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The land is desperate for aid…

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.

Venture beyond the wall and into a kingless realm…


A Kingless Realm introduces new ways to extend your campaigns of Beyond the Wall and
Other Adventures. This volume contains a selection of new rules and options for adven-
turing, whether a group wants to extend a campaign with heroes after tenth level, expand
character creation and multiclassing options, or start play with even younger villagers
experiencing their very first adventures. Also included is a ready-to-play and customisable
campaign setting: the lands of the Broken Kingdom, a shattered realm where the Horned
King waits to rise again.

• Expanded character and campaign options, including legendary


heroes, untried heroes, and more.
• A host of gamemastering advice and guidelines for running a cam-
paign spanning seasons and years.
• Three new Character Playbooks: the Failed
Ranger, the Horned King’s Blood, and
the Reavers’ Descendent.
• New rituals, magic items, Traits,
bestiary entries, and personalities to fill
your world.
• A full campaign, including a
three-front Threat and a new Sce-
nario Pack.
• A new world, with associated
maps, history, monsters, and
more, all ready for your group to
make it your own.

an adventurous pastime by flatland games


A Kingless Realm
Contents
Introduction 2
Untried Heroes 4
Mighty Heroes 10
Legendary Heroes 19
New Traits 29
Gamemaster Advice 32
Gifts of the Hearth 51
Tales of Years 54
Legendary Items 68
The Broken Kingdom 74
Magic of the Broken Kingdom 106
Bestiary 113
The Village of Wenfeld 123
Campaigns in a Kingless Realm 131
Return of the Horned King 135
Appendix: Region Tables 151
Character Playbooks and Scenario Packs 155

Design, Writing, and Layout: John Cocking and Peter S. Williams


Development: Flatland Games
Color Art: Jon Hodgson and Scott Purdy
Black and White Art: Miguel Santos, Erin Lowe, and Seth Meeks
Cartography: Sofia Pereira
Editorial Assistance: Seth Meeks
Graphics Whip: Jesse Wolf
Special thanks to John Marron for a barrow.

For Oswald, who went ahead, and Callum and Fergus, who came after.

published by Flatland Games


www.flatlandgames.com
Copyright © 2023 Flatland Games, icons by Lorc under CC-BY
Introduction
In a broken land, kingless for generations, there are The first four chapters describe numerous new
many evils stirring. The peaceful inhabitants of the options and modifications for creating characters for
villages and fiefdoms of the realm will need brave games of Beyond the Wall. The first of these, ‘Untried
heroes to face the coming trials. There are fallen Heroes,’ provides rules for 0-level characters, naive
lands to explore, ancient darks to defeat, and terrible and completely untested village youths with the
secrets to uncover. The sins of the past haunt the land makings of true heroes. The next, ‘Mighty Heroes,’
as surely as do the armies of the Ghost Empress of the provides guidance for increasing the power and
Underworld, the draconic cult of the great fire wyrm, capability of characters, including rules for new,
and, perhaps most frightening of all, the ancient fae additional class abilities and for more adept multiclass
lord known as the Horned King and his emissaries of characters. The third, ‘Legendary Heroes,’ presents
winter. rules for continuing to gain experience points after
reaching 10th level and for spending them on incre-
A Kingless Realm is a supplement for Beyond the mental advances; these can help with lengthening a
Wall and Other Adventures which includes several beloved campaign or giving players the chance to play
new ways to play the game, a collection of advice for the greatest heroes of myth and legend. Finally, the
gamemasters, and a sample setting: the Broken King- fourth chapter provides many new Traits with which
dom. players can customize their characters.

The fifth chapter is devoted to advice for the game-


master on running campaigns. This includes tips on
maintaining tone, managing NPCs and plots, running
exciting combats, and employing optional systems.
This is a lengthy chapter, and scattered through-
out are several lightweight and helpful rules, like a
simple mechanic for morale and flight in combat,
introducing changes to the village, and tables for
handling magical miscasts.

This is followed by three chapters detailing new


options for groups playing campaigns of Beyond
the Wall. The first of these, ‘Gifts of the Hearth,’
presents a new shared resource, Hearth Points,
which are gained by building bonds of friendship and
protecting the village. The next, ‘Tales of Years,’
provides a host of resources for running campaigns
lasting years of game time, including troupe style
play with multiple GMs, managing the events and
inhabitants of the characters’ home village, crafting
and business endeavors, aging and death, and various
downtime activities. This is followed by a chapter on
legendary magical items which increase in power as
characters wield them.

2 Beyond the Wall and Other Adventures


The final major section of A Kingless Realm contains Multiclass Characters
five chapters and an appendix describing a sample Two of the three Character Playbooks included in this
setting: the Broken Kingdom. This fractured and volume are for multiclass characters. The rules for
wild land was once ruled by high kings and queens, multiclass characters can be found on p.31 of Beyond
but that was long ago. Featuring disparate peoples, the Wall and Other Adventures. Each of the multi-
encroaching spirits, and capricious faeries, the Broken class Playbooks in this set has all of the rules for its
Kingdom is intended to provide inspiration for a class on the last page of its document.
group’s own world or an easy-to-use campaign setting
which can easily accommodate any material already The Failed Ranger
published for Beyond the Wall. The first of these A sturdy traveler and competent fighter, this
chapters describes the world itself, while the next character is a hybrid of the warrior and rogue classes.
gives more details on one particular village, Wenfeld, With ties to a secretive organization of protectors and
and its surroundings. This is followed by a chapter wardens, the ranger has access to many skills, has the
on using the Broken Kingdom for campaigns, two base attack bonus, weapon specialization, and the
chapters detailing special magic and monsters for the high hit points of a warrior, but is limited in available
setting, and an appendix which provides region tables armor.
for use with the travel rules from Further Afield.
The Horned King’s Blood
Finally, the book contains some helpful reference This character, representing a mortal cursed with the
sheets for combat and village management, and three fae blood of the terrifying Horned King, is a hybrid of
new Character Playbooks: the Failed Ranger, the the rogue and mage classes. Gifted with strange luck,
Horned King’s Blood, and the Reavers’ Descendent. the character has the increased Fortune Points of a
These new Playbooks will work in any game of Beyond rogue, similar fighting capability, and can cast spells
the Wall, but are particularly appropriate for use in like a mage, but not cantrips or rituals.
the Broken Kingdom setting.

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.

The rules presented in this chapter offer players a Background


chance to play even younger, more inexperienced Players can make an untried hero from any of the
heroes, often as a prelude to a longer campaign. usual backgrounds provided in the Playbooks. Most
These characters will likely be at the very end of their often, this will be the villager background or the
childhoods. In rules terms, they will not yet have any nobility background, but the group may decide to
levels in any of the three classes, but they will have have someone play a young barbarian transplant, or
inclinations toward one or more of those classes. perhaps even a dwarf, elf, gnome, or halfling.
If mages, they will be unable to cast many, if any,
magical spells. Promising young warriors will have In any event, after choosing a background, a player
potential and spark, but will not be able to hold their will then use the typical three tables from the begin-
own against serious opposition. Those with roguish ning of that type of Playbook. This will tell the player
proclivities may know a bit more about a skill, or be a about the character’s early childhood, natural gifts,
bit luckier than their compatriots. and a friendship or two in the village; if choosing an
unusual background, it will tell the player how the
Where other characters share a background entry character grew up among his own people and then
or two from their Playbook tables which tell of their came to live in the village. The results from these
first small adventures together. Untried heroes will tables will also give the characters some much-needed
instead have their first adventure together at the table. bonuses to their ability scores.
They still know one another from childhood, but they
have not faced a ghost, negotiated with bandits, or As is usual with these tables, they will also give each
wandered to the dark heart of the woods together. player a chance to add a single NPC and location to
the village, as described on p.40 of Beyond the Wall
Groups should choose to create characters of this sort and Other Adventures.
if they have an interest in a particularly challenging
adventure, if they wish to have a preface to their Special, two-page Character Playbooks are provided
long campaign, or if they like the flavor of mostly with this volume to make untried heroes from the

4 Beyond the Wall and Other Adventures


village or nobility backgrounds. These untried hero Players should choose twice from the following table
Character Playbooks reproduce the three childhood to represent their characters’ class inclinations. Brave
tables from the appropriate settings, as well as the or unsure players may choose to randomize these
tables presented below. If the group decides to create results instead. Characters may only receive each
untried heroes from barbarian or other backgrounds, result once. This table, as well as the gift table which
players should simply use the first three tables from follows, is included after the childhood tables on the
any of the Playbooks which match their chosen origin. special untried hero Playbooks presented with this
volume. The results from these tables also give the
Class Inclination characters further bonuses to their ability scores.
While zero level characters are not yet technically
members of a class, they do all show inclinations After the second pick or roll from this table, the player
toward certain classes and will have special abilities should add an additional location to the village map.
similar to first level members of those classes. They
may also show inclinations toward more than one
class, in which case they will become multiclass char-
acters upon reaching level one (see p.31 in Beyond
the Wall and Other Adventures for more details on
multiclass characters).

Roll Class Inclination


1 Warrior Inclination - Student At Arms. Even as a youth, you have received some martial training and
show particular aptitude with one weapon. You have a +1 bonus to hit with a single weapon of your
choice, and will receive the Weapon Specialization class ability should you reach level one. Decide
who trained you and why. +2 Str, +2 Dex, +1 Con
2 Warrior Inclination - Gifted Fighter. A natural warrior, you have exceptional reflexes and fortitude.
Anyone who has fought you recognizes your potential. You gain +3 hit points, and will receive the
Knacks class ability should you reach level one. Decide when your gifts first became apparent. +2 Con,
+2 Wis, +1 Str
3 Rogue Inclination - Quick Study. You are an apt pupil and pick up information and training with ease
and speed. You gain one extra skill, and will receive the Highly Skilled class ability should you reach
level one. Decide who trained you in this skill and what your relationship is with that person. +2 Dex,
+2 Cha, +1 Int
4 Rogue Inclination - Lucky. Fortune smiles upon you and always has. This manifests in small, often
unnoticed ways, but there is no denying that things often go your way. You gain one extra Fortune
Point, and will receive the Fortune’s Favor class ability should you reach level one. Decide a time in
your childhood when you were extremely lucky. +2 Con, +2 Int, +1 Dex
5 Mage Inclination - Learned Caster. Whether from the village witch, a book of arcane secrets, or some
other means, you have studied the arcane arts. You gain the Sense Magic class ability and know how
to use a single cantrip of your choice, and, should you reach level one, you will gain the Spellcasting
class ability with the ability to cast cantrips and rituals, but not spells. Decide how you learned magic.
+2 Int, +2 Wis, +1 Dex
6 Mage Inclination - Natural Sorcery. The power of the arcane flows through you, though you cannot yet
control it. You gain the Sense Magic class ability and know how to cast a single spell of your choice,
and, should you reach level one, you will gain the Spellcasting class ability with the ability to cast
spells, but not cantrips or rituals. You may cast your spell once per day, but suffer 1d4 damage when
you do so. Decide when this ability first manifested. +2 Con, +2 Cha, +1 Int

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.

6 Beyond the Wall and Other Adventures


Running the being accused of a crime by an adult, witnessing
First Adventure terrible crime, a ghost who will talk to the characters
Running untried heroes through a standard adventure about what it needs, or perhaps a goblin or some
or scenario pack will produce difficult and potentially other small fae who is stealing to feed its family.
deadly play. Another good option is to structure
challenges a little differently than you would for first- For martial campaigns, a good first adventure might
level player characters. be to have the characters in a position to spot an
incoming invasion and to participate in the impending
Two of our scenario packs are perfect for untried battle using the war and battle rules (Dangers
heroes: The Troubled Village (Dangers Near and Far, Near and Far, p.21), which encourages scenes with
p.150), and The Lordling’s Lament (Dangers Near and non-combatant characters preparing for the battle
Far, p.134). Each focuses on social issues, or problems as well as supporting, surviving, or fleeing the battle
that can best be solved by working together with the itself.
villagers. Untried heroes have a different disadvantage
in these situations - it is not their lack of strength or Combat against even a 1 HD creature will be fraught
skill at arms which hold them back, but that they are for our untried heroes, who will likely have to spend
children, not yet blooded heroes who have the respect more Fortune Points than their later selves would
of the adults of the village. against tougher foes. Even with this added risk,
combat is a thrilling part of gameplay. To give our
For village-focused campaigns, adventures might plucky upstarts a chance, we should consider giving
stress social conflicts around becoming an adult them extra opportunities to take advantage of clever
member of the village. Adventure seeds might include tactical decisions, and to pick their foes with care.

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.

Nature: Bats (BtW p.75), critters (BtW p.78), giant


rats (BtW p.82), dogs (BtW p.98), perhaps an insect
swarm (BtW p.86) that they can quickly escape A Skill
Each character gains a single skill after reaching level
Lesser Fae: Kobolds and Goblins (Dangers Near one. This should either be something immediately
and Far, p.33), a sprite (BtW p.95), perhaps a faun obvious to the character’s class, something they
(BtW p.82) or a Wyrmling (BtW p.98) had been in the process of learning for the past
several years, or best of all, something related to a
The Dead: A skeleton (BtW p.91), a zombie, (BtW particularly important roll or event from the previous
p.99), or a phantom who wants to talk (BtW p.90) adventure.

Reaching Level One Ability Scores


Characters at 0-level do not have, gain, or track Upon reaching level one, the character comes into her
experience points. Instead, the GM and group decide own and discovers just how far she can push herself
when the characters reach first level and become and what her gifts are. This results in a great increase
burgeoning new heroes. to ability scores. First, each of the six ability scores
improves by +1. Then the player should pick three
We recommend running one adventure for the different ability scores to receive a further +1. Finally,
untried heroes, with the characters reaching level one the player should pick a single ability score to receive
at the end of this trial. The adventure itself may last a further +2. All told, this will result in a total increase
a single session, or perhaps two or three. At the end of 11 points to a character’s ability scores, and will put
of this adventure, each character, regardless of class him on par with other first level heroes made from
inclination, reaches level one and gains the following ordinary Character Playbooks.
benefits. This is a great feat and an event worthy of
celebration. It will result in a drastic increase in their The player may choose to forgo a single one of these
powers and abilities, representing the youths finding ability score points and have the character gain
their footing and beginning to reach their potential. another skill instead. The player should discuss this
skill with the group.

8 Beyond the Wall and Other Adventures


Class Natural Sorcery - Characters replace this inclination
The character becomes a member of one of the with the Spellcasting class ability and may cast spells,
three classes upon reaching first level, or becomes a but not cantrips or rituals. We also recommend some
multiclass character. A PC with both inclinations downtime with access to a teacher or spellbook and
from a given class becomes a full member of that class the chance for the character to learn a new spell or
(for instance, a character with both of the warrior two.
inclination results will become a level one warrior).
Characters with one inclination from two different Other Features
classes will become a multiclass character of those Upon reaching level one, all of the hero’s other class
classes (for instance, a character with one rogue features become that of his class as an ordinary level
inclination result and one mage inclination result will one character. For instance, the character’s hit points
become a level one rogue-mage). become either 6, 8, or 10 plus Constitution bonus,
depending on the class. The player should recalculate
The characters will already have weaker versions of BAB, initiative, and saving throws as appropriate.
their class abilities gained from their two inclinations.
These inclinations will be replaced with full class Players with multiclass characters will already have
abilities and will improve as follows: worked out their hybrid class abilities, but will still
need to work with the group and GM to figure out
Student At Arms - Characters replace this inclination what BAB, Hit Dice, initiative, saving throws, and
with the Weapon Specialization class ability and will armor allowances are appropriate. For guidance, the
now receive a +1 to hit and +2 to damage with their group should refer to the multiclass rules on p.31 of
specialized weapon. Beyond the Wall and Other Adventures.

Gifted Fighter - Characters replace this inclination


with the Knacks class ability and should immediately
choose one knack of the player’s choice. The character
may not choose the ‘Weapon Specialization’ knack
unless she also had the ‘Student At Arms’ class
inclination and now has the Weapon Specialization Character Traits
class ability. for Untried Heroes

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.

Another fun option is to do both. The


Learned Caster - Characters replace this inclination suggestions for creating mighty heroes
with the Spellcasting class ability and may cast can- presented in the next chapter discuss start-
trips and rituals, but not spells. They immediately ing characters with two Traits instead
learn a second cantrip. We also recommend some of one. If the group likes this idea, having
downtime with access to a teacher or spellbook, the untried heroes begin with a Trait at
0-level and then gain another at first level
resulting in a chance for the character to learn two
will make them feel special indeed.
different level one rituals.

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.

This chapter provides a selection of levers for the


group to pull in order to change the power level
of characters in their games. Perhaps the group
envisions mightier heroes, able to fight off an attacking
warband or journey deep into an accursed crypt. Why not a higher level?

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.

10 Beyond the Wall and Other Adventures


More Hit Points characters’ Fortune Points between each session or
Perhaps the simplest way to make characters more short adventure will likely not see the need for this
powerful, especially level 1 characters, is to give them bonus; indeed, adding it may result in players feeling
a few more hit points. It is not unusual for a level 1 like they have too many rerolls. On the other hand,
mage, for instance, to be felled by a single arrow. a group with a GM who only has the players refresh
their characters’ spent Fortune Points after major
One way to do this is to have the characters start with story arcs or whole seasons of playing lasting ten or
the maximum number of hit points for their hit dice more sessions will probably quite enjoy this bonus,
as usual (10 for warrior, 8 for rogue, 6 for mage), and and it will have only a small effect on the PCs’ power
then to roll their hit dice once and add them to the level.
base, just as when they level up. This will give a small
boost. Greater Armor Class
All heroes, regardless of class, get better at fighting
A more significant increase would be to have the as they level, but, according to the default rules,
characters start with the maximum number of only warriors have the opportunity to improve their
hit points for their hit dice as usual plus their Armor Class through the ‘Defensive Fighter’ knack.
Constitution score. This will result in much tougher Using this rule, all characters begin with a +1 bonus to
characters to start. AC and gain a further +1 bonus at 4th and 8th levels,
representing their increased martial skills.
Either way, this option will result in an increase to
the survivability of first level characters, but the dis- This will result in a very small bonus to survivability
tinction will start to become less noticeable as the for first level characters, and will allow them to keep
characters level. Players should still be careful! Even pace with the attack bonuses of stronger monsters as
a character with 23 hit points can be taken down by a they level.
couple of lucky goblins.
Additional Skill
More Fortune Points Using this option, players may give their characters
Another simple way to increase characters’ power a single extra skill of their choice after traditional
and versatility is to increase the number of Fortune character creation.
Points they receive. When doing this, we recommend
adding only a single Fortune Point to their pool This option results in a relatively small increase in
(usually resulting in 4 for warriors and mages, and 6 character power, and allows the players to tailor their
for rogues). characters to their liking.

During an adventure, most players like to hold one Another Trait


Fortune Point in reserve to prevent their character If playing with Traits as presented on p.32 of Further
from facing a final death, and so, under the normal Afield, the group can decide for their characters to
rules, have two more to spend on rerolls and bonuses start with two Traits instead of one.
during an adventure. Granting them an extra Fortune
Point will give them just a little more wiggle room This is another addition that will only result in a small
to interact with the Fortune Point mechanics, but power change. Traits usually offer small situational
leave them largely of the same power level as typical bonuses and unusual abilities, so the characters will
characters. feel more unique when using this option. The group
could choose to add even more Traits to their charac-
As with all rules which interact with Fortune Points, ters, but the situational and special bonuses of Traits
this option can feel very different based on the group’s can quickly become difficult to manage and track with
typical practices around regaining spent points. A characters that have too many.
group with a GM who tells the players to refresh their

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.

12 Beyond the Wall and Other Adventures


Some players of warriors will enjoy the extra layer of
Keeping Track of It All tactical choice that this ability provides, while others
may dislike having to track an extra set of powers.
One danger in using too many of the levers
presented in this chapter is that the group Call to Action: As an action, the character
could end up with characters far more may have himself, the other PCs, and any
complicated than those created with the
allies in his presence regain 1 hit point per
base rules for Beyond the Wall, which, very
intentionally, has rather simple characters level of the recipient.
designed to keep the players focused on the
play and narrative happening at the table Mighty Blow: The character delivers an
and not on the options listed on their sheets. additional 1d10 damage on a single successful
attack.
Some of the options in this chapter will result
in increased character complexity and some
will not. In general, adding bigger numbers Perfect Strike: The player may take the die
to the character sheet, such as when giving result of any single attack roll and change it to
extra hit points, Fortune Points, or armor a natural 20.
class, will not make anyone’s character
harder to play. Physical Feat: The player may take the die
result of any single ability score check roll
On the other hand, adding an extra Trait
will increase the complexity of the charac- related to physical action (almost always a
ter much of the time, though only by a small Strength, Dexterity, or Constitution check)
amount. Adding the new class abilities or and change it to a natural 1.
the ‘Class and a Half’ rules below will result
in a noticeable increase in the complexity Reserves of Strength: The character automat-
of a character. We recommend these op-
ically passes a single saving throw.
tions only for experienced groups who are
already comfortable with the rules of the
game. Seize the Initiative: The character goes first
for a single round of combat, regardless of the
initiative scores of participants or any other
circumstances.
For instance, starting with two picks of the ‘Defensive
Fighter’ knack gives +2 AC at first level, which is
Swift Attack: The character may make two
significant and will be felt at the table.
attacks during a single combat round.

Skills of War - The warrior has mastered a set of tricks


and tactics to use on the battlefield, though she only
Rogues
Exceptional Success - When the rogue rolls a 20 to
has so many up her sleeve and has a limited supply of
hit or a 1 on an ability score check, he has achieved an
energy. At level one, the character may use any one of
unusual and exceptional success. The gamemaster or
the tricks from the list below once per adventure. The
player of the rogue may narrate an additional benefit
character may use an additional trick per adventure
to the success beyond what was intended. This ability
for each odd level past the first; for example, a third or
has no effect on casting or magic rolls.
fourth level warrior may use two tricks per adventure,
in any combination, while a fifth or sixth level warrior
Examples include a single attack roll which strikes
could use three per adventure. Access to these tricks
two opponents, an attempt to coerce an innkeeper
refreshes in the same way as Fortune Points; when
which succeeds and additionally endears the rogue
the warrior has had a chance to rest and recovers all
to the inn’s staff, or successfully picking a lock and
Fortune Points, he also recovers his tricks.

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.

14 Beyond the Wall and Other Adventures


We first found rules of this sort in the Castles and Giving characters a class and a half will result in a
Crusades game. Other games have also had similar significant increase in power for the characters.
systems allowing for a character to have all of the
rules of two or even three classes. Playbooks and Half Classes
Players may create their characters using Character
Just as when making a multiclass character, the player Playbooks as usual and still make characters with a
and group will need to work together to decide which class and a half.
abilities of the half class make the most sense for the
character in question. The multiclass character rules Doing so is particularly easy when a player is using
on p.31 of Beyond the Wall and Other Adventures a Playbook which already creates a multiclass char-
provide guidance on what powers are available when acter. In this circumstance, simply pick one of the
choosing the half class. In general, the character two classes and give the character the missing class
will gain one of the portions of a class’ powers using abilities of one of them. A couple of other things may
the same guidelines for picking class abilities when need to be adjusted in collaboration with the rest of
making a multiclass character. the group, such as hit dice, saving throws, or allowed
armor.
The most important rule for class and a half charac-
ters is this: the character will always retain all of the For instance, the Fae Foundling is a multiclass warrior-
abilities of their primary class in full, and will gain a mage who has access to knacks but not weapon
portion of the abilities of another class in addition. specialization, and may cast spells but not cantrips or
rituals. After making a character using this Playbook,
For instance, a warrior with a half class in rogue will the player might decide to make the character a full
have d10 hit dice, the ability to wear any armor, a high warrior and a half mage, in which case she will gain
BAB, access to weapon specialization and knacks, etc, weapon specialization and an increase of hit dice
and may gain either the rogue’s ‘Highly Skilled’ or from d8 to d10, or may choose to become a full mage
‘Fortune’s Favor’ class ability. If the warrior instead and a half warrior, in which case the character would
had a half class in mage, he would retain all of the gain the ability to cast cantrips and rituals.
warrior’s abilities, and gain the ability to sense magic
and cast either spells or cantrips and rituals.

The character will use the experience progression chart


for the less favorable class (that is, whichever of the two
classes requires more experience in order to advance).

As with other multiclass characters, the group will


still have to make some decisions where there are not
clear cut answers, such as when choosing which saving
throw table the character will use, which initiative
bonus is more appropriate, and what armor the hero
may wear. Characters using these rules will always
use the more favorable BAB of their two classes.

Likewise, a character gaining a half class may have


a change in hit dice; as usual, d8 is a good default
hit dice for multiclass characters. Note that, if a full
warrior gains a half class, his hit dice will not go down
and will remain at d10, since characters using these rules
always retain the better features of their main class.

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

16 Beyond the Wall and Other Adventures


extra Trait which will probably come into play Eliza also gets to choose one of the two warrior
for a roll or two every few sessions. additional class abilities. She very much likes the
look of the tricks from the ‘Skills of War’ option,
Example 2: Lori’s group has played several but eventually decides that she would prefer not
campaigns of Beyond the Wall and they are making the decisions at the table while in the
ready to try something different. The GM, heat of combat; one of the reasons she chose to
Greg, pitches an idea for a campaign that is make a warrior and not a mage was because
exceptionally dangerous, with deadly foes she doesn’t like managing such things. Instead,
around every corner from the very first session, she takes ‘Additional Knacks.’ She already has
but with powerful heroes ready to face the the ‘Great Strike’ knack from her Playbook.
challenge. After some thought, she decides to take it again
for her extra knack, giving every one of her
The group goes all in and decides to give their attacks with her trusty axe an additional two
characters extra hit points equal to their points of damage.
Constitution score, an extra Fortune Point each,
increased ability scores, one additional class Finally, Lori has to choose a half class for Eliza.
ability, and a class and a half. These will be Since she was made with a single class Playbook,
mighty heroes indeed. Lori can choose either rogue or mage for her half
class, and can pick the class abilities she likes.
Lori chooses the Reformed Bully Playbook and
creates Eliza, a woman who grew up teasing all Lori likes the idea of her reformed bully being
of the other children in the village, but ultimately lucky. Maybe that is why the other characters
saw the error of her ways when she was saved by were able to find her when she was lost in the
the player characters after being lost wounded woods, and maybe it explains why she was able
in the woods, despite how she had treated them. to get away with so much before changing her
ways.
After creating the character as usual with the
Playbook, Lori needs to choose two ability scores Therefore, Lori makes Eliza a half class rogue
to increase by +1 for Eliza. The character’s and chooses the ‘Fortune’s Favor’ class ability.
Charisma score of 8 is low enough that she has a Ordinarily this would give the character 5
penalty to the number of allies she can have, and Fortune Points instead of 3, but, since the group also
she is worried about failing every Charisma test decided to give each character an extra Fortune
she has to make, so she bumps it up to 9. Point, she now has 6. If the GM gives the group
many opportunities to rest between sessions,
Eliza’s Dexterity is pretty good, at 13, but Lori that will equate to a lot of rerolls, but Lori has the
remembers that one of her tables told her that feeling that Greg has a fast-paced game in mind,
Eliza used to lie in hiding and listen to every- so she likes the idea of being able to stretch out
one’s secrets. In order to make Eliza more likely her rerolls and bonuses. She also likes the idea of
to pass any checks to sneak around or hide, Lori having more Fortune Points to lend aid and give
increases this to 14. the helping bonus; it fits with her vision of Eliza
now wanting to atone for her mistakes.
Ordinarily, Eliza would start with 10 hit points
plus her Constitution bonus of +1, for a total of To finish off her half class, the group also decides
11. However, the group has chosen the greater that Eliza can get the extra initiative boost of the
of the two hit point increase options from this rogue, and suggests that Lori choose whether to
chapter, and so she adds her Constitution score use rogue or warrior saving throws. Since the
to this total, for a whopping starting hit points of warrior tables are already on the back of her
24. This reformed bully is very tough! Playbook, Lori decides to stick with those.

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.

Another way to create weaker heroes is to lower the


characters’ starting ability scores. A fun method for
doing this is to have each player think of a flaw for the
character, and, after typical character creation, pick a
single ability score and set it to 5. This will result in
characters with a significant penalty in one particular
area and a real need to lean on their comrades in
times of weakness. For a less dramatic option, the
players could create characters as normal and then
pick a single ability score to adjust by -2 and one more
to adjust by -1.

18 Beyond the Wall and Other Adventures


Legendary Heroes
Sometimes a campaign is too good to give up, and a gain specific, smaller bonuses called “advancements.”
group wishes to continue playing even after reaching This is a slow process, representing the fact that 10th
10th level. Alternatively, some groups desire a game level heroes are close to the pinnacle of human ability
with characters stronger than those represented by within the game world, but will still let players feel
the usual rules for Beyond the Wall and Other Adven- that their characters have a chance to learn new
tures. When this is the case, the gamemaster and things and become more potent.
players may consider using the rules in this chapter
for characters beyond 10th level. When playing with these rules for legendary heroes,
a character continues to gain experience points after
The Further Afield supplement suggests that the reaching 10th level, and may spend those experience
group can extrapolate the level charts for the three points in chunks on the advancements listed below.
character classes past the 10th level, allowing charac- Players may spend their characters’ experience points
ters to become level 11 or higher. The rules presented on these bonuses between sessions or at any appro-
in this chapter provide an altogether different method priate time of rest agreed upon by the GM.
for characters to continue to grow after 10th level.
Using these rules, characters will not continue to gain If you wish to keep track of a character’s overall
levels, but may instead spend experience points to progress as well as knowing how many experience

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.

Reaching Level 10 Improved Saving Throw


15,000 experience, 3 sessions
If the group is playing with the legendary hero rules,
One of the character’s saving throws improves by +1.
it means that the campaign is not coming to a close
Note that warriors with access to knacks are likely to
when the PCs reach level 10 or soon thereafter.
want to wait to gain an additional knack as described
Therefore, it is important for the characters to feel a
below, since the resilience knack grants them a +1
substantial increase in power upon reaching this
bonus to all saves.
milestone.

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.

20 Beyond the Wall and Other Adventures


Improved Spell Casting
35,000 experience, 7 sessions Maximum Fortune Points
This may only be chosen by mages or multiclass
mages who can cast spells. The character may cast When playing with a party of legendary
one additional spell per day. heroes, the GM or group may wish to set a
maximum ceiling on Fortune Points. They
New Skill are a powerful and flexible tool, and it can
50,000 experience, 10 sessions quickly devalue the importance and drama
of failed dice rolls if the characters have
The character gains a new skill, or may improve an
access to too many of them. As always, the
already known skill by +2. right answer will depend upon how often
the characters are allowed to refresh their
New Trait Fortune Points; if they typically regain
50,000 experience, 10 sessions them between every session or every short
The character gains a new Trait. adventure arc, the group might want to al-
low access to only a single additional point,
Increased Favor while groups which refresh their points only
65,000 experience, 13 sessions at significant periods of downtime will like-
ly be hungry for more.
This may only be chosen by rogues or multiclass
rogues with the ‘Fortune’s Favor’ class ability. The We suggest allowing each character to gain,
character gains an additional Fortune Point. at most, two additional Fortune Points. This
would mean that rogues could have a max-
Additional Fortune Point imum of 7 Fortune Points, and warriors
85,000 experience, 17 sessions and mages 5. Elven characters would retain
The character gains an additional Fortune Point. Note their usual penalty, and therefore have a
that rogues and multiclass rogues with the ‘Fortune’s maximum of 4 (or 6 for an elven rogue).
Favor’ class ability have access to this for a decreased
cost as described just above.
sessions may be all that is required to keep things
Improved Ability Scores moving. On the other hand, would the group prefer
100,000, 20 sessions for their characters to gain these incremental bonuses
Two of the character’s ability scores increase by frequently? If so, it might be better for characters to
+1 each. have access to the cheapest legendary hero bonuses
every two or three sessions.
Pace of Advancement
High level characters, such as experienced heroes Given all of this, the gamemaster or group might find
who have already reached level 10, tend to gain that they need to adjust the experience costs listed
significant amounts of experience commensurate above. The presented costs were calculated with the
with the powerful monsters and dangers they face. assumption that experience awards are likely to vary
Even so, the rate of experience rewards tends to from session to session, but will average to around
vary from group to group, particularly when using 5,000 with each meeting, and that the players would
different combinations of the experience options like to be able to purchase one of the midrange advances
found on p.36 of Further Afield. for their characters every five to ten games. Likewise,
we assume that occasionally the characters will gain
Likewise, the gamemaster and players may have significantly more xp, such as when facing a mighty
different desires regarding the legendary hero sys- dragon or spirit, or if wasting a treasure hoard using the
tem. Does the group want to keep playing a beloved rules for spending money for xp as described on p.36 of
campaign but are mostly happy with their charac- Further Afield. If the group tends to gain significantly
ters where they are? If so, gaining a small increase more or fewer experience points when they play,
in character power even just once every ten or fifteen or if they have other expectations about the rate of

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

22 Beyond the Wall and Other Adventures


when there are no more monsters who can harm him Heroes of
(or, worse still, when the only monsters that can harm Might and Legend
him are also immediately and overwhelmingly deadly Some groups may wish for their characters to grow
to the rest of the party). The gamemaster in particular even more powerful than suggested by the legendary
should pay attention to this closely, but it is the job of hero advancements presented above. In this case, the
the whole group to keep the game fun. Everyone at rules in this chapter may be combined with the rules
the table should feel empowered to speak up when a for mighty heroes presented in the previous chapter.
combination of advancements seems that it will have
a detrimental effect on the game. The worst situation Groups which are already using mighty heroes should
is when an overpowered combination is missed, the find it relatively easy to transition to layering the
character has already taken the advancements, and legendary hero rules on top once their characters
the game is starting to suffer. Even then, however, all reach level 10. The only thing of immediate note is
is not lost. The GM can work with the player to refund the additional class ability for mages, Ritual Mastery.
some of the experience spent on one or more of the Ordinarily, this allows the character to cast a ritual
offending advancements. Better still, she could look under special circumstances once per level. Heroes of
for a solution to leave the character with the powers level 10 do not gain new levels however; if this comes
but make adjustments to tone down their combined up in a game, we recommend having the character
power, or she could come up with a creative and gain an additional Ritual Mastery casting each time
balancing downside or penalty to accompany them. he takes the ‘further study’ advancement listed above.
This will mean that the mage effectively resets his
When considering the powers and scope of legend- level in all ways when taking that advancement.
ary heroes, it is perfectly acceptable to begin with one
desire and then adjust later in the campaign. A group Whether the PCs are already using the mighty heroes
may start using these rules very conservatively but rules before reaching level 10 or not, a group wishing
then find that the campaign is still progressing fine, to explore even greater power may add the following
whereupon they may decide to increase the rate of advancements. Note that gaining a new class ability
advancement or the ceiling on new abilities. They or a new half class represents a significant increase
might even decide to introduce the mighty hero in character power and versatility, unlike the basic
rules from the previous chapter in conjunction with advancements given above. This is reflected in their
the legendary hero rules as described in the section costs, but the group should still give them special
below. On the other hand, the group may find just the consideration. Advancements of this type should be
opposite, that their characters are progressing too reflected in the fiction. Perhaps the characters gain new
quickly for their tastes, in which case they can slow class abilities after a great adventure, or perhaps they
or even stop the introduction of new advancements. gain a new half class after years of training or study.
There is nothing wrong, after all, with continuing
a beloved campaign without any further increase New Class Ability
in character power at all. Finally, the group might 140,000 experience, 28 sessions
employ the legendary hero rules, enjoy them for a The character gains an additional class ability from
time, but then decide that it is time to end the game those presented on p.12. For multiclass characters, the
and retire their characters after all (and after a fitting new class ability must make sense given their existing
grand finale, of course). abilities; guidelines for this are given on p.14 as well.
Below are notes on gaining these new abilities:
See the example at the end of this chapter for a
description of how legendary heroes work in general, Additional Knacks (Warrior) - The character imme-
as well as how a GM might adjust expectations. diately gains all of the bonus knacks she would have
learned between levels 1-10 had she had this ability
all along. This means that she will gain four knacks
upon choosing this additional class ability. Note that

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.

24 Beyond the Wall and Other Adventures


The character will immediately gain one of the class who gain the ability to cast spells or rituals must learn
abilities appropriate for a 10th level character of them as usual, which can be worked beautifully into
the new half class. For instance, gaining a warrior’s the story about gaining these abilities.
knacks will result in learning four of them, and
gaining a rogue’s skills will result in learning a Ordinarily, this advancement is only available to
staggering six new skills. Whether this advancement characters who have not already taken it. It is usually
is taken during a period of downtime and study best to keep some degree of niche protection between
or not, it is perfectly appropriate to spread out the characters and classes. Particularly ambitious
acquisition of these new powers. As an example, a groups, however, might decide to throw caution to
full class rogue who just gained a half class in warrior the wind and allow characters to gain even more half
and the ability to take knacks might see an immediate classes. Under no circumstances do we recommend
increase in hit points or base attack bonus, but might that a character be allowed to have more than two full
only have mastered two of his four knacks when the classes or one full class and two half classes.
next adventure starts. The gamemaster and players
can then work together to introduce the character’s
two additional knacks over the course of a few
sessions of play, representing the hero coming into
his own as a greater warrior. Extended Example
The example below describes a group’s process when
Characters who gain the ability to cast cantrips using the legendary hero rules over the course of a
should immediately learn a single cantrip which long campaign. It will be helpful as an illustration
seems appropriate and a second after a few sessions of spending experience on advancements, changing
of experimenting with the new powers. Characters expectations, and continuing a favorite game.

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

26 Beyond the Wall and Other Adventures


ancient dark lord of legend begins to rise, and to hit, and be able to cast one additional spell,
Lori will give them an extra pile of XP and allow but it’s a much larger increase to be able to cast
them to use the mighty hero rules. rituals on the fly (even in a limited capacity),
gain a Trait, improve two ability scores and two
This excites Jillian and John, but Peter isn’t so saving throws by +1, and still have xp to spare.
sure. He admits that he is a little selfish and is Lori’s plan is having its intended effects.
worried that his character’s uniqueness will
vanish if the other characters take half classes Jillian was excited by the mighty hero rules, but
and gain more magical powers. The group talks ultimately decides that they do not fit her picture
it over and agrees to use the mighty heroes rules, of Niamh. Instead, she spends her saved 15,000
but that no one else will learn how to cast can- experience, as well as the first 55,000 that she
trips and rituals. This pleases everyone. receives in the new phase, to improve her BAB
by another +2. Her base attack bonus is now
Peter’s mage, Aelfric, gains another 200,000 almost as good as a 10th level warrior’s, and
experience after a few months of play. He Niamh becomes a terror with her elven bow. She
intends to save it, but is finding that the adver- gains another 125,000 xp before the end of the
saries they are facing are too easily able to resist first chapter of phase two, and decides to gain
his magics, and so, after a couple months, he yet another Fortune Point. Lori notes that she is
relents and spends 50,000 on the Trait Potent capping additional Fortune Points at two, and
Magic. That leaves him with 175,000 in the bank so Niamh has reached her maximum of 4 as an
when the first chapter ends. Lori keeps true to elf. When the chapter ends and Niamh gains
her word and gives each character a massive another 300,000 xp, she’s not quite sure what to
300,000 experience points at the chapter break. spend it on. After taking advice from the other
As Peter narrates the building of a great tower players and looking through the book, she first
and Aelfric’s research into arcane mysteries, he decides to spend just over a third of it on some
decides to spend 140,000 on the Ritual Mastery small number increases: a +2 to initiative, +1 to
additional class ability from the mighty heroes three different saving throws, and +2 hit points.
rules. It’s a lot of experience for an ability that These may not be the most exciting benefits,
he can only use once, but he knows that a well- but they will surely help. From the remaining
timed ritual can be hugely powerful, especially 295,000, she decides on the ‘improved ability
one which he can cast in one round without any scores’ advancement. Niamh has suffered a
need for material components. He also knows Constitution penalty for the whole campaign, so
that he can spend another 25,000 later on the Jillian raises that from 8 to 9, and then chooses
‘further study’ advancement to reset the abil- to spend the last point on Dexterity, increasing
ity’s powers. In fact, he decides to save 25,000 her already impressive score of 17 to 18. These
xp for just this purpose, which leaves him a still increases involve some bookkeeping, as the
impressive 210,000 to spend after he sets aside change in Constitution penalty retroactively
his savings. Continuing his mastery of magic, he grants her 1 hit point per level (for a total of
spends 100,000 on the ‘improved ability scores’ +10), and the improved Dexterity bonus will give
advancement, choosing to gain +1 to both Intel- her an additional +1 to hit with missile weapons,
ligence and Wisdom, and then two picks of the as well as to AC and initiative. Jillian smiles.
‘improved saving throw’ advancement in order She hadn’t quite planned on the ability score
to improve his saves versus spell and magic item improvements making that big a difference, and
by +1 each. Whereas, at the end of phase one of the she still has 95,000 experience to spend!
legendary campaign, Aelfric was only slightly
more powerful than another 10th level mage, Finally, John knows just what he wants to do
he now feels the power increase more acutely; with Bran. He’s always seen his character as a
it is one thing to gain a few hit points, get a +1 jack of all trades, someone who learned a little

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.

28 Beyond the Wall and Other Adventures


New Traits
Traits are optional special abilities, bonuses, and Gift for Business
knacks available to player characters (and perhaps Whether due to a particular acumen or an almost
important NPCs, should the gamemaster think it supernatural luck, the character is naturally blessed
right). They were originally described on p.32 of when it comes to business. When using the ‘Tales of
Further Afield, and some additional ones can be Years’ rules for downtime found on p.58, the character
found on p.10 of Heroes Young and Old. always gains a +5 bonus when making the livelihood
check for a season.
Traits provide players an additional layer of character
customization. This chapter presents the group with Horse Master
several new Traits for use in their games. The character is beloved by horses. They naturally
take to him, and he receives a +3 bonus on any rolls
As a reminder, if the group is playing with Traits, to influence or tend to them, as well as on any rolls to
each character should receive one during character ride or control them.
creation, and then an additional one at levels 5 and 9.
Impossible Perseverance
Following is a list of sample Traits divided into five The character may stay on her feet and continue to
categories. This should not be seen as a definitive list, act or fight until reaching -6 hit points instead of the
and GMs and groups are encouraged to modify Traits normal 0. Note that he still loses a single hit point per
or develop entirely new ones that are appropriate to round as usual when at 0 or fewer hit points, and still
their characters. perishes at -10 hit points.

General Traits Tavern’s Favorite


The character has the uncanny ability to get free
Beloved Village Fool drinks in taverns, inns, and public houses. When in
Every village needs its fool; he is a strange fellow, both such a situation, assume that he gets his personal
beloved and scorned. This character always takes the drinks (and a bit of food, if he wants it) without
last turn when using the ‘Tales of Years’ rules for spending any coin. His companions are not so lucky.
downtime detailed on p.54. If the fool is consistently
narrated as embarrassing themselves during the Toolless Craftsman
other players’ downtime events, the following things When using one particular skill, the character ignores
happen: the GM adds +3 to the event table roll for all penalties for having poor quality tools, or even for
the fool, this character receives a -4 penalty to their lacking them completely. It still must be feasible for
own livelihood check but will never fail by 10 or more the character to accomplish the task; a thief might be
(use the preceding table result for a typical failure able to pick locks with a dagger or splinter of wood,
instead), and the group gains an additional Hearth but not with his fingers, while a blacksmith might be
Point when the next season begins. Before choosing able to make due with a small hammer or large rock,
this trait, be sure that your group plans to use the but not his bare hands.
downtime and Hearth Point rules, and that you don’t
mind being comic relief. Unburdened
The character ignores penalties for being encumbered
or weighed down in all but the most extreme circum-
stances. The GM is the final arbiter, but, if her hands

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.

Careful Tactician Spellcasting Traits


Whether acting as an advisor or leading the army
personally, the character may protect his side Devoted Student
from losses. When using the ‘War and Battle’ rules The mage is a fast reader and dedicated scholar.
described on p.21 of Dangers Near and Far, the When using the ‘Tales of Years’ rules for downtime
character’s side may ignore the effects of a single described on p.58, she may be assumed to have an
failure during the aftermath stage. additional two weeks of time to spend learning spells
or rituals (or crafting magical items as described on
Cavalier p.50 of Further Afield) unless the GM determines
Trained to fight from horseback, the character that too much of the season was spent in active
receives a +1 bonus to AC and to damage when mak- adventure for the mage to be able to spend in pursuit
ing melee attacks while mounted. of arcane knowledge.

Cleaving Blow The Druidic Arts


If the character is armed with a great weapon and The character receives a +2 bonus to casting rolls for
facing a group of man-sized, humanoid foes in melee cantrips and rituals when outside of a dwelling and
combat and slays one of them, any excess damage within a forest, as well as to rolls to gather herbs, tend
from the attack carries over to one of the other trees, or otherwise interact directly with woodlands.
enemies.
Fast Caster
Defender of Home With speed and precision, this character may cast
When the character is fighting in direct defense of his certain rituals with alacrity. Choose four rituals known
home, he receives a +1 bonus to rolls to hit, to AC, to by the character; she may cast those rituals in half
initiative, and to all damage rolls. This benefit would the usual time (i.e. 30 minutes per level of the ritual
come into play if the character’s village or personal instead of one hour).
dwelling were being besieged, or if a foe were attempt-
ing to poison the well, but not when fighting a ruffian Gifted Healer
in the inn, or when fighting foes at another location, The character is a master of sorcerous healing. Any
even if they are planning to attack the village later. of his magics which heal damage directly, such as
the Healing Touch spell, heal an additional point of
Master Archer damage per level of the recipient. Any items created
Due to keen senses, skill, or finesse, the character may by his magics which heal indirectly, such as the
add either her Dexterity or Wisdom bonus (whichever Goodberry or Nepenthean Drink rituals, heal a single
is higher) to damage rolls from ranged attacks. additional point of damage, regardless of level.

Might of the Reaver Light Mastery


By concentrating, screaming, or chanting, this char- The character has a natural affinity for the magic
acter may enter a ritualized state of abandon, but only of light. She may control the color and intensity of
when at or below half hit points. Doing so takes one lights made with magics like the Mage Light cantrip
round of inaction, after which she gains a +2 bonus to or the spell Flash of Brilliance effortlessly. Should
hit and damage but may not flee or take a defensive or she choose to do so, she may additionally have any
protective stance for the rest of the encounter. lights produced by her magic cause harm to creatures

30 Beyond the Wall and Other Adventures


of darkness, such as goblins, the fomor, and most
demons, who take 1 point of damage the round in Traits and Playbooks
which the lights first appear.
Given group and GM approval, any charac-
Shared Power ter can gain any Trait with only rare excep-
The character may grant a portion of his magical tions (there is no purpose in someone who
energy to another. In lieu of casting a spell, the mage cannot cast spells gaining the ‘War Wizard’
Trait, for instance). However, some Traits
may expend a single “spell slot” to grant another
obviously lend themselves more immedi-
mage the ability to cast an additional spell of his own. ately to some characters. For players who
do not want to pour through a large list
Student of the Arcane of Traits, p.35 of Further Afield provided
Due to a studious nature or keen intellect, the char- a simpler choice between only three Traits
acter is extremely adept at learning new spells and for each Character Playbook published up
to that point. The following list provides
rituals, and receives a +3 bonus on any rolls to do so.
similar choices for the Playbooks published
since then. If you do not want to go through
Supernatural Traits the whole list of Traits, choose one based on
The Homeward Call your Playbook using the following list of
The character has the uncanny ability to sense when suggestions.
his home is being threatened. Regardless of where he
is, he will have a premonition or dream weeks, days, The Failed Ranger - Impossible Perse-
verance or Pure of Heart or Unburdened
or just moments before his village, town, or estate is
The Horned King’s Blood - Great Bravery
under attack. or Combat Mastery or Formation Fighting
The Reavers’ Descendent - Cleaving
Faerie Paths Blow or Crowd Pleaser or Friendly Face
The character is either at home on the paths of the
fae or is somehow resistant to their confusing magics.
She receives a +4 bonus to any rolls to resist becoming Song of Ease
lost or to find a path or shelter in faerie places. She The character has a great musical gift, and her songs
also receives a +2 bonus to any saving throws to see bring respite to the weary. Once per day, she may sing
through faerie illusions. a song of ease. This performance must last for at least
fifteen minutes, and her audience must be at rest,
Rope Song such as in a camp, inn, or home. All who hear the song
The character has a strange gift. If she sings to a rope regain 1 hit point per level of the recipient.
for a minute or so, she may have it tie itself into a
tight knot or have an already existing knot in the rope The Winter Court
untangle itself. Under most circumstances, this Many of the fae are sworn to the court of one season
power is automatically successful, though the GM or another. Some mortals are as well, whether due to
may call for a roll of some sort for exceptional or faerie heritage, an ancient pact, or strange magics.
magical ropes or knots. During winter, the character receives a +2 bonus to
all saving throws and regains an additional hit point
Sixth Sense when resting. However, during summer, she suffers
With unerring accuracy, the character can tell when a -1 penalty to all saving throws. Groups should feel
he is being targeted by magic or other supernatural free to make other versions of this Trait for spring,
effects. He does not necessarily know the source or summer, and autumn, each providing a similar
nature of these magics, but he always knows that bonus, as well as a penalty during the opposing
something unusual is happening. season.

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.

32 Beyond the Wall and Other Adventures


Feels Like Home fame and fortune across many regions. Nonetheless,
Perhaps the most central conceit of Beyond the Wall the game evokes a certain feel, and that feel is usually
and Other Adventures is the village and its inhabitants. about a small community, likely embattled, but with
In most campaigns, the village becomes a sort of central stout neighbors who look after one another.
character in and of itself. PCs may change over the
course of a game, some characters may die, and the Village Background
central adversaries may fall to be replaced by new To make the village feel like a living breathing
dangers, but the village remains. It is a home base, a community, the GM should pay close attention during
community worth fighting for, a source of succor in the first session. While the players are designing their
times of need, and often the site of adventures. characters and the gamemaster is setting up the first
Scenario Pack, the group as a whole is building a
The game is, of course, robust enough to handle many tapestry of people and places tied intimately to the
styles of play and settings. In fact, while the Playbooks, village. The first game is likely to have enough going on
Scenario Packs, and Threat Packs for Beyond for the gamemaster to keep track of, but we encourage
the Wall constantly refer back to the village, the core her to study these notes carefully after the first session,
rules of the game are similar to many other roleplay- and preferably soon after, while it is fresh.
ing games on the market, and there is no reason that
a group could not decide to set their games not in a The GM should think about the NPCs the players
village, but in a great walled city, aboard a traveling added to the map, and about the men and women
ship, or with no home at all, instead following mentioned in the results of their Playbooks. How
peripatetic heroes as they wander the lands seeking do they interact? If one character is betrothed to the
miller’s son while another is playing the Heir to a
Legend, it is worthwhile to think about how the miller
feels about the Heir’s father. Can you imagine of an
interesting event that happened in the past involving
them? Ignoring the Heir entirely, just how big is the
miller’s family anyway? Were their ancestors involved
somehow with the coven of witches hinted at in the
Student of the Dark Arts’ Playbook? Returning to the
Heir to a Legend, is there another NPC in the village
who seems like he would have befriended the Heir’s
father or even know something about his claims to a
heroic past?

When designing and developing the characters’ home


village, the chapter on p.4 of Dangers Near and
Far can give the GM and the group many prompts
to make the home village interesting. The series of
questions and prompts there will help flesh out the
NPCs and customs of the village.

If the GM has a bit of time and even a modicum of


artistic ability, she can also take the worksheet map
that the players scribbled on during the first session
and make a fuller, more interesting map for later
games. This can be as attractive or elaborate as the
GM likes, but she shouldn’t feel pressured; even a half
hour’s work from a non-artist can produce something

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

Roll Downtime Event


1 A death. Due to disease, old age, or accident, an NPC in the village dies and is mourned. Who has
died? Who will need help with that person gone?
2 A birth. One of the NPCs in the village, perhaps even a family member of one of the PCs, gives birth
to a new child. Who are the new parents? Is this child a blessing, or is the family on hard times and
will face difficulty with another mouth to feed?
3 A wedding. Two NPCs get married. This could be two villagers known to the characters, or it could
be that one of the villagers marries someone from another land who comes to stay. Who was wed?
How do their families feel about the union?
4 Stranger in town. A group of travelers, perhaps merchants, wandering scholars, or even other
adventurers, settles in town for a time. Where are they staying? How do they behave?
5 New neighbors. Settlers from another area move into town. They might be from the next village
over or from more distant lands. Where do they build their homes? Where are they from? How do the
other villagers feel about the newcomers?
6 Natural disaster. A great storm, drought, flood, or other natural disaster befalls the village. Who is
hurt? How do the PCs help?
7 A skirmish. Whether with bandits, a rival village, or a marauding nobleman’s forces, the village
fends off a raid. Who attacked and why? If they were there, what did the PCs do? What was lost?
8 Fortune. One of the NPCs (or perhaps even a PC who practices a trade or runs a business) has great
fortune and earns twice as much as they usually do in silver or barter. Did the miners find a rich vein
of ore? Did the inn see exceptional traffic and generous patrons? Did the cobbler sell a bundle of shoes
to a wandering peddler? What will the villager do with her newfound wealth?

34 Beyond the Wall and Other Adventures


return to find things just as they were when they The GM should be sure to take her own turn in
left. The GM should exercise some restraint here, such montage sessions or mini-sessions, using her
however; the players are likely to tire of it if every opportunity to narrate some events involving the
time they return they find that the village has suffered PCs’ friends and neighbors, or describing an unusual
a catastrophe. Sometimes that is great, but it is also event.
nice to return home to find that the smith’s son is
celebrating the birth of his first child, or that the To aid the gamemaster, the following simple
elders have raised funding for a palisade to protect downtime event table can get ideas flowing about
the village against attack. what might happen in the village either while the
characters are away or during a period of downtime.
Hand-in-hand with this, the gamemaster should
not be afraid of letting time lapse in game, especially Interesting Combat
between adventures. If the characters’ lives are Combat is often a major fixture in roleplaying games.
constant adventure, exploration, and danger, it can It is usually the part of the game that has the most
begin to stretch the limits of verisimilitude, particularly robust rules, and the part with the highest stakes.
if the characters themselves go from inexperienced
teenagers to the greatest warriors in the land over the In our games, we like combats to occur in varying
course of a few weeks within the fiction. amounts from session to session. Sometimes, we
enjoy an action-packed evening featuring three or
Instead, the GM should consider letting a month or more combat encounters, our characters facing
even a year pass between major story events. What danger after danger as their hit points and Fortune
has happened in that time? Did one of the characters Points dwindle. Other sessions we prefer lengthy
earn a living as a craftsman? Did one of the major social interactions and a few ability score checks with
NPCs fall ill and die? Who tended the crops? no swordplay at all. On average, we have one or two
Enterprising mages are also always eager for down- combats per session, but it truly does vary, and we
time so that they can get some rolls in while studying like it that way, as it makes the game feel natural and
spells and rituals. This is great, but the GM should not the world feel complex.
forget to ask them what else they are doing. How does
the mage earn his living? Where does he stay? To accomplish this, the GM should present a variety
of settings and problems before the characters and
Our Tales of Years system presented on p.54 provides then let the situation naturally dictate the events of
a strong framework for this style of play. For groups the session. This also gives the players an opportunity
looking for a less elaborate and involved variation, we to show the GM what interests them. When presented
provide simpler guidelines here. with the risen dead ravaging the countryside, do
the players groan and try to get the problem solved
Some groups even enjoy having a whole session, or with as little excitement as possible? When there
at least a good portion of a session, devoted to down- are rival families causing trouble in the village, do
time. The gamemaster can use such an opportunity they perk up and want to have lengthy in-character
to describe daily life, important events, and the conversation? The answers to these questions tell
PCs’ own less adventurous endeavors. Usually this the GM a great deal, and they may vary from night to
involves bouncing around from player to player, ask- night. Maybe the characters usually turn their noses
ing for one detail of what happened over the month or up at difficult social situations but suddenly become
the year; when the player describes an event, the GM interested after a couple of sessions crawling through
can run a quick scene featuring a conversation with dungeons.
an NPC, a single ability score check, or the chance to
learn a bit of magic from hard study.

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.

36 Beyond the Wall and Other Adventures


they got to attack back, they still will. It will just occur will not be perfect. As always, talking about it between
one at a time before each individual group of enemies sessions is the best course of action.
takes their turn. However, if one of the players was
going to leap to the aid of another and stand in the The Fog of War
orcs’ path before they attacked, the players might feel Hand-in-hand with fast combat, we also enjoy a style
cheated. By stating their intentions, the players can of combat that feels a little bit confusing. While some
still ensure that the GM knows they would like to do groups like to play with detailed maps and beautiful
things like this, and the GM can adjust accordingly. miniatures, we prefer quick sketches of relative
position, or even nothing at all to keep track of where
Lastly, the GM can make combat go more quickly characters are in a fight. This is sometimes described
by having a record sheet of the characters’ most as “theatre of the mind” play.
important statistics. Just having a sheet with the PCs
names, initiative scores, and armor class can speed In this style of play, the gamemaster has the duty of
things up significantly. The gamemaster has a lot to letting the players know roughly how many enemies
keep track of and can hardly be expected to know the the characters are facing and where they are coming
AC of each character, but she can prepare ahead of from, as well as the general shape of the battlefield,
time and keep it in her campaign folder. We provide but, beyond that, the group is left with some light,
just such a sheet on p.182. intentional confusion about things.

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.

Clever Maneuvers Secondly, the GM should let the character do it! If


As stated previously, Beyond the Wall has mostly the action is in the realm of the possible for a non-
simple and straight-foward rules for everything, superhero action or fantasy character from fiction,
combat included. This leaves the option for players then it will probably feel right and exciting in the
to come up with clever actions during a fight. game.

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.

Beyond the Wall leaves the outcome of such actions


squarely in the hands of the GM, and this is inten-
tional, even if not to every roleplayer’s tastes. We
recommend a few rules of thumb when determining
what happens when players get creative in this way.

First no special action of this sort should reproduce


the precise abilities of another character’s special
abilities, spells, or Traits. It is not much fun to spend
a character’s precious, single Trait choice on the
‘Duelist’ Trait, only for the GM to give the exact same
bonus to another character on a regular basis because
of clever descriptions.

This is one of the reasons for having simple rules in


the first place; if the rulebook contains guidelines for
dozens of special attacks, the GM is hard pressed to
remember whether the player’s description matches
any of them. On the other hand, even with a simple
game, it can be hard to be certain that a given
action is not replicating the effects of any rule in the
whole game or in its supplements. It is enough in the

38 Beyond the Wall and Other Adventures


Making Equipment Matter bar entry to an unknown man in full plate with a two-
Another way to make the simple and straightforward handed axe strapped to his back.
combat rules of Beyond the Wall more interesting
is to pay attention to the characters’ equipment and A character’s equipment likely says a lot about her
make it matter. It is a fact that, by the book, there is social station, or at least will lead others to make such
no reason to take a short sword rather than a long- assumptions. If she is wearing a longsword at her
sword, save a slightly lower cost. The short sword hip while walking about town, she will probably be
does less damage for no real benefit. assumed to be a noble. Her companion with a bow and
quiver on his back will probably be taken for a hunter (if
In game, the gamemaster can use the characters’ he is allowed to carry such equipment past the gate at
surroundings to make equipment choices more all), or, if armored and equipped with other weapons, a
interesting. One such way is described in the rules mercenary soldier instead. Sometimes it is best for the
on p.13 of Beyond the Wall and Other Adventures characters to leave their war mantles at home. If they do
regarding the penalty to stealth checks when wearing so, they may need to rely on daggers, or perhaps a short
heavy armor. We will start there. This rule is often sword or a staff, should they be attacked. In situations
forgotten! It is a great way to give the characters a like this, suddenly the warrior may wish that he had
reason to wear lighter armor. The knight or legion- used his weapon specialization on something less
naire may need to discard his suit of plate when conspicuous than a great axe.
storming a castle at night.
The Oddity of Hit Points
The GM can use similar considerations to make other To be sure, hit points are a strange game mechanic.
equipment choices matter. Are the characters fight- Just what are they? What do they represent? Why can
ing in close quarters or with a military formation? a first level warrior fall to two sword thrusts, but a
Maybe the longsword wielder deserves a -1 penalty seventh level warrior can withstand a dozen? When
to hit in such a situation, while the short sword surrounded by archers in an open field and ordered
wielder is not penalized. Are they marching in single to stand down, can high level PCs simply attack, sure
file down an underground corridor when attacked by that their high armor class and hit point total will
goblins? Only the first character can attack in that mean that they will emerge relatively safe, looking
case, but what if the second character has a spear? like pin cushions, bleeding in many places, but other-
Why would one character carry a longsword and a wise as hearty as they were before the first adventure
shield, but another just a longsword? Perhaps the of the same campaign?
latter character needs to hold the lantern or have a
hand free to cast a spell. A greatsword, strictly by the There is no easy answer here, and the best way to
rules, is the best weapon in the game, but a character handle hit points is a source of much debate.
swinging one in a particularly small room may
strike an ally a glancing blow for one point of We prefer for the hit points of first and second level
damage should he miss his attack roll by 10 or more. characters to be a rough representation of how
A longbow is difficult to maneuver or draw almost much physical damage they have taken, each attack
anywhere save on the field of battle. representing a wound of some sort. We do not narrate
individual attacks that cause a few points of damage
There are also social implications to weapons and as gruesome spear thrusts to the gut, but rather as
armor. The GM is encouraged to have a nobleman’s smaller cuts, bruises, and abrasions. The arrow that
retinue require the party to leave their arms outside brought a character from 10 hit points to 6 landed,
the gate when visiting with the lord, but a woods- but is a light wound to the shoulder. The sword blow
man’s handaxe or any of the characters’ daggers may which brought the warrior from 12 hit points to 10 is
be allowed. The guardsmen of a large city will likely a shallow cut to his hand. Only when characters fall
let those unarmored or wearing leathers or even chain to 0 hit points do we begin to describe more serious
into the gates, but it would not be unusual for them to wounds.

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.

40 Beyond the Wall and Other Adventures


Beasts - creatures of roughly animal intelligence can Non-combatants, like common villagers, are unlikely
vary wildly in how long they will fight and against to continue to fight after being even lightly wounded
what odds. In general, a common bear or wolf has unless they are defending their homes from certain
little interest in sticking in a fight after being seriously destruction or they believe that they will be slaught-
wounded. A pack of the creatures will be very likely ered after surrender.
to flee if they are outnumbered and have lost 10% of
their number or so. Trained soldiers are much sturdier folk. While they
are very unlikely to fight to the last man, a group of
On the other hand, in some circumstances, such soldiers are unlikely to run when wounded, or even
creatures will fight to the death. A mother protecting when taking casualties. Not until they have lost 20%
her cubs, or a beast driven mad by disease or pain, or or so of their number will they begin to consider it.
even one who simply sees no means of egress and is Note that not all of these fallen soldiers are necessarily
cornered may well fight to the death. dead. All but the most determined of soldiers will
probably run when 40% of their comrades have fallen
Sentient Creatures - men, some faeries, and other sentient in battle.
beings are driven largely by their own individual motiva-
tions. Most have a strong sense of self-preservation, and so Honorable templars protecting their lord’s keep, rival
are unlikely to fight to the death, but sentient beings often adventurers on a vital mission, or the insane followers
also hold strong beliefs or have goals for which they are of a wicked cult are a different matter. Foes of this
willing to suffer or even die. sort are likely to fight even to the death, though they
will probably consider their situation when taking
60% casualties.

Supernatural Foes - demons, elemental spirits,


and some faeries are so unusual and varied that no
guidelines will suffice. Most demons are functionally
immortal, simply being banished to another realm
should they fall in battle, and so they will not flee
under any circumstances. On the other hand, some
demons have a vested interest in staying in this
world to accomplish some task or another, and so
they are likely to flee when threatened seriously. All
adversaries of this sort are unique, even more than
in other circumstances, the GM must use her best
judgment when determining their morale.

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

Roll Cantrip Mishap


1 The cantrip goes off mostly as intended, with a small twist of some sort. Perhaps the magelight appears
as a strange color, or emanates from an unintended but still mostly useful place. Perhaps the blessing
affects another ally than the one intended, or gives a bonus to the target’s next roll of a different type
than the one stated.
2 The cantrip has its intended results, but with a strange side effect of some sort. Perhaps the hexing is
successful, but then gives the target a bonus to its next roll after the hexed action. Perhaps the mage
is able to speak to the pack of wolves, but then finds that all animals try to talk to her until the next
moonrise.
3 The cantrip is successful, but additionally produces the effects of a completely unrelated type of magic.
These additional effects should be roughly equivalent in power to a spell, and may be beneficial or
harmful. Perhaps the mage produces a magical light and simultaneously curses an ally with the witch
laughter. Perhaps the caster turns on second sight but also produces a jet of flames from his hands.
4 The intended cantrip does not happen, and an unrelated effect happens instead. This effect should be
roughly equivalent in power to another cantrip or a spell. Perhaps the mage attempts to encourage a
plant to grow, but instead cloaks the area in a mysterious silence. Perhaps a blessing results instead
in the target being surrounded by shimmering, multihued lights.
5 The cantrip produces the opposite of its intended effect. These effects should remain roughly equal in
power to other cantrips. An attempt at producing magelight instead covers an area in darkness. An
intended blessing instead curses the target.
6 The cantrip produces the opposite of its intended effect in an intensified manner. These effects should
be roughly equal in power to a spell. A blessing results in the target or the caster herself being cursed
with a penalty to all rolls for three days. An intended invocation of second sight renders the caster
completely blind until a good night’s rest.

42 Beyond the Wall and Other Adventures


leather armor. The young boy with a green thumb
who lives on the farmstead may sing to his plants in Casting Higher Level Rituals
such a way that they grow at twice the rate of those
tended by others. None of these folk are mages, and On p.56 of Beyond the Wall and Other
none of them can cast a single spell, but there is a Adventures, there are rules for casting
magic about them nonetheless. unknown rituals with a large penalty.
They still state, however, that a character
must be of the appropriate level in order to
Supernatural Creatures attempt the ritual.
What of faeries, goblins, and dragons? The world
hinted at in the Playbooks and Scenario Packs is If the group desires, they may allow charac-
one where everyone has a story of these creatures, ters in great need to attempt to cast rituals
but most folks have not seen them themselves. Such of levels beyond their capabilities. In such
beings are rare and storied, and not a part of everyday an instance, the mage must have access to
information about the ritual, such as in a
life. At least they are until the game starts, that is.
spellbook, and must have all of the necessary
components. She then receives a penalty to
Just as the classic stories of young adult fantasy it the casting roll equal to 10 + the level of the
seeks to emulate, Beyond the Wall is intended to tell ritual. This will almost certainly result in
tales of great but untested heroes living in momentous a failed casting roll. Remember, however,
times. Maybe no one in the village has seen a goblin that rituals still produce their effects when
their checks are failed, just with altered
in three generations, but they certainly will when
results or side effects.
the Goblin King comes to claim a forgotten debt and
the characters must rally the villagers to defeat him. If choosing to allow this, the group or GM
Begin with simple stories, but let the legendary seep is saying, “Hey, your level two mage is
into the mundane as play proceeds. desperate and wants to summon a great
wall of stone to protect her home? Okay,
you’ll have to find a book with one of the
While considering this, however, never forget to tell
rarest rituals in the world, you’ll need to
some stories with little or no magic present. Even gather components probably far outside
when the Goblin King is a large and long-term danger your league, and, unless you roll a 1, you
in the campaign, there are still bandits to face, will fail the casting. But you’ll get your wall
noblemen’s disputes to settle, and natural disasters of stone! Who knows what will come with
which threaten the village. it, though.”

Regarding characters of a folk other than human,


such as those made with our fantastical creatures When visitors come to town, or when the elven or
Playbooks, the default assumption is that they are dwarven characters travel to other villages, their
the only people of their sort in the village. What nature will be the source of more talk. Some will treat
do the villagers think of the dwarven craftsman or them with fear, some respect, and many awe. Others
halflings farmer who has taken up residence in town? may simply mistake them for very unusual men and
Likely, most of them are used to these folks by now, women, never guessing at their true nature.
but they will probably still be the source of rumor and
sometimes suspicion. Does a faerie lord, like an elven Dangerous Spellcasting
highborn, live in one of the rooms of the inn? That Another conceit of magic in Beyond the Wall is that it
is strange indeed! And what do people think when is unpredictable and often dangerous. In game terms,
he starts leading the village youths on adventures to spells are rather safe, but cantrips and rituals can
the barrows or forests outside their palisades? Most sometimes go awry.
villagers will be dubious, even if they have come to
think of that same faerie lord as their neighbor and As described on p.47 of Beyond the Wall and Other
have generally grown to trust him. Adventures, when a mage fails a cantrip roll, the player

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.

44 Beyond the Wall and Other Adventures


Rituals are the most powerful magic in the game. In addition to a staff or cudgel previously blessed with
The player of a mage may have some creative ideas Staff of Might, the caster requires water from a holy
about how to change the effects of a ritual his or magical spring, and a stone or small piece of ore
character knows. What if a mage wants to use Circle of some significance, such as a rock from the depths
of Protection not to make a protective ring, but of a dwarven kingdom, a chunk of meteoric iron, or
instead to create a barrier at a door or gate? We allow a bar of moonsilver. The rock or ore is submerged in
mages to effect such minor twists, but assign a small the water, along with the staff. As the water bubbles
penalty to the casting roll, like a -1 or -2. and smokes, the ore or rock is consumed, but the staff
emerges whole and enchanted.
Likewise, what if a mage has great need of a ritual but
lacks the components necessary to cast it? Perhaps Magical Items
the player can come up with alternate components In addition to the cantrips, spells, and rituals of mages,
which have similar magical significance and then characters often also have magical items of many
attempt the ritual with a penalty. Again, a creative GM different types. Enchanted swords, faerie tokens, and
can have a lot of fun with this. Is the mage unable to healing potions are all staples of fantasy gaming.
find a fire elemental in order to cast Fireball, but does
have access to the hearthfires of an ancient temple? Too easy access to such items can cheapen their
Maybe the mage can try the ritual with a -4 penalty, importance, and make players treat them without the
failure meaning that she produces the fireball but also significance they deserve. On the other hand, much of
draws the attention of the deity itself. our source fiction is full of relics and magical objects, and
most players enjoy the interest they bring to the game.
With enough downtime, mages should be able
to produce variants of the rituals or spells they The GM can balance these desires by having low level
already know. A character who has been casting the magical items be somewhat more common (though
Staff of Might ritual since level one may now find still rare), and by having their origins not come from
herself a mighty sorceress of sixth level. Perhaps with the works of great wizards, but rather from the magic
six weeks of study, she might invent a new ritual of of the natural world. Every character does not need
sixth level which further enchants her staff. The GM access to a dozen alchemist’s potions clanging from
should treat this just as learning any other sixth level his belt, for instance, if the work of an “ordinary”
ritual, and the group should approve the effects and herbalist can produce interesting effects, such as
required components together. Such a ritual might those described on p.9 of Heroes Young and Old.
look like this: Alternatively, a bargain with faeries might allow the
characters access to some small amount of their wine
Level Six Ritual each autumn, which might heal the imbiber of 1d4+1
Greater Staff of the Sorceress damage when drunk.
(Wisdom)
Range: Touch Just above, we describe the ways that exceptional
Duration: 1 week/level craftsmen might produce minor magical items.
Save: no Further Afield, on p.50, describes three different
The caster imbues her staff with newfound powers. ways to create magical items, and only one of them is
The weapon gains a +3 bonus to hit and damage, and the work of sorcerers.
may harm any foe, regardless of any special powers
or protections. Additionally, should the caster roll a Save the truly powerful items for storied objects of
natural 20 to hit with this weapon, it will cause an great import. The game mechanics and needs of
additional 1d8 points of damage. This ritual only play might tell the group that a warrior is in need
works on a staff which has previously been blessed of a magical sword to defeat a wicked phantom; in
with the level one ritual Staff of Might. this instance, a journey to a fabled blacksmith and a
hefty barter might be enough to get the character a +1

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?

The answer, as we have found time and again in


our own games over the years, lies in crafting and
managing a cast of motivated and interesting NPCs.

By thinking about the desires and activities of the


campaign’s villains, mentors, and other important
NPCs, a skilled gamemaster can present the illusion
of a living, breathing world. Take, for instance, the
classic trope of an elderly wizard who hires or inspires
the player characters to investigate and ultimately
thwart an evil dark lord. If handled clumsily, the play-
ers might yawn, take the bait grudgingly, and then
complain about just being along for the ride while the
GM tells her own personal, pet story. No gamemaster
wants bored players or, worse yet, to be accused of
being a frustrated novelist.

If, on the other hand, the gamemaster devotes some


time between sessions to determining the interests of
the elderly wizard and the machinations of the evil dark
lord, she can present the story hook as only one of many
possible avenues for adventure. Do the PCs decline the
call to adventure? Then what will the elderly wizard do?
More importantly, what will the dark lord accomplish
without the PCs to stop him? Our Threat Packs can
serve as good models for this type of NPC design.

46 Beyond the Wall and Other Adventures


Hand-in-hand with the consideration of NPC moti- purchasing a book of spells at the market, or gather-
vation comes perhaps an even more important piece ing the villagers to help them?
of advice: good gamemasters often have several story
hooks and plot threads going at once. Yes, the elderly This method truly begins to shine with a group of
wizard might be in town to seek the aid of the heroes, players who wish to develop and explore their own
and, yes, that is a worthy goal, but there is also the PCs’ motivations. If the Nobleman’s Wild Daughter
matter of Farmer Aelfric’s missing livestock, the wishes to prove herself by winning a tourney, the
unrequited love of two of the characters’ childhood Village Hero wants to aid a neighboring village with
friends, and the rumored goblin hole beneath the local their worg problems, and the Novice Templar hopes
lord’s keep. Which of these various pursuits will the to set out in search of a buried temple to his god,
characters tackle first? How will the others progress then the GM’s job is easy. One or two other things
while they are trying to solve the one they choose? Are happening in the village or the wider world will mean
any of these things related to one another? that the players have a host of options before them,
and they will feel all the more motivated for the
The gamemaster can make the world and its cast choices they will have to make.
of characters come alive with less effort than it
might first appear. Rather than designing elaborate A brief word of warning is in order: following this
dungeons or a scripted series of scenes (as we often advice too fervently can make the players or char-
did in our youth), we instead tend to prepare for our acters feel overwhelmed. If they never get to pursue
adventures by scribbling notes on a sheet of paper or their own motivations because there are too many
two about who is doing what and when. In this way, crises on the horizon, or if they can never accomplish a
the PCs can go about their business or undertake one goal because other dangers continually present them-
quest while other things are afoot in the world. This selves, the GM could find that her efforts produce the
helps greatly with player agency; there is a world of opposite of the intended effect. Some moderation and
difference between choosing between one of three balance are required. The gamemaster should read
plot hooks and having only a single train to jump the room and check in with the players to see how the
aboard, even if all three of the ideas exist only as a campaign is feeling, and should be prepared to adjust
few paragraphs and a hasty timeline of events in the from session-to-session as need be. As always, “know
GM’s notes. your players” is the most important advice.

Even in a one-shot or single adventure, having but Decisions & Ramifications


one plot moving in the background can make the The above section provides advice on managing NPCs
PCs become doggedly single-minded. For this very and plot hooks in order to provide choice and options
reason, our Scenario Packs tend to feature red for the players. The final piece of the puzzle for giving
herrings, side quests, or multiple adversaries. If the the players a sense of agency and impact lies with the
only thing happening in the village is goblin raids, ramifications of their decisions within the game.
then the best course of action becomes immediately
apparent when the heroes discover the location of the Clever gamemasters are always thinking of what
villains’ warren. The decision of what to do is much happens next when their players act. Did the PCs
more interesting for the players and their characters manage to stop the marauding band of goblins? What
if, just as they discover the site of the warren, there does that mean for their status in the village? Are they now
is a fire at the inn and a traveling market has arrived celebrated as heroes? If so, what are the ramifications
to set up shop. Now the players have to weigh their of that? Will they now be sought by neighboring villages
options. Will they go straight to the warren, leaving or pestered with hangers-on and would-be apprentices?
the inn to its fate and missing out on the wonders and Or, instead of being praised, are they mistaken for part
potential aid of the market? Will they split up to try of the problem because of how they approached the
to deal with two things at once? Will they risk giving issue? What about the goblins’ own rivals and allies?
the goblins another chance to attack in the hopes of Have the heroes attracted their attention?

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,

48 Beyond the Wall and Other Adventures


realistic, or survival-oriented sessions? Introduce a
simple tally system to track the wear and damage of When do I choose subsystems?
the characters’ gear, or use more specific penalties for
lasting injuries and wounds. Despite the advice about deciding on sub-
systems presented in this section, the truth
To assist the gamemaster with the task of choosing is that the GM and the group can choose
to add or remove them from a campaign
which of the existing subsystems to use, if any,
at any time. There is no reason to make a
we provide below a brief summary of the most campaign decision about whether to use
prominent examples, as well as references for where ‘War and Battle,’ for instance, until or
to find them and guidance regarding their complexity unless the campaign begins to feature larger
and benefits. Dangers Near and Far has an index of conflicts. Even the add-ons which seem
Traits, cantrips, spells, rituals, threat packs, character to suggest themselves for inclusion at the
beginning of a campaign can be added
playbooks and scenario packs starting on p.55 which
later; characters can earn Traits after a
may also prove useful. few adventures, and the GM can call for a
session of location generation whenever she
Traits chooses, for instance.
Character Traits are a very simple add-on which
allows players a chance to customize their PCs. Traits We admit to using the various subsystems
tend to offer either situational bonuses or powers, or when it suits us in our own campaigns. In
one session, a large conflict might be a back-
to change a character’s attributes. The complexity of
drop to a more personal scene, in another
this system is all (or at least mostly) on the player it might be abstracted by a single roll, and
end, with very little for the GM to manage. Traits are in yet another we might use the full ‘War
a good choice for most groups, provided the players and Battle’ rules. The GM should feel free to
don’t mind adding one or two more things to remem- try things out and use them when the mood
ber about their characters. strikes.

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.

The Underworld itself is detailed on p.27 of Dangers


Near and Far, while rules for the Veil appear just
after, on p.29 of the same book.

50 Beyond the Wall and Other Adventures


Gifts of the Hearth
Beyond the Wall is, above all, a game about lasting At their most basic level, Hearth Points act like a pool
friendships, the pleasures of family and loved ones, of shared Fortune Points which any character may
and the defense of a valued home. This theme is access when in need. Beyond this, the characters may
present in almost all of the Character Playbooks and use them for some additional, unique effects, and
Scenario Packs, but also in several of the game’s rules, they may also be used for the benefit of the character’s
including those for true names, for helping with skills home village or its inhabitants. The pool of Hearth
and Fortune Points, and for allies, as well as in several Points regenerates very slowly, only in times of
spell and ritual effects. highest fellowship or at great sacrifice.

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.

The group can track their Hearth Points in whatever


way they see fit, but they should not be recorded on
any individual character sheet.

The next chapter introduces several guidelines for


tracking information about the village as a whole. If
the group is using the information from that section,

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

52 Beyond the Wall and Other Adventures


another, one of their allies, or a fellow villager, ing pool. A generous gamemaster may then decide
whether with magical means or simply by tending to increase this number by 1 if the players were
wounds, that character’s player can spend a Hearth particularly inspirational when describing their
Point to increase the amount of healing received by characters’ connections to one another and to the
1d6 per level or hit die of the recipient. village.

The Defense of the Hearth Gaining Hearth Points


When using the ‘War and Battle’ rules described on The Hearth Point pool only increases when the PCs
p.21 of Dangers Near and Far, any of the players can interact with one another, their allies, or their home
spend a Hearth Point in order to increase the quality in a manner which indicates a significant growth in
of one unit from the village by 1, provided that unit is bonds of friendship or love. The gamemaster is the
acting in direct defense of their home. final arbiter of when just such a moment occurs.

The Community of the Hearth Examples include the following:


The power of the hearth protects whole communities,
not just their heroes. Instead of using a Hearth Point • the dramatically-timed sharing of a true
as a Fortune Point for his own character, a player may name with a friend, lover, or family member
spend one on behalf of an NPC from his home or one • the hosting of a celebratory feast after a great
of his allies. victory or success
• the birth of a significant NPC, like a new
The Protection of the Hearth heir to the lord, the witch’s child, or one of
A player may spend one Hearth Point in order character’s own children
to negate a single negative outcome from the down- • the wedding of one of the player characters
time tables presented in the ‘Tales of Years’ system to another in the village
next chapter. The group should narrate the manner • the successful defense of the village when in
in which the village averts the crisis. Perhaps they dire straits
manage to convince a group of attacking marauders • the construction of a significant new structure
to depart peaceably, or perhaps the whole community in the village, like a protective wall, a new
rallies behind a sick or aged individual once thought keep, or a temple
to be upon her death bed. • the celebration of a major commemoration,
like the 300th anniversary of the founding of
The Hearth Point Pool the village, or the 50th anniversary of a great
Hearth Points are a rare and precious resource. The military success
pool starts small and tends to replenish at a much • the successful thwarting of a great disaster,
slower rate than the PCs’ own Fortune Points, usually like plague or famine
only after significant story events. • the death of a character or important NPC in
aid of the village
Starting Pool
At the beginning of a campaign, the starting Hearth As these examples indicate, the gaining of a new
Point total is calculated based upon the number of Hearth Point is no small feat. It is an event likely to
characters in the group. occur only once in several adventures, or once per
adventure at most.
To determine the starting points in the pool, total the
number of PCs in the group and any of their allies
who live in the same home village or estate as them.
Divide this number by 2 and round up. This is the start-

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.

54 Beyond the Wall and Other Adventures


Rather, players in these games, just as in those with the gamemaster playing the role of the witch or
described in the Further Afield supplement, must another mentor. This is the time for the GM to share
develop motivations and desires separate from the rumors or advice, and for the characters to make
primary arc of the campaign. They must be prepared plans for the year. The players might share their
to hear rumors of the Demon Cult’s rising one year, characters’ personal ambitions, or they might just
root them out from a neighboring village the next, express desires they have for the game out of charac-
defeat their local leader in the third, and finally ter. They should say things like:
destroy their temple and vanquish their master in
the fourth. All the while, between these adventures, “I want to journey to the great city in the south this
they should be seeking magical lore, helping a nearby spring in search of supplies for setting up a magical
lord drive back a barbarian warband, getting married, laboratory.”
sailing to distant lands, and overseeing the construc-
tion of a defensive wall around their home village. “That adventure last season seemed to suggest that
there is a mystical connection between several of
If a group can manage this, the reward is great. They the barrows in the Homelands. I want to check out a
will feel that their characters are real people living in couple more.”
a moving world. They will witness the passage of time
and changes in the village. They will slowly uncover “House Carvaryth has made too many untrustworthy
the truth about the campaign’s greatest dangers, and moves against my family. I want to raise a warband
they will face that danger directly when the time is and bring battle to them.”
right.
“We haven’t touched on the barbarians much at all
Running a Year this campaign. I want something to happen with
As mentioned above, a campaign set up in this them.”
manner will have a list of events which happen each
season for a number of years. At the start of a “I really want a magic sword. Can you present a hook
particular year or season, the GM will look ahead to or two this year for me to pursue?”
the major events on the timeline and think of ways to
work them into her own group’s activities. The GM can then take this information, combine it
with her own ideas and the events on the timeline,
During a given season, the group may have a single and make a rough adventure plan for the year. No
adventure or several; they may even have no plan will survive intact when the players start acting
adventures at all some seasons. The GM can use the and dice are rolled at the table! Nonetheless, this plan
events listed on the campaign timeline as story hooks will help the GM determine what important hooks
of her own, which the PCs may or may not choose to will present themselves, and get an idea as to what
pursue. She may (and should) also have other events sessions she should plan.
worthy of adventure going on at the same time. These
additional adventures could be derived from a Scenario
Pack, a favorite adventure module from another game, What am I keeping in mind?
or story ideas of her own imagining. We recommend
having a healthy mixture of events from the main As a summary of the topics covered in this
campaign timeline, unrelated quests and adventures, chapter, the GM might find the following
and player-led activities, especially during the early or checklist handy when she is planning sea-
middle portions of the campaign. sons:
• Character Goals
• Campaign (Main Plot) Events
Before the start of any year of play, the GM should • Side Stories
sit with the players and discuss their intentions. This • Player/GM Interests
can be done in character if the group likes, perhaps

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).

56 Beyond the Wall and Other Adventures


Winter 725 - Experience
• A terribly cold winter and a bad plague (one One advantage to a Tales of Years campaign is that
session to do some montage scenes and some the group could do away with the sometimes tedious
downtime; plan for 726 in the same session). experience rules and simply have their characters
• Work in rumors about burned farmsteads and steadily progress as time passes.
disappearing livestock; the dragon is awake!
If the group chooses to use this method of advance-
Lori knows that these plans are likely to change. ment, each character will receive a certain number
Maybe the characters travel to Thunorslee, of experience points each season, regardless of how
become especially close with one of the NPCs and many adventures they had, or even if the character
they end up staying and adventuring around was present for every session. The experience awards
this village for a couple more sessions. Maybe for each season should be listed on the timeline for
Karzandrius will be impressed and agree to the campaign. As with everything presented in this
give the characters some magical items if they chapter, the Return of the Horned King campaign
can clean out his storerooms. Maybe they will described in the next chapter makes for a good model.
become so enamored of the great city that they This example has the characters moving rather quickly
stay through to the new year. through the first few levels and then slowing down
significantly in terms of progression.
Lori is fully aware that being flexible and adapt-
able as the players interact with the world is Additionally, characters should receive experience for
much more important than following her notes. finishing stories outside of the campaign as described
in p.26 of Beyond the Wall and Other Adventures,
and experience for personal milestones as described

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.

58 Beyond the Wall and Other Adventures


Players may help one another with appropriate skills For example, while Bran is practicing archery and
or by spending Fortune Points as usual but with a hunting for the winter, the GM rolls on the pastoral
caveat: since the characters are each tending to their table and sees that a marriage will unite two families
own lives and affairs, they may only help one other this season. Bran now needs to make his own check
PC during each season of downtime. There is only so for the season. The gamemaster thinks that Wisdom
much time to go around! is the appropriate ability score and tells Bran that,
of course, his hunting skill may help. The results of
This ability score check will tell the group two things: Bran’s Wisdom check will now be used to determine
how well the predetermined event turns out, and how how his livelihood is affected this season and will
well the character’s personal life and business has also inform the narration of the village event. If his
gone for the season. roll goes well, his hunting will have been successful;
perhaps he has provided the town with meat for the
If the ability check succeeds, then the character’s winter and caught a great boar for the marriage feast.
influence in the town has helped with the event. If Or, if his roll goes poorly, perhaps he has embarrassed
the check fails, the event may still be resolved, but himself and come home empty handed, leaving the
it might not, and it might have severely affected the newlyweds to a smaller celebration full of laughter at
townsfolk or even riled them up against the character. his expense.
The degree of success will also tell the group a great
deal about the character’s lifestyle in town.

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

Succeed • the character’s livelihood remains at its current rating


• the character’s actions affect the seasonal event, the character’s status, or the village
itself in a small, positive manner
Fail • the character’s livelihood remains at its current rating
• the character’s actions affect the seasonal event, the character’s status, or the village itself
in a small, negative manner
Fail by 10+ • reduce the character’s livelihood by one step if possible (from “well” to “steady” or
from “steady” to “poor”)
• the character loses one of their favorite items, a commonly-carried object, or a tool
(like a map, a smithing hammer, or even a workshop)
• if the character’s livelihood was already going “poorly,” it will collapse, and the
character will have to find another job, start something new, or somehow come up
with a new way to get by (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 embarrassing, negative 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

60 Beyond the Wall and Other Adventures


After a player has finished accounting for his own towards learning magic. This means that, if the group
character’s livelihood and the associated downtime devotes an entire season to downtime, the mage
event, play proceeds to the next player. Once each character may spend three weeks in study. Note that
player has had a turn, all characters regain any spent these are not necessarily three consecutive weeks, but
Fortune Points. rather three weeks worth of time spread across the
three months of the season. If a good portion of the
A group of four players and one gamemaster are time during a season is spent in adventure and active
likely to spend between twenty minutes and an hour play, the GM should adjust accordingly, resulting in
working through this process for the whole group. A fewer weeks of study. We suggest simply using this as
particularly chatty group of players (always a good a rule of thumb and not carefully counting individual
thing!) or a very large group with eight or more players weeks on an elaborate calendar, though a GM making
will clearly take longer. If the players especially enjoy good use of a calendar like that described on p.20 of
this sort of collaborative storytelling and downtime Further Afield may be able to make a pretty precise
narration, they might decide to make a whole session count with relative ease should she choose to do so.
of it. Most groups can get by with ending an adventure
a bit early and covering their season’s downtime or, It may be that a mage, particularly a high level one,
alternatively, spending the first part of a play session needs to devote more time to learning a high level
on downtime and then planning out the next season ritual (or crafting a powerful magical item using the
for the rest of the session. As a reminder, the gamemas- special rituals described on p.53 of Further Afield).
ter might decide to run multiple seasons of downtime This is a costly and potentially alienating endeavor.
back-to-back; this will obviously take longer than With the right outlay of coin and perhaps the assis-
narrating only a single season. tance of servants and apprentices, a mage can devote
every week of downtime to study. The other PCs
Characters should not reset their Fortune Points might even be able to help the mage with mundane
during downtime, but rather at the end of each block affairs. We leave the specifics to the GM, but, in any
of downtime, however many seasons that might event, the character will not roll for livelihood or
comprise. This detail is very important, as Fortune narrate an event at all, may only participate in other
Points are tied to heroism, and resetting them each players’ event narrations lightly, and may find him-
season would grant far too many bonuses to these self shunned a bit by the villagers as an outsider. This
downtime rolls. is why they end up in towers.

Mages and Downtime Background Event Tables


Players of mage characters are likely to want to spend The following tables will provide the gamemaster and
some of their hours studying new spells and rituals group with the background events happening in the
during downtime. This is well and good, but we village during each character’s livelihood check and
assume that even a scholarly wizard is still a member event narration. For each character, the GM should
of the community! This means that he will not have choose the table most appropriate for how that
unlimited time to devote to his studies, but will also character is spending the season of downtime.
have to make his way, feed himself, look after his
home, and, yes, take part in the life of the village or The gamemaster would do well to remember that the
noble estate. events described on these tables are intended to be
things happening in the background during a season
Ultimately, how much time a mage has to devote to of downtime, not adventures. The events might lead
learning new spells and rituals is up to the GM. The to trouble in a following season, to be sure, but they
study times presented on p.28 and 29 of Beyond the are much more likely to be fully resolved during the
Wall and Other Adventures are measured in weeks. season of downtime. Even an exceptional and unusual
As a default, we recommend assuming that a mage event, like a supernatural plague, is something which
can count a quarter of his weeks of downtime as weeks occurs with comparative quiet when considering the

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.

There are some potential pitfalls to having multiple


GMs. What happens when one of them introduces a
story element which contradicts what another was
planning? What does the group do when an important
NPC dies while one GM is running a session, but that
NPC would have featured prominently in the planned
adventure of another?

If the group chooses to have multiple GMs, it is vitally


important that everyone remember that the campaign
belongs to the group, not the GMs, and certainly not
any one of them in particular. Those choosing to GM
will have to remain flexible and roll with the punches.

62 Beyond the Wall and Other Adventures


This is a vitally important skill for any gamemaster, imaginations that one of the village’s heroes does not
but particularly for those choosing to share duties in take part in its defense. In these instances, the group
troupe style play. should come to a consensus before the session as
to what to do. The GM or another player could take
GMs can also avoid stepping on one another’s toes by control of the character if absolutely necessary. There
having “pet” storylines or groups of NPCs. Maybe one are also many other ways to explain the absence.
of them agrees to be a primary gamemaster and look Perhaps the witch has sent the character on an
after the main storyline of the Tales of Years campaign, important mission and he will return with required
while another chooses to be responsible for an aid or the hook for the next adventure. Or perhaps the
important side story involving another major villain, character has been struck ill and is recovering during
and a third agrees to run mostly adventures centered the dangers. Naturally, it is best if the player of the
in the village. This can go a long way toward clearing missing character has some say in this.
things up. Still, players are unpredictable, and there
is nothing to stop them from veering off mid-session
and following another arc that the current GM agreed
to defer to another. Again, it is important for the GMs
to remain flexible and avoid being territorial. It is also
perfectly acceptable for the current GM to say to the
players, “Hey, sorry folks, but that’s not what I had
planned this evening. I think John can run something
if you want to follow that lead next session.”

When setting up the year for a campaign as described


above, the GMs should work together to decide who
will run what for the year. They can even still keep
secrets from one another. They can do this by claiming
sessions in the plan for the year without sharing any
exact details with their co-GMs.

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.

In most cases, a character’s absence is easily explained.


Our characters have lives in the village. Maybe
they are maintaining their forge for this adventure,
studying magical spells, or are off with their flock in the
mountains. The GM may even have such a character
make a cameo during the adventure, particularly if
it seems natural that the other PCs would seek the
character out for aid or to ask a question. This is best
kept to a minimum, however, as players tend to be
possessive of their characters.

Sometimes, however, particularly when the village


itself is seriously threatened, it can stretch the players’

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?

64 Beyond the Wall and Other Adventures


Social, Farming, and Pastoral Events
d12 Choose this table if the character is involved in farming, homemaking, or other typical village activities.
1 An entire harvest or birthing season has failed, or a stored crop has been entirely lost for some of the
farms in and around the village. How do the townsfolk prepare for the lean times to come? What is the
local lord’s response? Was this loss a natural calamity, or is something strange afoot?

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?

66 Beyond the Wall and Other Adventures


Arcane, Supernatural, and Fae Events
Choose this table if the character is involved in magical study, fae politics,
d12 or other matters beyond mortal ken.
1 A new and dangerous creature settles somewhere near to the village. This beast might be a giant, a family
of ogres, or even a dragon. The threat makes itself known in a fierce and sudden attack while someone is
away from home, but then goes into hiding. One of the characters’ associates or named NPCs dies. How
does the community come together in this time of fear? Do the villagers become distrustful? Is the beast
gone for good, or will this lead to a dangerous adventure for the characters next season?
2 A dark omen falls over the village and a local power for good is driven away. Is this power a friendly troll, a
faerie knight, the village witch, or even one of the Wise? Do they leave a warning, or do they disappear in the
dark of night? How will the village cope with this loss? Does a new darkness move in to replace the light?
3 A faerie raid terrifies the village and kills one or more of the characters’ associates or named NPCs.
Which fae conducted this raid? Were they lowly goblins, devious redcaps, or elven nobles from a local
court? What did they seek? Did they find it or were they driven away?
4 A strange illness of obviously supernatural origin passes through the countryside and burns its way
through the village. Perhaps livestock are born with additional limbs, children’s eyes change to mysteri-
ous colors, or people begin speaking in ancient languages when affected by a fever. How does the village
work its way through this short-lived but dramatic event? How do the characters help?
5 A misunderstanding between villagers and a nearby supernatural power leads to hard feelings on both
sides. Is the nearby power a fae noble, a hermit wizard, or an intelligent magical beast? What was the
source of the misunderstanding? How are the now chilly relations changing things in town?
6 A marriage, death, or naming ceremony falls on a day of high magic when the veil between the worlds
wears thin. What voices make themselves heard through the weakened veil? What precautions does the
witch take before the ceremony? How does the village come together around the event?
7 For almost an entire moon, the villagers’ dreams seem to hold the power of prophecy. These visions are
usually related to normal life, but occasionally about more arcane affairs. How do the villagers react to
their dreams? Do they seek guidance from Grandmother Weaver, the witch, or the PCs themselves? Do
the visions affect any village relationships?
8 One of the Wise visits the village on one of its greater market days. Why did the wise one come? Was
she selling wares from a painted wagon? Did he seek a strange item which the heroes have recently
encountered or claimed?
9 The local faeries and the villagers help each other out of a bind. At least for a time, each community
leaves gifts for the other in thanks and friendship. What precipitated this brief alliance? How will the
village use their faerie gifts?
10 An unexpected and uncertain discovery! A clue to a new source of magic comes to the village. Does this
discovery take the form of an ancient text, a recurring omen, or an ancient standing stone never seen
before? How does the village react to this omen? Does it alter any of their customs?
11 A newcomer of a very unusual sort joins the village community. Add a new named NPC to the village. Is
this newcomer a sorcerer, a werewolf, someone of an even stranger type? Or are they a mostly normal
mortal with a mysterious mien? Why have they settled here? What are they seeking? Who might be
following them?
12 An extraordinarily unusual object of magical import comes to the village, whether a book of spells, a
helpful magical item, or a fabled shield. Alternatively, this might even be a newly created artifact, like a
great standing stone raised by the villagers’ combined efforts or a local loom blessed by a powerful but
humble magic. How does this new object change life in the village? What effects does it have on those
who possess or use it?

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.

Likewise, it may feel a bit strange for these items to


gain their full list of powers immediately when found
by characters of higher level later in a campaign. The Less Legendary Items
gamemaster or group might decide that a character
who acquires a legendary item gains only the first While they begin with only minor powers,
level benefit until spending some time with the new the legendary items given as examples
treasure. In these cases, the character might gain a here all become quite powerful by the
single one of the item’s powers each session until time a character reaches level 10. The
gamemaster might wish to consider making
reaching the appropriate level. For instance, a 6th
lesser legendary items whose powers cap
level character who acquires the Shield of the Village out at a lower level.
would receive the level one benefit right away, the
level two benefit after one session of play, the level Perhaps there is an enchanted quill which
three benefit after the next, and so on, until, after six gives bonuses to academic and magical
sessions, the shield’s powers have caught up with the skills at each level up to third, or an
ensorcelled dagger which grants powers
level of its owner.
up to level 5.

Legendary items are a great way to make a charac-


ter’s prized possession seem truly special, as they will
stick with the character for the duration of even a long
campaign. The gamemaster might decide that one of
the special objects gained in a Character Playbook is a

68 Beyond the Wall and Other Adventures


The Cloak of Stars and remains still. Viewers who are attacked or are
Whether made by faerie craftsmen, a great mage, otherwise in immediate danger ignore this effect.
or a supernaturally gifted tailor, none can now say, Level 10 - Once per week, the wearer may fling the
but the Cloak of Stars is a beautiful and otherworldly cloak behind herself and take to the skies as though
prize. It usually appears as a fine but plain black affected by the Wizard’s Flight ritual.
cloak. When its more overt powers are activated,
however, it takes on the appearance of the night sky, The Faerie Bow
all deep blues, blacks, and purples, with shimmering This beautiful bow of pale wood is carved with delicate
starlight between. The Cloak of Stars gains a new spirals and interlocking patterns. Its string is made
magical property for each level of the character using from the wound hair of elven lords and ladies, and
it. The following table describes these powers. The it bears a grip of supple, dark leather. The bow is
cloak always has the properties of its wielder’s level ancient, perhaps as old as the faerie courts them-
and all previous levels. selves, and it featured in many fae songs before
passing out of understanding, perhaps finding its way
This is a particularly appropriate legendary item for into the hands of a mortal. The Faerie Bow gains a
characters made with the Elven Highborn, Elven new magical property for each level of the character
Enchanter, Local Performer, or Novice Templar using it. The following table describes these powers.
Character Playbooks. The Faerie Bow always has the properties of its
wielder’s level and all previous levels.
Level Properties
Level 1 - The cloak may never be rent, cut, or frayed, This is a particularly appropriate legendary item for
and the wearer receives a +2 bonus to all tests to re- characters made with the Elven Ranger, Fae Foundling,
sist the elements. Goblin’s Child, or Young Woodsman Character
Level 2 - The wearer may see at night under the open Playbooks.
sky as well as she can during the day.
Level 3 - The cloak grants its wearer a +1 bonus to Level Properties
rolls to sneak or hide under most circumstances; this Level 1 - The bow leaps quickly to the hand, granting
increases to a +3 bonus to do so when under the sky its bearer +3 initiative when using it. Additionally, its
at night. string will never break and cannot be cut.
Level 4 - The wearer may cause the stars of the Level 2 - The bow grants its wielder a +1 bonus to hit
cloak to shine at will, illuminating all in near range as and damage.
though under the light of the stars and the full moon. Level 3 - The bearer of the bow may cast the Elfshot
Level 5 - The cloak grants its wearer a +2 bonus to spell once per day while firing an arrow from the bow.
AC and saving throws. Level 4 - The bow grants its wielder an additional +1
Level 6 - By whipping the cloak around her with a bonus to hit and damage, for a total of +2.
flourish, the wearer may cast one of the following Level 5 - Arrows shot by the bow automatically
spells once per day: Clear Eyes, Conjure Darkness, pierce and dispel any illusions which they strike.
Masked Image, Obscurement, or the Rising Dawn. Level 6 - The bow grants its wielder an additional +1
Level 7 - The cloak grants its wearer an additional +1 bonus to hit and damage, for a total of +3.
bonus to AC and saving throws, for a total of +3. Level 7 - The wielder of the bow always has another
Level 8 - The bearer may now cast two spells per day arrow in her quiver. This does not preserve magical
from the list given in the level six power. or special arrows when spent, and the bearer must ac-
Level 9 - Once per day, the wearer may draw the cloak tually have a quiver for this power to take effect, but,
wide across her arms and stun mortals with its beauty otherwise, she will never run out of arrows.
as its powers transform it into the very semblance of Level 8 - The bow grants its wielder an additional +1
the night sky. All in its presence must make a saving bonus to hit and damage, for a total of +4.
throw versus magic item or find themselves dumb- Level 9 - The bow grants its wielder an additional +1
struck and agape for as long as the wearer concentrates bonus to hit and damage, for a total of +5.

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.

70 Beyond the Wall and Other Adventures


Level 7 - The wearer may cast the Healing Touch Level 9 - The magical protection of the shield extends
spell once per day. to the bearer’s allies, all of whom gain a +1 bonus to AC
Level 8 - The wearer gains an additional +1 bonus to when the shield is being used in near range.
saving throws, for a total of +3. Level 10 - The shield gives its bearer another +1
Level 9 - So long as she is wearing the Gift, the bearer bonus to AC, for a total of +6.
gains a permanent +1 to any two of her ability scores;
she must name these two ability scores upon reaching Weyland’s Hammer
level 9 and may not change them later. The greatest smith in the world worked his art with
Level 10 - The wearer regains a single spent Fortune this hammer for many years before relinquishing it
Point after a good night’s rest in a safe location. under unknown circumstances. It is a plain smithing
hammer, save for a faint, delicate golden filigree under
The Shield of the Village the base of its head. While it was made for crafting, it
This ancient shield has served as a protection for the may be wielded in battle, and does 1d6 damage. The
warriors of the village for generations. Upon the death hammer gains a new magical property for each level
of its previous owner, the witch always grants it to a new- of the character using it. The following table describes
born babe, often seemingly without rhyme or reason, these powers. The hammer always has the properties
at least until the child grows and becomes a protector of its wielder’s level and all previous levels.
of his kin. The shield gains a new magical property
for each level of the character using it. The following This is a particularly appropriate legendary item
table describes these powers. The shield always has the for characters made with the Adventurous Trader,
properties of its wielder’s level and all previous levels. Dwarven Mentor, Dwarven Rune Caster, or Learned
Tutor Character Playbooks.
This is a particularly appropriate legendary item for
characters made with the Knightless Squire, Retired Level Properties
Veteran, Village Hero, or Would-Be Knight Character Level 1 - The hammer is a joy to craft with and grants
Playbooks. its user a +1 bonus on any smithing rolls.
Level 2 - The hammer grants its wielder a +1 bonus
Level Properties to hit and damage.
Level 1 - The shield is lightweight and unnaturally Level 3 - The hammer grants its user an additional
easy to sling over the shoulders or call to hand, +1 bonus on any smithing rolls, for a total of +2.
granting the bearer the ability to draw it immediately, Level 4 - The hammer grants its user the ability to
even when surprised. It otherwise acts as an ordinary craft magical items with relative ease; any rolls to
shield, granting a +1 bonus to AC. enchant an item made with the hammer receive a +3
Level 2 - The shield gives its bearer a +2 bonus to bonus, and the GM may grant those items additional
AC, like an ordinary reinforced shield. or greater powers at her discretion. See Further
Level 3 - The shield begins to fit the bearer’s arm with a Afield, p.50, for rules on crafted magical items.
strange comfort and ease, allowing him to hold a torch, Level 5 - The hammer grants its user an additional
lantern, or other object in his hand without penalty. +1 bonus on any smithing rolls, for a total of +3.
Level 4 - The shield gives its bearer another +1 bonus Level 6 - Once per day, by shouting a command word,
to AC, for a total of +3. the bearer may cause triple damage with a single strike.
Level 5 - The bearer may hide behind the shield for Level 7 - The hammer grants its user an additional
greater protection, receiving a +3 bonus to saving +1 bonus on any smithing rolls, for a total of +4
throws versus breath weapon and spell when doing so. Level 8 - The hammer grants its wielder a further +1
Level 6 - The shield gives its bearer another +1 bonus to hit and damage, for a total of +2.
bonus to AC, for a total of +4. Level 9 - The hammer grants its user an additional
Level 7 - The bearer gains a +2 bonus to initiative. +1 bonus on any smithing rolls, for a total of +5.
Level 8 - The shield gives its bearer another +1 Level 10 - The bearer of the hammer becomes com-
bonus to AC, for a total of +5. pletely immune to fire damage from all sources.

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.

72 Beyond the Wall and Other Adventures


Level 9 - The sword emits an eerie howl when first Level 6 - The spear grants its wielder the ability,
drawn in battle, causing humans and other similar foes once per day, to break initiative order and take an
to make a saving throw versus magic item or flee for immediate attack with the spear.
1d8 rounds; the wielder may silence the blade at will. Level 7 - The spear grants its wielder the ability
Level 10 - The sword gives its bearer another to summon the light of dawn as per the The Rising
+1 to hit and damage, for a total of +5. Dawn spell (p.107) once per day.
Level 8 - The spear grants its wielder the +3 to hit
and damage (+5 against fae).
Level 9 - The spear grants its wielder immunity to
The Horned King’s Bane fae illusions and mind control.
An ancient weapon hammered from meteoric iron, Level 10 - The spear grants its wielder immunity to
this six foot long, solid metal spear is never touched all fae powers.
by rust, and never too heavy for the hand that would
lift it in hunger or fear. It was crafted in the dawn of
human time by many tribes bringing together their
hopes for their children, their fears of the fae, and
their desire for a better life, as well as all the meteoric
iron they could scavenge from across what would
later become the Broken Kingdom.

This spear would teach humanity to hunt the fae,


and would eventually become a great part of the
human revolt against their kind. In the centuries that
followed, the Horned King’s Bane found bearers to
carry it as it stalked the liminal spaces between the
human and fae worlds, hunting for its old foe, until
eventually it fell and it was lost in the dark places
between the worlds. Some few prophecies foretell
that it will come once more into the hands of mortals
and will save them from the cruelest of the fae.

The Horned King’s Bane, or Human’s Hunt, cannot


be lifted or carried by any but humans. Not even
beasts of burden or familiars, unless they pull a cart
or carry a human who bears the spear.

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,

74 Beyond the Wall and Other Adventures


she was able to reclaim and repair some of their major seeking to name an heir and avert the coming disaster,
roads. On the southern shores, she refounded the but it was for nought. No noble family could agree
land’s only major city. Her court honored the barrows upon a candidate for the throne. The common
of the ancient kings lest they rise again, drove the fae folk had foolishly come to honor Tosia’s bloodline
further into the wild and magical places of the world, beyond all else, and refused to accept a new heir. The
made pacts with the faeries she could, fortified towns reavers returned, sensing that the kingdom was weak,
and villages against the reavers, and brokered a peace and the northern barbarians came to claim lands for
with the barbarians of the northern mountains. themselves.

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.

The Broken Kingdom works very well with


In order to operate as a setting appropriate to any
this method of campaign generation. While
the largest areas of the map are already game of Beyond the Wall, we have endeavored to
filled in, there is a great deal of room for have as close to all of the elements mentioned in
the players to inject their own adventure lo- the published Playbooks and Scenario Packs appear
cations. The Broken Kingdom is large, and in the world as is feasible. For instance, there is a
many interested locations are lost to legend great city to the south, a distant continent beyond,
or known only to a select few.
barbarians to the north, and barrows and faerie woods
If the group wishes to use the map gener- across the land. A small circle of templars protects
ation method presented in Further Afield, the land, and there are noble families matching the
all they need to do is print out the map with descriptions from the nobility Playbooks. The general
the hex overlay and start telling their own milieu is that of the Celtic or Anglo-Saxon dark ages,
stories about interesting locations in the though with a hint of the high medieval and plenty of
Broken Kingdom. While we encourage
influences from around the world.
players and the GM to come up with entirely
new locations across the land, they could
also use their turn not to add a location but The maps of the Broken Kingdom are presented so
to tell a story about one of the interesting as to make the group feel that they can tweak or add
places already listed. to the setting as they like. There is plenty of room on
these maps for the group to add its own mark, and
See p.151 for region encounter tables for the
there are many villages, ruins, and faerie forests left
Broken Kingdom.
unmarked. The Broken Kingdom setting allows the
GM to start her game with as little fuss as possible
This is the Broken Kingdom, a dangerous and kingless and to have a setting filled with flavor of classic young
realm where people huddle by their hearthfires, tell adult fantasy right off the bat, but she and her play-
stories of ancient struggles, and pray for the return ers are still encouraged to make it their own. We also
of better times. It is now the year 722, and the land present one map with a hex overlay of the same size
has been without a ruler for generations. Most cannot described in Further Afield.
even recall the names of the kings and queens of old.
To encourage the gamemaster to think of the Broken
Ancient evils are stirring, and nobles still think them- Kingdom as her own, we provide a few different
selves able to claim the realm for themselves. A fae maps of the setting, each slightly different. One of

76 Beyond the Wall and Other Adventures


these is very much a historical map, a record of how
the Broken Kingdom appeared long ago, while the Choosing Your Village
other two are both “current” within the setting, but
demonstrate how inaccurate cartography can be. The When a group chooses to set their game
maps can be given to players as in-game artifacts with in the Broken Kingdom, they will need to
the understanding that every village is not listed and determine the location of their village. The
Homelands will work best for most groups,
every dragon’s lair not named. The world is vast and
though the other regions presented below
there is much to explore. The GM should add castles, are also options.
villages, and even whole regions wherever she likes.
The villages named here - Marhurst,
If the group does not want to set their game in this Glassonby, Barrowtun, Cricklade, and
sample setting, there is still much here for them. The Thunorslee - are marked on the map and
given as examples. If the group likes the
group can use this setting as inspiration for their own,
sound of one of these villages, they may
lifting whole portions of the map or just an idea or choose to use it as their home for the game.
two as they like. The GM could also use the Broken Each is sketched in vague terms, leaving
Kingdom as a neighboring land within a world of her plenty of room for the group to make them
own creation. Perhaps the characters leave home and their own. There are also other villages
sail to another land and find themselves in the realm mentioned throughout this chapter and
situated in other regions of the Broken
described here.
Kingdom.

The Homelands Eight Noble Houses each have an estate and


The most peaceful and populous portion of the Broken surrounding village in the Homelands as
Kingdom is known by most people simply as the well. Four more noble families from other
Homelands. While still threatened by the reavers and regions are described below. These also
make excellent choices for a home setting.
other dangers, this central region is largely insulated
One of them, the village of Wenfeld and the
from frequent attack. Here live eight of the noble estate of the Lord Asconsia, is described in
houses of High Queen Tosia’s realm, and here the much greater detail on p.123, along with its
people dwell in over a dozen villages, each home to surrounding lands.
hearty folk and young heroes.
Of course (and perhaps best of all), the
group can still make a village wholly of
Despite its numerous villages and noble estates and
their own creation, instead preserving the
the many farmsteads between, the Homelands is still sample villages as neighboring settlements
covered in wilderness. This is the site of the faeries or adventure sites. Outside of the Gloaming,
courts’ most enduring kingdom, a massive forest in the Homelands probably has a sizable
which most men dare not tread. Much of the land village every 10 or 20 miles, or every hex or
outside the villages, if not covered in woodlands, is two if using map rules from Further Afield.
There is plenty of room to play around.
dotted with the mounds of the kings of the first men,
and it is said that to rest for a night near the barrows
is to invite death.

Villages The men and women of these villages trade


Most of the folk of the Homelands live in small often with one another, though usually through
villages. Some of these settlements are home to wandering peddlers or one or two merchants who
three or four extended families with perhaps fifty or call their village home. When strangers come to
sixty residents. The largest of them have almost 500 town, the villagers often gather in the inn, on the
inhabitants and can sport wooden palisades and village green, or at some other significant location to
two-storey inns. All are havens for good folk in a wild hear tales of the outside world.
and haunted landscape.

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 last of the great families of the Homelands is


Glarnost. This noble line holds sway over the larg-
est unforested stretch of the region, and their farms
produce much grain and other food which is traded with
other noble families or in lands further from home.

Noble Characters and Houses


When making a character with a Playbook from the
nobility setting, the first table asks for the background
of the character’s noble family, and there are twelve
possible results. In this chapter, we provide brief
details on the twelve extant noble houses of the Broken
Kingdom. After deciding which noble estate they will
use as their home village, players may choose the
corresponding result from that table instead of roll-
ing. The noble families and the table results align as
follows:

80 Beyond the Wall and Other Adventures


Noble House Now there are fewer than thirty of this cadre in the
d12
Broken Kingdom. Those that remain hold to their
1 betrayal - House Ingevenny of the
ancient oaths, occasionally training the sons or
Homelands
daughters of noble families. They are most often
2 arms - House Lunestyr of the Last Wall found in the Homelands as itinerant knights,
3 wealth - House Ordentur of the Southern traveling the countryside and serving the people
Coasts as their founders did. Some still dwell in the noble
4 knowledge - House Faerdref of the estates of the Homelands, honoring forgotten fealties.
Homelands
5 harvests - House Glarnost of the Homelands Queen’s Road
In many parts of this land, travelers may stumble
6 beauty - House Marconia of the Homelands
upon a bit of broken stone road, sometimes as long
7 honor - House Wettin of Aldenhamm as a mile, more often only recognizable for a hundred
8 defence - House Aethendir of the Home- yards or so. Most of these connect to more recent
lands roads or paths, the ground gradually giving back to
9 standing - House Asconsia of the packed earth as the stonework recedes.
Homelands
10 knights - House Dwiffyd of the Homelands There are many stories of these roads, some claiming
that they are the work of faeries, the first men, or the
11 gardens - House Carvaryth of the Riverlands
old kingdom. In truth, they are the remnants of the
12 lasting - House Kieren of the Southmarch great empire which once ruled the land, built first by
its massive armies and then finished by its merchants
There are also several lost houses of nobility from and town magistrates.
earlier ages, and the GM might use the ruins of their
keeps as sites for adventures. A player using the Last Only one such road remains relatively intact. Called
of a Fallen House Playbook may determine that their the Queen’s Road, it was repaired and maintained in
character is from one of these forgotten families. the time of Tosia and her descendents. This highway
Suitable names include the Houses Sieberht, Crawe,
and Ordgar. An ambitious player may even choose for
his character to be descended from House Tosia, the
clan of the High Kings, if the group agrees.

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.

With the collapse of the kingdom, the numbers of the


Templars dwindled. Some of them founded the more
secretive and less martial order now known as rangers.
Many died fighting bands of reavers or other invaders.

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.

For the villagers of the Homelands, Aldenhamm is a


source of great pride, though most have never been
within its walls. Children often threaten that they
will “run away to the high seat” and dream of finding
a new life there. Most of the goods not made by the
villagers of the land come to them through this town,
and some who live within two or three days make
a point of traveling there once a year, especially at
festival time.

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 men and women of the Homelands know that


the Gloaming is a strange and fae place. At its edges
it is mostly a normal wood, but when travelers stray
too far under its boughs, the world turns strange.
Sometimes after journeying a mile or two into the
forest, sometimes much sooner, wanderers find that
they are in a perpetual twilight, regardless of the time
of day. When glimpsed through the trees, the stars

82 Beyond the Wall and Other Adventures


appear strange, and the moon and the sun always The Festival Folk
seem to share the sky, though both are small and pale. Across the Homelands travels a caravan of tinkers,
mummers, and craftsmen. These are the Festival
Even close to the edges, the Gloaming always seems Folk, and their coming is celebrated in every village.
to have a bit of autumn about it. While the leaves
turn as usual, the air has a chill to it, though it is not Each village and noble estate has a unique holiday on
excessively cold. Closer to the center, the leaves which the festival comes to town, and it is rarely late.
always appear in the fiery colors of autumn, or in They might arrive two days early, filling the villagers
strange hues of purple and blue. with excitement as their colorful tents and banners
are erected, or they may be a week late, during which
Somewhere within this forest is the Dark Heart of the time the village is filled with suspense, but they always
Wood, a dank and foreboding place. Its exact location arrive. At their festival rare goods are for sale, such
seems to shift, and most who venture there do not as books, weapons of rare metals, and fruits from
return. The trees in and near the Dark Heart are distant lands.
sentient and watchful, and mortals get the feeling
that an ancient wrong was enacted here. The Festival Folk seem strange, but are still ordinary
men and women. Their numbers include those native
Most villages have woodsmen, hunters, or herbalists to the Broken Kingdom, northern barbarians, outcast
who venture into portions of the Gloaming. These reavers, men and women of the Summer Isles, and those
folk have learned the safest portions of the wood, and from places still unknown. Mostly, though, the festival is
tend to stick to known paths. They are mostly safe. run by villagers from the Homelands who took to the
Even so, sometimes they go missing for months or road as youths when they were filled with wanderlust.
years at a time, only to return thinking that an hour
or a day has passed.

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.

Many barrows are small mounds, some not even


recognized for what they are. The largest of them are
tall hills. A few have visible entrances, usually held
shut by great carved stones. Most are naught but dirt
and grass, the means of ingress buried by time.

Some villagers remember old customs related to these


kings, and leave wreaths of flowers or other offerings
at a particular local tomb on a special day whose
significance is now lost. Mostly, the men and women
of the Homelands avoid the barrows, fearful that their
inhabitants will rise again.

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.

Upon the collapse of the kingdom, Southmarch


became a ruined land. Within two generations, almost The Ruined City
all of the cities, towns, and keeps had been destroyed At the center of the Southmarch sits the ruined city
or abandoned, and all but one of the noble houses of Regihar, or Caer Vellum. While never as large
here had fallen. The people of this region either fled to or prosperous as the coastal city of Essenbur, this
the Homelands or the southern coasts, or else made was once a place of ancient imperial power, and
small homes as they could in forgotten places. later was where Tosia, the first High Queen, was
crowned. Every High King and Queen after her
Now Southmarch is a desolate place. Packs of wolves, held court here, and it was once the heart of the
lone drakes, desperate bandits, and even warbands kingdom.

84 Beyond the Wall and Other Adventures


When the last High King died, Regihar was doomed to ruins and engaging in the occasional skirmish. These
fall. Warring nobles set upon the city, and it suffered goblins, under the direction of a dangerous bugbear
one siege after another. When a large army of reavers named Kor’nall, were almost certainly sent by the
marched inland, the remaining inhabitants found Horned King as a way to weaken the only mortals who
themselves unable to defend the walls, and many of know the truth of his past.
the buildings were ransacked, looted, and burned.
An Ancient Order
Numerous temples to the old gods still stand or Few in the Broken Kingdom know the dangers await-
half-stand inside the city. Here too are the remnants ing men as well as the ancient order now known as
of the Great Library, once the largest repository of the rangers. They are a rugged folk, stout of heart,
knowledge in the land. This is what gives it the name and they roam the lands in search of evil. At night,
Caer Vellum Folks say that ghosts wander the streets they protect the villages and towns of the Broken
at night, and travelers on the Queen’s Road avert Kingdom, traveling in bands of three or four, slaying
their eyes as they pass by, fearful of a curse should dark faeries or the risen dead.
they glance through the breaks in the crumbling
walls. None enter the city of Regihar. The true name of this group is the Order of Alekaneros,
and they have a double founding. This order was
Or almost none. The wanderers known as the rangers originally founded by the first men when they
make their home base here, and their leader, the battled the faerie courts and claimed homes in this
sorceress-warrior, Aife, directs her order from the land for mortals. With the coming of the empire and
ruins of the High Kings’ Keep. then the reavers, their numbers dwindled until few
could remember them.
Three years ago, a large band of wicked goblins
moved into the ruins and now holds the western half With the death of Morven the Tall and the collapse
of the city. The rangers and the goblins have fought of the kingdom, three of the remaining Templars
one another to a stalemate for now, both keeping of the Realm and the last descendents of the Order
an uneasy watch on their rough borders within the of Alekaneros refounded the society. They swore to
protect people from the terrors lurking beyond their
settlements, and to hold what peace they could until
The Arms of Dwarrowlyth things were set right again.

While the greatest forges of the Under Cav-


Now the rangers face a more dangerous task than ever
erns are now cold, the fae who still dwell
there continue to craft sharp blades and before. They know that the dead stir, and that the Horned
sturdy mail of steel, mithril, and many oth- King would once again claim the land for his kind.
er metals.
From their fortified headquarters in the ruined city of
Almost every weapon or suit of armor made Regihar, the rangers send small bands of their num-
by the fae of the Under Caverns is magical.
ber across the Broken Kingdom. They are watching,
Some such items have found their way into
the hands of men, who hold them in rev- beating back the dark where they can, and hoping for
erence and pass them down as heirlooms, the return of peace and order.
though they are unlikely to know the details
of their origin. All are rare, but the most House Kieren
common arms of Lost Dwarrowlyth are When the other noble houses of the Southmarch fell
broad-bladed +1 short swords and battle to infighting, civil wars, and invasions, House Kieren
axes, and always-bright suits of +1 chain-
lasted. For over a dozen generations since the fall
mail. These objects never rust or tarnish,
and they are noticeably lighter than others of the old kingdom, against all odds, Kieren has
of their sort. maintained its lands, protected its people, and held to
its hearthfires.

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

86 Beyond the Wall and Other Adventures


The Kikullian Islands Essenbur
Off the western coasts of Southmarch are a number The great city of the Broken Kingdom, Essenbur is a
of islands home to a people who came in the days of mighty, walled burg sitting on the southern coasts.
the fifth High Queen, Serenda. Neither reavers nor The River Samus, which branches off the Ussa near
folk of the Summer Isles, nor those of the southern Briwendon, empties into the sea here, and its mouth
continent, their original homeland is forgotten to all makes a natural harbor.
save perhaps their greatest loremasters.
The first men built a settlement on this spot, and the
High Queen Serenda granted these islands to the lost bravest of them rowed to the southern continent to
wanderers and welcomed them to her kingdom. They trade tin, wool, and stone in exchange for copper and
named them for their greatest knight and horseman, grain. When the imperials came, they immediately
who ruled his newly settled people as a vassal to the seized this port for themselves and fortified it. Under
High Kings. the rule of the High Kings it continued as a major
location for trade, and it persisted when the kingdom
Now the folk of the Kikullian Islands live much as the collapsed. To most folk, Essenbur seems eternal.
other folks of the Broken Kingdom, only their names
and a handful of traditions betraying their origins. It is a free city ruled by no lord. Every year, a council
They are insulated from much of the troubles of the of three mayors is elected by all the men and women
rest of the realm, and cluster in small settlements and of the city from among the leadership of the guilds,
fishing villages. The largest of these is named Alqa and these mayors make all major decisions about
and has its own stone walls and port. Merchants from trade law, taxation, and relations with the rest of the
the mainland often come here in hopes of trading for Broken Kingdom.
their masterful woven goods and fruit wines.
Essenbur’s walls contain almost 100,000 inhabitants.
The Southern Coasts While there are farms and villages surrounding the
Along the southern coasts of the Broken Kingdom can city for several miles, it still must rely on constant
be found the most prosperous and densely populated trade for much of its food and wine. This makes it
portions of the realm. While more men and women easily the most cosmopolitan location in the land, and
live in the Homelands than along the coast, nowhere many languages are heard in its streets.
else do the folk of the realm live in such close
proximity to one another. This is the most traveled The city is protected by a small, professional army of
region of the kingdom, and it sees regular trade and 300. Every five years the families of the city and its
war from the south and east. surrounding villages send their sons and daughters
to serve a stint in the City Legion, which is organized
The land’s only true city is here, the walled port of much as the imperial army of centuries ago.
Essenbur, a metropolis of almost 100,000 souls. The
folk of the south are outward looking, educated, and Indeed, the citizens of Essenbur bear much in
accustomed to strangers and unusual goods. common with the imperials, and they held onto
much of imperial culture after the empire departed.
If any part of the land can claim to be the inheritor to The people here are forward thinking, stern yet
the lost realm of the High Kings and Queens or the friendly, and they take their laws and customs very
imperial conquerors, it is the southern coasts. The seriously. Some still worship the old gods. They are
people here are more organized, wealthier, and more skilled craftsmen, practiced sailors, and quick-witted
literate than anywhere else, and a bold but careful merchants. In much of the Broken Kingdom people
ruler could galvanize the entire region to action. speak of Essenbur as a place of wealth and foreign
values. “Strange as Essenbur,” “rich as Essenbur,”
and “strong as Essenbur” are all common variants.

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 Petty King


The only remaining noble house of the southern coasts
is also the most powerful in the Broken Kingdom.
House Ordentur has the largest keep, the widest
lands, and the most soldiers of any in the realm.

Indeed, the current lord of House Ordentur, Aelsin


the Golden, styles himself High King of all the lands.

88 Beyond the Wall and Other Adventures


While he is mighty, this is an obvious lie to most. The Riverlands are home to two important villages.
His power does not extend to any of the towns in the The settlement of Anginslee boasts two rival witches,
land, nor to the great city of Essenbur, nor even to the both givers of names, and folk from across the region
Southmarch. He is no High King. come here to receive their names when they come
of age and can make the journey. Two days’ travel
Nonetheless, his castle, the Grey Keep, is massive, south is the village of Drynsford, whose founder tried
built by generations of forebears. The full extent of to separate himself from the old kingdom but was
its passages and storerooms is not fully known to any subjugated by High King Manid. The people of Dryns-
of its inhabitants, save perhaps the aging seneschal, ford are known still for their stubborn independence,
Abdollan. The walls of this fortress intersect directly and they have never participated in a nobles’ war.
with those of the settlement of Enginhar, a small
but well-fortified town of over a thousand which has The Great River
its own harbors and a fleet of seven ships of war. The Ussa is the Broken Kingdom’s greatest waterway,
With enough patience, dedication, and luck, Aelsin a mighty river starting somewhere in the northern
Ordentur could perhaps launch a war of conquest to mountains, perhaps even beyond the lands of the
claim the kingdom for himself. barbarians, and emptying into the southern seas. It
is nearly four miles across at its widest point, and it
Spiderholm has many tributaries, some small streams, and others
While there are few faeries in the region of the southern themselves larger rivers. In places, the Ussa can be
coasts, and even fewer dragons or other monsters, there crossed by bridges, usually recent wooden structures
is an insidious threat of an altogether different sort. wide enough for a wagon to cross, but occasionally
larger, more impressive stone structures dating to the
Ancient enemies of the fae from the days before men, days of the High Kings or imperial rule. Most of the time
the spiderlings are a secretive folk, always plotting, travelers wishing to cross the river must find a ford or
always working. They love perfect order, and toil other natural crossing and proceed with caution.
for long months building beautiful webs of exacting
shapes. At times they sneak into a human settlement,
intent on capturing prey to take back to their own
lands as tribute for their Silken Empress.

While pockets of these creatures can be found across


the land, they are most common along the coast. In
caverns beneath the ground, dense woodlands, and
hidden valleys, they build their nests. Some say that
their greatest realm is beneath the very streets of
Essenbur, and that these tunnels extend across the
seas and to the southern continent.

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.

The Flowing Courts persist. At the right turns, on the


right days, a traveler can pass into their realm if he
knows the right charm or is unlucky. When they do
so, travelers find themselves on waters now bubbling
gently with bright greens and blues, and they can
hear the singing of water elves, the susurrations of
the nelkies, and the laughter of kelpies. The six lords
and ladies of the Flowing Courts occasionally greet
visitors themselves; while their will is still alien and
fickle to men, they are more apt to treat mortals with
kindness, sometimes welcoming them to dine on the
banks of the river or swim beneath the waters with
them. There are even stories of lost mortals being
invited on great adventures and hunts in the river
fae’s eternal struggles against the monsters of the
river’s deepest waters.

90 Beyond the Wall and Other Adventures


The Northern Mountains winters here are cold, and it is hard to grow crops and
To the north of the Broken Kingdom are rugged high- protect livestock from the beasts of the north.
lands and, beyond that, steep mountains inhospitable
to most men. There was a time when the boundaries When this land finally fell to barbarian tribes, and
of the old kingdom stretched into these lands, and the Queen Morvena shut it closed behind Last Wall, it
High Kings claimed portions of it for themselves, but became known instead as Lostmarch. Few from the
those days are in the distant past. Even in the time south now travel here, and those who do are viewed
of the eighth king, Ceynan, the lands past Last Wall as strange or foolhardy by the guardians of the wall.
were lost to the men of the south. There may still be villages, farmsteads, or towers of
the old kingdom here, the homes of desperate folk
This is the home of the folk called barbarians by those waiting for a return of the kingdom.
who live in the Homelands and further south. They
build their own homes and fight their own wars. Too, Barbarians
they have their own legends, and tell of a dark lord Sometimes allies, sometimes trading partners, and
who once held sway even before the first men, perhaps sometimes vicious raiders, the barbarians of the
even before the faerie courts, and will one day return. north are a people whose lives are closely entwined
with those of the Broken Kingdom.
Last Wall
At the largest pass of the northern mountains is the Living in small clans occasionally united in larger
fortified village of Last Wall. Once a large town, now groups by a powerful warchief or religious leader, the
only 300 men and women dwell here, and it is left to barbarians are a strong and proud people. They train
them to hold back invasions from the north. in war from an early age, and eschew the ways of the
south. They build no towns or cities. They never had a
They are lucky, then, that the fortifications at this High King and do not want one now.
pass can rival even those of Essenbur. The tenth
High Queen, Morvena, built this wall after the lands
beyond were lost, and the town is well protected.

Inhabitants of other northern villages and farmsteads


send their strongest sons and daughters to join the
guardians of Last Wall for a year or two at a time,
for they all know that their lands too will fall should
Last Wall succumb to invasion. There has not been a
significant barbarian attack here in generations,
though the northerners sometimes approach the
defenders to parlay, trade, or hurl insults.

House Lunestyr, one of the twelve remaining noble


families of the High Kings’ realm, holds this land. Their
keep is on the wall itself, and the youth of the family
are known for strength of arms. Their stout arms are a
welcome addition to the defenses here, and one of their
number always commands the watchmen on the wall.

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

92 Beyond the Wall and Other Adventures


beneath the sun and stars, here sleeps the Empress
of Fire. She wakes but rarely. When she does, the Adventuring in Distant Lands
shadow of her wings darkens the land as she flies far
and wide on the hunt. Usually she gorges herself on a While the Broken Kingdom is a large setting
herd of cattle or three dozen large stags before return- with room for many adventures and tales,
ing to Her Valley to sleep again, sometimes for several characters may also find their stories taking
them to other places.
months, sometimes for centuries. Occasionally, she
decides that she instead has a taste for man-flesh and A whole campaign could find the group
flies to more populated lands. When this happens, setting up a new kingdom, politicking in
noble houses fall, barbarian tribes disappear, castles imperial courts, or exploring while in
are burned, and she consumes a large portion of the unknown lands. More likely, an arc lasting
realm’s gold, gems, and weapons. She returns to add five or six sessions might take place beyond
the borders of the kingdom, with the char-
new treasures to her meticulously kept hoards.
acters returning home after an exciting
voyage. If things become dull in the village,
This mother of drakes is fawned over and served by the GM may want to consider doing just
a small cult of dragon worshippers. They live in the this. Adventures in other locations allow for
caverns of Her Valley, usually venturing forth only to kid- a shift of tone; the gamemaster can use this
nap or convince the occasional villager or towns- person as a chance to explore outlandish cultures,
introduce strange and unknown magics
to join their ranks. When Ingromyr rises, she usually eats
and monsters, or even get the characters
one or two of these cultists, which they view as a great embroiled in a war between distant nations.
honor. The rest of the time, they guard her sleep, polish
her scales, and catalog her treasures. They wait for the
day when she will rise fully, shake off her millennia long
lethargy, and burn the realm to a barren waste. It is not unusual for foreigners from the continent
to stay for a time in the Broken Kingdom, or even to
Other Folk settle permanently. Many even find their way to the
and Distant Lands Homelands, and most villages boast several families
The world is vast, and no one has seen its end. The descended from the men of the southern lands.
Broken Kingdom is but a small part of this larger
world. Often, particularly in the great city and along Reavers
the southern coasts, other folk come to visit or stay. For centuries now the reavers have been a scourge to
the people of the Broken Kingdom. They come from
The Southern Continent the east in long wooden ships, and they row up even
Across the seas to the south is a large continent, or maybe small rivers with astonishing speed. They are raiders,
several. People from many cultures live here, all with warriors, and thieves. All folk fear their passing, and
customs strange to the people of the Broken Kingdom. most pray for the return of a High King or Queen who
Numerous traders from the continent can be found in will rid them of this evil.
the city of Essenbur bringing news of distant happenings.
Or at least that is what the folk of the Homelands say.
Here was the seat of the ancient empire which once As always, the truth is far more complicated.
ruled the Broken Kingdom in the days before Tosia.
There are conflicting reports of whether this empire Yes, many of the reavers’ people who come to the
still exists. Some traders and their guards claim to be Broken Kingdom are seeking treasure, glory in battle,
representatives of the empire, which they say is still or even bloodshed, but the lands across the eastern
the mightiest power in the world. Others share similar sea are also home to villages and towns of their own,
tales to the people of Tosia’s realm, saying that they too places where the citizenry vote together on outcomes for
remember the empire in their stories and lore, but that the general good, raise families, and farm their lands.
none living can remember the days of the emperors.

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:

Your people are great seafarers, traders,


The Summer Isles and travelers. +2 Con, +1 Int, +1 Cha, Skill:
Somewhere to the east, either beyond the reavers’ Sailing. Embroiled in a war between distant
homeland, or perhaps to the south of it, are the nations.
Summer Isles, a massive chain of islands home to
many tribes, clans, and towns.
colorful silks, wondrous musical instruments, and
The folk of the Summer Isles are traders and explor- coats of brass mail which are valued by noblemen and
ers without peer. They are a relatively common sight merchants. They are renowned poets, historians, and
in the southern city, and some of their folk trade adventurers.
across the whole of the Broken Kingdom, bearing
These men and women are often the target of raids
from the reavers, and the two peoples contest the
eastern seas. Sometimes they befriend one another,
however, and sail on great adventures. Many stories
are told of Adimu of the Summer Isles and her first
mate, Torsten Red Hand, who braved the Uttermost
West and returned.

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.

The halflings live an idyllic life in villages and


communities of their own across this great dale. They
are a quiet folk, hidden from the dangers of the world,
and they love good food, fine drink, and friendly
company. They are expert farmers, pig herders, and
craftsmen.

Their dale is large and rich in farmland, and is mostly


protected from outsiders due to the rugged mountains
which surround it. Most men in the Broken Kingdom

94 Beyond the Wall and Other Adventures


have never seen a halfling. Occasionally goods from the and rule for three months before passing them on.
dale make their way to the south; when this happens, In this way, the Green Prince of Spring, the Radiant
the villagers of the Homelands rarely know the origin Summer Queen, the Weeping Princess of Autumn,
of their most prized wooden buttons, pipes, or shears. and the Cruel King of Winter shared power, and the
myriad peoples of the faerie courts endured for an age.
Once a generation or so, a lone halfling, or perhaps
an extended family, comes down from the north and When the first men slew all the lords and ladies of
lives among men. Most of them return eventually the Court of Spring at the battle of the three fords,
to their own homes, but some settle permanently in they unwittingly set in motion the collapse of the very
hidden holes or houses beyond the sight of men. fabric of faerie culture. There followed a terrible
crime, the ascendency of the cruelest ruler in the
The Faerie Courts long history of the Broken Kingdom, and the hidden
For over three millennia, since the days of stone and plague of fae maliciousness which has haunted the
bronze, the mortals of this land have battled the fae. lives of men for generations.
While most ordinary people no longer see the fair folk
at all, and would be surprised to learn that they are at
war with these legends, they do tell stories of faerie What Faeries Are These?
wickedness, weave charms of protection, and leave
The fae defy categorization. This chapter
gifts for their ancestral enemies.
makes mention of elves, dwarves, ogres,
and goblins, but only a foolish mortal would
There are more kinds of faerie than most mortals can think that these groupings are in any way
even begin to imagine, from kindly gnomes to cruel and definitive or fixed.
dangerous goblins and orcs. While they are rarer now
than they have ever been, they live across the Broken Most faerie nobles fit at least generally to the
category that men call elves, but certainly
Kingdom in small enclaves; these enclaves were first
not all. More dwarves and goblins are found
founded in the distant past, when the fae were trium- beneath the ground than other types of fae,
phant against dread terrors in the Fomoroian Wars. but so are tiny gremlins, giant firbolgs, and
They are most often found in the wild places of the faerie salamanders. Many more fair folk
world. Deep in the forests and mountains, the fair folk are unique creatures belonging to none of
live strange, parallel lives to mortal men and women, these categories.
and they are exceptionally good at remaining hidden.
In game terms, almost any creature in the
bestiary can be considered a faerie. The
When the first men began to work metal and build gamemaster should modify any creature
stone walls, the fae sought to stop them. Doing so which she wants to be fae by making them
likely brought about their own long decline. Organizing vulnerable to iron and having them possess
themselves into the first warbands and armies of a true name, as described on p.24 of Beyond
the Wall and Other Adventures. The GM
history, the first men fought the faerie courts with a vigor
may also consider giving them access to the
and stubbornness that shocked them. Over generations, faerie presence power described on p.106.
the fair folks’ kingdom receded further and further into
the wilds until they were legends to mortals. Players choosing to make an elven, dwar-
ven, or gnomish character are encouraged
Before men, the fair folk organized themselves into not to think of these as fully defined or
recognized species, but as rough categories
four great courts, each associated with one of the four
of faeries. They may even enjoy modifying
seasons. Upon the changing of seasons, the previous their faerie characters’ appearances in
ruling faerie aristocrat would hand over the regalia of strange ways, such as by giving their gnome
their folk: the Eternal Crown, the Mantle of Stars, and bluish skin, their elf hair of leaves, or their
the Blade of Beginnings and Endings. The fae nobility dwarf gem-like eyes.
of the next season would take these objects of power

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.

Goblins and their ilk occasionally make their homes


in ruins, dank marshes, or the deepest woodlands,
but they are most at home underground. Almost
without trying, they create complex warrens of tunnels
twisting beyond reason, which tend to warp space and
time. A goblin can begin digging in the marshes of the
Riverlands and emerge three hours later in a barbarian
village beyond the northern mountains, though he can
rarely repeat this precise act when he intends to.

98 Beyond the Wall and Other Adventures


is the Mountain of Mirrors, the Crystal Chasms of
Can Faeries Die? the Lost Dwarves, and the Court of All Stars, where
a ruler far more powerful than the Horned King or
The fae are immortal, after a sort. They do the Autumn Princess rules for eternity. Travelers
not age, or at least do not die of old age, trapped in Faerie can sometimes find their way back
and are immune to most types of sickness, by obeying strange logic and following hidden paths,
disease, and poison. They do not truly need
but most are lost forever.
to eat; while they feast often in their courts,
they rarely farm, and seem to be able to
endure for long periods of time with no Even the fair folk themselves can become lost here,
sustenance. They can, however, be killed by though they have an easier time finding their way
violence, and this is as permanent for them home than mortals. The denizens of this realm are
as it is for humans. unable to enter the physical world at all, and so relish
the chance to entertain or torment visitors.
Faeries who live among men for long find
themselves becoming more like them. They
even find that they feel true hunger as Terrors of the Dark Below
mortals do, and that they must eat. Player Before they battled with the first men, the fae
characters from fae backgrounds are had another foe: the dreaded fomor. Creatures of
of this sort. However, even these faeries darkness, fear, and the deep earth, these beings
find themselves no longer requiring food or
waged war against the faerie courts when men were
drink when deep in a fae place, though they
may still desire it. little more than beasts. The heroes and deeds of the
Fomorian Wars feature heavily in the songs and
legends of the fae, though even they have forgotten
Once, these malevolent creatures would emerge much of what truly happened. In the poems of men,
from their caves and raid and pillage the land, often too, the fomor live on as half-remembered fears and
under the command of the strongest orc or bugbear the names of lost gods.
of their clan. They have not done so in any significant
numbers for an age of men, or else they leave no sur-
vivors to tell tales of their passing when they do so.

When he was deposed by his daughter, the Horned


King spent many centuries among goblinkind, and
almost all of their sort now recognize him as their
liege. They believe that he will give them a place of
honor in his new court when he reclaims the faerie
throne, and they are mustering for war once again.

Into Deep Faerie


While all the lands of the fae are strange and foreign
to men, some are even more so. In certain places, at
certain times, a traveler in a faerie realm can find
himself suddenly not in our world at all. Instead he
will find himself in Faerie, a place of dreams and
confusion, a land without reason, and a haven for the
wishes and nightmares of all folk.

The lands of Faerie cannot be mapped, or at least


not reliably so, though some places within it seem
to retain their general shape for most visitors. Here

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.

100 Beyond the Wall and Other Adventures


Their bitterest foes are the spiderlings, for their webs
and machinations are hateful to creatures of Chaos. Veil Mechanics
Mortals, too, sometimes meet their wrath, either
when they delve too deep for precious metals or This section makes references to the Veil
wander and become lost beneath the earth. which separates the worlds of the living and
the dead. The group can have the Veil exist
as a piece of background and mystery in the
The fae call this eternal struggle the Deep War. It is a
game. For most campaigns, this is sufficient.
contest which would drive mortal men mad, a thrice However, a group whose game focuses on
cursed war between fomor, fae, and spiderlings. undead adversaries and the Underworld is
Occasionally, a band of heroes or even ordinary men encouraged use the rules for the Veil and the
and women might become embroiled in these battles, lands of the dead found on p.29 of Dangers
finding themselves in a dark and terrible world below Near and Far. These rules give firmer
mechanics for managing the separation of
where they must act as diplomats, face their fears
the worlds, the abilities of ghosts, and the
with steel, and choose a side. doings of necromancers.

The Realm of the Dead


What the first men knew of death is a mystery to mages
and scholars. They had an obsession with that which Not all ghosts are cruel or evil; indeed, many of them
awaits mortals when they die, and a fear of their dead are the souls of departed men and women who did
returning. It is for this reason that they buried their good in life and would still help those of their blood-
fallen kings in such elaborate fashion, erected stone line or village. Nonetheless, most find themselves
circles on liminal sites, and carved warding runes filled with a hatred or envy for the living, even if they
throughout the land. try to feel otherwise.

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.

The Underworld The First Henge


The Underworld is a whole realm unto itself. It exists The earliest and greatest circle of stones built by the
alongside our world and is home to the spirits of men first men sits near the western coast on a flat, grassy
and women long ago or recently departed. It is unclear hill. The stones, despite their size, are hard to find.
why some lie at peace when they die and others exist Many who seek them never discover their location,
in an eternal mockery of life within the Underworld; even with a reliable map or directions. Many lost
while it is true that many ghosts, phantoms, and wights wanderers, on the other hand, spot the stones as they
are the spirits of those wronged in life, there are other travel, or even stumble upon them almost without
times when unfortunate souls find themselves trapped notice.
in the Underworld seemingly without reason.
The First Henge was built as a gateway between the
These spirits live in a shadow realm, a world where worlds of the living and the dead. Here the Veil is not
the geography is superficially similar to the lands just weak: it does not exist at all. Those who know the
of the living and where ghosts haunt the places proper means of entering and departing the circle
important to them in life, forever cold, forever can move freely between the living realm and the
hungry. Underworld, for the Henge exists fully in both places.

A Kingless Realm 101


In the rest of the Underworld, at the locations of
The Seat of the Wise large villages, towns and cities, there are only barren
plains, for, while it is a mirror of our world, the realm
The First Henge is also known as the Seat of the dead cannot hold a vision of the hearthfires and
of the Wise, one of the first and greatest gathering locations of the living. The Necropolis,
magical items made by men and an artifact of then, is the only major power center within the
immense power. Rules for the Seat of the Wise
Underworld, and many spirits find themselves drawn
are found on p.53 of Dangers Near and Far.
inexorably here. It is truly massive, for so many have
died since men first settled the land that even the
greatest cities of the living cannot hold them.
At this site of mystical confluence, once every three
years, a gathering of the Wise occurs. Just who are Many times the size of mighty Essenbur, the Necrop-
the Wise and how one comes to be counted amongst olis is managed by a dizzying array of ghostly nobility,
their number is uncertain. Most agree that the great arcane guilds, and phantasmal covens. The ordinary
wizard Karzandrius is one of the Wise (and perhaps ghosts of this spirit-city live in houses of many stories
the greatest of them). Aife, the chief of the rangers, is which lean precariously over streets lit by pale lamps.
one as well. A handful of village witches who are more The walls of the city are manned by legions of silent,
than they seem are likewise members of this group. ghostly warriors who guard against no attack, for
Some say that the aged matriarch of one of the noble none would be foolish enough to assault these walls.
houses holds a seat among the Wise, others that a
dealer in oddities and curios from the city of Essenbur The Ghost Empress
is one of their number, and others still that one of the Recently, there has been a stirring in the lands of the
lords of the fae joins this group. What they discuss dead. Within the Underworld, a queen has arisen.
when gathering is also unknown, but the doings of the Always hooded and wrapped in a cloak of shadow
dead are certainly on their minds. and cloud, this Empress has taken up residence in the
Necropolis and seeks to rule all departed spirits. It is
The Necropolis said that she wishes to destroy the Veil and conquer
On the western coast, at the Bay of Barnesse, many of the lands of the living as well as the dead, making one
the greatest kings of the first men were buried. Their mighty kingdom which none may rival.
barrows are large and imposing, and a silent wind
blows there at all times. No one knows the identity of the Ghost Empress, not
even her most valued lieutenants. She rarely speaks,
When High Queen Tosia died, it seemed only fitting and when she does her voice is filled with a hollow
that she be laid to rest in the same location. Among the and ominous echo. Some spirits, themselves fearful
barrows her folk built a tomb of pale stone, its shape even in death, say that she is Tosia, the first High
reminiscent of the temples to the gods built by the Queen, filled with a sudden yearning for a new and
long-departed imperial conquerors. Her descendents greater domain. Others say that she was a famed ruler
were entombed here in like manner, though none of the first men, and that her barrow was disturbed
with a final resting place as large or rich as that of and then flattened by mortals. Whatever the case, she
their kingdom’s founder. is a dread power, a queen both new and old, and a
threat to all who live and walk beneath the sun.
In the Underworld, at this very spot by the bay,
is found neither barrows nor temple-tombs, but The Hungry Dead
the deads’ only and greatest city. Known as the Across the Broken Kingdom, the dead do not rest
Necropolis, this is a sprawling mass of crooked easy. From the barrows of the Homelands to the
buildings surrounded by basalt walls. lichfields of villages and towns, most sites of burial
are haunted places.

102 Beyond the Wall and Other Adventures


Every settlement has its ghosts. Sometimes travelers face ridicule and confusion. Some try to revive their
report sightings of the skeletal or zombified remains cults, but mostly the gods are remembered only in
of the departed walking in the physical world. Wights aphorisms or their long-since disassociated holidays.
stir at times within their barrows. And every decade
or so a foolish mortal comes across a cursed book or The greatest of the old gods received no direct
scroll and starts down the path of necromancy. worship even in the days of the empire; he was known
as the Dead God, the Eater of Children, and he was
Recently, with the actions of the Ghost Empress, these overthrown by those of his own deific offspring who
dangers have grown. Now hunting parties or peddlers survived his voracious appetite.
go missing, and some villages report that their commons
or squares are host to the undead at night. Rangers, Six of the old gods are still remembered in the Broken
templars, and town watches are uneasy, and all folk Kingdom, though almost none are actively worshipped
make signs and charms to ward off the unliving. these days. Sephondria, the Holder of Wisdom, was
a goddess of secrets, inspiration, and hidden things;
Forgotten Gods scholars, poets, and sorcerers still occasionally
The people of this land worship no gods. Once, long whisper ancient bits of formulaic prayer to her, though
ago, in the days of the first men and the imperial most do not know why. Her rival was her brother,
conquerors, there were gods. They answered the Caddos, a god of order, war, and conquest. These two
prayers of their priests, who in turn built them great were the chief deities of the emperors of old.
temples as homes on earth. All folk made sacrifice to
these old gods and prayed to them in times of danger. Zerakus was a god of new beginnings, fire, and cleans-
Few such priests are left, and those that are often ing. His priests oversaw weddings, births, and the
openings of new years. Many villages in the Broken
Kingdom still “leave a bit for Serkos” at the beginning
of spring when they dispose of a bit of the last of their
winter stores in the hearth. Urilius was the god of
agriculture, death, and the Underworld, though his
cult had a great deal of trouble gaining traction in this
realm, so given over to the relationship between the
living and the dead already with its many barrows.

On the other hand, Tyrindrus, god of oaths, pride, and


the hearth was worshipped widely across the realm,

Devout Acolytes

Characters made with the Devout Acolyte


Playbook are young worshippers of the old
gods. Indeed, their magical powers seem to
suggest that the old gods are still a presence
in the land, no matter how many have
forgotten them.

The final table of that Playbook determines


which of the old gods is particularly fond of
the character. The six gods presented here
in this chapter correspond to the results of
that table.

A Kingless Realm 103


and many villagers still unknowingly swear oaths by From the rule of Tosia onward, the cults of the gods
one of his cultic titles: the Red Hand and the Open vanished. In their place, semi-religious customs
Heart. His consort was Aetha, goddess of suffering, around the veneration of the High Kings took hold.
healing, and light. These two were dear to the people With the collapse of the kingdom, most of these
of this land for generations, and more temples were customs vanished as well, though many households
built to them than any others here. In villages which still have a clay image of a king or queen set on the
still boast remains of their temples, or are near to such mantle. Almost all villages still celebrate Crowning
ruins, it is often a custom to gather and feast the pair Day, an annual event when the children ask the king
on the solstices, though the locals are just as likely to for gifts, and all folk feast.
believe that the celebration is in honor of a long dead
couple from the early days of the village. Languages
Unsurprisingly for a land so often conquered and
To the current inhabitants of the Broken Kingdom, resettled, there are many languages spoken and read
it is unclear whether the first men and the imperial in the Broken Kingdom. While there are even more
cultists worshipped the same gods or different ones. tongues spoken in the wider world than the ones
In addition to their deities, the first men seem to presented here, these are the most commonly
have prayed to and honored the dead, leaving small encountered in the realm. Characters from distant
sacrifices and offerings at their tombs, and places, on the streets of the great city, or traveling to
occasionally consigning an unfortunate soul or two to other lands will encounter many other languages, and
be interned alive in a barrow. players may want to invent such a language for their
characters to know.

The Common Tongue


Holy Magic To those of the continent or other far off places,
this is sometimes called Kingdom Speak, but to the
Two Playbooks, the Devout Acolyte and the inhabitants of our land it is simply the common
Novice Templar, present characters with tongue, and they feel no need to name it. It bears
a religious flavor to their magical powers. words and structures of all the languages spoken in
When playing a game set in the Broken the land’s long history. Almost every inhabitant of the
Kingdom, the group will need to decide
Broken Kingdom can speak at least competently in
how to address the religious beliefs of these
characters. Of the two, the Devout Acolyte is the common tongue.
clearly best aligned to the old gods. On the
other hand, the Novice Templar is probably Classical
better counted as a remnant of those who Once spoken widely across the realm, the Classical
followed the cult of the defied High Kings. tongue is now mostly the domain of scholars and
poets, though it is still sometimes spoken in Essenbur
The precise nature and source of these
characters’ magic is left unclear. The Nov- and other southern settlements. Some of those who
ice Templar gains spells not through study visit from the continent seem to speak debased forms
but from divine inspiration, but we do not of this language, but many speak different languages
go so far as to say that High Queen Tosia is altogether. While the common tongue is occasionally
now a god granting magical powers to her written, most scribes, scholars, and record keepers
followers. The Devout Acolyte learns magic
write in Classical as a custom.
from books and teachers as any other mage,
but the GM may similarly wish to grant
that character new spells from a mysterious
source instead. The exact nature of the gods
is a mystery left to the gamemaster and her
players.

104 Beyond the Wall and Other Adventures


Northresse language which can sound light as air or dense as
Spoken by the northern barbarians and by those stone. Sometimes mages learn spells in this tongue,
who dwell in Last Wall, Northresse is a form of the and a few of the rhymes of village children are in a
language of the first men. It is written in spidery runes garbled form of it.
making up a complex syllabary often set on straight,
barred lines interspersed with other markings which Starting Languages for Characters
denote subtle changes in meaning. When playing a campaign set in the Broken Kingdom,
the group should assume that all characters know the
Reaversprak common tongue. Any player may, with the group’s
The language of the reavers can sound harsh and agreement, decide that he would rather his character
guttural to their victims, but few of them have not know the common tongue for story reasons, but
ever heard the epic poems or persuasive speeches it is always best if the group (and most of those they
common in the reavers’ homeland. This language encounter) share a language.
has a written form rarely encountered in the Broken
Kingdom, but sometimes found etched on the swords Characters also begin the game knowing their native
and axes of fallen raiders. language if it is different from the common tongue.
For instance, a barbarian from the North will know
Summer Talk Northresse in addition to the common tongue, a
While rare in the Broken Kingdom, the language of the trader from the Summer Isles will know Summer
Summer Isles is common across the rest of the world. Speak, and an elf or dwarf will know the faerie tongue.
It is used sometimes by traders and merchants, who
also like to pepper their use of the common tongue Mages are assumed to know a smattering of Classical,
with words and phrases from Summer Talk in order Old Speech, and the faerie tongue from their studies
to confuse or impress outsiders. in the arcane. This is not enough to speak these
languages beyond a few words or simple sentences,
Old Speech and they will quickly become lost when trying to
The original language of creation, the Old Speech, understand a native speaker or read a book with
sometimes called Truespeech or the language of speed. Nonetheless, this rudimentary knowledge
magic, is no human’s native tongue. It is complex and does help them decipher certain runes and study
difficult, and is most often encountered in the books tomes of magic. In general, a mage will be able to
and scrolls of mages. Only dragons and some ancient read these languages slowly and with quiet study,
fomor now speak it with any true fluency. Young sor- understand them when spoken with roughly 50%
cerers spend many years practicing its hieroglyphs, accuracy, and only speak them themselves in brief,
and it is dangerous to utter in haste. The true names halting sentences.
given to villagers when they come of age are of this
tongue, and its influence is felt in every language of Characters know additional languages based on the
the world. bonus from their Intelligence scores. Characters with
a penalty to Intelligence do not know fewer languages
Faerie Tongue than the default. A mage may, of course, learn
While they speak the languages of men with ease, Classical, Old Speech, or the faerie tongue to full
faeries do have their own tongue, or rather they ability by using one of these additional language slots.
have a variety of dialects which they use in different
situations. Some mortals confuse these, thinking While many folk in the Broken Kingdom cannot read
that there is distinction between the Elvish tongue, or write, or can only read a few words, there are also a
Dwarven runes, and goblin speak. In truth these great many literate men and women across the land.
are all forms of one language, and all are mutually Players may decide whether their characters can read
intelligible and legible to the fair folk. It is a musical any of the languages they know.

A Kingless Realm 105


Magic of the Broken Kingdom
This chapter details some of the spells, rituals, and Gift of the Master
magical items of the Broken Kingdom. While they Range: Touch
are all tied to the background or people of that land Duration: 1 week/level
in some way, they can also be used with only slight Save: no
modification in another world or in a home campaign In a selfless act, some mighty wizards grant a portion
setting of the group’s creation. of their power to a recipient with a firm touch, kiss on
the head, or some other gesture. For the duration, the
Spells recipient bears a single “gift,” which he may spend to
do one of the following:
Forgotten Presence
Range: Near • heal 2d4+1 hit points of damage
Duration: Instant • immediately find his way if lost under
Save: yes ordinary, non-magical circumstances, or
The mage, as the faeries do, muddles the minds of receive a +5 bonus on any checks to find
all those in near range, save those of his companions his way if befuddled or lost under magical
whom he wishes to spare from this magic. The targets circumstances
must make a saving throw versus spell, and the game- • automatically pass a single saving throw
master is encouraged to roll only once for a whole • gain a +5 bonus on a single ability score check
group of less important monsters or NPCs. Failure • sleep utterly undisturbed and undetected
means that their memories of their interaction with for a single night, even while in the most
the caster and her allies become hazy and confused. dangerous locations
They will certainly remember that something • automatically hit with a single attack, and
happened, and may even remember the general sort receive a +2 bonus to the damage roll
of interaction (a quarrel, a trade, a bargain), but will
be unable to recall details or the specifics of the caster The spell is intended to ease the sorrow of difficult or
or any of his companions. dangerous partings, and so the magic of this gift is
only fully active while the recipient is at least one mile
away from the caster. If closer than one mile to the
Faerie Presence bestower, the recipient may not activate the powers
of the spell, though the gift does remain available
The fair folk have many ways of staying hid-
for future use once there is more distance between
den, and one is the uncanny effect they have
on the minds of mortals. If the GM desires, recipient and caster.
she can have any human suffer the effects of
the Forgotten Presence spell after leaving the The mage finds his own powers diminished after
presence of the fae. Note that the faerie does bestowing the gift. He may cast one fewer spell per day
not actually cast the spell per se; rather, this than usual until the gift is expended or the duration
is just a natural effect of faeries upon mortals.
ends. An individual recipient may only bear one gift
Mortals who interact with the fae regularly, from this spell at any given time, though a single mage
have befriended one of the fair folk, or bear might grant multiple gifts to different individuals,
certain faerie tokens or warding charms each successive casting robbing him of an available
may be immune to these effects. spellcasting opportunity.

106 Beyond the Wall and Other Adventures


One with the Frost
Range: Self What is a creature of darkness?
Duration: 10 minutes
Save: no The Rising Dawn spell given above and
A faerie charm once taught to mortals to protect the Light Mastery Trait described on p.30
themselves from the fae courts of winter, this spell make reference to “creatures of darkness.”
protects the caster from the effects of all forms of cold, Both descriptions specifically mention that
goblins, fomor, and demons are creatures of
frost, or ice. For the duration, the caster suffers no
darkness, but just what else might count as
penalties based on cold and even takes half damage, such is left to the GM.
rounded down, from attacks associated with frost. At
every odd level beyond 1st, the caster may extend this For instance, dragons are not generally
protection to a single other recipient in arm’s reach; creatures of darkness, but a smoke wyrm
for example, a 5th level mage may protect herself and who dwells deep beneath the earth might
be. Most faeries are not, but almost all
up to two companions.
those of the winter court are. Note that un-
dead are not all mentioned as creatures of
Reaver’s Oars darkness; there are already other sorts of
Range: Touch magics which have special effects on them.
Duration: 15 minutes/level However, a vampire probably does count,
Save: no as might a particularly nasty wight who
has been entombed in the dark for millenia.
The sorcerers of the reaver folk usually learn this spell
before any other, to earn their place on their first raid.
By touching the oars of a ship and singing a charm,
the caster enchants the vessel to travel three times as mage sings a low, susurrous hymn; while singing, no
fast as it otherwise would when rowed by a crew. spiderlings will attack the caster or her immediate
companions. Most are lulled into a light, swaying
The Rising Dawn sleep. The spell ceases to have any effect if the caster
Range: Far or her companions attack or harm the spiderlings in
Duration: 2 rounds/level any way. Should the characters instead try to take
Save: yes anything of value from them or breach their most
Some mages can summon the pure, bright light of the secret places, the spiderlings may make a saving
dawn. This radiance is anathema to goblins, fomor, throw versus spell to shake off the effects of the magic.
demons, and other creatures of darkness. The mage
raises a glowing hand and fills a large area of 300 yards Sussurating Curse
or so with light. In addition to the illumination, this Range: Near
has two other effects. When the light is first produced, Duration: 1 minute/level
all creatures of darkness in near range of the caster Save: yes
immediately suffer 1d4 damage. Any surviving With a whispered word, the sorceress strikes a single
creature of darkness in the area must make a saving target in near range with a debilitating spell of
throw with a penalty equal to the caster’s level or flee weakness. The target becomes extremely feeble,
until the light disperses. moves at quarter speed, may not fly or run, and suffers
a -5 penalty on all rolls to hit or ability score checks
Spider Song related to physical activity. This magic of this curse
Range: Near contains a powerful reversal, however; anyone
Duration: Concentration under its effects who is struck and takes damage
Save: special finds themselves immediately free of the penalties
This charm was used by the fae in their wars with and, instead, gains a +5 bonus on comparable rolls
the spiderlings when the world was young. Wizards for the next round.
in the south now teach it to their apprentices. The

A Kingless Realm 107


Level One Rituals While a simple, low level magic, this ritual bears great
power. Should the true friends ever become hostile to
The Hearth Feast of Winter (Wisdom) one another in the future, they will each immediately
Range: Touch drop to zero Fortune Points and become weakened
Duration: 1 season for 2d8 rounds, during which time they will suffer
Save: no a -3 penalty to all rolls. Note that, as the duration
The Hearth Feast is a ceremonial banquet taken by of this spell is permanent, it may end due to being
many villages and noble households at the beginning dispelled or other similar situations. Should this
of winter. When blessed by the village witch, a kind happen, the true friends will become weakened as
priest of the old gods, or a magically inclined cook, described above (though they will not lose their
this feast protects the participants from the travails of Fortune Points), as will any sorcerer or creature
the season. During downtime, when the gamemaster responsible for the breaking of the bond.
rolls on the background events tables presented on
p.64, she should add +1 to her roll for any character The casting of this ritual requires that both friends
who participated in the ritual feast. spend one hour in meaningful conversation or song
with one another, perhaps sharing stories, chanting
There are no arcane ingredients required for this epic verse, or making lasting promises. During this
ritual, but the whole village or estate must pitch in time, each must each make a gift of a meaningful
when preparing the meal, and all must devote their and precious item to the other, like a handcrafted
best to the effort; a good rule of thumb is that this ring, a favorite dagger, or a childhood token. At the
costs either 1 silver or three day’s labor per attendee culmination of the ritual, the two friends exchange their
at the resulting banquet. However, a poor family in True Names aloud to one another, even if they were
lean times could certainly meet the requirements by previously known.
bringing their last suckling or a bundle of their best
wheat from the harvest instead. Level Four Ritual

True Friend (Wisdom) Faerie Knighting (Intelligence)


Range: Far Range: Touch
Duration: Permanent Duration: Permanent
Save: no Save: no
The exchange of True Names carries an enormous, Great lords and ladies of the fae courts sometimes
mystical weight of connection, even more so for mages. grant a special knighthood to their most trusted
The caster of this ritual forms a bond with a trusted servants. The recipient of such a knighthood must
friend. Thereafter, wherever the friend is, if he is be a willing participant in this three hour long ritual,
in danger of dying, the caster will instantly become whereafter he will receive several benefits. First, while
aware of her true friend’s danger, though she will within his lord’s realm, the knight is able to journey
not know any specifics regarding his circumstances at great speed, whether mounted or on foot, and will
or location. The caster may then spend one of her cover 50% more ground while traveling. Secondly, the
own Fortune Points to preserve him from death; the knight may be called by his lord at any time as though
effects are just as if the endangered recipient had he had cast the Whispering Wind spell. Finally, the
spent one of his own Fortune Points to accomplish knight receives a +1 bonus to hit, initiative, and AC
the same thing as described on p.21 of Beyond the while within his lord’s realm; this bonus is increased
Wall and Other Adventures. The effects of this ritual to +2 when in the presence of his lord.
are reciprocal, and the recipient will become aware if
the caster is about to meet her doom and may spend a There is a reason that the faerie nobility do not grant
Fortune Point to save her as well. this knighthood to all of their vassals; the knight is
forever after connected to the very life of his lord. The
knight will act as an arcane connection to the lord,

108 Beyond the Wall and Other Adventures


meaning that he can be used with certain rituals to
scry upon or harm the lord. Furthermore, should the
knight ever be slain, the lord will immediately suffer
2d10 points of damage.

Ordinarily, only faeries may cast this ritual, but a


clever mortal mage could certainly make the
necessary adjustments to do so; nonetheless, the
caster must be the lord of a defined realm. The
specifics of the ritual and its components vary from
court to court, some favoring a great feast or tourney,
and others a grim and shadowy ceremony.

Level Five Ritual


Crossing the Veil (Intelligence)
Range: Near
Duration: 1 day
Save: no
This terrifying ritual allows a caster to open a small
tear in the Veil to admit themselves and up to a dozen
companions. They may return to the living world
any time within the next 24 hours by returning
through that tear at the location where they entered.
Otherwise they will be trapped and will have to recast
the ritual from the other side or find some other way
back to the lands of the living.

This ritual requires a sizable amount of blood from


the caster and any travelers who wish to accompany
them, all of whom suffer 1d4 points of damage. The
blood must be drawn with a dagger of pure silver,
which is then used to rend a path through the Veil.
This same dagger must be used to cut the way back,
and it will melt and then vanish into a puff of sickly
green smoke afterward or upon the end of the
duration of the ritual’s effect. If using the rules for
the Veil found on p.29 of Dangers Near and Far, this
ritual may only be cast at a location with a Veil rating
of 7 or lower.

Level Ten Ritual


The Blade Repurposed (Wisdom)
Range: The Cosmos
Duration: Instant
Save: no

A Kingless Realm 109


With this ritual, the very nature of the faerie courts, The Blade of
the Horned King, and his fabled weapon can be Beginnings and Endings
rewritten. Once cast, the mage may bend the magic Also known as the Horned King’s Blade, this was once
of this ritual to replace the Blade of Beginnings and one of the great treasures of the faerie courts and
Endings as the symbolic power of the Horned King part of the regalia of their shifting monarchy. It is a
with any other object of his choosing. Doing so will greatsword, though a bit small for its type, and has
shift the symbolic connections of the fae. Connecting a glossy black blade and a long silver hilt with a
the Horned King with a scepter instead of his Blade large emerald set in the pommel. It was lost when
would make him considerably more focused on gov- the Horned King flung it into the River Ilthryn after
erning than on destruction for instance, while placing slaying his sister with it.
a plow as his armament in the metaphysical tapestry
would turn him to a harvester and likely make him Under most circumstances, this weapon acts as a +2
cease to be one of the fae at all. In any event, his True greatsword with no other special properties. How-
Name is replaced by a new one and is instantly known ever, should the bearer ever become aware of the
to the caster. history and nature of the blade, its powers grow in
her grasp. Thereupon, its bonus to hit and damage is
The exact effects of this ritual should be crafted increased to +5, it deals triple damage to the bearer’s
together by the player and the gamemaster. The own kin, and it sings with an eerie song when
Horned King’s bestiary entry and powers (found on swung in battle. When wielded by the Horned King
p.118) will certainly be rewritten; he might find himself himself, a possessor of his True Name, or one who
considerably weaker, considerably stronger or just has faced him and lived, it will shroud the bearer in
different. Beyond this, even more profound changes
will begin to manifest in fae society at large as the
courts begin to shift in nature, purpose, and ability to
match this fundamental alteration. To state it clearly,
this will almost certainly end the campaign.

The caster does not need to possess the Blade of Be-


ginnings and Endings in order to cast this ritual, but
he must have touched it at least once. Possessing the
blade at the time of casting does grant a +5 bonus to
the casting roll however. The ritual can only be cast
on an equinox or solstice and requires that the caster
stand within a place of faerie power. He must bring
the replacement armament with him, and this must
be a suitably impressive item. A simple rolling pin
does not have enough metaphysical weight and will
not do, but an iron plow, a platinum scepter, a golden
quill, or a verdant frond would all be appropriate.

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.

110 Beyond the Wall and Other Adventures


faerie frost granting a +2 bonus to AC and a +5 bonus The Last Crown
to saving throws versus the cold and any checks There were three crowns for the High Kings of
involving intimidation or command. old. Tosia’s helm was the sign of Kingship until it
was lost with the death of the third king, Aelfren.
The Bright Helm The second crown was lost beneath the waves with
High Queen Tosia bore no crown, but instead wore High Queen Maebhren. The last of the High Kings,
this fine, masked helm as a sign of her authority. It Morven the Tall, and his father, Imdrich, wore the
shines like polished silver and is covered in a delicate Last Crown. Some say that a forgotten sorcerer from
golden filigree, and its mask bearing the likeness of a the south had a hand in its making, and that he
serene but fearsome warrior. It grants its wearer a +2 cursed the line of kings with its gifting. Its current
bonus to AC, a +1 bonus to command troops in battle, whereabouts are unknown; a few of the Wise believe
and decreases the damage of any successful physical that Aife, the chief ranger, holds it in Regihar,
attack by 2, to a minimum of 1. waiting for the return of a ruler. Others hold that it
is in the treasuries of House Ordentur, or that it is in
Fomorian Stones the hoard of some trolls or goblins who do not know
In dark caverns and lost ruins, mortals or faeries its true origin.
occasionally find these strange stones. They range
in size from that of a large coin to fist-sized chunks The Last Crown grants its wearer a +1 bonus on
of rock. All are of the deepest black with no shine all rolls to command or coerce, and it increases his
or luster to them at all. Bearers of fomorian stones financial wealth in slow, subtle ways. However, the
suffer a -3 penalty to all Charisma checks, save those wearer also suffers a -3 penalty to AC and receives an
to frighten or intimidate. They may see even in pitch additional 1d4 points of damage from any physical
blackness when beneath the ground, may speak the attacks which hit him.
Old Tongue with fluency to fomor and faeries, and
can see demons of Chaos as though they had cast the Marks of the Old Gods
Second Sight cantrip. While their cults are gone and their temples in ruins,
there are still worshippers of the old gods throughout
The Horned King’s Bane the Broken Kingdom. For these lonely folk, there
An ancient weapon beaten from meteoric iron, this is no greater treasure than a mark of their god.
six-foot long spear has long guided humanity in its Sometimes lone worshippers discover an ancient
struggles against the fae. A legendary weapon, it pendant in the most unlikely of places, a gift for their
grows in power with its wielder. See more about The piety. These pendants are called marks of the old gods.
Horned King’s Bane on p.73. Each is unique, but they are all amulets of precious
metal or stone bearing the symbol or imagery of one of
Jewel of the Wyrm the gods. If its wearer is a worshiper of the associated
The great dragon Ingromyr held this fist-sized ruby god, the pendant provides a +1 bonus to AC and a
as her most prized possession until it was stolen from +2 bonus to saving throws versus spell and magic
her hoard two centuries ago by Melisen, a great thief, item. Each provides a further bonus according to its
sometimes called the Princess of Shadows. When she particular deity:
wakes, Ingromyr frequently remembers its loss, and
her servants seek it for her always. It gives its bearer Mark of Sephondria, the Holder of Wisdom - The
a +6 bonus to any saving throws related to fire and a wearer gains a +2 bonus to rolls to discover secrets,
+1 bonus to all Charisma checks. If Ingromyr is in the puzzle out riddles, and find hidden passages or trea-
presence of the Jewel, she will be filled with covetous sures.
rage and receive a +1 bonus to hit and damage but a
-5 penalty to AC. Caddos, the God of Order, War, and Conquest - The
wearer gains 5 additional hit points while wearing the
mark.

A Kingless Realm 111


Zerakus, Lord of Fire and Cleansing - The wearer Herbs
takes half damage from fire and gains a +1 bonus to A number of semi-magical herbs are described
ritual rolls when casting them in preparation for a on p.9 of Heroes Young and Old. All of these are
voyage or new undertaking appropriate for use when playing in the Broken
Kingdom. The following herbs can be added to that list.
Urilius, Ruler of the World Below - The wearer may
see even in total darkness when below ground, and Drake Slip
receives a +1 bonus to rolls related to farming or A long, slender, and fibrous weed, this plant drives
mining. dragons and their ilk to confusion and befuddlement.
When draped across the shoulders and neck, the herb
Tyrindrus, the Master of the Hearth - The wearer and gives its wearer a +4 bonus to stealth checks to avoid
all of his companions heal an additional 2 hit points dragonkind, and a +2 bonus to saves versus breath
when resting peacefully in a well-tended home. weapon.

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.

112 Beyond the Wall and Other Adventures


Bestiary
This chapter presents a selection of monsters, people, Hit Dice: 2d6 (7 HP)
and creatures found in the Broken Kingdom. Many AC: 11
of these creatures are specific characters, like the Attack: +1 to hit, 1d6 damage (staff)
powerful wyrm Ingromyr or the wizard of the Alignment: Neutral
southern coasts, Karzandrius. Some others, like the XP: 85
Great Fithich, are new generic creature types. All of Notes: Spellcasting (dragon sorcerers may cast
the entries in this Bestiary are also appropriate for use cantrips, spells, and rituals as a level 2 mage; each
in other settings with either no or minimal tweaking. is unique, but their favorite spells are Brave the
Flames, Burning Hands, Commanding Word, and
The Drake Cult False Friend, and their favorite rituals are Gather
Ingromyr, the fiery wyrm of the Broken Kingdom, Mists, Goodberry, and Unseen Servant; assume that
is not just a great power in her own right. She also they have an Intelligence and Wisdom of 14 for the
attracts to her power hungry cultists, draconian purposes of casting rolls)
sorcerers, and obsequious followers. Most of these
she treats as pawns and even meals, but some she
gifts with the power of her blood and elevates to the
status of the dragon-blessed.

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.

Hit Dice: 1d6 (4 HP)


AC: 12
Attack: +0 to hit, 1d6 damage (staff or blade)
Alignment: Neutral
XP: 15

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.

A Kingless Realm 113


Blood of the Wyrm Hit Dice: 1d6 (4 HP)
To her most favored servants, Ingromyr grants a por- AC: 10
tion of her blood. Over time, this subtly transforms Attack: +0 to hit, 1d4 damage (dagger or club)
mortals until they begin to take on a more and more Alignment: usually Chaotic
draconic form, eventually sprouting reddish scales, XP: 15
clawed talons, and decidedly serpentine snouts. Un- Notes: Dream Magic (the Dream Touched has one of
able to walk among normal humans unless masked by the following powers: a single cantrip such as Second
magic, these choice servitors are Ingromyr’s greatest Sight or Glamour Weaving, assume that they have
protectors and enforcers. an Intelligence and Wisdom of 13 for the purposes of
casting rolls; +1 to hit, damage, or armor class; or a
Hit Dice: 4d10 (22 HP) single spell such as Commanding Word, False Friend,
AC: 16 Flash of Brilliance, Greater Illusion, or Terrifying
Attack: +4 to hit, 2d4+2 damage (wicked claws) Presence), Dreamer’s Charisma (the Dream Touched
Alignment: Chaotic is especially interesting and convincing when
XP: 275 talking about their dreams, assume that they have a
Notes: Fiery Blood (bloods of the wyrm receive a +5 Charisma of 15 for such purposes.)
bonus to saving throws related to fire), Flame Breath
(once per day, a blood of the wyrm may breath fire, Dream Counsel
causing 1d12 damage to all in near range; targets After some time in the dark tutelage of the Horned
who pass a saving throw take only half damage), King’s dreams, the dream touched grow into their
Spellcasting (bloods of the wyrm may cast spells as powers and begin to take on students. Some of their
a level 3 mage and know the spells Flame Charm, apprentices will be other dreamers too afraid, at first,
Masked Image, Mystical Shield, and Terrifying Pres- to swear; they will draw in others with promises of
ence) power and revenge.
Hit Dice: 2d6 (7 HP)
The Dreamers AC: 11
Tempted by strange dreams, these are the poor Attack: +1 to hit, 1d4 damage (dagger)
creatures, human and fae alike, who have sworn Alignment: usually Chaotic
allegiance to the Horned King in their dreams and XP: 150
gained power in the waking world. At first, their Notes: Spellcasting (the Dream Counsel casts can-
powers and influence are slow growing, but soon trips, spells, and rituals as a second level mage with
enough they will be wielding both magic and the Intelligence and Wisdom of 15), Dream Magic (the
might of soldiers in the service of their cruel master. Dream Counsel also has one of the following powers:
See the Horned King on p.118 below. +1 to hit, damage, or armor class; or the ability to cast a
single spell one extra time per day, such as Command-
Dream Touched ing Word, False Friend, Flash of Brilliance, Greater
At first the dream touched seem little changed from Illusion, or Terrifying Presence), Dreamer’s Charisma
their lives before. Fae or human, they carry on with (the Dream Teacher is especially interesting and
just a bit weirder and colder outlook. The strange convincing when talking about their dreams, assume
insights they gain through their dreams give them that they have a Charisma of 16 for such purposes).
successes and will draw in others who seek to learn
from them. A few will be offered a choice to swear an Dream Masters
oath of fealty. If they do, they gain some measure of With a few other dreamers serving them, those teachers
control over their powers. have grown into even fuller power. With a full retinue of
servants of various talents, this servant of the Horned
King is trusted with more difficult missions and
strategic aims. Not the least of which is the gathering of
ever more worshippers and servants for their master.

114 Beyond the Wall and Other Adventures


Hit Dice: 5d6 (20 HP)
AC: 13 Cultists at Home
Attack: +3 to hit, 1d6+3 damage (enchanted blade)
Alignment: usually Chaotic The cultists who have taken hold of the vil-
XP: 300 lage in the Hidden Cult Scenario Pack can
Notes: Spellcasting (the Dream Master casts be of any type. The default assumption is
that they are the followers of demons, but
cantrips, spells, and rituals as a fifth level mage
they could just as well be worshippers of old
with Intelligence and Wisdom of 15), Dream Magic gods, dead lords, or anything else.
(the Dream Master also has one of the following
powers: +1 to hit, damage, or armor class; or the The GM may wish to have them be a band
ability to cast a single spell one extra time per day, of Drake Cultists. To do this, she can use the
such as Commanding Word, False Friend, Flash of stats presented here for the adversaries,
and should feel free to play with the recent
Brilliance, Greater Illusion, or Terrifying Presence),
events table and other cult activities; giv-
Dreamer’s Charisma (the Dream Master is especially ing the happenings a fiery or scaly flavor
interesting and convincing when talking about their should do. Likewise, she could instead have
dreams, assume that they have a Charisma of 17 for them be a fomorian cult, using the statistics
such purposes). for twisted changelings and other fomor
given below, in which case she should lean
in to imagery of darkness, Chaos, and cor-
ruption.
Great Fithich
Objects of awe, fear, and admiration, the Great Fithich The Return of the Horned King campaign
are large ravens with ice-blue eyes and sable beaks. outlined in this book demonstrates how to
They are liminal messengers, and move freely in the adapt the Scenario Pack for use with the
worlds of men, faeries, and the dead. In forgotten Horned King’s dreamers.
times, they traveled between the three peoples,
carrying warnings, blessings, and desperate tidings.
These days, when mortals, the dead, and the fae
are often at odds, the Great Fithich keep mostly to Emissaries of Winter
themselves; some stories say that they are gathering The chief followers of the Horned King are his Emis-
information about all of these people, and that they saries of Winter, cruel and pitiless lords of the fae in
will have a great part to play in future events. While their own right. They usually appear as tall, beautiful
rare, most people of the Broken Kingdom have seen elven folk with pale bluish skin, silvery hair, and
at least one of these creatures, either perched atop the gaunt faces. At times, they journey among men in the
inn at night, flying above the barrows, or talking with guise of hooded and cloaked travelers, stooped and
a mage or witch. plodding, as though suffering from plague. Winter
follows them wherever they go, and mortals and fair
Hit Dice: 2d8 (9 HP) folk alike fear their passing.
AC: 15
Attack: +1 to hit, 1d4 damage (claw) Hit Dice: 7d12 (46 HP)
Alignment: Neutral AC: 19
XP: 55 Attack: +7 to hit, 1d8 + 3 damage (chill swords)
Notes: Flight (Great Fithich may fly), Free Travelers Alignment: Chaotic
(the Great Fithich exist simultaneously in the lands XP: 1,200
of the living and the Underworld at all times; they are Notes: Fear (an Emissary may spend an action emit-
never lost in faerie places; they may give others a +3 ting a fearful aura; all enemies in sight must make a
bonus to find their way from any of these places to saving throw versus polymorph or flee or cower for 2d6
another), True Name (each Great Fithich has a true rounds), Shifting Form (the Emissaries may change
name, which gives its foes power over it) their appearance at will, though will always remain

A Kingless Realm 115


roughly elven or human shaped, and cannot imitate gain a +2 bonus on rolls to hide or ambush their
specific individuals), Spellcasting (the Emissaries prey), Spellcasting (changelings may cast spells as a
may cast spells and rituals as a level 4 mage; they level 1 mage and know the spells Conjure Darkness,
know several spells and rituals but are particularly Greater Illusion, The Howling, and Masked Image),
fond of the spells Commanding Word, Frozen Wind, True Name (all fomor have true names, which give
and True Strike, and the rituals Call Storm and Mighty their foes power over them)
Glamour; assume that they have an Intelligence and
Wisdom of 14 for the purposes of casting rolls), True Fomorian Kin
Name (the Emissaries have true names, which gives The least of the true fomor are often the most twisted
their foes power over them), Vulnerable to Iron (the and hideous of them all. Most fomorian kin stand taller
emissaries take double damage from iron), Wintry than a man, and would stretch to nine or ten feet were
Presence (each time a living creature enters an em- they to stand up straight.
issary’s presence, it must make a saving throw versus
polymorph or suffer 1 HP of damage each round; if Hit Dice: 2d10 (11 HP)
an emissary stays in one place for a whole month, the AC: 16
general weather begins to resemble winter; the em- Attack: +4 to hit, 1d6+2 damage (pummel)
issaries may dampen this power, but will always be Alignment: Chaotic
surrounded by a chill air) XP: 60
Notes: Creature of the Ancient Dark (fomor can see
The Fomor even in pitch blackness, are immune to fear, and gain
These demonic humanoids now dwell only in the deep- a +2 bonus on rolls to hide or ambush their prey),
est and most forgotten places of the world. They are True Name (all fomor have true names, which give
hulking, twisted brutes, each unique in form. Most are their foes power over them)
hideous, with bulbous heads, misshapen limbs, and
cancerous growths, though a few are darkly beautiful
and terrifying. Their hides are tough and chitinous,
and they can rip a man’s arms from his torso with their
great strength. They are enemies to fae, human, and
spiderling alike, and their powers are great.

Read more about the Fomor on p.99.

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: 1d8 (5 HP)


AC: 14
Attack: +2 to hit, 1d6+1 damage (blade or bow)
Alignment: Chaotic
XP: 55
Notes: Creature of the Ancient Dark (fomor can
see even in pitch blackness, are immune to fear, and

116 Beyond the Wall and Other Adventures


Warrior Fomor size of their kin, often with tentacles, extra limbs, or
These are the elite warriors of the fomor, many of additional heads sprouting from their foul bodies.
them so ancient that they have waged the Under War They are always whispering terrible and indiscernible
since before the days of the High Kings. They are larg- things, driving mortals to distraction, fear, and ulti-
er and more powerful than their lesser kin. mately madness.

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)

A Kingless Realm 117


Fomorian Caller bonus to initiative, AC, and all rolls to hit and damage),
The leaders of the fomor are dread priests of Chaos, Raise Minions (once per day, the Ghost Empress may
breeders of demons, and masters of the dark. They animate other dead in near range, causing them to
care for nothing but death, destruction, and the void. rise as zombies, skeletons, or wights), Shrouded Blade
(instead of using her touch attack, the Ghost Empress
Hit Dice: 8d10 (44 HP) may strike with her magical blade, causing 1d10+2
AC: 19 damage), Swift (the Ghost Empress may attack a num-
Attack: +10 to hit, 1d8+2 damage (pummel) ber of times equal to the number of foes in range, up
Alignment: Chaotic to three attacks, using her touch and shrouded blade
XP: 1,350 in any combination she chooses), Weakened Veil
Notes: Creature of the Ancient Dark (fomor can see (when in the land of the living, once per day the Ghost
even in pitch blackness, are immune to fear, and gain Empress may suffer 2d10 damage to decrease the Veil
a +2 bonus on rolls to hide or ambush their prey), rating by 1d4 for that day)
Spellcasting (a fomorian caller may cast cantrips,
spells, and rituals as a level 5 mage; it knows the The Horned King
cantrips Conjure Sound and Second Sight, the spells Wicked, cruel, and uncaring as a winter storm, the
Conjure Darkness, Greater Illusion, The Howling, Horned King is thoroughly mad. Driven to grief by
Magic Missile, Masked Image, and Terrifying Presence, his past crimes and millenia of torment and exile, he
and the Summoning ritual and whichever others seem will rise again soon to claim the faerie courts for him-
appropriate; assume that it has an Intelligence of 16 self, wipe men from the land, and plunge the Broken
and a Wisdom of 11 for the purposes of casting rolls), Kingdom into eternal winter. A master of trickery and
True Name (all fomor have true names, which give illusion, the Horned King may change his shape and
their foes power over them) visage at will, sometimes appearing to be nearly four-
teen feet tall, other times only the height of a human
The Ghost Empress youth. In all forms he can be known by the great
From atop her throne in the Necropolis, the Ghost antlers which sprout from his head. He is the oldest
Empress rules a new empire of the dead. None know her and most potent master of this land, and even the
true nature nor her age, but her expansionist activities Mother of Wyrms, the Ghost Empress, or the other
are relatively new. She is therefore the newest of the lords and ladies of the fae would likely fall before him
great powers of the Broken Kingdom. The Empress in his wrath.
appears in black iron armor, a full helm covering her
face and a ghostly white death shroud fluttering about The Horned King’s blade, The Blade of Beginnings
her in tatters. Should her plans come to fruition, the and Endings (p.110) is a powerful artifact in its own
Veil would be forever sundered, and the living would right. Though he lost it after he slew his sister, if the
be made her undead servants. Horned King is reunited with this blade, it will grant
him an additional +2 AC of frost armor in addition to
Read more about the Ghost Empress on p.102. its other formidable bonuses.

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

118 Beyond the Wall and Other Adventures


is not actively engaging in combat himself, a foe must Ingromyr the Scarlet
make a saving throw versus spell with a -4 penalty The Empress of Fire, the Mother of Wyrms, the Eater
in order to attack or harm him), Lord of the Night of Kings, Ingromyr the Scarlet is perhaps the greatest
Fae (all wicked faeries and goblins in his service gain dragon still alive in the world. She spends much of her
+4 hit points and a +2 bonus to saving throws when time sleeping and consuming. When she does wake,
in the Horned King’s presence), Shifting Form (the she speaks with or torments her cultists, hunts with a
Horned King may change his appearance and size ravenous hunger, and occasionally visits her kin, the
at will; should he grow to a particularly great size, lesser wyrms and drakes of the Broken Kingdom. No
he immediately gains an additional 20 hit points), man can stand before her, and she brooks no rival.
Spellcasting (the Horned King may cast spells and
rituals as a level 9 mage; he knows many spells and Hit Dice: 18d10 (101 HP)
rituals and is particularly fond of the spells Com- AC: 30
manding Word, Flash of Brilliance, Greater Illusion, Attack: +18 to hit, 1d10 damage (claw), 6d6 (bite)
and Terrifying Presence, and the rituals Call Storm, Alignment: Chaotic
Contagion, Storm of Ice, and Word of Truth; assume XP: 20,000
that he has an Intelligence and Wisdom of 17 for the Notes: Blood of the Wyrm (Ingromyr may feed a drop
purposes of casting rolls), True Name (the Horned of her blood to a human, who is immediately affected
King has a true name, which gives his foes power over as though by the False Friend Spell; after five
him), Vulnerable to Iron (the Horned King takes dou- such feedings, the target must make a save versus
ble damage from iron) polymorph or be transformed into a blood of the wyrm
as described above on p.114; bloods of the wyrm are
Greater Wight permanently affected as though by the False Friend
The buried kings and queens of the first men some- spell), Breath Weapon (once every five rounds
times rise and walk again as wights. The greatest of Ingromyr may breathe fire, causing 1d12+36 points of
these are sometimes known as wight lords. Paragons damage to all in near range; targets who pass a saving
of death, these foul rulers of the grave animate other throw take only half damage), Consume Treasure (as
dead and lead them against the living. an action, Ingromyr may eat a mouthful of treasure,
whereupon she immediately heals 1d12+2 hit points of
Hit Dice: 6d10 (33 HP) damage), Dragon Fear (all foes in Ingromyr’s presence
AC: 19 must make a saving throw versus polymorph or be
Attack: +6 to hit, 1d8+2 damage (burial sword) gripped by a powerful physical fear, receiving a -3
Alignment: Any penalty to all rolls unless they flee the dragon’s
XP: 675 presence), Flight (Ingromyr may fly on her huge
Notes: Drain Strength (anyone touched by a greater wings), Magician (Ingromyr may cast cantrips, spells,
wight must make a saving throw versus polymorph and rituals as a level 6 mage; she knows the cantrips
or lose a point of Strength), Raise Minions (once per Glamour Weaving and Hexing, and many spells and
week, a greater wight may animate other dead in near rituals, but is particularly fond of the spells False
range, causing them to rise as zombies, skeletons, Friend, Greater Illusion, and Obscurement, and
or wights), Rulers of the Dead (greater wights may the rituals the Great Curse, Invisibility, and Mighty
command other undead; targeted undead of 4 HD or Glamour; assume she has an Intelligence and Wisdom
less must make a saving throw versus spell or become of 16 for the purposes of casting rolls), Swift (Ingromyr
controlled by the greater wight) gains a number of attacks equal to the number of
opponents in close range of her, up to a maximum
of two claw attacks and one bite), Transformation
(Ingromyr can adopt the shape of a beautiful,
red-haired woman at will), True Name (Ingromyr has
a true name which gives her foes power over her)

A Kingless Realm 119


Karzandrius, Wizard of Rangers
the Southern Coasts The rangers of the reformed Order of Alekaneros are
Karzandrius the Archmage is the greatest human hidden protectors of the Broken Kingdom. There are
sorcerer of the Broken Kingdom. Quite active in his perhaps 250 of these brave souls scattered across the
youth, he is now content to stay in his tower most of realm, keeping their watches alone or in small bands.
the time, lost in study and experimentation. He is Each of them knows at least something of the rising
concerned, however, about the rising threats in the threats posed by goblinkind, the Horned King, and
Broken Kingdom, and converses regularly with oth- the restless dead.
ers of the Wise as they keep watch over the land.
Recruit to the Order
Hit Dice: 7d6 (32 HP) It is dangerous business being a ranger, and many
AC: 20 do not live beyond their first year of service. These
Attack: +6 to hit, 1d6+3 damage (magical staff) recruits are either in training with a more senior
Alignment: Neutral member of the Order, or are recently initiated as full
XP: 1,100 members themselves.
Notes: Arcane Protections (Karzandrius receives
a +5 bonus to all saving throws), Enchanted Wards Hit Dice: 1d8 (5 HP)
(Karzandrius ignores the first 20 hit points of damage AC: 14
he takes each day), Magic (Karzandrius may cast Attack: +1 to hit, 1d8+1 damage (sword or longbow)
cantrips, spells, and rituals as a level seven mage; he Alignment: Neutral
knows the Mage Light and Second Sight cantrips and XP: 20
any spells and rituals the GM sees fit, though he is Notes: Learned, Watchful, and Unseen (all rangers
particularly fond of the spells Commanding Word, receive a +2 bonus on rolls to sneak, spot hidden
Gift of the Master, and Veil of Sleep, and the rituals things, or recall lore about dark powers)
Augury, Determine True Name, Mage Armor, and
Nepenthean Drink; assume that he has an Intelli- Veteran Ranger
gence of 18 and a Wisdom of 16 for the purposes of Rangers who manage to survive their watches
casting rolls) become skilled warriors, great collectors of lore,
and fell enemies of the dark. These veterans tend to
operate either individually in a specific region, or else
oversee one of the Order’s hidden waystations.

Hit Dice: 3d8 (14 HP)


AC: 16
Attack: +3 to hit, 1d8+2 damage (sword or longbow)
Alignment: Neutral
XP: 110
Notes: Learned, Watchful, and Unseen (all rangers
receive a +2 bonus on rolls to sneak, spot hidden
things, or recall lore about dark powers), Magical
Item (each veteran ranger bears a special treasure,
either found in travels or claimed from the Order’s
storehouses; the GM should customize an individual
veteran with an item of her choice)

120 Beyond the Wall and Other Adventures


Aife, Chief Ranger of the Order The Weeping
From the rangers’ base of operations in the ruins of Princess of Autumn
Regihar, Aife directs the actions of her hidden Order. Now the last of the fae royalty, the Weeping Princess
Born as a daughter of the noble House Lunestyr, she rules as queen of the faerie courts in the Broken
left Last Wall as a youth and never returned. Now in Kingdom. Frequently overwhelmed by unspeakable
her fifth decade, she is an accomplished sorceress, a sorrow, her will is fickle and strange, though she is not
powerful warrior, and a severe but caring mentor. altogether cruel. She fears the return of the Horned
King and what it might mean for the worlds of men
Hit Dice: 5d10 (28 HP) and fae alike.
AC: 17
Attack: +5 to hit, 1d8+4 damage (enchanted sword) Hit Dice: 14d8 (63 HP)
Alignment: Neutral AC: 21
XP: 400 Attack: +14 to hit, 1d10+3 damage (Queen’s Blade)
Notes: Chief of the Order (any rangers in Aife’s Alignment: Chaotic
presence receive a +1 bonus on all rolls), Learned, XP: 7,500
Watchful, and Unseen (all rangers receive a +2 bonus Notes: Awful Presence (attempting to attack the
on rolls to sneak, spot hidden things, or recall lore about Weeping Princess requires a successful saving throw
dark powers), Spellcasting (Aife may cast cantrips versus spell), Paths Between the Courts (once per
and rituals as a level 5 mage; she knows the Mage Light week the Weeping Princess may teleport from one
and Second Sight cantrips and several rituals but is place of faerie power to another), Queen of the Faerie
particularly fond of Augury, Goodberry, and Wizard’s Courts (all faeries in her service gain +4 hit points
War; assume that she has an Intelligence and Wisdom and a +2 bonus to saving throws when in the Weeping
of 15 for the purposes of casting rolls) Princess’ presence), Spellcasting (the Weeping
Princess may cast spells and rituals as a level 8 mage;
Satyrs she knows many spells and rituals and is particularly
Heartier and somewhat less secretive than other fond of the spells Commanding Word, Flash of
varieties of fae, satyrs have human forms above the Brilliance, Greater Illusion, and Terrifying Presence,
waist, but the legs of goats or fauns. Beyond this, their and the rituals Goodberry, Shapeshift, and Word
appearance is quite varied. Some bear monstrous of Truth; assume that she has an Intelligence and
visages, great horns, or multihued fur, while others Wisdom of 17 for the purposes of casting rolls), True
have ordinary human faces. They are fierce warriors, Name (the Weeping Princess has a true name, which
gifted musicians and poets, and delighters in revelry. gives her foes power over her), Vulnerable to Iron
(the Weeping Princess takes double damage from
Hit Dice: 2d10 (11 HP) iron)
AC: 14
Attack: +2 to hit, 1d6+1 damage (spear)
Alignment: Chaotic
XP: 50
Notes: Revelry and Song (once per day, by singing or
hosting a party, a satyr may attempt to instill a single,
intense emotion in their chosen subjects in near range,
who must make a saving throw versus polymorph or
become intensely angry, joyous, or sorrowful; affected
targets will receive a +3 bonus or a -3 penalty to
appropriate rolls for one hour), True Name (satyrs
have true names, which gives their foes power over
them), Vulnerable to Iron (satyrs take double damage
from iron)

A Kingless Realm 121


The Village of Wenfeld
This chapter presents an example of a village and its such birds cannot be seen upon the castle at any given
surroundings set in the Homelands of the Broken time. Sometimes, one of the Great Fithich can be seen
Kingdom: the village of Wenfeld and the estate of the among its more common cousins, its eyes glowing an
House Asconsia. icy blue.

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

A Kingless Realm 123


124 Beyond the Wall and Other Adventures
as much as a smith in pursuit of perfection. A figure south and the lands near Wenfeld tend to be followers
of welcoming hospitality, but few words, Wayland of Daricia. (See p.128).
tolerates guests well, but is obviously happiest working
in the forge and talking about metalwork. Quiet and The southernmost bits of the moors hold a special
modest about times past, few would suspect that this fascination for the children of the village, who
Wayland is the Wayland, the first smith and has been mythologize them as being infinite, barren, haunted,
perfecting the craft since its invention. and somehow also full of violent strangers who speak
a terrifying language so different from their own.
But of course, everything Wayland forges is wound
through with a touch of magic apparent to those The Fetid Tarn
who know how to look. Sometimes, at great urging, Perhaps a week to the east and maybe a little north of
Wayland will create a great work to shape the course Wenfeld is a lake with no tributaries. Carved into the
of history, though it might be as humble as a perfect rocky earth by some ancient force, the Fetid Tarn lies
iron nail to seal a chest or as fate-tempting as horse at the bottom of a twenty-foot slope made of sharp
shoes that cannot lose a race. rock and loose scree. No streams or rivers feed this
swampy lake, but it has accumulated many years of
The Fae Lady’s Court rainwater and, if the wise ones are to be believed, the
Just a few hours, or sometimes a few steps into the blood and tears of many who have fallen prey to the
Gloaming starts a path that leads to the court of the Smoke Talon, Drake of the Tarn (p.130).
Lady of the Leaves. (see p.129) She holds her court
from a silver chair set under an ancient oak sitting Long has she slumbered beneath the fetid waters of
in the middle of a clearing, her knights at her side this impossible swamp, and the piteous creatures
and her court comfortable under the stars above the that make their home here fight tooth and nail for life
Gloaming. amongst the run-off of more pleasant lands and the
decaying bodies of those plants and animals which
The Lady takes a friendly interest in the humans who could not make it.
surround her, despite the ancient enmities. She has a
particular and peculiar hobby of testing young heroes When she rises, throwing off the accumulated foul-
to their limits and rewarding them well, according to ness of her many years of sleep, the waters of the
her shifting moods. swampy tarn shudder and splash falling away from
the Drake and back into the hole where what life
After all, this is the fateful court wherein the bard remains cowers away from her power and even more
Adanmor first performed for the fae. After a few years importantly, her hunger.
of practice, the Lady determined he was ready and
introduced him deeper into the faerie lands, to ever The Barrow Fields
increasingly powerful noble courts. Eventually he Like most lands of the Broken Kingdom, the lands around
even sang for the Horned King. But that is a story for Wenfeld are the site of numerous ancient barrows.
another time. In older days, when House Asconsia ruled more openly
and securely, many of these barrows were well known
The Moorlands to the lords and ladies of the Rook Holt, and offerings
Not much but heathers and grasses like growing in were left regularly for their long-dead inhabitants. No
the acidic soil of the moorlands north of Wenfeld, regular offerings have been made at the barrows now in
but life does find a way. And even in this rough land, generations, but the lord’s keep may still contain records
people follow. The barbarians, for so the people of or maps of their locations somewhere.
Wenfeld have named the moorlanders, keep sheep for
wool, meat, and milk and follow the grouse, merlin, The most concentrated collection of these tombs can
plover, and other birds for signs from beyond. A few be found to the southeast of Wenfeld. These are the
small tribes live in the area. Those who venture as far Barrow Fields, a region three or four miles across and

A Kingless Realm 125


home to at least five dozen barrows of the first men. the fae in ancient times, and it was he who first brought
Most of these are small affairs, just simple mounds iron to bear against them. His tomb is a simple
with a single inner chamber. Several are much larger, affair, at least from the outside, and appears much as
with twisting passages leading ever farther beneath any of the other small barrows on the Fields. Within,
the earth, and many chambers housing ancient kings, however, are deep tunnels and secret rooms, as well
their treasures, and those ordered to guard them in as cursed treasures unknown to the living.
death.
The Flowered Vale
For obvious reasons, the villagers fear the Barrow To the northwest of Wenfeld is a storied and hidden
Fields. Children often dare one another to collect valley of idyllic beauty. It is difficult to find, even for
flowers or berries growing atop the mounds, or even those who have found it before, its location seeming to
to sleep in the Fields to prove their bravery. Usually, shift from year to year, its boundaries often shrouded
during the day at least, all seems well when a pair in mists. Known as the Flowered Vale, the villagers
of lovers or brave youths wander here. Sometimes, sometimes send an herbalist or a group of warriors in
though, folk here are overcome by a wicked chill or search of this place when they have need of healing.
become suddenly lost. Once every decade or two a Most return empty-handed.
villager goes missing on the Fields and is never seen
again. The valley is small, only an acre or two in size. Every
spring, the highly valued flowers known as blue
On the western end of the Barrow Fields is the hallows grow here. These delicate blue blooms are a
lichyard of Wenfeld. Here, within view of the great aid to healers. Sometimes other rare plants can
ominous mounds, the inhabitants of Wenfeld burn be found in and around the valley. More information
their dead on pyres and bury their remains, marking on blue hallows can be found on p.9 of Heroes Young
them with simple stones. and Old.

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

126 Beyond the Wall and Other Adventures


near it. The villagers are not the only ones who seek Personalities of Wenfeld
it; sometimes folk from other villages or distant lands Below are descriptions of and statistics for numerous
come in search of it, though few find what they seek. folk, monsters, and adversaries who live in Wenfeld,
the Rook Holt, or the surrounding lands. Even in as
The Red Company populous a region as this, there is ample opportunity
Swidhun the Red, described as both mercenary for the players and gamemaster to develop many
captain and bandit lord, has won the loyalty of a hardy more inhabitants.
band of battle-hardened warriors and their families.
After fighting for various causes along the southern Old Agnes, the Witch of Wenfeld
coasts and even on the continent itself, they regained Agnes has been the village witch in Wenfeld for longer
a taste for Swidhun’s homelands to help Lord than any can recall, and she named even the elders.
Asconsia in a battle against barbarian invaders. She lives in a large, round hut just outside the village
Now, so the rumors say, they have made a home to on the edge of the Gloaming. Often accompanied by
the northeast of Wenfeld and have begun preying on an ever-shifting menagerie of beasts and vermin, she
travelers to support themselves, but the truth of the is simultaneously feared and trusted by the villagers.
matter is more complex. See more about Swidhun on The inhabitants of Wenfeld mostly leave her be,
p.130. only calling on her when there is a grave illness or a
difficult pregnancy. Otherwise, folk speak to Agnes
when she comes to them. While she often keeps to
herself, she attends all the major festivals and likes
to drink at the common house when the moon is full.
Witches from other villages sometimes visit Agnes,
and it seems that she is accorded a place of honor
among her sort.

Hit Dice: 4d6 (16 HP)


AC: 17
Attack: +4 to hit, 1d4+3 damage (enchanted dagger)
Alignment: Neutral
XP: 200
Notes: Spellcasting (Agnes may cast spells as a
level four mage; she knows the Beast Ken and
Hexing cantrips and any spells and rituals the GM
sees fit, though she is particularly fond of Blight of
Loneliness, Healing Touch, and Veil of Sleep; assume
she has an Intelligence and Wisdom of 16 for the
purposes of casting rolls)

The Barrow Stalker


This terrifying beast hunts among the barrows
outside of the village. Sometimes taking on the form
of a massive hound, sometimes a flock of crows, and
other times a large man with a bristling black beard,
the Stalker’s shape is always hazy and wavering, save
for its glowing red eyes. When hungry, no beast or
man is safe from its attacks.

A Kingless Realm 127


Hit Dice: 3d12 (20 HP) Lord Drumath Asconsia
AC: 16 The current lord of the Rook Holt is a stern but
Attack: +3 to hit, 1d6+2 damage (hazy talons) respected nobleman, held in esteem by the villag-
Alignment: Chaotic ers but rarely seen. He is a bit stooped and greying,
XP: 120 but still an able warrior. In his younger days, he led
Notes: Creature of Shadow (the Stalker receives a numerous small wars against barbarian invaders, and
+5 bonus to sneak or hide and may disappear from is rumored to have visited at times with the Lady of
view for 1d6 rounds twice per day), Shapechanger the Leaves in the Gloaming.
(the Stalker may take on any shape roughly the size
of a large man), Swift (if there are enough foes in Hit Dice: 3d10 (17 HP)
range, the Stalker may attack twice with its talons), AC: 16
Weakened by Sunlight (the Stalker receives a -3 Attack: +4 to hit, 1d8+2 damage (sword)
penalty to all rolls while under the sun) Alignment: Lawful
XP: 90
Bimia, the Odd Peddlar Notes: Lord of the Rook Holt (Wenfelders who are
Bimia is a strange sort. She keeps a small house on the led in battle by the Lord Asconsia receive a +1 bonus
outskirts of the village but is rarely home. Instead, she to hit and AC)
and her beloved mule Long Ear are most often found
on the road, both of them covered in road dust and Faunum, the Gloaming Knight
laden with an assortment of dubious goods. She loves A short but broad faerie of the Gloaming, Faunum is
children and oddballs, and her hospitality is legendary. the favorite knight of Gwyneth, the Lady of the Leaves.
Two small horns protrude from his brown hair, and
Hit Dice: 1d8 (5 HP) he is always dressed in shining silver mail. He rides
AC: 13 a stunning white stallion and is quick to befriend any
Attack: +0 to hit, 1d6 damage (staff) who are not enemies of his lady.
Alignment: Neutral
XP: 20 Hit Dice: 4d8 (18 HP)
Notes: Treasures (Bimia always has almost any AC: 17
mundane item at hand and, occasionally, minor mag- Attack: +4 to hit, 1d8 damage (faerie blade)
ical items as well) Alignment: Chaotic
XP: 200
Daricia, Watch Chief of the Moor- Notes: Faerie Knight (Faunum has been affected
landers by the Faerie Knighting ritual as described on p.108),
When the strange barbarians of the moors come as Protector of the Lady (when acting directly in
far south as the lands around Wenfeld, it is almost defense of his Lady, Faunum receives a +2 to hit and
always under the leadership of Daricia. She is a damage; should the Lady be harmed, Faunum will be
skilled hunter and a fierce warrior. While she dislikes driven to further martial excess, and may attack twice
trespassers on the moors as much as the rest of her each round), Spellcasting (Faunum may cast spells
folk, she is fair and honorable. as a level four mage; he knows several spells, but is
most fond of Entanglement, Obscurement, and True
Hit Dice: 2d8 (9 HP) Strike), True Name (Faunum has a true name, which
AC: 14 gives his foes power over him), Vulnerable to Iron
Attack: +1 to hit, 1d6+1 damage (spear) (Faunum takes double damage from iron)
Alignment: Neutral
XP: 50
Notes: Hunt Mistress (Daricia receives a +2 bonus to
any rolls to hunt, track, sneak, or spot hidden things)

128 Beyond the Wall and Other Adventures


Fisker the Fisherman Imani of the Summer Isles
A strong, stout young man, Fisker is the most skilled A great traveler of the folk of the Summer Isles, Imani
fisherman in the village. He is often found at the river settled in Wenfeld several years ago after a decade
or small ponds and even ventures into the Gloaming of adventure throughout the world. He is gregarious
on occasion, when the thinks the catch warrants the and easy-going, and many of the village youth like to
risk. The river loves him too, and the villagers often travel with him as he takes his flocks to the hills so
say that he is “one with the Ut.” that they can listen to his tales of far-off places.

Hit Dice: 1d8 (5 HP) Hit Dice: 1d8 (5 HP)


AC: 12 AC: 13
Attack: +1 to hit, 1d6+1 damage (hand axe) Attack: +0 to hit, 1d6 damage (short sword)
Alignment: Chaotic Alignment: Neutral
XP: 15 XP: 20
Notes: Fishing (Fisker gets a +4 bonus to all fish- Notes: Storyteller (Imani gets +4 to all Charisma
ing-related rolls) rolls related to storytelling)

Gwyneth, the Lady of the Leaves Ossa, the Troubled Soldier


Ruler of these lands for far longer than the Lord Ossa is a bear of a man, a bully, and a braggart. Now
Asconsia, Gwyneth is the local ruler of the faerie approaching his 40th year, he settled in Wenfeld
courts. A niece of the Weeping Princess of Autumn, after serving with distinction in the Lord Asconsia’a
she shares her aunt’s fickle ways and shifting moods. forces for several years. He is not evil and can become
Usually content to hold court in her corner of the a friend to the characters, but is an unsavory sort,
Gloaming, Gwyneth sometimes becomes fascinated unkind to outsiders and quick to anger.
by the affairs of mortals within her lands. She even
loves many of these mortals, in her own way, enough Hit Dice: 3d10 (17 HP)
to conceal her faerie nature from them. The Lady of AC: 14
the Leaves is a noblewoman of surpassing beauty, Attack: +4 to hit, 1d8+2 damage (axe)
always clothed in diaphanous gowns, her hair wound Alignment: Lawful
with leaves. XP: 35
Notes: Hangers On (Ossa is usually accompanied by
Hit Dice: 6d10 (33 HP) 1d6 1HD bullies who are ready to fight with him)
AC: 17
Attack: +6 to hit, 1d8+3 damage (magic sword) Sinde the Innkeep
Alignment: Chaotic Orphaned during the long winter three years
XP: 650 ago, Sinde now looks after the common house of
Notes: Awful Presence (attempting to attack the Wenfeld, the Hound and Crescent. The inn has
Lady requires a successful saving throw versus spell), been in her family for generations, and continues to
Spellcasting (the Lady may cast spells as a level four prosper under Sinde’s care. Despite her young age,
mage; she knows several spells, but is most fond of she knows most of what happens in the village, and
Commanding Word, Mystic Shield, and Whispering always collects stories and gossip from travelers.
Wind; additionally, she can cast any ritual of level 6
or less with automatic success while within her do- Hit Dice: 1d8 (4 HP)
main), True Name (the Lady has a true name, which AC: 10
gives her foes power over her), Vulnerable to Iron Attack: +0 to hit, 1d4 damage (dagger)
(the Lady takes double damage from iron) Alignment: Neutral
XP: 14

A Kingless Realm 129


Smoke Talon, Drake of the Tarn gripped by a powerful physical fear, receiving a -3
A lesser drake and a four times granddaughter of penalty to all rolls unless they flee the dragon’s pres-
Ingromyr the Scarlet, the serpent known as Smoke ence), Flight (Smoke Talon may fly), Swift (Smoke
Talon sleeps beneath the Fetid Tarn to the east of Talon gains a number of attacks equal to the number
Wenfeld. When last she was fully arisen, she visited of opponents in near range of her, up to a maximum
the village and slew the then Lord of the Rook Holt, of two claw attacks and one bite), True Name (Smoke
Ulfreth. That was seven generations ago, and now few Talon has a true name which gives her foes power
in the village know of her, save in vague legends. Her over her)
black and green body is long and snakelike, covered
in shimmering scales and adorned with two large, Swidhun the Red
leathery wings. Her long snout ends in two great fangs A mercenary warrior of prodigious skill and a veteran
which extend far beyond her mouth, and she belches of numerous campaigns, Swidhun hails originally
a sulfurous smoke often. It has been an age since any from a village to the west. He has fought in
dared visit her in her secret lair beneath the swamp, skirmishes along the southern coasts and even in
but some stories hold that she can be a gracious wars on the continent. Four years ago he was hired
hostess when flattered and given gifts. by Lord Asconsia in his last battle with barbarian
invaders. Rumors are that he has returned with his
Hit Dice: 10d8 (45 HP) Red Company and is extorting travelers from his
AC: 16 camp to the northeast of Wenfeld.
Attack: +10 to hit, 1d6 (claw), 4d6 (bite)
Alignment: Chaotic Hit Dice: 4d10 (22 HP)
XP: 3,900 AC: 18
Notes: Breath Weapon (once every five rounds Attack: +5 to hit, 1d6+3 damage (great mace)
Smoke Talon may breathe corrosive smoke, causing Alignment: Chaotic
d12+20 points of damage to all in near range; targets XP: 170
who pass a saving throw take only half damage), Notes: Captain of the Red Company (Swidhun leads
Dragon Fear (all foes in near range of Smoke Talon thirty trained warriors, all of whom receive a +1
must make a saving throw versus polymorph or be bonus to damage while fighting in his presence)

130 Beyond the Wall and Other Adventures


Campaigns in a Kingless Realm
Campaign Ideas Threat Packs
While the Return of the Horned King, described Threat Packs, as presented in the Further Afield
fully in the next chapter, is our sample Tales of Years supplement, are another way of running a longer
campaign, the Broken Kingdom setting suggests campaign with recurring villains. It is possible to
many other possibilities for the GM. The group could use Threat Packs in addition to the main storyline of
even run multiple Tales of Years campaigns at once, a Tales of Years campaign, though it will take some
or run one to completion and then have another begin finesse.
after a year or two of peace.
All of this means that, in addition to mapping out a
Here are some ideas for other campaigns set in the year of the campaign at a time as described above,
Broken Kingdom: the GM will have to make appropriate rolls for the
Threats of the campaign. This will occur at the normal
The Ascension of the Empire of the Dead - The times as described in the Threat Packs.
activities of the Ghost Empress cause strife in the
lands of the dead, and then destruction in the lands of
the living. Early stages of this campaign likely involve
actions in the Underworld, far away from the players.
Nonetheless, these events cause great unrest for
ghosts and buried kings, who in turn become more
active themselves in the world of the living. Later
stages likely involve the discovery of the Empress’s
true identity and her attempts to stop her conquest
of the living.

The Rise of the Empress of Fire - Finally, after


many centuries, Ingromyr wakes fully and seeks to
drown the realm in flames. In the early stages of this
campaign, her drake cult becomes active across the
land. In the middle part, she begins to venture from
Her Valley and leave ruin in her wake. In the final
stages, the PCs must strike at her directly in her lair,
or else mount a significant defense in the south. We
explore converting the Vengeful Wyrm Threat Pack to
power a Tale of Years campaign about Ingromyr below.

The Struggle for the Crown - Civil war breaks


out across the land as several noble houses seek
to reclaim the High Kingship. House Ordentur is
certainly involved, but so are several others. The
campaign begins with intrigue and backstabbing and
likely ends in total war.

A Kingless Realm 131


The Broken Kingdom has been designed with our The Rise of
existing Threat Packs in mind. A group playing in the the Empress of Fire
setting and wishing to use any of the published Threat Here, we take the Vengeful Wyrm threat pack and
Packs should find it relatively easy to do so. Below are map it into the Tale of Years style in three differ-
some ideas about how the various Threat Packs work ent ways. It’s also fine to just do your Tales of Years
in the setting. game and use regular threat packs without changing
anything. Try the “lunar convenient” calendar from
The Barbarian Invasion - The barbarians beyond Last Further Afield’s handouts. In that calendar, each
Wall could easily decide to invade the realm, as could month has four weeks and one full moon cycle, so
a well-organized band of reavers sailing from the east. everything lines up nicely.

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.

The Imperial City - The southern city of Essenbur is Option A


an ideal candidate for this Threat. The GM will need In this, the simplest option, we replace the Wyrm
to determine who is backing the city and its push for from the Threat Pack with Ingromyr. In order to
dominance; an empire on the continent, a distant emphasize the slow build of a Tale of Years, we start
power from other places, or the petty king of House the threat at Imminence Rating 1 and increase it at
Ordentur might be behind the city’s sudden rise. each solstice or equinox. This means the Imminence
Rating will increase every other season: choose
The Risen Dead - This Threat is particularly fitting for between summer/winter or spring/fall.
the Broken Kingdom, which already has a described
Necropolis and Underworld. The Ghost Empress, We will keep to the original Threat Packs’ schedule
detailed on p.102 and p.118 should replace the Ruler for events and roll for these weekly. This means run-
of the Dead. ning on a couple time scales: weekly, and seasonally.
Using Further Afield’s “convenient lunar” calendar
The Vengeful Wyrm - This is another Threat which will make this easy to track.
works particularly well in the Broken Kingdom. The
dragon Ingromyr and her drake cult, described on
p.92 and p.113, should replace the Vengeful Wyrm
and its followers. We explore converting this Threat
to a Tale of Years campaign below.

The Wicked Tradesmen - Unscrupulous traders any-


where in the Broken Kingdom could easily become
this Threat. The villages of the Homelands make an
excellent starting point for the cartel, as would the
settlements of the southern coasts.

132 Beyond the Wall and Other Adventures


Option B Option C

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.

6 This season, Ingromyr comes to human set-


tlements several times a week, every week,
to challenge people in games and contests.
If the characters are spending time in public
houses, inns, and taverns, they will probably
be the ones challenged.

A Kingless Realm 133


Imminence Threat Effects
1 Drake Cult - We will kick off the threat with the Hidden Cult Scenario Pack (Beyond the Wall
p.142) with a few modifications. One of the persistent threats in this campaign will be cultists
in the service of the great wyrm Ingromyr. See The Drake Cult on p.113 for more details.

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.

134 Beyond the Wall and Other Adventures


Return of the Horned King
Welcome to Return of the Horned King, an example will grant him immeasurable power and will turn him
Tale of Years campaign for Beyond the Wall and fully onto this dark path of revenge for a crime he
Other Adventures. In this campaign, we see the himself committed.
Horned King, the fallen king of the fae, attempt a
return to power. Stirred awake by the tales of the Bard To run this campaign, skim through this section so
Adanmor of Wenfeld, his dreams turn to the realms he that you know what the Horned King has in mind,
once ruled in a time before humankind. Our heroes, and then go run the Omen of the Horned King
children coming of age in Wenfeld this very year, are scenario pack. This is designed to be the perfect
the Kingless Realm’s greatest hope. jumpstart for your campaign.

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

A Kingless Realm 135


characters are affected by these events and work them At least of the possible resolutions to the campaign
into the events of your game, both its main plot and requires the use of a level 10 ritual, and to meet the
the results on the Background Events Tables. Horned King in battle means a group prepared to face
a 17 Hit Die villain. The heroes will need to be well
We present the three prongs of the Horned King’s prepared, and very skilled, to succeed, whatever their
attack much like the escalating threat packs in path.
Further Afield. Each has a list of advances the enemy
forces will make, what the player characters are likely To ensure a hale and hearty group of heroes of level 8
to encounter as a result, and what things the players or so by the end of the campaign, gamemasters might
might do to slow the pressing threat. Sometimes, consider granting experience bonuses of as much as
especially at the start of the campaign, a particular a quarter level for achieving a victory against a threat
scenario pack will be suggested, but it is not otherwise during a season, in addition to the experience awards
guaranteed that the heroes will directly interact with mentioned in Beyond the Wall and Other Adventures
the threat that season, unless they seek it out. (p.26) and Further Afield (p.38).

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.

136 Beyond the Wall and Other Adventures


The Sword
1 A prophecy is fulfilled, heralding his return - 1,000 XP
This is the Return of the Horned King Scenario Pack on p.168. 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.

It must reveal that the Horned King has arisen.


It must reveal that the Horned King is seeking his sword.
It must tie the PCs’ home into the story.
It might reveal that there is an iron spear named the Horned King’s Bane that can counter him.

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.

2 Dead servants of old awaken into service - 500 XP


A forgotten tomb in the barrow fields is breached. It was breached from within - a greater wight (p.119) has
broken out. Bound by an oath stronger than death, it has gone to serve the Horned King.

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.

It must reveal that some ancient dead are rising.


It should reveal that they go to serve the Horned King.
It should reveal one or more of the Horned King’s symbols.
It should reveal a hint about the Horned King’s Bane.
It might reveal a hint about the Horned King’s Sword.

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.

A Kingless Realm 137


3 Rumors and questions amongst the wise - 1,000 XP
Several traveling wise persons of various types pass through the village: wizards, witches, story keepers, bards,
and rangers. All will end up casually inquiring about some of the events that have happened in the village since
the start of the campaign.

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.

4 thefts, murders, and disappearances: part 1 - 1,500 XP


Thefts, murders, and disappearances are beginning among the wise. The Horned King’s minions have begun their
research in earnest, and are collecting tools of power to help them in their coming struggles. Other powers now,
too, begin assembling their defenses and considering their stratagems as the weight of history shifts into motion.

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.

138 Beyond the Wall and Other Adventures


Victory: The only response strong enough to hold back the threat here would be the creation of a popular
organization to coordinate a defense against these crimes. Such an organization would need to have some
members amongst the wise, and enjoy support from lords and villagers alike.

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.

5 thefts, murders, and disappearances: part 2 - 2,000 XP


The word is out among the wise and the gossips that carry messages between them - the Emissaries of Winter (see
p.115) are about again and acting in concert. It is they who have directed so many of the brutalities we have seen
so far, and they are becoming bolder and crueler now as they sense the end of their search approaching.

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?

It must reveal the influence of the Emissaries of Winter.


It should reveal clues to the dungeon holding the Horned King’s blade.
It should introduce the Templars if they have not already made an appearance.
It might introduce clues to the retrieval of the Iron Spear that is the Horned King’s Bane.

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.

6 Magical powers are forced into service - 2,500 XP


The Emissaries have had time now to assemble power in the form of looted magic as well as mortal servants. They
are now turning this power to force the mighty and the wise into their service. Great wizards and faerie lords alike
are their targets now.

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.

A Kingless Realm 139


It must directly affect one of the wise -- the magically powerful -- that the heroes know best.
It should reveal clues to the dungeon holding the Horned King’s blade.
It might reveal the location of the Horned King in the mortal world to the heroes.
It might reveal the location of the dungeon to the heroes before the Horned King reaches it.

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.

7 The Horned King retrieves his sword - 3,000 XP


The Horned King knows the location of his sword and sets off to retrieve it. The sword is at the end of a dangerous
dungeon and guarded by a powerful keeper. This will not be enough to stop the Horned King on its own, but does
present a possible climax to the campaign if the heroes follow - or precede - the Horned King into the dungeon.

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.

8 The power of the sword


is unleashed - 6,000 XP
Reunited with his sword and ensconced in his power,
the Horned King can turn his attention to his progress
in the fae and mortal realms. He thinks he’s won; can
the PCs save the day by facing the Horned King and His
Sword?

All of his minion’s efforts are doubled now that the


Horned King is free. Each threat should advance two
seasons each year instead of one.

It must demonstrate the cruel inhuman power of the


Horned King.

Victory: The heroes must defeat the Horned King.

Defeat: The only defeat left is the end of the resistance.

140 Beyond the Wall and Other Adventures


The People
1 Contact through dreams with receptive folks - 500 XP
Strange dreams trouble sleepers across the Kingless Realms. Shadowed figures call to the dreamers from the dark
woods, revealing truths they had sought in their waking hours, and promising more. Not all sleepers meet this
figure in their dreams, but those who do are touched by the figures’ prophecies throughout their days, and as they
are drawn in, they are offered a choice.

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.

2 The Dream touched take on students - 500 XP


Those in the Horned King’s ominous tutelage begin to come into their power, ready to act in their master’s
interest. And so, they slowly take on apprentices to darkness.

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.

A Kingless Realm 141


Victory: To slow the progress of this threat, the heroes must stop two or three of the dream touched from
taking students. Not just a particular student - the heroes must ensure that no students or apprentices are chosen
from any in the village and surrounding farms. In this case, the dream touched may try again next year, may just
recruit from other areas, or both. (If the dream touched recruit elsewhere next time, that’s where they’ll have to
be stopped.)

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.

3 Cults start to form around them - 2,000 XP


The dream touched and their apprentices start to influence others to their dark ways, and cults form around
them. One of these cults is forming in the characters’ own village. For this adventure, we recommend playing The
Hidden Cult Scenario Pack (see Beyond the Wall p.140) with a few changes to ensure it fits into the campaign.

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.

It must reveal the Horned King’s symbol.


It should reveal the connection between the Horned King and the cult.
It might reveal the existence of other local cults.

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.

142 Beyond the Wall and Other Adventures


4 Armed groups form around dream cults - 1,500 XP
The cults have grown in size and power now, and no longer operate entirely in secret. Bandits and other desperate
souls have taken up the symbol of the Horned King and begun to recognize each other.

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.

5 Armed groups start raiding - 2,000 XP


Numbers of armed and desperate folk have gathered around the growing power of the cults. Feeling flush in their
power, they are brazenly raiding first the trade routes, and then the outlying farms and hamlets.

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.

6 Armed groups start taking territory - badlands - 2,500 XP


The most successful of the Horned King’s raiders have amassed enough wealth and power to begin to take and
hold territory in the badlands on the edges of the Kingless Realms. The more territory they take and hold, the
more they expand.

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.

A Kingless Realm 143


Those fae powers which serve the Horned King will make contact with the bandit lords. Their obedience to their
master trumps their mutual distaste for now. Soon, unless something interferes, their shared work will make
them even more solid allies.

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.

144 Beyond the Wall and Other Adventures


7 Armed groups take territory - villages - 3,000 XP
The more successful bandit lords start taking and holding villages near the badlands, and then push on into
greener, richer lands. Some say dark fae advise mortal commanders, even on the battlefields themselves.

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.

8 Armed groups take territory - bandit kingdoms - 6,000 XP


Once the villages were forced into submission, the rest was inevitable. The bandit lords have gained recognition
amongst the noble class. Many of them have successfully negotiated a peace with their new neighbors and feign
contentedness in their territories. The continued martial talk and adulation of the blade hints that they will soon
swell again against the borders of the civilized lands.

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.

It must show the extent of the Horned King’s power.


It must make travel in the mortal world difficult for any not in the service of the Horned King.
It should show the coordination between his servants.
It should reveal hints about the remaining moves the Horned King has to make: war plans in the fae realm
and the recovering of his sword.
It might reveal the search for the Horned King’s sword.
It might reveal the locations of other items of power.

Victory: The heroes must defeat the Horned King.

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.

A Kingless Realm 145


The Fae
1 The lowest of the dark fae begin to stir - 1,000 XP
Goblin servants of the Horned King search the village for a sacrifice to power a dark ritual. For this adventure, we
recommend playing The Goblin Infestation Scenario Pack (see Dangers Near and Far p.126) with a few changes
to ensure it fits into the campaign.

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.

2 The Dream touched take on students - 500 XP


Those fae who have accepted the Horned King’s cruel tutelage begin to come into their power, ready to act in their
master’s interest. And so, they slowly take on apprentices to darkness.

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.

146 Beyond the Wall and Other Adventures


Victory: To slow the progress of this threat, the heroes must stop two or three of the dream touched fae from
taking students. Not just a particular student - the heroes must ensure that no students or apprentices are
chosen from any in the surrounding faerie courts. In this case, the dream touched may try again next year, may
just recruit from other areas, or both. (If the dream touched recruit elsewhere next time, that’s where they’ll have
to be stopped.)

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.

3 Faerie orders form around the dream touched - 2,000 XP


As the power in Faerie gathers around the Dreamers, their troubles spill into their relations with the mortal
world. A villager has gotten caught up in the struggles between the Fae and accidentally dragged the village,
and our heroes, into it as well. For this adventure, we recommend playing The Angered Fae Scenario Pack
(See Beyond the Wall p.132) with a few changes to ensure it fits into the campaign.

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.

4 faerie courts are claimed through fear, assassination,


and politics - part 1 - 1,500 XP
Fairy orders started by the dream touched seize power in distant courts, and their influence reaches into the
courts nearest the village as well. Any faeries the heroes know are likely to mention this, and just as likely to ask
the heroes to get involved. This can be an excellent opportunity to revisit the Angered Fae scenario pack.

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.

A Kingless Realm 147


Rumors spoken only in hushed tones say that the Emissaries of Winter move amongst the fae, raising up those
lords who serve their master and striking down those who do not.

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.

5 Faerie courts are claimed through fear, assassination,


and politics - part 2 - 2,000 XP
The very court of the Weeping Princess of Autumn, Queen of the Fae (see p.98, p.121) is threatened as war erupts
amongst the fae! The Horned King’s followers no longer stoop to assassination and blackmail to gain power, but
muster armies and march openly to war.

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.

148 Beyond the Wall and Other Adventures


6 Fae openly intermingle with the human world - 2,500 XP
The fae have begun openly intermingling with the human world, usually through raids, but also through
negotiations between nobles. The first nobles they treat with openly are the bandit lords serving the Horned King
they once supported clandestinely.

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.

7 Faerie courts are claimed through fear, assassination,


and politics - part 3 - 3,000 XP
The Weeping Princess of Autumn is overthrown. The Horned King’s servants rule all or most of the fae realm in
his name.

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?

It must reveal the inhuman cruelty of the Horned King’s reign.


It should provide clues to the location of the Horned King’s bane.
It should provide clues to the location of the Horned King’s sword.
It should reveal that the fae are destroying the barriers protecting the mortal world from 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.

A Kingless Realm 149


8 The fae and mortal worlds converge - 6,000 XP
The fae realm has fallen to the Horned King, as have the barriers between the worlds. With nothing stopping
them, the fae minions of the Horned King rampage throughout the mortal world. If his mortal servants have not
yet seized power, they will now, with the help of their immortal allies.

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.

It must demonstrate the cruel inhuman power of the Horned King.


It must make travel in the fae and mortal worlds difficult for any not in the service of the Horned King.
It should reveal hints about the remaining moves the Horned King has to make: war plans in the mortal
realm, and the recovering of his sword.

Victory: The heroes must defeat the Horned King.

Defeat: Only surrender, or death.

150 Beyond the Wall and Other Adventures


Appendix: Region Tables
In this appendix can be found several encounter tables useful for groups playing a campaign set in the Broken
Kingdom. Tables of this sort were first described in the Further Afield supplement, and a full description of their
uses can be found on p.14 of that volume. Each of the regions listed below are described in detail in the setting
chapter for the Broken Kingdom beginning on p.74 of this book.

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.

A Kingless Realm 151


The Queen’s Road
The Queen’s Road is a major thoroughfare which cuts through the country. This region and its encounter tables
represent that broad, straight road and the towns and villages nearest it. It is the most heavily traveled highway of
the realm, connecting Last Wall in the north to Essenbur in the south. The Queen’s Road is normal terrain. Game
is somewhat scarce due to the traffic, so all hunting and foraging rolls suffer a -2 penalty.

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.

152 Beyond the Wall and Other Adventures


The Southern Coasts
Use this table for the roads, fields, and beaches of the Southern Coasts. This is normal terrain and represents the
roads between the many villages of the region, the fields and farmlands that surround them, or the areas along
the shore between fishing villages and port towns.

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.

The Northern Mountains


Even with a road, the mountains are difficult terrain. Game is rather scarce here, giving a -2 penalty to hunting
and foraging rolls. It is assumed that these mountains are generally traversable by foot, but several areas of the
mountains may be completely impassible.

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.

A Kingless Realm 153


The Sea
Seas are always normal terrain for ships and impassible for travelers on foot. There is no normal hunting or forag-
ing on the sea, but characters may use their fishing skill instead to get food. There is no fresh water available at sea.

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.

The Realm of the Fae


Only use this region while traveling along a path in the fae realms. The region might represent a narrow footpath
through the woods of the Gloaming, the roads through one of their established but hidden kingdoms, or a boat
ride in the domain of the river fae. The road is normal terrain; straying from the path will leave this encounter
table and dive right into an adventure. Both game and water are somewhat scarce here, if they can be trusted at
all, so all hunting and foraging rolls suffer a -5 penalty.

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.

154 Beyond the Wall and Other Adventures


Character Playbooks,
Scenario Packs, and Handouts

A Kingless Realm 155


The Failed Ranger Playbook
Upon coming of age you left home to join the hidden order of rangers. Under their tutelage, you trained to protect all folk from
dark powers and learned many secrets about forgotten evils. Due to unforeseen circumstances, you have left the order and
returned home. Now you protect the village of your birth, though few know of your task.

You are deft and clear-headed. Your Dexterity and Wisdom begin at 10, and all of your other ability scores begin at 8.

Everyone was a child once. How did you grow up?

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 Int, +1 Wis, +1 Con,


2 Your father was an outcast, rightfully or not.
Skill: Survival
+2 Dex, +1 Str, +1 Wis,
3 Your parents were fishermen and you grew up by the river.
Skill: Fishing
+2 Con, +1 Wis, +1 Cha,
4 Your family worked a small farm outside the village.
Skill: Farming
+2 Str, +1 Dex, +1 Cha,
5 Your father was the local smith and taught you both hammer and bellows.
Skill: Smithing
+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
+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

1d8 How did you distinguish yourself as a child? Gain

1 Children often fight, but you never lost. +2 Str, +1 Wis

2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int

3 You were the toughest kid around. +2 Con, +1 Cha

4 No secret escaped you. +2 Int, +1 Dex

5 Your empathy made you a sought after confidant. +2 Wis, +1 Con

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

Copyright © 2023 Flatland Games, icons by Lorc under CC-BY


156
The other player characters were your best friends. Who else in the village
1d8 Gain
befriended you while you were growing up?

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.

3 You went camping with the hunters. +2 Con, +1 Int

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 Dex, Knack: Fleet,


2 The swiftest and most skilled warrior among them, who taught you many tricks.
Skill: Athletics

+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

+2 Con, Knack: Great


4 A strong and clever ranger, who often went among ordinary folk in various disguises.
Strike, Skill: Deceit

+2 Str, Knack: Great


5 Your own mother, who was secretly a ranger herself and fought like the warrior queens of old.
Strike, Skill: Intimidation

+2 Int, Knack: Resilience,


6 The chief of the order of rangers, who is weary of the darkness of the world but saw much hope in you.
Skill: Forbidden Secrets

Copyright © 2023 Flatland Games, icons by Lorc under CC-BY

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

1 A weapon of ancient and uncertain make. +2 Str, an ancient blade

2 A map of the land which marks the lairs of evil things. +2 Int, a map

3 A delicate bow of strange make. +2 Dex, a faerie bow

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

Fill out Your Sheet!


1. Record your name, class, and level. 6. Your Initiative is equal to your level, plus your Dexterity
bonus, plus 1 for being a Warrior-Rogue.
2. Record your ability scores. In the space beside each,
record your ability score bonus using the chart on the back 7. Your Armor Class is 10, plus your Dexterity bonus, plus
of this booklet. the bonus of any armor you have.

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
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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.

Everyone was a child once. How did you grow up?

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 Int, +1 Wis, +1 Con,


2 Your father was an outcast, rightfully or not.
Skill: Survival
+2 Dex, +1 Str, +1 Wis,
3 Your parents were fishermen and you grew up by the river.
Skill: Fishing
+2 Con, +1 Wis, +1 Cha,
4 Your family worked a small farm outside the village.
Skill: Farming
+2 Str, +1 Dex, +1 Cha,
5 Your father was the local smith and taught you both hammer and bellows.
Skill: Smithing
+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
+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

1d8 How did you distinguish yourself as a child? Gain

1 Children often fight, but you never lost. +2 Str, +1 Wis

2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int

3 You were the toughest kid around. +2 Con, +1 Cha

4 No secret escaped you. +2 Int, +1 Dex

5 Your empathy made you a sought after confidant. +2 Wis, +1 Con

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

Copyright © 2023 Flatland Games, icons by Lorc under CC-BY


160
The other player characters were your best friends. Who else in the village
1d8 Gain
befriended you while you were growing up?

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.

3 You went camping with the hunters. +2 Con, +1 Int

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

As you came of age, how did you respond


1d6 Gain
to the first dreams sent by the Horned King?

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

Copyright © 2023 Flatland Games, icons by Lorc under CC-BY


161
What misadventure with one of your friends revealed the truth of your dreams?
1d6 Gain
With the player to your right.
Coming home empty handed from your first unsupervised autumn hunt, you and your
+2 Wis,
1 companion startled a great stag, who charged. After you instinctively felled the beast with
Spell: Magic Missile
your powers, the friend to your right helped you dress and transport it, and gains +1 Wis.
Traveling with a neighbor as she transported her goods to a nearby village, you leapt to defend
her when bandits launched an ambush. As you stepped away from a swordblow and coldly +2 Dex,
2
commanded the aggressors on your side of the cart to flee, the friend to your right incapaci- Spell: Commanding Word
tated the two attackers on her side with a sack of flour, and gains +1 Dex.
When a traveler at the market raised his hand against Grandmother Weaver, you found your-
+2 Int,
3 self filled with a cold rage. As you froze the villain in his tracks with a look, the friend to your
Spell: Petrifying Gaze
right bound the assailant until the watch could arrive, and gains +1 Int.
While wandering in the depths of the forest, you and your companion came upon a deranged
+2 Dex,
4 errant knight attacking a fae craftsman. After you stealthily incapacitated him with an
Spell: Elf Shot
enchanted arrow, your friend rushed to the faerie's aid, and gains +1 Dex.
You and a friend found yourselves cornered by the angry dead upon the barrow downs. After
+2 Wis,
5 you forced the hungry spirits away, the friend to your right led you back to the lands of the
Spell: Banish Undead
living, and gains +1 Wis.
While walking home from gathering herbs on the edge of the forest, you and your companion
were accosted by a hated bully from the village. After you unleashed the horned nightmare +2 Cha,
6
from your dreams and forced him to flee, the friend to your right helped smooth things over Spell: Terrifying Presence
with the villagers when you returned and gains +1 Cha.

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

Fill out Your Sheet!


1. Record your name, class, and level. 6. Your Initiative is equal to your level, plus your Dexterity
bonus, plus 2 for being a rogue-mage.
2. Record your ability scores. In the space beside each,
record your ability score bonus using the chart on the back 7. Your Armor Class is 10, plus your Dexterity bonus, plus
of this booklet. the bonus of any armor you have.

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.

Everyone was a child once. How did you grow up?

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 Int, +1 Wis, +1 Con,


2 Your father was an outcast, rightfully or not.
Skill: Survival
+2 Dex, +1 Str, +1 Wis,
3 Your parents were fishermen and you grew up by the river.
Skill: Fishing
+2 Con, +1 Wis, +1 Cha,
4 Your family worked a small farm outside the village.
Skill: Farming
+2 Str, +1 Dex, +1 Cha,
5 Your father was the local smith and taught you both hammer and bellows.
Skill: Smithing

+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

+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

1d8 How did you distinguish yourself as a child? Gain

1 Children often fight, but you never lost. +2 Str, +1 Wis

2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int

3 You were the toughest kid around. +2 Con, +1 Cha

4 No secret escaped you. +2 Int, +1 Dex

5 Your empathy made you a sought after confidant. +2 Wis, +1 Con

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

164 Copyright © 2023 Flatland Games, icons by Lorc under CC-BY


The other player characters were your best friends. Who else in the village
1d8 Gain
befriended you while you were growing up?

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.

3 You went camping with the hunters. +2 Con, +1 Int

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

Copyright © 2023 Flatland Games, icons by Lorc under CC-BY 165


Last Autumn, you and one of your friends witnessed a thing not seen in years: the
1d6 arrival of a single ship of reavers. What did you do? Gain
With the player to your right.
Scouting and sneaking, you identified this as a band of warriors and pillagers. The friend to
+2 Dex,
1 your right helped you chart their path and raise the village militia in time to frighten them
Skill: Stealth
away, and gains +1 Dex.
You quickly made contact with the reavers and convinced them to come to the village for trade
+2 Cha,
2 and fellowship. The friend to your right helped organize the deals and festivities, and gains
Skill: Haggling
+1 Cha.
Intent on plunder, the reavers pulled ashore and gathered their arms. The friend to your right
+2 Con,
3 stood as your second while you challenged their champion to formal combat, and gains +1
Skill: Intimidation
Con.
When you greeted them in their native tongue, the reavers bid you join them for a meal. The
+2 Wis,
4 friend to your right sat with you while you traded old stories and advice with their soothsay-
Skill: Folklore
er, and gains +1 Wis.
This particular group of reavers were of a wicked sort indeed, and they immediately sent three
+2 Str,
5 men ashore to attack you. The friend to your right helped you fight them back to the boat and
Skill: Athletics
then flee, and gains +1 Str.
When you made contact with the reavers, they invited you to join them for one changing of the
+2 Con,
6 moon as they sought an ancient heirloom of their people. The friend to your right joined you
Skill: Survival
on this sudden and perhaps foolish errand, and gains +1 Con.

1d6 What familial heirloom do you keep? Gain

1 A gorgeous harp with the carved head of a swan. +2 Wis, a harp

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

Fill out Your Sheet!


1. Record your name, class, and level. 6. Your Initiative is equal to your level, plus your Dexterity
bonus, plus 1 for being a Warrior.
2. Record your ability scores. In the space beside each,
record your ability score bonus using the chart on the back 7. Your Armor Class is 10, plus your Dexterity bonus, plus
of this booklet. the bonus of any armor you have.

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!

166 Copyright © 2023 Flatland Games, icons by Lorc under CC-BY


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
course of play, such as an ability score check, saving
Hit Dice: d10
throw, or to hit roll.
Initiative Bonus: +1
Armor: Warriors may wear any armor.
Cheat Death: A dying character may spend a Fortune
Weapon Specialization: All warriors have a favored Point to stabilize at 0 hit points and not continue
weapon with which they are particularly skilled. taking damage every round.
Your Playbook tells you your favored weapon. Your
character receives a +1 to hit and +2 to damage while Ability Score Bonus
wielding that weapon.
1 -4
Knacks: Over the course of their careers, warriors 2-3 -3
pick up several tricks which make them even more 4-5 -2
formidable opponents. Your Playbook gives you your 6-8 -1
first Knack. See p.10 in the Beyond the Wall and Other 9-12 0
Adventures for rules for the different Knacks and for 13-15 +1
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 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

1 Arianrhod 11 Melusine 1 Arawn 11 Gwydion

2 Camilla 12 Nina 2 Arden 12 Lukas

3 Dana 13 Rhiannon 3 Baird 13 Manfred

4 Deirdre 14 Rose 4 Bjorn 14 Manuel

5 Erin 15 Sabine 5 Callum 15 Oswald

6 Esme 16 Sarah 6 Cedric 16 Owen

7 Hilda 17 Theresa 7 Erik 17 Russel

8 Ingrid 18 Ursula 8 Ewan 18 Svenn

9 Judith 19 Willow 9 Fearghus 19 Torr

10 Letitia 20 Yseult 10 Filip 20 Viktor

168 Copyright © 2023 Flatland Games, icons by Lorc under CC-BY


The local faerie court
A rogue or splinter group of the local fae are already secretly aligned with the Horned King. (If you want to know more about
your local faerie court, the tables in the Angered Fae Scenario Pack can be of help.)

1d6 What is the nature of this splinter group of faeries?

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.

1d6 How is this splinter group connected to the Horned King?


Several or all of these faeries swore binding oaths to the Horned King long ago - oaths which they now regret but
1
cannot break.
2 The group is secretly supported by the family which were lords when the Horned King reigned.
3 One or more of the Horned King’s descendents is among the local fae.
4 They are foolish enough to think they can use him to their own ends.
These faeries trade strange goods to the Horned King's minions once every 40 years; in return, they receive magical
5
protection and faerie gold.
6 They are fae of the most wicked sort, true servants of the Horned King and disciples of an eternal winter.

The Hunters’ search


A rogue or splinter group of the local fae are already secretly aligned with the Horned King. (If you want to know more about
your local faerie court, the tables in the Angered Fae Scenario Pack can be of help.)

1d8 Who alerts the village to the stirring threat?

__________ 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.

Copyright © 2023 Flatland Games, icons by Lorc under CC-BY 169


1d8 What location will the Horned King’s servants’ search reveal?

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.

Word reaches the village of an


ancient weapon tied to the horned King
Near the beginning of the session, while the characters are just getting started, what kicks things into high gear? Bring this
result in after 15-30 minutes of play. These tables reveal clues that will be important to building up the story of the Horned King
for the campaign, but can be safely relegated to background information if your game has already gone wild for the evening.
1d6 How does news of the weapon reach the village?

1 It is stolen from its hiding place in the village.

2 An elderly storyteller who left years ago has returned to town telling the old stories about the sword.

3 A person carrying it is chased through town.

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?

170 Copyright © 2023 Flatland Games, icons by Lorc under CC-BY


The Dungeon: a great fae raid!
A good dungeon is a staple of fantasy gaming, and this Scenario Pack reverses the classic dungeon crawl: the player characters’
home is the site of a raid by violent fae intruders.

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?

6 One or more of our heroes witnesses.

1d6 Which troops will be sent on this raid?

1 The local fae lord themselves, with a few handpicked troops.

2 Wild ones and animal spirits in several groups.

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.

1d6 What surprises both sides?

1 A hearth fae stands up to the hunt! Why is it successful?

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?

Copyright © 2023 Flatland Games, icons by Lorc under CC-BY 171


The Road Goes On
If you are playing this scenario as a one-shot, protecting the village from the faerie raid will probably be satisfying enough for
the players. However, we recommend using this scenario as the start of the Return of the Horned King Campaign (see p.135).

1d6 What treasture or reward might the characters gain?

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.

Each of these events gives a necessary die roll. If it is a saving


throw or attack roll, every character in the group must make
the test. If it is an ability score check, then, while everyone is
working on the problem together, only a single character may
take
the lead and make the roll. Discuss the scene and determine
which character will make the test; others may help as normal.
If there is any serious argument about who gets to test, use
Initiative to solve the dispute.

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.

172 Copyright © 2023 Flatland Games, icons by Lorc under CC-BY


1d8 What have the characters been doing just as the story starts?

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.

Copyright © 2023 Flatland Games, icons by Lorc under CC-BY 173


suggested monsteRs
The following monsters are particularly appropriate Fae nobles and rangers
for this scenario pack, and so their summaries are Hit Dice: 1d8 (5 HP)
provided here for your convenience. Feel free to use AC: 14
any other monsters from other sources as you see fit, Attack: +1 to hit, 1d8 (sword) or 1d6 (bow)
of course, including our various bestiaries. Alignment: any
XP: 20
The Fae Raiders Notes: Spellcasting (fae nobles and rangers may cast
Obviously, the focus of this Scenario Pack are the fae a single spell once per day)
who raid the village and the damage they cause the
characters and their home. They are by far the most Satyrs
common adversary. Satyrs have human forms above the waist and the legs of
goats or fauns. Some bear monstrous visages, while oth-
Goblins ers have ordinary human faces. They are fierce warriors,
Hit Dice: 1d6 (4 HP) gifted musicians and poets, and delighters in revelry.
AC: 14 Hit Dice: 2d10 (11 HP)
Attack: +1 to hit, 1d6 (short sword) AC: 14
Alignment: Chaotic Attack: +2 to hit, 1d6+1 damage (spear)
XP: 15 Alignment: Chaotic
XP: 50
Orcs Notes: Revelry and Song (once per day, by singing or
Hit Dice: 1d10 (6 HP) hosting a party, a satyr may attempt to instill a single,
AC: 14 intense emotion in their chosen subjects in near range,
Attack: +1 to hit, 1d8 (long sword) who must make a saving throw versus polymorph or
Alignment: Chaotic become intensely angry, joyous, or sorrowful; affect-
XP: 20 ed targets will receive a +3 bonus or a -3 penalty to
appropriate rolls for one hour), True Name (satyrs
Redcaps and Wild Ones have true names, which gives their foes power over
These faerie hooligans are a plague on fae and mor- them), Vulnerable to Iron (satyrs take double damage
tal alike within the faerie woods. Expect to find them from iron)
haunting the dark paths of the forest and the side
doors at court. Fae Hound
Hit Dice: 2d8 (9 HP) These lithe dogs have coats of moonlight and eyes
AC: 14 of amethyst. They are far more intelligent than the
Attack: +3 to hit, 2d4 (wicked blades) hounds of men, and are tireless trackers.
Alignment: Chaotic Hit Dice: 3d8 (13 HP)
XP: 40 AC: 14
Notes: True Name (redcaps and wild ones have a Attack: +3 to hit, 1d6 damage (bite)
true names which gives their foes power over them), Alignment: Chaotic
Vulnerable to Iron (redcaps and wild ones take dou- XP: 85
ble damage from iron) Notes: Uncanny Trackers (fae hounds never lose
their prey under any natural circumstances), Vulnera-
ble to Iron (fae hounds take double damage from iron)

174 Copyright © 2023 Flatland Games, icons by Lorc under CC-BY


Animal Spirits Great Fithich
Hit Dice: 2d8 (9 HP) Objects of awe, fear, and admiration, the Great
AC: 12 Fithich are large ravens with ice-blue eyes and sable
Attack: +2 to hit, bite or claw for 1d6+2 damage beaks. They move freely in the worlds of men, faeries,
Alignment: Chaotic and the dead. Some stories say that they are gathering
XP: 150 information about all of these people, and that they
Notes: Irreality (even while outside the lands of the will have a great part to play in future events.
fae, animal spirits are impervious to the weapons of
men until they attack the mortals, or unless the mortals Hit Dice: 2d8 (9 HP)
mistake them for their normal animals), Beautiful AC: 15
Form (animal spirits are the perfect embodiment of Attack: +1 to hit, 1d4 damage (claw)
their kind, so stunning that all who see them must Alignment: Neutral
make a saving throw versus polymorph or be transfixed XP: 55
and unable to act for 1d6 rounds), Primal Fear (animal Notes: Flight (Great Fithich may fly), Free Travelers
spirits are the very things mortals fear most, and so all (the Great Fithich exist simultaneously in the lands
attacked by animal spirits of any predatory nature must of the living and the Underworld at all times; they are
pass a saving throw versus spell or be affected by great never lost in faerie places; they may give others a +3
fear: either fleeing immediately or trembling in place). bonus to find their way from any of these places to
another), True Name (each Great Fithich has a true
Other Interlopers name, which gives its foes power over it)

Hearth fae Necromancer


Hit Dice: 3d4 (8 HP) Hit Dice: 2d6 (7 HP)
AC: 14 AC: 11
Attack: +1 to hit, 1d4 (broom) Attack: +1 to hit, 1d4 damage (dagger)
Alignment: Neutral Alignment: usually Neutral
XP: 150 XP: 100
Notes: Hearth Charms (hearth fae cast spells and ritu- Notes: Spellcasting (may cast spells and rituals as a
als as third level mages, but are limited to spells to protect second-level mage with Intelligence and Wisdom of
and maintain the house and its inhabitants, not them- 14; favorites include the spells Banish Undead, From
selves. Their favorite magics include the spells Abjura- the Brink, and Reanimation; and the rituals Unseen
tion, Bar the Way, Phantom Skill, Sanctuary of Peace, Servant and Call Storm).
Tinker’s Gift, and Warping Song; and the rituals Circle
of Protection, Witch’s Watchman, and Wizard’s Home) Skeletons
Hit Dice: 1d8 (4 HP)
Villagers AC: 13
Hit Dice: 1d6 (4 HP) Attack: +1 to hit, 1d8 (longsword)
AC: 10 Alignment: Neutral
Attack: +0 to hit, 1d4 damage (dagger) XP: 20
Alignment: usually Neutral Notes: Dead and Mindless (skeletons are immune to
XP: 15 sleep and charm effects)

Guards and Watchmen Zombies


Hit Dice: 1d6 (4 HP) Hit Dice: 1d6 (4 HP)
AC: 14 AC: 10
Attack: +0 to hit, 1d8 damage (long sword) Attack: +0 to hit, 1d6 damage (claw)
Alignment: usually Neutral Alignment: Neutral
XP: 20 XP: 15

Copyright © 2023 Flatland Games, icons by Lorc under CC-BY 175


villAge RecoRd sHeet
pair this with your village map

Village Name: Hearth Points:

NPCs: Special Places:

PCs and their livelihood


combat reference sheet
Making Tests Weapon Damage Damage from Other Sources
Ability Score Checks: Roll a d20 and compare the result dagger, sling, cane, club, Falling causes the following damage:
to your score in the relevant ability. If the number on the die d4 sap, dart, crutches 5 ft = 0 HP 10ft = 1d6
is equal to your score or lower, you succeed. If it is higher, 20ft = 3d6 30ft = 6d6
then you fail. spear, staff, mace, bow, any more = death
d6
Saving Throws: Roll a d20. If the result is equal to the sav- short sword, hand axe, rapier Fire is also a frequent source of problems for adventurers (and
ing throw number or higher, the roll was a success. d8 longsword, battle axe, longbow for the monsters they face!).Fire causes the following damage
Combat Rolls: Roll a d20 and add the relevant attack bo- per round of exposure:
d10 great sword, great axe, lance, halberd
nus. Compare the result to the enemy’s armor class. If the Torch = 1d6 Burning Oil = 1d6
number equals that armor class or exceeds it, the attack was Bonfire = 3d6 Burned at the stake = 6d6
successful. Otherwise, the attack missed. Use 1d6 as a basic amount of damage, while serious
Weapon Ranges situations, such as a lightning strike, may cause as much as
Combat Stances Bows and Slings - about 50 yards effective range 6d6 damage or simply kill outright.
Normal Stance - This is the assumed mode of combat. Longbows - up to 200 yards effective range
There are no changes to the rules. Extreme Range - Fire up to twice as far with a -2 penalty to Monster Saving Throws
Aggressive Stance - The fighter is attacking wildly, leaving hit for the extreme range. Hit Poison Breath Polymorph Spell Magic
himself open to attacks. The character gets a +2 bonus to hit Dice Save Weapon Save Save Item
but a -4 penalty to AC. 1 14 17 15 17 16
Defensive Stance - This represents a fighter being more Protective Armor
cautious and on guard. The character gets a +2 bonus to AC,
2 14 17 15 17 16
but a -4 penalty to attack rolls. +2 AC leathers 3 13 16 14 14 15
Protective Stance - Using this stance, the character at- +4 AC chain mail 4 13 16 14 14 15
tempts to guard a companion who is near to him. The char-
acter in protective stance gets a +2 bonus to AC but may not +6 AC chain and breast plate
5 11 14 12 12 13
attack. If the protected companion is injured this turn, the +8 AC full suit of plate
character using protective stance may choose to take the hit
6 11 14 12 12 13
+1 AC simple shield
instead. 7 10 13 11 11 12
Commanding Stance - The character conspicuously ex- +2 AC reinforced shield
horts her companions to greatness. The character gets a -6 8 10 13 11 11 12
to AC and may not attack, but may make a Charisma check 9 8 11 9 9 10
to give all companions and followers +2 to hit for the round.
Typical Bonuses and Penalties 10 8 11 9 9 10
Easy task: +2, climbing a rope ladder under pressure, sailing
Spell Ranges on an open bay, reading a dusty parchment Player Records
Self - A range of Self means that the magic only works Normal task: +0, climbing a tall tree, sailing on calm seas, Name Initiative Armor Class
on the caster. reading hurriedly with dim light
Touch - Touch is self-explanatory. Hard task: -2, climbing over jagged rocks at night, sail-
Near - Near spells only affect targets within the immediate ing against the wind on choppy seas, reading the runes on a
presence of the caster (perhaps 50 yards in an open field, or worn and forgotten altar
in the same room if indoors). Very Difficult task: -5, climbing steep and treacherous
Far - Spells with the range of Far can affect things at even cliffs, sailing in a great tempest, reading the forbidden texts
greater distances; the spell description will say just how far. of the sorcerer king
The Cosmos - Some few spells affect things from outside Almost Impossible task: -10, climbing the Walls of
of our own plane of existence, such as creatures within the Glass, sailing through the Water Lord’s barriers, reading the
realm of Chaos, or the deepest parts of the world of Faerie. names of the gods at the End of Time
RetuRn of tHe
campaign worksheet
HoRned King
The People The Fae The Sword

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)
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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.

184 Beyond the Wall and Other Adventures


A Kingless Realm 185

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