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‘Do you know why swallows build in the eaves


of houses? It is to listen to the stories.’

Peter Pan — J.M. Barrie


Glossary
— in order of appearance —

The Gallant Gull – Vorm’s airship.


Kendis ­– replaces Scriv the Bard as our game narrator.
Nests – the floating islands surrounding Wingrest.
Archipelago – the collection of Nests.
Wingrest – the central island and home to Orion, the Nimbus Mother.
Orion – the name of the Nimbus Mother.
Nimbus Mother – a giant bird whose eggs are scattered throughout
the Nests.
Silver Apples – Pendragons who choose to stay on the islands .
Nimbus – giant birds inhabiting the Archipelago.
Feathering – an evolution of Shaping.
Golden Eggs – the main source of Belief throughout the Archipelago.
Consent Questionnaire – identifies unwanted content.
Crests – the four Glow rulers of Wingrest.
Eggshelter – tents used by Silver Apples and Pendragons on Wingrest.
World Tree Crest – a badge of honour given to prestigious Silver
Apples.
Lightlift – a central feat of engineering which starts at Roost and
travels to Wingrest.
Wyrm Pirates – those who skulk around the coasts hoping to steal
Belief.
Corrupted Glow – mysterious creatures seen every time an egg
is stolen.
The Corrupted – term given by the inhabitants of the Archipelago to
the egg thieves.
Sky Bridges – huge, ornate bridges connecting the Nests.
Designer Editor & sensitivity reader
Rich Oxenham (he/him) Riley Kirkham (they/them)

Writer Subeditors
Kathryn Oxenham (she/her) Chanelle Boudreau (she/her)
Cash Rion (he/they)
Cover artist
Josh Somerville (he/him) Deaf culture &
language consultants
Sign language material Rajnie Kaur BSL (she/her)
Ashley Grace (she/her) Katy Hawkes ASL (she/her)

Interior artists System & education


Josh Somerville (he/him) consultants
Lucille Nual (she/her) Tom Oxenham (he/him)
Helia Santo (they/them) Liam Hocking (he/him)
Fernando Salvaterra (he/him) Maryanne Cullinan (she/her)

Layout
Anna Urbanek (she/her)
(Double Proficiency)

INSPIRISLES copyright
© 2023 Hatchlings Games Ltd.
All rights reserved, including reproduction of this book.
For more information,
contact the publisher at
www.hatchlingsgames.co.uk

Bouwsma Uncial font by Jerry Landers.

Note: Hatchlings Games books will be available at


a reduced price if ordered for educational settings.
For more information visit our website.

4
Nest writers

Family Fantasy RPG (he/him): Aquataine

Jerrod Bacon (he/him): The Fissure Crux

Kat the Loremistress (she/her): Taliesin's Mouth

Scriv the Bard (she/her): Isle of Infusions

Zak Barouh (he/they): Sanctum Opus

Legend Lore Library (she/they): The Winter Island

Steph Campbell (they/them): Felisia

Rue (they/he): Llewyrch

Tim Devine (he/him): Aisling'cara

Bee (he/him): Hiveland

World of Corde (she/her): Isle of the Conchord

Dave Thaumavore (he/him): Taranis

Julia Russell (she/her): Isle of Rising Waters

Small Red Robin (she/her): Dream Cascade

Logan Timmins (he/him): The Isle of Cumulus

Robin S. Carver (she/her): The Blooming Tower

Marren (they/them): Shellholm

Maria Mison (they/them): Isle of Unbelieved Saints

Adam Baffoni (he/him): Piuma

Kevin Petker (he/him): Star Cauldron

5
‘Welcome aboard The Gallant Gull, Pendragons. My name is Kendis
and I will be your guide to the island Nests which form our vast
Archipelago. For long years I have introduced those who came before
you to the intricacies of our wondrous sky-bound world. There
are twenty-one islands and each is unique so you’ll have plenty to
explore. I expect you all to pay attention and to treat everyone who
resides here with the same respect they’ll show you.

The Gallant Gull is captained by Vorm, of course. He would say


‘expertly’, however I believe ‘adequately’ to be more accurate. The
Gull will get you to Wingrest easily enough but once you’re there
you’ll be getting used to a very different mode of transportation.

Wingrest is coming up
before us now out of the
mist. It’s the core island
and as such, by far the
largest. The gigantic
mountain in the centre
is Wingtip. It can be seen
for many miles around
and it’s also where Orion,
the Nimbus Mother, nests.
Please pay close attention
to what I’m saying as I
loathe repeating myself.

Wingrest has four


separate regions and each
is ruled by a Glow. Their
names are Kenna, Beck,
Corentin and Wystan.
I shall elaborate on them
later. When we arrive
I will pair you with a
mentor from the fabled
Silver Apples and you
may also get to meet
Orion. For now, take in
your first sight of the
Archipelago and don’t
pester me with any
more questions.’

6
TABLE OF CONTENTS

Part One
— all participants —

Chapter One: Welcome Back


Learn about the game 9
Chapter Two: History
Learn about the past 14
Chapter Three: Pendragons
Learn about your character 32
Chapter Four: Base Camp
Learn how to play 38
Part Two
— Grail Guide only —

Chapter Five: Grail Guide


Learn how to Guide 53
Chapter Six: Archipelago
Learn about Nests 60
Chapter Seven: Appendices
142
CHAPTER ONE

Part One

8
Chapter One

Welcome Back
Overisles is a game about Belief.

Belief in stories. Belief in magic. Belief in the future.

But most of all... Belief in each other.

In this campaign setting for Inspirisles, once again you play a


Pendragon, the descendant of Arthur and Guinevere returning
to the world of the fae in order to restore Belief.

However, things are a little different this time around. Rather


than exploring the land, now you will take to the skies! Learn the
skill of Feathering in order to bond with your Nimbus and Shape
the elements mid-flight. Attempt to save Orion’s golden eggs
and uncover the source of Disbelief threatening to drag the
Nests of the Archipelago down to earth.

If you are successful, at the end of your adventure you will once
again have the opportunity to return home as if no time has
passed or remain on the islands as a hero and member of The
Silver Apples.
CHAPTER ONE

For the most fun, we recommend playing the game with


5 participants. If this isn’t possible, the rules can accommodate
as few as 3. Because Overisles is family friendly, the content and
language should be suitable for ages 8+. As with our core game,
Inspirisles, one participant volunteers to be the Grail Guide (GG),
whilst the others form a party of Pendragons.

Please be aware that this is a campaign setting for our core game.
The Grail Guide will need to familiarise themselves with Inspirisles
beforehand as it contains the full rules and mechanics needed
to play.

Below are the four teens we will use to demonstrate the game’s
mechanics. You will see them throughout the following pages.

Lucy (she/her)
Playing Helena
(water)
Tyrone (he/him)
Playing Gus
(fire)

Emile (he/him)
Playing Angel
(earth)

Sam (she/her)
Playing Cassie
10 (air)
Welcome Back

Respect
It’s worth repeating that Overisles is most fun when everyone gets
along. The following tips should help bring kindness and tolerance to
your sessions.

8 Let ideas other than your own be heard. Always keep teamwork in
mind and try not to steal the spotlight.
8 Don’t introduce adult themes without consent from all participants.
Because Overisles is family friendly, some tables will welcome a
mixed age group. Bear this in mind when exploring sensitive subjects.
8 Overisles welcomes those with disabilities. We have strived to make
the fonts and layout throughout suitable for those with dyslexia and
will provide a screenreader friendly pdf. We have also made the
sign language element of the game optional to account for those
unable to participate.
8 No form of prejudice is acceptable.
Whatever a participant’s race, gender,
sexuality, social class or disability,
please welcome everyone equally.
8 Use the Grail tool at the table.
8 Pay attention to your Grail Guide.
8 Be honest about your dice rolls. Life
is full of ups and downs, so use our
game to experience disappointment in
a safe space.
8 Be patient with yourself and each
other, especially when learning sign
language.

Before beginning the game, Grail Guides should familiarise themselves


with the Safety section found in Chapter Seven of Inspirisles and all
participants should fill out a consent questionnaire.

11
CHAPTER ONE

Set Up
You will find our sign language video tutorials online. To access them,
please visit www.hatchlingsgames.co.uk and use the password ‘Believe’.
They have been produced by our Deaf colleagues Rajnie (BSL) and Katy
(ASL) and will ensure you are signing correctly.

The game still uses six-sided dice, but we now have custom sets available
through our website storefront along with a large selection of Isles related
merchandise.

You will find all sign language material in the Appendices along with
a bonus environmental sheet from our anthology.

Refer to Inspirisles for the following materials:


8 Core Sign Language handouts (if used)
8 Test cheat-sheet
8 Consent questionnaire
8 Grail tool

12
Welcome Back

Belief & Disbelief


‘There is a good reason for you being here, Pendragons, and it’s
not for a holiday. We are in desperate need of your help. You are
here to work hard, learn quickly and help the Silver Apples in their
quest. If you fail to do so the consequences will be catastrophic.
Look through your binoculars. You see that dark mass below the
closest Nest? That is Disbelief and it’s dragging the island down
at an alarming pace. The Nimbus Mother hasn't left her nest in
weeks, and that’s unheard of. We know what is causing the Disbelief,
and Orion’s sickness. Her golden eggs are being stolen! They’re
one of the primary sources of Belief throughout the Archipelago
and everyone is concerned, not least the four rulers on Wingrest.
As soon as an egg is taken from a Nest, it will begin to sink.
Speaking of Orion, you’ll notice the large birds wheeling about above
us. They’re all Nimbus and they inhabited the Archipelago before
some of the Glow settled here. Orion is what you might call the
highest authority on the Archipelago; she’s supported by her fledglings
and also the four Glow rulers. Together they maintain order. Now,
take your eyes from the clouds and focus on the Nests once again.
As you can see, it’s not just one or two islands suffering from
Disbelief but all of them! The more eggs that are stolen, the faster
they will sink. There are rumours about strange creatures lurking
in the shadows and whenever they’re seen, an egg theft is never far
behind. Some are saying they look like Glow; but twisted and changed
somehow. Make of that what you will - it may be idle gossip or there
may be something to it. I’ve certainly never seen anything but then
again, Nest-hopping is not how I usually like to spend my time.
The Silver Apples are flapping around like a flock of empty-
headed chicks. Perhaps that shouldn’t be too surprising, they’re
used to fighting very obvious and visible threats. This latest
enemy is subtle and, at least at present, formless as smoke.
However, the Silver Apples will be able to teach you the art of
Feathering. It is essentially what they call Shaping down below but
here it is used to communicate with your Nimbus. You’ll need to stay
focused as we don’t have time for any feather-headed foolishness.’

13
Chapter Two

History

The Glow Divide


When the four Inspired were created they used their powers
to bring the Crone of Craft’s precious sculptures to life. These
became the fae of the islands. However, in the beginning there
were only seven Friends, not eight. These were the Capra,
Piskie, Wyrmbitten, Bucca, Knocker, Glow and Giantheld.
The Glow, as a rule, were always focused on the acquisition
of knowledge. They studied Belief and researched ways to
harness it. After the final battle and Arthur’s death; many
Glow considered it their duty to help Guinevere find a way to
bring her descendants to the islands so they could uphold the
pact and continue to bring stability to the land. Thus, the All’s
Well was created; both helped and, inadvertently, hindered by
the Piskies.
However, there were a fair number of Glow who believed
that the problems they faced did not belong in the hands of
humanity and resented what they considered the Pendragon
Intrusion. Although they tried, these Glow were unable to sway
their fellows and so disappeared underground and founded the
city of Miasma. After long years they evolved into the Glimmer
and lost their ability to fly. Even today that resentment of
Pendragons and humanity in general has not fully disappeared.
CHAPTER TWO

After the Glimmer separated, another small faction of Glow decided


that although they were not opposed to the Pendragons, they did
not feel comfortable in Roost any longer. They explored the skies and
gradually inhabited the Archipelago with permission from Orion, who
seemed grateful to have help protecting her precious eggs.
And so that is how the Glow split into three very different groups.
The Glimmer, the Glow in Roost who remain dedicated to assisting
Pendragons and furthering their knowledge of Belief, and the Glow of
the sky Archipelago who were content to take over guardianship of the
Nimbus eggs.

The Crests
Once the Glow had divided, those who inhabited the Archipelago
founded Wingrest, the largest of the islands and home to the
mountain of Wingtip where Orion dwells.

Four of the Glow demonstrated great leadership qualities and so


naturally, over a period of time, Wingrest became divided with each
ruling over a different region. They came to be known as Crests.
Each has an alignment with a particular element and their diverse
personalities have led to occasional clashes. Mostly, though, they

16
History

tend to stay in their own territory and those Glow who live on the
Nests will usually align themselves with one, according to their own
philosophies and interests.

No big decisions can be made about the future of the Archipelago


without all four Crests agreeing to it. Any councils are held on
the summit of Wingtip, and are usually watched over by the
long-suffering Orion. If, at any point, there is a stalemate and an
agreement cannot be reached, it is generally acknowledged that
the Nimbus Mother will have the final say.

8 Kenna took over the rule of Bedelia, the Eastern quadrant. She
values hard work and has built a vast array of workshops which
supply the Archipelago with raw materials and construction supplies.
8 Wystan lives in the West, in the land they have named Manas.
Manas is very agricultural and those who have a flair for farming live
there.
8 Beck founded Springwell, to the South. It’s a land full of lush plants
and waterfalls. Many of the flora found there contain natural healing
properties. He often trades with the Inspired Athelyn who uses some
of these in their bathhouse.
8 Corentin was the last to choose and so only the Northern quarter
remained. They are perfectly happy with this, however, as the air
there is so pure and gentle they named it The Billowing Vale. They
value peace and artistry and the views over the Archipelago are
unparalleled.

The following section offers an impression of the Crests and their


relationships.

17
CHAPTER TWO

Kenna (she/her)

‘Hard work and passion will allow you


to soar higher than you dreamed.’

Kenna shares many traits with Kilna. She is highly passionate and,
once ignited, her temper is furious and occasionally destructive.
She differs from him in that most of the time she is very level-
headed and it takes a lot for her to
get truly angry. She values plain-
speaking and when in conversation
can come across as blunt or even
rude. Those who know her well,
however, value her transparency
and know not to take her frankness
too much to heart. In Bedelia she has
designed and built a dizzying array
of workshops, in which all manner of
tools and furniture are crafted.

Relationships
Kenna is generally on good terms with the other Crests of
Wingrest. She finds it difficult to get along with Beck, who
she considers flighty and superficial. They usually try and
avoid each other. The few times that Orion has had to
step in to resolve differences it has always been because
neither Kenna or Beck has backed down.

Personality Affinity Weakness


Extroverted architect. Fire Water
Ambitious, frank and
passionate.
18
History

Wystan (they/them)

‘There is much beauty to be found in rough-hewn


stone, if only one takes the trouble to look.’

Wystan is a Glow of few words. They are happiest


when using their hands and out in the fields looking
after their animals. They generally try to stay out of
any drama which may be happening between
the others, usually Kenna and Beck. They prefer
their own company, and that of their animals
and usually spend their days in total solitude.
Occasionally they will visit The Hearth which is
an Inn near the centre of Manas. When they
do, the locals know better than to disturb them
unless it’s of dire importance. Although they
prefer to stay out of discussions, when they
do choose to speak their words are always
insightful, carefully chosen and carry
a lot of weight.

Relationships
Wystan prefers to keep to themselves. They don’t get too
worked up about much, although some of Corentin’s
more fanciful notions and ideas have earned a slight
eye-roll. They are generally considered to be the
peacemaker of the Crests.

Personality Affinity Weakness


Introverted farmer. Earth Fire
Serious, implacable
and calm.
19
CHAPTER TWO

Beck (he/him)

‘What’s the point of anything if you can’t have a little fun


and look fabulous while doing so?’

Beck rules over Springwell, to the


South of Wingtip. His eggshelter is said
to be full of mirrors of all shapes and
sizes which he keeps in immaculate
condition. He is often described by
the other Crests, particularly Kenna, as
frivolous and superficial. It’s certainly
true that he takes great care over his
appearance and can often be found
dancing or singing. Some Glow who
live in Springwell, however, are certain
that there is more going on beneath
the surface and that Beck thinks more
deeply than he lets on. He is very
charming and has a way with words,
wielding them like a Master Swordsman’s
blades.

Relationships
Beck gets along well with Corentin on the whole. He
admires their artistry and often commissions self-portraits
which he hangs in his eggshelter.

Personality Affinity Weakness


Extroverted collector. Water Air
Exuberant, charming
and vain.
20
History

Corentin (they/them)

‘There are no limits to what you can achieve with


brush and ink except your imagination.’

Corentin spends most of their time painting


on the cliffs of The Billowing Vale, in
the North of Wingrest, looking out over
the Archipelago. They are happiest
when they are with other like-minded
Glow creating wondrous paintings
and tapestries. These are then sold or
traded both in the Archipelago and in
the lands beneath. A commission from
Corentin is expensive as their talent is in
high demand. They are very relaxed, slow to
anger and feel very deeply. When they heard of
the eggs being stolen they were inconsolable for days and
their paintings still convey a definite sorrow, regardless of
the subject matter.

Relationships
Corentin is currently feeling deeply wounded by Kenna,
who dared to criticise their latest work; calling it ‘dark and
gloomy’. They have refused to speak to her for weeks.
Kenna does not seem to have noticed.

Personality Affinity Weakness


Introverted artist. Air Earth
Sensitive, artistic and
whimsical.
21
Silver Skies
In the months following Arthur’s death, Guinevere spent
much of her time travelling the Islands, both on the surface
and across the skies. With help from the Glow in Roost she
became something of a Belief scholar and focused on ways
to help the fae maintain the World Tree and the magic of
the lands.
All her learning eventually led to an idea which was made
official during the Pact under the World Tree. For the rest
of time her descendants would travel to the Islands on the
occasion of their fifteenth birthday. Their birth in the human
world would naturally make them able to gather large
amounts of Belief on the Islands. In return for their help,
they were afforded much respect and, once their quest was
complete, offered the choice of returning home or staying on
as Silver Apples for as long as they wished.
Although the Silver Apples did not have the same ability to
collect Belief as a Pendragon, Guinevere recognised that they
served a vital purpose; maintaining Belief as best they could
until the next generation of Pendragons travelled through
the All’s Well.
The first Pendragons to stay on as Silver Apples were great-
great grandchildren of Arthur and Guinevere. Carmelide
and Clarine were siblings and extremely talented Shapers.
Over the years they recruited more Pendragons to the Silver
Apples and laid the foundations of the strong, united group
they are today. Carmelide and Clarine spent most of their
lives on the Islands and statues of them can be found in
Avalon’s Great Hall.
Today the Silver Apples are led by
Sabine (she/her), a seasoned and
experienced leader currently in her
forties. Her protege, Quinn (they/them)
still has much to learn but with such
expert tutelage they are soon set to
take the reins and afford Sabine some
much needed rest.

22
History

Noteworthy Knights
The Silver Apples are a highly trained and elite group; all naturally
gifted at preserving Belief and protecting the Islands in the absence
of the Pendragons. Some, however, have followed in the footsteps
of Carmelide and Clarine and proven themselves more than the rest,
either in heroic deeds, insight or strength of character.

Once a year the court, presided over by Egrain, selects one Knight
who they believe has earned the World Tree Crest. This event takes
place at the height of summer in Avalon and is much anticipated by
all residents of the Islands. The Capra begin cooking and preparing
months in advance as a great banquet is held following a boar-
jousting tournament.

Below are some


previous recipients of
the World Tree Crest.
Their names are known
throughout the Islands
and their adventures
have been chronicled
by the Glow.

23
CHAPTER TWO

Raiven Solaris (she/her)


Raiven came to the Islands as a
Pendragon and quickly developed a
close bond with the Piskies. The rest of
her adventuring party chose to return
immediately to the human world but
she decided to stay and become a
Silver Apple.

Kind-hearted and mischievous, her


talent for tinkering and causing minor
explosions meant that the Silver Apple
captain of the time assigned her to be
a liaison between the Silver Apples and
the Piskies.

Consequently she spent most of her


time on the Islands living in Barrow.
With the help of her Piskie Friends she
became an accomplished inventor.
The Lightlift, a remarkable feat of
engineering, was her most celebrated
achievement and cemented her
place in the history of the Islands. It also
earned her the World Tree Crest.

She returned home on her eightieth


birthday and arrived back in the
human world only a few minutes after
she left it.

24
History

Kobajlo (he/him)
Kobajlo earned his World Tree Crest five years
ago. Quiet, and slightly anxious by nature, he
found that he did not have the same urge as
others to prove himself by carrying out daring acts
of heroism. Nevertheless he faithfully served with
the Silver Apples and soon discovered that what
he enjoyed was healing and providing a listening
ear when his companions had a problem.

His talents with herbs and other medicinal plants is


almost magical and when he successfully devised a
concoction to heal a fellow Silver Apple from illness,
which may otherwise have proven fatal, he earned
his place as a famed healer and bearer of a World
Tree Crest.

Erica (they/them)

Erica is one of Wingrest’s more unusual residents. They worked as a


wellwisher (animals who guide new Pendragons through the All’s Well)
for a few years and then made their way to Wingrest.

Now they can most often be found in the


company of the Silver Apples, occasionally
running errands or scouting missions for them,
using their incredible speed and agility.

Erica is well-regarded by all who meet them,


they are unfailingly honest and their zest for
life is almost unparalleled. As such they are a
champion of Belief and their greatest ambition
is to one day become the first animal to join
the Silver Apples as a Knight.
25
CHAPTER TWO

Yair (they/them)

Yair, whose name loosely translates


to “Warrior of Light”, was a much
celebrated Captain of the Silver
Apples. They returned home nearly
twenty years ago and their exploits
are still talked about by new recruits.

As an air Shaper they naturally


formed a friendship with Corentin,
and the two could often be found
painting or crafting, something Yair
loved to do when not on active duty.

As Captain they led their group of


Knights to victory in many skirmishes
against those who were determined
to grow Disbelief. They were known
to be firm but kind and fair.

Their World Tree Crest was bestowed


after they discovered a long-looked
for group of Wyrms who had stolen
and hoarded a huge amount
of Belief.

26
History

Gemma Matlock (she/her)

Gemma is one of the most well-known


Knights in the Islands’ history. Few now
remember the invasion through the All’s
Well of dark creatures from another world
- it happened many years ago. The Glow
historians of the time recorded in their
journals how they laid waste to the Islands
and the Archipelago above in their quest
for domination.

At the time, Gemma was a fairly new


member of the Silver Apples. However she
proved herself to be a skilled tactician and
provided invaluable assistance in repelling
the threat.

She was given command


of a group of Knights and
together they managed
to run rings around the
invaders, eventually
succeeding in casting
them back through
the portal to the world
they came from. Her
World Tree Crest was
much deserved and her
portrait hangs in a place
of honour in the Great
Hall of Avalon.

27
CHAPTER TWO

Corruption
For many hundreds of years the arrangement
forged between humanity and the fae under the
World Tree worked well. Belief was safeguarded and
maintained by the Silver Apples until the next group
of Pendragons arrived to boost it once more.
There were intermittent skirmishes between Wyrm
Pirates and some particularly tricky Glimmer but
it was nothing Vorm and the Silver Apples couldn’t
handle. Peace settled about the Islands like a cosy
blanket and the inhabitants thrived.
This is perhaps why, when rumours of the first
Corrupted Glow appeared, nobody took it seriously.
Peace had also brought complacency and Sabine was
tempted to overlook it altogether, chalking it up to a
strange disease. It was actually Quinn who convinced
her to investigate further.
Quinn, who has keen vision, had noticed a strange
dark mass beginning to appear beneath the Nests.
They became concerned, and once it was clear the
mass was growing and dragging the islands down,
they brought their worries straight to Sabine.
The Silver Apples immediately launched an
investigation, whereupon they quickly discovered the
cause of the Disbelief. Orion’s golden eggs, a powerful
and concentrated source of Belief, were vanishing.
At the beginning it was just one or two. But soon
they were being stolen at an alarming rate. Sabine
and the Silver Apples desperately searched for the
culprit but all they found were vague rumours of
shadowy creatures roaming the Archipelago under the
cover of darkness.

28
History

29
CHAPTER TWO

Corrupted Glow
Recently in Roost and in the Nests there have been rumours growing of
strange creatures, normally glimpsed in the shadows. Accounts vary but
a few details seem to be agreed upon. These creatures resemble Glow
but their appearance has been twisted and changed. Where once their
plumage was bright and healthy it is now sickly and lank. Some say it looks
like oil is coating their feathers, leaving a dripping trail wherever they go.
They are furtive and elusive; despite the best efforts of the Silver Apples not a
single one has been caught.

Whenever an egg is stolen, these creatures have usually been seen around
the area. Despite Sabine’s best efforts gossip is running rampant and fear
is growing every day. The actions of these creatures do not seem to be
random. They are clearly
organised and following
instruction from someone
or something.

A name has been given


to these thieves:
the inhabitants of the
Archipelago call them
‘The Corrupted’.

30
History

Wyrm Pirates
The Corrupted are not the only problem the Archipelago and the Islands
face. Off the coasts and in the skies, Vorm has reported more and more
instances of Wyrm Pirates harassing his ships.

Since the Wyrms were overthrown, rogue pirates have been a present but
occasional nuisance which Vorm and his crew have had no problems
keeping in check. Recently, however, he has approached his siblings with
increasing concerns. The number of Wyrms attempting to steal Belief has
grown to worrying levels and even his highly trained crew is hard pressed to
keep them at bay.

The skies and weather


have been dark
and stormy recently,
reflecting Vorm’s
anxiety. His evidence
of an increased threat
has been beyond
question. Even Egrain
and Kilna, who
normally consider
their brother to be
over-dramatic and
petulant, are worried.
Sabine has sent a
number of Silver Apples
to assist Vorm’s crew.

31
Chapter Three

Pendragons
Athelyn beams as Asha makes their way into the treatment
room of the Bathhouse. The air shimmers with steam and the
clean scent of fresh water rises all around them.

“Asha, what a pleasant surprise. Have I forgotten something


vital again?”

Asha shakes their head, smiling slightly despite the nerves.


Out of all the Inspired to bring this news to, they’re glad
their patron is Athelyn. They’re the least likely to react
negatively. Egrain would be pragmatic about it but wouldn’t
be able to hide her disappointment. Vorm would sulk and
glare; everyone knows how thunderous the skies were after
Matilda Brightly retired as his aide. And the less said about
Kilna the better. Asha really doesn’t envy Isabelle.

“Nothing like that. I wanted to talk to you.” They take a deep


breath and summon their courage. “I don’t feel like Shaping
water is what I’m supposed to be doing. I want to join Vorm
on his ship and specialise in air.”

Athelyn blinks and then their expression clears and a sunny


smile is directed at Asha.

“Is that it? With all the dramatic hand-wringing, I expected


you to tell me you want to leave the Islands! I’m very happy
for you Asha. Have you told Vorm?”
Asha feels the residual tension leave their shoulders and they
smile back at Athelyn.
“Not yet. I don’t even know if he wants a new aide. He’s been so
torn-up about Matilda leaving.”
Athelyn sighs and sits down on a stone bench near the water,
patting it to indicate that Asha should join them.
“Asha, if anyone is in need of an aide out of all of us, it’s Vorm.
He’ll never admit it but someone needs to be there to keep him
from getting too drowned in his own head. I believe you can
be that person. Work hard and don’t take what he says too
personally; you’ll do wondrous things.”
CHAPTER THREE

Pendragon Creation
To recap for those who may not have a copy of Inspirisles to hand,
all players will need to select a Name, Pronouns, Friend, Home,
Patron, Element and Hobby. The elements are Fire, Earth, Water
and Air.

Pick your Friends and Home from the various inhabitants of the
Islands and where they can be found:

8 Capra (found in Avalon, goat-like


creatures fond of home comforts)
8 Bucca (sea-loving Turtle creatures
found in Trident)
8 Wyrmbitten (resembling their Wyrm
cousins, they live in Shedscale to
the North)
8 Glow (flighted Friends fond of
knowledge who live in Roost)
8 Glimmer (used to be Glow but lost
their wings and live underground in
Miasma)
8 Knocker (found in the mines of
Pengreggi and adore precious
stones)
8 Piskie (eccentric inventors who live
in Barrow)
8 Giantheld (huge, gentle Friends
who live in Rofang)

Your Element is reflective of the Patron you choose. This will either be
Kilna (fire), Egrain (earth), Athelyn (water) or Vorm (air).

34
Pendragons

Below you will find rolling tables for names and hobbies. Later you will
be able to pick a tack item for your Nimbus.

Roll on the random table if stuck for a name. They are all gender neutral.

2d6 1 2 3 4 5 6

1 Sawyer Rowan Phoenix Blake Frey Artemis

2 Jett Aster Dusty Jazz Robin Skye

3 Cedar Frankie Sammi Lark Fallon Ari

4 Lowen Scout Lex Taylor Sean Parker

5 Jude Ever Storm Briar Ellery Bryn

6 Indigo Casey Ender Finch Azure Brecken

Roll on the random table if stuck for ideas.

2d6 1 2 3 4 5 6

Rock Stamp
1 Drawing Gaming Cross Stitch Carpentry
Climbing Collecting

Glass-
2 Ice Skating Singing Blogging Bowling
blowing
Surfing

3 Bird- Skate-
Jigsaws Crafting Fishing Martial Arts
watching boarding

Soap-
4 Composing Juggling Sailing Puppetry Running
making

5 Snow- Jewellery-
Horse-riding Coding Meditation Chess
boarding making

Mountain-
6 Sculpting Camping Songwriting Quilting Kayaking
biking

35
CHAPTER THREE

Pendragon Progression
With the arrival of the Pendragons, the Crests held a crisis meeting at
the base of Wingtip hoping their prayers would be answered by the
latest generation of Guinevere’s descendants. The Corrupted and
Wyrm Pirates were highly organised and the rulers knew someone
was pulling the strings. But who?

Pendragons will need to travel between the Nests and find ways to
earn Belief. This can be done by solving local problems or battling
those spreading Disbelief by working as a team. This Belief can then
be poured into Orion’s nest. Her health is currently being kept stable
by the meagre amount of Belief recovered by the Silver Apples, but
they are stretched dangerously thin.

36
Pendragons

Another priority is to find any eggs that have been stolen and return
them to their Nests. The eggs are worth a large amount of Belief and
their recovery will prevent further calamity.

Any Belief earned, no matter how small, will help Orion and slow
the sinking of the Nests. If enough is collected and the source of the
corruption discovered and defeated, the Archipelago will stabilise
and Orion will fully recover. The Pendragons will then be able to
choose either to return home to the moment they left or stay on the
Islands and become Silver Apples.

To level up, as a party you can either offer Belief to Orion’s Nest or
retrieve her eggs and offer half the Belief. For example, to unlock
level 3 for strong Shapes and Glowing items, you must offer either
12 Belief or 2 eggs and 6 Belief.

Level/Egg Offering/Retrieve Boons

1/0 Zero Weak Shapes & 5 mundane items

2/1 8/4 Belief

Strong Shapes & access


3/2 12/6 Belief
to Glowing items

4/3 16/8 Belief

Potent Shoes & access


5/4 20/10 Belief
to Shining items

6/5 24/12 Belief

Corruption lifted, ticket home


—/6 30/15 Belief
& eggs returned

37
CHAPTER FOUR

38
Chapter Four

Base Camp
‘And at the centre, of course, is Wingtip, home to Orion. You
see that large wooden building near the base of the mountain?
That’s the entrance to the Lightlift. It’s the only way to access
the Archipelago from the lands below if you can’t fly. Raiven
Solaris invented it with help from the Piskies. Its design is a
work of genius and it took a decade to create. Essentially it’s a
massive glass cylinder with pods that can carry eight creatures
at a time! It actually burrows right through the rock at the
centre of Wingrest - I believe they enlisted some Knockers to
help with the drilling. It’s costly, however, so many only use it
if they absolutely have to. Raiven was also responsible for the
Sky Bridges you can see spanning the gaps between some of
the Nests. They give access to the bigger and more well-known
spots on the Archipelago but if you want to go further afield
you’ll either need to rent a sky ship or have your own Nimbus.

Now, those tents you can see scattered around the base
of Wingtip is the camp of the Silver Apples. They’re
quite a feat of engineering; I believe the Piskies had a
hand in the design. Most are interconnected, allowing
free and easy communication. The large tent with the
ostentatious flag on the top is Sabine’s. It’s not my style
but she seems to like that sort of thing. At the very least
I suppose it makes her easy to find when you need her.
CHAPTER FOUR

All the other members of the Silver Apples have their own
tents, or Eggshelters as they’re sometimes called, and that will
include you. You are free to decorate them as you wish, with
items you may have brought with you or treasures you discover
on your adventures. They’re fairly basic but I’ve heard the beds
are comfortable and there’s plenty of open space around for
you to practice your Feathering. Isn’t that all you need?

There’s a large number of community spaces here as well. The Crests


have worked hard with the Silver Apples to establish various Inns,
and there’s even a small theatre. Some of the more dramatically-
inclined Silver Apples occasionally put on shows there. Beck is always
keen to assist with the costume design and Corentin normally paints
the backdrops. Kenna and Wystan have even been known to attend
some performances, although it’s not really their sort of thing.

If you need anything crafted, there are plenty of workshops.


They’re mainly run by Glow from Bedelia so you know the quality
will be good. If you’re after something they can’t make they’re
normally happy to ask the Piskies in Barrow to see if they can.
Or, of course, you could ask Finch Galpin. He’s a Piskie trader
and inventor, you can usually find him here at least once a week.
His stall offers items that aren’t your average, generic gear. He’s
a real sweetheart so do make sure to meet him if you can.

You’re all looking a little overwhelmed. I understand. I’m aware


that life around Wingtip can be a little… hectic. There’s always folk
around and you’ll have a certain level of notoriety as our latest crop
of Pendragons. If you feel the need for some space you can always use
your own shelter to gain a little solitude. There are also a few trails
which wind around the countryside. One of my favourites happens to
lead to an amazing glade which looks out over the Archipelago. You
should take advantage and explore if you have some spare time.’’

40
Base Camp

41
CHAPTER FOUR

Intriguing Islanders
As the Pendragons explore Wingrest and the Archipelago, there
are certain characters who may help in their various Questing Days.
These inhabitants are well-known throughout the Nests and have
achieved certain levels of fame and notoriety.

Pippa “the Peerless” Yarwood


(they/them)

Pippa’s name can be found in books


dedicated to those who have spent their
time on the Archipelago caring for its
wildlife. Their arrival is shrouded in mystery
but everyone can agree that their
connection with Orion and her fledglings
is strong and deep.

As such they can most often be found


surrounded by the Nimbus on the various
islands which make up the Archipelago.
Wickedly clever, Pippa generally avoids
socialising with others, preferring their own
company.

However, with the onset of their beloved


Nimbus eggs being stolen, Pippa has
significantly contributed in mounting
defences to deter the thieves.

42
Base Camp

Mossy (she/her)

From a young age Mossy knew


she was different. She grew up on
Wingrest watching her friends and
family soar through the skies while
she had to remain grounded. She
found herself seeking the company
of books instead and found herself
particularly attracted to those
teaching medicine.

Her knowledge grew as she did and


by the time she reached adulthood
she was proficient at healing. She’s
now known as the best physician in
the Archipelago and folk come to
her seeking help for all manner of
ailments.

Since Orion’s illness, Pippa Yarwood


has sought her assistance and so
she can now be found on Wingtip
keeping the Nimbus mother as
comfortable and stable as possible.

43
CHAPTER FOUR

Mouse Candlemeter
(they/them)

Mouse comes from a small community


of mushroom farmers found in the
cave system which burrows deep
underground in Manas. Their original
name was Agaricomycete but when
Wystan first met them, they were
unable to pronounce it and only
managed Mouse. Mouse was happy
enough with this, and that is how they
got their new name.

Friendly, genial and gracious in nature,


Mouse is one of the only members of
their community confident enough
to brave the topside world and
attempt to communicate with others
in the Archipelago. Their spores and
colouration work well underground in
the darkness for communication, but
in the light they often have to resort
to other methods to make themselves
understood.

They have a close bond with Wystan,


and the Crest often stops by to
purchase some mushrooms from their
latest crop. These mushrooms are
far superior to any others found on
the Archipelago and can sell for an
incredibly high price.

44
Base Camp

Amber Julian (she/her)

Amber Julian is a Wyrm hiker and explorer who


lives a nomadic lifestyle travelling all over the
Archipelago. She is close friends with Kendis
and together they have created wonderful
maps to help newcomers navigate their way.
As her knowledge of the Archipelago is virtually
unparalleled, Amber has recently committed
to assisting the Silver Apples in attempting
to hunt down the egg thieves. It’s generally
acknowledged that without her dedicated efforts
to protect all the known Nests, eggs would be
stolen at a much faster rate.

Finch Galpin (he/they)

Finch is a Piskie trader who spends most of his time


in Barrow, but will usually make the journey in the
Lightlift at least once a week to run his stall on
Wingrest. His wares are popular with Pendragons
and Silver Apples due to their inventive and
cunning design. He actually crafted the device
which helped Yair, a previous Captain of the
Silver Apples, track down a group of Wyrms who
had hoarded a massive amount of Belief.

He’s endlessly chatty, friendly and gets along


with nearly everyone. However, his amiable and
slightly chaotic exterior masks a keen intellect and
a shrewd grasp of business. If you do somehow
manage to get on his wrong side, he’s been
known to hold grudges for years, as some of the
Silver Apples have discovered to their detriment.

45
CHAPTER FOUR

Your Nimbus
‘Make sure you thank Vorm as you disembark, he gets so cranky
when he feels unappreciated. When we touch ground, you will
have a little bit of time to settle in to your Eggshelter. Afterwards
you can meet Sabine, Quinn and the other Silver Apples.
Ahh, but I can guess what you’re excited about. Yes, there are many
ways to travel on the Archipelago including the Sky Bridges and the
Lightlift. However, all Pendragons and Silver Apples have their own
unique form of transportation; gifted to them by Orion herself.
The Nimbus have served for a long time as a way for Silver Apples
to travel between the Nests. It is a special partnership and, for it
to work correctly, you need to ensure you have selected the right
fledgling. We will visit the holding area where you can explore
many different Nimbus and decide which is the one for you.
Please do remember that this is not just about you. A Nimbus
fledgling needs to decide that you are worthy. They are not shy and
will let you know, loudly, if they deem you unsuitable. If it avoids
eye contact with you, do not proceed any further and move on.
Once you have found a Nimbus you connect with; you are
free to start your bond. They always appreciate being stroked
and cared for. You can find out their favourite food, there
is plenty in the camp for you to experiment with.
An interesting fact is that often you’ll find their plumage reflects
the element you have chosen to specialise in. Those who practice
fire, for example, their Nimbus are usually amber, crimson or
gold in colour. The earth Featherers amongst you may find
fledglings who are beige or chocolate-brown with tints of green.
The water element lends itself to Nimbus who have midnight blue
or sea-green hues in their plumage. And air is represented by our
beautiful storm-grey Nimbus with white wingtips and beaks.’

46
Base Camp

47
CHAPTER FOUR

Nimbus Tack
As a new Pendragon, each of you will be equipped with a basic
saddle for your Nimbus. As you begin your adventure and further
develop a bond, it is possible to upgrade the saddle and receive
bonuses from it.

In addition to this, each Pendragon can have four items brought


from home that they can store in the saddle pouches when not
being carried. These will need to be small and light, and will go on
your Pendragon sheet under ‘Items’.

Roll on the random table if stuck for items.

2d6 1 2 3 4 5 6

1 Bell Scroll Bracelet Soft Toy Ring Scrunchie

2 Keyring Penknife Hourglass Dice Guitar Pick Cloth Bag

3 Fountain
Chess Piece Soap Diary Figurine Chalk
Pen

4 Necklace Hand-Mirror Hairbrush Badge Snowglobe Resin

5 Torch Book Key Earmuffs Sewing Kit Candle

6 Lipstick Earring Photo Band Pin Scarf Bandana

48
Base Camp

Feathering with Fatima


The art of Feathering is a unique form of Shaping and is used
exclusively as a method of communication between Nimbus and
rider. As the Nests became more inhabited it was obvious that modes
of transport between them for those without wings was needed.

Kenna recruited Raiven; they put their heads together and came up
with some amazing feats of engineering brilliance (with help from a
few Piskies). These include the Sky Bridges which run between some
of the Nests and the Lightlift.

Vorm will even occasionally allow his ships to be pressed into service
when the need arises.

49
CHAPTER FOUR

However one of the most widely used methods came thanks to


Orion, who suggested that the older of her Nimbus fledglings could
potentially carry riders through the skies. The sheer size of the birds
means that they can carry even bulky riders with ease.

After some trial runs with a few Silver Apples it became evident that
in order to achieve the most effective bond between rider and
mount; communication was needed.

When the Glow first began to inhabit the Archipelago, Orion noted
that she was able to feel the air shifting through her feathers when
they were Shaping close by. This led to great excitement as she
began to understand basic Shapes even when she was unable to
see the Shaper.

This became the origin of Feathering. It uses the same hand gestures
as Shaping but Nimbus riders are able to communicate with their
mount without the bird needing to turn its head.

In the beginning stages of a bond, only simple Shapes can be


understood as the bird gets used to the unique air patterns created
by their rider. Much practice is needed for more complex Shapes
to be translated, and so began the now age-old tradition of using
Feathering to bond with Nimbus fledglings.

This unique ability of the Nimbus means that eventually a near


perfect harmony can be achieved between rider and mount, with
the feathers of the Nimbus sharply honed to understanding each
little shift in the air as their rider Shapes. Eventually they can soar
through the skies as one.

Fatima Marchwell (she/her) is a master in the art of Feathering. She


is an older member of the Silver Apples and always leads mentoring
sessions for new Pendragons. Her bond with her Nimbus, Nestlefeather,
is one of the strongest ever achieved between rider and mount.

50
Base Camp

Bonding with your Nimbus

Bonding with a Nimbus begins from the moment you choose which
bird you will partner with. Nimbus are highly intelligent creatures, and
so the decision is not purely up to the rider. If a Nimbus fledgling feels
uncomfortable with being selected by someone, they will have no
hesitation in letting their feelings be known. If, however, they feel
an affinity, they will engage in early-stage bonding behaviour. This
begins with eye contact and will progress to the Nimbus allowing
themselves to be touched by the rider.

Stroking, soothing and taking care of your Nimbus are all very good
ways to build the connection in the early stages. The more the
rider proves that they are attuned to the needs of their Nimbus; the
stronger the bond. This can include learning which food your Nimbus
is most fond of, making sure the saddle is not too tight when you ride,
and becoming familiar with the unique temperament of your bird.

Riders should also use


Feathering with their
Nimbus on a daily
basis. The more you
repeat and practise
the different Shapes,
the deeper the bond
will grow. It is worth
noting that Feathering
can only be used
effectively when you
are in flight or very
close to your Nimbus.

See Appendices for


the Feathering sheets.

51
CHAPTER FIVE

Part Two

52
Chapter Five

Grail Guide

Running Overisles
As the Grail Guide you’ll be
helping players navigate
the Archipelago, a group
of islands our writers have
created to inspire you.
Much like Inspirisles, sessions
should take the form of
Questing Days in which
the Pendragons overcome
challenges by working
together. Rules on how to
plan Questing Days begin
from Chapter Seven of
Inspirisles.
CHAPTER FIVE

Regardless of which Nests you explore, we suggest including the


following themes:
8 The Corruption and what’s causing it.
8 The theft of the Nimbus eggs.
8 The Nimbus Mother’s declining health.
8 The floating Nests weighed down by Disbelief.
8 Vorm and the Silver Apples.
8 Wyrm pirates growing in confidence.
8 Pendragons bonding with their Nimbus mounts.

Just because events take place upon the Archipelago, we


encourage you to involve the communities, Friends and Inspired of
the surface below. Use all the material from both games to truly bring
your narratives to life!

Roots of the Corruption


As the Grail Guide, it is up to you to decide who or what is at the
heart of the corruption. Who is pulling the strings? Who is organising
the Corrupted?

You could take from Arthurian folklore and use Morgana le Fey
who has returned to the Isles seeking revenge on the inhabitants for
aiding Guinevere and Arthur. It could be some creature (e.g. the
Wellbeings from Inspirisles) who have pushed through the All’s Well
from some alternate dimension. It could even be more than one
source working together to achieve the same goal, to destroy the
Archipelago and the land below.

Whatever you choose, the source will need to be sentient and highly
intelligent. They will also need to be capable of some form of magic
in order to transform the Glow into the Corrupted, although how they
achieve this is totally up to you.

54
Grail Guide

55
CHAPTER FIVE

Calamity
As you guide your Pendragons across the Archipelago, you will need
a new Calamity Meter to measure the consequences of Disbelief.
A calamity will occur every time a milestone of Disbelief is reached.

Only one can be triggered per party level. The moment a Calamity
occurs, Pendragons must drop what they are doing and tackle it
immediately.

Eggs retrieved Disbelief reduction Pendragons can reduce


Disbelief by recovering
1 —
Orion’s eggs, though once
2 1 a calamity has occurred, it
3 — cannot be reversed.

4 2

5 —

6 3

Calamity Meter

Disbelief Calamity

2 Vorm storm

4 Lightlift sabotaged

6 Orion’s health

8 Corruption spreads

10 Nest plummets

15 Corruption revealed

56
Grail Guide

Vorm storm
Struggling to contain his emotions, Vorm unleashes a terrible storm
above Wingrest. Until it abates or Vorm can be calmed, Pendragons
must pass a Disbelief Battle if leaving the core Nest on a fledgling
Nimbus.

Lightlift sabotaged
Evading the Silver Apple watch, the Corrupted manage to
sabotage the Lightlift, preventing travel from the surface to Wingrest.
Pendragons must head to Roost and have the Piskies repair it.

Orion’s health
The Nimbus Mother’s health takes a turn for the worse. The
Pendragons must locate the Inspired Athelyn and escort them to
the summit of Wingtip. Only they can provide the healing needed to
prevent her decline.

Corruption spreads
The corruption begins to spread throughout Roost, taking hold
and transforming many innocent Glow. If Pendragons haven’t yet
exposed and tackled the source of the Disbelief, they’ll need to at
least reassure a populace in panic.

Nest plummets
One of the Nests (chosen at random from the Archipelago) is
overwhelmed by Disbelief and begins to plummet earthwards.
Pendragons will need to pass three Belief Barrier tests in order to
stabilise its descent.

Corruption revealed
If Pendragons haven’t yet exposed and tackled the source of the
Disbelief, at this point it makes itself known. However it presents itself,
Pendragons must tackle a level 3 Shadowshaper or equivalent to
break the corruption.

57
CHAPTER SIX

58
Chapter Six

Archipelago
We have created 20 Nests for you to explore. Each contains
an overview, landmarks, fauna, an assortment of random
tables, Disbelief, scenarios and some beautiful illustrations to
get you started. You could explore a single Nest expanding
on its ideas, or take from a selection. Whichever you choose,
we hope they’ll inspire future Grail Guides to invent their own
sky stories.

The Blooming Tower and Sanctum Opus contain dark imagery


and some mature themes. Grail Guides should familiarise
themselves with these Nests before playing and, if necessary,
consult the safety tools within Inspirisles.

The Isle of Unbelieved Saints contains religious themes. Please


use the same principles as above.
CHAPTER SIX

The Fissure Crux


The Fissure Crux is suspended at one
of the highest altitudes of all the Nests.
The most unique aspect of the Fissure
Crux is that it isn’t a singular piece
of floating rock, instead it consists of
several smaller clusters of earth, called
chunks. These chunks are fastened in
place by thick heavy chains that, when
connected to the Ardour Collision
statue at the centre of the Nexus
Heart, become infused with Belief.
Each chunk is anchored in a strategic place, agreed upon by the
community, so that the Nexus Heart is completely encased in shade,
enabling the Glimmer to enjoy it anytime of day.

Nexus Heart – The Nexus Heart is where the Glimmer and Capra
anchor the chunks of Fissure Crux together. As it is one of the most
trafficked areas in the Nest, it also doubles as the market. At the
centre of this market are two large statues of the Inspired, Kilna
and Vorm, with their arms outstretched holding giant rings to which
the chunks are anchored. Each time a new chunk is added, the
community counts which patron has the most rings. To prevent any
rivalry the statue with the fewest rings receives the chunk to maintain
balance between the two. The Nexus Heart is also the resting place
of the Nimbus egg.

Chimes of Crux – On rather windy days, the vast amount of chains


hanging from the chunks produce a delicate chime, which can
be heard throughout Fissure Crux; an unexpectedly whimsical by-
product. Some of the locals can even use the chimes to determine
the direction of the wind.

62
Archipelago

There’s a rumour fluttering around Fissure Crux – a chain used to


tether one of the original chunks is actually the old Gallant Gull
anchor, ‘Matilda’s Choker’!

Sundered Shell – With the important parts of Fissure Crux on the


inside, the exterior has become a hobbyists jungle gym. Locals have
started to climb the chunks and formed a new hobby dubbed
‘Chunk-Climbing’. It can be a dangerous venture, especially on the
underside of Fissure Crux, but safety measures are thankfully in place
and required for the little ones. Next year is said to be the first annual
Fissure Crux Chunk Climbing Competition!

Fauna - Àirdreans
Àirdreans are no taller than four
inches, humanoid but with wings
instead of arms, and have no
facial features. Despite their size,
Pendragons mistake these critters
for Harpies from fairy-tales, perhaps
because of their bird-like qualities.
However they are pleasantly
surprised by their benevolent natures.
These friendly protector spirits help
guide those lost amongst the air
currents. Àirdreans will land wherever
the winds are currently flowing the
strongest. Despite not having a
method of verbally communicating,
these guardian spirits have a keen
ability to convey simple messages
through empathic responses. It’s still
unknown how Àirdreans do this, but
many would have been lost on the
winds without them.

63
CHAPTER SIX

Àirdrean Names

2d6 1 2 3 4 5 6

1 Zroba Eesse Vassun Nintush Yenera Scasa

2 Kirriw Nelmas Chordun Grala Dysionne Pero

3 Yirhon Typhoya Ferys Sethos Rooth Setaeh

4 Elshun Atuat Cinnai Urial Beleris Zhoru

5 Khait Savis Mamohlom Vonthal Wolloth Rawia

6 Awashek Zita Eita Lorara Menlem Aroe

Disbelief
The Glimmer saw an opportunity to live on the Archipelago and
leapt at the chance without the Capra knowing at first. The
growth of the Glimmer community created an increased surge of
Shadowshapers and while not inherently a bad thing, the volume of
Shadowshaping began to bleed into the chunks themselves. This led
to heated discussions between Capra and Glimmer, and despite
coming to an agreement, there are still some grudges held.

With these grudges came a swell of Disbelief, and as more mishaps


occurred due to Shadowshaping, the accumulated Disbelief
led to some real problems. Recently there have been more and
more reports of Àirdreans swarming skyships and individuals on the
Shattered Shell. Although the harm caused is minimal, the Disbelief-
polluted Àirdreans have unknowingly created an opportunity for
bandits and vagabonds to sneak onto the Nest unnoticed. These
miscreants would often attempt to break the chains anchoring one
or two of the outside chunks to create a distraction, allowing them to
infiltrate the Nexus Heart.

64
Archipelago

Scenario: Help Form a New Chunk


Description
Archetype Levels (per round) Tips Failure

1: Pendrag-
1: Shape earth or
ons must
1: Attach new air to make the
Smarts retake the
chain. chains lighter.
(Belief 2 test.
Barrier) 2: Bind Belief to 2: Chanting: Voice
2: Participants
the chain. your support for
become
the ritual.
exhausted.

Scenario: The Fissure Crux Charm Race


Description
Archetype Levels (per round) Tips Failure

Speed 1: Find the


Shape air to move
Opponent
(Disbelief 1 charm before finds the
faster.
Battle) your opponent. charm first.

Scenario: Sundered Shell Climbing


Description
Archetype Levels (per round) Tips Failure

Use the elements Pendragons


Survival 1: Safely navi- to negotiate the fail to com-
(Belief 1
gate the shell. fastest and safest plete the
Barrier)
route. course.

65
CHAPTER SIX

Dream Cascade
A Nest that rises high above many others,
Dream Cascade consists of a base area,
with several hot springs that create strong
updrafts, allowing access to other smaller
isles that rise above it. Several Glow have
built their homes on the various floating
isles, as they can use the updrafts to
travel there with ease. Recently there
have been efforts to make it more
accessible for other Friends.

The Peak – When the Glow first reached the highest of the isles, they
found an elderly moth-like couple living in a cave on the peak. This
couple, known as Aislin (she/they) and Hulum (he/they), weave
dreams for those living on the Cascade, relying on their pet dogs to
deliver them to the intended recipients. As the peak has recently
become popular with travellers; the couple have opened a Bed &
Breakfast, offering the finest of dreams and a demonstration of the
loom on which they are weaved. A kennel has been built into the
mountainside, where the Red Hounds live when they are not out on
delivery.

Feather Springs – These hot springs come from the same source
that creates the updraft used to travel between the isles. They have
been turned into a spa by an enterprising Giantheld named Anders
(he/him), a gentle Friend attempting to teach himself Shaping. The
prospect of meeting Pendragons is very exciting for him, and if given
the opportunity, he will ask them for Shaping tips and insights about
Wyrm teachers. The hot springs are large and named for the feathers
that frequently float down. Refreshments are offered to people as
they bathe and private areas are available for those who ask.

66
Archipelago

Base Camp – Despite the name, the base camp is a small town.
While most of the population are Glow, several of the other Friends
have begun to join the area, primarily Piskies. These Piskies have
been working on steam-powered platforms that can transport the
other inhabitants between the floating isles. Most of the town is
steam-powered, making use of the natural springs to create luxuries
like heated floors. The majority of food in the town comes from the
other isles in the Cascade; which serve as farming communities.

Fauna - The Dreamweavers


The Dreamweavers rely on their pack
of Red Hounds to deliver the dreams to
those living on the isles. These dogs can
range from large St. Bernards, to small
Pomeranians. The Red Hounds carry the
dreams in their mouths and can leap
to and from different isles, using the
updrafts as a boost. They are generally
very friendly and well-behaved, but get
both stressed and excited very easily.
If they do not get enough exercise
or stimulation, they can become
destructive and chaotic.

While the Red Hounds are usually only seen delivering dreams at
night, before bounding on updrafts back up to their kennel at The
Peak, the recent rise in Disbelief has led many of them to become
trapped in the daytime, unable to return home. They are trained and
cared for by the Dreamweavers, particularly Hulum. Hulum is very
fond of the Hounds, and sometimes spoils them a bit too much. They
have also trained them to do tricks, such as walking on their hind legs
and ‘dancing’ for when younger visitors arrive.

67
CHAPTER SIX

Isles connected to the Dream Cascade


2d6 1 2 3 4 5 6

1 Waterfall Oasis Glacier Harbour Wetland Wasteland

2 Moorland Volcano Reef Maelstrom Castle Grasslands

3 Crumbling Cata-
Desert River Palace Beach
ruin comb

4 Forest Rainforest Grove Hotsprings Lagoon Clay pit

5 Lake Shrine Canyon Valley Marsh Mine

Natural
6 Rock Cave Subterra-
weather Swamp Creek
formation network nean
event

Disbelief
Of all the areas impacted by Disbelief, transport is the worst. With
the updrafts becoming unreliable, or failing altogether, isles have
been cut off and communities torn apart. Families, separated by
the updrafts, shout to each other from great distances, desperately
trying to maintain contact. Local leadership is in a panic over what
to do.

Atop The Peak, the Dreamweavers struggle alone to make and


deliver dreams. Even the Red Hounds have been forced to abandon
them, stranded on different isles with no way home. Alone, confused,
and with no outlet for their boundless energy, they roam the streets,
wild and unruly.

68
Archipelago

Scenario: Rein in the Red Hound causing destruction

Description
Archetype Levels (per round) Tips Failure

Red Hound
Shield 1: Find a way to Water can be used escapes
(Belief 1 calm the Red to safely play with and caus-
Barrier) Hound down. the Red Hound. es further
chaos.

Scenario: Reunite a family separated by the faltering updrafts

Description
Archetype Levels (per round) Tips Failure

A family
member
Survival 1: Find a way tries to jump
1 Nominate air
(Belief to reunite the from the
Shaper as leader.
Barrier) family. treehouse
and injures
themselves.

Scenario: Deliver a dream created by the Dreamweavers


Description
Archetype Levels (per round) Tips Failure

1: Earth can make 1: You go to


the flowers bloom, the wrong
1: Travel to the allowing the Pen- isle.
Smarts correct isle. dragons to find the
(Belief 2 2: You
2: Find the recip- right isle. deliver the
Barrier)
ient on the isle. 2: Fire can be used dream to
to illuminate the the wrong
path. person.

69
CHAPTER SIX

The Isle of Cumulus


Unlike most other Nests, the floating
island of Cumulus is always on the
move. Resting on the back of a
semi-sentient cloud (affectionately
nicknamed Luss), the residents of
Cumulus build, live, work and play with
the semi-solid cloud matter that is Luss
xirself. Everything from dwellings to park
benches and beyond are made by
Luss and the residents living in harmony.

The denizens of Cumulus are a diverse bunch, including Glow, Glimmer,


Giantheld and Knocker Friends. Though different in many ways, they all
have an affinity for their patron Vorm, and a love for Luss. Given that an
affinity for Vorm is rare for Giantheld and Knocker Friends, they tend to
look different to their non-Cumulus dwelling fellows.

Luss’ Treasure Hunt – Every year, when the Isle of Cumulus is closest
to the sun, and the raindrops that rush through Luss’ veins sparkle like
precious gems, the denizens of Cumulus have a Treasure Hunt. Run by
elder Glow, Etain Felldem (ve/ver), everyone from children to elders
take part. Luss hides a gorgeous sculpture made of ice somewhere
on the island, and residents may spend weeks searching for it. During
this time, many leave their doors open and expect others to come
wandering in. Really, it’s an excuse to chat to neighbours and friends
you haven’t seen in a while. But if you do find the sculpture, you gain
the ability to float like a cloud for a whole day!

The Strato-Castle – Just left-of-centre of the very middle of Cumulus


is an enormous bouncy castle made of cloud matter. It has swings,
see-saws, curly slides, climbing nets, and of course a big open

70
Archipelago

bouncy area. This is the most popular hang-out place for many
kids on the floating isle, right into their early teen years. How does
the bouncy castle keep their interest so long? The kids and Luss
collaborate to regularly change its design!

Club Lightning – Deep in Luss’ belly, thunder can be heard and


rumbling can be felt, especially on days when Luss has been on the
move for a long period of time. It’s a reminder for the sentient cloud
to slow down a while - a reminder that xe extends to all denizens of
Cumulus in the form of a party! The lightning and rumbling takes a
while to calm down, and if you venture under the top layer of the
isle, you will find a party with excellent music and light shows.

Fauna - Luss
The most fantastical creature of
Cumulus is Luss xirself - a being made
from cloud, rain and lightning. No one
is quite sure how old Luss is, or where
exactly xe came from. Legend says
that many years ago, a Glow got lost
while flying in a heavy storm. They had
left their home in search of a new one,
but were in real danger of plunging
to the earth from exhaustion. That’s
when Luss caught them, and from their
friendship grew a community, and a
new home to many. Not a lot is known
about Luss besides these things. It's
clear that xe isn’t hurt by those walking
on xir, and that xe seems content to float above Avalon with no
particular destination in mind. For now…

Luss is known to be kind, playful, and ever eager to create new


things with xir residents.

71
CHAPTER SIX

Roll 1d6 on each column to see what sort of creatures are out and about.

1d6 A... Made of... Who acts a bit...

1 Sky Snake Wind Cheeky

2 Cloud Salmon Water Cuddly

3 House Raven Lightning Curious

4 Sheep Ice Haughty

5 Shimmercoat Mole Sunlight Enthusiastic

6 Harvest Mouse Just regular flesh Shy

Disbelief
Though still shrouded in mystery, it is widely accepted that Belief
is a key ingredient to allowing Luss and the residents of the Isle to
communicate and create together. It is their trust in each other and
the power of collaborative creativity that helps all on Cumulus thrive.

A rise in Disbelief means a breakdown in communication, and that


influences everything on Cumulus, from infrastructure to the path of
Luss xirself.

Scenario: A Corrupted Glow has been spotted on Luss’


outer edges, shivering with cold. You could learn
something from them!
Description
Archetype Levels (per round) Tips Failure

Use your Shaping The Glow flies


1: Instinctively,
to defend the away. The
Shield Luss has started
1 Glow, and show Pendragons
(Disbelief attacking the
Luss that we can do not learn
Battle) Corrupted
talk and learn from what is going
Glow.
each other. on.

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Archipelago

Scenario: Rebuild the Strato-Castle with Luss


Description
Archetype Levels (per round) Tips Failure

1: Luss’ attention
is elsewhere.
Increase the
difficulty for the
next round.
Social 1: Contact Luss.
1: Use Shaping 2: Each failed
(Belief to attract Luss’ roll represents
2: Use Shaping attention.
Barrier) that part of the
2 to rebuild the
2: Use your ele- playground not
Smarts Strato-
ments to visualise appearing ex-
(Belief Castle as you
the design you actly as hoped.
Barrier) envision it.
wish for the castle. Eg. If a Pendrag-
on wished to
create a spiral
slide but failed,
the slide may
appear straight.

Scenario: Remove the dark storm clouds growing on


Luss’s surface

Description
Archetype Levels (per round) Tips Failure

Water: Remove
water from the dark The growth
growths, making is made
1: Massage or them smaller and smaller,
remove the softer. but is not
Survival Air: Blow away ex-
growth from removed.
(Belief 1
Luss’ surface. cess white clouds. Residents
Barrier)
But beware, it Earth: Fashion of Cumulus
shoots lightning! shields against the will just have
lightning. to build
Fire: Melt the icy around it.
core of the growth.

73
CHAPTER SIX

The Blooming Tower


Far from the core, the Blooming
Tower floats in the eye of a constant
storm. It's said that long ago, one of
the first Pendragons hollowed out an
entire island to create the vast tower.
The ages have left it an overgrown,
dangerous ruin. Vicious Leighbugs,
whirling Greatree seeds and clouds of
poisonous fungal spores have rendered
the tower unfit for habitation. Some
whisper that great treasures and vast
arcane power can be found within, and throughout the centuries
many have plundered the archives.

Branches of the Greatree – The Greatree's gold and scarlet roots hold
the tower’s cracking granite walls together. Vast branches stretch
hundreds of feet over the shattered roof. Golden leaves sprout from
the branches, dozens of paces wide and thick enough to hold small
buildings. The uninhabitable husks of hastily-built wooden huts dot
older leaves. Newer growth at the outer branches is mangled with
sickly purples. Razor-sharp seeds sprout from the new growth and
spin through the swirling winds. Small animals and other tender things
are regularly hurt by the seeds; dotting the tower complex with small
bones, feathers, tufts of fur and dried maroon smears.

Archives of the Blooming Tower – Hundreds of libraries, labs,


reliquaries, wardrobes and more fill the hollowed expanse of the
tower, the rooms connected by perilous spiralling staircases. Half
of the staircases are intact; the rest are shattered or falling into
disrepair. Rusted swords, frayed ropes, rotted leather and more than
a few bones litter the steps.

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Archipelago

Thriving in the Greatree's shadow, human-size Leighbugs have


infested the dark corridors, hunting for any creatures unfortunate
enough to wander in. Everything that thrives in the tower must
contend with their ravenous hunger.

Overgrown Basements – At the base of the tower, the crumbling


foundations of a long-hollowed mountain are slowly being eaten by
vast networks of fungi. Slimy tendrils bore through stone and hang
like mossy ropes in every direction. Dozens of windswept caves lead
into the tower's depths. They are infested with blackened hyphae
thicker than a person’s arm. These strands are corrosive to the touch
and bloom clouds of sulphuric spores if disturbed. Congregations
of Leighbug larvae feast on the fungi. If harmed, they let out a
disturbingly human scream that echoes throughout the tower.

Fauna - Leighbugs
Birds caught in the tower’s storm are
often injured by the spinning razor
sharp seeds of the Greatree. When
they take shelter in the shattered
windows of the tower's many
rooms, they quickly become prey of
Leighbugs: alabaster-shelled, human-
sized insects with swordlike forelegs
who move with astonishing speed.
Leighbugs have learned to lay their
eggs in the fungal growths that fill the
tower's basements, near a sealed
chamber covered in strange runes.

Leighbugs are unable to perceive light and colour, but the constant
clicking of their chitin plates is a kind of echolocation that reveals
even still shapes and forms.

75
CHAPTER SIX

Rooms in the Tower


2d6 1 2 3 4 5 6

1 Leighbug Overgrown Destroyed


Rusted Tool Working Collapsed
Queen’s Fermentation Magical
Collection Wand Forge Fungal Bloom
Nest Room Library

Shaping
2 Derelict Shattered Empty Old Explorer’s Sprouting
Practice
Pottery Studio Food Stores Broken Safe Lost Diary Razor Seeds
Room

Rotted Unsafe Depleted Nimbus


3 Moth-Eaten Gorgeous
Painting Resting Magic Research
Wardrobe Outside View
Gallery Room Battery Room

Magically Colony Thriving


4 Burned Empty Safe Resting Derelict
Dark and of Scrappy Pepper
Library Room Insect Gallery
Silent Cats Garden

Crumbling Vast Tattered Plant and


5 Wizard’s Burned Shoe
Statue Plundered Priceless Mushroom
Resting Place Collection
Gallery Reliquary Tapestries Garden

Friendly Preserved Preserved Wizard’s


6 Pigeon
Crystal Ball Broken
Herbalism Fantastic Magical
Chamber Printing Press
Colony Library Wardrobe Bedroom

Disbelief
In long-past centuries, a Pendragon wizard discovered a vast
mountain held aloft by a Nimbus egg buried within volcanic stone.
Over several decades, they hollowed out the mountain and stripped
its sides for ores; shaping it into their own personal tower in the clouds.
Engorged on the egg’s Belief, they built an impossible, ever-growing
system of automated magic with the power of the egg, sealed away
in a rune-covered chamber. The abundance of Belief allowed the
tower to thrive, but as the wizard grew older they became wary of
others and protective of their sanctum. When they died of old age,
the lonely Nimbus egg soured into a vile seed of Disbelief.

Over centuries, the magically-enhanced plants, insects and fungi


that the wizard cultivated with an abundance of Belief became
warped and twisted. With only a constant flow of Disbelief to feed
them, the beautiful branches of the Greatree turned parasitic
and sprouted new, razor-sharp seeds. The wizard’s neglected
fermentation crocks and mushroom gardens became twisted,
tendriled things that consume the very stone on which they float.

76
Archipelago

Innocent insects once carefully tended for study grew hungry and
wild in the dark. The Leighbugs that stalk the Tower’s many halls are
their far-off descendants.

Scenario: Clear the razor seeds from the Greatree, enabling


exploration outside
Description
Archetype Levels (per round) Tips Failure

1: Fire could burn 1: Pendrag-


Survival ons’ clothes
(Belief 1: Destroy the them. Air could
get scratched
Barrier razor seeds. corral them.
2 by seeds.
or 2: Protect the 2: Stones could
Disbelief 2: Sickness
old growth. crush or prune seeps into old
Battle) new growth. growth.

Scenario: Escape from a patrol of Leighbugs


Description
Archetype Levels (per round) Tips Failure

1: Leighbugs
1: Break line of 1: Earth could get closer to
Survival
sight. block them off. Pendragons.
(Belief 2
2: Find a place 2: Fire could illumi- 2: Pendragons
Barrier) must retake the
to hide. nate dark corners.
test.

Scenario: Bring life back to a room in need of care


Description
Archetype Levels (per round) Tips Failure

1: Time passes.
1: Clear rubble, Leighbugs are
1: As with any
mess and the heard in the dis-
cleaning, careful-
gathered-up tance. Pendrag-
ly Shaped air and
detritus of past ons must retake
water are particu-
Smarts storms. the test.
larly effective.
(Belief 2 2: Fortify and/ 2: Leighbugs
Barrier) 2: Earth is always
or beautify a approach at
helpful in building the commotion
space, make it
barriers. Fire can of failure. Go to
a place where
re-forge stone “Escape from
life thrives in
and metal. a Patrol of
the tower.
Leighbugs”.

77
CHAPTER SIX

Isle of the Rising Water


One of the lower Nests, this isle is known
for its unnatural water flow. The only
water source on the Nest is in a central
cave deep underground. The trees
have grown around the well creating
a gazebo-like structure. The dense
forest surrounding it can make the well
difficult to locate, but anyone can find
it if they know where to look. Skilled
Bucca protect the water and Shape it
uphill to protect the lush farmland that
covers the mountains.

Other Friends live in makeshift camps that move with the rivers and
they value the free exchange of knowledge, particularly when
it comes to history. Piskies, for example, have used this historical
knowledge to create innovative farming technology. It’s not
uncommon to see automatons working the fields while Piskies tinker
nearby.

Wellhouse – The Wellhouse sits nestled in a valley at the centre of


the island. The lowest point on the island, it is situated above an
underground lake providing the only source of freshwater. Ancient
trees have grown to form a shelter with many openings which
accommodate the flow of the water, and in days past Bucca could
be seen defending the Wellhouse.

Farmland – The island is a patchwork of farms and vineyards,


producing wheat for prosperous trade with other islands. Farms are
often high up on mountains, irrigated by the upward water flow.
They are tended to by automatons created by the island’s Piskies.

78
Archipelago

River Ferries – The quickest way around the island is to take river
ferries. These small boats run mostly on their own and can change
routes with the seasons. Any Friend of Athelyn should be able to
Shape the currents to carry them wherever they need to go with
ease. Wyrmbitten also guide ferries for a small fee.

Fauna - Ceffyl Dŵr


This island also has Ceffyl
Dŵr, winged water spirits
that appear out of mist.
They can be mischievous,
offering travellers rides, only
to vanish suddenly sending
them plummeting to the
ground. Despite their fickle
temperament, Ceffyl Dŵr
can befriend travellers.
However, the endeavour is so
risky that few try.

79
CHAPTER SIX

Small woodland creatures live near the Wellhouse and


a host of aquatic creatures and birds thrive in the
unusual waters.

2d6 1 2 3 4 5 6

1 Hedgehog Beaver Red Fox Wrasse Owl Dragonfly

2 Badger Otter Red Deer Pike Bat Kingfisher

3 Weasel Frog Wild Boar Carp Robin Newt

4 Grass-
Stoat Grey Seal Rabbit Salmon Blackbird
hopper
Salaman-
5 Squirrel Mink Dog Pollock Wren
der
Wood-
6 Mouse Crab Wild Horse Trout Toad
pecker

Disbelief
Recently many Bucca have left the Nest for the ocean. With their
departure, the water flow has begun to grow more and more volatile,
leading to ferry crashes and the higher farmlands drying out. The
lower areas near the Wellhouse have begun to flood. This has led to
the spread of Disbelief as the residents of the island are either forced
to leave or driven to increasingly desperate measures to restore the
water flow.

The spread of Disbelief also led to more sightings of Ceffyl Dŵr. In the
early days, they were often friendly or indifferent to travellers, but their
disappearing habits are becoming more frequent and are making
inhabitants increasingly anxious.

With those on the Nest leaving, or otherwise distracted, protection and


defence has faltered and has left the Isle of the Rising Water open to
raids from Wyrm Pirates.

80
Archipelago

Scenario: Battle a rogue Piskie automaton


Description
Archetype Levels (per round) Tips Failure

Sword 1: Fight the Use earth Shaping Farmland


(Disbelief 1
automaton. to trip it. ruined.
Battle)

Scenario: Save a Wyrmbitten from a Ceffyl Dŵr trick

Description
Archetype Levels (per round) Tips Failure

Speed 1: Catch a fall-


Shape air to
Wyrmbitten
(Belief 1 cushion the
ing Wyrmbitten. is injured.
Barrier) Wyrmbitten’s fall.

Scenario: Take shelter from unexpected flood

Description
Archetype Levels (per round) Tips Failure

1: Pendrag-
ons are
1: Climb as high as
soaked by
Survival 1: Climb to you can before the
the rising
(Belief 2 higher ground. flood waters arrive.
water.
Barrier) 2: Take shelter. 2: Shape earth to
2: Risk losing
make a cave.
possessions
to the flood.

81
CHAPTER SIX

The Winter Island


Seanchaí Beinn-deighe (Storyteller’s Iceberg)

High in the clouds rests Seanchaí


Beinn-deighe. Pendragons have come
to call it the Storyteller’s Iceberg. This
beautiful, snow-capped, dark grey
dolerite rock rises from amidst the Nest’s
many pine trees. Rounded peaks stand
prominently against overcast skies.
Glow, Wyrmbitten and Giantheld call
this Nest their home, where they gather
together around warm fires and share
knowledge, songs, stories and poems
they have collected over centuries.

Illustrious Crest – The Illustrious Crest is the highest point of the Iceberg,
a white Wyrm is said to live in the cave near the peak. She watches
over the Nest, attempting to protect it from those who wish to cause
harm or spread Disbelief. The Wyrmbitten call her Dawnlight Braventyr
(she/her). One day every year, Dawnlight travels down to Rofang for
the annual Ice Sculpting competition. The cave is welcoming to those
who bring a story. Icicles hang from either side acting as doors which
glisten as the sunlight shines through. The clouds cast shimmering
patterns on the walls while a large hearth warms the interior.

Garden Igloo – The greenhouse of Seanchaí Beinn-deighe is a large


igloo in the centre of the village. The residents take turns in caring
for the community garden where a special plant grows. It is a purple
flower that resembles Earth's tulips, but when it blooms, a bit of Belief
can be collected from the bulb like a small, shimmering pearl.

82
Archipelago

Snow Cone Caverns – This sweet shop is in a cavern at the base of


one of the mountains towards the edge of the village. A Wyrmbitten
named Enrir Colden (they/them) runs this cosy hovel and makes
beautifully flavoured delicacies. Colden uses fruits and berries grown
in the Garden Igloo to make these magical treats! A red snow cone
gives the consumer the feeling of receiving a warm hug in the
coldest of temperatures, orange gives a sense of relief from stress,
green may give someone a little pep in their step, blue makes you
able to see your breath for several hours no matter how warm it may
be and purple helps create a sense of happiness. Perhaps that’s why
the Belief bulbs are also purple?

Fauna
Snowy owls with soft white
plumage can occasionally be
seen in the island's trees. If you look
closer the down feathers poking
through underneath are adorned
with pink and blue gems. Their
bright green eyes, that can see
Belief from miles away, have long,
beautifully curly eyelashes that
whip in the wind as they fly. Their
talons are jewel-like and as sharp
as broken glass. Stories say these birds guide those who lose their
way towards a certain destination, whether it be to safety or the next
leg of their quest. Their wisdom is well known amongst the Friends,
and those who are willing to share a story may be fortunate enough
to hear one in return.

Some other animals the Pendragons might expect to see are winter
wolves with pointed heads and icy sharp teeth who live in dens,
white hares with incredibly long ears who hide in burrows under the
trees, birds who make nests out of tufts of fur they find in the forests
and arctic bears, not unlike those found in Rofang.

83
CHAPTER SIX

Which story will you bring to the Illustrious Crest?


2d6 1 2 3 4 5 6

1 Super- Growing Happy


Romance Fairy Tale Comedy
natural Up Endings
Inter-
2 Autobiog- Pop
Action Non-fiction pretive Biography
raphy Culture
Dance
Super Short Panto-
3 Folk Tale Friendship Science
Hero Story mime
Hero’s
4 Noir Mystery Western Narrative Fable
Journey
5 Myth Fiction Tragedy Adventure Humour Suspense

6 Techno-
Invention Satire Poetry Legend Detective
logy

Disbelief
Disbelief caused the ice of the mountains to melt and the island to
sink. The land below has had increased amounts of rain as the fall-off
pours over the island's edge. If not enough Belief is collected soon,
the melting ice will cause severe flooding below. The animals, and
other inhabitants of the mountains, must avoid rushing rivers and
avalanches that could wash them off the island itself.

Vorm has tried to stop the flooding, creating clouds to hold the rain
and carry the water to the sea, but there is so much, he is in danger of
becoming overwhelmed.

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Archipelago

Scenario: Help the inhabitants restore Belief


Description
Archetype Levels (per round) Tips Failure

1: Climbing the
peak is a long
and arduous
1: Make your
journey, Pen-
Survival way up the 1: Make friends
dragons do
(Belief mountain to with mounts suit-
not get a good
Barrier) Illustrious Peak. ed to the task.
2 night's rest.
Social 2: Dawnlight 2: Use the rolling
2: Dawnlight
(Belief Braventyr loves table to help craft
Barrier) will not help the
stories, tell one a story.
Pendragons, an-
to impress her.
other Pendrag-
on may attempt
the test.

Scenario: Assist the Giantheld gardener to collect Belief from


the Garden Igloo
Description
Archetype Levels (per round) Tips Failure

Earth/water to help
1: Use Shaping Belief is not
tend the plants,
Smarts to tend to a row collected,
1 fire to control
(Belief of plants and a portion of
temperature, air
Barrier) harvest Belief crop may
to create a gentle
from the bulbs. fail to grow.
breeze.

Scenario: Fight for a Nimbus egg


Description
Archetype Levels (per round) Tips Failure

1: The
1: Locate the pirates are
Smarts 1: Use clues gath-
hideout of the harder to
(Belief ered around the
air Shaping find without
Barrier) Iceberg.
2 Wyrm Pirates. the clues.
Sword 2: Nominate an
(Disbelief 2: Shaping Battle 2: The
earth Shaper as
Battle) to recover the pirates get
leader.
egg. away with
the egg.

85
CHAPTER SIX

Shellholm
They say it takes a village to raise a child,
but it takes a whole island to raise a
giant turtle! The first thing visitors notice
on Shellholm is the fact it rests happily on
the back of a giant, flying turtle! Atop this
noble creature, dotted along the various
rolling hills and gentle streams, lie dozens
of Collectives, communal societies of
Glow and other recently moved-in
Friends. Here food and shelter are shared
and the bonds of friendship are tied.
However, deep within the Shellcombs of this peaceful land, Disbelief
stirs, and those same bonds begin to tatter and fray…

Patron: Athelyn for the peaceful waters and communal spaces.


Egrain for the bounty and surplus of things to do and eat.

The Old Community Hub – A once proud central feature of the Nest,
now largely left to disarray and neglect, the Community Hub was the
beating heart of the living island. Here folk would gather to engage
in hobbies together, discuss matters that affected the communes
and were a space to barter and trade. Tall hydroponic gardens
and play equipment now lie abandoned, overrun with weeds, as
the Collectives rarely meet one another in this space anymore. The
vibrant paints seem more faded than one would expect as well…

Head Shrine – Located on the head of the mighty turtle, this


sanctified space was where the inhabitants of the island would
meet to celebrate special ceremonies and holidays, most of which
involved a ‘food delivery' to the turtle. However, the local fauna has
largely taken over and the great lift remains abandoned, creaking
mournfully.

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The Shellcombs – What first appears as the peak of this hilly Nest, the
apex of the shell, gives way to a large cavernous space tunnelled
deep inside. Originally used to ensure the health of the Nest and
as a place to explore; the Shellcombs have become increasingly
dangerous. Disenfranchised Friends skulk in the shadows and the
once immaculate pathways are filled with traps for the unaware!

Fauna - Shell Critters


While the Nest is occupied by various Friends,
the land is also inhabited by particularly strange
adaptations of the local fauna. Many of the
animals have developed their own protective
shells, mimicking the giant turtle they ride upon.
While maintaining a similar shape to their
non-shelled fellows, they definitely stand
out. Strangely enough, no actual turtles
reside on the Nest. Many display imagery
of Shellholm’s patrons, Athelyn and Egrain.
Some shells are moss covered with flowers
blooming, others have water-resistant furs
of soothing blue.

Roll 1d6 on each column for animal type and how much they take
after Athelyn and Egrain

1d6 Animal Type Athelyn – Egrain scale

1 Crow Webbed feet, blue colouration and swirls.

2 Frog Water resistant skin/fur/feathers, blue colouration.

3 Swan Lives near riverbanks, blue colouration.

4 Otter Lives in fields, green colouration.

5 Rabbit Flowers in fur or shells, green colouration.

6 Moss-covered shells, green colouration


Raccoon
and leaf patterns.
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CHAPTER SIX

Roll 1d6 for each column to generate shrines to the turtle!


1d6 Condition Unique Feature Shrine Tender

1 Ruins Endless Well A wizened grandma

2 Rough Various Berry Bushes An idealistic youth

3 In disrepair Large Stage A kindhearted couple

4 Neglected Peaceful Glade A simple Shellmonk

Bustling Barter A vagrant accidentally


5 Intact
Centre turned Tender
Well-main-
6 Natural Hot Springs A stalwart family
tained

Roll 1d6 for each column to generate community spaces maintained


by various Collectives.
1d6 Condition Feature 1 Feature 2

1 Ruins Small Library Community garden

2 Rough Jungle Gym Pottery kiln

3 Pantry full of pickled


In disrepair Big gazebo
goods and jams

4 Large kitchen and


Neglected Cool river to swim in
dining room

5 Intact Fruit tree orchard Old windmill

Well-main- Poetry and writing


6 Art room and gallery
tained space

Disbelief
The once communal and altruistic inhabitants of the Nest have slowly
become more selfish and distrustful of one another, taking to strange
habits like hoarding food and supplies and no longer taking part in
their duty to keep the turtle healthy. Besides the inhabitants becoming
more distrustful, many have heard rumbles and eerie sounds from the
Shellcombs at night, with dark shapes seeming to move towards its
entrance. Worse yet, many have felt the island shift direction suddenly
before righting itself, as if the great turtle has dozed off.

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Scenario: Assist a Collective with finding their lost


Friendship Knot!
Description
Archetype Levels (per round) Tips Failure

1: After a night
of squabbling Use your Nimbus
over food to scout ahead. Social Test – Tie
Smarts distributions,
1 Where might a new knot,
(Belief the Friendship
Barrier) someone go healing a
Knot, a symbol
to hide on the community.
of the ties that
bind, has gone Island?
missing!

Scenario: Restore a Turtle Shrine


Description
Archetype Levels (per round) Tips Failure

Social
Use fire Shaping to
(Belief 1: Vandals are
Barrier) scare them off!
destroying a Sword test
or 1 Turtle Shrine! Use earth Shaping to scare off
Convince them to create a the vandals.
Shield defensive wall
(Disbelief to stop.
around the shrine.
Battle)

Scenario: Delving into the Shellcombs


Description
Archetype Levels (per round) Tips Failure

1: Delve deep within


the Shellcombs,
1: The
dodging
1: Use fire Pendragons
Survival shellegmites and
Shaping to have alerted
(Belief perilous traps.
Barrier) illuminate the those
2: A group of path. within the
2 inhabitants have
2: Earth Shap- Shellcombs
Sword been hoarding food of their
ing can clear
(Disbelief deep within the presence.
paths in the
Battle) Shellcombs. Rotting
Shellcomb. 2: Disbelief
food is sickening
grows.
the island, but they
won’t let it go!

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CHAPTER SIX

Piuma
Lush and mountainous, Piuma is a Nest
best known for its temperate climate
and unique cuisine. The people of Piuma
are exceptionally passionate about
food and it’s deeply ingrained within
their culture. Many of the citizens are
artisans of some sort, whether it be the
farmers who grow rare produce and
raise exceedingly well kept animals; the
bakers and chefs who transform even
the most humble of ingredients into
decadent dishes or the smiths who spend their lives learning to craft
perfectly balanced knives and other cooking utensils.

Among the many dishes and ingredients of Piuma, however, one in


particular stands out: the golden truffle, a rare and highly sought after
fungus that grows in the wild, buried just beneath the dirt. Those who
are lucky enough to taste the golden truffle swear it's a completely
unique flavour and a bite more perfect than any they’ve had before
or since. These tiny morsels are speckled with gold, which contributes
to the local legends stating that they are a blessing from the Nimbus
Mother to bring prosperity to the humble Nest of Piuma. When foraging
for golden truffles, it’s impossible to spot them from above the ground,
so the locals employ the help of spiny boars, a type of small boar
exceptionally gifted at sniffing out the truffles.

Gnarly Roots Orchard – This sprawling orchard is tended to by a co-op


of locals who take every possible measure to keep the land healthy so
the trees can bear the sweetest fruit. Travellers can find anything from
apples to stone fruits and even citrus growing here at various times
throughout the year. There is a facility in the orchard where a range of
ciders and juices are pressed and bottled.

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Pastaio Priscilla – Located in the heart of the town square, Pastaio


Priscilla is a beloved community institution, providing the people
of Piuma with a wide variety of fresh pastas; a staple in the
local cuisine. At any time of day one can walk into this humble
establishment to find Priscilla (she/her) and her many apprentices
hard at work, rolling out massive sheets of dough by hand on the
long wooden counters and cutting and folding them into noodles
and pastas of all shapes and sizes.

Atop Mount Fiore – Mount Fiore looms over everything on Piuma,


being located directly at the centre. Along the mountainside
are innumerable trails and clearings and atop the mountain is a
meadow, warmed by the sunlight, where every imaginable variety
of edible flower and herb grows wild. Many foragers have tried to
venture to the top of the mountain but only a few have succeeded.
The climb is treacherous, however those who have visited the
meadow claim it is pristine and beautiful, bustling with butterflies and
honeybees and bursting with colour from the variety of flowers.

Fauna - Spiny Boar


Named for the row of spines that run
down their back, the spiny boar is a
well-respected animal companion
of Piuma. They have an impeccable
sense of smell and extremely expressive
faces which make them the perfect
companion for foraging truffles.
It’s nearly impossible to walk through
town in Piuma without spotting a
handful of spiny boar. Over the years,
they’ve become a favoured pet and
it’s not uncommon to see one of these
adorable creatures accompanying
their owners on a walk around town.

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CHAPTER SIX

Ingredients Table
This is a handy table to roll on any time the adventurers are at a market,
farm, restaurant, home, or even in the wilderness of Piuma and stray across
unique ingredients.
2d6 1 2 3 4 5 6

1 Goose- Redling
Bulb Root
Sizzling Essence of Spiny
berries Mushroom Peppercorn Night Melon

Striped Mila’s Hand Puffball Stone


2 Woodruff Windsnake
Eggplant Citrus Mushroom Carrot

3 Duck Bean Sweet Coconut Lemon Cider


Eggs Curd Rice Slug Verbena Caps
Sour Plum Saffron Preserved Red Stinging Turkey
4 Wine Oil Peaches Asparagus Nettles Wing
Yellow-
5 Sprouting Varnished Cured
Spicefly Leafed Gnashroot
Tuber Acorns Ham
Lettuce
Popping Purple Frogthroat Gorgon Perfumed
6 Spiderfang
Pollen Leeks Thistles Leech Honey

Disbelief
Disbelief has affected Piuma greatly, threatening their entire way of
life. This lush land is slowly dying, beginning with the golden truffles. In
many of the places where the truffles are known to grow, the ground
is becoming discoloured and dry. The leaves are turning black and
falling from the trees, and the few truffles that can be dug up from the
ground are crumbling into ash.

This effect seems to be slowly spreading throughout Piuma, with every


farmer recording their worst harvests in memory. Even the wildlife is
beginning to change, becoming monstrous and aggressive. Many
attacks have been reported lately and the people are beginning
to fear going out into the wild which is devastating for the local
economy that relies on foraging.

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Scenario: Recently, a young explorer went into the woods


to climb to the top of Mount Fiore and hasn’t returned.
Make it to the top of the mountain and rescue the explorer
Description
Archetype Levels (per round) Tips Failure

1: Traverse
the difficult
terrain of the Bring plenty of
Survival mountainside. food for the The group gets
(Belief 2 journey or learn lost on the
Barrier) 2: Carry the how to forage mountain.
injured explorer local plants.
down the
mountain.

Scenario: A monstrous bear has wandered into Gnarly Roots


Orchard and is knocking down the fruit trees
Description
Archetype Levels (per round) Tips Failure

Even in this
monstrous state,
1: Find a way The bear
bears love food
Shield to keep the continues
and this one
(Belief 1 orchard safe its rampage
Barrier) can be led back
and lure the and heads
into the woods
bear away. into town.
with something
delicious.

Scenario: Early in the morning, one citizen's spiny boar,


Pepper, heard unusual noises in the woods and ran off,
terrified. Search the town to find Pepper the boar
Description
Archetype Levels (per round) Tips Failure

Pepper likes to
If she isn't
1: Speak with the go to the back
found in
citizens of Piuma door of the
Social time, Pepper
and find out who local bakeries
(Belief 1 runs off into
Barrier) has seen Pepper where they
the woods
and where she sometimes
and must be
could be. feed her day-
rescued.
old pastries.

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CHAPTER SIX

Hiveland
Hiveland is deceptively simple. The
base of the island is a calm and
comfortable farm with one little pool
and a waterfall that cascades from
above. The land is flat and relaxed,
with Friends able to set up homesteads
there. This however, is a bit of a ruse.
Dangling off the island, and in alcoves
throughout, there are large hives which
shelter a remarkable type of honey. This
rare resource is able to create Belief in
vast quantities rivalled only by Nimbus eggs. Due to this, Hiveland is
resisting the pull of Disbelief better than many other Nests.

The Comb – Glow explorers know of The Comb only by name since
the Friends who live on Hiveland are very secretive of it. The Comb is
the major storehouse of the Belief-based honey made on this island
and is lined wall-to-wall with honeycomb shaped containers. These
can be magically closed off by the Friends who tend to it. While most
of the island is accessible to all, this remains the one section off-limits to
outsiders.

The Golden Hall – Both a community meeting spot and an event hall,
The Golden Hall is a large open-to-all structure built in the centre of
the island. The halls are grand and illustrious with golden and black
patterns spanning the walls. Despite this it retains a distinctly homely
feel. Events held here include a magical form of fencing known as
‘stinging’, formal dances, coming-of-age celebrations and lavish
birthday parties.

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The Chronicle Crypt – While on the surface this apiary of an island


seems all fun and games, there is a more sombre secret hidden
inside. A mausoleum-like structure that seems to have recorded
much of Hiveland’s history. Anything from the names of those
who may otherwise be forgotten to the deeds of long-departed
heroes. The Chronicle Crypt is one of the greatest archives on the
Archipelago and as such, is cherished by Glow historians. The folk
here seem to be able to sense and be present for these important
moments while remaining hidden from the masses.

Fauna - Seilean
The Seilean are a culture of bee-like humanoids. Few know where
they came from though some stories about their arrival speak of a
traveller from the All’s Well. Others say that they were summoned
by the fae, made from Guinevere’s
grief at the fall of Arthur. As a result
of this the phrase, “Speak to the
Seilean” came to be; a way of
telling others it’s okay to express
grief and negative feelings.

Regardless of this, Seilean are


long-lived lovers of history, song,
dance and other artistic forms of
expression. They naturally produce
a Belief-based substance similar in
texture and taste to honey which
they have many uses for. While
their ancient lore may make the
Seilean seem distant, they revel
in togetherness and their love of
community speaks to the way
they approach tragedy, through
family bonds.

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CHAPTER SIX

Uses for the Honey


2d6 Use for the honey 2d6 Use for the honey
2 Material for homes in
Healing nectar 8
the Hiveland

3
Currency or valuable item 9 When dried it can make
for barter an armour

4 10 Can be used in
A material to patch ships
a refreshing drink

5 Can be used in cooking


A sticky trap 11 and various sweets

6
A spell focus 12 To soothe sore throats

7 Storage for magical


energy

Disbelief
Disbelief doesn’t have a strong foothold on this island due to the
natural alcoves of Belief. As it’s so deeply ingrained, not much is visibly
changed. While the Seilean are travelling from Nest to Nest recording
the names and deeds of those falling in the battle against Disbelief,
they are leaving Hiveland vulnerable to pirates.

Scenario: Gain the trust of the Seilean to allow access to


The Comb. There you can find many uses for the honey
including improved Shaping, gaining Belief or emboldening
your Gogs
Description
Archetype Levels (per round) Tips Failure

1: Find a way All elements can


Social to convince use their Shaping The Comb is
(Belief 1 the Seilean to to show how they closed off to the
Barrier) let you visit The could make use Pendragons.
Comb. of it.

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Scenario: Upon seeing Pendragons arrive in Hiveland, a


renowned stinger named Vezz (they/them) wishes to challenge
them. Using the Golden Hall, the Pendragons must face Vezz
and other stingers in a match
Description
Archetype Levels (per round) Tips Failure

Air can speed up


your strikes with the
Vezz and
Sword 1: Overcome rapier.
their group
(Disbelief 1 Vezz and their Shape water and
win the
Battle) teammates. earth to slow down
match.
the stingers.
Fire scares Vezz.

Scenario: A Wyrm pirate captain, Shatter-Scale the


Fearsome (he/him) has set his sights on Hiveland hoping
to drain it of the precious honey. He arrives with an
entire crew. The Pendragons and the Seilean stingers
hold together to defend the island from pirates
Description
Archetype Levels (per round) Tips Failure

1: Earth can make vines


and other natural traps
as well as shielding hive
homes.
Air can knock the pirate 1: The pirates
ship off balance as it make it to the
1: Hold off descends, causing many island and
Shield the attacking of the pirates to fall. reach The
(Disbelief 2 pirates. Water can push pirates Comb.
Battle) 2: Seal off away from people. 2: Shatter-
The Comb. Fire adds extra power to Scale drains
the rapiers. Hiveland of its
2: The elements can be honey.
used to block off the
door as well as move
aside any straggling
pirates.

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Star Cauldron
An isle of glittering multi-faceted crystal,
the Star Cauldron floats high above
the land like a glittering star; it is said
that those who catch a glimpse of its
sparkling light as they drift off to sleep
will have grand dreams or prophetic
visions. The Cauldroners who inhabit
the Nest are known for their great skills
in fashioning cloth and clothing, trading
such fine things for stories of adventure
and dreams. Lately, the dreams and
visions its light inspires have become dark and frightening, and
anyone that approaches the Nest can see the lower portions of
the isle are beginning to crack and flake. The Cauldroners have
been using their weaving skills to try to hold things together, but the
strength of their threads may not be enough.

Grand Orrery – A great machine of whirling cogs, gears, wires,


crystals and orbs. The oldest and, some say, wisest Cauldroners
maintain this marvellous device which is said to provide insights into
future happenings, glimpses of the past and give cryptic answers to
deep questions. It is unknown whether the outside world influences
the Grand Orrery or whether its actions influence the outside world,
but the Cauldroners always attempt to keep it in good working
order, just in case.

The Cauldron – The stories say that a long time ago, a star fell to the
ground and left a great bowl-like mark upon the land; this mark is the
Cauldron. The star may have faded, but its heat and light can still
be felt in this area of strange crystals, scalding steam and blinding
smoke. The place has a dream-like quality that can confuse and
disorient travellers.

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Archipelago

It is believed that a golden egg of great size rests in the middle of


the Cauldron, emanating Belief that flows throughout the isle, but it
would be a difficult journey to confirm this.

Weavers’ Bazaar – A multi-level marketplace filled with many stalls,


workshops and fitting rooms. Ladders, stairs and lifts are provided
for the use of visitors who are not as adept at climbing as the
Cauldroners. Fine clothing and tapestries can be traded for here,
as well as such things made to order. The constant noise of looms
and spinning wheels fills the air during the day. At night, most activity
stops, but there are still a few stalls where one can discover the finest
weaving of all: the weaving of dreams!

Fauna - The Cauldroners


The Cauldroners are spider-like folk
who delight in weaving both clothing
and stories, often using Belief to instil
magical properties into garments and
taking inspiration from the stories they
hear to create beautiful tapestries.
Some find their initial appearance alarming, but their friendliness and
good listening skills soon put newcomers at ease. Most Cauldroners
do not speak much but prefer to communicate using their many limbs
or by quickly weaving pictures or images with their threads and they
love to incorporate such displays into their storytelling. Despite their
spider-like appearance, the Cauldroners do not capture and eat
other creatures, but subsist on a diet of crystalline fruits and plants that
grow on the isle. A few have become quite intrigued by candy and
pastries, crafting incredible, edible structures of sugar and flour.

More adventurous, and usually younger, Cauldroners also enjoy


climbing, rappelling and having balloon and kite races. They take
great delight in performing dangerous and death-defying stunts
over the edge of the isle, though they are always mindful of safety,
especially when non-Cauldroners are participating.

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CHAPTER SIX

Roll twice to determine the appearance and substance of a Cauldroner.


For example, a Cauldroner paraglider pilot might appear to be made of
speckled onyx and polished moonstone.
Appearance Substance

2d6 1-3 4-5 6 2d6 1-3 4-5 6

1 Segmented Fractured Fragmented 1 Obsidian Onyx Ruby

2 Shimmering Glowing Smoldering 2 Hematite Citrine Topaz

3 Faceted Speckled Fuzzy 3 Jasper Moonstone Tourmaline

4 Sparkling Polished Shadowy 4 Spinel Amethyst Sapphire

5 Shining Fading Dull 5 Jade Garnet Emerald

6 Clear Translucent Opaque 6 Opal Pearl Diamond

Disbelief
Recently, something else fell from the sky, leaving a dark, smoky trail
and landing directly in the Cauldron. The landing was hard enough
to shake the ground, crack crystals and knock the Orrery out of
alignment. Bad dreams, bad omens and broken threads started
becoming a problem as something seemed to be weakening the
isle’s Belief. Zixiriz (she/her), the nominal leader of the Cauldroners,
took an expedition into the Cauldron to investigate, but she has not
returned. A few other brave Cauldroners have also tried and remain
missing. Now everyone is fearful of things getting worse and don’t
know what to do.

The ‘something else' is a strange shadow egg, whose landing has


knocked the golden egg from its resting place. The shadow egg has
begun to drain the Belief the golden egg generates for an unknown,
sinister purpose that is causing the crystals of the Cauldron to slowly
fracture and become even more dangerous. The Cauldroners
who have approached the new egg have become Corrupted
and influenced to protect it, deceived into believing it is something

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Archipelago

beneficial to the Star Cauldron. What could hatch from such an egg
is a great mystery.

Scenario: Find a Guide


Description
Archetype Levels (per round) Tips Failure

Shaping can be The Caul-


Social 1: Ease the
1 used to tell a visual droners are
(Belief Cauldroners’
story to calm the overcome by
Barrier) fears.
Cauldroners. fear and hide.

Scenario: Repair the Orrery


Description
Archetype Levels (per round) Tips Failure

1: Air or water
to shield from
1: Find a safe 1: Someone gets
dangerous moving
path to the hurt or more
Smarts parts.
inner workings. pieces break.
(Belief 2 2: Air and water to
Barrier) 2: Reset the 2: A terrifying
cool overheating.
Orrery’s align- doom is fore-
Earth and fire to
ment. told.
repair compo-
nents.

Scenario: Venture into the Cauldron


Description
Archetype Levels (per round) Tips Failure

1: Travellers
become
1: Clear smoke with
1: Traverse the lost and
air. Shape a path
dangers of the confused,
with earth. Cool hot
Survival Cauldron. wasting
spots with water.
(Belief 2 2: Rescue those valuable
Barrier) 2: The Corrupted time.
Corrupted by
just want to protect
the shadow 2: The
the shadow egg,
egg. shadow egg
not fight.
begins to
hatch.

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CHAPTER SIX

Isle of Infusions
A myriad of scents fill the air when
you first arrive on this island, with the
subtle aromas of mint, citrus and spice
intermingling together with the shifting
of the breeze. The Piskies and Giantheld
who call the isle their home enjoy a
harmonious, agrarian lifestyle centred
around the cultivation and preparation
of special teas. What began as a
collection of rolling tea farms has, over
time, flourished into one of the most
botanically diverse isles with the addition of fruit orchards, spice groves
and herb gardens, creating a complex ecosystem of four different
biomes all on the same island. This horticultural phenomenon is the
result of generations of collecting seeds from across the many isles,
and the sheer amount of love and Belief that was poured into the
caretaking of the farms themselves. As word of this “Isle of Infusions”
began to spread, it became common for visitors to bring gifts of seeds
and clippings to be used in the Welcoming Tea Ceremony.

Today, the biomes of tea, fruit, spices and herbs has become so
incredibly diverse that a more advanced method of maintenance is
required, so the Piskies and Giantheld work together with local fauna
(called Bushtails) to create a vast clockwork ‘forest’, built into the native
trees themselves. This mechanical marvel is powered by Belief and
serves to create the atmospheric elements needed to help the biomes
thrive, increasing or decreasing temperature, rainfall and even wind.

Sky Tram – It is possible to trek across the sprawling island, but many
a savvy traveller will prefer to use the Sky Tram, which follows a
circular, clockwise route between each of the four towers.

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The Clocktowers – There are four clocktowers on the island, built into
ancient, towering trees that overlook the fields. The towers are an
impressive union between nature and Belief-powered technology,
and each is connected to one of the four specific biomes and links
to a small forest of clockwork trees which contain the mechanisms for
protecting and maintaining the biomes. These towers serve the added
purpose of providing ‘stations’ for the Sky Tram in the lush canopies.

Biomes – Possibly the most unique feature of this island is the


presence of four distinct, yet flourishing, biomes: the Tea Fields, Fruit
Orchards, Spice Groves and Herb Gardens. Each of these areas are
maintained and enhanced through the Belief-powered clockwork
forest, which has the added effect of creating unique hybrids, both
within and between the biomes.

Fauna - Bushtails
Bushtails are small, red-furred, bushy-tailed mammals that live in the
trees of the Isle of Infusions. They are clever and can communicate
easily through chirps and dance-like movements. They formed quite
the symbiotic relationship with the Piskies and
Giantheld of the isle and help maintain the
clockwork forest that keeps the biomes alive.
They have a natural ability to harness the
element of air, which allows them to glide
smoothly from tree to tree, and perform
dextrous feats of acrobatics through the
canopies. While they don’t necessarily drink
tea, they do love honey and therefore also
maintain a special relationship with the
pollinators for each biome. In fact, it’s
common to find Bushtails protecting
small sanctuaries and hives nestled in
the trees themselves, ensuring that the
bees, butterflies, bats and beetles all
have a safe haven.

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Properties of the teas and infusions: roll 1d6 for each column

1d6 Tea Fruit Spice Herb

1 White Apple Cinnamon Mint

2 Yellow Strawberry Ginger Rosemary

3 Green Mango Cardamom Chamomile

4 Oolong Blackcurrant Fennel Rooibos

5 Black Orange Licorice Rosehip

6 Pu-erh Lemon Cocoa Nib Sage

Disbelief
The health of the biomes is ensured by the Belief-powered
clocktowers, and the interconnected forest itself. Lately, there have
been blockages in the system that the Bushtails haven’t been able
to fix, and the biomes are starting to weaken. The fruit is going sour,
tea plants wilting, herbs drying up and spices losing their flavour.
The tea that the Piskies and Giantheld drink has become tainted
and even the Bushtails themselves have been affected, all showing
symptoms of poisoning. As things progress further it becomes clear
that the whole system has been poisoned with Disbelief, and now
dangerous weather anomalies have begun to form! The Pendragons
must navigate the now tumultuous and dangerous forest to find the
blockages in the clockwork system.

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Archipelago

Scenario: Navigate the Biomes


Description
Archetype Levels (per round) Tips Failure

1: Use the
elements to
defend against
weather It will be much
1: Survive harder to clean
anomalies.
Survival the weather out the blockag-
(Belief 2 anomalies. 2: Pendragons es if they can’t
Barrier) can either get to each of
2: Repair the
navigate on the towers in
Sky Tram.
foot or climb a time.
clocktower to
repair the Sky
Tram.

Scenario: Cleanse the Forest


Description
Archetype Levels (per round) Tips Failure

1: Enlist the
remaining Bushtails Biomes
1: Find the to help find the collapse
Smarts blockages. blockages
2 and the
(Belief
Barrier) 2: Clean out the 2: Find a safe way clockwork
tainted feathers. to remove the forest breaks
Corrupted Glow down.
feathers.

Scenario: Healing the Denizens


Description
Archetype Levels (per round) Tips Failure

Once all the The biomes


Corrupted Glow may be
1: Heal the den-
feathers are balanced
izens and Bush-
Shield removed, the again, but the
1 tails who were
(Belief Pendragons can Piskies and
Barrier) impacted by the
restore Belief to Giantheld
Disbelief/tainted
the isle and help remain too ill
Tea.
heal those who to tend to the
fell ill. tea plants.

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CHAPTER SIX

Felisia
This is a land ideal for cats in every way:
fields of greens stretch across one half of
the island while sunny rolling hills cover
the other. Mice run aplenty, and ponds
full of tasty fish are scattered across the
landscape. It is truly a blessed place,
and the Feliseans who live here are
stewards of the earth in return. In the
centre of this peaceful land stands the
towering tree palace of the Felisean
king, Cat Sith (he/him), who has ruled
well and taken great care of the Feliseans of the Nest.

The Great Cat Tree – Rumored to have grown from a branch of the
World Tree, this massive sprawling oak towers over the center of the
island. Its branches are decorated in colourful tassels and ribbons,
tied there by the Nest’s inhabitants. Dotted amongst the branches
are small platforms and homes where Feliseans sun themselves or
gaze out, enjoying their high perch. Occasionally, they can be seen
darting up through the branches of the tree with a small package
to deliver gifts of mice, fish or greens to the king, who resides at the
small palace nestled in the canopy.

The Sunning Hills – The western half of the island is covered in rolling
hills carpeted with lush grass where Feliseans can bask in the sun’s
warmth. Fishing ponds intersperse the hills, sparkling brightly in the
sunlight as fish leap out, almost asking to be caught. Recently,
however, dark clouds have been rolling in over the hills and disrupting
this idyllic scene at a moment’s notice, much to the residents’ dismay.

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The Green Fields – The eastern half of the island is blanketed in fields
of green catnip and oat grass, interspersed with the occasional
sprig of rosemary and basil, smelling wonderful to Feliseans and
Friends alike. Feliseans meander through the foliage, nibbling on the
greenery and catching field mice for themselves or as an offering
to Cat Sith in order to gain his audience. At the edge of the field
closest to the Great Cat Tree sits a stone shrine to their patron,
Egrain decorated in garlands of woven herbs and grass by way of
honouring the abundance of the island.

Fauna - The Feliseans


The Feliseans are a society of highly
intelligent and adaptable cats who have
created a life of peaceful existence on
the Nest. At first glance, they resemble the
house cats of Earth, but appearances can
be deceiving. Feliseans have opposable
thumbs, so they can build and carry things
with their paws, and have strong hind
legs that allow them to walk in a bipedal
fashion when needed. They love to chat
with those they accept and trust, and
they thrive in sharing Belief with others
through their miraculous soothing purrs.

Their king, Cat Sith, was the first Felisean


thought to have traversed the All’s Well
as a companion to one of the earliest
Pendragons. He was touched by a small burst of Belief shortly after
arriving, leaving a glowing white mark over his throat amongst the
black fur. It granted him the ability to absorb and redirect Belief
whenever he purred. Before long, he had gathered the cats of
this world and gifted them this same power, forming a thriving and
happy community.

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CHAPTER SIX

Felisean names
2d6 1 2 3 4 5 6

1 Luna Fern Clover Smoky Kit Whiskers

Moon-
2 Starpaw Brightclaw Snowears Fleapelt Clawson
beam
3 Tom Felix Cole Angus Piscin Ailbe

4 Lucky Spot Nicki Kitty Evie Noel

Bar-
5 Junkins Mac Fluffy Sunny Patches
tholomew

6 Toffee Biscuit Potato Cheddar Pudding Ruben

Disbelief
Since the Felisean thrive on gathering Belief and redistributing it, they
live in a place where the energy flows freely. To support this, Cat
Sith has regularly hosted picnics, fishing contests, festivals and more
to keep the residents healthy and in tune with the island’s natural
rhythms. However, the events have become few and far between,
and Cat Sith has not been seen for several weeks, much to the
concern of the others.

Unbeknownst to a majority of the population, the king was injured


while successfully preventing Corrupted Glow from stealing the
island’s only Nimbus egg. He is recovering in private so as not to cause
alarm and has stationed extra guards to protect the egg, though with
the rising Disbelief their attention is far from fixed on it.

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Scenario: Climb up The Great Cat Tree to Cat Sith’s palace


Description
Archetype Levels (per round) Tips Failure

1: Climb the 1: Use earth Shap-


trunk of the ing to manipulate
Survival tree. the branches. Pendragons
(Belief 2 must retake the
Barrier) 2: Navigate 2: Use air to help test.
through the jump between
branches. branches.

Scenario: Host the yearly Harvest Picnic in Cat Sith’s stead to


cheer up the island’s residents
Description
Archetype Levels (per round) Tips Failure

1: Discuss the 1: Help plan what


ideal Felisean picnic events and The Felise-
picnic with foods the Feliseans ans are less
the island’s would enjoy. likely to trust
Social you and it
(Belief 2 residents. 2: Use elements will be more
Barrier) 2: Prepare food to cook a fine difficult to
for the picnic meal together get help in
with help from and ensure good the future.
the Feliseans. weather.

Scenario: Heal Cat Sith’s injuries


Description
Archetype Levels (per round) Tips Failure

Wyrmbitten use Cat Sith is


Belief for healing reluctant to
Smarts and may be able leave the
1 1: Find a way to
(Belief to help if Cat Sith palace until
heal Cat Sith.
Barrier) comes with you, he’s had
or you can find time to fully
medicine. heal.

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CHAPTER SIX

Taliesin’s Mouth
Taliesin’s Mouth is famed for having
the smallest landmass of all the Nests
because a majority of the island is
actually made up of a lake. Best
described as a floating fish bowl, the
globe of water is impenetrable from the
outside and protected by a magical
barrier of Belief. The only entrance is
through an unassuming but closely-
guarded well-shaft situated on a small
amount of land at the top of the globe.
The island is also famed for its largest inhabitant - a gigantic salmon
gifted with prophetic power, and the sages that serve it.

Tobar Segais – This small stretch of land serves as the entrance to the
island’s watery domain. It consists of a well spring, surrounded by a
ring of hazel trees that many of the island’s visitors claim have sung
or whispered to them. The well is guarded by a group of Merrows
in their land-based form, who ask those wanting to visit the Bóchra
Salmon for tribute and test them with riddles before allowing entry.
The tribute is considered vital, and can consist of anything from small
trinkets, to coins, to buttons. The Merrows claim that the riddles are
also necessary, but they are mostly to alleviate boredom.

The Bóchra Salmon – The gigantic Bóchra Salmon serves as an oracle


of sorts. Those in dire need of the fish’s wisdom come to visit Taliesin’s
Mouth seeking knowledge or some prediction of the future. The
Salmon communicates in the form of bizarrely shaped bubbles, which
are read and translated by the sages - Glow that have spent their
lives studying them. They reside within a shack precariously strapped

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Archipelago

to the back of the Salmon, filled with meticulously detailed records of


everything that the fish has said since the beginning of its life.

Knick-Knack Ridge – Knick-Knack Ridge is home to the island’s


underwater residents. Houses, huts and shelters gleam beneath the
waters, made up of the many small trinkets collected as tributes from
those visiting. Both treasures and scrap have contributed towards the
construction of this bizarre but beautiful home and its residents are
immensely proud of it. They value any and all donations - believing
anything can be repurposed or recycled. A Storied Stone also walks
the lake bed, entertaining residents and visitors alike with its tales,
and allowing the children to decorate it with a variety of buttons,
bottle caps and coins.

Fauna
Taliesin’s Mouth is home to all manner
of Friends, fae and beasts. Knick-Knack
Ridge serves as the home for most of
them - here you will find a few Bucca,
as well as some Merfolk. They are hard-
working and friendly, happy to invite
strangers into their homes as long as they
have paid the very reasonable toll of a
trinket or two at Tobar Segais.

Most notably however, Taliesin’s Mouth


is the only place to find Merrows. When in
water, they resemble fishier and more agile
Merfolk - with glimmering scales, bulbous eyes and
sharper teeth. However, they are amphibious and able to walk on
shore. When they do so, they undergo a magical transformation to
adapt to the land - their tail becomes a pair of scaly legs and their
torso and head transform almost completely into a fish, making their
appearance somewhat more ridiculous to those that have never seen
a Merrow before.

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CHAPTER SIX

The Bóchra Salmon itself is also a unique part of the fauna within
Taliesin’s Mouth. The size of a blue whale, the fish is beautiful to
behold. Its scales shimmer in various shades of pink that seem to
change with its movements. Many who come to see the Salmon
expect an enigmatic, solemn creature and are often pleasantly
surprised by its affectionate and kind nature. The biggest mystery
surrounds its diet - the Glow sages that take care of it create a
special mixture of flakes for it to feed upon, though they share the
recipe with no one.

Knick-Knacks
2d6 1 2 3 4 5 6

1 a silver coin
a stone cracked an ornate painted a square
figurine jewellry box fan egg shells button
a pair of a kelp a bag of a fish an empty
2 socks bracelet fool’s gold mobile
a signet ring
bottle

3 scrimshaw some white a mosaic a piece of a pair of a knot


tooth sand tile netting glasses pendant

4 an empty coloured wooden a fabric a rusted a ripped


locket glass piece panpipes pouch spoon sack
a conch a shining a small a pink a worn a metal
5 shell gemstone bouquet scale rag doll thimble
some tiny a decorat- carved a broken a detailed a glass
6 beads ed comb bone dice clay pot brooch blue eye

Disbelief
Recently, since Belief began to falter, Taliesin’s Mouth has begun to
undergo some rather disturbing changes. The Glow sages that take
care of the Salmon have begun to report odd, indistinct ramblings
from it. They have never seen the bubbles so strangely shaped or
indistinct, and have tried many different methods to cure it, but to
no avail. As word of this spread, visitors to the island have dropped in
numbers for fear that the prophetic fish is losing its powers.

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More alarmingly, the once impenetrable bubble that surrounds the


watery depths of the island is rumoured to have sprung a leak. The
droplets are seeping slowly and finding this crack or hole is proving
difficult, even with numerous Merrow scouring the edges of the
transparent globe for some sign of imperfection. Even at such a slow
rate, the water level is being documented daily, and is most certainly
dropping.

Scenario: Solve the Merrow’s riddle


Description
Archetype Levels (per round) Tips Failure

Hazelnut trees whis-


Pendragons
Smarts per the answers for
1: Figure out must retake the
(Belief 1 air or earth to pick
Barrier) the answer! test to gain ac-
up on.
cess to the lake.
Charm the Merrows.

Scenario: Address the crack in the bubble


Description
Archetype Levels (per round) Tips Failure

1: Water can sense


patterns in the
1: Find the current.
Survival crack. Water will
(Belief 2 2: Fire or earth can continue to
Barrier) 2: Stop the Shape trinkets or rock leak.
leak. to cover the crack. Air
can create a bubble
to stop water flow.

Scenario: Restore faith within the population


Description
Archetype Levels (per round) Tips Failure

Convince the
Social 1: Convince The
1 population that
(Belief residents that all population
the Salmon is
Barrier) will be well. panics.
recovering.

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CHAPTER SIX

Sanctum Opus
This is a place long bereft of the being
who created it, who shaped it from
matter, and bound it with Belief. The
landscape is beautiful yet somehow
unfinished, like a workshop scattered
with half-filled canvases, lost and
forgotten. It is still, save for when a
breeze remembers to blow, silent,
save for when a sound remembers to
ring out. The Glow rarely visit Sanctum
Opus, and on leaving soon forgot
the experience. Sometimes visitors wake up here unexpectedly,
believing they are still dreaming, but they never remain for long. The
Opuses are the sole residents now, odd multiform entities lingering in
the absence of their parent and creator.

Vacant Seat – They were a giant, or a witch of the old world, or one
of the Inspired, or none of those things. Perhaps they were something
entirely different. Whatever they were, now they are gone. Their
great seat remains, made of stone and soul and stories, bearing
a small carved triangle on the back. The seat is fixed firmly at the
heart of the Sanctum, overlooking timeless meadows, surrounded by
stools of all sizes for their children. The Opuses still gather here each
evening, sitting in a broken circle, listening for bedtime stories long
since lost in the forgotten past.

Primordial Playground – The south of Sanctum Opus is bestrewn with


many types of terrain. Most abundant are the fields of prismatic
grasses that transition through many hues. Here and there are
craggy ridges of rock, metal and crystal. A great diversity of trees
grow in strange woods and coppices. Further still is an orchard where
memories form as fruit, a pond of water that freezes when touched,

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Archipelago

a lake of sparkling foam. Rich and abundant are the materials of this
land, and all over are signs of their use, as though they were paints
arranged on a palette, drawn up, blended and put to purpose. All
through these dense and varied biomes the Opuses wander and
play amongst the matter of their being.

Lost Condominium – In the northeast is the largest and most


prominent building on Sanctum Opus. It is made of two parts: a
long hall, and a tremendously tall, circular tower. Inside the hall is
a gathering space big enough for a thousand individuals, lined
with tables and benches, bordered with mezzanine walkways that
lead into reading rooms, auditoriums and more. Aside from a spiral
stair, the tower is filled only with rooms and apartments, hundreds
upon hundreds of them, each with a word or name on their door.
Everyone who comes to Sanctum Opus will find a door bearing their
own name if they look hard enough. The top floor holds a single
room, the door of which is marked with a triangle. This room has glass
walls, looking out over the beauty of the island.

Fauna - The Opuses


The Opuses are odd, construct lifeforms
made of various elements, no two looking
the same. Some are tiny pebble golems,
others metallic giants burning with inner
light, the larger Opuses containing a
greater number of materials. It’s clear that
whatever their constituent parts, each
Opus is bound with Belief. They slowly
absorb it from their surroundings, and
are especially active in its presence. The
Opuses generally range from friendly to
impassive, or even oblivious, though even
the least attentive seem to understand
human speech (far fewer speak it
themselves). They have no present
hierarchy, yet nevertheless go about their

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CHAPTER SIX

business in a pattern of behaviour one could compare to children in


a school or boarding house - gathering in the mornings and evenings,
exploring and playing in groups during the day, and doing something
akin to sleeping through the night. Around the island are several
clues to their origin, carved stone tablets in an unfamiliar yet plainly
understood language. One such carving near the Vacant Seat reads:
“They are my most magnificent and beloved creation. I have built
them of rock and spirit and light, I have taught them so they might
learn, I have loved them so they might love. They surpass me in ways
they cannot yet comprehend. I hope they will be safe.”

Opus Constituent Parts


Roll once for small Opuses, twice for medium Opuses,
and three times for large Opuses.

2d6 1 2 3 4 5 6

1 Stone Wood Steel Moss Quartz Water

2 Light Nostalgia Sound Fire Empathy Ice

3 Slime Curiosity Chitin Air Joy Gold

4 Earth Void Melancholy Spirit Foam Glass

5 Obsidian Fur Lightning Kindness Leaves Passion

6 Anger Calm Shadow Diamond Suspicion Creativity

Disbelief
When the Nimbus mother took Sanctum Opus for a Nest, the Belief
emanating from her eggs breathed life back into this long dormant
place. While replete with Belief, the Sanctum is more alike to how it
was in the past: a comforting place, a haven. As waves of Disbelief
spread, however, it caused deterioration all across the island and
especially within the Opuses. An Opus strongly affected by Disbelief
can be unpredictable and even hostile.

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The Lost Condominium, intended to be a place where every living


being could find comfort and rest, becomes a place of nightmarish
distress instead. Each room contains a dark secret, nightmare or fear
of the one whose name is on the door. To make matters worse, when
trespassers set foot on Sanctum Opus, a shade emerges from the
room on the top floor, slowly but surely stalking its way towards the
now unwelcome guests, though it cannot pass under sunlight. A party
of particularly bold Corrupted Glow have recently come to the island
with plans to pillage it of its secrets, beginning with the Opuses.

Scenario: Befriend the Opuses


Description
Archetype Levels (per round) Tips Failure

Opuses are fond


Social 1: Make The Opuses
1 of their constituent
(Belief friends with ignore you, or at
parts, and they all
Barrier) Opuses. worst, attack.
love stories.

Scenario: Stop the Condominium Shade


Description
Archetype Levels (per round) Tips Failure

1: The Opuses can The Shade


1: Find your continues to
Smarts help find your rooms.
own rooms. stalk, locking
(Belief 2 2: Pendragons may
2: Face your its victims in
Barrier) help each other
fears. their own
overcome fears. rooms.

Scenario: Stop the Corrupted Glow from disturbing the island


Description
Archetype Levels (per round) Tips Failure

1: Learn the 2: The Corrupted 1: The Shade


Shield motivations of Glow do not hunts the
(Belief the Corrupted understand the Corrupted
Barrier Glow. Sanctum or the
2 Glow.
or 2: Prevent them Opuses. What they do
Disbelief not understand could 2: An Opus is
from stealing
Battle) be used to scare smuggled off
or harming the
them away. the island.
Opuses.

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CHAPTER SIX

Llewyrch
[loo-wirk]
This island floats in the shade of several
other Nests, swathed in deep shadows at
all times. In response, the flora and fauna
of the area have evolved to produce
their own light - brilliant bioluminescence
in a vast spectra of colours. The Glow
who call Llewyrch home are proud to
care for these brilliant creatures and
share the stories of their beauty with
visitors and passers-by.

The appeal of Llewyrch lies in the rich diversity of its plant and animal
life. Even creatures that would be considered unremarkable to some
are made mystical here by the glowing patterning they boast. From
the largest birds and elk down to the smallest of lizards and insects,
no creature is left without the gentle, beautiful glow of Llewyrch.

The Ever-Tree – The largest and brightest of Llewyrch’s plant life, the
Ever-Tree has grown since time immemorial. Veins of light gently
gleam from the cracks in the bark, and its blossoms are sung about
throughout the Nests. Seeds of the Ever-Tree have been sown across
Llewyrch, smaller versions of it growing and connecting to the roots.
During Blooming Season, Glow come from all over to witness the
brightest nights of the year and hope to catch a falling blossom.

The Radiant Market – Llewyrch’s bioluminescence glimmers and


carries through into the goods made by the Glow that live here.
The Radiant Market is a bustling hub of trade, where local artisans
share their textiles, pottery, glasswork and more. Anyone is welcome
to set up shop and the offerings change daily with the rotation of
artists, craftspeople and farmers. As every piece of art created on

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Llewyrch maintains a gentle glow, shoppers take a piece of the light


of Llewyrch with them.

Coedwig Madarch [koidwig madark] – Mushrooms as tall as trees rise


up from the ground, creating canopies under which all manner of
creatures can stop and take a rest against their thick, spongy trunks.
Peppering the forest floor are smaller fungi, lichens, mosses and
spores creating a rainbow of life. The Coedwig Madarch is on the
darkest side of Llewyrch, shielded almost entirely from the sun, but
there is no need for lamp nor lantern - the forest provides more than
enough light for even the greenest of travellers. Local Glow often
lead tours through the forest, teaching visitors and young denizens
of Llewyrch alike which mushrooms are best for eating, medicines, or
simply best left alone.

Fauna - The Pwca


In addition to the Glow and
bioluminescent creatures, Llewyrch is
home to pwca [pooca], shapeshifters
who are as fickle in form as they
are in mood. Pwca can mimic the
appearance of virtually anything, but
most commonly choose animals, their
eyes on all occasions glowing pale
yellow like those of a cat at night.

If stumbled across on a good day,


pwca will offer friendly advice, but
catch one in a foul mood and they’re
liable to show their mischievous side.
Pwca can easily assume humanoid
forms, their radiant eyes remaining the
only hint as to their true nature.

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CHAPTER SIX

The moods and colours of Llewyrch’s glow shift with time and circumstance.
Roll on the following tables to determine which creatures you may
encounter, and what colour family their markings have taken on.

1d6 Animal Family 1d6 Colour Family

1 Rodents 1 Blue-Violet

2 Amphibians 2 Green

3 Birds 3 Yellow

4 Canines 4 Orange

5 Reptiles 5 Red

6 Felines 6 Full Spectra

Disbelief
The residents of Llewyrch are practised in carefully harvesting the
fruits, flowers and wonders of the Nest, never taking more than they
need. Lately Wyrm Pirates have appeared from the surrounding Nests
to steal the glowing wildlife in great quantities, causing damage to
the ecosystem as a whole. Across Llewyrch, the flora and fauna have
been growing dimmer. In some places, there are even young being
born without bioluminescent patterning. Since the pirates arrives,
the Blooming Seasons have been shorter and less striking, with fewer
blossoms and seeds dropping for future generations of the Ever-Tree.

As Disbelief spreads, the glow of Llewyrch has started to flicker and


die out. Some of the island's residents have begun to worry what will
happen if there is nothing left for the Nest to give. What will become
of them and the beautiful Nest they call home? In response, some
Glow have taken to hoarding the bright, glowing plants and animals
close to their homes, attempting to keep them safe. But this survival
mentality is only adding to the depletion of bright, glowing wildlife
across the Nest.

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Scenario: Protect a lush field of glowing bluebells from


the pirates
Description
Archetype Levels (per round) Tips Failure

1: Keep the Shape earth to


Shield The pirates
1 pirates out of create barriers to
(Disbelief gain control of
the bluebell slow and stop the
Battle) another field.
field. pirates.

Scenario: Forage for a hidden Nimbus egg


Description
Archetype Levels (per round) Tips Failure

1: Egg
remains
1: Determine
hidden and
where the 1: Shape fire to
Smarts cannot be
Nimbus egg see better in the
(Belief retrieved.
Barrier) has been darkened forest.
2 hidden. 2: Another
2: Shape earth or air
Survival forager
(Belief 2: Acquire to reach the egg’s
notices that
Barrier) the egg location and return
you have
safely and with it.
the egg,
securely.
and may
follow.

Scenario: Come across a pwca and attempt to befriend it in


return for information
Description
Archetype Levels (per round) Tips Failure

1: Maintain The pwca


a positive will give you
Social Use charm and be
1 conversation incorrect
(Belief sure not to lie about
with the pwca information or
Barrier) anything important.
and do not mischievous
anger it. advice.

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CHAPTER SIX

Taranis
This floating island is a cluster of craggy
mountains which are honeycombed
with caves and perpetually wracked
with lightning. The mountains are
veined with copper and gold ore,
giving the Nest an ethereal aura
whenever sunlight manages to break
through the angry storm clouds. The
Knockers here mine the ore as needed,
but are mostly content to tend to the
fungus farms in the safety of their vast
cave networks. Recently though, the discovery of a valuable ore has
led to Wyrm Pirates exploiting Knockers by way of bribery and lies.
With the Friends focussed on mining the ore, the Wyrms were able to
steal a Nimbus egg and trigger the island’s downfall.

The Great Wheel of Taranis – The Great Wheel is made of a gold-


bronze alloy mounted on the wall of a cathedral-like cave. Rising
thirty storeys with eight grand spokes, it has slowly turned for as long
as can be remembered. Its surface is covered with inscrutable runes
which some scholars believe tell the creation of the universe. No one
knows who built the wheel, or how it turns, let alone who carved the
runes, but Piskie engineers theorise the wheel’s turning somehow
attracts the raging thunderclouds. The gargantuan cave in which it
spins has an open ceiling through which rainwater falls and collects
in an emerald lake. It reflects the golden glow of the wheel anytime
sunlight breaks through and the lake itself is surrounded by the
modest huts of a Knocker settlement.

Great Smeltworks – Taranis is dotted with dozens of small forges, but


in the very heart is the Great Smeltworks. This vast interconnected

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Archipelago

network of larger forges should be devoted to processing copper


and gold from raw ore, but the furnaces and tools remain unused.
Inhabitants of Taranis have always felt that starting up the Great
Smeltworks would spell certain doom for the Nest. And so their
superstitions have forever limited them to the scattered forges
elsewhere.

Gold Forest – In a high caldera atop the summit of Mount Esus, one
of the three tallest peaks of the Nest, is a forest of trees that each
gleam like polished gold. These are the Argead pines and during
thunderstorms they draw lightning strikes and appear to thrive on the
incredible heat and electricity of the craggy bolts. The white wood
of the Argead pine is a perfect insulator of electricity, and a golden
sprig from one of these trees has incredible magical capabilities, but
obtaining such a thing is a daunting prospect.

Fauna - Thunder Basilisks


Thunder Basilisks are resilient iguana-like
lizards that grow no larger than your
arm. They live in the mountain’s nooks
and crannies and when it rains they
crackle with electrical energy.
Males are covered in dull yellow
scales while the females gleam
with rainbow colours and
possess a sharp, crested
spine. They are more
intelligent than one would
expect, leading travellers
to areas of safety during
particularly violent storms.

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CHAPTER SIX

Tallest mountain peaks


2d6 1 2 3 4 5 6

Wyrm’s
1 Spire of Vorm’s Knockers’
Toranos Redemp- Berach
Athelyn Bane Peak
tion

Midnight Basilisk Place of Glow’s


2 Esus
Apex
Hardship
Point Odrán Mourn

3 Gwladus
Mount Mor- Golden The Cormac’s
the Widow- Greenfall
rigan Spear Banish Point
maker

4 Teutates
Flann’s Cave’s The Golden Thunder’s
Point Crown Needle Scian Reach

5 Friend’s
Darkspire
Mount Pate of Glow’s Bronze
Folly Catell Cailleach Pride Bride

Óir’s Mae- Mole’s Hooligan’s Peak of


6 Head leachlainn Last Stand Peak
Sadspire
Cernunnos

Disbelief
Taranis is increasingly under assault from Wyrm Pirates who recklessly
mine the mountain caves for the precious ore. The mining has caused
some cave systems to collapse, and seems to have somehow
intensified the thunderstorms surrounding the Nest. As the mining
continues, the lightning strikes become more frequent and aggressive,
disrupting all life in and around Taranis.

The near-constant lightning strikes and thunderclouds have provided


perfect cover for yet more pirates, who sell their ill-gotten ore at
Glimmer markets or to anyone willing to trade. The most pronounced
effect of the storms’ intensity has been on the Thunder Basilisks,
who grow in numbers due to lightning being their main sustenance.
If the miners don’t cause the mountains to collapse, then the
overpopulation of Thunder Basilisks are certain to drive all inhabitants
from the island.

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Archipelago

Scenario: Get to the end of a valley before it splits down


the middle
Description
Archetype Levels (per round) Tips Failure

Climb along
Speed 1: Navigate Air can propel you sheer rock faces
(Belief 1 down a split- forward, earth can and barely
Barrier) ting valley. slow the cracking. make it to
safety.

Scenario: Provide safe passage for Knocker miners


Description
Archetype Levels (per round) Tips Failure

1: Avoid 1: Any elemental 1: Miners


the massive dome around you and Pen-
thunderbolts could absorb or dragons get
Survival striking all around. deflect lightning zapped.
(Belief 2 2: During a break strikes. 2: Pendrag-
Barrier) in the storm, 2: Blast open ons must
take refuge in the sealed mine retake the
an abandoned entrance by any test until
smeltworks cave. means. successful.

Scenario: Confront a Wyrm Pirate mining boss


Description
Archetype Levels (per round) Tips Failure

1: Miners
swear they will
1: Convince
1: Illuminate the get back to
miners to return
cave with fire to mining once
home.
show the damage they hear
2: Confront the to the mountains. from their
Social
2 Wyrm Pirate bosses.
(Belief 2: Use the elements
Barrier) in charge of
to lift them where 2: They
operations and
they can observe promise to
explain the
the destruction to cease all
calamity they
the mountains. mining, but
are causing.
have their
claws crossed.

125
CHAPTER SIX

Isle of Unbelieved Saints


Most folk aren’t convinced that this
Nest is real. It doesn’t dissuade the
pilgrims. The Isle of Unbelieved Saints
is a small valley of undying flowers,
overflowing with enormous blood
orange Ffriddlys (Anemone blooms),
as if forgotten funeral offerings on a
giant’s broken tombstone. Some Glow
here are without hope, in the way that
grief twists when left unnourished, while
others tend to blooms that sing, but
only when one is ready to listen.

Holy Crypts – They say Belief is strongest in the darkest of nights and
the Holy Crypts are a perfect test. Pitch black except for the will of
the strongest flames, it is an interconnected labyrinth in the belly of
the ruins of the Whispering Basilica. Here lie altars, wells and tombs
of saints, once believed to be awoken by the right word. They
may have treasures for you, a sure boon to any injured or hopeless
Pendragon.

Cliff Bluffs – Only the points of the ruined Basilica remain, dotting
the edges of the bluffs on this isle. A howling wind can be heard as
it tunnels through the yawn of the landscape. If you listen carefully,
you can still hear the hymn of the Belief that used to pulse and
bellow here. Now there is only the crackling of the flower roots and
your own songs echo in a strange manner. The wind may be strong
enough to glide with, but you are unsure. The Basilica used to house
something important, as old as the isle itself, but the Glow refuse to
speak of it.

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Archipelago

Brief Pastures – The flowers morph into a riot of different blooms and
shrink to a mortal’s size near the foot of the valley. Here you see brief
pastures of Glow houses, villagers who seem kind and are welcoming
to visitors. They are masters of rare fauna, and archive the histories of
legendary folk who have previously served the Nimbus Mother and
her Nests.

Fauna - The Undying


Flowers
Alongside the Glow are the
Undying Flowers that are
miraculous in their own right.
They speak in images if you
sleep nearby. Sometimes
they echo your words or craft
riddles such as: “the miracles
you seek are found in sinking
deep.”

127
CHAPTER SIX

The Undying Flowers' Boons

1d6 The Flowers The Question

1 In exchange for a boon,


Evening Primrose
who in your party do you most admire?

2 In exchange for a boon,


Hearthole Poppy
who do you wish to protect the most?

3 In exchange for a boon, whose crown


Meadowsweet
would you decorate with me?
In exchange for a boon, who brings
4 Bugle Tulip
the most joy to your travels?
5 In exchange for a boon,
Bell Heather
what do you wish for most?

6 In exchange for a boon,


Thrift Thistle
who doesn’t know their own worth?

Disbelief
The Disbelief has made the Saints, Glow and the flowers here weaker;
a mere fragment of what they once were. They are fed by raw Belief
and stories, but there is only an echo of their song now carried on the
winds to other isles. They would like to believe in hope, in stories that
breathe life and in acts of legendary courage. Disbelief has made
them doubtful.

Scenario: Help Glow fish a lost item from the Saints Well
Description
Archetype Levels (per round) Tips Failure

1: Help re-
Smarts Nominate your Pendragons
1 trieve the lost
(Belief water Shaper as get stuck in the
item from the
Barrier) Leader. Haunted Well.
Well.

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Archipelago

Scenario: Calm the wailing in the Crypts

Description
Archetype Levels (per round) Tips Failure

1: Earth can track


1: Find hopeless the labyrinthian 1: The
Glow and the crypts. Fire can Pendragons
spirits of Saints illuminate and become lost
Survival that are restless in draw in curious in the Crypt.
(Belief 2
the Crypts. Glow. 2: Pendrag-
Barrier)
2: Calm their 2: Offer songs ons flee the
anguish with learned from the haunted
song. Fauna above Crypts.
ground.

Scenario: Save Blodeuwedd’s (name meaning “Empress


Flower”) Wedding
Description
Archetype Levels (per round) Tips Failure

1: Shape a fire that


is hard to ignore, or 1: Anger the
1: Uncover why create a distraction Bride and she
Spring is awry that invites cannot be
and locate the Blodeuwedd’s found, repeat
Social Bride to be. attention. until round is
(Belief 2 2: Appease 2: Combine passed.
Barrier) Blodeuwedd’s elements to 2: Emotions
odd requests creatively burst and the
and save resolve wedding wedding is
Spring. preparation cancelled.
mishaps (food, Spring fails.
guests, decor etc).

129
CHAPTER SIX

Aquataine
Aquataine consists of a large, densely
forested flat base comprised mostly
of a glimmering lake surrounded by
treehouse-style dwellings. The circular
island is framed by mountains that
peak in two uneven ridges to the
north. There are several open caverns
amongst the mountains that show
glimpses of the fast-moving canals that
transport people across the Nest. Vast
waterfalls stream down from the tops of
the two peaks to the lake below.

Aquataine has long been revered as a prime holiday locale with


its refreshing crystal lake, amazing mountain views and its kind and
inviting merfolk. Visitors are treated well, lavished with rich foods,
fancy drinks and the most luxurious accommodation during their
stay. Days are filled with revelry on the sandy beaches, while nights
bring festival-like celebrations. Travellers are encouraged to take a
ride in the splash tunnels and soak up the views from the majestic
mountain peaks. A strong magic influences the waterslide-like canal
system that carries visitors and residents exactly where they want to
go. Whether searching for respite or adventure, Aquataine is sure to
deliver.

Crystal Lake – The impossibly clear waters are always refreshing and
cool in this large central feature, the mainstay of both life and leisure
on Aquataine. The merfolk have built their homes among a resort
of taverns, eateries and luxurious rooms for rent. Many of the splash
tunnels lead back to Crystal Lake, through exhilarating turns and
drops that accommodate all ages. The lake is often filled with visitors
looking for recreation and relaxation, its sandy beaches lined with
lounge chairs, umbrellas and Piskie-invented watercraft.

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Archipelago

The Splash Tunnels – The entire Nest is riddled with long,


interconnected tunnels of smooth stone that act as waterslides to
transport people around the island while providing entertainment.
Many believe the tunnels were carved by a magical being made
of pure water in the depths of Crystal Lake. It could be that same
magic that guides and directs the waters, naturally taking its
passengers to their desired destination without instruction.

Jagged Tooth Peaks – The twin peaks that rise above Crystal Lake
are filled with splash tunnels, most of which seem to end at an apex.
The roaring waters push uphill, providing easy access to any and
all that wish to gaze out from these soaring heights. For those more
rugged adventurers, a challenging hike through the thick forest
awaits. However, the woods are home to primal dangerous beasts.

Fauna - The Merfolk


The main residents on Aquataine are the
merfolk who service the many businesses
established at Crystal Lake. Their homes
are built into underwater caverns, with
some structures breaking the surface.
Though completely at home in the water,
their humanoid form allows them to
walk the beaches and work on land for
short stretches of time. Their skin tones
range from light greens and blues to
dark purples, often accented with bright
colours lining their fins. They are inherently
disarming and kind, and ultimately prefer
to be in the water when possible. The
merfolk hold the Lake Spirit in the highest regard, devoutly protecting
the ancient being and its sanctum. The merfolk elders are responsible
for managing both the resort and the spiritual traditions surrounding
the Lake Spirit. They serve at a distance, hesitant to approach the
powerful elemental.

131
CHAPTER SIX

Daily activities at Crystal Lake


2d6 1 2 3 4 5 6

Swimsuit Live Enter-


1 Dance Volleyball Diving Swimming
Fashion tainment
Competition Tournament Tournament Race
Show Festival

Food Open Obstacle


Exotic Food Masquer-
2 Eating Games of
Festival ade Ball
Fireworks Course
Competition Frisbee Challenge

3 Fancy Fishing Nighttime Theater Talent Snorkeling


Boat Tours Tournament Swim Production Show Tour

4 Row 1 + Row 2 + Row 3 + Row 1 + Row 2 + Row 3 +


Choose 1 Choose 1 Choose 1 Choose 1 Choose 1 Choose 1

5 Row 1 + Row 2 + Row 3 + Row 1 + Row 2 + Row 3 +


Choose 2 Choose 2 Choose 2 Choose 2 Choose 2 Choose 2

Bad Bad Bad


Choose Choose Choose
6 any 1 any 2 any 3
weather, weather, weather,
no activities no activities no activities

Disbelief
Lately, the enchanted splash tunnels have led people astray,
depositing them either at the top of the Jagged Tooth Peaks or at
the deepest region of Crystal Lake. Disbelief must be affecting the
magic of the enchanted canals, or perhaps weakening the ancient
Lake Spirit. Fearing for the safety of their residents and visitors, the
merfolk have blocked off certain access points to the splash tunnels,
especially those that weave through the mountain range. Rumours
suggest that some merfolk have ignored these warnings and have
since disappeared. Some of the locals believe that the Lake Spirit
is saddened or weakened by the closure of the tunnels, no longer
able to hear the laughter and joy of its passengers. Confusion
and disagreement has overwhelmed the merfolk elders charged
with making decisions about the island. As such, the locals mostly
downplay the severity of their troubles, hoping to maintain as much
of the resort aesthetic as possible. Unfortunately, finding answers may
require strong swimmers.

132
Archipelago

Scenario: Determine what is wrong with the Splash Tunnels


Description
Archetype Levels (per round) Tips Failure

Splash tunnels
1: Discover
Smarts take you to
the Corrupt- Must interact with
(Belief 1 the summit of
Barrier) ed water the water.
Jagged Tooth
sprites.
Peaks.

Scenario: Free the lost merfolk by defeating the Corrupted


water sprites
Description
Archetype Levels (per round) Tips Failure

Sword 1: Fight the 1: Nominate 1: Find anoth-


(Disbelief 1 Corrupted water air Shaper as er way down
Battle) sprites Leader. the mountain.

Scenario: Convince the merfolk to help the Lake Spirit


Description
Archetype Levels (per round) Tips Failure

1: Convince as
many merfolk to
Social help as possible. 2: Clear any The Disbelief
(Belief 2 2: Lead the Corrupted water remains
Barrier) effort to aid the sprites. strong.
Lake Spirit and
earn an egg.

133
CHAPTER SIX

Aisling’cara:
The Isle of Dream Friends
Songs of the fabled floating island of
dream friends have long been sung
to children as they nod off to sleep. A
place where all the imaginary friends,
who guide children through troubled
dreams, live together in harmony. What
if you were to learn that it is not a fable
at all, but real? Aisling’cara is a floating
island where imaginary friends go once
they have completed their journey with
a child. Here the fantastical beings,
born of wondrous imagination, live in peace with one another,
hidden safe from the awoken world by magic older than Mab
herself. Though, as the Nimbus Mother’s strength wavers, so too has
the barrier around Aisling’cara, leaving the untapped power and
potential of imagination itself open to those who would misuse it.

The Reflecting Pool – A watering hole where dream friends gather


lies in the heart of Aisling’cara. Surrounded by magnificent trees
and colourful standing stones, the pool shimmers with every
perceivable spectrum of colour. Wisps dance about, catching the
reflections of the pool as they sing their chiming harmony. Here is
where the dream friends find sustenance, play together and catch
small glimpses of those they once protected and guided through
childhood. It is truly a place of great magic.

The Forest of Memory – Most of the island is covered in a tall forest


of lush trees, oak, ash and yew. Though familiar in shape, branch
and leaf, the colours are the stuff of dreams. Its crystalline canopy

134
Archipelago

is composed of every colour, bleeding together into a gradient


rainbow quilt. As light passes through the canopy to the soft forest
floor, a spiralling kaleidoscope of lights dance upon it. The dazzling
sight would surely mesmerise a first time visitor.

The Cave of Nightmares – As with all things, light and dark must be in
balance and there is only one dark place on Aisling’cara, only one part
to have been touched by night and shadow. The dream friends call
it Uamh Tromluí, the cave of nightmares, and it's a place they do not
venture near. For every dark and frightening thing that haunts a child’s
dream is banished to this dark place. The key to each cell within is tied
to the dream friend who captured it and the gates that hold the prison
closed are powered by the magic from the Nimbus egg.

Fauna - The Dream Friends


Dream friends are born of the
imaginations of their wards,
children of the world. No two are
alike, though most seem to be a
combination of common animals
and elements of the fantastical.
There are flying badger-cats with
purple feathers and glowing
bat-swans with violet stripes.
There are lion-mice with sparkling
antlers and singing snail-gnomes
covered in mushrooms. Some fly and
some dance. Some have scales and
some whiskers. Some have living plant-
life woven into their fur or feathers. Though
strange to behold, there is wonder in their
uniqueness. Each is beautiful the way they are
and all live together in peace on their floating island.

135
CHAPTER SIX

Roll twice on the table to create unique dream friends.


2d6 1 2 3 4 5 6

1 Feathery Fast / Winged / Whiskers / Mushroomy Sparkling /


/ Dog Bat Bear Seahorse / Faerie Hedgehog

2 Scruffy Floating / Slithering / Prancing / Flowery / Spiky /


/ Cat Seagul Badger Jellyfish Hawk Fox

3 Scaly / Blue / Crawling / Red / Pink / Yellow /


Weasel Snake Wren Deer Spider Lion

4 Sticky / Soft / Orange / Leafy / Hopping / Fluffy /


Horse Elf Gnome Snail Boar Swam

5
Crystalline / Fluffy / Striped / Horned / Glowing / Thorny /
Squirrel Fish Dragonfly Ladybug Cow Wolf

Vine-
Green / Rainbow / Singing / Translucent Purple /
6 covered /
Duck Raven Bumblebee / Buttefly Mouse
Seal

Disbelief
Born of imagination, the dream friends’ very existence relies upon
Belief and so too does the magical barrier around their Nest and the
prison that holds back the nightmares from the world. If the Nimbus
egg - whose magic has kept the prison gates sealed - were to go
missing, a dense grey mist would settle on the Forest of Memory and
many dream friends would start to disappear.

A Wyrm Pirate ship has been seen scouting the island and something
is stirring inside the cave of nightmares. The shapeshifting Gatekeeper
has gone missing and it’s only a matter of time before the egg is
compromised and the gates break open. The dream friends are in
desperate need of help and look to the reflecting pool. They call out
to the Pendragons they once protected, now asking for their aid in
return. Who will answer the call? Will the egg be kept safe? Who will
enter the caves and hold back the nightmares from the world.

136
Archipelago

Scenario: Enter the Cave of Nightmares, find the


Gatekeeper and convince them to return to their duty
Description
Archetype Levels (per round) Tips Failure

1: Climb the 1: Earth may help 1: You may fail to


sharp, rocky with the precarious reach the cave,
path to the path. Fire may aid get lost in the dark-
cave. you in navigating ness or give into the
2: Find your the darkness. fear of countless
Survival way through 2: The Gatekeeper nightmares.
(Belief 2 the cavern- must be reminded 2: The Gatekeeper
Barrier) ous labyrinth, of the importance shifts into a raven
find the Gate- of Aisling’cara. Tell and abandons
keeper and them how your Aisling’cara,
overcome dream friends leaving the gates
the fear that helped you in completely
resides within. childhood. unguarded.

Scenario: Face a band of bawdy Wyrm Pirates who are after


the Nimbus egg
Description
Archetype Levels (per round) Tips Failure

1: The band
1: Use Shaping of Wyrm Pi-
to create a rates succeed
1: Approach the distraction in capturing
Survival
(Belief pirates as they allowing you the dream
Barrier) are capturing to approach friends and
dream friends. unnoticed. then return for
and 2
2: Drive away 2: Use Shaping the unguard-
Sword the Wyrm Pirates to force the ed egg.
(Disbelief Unable to
and free their pirates away or
Battle) move on to
prisoners. to impress them
and deescalate round two.
the situation. 2: Repeat until
successful.

If you wish to turn this into an ongoing quest for your Pendragons,
see the following: When any of the dream friends are taken by force
from Aisling’cara, the very nightmares they helped imprison will be
immediately unleashed on the island and the world.
Can the Pendragons find and capture them all?
137
CHAPTER SIX

Isle of the Conchord


A Nest where the people, animals
and plants - even the island itself -
are filled with the spirits of music and
sound. In fact, if one were to look at
the island from a far distance, it would
be shaped like a giant amphitheatre.
Everything on the island reacts as if
part of a perpetual musical, from the
stones and rocks vibrating in perfect
synchronicity, to the leaves and
feathers of the native birds - Rainbow
Jays - changing with the rhythm, melody and harmony. If one
cannot hear the music, they can still see and feel it.

Rhythm Stones – Stones of all shapes and sizes at the base of a


waterfall. As the water hits the stones, they pound out an echoing
rhythm that is reflected in the ripples and the colours produced.
Bards, children and even animals will visit to receive the rhythms for
their folk songs.

The Lyre Wood – A grove of trees with one giant elm in the centre,
where the birds and insects gather for nightly concerts. The roots of
the trees act as seats for listeners, and vibrate along with the music.
The birds sing in harmony with the sunset and twilight, their feathers
changing colour to match. The leaves and branches of the trees
sway in time and vibrant flowers blossom with the melody.

Streams of Many Colours and Sounds – A stream that splits into seven
separate tributaries, each with their own colours, creating a unique
pitch. Through the run of the stream, occasionally the tributaries
cross, creating a fresh colour and sound. Many inhabitants head to

138
Archipelago

this stream to mix their own music in bowls. The water is pure and safe
to drink without filtering. Drinking different colour combinations can
soothe a savage beast, rest a weary heart, give wings to the mind or
flight to the imagination.

Fauna - Rainbow Jays


Birds play an important role in the
island's constant concert. They
are known for both their plumage
and the sweet songs that drift
through the woods and fields. Their
feathers react to the music so one
can visually perceive their songs.
Many inhabitants decorate their
clothing with the fallen feathers to
perpetuate the birdsong through
sound, sight and touch.

Fauna - Gamba Crickets


Gamba Crickets are small insects which
serenade the island at night. Their legs contain
many string-like appendages that help produce
their lush tones. Orchestras of these crickets
gather in the Lyre Woods at dusk to perform
grand concerts. They can be heard playing a
wide variety of music, from bluegrass (usually
around blue grass) and fiddle, to baroque and
improvised jazz.

139
CHAPTER SIX

Song Types

2d6 1 2 3 4 5 6

1 Sonata Scherzo Air Minuet Jig Reel

2 Hornpipe Polka Slides Waltz Ballad Mazurka

Cao- Concer-
3 Partita Canon Sean-nos Concerto
ineadh tino
Sara-
4 Prelude Fugue Gigue Rondo Etude
bande

5 Madrigal Hymn Chant Motet Cantata Oratorio

6 Gavotte Bouree Requiem Chanson Lament Nocturne

Disbelief
The eggs were held at the top of the natural amphitheater known
as Aria’s Peak. The vibrations reverberating from the path and the
aurora of colours surrounding the Nest created an area of safety for
the Nimbus egg. The egg could often be seen rocking back and
forth to the rhythms of the island, adding its own beat to the natural
harmonies.

No one knows how the Nimbus egg went missing, but suddenly it
was gone. The natural rhythms of the island would have alerted any
of the islanders of a trespasser, but somehow the thief was able to
move completely undetected. With the egg gone, Disbelief enters
the heart of the island.

Due to the sudden eruption of Disbelief, the spirit of Dissonance has


been unleashed amongst the fauna and flora, creating a sense of
unrest and unease. Due to this, many of the creatures and plants
have stopped singing and inspiration for songs has ground to a halt.

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Archipelago

A growing sense of stillness has pervaded the island, draining colour


and movement from everything. Vibrations have ceased, plants
have drooped and withered and the animals seem lost. The island
that once began as a synesthesia dream has slowly faded to a
grayscale nightmare.

Scenario: Caoineadh spirits have invaded the Lyrewood


Description
Archetype Levels (per round) Tips Failure

Defense 1: Hold back The Rainbow


(Disbelief Earth: Create a Jays and Gam-
the spirits
Battle) barrier to block the ba Crickets
from reach-
wails. have nowhere
or 1 ing the cen-
tral groove. Water: The sound to perform and
Social of waves can be begin to disap-
(Belief Calm the pear from the
calming.
Barrier) spirits. island.

Scenario: The bard’s missing sheet music


Description
Archetype Levels (per round) Tips Failure

1: Find the 1: Air: There


scattered music could be sheets
Smarts sheets. floating up high. Concert
(Belief 2 delayed
Barrier) 2: Put the music 2: Fire: Dry any another day.
in the correct music sheets
order. that are soaked.

Scenario: Bring the colours back to the stream


Description
Archetype Levels (per round) Tips Failure

Earth: Shape a
dam to stop the The stream
1: Find a way grey water to buy loses all
Speed
to bring music colour, goes
(Belief 1 more time.
Barrier) quickly to the still and more
stream. Shape elements to creatures
create your own leave.
music.

141
CHAPTER SEVEN

Appendices

142
Appendices

144 Feathering Sheets: Emotions

146 Feathering Sheets: Flight

148 Feathering Sheets: Lexicon

150 Feathering Sheets: Environment

152 Acknowledgements

159 Index

143
CHAPTER SEVEN

Emotions
American Sign Language

144
Appendices

British Sign Language

145
CHAPTER SEVEN

Flight
American Sign Language

146
Appendices

British Sign Language

147
CHAPTER SEVEN

Lexicon
American Sign Language

148
Appendices

British Sign Language

149
CHAPTER SEVEN

Environment
American Sign Language

150
Appendices

British Sign Language

151
CHAPTER SEVEN

Acknowledgements
Inspired
Jeff Green - 'Pippa the Peerless Yarwood' Eric Brooke - 'Erica'
Terrence Micheau - 'Finch Galpin' Jordan U - 'Kobajlo'
Valerie Haikin - 'Raiven Solaris' Kyle-Steven Porter - 'Yair'
Amy Stetzl - 'Amber Julian' David B - 'Mouse Candlemeter'
Miki - 'Mossy' Jamileh Delcambre - 'Gemma Matlock'

Silver Apples
Alicia Herrington James Rivyer Tyler Lee David Rusbarsky
Bex R Ciccone Null Waite Drew Tschetter
Jocelyn Blair Claire Jackson Frederick Dalpe Ed Irishsquare
GamerMomLuna Helia James Moore Kyle
DC Bradshaw Alexa Adams Ian Maddox Eric Torres
Shane Glodoski Adam Jung lilpoltergist Mathew Reggie
casey Sarah Lachelt Matt Gauger Vincent Lorditch
Rebekah Vogel René-Pier Deshaies- Ryujin107 Laura Auxier
Ryan G. Coleman Gélinas Elisabeth Millenbruch Tebra Hansing
Hannah Wynn Russell Carter Andrew Sprague Alexandre Francoeur-
Jester X Mo Bethan Nye Barbeau
Robert Woford Emily Irwin Courtney Stover acanerossi
Andrea Humphries Marren MacAdam Jen Edwards Tess
Parable Games Amy O’Neill Kristin Janet Schebye
TK Vincent DBL Vanessa Voth Knudsen
Kerry Young Carrie Mowan Live Real Press James Roper
Rebecca Boester Gee Jeff Weltman FootSpaz
Michael Ford Tyler Conlee Jesse Butler Katharine Clements
Brandon Wright Charlie Sheridan Zachary Lee Megan Englert
Megan Timperley Greg Atkinson Mikaela Wantz Katie Kraeski
shion ThousandFacedHero Andrew Alex Levene
Saul Dudley Cory Williamsen Stephanie Borsos Joseph
Sara Mahoney jennifer chapman Jen Templer Phillip Bailey
Kaze1981 Madison Cerys Harmer Jenny Williamson
Emily Burt Shervyn von Hoerl Pixelinguist OttiwottiAmy
Dillman's Dungeon Renee Smith Zassimick SteveWes Moots

152
Appendices

Vicky Thomas Townsend Bob Carnicom Samma Fagan


Juanita Cardwell Owen Thompson Melanie Mari Toshimitsu
Mal Hancock Gabriel Casillas Kirkland Ken Tidwell
Amanda Sloan Chris Hill Ivan Rael Nunez Blue
TIG767 Kate Kift Harper Rowan
George Dewey Kelly Adriel Wilson Dian Syafeeqah Vijay Robinson
IV James Mosingo Justice VJ Buras Jason Schinji
Audryana Knippert Amanda Steinke Mimsy Skye Marsico
Tk Arkle-Allchurch Quinn Schulte Eliska T Natalia
Robert Kennedy Jess Nicola Iliffe Luis Penn
Colleen Allison Danskin Taren Rhodes Matteo Lucchini
Rose Ari Miller Cory Ruda Jaysen Headley
Aisling Whiddon N DeVita Sarah Muller Christian Thoma
Susanna Tory Chang Sam Hewitt Amy Chase
Ethan Klotz Michael Reuter Mer karen
Elena Fernandez- Kristen Snow John Kitchener Rachel Easter
Collins Jennifer Bish Pete Petrusha Erin Barnes Graves
Rachel Bostwick Shane Hamilton (Imagining Games) Morgan C Reynolds
Lumena Banerjee Pops Deckard Kevin Brazel Lemons
Alma Cerretta Navezof Matt James Marit Mathisen
Emma L Jeddere- Michele Miranda Erica Matthew Elliot
Fisher nursewratchet Kate Nolwendil Rachel Greenfield
Phriggles Toni Johansen Peter Curran Meierhofer Luca
Michael Neumann Amy Dunaway Heather Satrang Stephan
Emma Emily Chidinma Uzowihe Aimee Wagner
Jes Folden Hyldig Kyle Kolbert Michael Brooke Rosekrans
Jesse Gipe Sam Flower Horne Nina Croitoru Don
Avanyx Zoey Sherry Cedric Bendavid Andy Dickinson
Jenafer Hamilton Unlucky Archer Edward Hogan Ben Latham
Julie Fricker Devin Mathias Silvers Stephanie Stork
Ian Johnston Charles Crowe Elizabeth Maley Cynthia King-Simen
Timothy Martin Ted Pick Jr. Anna Wentzel KO
Russell Daniels Christine Martin- Ash Litton Daniel J Ladd
Riley Marshall Resotko Miltau Miss Fats
Auralie Cris Gizzi Kyo Woods Ian Sorensen
tianna Mike Timonin Jessica Catalan Cindy Morris
Brian Tanner Michael hack Siobhan MacLurg Jeffrey Lucas
Matt Coureton Wayan Williams Steven-James Walker
Richard Miller MageAkyla Miriah Loosle Wixom Stothers
Stephen Whitehead Emily Francart WilderRealms Iona Tormey
Alexis Timothy Bell Becky Phillip Solano

153
CHAPTER SEVEN

Andy B Matt Good Sam Paul Daigle


J Severy Kevin[avatar] Marti Rhodes Meyers Joy Combs
Hector Reyes =[avatar]= Tyler Paine Zach Moran
Benjamin Sala Issa Brown Elizabeth Maria Muñoz
Jennifer Hallman Danielle Casey Ferrell NerdyGrayOS
Taejas Kudva Crossley Allan- Bridget Maguire- Eissbott
JPrice Richard Colton Vi T.
Kat Peter Clynes Patricia Randal Matthew Vinson
Robert Smyth Paige Gavin Leith James Perley
Oscar Athena Wallis David Jaxon Jacob Firman
Alissa Reinholtz Devin von Stade Samuel Weiss Paul Johnson
Nick Pug Samantha Shelton- Jackson DiCarlo Esteban Silva
Delmer Bobby Tahdooahnippah Keith Stanley Judson Wright
Eugene Fry Aerran Riley Lauren Elizabeth
Gwendolyn Sibley Susanaha Hopkins John Morton Lisa Moment
TawnosEK Snarkayde (Philip) Chris Lopez All the Witches
Miranda Jean Leilani Kareena Parks Zanial Smyrne Volstein
Jansing Jess Lake Christopher Brown PJ Vásquez
Mehdi Rifai Nicole Miller Shelby Stellpflug Zak Lyons
Ioana Grigoriu William T Fee Nico Page Matthew Paul Page
Quin O'Sullivan Shad Scarboro Elizabeth Fei LAc Ramses
Jessica Hippert Sery Seraphical Vic Aalbers Harrison Wallace
Kendra Lorimer Rii the Wordsmith Angel James Beverley
Chris Cox Leonard Maden Ashley Vomund Leonard Blakey
Emilie Cracknell Aaron Vess David Sanders Ruth
Caralyn Hosler Ariel Macdonald Lita Capt Kellix
Abby Berding Nicholas Conner Chang AH King Veronica Absol
Todd Laughlin Jim Payseur Kevralyn Collins Davies
Paul Swift Mike G Corgi Nick Bruner
Kelly Naylor Jennie O'Connell aufrank Doucefeuille
Preston L. Bobo Sarah Winters Desiree Tim Passchier
Brandon Elms Mario Lurig Ariel Askey Samantha Warrior
Wanda Greg Reger Aaron Jamieson Eran Aviram
Kris Carlos Caleb Lawen Alexander Bolia Edward Kabara
Amy Nguyen Tallia Rodriguez Brandon Willis Rachel Lucas
Julie Thilgen Eric Meader Jordan Dave Lesser
Leila Hockings Leslie Burns Rob Schlick David Nebauer
Kierya Kendra Baratta Alexander Webber Jacob Raven
Marilyn Mspunkopera Erica Primm james stark
bombasbee Laurel Cordell Sarah Anthony Storms Akins
Nick Adrian H FiammaJoule Cian
Michael Emily S Elizabeth Ansley Denis Marcouiller

154
Appendices

Gareth Wyn Jones Richard Hodge TableTalk Games Laura Hall


Mota Jules Candace Selph RNG
Clipsey Di Stri Megan Jill
Aurelio Katy Schutte Veronica Jonathan Santerre
Tristan Salazar Richard Yacobellis Caroline Bignell Veronica Carney
Preston Chris Czerniak Rachel Leiter Tracy Pinkelton
Asher Hollis Josh Talbot Shawn Gates
Conner Watson Jennifer jordan Amanda Bernstein Alexander Koller
Ricardo Diniz Sulayman Dehlawi Erin Halstad McGuire Jacob Boyd
Garrett Evita Ballet Katelyn Joseph Stivala
Travis Dudley Heckin Viv Morgan Binkley
daniel singhal Peter King Siena Lisa McConnell
Catherine Drayer Heidi Ludwig MarbleLlama Matt Leitzen
Trish Paul Evans Jonathan Curtis Richard Hammond
Astrophe Emma Ryal Thompson Erin
Tegan Pine Box Caitlin Rebecca
Liz Legas Entertainment LLC Stephen Auld Chris
Helen Stephenson Joseph Kern Arica Lewis Nicola McConnell
Kristin Shively Trina Parkinson Krystina Gnuechtel Oriana Fry
Ceri Coates Champion Ninjakat Sarah
Amanda Nathan Jessica Salter Patrick Bernie
Jonathan Nguyen Ana Ian Christopher J Foster
Walden Adler Dunning Matt Excell Herustari
Ross Wilkin Olivia Boyce Peter Jansen Ari Weaver
Susan McElroy Ryan Mead SirCobalt Aleksandra Baltrusaitis
Gilda Spencer giom Jessica Hamers Megan Martin
James Pond L Warble Jared Miller Axel Nevo
Heather Settle Adele Escoto Brianna Crego-Sobol Ellen Dalina
Seth Webb Mia Cameron Kristopher Pring Mary Kubasak
Logan Halford McDonald Chelsea Cummins Ariel Strenk
Marc Wertenberger Paul M William Nabors caliburn
Shannon ONeill Trampas Johnson Dawn Brola Bennett Rachel Bradt
Jocatiey Griffin D. Morgan Chris Kennedy Jan Enzminger
Richard Bateman Cassandra7 Niki Patterson Aaron Greiser
Zac Christensen David Perry Will VonDoome Stefôn Boyd
Sarah Partridge Don Larson Mark Odom Jeremy Sullivan
Ilse Meera Grace Aaron Hollander Anthony Barnhart
Matalino Lorenzo McDowell Chris Harris Bookwrm83
Jon Hobbs Jessica Butt Daniel Compton Kiara Diaz
Caitlin C Mel Stokes Austin James Smythe David Ringer
Sarah Metcalfe Brian Webb Senna Sophie Norman
Laura Ellis Kerry Stick1988 Imogen Michel

155
CHAPTER SEVEN

Nimbus
Jimmy Bui Katy Levi Davis Ashley Head
Theo Dana Sobel Andy Flores Zeke Nelsons
Adam L Burchett Daniel Coulter Jessica Lynne Hardy
Kathryn Andrews Hannah Felton Leandro Nascimento Michael Oram
Ellie Turley Jessi Deane Pantazis Tyler Eon Madi
Michael Nason Paul Doughty Robert Duff Abigail Godsell
Daniel Ellison Ed Tony Vernola abirdeen
Gems Katherine Miller Ewan Nolte abbea jackson
Wendigo Workshop Hannah Skinner robert bellah Cat Dewater
Louise Stanhope Catherine H Jan Artoos Nat Turner
Cat Andrews Nicky Power Alesha Matthes Skye
Kat Ewan Martin Evan Jones lisa
Red Oaks Creative Jeremiah Kalleck Stefan Gevaert MarkChung
John-Falcon Pileri Brenda Prince Anna Cathleen Sandrine FOUNGUI
Josiah Bradbury Nathan Lurz Gheen Aaron Bolyard
Adam Palasics Krystal Bohannan Sean Erickson Emily Millar
Andrew Fudge Stephanie Ashley Cheesman Piper
Dice Kapital John Dodd Jeannine Linnane Skidar
Matt Upchurch Lex Bobrow Michael Street Lucas Almeida
Grahame Turner Benn Mace Travis Beagles Tristan Gibson
CTLucina Amy Elliott Howell Tony Cassidy
Richard Flanagan Lestat Smith Isaac Nagel Paul Young
Angela Larkin Crosher Marie Lafranque Kristen Kavanaugh Peter Robert Prokop
Lor Marcus Funke Maryanne Cullinan Azimuth
John Bert Andrew Wright Eric the baker Holly
Nimueh Ari Ibsen Thomas Coulam Kaitlin Hoekstra
Alan Elliman Danielle Thuen Jones Ararora Oakencrown
Amy Turnbull Jennifer Feutz Natalie McLeod Susan
Stephanie Bryant Tim Saucer Anna Morgan Mara Crim
vae_everywhere Crystal E. Listerman Goldberg Tanya Keenan
Kristopher Green Zach Graham John Welker Skye
Josh Cookson Esther Phillips Julio Capa John Howell
ell0 Jan Stürmer Dan Watts Sara Emmins
Steve Sears Rufus Glyn Dramierofthe8 Hollie
K. A. Brown Jessica Ross Jared Keegan Webb Oddtwang
Rebecca Ann West Rafael Lopes Honor Turner Gemma Sparkes
Joanna McCleland Lily Frenette Anne-Marie Martin Rene Legault
Steve Bonsall Holy Moly Mercedes Roberts Katherine A. Winter
infernalExDraco Sasha Yvonne Chung Samantha Wendorf

156
Appendices

Andrew Jorge Atilano AJ Garrigus Piper Mate Riva Arecol


Luke Jason Eknc Sam Mauer Vern McCrea
David Dalton Randy Weis Genevieve Rose Todd Crow
Ryan Williams Glenn Tolbert David Thomas Jennifer Phuong
Makia Aikens Brandy Gordon Sara Meyer Berislav Lopac
Melannie Hernandez Mari Elizabeth R Martin Katie Corcoran
Secluded_Artist Katya Berner Jan Monica Marlowe
briand evieebun125 Jennifer Whitmore Emily Cobb
Michael Low Avi Edd Gabriel Jordan
Calliope Tom Newell Jason Rezek Kenyeda Adams
Quessenberry Liam Carey Terri A. Lisman Monarch
Jennie Alyssa McPartland Areshi Casey Camarillo
Katie Szaroleta Ashley C. Knoff Kira Kim Fukawa
Corissa Smitherman Zander Shaggy Peter Holland Jack Humphries
Jessamine Liu Verhoeven Dalik Katie Ave
Charlotte Elizabeth Danielle The Cifaldi Starlight
Deborah Taylor Jennifer Maher Taylor Germain Josh Sjothun
Justin Michael Ryann Soriano Dana Merrill Dale Brown
Hollenberg Karelin Victor-Kinzel Stephanie Kaplan Jacob Hall
Rick LaRue Chris Megan Lindsay Palson
Frankie Ray CR Travis Fauber Carrie Biermann
Vanya Walker Asher Secondhand Amy
Aaron Eric B. Zoe Macy
Zofie Moore Shawn Tolley Larry Nehring Melvin Burton
Marie A M Meehan Randall Howard Stormy
EdH Chelsy Terry Hamish Lex
Kristie Schweyer Gigi Joel Medina Alex Bell
Steven TD Peyton Cram Laura Govednik
Motya Gershunskiy Jewel Cabarle Elizabeth Chen Veronica
Brian Hoffmeister Elizabeth Virginia Yost Gianna Narillan
Sam Hanken Katrina L. Halliwell Lish Allyson
Anne Vandrus Colby Whittaker Peter McDonald G
Shiloh Strawn Alainah McDonald Angie Excell Shawn P. Conlin
Andie Roy Zemlicka Doug Guzior Erin Borror
Jonathan Steele Justin Chi Jonathan Kenning Henry Stokes
Danielle Hinton WiccanVixen Davis Botta Philip Lane
Ryan Schaub Sara Mosley Tim Davis John Stillwagen
George a Josh Thomas Steele Jenn Zellers
Robert Orr Maddie Lynn Johnson Morgan Boyd
Dax Quinn Kristin Carlson Roctar Sarah Stover
Shannon Savisky Jessica Jones Tim Goh Anthony Blake

157
CHAPTER SEVEN

anna Jess Breeze Jill Donahue-Lamb


Katrina Panozzo Madi abe Dario Persechino
Lauren Holmes Amelia JP Coovert Traveldog
Mallory Rogers Jay Linnell Kelsea Feathers Nicholas Elliott
KMacku Brian Johnson veronica CuriousLittleFox
Tiffany Waddington Matt Kimberly Faria David Hayes
Christiana Ozimek Crow Bolt Christine Krystal Riccio
James Mael April ouimet Sam Armitage
Olivia Wertheimer Meg Peter Stacey Anna Chervinsky
Denise Atwood Anthony Thiele Emma MrBalin Aguirre
Heather Rose Ty Nadia Yee Morgan
Mandley Dean Finch vic cutting Joseph Warner-Powis
Ryan Caleb Hernandez Katherine Czerwinski Nombie21
Whitney Stewart Lady Celia Sammy Wilsmore Esteban Colon
Anna Karwacki Cassandra Muhly- Hamilton Ross- Thaddeus Lemelle
Critsndie Hempel Bottomley Oliver Peltier
Bits Buttons Douglas Thistle Rachel Jack

158
Appendices

Index
Corruption 28, 54, 57 golden eggs 3, 9, 28
A Crests 3, 16, 36, 40 Gold Forest 123
Àirdreans 63, 64
Crystal Lake 130, 132 Grail Guide 10, 53, 61
Aislin 66
Grail tool 11, 12
Aisling’cara 134 D Grand Orrery 98
All’s Well 15, 54, 95, 107 Dawnlight Braventyr 82 Greatree 74, 75
Amber Julian 45 Disbelief 9, 13, 28, 36, 56 Great Smeltworks 122
Anders 66 Dissonance 140 Guinevere 9, 15, 22, 36,
Aquataine 130 Dream Cascade 66 54, 95
Archipelago 3, 6, 13, 39, Dream Friends 135
46, 50, 61 dyslexia 11 H
Archives of the Blooming Head Shrine 86
Tower 74 E Hiveland 94
Aria’s Peak 140 Eggshelter 3, 40, 46 Holy Crypts 126
Arthur 9, 15, 22, 54, 95 Egrain 31, 34, 86 Hulum 66
Athelyn 32, 34, 79, 86 Emotions 144
Enrir Colden 83 I
B Environment 150 Ice Sculpting 82
Base Camp 67 Erica 25 Illustrious Crest 82
Beck 6, 17, 20, 40 Etain Felldem 70 Isle of Infusions 102
Belief 3, 9, 13, 15, 22, 36, 95 Isle of the Conchord 138
Biomes 103 F Isle of the Rising Water 78
Blodeuwedd 129 Farmland 78 Isle of Unbelieved Saints
Bóchra Salmon 112 Fatima 49, 50 126
Branches of the Greatree Feathering 3, 9, 49, 50, 51
74 Feather Springs 66 J
Brief Pastures 127 Feliseans 107 Jagged Tooth Peaks 131,
Bucca 15, 34, 78, 80 Felisia 106 132
Bushtails 103, 104 Finch Galpin 40, 45
Flight 146 K
C Friends 15, 34, 67, 70, 78, Kendis 3, 6, 45
Calamity 56 83, 86, 122 Kenna 6, 17, 18, 40
Calamity Meter 56 Kilna 31, 34, 62
campaign setting 9 G Knick-Knack Ridge 111
Capra 15, 23, 34, 62 Gamba Crickets 139 Knocker 15, 34, 39, 70, 122,
Cat Sith 106, 107, 109 Garden Igloo 82 125
Cauldroners 99, 101 Gatekeeper 136 Kobajlo 25
Cave of Nightmares 137 Gemma Matlock 27
Ceffyl Dŵr 79, 81 Giantheld 15, 34, 66, 70, L
Chimes of Crux 62 82, 85, 102 Leighbugs 74, 75, 77
Cliff Bluffs 126 Glimmer 15, 34, 62, 64, 70 Lexicon 148
Club Lightning 71 Glow 3, 6, 13, 15, 34, 40, Lightlift 3, 24, 39, 45, 46,
Coedwig Madarch 119 50, 54, 66, 67, 70, 49, 57
consent questionnaire 3, 82, 86, 95, 114, 118, Llewyrch 118
11, 12 127 Lost Condominium 115
Corentin 6, 17, 21, 40 Gnarly Roots Orchard 90, Luss 70, 71
Corrupted Glow 3, 28, 30, 93 Luss’ Treasure Hunt 70
108, 117
159
CHAPTER SEVEN

Saints 128 The Green Fields 107


M Sanctum Opus 61, 114 The Isle of Cumulus 70
Merfolk 111, 131
Seanchaí Beinn-deighe. The Isle of Unbelieved
Merrows 111, 113
See The Winter Saints 61
Morgana le Fey 54
Island The Lyre Wood 138
Mossy 43
Seilean 95, 96 The Old Community Hub
Mount Esus 123
Shapes 50, 51 86
Mount Fiore 91
Shaping 3, 13, 49, 66 The Peak 66
Mouse Candlemeter 44
Shatter-Scale the Fear- The Radiant Market 118
some 97 The Reflecting Pool 134
N Shell Critters 87 The Shellcombs 87
Nestlefeather 50
Shellholm 86 The Splash Tunnels 131,
Nests 3, 6, 36, 49, 54, 57, 61
sign language 11 133
Nexus Heart 62
Silver Apples 3, 6, 9, 13, 22, The Strato-Castle 70
Nimbus 3, 9, 35, 46, 48, 51,
28, 39, 46, 50 The Sunning Hills 106
54, 76, 85
Sky Bridges 3, 39, 46, 49 The Winter Island 82
Nimbus Mother. See Orion
Sky Tram 102 Thunder Basilisks 123
Snow Cone Caverns 83 Tobar Segais 110
O
Spiny Boar 91
Opuses 115, 117
Star Cauldron 98 U
Orion 3, 6, 13, 39, 46, 50,
Storyteller’s Iceberg. Undying Flowers 127, 128
57
See The Winter
Overgrown Basements 75
Island V
Streams of Many Colours Vacant Seat 114
P Vezz 97
Pastaio Priscilla 91 and Sounds 138
Sundered Shell 63 Vorm 3, 6, 31, 32, 34, 46,
Pendragon 9, 15, 22, 32,
49, 57, 62, 70, 84
48, 76, 107
Pippa “the Peerless” Yar-
T
Taliesin’s Mouth 110 W
wood 42
Taranis 122 Weavers’ Bazaar 99
Piskie 15, 34, 39, 40, 67, 81,
The Blooming Tower 61, 74 Welcoming Tea Ceremo-
102, 122
The Bóchra Salmon 110 ny 102
Piuma 90
The Cauldron 98 Wellhouse 78, 80
Primordial Playground 114
The Cave of Nightmares Wingrest 3, 6, 45
Priscilla 91
135 Wingtip 6, 36, 39
Pwca 119
The Chronicle Crypt 95 World Tree 22, 106
The Clocktowers 103 World Tree Crest 3, 23
Q Wyrm 45, 82
Questing Days 53 The Comb 94, 96
The Corrupted 3, 30, 36, Wyrmbitten 15, 34, 79,
Quinn 22, 28, 46
54, 101 81, 82
Wyrm Pirates 3, 28, 31, 36,
R The Dreamweavers 67
The Ever-Tree 118 80, 85, 97, 120, 122,
Rainbow Jays 139
The Fissure Crux 62 124, 136, 137
Raiven Solaris 24, 39, 49
The Forest of Memory 134 Wystan 6, 17, 19, 40, 44
Red Hounds 66, 67, 68
Respect 11 The Gallant Gull 3, 6, 63
The Golden Hall 94, 97 Y
Rhythm Stones 138
The Great Cat Tree 106, Yair 26
River Ferries 79
109
Z
S The Great Wheel of Taranis
Zixiriz 100
Sabine 22, 28, 30, 39, 46 122

160
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The ground drops away as they soar upward, sky bound.
The huge wings of Feathersilk, their Nimbus, gently beat
beneath them as they feel the air rushing past; lifting their
hair and stinging their eyes. Tentatively at first, then more
confidently, they use their hands to feather “Faster” and
Feathersilk puts on a burst of speed. They laugh, a mixture
of nerves and exhilaration, as they gaze out over the vast
Archipelago below.

Return to the magic with Overisles, a campaign setting


for our core game Inspirisles. Playing once more as
Pendragons you now have a new quest before you. Explore
the Archipelago: unique floating islands in the clouds
above, and discover the cause of Disbelief threatening to
drag them earthwards. Develop your sign language with
Feathering, used once more to cast elemental spells but
also to bond with and instruct your Nimbus.

Key features:
8 Family-friendly! Game suitable for 13+
8 Simple and fun dice mechanics
8 Emphasis on teamwork and cooperation
8 20+ islands for you to explore featuring unique
landmarks, fauna and challenges
8 New vocabulary to further develop your
sign language skills

“Learn real sign language as you ride magical birds


across a Skyward Sword-style cloudscape
in Tabletop RPG Overisles.”
DICEBREAKER

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