Professional Documents
Culture Documents
A realm’s history has much to say about looming threats, about its peoples, and about
heroes both untested and legendary. When forgotten evils stir and your hearthmates need
you, it is time to gather allies and come to a broken kingdom’s defense.
For Oswald, who went ahead, and Callum and Fergus, who came after.
A Kingless Realm 3
Untried Heroes
One of the core conceits of Beyond the Wall and Other ordinary kids facing their first troubles. In general,
Adventures is that the game centers around the this method of character creation is not
exploits of young heroes ready to face a dangerous recommended for new groups, as it requires more
and unknown world. The characters created using thinking on the feet for the players and GM, provides
our Character Playbooks are new to their adventur- fewer immediate hooks, and creates characters much
ing lives, largely untested, and often unsure of them- more likely to die in their first session.
selves. They are not, however, total novices; many
of them have received formal or informal training, Ability Scores
and they have all had a previous adventure or two as Young, untried heroes begin with lower ability scores
dictated by the results of the tables in their Playbooks. than first level heroes. They have great potential,
however, and will see their ability scores increase greatly
This chapter provides a new, special system for play- should they survive to first level. For untried heroes,
ing true novices, young characters on the cusp of their each ability score starts at 5, except for a single ability
first adventure, often untrained and unprepared. We score of the player’s choice, which starts at 10 instead.
call these characters ‘untried heroes.’ These scores are further modified by the tables below.
A Kingless Realm 5
A Gift After picking this skill, the player should add an
Each untried hero also begins with a special item of additional NPC to the village map.
some kind, just as with characters created using ordi-
nary Character Playbooks. The following table gives Other Things
an idea of what sort of item this is, but the player will With the above steps completed, the untried hero is
have to fill in the details. As with the above class incli- almost ready to play. See below for rules for 0-level
nation tables, the player may pick or roll on this table; characters and other game statistics and equipment.
we prefer to roll.
Alignment
Untried heroes should choose an alignment just as
Roll Gift
any other character.
1 You possess an extraordinary or even magical
weapon of some kind, whether a familial blade, Hit Points
a found item of ancient origin, or something Each untried hero begins with 6 hit points, plus any
you worked to build yourself. +2 Strength bonus or penalty from Constitution score. Note that
2 You have an unusual tool of some sort, such the warrior inclination ‘Gifted Fighter’ grants an
as a special rope, a set of lockpicks, or access additional 3 hit points.
to a workshop in the village. +2 Dexterity
3 You bear a piece of unusual or valuable jewelry Base Attack Bonus
or clothing, like a special cloak, a family signet Untried heroes have a BAB of +0. The character
ring, or a golden bracelet. +2 Constitution will receive any bonus or penalty from Strength or
4 You have a piece of important information Dexterity on rolls to hit as usual. Note that the
or lore, such as a catalog of noble families warrior inclination ‘Student At Arms’ grants a +1 to
and their enemies, a map of an interesting hit with a single weapon.
location, or a book of magic. +2 Intelligence
5 You possess a truly strange item unrelated to Initiative
the lands of men, like a faerie token, a cursed Each untried hero has an initiative score of 0, plus
trinket from a tomb, or an object of religious any bonus or penalty from Dexterity.
significance. +2 Wisdom
Fortune Points
6 You have a strong bond with an ally, whether
Due to their uncanny potential, untried heroes still
your childhood rival turned bosom buddy,
begin the game with 3 Fortune Points each. Note that
a special animal, or a friend from a distant
the rogue inclination ‘Lucky’ might modify this, as
land. +2 Charisma
might a character’s nature or background, such as if
playing an elven hero.
Skills
Each untried hero should also pick a single skill,
Saving Throws
representing some special training he has received, or
Each untried hero, regardless of class inclination,
something learned in his youth. Perhaps the character
begins with a score of 17 for all saving throws.
is apprenticed to someone in town or has picked up his
skill from something suggested in one of his class incli-
Equipment
nation results. Each player should decide where the
Untried heroes begin with little equipment. They
character learned the skill and share with the group.
have a dagger, a single appropriate weapon or piece
of armor of their choice, any tools necessary for their
Experienced players are likely to have a skill or two in
skills, clothing suitable to their station, and 2d6 silvers.
mind, but, if needed, examples can be found in other
Character Playbooks. If truly stuck or indecisive,
a player should pick one of the following: athletics,
stealth, a crafting skill, search, alertness, gossip.
A Kingless Realm 7
Giving the characters tactical advantages can also be
a great opportunity to flesh out the description of the Adding an Elder to the Group
village and its environs. Put the goblin or bandit camp
in the valley under a cliff or scree so the characters It might be particularly fun to have one
can set off a rockslide, ensure there is something to member of the group play a character
block a door with to make an escape, let the children made with the rules for elder heroes found
on p.3 of Heroes Young and Old. Perhaps
catch their foes on the rope bridge out of town, and
the Learned Magician sees a special fate
perhaps there won’t even need to be a fight... in store for the village youths and must
prepare them, or the Retired Veteran,
The best guide to preparing fights for untried heroes knowing the dangers of the world, decides
is the phrase “pick on someone your own size.” that he must begin training the young
While our characters might be able to handle a social heroes early.
encounter with a group of Satyrs (p.121), they would
In this case, the elder will demonstrate an
be unlikely to survive a knock-down, drag out fight. even greater level of power compared to
his 0-level compatriots. The elder character
When looking for inspiration for appropriate foes, will still affect the ability scores of one
we recommend picking a couple entries from one of other PC in the same way as with first level
the categories in the list below, and maybe adding a characters, as described in Heroes Young
and Old.
creature from another for a surprise.
Quick Study - Characters replace this inclination with If the group is playing with Traits as
the Highly Skilled class ability and should immedi- described on p.32 of Further Afield, they can
ately choose another skill to learn. As always, the choose to have each of their untried heroes
start play with a single Trait, or they might
character may choose to improve an already known
instead prefer to wait and choose Traits
skill by +2 instead of gaining a new one. upon reaching first level. Giving the Trait
from the start will make the young PCs feel
Lucky - Characters replace this inclination with the more like budding heroes with a special
Fortune’s Favor class ability and immediately gain fate, while waiting until level one will make
another Fortune Point (usually for a total of 5). that transition even more exciting.
A Kingless Realm 9
Mighty Heroes
Characters in games of Beyond the Wall are gifted, A group wishing to use these rules should talk ahead
skilled, and competent, but are still definitely mortal of time about which options to employ, up to and
folk in a dangerous world. Our starting characters including all of them. Groups deciding to use only one
know a couple of spells, or can fight as well as two or two of these optional rules will find their characters
soldiers, or have the skills and knowledge of three of roughly the same power level as those in typical
craftsmen, but they are still immediately recognizable games of Beyond the Wall, while characters will most
as relatively ordinary men and women of their village. or all of these options will be significantly more pow-
erful. The gamemaster should be aware of this and
To be sure, they are special. They have Fortune adjust adversaries and perils accordingly.
Points, they have more hit points than most of their
neighbors, and they are often friends of the witch, but So long as all characters receive the benefits of these
they can still be laid low by a sword thrust, and their increases in power, no one should be overshadowed:
meagre magical abilities often only manifest one or the group should still feel cohesive and like every
two times in an adventure. member of the team is valued.
In general, these rules are only recommended for As mentioned above, another way to have
experienced groups. While Beyond the Wall has more powerful characters is simply to start
relatively simple and streamlined rules they can still at a higher level. Why would a group choose
take some time to master for a novice player who is to use the optional rules in this chapter
instead of simply starting the campaign at
playing their first roleplaying game. The last thing
level three or level five?
such players need is more complicated characters.
These rules allow far more granular control
On the other hand, a few of these optional rules are over the power of heroes than starting at a
quite simple and give the characters some extra hit higher level would. As characters gain levels
points or one more Fortune Point. The gamemaster in Beyond the Wall, they tend to become
more broadly competent at everything;
might decide that this is altogether appropriate and
their class abilities improve, they have
desirable for a new player. Conversely, even experi- more hit points, their saving throws are
enced groups may not prefer to use any of these at better, etc. This chapter gives the group
all; despite their experience, the players may like ideas about adding just a single feature or
keeping things simple, or may like the power level of two, and even a couple of completely new
characters made using the default rules of the game. powers and novel class abilities. In most
cases, having an extra Trait or the ability
to cast an extra spell does not mean that
These rules do not affect the characters’ levels in any a level one hero need not fear a pair of
way, and characters will still begin the campaign at goblins, whereas a level four character is
level 1 (unless the group decides otherwise), and will likely to shrug at their presence.
still grow in power as they level.
A Kingless Realm 11
Increased Ability Scores This will result in a moderate increase in character
The group may decide that they would like their char- power. Since characters in Beyond the Wall can
acters to start significantly more competent in many usually attempt any task, and they use their ability
areas. A group choosing to do so may allow players scores to do so, even a single extra point in an ability
to add a +1 bonus to two different ability scores after score can become noticeable after a couple of sessions.
creating their characters. It may also allow characters to gain additional
bonuses from high ability scores, such as a bonus to
hit or AC which they would not have had otherwise.
How do I choose
between all of this? Additional Class Abilities
When using this option, characters get additional
It can be hard to choose from all of these abilities based on their class. Two options are
options and keep them straight. Our first presented for each class. The group can decide for
and most important piece of advice is to characters to receive two of these additional class
talk to your group, particularly if you have abilities or just one.
players who know the rules well or are
experienced roleplayers. They are likely to
be able to help you think about what you If the group chooses for each character to receive a
all want. “Hey, John, I really like playing single benefit, multiclass characters will gain one
mages, but I get so frustrated at first level new ability of their choice from either class. If the
when I can get killed in one hit after I fail group chooses to give single class characters both
my cantrip roll.” abilities from their respective classes, then multiclass
characters may choose one ability from each of their
Secondly, and more difficultly, it is worth
thinking about the playstyle of the group. classes, or two from one. Multiclass characters may
Some of these powers will be much more only receive benefits that access or modify basic class
powerful in some games than others. abilities they already have; for instance, a multiclass
Consider the discussion on Fortune Points warrior who does not have access to knacks may
found above on p.11. Does the GM tend to obviously not receive the ‘Additional Knacks’ benefit.
let characters refresh their Fortune Points
between every session? If so, giving even
one extra Fortune Point will make a large Giving characters one of these additional abilities
difference. In another group, the GM will result in a moderate increase in character power.
may only give a refresh of Fortune Points Perhaps more important than a raw power increase,
between major adventures and story they will give characters more options and flexibility,
elements, in which case adding a single making them more versatile and increasing player
extra Fortune Point will not have a large
decisions during play.
effect.
One of the most significant manifestations Giving characters two of these options will result in
of this comes up regarding the passage of noticeably more powerful characters.
time in the game. Do you tend to have whole
adventures that only last a day or two of
Warriors
game time? If so, any powers that characters
can only access a certain number of times Additional Knacks - Every time the character gains
per day (such as spells) are going to result a new knack, including at first level, she gains two
in only small increases in power. If, on the knacks instead.
other hand, your games tend to feature only
a single fight or significant event per day, Each individual knack gives only a small benefit, but,
those additional powers will show up much
since their bonuses stack, doubling the number available
more often and likely have a more drastic
effect on your game. gives a character a nice boost, and allows players
to tailor their own warriors’ personal fighting style.
A Kingless Realm 13
additionally disarming an unnoticed trap. As a gen- This option will result in significantly more flexibility
eral rule of thumb, the success should become equal for spellcasting characters, particularly at first level,
to two successes on two different rolls. when mages may usually only cast a single spell
per day. If the group decides to use this option, we
This option will particularly appeal to creative players recommend having the player of the mage, the GM, or
and gamemasters who enjoy thinking on their feet the whole group choose one to three additional spells
and coming up with interesting results. for the character to know at first level. This will add
further flexibility, and keep the magic feeling special
If the player or GM is unable to think of an appropri- so that the mage does not cast the same spell or two
ate exceptional success result during play, it is best to over and over again.
move on. There is no reason to hold up the game; the
rogue can simply enjoy his benefits the next time he Ritual Mastery - Once per level, the mage may cast
achieves a special success. one of his known rituals in a single round without the
use of ritual components. The mage must still make
Shared Fortune - The rogue may spend his Fortune the typical Intelligence or Wisdom test to cast the
Points on the behalf of the other player characters or ritual, with failure resulting in unexpected results as
any of his allies. At the rogue’s discretion, the recip- usual. After using this power, the mage immediately
ient might get to reroll a die, activate a special Trait, falls to 1 hit point due to exhaustion. A mage who
cheat death, or do any of the other things normally does not use this ability before gaining a new level
available to a player when spending Fortune Points. may save its use for later.
This option will not necessarily make the rogue more Example: At first level, Anselm of Orford found
powerful himself, but it will make the party more himself in dire straits and chose to cast Steed of
effective as a whole, and will likely endear the player the Sorcerer without following the usual ritual
of the rogue to the rest of the group. rules. He exhausted himself and fell to 1 hit point,
but summoned the steed with the snap of his
Mages fingers and made an escape from the agents of
Spell Mastery - The mage gains the ability to cast an the Horned King with his friend Violet in tow.
additional spell per day at first, fourth, seventh, and
tenth levels. The following chart shows how many While second level, Anselm did not use this ability at
spells per day a mage with this ability may cast. all. Anselm is now third level and has two potential
uses of this special power available to him should the
Mage’s Spells Per need arise.
Level Day
1 2 This power will come up rarely in a campaign, but
can be extraordinarily powerful when used at the
2 3
right time and will make for dramatic scenes when
3 4 it is used.
4 6
5 7 Class and a Half
6 8 Ordinarily, characters in Beyond the Wall have all
the abilities of a single class, or roughly half of the
7 10
abilities of two classes as described in the rules for
8 11 multiclass characters on p.31 of Beyond the Wall and
9 12 Other Adventures. The benefit described here allows
10 14 characters to have all of the abilities of a single class
and roughly half of the abilities of a second class in
addition.
A Kingless Realm 15
Adding a half class is a little harder when building Below are two examples of groups choosing different
a character from a single class Playbook, but still options for their characters.
relatively painless. In rules terms, the player and
group will still choose which half class to add, and Example 1: Drew’s group has decided to make
which abilities from the class the character gains their characters a bit more powerful and more
access to. unique. They decide to give the characters one
additional skill and one additional Trait each.
In the fiction however, the group may have to come
up with some backstory to explain the character’s Drew uses the Novice Templar Character Play-
abilities. This is particularly true when adding a half book to create Roderick, the third son from a
class of mage. It is relatively easy to add rogue or family of wicked noblemen known for their
warrior half classes to a character; anyone could be cruelty and deceit. Hating his family’s history,
a bit luckier or a bit better at swinging a sword, but it Roderick swore himself to the order of templars
requires some explaining if the Knightless Squire is and entered the service of a senior knight,
suddenly a sorcerer as well. dedicating himself to righting wrongs and
protecting the weak.
The player should consult the group and think
about the results from all of their Playbooks, as well The Playbook gave Roderick the skills Alertness,
as the village they have created, to come up with a Religious Lore, and Subterfuge. Since Drew can
good backstory for these unusual abilities. Maybe pick an extra skill for the character, he thinks
the Self-Taught Mage trained in the arts of war with about Roderick’s history and goals, as well as
the New Guardsman’s father, or perhaps the Village the needs of the group, ultimately deciding to
Hero learned a skill or two while growing up with the give him the Healing skill. Roderick always
Untested Thief. Did the witch teach the Young Woods- stops to tend the wounded and give succor to
man a couple of cantrips and rituals? Did the Future those in need.
Warlord study with the court sorcerer? The more the
players can tie their characters’ extra abilities to their Drew also gets to pick an extra Trait for the
home and the NPCs of the campaign, the better. character, for a total of two. For his first Trait,
he used the suggestions by Playbook listed
After adding the character’s new class abilities, the on p.35 of Further Afield and chose ‘Unusual
player may have some other decisions to make. If, Companion,’ giving Roderick a trusty and
for instance, the Playbook does not ordinarily grant perhaps slightly supernatural warhorse. It
knacks, but the character now has access to them, may not be the first time he’s chosen this type of
the player will have to pick the knack of his choice. If companion, perhaps, but he loves the imagery.
the character can now cast cantrips, he should begin
the game knowing two as any other mage. Discussing He thinks about the other suggested Trait for
these choices with the group is always a good idea. his Playbook: ‘King’s Touch.’ He knows that
it is a great power, and it does fit his desire to
Putting It Together help the wounded, but he decides to flip through
As mentioned at the beginning of this chapter, the the list instead and see if anything jumps out.
group may decide to add these character options in Ultimately, Drew decides to give Roderick
any combination of their choosing. Simply giving the the ‘Very Helpful’ Trait. When Roderick offers
characters one extra hit dice worth of hit points will assistance, it is worth taking.
change the first game a lot, but a longer campaign
very little. Giving the characters all of these options Ultimately, in the above example, Roderick is
will be fun and exciting, but also change the feel of the almost in line with a traditional character. He
game, as the characters will be better at everything has one more trick up his sleeve in terms of his
and much more broadly competent than usual. training with the Healing skill, and he has an
A Kingless Realm 17
Unlike Roderick, from the previous example, Finally, for players truly seeking a sense of danger,
Eliza is rather more powerful than a typical the group could have characters roll their hit dice
character in Beyond the Wall. Compared to for their first level hit points, instead of taking the
what the character looked like after completing maximum, or could give everyone one fewer Fortune
the Playbook, she has more than twice as many Point. Either of these options will make for a poten-
hit points, does an extra point of damage with tially very deadly game. It is hard to survive the goblin
every melee attack, gained two ability score infestation with 2 hit points and only 1 or 2 Fortune
bumps, has twice as many Fortune Points, and Points!
got a small boost to initiative.
The group could take any of the suggestions from this
All together, Eliza is a mighty hero, or at least chapter for creating mighty heroes and do the reverse
has the makings for one. A dragon can still eat in order to create weaker characters. With an eye
her for breakfast without a second thought, and toward the multiclass rules, a depowered character
she would still have to be careful when planning could have access to only half of a class’ abilities, like
a counter attack against a group of determined a full warrior with knacks but not weapon specializa-
bandits, but she is significantly less likely to fall tion, or a mage who may cast cantrips and rituals, but
quickly in battle, and much more likely to succeed not spells. Such characters might gain access to the
at tasks leading up to the fight. rest of their class abilities at level two or three, or they
may remain with only half of their class’ abilities for
Weaker Heroes the whole campaign.
Some groups will want just the opposite of what is
provided in this chapter. Whether because of dogged Just as when making mighty heroes, the group should
determination or a desire for danger, there are many agree on all of the penalties appropriate to the feel of
groups that would prefer to have weaker characters. the game they want and then apply these penalties to
all characters. This will stop any significant disparity
One way to achieve this is with the rules presented between the heroes and will keep the experience rules
in the ‘Untried Heroes’ chapter on p.4. Further, the working in relation to the player characters.
group could choose to extend their playtime with their
weaker characters by having them wait to reach first
level until after two or even three longer adventures.
An industrious group could even allow their level-0
untried heroes to advance incrementally, for instance
by granting each character a single +1 to an ability
score after each adventure until they have amassed
the total ability score points of a level one character,
and only then advancing to first level.
A Kingless Realm 19
points remain available to spend on new powers, we Extra Hit Points
recommend recording a character’s total experience 15,000 experience, 3 sessions
points on the character sheet as normal, and then The character gains 2 hit points, regardless of class.
marking experience points available to spend on new The character receives no additional benefit from a
advancements in parentheses or beneath that total. high Constitution score, special Traits, or any other
For instance, a mage attains 10th level at 450,000 means.
experience points. If that same mage is a legendary
hero and has gained an additional 100,000 expe- Further Study
rience, but has spent 75,000 of those on additional 15,000 experience, 3 sessions
advancements, we would record his xp as “550,000 The character may attempt to learn spells or rituals
(25,000).” This way the group would know how many which he has previously failed to master.
total experience points the character has gained over
the course of his career, but also know how many he Ordinarily, a mage who has failed the Intelligence
has available to spend on new advancements. If the check to learn a new spell or ritual must wait to try
mage then gains 4,500 experience during the next again after earning a new level. Since 10th level char-
session, that number would be added to both totals. acters no longer gain new levels, they must instead
The parenthetical total should be decreased each time spend experience in this manner to try again. Taking
the character takes a new advancement, but the main this advance effectively “resets” their chances to learn
total should never go down. any new magics.
Improved Initiative
To this end, legendary heroes should immediately 15,000 experience, 3 sessions
gain an increase to their ability scores. The Further The character’s initiative score improves by +1.
Afield supplement suggests allowing each character
to increase two different ability scores by +1 when Additional Knack
reaching levels 3 and 7. Legendary heroes should do 35,000, 7 sessions
so again once they reach level 10. This may only be chosen by warriors or multiclass
warriors with the Knacks class ability. The character
The Advancements gains a new knack. Note that, technically, there is no
Legendary heroes may purchase the following reason for a warrior to spend this advancement on the
advancements with the experience points they gain fleet knack, as the ‘improved initiative’ advancement
after reaching level 10. An analysis of these costs and listed above is cheaper. Likewise, as mentioned under
interactions between the powers follows later in this the ‘improved saving throw’ advancement above,
chapter. taking the resilience knack with this advancement is
superior to that one in every way, though it is more
Additional Ally expensive.
15,000 experience, 3 sessions
The character may gain an additional ally beyond his Improved Base Attack Bonus
usual maximum (4 plus Charisma bonus). 35,000 experience, 7 sessions
The character’s base attack bonus improves by +1,
regardless of class.
A Kingless Realm 21
Groups which play without tracking experience points
Legendary Knacks are encouraged to continue to do so when playing with
legendary heroes, but will have to record the num-
As mentioned above, the fleet knack be- bers for their characters. The GM can simply award
comes superfluous when playing with leg- a lump amount after each session without worrying
endary heroes. Later in this chapter, we about which adversaries they faced or any of the other
also discuss limiting the maximum number
specifics of gaining experience. Again, we recommend
of times a warrior can take a single knack.
Given this limit, the group may wish to in- 3,000-5,000 for most sessions, with larger awards of
troduce the additional knacks described in 20,000 or even more at the end of major adventures.
this minibox for their legendary heroes to
choose in order to increase the variety of op- The Ends of Power
tions available to warriors. Note that, when Even when playing with legendary heroes, the game-
using these new knacks, the great toughness
master should keep an eye on how powerful the
knack will always be better for a warrior
to take than the ‘additional hit points’ ad- PCs are becoming. This all comes down to the types
vancement, though it is more expensive. of stories the group wishes to tell. There is no right
or wrong way to play a roleplaying game. Plenty of
General - When using the ‘War and Bat- groups enjoy campaigns featuring demigods who can
tle’ rules found on p.21 of Dangers Near and slay small armies, travel the planes, or face down the
Far, one unit under the character’s com-
gods. Other groups prefer quieter campaigns where
mand gains +1 quality.
even heroes who have surpassed 10th level and con-
Great Toughness - The character gains tinued to grow have reason to fear a faerie warband.
+6 hit points.
The ‘Maximum Fortune Points’ minibox above
Flexibility - Pick one of the stances found addresses just this topic when suggesting a cap on
on p.69 of Further Afield and decrease the
Fortune Points for the PCs. Likewise, the group or
AC or to hit penalty associated with that
stance by -2; may only be chosen once per GM may wish to put a ceiling on any other abilities
stance (change the numbers on the second that characters can gain, whether that be hit points,
page of your character sheet so this is easy spells per day, base attack bonus, or anything else.
to track).
In addition to the Fortune Point cap mentioned above,
Weapon Mastery - Pick a weapon with
we recommend that, at the extreme, mages be able to
which the warrior already has weapon spe-
cialization and gain an additional +1 to hit cast no more than 20 spells per day, that no charac-
and damage with it. ter have any saving throw better than 4 or have more
than six Traits, and that a warrior may take no single
knack more than four times. We like these numbers
because they allow plenty of room for growth for our
legendary heroes but still keep them grounded in the
realities of the fantasy stories we most enjoy. Other
advancement for their heroes, the costs above can groups may have varying tastes.
easily be modified; provided the proportion of differ-
ence between the cheaper and more expensive options Groups will also have to pay attention to certain com-
remains, everything should work relatively well. binations of powers and abilities as well. For instance,
certain Traits which cost the character a Fortune
The group may even wish to make adjustments to Point to activate might become more powerful than
the costs as the campaign goes on. Their characters expected once the PCs have more points to spend
might gain several advances relatively quickly after than at the start of the campaign. Likewise, a warrior
attaining level 10, but then slow down after each with extremely good saving throws, armor class, and
character has purchased four or five of them. defensive Traits may stop being fun to have around
A Kingless Realm 23
the experience cost for this is the same as for taking should only be taken when appropriate within the
the ‘additional knack’ advancement above four times. fiction of the campaign. If the character is already
Therefore, as an additional perk, the warrior should multiclass, she gains the full class abilities and
immediately gain 6 hit points as well. bonuses of one of her classes, retaining the partial
abilities of the other.
Skills of War (Warrior) - This ability functions just as
described on p.13 above. Note that the character will Characters are likely to see an increase in base attack
also gain access to take the ‘improved skills of war’ bonus or initiative due to their new half class, or they
advancement listed below. may gain the ability to wear heavier armor. These
changes take effect immediately. Characters who gain
Exceptional Success (Rogue) - This ability functions a half class do not adjust their saving throws, even if
just as described on p.13. one seems slightly better.
Shared Fortune (Rogue) - This ability functions just Hit points are trickier to manage. A character who
as described on p.14. has an increase in hit dice due to gaining a half class
is owed some past hit points for levels 1-10. Usually
Spell Mastery (Mage) - This ability functions just as this will be an increase of one die size (for instance
described on p.14. Note that the experience cost for this d6 to d8, or d8 to d10). There are two easy ways to
is the same as for taking the ‘improved spellcasting’ handle this.
advancement above four times. Therefore, as an
additional perk, the character should immediately First, the GM may simply award the character half
learn two spells without any necessary study or roll. of the difference in hit points per past level; this
amounts to +1 hit point per level, or an immediate
Ritual Mastery (Mage) - The character begins with gain of +10 hit points.
the ability to perform the special ritual casting once,
and does not gain the previous charges of ritual casting Secondly, the character could instead roll for hit
from levels 1-10. She may gain additional charges of points completely from scratch, using the new die
this ability as described above by taking the ‘further type and remembering that PCs receive maximum hit
study’ advancement. points at 1st level and add their Constitution bonus at
each level. This can be a more exciting and interesting
Improved Skills of War method, but could conceivably result in the character
50,000 experience, 10 sessions having fewer hit points than he started with; in this
This may only be taken by a warrior or multiclass case, we recommend leaving the character with his
warrior with the Skills of War additional class ability. starting hit point total, plus an additional 1d6 for his
Once per adventure, the character gains an additional trouble.
use of the ability as described on p.14. A character
may only ever take this advancement twice, for a total Choosing some combinations of half class at a late stage
of seven uses of the ability per adventure. in a campaign can result in a couple of disappointing
numbers. For instance, a warrior gaining a half class
Half Class in rogue will likely only see his initiative improve by
200,000 experience, 40 sessions
+1 and no other change beyond the new class ability as
The character gains a half class. As with any half class
discussed below. In these sorts of instances, the group
character, this will require some negotiation and
may decide to give such characters an extra perk. We
decision-making. The guidelines described on p.14
recommend that the character roll an additional hit die
will help with this.
of hit points (including adjustments for a Constitution
bonus or penalty). This should only be done when the
The addition of a half class for a character likely
group and GM deems it necessary to make the new half
represents significant training, practice, or study, and
class feel as exciting as its steep cost suggests.
A Kingless Realm 25
quickly, gaining small boosts to hit points a few
Phase One sessions at a time, Jillian saves up and pur-
chases an additional Fortune Point after several
Lori has been running a campaign of Beyond the months of play, bringing Niamh’s total to 3. She
Wall for a very long time with a dedicated group then improves her BAB twice, by +1 each time,
of three players. After more than two years of and saves her final 15,000 experience in the
weekly play, the characters are approaching hopes of picking up a new Trait.
level 10, but they still feel that they have plenty of
stories to tell. They decide to stage an epic show- Lastly, John is playing Bran, a Village Hero. As a
down with the Horned King to round out their 10th level warrior, Bran already has three charac-
path to level 10, but then to pick up with their ter Traits: Always Prepared, Distracting Fighter,
characters again using the legendary hero rules and Reassuring Presence. John has had his eye on
after two years have passed in the game world. a couple of other Traits, though, and Lori knows
that he is pretty good with the rules, so she trusts
After discussing what happens during the inter- him to keep track of it all. Over the course of the
vening year, Lori begins a new campaign arc extended legendary campaign, John spends his
which sees the heroes traveling to distant lands first 70,000 experience points getting two new
on the southern continent and facing an impe- ones: Impossible Perseverance and Spearman
rial sorcerer who intends to rule the world. The (he always loved using a spear and has weapon
characters earn very few experience points in specialization with it, but hates its 1d6 damage
some sessions and many more in others, but they rating). Lori tells John that she is capping Traits
average around 5,000 per week of play. They at six, so he may only ever gain one more. With
gain significantly more than that every now and 100,000 experience points, he decides he wants to
then, such as when they face a coven of seven increase Bran’s Intelligence and Dexterity. John
powerful witches and their spiritual protectors saves his remaining 5,000 experience.
at the end of a long adventure, for which they
gain almost 28,000 xp. This is where the characters stand after a nice
long six to eight months of play on the continent,
Peter is keen to keep his Student of the Dark during which they overthrow the imperial
Arts, Aelfric, alive, and so buys several of the sorcerer and bring peace to the land.
relatively cheap ‘extra hit points’ advancement
early on. He also grabs the ability to cast an Phase Two
additional spell, a small increase in BAB, and,
at some point, resets his chance to learn spells After taking a break from their legendary cam-
and rituals after he fails to master three which paign to play some other games, the group
he particularly wanted. After six months or so of decides to return to their characters. This time
regular play, his character has earned and spent Lori wants to try something different: she sug-
175,000 experience points; the mage still looks a gests breaking the story into two distinct chap-
lot like an ordinary 10th level character, but he ters, and she wants to see the characters grow
has 6 more hit points, is a little better at fighting, fully into the greatest heroes in the world. She
and can cast an additional spell. says that, during the first chapter, as the charac-
ters become even greater movers and shakers in
Jillian is playing an Elven Ranger named Niamh. their homeland, they will be gathering resources,
She has found that Niamh is a very talented training armies, and collecting magical lore.
faerie when in the woods, but she has lamented They will gain experience during this time as
her lack of Fortune Points as an elf. She also usual, but she encourages them to save it up.
wants Niamh to be a bit more deadly with her Between the two chapters, the characters will
bow. While Aelfric spends his experience rather narrate the passing of another year as an
A Kingless Realm 27
from everyone in the village and helps all of his has been craving some board games as well.
neighbors. John decides that he wants to save his After a few months, however, Lori pitches a
points and use the mighty heroes rules to gain grand finale to their legendary campaign.
a half class in rogue. At the end of chapter one
he has 300,000 xp and decides to spend most of This time, she suggests a slower pace and a
them to do just that. First, looking at the class smaller story. The characters are already the
rules, he notes that there are very few ways in greatest heroes in all the land. Lori’s idea is that
which a rogue’s basic numbers and stats are the group will leave their beloved heroes behind
better than a warrior’s. This makes sense, as once and for all after about three months of
warriors require more experience to level, but weekly sessions. She will introduce lost friends,
the group does decide that he will receive the forgotten rivals, and one more dark secret and
rogue’s greater initiative over his base warrior deadly peril. By and large, however, the heroes
class. As suggested in the rules above, the group will not be gaining in abilities over the course of
also decides to grant Bran an additional hit die this phase. This will be about their retirements
due to this lackluster increase; John rolls his or deaths and, perhaps, the introduction of some
warrior hit die of 1d10 and adds Bran’s Consti- new, younger faces ready to adventure in the
tution bonus of +2, gaining an additional 7 hit world.
points. With that out of the way, John gets to
what he really wants: the Highly Skilled class Lori asks the players what ideas they have and
ability. This will give Bran a whopping six skills what their goals are for their characters. They
to choose. After talking things over with Lori, mostly agree that they do not need to gain many
Bran improves his existing Farming skill by more advancements, but Jillian does say that
a further +2 and gains the three new skills of there is a particular Trait she wants Niamh to
Command, Gossip, and Stealth. He intends to gain and have a chance to use before retirement.
spend the last two skill picks on improving Com- Lori agrees that this would be fun, as do the
mand by another +2 and taking Boating, but he other players. They each have a little bit of xp
and Lori decide that these skills will manifest left from the second chapter of phase two, when
themselves when appropriate during the sec- they saved their homeland from destruction and
ond chapter of phase two. John is pleased. With rallied the people into a great force for peace.
100,000 xp left to spend, he decides to follow
Jillian’s lead and increase some basic numbers, Lori gives the characters around 3,000 experience
gaining a +2 BAB, another +1 initiative, and a +1 per session, but the phase won’t last that long,
to his polymorph saving throw. and there will be no more great gains in power.
Niamh gets the Trait that she wanted and gets to
The heroes are ready to face the return of a dark play with it for four sessions, Bran improves his
and terrible power. Over the course of the next numbers a little bit, and Aelfric gets some more
couple of months the characters will gain some magical abilities before the end of the campaign.
more experience, but not nearly as much as
they had at the chapter break. They spend some The campaign comes to its natural end with Bran
smaller xp rewards on a couple of advancements dead after giving his life to save the village from
and, more importantly, thwart the rising dark a natural catastrophe. Niamh takes her leave of
lord. mortals, choosing to wander the woods in grief
and perhaps return to the courts of her people
Phase Three when the time is right. Aelfric, meanwhile, suffers
a terrible wound at the hands of a powerful
After playing phase two of their legendary cam- demon before sealing it away for eternity, and
paign for almost a year, the group takes a long retires to a life of quiet study in his distant tower.
break. They have other stories to tell, and John The group bids farewell to their legendary heroes.
A Kingless Realm 29
are free and the load is even slightly reasonable, she Spearman
can bear it with no ill effect. See p.27 of Further Afield The character is well-trained and deadly with spears.
for more on encumbrance. When fighting with a spear, the weapon does 1d8
damage (instead of the usual 1d6) if wielded one-
Combat Traits handed, and 1d8+1 if wielded with two hands.
A Kingless Realm 31
Gamemaster Advice
This chapter provides some helpful tips and advice favorites. While a GM can certainly learn a lot by
for new and experienced gamemasters alike. reading the mood at the table, there are times that
this can give misleading information. By talking
This job of the GM is a hard one, but a rewarding regularly with her players, a good gamemaster can
one. When running a game, there is a lot for the game tailor sessions to the players in the game, get ideas
master to keep track of. The best gamemasters are for new story hooks, and make a plan for how best to
fair, quick-thinking, creative, and have a sound reward, threaten, and challenge them.
understanding of the rules.
Additionally, the GM should pay attention to how her
Even more importantly, as Vincent Baker points players interact with the rules. This begins at character
out in his Apocalypse World game, a good GM is a creation. The player who chooses the Witch’s Prentice
fan of the players and their characters. She wants to Character Playbook is telling the gamemaster that he
challenge them, test their strengths, and present them wants the witch to feature prominently in the story,
with agonizing choices at times. Occasionally, she may even if only in her absence. The player who chooses the
even be “responsible” for the death of one of them. But Village Hero likely wants a chance to test his character
she always does this with an eye toward showing them physically and to help his neighbors.
to be the heroes that they are and weaving a great tale.
The GM is not the characters’ or the players’ adversary, Some Playbooks, by their very natures, suggest
but an active participant in the game, and one who significant things for the setting. The Novice Templar
wants to see the characters as the heroes in a great Playbook, if chosen, necessitates an order of holy
fantasy story just as much as the players do. knights, for instance. This is good for an enterprising
GM, who should immediately begin asking herself
Know Your Players (and the players, if she likes) who these knights are,
The single most important piece of advice is to know how they came about, and where they hold their
your own group. Most, but not all, of the advice headquarters. Is there corruption in the order? Who
presented here represents the tastes of the authors are their allies and their foes? Likewise, the presence
and the groups they typically play with, and so much of even a single elf tells the group and the GM that
of it could result in disaster if playing with folks with at least one player is interested in elves and other
very different tastes. creatures being around in the game. When players
choose some of the more unusual Playbooks like this,
Some groups prefer sessions full of tactical combat it is worth asking them what their hopes are for their
and lengthy decision making, while others prefer fast- backgrounds in the game. Some players, for instance,
paced action or quiet games of social engagement. In might choose the Elven Highborn Playbook hoping to
general, provided folks are having fun, there is no be the only elf around, while others may be hoping for
wrong way to play a roleplaying game. many adventures involving the fae and their courts.
This leads to one question: How do I know what my To get the authors’ biases out front, our groups have
group wants? The simple answer is: Ask them. Talk a wide variety of players in them, but tend to prefer
with your players at the outset of a campaign, and games with a focus on a web of NPC interactions, a
touch base with them after every session or two. Ask mix of fast-paced combat and social interaction, and
them how it went, what hopes they have for their a decidedly homey but mythical feel. Again, most of
characters, and what scenes or encounters were their the advice in this chapter comes from that lens.
A Kingless Realm 33
much more evocative than a messy worksheet. There While characters regain hit points for any appropri-
are also numerous maps available online and from ate rest, they only recover their Fortune Points when
other sources which the GM can use or modify. We truly as ease, usually between longer adventures.
particularly like those from Dyson Logos. While this does not strictly require being at home
in the village, that is the most probable location for
A Somewhat Safe Haven such recovery. Another way for the GM to reinforce
Secondly, the GM should be sure that the village is a the importance of home is by emphasizing this rule
source of rest and aid for the PCs (unless, of course, in play.
they do something during the course of play worthy
of true exile or shunning). There are troubles in the Not only will this opportunity for aid and rest keep
village for certain, and the NPCs who live there will the PCs from rolling their eyes when the GM does
need the characters for aid, but, as mentioned on p.41 put a beloved NPC in danger, it is also likely to lead
of Beyond the Wall and Other Adventures, the players to more interest on the part of the players. They will
may tire of their friends and relations if they are only care much more about saving the local fishermen who
used by the GM for plot hooks and placed in danger. have run afoul of a barbarian warband if those same
fishermen fed them last winter after the bad harvest,
The witch can provide the characters with healing than if they are constantly in danger and never a
magic or protection in need. The village elders, if source of help.
properly convinced, can muster the militia for the
characters to lead when the village is under attack. A Changing Home
Grandmother Weaver can share stories and lore for Finally, and perhaps most importantly, the game-
the characters when they are lost as to how to solve master should have the village change and grow over
a problem; better yet, she can begin to tell the char- the course of a campaign. If the PCs are out adven-
acters’ own stories as they accomplish heroic deeds. turing for a month or two at a time, they should not
A Kingless Realm 35
Fast Pace
When combat does occur, we like it fast and furious. Players’ Role in Fast Combat
The gamemaster can accomplish this with a couple of
tricks. There are a couple of things that players
can do to speed up combat and help the GM
First, players should be pressured to take their turns evoke this feeling.
in a round quickly. Arrows are flying, and there is no
First, players should familiarize themselves
time to sit and ponder over a spell list! In our games, with the rules of their own characters.
if a player sits idle for more than five or six seconds Instead of looking up how a Trait works
when it is his turn, the GM moves on. every time it comes up, they can make a
shorthand note on their character sheets to
This should never be done to punish the player or remember. The player of the mage can make
spell cards, at least for his most commonly
to seem draconian, but to keep the action moving. If
cast combat spells. At a minimum, players
the player has not declared his action because he is should be sure to have an accurate record
asking for more context or information about the of their to hit and damage rolls for each
scene, that is fine. Likewise, a player who needs a weapon in the space provided on their
moment to double check the rules for a spell or ability character sheets.
or to decide whether to spend a Fortune Point should
Another helpful tip: players can roll their
be given the chance, but never to the detriment of the
d20 to hit roll and their damage die at the
group or to the feeling of danger and haste. same time. If the blow lands, they already
know how much damage it does. If it miss-
One way to avoid having this feel like a punishment is es, they can simply ignore the damage roll.
simply to have the unsure player make their action at
the end of the round instead of missing it altogether.
The GM can simply say, “Okay, the orcs are approach-
In practice, this means that the PC with the highest
ing and about to swing! I’ll return to you at the end of
initiative will go and then (often even while he is roll-
the round.”
ing his attack) the GM will roll the attacks for the two
orcs attacking him, for instance. Then play will pass
In this style of play, new players should obviously be
to the next PC, his personal adversaries attacking
given some grace, especially when it comes to checking
either just before or just after he rolls his dice. This
a rule or asking for clarification on how they make a
makes things move much faster, and even helps with
roll. However, if the GM is trying to evoke the feeling
narration; after determining the outcome of the indi-
of danger and confusion, even new players should not
vidual PC’s attack and those of his foes, the GM can
be given too much leeway; it will only feel fast and
give a quick description of that particular piece of the
confusing if the GM truly does press the issue a bit.
action. “Cassandra, your staff swings wide and misses
If you have players who enjoy this style of combat,
the first orc, who manages to slash you across the
they will ultimately appreciate you pushing it a little,
cheek for two points of damage, while the second orc
even if they feel a bit frustrated at an individual lost
strikes clumsily at you as you step aside. Alright, Eric,
or delayed action.
your turn. What are you doing?”
Another way to make combat feel fast paced and
While we love it, there is a downside to using relative
uncertain is to use relative initiative scores. We have
initiative in this way. If, for instance, all of the char-
found that players sometimes get bored and the GM
acters have higher initiative scores than the group of
herself flustered if she has to roll all of the enemies’
orcs, then there are some clever tactics they might
attacks at once. Instead, we often have one or more
miss out on by having the orcs’ actions interspersed
adversaries square off with each PC and act either
throughout theirs. They are not at a significant dis-
before or after each individual PC’s action depending
advantage; if they were going to kill three orcs before
on whether they have higher or lower initiative scores.
At the risk of repeating, it is worth adding an extra Done well and with the right players, this can create
caveat here: some groups do not like playing this a true sense of desperation and immediate need in
way. There are players who love pouring over the combat. It can also give the players a sense of the con-
minutiae of rules and spell descriptions, or coming fusing and uncertain nature of a bloody battle where
up with the perfect action to take in concert with no one is fully clear on what will happen next. Done
their allies. Admittedly, Beyond the Wall does not poorly, or with players who demand precise informa-
offer much in the way of complex combat rules and tion about the scene, frustration will occur.
actions, and so those players are likely to gravitate to
other games, but the point stands. Players with such To help create this style of play, the GM should feed the
proclivities will probably become irritated and think players quick bits of information, preferably as she calls
the GM needlessly pushy if they are pressed to make on each of them for their action for a round. “John, the
quick decisions and not allowed to make the desired wight is rising from its sarcophagus and you also hear
tactical choice. more men joining the tomb robbers behind you. What
do you do?” “Scott, the arrow you just missed with last
More dangerously, a group may have one or two round has clattered off of the bronze doors at the back
players of this sort when the rest of the group is of the room. Cassandra is about seven feet to your right
looking for fast-paced combat as described above. in a struggle with the giant snake. What do you do?”
Even leaving aside desires for the feel of combat in a “Peter, your last sword blow has left the necromancer
roleplaying game, we all think at different paces on bloodied and wounded, but he is still on his feet and
different evenings, especially when being pressured has begun chanting and pointing to a magical circle in
to make a decision while a beloved character’s life is the corner. What do you do?”
on the line. A group with drastically different desires
or speeds is much trickier to navigate. Another tip here is to be flexible. If the GM had imag-
ined the wight to be roughly sixteen feet away in the
In such a situation, the best decision is to compromise. large chamber, but the player was thinking more like
The rest of the group, and particularly the GM, can try eight and says that his character leaps atop it, we usu-
to slow down a little bit to accommodate the desires of ally let him. Only if it disrupts something important
the more deliberate player, and that player can likewise in the scene, or seems highly improbable and jar-
try to speed up just a bit and accept that every choice ring to the image that the rest of the players had, do
A Kingless Realm 37
we stop players who have a conflicting image of the moment to know that it does not replicate the effects
action. If a group is going to play in this manner, by of the powers of other characters in the immediate
its very nature, there must be flexibility. group.
Especially considering the above bit on the ‘Fog of While the specifics are too myriad to give any precise
War,’ we expect our players to come up with inter- rules here, as a general guideline, the GM should
esting narration for their actions. Sometimes they assess a relevant ability score check for the action,
simply say, “I swing my sword!” but they are just as a positive outcome or bonus should it succeed, and
likely to say, “I step to the side, my back against the a penalty or drawback should it fail. “Okay, John,
wall, and thrust directly into the necromancer’s gut.” you can make that leaping attack. You will need to
succeed on a Dexterity check with a -3 penalty. Skills
Often, these narrations are just for color, but it is like Athletics can help. If you succeed on the Dex
sometimes fun when the gamemaster allows them to check and then make a successful roll to hit, the attack
have special outcomes in the game. While a colorful will do double damage, but if you fail the Dex check,
description of how a character attacks is still likely you will take 1d4 points of falling damage for landing
just an attack roll, sometimes more is in order. If the badly and turning your ankle.”
player says, “I leap from the wooden balcony of the
inn and dive on top of the thief, my dagger pointed
downward!” then it is not an ordinary attack.
A Kingless Realm 39
For higher level characters, however, we play with Much more importantly, a foe who flees or surrenders
our narration a bit more. In the fiction emulated by is one whom the PCs did not kill. This means that it is
Beyond the Wall, no hero is immune to swords, fire, a foe they have the chance to spare, a villain who can
or arrows. We assume, then, that hit points beyond 20 be reformed, or an adversary who can be forced to an
or so represent instead improved fighting capabilities, oath or a truce. The heroes in our games are hardly
grit, and luck. When narrating damaging attacks pacifists, and they do kill enemies, but we also like
above this hit point level, we do occasionally mention them to show mercy and find better ways to solve a
a cut to the arm or a grazing blow, but we are just as problem. If the GM’s monsters always try to kill the
likely to describe a narrow miss that results in slipped PCs with every chance they get, down to their last hit
footing, a loss of focus, or a light sprain. point, the game is tacitly encouraging the characters
to become more murderous and less forgiving. It
If the gamemaster chooses to describe hit point loss in should go without saying that, in order to encourage
this manner, she should also do the same for healing. noble actions on the part of PCs, they should still
Only in dire circumstances need she narrate the receive experience points for defeated but not killed
effects of a healing potion or spell as literally closing foes as described on p.26 of Beyond the Wall and
bleeding wounds and knitting broken flesh. Instead, Other Adventures.
such healing actions can slow bleeding, restore energy
and vigor, and clear the head. We leave decisions about when a monster or NPC gives
in to the GM. The circumstances can vary so wildly, we
Morale and Flight think it is best for the gamemaster to make the call.
Some sister games of Beyond the Wall and Other As an aid, the GM may use the following as a starting
Adventures have interesting rules for monster point when considering the morale of the characters’
morale which help the gamemaster determine when foes and when they are likely to flee or surrender.
the characters’ adversaries will give up the fight and
quit the field. While we do not have such rules, we If the GM is looking for a die roll to suggest whether
certainly enjoy the principle, and make regular use of adversaries flee or not, we recommend two options.
it in our games. First, once the circumstances suggest that the ene-
mies are likely to consider flight as suggested below,
While a group of mindless zombies or skeletons may the GM can roll a die each round (until circumstances
fight to the last, most sentient beings will not. The change, such as if the battle turns again in their favor).
gamemaster should consider the motivations, drives, Each round the shaken foes have a 50% chance to flee
and will of any opponents facing the characters and or surrender, whichever is more appropriate for the
have them act in accordance when losing a fight. situation.
By having NPCs and monsters flee or surrender Even more fun, after passing the threshold at which
when badly beaten, the GM can accomplish two the foes would consider flight, the GM can give the
things. First, she can stop fights with little at stake most conspicuous player character a chance to make
or in doubt before they become boring. While it is a Charisma check, perhaps modified based on the
occasionally exciting to experience a battle where the strength of the opposition. Success means that the
heroes are clearly the stronger party, there is usually enemies give up.
nothing more tedious than rolling out the attacks of a
dozen more kobolds after the first thirty have fallen to Mindless Creatures - this category of foe includes
a group of eighth level PCs. the weakest of the living dead and certain other
unusual beings, such as animated objects or mobile but
unthinking walls. They are relentless and will fight to
the last unless called away or distracted by something
else.
Magical Magic
The nature of magic in Beyond the Wall can be tricky
to understand. While we write regularly about the
rarity of magic in the game, and with the intention
of creating the feeling of a mostly mundane world
with strangeness on the edges, there is no denying
that there are plenty of fae, undead, and goblins in
our Playbooks and Scenario Packs, a witch in every
village, lists of magical items, and many mage or
multiclass mage character options available in the
game.
A Kingless Realm 41
Common Magic, Uncommon Mages As mentioned on p.12 of Beyond the Wall and Other
One way of viewing this dichotomy is to accept a Adventures, true spellcasters are very rare. Across an
world where the magical is everywhere, though often entire campaign map as described in Further Afield,
unnoticed, but where spellcasters are very rare. The there might be 40 spellcasters, leaving aside monsters,
village might have a well or spring with subtle healing demons, and faeries. Over half of these would be the
properties, and the woods may be alive with super- equivalent of first level mages, and perhaps three or
natural threats for those foolish enough to venture four of them would be over fifth level. Some worlds
there at night, but the witch rarely, if ever, casts might feature only a single mage of such power.
obvious spells in the presence of the villagers, and
they have probably never met a true wizard like those Despite this rarity, are there two or three mages or
they hear about in legends. multiclass mages in the group? Very well, that is as it
should be! The PCs are exceptional, and their actions
Keep magic subtle, even if common. The aforemen- are likely to change the world.
tioned blessed well in the village is almost certainly
called magical by the villagers, but they do not view There is other magic than that of mages, however.
it as they would a mighty wizard who calls lightning The smith three villages over might have such a talent
from the sky. The former is part of the tapestry of with working metal that her horseshoes never need
daily life, however special, while the latter is danger- repair or her daggers never rust. The weaver in the
ous and to be feared. nearest town may have a loom which has been in
her family for generations and produces cloth which
keeps the wearer always dry or protects as well as
A Kingless Realm 43
may decide either to exhaust the character’s magical seeming almost like scientists. The stories which
powers for the day, or to have the magic run out of inspire Beyond the Wall do not do this. Magic is never
control. The GM is encouraged not to make cantrip certain. It is difficult, dangerous, and its results can
miscasts too punishing, at least not all the time. She always have unintended consequences.
can certainly, though, use the opportunities to high-
light the unpredictable nature of magic. It is always For groups looking for other ways to push this feeling,
best to use the current circumstances of the game and we suggest allowing the players of mages to attempt
the GM’s own creativity to determine the exact effects unusual effects or interactions with their magics.
of a miscast. If stuck, however, the gamemaster may This requires flexibility on the part of the GM and
use the following table to get an idea of what sort of creativity on the part of the players, and should never
trouble the magic causes. be overused.
We will consider a selection of level one rituals and There are many ways to encourage this kind of
examples of what might happen if the caster fails the creativity with players. Does one of them have a
casting roll. neat idea about casting a cantrip ‘into’ an object
while crafting a magical item? Does another have an
Circle of Protection - When failed, the circle works as idea for what happens when two of his rituals have
intended, but additionally affects all those who try to complimentary effects? The GM can reward such
enter, regardless of their natures or alignments. The clever ideas, but should always do so thoughtfully in
caster may even find himself stuck in his own circle order to avoid increasing the power of the spellcast-
for a time. ing characters.
Goodberry - When failed, the mage produces the The effects of most spells are rather strictly defined,
berries, and they heal as intended. In fact, they all but the player of a mage could have fun combining
heal an additional point of damage (for a total of 2), spells or even casting counter-magics against an
save one. This cursed berry instead will cause its enemy wizard. What happens when a mage summons
victim to lose 1d4 points of damage. fires and then blows upon them with a gust of magical
wind? What occurs when one mage attempts to
Staff of Might - When failed, the mage’s staff is blessed abjure a dangerous ghost while his ally casts Banish
as intended, but now also glows with an unearthly the Dead on it in the same round? Mages are already
and very conspicuous light for the duration of the powerful, and the group should be careful that they
ritual’s effects. do not become too dominant because of these interac-
tions, but a quick-witted GM can make magic feel much
Steed of the Sorcerer - When failed, the mage sum- more exciting by coming up with some interesting
mons his trusty steed, but the horse is more spirited effects in these situations. Perhaps the first mage
than usual. The mount will only obey the caster’s failed to abjure the ghost, but the weakened and
orders upon a successful Charisma check, and will distracted target receives a significant penalty to its
ride twice as fast. saving throw against the second caster’s spell.
Perhaps when one mage shrouds an area in darkness
Magic, Not Science which his rival clears by summoning a mage light,
The primary purpose of unintended consequences the effects do not simply cancel one another out,
from failed cantrip and ritual casting rolls is to make but instead create a mystical twilight in the area for
magic feel otherworldly, unpredictable, and strange. several days.
There are other ways that the gamemaster can evoke
this feeling as well. The gamemaster does not have to create interesting
interactions in this manner all the time. Even doing
Some fantasy stories or settings describe magic as so once every four or five sessions will add to the
a defined collection of knowledge, with magicians strangeness of spellcasting.
A Kingless Realm 45
longsword. A character coming into possession of the Artifacts are the most powerful magical items in
Frostbrand, however, should have greater weight in Beyond the Wall. Examples can be found on p.71
the story. A blade of such power might have been in of Beyond the Wall and Other Adventures, p.51 of
her family for generations and must be found in her Further Afield, and p.52 of Dangers Near and Far.
grandfather’s tomb, or it may be hidden in a danger- As those examples show, artifacts have serious
ous cavern, or it might be the gift of a powerful noble ramifications for a campaign, often becoming the
whose realm was saved by the character. In any event, focus of the whole game or at least a major story arc.
she is unlikely to relinquish the blade, and the GM is We often run campaigns with no artifacts appearing at
encouraged not to have her replacing the sword after all, or maybe just one. Save these items for truly earth-
three or four sessions with an even greater weapon, shaking events.
or, worse, carrying around a bag of magical weapons
of great power and choosing which to use from round Motivated NPCs
to round. An object with more than two powers or and Multiple Threads
which grants a +3 or greater bonus to rolls should be How does a gamemaster balance the desire to have
a source of wonder. plots and events which drive the action of a campaign
with the ever important aspect of player-driven story
Another way to encourage this feel is to use items that and character motivations? How can she dangle
grow in power with the characters as they level. We hooks, present a breathing world, or weave an epic
call these ‘Legendary Items,’ and several examples narrative without robbing the PCs of their place in
are presented in the next chapter. the story? How can she help to tell a memorable tale
without “railroading” her players?
A Kingless Realm 47
The characters’ actions must have weight in the world Optional Systems
for the players to remain engaged, and at least some Across its supplements, Beyond the Wall has added
of the story elements in a campaign must flow from multiple optional subsystems. The inclusion of these
one to the other for a cohesive narrative to emerge. systems in a campaign is ultimately left to the group
When important events occur in an adventure, the as a whole, but the gamemaster plays a particularly
GM can introduce logical ramifications by having a important role in their selection. While all of the
quick pause between sessions or even during a game players will interact with such rules, and they will
to ask a few questions. change the feel of the game for everyone at the table,
it is the GM who will have to administer them, and it
• How did the heroes’ actions appear to the is her responsibility to ensure that the rules remain
rest of the village or to other NPCs? Did they manageable for the group.
seem brave or crazy?
• Whom did this event anger? What might Experienced players will be comfortable using any of
they do as a result? these optional systems; after all, the core rules of the
• Whom did this event please? What might game are easily mastered in an evening or two, and
they do as a result? each of these add-ons is either simple in its own right,
• Who is now free to act in ways they were not only situationally applicable, or both. Nonetheless,
before? Have old magics been unleashed, or a campaign can become convoluted if they are not
old gods awakened? Does a greedy trader chosen carefully, or, worse yet, if a group chooses to
have a newfound monopoly? incorporate them when they are counter to the players’
• What systems are affected by this event? desires for the game. There is nothing worse, for
Consider the local economy, the balance of instance, than drawing a group’s attention and focus
power in a region, or even the hierarchy of to the ‘War and Battle’ rules when the players or GM
the wildlife. have, as their primary goal, a combat-light campaign
about low-level heroes navigating complex social
When the GM asks herself these things, it is best to situations with the craftsmen and nobles of a region.
take a breath and give an impartial eye to the matter.
She should try to remember that, for instance, the Additionally, Beyond the Wall is often considered to
local villagers were not with the heroes during their be part of the OSR, or Old School Renaissance. This is
adventure and may not have a full understanding of a family of games which share similar base mechanics,
what happened, or that the nearby predators may not and one of their great advantages is that they are
care for the social implications of a recent monster all largely compatible with one another. Many more
hunt, but only that they are no longer threatened or subsystems or add-on mechanics ideas can be found
contained by the beast that was slain. in these various games, and most should be easily
included in a game of Beyond the Wall.
As with the final piece of advice in the previous section,
moderation is important when using this approach. But best of all, these subsystems can serve as inspira-
The heroes deserve to have a respite some days, and tion to the gamemaster for devising her own new rules.
all of their actions cannot immediately lead to new A clever GM can invent a new subsystem like these in
troubles. Sometimes, they haven’t angered anyone order to highlight the focus of her group’s campaign
or accidentally freed an ancient demon, and they just or to keep her players interested in their favorite parts
get a win and rest. Still, some thinking along these of the game. Does the group crave more detail when
lines is another tool to help the world feel alive and to dungeon-delving? Perhaps a more elaborate system
minimize the work of the gamemaster. for tracking light sources or encumbrance is in order.
Do the players want the management of an estate to
be central to their stories? An entrepreneurial GM can
devise rules for tracking expenditures, repairs, and
the household. Is everyone interested in dangerous,
Traits are introduced on p.32 of Further Afield. More The rules for this subsystem are found in several
can be found on p.10 of Heroes Young and Old and chapters of Further Afield, starting on p.14 and p.22.
on p.29 of this volume. Sample regions are given on p.70. Tables for the
regions of the Broken Kingdom setting are given on
Campaign Locations p.151 of this volume.
For groups looking to jumpstart a campaign on a
wider map, the locations system introduced on p.4 of Threats
Further Afield can provide a lot of grist for the mill. A system for semi-automated campaign villains and
Since this system introduces places on the game map, dangers, Threat Packs can make the gamemaster’s
there are no complications, save for the GM to track life easy, but are designed for a few particular types
how accurate the player characters were in describing of threats, which might not serve her interests for a
the locations. particular campaign. They can interact with character
creation, which makes them more involved if used
Travel and Regions at the start of a campaign, but use a worksheet to
Also introduced in Further Afield, these rules for require a very light amount of work to manage.
traveling, managing supplies, exploring regions on
a hex map, and facing encounters are helpful in a The rules for Threats are detailed on p.16 of Further
longer campaign. There are a few things for the GM to Afield, and several sample Threat Packs are given
keep track of with these rules, though they can make on p.75 of the same book. More Threat Packs can be
traveling across the map smoother over the course of found on p.61 of Dangers Near and Far. Advice on
a campaign and can actually lower her stress in the using Threats in the Broken Kingdom can be found
long run. on p.49 and p.131 of this volume.
A Kingless Realm 49
Combat Stances Other Heroes
Described on p.69 of Further Afield, combat stances This volume presents three new ways to play games
provide some fun options for characters when fighting. of Beyond the Wall, one for even younger and more
They are a good option for groups looking for more inexperienced characters, one for more powerful PCs,
tactical depth to their fights. and one for continuing play beyond 10th level. Any
of these can be a good choice for groups looking for
Stances require tracking some modifiers by both the a change of pace, but are likely not a good fit for new
players and the gamemaster. While the modifiers players. The mighty heroes and legendary heroes
are quite simple, they can become a hassle for some rules, in particular, add further complexity and
players to remember, as they are in effect at all times powers for the players to track, making them poor
during combat. The 2-page character sheet has the choices for groups with players who do not learn or
stances and their associated modifiers listed for ease remember the rules very well.
of use.
All three systems appear in this volume, on p.4, p.10,
War and Battle and p.19 respectively.
Detailed on p.21 of Dangers Near and Far, the ‘War
and Battle’ subsystem is a good option for groups Hearth Points
which enjoy larger battles, or for campaigns which Found in the very next chapter, on p.51, Hearth Points
feature the raising of armies or large-scale conflicts. are a simple add-on which gives the PCs and their
The rules do not affect gameplay outside of the battles village a new shared resource to spend in order to
themselves, but do require the GM and the players to help one another and their friends and families. These
learn a new mechanic. points are gained by the characters as they build
connections with one another and their home. This
Goblin Caves is a good system to add for groups who wish to
This rather self-contained subsystem provides the encourage and reward play which is in keeping with
GM with a quick method for making a randomized the game’s themes of friendship and the value of
goblin warren, both its special rooms and locales and home.
its myriad of connecting tunnels. There is little to
learn here. Indeed, it is mostly given as a tool to ease Tales of Years
the GM’s burden when designing a dungeon featuring For groups looking for a much more elaborate system
goblins. The system is described on p.36 of Dangers involving downtime than the simple table and guide-
Near and Far. lines presented above on p.33, this subsystem can
breathe a great deal of life into a campaign centered
The Veil and the Underworld on a home village and lasting for years of game time.
A somewhat intricate system for tracking the In addition to giving information on events that occur
relationship between the lands of the living and the outside of the characters’ main adventures, the ‘Tales
dead, these mechanics can enrich a campaign which of Years’ system also helps with the tracking of NPCs
features the undead and ghosts prominently. They in the village, the managing of characters’ wealth and
are probably not worth bothering with otherwise. The crafting businesses, and other lengthy endeavors.
responsibility for this add-on is almost entirely on the
GM, though players of mages might have access to
certain magics which interact with it as well.
This chapter provides guidelines for a new, relatively The rules for Hearth Points are straightforward and
simple and lightweight optional system which can easy to use, making this an excellent system to add
further this theme: Hearth Points. Using this sub- to any campaign. All but the newest players and
system, the group receives access to a new shared gamemasters should find them a helpful addition to
resource called Hearth Points. The players gain these their games. While they could technically be used
points by cultivating close connections to themselves for one-shot sessions, they are particularly geared
and their village, and they may spend them to help towards campaign play; indeed, if used in a one-shot,
one another and those who share their home. they will likely just have the effect of increasing the
characters’ Fortune Point pools. When available,
they will make the PCs slightly more powerful. More
importantly, their inclusion will guide the players
toward acting in character and in alignment with the
themes of the game. Groups which have mastered
the basic mechanics of the game (particularly the use
of Fortune Points), which are planning a campaign
centered on the PCs’ homes, or which are enamored
of the trappings of village and friendship will find
them most beneficial for their games
A New Resource
Hearth Points are a new game resource which belong
to no single character, but are instead shared between
the group. Indeed, in a sense, they do not even belong
to the PCs as a party, but rather to the village or noble
estate which they call home.
A Kingless Realm 51
they will find a helpful village record sheet, which con- Some of the uses of Hearth Points interact with other
tains a space to record Hearth Points for the group. optional subsystems which may or may not be in use
in a particular campaign.
Groups which are not using those guidelines or the
village record sheet might instead prefer to have the Within the fiction of the game, Hearth Points
gamemaster track their Hearth Points for them, or represent the bonds of friendship between the PCs,
for one particular player to take on this extra duty. their connection to their home, and the morale or
Another fun option is to place a number of tokens, goodwill of their entire village. When they are spent,
poker chips, or tasty chocolates in the center of the their mechanical benefits are a sign of the characters’
table to represent the group’s Hearth Points. determination, their strength of will, or even the
subtle magic of love and fellowship.
Spending Hearth Points
Hearth Points can be spent by any player to receive The Fortune of the Hearth
one of the benefits described below. In general, no This is the most basic use of Hearth Points. Any player
permission is needed. In practice, however, their may spend one to function just as a Fortune Point for
nature as a shared resource means that the group may their character.
wish to allow for the veto of their use: if the group
desires, they can decide that the unanimous decision The Health of the Hearth
of the other players means that one of their number is Bonds of friendship, love, and kinship can save
not able to use a Hearth Point when he desires. those in need. Whenever one of the characters heals
A Kingless Realm 53
Tales of Years
Designing and playing a long campaign is the dream adventuring every night, never taking time to live
of many groups, and it is an art unto itself. The best ordinary lives, and rocketing from levels 1-10 in two
campaigns have central themes, recurring villains, months of game time.
and satisfying story arcs. They also keep the player
characters and their own ambitions central to the On p.33 we discuss this very problem and provide
game, and have plenty of side quests, single-session ideas for a group looking for a slower pace and inter-
romps, and player driven goals. Some even have esting downtime between major adventures. All of
multiple central story arcs. the advice and downtime tables given there will be
very helpful when using the campaign structure from
This chapter presents a new way to look at setting up this chapter.
and running an epic campaign with a major story arc
running through its entirety. An example of such a Tales of Years campaigns have the GM building a time-
campaign, The Return of the Horned King, follows. line of events involving the major story arc for each
Much of the information discussed in this chapter season during a period of several years. These events
will make more sense when looking at that sample start small and then slowly build as the campaign
campaign as a model. reaches its crescendo. The events of the first year or
two might involve rumors of distant happenings, or a
The structure presented here gives the gamemaster a brush or two with the main adversary’s minions, while
central story running through the campaign and pro- the last year or two will likely be devoted wholly to the
vides a listing of major events (by season and year) final confrontation and its buildup.
involving that arc. The GM is then encouraged to run
side stories, work with the group to narrate down- The most important thing to note is that this campaign
time, and have the characters explore the map and timeline describes events that will happen without the
pursue their own goals in between these events. characters’ interference. The gamemaster must not
insist on being tied to the events of the timeline as
These rules work just as well in any game setting though dictated by fate. That way lies the dreaded
as they do in the Broken Kingdom. The Return of railroad and unengaged players who feel that their
the Horned King sample campaign, however, was characters’ actions have no meaning.
specifically designed to leverage the background of
that setting. This style of campaign requires some buy-in from
the players too, or at least a group with a particu-
The sections of this chapter focus on helping the GM lar kind of play style. Some players insist on tack-
to manage a campaign which has a slower pace and ling every single problem before them with dogged
which stretches over many years. Most of these sec- determination until the issue is resolved, all
tions are devoted to advice about the passage of time other considerations be damned. This will not work
and what happens between adventures and years. in Tales of Years campaigns. The characters will
either wind up dead from plunging straight into
A Changing of Seasons the den of the campaign’s greatest villains from the
Sometimes the players can become so driven, or the outset, or else the GM will have to make so many
dangers so active, that a campaign devolves into con- adjustments and allowances for their success that the
stant action. In such games, the narrative can begin group ends up back at a campaign of constant action,
to lack verisimilitude, especially when the PCs are fast-paced leveling, and narrative dissonance.
A Kingless Realm 55
Example: Lori is running the Return of the Putting this all together, Lori makes the follow-
Horned King campaign. The group is now in ing rough plan for the year in her gamemaster’s
the fourth year, and things are starting to heat journal:
up. After a couple years of rumors and ominous
happenings, the King is beginning to show him- Spring 725 -
self more as an active threat. • An adventure dealing with the bandit problems
(one to two sessions).
Meanwhile, the village of Orford has its own • Since the heroes aren’t involved with the faerie
problems completely apart from the Horned court, some survivors of a failed attack on
King: a group of dangerous bandits have been the court of Lord LightLeaf come to seek aid,
waylaying travelers on the roads near Orford, revealing that the Duchess of Roses may be
and the Miller’s son accidentally unleashed behind the plot (one or two session adventure
a group of dangerous ghosts who are now lending aid if the players pursue)
haunting the village. (These are the side stories.) • Rumors reach town of a scholar of faerie lore in
the great city to the south who fears for his life.
In addition to this, the characters have their own
goals. Ystran, the Self-Taught Mage, is interested Summer 725 -
in seeking an audience with the great wizard A great journey! The characters head out of
Karzandrius. Graham, the Village Hero and son town to do one or more of the following, based
of the blacksmith, has plans to forge a new sword on their interests:
and has heard that the village of Thunorslee is • Visit the people of Thunorslee, who are
home to a chunk of meteoric iron. Kyla, the Fae willing to give away their meteoric iron if the
Foundling, discovered last year that her true characters clear their mine of goblins (one to
father may be in danger somewhere deep in the two sessions).
Gloaming. They are all keen to end the problems • Visit the tower of Karzandrius and impress him
with the bandits, but so far no one has seemed to receive tutelage (probably only one session,
that interested in the Miller’s son and his haunt- need to find a way to make it interesting to the
ings. (These are the Character Goals.) other two characters).
• Spend time in the great city seeking to protect
Graham’s player has told the group how much the scholar, and get caught up in a plot or
they like campaigns with dragons, so Lori has mystery of some kind (three to four sessions).
been itching to have a dragon show up. The • If they don’t save the scholar, the Horned
characters are far from ready to tackle a power- King’s agents kill him and he gets closer to
ful one, but she feels comfortable throwing some finding his sword. This will be a busy season,
information their way about a lesser wyrm and the journey is long enough that it could
which awakens nearby. (This is a Player/GM last into autumn.
Interest.)
Autumn 725 -
Finally, Lori checks the details of this campaign • Tempt the characters into the Gloaming with
year and sees that one of the Horned King’s clues to aid in the search of Kyla’s father. If they
followers will stage an assassination attempt follow the clues, they will find him as one of the
against a faerie lord this spring, that the King targets of the Duchess of Roses, a pawn of the
will slay a southern scholar who knows the Horned King (three to four sessions, maybe use
whereabouts of his sword this summer, and that the mass combat rules for the first time).
a local cult will raise its own militia this autumn. • If it feels like we need to, run the Troubled
(These are the Campaign Events; while they Village Scenario Pack when they return to bring
may start in a particular season, Lori doesn’t it back down to earth and have some interesting
feel obligated to contain them.) things going on at home (one to two sessions).
A Kingless Realm 57
on p.38 of Further Afield. Unlike the seasonal especially appealing if the group wants to let some
experience awards, characters only receive these time pass and have their characters grow up a bit.
extra points for adventures in which they were active
participants. Village Events and Livelihood
To start, the player tells everyone what the character is
The GM and group can then dispense with awarding spending their time on that season: “Niamh is working
experience points for all other reasons. If the game- to develop her apiary and help around the house with
master enjoys giving out awards for clever ideas or Grandmother Weaver” or “Bran is going to practice
inspiring play, she may continue to do so, but only if his archery and hunt for additional food this winter.”
these are rare or small. Based on this narration, the gamemaster picks an
appropriate event table from the choices below and
Downtime then rolls 1d10 on that table. The event tables can be
A Tales of Years campaign is perfect for allowing found later after this section on p.64.
the characters to enjoy some downtime between
adventures. We intentionally do not present elaborate The gamemaster reads the result from the table, and
rules for downtime activities, as we prefer this to be the group starts to formulate an idea about what
an opportunity for the group to flex their creativity. might be going on in the village and how the particular
Instead, the guidelines and tables presented below are player character might be connected. In many groups,
intended to help the GM and players establish stories the gamemaster will take the lead in this process. This
involving the NPCs and key locations of the village; is not the time to determine the particulars of this
these side stories and events happen in the village event. For now, it is enough to set up the problems at
while the characters are busy with their other affairs. hand. The group will discover how it turns out later
after the player makes an appropriate ability score
Our downtime system works by suggesting categories check based on the result (see below).
of events which will occur in the village during a season
of play. As with many systems and tables in Beyond In addition to the event table, the character should
the Wall, these downtime mechanics work best when also make a test for his livelihood. Each character has
the players sit together, use the suggestions to get a livelihood rating. A starting character is assumed to
their creative juices flowing, and then riff on the have a “steady” livelihood, but this may change during
results, weaving their own ideas into a shared story. the course of play. A livelihood rating is not precisely
Just as when the players were making characters using intended to describe how wealthy a character is, but
their Playbooks and found themselves elaborating on rather how their livelihood is going currently. For this
table results and drawing connections, they should reason, we use three simple categories: a character’s
take the results of their downtime rolls as starting livelihood is either going “poorly,” “steady,” or “well” as
points for further narration and description. compared to their usual status. Certainly, a noble with
a well-stocked treasure hoard who is doing “poorly”
To use this system, each player will narrate a single for a season will still have more silver pieces than a
village event and make one livelihood check each sea- peasant farmer whose life is going “well” during the
son. If a player has multiple characters (see troupe same season. Players may record their characters’
style play below), he should pick one character to focus livelihood ratings in the margins of their character
on and leave the others to the side for this season. sheets or in the spaces provided on the village record
sheet found at the back of this volume.
Most of the time, a group will do this for a single season
after running a series of adventures. However, To test their characters’ livelihoods, players make an
depending on the needs of the group’s story, the ability score check assigned by the gamemaster based
gamemaster could decide to run multiple seasons of on how they spend the season. As always, they will be
downtime, representing a relatively quiet period in able to apply an appropriate skill, and they will get
the campaign between big adventures. This might be a bonus or penalty based on their current livelihood.
Margin of
Success or Livelihood Result
Failure
Succeed by • improve the character’s livelihood by one step if possible (from “poorly” to “steady”
10+ or from “steady” to “well”)
• the character gains an ordinary item with a special non-magical +1 bonus (like a
particularly well-made work hammer, a unique plow, or even a new addition to a home)
• if the character’s livelihood was already going “well,” his fortunes have a significant
impact on the world and the player should add a new NPC or location to the map
related to his success (this likely will lead to an adventure idea for the next season)
• the character’s actions affect the seasonal event, the character’s status, or the village
itself. in a particularly impressive, positive manner
A Kingless Realm 59
The table below describes the personal results of the routes with nearby settlements, spreading her good
livelihood check for the PC. It is up to the player (with fortune around the village, and sharing success with
the group’s input) to determine how the roll affects her neighbors. Perhaps a new fruit is now available
the narration of the event. Usually, players will use the in town, a new market opens for a local craft, or the
result of their roll to tie in directly with the seasonal Miller is able to improve his own business too as a
event which the GM established earlier, but this is result of her successes.
not strictly necessary. Bran’s player could decide that
Bran is not really involved in the wedding at all, but After making the livelihood check, updating the
the results of his check will still help to add flavor to character’s livelihood (if necessary), and narrating
how well Bran is being perceived by his neighbors the seasonal event, the player will use the following
this season. See below for more suggestions on how table to see if the character has managed to gain a
to narrate the results of the character’s roll. bit of coin, suffer setbacks, or connect further with
neighbors. The table results include a couple of
When narrating the results of these checks, it is questions to help the player make a final narration
important to remember that the default assumptions regarding the character’s personal successes or
of Beyond the Wall make it clear that our characters failures for the season.
are the young heroes of their home village, noble
estate, or region. Their seasonal activities will affect Livelihood
Gains and Losses
their home. Rating
Poorly The character loses a quarter of his
For example, a player who succeeds by 10 or more saved money trying to keep things
and affects things in an “impressive, positive afloat. In the unlikely event that
manner” might narrate how his character impresses the character has no stored wealth
the villagers, and perhaps the lord, by making a at all, his life or business suffers a
meaningful contribution to the village this season. catastrophic setback, like the loss of
To continue with our example involving Bran, this a house or other precious holding.
level of success likely indicates that he has not only What went so wrong? Which villagers
contributed the feast of boar meat to the wedding, stepped in to help?
but also that he has helped feed all of his neighbors Steady The character gains or loses coins
during the cold, dark months of winter. If Bran fails equal to the results of a 1d12-5 roll.
his check (by less than 10), his livelihood will be If the character is a typical villager,
unaffected, but he will come home with light hunting these are coppers. If the character
that winter, either no contribution to the wedding or is a noble or a wealthy trader or
only a small one, and his neighbors might grumble a merchant, these are silvers. What in
bit about how they had little meat. particular resulted in this small gain
or loss of wealth? Who in the village
For another example, Aisling, an Adventurous Trader, was involved in your progress?
rolls extremely well on her livelihood check (an
Well The character gains a reward appro-
Intelligence check using one of her trade skills) and
priate to his lifestyle. This could be
succeeds by 12. The GM’s table result had told her
a parcel of land, 2d10+3 coins of the
earlier that the seasonal event in question was going
type described above, or an addition
to be dangerous, a failed crop lost to thieves. In
to a herd. How did you come by this
keeping with the tone of Beyond the Wall, Aisling’s
newfound wealth? How was the vil-
success is not likely to result in her creating a monopoly
lage involved in your good fortune?
or exploiting her neighbors in order to inflate her own
wealth. For certain, she will do well this season and is
likely to make some coin, but her narration is more
likely to lean in the direction of opening up new trade
A Kingless Realm 61
actions of the heroes during a traditional adventuring Troupe Style Play
session. A downtime narration is not the time for a A campaign of this sort is perfect for using troupe
player to jump into a series of probing questions with style play. We first encountered this method of play
a burning intensity. Rather, the GM and group should in the seminal game Ars Magica.
guide one another toward telling brief stories which
make the village feel more alive during everyday In troupe style play, the game may feature a rotating
activities, even if a few of the results clearly suggest cast of characters. There may even be more than one
things which are out of the ordinary or change the GM. The gamemaster (or one of the gamemasters)
previous balance of life in the village. will run one adventure at a time, and the group can
decide which PCs will take part. If a particular char-
Please note that, while the tables lend themselves to acter is engaged in extended downtime activities,
being associated with particular types of characters perhaps he misses an adventure or two. Likewise, if
(i.e., the pastoral table for the shepherd character or a player is unavailable due to real life considerations,
the market table for the trader character), the GM the group can come up with a quick explanation for
should feel free to mix it up based on the narration. that character’s absence. In this way, the game can
Maybe the shepherd is more involved in martial keep moving even if someone is not available to play.
events this season. In this way, the types of actions
the characters are taking will be reflected in the sorts Using this style of play frees up players to make more
of events happening with the other villagers. than one character should they wish, choosing which
one to bring on any given adventure. It also allows the
group to include less dedicated or available players,
whose characters will act as background NPCs in
the village most of the time, but will join for the
occasional session at other times.
Multiple Gamemasters
If a group using troupe style play chooses to share
GMing duties, the rewards can be enormous. It lets
two or more group members share the load and
helps avoid GM burnout, all too often the killer of a
campaign. The GMs usually make PCs of their own,
having them stay back for the adventures they are
running and then join the party when they pass the
gamemaster mantle to another group member.
Character Absence
In troupe style play, individual characters will drop
in and out from session to session. Usually this is no
problem, but there are times that it can be hard to
explain their absence.
A Kingless Realm 63
Trade, Crafting, and Market Events
d12 Choose this table if the character is working a job or involved with trade.
1 A caravan of seemingly trustworthy merchants comes to the village. Somehow, their relationship with
the village falls apart in anger and mistrust and a family is grievously hurt in the process. Where were
these merchants from? Did they arrive with ill intent, or did something happen to cause this calamity?
How do the characters help the affected families get through the ensuing hard times?
2 The head of one of the village’s larger families dies, and the family is split arguing about the inheritance.
People have come to blows, and there is some fear a blood feud could develop. How did it come to this?
Which villagers are involved?
3 A potentially catastrophic theft is carried out. Was a herd rustled, the grain stores emptied, or trade
caravans robbed? Were the thieves humans, faeriekind, or some fresh danger?
4 One of the most important trade routes is broken when the buyers suddenly refuse all the village’s goods.
Why did this happen? Was some insult given, a better source found, or did some outside force threaten
the buyer?
5 A number of small thefts occur throughout the season: a sheep here, a scythe there, a bushel of apples
one day, and a barrel of mead the next week. Who is responsible? Are people desperate, or has some
mischievous new person or group come to town?
6 Some imported wares are hard to come by this season. Their prices are at least doubled, if they can even
be found. Which goods are affected? Why are they now so scarce? Have bandits taken a key route? Has
a tradesman or merchant fallen ill? Perhaps a village-wide feud has begun?
7 A noteworthy and unexpected event happens at one of the village’s festivals this season. Perhaps a local
lad wins the archery contest, besting the reigning champion from a neighboring settlement, or perhaps
a foreign merchant opens seven casks of expensive wine as a gift to the village after receiving excellent
hospitality. Do the characters participate in this happy event? How does the village celebrate the act?
8 Some new and unusual wares are available from traders this season, such as new tools for various crafts.
New styles of clothing are passing through as well, catching many an eye. Where do these come from?
How can they help the villagers?
9 A new trader makes the village part of their route or even sets up shop here. Add a named NPC to the
village. There are ripples throughout the social fabric of the village. Add a new named NPC to the village.
What brings them here? How well do they get along with the existing traders?
10 One of the local craftsmen or farmers has a remarkable and unexpected success. Perhaps the smith
makes an incredible discovery and can now forge an entirely new ware or produce unusually strong
blades, or perhaps a shepherd has a breakthrough regarding animal husbandry and doubles the size of
his flock this year. How does the village celebrate this success? Does the victory bring new visitors to
town? Are any jealous of this event?
11 The villagers come together and pool their resources to make an impressive addition to the infrastruc-
ture of the community, whether an improvement to the palisade, an addition to the inn, an enlargement
of the bridge across the river, or a new stone house for a prominent local. What prompted this act? Do
the characters participate in the construction? How might this change life in the village?
12 A new trade route opens itself to the village. This could just be a single shop in a neighboring settlement
buying from the blacksmith, or it could be something as grand as a distant nation that has developed ties
with the PC’s home. What goods are bought and sold along this route? What new people come through,
and how does the village benefit?
2 The region is struck by a serious and deadly plague. At least two of the PCs’ associates or named NPCs
die. How do the characters help the village through these times? Are there rumors about the origin of the
disease? Do any of the survivors take on new roles or responsibilities as a result of the deaths?
3 An accident or illness results in the death of one of the villagers. One of the PCs’ associates or named
NPCs dies. Who was it? Was this death expected? How is the village handling the loss?
4 A disaster befalls a member of the community. Perhaps one of the tradesmen is injured permanently,
the Miller’s house burns down, or a sudden flood destroys one of the farms. Who is affected directly by
this event? How does the village come together to help? Do the villagers turn to recriminations or remain
trusting of one another? What do the characters do to assist the unfortunate family?
5 Two prominent individuals or families in the village are quarreling mightily. The quarrel is threatening
to spill across the whole community. What started this feud? Why is it spreading as people take sides?
How can it be resolved?
6 Shared labor brings the village together. Perhaps this is a barn-raising for a new couple, repairs after a
large storm, or a beating of the bounds. What needs doing? Does everyone work well together? How do
the player characters get involved?
7 One of the many simmering rivalries that make village life so interesting has been settled to great cheer.
Perhaps two rival craftsmen make a new deal or two squabbling neighbors build a new wall together
and settle their property disputes. What brought the peace? How many new friendships are flourishing
across the old lines of division? Who’s secretly mad about it?
8 A minor but happy event leads to a celebration in the village, whether the repairing of a dam, a
particularly tasty apple harvest, or the completed training of a new smith. Does the village have a feast
to celebrate, hold a dance, or conduct a ritual? Do visitors come from nearby settlements? How do the
characters participate?
9 A newcomer joins the local community. This is likely a humble shepherd or farmer, but could also be a
skilled craftsman, an established trader, or a retiring warrior. Add a new named NPC to the village. Is
the newcomer accepted by the villagers? With whom does he make friends first? Where does he make
his home?
10 A new marriage unites two families. Was this an expected union? Had the families previously been
rivals, allies, or indifferent? How is the village celebrating the new couple?
11 A child is born into the family of one of the characters or the named NPCs. Is it an easy birth? Most of
the village is cheerful, but are there any who are not? What do the characters do to help the new parents?
12 Several local farms, trades, or industries have such a successful season that there is a bit of a labor
shortage and many of the villagers chip in to help. Is this success in wool, grain, or fruits? Or is there
a new vein of tin found in the old mine outside of town? How are the villagers enjoying this newfound
prosperity?
A Kingless Realm 65
Military, Noble, and Political Events
d12 Choose this table if the character is involved in soldiery, noble politics, or diplomacy.
1 The unthinkable occurs, and the beginnings of a petty war comes to the village. At least two of the PCs’
associates or named NPCs die in the ensuing fight. Who brings the battle and why? How do the characters
pitch in to help? Is this war settled after this single battle, or will it continue into the characters’ coming
adventures?
2 An organized group of bandits form or move in the area. They occasionally block roads, disrupting travel
and trade. Add a new location to the map representing the general area of the bandits’ lair and operating
area. Why have these people turned to banditry? How is the village affected? What does the community
think about their new neighbors?
3 A murder shocks the local community. One of the characters’ associates or a named NPC dies.
Alternatively, someone is killed in one of the neighboring settlements or noble estates, resulting in great
distrust. Do the villagers become fearful? Is the murderer caught?
4 The farmers are unable to organize, plan, and distribute crops this season. Perhaps too many plant the
same crop or there are repeated squabbles which stop trade and the food supply. Why did this happen?
Was the local lord unable to lead, or were previously agreeable neighbors driven to rivalry? How do the
PCs help the village cope with the resulting shortage?
5 A minor disaster befalls a local castle, either that of the village’s own noble estate or one nearby. Did a
portion of the walls collapse, a prisoner escape the dungeons, or the well go dry? What does the keep’s
lord do in response? Do the villagers pitch in to help?
6 Tensions mount with a nearby local lord. The situation could be kept to the unpleasant but relatively
safe realm of improper taxation and traded slights, or could escalate to one of the lord’s knights leading
a small raid with his retinue in the area of the village. Who has been harmed? Do the villagers give tit for
tat and begin a new tradition involving burning a wicker figure or reciting poetic insults at one of their
festivals? If there is a noble estate at the village, what does this lord think of the new rival?
7 A difficult case of justice creates division in the region. What crime has occurred and who dispensed the
potentially improper justice? Was the village the site of the crime or trial?
8 An area noble, soldier, or hero does something, likely unwittingly, to trigger a prophecy told for generations
by the village elders. Perhaps a lady’s diadem falls from her head while she walks the walls of the castle, or
a local ruffian too deep in his cups slays a domestic pet of the village. What do the elders think is going to
happen? How will the villagers treat the offending actor? Or is the prophecy actually a positive one?
9 A birth or marriage in one of the nearby noble families brings celebration and change. Whose child or
wedding is it? Is there a festival in honor of the new lordling or union? Will this alter local politics?
10 A warrior of some reputation moves into the area, whether a famous swordsman, a knight errant, or a
veteran mercenary. Alternatively, one of the locals begins training and proves to be a talented fighter.
Add a named NPC. What is the new warrior’s disposition? Who befriends her? Does the community feel
that they have become more or less safe as a result of this arrival?
11 An end comes to some potentially dangerous pre-existing tensions. Maybe a group of bandits moves out
of the area, a despotic neighboring lord dies, or an unpredictable and threatening warrior dies in the
region. What does the village do to celebrate? Do people change their habits now that they feel safer?
12 A compact or treaty is made with a power outside of the village, whether a noble lord, a distant free city,
or even a power from another land. An emissary from this other power moves to the local village or noble
estate. Add an NPC to the map. Does this emissary move to the area alone or with a retinue? How does
she integrate with the community? What new prosperity might come from the treaty?
A Kingless Realm 67
Legendary Items
Most magical items have rather defined properties, legendary item, or might give one out as a reward for
granting a set of bonuses or powers to any user. Some an early adventure. They can be granted at any level,
are slightly more complicated or varied, granting but tend to work best when first introduced in the
additional powers to those who know the right earliest stages of a campaign. Anytime before fourth
command words, or a number of charges, each of level or so should work.
which can be used to activate a number of different
abilities. Many artifacts have even more complex Two legendary items which were published previously
powers, some of them growing in power with use. are reproduced below. These are Father’s Sword and
the Witches’ Blade, found in Heroes Young and Old
Legendary items, though, are of a different sort. These and in Dangers Near and Far respectively. These
magical items grow in efficacy with their bearers as are joined by six more examples of legendary items.
they gain levels. Each has a list of powers or benefits Each is listed with suggested Character Playbooks for
for levels 1-10, and the item unlocks these new which they are particularly appropriate, though this
powers based on the level of its owner. should not be read as binding.
Usually, simply gaining a level is enough for the new Above all, the gamemaster is encouraged to use the
power to become available, though the gamemaster examples below to design her own legendary items
might instead make the character enact a special ritual which are appropriate for her campaign and the PCs.
to gain the ability, or have it become known when
there is great need.
A Kingless Realm 69
Level 10 - The bearer of the bow may make extraor- danger. When there are enemies within a radius of 30
dinary shots in the woods and miraculous shots while yards, the sword glows with a dim light.
in faerie woods. The precise effects are left to the GM, Level 6 - The sword gives its bearer another +1 to hit
but, in general, the bearer may ignore cover penalties and damage, for a total of +3.
when shooting at foes in woodlands, and may even Level 7 - The bearer gains a +2 bonus to AC.
sometimes hit targets completely hidden by trees Additionally, the sword leaps quickly to hand and
when in a faerie wood, as the arrows fired by the bow makes its wielder swift in battle, granting a +3 bonus to
turn in their flight. initiative.
Level 8 - The sword gives its bearer another +1 to hit
Father’s Sword and damage, for a total of +4.
This blade has been passed down for generations and Level 9 - The sword looks after the health of its
carries great magic. It grows in power with its wielder, bearer, who can no longer become poisoned or sick in
matching the might of its bearer. The sword gains a any way when in possession of the sword.
new magical property for each level of the character Level 10 - The sword gives its bearer another +1 to
using it. The following table describes these powers. hit and damage, for a total of +5.
The sword always has the properties of its wielder’s
level and all previous levels. Grandmother’s Gift
Such is the age of this plain, bronze amulet that none
Because the powers of this item grow as the character now remember just which grandmother first gave it. It
levels, it allows a character to begin with a family has been in the family for countless generations, and
weapon and keep it for the entire campaign, as in tradition dictates that only the oldest living woman of
much fiction. It would fit with almost any character the bloodline may transfer its ownership to another
in Beyond the Wall, but is a particularly appropriate family member. The Gift gains a new magical property
item for characters made with the Forgotten for each level of the character using it. The following
Child, Heir to a Legend, Last of a Fallen House, or table describes these powers. The Gift always has the
Nobleman’s Wild Daughter Character Playbooks. properties of its wielder’s level and all previous levels.
The gamemaster and group should feel free to invent This is a particularly appropriate legendary item for
their own versions of this item, changing its specific characters made with the Assistant Beast Keeper,
powers or form. The daughter of a blacksmith might Lost Barbarian, Reformed Bully, or Witch’s Prentice
love to keep her mother’s hammer, while a hero from Character Playbooks.
an earlier culture might bear an ancient spear.
Level Properties
Level Properties Level 1 - The amulet has the strange ability to stay
Level 1 - The sword is magical, but has no bonus to with its bearer at all times and is impossible to
hit or damage. It can, however, harm any creatures remove by force.
immune to mundane attacks. Also, the sword always Level 2 - The wearer gains a +1 bonus to all their
finds its way home when lost; it is never apart from its saving throws.
rightful owner for more than a day or two. Level 3 - By gripping the amulet in hand, the wearer
Level 2 - The sword aids its bearer and grants a +1 may cast the spell Sanctuary of Peace once per day.
bonus to hit and damage. Level 4 - The wearer gains the ability to recognize her
Level 3 - The bearer gains a +1 bonus to all saving kin at sight immediately, even if previously unknown.
throws. The sword also sends vague dreams to its Additionally, her kin receive an additional +1 bonus
wielder when there is grave danger in the near future; anytime they are helped by the wearer.
the specifics of such dreams are left to the GM. Level 5 - The wearer gains an additional +1 bonus to
Level 4 - The sword gives its bearer another +1 to hit saving throws, for a total of +2.
and damage, for a total of +2. Level 6 - The wearer gains a +2 bonus to both their
Level 5 - The sword warns its bearer of impending AC and initiative.
A Kingless Realm 71
The Whispering Staff The Witches’ Blade
Legends claim that this twisted yew staff originally Forged by an ancient coven of witches and enchanted with
belonged to the sorceress Maeve, and that she crafted dark magics, this longsword is made of patterned star
it herself while still in her own apprenticeship. It is metal, its delicate, silver hilt inscribed with subtle runes.
sturdy but plain and stands almost six feet tall. Its It grows in power with its wielder, matching the might
magical might is hidden to many, even other mages. of its bearer. The sword gains a new magical property
The staff gains a new magical property for each level for each level of the character using it. The following
of the character using it. The following table describes table describes these powers. The sword always has the
these powers. The staff always has the properties of properties of its wielder’s level and all previous levels.
its wielder’s level and all previous levels.
Because the powers of this item grow as the character
This is a particularly appropriate legendary item for levels, it allows a character to begin with a special
characters made with the Apprentice Court Sorcerer, weapon and keep it for the entire campaign, as in
Initiated Magician, Recluse Wizard, or Self Taught much fiction. It would fit with almost any character
Mage Character Playbooks. in Beyond the Wall, but is a particularly appropriate
item for characters made with the Devout Acolyte,
Level Properties Gifted Dilettante, Lord’s Secret, or Student of the
Level 1 - The staff grants its bearer a +1 bonus to any Dark Arts Character Playbooks.
Sense Magic rolls. Additionally, any rolls to detect the
staff’s own powers suffer a -5 penalty. The gamemaster and group should feel free to invent
Level 2 - The staff grants its wielder a +1 bonus to hit their own versions of this item, changing its specific
and damage. powers or form. A barbarian might love to keep her
Level 3 - The staff whispers to its bearer at night, father’s axe, while a hero from an earlier culture
granting him knowledge of a single new spell or ritual might bear an ancient spear.
automatically upon reaching third level. The player
and GM should pick an appropriate spell together. Level Properties
Hereafter, the staff will do this again each time the Level 1 - The sword is magical, but has no bonus to hit
bearer gains another level. or damage. It can, however, harm any creatures immune
Level 4 - The staff grants its bearer a +1 bonus to AC to mundane attacks. Also, the sword allows its bearer to
and all saving throws. see incorporeal or invisible undead when drawn.
Level 5 - The staff grants its wielder a further +1 Level 2 - The sword gives its bearer +1 both to hit
bonus to hit and damage, for a total of +2. and damage.
Level 6 - Once per day, the bearer may use the staff Level 3 - The sword glows with the cold light of the
to cast one of the following spells: Bar the Way, Brave moon when drawn and grants its bearer a +2 bonus to
the Flames, Feather Fall, Mystical Shield, Opening rolls to find hidden things at night; this light may be
Touch, or Silence. dimmed at will by the wielder.
Level 7 - The bearer gains a +2 bonus to cast rituals Level 4 - The sword gives its bearer another +1 to hit
while holding the staff. and damage, for a total of +2.
Level 8 - The staff grants its wielder a further +1 Level 5 - The bearer gains a +2 bonus to all saving
bonus to hit and damage, for a total of +3. throws versus the magic of the dead and necroman-
Level 9 - The bearer may now cast two spells per day cers, and deals double damage to undead creatures.
from the list given in the level six power. Level 6 - The sword gives its bearer another +1 to hit
Level 10 - Targets of the bearer’s magics suffer a -3 and damage, for a total of +3.
penalty to their saving throws. Level 7 - The bearer gains a +2 bonus to AC.
Additionally, the bearer gains a +3 bonus to command
or coerce ghosts and other spirits of death.
Level 8 - The sword gives its bearer another +1 to hit
and damage, for a total of +4.
Level Properties
Level 1 - The spear grants its wielder +1 to resist any
fairy illusions, including invisibility.
Level 2 - The spear grants its wielder +1 to hit and
damage (+2 against fae).
Level 3 - The spear grants its wielder +3 to Hunting
and Survival Rolls.
Level 4 - The spear grants its wielder the +2 to hit
and damage (+3 against fae).
Level 5 - The spear grants its wielder the ability to
see, speak to, and stalk spirits like the cantrip Second
Sight (p.48 of Beyond the Wall)
A Kingless Realm 73
The Broken Kingdom
Ours is a forsaken and lost realm. For time beyond This too could not last. Eventually, the ships of a
human reckoning the land has been warred over, mighty empire to the distant south landed on the
claimed by one people or another, and then thrown shores of this land, and they would not be refused.
again and again into disarray. The first men fell in battle, became tributaries, and
were eventually conquered altogether. For six hun-
No one now living can remember the times of the dred years the land was but one of many provinces of
High Kings and Queens. Few know the stories of the that great empire.
folk who came before them. Reavers and barbarians
threaten every village. The dead stir, and ancient evils And yet, mighty as the southern empire was, it too
begin to remember the wrongs of the past. fell, or at least receded so as to be but a distant leg-
end to the people left in its wake. Soon the empire’s
In these dangerous times, people tend to one another, temples, roads, and towns fell into ruin, themselves
gathering in simple villages and looking to their own now the stuff of legend and superstition. For another
protection. All folk in the Broken Kingdom need their period of centuries the folk of this land lived, laughed,
neighbors, and the peaceful villages of the Homelands and died as the remnants of a forgotten people.
are havens from the threats of the world.
Then the reavers came. In long ships and decked in
Once, long ago, the faeries and their courts ruled mail, they took what they wanted, settled where they
here. What were the fair folk like in those days before wished, and laughed at the natives who spoke a lan-
men? While now they seem to live in a mockery of guage they did not understand. These were dark years,
the doings of mortals, holding court, honoring their and for three generations the people cowered in fear,
nobles, and building towers, did they know to do this sometimes praying to old gods to protect them, often
before humans tamed the wild places? Were they so simply trying to keep their homes safe and hoping to
different then as to be unknowable? Or is it instead go unnoticed.
just the opposite? Was it mortals who emulated the
doings of the fae? Eventually, a hero came, a puissant warrior and
a charismatic leader of men. She was the first high
When men and women first mastered fire, and then queen, Tosia of the Southmarch, called Bright Helm
learned to work metal, the time of the faerie courts’ by some, Fell Hand by others. She went from village
ascendancy was already nearing an end. Humankind to village, farmstead to farmstead, and forgotten
bred too quickly, spread too far, and worked and built town to forgotten town. By strength of will and force
at such a prodigious rate that the fae could not resist of personality, she gathered the folk of her realm into
their encroachments. a mighty host and drove the reavers from the land.
With those who wanted to stay peaceably, she made
And so the first men ruled this land, forming truce and welcomed them to her kingdom. In the
kingdoms, warring with one another, and building first year of the common reckoning, she was crowned
rough towns of a sort. For an unknown number of High Queen of the Land in the ruins of a temple built
generations, these folk fought one another and their by people long forgotten and dedicated to a god no
fae neighbors with blades of bronze and then iron. longer worshipped.
They erected great stone monoliths. They buried
their dead in rough barrows and laid them to rest with Tosia ruled well. While she and her people did not
rich grave goods. possess the secrets of the forgotten southern empire,
With the passing of Tosia, the kingdom was able to In the year 386, Tosia’s kingdom collapsed. The
hold on to its prosperity. Seventeen kings and queens nobles bickered, many claiming themselves as the
of her line ruled, and folk were safe, happy, and loyal. new kings of petty realms of their own making.
The people were once again unsafe as the reavers
The fates of the land’s previous rulers should have been landed where they liked and stole what they wanted,
a warning, however. No kingdom lasts forever. When just as in the old stories. The dead kings of the first
Morven the Tall, the seventeenth monarch, grew old men were no longer honored by the living king, and so
with no living heir, a crisis emerged. Morven attempted became restless. Much of the land turned haunted and
to set his kingdom in order before his passing, sparsely populated.
A Kingless Realm 75
lord wronged long ago moves to action, and the dead
Using Further Afield rend the Veil between the worlds. But the folk of the
Broken Kingdom love and protect one another still,
The Further Afield supplement presents a and a home is worth fighting for. It is a time when
method of campaign creation in which the every village needs its heroes.
players take turns describing interesting
locations on the map which they have heard
of in legends, stories, or rumor. The GM
Playing in the
then secretly checks the veracity of these Broken Kingdom
stories based on the characters’ skills and This chapter presents a sample setting for use in your
ability scores, meaning that the players are games of Beyond the Wall and Other Adventures.
left with adventure hooks to follow, but no The Broken Kingdom is described here only in broad
definite knowledge of what lies ahead. strokes. This is intentional; the purpose of this setting
Whether the stories that the players come up
is not to provide a wealth of detail, history, and
with are accurate or not, the gamemaster is
left with some juicy notes and, likely, some geography for the gamemaster and players to study
idea of the type of adventures the players and learn, but, instead, to sketch a rough outline of
are looking for. It is an easy and engaging a setting appropriate for your own campaigns and
way to get a campaign off the ground. which evokes the feeling of the game’s source fiction.
A Kingless Realm 77
78 Beyond the Wall and Other Adventures
Without a king, the villagers look to their own While all across the Homelands are the tombs of
defences. Most men and women across the Home- forgotten kings, the village of Barrowtun is surrounded
lands can wield spear, sword, or bow, and are ready by them. Legends say that its founders swore an oath
to be called to form the militia and protect their to a mighty sorcerer of the southern lands to banish
home should bandits, reavers, or worse attack. Some the dead from the village, and that the inhabitants
villages can support a dedicated watchman or two, still mark the cornerstones of each of their houses
and the largest have as many as a dozen folk devoted with his rune. It is an idyllic place by day, but haunted
to the task of maintaining arms and protecting the by night, and none leave their homes after nightfall
land from invaders. save to journey in groups to the inn for fellowship.
As these groups disperse late into the night, dropping
Most village folk are farmers, shepherds, and fisher- one villager after another at their homes, the last man
men. It is hard to feed the mouths of a settlement of or family in the party is always called the Wicked
any size, and so the lands for a couple miles or more Wanderer. A common saying in Barrowtun is “unlucky
around each village are given over to intermittent as the Wicked Wanderer.”
farmland. Only a dozen or so men and women in
most of these villages can dedicate their time to more Cricklade is the largest village of the Homelands. It is
specialized trades: a smith, a miller, an innkeep or a coastal village with many fishermen. The farmland
common house owner, and a village witch who gives here is particularly good, though to the north and
names and tends the sick. east it gives way to fetid marshland. The villagers fear
the swamp, and claim that it is inhabited by marsh
When the surrounding farmers are counted along goblins and other fae.
with the inhabitants of the village proper, some can
claim a citizenry of a thousand, though most are Built on the remnants of a large imperial settlement
much smaller. from before the times of the High Kings, Thunorslee
is surrounded by marble ruins. At the center of the
Between the villages, in the wild places, single village are two ancient and empty temples dedicated
families or small bands of settlers watch over to the old gods. A sole priest tends these sites,
individual farmsteads. This is a dangerous life. uncertain of which belonged to which god, and fearful
Without the protection of neighbors, life in the of missing an offering. While generations of villagers
Broken Kingdom is hard. Still, many such folk live have laughed at the old man’s superstition, they are
in small cottages or hovels, and some of them are always sure to find him an apprentice before he grows
visited by the same peddlers who serve the villages. too old or sick to continue on his own.
They are a hardy and somewhat wild people, and they
sometimes travel to the nearest village to celebrate The Eight Noble Houses
holidays, trade, or attend the festival. When the High Kings ruled, all the land was divided
between noble houses who swore fealty to the king or
The village of Glassonby sits on the great river Ussa queen and, most hoped, ruled their lands honorably.
where a stone bridge of the High Kings is still kept. Now, almost four hundred years after the fall of the
Its nearest neighbor is the settlement of Marhurst, kingdom, only twelve such families survive. Eight of
the most fortified village in the land. Despite its small them hold estates in the Homelands.
size, Marhurst is partially surrounded by an ancient
wall of stone, the broken portions replaced by sturdy Each of these clans has a keep of some sort, which is
wooden defences. The village sits atop a tall hill by surrounded by its own village and farmsteads. Most
a lake teeming with fish. Glassonby and Marhurst of the villagers of these settlements keep to the old
waged war on one another five generations ago, and ways, swearing fealty to the lord or lady of the house,
now commemorate this bloody past with great games providing military service when called upon, and
of occasionally violent sport between them. expecting protection in return.
A Kingless Realm 79
For folk further away from the estates, such as those The eight houses of the Homelands are a varied lot,
living in the independent villages or wild places and have been known to make small wars on one
described above, the concept of nobility and fealty is another, though not for forty years now. When last
a more distant concept. Most of the noblemen of the they fought, House Faerdref, known for their large
Homelands keep old, often conflicting maps, which library and the rumors that their matriarch of four
recall their ancient borders, and they consider those generations ago was a sorceress, enlisted the aid of
of one village or another their subjects. Few have the soldiers of House Aethendir in order to seize
the might to enforce this rule. Instead, they show up lands from House Dwiffyd and force a treaty which
occasionally to demand a small taxation, or to muster would allow them access to their rival’s libraries and
troops. When they do this, the need is usually great records. The purpose of this is still debated. While
enough that the folk of the villages go along for their House Dwiffyd boasts the finest knights in the realm,
own protection, though many of them forget the even they could not stand against the might of two
nobleman’s claimed rule as soon as he is out of sight. other houses. One knight or man-at-arms from the
Houses Faerdref and Dwiffyd still meet at a standing
Nonetheless, most villagers have an idea of who their stone every year and duel to commemorate the end
noble house is. They are likely to feel some sense of of this war.
duty to that house, distant as it may be from their day-
to-day lives. For the villagers living in the immediate House Wettin, whose seat is in the town of Alden-
area of a noble estate, the locals’ liege house is a part hamm, is certainly the most powerful noble house in
of their identity, and there is little question they will the Homelands. Their great rivals, Ingevenny, have
muster for the lord’s army should the need arise. tried on and off for generations to find a way to wrest
the town from Wettin’s grasp, but to no avail.
This loyalty is not guaranteed, however. The folk of
the Broken Kingdom only honor their lord as much as The Houses Asconsia and Marconia have the clos-
he honors them. They expect their lords and ladies to est bond of any noble lines left in the Broken King-
be fair, brave, and forthright. dom. Their lands are near to one another, and many
times they have repelled barbarian invaders, bands of
reavers, or other nobles bent on seizing their holdings.
Together, they represent the most stable power in the
Homelands, save that of Aldenhamm and House Wettin.
The Templars
Tosia, the first High Queen, had in her service seven
knights of peerless skill called the Templars of the
Realm. These warriors formed her personal body-
guard. Upon the founding of her kingdom, four of
them traveled across the land, one in each direction,
either serving as the elite guard and counselors of other
noble families or wandering the countryside, alone or
with small entourages, righting wrongs and aiding in
the defence of villages and towns. In time they trained
others and founded a small but elite order.
A Kingless Realm 81
runs from the city of Essenbur on the southern coasts, Aldenhamm
to the town of Aldenhamm, all the way to the Last The Homelands have only one settlement of significant
Wall. Some say it goes even further north than this. size, and that is the ancient imperial town now known
as Aldenhamm. The town sits on the banks of the
The Queen’s Road bisects the Homelands, and, river Ussa, and the Queen’s Road runs straight into its
along with the river Ussa, is the most well-known southern gate and out its northern.
landmark in the region. Many folk find their way by
the great road. This is the last major trading center of the kingdom.
In the days of the empire, it was called Alta Har,
Unlike the other, less impressive, roads and paths of which means High Seat, and it was their northern-
the Broken Kingdom, the Queen’s Road runs almost most major settlement. At one point, the governor of
always straight. It is nearly twenty feet wide, mostly the province made his home here, and the remnants
made of pale stone. While the days of the High Kings of his ruined villa now form the great market which
are gone, and the road has fallen into some disrepair, sits at the town’s center.
it is still maintained by many folk along its length.
Virtually every village or town within a day’s journey Aldenhamm boasts over two thousand residents;
of the road has an annual custom of tending to their additionally, many farmers live within sight of its
portion of the road, and so it remains a boon to walls. It is the home of the Lord Wettin. The nobles of
travelers and traders. this house have held a keep in the town of Aldenhamm
since before the fall of the kingdom, and they see to its
defences to this day.
The Gloaming
The Gloaming is a massive forest, dense in many
parts but open and serene in others. It stretches
across most of the Homelands. This is the last
great bastion of the faerie courts. Here the Autumn
Princess has held sway for millenia, safe from the
reach of men and the fortunes of mortal wars.
The Barrows
While signs of their era and the burials of their kings
stretch across the whole of the Broken Kingdom, the
first men most often entombed their honored dead
in the Homelands. What religious or supernatural
significance the region held for them is now forgotten,
but the mounds of their barrows are everywhere, as
are the massive stone monoliths or circles they raised.
A Kingless Realm 83
Despite this, the Festival Folk can be uncanny. The of goblins roam the countryside. There are several
unusual is commonplace when the festival is in town. villages across the landscape, but far fewer than in the
Their caravan is sometimes found between villages, Homelands, and they are more fortified and wary of
but, just as often, is nowhere to be seen even a day outsiders. While trade still flows along the Queen’s
after departure, until appearing at its next destina- Road here, and a few small settlements cling to its
tion. sides, most notably the village of Hayslee, famous
for its bowmen. Most of the land is forsaken, dotted
The Southmarch by ruins and infested with dark creatures. Only the
Once, Southmarch was the center of the realm. Here watch of the rangers keeps this portion of the road
the High Kings made their home, and the lands were safe, and they fear that their vigil will not be able to
populous and peaceful. last much longer.
A Kingless Realm 85
The house holds power in an eastern portion of faerie courts, trading with the dwarven cities of the
Southmarch, at a keep called Rosewall, so named northern mountains and at times with the men who
for the strange delicate ivy and purple roses which lived above their caverns. While travelers were rarely
grow up its fortifications. Kieren is a large house, with permitted entry, those who did stay for a time and
many cousins and minor lines. By necessity, it must return told of massive chambers of beautifully carved
hold a greater number of men-at-arms than most rock, suspended globes of rainbow lights, and faeries
noble houses, and it is a tradition that third sons of every sort crafting wondrous items.
and daughters of the house dedicate their youths to
serving in a warrior cadre called the Black Guard, Now most of the chambers of the Under Caverns are
who don dark suits of mail, stand watch on the dark, though enclaves of the fae continue to exist here
battlements of Rosewall, and venture forth to watch and there. Goblins and other enemies of the dwarves
the borders of Kieren lands. inhabit many of the tunnels, and a strange and bitter
struggle persists beneath the lands of men.
The Under Caverns
Across almost the entirety of Southmarch is another To most men, the Under Caverns are but a legend. Its
realm, one hidden from the eyes of men and the light entrances are many, and the folk of the Southmarch
of the sun. Now called the Under Caverns, these are warn their children not to wander into caves or
the remnants of the great faerie court of Dwarrowlyth. abandoned mines. Once a generation or so, a mortal
goes missing but returns a year or two later with tales
Here many clans of dwarves and other fae made a of lost Dwarrowlyth and bearing an unusual broach,
wondrous home of stone and metal. The lords and belt buckle, or weapon of exquisite craftsmanship.
ladies of Dwarrowlyth existed apart from the other
A Kingless Realm 87
The Wizard’s Tower
On a rocky cliff overlooking the southern seas is a The Recluse Wizard
lone, tall tower. Here the wizard Karzandrius keeps and the Order
his sanctum.
In most campaigns, Karzandrius will be
Karzandrius is from a far away realm, and many whis- the only mage of his order in the Broken
per that he is immortal. While this is unlikely to be Kingdom, his compatriots serving as a bit
of background flavor, or perhaps the source
true, it is certain that he has lived for longer than any
of an adventure on the southern continent.
can remember, and the witches and grandmothers of However, the Initiated Magician Playbook
the villages speak of him already being in residence from Heroes Young and Old allows a player
at his tower when they were young. Many would-be to create an elder character who is a wizard
mages come to the tower in search of tutelage. Most belonging to a mystical order. If a player
never gain an audience with the great wizard. Those uses this Playbook, he may choose to have
his character be the junior-most member of
that do are usually rebuffed gently but gruffly. Very
the order of thirteen wizards, perhaps even
occasionally they are instead granted what folk call a former apprentice of Karzandrius himself.
“The Gift of the Master,” a blessing from the archmage
which protects them in dangerous situations (see the
spell of the same name described on p.106 below). Braidrwaite
Once every decade or so the wizard takes an appren- A small town on the coast, Braidrwaite is the only
tice for four or five years; most of these journey to for- settlement in the kingdom that is home to recent
eign lands in search of lore and fame upon completing settlers from the reavers’ lands.
their studies.
Fifty years ago a warlord named Garthur gathered an
While he lives alone with only a half dozen servants impressive seventy longships and a full complement
and a flock of goats, Karzandrius is a member of a of warriors from the homeland of the reavers. He tried
powerful order of thirteen wizards from across the to seize Essenbur and its surroundings for himself.
world. These mighty mages and sorceresses keep After two years of bloody war across the southern
in frequent contact with one another, whispering coasts, Garthur was repelled, and he and most of his
messages into scrying crystals every full moon. men retreated across the seas. Six ships stayed, how-
ever, and they settled a portion of lush farmland on
the coast after driving the previous inhabitants away.
The armies of the great city and its allies were too
exhausted to stop this action, and so Braidrwaite has
persisted. The town is now mostly accepted in the
region, and trades freely with its neighbors. Last year,
in the winter of 721, they even aided other coastal
settlements in driving off raiding parties of their
former kinsmen.
The Riverlands
The lands immediately surrounding the great river
Ussa are known as the Riverlands. The people here
are great boatmen and are more likely to wander from
their home villages than those of the Homelands.
They are sometimes called faerie friends, for the fae
of the Riverlands, while scarce, are more likely to
interact with mortals than those elsewhere. Most River-
landers scoff at such talk and say that they have never
seen a faerie, but they secretly feel pride at this talk.
A Kingless Realm 89
For folk in the regions near the Ussa, she is a source of Briwendon
trade, news, and food. Many fish swim in her waters, Also known as Rivertown, Briwendon is the River-
and many small crafts travel her length carrying wares lands largest settlement. It is located on a large island
from village to village, or even all the way upstream to in one of the Ussa’s widest points. Five bridges lead
Aldenhamm. She is also the most frequent means of from this island to either bank, and each of these
ingress for reavers seeking to raid inland. bridges boasts a narrow gate and small dock leading
into the town proper.
The Ussa can also be dangerous at times. While the
river folk train from childhood and are often safe on Perhaps 3,000 people live in Rivertown. It is a
these waters, they are careful to leave gifts at certain sometimes lawless place, and one attacked frequently
bends or avoid the deepest pools. There are strange by reavers. Indeed, it was wholly destroyed almost
creatures which dwell here, and most are not friendly two hundred years ago by the Reaver Lord Ingruln,
to men. who seized the town, ruled it poorly for three years,
then held a feast on the river’s shores while watching
House Carvaryth his men burn the town.
The nobles of the Riverlands all hail from House Cav-
aryth. They are a quiet sort, as nobles go, and not often Only the concerted efforts of the town’s survivors,
giving to the raising of armies or the exercise of power. Riverlanders from several nearby villages, and House
Carvaryth were able to rebuild the walls and restore the
Lady Mindorell is the current ruler of the house, and town’s prominence in the region. Even still, some say
she holds her court in her castle only a day’s travel that it was a marvel beyond men, and that supernatural
from the town of Briwendon. Castle Carvaryth is aid of some sort was required for the undertaking.
known far and wide for its fabulous gardens, which
contain foreign fruits and vegetables which do not The River Fae
grow easily in the Broken Kingdom, as well as magical When the faerie courts still held sway across the
herbs and deadly poisons. land, rule of the great river did not pass between the
traditional sovereigns of the fair folk. Rather, the
lords and ladies of the Flowing Courts held the Ussa
and tended to its currents as vassals to the greater
lords of their kind.
Lostmarch
Beyond Last Wall is the land once known as the North-
march. This was the furthest part of the old kingdom,
and was always a rugged and challenging land. The
A Kingless Realm 91
In truth, the barbarians are the remnants of the first Chief among these is his eldest daughter, called Ingromyr
men who once dwelt across the entire realm. When the Scarlet, Engrethel, the Empress of Fire, and many
the empire conquered the land, they were unable to other names. It was she who burned to ash the first men’s
penetrate the northern mountains, nor did the reavers great city of Ygdemos, she who destroyed the lost twelfth
find easy plunder here, nor were the High Kings and legion of the Empire, and she who burned Aelfren, the
Queens ever able to conquer them. And so the barbar- cursed third king, in his camp as he hunted for sport
ians persist, holding to the old ways, erecting stone across the northern marches of his realm. Her image is
monoliths, worshipping the old gods, and battling the carved in many stones and emblazons many banners.
fae with a fierce intensity.
Her descendents, lesser drakes and serpents, can be
Sometimes, a warband of barbarians comes to the found here and there across the Broken Kingdom. In
south through the mountains in search of food or the fact, in the distant lands of the southern continent,
spoils of war. More often, small groups venture as far the Broken Kingdom is sometimes called the land
south as Aldenhamm to trade. They cover themselves of dragons, for there are more of this kind here than
with tattoos and runic paintings, and they can be as anywhere else in the world. Most settlements across
quick to laugh as they are to anger. the realm have stories of their local dragon, though
he may only wake every hundred years or so. These
children of Ingromyr are fell and terrible, but their
Her Valley might pales in comparison to that of their foremother.
Before the first men, some say even before the fae,
a dragon made his home in these lands. He was the Ingromyr herself makes her lair in a far northern place
mightiest of his kind, perhaps even the father of known only as Her Valley. It is a lush and idyllic land,
all wyrms. His name has been lost to time, but his set low in the northern mountains. In rocky caverns,
offspring remain. under the bows of massive oaks, or even in the open
A Kingless Realm 93
Long ago, many reavers settled across the realm,
and High Queen Tosia offered those who preferred Playing a Hero
peace a chance to stay. These folk were a respected of the Summer Isles
part of her kingdom. Most men of the villages do not
realize that many of their neighbors’ names and A player may decide to play a hero from
several words in their own language descend from the the Summer Isles who has settled in the
tongue of the reavers. village. This will be a character of a different
background to other villagers, nobles,
or barbarians. Since they are made to
In the south, too, the reavers are not always treated represent outsiders who have moved into
with suspicion and fear. It is true that the southern the village, the player may select any
coasts are often the site of the worst raids from reaver of the barbarian outcast Playbooks and
ships, but many of their folk often trade peaceably in replace the first table and its results with the
Essenbur and other settlements. following:
Halflings
Somewhere beyond Last Wall, perhaps even beyond
Lostmarch, lies a dale of more temperate climate than
the rest of the north. This is the home of the halflings,
a folk strange to men and the fae alike.
A Kingless Realm 95
Beyond the Wall and Other Adventures
The Horned King Now known as the Horned King of the Eternal Court,
Once known as the Cruel King of Winter, this faerie he ruled in terror for generations of men. The land
lord was one of the most powerful beings in the land. was covered in frost, mortals huddled close to their
He and his sister, the Summer Queen, were birthed fires, and even other fae feared their own king’s
by the dreams of dragons, gods, or the primordial wrath. The men and women of the world were driven
precursors to men, and they in turn dreamed into nearly to extinction.
being noble elves, winged pixies, industrious house
fairies, and all the other countless types of fair folk. It took an alliance between men and fair folk to
They were wed by sky and earth in an unprecedented dethrone the Horned King. Striking a bargain, the
ritual, the echoes of which still exist in all such Autumn Princess agreed to lead her people in revolt
ceremonies of men and fae alike. and join a mortal army led by a warlord of the first men
named Ebhos. Together these two forces besieged the
Together, before the reckoning of time, these beings Eternal Palace, routed the Horned King’s armies, and
led their people in a war with the dread powers of pure cleaved him from his power.
Chaos known as the fomor. Through this conflict they
claimed a place in the physical world for themselves For the millennia since, the Horned King has existed
and their dreamkin, and thus were born the first of in a state of semi-dreaming, wandering paths beneath
the faerie courts. the earth or in hidden groves, haunting the dreams of
humankind, and holding in the cold barbarian lands
Double-kin, the two great rulers complemented one of the north a twisted shadow of the faerie courts
another completely, but they were too different to of old. He constructed a massive tomb to his slain
rule together in harmony. Their first children, the sister and son and sat weeping at it for three hundred
Spring Prince and the Autumn Princess, balanced years. He kidnapped the forgotten emperor Lanius
their natures, and it was they who first organized the and played cruel games with him for a year and a day.
faerie courts and convinced their parents to share He slew the dwarven mountain thanes one by one and
power with them in the dance of seasons. threw down the capital of their northern realm.
For aeons the Winter King held to the bargain, ruling In this lost and confused state, the Horned King
for his portion with an alien but fair cruelty. It was was a frightening power and a dread foe, but one
for him to watch over the dead times, to strike down unorganized and lost in his own madness. A little less
primitive men and women with sickness and age to than a century ago, however, a mortal bard by the
keep the hearthfires of the faerie courts lit when the name of Adanmor journeyed to the northern lands
world was dark. He sat for long days and nights on and met the King, staying long in his court and singing
the Throne of Vines, deep in contemplation, his head to him songs of his past, his sins, and the wrongs
adorned not with the Eternal Crown (which instead done to him by men. Now, because of this terrible and
he liked to clasp in his lap), but with massive antlers foolish mistake, the Horned King is beginning
as great stags wear. to remember. Slowly, year by year, he gathers to
himself armies of goblins, ogres, and other dark fae.
With the death of his son at the hands of the first Soon mortals will tremble and shiver again.
men, the Horned King went mad. He pleaded with
his sister to alter the balance of things, to let him rule Stats are provided for The Horned King on p.118.
until the crisis was averted, and to cover the land in a
chill which would allow men to gather no food before
launching a faerie army to wipe them out completely.
Under the boughs of the Heart of the Woods, the Radi-
ant Queen refused her brother. Enraged, the Winter
King seized from the body of his dead son the Blade
of Beginnings and Endings and pierced her through.
A Kingless Realm 97
The Princess of Autumn Many generations ago, while the High Kings still
With her brother and mother dead and her father ruled, the founder of House Asconsia accidentally
lost to madness, the Weeping Princess of Autumn discovered a path to one of the towers of the Autumn
is the last ruler of the greater faerie courts. She has Princess in the Gloaming. She showered him with
shepherded her people for an age, ruling over a gifts, married him to one of her daughters, and had
perpetual autumnal twilight from her many estates him rule as one of her lords for a hundred years. When
within the Gloaming and deep in faerie. he finally returned to the lands of men, he found that
only a season had passed, and he died six weeks later
Under her rulership, the fair folk have largely in his bed as a decrepit, ancient man.
remained hidden from mortals for generations. She
is filled not with hatred or a desire for victory, but The lost village of Pentref was once a favorite of the
instead a fickle and unknowable morality. The faeries Autumn Princess. She would visit it with her court
of her realm alternately gift humans with treasures once every twelve years and sing songs of peace
or favors, and play cruel tricks or lure them to their and joy to its inhabitants. They in turn would carve
deaths. Mostly they keep to their own strange lands tokens in her likeness, leave her portions of their
and sing songs of how the seasons once turned for bounty every feast day, and once even joined her in
them but now do so only for men. war against an upstart elven rival. A generation later,
when the river rose and began flooding their homes,
Mortals who stumble into the Princess’ realm in the the villagers followed the princess’ musical laughter
Gloaming, or into the other smaller faerie realms to a new home in the forest. They saw her face in the
which owe her at least nominal fealty, may find stars before their town was finally submerged.
wonders untold, be set upon by cruel torments, or
worse -- a mixture of both. Above all else, the Princess fears the return of her
father. He visits her rarely, perhaps once every hundred
years. When he comes, she entertains him at
court, always keeping her distance as he raves.
Usually he challenges one of her champions to a duel, slays
the poor fellow, and then leaves after mourning his death.
Goblinkind
Even before the death of the faerie courts, the dark fae
known as goblins were shunned by the other fair folk.
They were birthed in dreams of hatred and cruelty,
and their warbands were a scourge to primitive men
and other faeries alike. While some lone goblins, or
small groups of them, live among other faeries, acting
as merchants in their markets or laborers in their
quarries, the majority keep to their own clans.
A Kingless Realm 99
Whether they were once mortal beings, spirits from fight against the dark. In the end, the faerie courts and
another world, or a type of faerie creature themselves, their mortal pets were victorious, but all of the fomor
the fomor were irrevocably changed at the beginning were not slain. In the deepest and darkest places
of time due to a pact with dark powers. They became beneath the earth, they carved for themselves meager
creatures half mortal and half spiritual, the union of kingdoms and terrible spawning pits. Here they have
sentient humanoids and the demons of Chaos. Serving remained, the forgotten nightmares of civilization.
inscrutable masters from beyond our world, they
sought to bring about the destruction of all order and
end the world so that they might laugh in an unending The Deep War
void. Their physical forms became twisted and While the battles of dwarves and goblins are unknown
monstrous, and they grew to care only for breeding, to most mortal folk, the truth is that their struggles are
destruction, and the worship of the powers of Chaos. only a portion of the terrible battles waged beneath
Utterly insane, they sought to open portals to other the earth.
realms, summon their unknowable masters, and
slaughter all other creatures. In forgotten places, in caverns which have never seen
the light of the sun, in ruins which would twist the
While the fae were no servants of Law or order them- minds of men, the fomor still prey upon their foes,
selves, they did construct and live in a civilization of a both ancient and new. Their natural enemies are
sort. Therefore, they and their works were anathema the deep faerie courts, bands of subterranean elves,
to the fomor, and the greatest and earliest war of dwarves and other fae. But the dread fomor hate all
this world began. The fae allied with and used the who live on this world and defy the empty void of
precursors of humankind, who joined them in their their chaotic masters.
Whatever their reasons, however they came to There are many stories in the Broken Kingdom of
possess their lore, the first men were right to be warriors or wanderers who journey to the lands of the
afraid. Many of those who die in the Broken Kingdom dead and return. This is the greatest feat a hero can
do not rest, but instead live on in a shadow realm, a achieve, for it means that she has beaten death itself
grey mirror of our world that exists just beyond the in a way. While she is still mortal and must die as all
Veil between the living and the dead. men do, never again do the dead hold fear for her.
Devout Acolytes
Magical Items
Ardent Ring
The Ardent Ring is a simple band of silver bearing
no mark, design, or inscription. It has a deep con-
nection to the dead and the Underworld. The wearer
can see invisible or incorporeal ghosts, and the Veil is
decreased by 1 in her immediate presence.
Aetha, the Mistress of Health and Light - The wearer Friends’ Thyme
gains an additional 1d4 hit points when healed This tasty herb is prized by cooks, witches, and inn-
magically, and his own healing magics heal an keeps. When applied to food in a proper way, it grants
additional 1d4 hit points for their recipients. all who partake a +1 bonus to Charisma checks for
the next hour, and makes those consuming the meal
Spider Silk Robes together feel bonds of friendship.
When the first men waged war against the faerie
courts, the spiderlings, ancient enemies of the fae, Hearth Fern
sent aid to the upstart men. When the six kings of This very rare, small fern has leaves of a deep red
the north joined their armies to attack the fair folk, which grow more fiery and spectacular in the winter
the spiderlings made a special robe for each of the months. When chewed, the leaves grant a +1 bonus
six kings’ sorcerers. It is unclear how many of these to any rolls to resist the cold. While the leaves do not
precious objects survive, but the archmage Karzan- readily burn, when prepared in a special way and
drius is rumored to have one in his possession. thrown into a large campfire or hearth, any who sleep
by the fire will regain a single spent Fortune Point.
They are soft, black robes woven with faint patterns
or runes of shimmering, silvery thread. They provide Weeping Leaf
any mage wearing them with a +4 bonus to AC, a +4 Superficially similar to common dandelions, the
bonus to saves against faerie magic, and the ability stems of this plant contain a bitter juice which stings
to sense the presence of other wearers of such robes at the touch. When combined with certain other, more
within a mile or two. common herbs, a skilled herbalist can make a sticky
substance which harms those who touch it, causing
Token of the Summer Court 1d4 damage unless the victim makes a successful
When the Horned King went mad and made war on saving throw versus poison. This concoction can be
mortals and faeries who opposed him, these tokens of used to coat arrows and blades, which will cause
his slain queen became highly sought after. They are +2 damage to any struck by them, but only for a
small jewels, delicate rings, or intricate scabbards. single attack.
The bearer of one of these tokens generally feels cold
less than others and receives a +8 bonus to any saving Wildmoss
throws related to the cold or frost. Once per year, the A peculiar moss of a greyish green, this plant grows
bearer may heal 2d10+2 hit points worth of damage. only on the trees of the deepest woods or at the
entrances of forlorn caves. When chewed, it grants
the user a +1 bonus to rolls to impress, soothe, or
befriend animals.
Draconic Cultist
Most of Ingromyr’s followers are ordinary men
and women of unscrupulous character who now
find themselves sworn to a power beyond their
understanding. These cultists tend to their mistress’
hoard, infiltrate the villages and noble houses of the
Homelands, and seek ever more treasure for the
wyrm.
Dragon Sorcerer
Some foolish apprentices, new to the powers of the
arcane, seek out Ingromyr in order to learn sorcery
from her or gain access to magical secrets. These
petty wizards and sorceresses become the leaders of
her cult. They come from all lands, even as far away
as the southern continent, and their devotion to their
mistress is complete.
Twisted Changelings
In addition to their own foul breeding pits, the fomor
also reproduce by corrupting mortal men and women.
They do this either by stealing away human infants,
or by twisting the minds of mortals and mutating un-
witting cultists. These changelings, as they are known,
still appear somewhat human, though their forms can
be almost as twisted as those of true fomor.
Hit Dice: 4d10 (22 HP) Hit Dice: 6d12 (39 HP)
AC: 18 AC: 21
Attack: +6 to hit, 1d8+2 damage (pummel) Attack: +8 to hit, 1d8+2 damage (pummel)
Alignment: Chaotic Alignment: Chaotic
XP: 170 XP: 600
Notes: Creature of the Ancient Dark (fomor can see Notes: Creature of the Ancient Dark (fomor can see
even in pitch blackness, are immune to fear, and gain even in pitch blackness, are immune to fear, and gain
a +2 bonus on rolls to hide or ambush their prey), a +2 bonus on rolls to hide or ambush their prey),
True Name (all fomor have true names, which give Mutated Limbs (a terror of the ancient dark may
their foes power over them) attack twice each round), Sussurating Whispers
(all enemy spellcasters in near range of a terror of
Terror of the Ancient Dark the dark must make a Constitution or Intelligence
Some fomor have grown so twisted and corrupted check at the GM’s discretion in order to main-
by the powers of Chaos and the dark places in the tain concentration or cast magic), True Name (all
world that they are barely recognizable as humanoids fomor have true names, which give their foes power
anymore. These terrors are hulking brutes twice the over them)
Hit Dice: 13d12 (85 HP) Hit Dice: 17d8 (78 HP)
AC: 24 AC: 28
Attack: +13 to hit, 2d4 damage (touch) Attack: +17 to hit, 1d12+5 damage (King’s Blade)
Alignment: Lawful Alignment: Chaotic
XP: 7,500 XP: 12,000
Notes: Drain Vigor (anyone touched by the Ghost Notes: Chill Fortitude (the Horned King always
Empress must make a saving throw versus poly- emits an aura of icy cold; each round he may either
morph or lose a point of Strength and Constitution), extend this outwards, causing 1d4 damage to all foes
Empower Undead (all undead creatures of 4 or fewer in near range, or focus it on himself, healing 1d10 hit
hit Dice within 3 miles of the Ghost Empress gain a +2 points of damage), The First King (if the Horned King
Just as with the larger Broken Kingdom setting It is unclear who laid the first stones of the Rook Holt.
described in the last chapter, groups may use this Some say that it predates even the imperial conquest,
as their own characters’ home, or they may use it as though that seems unlikely. The castle took on its
a model for a village and noble estate of their own current form at the order of the first Lord Asconsia,
creation. Alternatively, they may steal an idea or two who required a fortified keep in the days of the
and port them into their own, otherwise original worst ravages of the reavers, directly following the
village, or they may use it as an additional location departure of the imperials. Since that time, small
and adventure site in their games. additions and repairs have been made, but little has
been done to change its overall shape.
Geography
Situated in the northern reaches of the Homelands, The castle is large and, in truth, its full upkeep is
Wenfeld is a sizeable village, boasting over 400 beyond the means and manpower of its current lord.
inhabitants. Almost that many more men and women While the battlements are strong and the central keep
live within 10 miles of the village, either on isolated well-maintained, there are several towers which are
farms or in small clusters of two or three families. now abandoned, and some of the more labyrinthine
corridors are in disrepair.
The land is generally open plains and grassy foothills
dotted with small clumps of forest. To the south and Furthermore, the castle boasts extensive spaces
west, however, lie dense and sprawling tracks of the below ground. For generations the lords and ladies of
Gloaming, and few mortal folk spend long beneath its House Asconsia have been buried in crypts beneath
eves. the keep, and the storerooms and unused dungeons
have numerous passages which connect to each other
The river Ut runs directly through the village. It begins and the burial chambers. It is unlikely that any among
somewhere far to the north in the distant mountains, the living know the extent of these works.
and runs a south-easterly course before joining as
a tributary of the great river Ussa. Indeed, in the The Hidden Smith
forgotten tongue of the first men, Ussa meant “the In a little grove in the woods a few day’s walk from
larger Ut,” and some say that the lands surrounding town, a happy little stream burbles down a hillside
this river were the center of a great kingdom of the and just through the middle a tidy little open-air
first men. workshop, just next to the forge and the anvil. Just
inside the woods, looking out on the workshop, a
The Rook Holt comfortable half-hall hides between the trees.
Ancient seat of House Asconsia, the Rook Holt is old,
older even than the first High Queen. It takes its name The master of the workshop and the hall is an
from both its dark stone walls and looming appear- unprepossessing figure of indeterminate, perhaps
ance and from the ravens who regularly sit upon its middle age, strong of form and slightly pocked from
towers and walls. It is rare that at least a half dozen forge-spits, Wayland is to all appearances an artist
Somewhere within the Fields is the tomb of one of the The Flowered Vale lies six or seven miles beyond the
greatest and earliest kings of the first men, Labhos, bounds of the village, well within the foothills of the
he who learned the riddle of steel. King Labhos battled great mountains. There are no farms or homesteads
The Blighted Land - Nothing in the background of the Finally, after many centuries, Ingromyr wakes fully
Broken Kingdom suggests an immediate connection and seeks to drown the realm in flames. In the early
to this Threat, but it does a fine job of setting itself up stages of this campaign, her drake cult becomes active
with its own backstory and fits into the setting easily. across the land. In the middle part, she begins to ven-
ture from Her Valley and leave ruin in her wake. In
The Grey Prince - As with the Blighted Land, noth- the final stages, the PCs must strike at her directly
ing in the Broken Kingdom ties immediately with the in her lair, or else mount a significant defense in the
Grey Prince, but he can still be used with no changes. south.
The GM might consider his origins. Is he a fae lord
unconnected to the Faerie Courts? Is he the Horned Let’s see how we can use the Vengeful Wyrm Threat
King himself? Pack to help us.
Here, we make a few more changes to the Threat Pack. Here, our plans are a little more elaborate. We will
In addition to the changes we made in Option A, we’ll take the table of events from the Threat Pack and
convert the threat effects table to make it seasonal spread it out into a multi-year progression.
rather than weekly. To do so, we need to make each
result provide more than a singular event, but rather In our first season, we will start things off using the
a pattern of raids, or other activity that stretches Hidden Cult Scenario Pack. We will just pick out a
across the season. few details about the cult instead of rolling for them.
They will worship Ingromyr and this will introduce
d6 Threat Effects the great dragon to the campaign.
1 Ingromyr goes on a rampage in a neighbor-
ing area and burns several small villages and Since we want to have other adventures as well, we
settlements over the course of several weeks. will advance its Imminence Rating two seasons a year,
probably every spring and autumn, unless events
2 A farm at the characters’ home village loses warrant a shift. With the table below, this will take
its crops and livestock to the beast, or a large six years of game time. For a whirlwind of panic, we
swath of the village’s hunting grounds are could advance the Imminence Rating every season, or
turned to ash. Meat will be even scarcer this for a slower burn campaign with a dangerous threat
winter. growing in the background, we could increase Ingro-
3 Ingromyr is on the prowl. Ensure several of myr’s Imminence Rating only one season per year.
the characters’ random encounters are with
Ingromyr itself. They should probably hide For each Imminence Rating listed below, we describe
when this happens. a category and a more detailed description of events.
We rely on the Drake Cult on p.113, Her Valley on
4 Ingromyr sends agents looking for her
p.92, and Ingromyr herself on p. 119.
descendents. If one of the characters is a
descendent of Ingromyr, then any encounter
rolls this season will be with 1d6 Dragon
Born. (see Further Afield p.96)
5 Ingromyr sends agents to several cities
or villages looking for delicate artifacts to
add to his hoard, such as books or scrolls.
Sometimes they will be subtle, other times
they will not.
For the table “What is the cult’s true purpose?”, the cult worships Ingromyr.
For “Who is the leader of the cult?”, any result will do, but consider using a Dragon Sorcerer
(p.113).
For “What hint do the characters find?”, the characters should receive a hint to the location of
Her Valley (p.62) and the gamemaster might wish to introduce a hint of Blood of the Wyrm
(p.114) activity nearby.
2 Raided and Burned - A random village or settlement other than the characters’ home village
is burned by Ingromyr. Word will come quickly to the village. How will trade be disrupted, and
whose friends might be lost?
3 Drake Cult - Ingromyr sends agents to a city or village looking for delicate artifacts to add to
her hoard, such as books or scrolls.
4 Raided and Burned - A random named NPC or location outside the village is burned by
Ingromyr.
5 Drake Cult - Ingromyr sends agents looking for her descendents. If one of the characters is
a descendent of Ingromyr, then any encounter rolls this season will be with Dragon Born. (see
Further Afield p.96)
6 Ingromyr is out and about. While she may not be seeking them out directly, the characters
will have an encounter with Ingromyr herself. They should probably hide when this happens.
7 Raided and Burned - At least one farm at the characters’ home village loses its crops and
livestock to the beast, or a large swath of the village’s hunting grounds are turned to ash. Meat
will be even scarcer this winter.
8 Drake Cult - The Jewel of the Wyrm (p.111) is uncovered. Can the heroes keep it from
Ingromyr, to use it against her, or will she reclaim it?
9 Drake Cult - The Cult now operates openly with its own rough army. A small lord a few
counties away is toppled.
10 Ingromyr is out and about. The characters will have an encounter with Ingromyr herself.
Perhaps she is looking for them, or is raiding closer to home? They should probably hide when
this happens.
11 Drake Cult - Local lords are not just toppled, but their thrones usurped. Ingromyr now holds
territory outside Her Valley.
12 Ingromyr is out and about AND Drake Cult - The characters will lose loved ones to Her.
The cults continue to expand their conquest. The village itself is threatened.
The Horned King’s dark plans have three distinct This is a Tale of Years (p.54) so we will be tracking the
avenues of pursuit: regaining his throne in the realms passing of the seasons each year of the campaign and
of the fae, securing his grasp on the mortal realm, exploring background events as well. For each year,
and reclaiming his greatest artifact: the Blade of the campaign will provide you with three season’s
Beginnings and Endings. Cast away in his grief after worth of events, one for each of the Horned King’s
he slew his sister (see p.97), reuniting with this blade advances. As gamemaster, determine how the player
We suggest leaving one season of the year free from Threat Packs
the direct meddlings of the Horned King. This will
give your heroes some time to rest between troubles, Each threat -- fae, human, and sword -- progresses
and to pursue their own interests as well. We recom- along its own line of events. By default, unless some-
mend shuffling events between the different seasons thing special happens, the events described in the
to match the needs of your plot, and to prevent your entry will happen and the threat will progress to the
players (or their heroes) from becoming complacent. next level. For each entry, check the labeled victory
condition to see what might be able to prevent the
Experience threat from advancing. Unlike the Threat Packs in
For those gamemasters who wish to eschew Further Afield, the Horned King’s progress never
traditional experience points and use the system reverses. This ensures an irreversible movement
presented in Tales of Years (see p.54), each step towards the final showdown and still gives the players
also provides a number of experience points that the chance to slow it down to build up their own
player characters should gain for interacting with the power.
campaign that season.
Gamemasters take note: each step explains what
Following this guidance will rush our heroes changes are afoot in the campaign world, including
quickly to level two, then quickly march them to the a list of story points and clues to be sure to get to the
middle levels, where their progress will slow. With players. Feel free to change the details of the events to
only campaign adventures under their belts, expect to fit your world - work in NPCs your group has devel-
see mages and warriors reach level 6 at the end of the oped, move things around on the map, personalize
campaign, and rogues reach level 7. everything. The key is to ensure you communicate
and develop the list of campaign advances labeled
However, the campaign explicitly leaves room for with must. For items labeled should, savvy heroes
further adventures - not only a whole season free for who are doing well are likely to encounter these. For
gamemaster or player follies, but space exists within items labeled might, even good and lucky heroes are
each season for further adventures, and gamemasters not guaranteed their benefits.
may wish to reward their players (and their
characters) for particularly clever play. Indulge. Each step also provides a number of experience
Don’t be afraid to let your players gain higher levels points for use in the Tales of Years experience system
as the campaign progresses. described on p.57.
Victory: If the village is able to completely repulse the faerie raid and break the influence of the Horned King’s
servants in the local faerie court, the threat will wait one season before it advances.
Defeat: If the faerie raid against the village is successful and the character’s efforts cause the Horned King’s
servants to gain power in the local court, advance the threat an extra step.
Other tombs, likewise, are disturbed. If the cultists of the dream touched are active, they may seek to open some
tombs from the outside to raise other servants of the Horned King.
If investigated, a pattern emerges: most of the disturbed tombs bear iconography of a sword and spear raised
against each other and one or more of the symbols of the Horned King. Certain amongst the wise might recognize
a connection.
If the heroes have a network in place and are around, they may get a chance to intervene, instead of investigating
after the fact.
Victory: If the heroes happen to be in the right place at the right time to catch the Greater Wight as it escapes
its tomb, and can hunt it down and defeat it before it reaches the dark fae gloaming, the threat will not advance.
However, please note that the Greater Wight is a 6HD creature and a deadly threat to characters, especially this
early in the campaign.
Defeat: If the heroes accidentally reveal information to the cults, or if they make a stand against the Great Wight
and one or more of their number falls, advance the threat an extra step.
They will, as is the way of the wise, be circumspect about their inquiries, but the sufficiently clever and paranoid
may learn that they are following the trail of the Horned King’s Sword [use name] and searching for further clues
about his movements.
It will not be clear what their motives are; if they aim to serve or thwart his ends, but they will vary, and all will be
concerned, at least tangentially, with the Horned King. At least one of the visitors will be one of the Alekaneros,
the Rangers, who are actively resisting the Horned King’s advances.
It must reveal that Adanmor, the bard who woke the Horned King a century ago, came from the village.
It must reveal the growing interest in the Horned King amongst all the powers of the world.
It should reveal the growing knowledge of the connection between the heroes’ village and the Horned King.
It might reveal the existence of the Alekaneros.
It might reveal the existence of the level 10 ritual The Blade Repurposed (see p.109).
Victory: The most likely successful outcome is that the heroes will learn that the wise search for something near
Wenfeld. The only way to slow down this stage of the threat is if every traveler leaves convinced the village isn’t
involved.
Defeat: If the heroes or their village friends give away too much information about the village’s connection to
the Horned King, the threat will skip ahead, and his Emissaries of Winter will make their way towards Wenfeld.
Wenfeld is not immune to the events unfolding across the Kingless Realm. Nearby minor locations believed to
house magic will be raided during this season. If those raids are successful, they will extend to the village itself.
See the earlier scenarios for village locations which might be the target of these raids, especially the Return of the
Horned King Scenario Pack, whose events may have become legend amongst his followers.
Any known “wise persons” in the area of the village might be visited, threatened, converted, and/or killed. It’s
clear that these visitors are trying to get researchers to help find the location of the horned king’s sword.
In areas already controlled by the Horned King’s bandit lords, the violence will be so complete that it will be
difficult to catalog.
It must reveal the growing power and brazenness of the Horned King’s minions.
It must reveal the focus of their search is the current location of his sword.
It should reveal the massing of magical arsenals.
It might reveal some hints of places worth raiding or wise ones in need of protection.
Defeat: If the heroes somehow lose a magical item to the thieves, or if they reveal the location of a cache of magic
or a wise one not previously known, then the threat will advance an extra step.
This boldness has stirred up other powers to stand against them. This is a good time to make sure the heroes
know about the Templars, the High Queen Tosia’s Seven. Once protectors of this land, they will have some
knowledge of the Horned King’s Blade, and of the Iron Spear that is said to be his bane.
The many raids conducted by the Horned King’s servants will begin to provide clues to the location of the dun-
geon where his sword rests, awaiting its reunion. The raids will also reveal many small caches of magical items.
How badly will they be ransacked? Will only clues to the sword be taken?
Victory: The only response strong enough to hold back the threat here would be if the organization suggested
in the previous step were able to stop the raids or recover the stolen goods for at least three quarters of them.
Defeat: It should be very unlikely, but if the heroes’ actions lead to great powers (lords, wizards, lands) falling
to the Horned King, then advance this threat an extra step.
If the Horned Kings’ minions have already seized power in the mortal and fae realms, that power will be turned
against the wise here. If not, the Emissaries are up to the task, weaving together threats, promises, falsehoods,
and truths into nets to catch even the mightiest.
In some cases, the Horned King himself will venture into the mortal world to seal his victims’ oaths, or to punish
those who have failed him. His pressure upon the wise, the seers most of all, will reveal the location of his sword.
Other threats noted in the setting chapter will be amongst the Horned King’s targets. Imagine the power of the
Drake Cult (p.113) turned to find and guard the Blade of Beginnings and Endings, or a fae lord who abandons her
court and takes her knights on a single-minded hunt across the Kingless Realm.
Victory: The only way to hold back the threat would be to prevent all the seers from working their rituals for the
Horned King. If as few as three of the wise fall to his power, that will be enough for the Horned King to triangulate
the location of his lost sword of power.
Defeat: If the heroes somehow reveal the location of the sword and leave him time to investigate it unopposed,
advance the threat an extra step.
It must reveal the location of the dungeon, if not already known, once the Horned King retrieves his sword.
It should present a chance for the heroes to confront the Horned King as he approaches his goal.
It might threaten a total party kill.
Victory: For as long as the heroes keep the Horned King from his sword, the threat will not advance.
Defeat: Since the next step is the final one, the only
defeat so thorough as to skip that would be the fall of all
of our heroes to the Horned King.
Those who swear to the power in their dreams see it revealed as the Horned King. Under his cruel tutelage, they
begin gaining powers, including some Cantrips. They grow strange in their thoughts and their appetites and no
longer discuss their dreams in the open.
Those who do spurn the power find these dreams fade as quickly as they are rejected, and are easily forgotten.
A few dozen people in the region of the village will have these dreams at first, and they’ll be discussed in the inn
or another social occasion where the players are present. Only a few (2d4) will entertain the dreams further, and
only one or two will swear. See more in the bestiary entry for Dream Touched on p.114.
Whenever an adventure calls for the involvement of villagers, take the opportunity to pick one of the folks
affected by the dreams, or their family.
It must reveal that strange dreams of a shrouded figure calling from the dark woods trouble the region.
It might reveal that the figure is offering power in exchange for allegiance.
It might reveal that some have accepted the power.
Victory: To slow down the progression of this threat, the heroes would have to find everyone tempted by the
dreams and convince them to reject the offer. This should be very difficult and unlikely, but would hold things
until the next year’s wave of dreams began again, and in a nearby region this time.
Defeat: If the players somehow convince someone to take the bargain who otherwise would not have, advance
the threat an extra step.
No more than one or two at a time, the dream touched find folks ready to hear them. Sometimes, these are folks
who had also had dreams of the Horned King’s power, but were afraid to swear. Sometimes, they seek out those
people carrying petty grievances in their hearts and offer to feed it.
Folk will start to talk. Heroes who are too often away from home won’t have a chance to observe it, but the dream
touched, even those with a single student, will become better known in town. See more in the bestiary entry for
Dream Touched on p.114.
It should inform the heroes of an uptick in minor magics. (e.g. at the level of village witches, not of the
mighty) This stage is mostly intended to be an opportunity to hint at what is to come.
It might reveal one or more of the dream touched.
Defeat: If the heroes encourage the dreamers, or if their actions lead to more students being chosen through
these dreams, then advance the threat an extra step.
For the table “What does the cult desperately need?”, any result will do, but be sure to tie it to the Horned King,
who gives power to his dream touched servant who leads the cult.
For “Who is the leader of the cult?”, choose or introduce a villager from the player’s and make them one of the
dream touched (see p.114).
For “What do the characters find in the cult’s lair?”, change all the references to demons to fae when describing
them. It’s okay to continue to use the provided statistics for demons, just ensure that they have the fae’s
vulnerability to iron.
In the table “What hint do the characters find?”, replace all references to chaos and demons with the Horned
King and fae.
With these changes, the scenario pack will introduce the player characters to the dangerous reality of the Horned
King’s dreamers and, hopefully, see them save their town, at least for a while.
Additionally, the characters are likely to be around third level or so at this point in the campaign, so it will be
important to ensure the threats match the players’ power. One advantage to this particular Scenario Pack is that
many of the adversaries are the characters’ own neighbors and fellow villagers, so violence will be a less tempting
approach in some areas. In others, consider both choosing bestiary entries with higher hit dice, and giving the
antagonists defensive advantages that the players must overcome.
Victory: Completely eradicating the cult and deprogramming its members will hold the threat back. The cults
will still form in other villages, but will take longer to affect home.
Defeat: Failure at the scenario pack jumps the threat ahead an extra step.
Their depredations so far are not much worse than before, but they do act in concert with the cults lead by the
dream touched. Many of the dream touched will begin leaving their homes. It won’t be immediately clear, but
they are going to lead, or advise, these armed groups.
It should reveal that a few armed folk have taken on the Horned King’s symbols.
It might reveal that the power grows from the cults.
It might reveal that the dream touched are beginning to act in coordination.
Victory: If the players disrupt two or more cults in the region, the threat will not advance this time, but cults
elsewhere will continue to grow, and will eventually return to the region.
Defeat: If the heroes take a decisive stand against an armed cult and lose, their new found notoriety will increase
their power. Skip ahead one threat level.
Bandits along the Ussa River are extracting more extravagant prices for passage, and merchants report depreda-
tions even along the Queen’s Road.
Prices will start to rise, and trade will plummet. People will become fearful and suspicious. Nonetheless, stories
of heroes on the roads begin to spread, legends of the old Alekaneros, the Rangers. (see p.120)
It must reveal the growing power of the increasingly organized bandits and armed groups.
It should reveal the growing stories of the Alekaneros.
It might make a connection between our heroes and the rangers.
It might reveal the name and general location of Aife, the rangers’ leader.
Victory: If the players lead a village in a successful battle against the home of one or more bandit groups, their village
will be safe from depredations for a while, and the threat will not advance this time. See p.21 of Dangers Near and
Far for rules on battles.
Defeat: If the players fail in leading a village in battle against the bandit groups, or if any of their number, or a
local power such as the witch or lord fall to the bandits, advance the threat an extra step.
Even before the border lords begin to call for help, local lords begin expanding their levies and preparing their defenses.
Some craven even seek alliances with the upstart new badland lords who fly the ancient symbols of the Horned King.
Mark the territory held by the Horned King’s thralls on the map to track their expansion, which will follow
quickly in each of the following stages. You can use the Threat Effects and guidance on warbands from the
Barbarian Invasion Threat Pack in Dangers Near and Far (see p.64-65) for guidance.
We recommend the rules for war and battle on p.21 of Dangers Near and Far for playing the many deadly battles
that will face the Kingless Realm. If you do use these rules, Claim Territory and Lose Territory results are key to
advancing the threat.
It must reveal that the Horned King’s servants rule territory at the edges of the Kingless Realm.
It should introduce war to the campaign, if not to the players.
It might reveal alliances between the new rulers of the badlands and those taking power amongst the fae.
Victory: The threat will only be abated if two or more of the bandit lords nearest Wenfeld are defeated and their
forces scattered. In this case, pause the threat, and new bandit lords will claim territory further into the badlands
next time.
Defeat: Each time the players lead forces against the bandits and lose decisively, advance the threat one
extra step.
Fae activity will be greater in areas held by these bandits. If the fae have started mingling with the mortal world,
there may be fae soldiers present sometimes as well. The Emissaries of Winter are most likely to become involved
in locations likely to house clues to the Horned King’s sword.
There are clearly different types of bandit lords now. Some rule through martial prowess and command growing
armies. Others rule smaller, stranger forces through magical power not seen in generations.
It must reveal that the bandit forces are pushing into civilized lands.
It might reveal that the bandits seem drawn to old sites of power where the Horned King seeks his sword.
It might reveal alliances (or the details of alliances) between the fae and mortal raiders.
Success: If the heroes manage to liberate two or three villages from the bandit lords and keep them free, the
threat will be abated and will not advance. Next time, the villages in need of saving may be further away.
Defeat: It will not be directly threatened at this point unless the heroes bring this upon it, but if Wenfeld is lost,
the heroes will be forced into exile and the threat will jump ahead an extra level.
Within the taken territories, exploitation is the rule. Even the least peasant is commanded to turn to a war effort
that has become intertwined with forbidden rituals and unforgettable cruelty.
How will Aldenham, once a center of trade, fair during this time? Will it remain reduced, but unbeaten, or will it
fall to the Horned King’s bandit lords?
If the fae have also fallen, they will be openly joining with these bandit lords. If not, the bandit lords will focus
their efforts on turning the fae whose realms they border.
Defeat: The Kingless Realm is at war! The various forces of the Horned King are mounting a constant assault
against the remaining free holds and are winning. Reavers terrorize the guilty and innocent alike. Still, even when
the Horned King’s servants rule the mortal lands, if some resistance remains, defeat is not complete.
To answer the question from the table “What do the goblins want desperately?”, the goblins are trying to find the
right sacrifice to power a magical ritual brought to them in their dreams by the Horned King. They don’t know
exactly what they need, just that it is a human from the village, so they will keep trying different villagers until
they succeed.
Each day, the goblins will set out to capture a villager for their ritual. Once they’ve found and taken their victim,
the goblins will keep their sacrifice imprisoned from midnight until dawn, when the ritual must begin. Each
attempt at the ritual will take four hours, and will culminate in the death of the villager. The goblins will not find
a suitable sacrifice until their third victim, and so the ritual will fail the first two times, despite the death of the
villager. If they are able to complete their ritual successfully, the threat will advance an extra season.
For the table “Who is the goblin king?”, since the goblins are motivated by the dreams the Horned King sends
them, this is a perfect fit for result three: a dark and distant power, but any leader or mob influenced by the
Horned King will do.
For the table “What hint do the characters find?” in The Road Goes On section, choose result three to give the
characters some hints about the Horned King and his plans, or use the other results to introduce more goblin-
related adventures outside of the main campaign plot.
It should reveal the influence of the Horned King over the lesser fae.
It might reveal hints about the Horned King’s plans.
Victory: Only turning the goblins away from the service of the Horned King to become sworn allies of the village
or, perhaps, the local faerie court, will slow down this threat.
Defeat: If the goblins are able to complete their ritual, advance this threat an extra step.
No more than one or two at a time, the dream touched find fae ready to hear them. This will most likely make its
way to the players in rumors, as some of the fae apprentices learn by trying their tricks on vulnerable villagers.
It should inform the heroes of an uptick in troubles with the fae. This stage is mostly intended to be an op-
portunity to hint at what is to come
It might reveal one or more of the dream touched fae, or their sanctum.
Defeat: If the heroes encourage students, take a failed stand against these dream touched fae, or if their actions
lead to more students being chosen, then advance the threat an extra step.
For the table “How did the character above bring this problem upon your village?”, the precipitating event is that
this villager has run afoul of one of the fae cultists and so come to the attention of the local faerie court.
For “What do the faeries need the characters to do in order to be appeased?”, a member of the fae court has been
taken by the dream touched cultists, and the characters must rescue it. Did this fae go willingly or as a prisoner?
Why did the dream touched take it? Perhaps it was dear to the local lord, or prophesied to grow into power?
For “What stands in the way of the culmination of the quest?”, the dream touched fae and their apprentices. See
more in the bestiary entry for Dream Touched on p.114. As the characters are likely to be around third level or
so at this point in the campaign, it will be important to ensure the threats match the players’ power. Consider
matching the powers and numbers of the Dream Touched to suit your group of heroes.
It must reveal that the fae realms face a similar threat to the mortal one.
It should make a connection between sympathetic local fae and the heroes.
It might reveal more about the connections between the dream touched.
Victory: Success in the scenario pack is not enough to hold back the threat. If a second fae dream touched in the
region is similarly defeated, the threat must try again next year, most likely in an adjoining region.
Defeat: Defeat in the scenario pack is enough to weaken the hold of the rightful rulers of the fae and to skip the
threat ahead an extra step.
Opportunities for friendship - or tension - with the fae abound as the local courts begin mounting more serious
defenses against the mounting threat. It is difficult for them to mount defenses, for the Horned King’s fae use
different techniques where they are best suited. From bloodless palace coups, to ensorcelling the ruler, to flaying
their foes alive in the middle of court, nothing is beyond them.
If the mortal world is dealing with bandits or even bandit lords, their depredations may well interact with some
of the politics of the fae realm. Perhaps bandits are sent to desecrate standing stones which marked a protective
boundary around a faerie court?
It must reveal that distant fae courts have fallen under the sway of a cruel power.
It should reveal that the Horned King’s dream touched are behind this.
It might reveal the places the fae are searching on the Horned King’s behalf, providing broad clues to his
hunt for this sword.
Victory: In order to hold back the threat at this stage, the heroes must save two or more faerie courts from these
threats and build a network of allied courts helping each other.
Defeat: Only a defeat so ignominious as the loss of a player character or two or more local faerie lords would
cause the threat to skip a step.
At least one corrupted faerie noble will make war upon his erstwhile allies, those bordering one of the fae most
friendly, and nearest, to Wenfeld and the heroes. This will lead to some strife within the friendly court as tensions
mount. Perhaps an assault from both within and without could come this season.
If the Horned King has followers in the mortal realm as well, they will occasionally interfere on behalf of his fae
servants, and vice versa.
We recommend the rules for war and battle on p.21 of Dangers Near and Far for playing the many deadly battles
that will face the Kingless Realm. If you do use these rules, Claim Territory and Lose Territory results are key to
advancing the threat.
It must reveal that the Horned King now rules, in proxy, throughout much of the faerie realms.
It should reveal allies to stand with the village heroes against the Horned King.
It might reveal more of the Horned King’s plans in the hunt for his sword.
It might reveal connections between the Horned King’s mortal and fae servants.
Victory: The only success that could hold back the threat this season would be for the network of allies built in
the previous step to be able to militarily defeat the Horned King’s servants.
Defeat: If the local fae courts are taken by the Horned King’s servants, move the threat ahead an extra step.
There will be raids on the local fae court, the village of Wenfeld, and places important to them both. Are the PCs
at home to help? Can they break the raiders sufficiently to hold back progression?
The Emissaries of Winter now stalk openly amongst both the mortal and the fae, wielding dread power in the
Horned King’s name. Both they and the raids act in direct service of advancing the Horned King’s quest for his
sword.
It must reveal the breaching of the borders between the fae and human worlds.
It should reveal the direction and nature of the Horned King’s search.
It might reveal clues to the location of the Horned King’s Sword.
It might reveal clues to the location of the Horned King’s Bane.
It might reveal the existence of the level 10 ritual, The Blade Repurposed (see p.109).
Victory: If the heroes and their allies are able to break the raiders so that they can no longer afford aggression,
or no longer wish it, they are able to hold back the threat for a season.
Defeat: If the local fae court falls, or if the raids are left entirely unopposed, even by NPC powers, advance the
threat an extra step.
All of these courts are now united in the tireless pursuit of the Horned King’s goals. They will focus first on the
return of his sword, and then upon the conquering of the mortal realms. Part of this work is the weakening of
the barriers between the fae and mortal realms. Soon, they hope to have the fae realms swallow the mortal one.
Can the PCs save their local court? Will that be enough to save them?
Victory: If the PCs are able to save their local fae court and hold it and their local mortal county against the
Horned King’s servants, they can hold this threat at bay for their area. In the rest of the greater realm, the fae and
mortal worlds will still converge.
Defeat: Since the next step is the final one, the only defeat so thorough as to skip that would be if the players
destroy one or more of the barriers between the fae and mortal worlds and cause them to converge.
Fae horrors ravage the guilty and innocent alike, an alien invasion with no end in sight.
If the Horned King has not yet reached his sword, all of the efforts of the fae will be focused on helping him reach
it, so this threat will now advance two seasons each year.
The Homelands
There are numerous paths through the forests of the Homelands; these count as normal terrain. However, if the
characters leave the path and go into uncharted territory, this region counts as difficult terrain. Game is plentiful
here, giving a +2 bonus to all hunting and foraging checks.
Encounter Chance: 1 in 6
1d6 Homelands Encounters
1 Lost! Make a Wisdom check to find the way or lose a day wandering aimlessly.
2 Turned around. Make a Wisdom check or exit from a random hex edge instead of where you
thought you were going.
3 Deep ravine. Make a Dexterity check to get across or everyone takes 1d4 damage. If you have beasts
of burden, also make a Wisdom roll to get them across or lose a whole day’s travel.
4 Deceptively deep river crossing. Make a Strength check or the guide takes 1d6 damage and loses
an item to the current. If you have beasts of burden, also make a Wisdom roll to get them across or
lose a whole day’s travel trying to find another way.
5 Fae-touched campsite. Make an Intelligence check or be visited by the fae this very night. Will they
be mirthful or angry at the player’s intrusion?
6 Bear attack. Make a Wisdom check or be surprised by an angry bear.
The Riverlands
Use this table when traveling along the great river Ussa and its major branches. The river is used for shipping,
travel, and fishing, and its people are travelers themselves. Game, mostly fish, and water are plentiful here.
Encounter Chance: 3 in 6
1d6 Riverlands Encounters
1 River pirates. Make an Intelligence check or be surprised when 1d6+2 river pirates attack the
characters, attacking from both water and shore in an obviously well-practiced ambush.
2 Damp. Make a Wisdom check or a piece of equipment aboard the ship is ruined.
3 Storm. Make a Dexterity check or be badly battered. The craft will have to pull to the bank and seek
immediate repairs.
4-5 Other Rivergoers. Make a Charisma check to have a friendly encounter with another river craft.
6 Dangerous waters. Make an Intelligence check or drift into dangerous shallows, rapids, or the path
of another, larger river craft, any which will require clever boating to survive unscathed.
Encounter Chance: 2 in 6
1d6 Queen’s Road Encounters
1 Weather problems. Make a Strength check to clear the road or lose a day’s travel trying to find
another way around. This result could represent deep and dense mud, a fallen tree blocking the road,
or a flooded out bridge across a stream or river.
2 Road Festival. The nearest village is celebrating its annual festival of the Road. Dozens of adults and
their attendant children, earnestly making repairs and trimming plant growth, block the road for a
mile in either direction. Will you join them, or try to go around? Either way, you’ll make no significant
progress for the day.
3-4 Fellow travelers. Make a Charisma check to have a friendly encounter with a small group of
travelers. These travelers could be pedlars, refugees, or even other adventurers. They are likely a
source of information, and may have goods for sale.
5 Caravan. Make a Charisma check to have a friendly encounter with a large group of travelers, like a
traveling carnival or merchant group. The caravan is likely to have a great many goods for sale, and
could offer protection or services for weary adventurers.
6 Bandits. Make a Wisdom check or be surprised by 1d8+2 bandits. The bandits do not necessarily
attack immediately; they are after valuables, not lives.
The Southmarch
The abandoned fields, grasslands, and moors of Southmarch are normal terrain. This fallen land has the shape of
productive farmland, but grows more ghosts than greens these days.
Encounter Chance: 1 in 6
1d6 Southmarch Encounters
1 Lost! Make a Wisdom check to find the way or lose a day wandering aimlessly.
2 Turned around. The party has lost their way and comes upon an abandoned town or village with a
shadow hanging over it. If passing it by, make a Wisdom check or be surprised when the malevolent
forces within start tracking the party. 1d6+2 bandits or 1d3 angry spirits make their home here.
3 Sudden storm. Make a Constitution check to keep walking, or else lose a full day seeking shelter.
If you have beasts of burden, also make a Wisdom roll to keep them from panicking or spend the
following day repairing their harnesses.
4 Hunting wolves. Make a Wisdom check or be surprised by a pack of 1d6+1 desperate and hungry
wolves, or perhaps, something worse.
5 Desperate travelers. Make a Charisma check to have a friendly encounter with other travelers; if
failed, they will try to rob the characters, now or later, acting as 1d6+2 bandits.
6 Farmstead. Make a Charisma check to be offered a place to sleep by a farming family. If the check is
failed, the farmstead will treat the characters as a threat and defend themselves appropriately.
Encounter Chance: 2 in 6
1d6 Southern Coast Encounters
1 Good deeds and fair companions. Stop early for the day with some strangers. Are the characters
helping travelers with a broken cart? Have they saved a merchant from brigands? Have they been
invited to dinner? Make a very difficult (-5) Charisma check or have a relatively pleasant encounter
that’s just impossible to leave politely.
2 Turned around. Make a Wisdom check or exit from a random hex edge instead of where you
thought you were going.
3 Sudden storm. Make a Constitution check to keep walking, or else lose a full day seeking shelter.
If you have beasts of burden, also make a Wisdom roll to keep them from panicking or spend the
following day repairing their harnesses.
4-5 Travelers. Make a Charisma check to have a friendly encounter with other travelers.
6 Farmstead or fishing village. Make a Charisma check to be offered a place to sleep by a
hardworking family.
Encounter Chance: 1 in 6
1d6 Northern Mountain Encounters
1 Barbarian travelers. Make a very difficult (-5) Charisma check to have a friendly encounter with
2d4+2 barbarians traveling the other way; if failed, the encounter will become hostile and possibly
violent, and the barbarians know the terrain well.
2 Turned around. Make a Wisdom check or exit from a random hex edge instead of where you
thought you were going.
3 Deep ravine. Make a Dexterity check to get across or everyone takes 1d4 damage. If you have beasts
of burden, also make a Wisdom roll to get them across or lose a whole day’s travel trying to find
another way across the ravine.
4 Rockfall. Make a Wisdom check or everyone takes 1d12 damage from the cascade.
5 No water. Make a Wisdom check or suffer a -1 penalty to all rolls due to lack of water as described in
the ‘Sustenance’ rules on p.26 of Further Afield.
6 Beast of legend. Make an Intelligence check to recognize the ancient signs or be surprised by a beast
of legend, like a giant, a great eagle, a dragon, or perhaps Ingromyr herself. This beast may or may not
be hostile to the characters trespassing in its realm.
Encounter Chance: 3 in 6
1d6 Sea Encounters
1 Listless wind. Make an Intelligence check or the winds are not in your favor today. If your ship
relies on sails, you only travel 30 miles today.
2 Damp. Make a Wisdom check or a piece of equipment aboard the ship is ruined.
3 Storm. Make a Dexterity check or be badly battered. The craft will have to seek repairs at the
next port.
4 Attacked! Make a Wisdom check or be attacked by pirates, reavers, or vicious sea creatures such as
a mad shark.
5 Other sailors. Make a Charisma check to have a friendly encounter with a passing craft.
6 Dangerous waters. Make an Intelligence check or drift dangerously near to rocks, hidden shoals,
or dangerous currents.
Encounter Chance: 3 in 6
1d6 Fae Encounters
1 An impossible transition. Something about the path the characters follow undergoes a dramatic
and incomprehensible change. Test a random ability score to understand how to follow the path,
or lose a day’s travel trying to find the way to go. This result could represent a fork in a path in the
Gloaming, a sudden change in the waters of the River Fae, or even a puzzle or magical trap set in the
player’s path.
2 Sudden, unnatural storm. Make a Constitution check to keep walking, or else lose a full day
seeking shelter. If you have beasts of burden, also make a Wisdom roll to keep them from panicking
or lose one as it flees in terror or injures itself in its panicked flight.
3 Spirited place. Your path takes you through a place that is special to one or more fae. This might
represent an encounter with a treant tending his trees, stumbling upon a nymph or dryad’s sacred
home, passing over a bridge where a family of trolls are raising their young, or even an encounter with
a kelpie or cat sidhe.
4 Almost friendly interest. A pukka, kelpie, or similar trickster fae takes interest in the characters
and decides to play some tricks on them. Make an impossible (-10) Wisdom check or lose your way to
its tricks. If he spotted and approached in good humor, make a very difficult (-5) Charisma check to
convince him to speed your travels instead and move an extra hex today.
5 Fellow travelers. A small group of fauns, satyrs, redcaps, or similar fae pass the characters on their
way. Will the fae take an interest in the player characters, and of what nature?
6 A great beast of faerie. Make a Wisdom check or be surprised by a fae out of legend: perhaps a
griffon, an Emissary of Winter, a Great Fithich, a griffon, the Green Man, or a unique monstrosity.
You are deft and clear-headed. Your Dexterity and Wisdom begin at 10, and all of your other ability scores begin at 8.
1d12 What did your parents do in the village? What did you learn from them? Gain
1 You are an orphan. Things were hard for you, but you remember all of your father’s stories. +2 Wis, +2 Con, +1 Int
+2 Cha, +1 Int,
7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+1 Dex, +1 Wis
+2 Dex, +1 Int, +1 Cha,
8 You worked the loom, cutting and twisting as the Fates.
Skill: Weaving
+2 Int, +1 Cha, +1 Wis,
9 Your father or mother kept the old stories. Your head is filled with them.
Skill: Folklore
+2 Str, +1 Cha, +1 Con,
10 Your father was a watchman, stern but fair with child and stranger alike.
Skill: Athletics
+2 Wis, +1 Con, +1 Dex,
11 You went on journeys into the woods to gather herbs and berries.
Skill: Herbalism
+2 Cha, +1 Int, +1 Dex,
12 Your father was a local merchant. You learned to name your price and charm your customers.
Skill: Haggling
6 You never met someone who didn’t like you. +2 Cha, +1 Str
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha
2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con
7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis
You joined an ancient and secretive order which protects all folk. You become a level 1 Warrior-Rogue. You gain the class
abilities Highly Skilled and Knacks, and the skill Forbidden Secrets. The tables below will further define your class abilities.
Your time in the order, although short, has changed you for the better.
1d6 Why did the order of rangers choose you as a recruit? Gain
You accidentally came upon a ranger unawares in the woods. Impressed, he watched you for +2 Dex, +1 Wis,
1
several years before deciding you were a perfect candidate for the order. Skill: Stealth
Your mother once told you that you carried the blood of kings, but you never spoke of it again.
+2 Cha, +1 Wis,
2 A stranger came to the village and whispered the same thing to you, saying that you were
Skill: Command
destined to protect common folk from the dark.
You always preferred the company of beasts to that of men. One day a rugged man with a +2 Wis, +1 Con,
3
strange, bestial companion came to the village and recognized you as a kindred spirit. Skill: Animal Ken
You killed your first stag when you were but a child. You did not know it at the time, but a +2 Str,
4
watcher and protector marked you then as a future recruit. Skill: Hunting
The deep places in the woods always called to you. When you wandered too far there one day +2 Con, +1 Wis,
5
and were threatened by hidden foes, a ranger saved you and then took you away. Skill: Survival
When you were very young, you uncovered a goblin plot and somehow frightened them away.
+2 Wis, +1 Dex,
6 No one in the village believed you, but the ranger who had been secretly protecting your home
Skill: Alertness
took note.
1d6 When you left home, who was your trainer among the rangers? Gain
+2 Wis, Knack:
A great healer and wanderer of the order, who showed you how to tend the wounded
1 Resilience,
and survive long treks alone.
Skill: Herbalism
+2 Cha, Knack:
3 An old veteran of many secret battles, who had once been a former seneschal for a great noble. Defensive Fighter,
Skill: Etiquette
157
What caused you to leave the order before taking your final vows and
1d6 Gain
reunite with your childhood friends? With the player to your right.
You tracked to the village a hunting party of dark creatures from legend. You fought them off,
+2 Str,
1 but fear more may be coming, though the order does not believe you. The friend to your right
Skill: Hunting
rejoined you at the battle and saved your life in the melee, and gains +1 Str.
Your trainer was slain by an ancient evil just before you became a full ranger. As he was dying,
+2 Dex,
2 he warned you that there may be treachery within the order. The friend to your right helps
Skill: Stealth
hide you when necessary, and gains +1 Dex.
You were traveling with a small band of rangers near your home village when you were waylaid
+2 Dex,
3 by horrible creatures. You were the only survivor, and went to where you felt safest. The friend
Skill: Alertness
to your right found you wounded and helped you back home, and gains +1 Dex.
A spirit of the woods showed you to a magical grove near the village, convincing you that,
+2 Con,
4 instead of joining the order, you must protect it and others like it throughout the world. The
Skill: Survival
friend to your right comes with you to the grove every solstice, and gains +1 Con.
The chief of the order told you that, one day, ancient faeries would attack your old home, so
+2 Con,
5 sent you to guard it instead of joining the order and patrolling the land. The friend to your right
Skill: Search
does not fully understand your task, but sometimes keeps watch with you, and gains +1 Con.
Strangely respectful of your village witch, the rangers sent you back to her. She made you her
+2 Str,
6 champion against the thing under the forgotten bridge. The friend to your right once fought
Skill: Hunting
strange things at the bridge with you, and gains +1 Str.
1d6 What token from your time as a ranger do you keep still? Gain
2 A map of the land which marks the lairs of evil things. +2 Int, a map
4 A wild horse of an ancient bloodline who lets only you ride. +2 Con, an unusual ally
5 A far-seeing hawk who is never far from you. +2 Dex, an unusual ally
6 A bright star set with a jewel on your cloak. +2 Cha, an ancient symbol
3. Jot down your skills, class abilities, and starting 8. Your Fortune Points are 3.
equipment, as well as any other pieces of gear you
may want to buy. The Failed Ranger begins with the 9. To start, your hit points are 8 plus your Constitution
following equipment: a knife or dagger, practical clothing, bonus.
leathers (+2 AC), heavy cloak, flint and tinder, waterskin,
a weapon of your choice, and 4d6 silvers. 10. Fill in your saving throws using the chart on the back
of this booklet.
4. Pick an alignment. Your character may be Lawful,
Chaotic, or Neutral. If you can’t decide, simply choose to 11. Record the ‘to hit’ and ‘damage’ statistics for any
be Neutral; most people are. weapons you think you might use. Your to hit bonus for
a melee weapon is your BAB plus your Strength bonus,
5. Your Base Attack Bonus comes from your class. As a while you use your Dexterity bonus instead for any missile
level 1 Warrior-Rogue, you have a BAB of +1. weapons. Your Strength bonus also adds to the damage of
any melee weapon.
Copyright © 2023 Flatland Games, icons by Lorc under CC-BY
158
Reference
Making Tests Fortune Points
Ability Score Checks: Roll a d20 and compare the A character may spend a Fortune Point in the follow-
result to your score in the relevant ability. If the number
on the die is equal to your score or lower, you succeed. If it ing ways:
is higher, then you fail.
Help a Friend: Normally, a character may only help a
Saving Throws: Roll a d20. If the result is equal to the friend with an ability score check if he has a relevant
saving throw number or higher, the roll was a success. skill. By spending a Fortune Point, a character may
Combat Rolls: Roll a d20 and add the relevant attack lend a helping hand and thereby give his compatriot
bonus. Compare the result to the enemy’s armor class. a +2 to his score for a single roll, even without having
If the number equals that armor class or exceeds it, the an appropriate skill for the task at hand.
attack was successful. Otherwise, the attack missed.
Second Chance: A character may spend a Fortune
Class Abilities Point to get a reroll on any failed roll during the
Hit Dice: d8 course of play, such as an ability score check, saving
Initiative Bonus: +1 throw, or to hit roll.
Armor: The Failed Ranger may wear any armor.
Cheat Death: A dying character may spend a Fortune
Highly Skilled: The Failed Ranger receives two additional Point to stabilize at 0 hit points and not continue
skill at first level. Your Playbook has already given you your taking damage every round.
extra skills. The Failed Ranger gains an additional skill
every odd numbered level thereafter (3rd, 5th, 7th, etc).
Instead of gaining a new skill, they may get better at one Ability Score Bonus
which they already have, increasing the bonus for that skill 1 -4
by a further +2. 2-3 -3
4-5 -2
Knacks: Over the course of their careers, warriors pick
up several tricks which make them even more formidable 6-8 -1
opponents. Your Playbook gives you your first Knack. 9-12 0
See p.10 in the Beyond the Wall and Other Adventures for 13-15 +1
rules for the different Knacks and for gaining new ones. 16-17 +2
18-19 +3
Base Breath
Attack Poison Weapon Polymorph Spell Magic Item
Level Experience Bonus Save Save Save Save Save
1 0 +1 13 16 13 15 14
2 2,500 +2 13 16 13 15 14
3 5,000 +3 13 16 12 15 14
4 10,000 +4 13 16 12 15 14
5 20,000 +5 12 15 11 13 12
6 40,000 +6 12 15 11 13 12
7 80,000 +7 12 15 11 13 12
8 150,000 +8 12 15 11 13 12
9 300,000 +9 11 14 9 11 10
10 450,000 +10 11 14 9 11 10
Copyright © 2023 Flatland Games, icons by Lorc under CC-BY
159
The Horned King’s Blood Playbook
You grew up in the village unaware of a terrifying fae heritage hidden deep in your family’s past. As you approached adulthood,
you found yourself troubled by dark and terrible dreams sent to you by your ancient forebear. Now you must choose your fate.
You are graceful and quick-witted. Your Dexterity and Intelligence begin at 10, and all of your other ability scores begin at 8.
1d12 What did your parents do in the village? What did you learn from them? Gain
1 You are an orphan. Things were hard for you, but you remember all of your father’s stories. +2 Wis, +2 Con, +1 Int
+2 Cha, +1 Int,
7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+1 Dex, +1 Wis
+2 Dex, +1 Int, +1 Cha,
8 You worked the loom, cutting and twisting as the Fates.
Skill: Weaving
+2 Int, +1 Cha, +1 Wis,
9 Your father or mother kept the old stories. Your head is filled with them.
Skill: Folklore
+2 Str, +1 Cha, +1 Con,
10 Your father was a watchman, stern but fair with child and stranger alike.
Skill: Athletics
+2 Wis, +1 Con, +1 Dex,
11 You went on journeys into the woods to gather herbs and berries.
Skill: Herbalism
+2 Cha, +1 Int, +1 Dex,
12 Your father was a local merchant. You learned to name your price and charm your customers.
Skill: Haggling
6 You never met someone who didn’t like you. +2 Cha, +1 Str
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha
2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con
7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis
The woods called to you, and you spend most of your time away from the village now. You become a level 1 Rogue-Mage.
You gain the class abilities Fortune’s Favor, Sense Magic, and Spellcasting, and the skill Faerie Lore. The tables below
will further define your class abilities.
What secrets did the woods, and your dreams, reveal?
As you came of age, you began to sprout horns like a stag.
1d6 Gain
What other strange trait betrays your heritage?
+3 Wis,
1 Disturbing eyes which seem to glow with their own chill light.
Skill: Alertness
+3 Cha,
2 The presence and bearing of a natural lord.
Skill: Command
+3 Str,
3 A supple grace and often frightening aura.
Skill: Intimidation
+3 Dex,
4 Unnaturally long and agile fingers and limbs.
Skill: Forbidden Secrets
+3 Int,
5 A thick mane of pure white hair.
Skill: Investigation
+3 Con,
6 Hardened, almost crystalline skin.
Skill: Survival
You accepted an offer of warmth on a chill winter night and awoke a little colder +2 Wis,
1
than you had been. Spell: One with the Frost
When a crowned and shadowed figure stepped into your dreams, searching for you, +2 Int,
2
you instinctively cast it away. Spell: Abjuration
When in dreams you stumbled upon a fae ritual celebrating the rise of spring, +2 Wis,
3
you found it appalling and silenced it before you realized quite what you had done. Spell: Silence
At a recent festival, when you won the archery contest, you found that it was not your own skill +2 Dex,
4
which guided your eye and had, but a talent gifted to you in your dreams. Spell: True Strike
Dreaming that you were trapped, alone, and frightened on the barrow downs, you accepted the +2 Int,
5
help of an ancient king and raised his old servants for protection. Spell: Reanimation
When some dark, horned figure from your nightmares entered your dreams to offer you +2 Dex,
6
impossible gifts, you found that you could only escape the temptation with your own flight. Spell: Swift Step
1d6 What token of your fae heritage has come into your possession? Gain
+2 Str,
1 On your naming day, your grandfather gave you an impossibly old torq of graven bronze.
an ancient charm
One spring morning, you found a deer’s skull with a strange silver disc set into its interior +2 Dex,
2
which sometimes answers questions by moonlight. a talking skull
While bathing in an icy stream deep in the woods last winter, you found a broken silver blade +2 Con,
3
between two rocks. a broken dagger
Led into the woods on a moonless night by the familiar horned figure of your dreams, you +2 Int,
4
came upon a matte black disc carved with the shape of horns. a fomorian stone
A strange goblin handed you a map in a dream one winter night, and you found it under your +2 Wis,
5
pillow when you woke. an ancient map
+2 Cha,
6 Awaking in a chill sweat after a nightmare, you found yourself clutching a thin ivory circlet.
a fae diadem
3. Jot down your skills, class abilities, and starting 8. Your Fortune Points are 5.
equipment, as well as any other pieces of gear you may
want to buy. The Horned King’s Blood begins with the 9. To start, your hit points are 6 plus your Constitution
following equipment: a dagger, your favored weapon, bonus.
supple leathers (+2 AC), a heavy dark cloak, sprouting
horns, and 4d6 silvers. 10. Fill in your saving throws using the chart on the back
of this booklet.
4. Pick an alignment. Your character may be Lawful,
Chaotic, or Neutral. If you can’t decide, simply choose to 11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
be Neutral; most people are. ons you think you might use. Your to hit bonus for a melee
weapon is your BAB plus your Strength bonus, while you
5. Your Base Attack Bonus comes from your class. As a use your Dexterity bonus instead for any missile weapons.
level 1 rogue-mage, you have a BAB of +0. Your Strength bonus also adds to the damage of any melee
weapon.
Copyright © 2023 Flatland Games, icons by Lorc under CC-BY
162
Reference
Making Tests Fortune Points
Ability Score Checks: Roll a d20 and compare the A character may spend a Fortune Point in the follow-
result to your score in the relevant ability. If the number
on the die is equal to your score or lower, you succeed. If it ing ways:
is higher, then you fail.
Help a Friend: Normally, a character may only help a
Saving Throws: Roll a d20. If the result is equal to the friend with an ability score check if he has a relevant
saving throw number or higher, the roll was a success. skill. By spending a Fortune Point, a character may
Combat Rolls: Roll a d20 and add the relevant attack lend a helping hand and thereby give his compatriot
bonus. Compare the result to the enemy’s armor class. a +2 to his score for a single roll, even without having
If the number equals that armor class or exceeds it, the an appropriate skill for the task at hand.
attack was successful. Otherwise, the attack missed.
Second Chance: A character may spend a Fortune
Class Abilities Point to get a reroll on any failed roll during the
Hit Dice: d6 course of play, such as an ability score check, saving
Initiative Bonus: +2 throw, or to hit roll.
Armor: The Horned King’s Blood may wear any
armor lighter than plate. Cheat Death: A dying character may spend a Fortune
Fortune’s Favor: The Horned King’s Blood has luck Point to stabilize at 0 hit points and not continue
beyond that of other men. They receive five Fortune taking damage every round.
Points instead of the normal three.
Spell Casting: The Horned King’s Blood may cast
spells like a mage, but not cantrips and rituals. Your Ability Score Bonus
Playbook has given you your starting magics. 1 -4
Sense Magic: Being naturally sensitive to the world 2-3 -3
of magic, The Horned King’s Blood may determine if
4-5 -2
a person, place, or thing is magical. Doing so requires
concentration and a few minutes, and so they cannot 6-8 -1
tell if something is magical simply by being in its 9-12 0
presence, and people tend to notice if a mage is staring 13-15 +1
at them intently and ignoring his food during a meal. The 16-17 +2
GM may rule that, when in the presence of particularly 18-19 +3
intense sorcery, the mage notices such immediately.
Base Breath
Attack Poison Weapon Polymorph Spell Magic Item
Level Experience Bonus Save Save Save Save Save
1 0 +0 14 15 13 12 11
2 2,500 +1 14 15 13 12 11
3 5,000 +1 14 15 13 12 11
4 10,000 +2 14 15 13 12 11
5 20,000 +3 14 15 13 12 11
6 40,000 +3 13 13 11 10 9
7 80,000 +4 13 13 11 10 9
8 150,000 +5 13 13 11 10 9
9 300,000 +5 13 13 11 10 9
10 450,000 +6 13 13 11 10 9
Copyright © 2023 Flatland Games, icons by Lorc under CC-BY
163
The Reavers’ Descendent Playbook
Your great grandparents came to the village many years ago. While it is true that many of their folk were raiders and warriors,
they were also competent traders, craftsmen, and sailors. Your ancestors settled peacefully, becoming trusted friends and neigh-
bors. In many ways, you grew up like any other village youth, but you also learned the reavers’ ways of war and much of their lore.
You are hardy, brave, and strong. Your Strength and Constitution begin at 10, and all of your other ability scores begin at 8.
1d12 What did your parents do in the village? What did you learn from them? Gain
1 You are an orphan. Things were hard for you, but you remember all of your father’s stories. +2 Wis, +2 Con, +1 Int
+2 Con, +1 Dex,
6 You led the sheep out onto the mountain like your father before you.
+1 Wis, +1 Str
+2 Cha, +1 Int,
7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+1 Dex, +1 Wis
6 You never met someone who didn’t like you. +2 Cha, +1 Str
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha
2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con
7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis
You grew strong and brave, like your ancestors. You become a level 1 Warrior. You gain the class abilities Weapon
Specialization and Knacks, and the skill Folklore. The tables below will further define your class abilities.
You grew up a villager and a reaver, learning from both.
1d6 What did your father make you swear never to forget? Gain
How to hide a dry bowstring on your person and where to find the truest feathers for your +3 Dex, Weapon
1
fletching. Specialization: Bow
The story of the fateful night that your great grandparents were driven from their home in the +3 Con, Weapon
2
dark of night with only a hand axe and a seven year old daughter. Specialization: Hand Axe
+3 Str, Weapon
3 The secret name of the god of mountains and steel, whose favor holds your life in the balance.
Specialization: Longsword
+3 Str, Weapon
4 The discipline and training of forming a sturdy shield wall with your closest comrades.
Specialization: Spear
The desperation you felt at seven when a cruel older child trapped you behind the inn, and the +3 Con, Weapon Special-
5
pride you felt when you grabbed a short stick and drove him back. ization: Short Sword
The tales of your namesake, your great-great-grandparent, who first bore the axe you now +3 Str, Weapon
6
carry. Specialization: Great Axe
1d6 What wisdom did your grandmother share with you? Gain
+2 Con,
1 The easy, patient breath of the long distance runner and the stalwart guardian.
Knack: Defensive Fighter
+2 Dex,
2 How to spot those telltales that presage an opponent’s strike.
Knack: Fleet
+2 Wis,
3 How to rise gracefully from the most agonizing falls.
Knack: Resilience
+2 Str,
4 That every foe has a weakness, which can be the key to your greatest successes.
Knack: Great Strike
+2 Int,
5 When to stand firm and strong, but also when to know that discretion is the better path.
Knack: Defensive Fighter
How to hold your friends, family, and the stories of the past close to your heart in times of +2 Cha,
6
trouble. Knack: Resilience
2 A map showing the seas and rivers of the world. +2 Int, a map
3 The well maintained keelboat in which your family arrived. +2 Dex, a ship
4 A never-aging songbird who has long kept your family's company. +2 Cha, an ally
5 One braid of golden hair from a distant and forgotten queen. +2 Str, braid
6 A shield bearing your family's arms from the old country. +2 Con, a shield
3. Jot down your skills, class abilities, and starting 8. Your Fortune Points are 3.
equipment, as well as any other pieces of gear you may
want to buy. The Reavers’ Descedent begins with the 9. Your hit points are 10 plus your Constitution bonus.
following equipment: dagger, simple clothing, your
chosen weapons, a suit of old but well-kept chain (+4 AC), 10. Fill in your saving throws using the chart on the back
an engraved armlet, and 4d6 silvers. of this booklet.
4. Pick an alignment. Your character may be Lawful, 11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
Chaotic, or Neutral. If you can’t decide, simply choose to ons you think you might use. Your to hit bonus for a melee
be Neutral; most people are. weapon is your BAB plus your Strength bonus, while you
use your Dexterity bonus instead for any missile weapons.
5. Your Base Attack Bonus comes from your class. As a Your Strength bonus also adds to the damage of any melee
level 1 Warrior, you have a BAB of +1. weapon. Don’t forget your weapon specialization!
Base Breath
Attack Poison Weapon Polymorph Spell Magic Item
Level Experience Bonus Save Save Save Save Save
1 0 +1 14 17 15 17 16
2 2,000 +2 14 17 15 17 16
3 4,000 +3 13 16 14 14 15
4 8,000 +4 13 16 14 14 15
5 16,000 +5 11 14 12 12 13
6 32,000 +6 11 14 12 12 13
7 64,000 +7 10 13 11 11 12
8 120,000 +8 10 13 11 11 12
9 240,000 +9 8 11 9 9 10
10 360,000 +10 8 11 9 9 10
Copyright © 2023 Flatland Games, icons by Lorc under CC-BY 167
Omen of the Horned King
Scenario Pack
The Horned King begins to wake; some fae who hope to profit from his ascent to power are part of the fae court near the village.
These servants begin their search for the Horned King’s Sword. This will disturb the village and alert the player characters to
the king, and to two great weapons of destiny: the much-cursed blade the Horned King’s Sword, and the iron hunting spear
Horned King’s Bane.
This scenario pack kicks off the Return of the Horned King campaign, and is the first step on the Horned King’s path to
regaining his sword. See p.135 for the campaign overview and p.137 for this entry in its Tale of Years campaign pack. If this
scenario pack isn’t being used in that campaign, reduce the power of the Horned King and his sword to be appropriate regional
villains in your campaign.
If you need to come up with names of people and places on the fly, use the following tables. We have chosen to use primarily
English names for this scenario pack.
The setting is presumed to be the village of Wenfeld in the Homelands (see p.123), but any similar village will do.
A note on noble families - the ones rolled up for the village might not match the dominant family in the region. This is okay.
Between fostering arrangements, strategic marriages, and the meddling of the fates, minor branches of the various houses
are scattered across the Broken Kingdom.
= add a location to the Map
Reminder!
= add an NPC to the Map
You will learn a lot about the characters’ village from the events they roll while making their characters. This will include
information on the people who live there.
Use this table to come up with names for some of those people or the characters themselves.
1d20 Female Names 1d20 Female Names 1d20 Male Names 1d20 Male Names
An elderly satyr, seemingly grown soft and comfortable in their role at court, has turned a popular poetry
1
symposium into a recruitment center for the cruelest of the fae.
A wintry faerie princeling leads a band of secretive satyrs, goblins, and elves, all of whom make their homes in a
2
shrouded grotto.
3 A band of wicked sprites plagues the local fae and mortals alike every decade or so.
The long-lived offspring of a faerie lord and a mortal woman keeps a shadow court beneath the waters of a lake
4
deep within the woods.
5 A fell-handed elven lady astride a coal black unicorn is an infrequent and ill omen among the local fae.
A group of industrious and stout miners secretly delve deep and craft dangerous treasures beneath the hills near
6
the village.
__________ saw the horned king’s face in the clouds above the barrow fields outside of town, and then the next day a
traveler at the inn reported that one of the barrows has been ripped asunder and its contents strewn about the downs. Even
1-4
now, ______ the local lord, is gathering people to help rebury everything before the new moon in three days’ time. Each night,
the village’s work will be disturbed by 2d4 zombies who seem to be searching for something in the wreckage.
__________ swears the family house was ransacked by three angry bears, but none of their neighbors heard a thing, and no
food was stolen. Besides the damage, the only thing missing was a little lockbox that had been handed down, unopened, for at
5-7
least ten generations, or so their great grandmother says. Three days after the visit, the family will catch a wasting sickness that
the witch says she can dispell, ummm, cure with a recipe she hasn’t had to use in time out of mind.
A stranger passing through, followed by a personal raincloud, and with incredibly bad luck, spent a day in the inn telling everyone
8 about his run-in with a fae hunting party near town. He is certain they’re tracking him. Cha tests reveal he has a map to what
he thinks is the location of an iron spear named the Horned King’s Bane.
A hidden faerie door that opens to a place far away from the village, a cursed valley of the dead. Undead servants
of his of old will try to come through the door to serve the horned king until the PCs can destroy it, probably with
1
help from the witch. Increase the Horned King’s Fae Forces by one each season the door is open. OR increase the
horned king’s fae forces by one if it isn’t closed within a week.
Beneath the root cellar of _____’s house is a forgotten shrine where humans once worshipped the Horned King.
2 A little of his magic lingers there, now. All spellcasters get a +5 bonus to spellcasting rolls (including spell damage)
while in this shrine, but The Horned King will become aware of it.
The carving that _______’s great grandfather brought back from the South is actually a map showing the
3 location of Wayland’s Forge, where some say both the Horned King’s sword and the iron spear that is his
bane, were forged.
A huge ring in the center of ________’s orchard is clear cut and burned, revealing a strange circle fifty yards in
4 diameter made of sandstone not native to the area and set into the ground. Any oath sworn in this ring cannot be
forsworn, no matter how much the pledger regrets the promise.
5 A cache of forgotten musical instruments, some dating back hundreds of years. Amongst them is an unassuming tin whistle.
Forgotten in the attic of _______’s house is the journal of a mage who studied the Horned King. His basic story
6
is told, and a cypher hides its secret - the Horned King’s True Name!
7 A special vault, room, or statue in an important place such as the lord’s keep, a local temple, or even the inn itself.
8 A magical item or religious token is sunk to the bottom of the village well.
2 An elderly storyteller who left years ago has returned to town telling the old stories about the sword.
4 Auspices recall all the old prophecies and stories about the sword and its struggles.
A treasure hunter comes asking enough questions to remind everyone of the old wives’ tales of the village. This might reveal
5
some information about Adanmor, the bard who they say woke the Horned King. (See p.125)
A Great Fithich surveils the village for a while and then comes to the witch, and any wizard in the castle, asking about a strange
6
sword left around the village “last winter”.
1d6 How do the fae conduct their search for the sword through the village?
1 One by one, several faeries sneak through the village, breaking into houses and stealing clues to the sword’s location.
2 A few hunting parties of several faeries at a time break down doors and accost any villagers they encounter.
3 One of the village elders, the innkeep, or another important villager is kidnapped and questioned. Did they know anything?
4 One of the player characters’ relatives is kidnapped and interrogated. Did they actually have any information to reveal?
5 The fae use their magic to influence humans, and perhaps even animals, to search on their behalf.
6 Disguise: the searching fairies try to pass as human investigators. What will give them away?
The fae find what they think is a clue in the village/castle (see earlier location) and decide to raid it to claim their treasure and
placate The Horned King.
1d6 How might the player characters and villagers gain forewarning about the raid or its location?
1 Intrigue at the faerie court - who might trade the PCs this knowledge? And for what?
Several spots touched by fae around the village have become mysteriously cold, some snowing.
2
The location of the raid becomes cold as well.
3 A goblin trickster is caught in the village and tells in a bid for its freedom.
4 A villager touched by dreams From the horned king gives warning about the imminent raid through their visions.
5 The witch has a premonition and begins trying to warn the town. Will they listen?
2-3 Faerie rangers scout and stalk through the village in a careful hunt,
3
then 2d6 redcap types in 2-3 groups ravage the town in a frenzied search.
4 3-4 Satyrs loudly converge upon the location of their search, with various serving spirits plying them with alcohol throughout.
Some dozen skeletons and zombies are compelled to do the bidding of a single fae necromancer who walks along unperturbed
5
as their abominations pull apart wood, flesh, and stone in search of their master’s desire.
6 Brutish fae - goblins, orcs, and redcaps conduct a brief and brutal search.
2 An undead spirit is bound to the target of the raid and must travel with it, if taken.
3 A local villager has amulet which wards against the fae and their powers.
The witch prepares a powerful circle of protection against the fae, securing a single location
4
where the villagers can take shelter, can they but reach it.
An incredibly powerful storm that affects even the spirit world crashes down upon the village just as the raiders reach the village.
5
Can the villagers use this in their defense?
One of the Horned King’s foes shows up to steal the same thing the fae raiders seek.
6
Can the village survive this clash? Can they turn it to their own advantage?
1 Information to help the player characters learn about and hunt for the Horned King’s Bane.
2 A blessing for the village in the Tale of Years: +1 to all Background Events checks for the next year.
The curiosity of the fae. One of the fae who went on the raid takes an interest in the village the way some folks feed feral cat
3
colonies, and so may become a friend of heroes soon enough.
A hidden cache of treasure is revealed by the raid. The coins and gems are worth about 2d4*100 silvers. How will the village
4
handle this discovery?
Friendships and alliances. The town and manor come together after this incident and a small mutual aid network is born. Gain
5
1 hearth point and +1 to charisma checks when helping locals for the next year.
Lost fairy artifact. During the raid, one of the fae loses a minor magical item (+1 or +2 bonus on a nonmilitary item or tool such
6
as a cloak or tinderbox). Will its owner come in search of it?
Recent Events
Just before the adventure begins, the player characters are all
away from home together. Roll once for the entire group on the
following table to determine what they were doing just before
the session and how well it went for them. This is the reason they
arrive together to face the events of this scenario pack.
When the characters return from this event, they will walk
directly into the villagers discussing the warning given by the
first table in this scenario pack.
Fallen trees blocked a local stream feeding ______’s pastures, so a group of strong young villagers and their friends have gone to
help clear the blockage. Test Strength (Athletics, as well as your friends, can help) to clear the blockage. Success: Your contributions
1 to the hard work of clearing the stream have impressed your fellows. Gain +2 to Charisma checks with villagers for the rest of this
adventure. Failure: In a dramatic catastrophe, you are knocked down and pulled under the water when the logjam bursts. When
you come to later, on the bank, you have taken 1 point of damage and had a vision of the Horned King.
Grandmother Weaver inveigled your assistance on a trip to visit her friend Grandmother Tanner in a village a few day’s travel from
Wenfeld. It’s good that she did, for on the second day of travel, you frighten off a small group of desperate bandits. Test Charisma
to recount the story to Grandmother Tanner (Storytelling and similar skills might help). Success: Your first reward is her belling
2
laughter at the tale, the second a story of her own encounter with a demanding fae in one of the summers of her youth. Gain +3 to
hit and damage in any one fight against a fairy as you apply the lessons of her tale. Failure: Grandmother Tanner thanks you, curtly,
for helping her friend and rewards you with a pointed tale about a peacock who strutted himself to death.
Westfeld, the village _____’s cousin is from, was having its annual market dance. In this strange tradition, no one may sell their
wares unless they dance at the opening and closing of the market. This always leads to laughter and good humor when the brewer’s
dance begins, but also, sometimes, draws strange visitors who whirl and dance with bears, or pots of fire on chains, or in large
flailing groups of young men. This year, each of the heroes has something they’re on the lookout for at the market dance, and most
of them will spot it, or something similar. The most responsible hero should test Wisdom (Alertness may help) as they browse
3
the market stalls. Success: One of the sellers, an old woman whose dance had told the story of a mortal caught by the Wild Hunt,
is selling antler pendants, brooches, and rings. Just as you get the feeling that you will see this symbol again, a light catches in
her eyes and she offers you a gift of one. (GM: This is a mild magic which grants all fae a slight bonus to magics scrying upon the
wearer. The symbol is one of the Horned King’s own.) Failure: Everyone has too good a time and is still a little hungover when they
return to Wenfeld after the final dance.
Some hunters reported strange sounds and tracks in their usual hunting grounds. One of the lord’s men took a few of the town’s
youth, including our heroes, to search for the markings and to determine their nature. Test Intelligence (Hunting and related skills
might help). Success: You find a set of the strange tracks and follow them back to a cave that seems to have no back. The old hunter
4
backs away and leads the group home, saying this is likely a portal to the fae realm that some spirits are using to cause trouble in
ours, and no place for such youth. He plans to warn the lord. Failure: The group comes home sweaty and tired, having followed
these strange tracks in spirals for hours without learning anything.
Our heroes have accepted a foolish dare to brave a night in a cursed glade in the gloaming wood. Test Wisdom. Success: You are
terrified by visions of the ghost of an Emissary of Winter (p.115) passing to the south. Failure: Terrified by visions of the ghost of
5
an Emissary of Winter, you try to stand your ground. Save vs polymorph or take 1 HP of damage from its wintry aura before you
flee back to the witch or Grandmother Weaver, who will tell you the Emissaries’ story, in brief.
__________, just out of town, found an unmarked herd of sheep in her upper pastures, and needed help rounding them up and
checking their health. Test Wisdom (Animal handling and similar skills might help). Success: The round up goes well and the herd is
healthy. You happen to notice that none of the fences or walls are damaged, so there’s no way these sheep could’ve gotten in without
interference. Looking around, you see a fae laughing from the edge of the woods. Seeing she’s been spotted, she winks, nods, and
6
fades into the woods. GM: This is one of the fae of the local court. She’ll remember you fondly when your paths cross again. The sheep
are fine, and ______ shares her good fortune with the village. Failure: The sheep keep somehow -- impossibly -- switching pens,
and it takes all day to wrangle them. Then, at sunset, a horn sounds from the forest, and the sheep run to it, knocking down doors,
barrelling through gates, leaping fences and walls alike and rushing into the forest. Hyena-like laughter echoes from the woods.
Separated while out on the moors looking for _________’s lost flock and now out after sundown, our heroes find themselves
collecting around a standing stone lit by a reddish moonlight not visible elsewhere. A voice begins to speak to the group’s most quiet
member. That hero should test Charisma (Etiquette may help). Success: You manage to convince the spirit that you were not there
to open the portal, and that this is not the time of prophecy. Failure: The voice convinces you to reach out to open a portal. Offer
7 the other heroes a chance to intervene. If they do not, the character who touches the stone must save versus polymorph or take
1 hit point of freezing damage. The standing stone shatters like ice hit by a hammer, revealing a dark tunnel leading downwards
towards the sound of approaching drumming. The heroes wake up in the moors the next morning around a shattered standing
stone. There is no staircase in evidence. GM: This site will be a great place to revisit as a site breaking the boundaries between the
worlds later in the campaign.
After some disturbances and perhaps tomb robberies in the barrow downs, a group led by the local lord’s advisor goes to close the
tombs that have been opened. Test Intelligence (Investigation or Forbidden Knowledge skills may help). Success: Whilst rebuilding
the entrance to a tomb, you spot an engraving of a horned figure pierced by a spear, and see an altar beneath it. It looks like a
8
spear has been removed from the altar. Failure: In sealing one of the tombs, you encounter the risen dead. The now-living corpse
is pinned under some fallen debris just inside the entrance to the tomb. If any have the eyes to observe, they will see that it seems
to have been raised by some ancient magic, an oath that has recalled it to service.
Clues: NPCs:
Locations:
The Horned King Powers: Chill Fortitude (the Horned King always emits an aura of icy cold; each round he may either
extend this outwards, causing 1d4 damage to all foes in near range, or focus it on himself, healing 1d10
Hit Dice: 17d8 (78 HP)
hit points of damage), The First King (if the Horned King is not actively engaging in combat himself,
AC: 28
a foe must make a saving throw versus spell with a -4 penalty in order to attack or harm him), Lord of
Attack: +17 to hit, 1d12+5 damage (King’s Blade)
the Night Fae (all wicked faeries and goblins in his service gain +4 hit points and a +2 bonus to saving
Alignment: Chaotic
throws when in the Horned King’s presence), Shifting Form (the Horned King may change his appear-
XP: 12,000
ance and size at will; should he grow to a particularly great size, he immediately gains an additional
Notes:
20 hit points), Spellcasting (the Horned King may cast spells and rituals as a level 9 mage; he knows
many spells and rituals and is particularly fond of the spells Commanding Word, Flash of Brilliance,
Greater Illusion, and Terrifying Presence, and the rituals Call Storm, Contagion, Storm of Ice, and Word
of Truth; assume that he has an Intelligence
and Wisdom of 17 for the purposes of casting
rolls), True Name (the Horned King has a true
name, which gives his foes power over him),
Vulnerable to Iron (the Horned King takes
double damage from iron)
A Kingless Realm uses several terms and names that are Copyright 2000-2003 Wizards of the Coast, Inc. These terms are
used under the terms of the Open Game License v1.0a, and are designated as Open Content by that license.
All proper nouns, names, product line, trade dress, and art is Product Identity. Everything else is open game content.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works
and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work
may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game
mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product
Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dia-
logue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions
of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License
by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the
licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a
notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open
Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to
Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying
or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except
as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge
to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game
Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation
then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive
the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Beyond the Wall and Other Adventures, Copyright 2012-2014, Flatland Games, llc.
Further Afield, Copyright 2015, Flatland Games, llc.
Heroes Young and Old, Copyright 2012-2016, Flatland Games, llc.
Dangers Near and Far, Copyright 2020, Flatland Games, llc.
Through Sunken Lands, Copyright 2020, Flatland Games, llc.
A Kingless Realm, Copyright 2023, Flatland Games, llc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cor-
dell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.