many turns it will take.
Each turn, adjust the die down by one.
When the project die reaches zero, work is
complete and you may take +8 in your
chosen resource, or repair up to 4
DAMAGE.

42
Queen ♥ : Someone goes missing from the Or Queen ♥ : Dark oldgrowth forests
crew! Who? What clues are there to how spread to every horizon. PROJECT. You
they may have vanished? Burn 1 SPIRIT to have a little time to start something new. If
locate them and rescue them from their you wish, burn 9 GOLD to improve some
predicament. Otherwise they're gone for aspect of the airship. Decide what to build
good. At the end of this turn, take +2 and what resource it will increase. Roll a
SPIRIT. die to see how many turns it will take. Use
the die to keep track of progress. When the
project completes take +8 in your chosen
resource, or repair up to 2 points of
DAMAGE.

King ♥ : Two of the crew get into a fight. Or King ♥ : Tiny caravans thread across
What’s the tea? After you have told this the prairie below. Little prairie ghosts, rare
part of the story, take +1 STEEL. at this altitude, bob along your starboard
side for a time. PROJECT. Burn 2 TECH
and 1 GUILE to conduct repairs or
enhancements to the airship. Decide what
you want to do, and what resource it will
impact. Roll a die to see how many turns it
will take. Each turn, adjust the project die
down by one. When the project die reaches
zero, work is complete and you may take
+5 in your chosen resource, or repair up to
3 points of DAMAGE.

Diamonds

Ace ♦ : You've been infiltrated! A stealth Or Ace ♦ : You are racing back to a
picket from The Querulous Paranoia has previously visited location. Which one and
slipped alongside you, and a Mianyuan why? When this turn is over, take +1
kill-team is prowling the upper deck. Who TECH or +1 SPIRIT.
raises the alarm? Drive the pigeon-hearted
assassins off and take +1 GUILE or +1
STEEL.

43
2 ♦ : BATTLE. The Drunk Spark is a Or 2 ♦ : BATTLE. The Drunk Spark is a
Bearborn Hippogriff-class cutter, drawing Bearborn Hippogriff-class cutter, currently
abreast, readying its broadside. Is this a casting its grapples over your gunwales and
case of mistaken identity, the enforcement preparing to board. Is this an act of piracy,
of a blockade, an anti-smuggling operation, police brutality, a test of a new armament,
or something else? Flee the hostile airship. or something else? Burn 1 TECH and 1
Take 2 DAMAGE, and reset any active SPIRIT to dislodge the grapples and speed
projects to six days until completion. away unharmed. Or burn 2 TECH and 4
STEEL to destroy, capture, or repel The
Drunk Spark, and take +2 GUILE and +8
GOLD.

3 ♦ : What are the Boots of Empathy? How Or 3 ♦ : What kind of landscape is speeding
have you discovered this? Who on board by below? The First Mate spots a good
thinks empathy isn’t everything? Why? omen. What is it?

4 ♦ : The city of Zeira gradually coalesces Or 4 ♦ : Smoke and lights appear on the
on the horizon. It is said that in Zeira, pale horizon. Upon arrival, you learn that this is
peacocks as tall as a person strut the the city of Dying Iguruyi. It seems that in
piazzas, lit at night by multicolored Dying Iguruyi, the Talking Beasts have
lanterns, and by day by water jetting sunlit unearthed a battalion of ancient mechs
white in rills of lapis lazuli and amethyst. built by a long vanished civilization, and
Zeira is known for its fencing instructors, mean to make war on the Oct Capitol.
who spar with unusually small foils, and its What happens during your stay? Which
parasol makers, who fashion unusually Talking Beasts do you meet? How are their
large domes; it is famed for the perpetual preparations for war proceeding?
flowing and unfolding life of its fountains SHIPYARD. In the workshops of Dying
and its rills and of its pale tall peacocks. Yet Iguruyi you may resupply your
you arrive to find the city one big bonfire. ammunition. Burn 2 GOLD to take +2
An armada of Oct ships moves sluggishly STEEL. When you eventually set off
over the horizon, heavy with loot. There’s again, take +1 SPIRIT.
nothing left. Drooping over the gunwales
of a pair of laggard gun-brigs, you observe
the broken necks of peacocks. They were
truly as tall as the stories all said. Take +2
STEEL, and continue your voyage.

44
5 ♦ : Some years ago you (or another crew Or 5 ♦ : ARTIFACT. While exploring an
member) swore a solemn oath. What is the abandoned watch tower high in the
oath? E.g. to be revenged on the aristocrat mountains, you discover a Corset of
who wronged you, to gain a noble title, to Shadow. This relic may be used once on
resurrect the loved one you lost, to release your voyage, and only by a Boatswain,
a contagion across the land, or something Cleric, Cook, Healer, or Navigator. It
else? NEWCOMER. Moukib is willing to allows you to burn SPIRIT as GUILE, or
join your crew. Do they adopt a role, e.g. vice-versa. You can decide exactly how it
Cook, Cleric, Merchant, Pilot, Ropemaker, works when you use it.
or something else? They bring +1 STEEL
and +1 SPIRIT.

6 ♦ : You discover the source of the strange Or 6 ♦ : You are racing back to a location
pestilence that has spread throughout the you have been to before. Is it Glumflower,
land. What is the source? What must be Glowglum, Reptar Faeran, Numinous
done to stop it? Gladness, Over-We-Want-To, Zeira,
Oddbjørg’s cottage, the Shrinking Forest,
the crash site of The Stainedglass
Samaritan, or somewhere else? Why is
time of the essence?

7 ♦ : BATTLE. You encounter a monster. Or 7 ♦ : BATTLE. You encounter a


Is it one you met earlier? A Lightning monster. Is it one you met earlier?
Spider? A Winged Kraken? Something Something else? If you have a Runemaster,
else? Take 1 DAMAGE and skip the next communicate with the creature, and end
card. the encounter peaceably. Or burn 5
SPIRIT to take this in your stride and take
+3 STEEL and +3 TECH. If you have an
arcanaloth countermeasures suite or a red
dragon countermeasures suite that you can
somehow adapt, reduce the challenge by 2.

45
8 ♦ : You are passing through Mora Bjerg, Or 8 ♦ : An arcology appears on the
a land populated by many minor deities and horizon. Upon arrival, you learn that this is
spirits. Prayers have recently been the great city of Illuria. It seems that in the
platformized, and if you are not happy with great city of Illuria, their concept of ‘shame’
the service supplied by the supernature you is either nonexistent, or completely
are matched with, you are welcome to different from yours. Are you searching for
leave a one-star review. The clouds are someone in Illuria? Who? Do you find
looking very, very angry overhead. Who them, or perhaps a clue to their
prays? And who answers? Burn 1 SPIRIT whereabouts? SHIPYARD. In the
or take 2 DAMAGE. ARTIFACT. After workshops of Illuria you may burn 10
you ride out the storm, you land and find a GOLD to install a driftsonde launcher and
Top Hat of Unmercenary Marvels. Update take +4 TECH, +2 GUILE, and/or burn
your ship plan. Do you have a Cleric, 25 GOLD to install a razor disk launcher
Cook, or Healer in your crew? If so, they and take +8 TECH, +8 STEEL. You may
know what must be done to awaken the also burn as much GOLD as you like to do
artifact. What must be done? Once the repairs. For every 2 GOLD spent, reduce
artifact is awakened, take +5 TECH. DAMAGE to The Bone Moth by 1.

9 ♦ : BATTLE. Flee the Flapping Warlock Or 9 ♦ : BATTLE. Fight the Flapping


and his minions. In the ensuing exchange of Warlock and his minions. Burn 2 SPIRIT
sorcerous fizz, one of your crew is lost to slip away through the storm clouds and
overboard. Remove them from the ship. take +1 STEEL and +1 TECH. Or burn 8
Also take 1 DAMAGE to the ship. Any GUILE to win the battle and take +4
ongoing projects are also destroyed STEEL and +4 TECH.
completely.

10 ♦ : A town appears on the horizon. Or 10 ♦ : Below you spreads agricultural


Upon arrival, you learn that this is the land. Is it a quiltwork of enclosed fields and
town of Thistle. It seems that in the town meadows? Solar golems dragging lattice
of Thistle, they have a form of democracy tractors through mushroom paddies? A
that baffles outsiders and divides half-terraformed once-wilderness? An
philosophers (except those who live in ancient or innovative commons
Thistle). Soon after you arrive, one of the infrastructure? Something else?
townsfolk asks for your help. What do you PROJECT. Burn 2 GOLD and 2 SPIRIT
do? SHIPYARD. In the workshops of to start improving some aspect of the
Thistle you may burn 5 GOLD or 2 TECH airship. Decide what you want to build and
to install an Astrolabe of Animation, a 360 what resource you want to increase. The
degree rigging system, or an arcanaloth project need not be physical. It might be
countermeasures suite to your ship plan, about the relationships of the crew. It
and take +4 in any resource. You may also might be about your imagination,
burn as much GOLD as you like to do perception, and insight. Roll a die to see
repairs. For every 2 GOLD spent, reduce how long the project takes. After that
DAMAGE to The Bone Moth by 1. many turns, take +8 in your chosen
resource.

46
Jack ♦ : The Iron Orison is bearing down Or Jack ♦ : A moonlit joust is taking place
on you, its crew swarming across the gun above the clouds. What do the knights
decks. But then a flag of truce goes up, and ride? Proud snorting rounceys and
an offer of parley. How does this one play coursers, shod with lifting crystal, pawing
out? When this turn is over, if you wish, the cumulonimbus? Giant crows and
transfer 1 point of resource to another. finches? Ornithopters? Horse-shaped
lightning? Or something else? Burn 1
STEEL to participate and not do too badly
(take +1 SPIRIT and 1 GOLD), or burn 6
STEEL to win (take +2 of any resource
and 8 GOLD).

Queen ♦ : DISCUSSION. Someone raise Or Queen ♦ : You gaze over starboard


an issue. For example, Shall we try to land gunwales, down over a flock of
to make repairs? Or, Those people need silver-and-ulfire feathered gulls gliding high
our help. We can't just keep looking out for above a vast plain of milk-white moss,
ourselves. Or, I think I'm ready to talk a bit dragging their pinprick shadows far below
more about my loss. Go around in a circle, them. You have time for a PROJECT.
each weighing in briefly in 1-2 sentences. Burn 3 GOLD and 1 SPIRIT to conduct
You don't need to resolve the issue. When build, repair, transform, or repurpose
this part of the story is complete, you may something. It may be part of the airship,
take +1 SPIRIT. down on the ground, dispersed through
time and space, or in your heads and
hearts. Also choose a resource to gain. Roll
a die to see how long it will take. When it's
done, take +5 in your chosen resource.

King ♦ : BATTLE. The Horrible Goose is Or King ♦ : BATTLE. The Horrible


a Rotterling Goose-class needleship, Goose is a Rotterling Goose-class
drawing abreast, readying its broadside. Is needleship, drawing abreast, readying its
this a prearranged duel, licensed broadside. Is this a case of mistaken
privateering under a letter of marque, an identity, an extreme overreaction, standard
everyday act of war, a homicidal temper patrol procedure, or something else? Burn 1
tantrum, trial by combat, or something TECH and 5 SPIRIT to ward off The
else? Flee the hostile airship. Take 2 Horrible Goose, and take +3 GUILE and
DAMAGE, and reset any projects to six +3 STEEL. Or burn 2 TECH and 7
days. STEEL to destroy or capture The Horrible
Goose and take +12 GOLD.

47
Chapter Three

Ace ♣ : Drifting over the sea, you spot Or Ace ♣ : The great city of Kisföld looms
something marvelous peeping among the on the horizon. There is something that the
waves. What is it? people of Kisföld are unfamiliar with. If
they have such a thing at all, their concept
of it is quite different from yours, with
effects that can be traced throughout the
city. What is it that they don’t have, or see
very differently, here in Kisföld? Is it
addiction, alchemy, art, banking, beauty,
beer, belonging, bodies, books, borders,
carrels, carols, catapults, crenels,
citizenship, childhood, clothing, coal,
collaboration, copying, comparisons,
compassion, compersion, competition,
conversation, corsets, crime, dancing,
death, desire, difference engines, dirt,
delight, disgust, dreams, elections,
embarrassment, experts, exercise, farms,
fire, flow, gambling, gardens, gender, gifts,
gloves, goggles, greengrocers, hair,
happiness, health, hierarchy, history,
hobbies, holidays, honor, houses,
infrastructure, ink, kisses, ladders,
language, laundry, lies, lists, ordinality,
love, madness, magic, marriage, math, meal
times, mediation, memory, merit, mirrors,
money, music, nature, neighborhoods,
peeping, pens, pets, pictures, plague,
polyamory, pregnancy, printing presses,
prisons, property, punishment, punch
cards, puppets, queues, quilts, remorse,
restorative justice, rubbish, schools, secrets,
sex, shopping, sin, snacks, space, spyglasses,
stakes, time, theatre, toilets, town criers,
toys, trust, utopia, umbrellas, unhappiness,
virginity, waves, war, work, the marvelous,
the military, the police, or something else?
How do you spend your time here? Will
you come back? Will you stay?

48
2 ♣ : The ramshackle fishing village of Or 2 ♣ : A settlement appears on the
Redcop pops onto the horizon. You have horizon. Upon arrival, you learn that this is
heard that in Redcop everything is the town of Elfless. You have heard that in
gradually being consumed by Nothing. Elfless, there is no such concept as money.
Everything must be counted or named The stories about this place are true,
every day, it or begins to fade. Are you although not in the way you expected.
looking for something here in Redcop? Do What do you find in Elfless? What stories
you find it, or perhaps only half of what it will you tell about it afterwards?
once was? SHIPYARD. In the workshops SHIPYARD. The people of Elfless will
of Redcop you may burn 10 GOLD or 4 help repair your ship. Wipe off up to 2
TECH to add lunar panels, a tentacle ram, DAMAGE.
a prehensile tool tether system, or a chaff
catapult to your ship plan and take +4 in
any resource. You may also burn as much
GOLD as you like to do repairs. For every
2 GOLD spent, reduce DAMAGE to The
Bone Moth by 1.

3 ♣ : Someone on board is sick. Is it you, or Or 3 ♣ : Glumflower spreads on the


someone else? Are they sky-sick, homesick, horizon. You have heard that in
lovesick, sick with a strange pestilence, sick Glumflower the people are all strangers.
of being treated like a cabin boy, or some They treat one another as strangers do,
other kind of sick? PROJECT. You have a with politeness, curiosity, indifference,
little time to start something new. If you rudeness, secret longing. Many of them live
wish, burn 4 SPIRIT or 8 GOLD to in homes together. Some of them even
improve some aspect of the airship. Decide share beds together. But they are all
what to work on. It may be part of the strangers. Are you searching for someone
airship, down on the ground, dispersed in Glumflower? Who? Do you find them,
through time and space, or in your heads or perhaps only a clue to their
and hearts. Also choose a resource to gain. whereabouts? SHIPYARD. In the
Roll a die to see how long it will take. workshops of Glumflower you may burn 10
When it's done, take +5 in your chosen GOLD to install a cleanroom and take +4
resource. Roll a die to see how many turns TECH, +2 GUILE, and/or burn 30 GOLD
the project will take to complete. Use the to install a pressurized holy water lance
die to keep track of progress. When it and take +8 TECH, +8 STEEL. You may
completes, take +6 in your chosen resource. also repair The Bone Moth. For every 2
GOLD spent, heal 1 DAMAGE.

49
4 ♣ : BATTLE. The Serpent of the Outer Or 4 ♣ : BATTLE. The Serpent of the
Air. What is this curious entity entwining Outer Air. What is this curious entity
your main-mast? Or hurtle through the entwining your main-mast? Burn 6 GUILE
clouds until at long last it loses interest: to shoo the beast and take +4 SPIRIT and
take 2 DAMAGE, and reset any ongoing +2 STEEL. Or burn 8 STEEL to befriend,
projects to 6 days. capture, or slay the beast, and take +4
GUILE and +4 TECH.

5 ♣ : The city of Agharcastle glows on the Or 5 ♣ : You encounter a traveller, who


horizon. Here you find the people have tells you of the home to which they will
many occupations you have never before never return. Apparently, in this place,
encountered. For instance, there is such a every single person enjoys great happiness,
thing as a kurzah, who is in some ways a prosperity, wisdom and fulfilment, with
corset-maker but in other respects a cop. the exception of one. In this place, there is
Then there are the volodars, who appear always one person, selected at random,
to be a bit like kurzahs, whatever those are, who is imprisoned in darkness, filth, and
but also do the duties of anger-reframers. misery, for their entire lifetime. The
Not to mention the moogoot, who is not traveller claims to be one of those who
quite a well-digger, and not quite a could neither accept this arrangement, nor
leaf-inspector. And of course the flintcoat, seek to overturn it, and so has left forever.
oppalman, and rurn, whom you would say The traveller departs, and a heated
are three different kinds of locksmith, argument ensues. What do the crew think
except everyone meets that suggestion with of this? When the turn is done, if you wish
puzzlement or peals of laughter. You find burn 1 TECH or STEEL to take +2
yourself in a tavern with a bolgror and a SPIRIT or GUILE.
taenran. What do the bolgror and her
friend teach you? When you leave
Agharcastle, if you wish burn 1 STEEL to
or GUILE to take +2 SPIRIT or TECH.

6 ♣ : You attempt to save the land from Or 6 ♣ : A person, place, or event from
the curious pestilence which afflicts it. Do earlier in the voyage returns in some way.
you succeed? What can be saved or healed, What developments have there been?
and what is lost forever? What will you do next?

50
7 ♣ : Is the traitor Bessy aboard? If so, now Or 7 ♣ : BATTLE. On a moonless night,
is their moment. Are they a spy, trying to fight or flee a pack of ornithopter-
steal plans for a bear golem or a tentacle exoskeletoned Oct assailants. Really? How
ram to sell to the Janbulaggers or the Oct? did you get into this predicament? Burn 9
A saboteur working for Lord Shod or for GUILE to win the battle and take +4
Archon Pavelková? A bounty hunter or TECH and +4 STEEL. If you try to flee,
bodyguard on the tail of the Cook, tasked your pursuers keep pace for a time, and one
to take them home? A cop? Decide, and of your crew is lost overboard. Remove
then erase Bessy from your crew. Also lose them from the ship records. Any ongoing
another crew member, or a magic artifact, projects are also destroyed completely.
or take 2 DAMAGE. Or if your SPIRIT is Also take 1 DAMAGE to the ship. Finally
6 or more, you inspire Bessy to give up the sun rises on empty skies.
their mission and join your cause for real.

8 ♣ : BATTLE. The Iron Orison and The Or 8 ♣ : BATTLE. The Iron Orison and
Winter Tentacle are bearing down with The Winter Tentacle are bearing down
weapons hot. What sorts of ships are with weapons hot. What sorts of ships are
these? How did you get into this fix? Flee these? How did you get into this fix? Burn
their bombardments. Take 2 DAMAGE, 4 STEEL to destroy one and drive away
and reset any active projects to six days the other, and take +4 SPIRIT. Or burn 4
until completion. TECH and 5 GUILE to destroy or capture
both, and take +4 STEEL, +3 SPIRIT, and
+5 GOLD.

9 ♣ : BATTLE. Deal with a pack of Or 9 ♣ : BATTLE. Deal with a pack of


bloatball-riding Oct raiders. How did you bloatball-riding Oct raiders. How did you
rile up this Oct ire? The battle is going rile up this Oct ire? Burn 2 GUILE and 2
very well, till one of your crew is lost TECH to outrun them and take +3
overboard. Remove them from the ship SPIRIT. Or burn 8 GUILE to win the
plan. Also take 1 DAMAGE to the ship. battle and take +4 TECH and +4 STEEL.

51
10 ♣ : ARTIFACT. In an ancient petrified Or 10 ♣ : Almost luminous, the jungle
forest you find a Wand of Pomp and canopy floats below you, like the endless
Promulgation. Update your Logbook. Do entrails of an emerald. PROJECT. You
you have an Architect, a Designer, a have a little time. Burn 2 TECH and 2
Healer, or a Runemaster in your crew? If SPIRIT to start working on something.
so, they know what must be done to Decide what resource should increase at
awaken the artifact. What must be done? the end. Roll a die to see how long it will
Once the artifact is awakened, roll two take. When it's complete, take +8 in your
dice, and add that amount of SPIRIT. chosen resource.

Jack ♣ : As you fly near a large waterfall, Or Jack ♣ : You soar high above the
The Grim Glove glides unexpectedly from a thunderhead. PROJECT. You have a little
hidden cave. They're here to offer Anker's time. Burn 1 GOLD and 3 SPIRIT to start
service as a liaison officer aboard your working on something. What will you
airship. NEWCOMER. Does Anker adopt build, enhance, repair, reframe, grow,
a role, e.g. Cleric, Runemaster, Merchant, examine, explore, understand, transform?
Ropemaker, or something else? They add Roll a die to see how long it will take.
+2 STEEL and +1 TECH. When it's complete, take +8 in your
chosen resource.

Queen ♣ : DISCUSSION. A crew member Or Queen ♣ : PROJECT. Burn 3 GOLD


raises an issue, relating to something you and 1 SPIRIT to work on something.
have seen or done, or what your goals are Decide what you want to do, and what
now. What is the issue? What does the rest resource it will impact. Roll a die to see
of the crew think? You don't need to how long it will take. When it's complete,
resolve the issue now. When this part of take +6 in your chosen resource, or repair
the story is complete, you may take +2 any amount of DAMAGE.
SPIRIT.

52
King ♣ : If you have an Astrolabe of Or King ♣ : BATTLE. If you have Boots
Animation, take +3 SPIRIT and +3 of Empathy, take +3 SPIRIT and +3
TECH. If you have Boots of Empathy, take TECH. If you have a repurposed djinn
+1 SPIRIT and +1 GUILE. brig, take +1 SPIRIT and +1 GUILE.

An unexpected twist occurs! Was a friend Why have you been hunting Archon
secretly a foe, or vice-versa? Were two Pavelková? The Friable Rook is a
people actually the same person all along? Rotterling Peach Blossom-class war blimp,
Have you been lied to? Did you make a and it has just betrayed you. You were
reasonable assumption that turned out to supposed to hunt down Pavelková
be utterly wrong? Did somebody’s eyes together, but now The Friable Rook has
deceive them? Was an apparent coincidence turned its heavy artillery on you.
actually staged? Were enchantments
involved? Or something else? Does the Burn 1 SPIRIT and 20 GOLD to bribe The
twist relate to Archon Pavelková? Lord Friable Rook to be on its way and let you
Shod? Lady Thorn? Harley Scarlet? The do your work. Or burn 10 TECH and 5
Grim Glove? The city of Zeira? The First STEEL to destroy, capture, or repel The
Mate’s son? The city of Glumflower? Friable Rook. Or, outrun the bloodthirsty
Something else? bastards. Take 3 DAMAGE, and reroll
any project dice.
Burn 15 STEEL to take it in your stride
with the help of your allies. Or burn 3 When you have resolved this card, don't
SPIRIT and 12 GUILE to come through draw the next card. Instead, reshuffle the
cunning and luck. Or take 3 DAMAGE, whole deck, and then draw your final
reroll any project dice, and stumble on cards. It is time to imagine how the story
despite the setback. will end. Read on ...

When you have resolved this card, don't


draw the next card. Instead, reshuffle the
whole deck, and then draw your final
cards. It is time to imagine how the story
will end. Read on ...

53
Chapter Four

Take a moment to think back over all you've seen and done. Ask, “How does this story end?” Decide what
your FINAL CHALLENGE will be. Is it a spooky showdown with Archon Pavelková, in their towering
iron manor lit by moonlight and mirrors? Rescuing Captain Simangaliso Mondise from the great City of
Bura and restoring their command of The Querulous Paranoia? Is it confessing your love to the smuggler
Varys Sin? Is it tearing down the prison walls in the town of Thistle? Realising the truth about the Boots
of Empathy and stopping Harley Scarlet before it's too late? Building back the ruins of Zeira better for all?
Something completely different? Draw three cards to represent the final challenge. If you are playing on
the Easy setting, you can draw just one or two. If you are playing on the epic setting, draw four.

Spades mean burn TECH.


Clubs mean burn STEEL.
Diamonds mean burn GUILE.
Hearts mean burn SPIRIT.

For example: if you draw 2♣, 5♣, and 10 ♥, you need to burn 7 STEEL and 10 SPIRIT to overcome the
final challenge. Aces are high and court cards count as 10.
As usual, a character who sacrifices themselves reduces the challenge level of a card by 2.
You may also reduce the level of the challenge by 1 for every point of DAMAGE you endure.
So . . . have the crew survived? Was the tale of The Bone Moth a happy one? Or a tragic one? Or was it
bittersweet? Or does it all depend on your perspective?
If you like, you can close the story with a montage. What does The Bone Moth look like now? What is
the last we see of the people we met? What is each one doing? And what is the last we see of each crew
member? When you feel you’ve said all you need to, end the story, and let the final curtain fall, like a great
billowing sail.

54
The Voyage of The
Rattail Bucket
Features
✦ A game for 2-4 players set in the Vale, the core Shrike universe
✦ Journey with a ragtag band of aeronauts, in skies where great evil is stirring …
✦ Open-ended eerie adventures at abominably high altitudes

55
The Voyage of The Rattail Bucket
Materials

We’ll need a deck of playing cards, some six-sided dice to keep track of our PROJECTS, and map-making
and/or journaling materials to record our voyage through sketches and notes. Optionally, we may also
want some colored tokens to track our resources, and/or some blank index cards.
Setting Up

Let’s sketch the outlines of The Rattail Bucket, and choose four crew members:

✦ The Brittle Rationalist: Tilly the Mellalalurian


✦ The Charming Center of Attention: Florence the Brokenborn
✦ The Nervous Disposition: Lydia the Splinterwaif
✦ The Dreamer: Emilia the Bearborn
✦ “And what’s more, I intend to find it!”: Oliver the Brokenborn
✦ Prone to Strange Fits: Snipe the Splinterwaif
✦ Rebellious and Vulnerable: Lila of the Copper Swarm
✦ Sly and Watchful: Alicia of Humber
Make sure The Rattail Bucket has exactly four crew, and decide who is the Captain, who the XO, who
the Engineer, and who the Navigator. If there are more players than crew members, the remaining crew
members become non-player characters (NPCs). If we wish, we can flesh out our characters further:
✦ What always makes you unaccountably nervous?
✦ What is a white lie or a half-truth you always tell others about yourself?
Resources. As a crew, let’s give ourselves 6 GOLD and 1 STEEL. If we are playing on the easy setting,
mark 2 STEEL instead of 1. If we are playing on the hard setting, also mark 2 DAMAGE.

Map. Perhaps we should start by marking two or three landscape features on our map, for instance a
shoreline, a great river, a jagged peak, the edge of a vast forest.

Arrange the cards and draw. We are almost ready! Divide the deck of cards into three piles: spades by
themselves, hearts and diamonds together, clubs by themselves. Shuffle each of the three piles individually.
Stack them as one pile with clubs at the bottom, hearts and diamonds in the middle, and spades at the top.

Take turns. On your turn, draw the top card, look it up and choose one of the two options. Tell a story
together. At any point, you may decide to dramatize your response by acting out a scene.

Adjust resources as instructed. At any point, if we decide to lose a crew member, we reduce the cost of a
challenge by 2. If our crew are all lost or our DAMAGE reaches 6, our voyage is over.

56
Chapter One

Ace ♠ : Tyrant. At around midnight you Or Ace ♠ : Skyship. It is not your watch, and
entered Copper Swarm airspace. What tyrant yet you cannot sleep, and so you are above
rules here? The secret head of the secret police? decks when a shadowy mass looms from a cloud
A giggling godking with unusual appetites? A bank. It is the skyship The Pale Peacock. As the
silver dragon with usual appetites (for a skyship glides silently past, you glimpse its
dragon)? A gaunt dark-eyed youth rumored to captain standing very still in the moonlight.
have made an infernal pact? A wealthy Who is the captain of The Pale Peacock? Is
merchant who somehow never feels wealthy it Master Wolfram Lexer, Madame Mary
enough? A knight who never lifts his visor? Or Askew, Lady Penelope Sucklethorn,
someone else? And what are they called? Vice-Admiral Kristian Hornblower, or someone
Kristian Hornblower, Lady Penelope else? When in the past have you two crossed
Sucklethorn, Vicereine Shod, Gray Furze, paths ... or crossed swords? Update your notes,
Wolfram Lexer, or something else? When you and take +1 STEEL or +1 TECH.
have decided, take +1 GUILE or +1 SPIRIT.

2 ♠ : Flight. How does your airship move? Is it Or 2 ♠ : Features. For a vessel of its class, The
equipped with a full set of sails, buoyed on Rattail Bucket has some unusual features. What
balloons and propelled by twirling is its most distinctive feature? E.g. an orangery,
steam-turbines, flapping solar-powered a crow’s nest that turns into a cable-tethered
ornithopter wings, storming around on sky-legs, kite, disguises for all the ship’s weapons and
wafted by a scavenged leaky nuclear generator, enhancements, breathing apparatus for the
powered by temperamental lunar panels, or is it Upper Air, a hydraulic tube system, a cursed
propelled by some other principle? Make a fishing net, a set of smuggler compartments, a
record, and bear it in mind in any future battles demon-proof brig (100% guaranteed), or
and berths, misfortunes and maneuvers. Take something else? Choose something and, once
+1 TECH. you have augmented your ship plan, and take
+1 TECH.

3 ♠ : Legacy. You uncover something about Or 3 ♠ : Excavations. A piece of machinery is


The Rattail Bucket, from a time before any of uncovered in an archaeological dig. What might
you were on board. What is it? You may like to it have been originally? What did it later
act out a scene. Update the ship plan, and take become? What might it be useful for next? Why
+1 TECH or +1 SPIRIT. are those who unearthed it so keen to get rid of
it? Do you take it on board? When this turn is
done, take +1 GUILE or +1 STEEL.

57
4 ♠ : BATTLE. What is a Banshee Swarm like Or 4 ♠ : BATTLE. What is a Banshee Swarm
exactly? Describe it, then flee it. Hide in the like exactly? Burn 4 STEEL and 1 GUILE to
clouds, contemplating the keening growing trounce the Banshee Swarm, then raid their lair
distant, closer, distant, closer, distant, distant. and take +1 TECH and +9 GOLD.
Don't adjust any resources, and skip the next
card.

5 ♠ : DISCUSSION. Propose an issue. For Or 5 ♠ : Armaments. What kind of weapons


example: We are being too profligate with one does The Rattail Bucket carry? E.g. a
of our resources. Or, No need to panic, but our foredeck-mounted ballista, a pair of
supplies are rather dwindling. Shall we make a grenado-launching onagers, a piston naphtha
little detour? Or, Now, about this legendary flamethrower, a silver dragon countermeasures
city which I’ve spent my life seeking. Go round suite prototype, one or more gun decks of
in a circle, with each player briefly stating their breech-loaded swivel cannons of various sizes
feelings. One or two sentences should be and ammunitions, some other weapons system,
enough. End with the player who proposed the or perhaps no weapons at all? Update the ship
issue. You don't need to resolve it or come to a plan, and take +1 STEEL.
decision. When everybody has been heard, take
+1 SPIRIT.

6 ♠ : Mysterious stranger. You have Or 6 ♠ : Strange mystery. Everyone agrees


disembarked the airship and somehow got the Yellow Order is a mere legend. What do
yourself lost deep in the woods, when your ears the legends say about it? After you have told
fill with the sound of hooves. Oh! Who is this this part of the story, take +1 STEEL or +1
mysterious rider? A lithe well-muscled youth TECH.
with raven locks and piercing green eyes that
seldom stray from yours? A wild looking elfin
femme, with tangled chestnut hair, freckles and
endless jests at your expense? A full suit of plate
armor big enough for a bear, a pair of dancing
hazel eyes and a lilting, teasing tone? An
aloof-seeming ranger with a lantern jaw and
salt-and-pepper grizzle, who seems to half-ignore
you, yet never forgets a word you say? What
scrape or adventure do you get into together on
your way back to the airship? Suddenly they
turn and ride into the forest and you find
yourself crying out, Wait! You never told me
your name! The answer comes: Edvard
Christiansen. Find me in Ufin! After you have
told this part of the story, take +1 SPIRIT or
+1 GUILE.

58
7 ♠ : It’s ill-advised, but there are children Or 7 ♠ : Most things on The Rattail Bucket
aboard The Rattail Bucket! Who are they? need repair, replacement, or upgrading. What
What role do they play? Make sure you add are your top priorities? Make a note. If you
them to the ship plan. “NEWCOMER.” One wish, burn 2 GOLD to start a PROJECT.
of the children, Myfanwy the Mianyuan, has Decide what to build and what resource it will
recently started to take on certain crew increase, then roll a die to find out how long it
responsibilities. What role does Myfanwy play? will take. Sketch the project on your ship plan,
Artillerist, Bosun, Cook, Purser, or maybe and place the die on it to track progress. Each
something else? Add Myfanwy to the ship plan, turn the die counts down by one, and when it
and adjust the roles aboard The Rattail Bucket reaches zero, take +4 in your chosen resource.
accordingly. Myfanwy adds +1 STEEL. Quite simple. What could go wrong?

8 ♠ : Art. Splendid news. You’ve accepted a Or 8 ♠ : Murder. You’ve disembarked and


lucrative commission from none other than Lord made your way to the rendezvous point, not too
Dust, the noted Druchesterian art collector, to far from the Bearborn capitol of Dead Dell.
transport a new work by the painter Nkosi Where are you? An ruined watch house on the
Majola. Alas, upon arrival, you find the tundra? A snowy pine forest? An underground
painting being carried off by the Bearborn town bunker, cunningly hidden from above, but not
guard, with that same gentle touch they use cunningly enough? Alas, upon arrival, you find
with all their prisoners. Apparently Majola has your contact murdered. Who were you
failed to pay her debts to somebody called Luke supposed to be meeting here? Was it Nkosi
Cobshadow, and the painting is being seized as Majola? Jojo Schwanhilde? Luke Cobshadow?
collateral. How do you resolve this situation? If Eupheme Crabbeard? Or someone else? How
you wish, act out the scene. If you mainly use have they been murdered? Actually, it can be
force or intimidation, take +1 STEEL. If you rather nice when someone cancels on you at
mainly use diplomacy or charm, take +1 short notice, but this is too much! Also, no
SPIRIT. If you mainly use cunning or stealth, sooner have you come upon the sorry scene
take +1 GUILE. If you mainly use technology or than you are surrounded Bearborn guard ...
magic, take +1 TECH. Do you end up with the who have presumably received an anonymous
painting stowed safely aboard The Rattail tip-off? The guards are keen to take you away
Bucket? If so, add it to your ship plan, and make for questioning. How do you resolve the
a note of the painting’s title, subject matter, situation? Act out a scene if you wish. If you
and/or why it makes you feel strangely uneasy. mostly use force or intimidation, take +1
STEEL. If you mostly use diplomacy or charm,
take +1 SPIRIT. If you mostly use cunning or
stealth, take +1 GUILE. If you mostly use
technology or magic, take +1 TECH.

59
9 ♠ : Romance and sundries. There is Or 9 ♠ : Rendezvous. You arrive at Cimiriopol
something going on between two crew to meet … who? The mutant Nkosi Majola?
members. Is it an unspoken, The snitch Number Five? The corrupt official
will-they-won’t-they flirtation? A marriage? An Admiral Shod? The alchemist Jojo
intense asexual romance? The rule is, it’s just Schwanhilde? Or someone else? Are you asking
sex and nothing more? Two exes who still have for the whereabouts of the Yellow Order?
feelings for each other? A love triangle? A Information about Number Three's death? A
thruple? Or something else? After you have contact who can install a Sentient Propellor
told this part of the story, take +1 STEEL or +1 System? The layout of Vicereine Shod's fortress
SPIRIT. in Voxis? The source of the mysterious plague?
Or something else? Decide what happens, or
play it out as a scene. When this turn is over,
take +1 GUILE or +1 TECH.

10 ♠ : Tempests. Where do you manage to land Or 10 ♠ : Goons. You are enjoying a solitary
to take shelter? When the storm passes, what stroll through the tree-shaded lanes of
do you see around you? Burn 1 TECH or take 1 Wokingghost, when a hand falls on your
DAMAGE. shoulder. Who sent these thugs? Was it
Vicereine Shod, Jojo Schwanhilde, Luke
Cobshadow, or someone else? What message do
they want to send? That you've got one week
to find the money or else? That you should stay
out of Voxis if you know what's good for you?
That you better spill the beans about the
Yellow Order, and leave nothing out?
Something else? Burn 2 GOLD, or 1 resource of
your choosing, or lose a crew member. Once the
turn is over, take +1 GUILE or +1 SPIRIT.

Jack ♠ : The crew is joined by Number Six. The Or Jack ♠ : The Lofted Nightlight, a Gurvangat
extremely salient fact about Number Six, at this Cassiopea-class pinnace, is nearby and it's up to
juncture, is that Number Six wants to kill something. Is The Lofted Nightlight snooping
someone. Who does Number Six want to kill? Is around deep inside Mellalalurian territory, in
it Number Seven? Vicereine Shod? Nkosi clear violation of the treatise? Or perhaps
Majola? Is it their own creator, the shadowy dumping occult pollutants? Destroying crops?
head of the Yellow Order? Perhaps Numbers Snooping around the rumored location of the
One through Five and Number Seven? Or Worldwell? Tailing The Pale Peacock? Or
someone else? Do you know about Number something else? If you wish, burn 1 GUILE to
Six's mission, or do they feel they need a cover spy on their set-up and take +3 TECH. You
story? NEWCOMER. Add Number Six to have a feeling you’ll meet again ...
your ship map as Artillerist, Mathematician,
Purser, or as something else. Number Six adds
+1 STEEL, +1 SPIRIT, and +2 GOLD.

60
Queen ♠ : BATTLE. Burn 1 STEEL to ward Or Queen ♠ : BATTLE. The Gray Gelt is a
off the Winked-Too-Hard. If you can bear to Bearborn Ghost-class snekkja, and when it rams
describe it, do so. The Winked-Too-Hard is The Rattail Bucket at an altitude of five miles,
overwhelming you at first, then thank the stars you personally are flung clean off the decks.
you get a lucky break. What is your stroke of Somehow you grab a metal rim as you fly past,
luck? Once you have warded off the and now you’ve no choice but to do your best
Winked-Too-Hard, take +1 SPIRIT. to clamber into what must be, alas, one of The
Alternatively, simply flee and hide. Don't adjust Gray Gelt’s torpedo tubes. Meanwhile, muskets
any resources, but skip the next card. and grenades are going off everywhere, and
below you the tiny wriggling body of a Bearbon
soldier vanishes into the cloud layer. What’s
going on? Is this a police operation, a
prearranged duel, a panicked misunderstanding,
or something else? Burn 3 TECH and 3 STEEL
to destroy, capture, or repel The Gray Gelt, and
take +5 GOLD. Or, flee the hostile airship.
Lose a crew member or take 2 DAMAGE.

King ♠ : Data. The town of Bura Nim looms on Or King ♠ : Divinities. The town of Rae
the horizon. While you are still a few miles Sremmurd appears on the horizon. Here in the
away, you are intercepted by a Bura Nimmen town of Rae Sremmurd, the bodies of a
pinnace. Its captain rather sheepishly advises pantheon of gods have been gutted and
that you surrender to his safekeeping all your hollowed and strewn in the streets, squares,
maps, manifests, logbooks, accounts and so and surrounding hillsides for the denizens of
forth, for the duration of your stay. Rae Sremmurd to don. As their divine flesh
In Bura Nim, any data has a propensity to does not decay, this arrangement may have
congeal into a spectral “glitch chrysalis,” which been in place for some time. Do you disembark?
in due course bursts and digorges a ghostly What transpires during your stay?
rampaging beast called a “Dataether.” The SHIPYARD. While you are docked in Rae
townsfolk hunt, exorcise, tame or befriend these Sremmurd, you may pay 5 GOLD to install a
informational entities as best they can. For this motley assortment of pitchforks, staves and
reason, the townsfolk of Bura are very careful to blacksmith tools and take +1 TECH, +1
keep few records of anything, or even to STEEL, or pay 8 GOLD to install a flechette
remember too much. Do you stop here? What pot-de-fer and take +3 TECH, +3 STEEL. If
do you see and do? SHIPYARD. If you wish, you have an enchanted wand, sword, amulet,
burn 2 GOLD to take +1 in any resource. pendant, orb, necklace, brooch, bracelet, helm,
or scroll that you haven't yet awoken, you can
sell it for 7 GOLD.

61
Chapter Two

Ace ♥ : Toys. The Rattail Bucket’s shadow is Or Ace ♥ : Turmoils. As you near the Maet
sharp and dark against the white plane. You mountain range, its pine tops and cluttered
soar over miles of pale salt pan till finally, on the bright rivers seem to twist and, like a
shore of a limpid lake, you find the town of kaleidoscope, reveal the ramshackle town of
Garkoile. In Garkoile, where one might expect Maetgow. Chimney-smoke rises from rows and
to find a living family — mothers and brothers rows of terrace houses stacked in tiers into the
and fathers and sisters and so forth — one mountain. On one roof stands a green-clad
instead finds a set of toys — ragged bears of child, playing on a silver trumpet. You are glad,
terrycloth, fine little ladies of biscuit porcelain, yet you try not to feel your gladness too keenly.
wooden whittling of wolves with ball-jointed As you understand it, in Maetgow, any
jaws, and so forth. From what you’ve heard, powerful emotion risks triggering an Event.
every townsperson lives alone with their family What an Event is, you’re not sure. You hope
of toys which, as far as you can tell, are simply you won’t have to find out. Are you searching
toys. Do you linger in this rather disconcerting for someone here? Who? Do you find them, or
place, the better to understand its perhaps a clue to their whereabouts? Do you, at
arrangements? If so, what do you gradually some moment or other, experience a powerful
discover? Is there some accident, conflict, or emotion? SHIPYARD. At Maetgow’s little
misunderstanding? If so, how does it resolve? shipyard, you may hire an expert to awaken any
SHIPYARD. While you are docked in Garkoile, magic artifact, or to install any ship system, for
you may burn as much GOLD as you like to fix a bargain price of 2 GOLD.
up the ship. For every GOLD spent, reduce
DAMAGE to The Rattail Bucket by 1.

2 ♥ : DISCUSSION. Propose a topic to discuss, Or 2 ♥ : Experts. Emerging from glowing


perhaps some question or revelation connected mists, you find yourself over Orist Eprofsey. It
with earlier events. For instance, What portal is said that here in Orist Eprofsey, the
did the Winked-Too-Hard come through? Or, I townspeople have no conception of expertise.
have observed certain anomalies aboard the ship The Orist Eprofseyeans react to the notion that
at night. Or, I believe a member of this crew one person might have authoritative knowledge
has an undisclosed connection with Vicereine about any given subject with confusion and
Shod, and I mean to get to the bottom of it. Or, revulsion. Do you linger here in Orist Eprofey?
It is time I confessed that I myself once crewed Were you looking for something? Do you find
aboard The Lofted Nightlight. Everyone can it? SHIPYARD. In the workshops of Orist
briefly weigh in once. The issue need not be Eprofsey you may resupply your ammunition.
resolved. Afterwards, take either +1 SPIRIT or Burn 2 GOLD to take +2 STEEL. When you
+1 GUILE. eventually set off again, take +1 GUILE.

62
3 ♥ : Insurrection. The city of Weepheart Or 3 ♥ : ARTIFACT QUEST. A Liquid
appears on the horizon. It is only a few years Sword is kept deep within Commissioner Itt's
since the slaves rose up and freed themselves, luxury villa on Finger Mountain. What do the
killing many of their former masters in the rumors say about this blade? Burn 3 GUILE or
process, and now living side-by-side with the 4 STEEL to steal it and find out for yourselves.
remainder. What incident occurs here in Does the heist go off without a cinch? Or is
Weepheart? Is it related to something that has there a moment where you deeply regret the
already occurred, or is it a new development whole sorry enterprise? Once you've secured
altogether? When you eventually set off again, the artifact, you can sell it at any SHIPYARD
take +1 SPIRIT. or TRADING POST for 4 GOLD, or awaken
it to take +6 TECH.

4 ♥ : GEAR. Buried in the sand is a useful piece Or 4 ♥ : Gifts. The city of Numinous Gladness
of equipment. You bring it on board. Is it a gradually coalesces on the horizon. Here in the
multiply forking salvage arm, a sentient city of Numinous Gladness, money is very little
propellor system, a suite of counter-tentacles used. Almost everything that is done is done as
measures, a set of breathing apparatuses suitable a kind of gift. Are you just passing through, or
for the airless darkness of the Upper Upper have you come here for a purpose? How long
Archipelago, or something else? Sketch it on do you stay? Do you learn more about the city?
your ship plan. At any time you may repair and Is your time here eventful? TRADING POST.
install it by burning 4 TECH. Once it is While you are docked in Numinous Gladness,
installed, take +3 STEEL and +3 GUILE. you may sell any CARGO you are carrying.
Alternatively, you may sell it at any Sell for twice whatever you paid. If your crew
SHIPYARD or TRADING POST for 2 has a Bursar, Merchant, or Steward aboard,
GOLD. they can sell your goods for triple whatever you
paid.

5 ♥ : BATTLE. Flee the Or 5 ♥ : BATTLE. Fight the


Shadow-Shod-with-Worms. What knowledge Shadow-Shod-with-Worms. Alas, how is it you
do you have of this dire and obscure entity? By have you attracted the attention of this large
what means will you attempt to survive their and malevolent entity? Burn 6 TECH to win
unwanted attentions? Take 1 DAMAGE and the battle and take +3 STEEL and +3 SPIRIT.
skip the next card. You may thereby acquire a quantity of crystal
bullion which you can record as CARGO. If
anybody asks, it’s definitely not cursed and you
paid 5 GOLD for it.

6 ♥ : BATTLE. Flee from the swarm of Golden Or 6 ♥ : BATTLE. Fight the swarm of Golden
Mummies. How do you eventually elude their Mummies. The swarm of Golden Mummies
glimmering pursuit? Take 2 DAMAGE, and would be quite marvelous to observe, were they
reset any ongoing projects to 6 days. You also not so tediously fixated on shredding your flesh
skip the next card. from your bones. What did you do to disturb
their slumber? Burn 2 GUILE to deftly lose
them in the clouds and take +1 SPIRIT. Or
burn 7 SPIRIT to win the battle and take +3
TECH and +3 GUILE.

63
7 ♥ : GEAR. You are flying over a rather odd Or 7 ♥ : Something else. The city of Unvár
landscape of friendly meadows and small forests, hovers on the horizon. In Unvár, the people are
mostly maples, configured in a kind of always striving to make their city less like a city
honeycomb pattern. The pattern is, however, and more like something else. During one
disturbed in one region, where upon century, they tried to make it like a mountain.
investigation you discover a sort of burial During another, like dew on leaves. During
mound. What do you unearth there, rendered a another, like a river. What have they been up
ghostly gray by mildew, and liberally to recently? What is Unvár like as a result? Are
cobwebbed-over? Do you find a forge, a cloning you just passing through, or looking for
bay, a revenant net, a sky-farer's timepiece, a something here in Unvár? Is your stay eventful?
leather-bound grimoire closed by a clasp with a SHIPYARD. In the workshops of Unvár you
softly glowing touch-screen, or something else? may burn 5 GOLD or 2 TECH to add a
Sketch it on your ship plan. At any time you revenant net, a quickbridge, or a transposition
may make this gear ready for use by burning 4 mask to your ship plan. Decide roughly what it
TECH. Once it is readied, take +3 STEEL and does and take +4 in any resource. You may also
+3 GUILE. Alternatively, you may sell it at any burn as much GOLD as you like to do repairs.
SHIPYARD or TRADING POST for 2 For every 2 GOLD spent, reduce DAMAGE
GOLD. to The Rattail Bucket by 1.

8 ♥ : Vraphiss spreads on the horizon. Everyone Or 8 ♥ : Disembarking the pirate haven


who lives in Vraphiss has one name and Dissenter’s Rest, you find the usual atmosphere
identity by day and another by night. This is of revelry to be strangely muted. Instead, the
also where the Navigator's father lives, at least settlement is permeated with an unaccountable
by night. Perhaps you'll pay a visit? sense of malaise and foreboding.
TRADING POST. While you are docked in EMPORIUM. You may purchase any of the
Vraphiss, you may sell any CARGO you are following. Take +1 TECH for each purchase,
carrying and make twice whatever you paid, or and decide what it does. Add your purchases to
burn 4 GUILE and make triple whatever you your ship records. NO REFUNDS.
paid for them. You may also rent a berth to Merchandise
complete any PROJECTS. For each GOLD you ↬ Carbon Negative Armor Cuirass: 3 GOLD
burn, you may reduce one project die by one. ↬ Amber Lung: 3 GOLD
↬ Adamantine Helpmeet: 3 GOLD
↬ Doom Moon: 4 GOLD
↬ Memory Extractor: 4 GOLD
↬ Synth-Flex Harness: 4 GOLD
↬ Quickbridge: 5 GOLD
↬ Mechanical Micro-Centaur: 5 GOLD
↬ Balefire Makewhip: 5 GOLD

64
9 ♥ : BATTLE. The Jocund Glint approaches Or 9 ♥ : BATTLE. The Bonny Frogmouth is a
from the north and The Bonny Frogmouth from Bearborn Ghost-class snekkja, and The Jocund
the south. How do you evade them? Why Glint a Bearborn Manticore-class cutter. How
might they have shown you such hostility? have you landed yourself in this unequal battle?
Take 2 DAMAGE, and reset any active Burn 3 TECH and 3 STEEL to defeat The
projects to six days until completion. Bonny Frogmouth, and take +5 GOLD. Burn 3
GUILE and 3 STEEL to defeat The Jocund
Glint as well, and take another +5 GOLD. If
you can only defeat one of the ships, flee the
other one: take 1 DAMAGE, and reset any
active projects to six days until completion.

10 ♥ : NEWCOMER. Molly the Or 10 ♥ : SPECIAL PROJECT. For some time


Wyvern-Rider wishes to accompany The you have suspected the existence of a set of
Rattail Bucket. How? Do they adopt a role — ancient obelisks many miles above the Upper
Artillerist, Cook, Interpreter, Scout, Zoologist, Archipelago, in an airless region known as Edge
or something else? What’s her wyvern called, of Dark. You have just discovered a means of
and what is it like? Molly and her wyvern add communicating with one of these ancient
+10 STEEL. They can scout distant parts of the artifacts. Roll a die to see how many turns the
map whenever you like, and always return project will take to complete. Use the die to
safely. Add them to your ship plan. keep track of progress. When it completes, take
+10 TECH and add a Starstrike System to your
ship schematic. The Starstrike System is
temperamental, but it can be used to call down
flocks of daggers, or to send you images of
distant lands.

Jack ♥ : NEWCOMER. Nicolja arrives aboard Or Jack ♥ : From the prow of The Rattail
The Rattail Bucket. How? For many days, she Bucket, you watch a flock of starlings glide high
does not mingle with the crew, but keeps her above a slate-gray forest canopy. A small hot air
head bent day and night over a book which, one balloon, brightly colored and bearing the frosts
of you eventually perceives in the collaborative of the upper atmosphere, descends off your post
glow of candle and moon, to be a volume of side, apparently crewed by talking capybaras.
collected letters of a pair of impassioned lovers. The sun rays bathe The Rattail Bucket and the
When she rouses herself from her dolour, winds blow favorably. PROJECT. You have a
you do not see the book again. Does Nicolja little time to start something new. If you wish,
adopt a role? Artillerist, Cook, Doctor, Witch, burn 4 SPIRIT to improve some aspect of the
or something else? Nicola brings +2 TECH and airship. Decide what to build and what resource
+1 GUILE. Add her to your ship plan. it will increase. Roll a die to see how many
turns the project will take to complete. Use the
die to keep track of progress. When it
completes, take +6 in your chosen resource, or
repair up to 3 points of DAMAGE.

65
Queen ♥ : There is a fresh development of an Or Queen ♥ : From the prow of The Rattail
earlier incident. What is it? When you have Bucket, you gaze over a huge herd of skeleton
told this part of the story, take +2 SPIRIT. peacock-deer running on pear-green grasslands.
A pleasant day, filled with favorable wind.
PROJECT. You have a little time to start
something new. If you wish, burn 8 GOLD to
improve some aspect of the airship. Decide
what to build and what resource it will
increase. Roll a die to see how many turns the
project will take to complete. Use the die to
keep track of progress. When the project
completes take +7 in your chosen resource, or
repair up to 2 points of DAMAGE.

King ♥ : Daymare. It happens during the day. Or King ♥ : From the prow of The Rattail
Or rather, the night, because based on the Bucket, you watch blackbirds skir high above
current rotation, you are meant to rest by day. the foothills, before banking and dropping into
But howsoever heavily you bundle your head some trees. Silhouetted against a salmon pink
up, you cannot drift off to sleep. So day has sky, a peaceable steam-drone zips along the
become night, and night has become doubly horizon. You have a little time. PROJECT.
night. And one day as you are pacing the lower Burn 2 TECH and 1 GUILE to conduct repairs
decks seeking you know not what, with a or enhancements to the airship. Decide what
distempered imagination, that’s when it you want to do, and what resource it will
happens. You glimpse it. It is fleeting. Where impact. Roll a die to see how many turns it will
does it go? Around a corner? Behind a crate? take. Each turn, adjust the project die down by
Out of a hatch? Into a pile of bedclothes? one. When the project die reaches zero, work is
Behind the water barrel? What was it, or complete and you may take +5 in your chosen
rather, what did you imagine it to be, since you resource, or repair up to 3 points of DAMAGE.
must have been mistaken, surely? It looked like
something that belongs in a painting. What did
you think you saw? Do you ... investigate?
After you have told this part of the story, take
+2 STEEL or GUILE.

66
Diamonds

Ace ♦ : Intrusive. You experience a recurring Or Ace ♦ : Intrusive. Have you encountered
dream. What is it? What might it mean? any artifacts on your journey? You did? But you
didn’t bring it on board, did you? Oh dear. No,
And / or, it’s not cursed exactly. It just has a mind of its
own. And indeed, despite having a mind of its
You cannot stop thinking about something you own, it rather fancies taking over your mind as
saw, something perfectly innocuous, save for the well.
the fact that you cannot stop thinking about it. ROLLING PROJECT. Which crew
What is it? Nkosi Majola’s hands? The object member is affected by the artifact? Is it you, or
you did not buy at Dissenter’s Rest? A strewn the crew member who awakened it, or someone
melon rind or an iced coffee syrrop in Lady else? Roll a die, and reduce by 1 each turn.
Penelope’s morning-room? A flake of congealed When the project die reaches zero, burn 2
paint near the very center of a painting? The SPIRIT and take +3 GUILE. If you don't have
cobweb in the barrow? The small eye-shaped 2 SPIRIT to burn, the crew member is
window in a low unremarkable dwelling in temporarily possessed and acts out of character
Vraphiss? Or something else? — take 1 DAMAGE, burn 2 of any resource,
lose a crew member, and/or lose something
And / or, precious. Then roll the project die again, and
repeat so long as the item remains with you. If
Moonlight can play odd tricks on the fancy. you ever rid yourself of the item or 'fix' it, burn
What did you think you saw? 4 SPIRIT and 4 GUILE.

2 ♦ : BATTLE. The Concept of a Cockroach is Or 2 ♦ : BATTLE. The Concept of a


a Bearborn Ghost-class snekkja. Did you attack Cockroach is a Bearborn Ghost-class snekkja,
first, or was it The Concept? Anyway, you’re and it is coming to pieces. The deck splinters
fleeing now. Take 2 DAMAGE, and reset any apart, blue sky blossoming everywhere, as you
active projects to six days until completion. leap from one fragment to the next, trying to
get back to The Rattail Bucket. Meanwhile,
Bearborn soldiers flail wildly at the end of
grappling hooks. What is happening? Was this
an ambush, an incident in a revolutionary
uprising, sky-road rage, or something else? Burn
2 TECH and 10 STEEL to destroyThe Concept
of a Cockroach, and take +10 GOLD. Or, burn
3 SPIRIT and 3 GUILE to disable The Concept
of a Cockroach long enough to escape, and take
+4 TECH.

67
3 ♦ : ARTIFACT. While exploring an Or 3 ♦ : Heart-to-Heart. Choose a fragment
abandoned solarium on the shores of a large of conversation. Who said this to whom?
lake, you discover a voluminous fine-woven
garment sporting four sleeves. Mesmerised by ↬ “The Navigator lied.”
its millefleur, you recollect — as if it were ↬ “I think I’m ready to try talking about it.”
something you learned in your childhood, ↬ “People think sincerity is the property of
though it is not — that this is the Robe of one person. But sincerity arises between
Duggle Drabbon. Burn 3 SPIRIT to awaken it people. It arises not only from expression,
and take +2 GUILE and +2 TECH. Once but from listening.”
awakened, the Robe must be worn by two ↬ “I saw something in the mirror that was not
operators to take effect. It is extremely useful … outside the mirror.”
for all sorts of alchemical and engineering tasks, ↬ “There is something not right about that
and capable of generating pulses of free energy painting.”
and small precision telekinetic fields. Whenever ↬ “Oh, nothing really! Only that, ever since
you use the Robe, you may also convert up to 2 the day the star fell, well …”
SPIRIT to TECH or GOLD. Of course, the ↬ “It was almost as if we were one machine,
Robe does have its side effect. Each time a pair and I was the device that noticed things,
of you use it, you will grow to care about each and he was the device that made them
other a little more intensely, yet a little less able real.”
to predict each other's behavior or, eventually, ↬ “Most likely merely some matter adhering
to understand each other at all. Mark it on your to the Navigator’s goggles.”
ship records. ↬ “I fear we are committing acts behind our
backs.”
↬ “We too once had prisons.”
↬ “My first ship was The How to Show a
Soul.”
↬ "I would just have to drift off to my happy
place. And then I'd get anxious that I
hadn't tidied my happy place.”
↬ “I want you to do something, but I cannot
tell you what it is.”
↬ “In those days, it was called The Rattail
Peacock …”
↬ “I believed the opposite of grief was work.”
↬ “It’s so hard to remember what it’s like to
do things that don’t matter.”
↬ “And once the mists lifted, we all did
marvel.”
↬ “That implies the existence of a Yaga Baba,
who lives in a chicken with hut legs.”
↬ “I mean, have we actually seen them in the
same place together? Are we sure they’re
not … the same person?”

If you wish, narrate or act out a scene. Or just


leave it as a scrap of something overheard
among the clouds. Take +2 SPIRIT.

68
4 ♦ : Someone on The Rattail Bucket has sworn If you venture into the ruins of Dramimmon
a solemn oath. Perhaps it’s you, or someone Watch House, roll a die. Overcome that
else? What is the oath? For instance, to be number of challenges to emerge alive.
revenged on the aristocrat who wronged you, to Collaborate to narrate each one as it occurs:
read a forbidden book, to marry into a wealthy
family, to resurrect the loved one you lost, or ↬ The first challenge involves stealth,
something else? vigilance, or quick reflexes — burn 2
NEWCOMER. Ying Yue is willing to join GUILE and take +1 STEEL.
your crew. Do they adopt a role, e.g. Bosun, ↬ The second challenge involves combat
Doctor, Interpreter, Mathematician, Purser, or skills or outer or inner strength — burn 3
something else? Ying Yue adds +2 STEEL. STEEL and take +1 SPIRIT.
↬ The third challenge involves trusting each
other or keeping your cool — burn 3
SPIRIT and take +1 GUILE.
Or 4 ♦ : ARTIFACT QUEST. Where are ↬ The fourth challenge involves solving a
you? An inaccessible, storm-beaten shore, thick mystery or building something — burn 1
with pine? A rocky, starfish shaped islet many TECH and take +3 SPIRIT.
hundreds of miles from any other land? A ↬ The fifth challenge involves coming up
debris-strewn moraine? A vast plane of fine with a plan of attack, capitalizing on a
purple dust, deadlier than quicksand? The lip of prior observation, or knowing when to run
a lava lake? A flying island, high above the — burn 1 STEEL and take +3 GUILE.
Upper Archipelago? What is this remote part ↬ The sixth challenge involves spotting or
of the world called? The Edge of Night, remembering a detail and making the right
Dramimmon End, Coldharrow, Cømmer call — burn 1 GUILE and take +2 TECH.
Valley, or something else?
ARTIFACT. If you make it out, you may
About fifty years ago, the Tantalam Swarm bring something back. Is this some gizmo or bit
established Dramimmon Watch House here. It of bric-a-brac you heard about earlier?
now lies in ruins. It's rumored its true purpose Something you have long been looking for?
was the torture of a Speaking Rainbow. Perhaps it’s that Multidimensional Projector?
Whatever substance to this tale, all those who Or a crystal that brightens in proximity to the
were stationed here were killed about ten years Palace of Aureal Peace? Is it a Fold-Out Chair
ago in a mysterious incident, in which most of of Watching the Worldwell Well? Or simply
the Watch House also collapsed. that Concussive Great Maul you’ve had your
eye on? Actually, is it High Constable Karen's
Who will venture into the ruins, and who will Crucible of Withinness? Or something else?
stay aboard The Rattail Bucket and await their Decide what it is and what it does. At any
return? Are there perimeter traps or other point, burn 4 SPIRIT to awaken the artifact
security measures still operational? Will you and take +4 STEEL and +4 TECH. If you
find a diary, or some other message which don't want to wake it up, sell it at a
records the last days of the Tantalam Swarm SHIPYARD or TRADING POST for 5
personnel stationed here? Does whatever killed GOLD.
them still lurk among the ruins? Are they all
really dead, or is one still alive? Is one still alive,
but ... changed? What was really going on here?

69
5 ♦ : Glumflower glows on the horizon. You Or 4 ♦ : Lost Timehold appears on the horizon.
have heard that in Glumflower they have a It is said that in Lost Timehold lugubrious bone
completely different concept of anger. The golem butlers attend to one's every whim. Do
Druchesterian army has been through here, you get mixed up in something while you are
however, and there is not much of Glumflower here? Or is the visit uneventful? Are the golems
left. You give what aid you can to some of the nice? Do you enjoy yourself? SHIPYARD. If
survivors, and they tell you their story. What you need it, the people of Lost Timehold will
has happened to them? What happened here? help you repair your ship. Reduce DAMAGE
by 2. If you have at least 3 GOLD, chip in 1
GOLD. If not that's totally OK.

6 ♦ : Heartbreak. Once, when lost deep in the Or 6 ♦ : Worldwell. You find a flying castle,
forest, one of you encountered the mysterious very ancient and overgrown, apparently now
Edvard. The Rattail Bucket is dropping toward mostly roots and moss. How have you found
Ufin, where one of you hopes to find Edvard this place? Here a tall automaton with coal red
again. Before long, your heart falls. You have eyes, overgrown in moss and flowers, lumbers
discovered Edvard Christiansen is closely slowly to and fro, creating topiary and statues
connected with your sworn enemies. Who is shaped just like himself. By following this
Edvard? Maybe they are the child of Vicereine automaton, you eventually find out about the
Shod or Nkosi Majola? Or are they bethrothed ‘Worldwell.’ What is the Worldwell, a machine,
to Doctor Mnquhe or to Dorcas Mzulwini? Or an artifact, a place, or something else? What
is Edvard a captain in the Druchesterian elite else do you discover about the Worldwell? It’s
guard? Or a Copper Swarm alchemist? Or not here, so where might it be? Why is it
something else? And yet … will you try to speak important? Perhaps it leads somewhere special?
with them nonetheless? Must it be done in Perhaps something has climbed out of it, or
secret? soon might? Perhaps something has been cast
into it, or might soon be? How might this
information change your goals?

7 ♦ : BATTLE. Flee from the Tentacled Red. Or 7 ♦ : BATTLE. You must face the
What is this entity that enwreathes your Tentacled Red. What is the Tentacled Red?
mainmast? What does it want? How might you How have you enraged it? Burn 15 STEEL to
shake it loose? Is this the same entity you have win the battle and take +3 GUILE and +3
heard described as the Serpent of the Outer TECH. If you have a Stealth Dirigible, a
Air, or do yet more horrors await at these Cloning Bay, or a Revenant Net, reduce the
altitudes? Or evade the encounter — take 2 challenge by 3 for each one you use. Or get
DAMAGE and lose any active projects lucky — burn 3 SPIRIT, and describe the even
permanently. more profoundly strange creature that distracts
the Tentacled Red’s attention.

70
8 ♦ : ARTIFACT. Buried in the sand you find Or 8 ♦ : Art. The town of Ursellula shimmers
a Pick of Nebulous Veins. How do you know on the horizon. You have heard that in
that is its name? You are not sure, but somehow Ursellula there is only one artwork in all the
you do know. Do you have Myfanwy in your city, and the people, who all appear happy and
crew? If so, Myfanwy also knows what must be prosperous, speak of it in a way that baffles
done to awaken the artifact. What must be outsiders. Why have you come here? Do you
done? Once the Pick is awakened, take +5 stay and find out more about Ursellula? What
GUILE. happens during your stay? SHIPYARD. In the
The Pick a wrought-iron pick axe with a workshops of Ursellula you may resupply your
small decorative skull at the junction between ammunition. Burn 2 GOLD to take +2 STEEL.
the blade and the socket, and a sturdy When you eventually set off again, take +1
sandalwood shaft, a little too long for most GUILE.
wielders. Once awakened, the Pick has two
curious features. First, wherever one digs with
the Pick, one will before too long excavate
fragments of human bones and perhaps other
remnants. Second, if one uses the Pick in
combat, in the marrow of one’s opponents’
bones, one may open seams of gold or silver.

9 ♦ : BATTLE. The Bonny Skittle is a Or 9 ♦ : BATTLE. The Bonny Skittle is a


Gurvangat Prince-class needleship, currently Gurvangat Prince-class needleship, equipped
harrying you with its Mammoth-Moth scouts. with an onboard military zoo. If The Rattail
Is this a case of mistaken identity, police Bucket is equipped with a targeting array and
brutality, a sudden unprovoked attack, or you can think of a way to use it now, take +3 of
something else? Flee the hostile airship. Take 2 any resource before the battle begins. Burn 7
DAMAGE, and reset any active projects to six STEEL to destroy or repel the attackers, and
days until completion. take +3 SPIRIT and +3 GUILE. Burn 5 GUILE
to also capture or free some of their onboard
monsters.

10 ♦ : Anarchy. A city appears on the horizon. Or 10 ♦ : From the prow of The Rattail Bucket,
To your surprise, this is Montaubéliard, a city you look down upon tall mountains and
which according to your maps should lie in snow-laden pines. PROJECT. You have a little
another part of the world altogether. You know time to start something new. If you wish, burn
little of Montaubéliard, except that they have 6 SPIRIT to improve some aspect of the
practically no concept of government here. airship. Decide what to build and what resource
What might you seek in Montaubéliard? What it will increase. Roll a die to see how many
happens when you do? SHIPYARD. If you turns the project will take to complete. Use the
need it, the people of Montaubéliard will help die to keep track of progress. When it
you repair your ship. Reduce DAMAGE by 2. completes, take +8 in your chosen resource, or
If you have at least 3 GOLD, give them 1 repair up to 3 points of DAMAGE.
GOLD in thanks.

71
Jack ♦ : You are being followed by a pack of Or Jack ♦ : It. You meet a fluffy little creature.
Druchesterian Marauders. They seem unsure Is it called a Hugs Benuggins, a Bumpmuggle, a
whether to attack. How do you resolve the Woabie, or something else? What are the
situation? If you use force or intimidation, take circumstances of your meeting? Is it out on
+1 STEEL. Or if you use diplomacy or charm, patrol, on a quest of its own, guarding
take +1 SPIRIT. Or if you use cunning or something, here to show you the way, a minion
stealth, take +1 GUILE. Or if you use of Vicereine Shod, a Druchesterian scout, or
technology or magic, take +1 TECH. something else? SNARL! It acts terribly
ferocious. Is it bluffing, aspiring, a little deluded,
ferocious in its own special way, or actually a
deadly killer with a thousand Hit Points? After
this episode, the creature goes its way. But you
may decide to encounter it once more in the
journey, and take +2 SPIRIT at that time.

Queen ♦ : DISCUSSION. Go around in a circle, Or Queen ♦ : The dawn draws its reserved
with each crew member stating their worst fear. luminescence across a crinkled and uninhabited
Then go around in a circle again, except this landscape. All is silent and tranquil. There is a
time, you play Whispering Voices. Each of you kind of keen terror to the atmosphere, as
must tell one of the others how things may be though you were suspended not in a sky, but in
even worse than their very worst fear. When a held breath. A single globule of wobbling
this part of the story is complete, you may take dirty water as big as your head splashes on the
+1 SPIRIT or +1 GUILE. deck nearby, breaking the spell and leaving a
strange stain. You blink up at the shining sky,
but there is nothing there, nothing at all.
PROJECT. You have a little time to start
something new. If you wish, burn 8 GOLD to
improve some aspect of the airship. Decide
what to build and what resource it will
increase. Roll a die to see how many turns the
project will take to complete. Use the die to
keep track of progress. When the project
completes take +7 in your chosen resource, or
repair up to 2 points of DAMAGE.

King ♦ : BATTLE. Barely escape The How to Or King ♦ : BATTLE. The How to Enthrone a
Enthrone a Glow, a Bearborn Nue-class cutter. Glow is a Bearborn Nue-class cutter, drawing
Was this a police action, an act of piracy, an abreast, readying its broadside. Is this a police
incident in a revolutionary uprising, revenge, or action, an ambush, a mission of liberation, a test
something else? Take 2 DAMAGE, and reset of a new armament, or something else? Burn 2
any active projects to six days until completion. TECH and 10 STEEL to destroy or capture
The Broken Hand, and take +9 GOLD. Or,
burn 2 TECH and 3 STEEL to make fools of
the captain and her crew and slip away
unharmed.

72
Chapter Three

Ace ♣ : Secrets. One of your crew is not what Or Ace ♣ : Struggle. The town of Fimmir
they seem. Who or what are they really? All looms on the horizon. Here in the town of
may be revealed now, or you may decide now, Fimmir, the population are in perpetual revolt
and save the revelation itself for later in the against against their rulers, the Tomorrowed. Is
tale. When you have finished this turn, take +1 the city as you expected? Why or why not? Do
GUILE, or lose a crew member and take +2 you linger? SHIPYARD. While you are docked
GUILE and +1 STEEL. in Fimmir, you may burn 6 GOLD to repair all
damage to the airship, and/or burn 4 GOLD to
complete all ongoing projects instantly. Work in
Fimmir pays well. Burn 2 GUILE or 2 SPIRIT
to take +6 GOLD.

2 ♣ : Mores. An unknown city appears on the Or 2 ♣ : Dust. The city of Iguruyi appears on
horizon. Upon arrival, you learn that this is the the horizon. Here in Iguruyi, the town is all but
town of All Lights. It seems that in the town of overrun by Rumblepuzzlers, silent shaggy
All Lights, certain small things are permitted machines who present their conundrums to
which are frowned upon in the various societies passers-by pleadingly, like puppies with thorns
from which your crew originate. What are in their paws. Does anyone know the origin of
these small permissions? Who among the crew these creatures? How do the townsfolk of
feels liberated by them, and who feels uneasy? Iguruyi treat the Rumblepuzzlers? If you wish,
Do you stay long in All Lights? If so, what do you may act out an encounter.
you soon come across? A protest, a robbery in LORD DUST. Iguruyi is also home to Lord
process, an opening ceremony, a youth on their Dust. Who is he and what is his residence like?
Naming Day, someone called Sikhangezile Do you have some business with him? If you
Scatterhaunts who has brought you an item have brought him a painting, you may collect
from Eupheme Crabbeard? And/or something either +4 GOLD or +2 GOLD, depending on
else? SHIPYARD. In the workshops of All the condition of the painting. Entirely up to
Lights you may burn 10 GOLD to install drag you. Alternatively, if you have some other kind
chutes for skyship maneuverability and take +4 of business with Dust, complete it and take +1
TECH, +2 GUILE, and/or burn 30 GOLD to of a resource of your choosing.
install a lunar ram and take +8 TECH, +8 SHIPYARD. In the workshops of Iguruyi
STEEL. You may also burn as much GOLD as you may also burn as much GOLD as you like
you like to do repairs. For every 2 GOLD spent, to do repairs. For every 2 GOLD spent, reduce
reduce DAMAGE to The Rattail Bucket by 1. DAMAGE to The Rattail Bucket by 1.

73
3 ♣ : BATTLE. You are getting your ass kicked Utopians, the only thing better than to be
by a 300-foot long Zombie Kraken! But then glimpsed by a Visitor is actually to be guide to
YOU KICK ITS ASS INSTEAD! How do you one. Rather than an interruption or an
kick the Zombie Kraken’s tentacly-ass ass? That exception to the life of the city, the presence of
was intense. Take +1 GUILE. If you wish, also the outsider is that life’s catalyst, its very
take 2 DAMAGE and +6 STEEL. medium, and no Utopian knows a greater joy
than to go among the own glass domes and
Or 3 ♣ : Visiting. You come upon a garden green-leaf avenues of Utopia serving the
city, lifted up in a leafy rift in the high cliff face, outsider by their side garrulous screeds of useful
called simply ‘Utopia.’ Its inhabitants have hit guidance, perceiving the function of every
upon a form of happiness and peaceableness institution one wanders through, the playing of
which, of all the many systems you have every piazza fountain one wanders past, with a
observed on your travels, strikes you as the borrowed freshness, a mediated admiration of
most elegant yet, or else the most sinister yet. its many beauties. Even more than this, it is
Of course, it is true that here in Utopia there clear that all the Utopian’s social mechanisms,
are no rulers, while at the same time, every in some way you cannot quite put your finger
Utopian is potentate. And it’s true that the on, depend upon the wide eyes, the knitted
Utopians don’t exactly ‘work’ or ‘play,’ since brows, the chewed lips, the “But surelys” and
every necessity and every indulgence is done “But what abouts” of their Visitors from Afar.
with the very same gentle, grave levity, the In short, they like it when you watch. So it is
very same light great-heartedness. It’s true too fortunate that Utopia, despite its relative
that they have no money in Utopia, having long remoteness, receives an abundant stream of
ago, and not without taking plenty of trouble Visitors from Afar. You ‘explain to a Visitor’
over it, rid themselves of its presence, along here as elsewhere you ‘think a thought.’ They
with the presence of parents and children in the hold their own norms lightly, like those
familiar sense. And it’s absolutely the case that morning thoughts that, being rooted in dreams,
certain long-nourished structures now shimmer are ready to move off into vapor like dew in
in these things’ stead, a strange flourishing new sun. In some ways they barely have time
sisterhood and a strange flourishing silverness really to contemplate their own lives at all, so
that are like to make blush both cash and kin. bombarded are they by affronted, baffled, and
Yet none of this is news to you! In all these quizzical comparisons and perplexities, yet in
aspects, Utopia is redolent of numberless their companions’ garbled halfhearted defences
peaceful places where you’ve moored for a week of the outmoded they nevertheless trace their
or three to patch up your mainsail and gather own true forms indirectly. In just the same way,
fragrant gifts of grain or fruit. Been there, seen an infinite quantity of funhouse mirrors may
that, done that. No, what’s truly new and furnish a moderately more accurate account of
bewitching about these Utopians is the serene the self than one flat one. You know all this
reverence, and solicitous revelry, with which about Utopia, of course, because your guide
they surround the most important role in their explains it to you. And evening, that same
whole society. That is, the sublime status they guide explains to you — even as they briefly
accord to their ‘Visitor from Afar,’ since it is take you by the hand to help you hop from lapis
around the Visitor from Afar that these lazuli pier over the lanterned gondola’s
Utopians all quite freely bend their hearts and wobbling gunwale, even as its gliding pendulous
steer their wills. Whatever the everyday act a glow gilds the black canal’s lapping — that it is
Utopian carries out, they hold it both a sacred you who is the light of this place, and, should
honor and a subtle art to have that act be you stay until whatever embers glimmer you
properly perceived or, even better, sullenly grow low and smoulder, then it will soon be
interrogated by some pilgrim, trader, tourist, you who guides some Visitor from Afar. Stay
runaway, refugee, shipwreck rescuee, would-be or leave. Take +1 GUIDE. Sorry, GUILE.
marauder, or other poor lost interloper. For the
74
4 ♣ : All is well. Perched on the gunwales of Or 4 ♣ : Clockwork. You have set down by a
the The Rattail Bucket, you wave your feet large lake, almost a small sea, on whose banks
over a phantasyscape of cumulonimbus, stands a small town. Mountains tower in a
pearlescent and wind-bitten, barbarous and circle all around, clothed golden in gorse and
profuse. Off port side a ratcatchercatcher creeping underwood, crowned with clouds. You
airship, pewter armor-plated, chugs unsteadily learn that this is the city of Ubá, the town of
through the new bright dawn light, belching clockwork creatures, where clockwork insects
yellow and green smoke. PROJECT. You have carry clockwork pollen from clockwork rose to
a little time to start something new. If you wish, clockwork rose. Do you linger to learn more of
burn 4 SPIRIT to improve some aspect of the Ubá? Do you explore the mountainous
airship. Decide what to build and what resource countryside around Ubá? Is your stay eventful?
it will increase. Roll a die to see how many SHIPYARD. You may burn as much GOLD
turns the project will take to complete. Use the as you like to do repairs. For every 2 GOLD
die to keep track of progress. When it spent, reduce DAMAGE to The Rattail
completes, take +6 in your chosen resource, or Bucket by 1, or advance a project die by 1.
repair up to 3 points of DAMAGE. There are also experts available who will
awaken any magic artifact, or install any ship
system you may happen to have, for 6 GOLD
apiece.

5 ♣ : Labor. The city of Agharhome glows on Or 5 ♣ : Neighbors. At around dawn you


the horizon. Here you find the people have entered Kolashk airspace. What is the Kolashk
many occupations you have never before political system like? Is it a feudal kingdom, a
encountered. For instance, there is such a thing theocracy, an anarchist republic, riven by civil
as a caidove, who is in some ways a poet, but in war, a technocracy governed by automatons
other respects a sort of vandal. Then there are and engineers, or something else? How do they
the elvollars, who appear to be a bit like get on with their newest neighbors, the
glassblowers, but also quite a lot like Bonehome Empire? What about other nearby
epistemologists. Not to mention the moogoot, polities, such as the Copper Swarm, the
who is not quite a chandler, and not quite a Tantalam Swarm, the Bearborn and the
plumber. And of course the flintcoat, grorlim, Druchesterians? Once the turn is over, take +1
and bolgror, whom you would say are three SPIRIT, GUILE, or TECH.
different kinds of farrier, except everyone meets
that suggestion with puzzlement or peals of
laughter. You find yourself in a tavern with a
bolgror and a moogoot. The bolgror is
considering her career options. What's your
advice? When this turn is over, if you wish
burn 1 resource of your choosing to take +2
SPIRIT, GUILE, or TECH.

75
6 ♣ : Spice. You have heard word of Edvard Or 6 ♣ : Space. Your telemetry and
Christiansen. Has Edvard committed some navigational charts indicate a zone of anomalous
daring feat? Or a terrible atrocity? Were they space ahead known as lace-space. How is this
not what they seemed? Have they had a change space different from ordinary space? You are
of heart? Where are they now? Speeding plotting a course to skirt the territory, when
toward The Rattail Bucket with bloody intent? The Pale Peacock appears and flies straight into
Awaiting trial in a Druchesterian oubliette? the lace-space zone. How curious. Do you
Due for execution at midnight? Enjoying a follow? What transpires? When this turn is
relaxing honeymoon with Greyulf Headember? finished, take +1 SPIRIT or +1 GUILE.
Whereabouts unknown? When this turn is
finished, take +1 SPIRIT or +1 GUILE.

7 ♣ : BATTLE. Flee The Broken Hand. The Or 7 ♣ : BATTLE. There is a ship here called
name is lettered on its side, but beyond that, The Broken Hand, and you have never seen
you have no idea what this ship is. In the chaos, anything quite like it. Nor can you understand
you thought you heard one of the crew call it a its signals, until one that is unmistakeable:
“serpentship,” but afterwards nobody owns to cannon fire. Burn 8 GUILE to win the battle
having said so. Take 1 DAMAGE and skip the and take +4 STEEL and +4 TECH. Or burn 4
next card. TECH to slip away unharmed and take +3
SPIRIT.

8 ♣ : BATTLE. The Blackguard Aschelminth is Or 8 ♣ : BATTLE. The Blackguard


a Rotterling Flenser-class galleass, currently Aschelminth is a Rotterling Flenser-class
casting its grapples over your gunwales and galleass, bearing down with weapons hot. Is
preparing to board. Escape, hopefully intact. this a case of mistaken identity, part of a
Take 2 DAMAGE, and reset any active revolution, a kidnapping attempt, or something
projects to six days until completion. else? Burn 4 TECH and 11 STEEL to destroy or
capture The Blackguard Aschelminth and take
+8 GOLD. Or, burn 3 TECH and 3 STEEL to
repel The Blackguard Aschelminth, with a big
smoking hole in its side.

9 ♣ : It is happening. You are not on board. Or 9 ♣ : BATTLE. Fight or flee the Eaten
You hear nothing but the whispering wind. You Ones. Burn 6 TECH to win the battle and take
have no decking below you. You in the clouds, +3 GUILE and +3 SPIRIT. Also burn the
your arms and legs waving, falling down, down, image of what you have seen tonight into your
down, down. nightmares forever. Or you can evade the
How did this happen? Can you somehow encounter. If you evade, take 2 DAMAGE, and
miraculously be saved? Burn 2 TECH or 2 reset any ongoing projects to 6 days. You also
GUILE, or lose a crew member. skip the next card.

76
10 ♣ : ARTIFACT. You find the Fold-Out Or 10 ♣ : From the prow of The Rattail Bucket,
Chair for Watching the Worldwell Well. you gaze down to the lighthouse burning on the
Where do you find it? Update your ship plan. headland, its lantern glowing pale upon the
Do you have a Scout, a Witch, or a Zoologist in twisting, wine-dark sea. You have a little time.
your crew? If so, they know what must be done PROJECT. If you wish, burn 2 TECH and 2
to awaken the artifact. What must be done? SPIRIT to start improving some aspect of the
Once the artifact is awakened, roll two dice, airship. Decide what you want to build and
and add that amount of GOLD. what resource it will increase. Roll a die to see
how long it will take. When it's complete, take
+8 in your chosen resource, or repair up to 4
DAMAGE.

Jack ♣ : The Limping Finger rises unexpectedly Or Jack ♣ : From the prow of The Rattail
from a caldera. They're here to offer Urhurum's Bucket, you watch river-mouths, lagoons,
service as a liaison officer aboard your airship. marshes and lakes, and shingle shoreline.
NEWCOMER. Urhurum has a brisk manner Further toward the horizon, a speck-like
but a twinkle in her eye. Her rather compelling clockwork tractor chunters, probably Bearborn,
nose does not physically resemble, and yet is tending their farms. PROJECT. Burn 1 GOLD
somehow reminiscent of, a unicorn’s horn. She and 3 SPIRIT to start improving some aspect of
often wears an ermine-trimmed cape which the airship. Decide what you want to build,
seems to be damasked with deadtech features of enhance, or repair. Roll a die to see how long it
undisclosed function. Does Urhurum adopt a will take. When it's complete, take +8 in your
role, e.g. Doctor, Mathematician, Purser, chosen resource, or repair up to 4 DAMAGE.
Witch, or something else? Urhurum adds +2
STEEL and +1 TECH.

Queen ♣ : Cache. Early this morning, Or Queen ♣ : Below you, a huge herd of
something fell and smashed in the aftcastle, golemic buffalo graze across fawn-colored
apparently from a great height. Assembling grasslands, their shadows long in the low sun.
some of the shards by dawn light, you found it PROJECT. Burn 3 GOLD and 1 SPIRIT to
to be a human skull. The incident, though conduct repairs or improvements to the airship.
surely merely a strange coincidence, has Decide what you want to do, and what
unsettled everyone. resource it will impact. Roll a die to see how
However, you have work to do, landing and long it will take. When it's complete, take +6 in
recovering something you hid earlier. What is your chosen resource, or repair any amount of
it? How long has it been hidden? Do you find it DAMAGE.
easily? Is it as you expected? When you have
decided, you may take +2 of any resource.

77
King ♣ : An unexpected twist occurs. Who or Or King ♣ : BATTLE. The Bezoar’s Bellylaugh
what does it relate to? Lord Dust, Lady is a Rotterling Flenser-class galleass, and it has
Penelope, Vicereine Shod, Nkosi Majola, just betrayed you. Together you were going to
Sikhangezile Scatterhaunts, Number Five, hunt down Vicereine Shod, but now The
Number Six, Doctor Mnquhe, Dorcas Bezoar’s Bellylaugh has turned its heavy cannon
Mzulwin, Jojo Schwanhilde, Luke Cobshadow, on you. If you use a Fold-Out Chair of
Eupheme Crabbeard, the liaison officer Watching the Worldwell Well, reduce the
Urhurum, the captain of The Pale Peacock, the challenge by 6. If you use a Sentient Propellor
captain of The Limping Finger, the Yellow System, an Adamantine Helpmeet, or a
Order, the Liquid Sword, the Tentacled Red, or Quickbridge, reduce the challenge by 2. Burn 3
to someone or something else? TECH and 19 STEEL to destroy, capture, or
Where does it occur? In Voxis, Mossblossom repel The Bezoar’s Bellylaugh. Or, try to give
Steppe, Montaubéliard, Utopia, Ursellula, the the treacherous murderers the slip. Take 3
ruins of Dramimmon Watch House, or DAMAGE, and reroll any project dice. When
somewhere else? you have resolved this card, don't draw the
Burn 5 SPIRIT and 15 GUILE to take these next card. Instead, turn to the final chapter.
strange times in your stride. If you use a Holy Reshuffle the whole deck, and then draw your
Ladder, a Quickbridge or a Gravitron final cards.
Suppressor, reduce the challenge by 2. If you
use a Fold-Out Chair of Watching the
Worldwell Well, reduce the challenge by 6. Or
get caught off balance. Take 1 DAMAGE and
lose a crew member. When you have resolved
this card, don't draw the next card. Instead,
turn to the final chapter. Reshuffle the whole
deck, and then draw your final cards.

78
Chapter Four

1. This is it. Take a moment to think back over all you've seen and done. Then decide the nature of the
final episode. What will it be? A spectacular showdown with Vicereine Shod in their shadowy alchemical
warehouse slash penthouse? Rescuing Pen Little from Voxis and delivering them to their lover aboard The
Limping Finger? Confronting the secret that has festered aboard The Rattail Bucket all along? The
monster from the military menagerie morphing into its final form? Entering the Edge of Dark to disable
the rogue Starstrike System? Passing through the membrane of reality, to that realm beyond the mortal
aether and matter? Warning The Pale Peacock in the nick of time? An all-guns-blazing assault on the
Yellow Order’s secret lair to gain access to the Worldwell? Figuring out the Graviton Suppressor was a
plant, and racing to foil Nkosi Majola and Vicereine Shod's real plan? Or something else?

2. Draw three cards to create the challenge(s) of this final episode. If you are playing on the easy setting,
you can draw just one or two. If you are playing on the hard setting, draw four.

Spades mean burn TECH.


Clubs mean burn STEEL.
Diamonds mean burn GUILE.
Hearts mean burn SPIRIT.

For example: if you draw 2♣, 5♣, and 10♥, you need to burn 7 STEEL and 10 SPIRIT to remove all the
cards and overcome all your challenges. Aces are high and court cards count as 10.

3. Interpret the cards as challenges in your final episode.

↬ Each card may be a separate challenge, or you may combine any cards into a larger challenge.
↬ For every point of DAMAGE you endure, reduce the challenge level of a card by 1.
↬ For every character who sacrifices themselves reduce the challenge level of a card by 2.
↬ If you cannot burn enough resources to remove a card, narrate some calamity instead. You have
arrived just a little too late. Sailcloth tears, rope unravels, villains prosper, curses proliferate,
portals fly open, abhorrences access the mortal plane. Messages are forgotten, purposes are
mistook, crops canker, mercy is withheld and trust betrayed. Plague surges in veins, bravery
flickers, love founders, the world withers. At the needful instant vital objects slip from the
fumbling fingers of heroes. The shivering lost stumble in the snow storm, just missing the search
party’s lanterns. Hope burns in hearts in vain.

So ... have the crew survived? Was the tale of The Rattail Bucket a happy one? Or a tragic one? Or was it
bittersweet? Or does it all depend on your perspective? If you like, you can close the story with a montage.
What does The Rattail Bucket look like now? What is the last we see of the people we met? What is each
one doing? And what is the last we see of each crew member? When you feel you’ve said all you need to,
end the story, and let the final curtain fall, like a great billowing sail.

79
The Voyage of The
Bone Butterfly
Features
✦ Solo play
✦ Set in the Vale, the core Shrike universe
✦ A focus on storytelling and worldbuilding
✦ Open-ended storytelling with a loose theme of anti-carceral justice

80
The Voyage of The Bone Butterfly
Setting Up
There are four crew members aboard The Bone Butterfly. Choose a Captain, a First Mate, an Engineer,
and a Navigator:

✦ The Geek: Tilly the Yarrowborn


✦ The Center of Attention: Desmonsuella the Yarrowborn
✦ The Shy One: Lydia the Northerner
✦ The Ingenue: Emilia the Janbulagger
✦ The Rebellious One: Pershy the Northerner
✦ The Sweetheart: Alex the Janbulagger

You’ll need a deck of playing cards and a notebook or something else to use as a Logbook. You’ll need at
least one die, and ideally a couple more dice.

Give yourself 2 GOLD, 1 STEEL, 1 GUILE, 1 TECH, and 1 SPIRIT. If you are playing on the easy
setting, mark 2 STEEL instead of 1. If you are playing on the hard setting, mark 2 DAMAGE.

81
Chapter One

Ace ♠ : At around midnight you entered Or Ace ♠ : What can you see of the land
Southerner airspace. What tyrant rules below? What kind of climate is it, and
here? Is it a gaunt youth with an infernal what features can you make out? Is there
patron, a giggling godking, a fascist anything out there you want to explore or
demagogue, a smooth-talking technocrat to avoid? Do you know the name of this
with an expensive smile and a manifesto region? Update your Logbook if you wish,
brimming with buzzwords, an otherworldly take +1 GUILE or +1 TECH.
usurping shapeshifter, or someone else?
Sketch and name them, take +1 GUILE or
+1 SPIRIT.

2 ♠ : How does your airship move? Is it Or 2 ♠ : For a vessel of its class, The Bone
equipped with a full set of sails, bristling Butterfly has some unusual features. What
with black-belching chimneystacks, buoyed is its most distinctive feature? An
by balloons and bladders, maintained aloft alchemist's workshop, some smuggler
by mystical music, or is it propelled by compartments, an aviary of giant birds, a
some other principle? When you have cannery, a dropsonde launcher, a library, a
updated your ship schematic, take +1 crane of enormous lifting capacity, an
TECH or +1 STEEL. orangerie, a rainbow reconnaissance golem,
or something else? When you’ve updated
your ship schematic, take +1 TECH or +1
SPIRIT.

3 ♠ : There is a ritual or quirk aboard the Or 3 ♠ : One or more of your crew has
skyship, passed on by a crew member who been to prison, at least once. How does
has since left. What is it? Update your Janbulagger prison compare with
Logbook, and take +1 TECH or +1 Yarrowborn prison? Update your Logbook,
SPIRIT. and take +1 SPIRIT or +1 STEEL.

4 ♠ : BATTLE. Burn 1 STEEL or 1 GUILE Or 4 ♠ : BATTLE. The Encouraged


to defend yourself. The Leech Swarm has Entrepreneur is a Mianyuan No-class
the upper hand, till clever tactics turn the patrol pinnace, currently casting its
tide. How? Take +1 TECH. Or flee the grapples over your gunwales and preparing
Leech Swarm. Skip the next card. to board. Is this a police action, a
prearranged duel, an act of piracy, or
something else? Burn 3 TECH and 10
STEEL to destroy, capture, repel, or
befriend The Encouraged Entrepreneur,
and take +8 GOLD. Or, flee the hostile
skyship. Take 2 DAMAGE, and reset any
active projects to six days until completion.

82
5 ♠ : DISCUSSION. One of the crew Or 5 ♠ : What kind of weapons does The
proposes an issue. For example: How are Bone Butterfly carry? E.g. a heavy ballista,
we getting on as a group? Or, What are a hovering mine system, a tentacle ram,
our goals right now? Or, Where are we brass lantaka and lela swivel-guns mounted
headed? What does everybody think about in the railings and rigging, a red dragon
this? You don’t need to resolve the issue or countermeasures suite, some other
come to any decision. When everyone’s weapons, or perhaps no weapons at all?
been heard, take +1 SPIRIT. Update your ship schematic, and take +1
STEEL.

6 ♠ : A strange pestilence is afflicting the Or 6 ♠ : You are followed for some miles
Vale. Is it called la Contagion Perdue, the by a creature. Do you know what it is? Is it
Dreambone Blight, the Forgetting, the dangerous? After you have told this part of
Every-Eyes Kaleidoscope, the Golden the story, take +1 STEEL or +1 TECH.
Plague, or something else? How does it
manifest? After you have told this part of
the story, take +1 SPIRIT or +1 GUILE.

7 ♠ : Tomorrow you are entering a new Or 7 ♠ : Most things on The Bone


area. There are disturbing legends about it. Butterfly need repair, replacement, or
What do the legends say? NEWCOMER. upgrading. What are your top priorities? If
Before long, Layaali also arrives aboard you wish, burn 2 GOLD to start a
The Bone Butterfly. How? Who is she? PROJECT. Decide what to build and
Does she adopt a role, e.g. Boatswain, what resource it will increase, then roll a
Cleric, Gunner, Healer, or maybe die to find out how long it will take. Draw
something else? Add Layaali to your the project in your Logbook, and place the
Logbook. Whenever a new crew member die on it to track progress. Each turn the
joins, you may also reassign any roles you die counts down one, and when it reaches
like. Layaali adds +1 STEEL. zero, take +4 in the chosen resource.

8 ♠ : How do you make decisions aboard Or 8 ♠ : The Engineer does a Tarot reading
The Bone Butterfly? Is the Captain the top for the First Mate. What do the cards say?
of a chain of command, first among equals, If you wish, this evening The Bone
or just another job like the rest? Do you Butterfly also encounters some problem or
use majority votes, sortition, oracles, opportunity that requires a little hedge
consensus decision-making, or some other magic. Decide what it is, burn 1 SPIRIT
system? If you wish, today The Bone and take +2 GUILE or +4 GOLD.
Butterfly also has a malfunction that must
be repaired. Decide what it is, burn 1
TECH and take +2 STEEL.

83
9 ♠ : Your airship is in sore need of a Cook. Or 9 ♠ : You arrive at Kindness for your
Why? After you have told this part of the rendezvous. Is it with the fence Varys Sin?
story, take +1 STEEL. The smuggler Diaspor Chike? The corrupt
official Nanny Whiteworm? Or someone
else? What information are you seeking?
How to weave the laces that will awaken
the Boots of Empathy? Where Harley
Scarlet’s real loyalties lie? What tool can
disarm Gray Obvious's Samovar of the Day
and the Dream? The layout of Lady
Chukwuma's villa in Cimmir? The access
code for Archon Pavelková’s skyship? The
source of the mysterious contagion? Or
something else? When this turn is over,
take +1 SPIRIT.

10 ♠ : You are enjoying a solitary stroll Or 10 ♠ : The sun glows through the
through the tree-shaded lanes of Cimmir, leaves. You are heaping a wicker basket
when you feel a tap on your shoulder. Who with greengages, so heavy and ripe only
sent these thugs? Was it Lady Chukwuma, habit still attaches them to the branch.
Nanny Whiteworm, Sithembile Cobb, Returning to The Bone Butterfly, you find
Archon Pavelková, or someone else? What yourself gazing down a dozen Mianyuan
kind of message do they want to send? musket barrels, as the soldiers of The
That you've got one week to find the Querulous Paranoia cheerfully cart away
money or else? That you should stay out of all your CARGO, which they call
Zeira if you know what's good for you? ‘contraband.’ They even take the
That you better spill the beans about the greengages. You are however able to
Astrolabe of Animation? Or something conceal half of your GOLD. If you have a
else? Burn 2 GOLD, or 1 resource of your set of smuggler compartments, conceal all
choosing, or lose a crew member. Once the your GOLD or half your GOLD plus all
turn is over, take +1 GUILE or +1 your CARGO. As The Querulous
SPIRIT. Paranoia prepares to lift off, their Captain
mentions something about Archon
Pavelková sending their regards. Have you
heard this name before? Either way, you'll
remember it for next time ...

84
Jack ♠ : BATTLE. You are too late. The Or Jack ♠ : There's a Bearborn
Crystal Finger is falling from the sky, its Minokawa-class knarr nearby, and it's up
topsail trailing in flames. The to something. Is it seizing Brokenborn
Mnemodream-class Oct gunboat circles ships, flytipping, enforcing a blockade,
back round to pick off survivors. Burn 2 dumping magic pollutants, spying on The
STEEL to drive off the Oct gunboat. If you Crystal Finger, trying to stash a mysterious
do this, you discover one survivor in the bundle in the forest, or something else?
wreckage. Upon regaining consciousness, Also, if you wish, you may burn 1 GUILE
Bessy begs you to take her to a city in the to spy on their set-up and take +2 TECH.
north called Bura. NEWCOMER. Add
Bessy to your Logbook as Cook, Healer,
Merchant, Ropemaker, or as something
else. Bessy adds +1 STEEL, +1 SPIRIT,
and +2 GOLD.

Queen ♠ : BATTLE. The Grieving Skittle Or Queen ♠ : BATTLE. The Grieving


is a Splinterwaif Gaslight-class scout. Why Skittle is a Splinterwaif Gaslight-class
did you decide to attack it? What weren’t scout. Why have you decided to attack it?
you prepared for? Discretion is the better Burn 2 GUILE and 4 STEEL to defeat The
part of valor, so disengage and take +1 Grieving Skittle, and take +6 GOLD.
SPIRIT.

King ♠ : The City of Palliwero glows on Or King ♠ : The town of Mellalaluria


the horizon. Here in the City of Palliwero, spreads on the horizon. It’s said that in
adventuring is illegal and must be done in place of an ordinary system of law and
secret. No dungeon-crawling, no justice, they have an intricate system of
investigating mysterious carnivals, no competitive poem-writing. Are the stories
battles of wits with ancient wyrms, and true, or a little misleading? What happens
absolutely no getting ambushed by goblins. during your stay in Mellaluria?
Why have you come to the City of SHIPYARD. While you are docked in
Polliwero? What happens next? Mellalaluria, you may burn as much
TRADING POST. You may purchase GOLD as you like to fix up the ship. For
CARGO here to sell later on. Make a note every GOLD spent, reduce DAMAGE to
of how much GOLD you have invested. The Bone Butterfly by 1. WORKSHOPS.
The best CARGO in Palliwero is mostly Here at Mellalaluria, you may also hire an
Thion Hudor, Red Dragonscale, Sweet expert poet-enchanter to awaken any magic
Vitriol, Sugar of Lead, Plumbago, and artifact, or install any ship system, for a
Ambergris. bargain price of 2 GOLD.

85
Chapter Two

Ace ♥ : Over-We-Want-To raises its Or Ace ♥ : The town of Corpol spreads on


towers on the horizon. Here in the horizon. The Navigator knows this
Over-We-Want-To, they have only part of the world. Apparently, in Corpol,
recently abolished prisons, courts, and the strange settlers with advanced death
city guard. But a new kind of cop is technology have recently moored their
emerging, from an unexpected origin. What ships. What do you find when you arrive
is it? The guild of merchant tailors, the in Corpol? A bustling market, the annual
majordomos of the aristocracy, the day of races, an armed insurrection, a grand
worshipful company of barber-surgeons, or ball, the third day of rioting, a scene of
someone else? What happens during your laughter and confusion, a contest of
stay in Over-We-Want-To? SHIPYARD. architect-poets, a baffling ceremony, an old
While you are docked in friend in a new role, or something else?
Over-We-Want-To, you may burn 6 When you eventually set off again, take +1
GOLD to repair all damage to the airship, STEEL. SHIPYARD. Work in Corpol is
and/or burn 4 GOLD to complete all easy to come by. If you wish, burn 2
ongoing projects instantly. GUILE or 2 SPIRIT to take +6 GOLD.

2 ♥ : The Bone Butterfly has a pet. What Or 2 ♥ : Upon arrival, you learn that this is
kind of animal is it, and what is its name? the legendary city of Reptar Faeran,
Or there something that lives on board, known for its eggshell blue skies, its fruitful
whether you like it or not. What is it? Or orchard topiaries, its crumbling mosaics
while disembarked, you find a small ball of that depict scenes from its visitors’
dark fluff, apparently orphaned. It croaks childhoods. What’s the first thing you
faintly. You’re not sure what it is, but you find? A heated argument, a masked ball, a
bring it on board. How do you try to nurse military parade, a market that happens
it to health? When the turn is over take once a decade, an opening ceremony for the
either +1 SPIRIT or +1 GUILE. completed toe of a colossus-in-progress
called The Shriek, a rowdy pair of revellers
asking you to settle a bet for them, a
foolhardy duel, or something else?
SHIPYARD. In the workshops of Reptar
Faeran you may burn as much GOLD as
you like to do repairs. For every 2 GOLD
spent, reduce DAMAGE to The Bone
Butterfly by 1, or advance a project die by
1.

86
3 ♥ : An arcology appears on the horizon. Or 3 ♥ : ARTIFACT. While exploring an
Upon arrival, you learn that this is the abandoned solarium deep in the forest, you
great city of Numinous Gladness. It seems discover a Garter Belt of Robust Policy.
that in the great city of Numinous What does this artifact do? In what ways
Gladness, they did away with their prisons are its powers unpredictable, costly, or
and police a decade ago. However, a new strange? Furthermore, this artifact has a
form of police has now established itself. special effect, which may be used once on
What was the source? The farmers, the your voyage, and only by a Boatswain,
scholars, the accountants, the fire fighters, Cleric, Cook, Steward, or Runemaster.
the psychologists, the nurses, the librarians, This allows you to see the next card before
the architects, the bankers, the facilitators, making any decisions about the active card.
the theatre-makers, or someone or
something else? What happens during your
visit to Numinous Gladness? SHIPYARD.
For every 2 GOLD spent, reduce
DAMAGE to The Bone Butterfly by 1, or
advance a project die by 1.

4 ♥ : ARTIFACT. A ruined crofter’s Or 4 ♥ : The Grammar of Cimiriopol looms


cottage, half-sunk in the peat bog and fully on the horizon. Here in the Grammar of
smothered in purple moss. Inside, you Cimiriopol, a new monarch is crowned
discover a useful item. Is it breathtakingly every morning, and is normally beheaded
advanced navigational equipment, a copper before lunch. In fact the throne itself is
cup that can never be knocked over and actually a kind of hybrid throne slash
spilled, a powerful searchlight perfect for guillotine. Do you stop over in Cimiriopol?
your keel, a sentient and somewhat ornery What is it like? What happens? Is one of
ores and metals manipulator, or something your crew crowned? TRADING POST.
else? Make some notes and/or sketch it in While you are docked in the Grammar of
your Logbook. At any time you may repair Cimiriopol, you may sell any CARGO you
and install it by burning 4 TECH. Once it are carrying. Sell for twice whatever you
is installed, take +3 STEEL and +3 paid. If your crew has a Bursar, Cook,
GUILE. Alternatively, you may sell it at Steward, or Merchant aboard, sell for
any SHIPYARD or TRADING POST for triple whatever you paid.
2 GOLD.

5 ♥ : BATTLE. Flee from the enraged Or 5 ♥ : BATTLE. The steam wyvern is


steam wyvern. Take 1 DAMAGE and skip enraged! How did you upset it? Burn 5
the next card. TECH to win the battle and take +2
SPIRIT and +2 STEEL. Or burn 5
SPIRIT to befriend the steam wyvern and
take +2 GUILE and +2 TECH.

87
6 ♥ : BATTLE. Run for clouds, it’s some Or 6 ♥ : BATTLE. Fight or befriend some
kind of vast, amorphous, tentacled fiend. kind of vast, amorphous, tentacled fiend.
It’s none of your business. Take 2 Good God, what is that thing? If you have
DAMAGE, and reset any active projects a tentacle ram, a searchlight, or a
to six days until completion. music-powered ship engine, reduce the
challenge by 2. Burn 9 TECH to win the
battle and take +4 STEEL and +4
SPIRIT. Or burn 1 TECH and 5 GUILE
to befriend the vast, amorphous, tentacled
fiend.

7 ♥ : GEAR. Buried in the sand is a useful Or 7 ♥ : The city of Brukken Mar


piece of equipment. You bring it on board. shimmers on the horizon. In Brukken Mar,
Is it a displacement illusion system, a emotions are manufactured in the great
tentacle helmet, a hydraulic automaton, city foundries, mostly for export, and rare
lightning storage coils, a set of decoy buoys, and banned emotions crafted by artisans
or something else? Sketch it in your hidden in the hills. What do you find when
Logbook. At any time you may repair and you arrive? A robbery in progress, a picket
install it by burning 4 TECH. Once it is line, everyone searching for a lost child,
installed, take +3 STEEL and +3 GUILE. everyone trying to stop a duel from taking
Alternatively, you may sell it at any place, someone going into labor, all of it, or
SHIPYARD or TRADING POST for 2 something else? SHIPYARD. If you need
GOLD. it, the people of Brukken Mar will help
you repair your ship. Reduce DAMAGE
by 2. If you have at least 3 GOLD, chip in 1
GOLD. If not that's totally OK.

8 ♥ : The city of Fogons Gate spreads on Or 8 ♥ : ARTIFACT. Buried in the sand


the horizon, where they are still trying to you find a pair of Boots of Empathy.
heal after the Harrowing. This is also Update your Logbook. Is there a
where the First Mate's estranged son lives. Boatswain, Cobbler, Cook, Counsellor,
Perhaps you'll pay a visit? SHIPYARD. Empath, Merchant, Ropemaker, Spy, or
While you are docked in Fogons Gate, you Tourist, or Undercover Cop in your crew?
may burn 6 GOLD to repair all If so, they know what must be done to
DAMAGE to the airship, and/or burn 4 awaken the artifact. What must be done?
GOLD to complete all ongoing projects Once the artifact is awakened, take +3
instantly. Casual labour in Fogons Gate GUILE and +2 SPIRIT.
pays well. Burn 2 GUILE or 2 SPIRIT to
take +6 GOLD.

88
9 ♥ : BATTLE. Flee from the might of the Or 9 ♥ : BATTLE. The Halved Dragonfly
The Halved Dragonfly, a Mianyuan is a Mianyuan Image-class battlebarge,
Image-class battlebarge. Is this an everyday drawing abreast, readying its broadside.
act of war, licensed privateering under a How did you get into this terrible mess?
letter of marque, a drunken boat brawl, or Burn 3 TECH and 6 STEEL to destroy,
something else? Take 1 DAMAGE, and capture, or repel The Halved Dragonfly,
lose a crew member. and take +7 GOLD. Or, burn 2 SPIRIT
and 2 STEEL for a stroke: just as things are
looking very dark, The Bone Bird of
Paradise attacks The Halved Dragonfly,
allowing you to slip away ….

10 ♥ : What do you see below you from the Or 10 ♥ : Most of the crew are at dice,
deck of your ship? Seas, lakes, forests, while one of you climbs up to help a
savannahs, cities, fields, rivers, dunes, fens, rosewood-hued cloud toad tangled in the
salt flats, cliffs, craters, roads, caravans, rigging. The Bone Butterfly glides serenely
camps, creatures, wind farms, orchards, over white-capped peaks. All is well, and
sinkholes, geysers, mountains, hills, rice you have a little time to start a new
terraces, volcanoes, clouds, dirigibles, all of PROJECT. If you wish, burn 4 SPIRIT to
that, something else? NEWCOMER. improve some aspect of the airship. Decide
Later that day, Gwydion arrives aboard what to build and what resource it will
The Bone Butterfly. How? Do they adopt a increase. Roll a die to see how many turns
role, e.g. Gunner, Pilot, Merchant, or the project will take. Use the die to keep
something else? They bring +2 TECH and track of progress. When it completes, take
+1 GUILE. Add them to your Logbook. +6 in your chosen resource, or repair up to
3 points of DAMAGE.

Jack ♥ : NEWCOMER. Oddbjørg drifts Or Jack ♥ : A large spiral lake glisters far
by on a bunch of colourful balloons. Do below, set in a vast plain of sea-green moss.
they join the crew of The Bone Butterfly? A flock of gold and carob colored pigeons
Do they adopt a role, e.g. Cleric, Cook, soar off your starboard side. You have a
Gunner, Runemaster, or something else? little time to start a PROJECT. Burn 1
They bring +2 GUILE and +1 TECH. TECH and 2 SPIRIT to start improving
Add them to your Logbook. Whenever a some aspect of the airship. Decide what
new crew member joins, you may also you want to build, enhance, or repair. Roll
reassign any roles you like. a die to see how many turns it will take.
Each turn, adjust the die down by one.
When the project die reaches zero, work is
complete and you may take +8 in your
chosen resource, or repair up to 4
DAMAGE.

89
Queen ♥ : Someone goes missing from the Or Queen ♥ : Dark oldgrowth forests
crew! Who? What clues are there to how spread to every horizon. PROJECT. You
they may have vanished? Burn 1 SPIRIT to have a little time to start something new. If
locate them and rescue them from their you wish, burn 9 GOLD to improve some
predicament. Otherwise they're gone for aspect of the airship. Decide what to build
good. At the end of this turn, take +2 and what resource it will increase. Roll a
SPIRIT. die to see how many turns it will take. Use
the die to keep track of progress. When the
project completes take +8 in your chosen
resource, or repair up to 2 points of
DAMAGE.

King ♥ : Two of the crew get into a fight. Or King ♥ : Tiny caravans thread across
What’s the tea? After you have told this the prairie below. Tiny wee prairie ghosts,
part of the story, take +1 STEEL. rare at this altitude, bob along your
starboard side for a time. PROJECT. Burn
2 TECH and 1 GUILE to conduct repairs
or enhancements to the airship. Decide
what you want to do, and what resource it
will impact. Roll a die to see how many
turns it will take. Each turn, adjust the
project die down by one. When the project
die reaches zero, work is complete and you
may take +5 in your chosen resource, or
repair up to 3 points of DAMAGE.

Diamonds

Ace ♦ : You've been infiltrated! A stealth Or Ace ♦ : You are racing back to a
picket dispatched from The Querulous previously visited location. Which one and
Paranoia has slipped alongside you, and a why? What happens next? When you’ve
Mianyuan kill-team is prowling the upper decided this turn is over, take +1 TECH or
deck. Who raises the alarm? Drive the +1 SPIRIT.
pigeon-hearted assassins off and take +1
GUILE or +1 STEEL.

90
2 ♦ : BATTLE. The Drunk Spark is a Or 2 ♦ : BATTLE. The Drunk Spark is a
Mianyuan Harpy-class bat, drawing Mianyuan Harpy-class bat, currently
abreast, readying its broadside. Is this a casting its grapples over your gunwales and
case of mistaken identity, the enforcement preparing to board. Is this an act of piracy,
of a blockade, an anti-smuggling operation, police brutality, a test of a new armament,
or something else? Flee but take 2 or something else? Burn 4 TECH and 6
DAMAGE, and reset any active projects STEEL to destroy or capture The Drunk
to six days until completion. Spark, and take +7 GOLD. Or, burn 3
TECH and 4 STEEL to repel The Drunk
Spark and take +5 GOLD.

3 ♦ : What are the Boots of Empathy? How Or 3 ♦ : What kind of landscape is speeding
have you discovered this? Who on board by below? The First Mate spots a good
thinks empathy isn’t everything? Why? omen. What is it?

4 ♦ : The city of Zeira gradually coalesces Or 4 ♦ : Smoke and lights appear on the
on the horizon. It is said that in Zeira, pale horizon. Upon arrival, you learn that this is
peacocks as tall as a person strut the the city of Dying Iguruyi. It seems that in
piazzas, lit at night by multicolored Dying Iguruyi, the Talking Beasts have
lanterns, and by day by water jetting sunlit unearthed a battalion of ancient mechs
white in rills of lapis lazuli and amethyst. built by a long vanished civilization, and
Zeira is known for its fencing instructors, mean to make war on the Oct Capitol.
who spar with unusually small foils, and its What happens during your stay? Which
parasol makers, who fashion unusually Talking Beasts do you meet? How are their
large domes; it is famed for the perpetual preparations for war proceeding?
flowing and unfolding life of its fountains SHIPYARD. In the workshops of Dying
and its rills and of its pale tall peacocks. Yet Iguruyi you may resupply your
you arrive to find the city one big bonfire. ammunition. Burn 2 GOLD to take +2
An armada of Oct ships moves sluggishly STEEL. When you eventually set off
over the horizon, heavy with loot. There’s again, take +1 SPIRIT.
nothing left. Drooping over the gunwales
of a pair of laggard gun-brigs, you observe
the broken necks of peacocks. They were
truly as tall as the stories all said. Take +2
STEEL, and continue your voyage.

91
5 ♦ : Some years ago one of the crew swore Or 5 ♦ : ARTIFACT. While exploring an
a solemn oath. Who? What is the oath? abandoned watch tower high in the
E.g. to be revenged on the aristocrat who mountains, you discover a Corset of
wronged you, to gain a noble title, to Shadow. This relic may be used once on
resurrect the loved one you lost, to release your voyage, and only by a Boatswain,
a contagion across the land, or something Cleric, Cook, Healer, Interpreter, or
else? NEWCOMER. Moukib is willing to Navigator. It allows you to burn SPIRIT
join your crew. Do they adopt a role, e.g. as GUILE, or vice-versa. You can decide
Cook, Cleric, Merchant, Pilot, Ropemaker, exactly how it works when you use it.
or something else? They bring +1 STEEL
and +1 SPIRIT.

6 ♦ : You discover the source of the strange Or 6 ♦ : You are racing back to a location
pestilence that has spread throughout the you have been to before. Is it Glumflower,
land. What is the source? What must be Glowglum, Reptar Faeran, Numinous
done to stop it? Gladness, Over-We-Want-To, Zeira,
Oddbjørg’s cottage, the Shrinking Forest,
the crash site of The Stainedglass
Samaritan, or somewhere else? Why is
time of the essence?

7 ♦ : BATTLE. Fight, flee, or befriend the Or 7 ♦ : BATTLE. Fight, flee, or befriend


Lightning Spider. What is a Lightning the Winged Kraken. Why does stuff like
Spider, and what’s its problem? Burn 5 this keep happening? Burn 9 TECH to
SPIRIT to take this in your stride and take take this in your stride and take +4 STEEL
+2 STEEL and +2 TECH. If you have a and +4 SPIRIT. If you have an arcanaloth
Runemaster and some source of bright countermeasures suite or a red dragon
light, you can communicate with the countermeasures suite that you can adapt,
Lightning Spider and reduce the challenge reduce the challenge by 2. Or you can
by 4. Or evade the encounter: take 1 evade the encounter. If you evade, take 2
DAMAGE and skip the next card. DAMAGE, and reset any ongoing projects
to 6 days.

92
8 ♦ : You are passing through Mora Bjerg, Or 8 ♦ : An arcology appears on the
a land populated by many minor deities and horizon. Upon arrival, you learn that this is
spirits. Prayers have recently been the great city of Illuria. It seems that in the
platformized, and if you are not happy with great city of Illuria, their concept of ‘shame’
the service supplied by the supernature you is either nonexistent, or completely
are matched with, you are welcome to different from yours. Are you searching for
leave a one-star review. The clouds are someone in Illuria? Who? Do you find
looking very, very angry overhead. Who them, or perhaps a clue to their
prays? And who answers? Burn 1 SPIRIT whereabouts? SHIPYARD. In the
or take 2 DAMAGE. ARTIFACT. After workshops of Illuria you may burn 10
you ride out the storm, you land and find a GOLD to install a driftsonde launcher and
Top Hat of Unmercenary Marvels. Update take +4 TECH, +2 GUILE, and/or burn
your Logbook. Do you have a Cleric, Cook, 25 GOLD to install a razor disk launcher
or Healer in your crew? If so, they know and take +8 TECH, +8 STEEL. You may
what must be done to awaken the artifact. also burn as much GOLD as you like to do
What must be done? Once the artifact is repairs. For every 2 GOLD spent, reduce
awakened, take +5 TECH. DAMAGE to The Bone Butterfly by 1.

9 ♦ : BATTLE. Who is the Flapping Or 9 ♦ : BATTLE. Stand up to the


Warlock? Why have you decided to attack Flapping Warlock! Describe the Flapping
him? What makes you regret your actions? Warlock and his minions. Burn 8 GUILE to
You may flee, in which case, in the ensuing win the battle and take +4 STEEL and +4
exchange of sorcerous fizz, one of your TECH. Or burn 1 GUILE and 6 SPIRIT
crew is lost overboard. Remove them from to keep the Flapping Warlock at bay and
the ship. Also take 1 DAMAGE to the escape unharmed, and take +4 STEEL.
ship. Any ongoing projects are also
destroyed completely. Or you may burn 2
SPIRIT to surrender. The Flapping
Warlock will charge you with a quest.
Decide what the quest is, and set a new
project die to 5 turns. When you complete
the quest, take +1 GOLD. If the quest is
not complete after 5 turns, take 2
DAMAGE from the Warlock’s hex, but
regain +2 SPIRIT.

93
10 ♦ : A town appears on the horizon. Or 10 ♦ : Below you spreads agricultural
Upon arrival, you learn that this is the land. Is it a quiltwork of enclosed fields and
town of Thistle. It seems that in the town meadows? Solar golems dragging lattice
of Thistle, they have a form of democracy tractors through mushroom paddies? A
that baffles outsiders and divides half-terraformed once-wilderness? An
philosophers (except those who live in ancient or innovative commons
Thistle). Soon after you arrive, one of the infrastructure? Something else?
townsfolk asks for your help. What do you PROJECT. Burn 2 GOLD and 2 SPIRIT
do? SHIPYARD. In the workshops of to start improving some aspect of the
Thistle you may burn 5 GOLD or 2 TECH airship. Decide what you want to build and
to install an Astrolabe of Animation, a 360 what resource you want to increase. The
degree rigging system, or an arcanaloth project need not be physical. It might be
countermeasures suite to your Logbook, about the relationships of the crew. It
and take +4 in any resource. You may also might be about your imagination,
burn as much GOLD as you like to do perception, and insight. Roll a die to see
repairs. For every 2 GOLD spent, reduce how long the project takes. After that
DAMAGE to The Bone Butterfly by 1. many turns, take +8 in your chosen
resource.

Jack ♦ : The Rattail Bucket is bearing down Or Jack ♦ : A moonlit joust is taking place
on you, its crew swarming across the gun above the clouds. What do the knights
decks. But then a flag of truce goes up, and ride? Proud snorting rounceys and
an offer of parley. How does this one play coursers, shod with lifting crystal, pawing
out? When this turn is over, if you wish, the cumulonimbus? Giant crows and
transfer 1 point of resource to another. finches? Ornithopters? Horse-shaped
lightning? Skeletal dancers with red whips?
Or something else? Burn 1 STEEL to
participate and not do too badly (take +1
SPIRIT and 1 GOLD), or burn 6 STEEL
to win (take +2 of any resource and 8
GOLD).

94
Queen ♦ : DISCUSSION. Someone in the Or Queen ♦ : You gaze over starboard
crew raises an issue. For example, Shall we gunwales, down over a flock of
try to land to make repairs? Or, Those silver-and-ulfire feathered gulls gliding high
people need our help. We can't just keep above a vast plain of milk-white moss,
looking out for ourselves. Or, I think I'm dragging their pinprick shadows far below
ready to talk a bit more about my loss. them. You have time for a PROJECT.
How does the conversation go? When this Burn 3 GOLD and 1 SPIRIT to conduct
part of the story is complete, you may take build, repair, transform, or repurpose
+1 SPIRIT. something. It may be part of the airship,
down on the ground, dispersed through
time and space, or in your heads and
hearts. Also choose a resource to gain. Roll
a die to see how long it will take. When it's
done, take +5 in your chosen resource.

King ♦ : BATTLE. The Horrible Goose is Or King ♦ : BATTLE. The Horrible


a Rotterling Goose-class patrol pinnace, Goose is a Rotterling Goose-class patrol
drawing abreast, readying its broadside. pinnace, bearing down with weapons hot.
Try not to be there when it fires. Take 2 Is this a prearranged duel, licensed
DAMAGE, and reset any projects to six privateering under a letter of marque, an
days. extreme overreaction, or something else?
Burn 2 TECH and 7 STEEL to destroy or
capture The Horrible Goose and take +12
GOLD. Or, burn 1 TECH and 5 STEEL to
immobilize or repel The Horrible Goose,
and take +9 GOLD.

95
Chapter Three

Ace ♣ : Drifting over the sea, you spot Or Ace ♣ : The great city of Kisföld looms
something marvelous peeping among the on the horizon. There is something that is
waves. What is it? very familiar to you, but not to the people
of Kisföld. If they have this thing at all,
their concept of it is quite different from
yours. The effects of this absence or
difference can be traced everywhere. What
is missing, or very different, here in
Kisföld? Is it addiction, alchemy, art,
banking, beauty, beer, belonging, bodies,
books, borders, carrels, carols, catapults,
crenels, citizenship, childhood, clothing,
coal, collaboration, copying, comparisons,
compassion, compersion, competition,
conversation, corsets, crime, dancing,
death, desire, difference engines, dirt,
delight, disgust, dreams, elections,
embarrassment, experts, exercise, farms,
fire, flow, gambling, gardens, gender, gifts,
gloves, goggles, greengrocers, hair,
happiness, health, hierarchy, history,
hobbies, holidays, honor, houses,
infrastructure, ink, kisses, ladders,
language, laundry, lies, lists, ordinality,
love, madness, magic, marriage, math, meal
times, mediation, memory, merit, mirrors,
money, music, nature, neighborhoods,
peeping, pens, pets, pictures, plague,
polyamory, pregnancy, printing presses,
prisons, property, punishment, punch
cards, puppets, queues, quilts, remorse,
restorative justice, rubbish, schools, secrets,
sex, shopping, sin, snacks, space, spyglasses,
stakes, time, theatre, toilets, town criers,
toys, trust, utopia, umbrellas, unhappiness,
virginity, waves, war, work, the marvelous,
the military, the police, or something else?
How do you spend your time here? Will
you come back? Will you stay?

96
2 ♣ : The ramshackle fishing village of Or 2 ♣ : A settlement appears on the
Redcop pops onto the horizon. You have horizon. Upon arrival, you learn that this is
heard that in Redcop everything is the town of Elfless. You have heard that in
gradually being consumed by Nothing. Elfless, there is no such concept as money.
Everything must be counted or named The stories about this place are true,
every day, it or begins to fade. Are you although not in the way you expected.
looking for something here in Redcop? Do What do you find in Elfless? What stories
you find it, or perhaps only half of what it will you tell about it afterwards?
once was? SHIPYARD. In the workshops SHIPYARD. The people of Elfless will
of Redcop you may burn 10 GOLD or 4 help repair your ship. Wipe off up to 2
TECH to add lunar panels, a tentacle ram, DAMAGE.
a prehensile tool tether system, or a chaff
catapult to your ship and take +4 in any
resource. You may also burn as much
GOLD as you like to do repairs. For every
2 GOLD spent, reduce DAMAGE to The
Bone Butterfly by 1.

3 ♣ : Someone on board is sick. Is it you, or Or 3 ♣ : Glumflower spreads on the


someone else? Are they sky-sick, homesick, horizon. You have heard that in
lovesick, sick with a strange pestilence, sick Glumflower the people are all strangers.
of being treated like a cabin boy, or some They treat one another as strangers do,
other kind of sick? PROJECT. You have a with politeness, curiosity, indifference,
little time to start something new. If you rudeness, secret longing. Many of them live
wish, burn 4 SPIRIT or 8 GOLD to in homes together. Some of them even
improve some aspect of the airship. Decide share beds together. But they are all
what to work on. It may be part of the strangers. Are you searching for someone
airship, down on the ground, dispersed in Glumflower? Who? Do you find them,
through time and space, or in your heads or perhaps only a clue to their
and hearts. Also choose a resource to gain. whereabouts? SHIPYARD. In the
Roll a die to see how long it will take. workshops of Glumflower you may burn 10
When it's done, take +5 in your chosen GOLD to install a cleanroom and take +4
resource. Roll a die to see how many turns TECH, +2 GUILE, and/or burn 30 GOLD
the project will take to complete. Use the to install a pressurized holy water lance
die to keep track of progress. When it and take +8 TECH, +8 STEEL. You may
completes, take +6 in your chosen resource. also repair The Bone Butterfly. For every 2
GOLD spent, heal 1 DAMAGE.

97
4 ♣ : BATTLE. Flee from The Encouraged Or 4 ♣ : BATTLE. Engage The
Entrepreneur, a Flogginggoblin No-class Encouraged Entrepreneur, a Flogginggoblin
needleship. Take 2 DAMAGE, and reset No-class needleship. Is this an ambush, an
any ongoing projects to 6 days. You also algorithmic decision, a betrayal, a panicked
skip the next card. misunderstanding, a scientific experiment,
an enchanted compulsion, or something
else? Burn 2 TECH and 6 STEEL to
destroy or capture your attacker, and take
+7 GOLD. Or, burn 9 SPIRIT to
persuade the Encouraged Entrepreneur to
cease hostilities, and take +4 GUILE and
+4 TECH.

5 ♣ : The city of Agharcastle glows on the Or 5 ♣ : You encounter a traveller, who


horizon. Here you find the people have tells you of the home to which they will
many occupations you have never before never return. Apparently, in this place,
encountered. For instance, there is such a every single person enjoys great happiness,
thing as a caidove, who is in some ways a prosperity, wisdom and fulfilment, with
jester, but in other respects a cop. Then the exception of one. In this place, there is
there are the volodars, who appear to be a always one person, selected at random,
bit like auditors, but also quite a lot like who is imprisoned in darkness, filth, and
courtesans. Not to mention the norlee, who misery, for their entire lifetime. The
is not quite a canoe pilot, and not quite a traveller claims to be one of those who
hands designer. And of course the ryo, could neither accept this arrangement, nor
swaller, and rurn, whom you would say are seek to overturn it, and so has left forever.
three different kinds of dishwasher, except The traveller departs, and a heated
everyone meets that suggestion with argument ensues. What do the crew think
puzzlement or peals of laughter. You find of this? When the turn is done, if you wish
yourself in a tavern with a bolgror and a burn 1 TECH or STEEL to take +2
kurzah. You learn a lot, but then the SPIRIT or GUILE.
bolgror starts buying shots, and in the
morning it's not so clear. When you leave
Agharcastle, if you wish burn 1 STEEL to
or GUILE to take 2 SPIRIT or TECH.

6 ♣ : You attempt to save the land from Or 6 ♣ : A person, place, or event from
the strange pestilence it is afflicted by. Do earlier in the voyage returns in some way.
you succeed? What can be saved or healed, What developments have there been?
and what is lost forever? What will you do next?

98
7 ♣ : Is the traitor Bessy aboard? If so, now Or 7 ♣ : BATTLE. On a moonless night,
is their moment. Are they a spy, trying to fight or flee a pack of ornithopter-
steal plans for a bear golem or a tentacle exoskeletoned Oct assailants. Really? How
ram to sell to the Janbulaggers or the Oct? did you get into this predicament? Burn 9
A saboteur working for Lord Shod or for GUILE to win the battle and take +4
Archon Pavelková? A bounty hunter or TECH and +4 STEEL. If you try to flee,
bodyguard on the tail of the Cook, tasked your pursuers keep pace for a time, and one
to take them home? A cop? Decide, and of your crew is lost overboard. Remove
then erase Bessy from your crew. Also lose them from the Logbook. Any ongoing
another crew member, or a magic artifact, projects are also destroyed completely.
or take 2 DAMAGE. Or if your SPIRIT is Also take 1 DAMAGE to the ship. Finally
6 or more, you inspire Bessy to give up the sun rises on empty skies.
their mission and join your cause for real.

8 ♣ : BATTLE. Flee from The Winter Or 8 ♣ : BATTLE. The Winter Tentacle


Tentacle, a Splinterwaif Realism-class is a Splinterwaif Realism-class barque,
barque. Take 2 DAMAGE, and reset any bearing down with weapons hot. Is this an
active projects to six days until completion. act of piracy, a prearranged duel, revenge
served cold, or something else? Burn 3
TECH and 13 STEEL to destroy or
capture The Winter Tentacle, and take +9
GOLD. Or, burn 4 GUILE and 3 STEEL
to repel The Winter Tentacle, and take +2
TECH and +2 SPIRIT.

9 ♣ : BATTLE. You try to flee the pack Or 9 ♣ : BATTLE. Engage a pack of


of bloatball-riding Oct raiders, but they are bloatball-riding Oct raiders. How did you
relentless in pursuit, and they drive you rile up this Oct ire? Burn 8 GUILE to
right into the cannons of The Querulous decisively win the battle and take +4
Paranoia. Was it deliberate? In the ensuing TECH and +4 STEEL. Or burn 4 TECH
fight, one of your crew is lost overboard. and 4 SPIRIT to drive off the Oct raiders,
Remove them from the Logbook. Any at least for now, and take +8 GOLD.
ongoing projects are also destroyed
completely. Also take 1 DAMAGE to the
ship.

99
10 ♣ : ARTIFACT. In an ancient petrified Or 10 ♣ : Almost luminous, the jungle
forest you find a Wand of Pomp and canopy floats below you, like the endless
Promulgation. Update your Logbook. Do entrails of an emerald. PROJECT. You
you have an Architect, a Designer, a have a little time. Burn 2 TECH and 2
Healer, or a Runemaster in your crew? If SPIRIT to start working on something.
so, they know what must be done to Decide what resource should increase at
awaken the artifact. What must be done? the end. Roll a die to see how long it will
Once the artifact is awakened, roll two take. When it's complete, take +8 in your
dice, and add that amount of SPIRIT. chosen resource.

Jack ♣ : The Grim Glove rises unexpectedly Or Jack ♣ : You soar high above the
from a caldera. They're here to offer thunderhead. PROJECT. You have a little
Anker's service as a liaison officer aboard time. Burn 1 GOLD and 3 SPIRIT to start
your airship. NEWCOMER. Does Anker working on something. What will you
adopt a role, e.g. Cleric, Runemaster, build, enhance, repair, reframe, grow,
Merchant, Ropemaker, or something else? examine, explore, understand, transform?
They add +2 STEEL and +1 TECH. Roll a die to see how long it will take.
When it's complete, take +8 in your
chosen resource.

Queen ♣ : DISCUSSION. Someone in the Or Queen ♣ : PROJECT. Burn 3 GOLD


crew raises an issue to discuss. What do the and 1 SPIRIT to work on something.
others think? You don't need to resolve the Decide what you want to do, and what
issue now. When this part of the story is resource it will impact. Roll a die to see
complete, you may take +2 SPIRIT. how long it will take. When it's complete,
take +6 in your chosen resource, or repair
any amount of DAMAGE.

100
King ♣ : OK, first of all, if you have an Or King ♣ : BATTLE. If you have Boots
Astrolabe of Animation, take +3 SPIRIT of Empathy, take +3 SPIRIT and +3
and +3 TECH. If you have Boots of TECH. If you have a Wand of Pomp and
Empathy, take +1 SPIRIT and +1 GUILE. Promulgation, take +1 SPIRIT and +1
An unexpected twist occurs! What is it? GUILE. The Friable Rook is a Rotterling
Was a friend secretly a foe, or vice-versa? Peach Blossom-class war blimp, and it has
Were two people actually the same person just betrayed you. Together you were
all along? Have you been lied to? Did you going to hunt down Archon Pavelková,
make a reasonable assumption that turned but now The Friable Rook has turned its
out to be utterly wrong? Did somebody’s heavy artillery on you. Burn 1 SPIRIT and
eyes deceive them? Was an apparent 20 GOLD to bribe The Friable Rook to be
coincidence staged? Was illusion involved? on its way. Or burn 10 TECH and 5
Or something else? Does the twist relate to STEEL to destroy, capture, or repel The
Archon Pavelková? Lord Shod? Lady Friable Rook. Or, outrun the bloodthirsty
Thorn? Harley Scarlet? The Grim Glove? treacherous bastards. Take 3 DAMAGE,
The city of Zeira? The First Mate’s son? and reroll any project dice. Whatever
The city of Glumflower? Something else? happens, make sure it’s not all tied up
Burn 15 STEEL to take it in your stride neatly yet. Don’t draw the next card. Turn
with the help of your allies. Or burn 3 the the final chapter, reshuffle the whole
SPIRIT and 12 GUILE to come through deck, and then draw your final cards.
using cunning and luck. Or suffer a setback,
take 3 DAMAGE, and reroll any project
dice. Whatever happens, make sure it’s not
all tied up neatly yet. Don’t draw the next
card. Turn the the final chapter, reshuffle
the whole deck, and then draw your final
cards.

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Chapter Four

Take a moment to think back over all you've seen and done. Ask, “How might this story end?” Decide
what your FINAL CHALLENGE will be. Will your final challenge play out over moments, minutes,
hours, days, or years? Is it a spooky showdown with Archon Pavelková, in their towering iron manor lit
by moonlight and mirrors? Rescuing Captain Simangaliso Mondise from the great City of Bura and
restoring their command of The Querulous Paranoia? Is it confessing your love to the smuggler Varys Sin?
Is it tearing down the prison walls in the town of Thistle? Realising the truth about the Boots of Empathy
and stopping Harley Scarlet before it's too late? Building back the ruins of Zeira better for all? Something
completely different? Draw three cards to represent the final challenge. If you are playing on the Easy
setting, you can draw just one or two. If you are playing on the Epic setting, draw four.

Spades mean burn TECH.


Clubs mean burn STEEL.
Diamonds mean burn GUILE.
Hearts mean burn SPIRIT.

For example: if you draw 2♣, 5♣, and 10 ♥, you need to burn 7 STEEL and 10 SPIRIT to overcome the
final challenge. Aces are high and court cards count as 10. As usual, a character who sacrifices themselves
reduces the challenge level of a card by 2.
So . . . have the crew survived? Was the tale of The Bone Butterfly a happy one? Or a tragic one? Or was
it bittersweet? Or does it all depend on your perspective? If you like, you can close the story with a
montage. What does The Bone Butterfly look like now? What is the last we see of the people we met?
What is each one doing? And what is the last we see of each crew member? When you feel you’ve said all
you need to, end the story, and let the final curtain fall, like a great billowing sail.

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103
Solo Play
Tools

You'll need a deck of playing cards and a journaling method ('The Logbook'). If you want, you can also use
some six-sided dice to keep track of projects, and/or scissors and glue and a print-out of the oracle.

Choose a Voyage

The Voyage of the Semée Minnow or The Voyage of the Bone Butterfly are good ones to start with.

How to Get Started

1. Prepare your Logbook. This is where you will 5. Crew your vessel. You will be given some
record your voyage. For example, you can write characters to choose from, or you can invent
in some headings (‘Ship Schematic,’ ‘World original characters. On most voyages, you will
Map,’ ‘Crew Notes,’ ‘Ship Manifest,’ start with four crew members. Jot down at least
‘Chronicle’), and/or sketch the outline of your everybody’s names and roles aboard the ship (for
vessel, and/or sketch the start of a map. See the example, Captain, First Mate). Give them more
section below for more detailed suggestions. background if you like.

2. Set the difficulty. Make a note of the difficulty 6. Choose a chronicler. Who will tell the story of
setting: Easy, Standard, or Epic. the voyage? Alternatively, you can tell the story
from multiple perspectives, or from an omniscient
3. Activate optional rules. Decide which optional narrator’s perspective. Or just imagine the story
rules (if any) you will play with, and make a and only make the notes you need to.
note. Optional rules are listed below. If this is
your first voyage, you’ll probably want to skip 7. Shuffle the cards in a special way. Divide the
this step. deck of cards into three piles: spades by
themselves, hearts and diamonds together, clubs
4. Add your starting resources. The resources by themselves. Shuffle each of the three piles
you start with will depend on the voyage you individually. Stack them as one pile with clubs at
have chosen. For example, 2 GOLD, 1 STEEL, 1 the bottom, hearts and diamonds in the middle,
GUILE, 1 TECH, and 1 SPIRIT. Mark these and spades at the top. This is essentially your
resources in your Logbook. voyage. Each turn you will draw the top card,
and look it up in your oracle.

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Your Logbook

Your Logbook can be anything, for example a leather-bound parchment grimoire, a stack of index cards, a
single giant sheet of paper, a text file or spreadsheet. Before your voyage begins, create some headings.
Choose some or all of these:

✦ Where is your skyship travelling? Mark 2-6 pages for your World Map. Draw a dot where your
voyage began, and label it (e.g. ‘The Town of Stonemore,’ ‘The Citadel of Dorian’). Sketch one or two
nearby landmarks.

✦ What does your skyship look like? Mark two pages for your Ship Schematic, and sketch the outlines
of your skyship. Leave space to add more systems later — a pneumatic tube network, a set of smuggler
compartments, a crystal demolition ball, a demon-proof brig, a counter-kraken culverin ... who knows!

✦ What is your skyship carrying? Mark two pages for Ship Manifest. This is where you will make
notes about any CARGO, including any magic artifacts you may discover.

✦ Who is aboard your skyship? Mark two pages for Crew Notes. Write down the names and roles of
your crew members. Sketch them, and/or write down one or two keywords about them.

✦ What is happening? The rest of the notebook is your Chronicle. Make an entry each time you draw
a card.

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Solo Play: Optional Rules

▢ Save projects for later. If you activate this rule, it slightly increases complexity, and slightly reduces
difficulty. When you uncover a project card, but don't have the resources to start it now, you can save the
project for later. Record what you'd like to do, roll the die to find out how long it will take once it starts,
make a note of all the details. You can then start the project whenever you reach a SHIPYARD, or
whenever a card invites you to start a project. You can’t start more than one project on a turn.

▢ Adjust resources yourself. This is a good rule to activate for very long, detailed stories. Use this optional
rule to enrich the narrative, not to ‘min/max’ and make the game mechanically unchallenging. Under this
rule, you may adjust your resource to reflect your own storytelling, even when the oracle doesn't explicitly
tell you to. You can do this as often as you like, so long as you stay within these limits:

✦ Your adjustments must be ‘zero sum’ for that turn. So on a particular turn, you could burn 2 GUILE
and take +1 STEEL and +1 SPIRIT, because it totals to zero.
✦ You can adjust a maximum of 4 points on a turn in this way. For example, you could take +2 GUILE
and +2 SPIRIT, and burn 2 TECH and 2 STEEL, but no more.
✦ For the purposes of this optional rule, GOLD only counts as half of the other resources.
✦ You can’t burn any resources you have gained this way until you draw the next card.

▢ Tag resources to crew members. Use this rule if you want your crew members to have their own stats.
Instead of treating each resource as a collective pool, tag it to individual crew members. For example,
instead of having 4 STEEL, you might have 2 STEEL tagged to the Captain, 1 STEEL tagged to the First
Mate, and 1 STEEL tagged to the Navigator.

✦ To burn a crew member’s tagged resources, they must be involved in the challenge in some way.
✦ When a crew member is killed or leaves the ship, all their resources are lost as well.
✦ When a character first arrives, any resources they add are tagged to them.
✦ When a character activates an artifact, any resources it adds are tagged to them.
✦ When a card lets you take a resource, tag it to whichever character feels most relevant.

▢ Throw no one under the skybus. Losing a crew member will only reduce the difficulty of a challenge if
there is no other option. In other words, you can only ‘sacrifice’ a crew member if the alternative is taking
so much DAMAGE the voyage would be over.

▢ Actually, forget about the resources. Just read prompts, draw pictures, and tell a story.

▢ Hexcrawl a map. Instead of freeform, narrative-based mapmaking, use hex paper and a skyship token to
track your exact location. Move 0-3 hexes per turn, or more if you’re driven wildly onward by a ferocious
storm. Either use a pre-generated map, or fill in the terrain as you fly over it. There are quite a few
variations of this, which are discussed in a separate section toward the back.

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Playing the Game

✦ Drawing Cards. At the start of the voyage, shuffle the cards in the special way described above. Draw
the top card, and look it up in the table provided (called 'the oracle'). It will give you two options.
Choose one to respond to, and start recording the voyage in your Logbook. When you're done with
the card, draw the next card. Pace it however you like: play in one sitting, or draw one card a day, or
one card a week.

✦ Recording the Voyage. Your Logbook can just be notes of important facts, or you can use the prompts
to write a story. Find the threads that interest you. Find the voices that speak to you. Sometimes you
may linger, describing a city and its inhabitants at length. Sometimes you may just note the name and
fly on to your next destination.

✦ Resources. Sometimes you'll gain or lose resources: STEEL, GUILE, SPIRIT, TECH, or GOLD.
Record these in your Logbook. These stats mainly represent abstract powers, not physical things. The
oracle will often prompt you to burn resources to overcome challenges and unlock effects.

✦ Projects. Sometimes your crew may work on a large project (e.g. repairs or enhancements to your
skyship, or something more abstract). These take several turns to complete, so you can write or draw
the nature of the project, and place a die on the project to count down the days till completion. Every
turn, all the project dice count down by one point. When a project reaches zero, the die is removed
and the project completed. (Alternatively, draw a progress clock and gradually color it in).

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✦ Losing Crew. Whenever you lose a crew member, it reduces the difficulty of any challenge by 2. For
example, instead of needing to burn 3 SPIRIT, you only need to burn 1 SPIRIT. Narrate what
happens — the crew member may sacrifice themself deliberately, or be killed accidentally; they may
get lost, get stranded, or switch sides, or burn out, or simply get bored and wander away. You decide
what happens to them, but whatever it is, they won't be back during this voyage. When confronting
an especially hard challenge, you may even lose several crew members. But if you lose all your crew,
the voyage is over.

✦ Damage. Sometimes the ship may sustain DAMAGE. If its cumulative DAMAGE ever reaches 6 or
higher, the voyage is over. Describe the shipwreck, then bring the chronicle to a close.

✦ Artifacts. You may come across some strange stuff in the Vale. Sometimes you won't be able to use
something right away, so make a note of everything the oracle says about it. For example, magic
artifacts must be 'awakened' to unlock their resource bonuses or other effects. The oracle seldom tells
you everything, so it’s up to you to decide what the artifact does, and what it means for your story.

✦ Cargo. Sometimes you can buy CARGO to sell later on. Use your Logbook to track roughly what
you're carrying and how much GOLD you’ve invested.

✦ Ending the Story. When you draw the King of Clubs, reshuffle the entire deck. Draw your final cards,
and look them up in the Final Chapter. For an Easy adventure, draw two cards. For a Standard
adventure, draw three. For a Hard adventure, draw four. It’s up to you what the cards mean.
Whatever your final challenge is, you’ll need to burn resources to overcome it. Each card’s face value
represents resources that must be burned. Spades: burn TECH. Clubs: burn STEEL. Diamonds: burn
GUILE. Hearts: burn SPIRIT. Then record how the voyage ends.

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Storytelling Tips

Create Images

Use drawings, words, numbers, symbols, doodles, scribbles, icons, or something else. Use color. Use collage.
Use mixed media. Draw things, or print things out and paste them in.

Interpret Liberally

For example, if a card refers to someone who isn't there, make it be about someone who is. Change the
names of people, places, or things if it makes the story more interesting.

Build Arcs

If you're stumped about what to do next, look back at where you've been so far. Can you bring back a
story element from a previous episode?

Create Complications

When a character acts, allow their action to spill a little out of control. Instead of getting the result they
expect, their action just complicates and escalates things. They'll now need to do something more cunning,
imaginative, brave, or dangerous to fix the situation.

Create Obstacles

What do your crew members think they want? What forces, inner or outer, are standing in their way?
What forces, inner or outer, are transforming their desires?

Tell Epic Stories

Save the world!

Tell 'Small' Stories

You don't have to save the world. Journal the day-to-day life of your crew.

Experiment

Try multiple perspectives, including the ship’s cat, rival captains, etc. If you write from multiple
perspectives, the accounts can cohere or they can be inconsistent. If you like, feel free to file the serial
numbers off (or don’t) and turn it into a story, a novel, a game, or something else.
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Build Worlds

One tiny detail can ripple outward and change everything. Extrapolate from one fact to the next.
Interpolate into gaps. Reverse engineer how things got this way. Permit ambiguity. Make wild leaps.
Create images at the edge of explanation.

Suyi Davies Okungbowa gives this advice about worldbuilding: "I usually start with one or two
deviations from the current world: magic, new science, alternate origins, secondary planet/world,
etc. How is your world affected by this difference? ... The adjustment of your world’s inhabitants to
this deviation will dictate social systems to various degrees, from economy to cultural norms to
legalities. ... Remember that the more deviations your world has, the more different your world will
be from the present, and the more room you have for making stuff up. But also remember this will
create more moving parts that all influence one another ... When and where is your story set in this
new world/place? How has this place evolved from its beginnings? ... If there is magic or science,
how have these been woven into life, birthed new technologies and manners, transformed society
over time? Remember that every character will be a product of their time and place ..."

(‘From the Inside Out: Worldbuilding through Extrapolation’)

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Co-operative Play
Players and Tools
This version of the game is for 2-4 players (maybe 5-6 at a push). We'll need a deck of playing cards, and
some six-sided dice. It's not completely necessary, but we may also want tokens of five different colors to
keep track of our resources. We'll also need some blank paper to track our voyage on, and pens or pencils.

Choose a Voyage
If this is our first time, we can start with The Voyage of the Rattail Bucket or The Voyage of the Bone
Moth. Different voyages have different tones and themes. Some have their own special rules.

How to Get Started


✦ How will we track our voyage? Let’s gather some materials to track our voyage. For example, we can
use one big sheet of paper labelled Ship Schematic and a second big sheet of paper labelled World
Map. See Tracking our Voyage for more suggestions.

✦ Who are we? The intro to our voyage gives us our choice of characters. Let’s each choose a character
— for example, ‘I’ll be Arya the Northerner’ or ‘I’ll be Garyll the Splinterwaif.’ Let’s also each choose
a role aboard the skyship — for example, ‘I’ll be the Captain’ or ‘I’ll be the First Mate.’

✦ Who are the other crew? If there are as many players as crew members, we can skip this step. If there
are fewer players than crew members, the remaining crew members become NPCs (non-player
characters). For example, ‘Our Navigator is Bhavna the Snailborn, and our Engineer is Karynn the
Southerner.’ They will be controlled by the active player (i.e. whoever’s turn it is).

✦ What resources do we have? The intro to our voyage tells us. For example, 6 GOLD and 1 STEEL.

✦ What setting shall we play on? Easy, Standard, or Epic (aka Tragic)? Let’s make a note. If we’re
playing on the Easy setting, we can add 1 extra STEEL. If we’re playing on the Epic setting, we add 2
DAMAGE.

✦ Are we activating any optional rules? See Co-operative Play: Optional Rules.

✦ Shuffle the cards in a special way. This is key! First we divide the deck of cards into three piles: spades
by themselves, hearts and diamonds together, clubs by themselves. Shuffle each of the three piles
individually. Then we stack them as one pile with clubs at the bottom, hearts and diamonds in the
middle, and spades at the top. Our strange voyage now vibrates avidly inside this stack.

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Playing the Game

✦ Take turns to draw cards. Each turn, the active ✦ Challenges. Sometimes the oracle will offer us a
player draws the top card from the stack, and challenge. We will need to burn some resources
looks it up in the table (called ‘the oracle’). The to succeed. If we don’t have enough resources,
active player chooses one of the two prompts. or don’t want to spend them, the oracle will tell
Then our whole group collaborates to tell the us the consequences.
story by answering questions, making decisions, ✦ Losing Crew. But if we lack the resources to
drawing pictures, and/or acting out a little overcome a challenge, there is another way!
scene. When we feel that the turn is over, the Loss of a crew member reduces the difficulty of
next player draws the top card. We continue a challenge by 2. For example, instead of
drawing cards and interpreting them until we needing to burn 3 SPIRIT, we only need to
get the King of Clubs. burn 1 SPIRIT. We narrate what happens —
✦ Characters. We each control our own the crew member may sacrifice themselves
character’s thoughts and actions. The active deliberately, or be killed accidentally; they may
player has the final say over everything else. If get lost, get stranded, or switch sides, or burn
the active player does not like the card they out, or simply get bored and wander away. We
have drawn, any one of us can volunteer to decide what happens, but whatever it is, they
have it happen to our character instead. won't be back during this game.
✦ Resources. Sometimes we may gain resources: ✦ Damage. Sometimes our ship may sustain
STEEL, GUILE, SPIRIT, TECH, or GOLD. DAMAGE. If our cumulative DAMAGE ever
We'll record them in some way, for example, on reaches 6 or higher, our ship disintegrates, and
our Ship Schematic or using colored tokens. our story is over.
They mainly represent abstract powers, not ✦ Artifacts and Gear. We may come across some
physical things. The active player has the final strange stuff. Sometimes we won't be able to
say on how we spend them. use it right away, so we should make a note of
✦ Projects. Sometimes the oracle will invite us to everything the oracle tells us. Beyond that, it's
start a big project (e.g. enhancements to the up to us what each artifact does, and what it
skyship or something more abstract). We decide means for our story.
what the project is, and then roll a die to see ✦ Ending the Story. When we draw the King of
how many turns it will take. We can sketch or Clubs, we face our final challenge. We turn to
note down the project, and place a die on it to the final chapter, reshuffle the entire deck, and
count down the days till completion. Every
draw our final cards — two, three, or four,
turn, all the project dice count down by one
depending on our difficulty setting. Whatever
point. When a project reaches zero, the die is
our final challenge is, we’ll burn resources to
removed and the project completed. overcome it. Each card’s face value represents
✦ Cargo. Sometimes we can buy CARGO to sell resources that must be burned. Spades: burn
later on. We make a note of how much GOLD TECH. Clubs: burn STEEL. Diamonds: burn
we’ve invested. GUILE. Hearts: burn SPIRIT.

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Tracking our Voyage

Sometimes the oracle reminds us to update our ship records (or plan, map, etc.). What does this actually
mean? It’s up to us. We can track our voyage in any form we like. Here are some suggestions ...

Default Option: Ship Schematic and World Map

✦ Label a big sheet of paper Ship Schematic. Briefly sketch the outlines of our skyship. Add the names
and roles of our crew. Use this sheet to record anything with numbers involved, for example
resources, DAMAGE, CARGO, artifacts, upgrades to ship systems, etc.

✦ Label a second big sheet of paper World Map. In one corner, draw a dot where our voyage begins,
and give the dot a name (for example ‘The Citadel of Frogbonne,’ ‘The City of Bloodgeld’). Sketch
one or two nearby landmarks. Use this sheet to map the story of our adventures.

Detailed Option: Ship Schematic, Ship Manifest, Character Sheets, World Map, and Chronicle

✦ Label a big sheet of paper Ship Schematic. Briefly sketch the outlines of our skyship. This is
where we will record ship weapons, ship systems, DAMAGE, and any PROJECTS.

✦ Label a second big sheet of paper Ship Manifest. Use this sheet to record our resources (STEEL,
GUILE, SPIRIT, TECH, GOLD) and inventory whatever’s in our hold, including any artifacts
and CARGO. If we decide to pick up any passengers who are not part of the crew, we can include
them here too.

✦ Get 8-10 index cards or post-it notes to act as Character Sheets for each crew member.

✦ Label a third big sheet of paper World Map. In one corner, draw a dot where our voyage begins,
and give the dot a name (for example ‘Soft Rains Serengeti,’ ‘The Floating City of Illyria’). Sketch
one or two nearby landmarks. Use this sheet to map the story of our adventures.

✦ A small notebook or a fourth big sheet of paper can become our Chronicle, or we can print out
the oracle and scribble marginalia onto it. Here’s where we make any additional notes.

Other ways

We can use pen and paper, or a wipe-clean white board, or something digital like Roll20 or CryptPad or
Google Docs. And/or we can use colored counters for our resources (STEEL, GUILE, etc.), and dice to
track our PROJECTS. If we don’t want to use dice to track projects, we can draw a circle, divide it into
the right number of segments, and color one in each turn new segment. It can be a good idea to have a
print-out of the voyage oracle, so we can tick off each prompt we choose, and scribble notes on it. The
Shrike is also a game of drawings, doodles, and scribbles, so we’ll probably want to use visual cues to
remind ourselves of places, people, incidents, projects, perils and goals. These could be hand-drawn, or
made using software like Roll20 or Inkarnate, or a collage of digital visual references.

113
Principles of Play
Draw Pictures

However we like. Quick cartoony sketches work well. Use one big piece of paper, or lots of normal-size
pieces. Use pens, pencils, erasers, Tippex, crayons, paints, collage, biodegradable glitter, Roll20, Inkarnate,
or something else. Use images, words, numbers, symbols, doodles, scribbles, icons, or tokens to record our
voyage. Use chalk or a whiteboard. Draw a ship schematic, and/or draw a map of the world. And/or
write a ship manifest, and/or a chronicle. In The Shrike, every picture is more than good enough.

Collaborate

The active player (the player whose turn it is) is the default decider. They conceive and direct the turn’s
scene or episode. But each of us is in charge of what our own character thinks, feels, and does. And no
matter who decides what, we always listen to everyone’s ideas, and try to make them work in the story.

Troll

But in a nice way. In other words, we’ll make things interesting. We’ll challenge one another with sticky
situations, thorny conundrums, unforeseen consequences, and terrible bad luck. Sometimes we’ll make bad
decisions, and figure out how to pick up the pieces later.

Create Arcs

We’ll tell a story that builds. We’ll remember things from earlier in the story and have them return. We’ll
deliberately leave things unresolved so we can draw on them later. We’ll use things like our Ship
Schematic or World Map to jog our memories and inspire us.

Narrate our Story

Whenever we want, any of us can speak in the voice of a narrator. ‘Courtney goes to meet Lord Shod.
Lord Shod says to find him at a place called the Rainbow Races but she’s still surprised to find that they’re
literally racing rainbows.’ If the active player wants to veto something, they can say something like,
‘Actually, it’s not quite so easy,’ or ‘Rewind that, and try something else.’

Be our Characters

But we can also speak in our own character’s voice, and even act out little scenes. ‘I think we’ve been
invited to this city by someone called Lord Shod. I’m disembarking, and going to go meet him. Who wants
to go with me?’

114
Step into Other Characters

We can also temporarily take on the role of other characters in the story, including villains. ‘I’m
disembarking, and going to go meet him. Who wants to go with me, and who wants to play Lord Shod?’

Build Worlds

We’ll come across cities. Describe what these societies are like. Extrapolate from one fact to the next.
Interpolate into gaps. Reverse-engineer: ask, how did things get this way? Think about everyday life, the
little details. Invent new words. Permit ambiguity. Make wild leaps. Create images at the edge of
explanation.

Look Things Up

Find out about sailing ships, and transpose them to the sky.

Settle on a Pace

We don’t have to have a whole new adventure or build a whole new world at every turn. Sometimes we
may want to say, ‘That’s cool,’ nap in our cabins, and fly to the next place. A normal voyage will end
between card #40 and card #52. So if we want about an hour and a half of play, we should average about
two minutes per turn. If we want three or four hours of play, we should spend an average of four or five
minutes per turn. Or if we want to have a campaign stretching across many sessions, we can spend as long
as we like on each turn.

Fly Swirling Knotted Paths

We don’t have to keep flying into uncharted territory. We can loop around and criss-cross our map. One
turn can mean a day, a week, a month, or more in story time. Each turn, we’ll place our skyship wherever
makes most sense for our story.

Be Cinematic

We’ll let our minds’ eyes wander like cameras. We’ll evoke sweeping landscapes and striking images.

Interpret Liberally

We’ll use imagination and pragmatism to interpret the cards. If a card refers to someone who isn't there,
we make it be about someone who is. If it helps the story to rename something, we can do that. A city
needn’t even literally be a city. It could be a town or a village, or a forest, or a caravan, or a giant skyship,
or a planet, or an island, or a neighborhood, or a reticulum of protein, or a pocket dimension, or a
simulation.

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Co-operative Play: Optional Rules

▢ The active player is like a GM. The standard rules leave it quite open how the group will interpret and
respond to the prompts on cards. But if you use this variation, the active player (the player whose turn it
is) should think of themselves as the GM (Game Master), using the oracle to create a mini-adventure for
the other players.

✦ The active player presents the scenario, and asks the other players what they do, or asks them to act
out the scene.

✦ Then the active player tells the other players the results of their actions, and/or allows them to burn
and/or take resources, as per the oracle. (For example: ‘OK, great plan! To succeed, you’ll need to
burn 2 STEEL or 2 GUILE, and you’ll get 3 SPIRIT. Does it succeed, or does something go wrong?’)

✦ If the prompt is focused on a single character, this does not usually refer to the active player’s
character. Instead, the active player chooses who the ‘you’ refers to, or asks for a volunteer.

✦ The active player does not need to reveal which prompt they have chosen, or everything it says, right
away.

▢ The active player is really like a GM. As above, but also activate the “Adjust resources yourself”
optional rule. The active player can then create their own challenges that suit the story (for example,
‘Burn 1 SPIRIT to succeed.’) Remember that each turn, GM-created challenges must be zero sum (the
spend must equal the reward), and no more than 4 points may be burned. Challenges that are already
mentioned by the oracle don’t count toward the 4 points. To dial the play experience even more toward
traditional roleplaying, also activate the “Tag resources to players” optional rule.

▢ Everyone except the active player is like a GM. The standard rules leave it quite open how the group
will interpret and respond to the prompts on cards. But if you use this variation, the active player is
always ‘having an adventure,’ and the other players are there to create the world where their adventure
takes place. When you are the active player, follow these steps:

✦ Draw a card, choose one of the two prompts, and read it to yourself. Then set the scene. Describe
where you are and what’s going on. Then ask the other players questions.

✦ You can ask them to fill in details. ‘I notice that many of the townsfolk are wearing a symbol on their
lapels. What is it? Have I seen it before somewhere?’

✦ You can ask them whether something is possible. ‘Is the rift big enough to squeeze the skyship into?’

✦ You can tell them what you’re doing, and ask what happens next. ‘I’m not really sure what the Wand
of Implicit Fortune does, but I know you’re supposed to wave it. So I give it a little wave.’

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▢ Everyone else is really like a GM. The active player is in the spotlight, but they don’t draw the card,
read the oracle, or choose which prompt to use. One or more of the other players does this for the active
player. The active player is only in charge of their own character’s thoughts, feelings, and actions. The
other players are in complete control of the world.

▢ Adjust resources yourself. This is a good rule to activate for longer, more detailed stories. Use this
optional rule to enrich the narrative, not to ‘min/max’ and make the game mechanically unchallenging.
Under this rule, you may adjust your resource to reflect your own storytelling, even when the oracle
doesn't explicitly tell you to. You can do this as often as you like, so long as you stay within these limits:

✦ Your adjustments must be ‘zero sum’ for that turn. So on a particular turn, you could burn 2 GUILE
and take +1 STEEL and +1 SPIRIT, because it totals to zero.

✦ You can adjust a maximum of 4 points on a turn. For example, you could take +2 GUILE and +2
SPIRIT, and burn 2 TECH and 2 STEEL, but no more.

✦ For the purposes of this optional rule, GOLD only counts as half of the other resources.

✦ You can’t burn any resources you have gained this way until you draw the next card.

▢ Tag resources to players. This rule significantly changes play dynamics. Instead of treating each resource
as a collective pool, every player has their own pool of STEEL, GUILE, SPIRIT, TECH, and GOLD.

✦ Two players: each player starts with 1 GOLD and 1 other resource of their choice

✦ Three players: each player starts with 1 resource of their choice

✦ Four players: the Captain starts with 1 GUILE, and other players start with 1 GOLD

The active player (the person whose turn it is) can burn resources from their own pool, or from the pools
of NPC crew members. Other players can donate resources, and/or negotiate with the active player to
contribute resources in return for rewards.

Resources may be given as gifts or traded among players at any time. If a character is killed or leaves the
ship, their resources are lost. The active player (the player whose turn it is) receives any resources
awarded by the oracle, with two exceptions:

✦ When a character first arrives, any resources they add are tagged to that character.

✦ When a character awakens an artifact, any resources it adds are tagged to them.

▢ Multiple characters per player. If this optional rule is activated, there are no NPC crew members. Every
crew member is controlled by a player, and a player may control multiple crew members. Whenever a
newcomer joins the skyship, they are assigned to the active player (the player whose turn it is).

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▢ Give those roles some real duties. The Engineer keeps track of PROJECTS, DAMAGE, and changes to
the Ship Schematic such as new weapons or systems. The Navigator adds to the World Map. The
First Mate acts as purser and steward, keeping track of STEEL, GUILE, SPIRIT, TECH, and GOLD, as
well as CARGO. The Captain takes ownership of the Chronicle, and Crew List, and also does any
record-keeping not already covered by another role.

▢ Or, assign everybody a metagame duty. In addition to our in-game roles, we can decide on areas of
responsibility, divided up however we like. For example, two players draw our World Map, and two
other players draw our Ship Schematic and keep track of all the necessary numbers. Or to take another
example, if we have four players, we could divide up SPIRIT, GUILE, STEEL, and TECH so that each
player keeps track of one, and collectively keep track of GOLD and everything else.

▢ Throw no one under the skybus. If this rule is activated, losing a crew member will only reduce the
difficulty of a challenge if there is no other option. In other words, you can only ‘sacrifice’ a crew member
if the alternative is taking so much DAMAGE the voyage would be over.

▢ Actually, forget about the resources. Just read prompts, draw pictures, and tell a story.

▢ Save projects for later. This optional rule slightly increases complexity, and slightly reduces difficulty.
When you uncover a project card, but don't have the resources to start it now, you can save the project
for later. Record what you'd like to do, roll the die to determine the timescale, make a note of the
resources and time it would need, and the benefits when complete. You can then start the project
whenever you reach a SHIPYARD, or whenever a card invites you to start a project. You can’t start more
than one project on a turn.

▢ Extend Chapter Three. This makes the game last a little longer, and probably also slightly less deadly.
Add two Jokers to the Clubs suite when you shuffle it. The game doesn’t end when you draw the King of
Clubs. Instead, keep playing until you have drawn both Jokers. Then turn to the final chapter, and draw
your final cards.

▢ Hexcrawl a map. Instead of freeform, narrative-based mapmaking, use hex paper and a skyship token to
track your exact location. Move 0-3 hexes per turn, or more if you’re driven wildly onward by a ferocious
storm. Either use a pre-generated map, or fill in the terrain as you fly over it. There are quite a few
variations of this, which are discussed in a separate section toward the back.

▢ Pace play with a playlist. This one is a little cocobananas, but it can be fun. Make a playlist of songs of
about four minutes each. Each turn lasts exactly as long as the song. When the song begins, draw a card
and read out a prompt. While the song is playing, act things out, draw things, make decisions, and so on.
When the song finishes, fade out, even if it’s in the middle of something. You can always decide later how
that episode actually resolved. Genius level version: Set up a playlist on a platform with frequent ads (e.g.
YouTube), and use a VPN set to a country whose main language(s) are not spoken by any of your players.
Read out the prompts during the ads, and act out the scenes during the songs.

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Guided Play
If you are familiar with traditional roleplaying in which one of you takes the role of GM (Game Master),
The Shrike can also be played in this way too. Read the rules for collaborative play, including the optional
rules. As GM, decide what adaptations will suit your style of play. For example:

✦ Only you draw cards, and only you have access to what the oracle says.
✦ Each turn, draw the top card, and quickly examine both options. Create a binary choice that hints at
what may lie in store, but don’t give too much away. For example, ‘There is a city not too far away
which may let you repair and resupply, but you don’t know much about it. Or you could explore the
forest to the east, which is said to be haunted.’
✦ When the players have chosen a prompt, describe the scenario, and ask them each what they’re doing.
✦ Or, when the players have chosen a prompt, set up a scenario, and invite them to act out a scene.

Tips for GMs

✦ Check out RPGs like Polaris, Apocalypse ✦ Every ‘minor’ NPC is their own protagonist.
World, Archipelago, Microscope, Fiasco, The ✦ Think about what’s happening off stage.
Quiet Year, and What’s So Cool About Outer
Space? Some of these words were theirs first. ✦ To contain the plenitudinous multitudinousness
of the universe, get help. Ask questions about
✦ Something is always happening. Nothing is the wider implications of anything weird. ‘OK,
never happening. (But sometimes what’s in this city they have no concept of gift-giving.
happening is in characters’ inner lives). Do they still have an equivalent of charitable
✦ Make the world feel real. (Because the world is organizations? How do they work?’ Fish
real. It may be real in a strange way — as an around with open-ended questions. ‘If they use
allegory, as a dream, as a nightmare, as a dance feelings for money here, how does that affect …
of images and emotions, as pattern of real sports?’ Build upon, cultivate, probe, elaborate,
possibilities mingled and merged with escapist transform and translate players’ ideas.
fantasies — but it is real).
✦ Try to speak in narrative, not in numbers.
✦ If it helps the world feel real, let the obvious Don’t say, ‘Do you want to burn 2 GUILE to
thing happen. infiltrate the Festival of Thorns and take 2
✦ If it helps the world feel real, leave things STEEL?’ Say, ‘How much GUILE do you
unexplained or ambiguous. have? OK, want to try to infiltrate the Festival
of Thorns? You do? What’s your plan?’
✦ Address yourself to the characters, not to the
players (most or all of the time). ✦ Fail forward — dreams and desires can be just
as dynamic and fruitful when they are
✦ Care about the players’ characters. frustrated as when they are fulfilled.

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Clarifications and Design Notes
Do I have to explore every city I stop at? ~ No.

Do I have to answer every question on my chosen prompt? ~ No. You can think of the oracle’s prompts
like a stream of questions from an exuberant distant relative who hasn’t seen you since you were a baby.
Answer the general gist. Determine your own agenda.

If it says ‘Take 2 SPIRIT or 2 GUILE,’ does that mean I can take 1 SPIRIT and 1 GUILE? ~ No, that’s
not what it means. But then again, it’s your story, so if it makes sense and you want to play it that way, go
ahead.

If I’m reducing a challenge’s difficulty by 2, can I split the reduction across different resources? Can I burn
1 less STEEL and 1 less TECH, for example? ~ Yes.

Is there a difference between GEAR and ARTIFACTS? ~ Not really in terms of game mechanics. In
storytelling terms, GEAR is more predictable machinery which needs to be repaired and installed before it
can be used, whereas ARTIFACTS are magical and/or advanced technological contraptions that must be
‘awakened’ by rituals before they can be used.

Can a PROJECT repair damage incurred after the project began? ~ Yes.

Can I change a PROJECT halfway through? ~ No. When you begin the project, you must choose which
resource it will add, or choose for it to reduce DAMAGE. When the project completes, change the
appropriate number.

Can losing a crew member let me afford a PROJECT? ~ Yes.

Can losing a crew member reduce the difficulty to zero? ~ Yes.

Can losing a crew member reduce difficulty to less than zero? Can I gain a resource point? ~ Hmm.
Probably not? But if it makes sense in the story, then yes.

Can I make up my own roles for the crew? ~ Yes, although the named roles do have some mechanical
effect within the story, mainly associated with artifacts. ‘If you have a Runemaster in the crew, they know
how to awaken the artifact.’ One way around this is to assign an equivalency. Just make a note in your
Logbook, e.g. ‘Knusha is the ship’s Poet (equivalent of Gunner).’ Then if a prompt refers to a Gunner, you
know for you it means Poet.

Can crew members switch roles? ~ All crew members can switch roles whenever the crew situation
changes, i.e. whenever someone joins the crew or leaves or is killed. They can change roles to whatever
you like, although certain named roles tend to have mechanical effects within the game.

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What are resources? ~ They are abstract measures of your capacities to overcome challenges. SPIRIT
tends to be useful in situations requiring perception, wisdom, intuition, magic, and/or willpower. STEEL
tends to be useful in situations of violence or intimidation. TECH relates to machines, technology, magic.
GUILE relates to cunning and quick wits, or occasionally to charm and stealth. But they can be interpreted
flexibly.

Why do resources sometimes go up and sometimes go down? ~ The Shrike adopts the philosophy, unusual
in RPG design, that many activities can be either replenishing or exhausting, depending on myriad tiny
details that are impossible (or undesirable) to represent mechanically, but are easy to represent narratively.
Here’s an example. You fight a skirmish and win. Your crew not only gains experience and confidence,
your crew also hones their connections with one-another. There were some tricky moments, but you’ve
learned from them. You’re alert, vigilant, on a war footing. Your weapons and other systems have been
recently used, and you’re deeply and intimately aware of their current status. Take +1 STEEL. You fight a
skirmish and win. You won, but it took its toll. Your crew are exhausted and injured. Ammunition is
depleted, armor damaged, the engines strained and in need of repair. Burn 1 STEEL. So the philosophy is:
when certain capacities are called upon, something happens to them.

How long is a turn in story time? ~ A turn can be any amount of time. One turn may represent a day, and
the next turn may represent two weeks. It’s useful to keep it variable, because it allows your skyship to
traverse any amount of the map in one turn, so you can place yourselves wherever makes sense in story
terms.

When it says ‘If you use force or intimidation, take +1 STEEL. If you use diplomacy or charm, take +1
SPIRIT. If you use cunning or stealth, take +1 GUILE. If you use technology or magic, take +1 TECH’
does that mean if we use all those things we can take +4 resources? ~ Oh my days, no? Just take +1 in one
resource.

I’ve never tried solo roleplaying before. Am I doing it right? ~ Yes, you are doing it right.

OK but still, I want to learn more about solo roleplaying. ~ Search online for solo roleplaying communities,
and/or check out 1000 Year Old Vampire, Quill, Beloved, Ironsworn, and Tunnels and Trolls. The Quiet
Year, which is The Shrike’s most direct inspiration, is also adaptable for solo play.

I’ve written a story using The Shrike, do I own the rights? ~ If you create things using The Shrike, you
are free to do whatever you like with them. Please credit The Shrike.

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Can you give an example of how the final chapter works? ~ The final chapter usually says something a bit
like this:

Draw three cards, and interpret them to see if you can overcome your final challenge. If you are playing
on the Easy setting, you can draw just one or two. If you are playing on the Epic setting, draw four.
Spades mean burn TECH. Clubs mean burn STEEL. Diamonds mean burn GUILE. Hearts mean burn
SPIRIT. Aces are high and court cards count as 10. For every point of DAMAGE you endure in your
final challenge, reduce the challenge level of a card by 1. As usual, for every character who sacrifices
themselves reduce the challenge level of a card by 2. Take as long as you like over this. If you want, you
can think of each card as its own separate significant sub-challenge. So ... have the crew survived?

It is deliberately super flexible. By now you probably know your characters and know what you want for
them, and have a million loose ends you might want to tie up.

Let’s say you have four crew members, Abe, Bella, Zuboff, and Morp. Your ship, The Tender Monkey,
has taken 4 DAMAGE. You have 8 STEEL, 8 SPIRIT, 8 GUILE, 8 TECH, and 8 GOLD.

For example: if you draw 2♣, 5♣, and 10♥, you need to burn 7 STEEL and 10 SPIRIT to overcome the
final challenge. You are short by 2 SPIRIT. So your choices are …

✦ Completely fail the challenge (because you want the story to end that way).
✦ Partly fail the challenge. You burn the STEEL, but you lack enough SPIRIT.
✦ Complete the challenge by sacrificing a crew member in some dramatic way. This could mean getting
killed, but it could mean something else. Losing a crew member brings the challenge down to 7 STEEL
and 8 SPIRIT.
✦ Complete the challenge by taking DAMAGE. You’ll need to take 2 DAMAGE, bringing your total
up to 6 … so The Tender Monkey is destroyed. This could be a wonderfully dramatic finale. Does it
mean that the whole crew perish too, or do you miraculously survive? Or perhaps there is some
ambiguity hanging over your fates?

In story terms: The Tender Monkey has been shrunk to the size of a bee. You are flying around in the
king’s Royal Salad, trying to retrieve a poisoned berry. You could completely fail the challenge in many
different ways (get skewered on the king’s fork, etc.). Or partly fail the challenge in many ways (save the
king but then get swallowed by the king, or fail to save the king’s life but at least escape from the salad, or
save the king but fail to get back to the shrinking reversal field before it shuts down and be forever stuck
this size, or even a more minor failure like getting swallowed along with the deadly cherry but giving the
king an emetic tickle with your prow). Or succeed in the challenge in many different ways (embed your
anchor in the berry and drag it out of the salad. Or realise that the king is a tyrant and make sure he does
eat the cherry).

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Further Observations on The Vale
The Queen’s Calendar

While there are many ways of reckoning time and seasons in The Vale, the Queen’s Calendar is widely
understood. There are four seasons, each of three months:

Winter: Evernever, Ember, Jemblewary


Spring: Frostweary, Mark, April
Summer: Murr, Greenleaf, Fallenwell
Fall: Hellerick, Firetop, Steptover

Leap: As the calendrical year does not perfectly synchronize with the sidereal year, spare moments
gradually grow around the lip of the universe and, when some unpredictable critical mass is reached, drip
down to form a new season between Fall and Winter, which is known as Leap. There is usually a Leap
every twenty years or so, though it’s never certain when it will fall. Leap has three months: Mossmoon,
Crysselmoth, Fallendoor. Once it had a fourth, Killjester.

The Brokenborn Archipelago

Maybe your journey starts here?

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Notes on Maps
Drawing in The Shrike can give us visual reminders Denis Wood says: “These relationships, between
and inspiration when we respond to prompts, the signifieds and the signifiers, are wholly
making story arcs more likely. Mapping can take conventional—essentially arbitrary—so that the
many different forms. See for example Micronesian connections between signifieds and signifiers are, for
/ Marshall Island stick maps, Ammassalik tactile all their taken-for-granted quality, never secure.
And from the beginning the signifiers have been
maps, design-oriented mapping, Google Maps,
slipping their moorings. … What this meant was
mnemonic songs. We could use The Shrike to
that from the beginning they could have a life of
explore ways of mapping that are unfamiliar to us. their own independent of the needs of the state or
the interests of property—or even of a commitment
Aishwarya Subramanian says: “As the 19th century to represent the world—and they began to live it
drew to a close ... explorers were running out of immediately. For example, as early as 1516 a map of
“blank spaces of delightful mystery” (as Conrad an imaginary island was published as the
describes them in Heart of Darkness) to map, frontispiece to Thomas More’s Utopia ... It was
explore and claim. Again, it's no coincidence that probably too early to expect this to be called a map,
the beginning of the 20th century saw a flowering and besides the book was in Latin so it’s called,
“Utopiae Insulae Figura,” but it’s quite maplike.
of fantasy and science fiction, providing heroes with
The extremely high oblique perspective is
new worlds (and planets) to go questing in. The
underscored by the ships in the foreground and in
colonisers had had a vested interest in ridding the the background by the mainland which is seen
land, as far as possible, of competing histories and almost head-on. With the buildings in profile the
significance, discounting existing cultural and island has an almost axonometric feel. ... Over the
geographical understandings of the space.” next 450 years the use of maps to lend credence to
imaginary places would explode, and with the
Michel de Certeau says: “... the map has slowly publication in the middle of the 17th century of
disengaged itself from the itineraries that were the Madeleine de Scudéry’s Carte de Tendre in Clélie
condition of its possibility. The first medieval maps (10 volumes, 1654–1661), the door was opened onto
the instantly popular world of allegorical maps (the
included only the rectilinear marking out of
“Map of Tenderness,” the “Map of the Realm of
itineraries (performative indications chiefly
Love,” the “Map of Marriage,” the “Map of the
concerning pilgrimages), along with the stops one Realm of Coquetry”). ... Jeffrey Peters has drawn
was to make (cities which one was to pass through, attention to the way these maps drove wedges
spend the night in, pray at, etc.) and distances between signifieds and signifiers: ‘Scudéry, I have
calculated in hours in days, that is, in terms of the been arguing, reformulates the notion that maps
time it would take to cover them on foot.” convey an objective form of absolute and complete
knowledge by creating her own map that multiplies
Matthew Sparke says: “Cartography is part of a rather than reduces the field of meaning. The
reciprocal or, better, a recursive social process in explicitly allegorical language of Clélie’s map is
designed to open up a gap in meaning between the
which maps shape a world that in turn shapes its
signs that cover its surface and the signified
maps.”
knowledge that is produced in its name.’”
124
Oscar Wilde says: “a map of the world without “territory is never a homogeneous space,”
Utopia is not even worth glancing at.” indigenous populations envisioned the land as an
originating space, where inhabitants were not just
Raymond B. Craib says: “At the same time, such located but dominated the space through primordial
technologies, like their predecessors, can be used to connections and thorough integration into the
resist, deflect, or otherwise undermine dominant landscape. These mappings located territory in the
paradigms. That is, they have counterhegemonic network of culture and history rather than in the
potential. Cartographers have produced radical grid of geometry.”
atlases and have crafted maps that draw public
attention to everything from new processes of Denis Wood says: “... while there are cases of maps
militarization to patterns of migration, flows of being rejected as early as the 16th century, as we
capital, and movements of production.” cruise into the opening of the 21st not only are maps
being rejected with increasing frequency but a
Magali Carrera says: “... pressured by imperial whole culture of counter-mapping has emerged.
demands to secure administrative reform and Rooted in map art practices that date to the early
commercial expansion for Spain, Bourbon officials 20th century; in the mental maps movement of the
mapped eighteenth-century New Spain as empirical 1960s; in Indigenous and bioregional mapping and
space, a place where resources and inhabitants were critical cartography and Parish Mapping; with all
to be located and measured—ordered and kinds of fusion, interbreeding, and boundary
embedded in geodesic knowledge. Rooted in Spain’s crossing; and fueled by a widening perception of
medieval land tenure system, this mapping insisted global injustice, it is counter-mapping that shows us
that imperial power emerged from claimed where mapping is headed.”
territoriality. In contrast, exemplifying that

Variation: Hexcrawl a Pre-Generated Map

Use this variation if you want to include some elements of OSR (Old School Revival) style exploration.

✦ Get a hex map from somewhere, or create one of your own (see e.g. Worldographer)
✦ Get a figurine to represent the skyship — why not simply use an actual miniature skyship, crewed by
miniature hominids no taller than letters on a page?
✦ You may move 0 to 3 hexes per turn, or up to 6 if a tempest drives you uncontrolled through the skies.
✦ Replace whatever the oracle says about the terrain with what your map is telling you — like ignoring
a confused or frankly murderous GPS.
✦ This rule variation works well for guided play, since the GM can live-edit the Oracle’s landscape to
conform with the map.
✦ This rule variation also works well with voyages specifically designed for it, which ask you where you
are, rather than telling you where you are.

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Dealing with cities while hexcrawling a pre-generated map

✦ Option A. ‘Teleport’ to the nearest unvisited city hex. Mark about 15-20 cities in advance, but don’t
name them. Whenever you take a city prompt from the Oracle, move the skyship to the closest
unvisited city and label that city. It’s fine to visit the same city again later for narrative purposes, but
you may only make use of facilities like a SHIPYARD, TRADING POST, or WORKSHOPS on
your very first visit. On subsequent visits, either they have burned down, or they are closed because
of the Floating Plague, or you are by now so notorious no one will serve you, or something like that.
✦ Option B. Keep city prompts for later use. Mark about 15-20 cities in advance, but don’t name them.
Each turn, move 1-3 hexes, then draw a card. Whenever you draw a city prompt, if you are not on an
unvisited city hex, you may add the card to your Cities Hand. Whenever you arrive at an unvisited
city hex, play a card from your Cities Hand instead of drawing from the deck. Label the city. If you
arrive at a city hex but have no cards in your hand, it means that the Worshipful Company of Aerial
Warlocks and Air Traffic Controllers has not given you permission to dock, and you must move on.
✦ Option C. Cities have a ‘zone of influence.’ Mark about 10-15 cities in advance, but don’t name them.
If you are within five hexes of an unlabelled city when you draw a city card, label the city, and use the
card as normal. Or if there is no city within range, discard the card without using it, but you may
reduce DAMAGE by 1 (repairs in the air) or take +1 SPIRIT (enjoying nature).
✦ Option D. Discover cities as you go. Don’t mark any cities on the hex map in advance. When the
Oracle tells you that you have come to a city, mark it on the map at your current hex. Once a city has
been added, you may treat it as Orist Pitstop (see below) whenever you are on that hex on the same
turn as the Oracle gives you a city option. In narrative terms, being on the same hex doesn’t
necessarily mean you have safely arrived. You may have all kinds of adventures and mishaps in the
airspace just on the outskirts, before finally drawing a city option. When you draw the city option,
substitute the mechanics of Orist Pitstop for whatever the Oracle says.
✦ Option E. Prepare a traditional hex key in advance. Before you start, go through the whole oracle for
your voyage, and mark and name its cities on the map. If two city prompts appear on the same card,
choose just one (otherwise it will probably make the game really easy). If a card has a non-city prompt
you’d like to include instead, keep it in the deck but cross out the city option. Remove every card with
a city prompt from the deck. Arriving at the location is what triggers the prompt.

Orist Pitstop
The towers of Orist Pitstop loom on the horizon. Actually, that might not be what the locals call it, but
it’s been kind of a long day, so. SHIPYARD. While in Orist Pitstop, you may burn 3 GOLD to repair 1
DAMAGE. TRADING POST. If you have any CARGO, may may sell it for one-and-a-half whatever
you paid for it, or burn 2 GUILE to sell it for twice whatever you paid for it. WORKSHOPS. You may
hire an expert to awaken an artifact, or repair and install any equipment you may have found, for 5
GOLD.

126
Variation: Make up a Map as you Hexcrawl

✦ Get some blank hex paper, maybe about 20 x 20 hexes big.


✦ Get a figurine to represent the skyship — or if you only have an actual skyship, make sure you get
really large hex paper. Start wherever you like.
✦ You may move 0 to 3 hexes per turn, or up to 6 if a tempest drives you uncontrolled through the skies.
✦ Fill in the regions you move through with whatever terrain and / or features you like. Create
continents, islands, grasslands, forests, wetlands, mountain ranges, open or enclosed farmlands,
wastelands devastated by wild magic or mismanaged monocultures, haunted mines, half-sunken
monuments, stone circles, glaciers, arcologies, flying islands, or whatever you like.
✦ The map trumps the Oracle. If the Oracle is telling you you’re over meadows, but the map is telling
you you are revisiting a patch of ocean, don’t get out and gather wildflowers.

Variation: Procedurally Generate a Map as you Hexcrawl #1

✦ Get some blank hex paper, maybe about 20 x 20 hexes big.


✦ Get a figurine to represent the skyship — or if you only have an actual skyship, make sure you get
really large hex paper. Start wherever you like.
✦ You may move 0 to 3 hexes per turn, or up to 6 if a tempest drives you uncontrolled through the skies.
✦ Designate one die to be the Terrain Die.
✦ If you move into a blank hex when the Terrain Die is on 1, roll the die to see what kind of terrain
you’ll be flying over next. Then count down the Terrain Die as though it were a project die. So if
you roll a 4, you will be flying over that terrain type for four more turns, then reroll on the fifth.

On the left half of the map On the right half of the map

1 Glacial debris, quarry, ruins, ironflowers, other Crater, tor, ruins, barrow, catacomb, other

2 Fens, swamps, marshes, bogs, fjords Mountains, hills, half-wild croftlands

3 Mountains, tundra, glacier Fens, swamps, marshes, bogs

4 Light forest, savanna, shrublands Grasslands, prairie, steppe, moors, pastures

5 Desert, rocky waste, sandveld, hardveld Forest

6 Grasslands, prairie, steppe, thornveld Seas or lakes

✦ Use your discretion to fill in other hexes to join up explored areas and complete the map.

127
Variation: Procedurally Generate a Map as you Hexcrawl #2

✦ Get some blank hex paper, maybe about 20 x 20 hexes big.


✦ Get a figurine to represent the skyship — or if you only have an actual skyship, make sure you get
really large hex paper. Start wherever you like.
✦ You may move 0 to 3 hexes per turn, or up to 6 if a tempest drives you uncontrolled through the skies.
✦ Designate one die to be the Terrain Die.
✦ Position the Terrain Die on a Hex Flower. Each turn, roll the die and move it accordingly. 1: up, 2:
up and right, 3: down and right, 4: down, 5: down and left, 6: up and left. If the die goes off the edge
of the flower, wrap it around to the other side.
✦ Mark your map accordingly: glaciers and high snowy peaks, frozen forests, dense evergreen forests,
scattered woodlands, grasslands, deserts, tundra riven with chasms and ravines, cataracts and cascades
pouring down mountainsides, lakes and seas, green knolls and hills, or lagoons, swamps and marshes.
✦ The Hex Flower is not a representation of actual space, but rather a random roll table with each roll
primed by the last. See Goblin’s Henchman for more about Hex Flowers.

128
Variation: Procedurally Generate a Counter-Map as you Hexcrawl

Why do maps look the way they do? How inevitable is it that they look that way? Imagine, for a moment,
a digital 4X game (eXplore, eXpand, eXploit, eXterminate) that didn’t reproduce that colonial logic of
observation and dominance. What might it look like?

Coloured strip map of the initial portion of the coaching route from London
to Bristol, from John Ogilby’s Britannia (1675)

A strip map focuses on the route from one place to another. If your priority is how two places are
connected, and the resting places, roadside attractions, and other way-points strung out between them, a
strip map is a compact solution. So long as you’re not concerned about being flanked by enemy troops, or
about what choke-points you’ll need to control to collect customs taxes, or what territories you could buy
up cheap or take by force to develop for profit, a strip map should be perfectly adequate to your needs.
The national mapping agency for the United Kingdom is called Ordnance Survey Ltd. “Ordnance”
means artillery, or the branch of government that deals with military materiel, and the name recalls the
agency’s origins in the Board of Ordnance’s mission to map Scotland in the 1740s, in the wake of the
Jacobite rising. This piece of trivia points to an important fact: the dominant forms of cartography today
are shaped by the needs of enclosure, extraction, warfare, and colonialism. They tend to filter out all
ecological and cultural meaning which doesn’t contribute to those needs. They are questions of military
and economic control: “Where shall we build roads to expedite the transport of silver? Where can troops
be garrisoned or bivouacked? Where might Indigenous armed resistance hide, and how might they be cut
off from the communities that nourish them?”

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Marshallese stick map

This is a Marshallese stick map, used to navigate the Pacific Ocean by canoe off the coast of the Marshall
Islands. Islands are represented by shells or by lashed intersections. Islands block and bend ocean swells,
and the materiality of coconut fronds is borrowed to express the materiality of this region of ocean. The
map is read both by sight and by touch, and is generally integrated into the navigator’s memory before the
voyage. The map is not something you take out and consult from time to time. It’s something you carry
constantly inside you, as you observe sun and stars, sense the motion of underlying swells from the pitch
and roll of your canoe, judge your location and bearing, and find your way. Also, different maps of the
same region are quite different, and the skill of reading each map is a very embodied knowledge. That is, it
something you learn to do from someone who knows how to do it, and it is something you can probably
teach to an apt pupil, although you cannot necessarily summarize the knowledge in words. So long as you
don’t need a set of highly standardized cartographic conventions — suitable for the training of naval
officers en mass, enabling them to execute military maneuvers, and moreover enabling them to become
fungible, so that if one officer is killed or court-martialled or transferred to a different vessel, they may
easily be replaced — the stick map is perfectly suited to your purposes.
Countermapping is the speculative practise of exploring myriad ways of representing the world and
finding our way in the world, especially those that investigate, subvert, and/or reject the cartographic
conventions that co-evolved with conquest and empire. It is often a playful practise, and it’s something you
could bring into The Shrike — in fact, hopefully it’s something you already have done, whether you
meant to or not! Oh, and by the way: the mapping practices of The Vale are even more myriad than those
here on Earth . . .
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Souvik Mukherjee, writing about the video game Age of Empires: “One key element of the colonial
enterprise is that the Other needs to be known: knowledge enables control. The game map is, therefore,
extremely important in AoE as is the ‘fog of war,’ the dark space that signifies the unexplored area and
that only becomes visible once the player’s units pass through it. The sooner the player explores the
dark areas of the map to reveal what is hidden, the better are the chances of finding resources such as
gold, stone, wood, and food. Sending scouts is the usual method of exploring uncharted territory.
Exploring through the fog of war also makes the players aware of the buildings of enemy civilizations
and finding the Other is both literally and metaphorically a journey where darkness is brought under
control. This is very similar to the colonial stress on mapping and surveying, which gave the world some
of the most rigorous cartographic surveys such as the Great Trigonometric Survey that calculated the
height of Mount Everest. In the colonial system, mapping allows the colonizer to surveil territory, with
visibility implying control ...”

‘Postcolonialism: Age of Empires,’ in How to Play Video Games

Saanya Jain, writing about Google Maps: “What users see is necessarily shaped by Google’s economic
incentives — in an effort to avoid controversy and thus ensure its total domination, Google changes
what maps are shown to users depending on where they’re searching from. (Much ink has been spilt
over the years on its decisions on everything from Palestine to territory disputes between India and
China.) Google also cooperates with self-serving requests from governments, like wiping out Rio’s
favelas, because they weren’t the best way to encourage tourism in advance of the Olympics and the
World Cup. The dangers of common knowledge of spatial inequality isn’t hypothetical — in Bahrain,
the Shiite majority used Google Maps to demonstrate against inequality after they saw that palaces and
estates make up 95% of the country.

Saanya Jain, ‘Mapping Ideology’

Notes on Crew Size


The Shrike tends to assume that, by the same narrative magic that lofts you into the sky in the first place,
you are able to run a complicated ship with a crew of only four, or indeed one.
But if you’d prefer to tell a story about a bustling sky galleon, with perhaps a complement of fifty or
even a thousand, go for it! Just suppose that crew members named by the oracle are the main cast, and
improvise interactions with the rest of the company as you see fit. If your main cast are all lost, narrate
some less-than-happy fate that befalls the ship.

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Quick Reference
✦ How to shuffle the cards. Divide the deck of ✦ Rule conflicts. If rules seem to say different
cards into three piles: spades by themselves, things, instructions on oracle prompts and/or
hearts and diamonds together, clubs by special rules at the beginning of a voyage take
themselves. Shuffle each of the three piles precedence over all normal rules.
individually. Stack them as one pile with clubs ✦ Interpreting prompts in co-op play mode. Take
at the bottom, hearts and diamonds in the turns being the active player. The active player
middle, and spades at the top. draws a card, and chooses a prompt. By
✦ Starting crew and resources. Create 4 crew default, the ‘you’ on the prompt refers to the
members. If you’re playing as a group, give active player’s character, but it can refer to
yourselves 6 GOLD and 1 STEEL. If you’re someone else by mutual agreement. Questions
playing solo, give yourself 2 GOLD, 1 STEEL, are intended as inspiration. Not every question
1 GUILE, 1 TECH, and 1 SPIRIT. On Easy has to be answered. The active player leads the
setting, increase STEEL to 2. On Epic setting, storytelling, but everyone can contribute.
add 2 DAMAGE. ✦ If your character dies or leaves, take over
✦ Each turn, advance any active project dice, another crew member if one is available. If
draw a card, choose a prompt, and respond. none is available, take your turns as normal,
Update your records, then go to the next turn. and decide as a group who the ‘you’ refers to.
✦ Challenges. If you face a challenge you cannot ✦ If there is a dispute about what’s happening,
beat, you can lose a crew member to reduce everyone has the final say over their own
the difficulty by 2. Narrate however you like. character’s actions, thoughts, and feelings, and
Remove the character from your ship. the active player has the final say over
✦ Projects. If you get a chance to start a everything else. You can also put things to the
PROJECT, that means you gain resources (or vote if you wish.
repair DAMAGE) after a delay. Decide what ✦ Pacing. The game usually ends after around 45
the project will give you, then roll a die to see to 50 cards. If you want to play it as a
how many turns it takes. Each time you draw one-shot, spend an average of 2-3 minutes per
a card counts as one turn. turn. You can also play a campaign over
✦ Damage. At 6 DAMAGE, the game ends. multiple sessions.

✦ Cities. Cities are opportunities for ✦ Switching roles. All crew members can switch
worldbuilding, and/or to have an adventure. roles (e.g. First Mate, Bursar, etc.) whenever
The active player may want to set up a scene the crew situation changes, i.e. whenever
to act out. Players may play their own someone joins the crew or leaves or is killed.
characters, or NPCs. But it’s also OK to just ✦ Artifacts and gear. You will usually be told a
make it a quick stop-over. thing’s name, and resources to adjust.
✦ Ending. When you draw the King of Clubs, Sometimes an effect will be described. If it
follow the instructions to create your final isn’t, it’s up to you what it does narratively.
randomized challenge(s), and burn resources to ✦ What else would be useful on this quick
try to beat them. reference sheet? Let us know:
josephclwalton@gmail.com.

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Further Reading
Jorge Luis Borges, Labyrinths David Graeber, Debt: The First 5,000 Years
Vahni Capildeo, Odyssey Calling Angela Y. Davis, Are Prisons Obsolete?
Italo Calvino, Invisible Cities Becky Chambers, Long Way to a Small, Angry Planet
Italo Calvino, Cosmicomics Sara Ahmed, The Promise of Happiness
Charles Baudelaire, Flowers of Evil China Mieville, The City and the City
S.E. Grove, The Mapmaker’s Trilogy China Mieville, Perdido Street Station
C.S. Lewis, The Voyage of the Dawn Treader Louis Cram, A List and Description of Ambergris
Umberto Eco, The Island of the Night Before Squid Clubs
M. NorbeSe Philip, Zong! Stanisław Lem, The Cyberiad
Fred Moten and Stefano Harney, The Ralph Pordzik, The Quest for Post-Colonial Utopia
Undercommons Jean Baudrillard, America
Karen Lord, The Best of All Possible Worlds Ursula K. Le Guin, The Dispossessed
Mick Ashworth, Why North is Up Ursula K. Le Guin, Always Coming Home
Huw Lewis-Jones, The Writer’s Map Ursula K. Le Guin, The Left Hand of Darkness
Sophie Lewis, Full Surrogacy Now Wendy Trevino, Cruel Fiction
Kai Ashante Wilson, Sorcerer of the Wildeeps Charlotte Perkins Gilman, Herland
E. Lily Yu, ‘The Cartographer Wasps and the Grace L. Dillon (ed.), Walking the Clouds
Anarchist Bees’ Malcolm Swanston, How to Draw a Map
Samuel R. Delany, Tales of Nevèrÿon Margery Hope Nicolson, Voyages to the Moon
José Esteban Munoz, Cruising Utopia Anon, Journey to the West
Jeff VanderMeer, Wonderbook Catherynne M. Valente, ‘How to Become a Mars
Bill Ashcroft, Utopianism in Postcolonial Literatures Overlord’
Samantha Walton, Everybody Needs Beauty Hal Duncan, Susurrus on Mars
Joanna Russ, The Female Man Jonathan Swift, Gulliver’s Travels
Kim Stanley Robinson, The Mars Trilogy James R. Akerman, Decolonizing the Map
Kim Stanley Robinson, Aurora Josephine Saxton, The Travails of Jane Saint
David Rousell, Immersive Cartography and James Tiptree Jnr., ‘Painwise’
Post-Qualitative Inquiry Samuel R. Delany, Nova
N.K. Jemisin, The Obelisk Gate Samuel R. Delany, Trouble on Triton: An
Ursula K. Le Guin, The Tombs of Atuan Ambiguous Heterotopia
Joni Seager, The Women’s Atlas Iain M. Banks, The Player of Games
Ruth Levitas, Utopia as Method Iain M. Banks, Matter
Richard Adams, Watership Down Kathy Weeks, The Problem with Work
Ibn Battuta, The Travels of Ibn Battuta Cory Doctorow, Walkaway
‘Lady Sarashina’, The Sarashina Diary Umberto Eco, Baudolino
Octavia E. Butler, Bloodchild Sofia Samatar, A Stranger in Olondria
Milorad Pavic, Dictionary of the Khazars Sofia Samatar, Tender

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Crew Portraits

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Links
The Shrike is accompanied by this bunch of ramshackle tools and gizmos. Use the Voyage Generator
(sadpress.itch.io/the-shrike-rpg) to cough up your own unique oracle, and voyage into a true wilderness.
Use the Glimpse Generator or the Shrike Deck to inspire and enrich your storytelling visually.

✦ Voyage Generator (and Solo Playtest Tool)


✦ Glimpse Generator
✦ Shrike Deck (or PDF)
✦ Strange Cities
✦ Profuse Possession

Cards from The Shrike Deck

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Acknowledgements
Contact: Alice the Candle aka Jo Lindsay Walton / @jolwalton on Twitter / Sad Press

The Shrike is based on Avery Alder's The Quiet Year and Mark Diaz Truman and Avery Alder's The
Deep Forest. Other influences include Star Trek, FTL: Faster Than Light, John Harper's Lady Blackbird,
Takuda Okama's Alone Among the Stars, Yoon Ha-Lee's StarSwept, Ursula K. Le Guin's 'The Ones
Who Walk Away from Omelas,' Italo Calvino's Invisible Cities, Becky Chambers's Long Way to a Small,
Angry Planet, and Samuel R. Delany's Nova. The Shrike system is from Sad Press Games.

The fonts are Goudy Bookletter 1911, Cormorant SC, and Emilys Candy. Thank you to the mysterious
Gref Elves of Twine for teaching me things, and to Jacob D.C. Ross, /u/fleetingflight,
/u/GoldBRAINSgold, Alex Butterworth, and everyone at Conjured Games for feedback, encouragement,
and advice.

All artwork by Tithi Luadthong, except as follows. Cover art by Poskryakov's Games (Shutterstock).
Skyship on title page by Apokusay (Vector Stock). Adventurers lying sprawled with their heads together
by Vagelio Kaliva. Grand ramshackle town roofs against a mountain backdrop by Firstear (Shutterstock).
Flying islands wreathed in prismatic mist by Liu Zishan (Shutterstock). Steampunky zeppelin by Atelier
Sommerland (Shutterstock). Curling sky islet with crescent moon swing by e71lena (Shutterstock).
Dirigible soaring over cloud-wreathed snowy peaks by Digital Storm (Shutterstock). Figure in green mist
prepares pad for drying harvested rice by Herry Faizel (Shutterstock). Giant toadstool structures sprouting
in snowy landscape by Algol (Shutterstock). Shadowy and incandescent figures on fingers of giants by
Amanda Carden (Shutterstock). Delicate, bulbous, insectile craft sailing above cloud layer by Melkor 3D
(Shutterstock). Collages on adventure title pages and portraits of crew were created using Dall-E Mini and
Midjourney by Jo Lindsay Walton and the many artists whose work trained those models.

Quotations are from Denis Wood with John Fels and John Krygier, Rethinking the Power of Maps
(2010); Matthew Sparke, In the Space of Theory: Postfoundational Geographies of the Nation-State
(2005); Michel de Certeau, The Practice of Everyday Life (1980), Oscar Wilde, The Soul of Man (1900);
Magali Carrera and Raymond B. Craib in James R. Ackerman (ed.), Decolonizing the Map: Cartography
from Colony to Nation; Aishwarya Subramanian, ‘Centuries ago, explorers like Columbus and Vasco da
Gama played a real-life version of Pokémon Go’ (2016). Citation follows the Crot Citation Guide.

Dedicated to Gwydion, Stefan, Evan, and Jan.

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