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Civilisation

Rare havens of timber and stone, filled with joy and turmoil.
Roll 2d12 on a spark table and combine the results for an improvisational prompt.

HOLDING BAILEY KEEP


Style Feature Style Feature Centrepiece Decoration
1 Dark Turrets 1 Filthy Marketplace 1 Hearth Antlers
2 Ruined Tower 2 Abandoned Forge 2 Throne Silver
3 Hostile Wall 3 Joyous Library 3 Musicians Heraldry
4 Ancient Battlements 4 Sophisticated Fountain 4 Pool Bones
5 Ornate Citadel 5 Industrious Temple 5 Advisers Flowers
6 Wild Gate 6 Humble Forum 6 Servants Scripture
7 Pristine Spire 7 Majestic Tomb 7 Shrine Jewels
8 Fortified Dome 8 Spiritual Garden 8 Table Wreaths
9 Unfinished Beacons 9 Rustic Hall 9 Reliquary Candles
10 Welcoming Bridge 10 Solemn Workshops 10 Cauldron Fur
11 Mighty Pillars 11 Bustling Arena 11 Chandelier Tapestries
12 Bright Moat 12 Immaculate Garrison 12 Guards Shields

PERSON AMBITION RELATIONSHIP


Appearance Manner Desire Motive State Connection
1 Delicate Formal 1 Escape Freedom 1 Adoring Kin
2 Short Soothing 2 Wealth Love 2 Reluctant Friend
3 Wild Cautious 3 Status Legacy 3 Secret Lover
4 Hard Intense 4 Knowledge Recovery 4 Estranged Spouse
5 Elderly Spiritual 5 Mastery Revenge 5 Hateful Supporter
6 Cold Studious 6 Heirloom Duty 6 Distant Ally
7 Warm Passionate 7 Successor Fear 7 Harmonious Rival
8 Youthful Cynical 8 Truth Guilt 8 Friendly Successor
9 Soft Relaxed 9 Travel Recognition 9 Recent Mentor
10 Groomed Rash 10 Power Defiance 10 Sworn Peer
11 Tall Boisterous 11 Security Curiosity 11 Tumultuous Enemy
12 Rough Friendly 12 Forgiveness Hatred 12 Resentful Guardian

DRAMA WOE QUEST


Theme Detail Description Incident Action Subject
1 Betrayal Duel 1 Secretive Disease 1 Investigate Knight
2 Jealousy Poison 2 Violent Famine 2 Capture Seer
3 Rivalry Oath 3 Looming Raids 3 Destroy Vassals
4 Infidelity Feast 4 Sudden Invasion 4 Transport Livestock
5 Coup Letters 5 Ongoing Abduction 5 Retrieve Monument
6 Ambition Disguise 6 Prophecised Storm 6 Mend Gold
7 Redemption Inheritance 7 Mysterious Fire 7 Break Ruin
8 Revelation Assassin 8 Sanctioned Revolt 8 Guard Beast
9 Wrath Family 9 Unseen Exodus 9 Aid Dwelling
10 Greed Alcohol 10 Vast Beast 10 Salvage Holding
11 Banishment Blackmail 11 Escalating Killing 11 Conceal Bridge
12 Manipulation Gold 12 Concealed Theft 12 Hunt Warband

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Myths
Roll d6 and d12. Read the d6 first. Pages list the d6 in a square, d12 in a pentagon.
Each Myth lists the Omens that appear in When the group feel that a Myth is
a realm in which it is present, and the cast Resolved the Knights gain 1 Glory and
of beings who are associated with it. a new Myth replaces it in the next Season.
Entering or exploring the Myth’s Hex Myths may appear at odds with their
always reveals its next Omen, Realm, such as The Sea in a desert.
remembering Primacy of Action (p16).
Still, these Myths must be brought to pass,
The Hex itself is visually tied to the Myth. so realm and myth can shift as needed.

ONE THREE FIVE


1. The Plague 1. The Chariot 1. The Colossus
2. The Wall 2. The Desert 2. The Fortress
3. The Shadow 3. The Mountain 3. The Citadel
4. The River 4. The Star 4. The Mausoleum
5. The Wyvern 5. The Sun 5. The Hound
6. The Goblin 6. The Moon 6. The Glade
7. The Forest 7. The Lion 7. The Tournament
8. The Child 8. The Wheel 8. The Bull
9. The Order 9. The Cudgel 9. The Hydra
10. The Dead 10. The Lizard 10. The Spire
11. The Underworld 11. The Ogre 11. The Sprite
12. The Wurm 12. The Spider 12. The Hole

TWO FOUR SIX


1. The Pack 1. The Coven 1. The Mist
2. The Eye 2. The Lich 2. The Gargoyle
3. The Blade 3. The Wight 3. The Changeling
4. The Legion 4. The Spectre 4. The Feast
5. The Imp 5. The Wraith 5. The Harp
6. The Troll 6. The Beast 6. The Tree
7. The Demon 7. The Judge 7. The Pool
8. The Sea 8. The Crown 8. The Elephant
9. The Elf 9. The Boar 9. The Snail
10. The Axe 10. The Eagle 10. The Cave
11. The Dwarf 11. The Bat 11. The Apparatus
12. The Tower 12. The Toad 12. The Island

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