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Forests Dark & Caverns Deep

Adventure Game
for one Guide and 2 - 5 Players
by GremlinLegions
gremlinlegions@hotmail.com
gremlinlegions.blogspot.com

Original rules by John Harper


oneseven@gmail.com
onesevendesign.com

Playtest Version 09.10.2015


Inspiration
Dungeons & Dragons
On Mighty Thews
The Lookouts
Over the Garden Wall
Adventure Time
The Secret of Kells
How to Train Your Dragon

Fonts
Cochin
Stonecross
1543 Humane Jenson
THE WAY OF THINGS
Ours is a wild and untamed land, full of as many wonders as there
are dangers. For our people and allies, we draw bounty from the
land and waves, and we prosper. But beyond our warm hearths and
earthen walls, we must be on our guard. Surrounding us are the
territories of rival clans and outcasts, who attack and steal from
us, their kin, rather than live with honor. Further out, hungry wild
beasts stalk the unwary through the shadows of ancient forests, and
long-lost ruins and caverns shelter fell creatures of terrible visage
and the treasures they hoard...or so say the wise women.

But we bravely travel the land and venture across the uncharted
seas nevertheless, for we are blessed by the Five Spirits, who protect
and guide us. Wolf, Stag, Snake, Owl, and Bear each help us grow
and learn, revealing themselves differently in each person, making
us unique. One may feel a close kinship with Owl, possessing keen
vision or piercing insight, while another might have an affinity with
Wolf, unwaveringly loyal or daring in battle. We hold dear the
sacred teachings of the Five Spirits, and they have helped us thrive.

You are one of our young warriors – a Wildling! You have yet
to be tested in the Rites of Passage, but you are certainly no child
hiding behind the cloaks of your elders. Your heritage shows in
every steady footstep, the pride in your speech, and the steel held
firmly in your hand. Any of our people can be a warrior, boy or
girl, weak or strong, as long as they strive to earn the favor of the
Five Spirits – earning Marks by having the honor and bravery to
do the right thing when faced with challenges. When the time is
right, you too can stand by your elders as a warrior of our people.
This is the way of things.

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PREPARE YOURSELF
Assign Your Dice
You have five dice which you will assign to the Five Spirits –
a d4, d6, d8, d10, and d12. If you give a bigger die to a Spirit,
it will have a stronger bond with your Wildling. Your d12
Spirit is your strongest, and it should inspire how you think
and behave. Each Spirit controls certain gifts, and when the
Guide thinks that those gifts are tested, you will need to roll
that Spirit’s die to find out the result.

Bear is the Spirit of strength and health. Bear is


protective of the weak, guarding them like her cubs.

Owl is the Spirit of wisdom and knowledge. Owl


stands vigil, recognizing trouble when it approaches.

Snake is the Spirit of stealth and secrets. Snake always


is quick to respond, whether by word or action.

Stag is the Spirit of speed and grace. Stag inspires


others with an honest heart.

Wolf is the Spirit of the hunt and the night. Wolf


leads by example, venturing where few others dare.
Your d10 Spirit is special – it is your Warrior
Spirit, how you have been trained to fight. Whether
you attack or defend, this is the Spirit that helps
you in battle. There are many ways of describing how your
Warrior Spirit, so you are free to use your imagination!
Wolf may pounce upon his unwary enemies, or use allies to
surround them. Would Owl try to out-think her enemies, or
swoop in when they are most vulnerable?
Make Your Choices
Read over the following options together, one section at a
time, and discuss what ideas interest you and why. When you
choose something, tell the other players what it means about
your Wildling, their families, or even the rest of the clan! The
Guide may ask questions to further flesh out these details and
get a better idea of how they make your Wildling unique.
Choose your name and write it down
Introduce your Wildling to everyone else. Is there a nickname
the other Wildlings call you? Is your family known for any
particular deeds? Are you the heir to a parent’s title? When
the others have chosen names, write those down too, because
these will be your friends, rivals, and allies who help to
protect your clan!
Boys
Adric, Ari, Amgeirr, Atli, Bergr, Bogi, Boro, Brandr, Clade,
Dov, Evard, Eymundr, Felnir, Finnr, Galti, Gormr, Grimr,
Hakon, Hollis, Iav, Ivarr, Karr, Kleppjarn, Maruk, Njall,
Noth, Oddbjorn, Ormr, Ora, Rusk, Sigfastr, Skagi, Skorri,
Snorri, Styrmir, Svartr, Tellis, Thorbergr, Ulfr, Valyr
Girls
Adis, Aelfa, Alvi, Arneidr, Asny, Bera, Bolla, Brin,
Brynhildr, Cyline, Dalla, Dremma, Drifa, Ea, Eydis, Finna,
Fritha, Geirny, Hest, Hrefna, Ingirun, Isvel, Jodis, Katla,
Kolfinna, Mun, Myrun, Nerris, Olyn, Osk, Ragnhildr, Rora,
Savra, Sinn, Svana, Sym, Thordis, Tyl, Vin, Yrr

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Say the name of another Wildling,
and add one of these bonds
Write down your bond, for it is a shared history or
experience that you have with this other Wildling, and
helps to define both of you. When someone else chooses a
bond with you, write that down as well. While you play,
you may add to or adjust these bonds, based on what you’ve
experienced or learned about the others.
...got in trouble because of my actions.
...had been by closest friend until recently.
...was born under a dark star, or so says my grandmother.
...is secretly in love with me, and I know it.
...dishonored me and I will have my revenge.
...promised to be my right hand in battle.
...owes much to my family.
...knows my darkest secret, and holds it over me.
...will be married to me when we become adults.
...is loved by the elders, and I am jealous.
...is the one I depend on when I am in trouble.
...has my trust, but not the trust of my family.
...has never failed to be honest with me.
...serves my family, and has become by truest friend.
...became a Wildling in secret, and I know why.
...is my distant cousin, only recently returned from afar.
...is not of our clan, but has my family’s trust.
...hides their true feelings from me, and I don’t know why.
...does not seem to trust me, so I need to prove myself.
...knows far more of my grandfather than I do.
...or create your own!
Take hold of your belongings
Each Wilding carries a simple knife, a pack & bedroll,
rations of dried meat for the trail, a skin of water, torch &
tinder, and a length of rope. You also get a weapon and some
kind of boon from your family, a gift or charm to keep you
safe.
What is your weapon?
Think of how you earned your weapon, and what it means
about your training. How does your chosen weapon affect
how you fight, and how does it look in combat with your
Warrior Spirit?
two short hand-axes, bound with chain, from a far-off land.
a keen sword, that my grandmother used in battle long ago.
a finely-crafted spear, longer than the chief is tall.
a long cord wrapped in snake-skin, tipped with an iron hook.
many throwing daggers, concealed within my cloak.
a sturdy long bow, and a quiver of fine arrows.
an old scroll illuminated with gold and emerald designs.
a mighty hammer, the head made from jet-black stone.
an oaken staff, inlaid with the silver runes of our clan.
a chipped and worn greatsword, scavenged from a
battlefield.
my loyal pet hound, who I raised since it was a pup.
a whaling harpoon tipped with iron, thick as my arm.
a warclub fashioned from the jaw of a giant bear.
a pouch of bone dust, and the hexes my mother
taught me.
a massive battle axe, forged at the time of my birth.
...or create your own!
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What is your boon?
When you choose your boon, describe how it looks when you
wear it or where you keep it, and what it represents to you.
Have you decorated it with markings of your own, or do you
keep it as pristine as when you received it? What does the
boon mean to the rest of your clan?
a fur mantle, topped with a gray wolf’s head.
a bracelet of intertwined roots made by elves...or so says
your grandmother.
iron bracers ceremonially forged by the chief.
a fine breastplate of red, leather-like scales.
a small charm that contains a lock of my mother’s hair.
a metal helm, adorned with carved golden antler.
green berries wrapped in oilskin, often used by the wise
women as a curative.
a hunting cloak woven from grasses and bark.
a stout wooden shield carved in the shape of a dragon.
a tin box containing five oracle knuckle bones, once of my
grandfather’s hand.
the hunter’s mask used by my family.
heavy leather gloves, tipped with bear claws.
a small brooch of dark iron, inscribed with strange writing.
a long cloak made of owl and raven feathers, lined with felt.
a necklace of teeth, from beasts only rumored about.
...or create your own!
Your belongings are important, but they do not have any
special rules to tell you what they can do. Instead, they are
tools for telling your story – what you have with you will
help determine what you can do, and how easily. If you had
an axe, you could certainly chop down a tree. But without an
axe, how would you accomplish that same task?
They can also be used against you, if you aren’t careful. The
weight of armor may make swimming difficult, and family
heirlooms might be coveted by thieves or jealous siblings.
Your belongings can also be lost, damaged, or even destroyed,
so take care with what you have.
And now you are ready for adventure!

Name Drifa, child of Aelfson the Tall


Bonds d4
Adric is the one I depend on
when I am in trouble.

I am secretly in love with Njall,


and he knows it.

I got in trouble because of Hest’s


actions.

Belongings d6
knife | pack | bedroll | rations | waterskin | torch | rope
My weapon is a long bow and
quiver of fine arrows.

My boon is a small charm that


contains a lock of my mother’s d8
hair.

d10

d12

Harm | |

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HOW TO PLAY
One of you will be the Guide, who reveals the World to the
Wildlings, providing details through their senses – what
they see, hear, touch, smell, and experience. The Guide
also acts out the parts of all the other people and creatures
the Wildlings may meet, whether friend or foe. The Guide
should also be thinking about things that happen beyond the
clan as well, and if they need to, making notes about what the
Wildlings may discover at a later time.
The rest of you play the parts of your Wildlings, imagining
how they would act, and describing what they think, feel,
say, and do. What have they learned and what can they
do with the belongings they carry with them? How would
they respond to difficult situations? When describing your
actions, remember that you are young warriors-in-training,
and should be taking on challenges you may not always be
prepared for. Only by trying new things will you earn a place
with the adults in the clan!
In most cases, as long as the actions you take are reasonable,
the Guide will allow them to happen as you describe. There
is generally no difficulty in telling tall tales to a child, or
preparing a meal by the campfire. One would not need to
put forth an effort to get an elder to spin their yarns of the
past, nor to navigate the woods you have traveled since you
were born. On the other hand, if there is something you
could never do, the Guide should say so and ask you to try
something different. For example, only a miracle would allow
you to float safely to the earth if you jumped from a cliff.
There are some situations which are influenced by gifts of
the Spirits, and the outcome will not be certain. When you
attempt these actions, the Guide will ask you to roll that
Spirit’s die. The higher you roll, the better the result of your
action.
Roll your Bear die when...
...you resist pain or persuasion
...you show great strength or aggression
Roll your Owl die when...
...you are observant and thoughtful
...you discern the mysteries of the wild
Roll your Snake die when...
...you escape detection or conceal your actions
...you use trickery or cunning plans
Roll your Stag die when...
...you act with grace, speed, or urgency
...you open your heart to the wild
Roll your Wolf die when...
...you track, hunt, or navigate
...you cross dangerous terrain or territory
Roll your Warrior die when...
...you strike or defend against an enemy
...you speak with confidence and authority
If you roll a 1, 2, or 3, something bad happens!
If you roll a 4, 5, or 6, you will choose a single Feat to add
to your action.
If you roll a 7, 8, or 9, you get to choose two Feats.
If you roll a 10 or higher, you choose three Feats!
You will use Feats to describe your actions. Do you sneak past a
guard carefully, to make sure no one else is watching, or quickly,
to reach your rendezvous as soon as possible? Do you set up
your ambush boldly, to make your enemies think you are greater
than you really are, or cleverly, and set up a variety of traps to
slow them down too?
When you have several Feats to choose, wise picks can be used
to open up future opportunities or advantages. If you were
boldly resisting the questioning of a bandit, you could
also say you were doing it cleverly, giving them false 11
information they believe to be true! You can also choose
a Feat multiple times for increased effect. If you were running
a race, you might choose quickly more than once to run much
faster than anyone else!
The Guide may also present Risks that can only be countered
with a wisely chosen Feat. If the monster you’re fighting has
thick skin that can deflect swords, perhaps you need to strike
it precisely in the eye to injure it! A lot of these Risks are things
your Wildling would discover through trial and error, or by
listening closely to the descriptions given by the Guide and the
tales told by the wise women. If a Feat you choose would not aid
you against a particular Risk, then it is wasted, and a lesson is
learned.

Feats
Boldly – fearless, willful, or daring
Carefully – watchful, calm, or thorough
Cleverly – witty, inventive, or manipulating
Fiercely – strong, menacing, or severe
Firmly – stable, enduring, or durable
Heroically – impressive, inspiring, or dramatic
Precisely – accurate, detailed, or pinpoint
Quickly – with haste, instinctive, or efficient
Secretly – hidden, mysterious, or arcane

New Feats
Some of these Feats may not always fit the actions you are
taking, so you can make your own. Consider first using
something similar – maybe instead of cleverly setting a trap,
you instead do it mischeviously, making it more of a prank!
Or instead of impressively convincing a stranger of your good
intentions, you do it gracefully, using charm to put them at
their ease!
The Guide will then tell you what happens as a result of your
action – how the situation changes and how other people and
creatures respond. The Guide will often ask questions about
your Feats to better understand the situation and the possible
consequences. When you sneak past the guard quickly, you’re
not also doing it carefully, right? When you attack the bandit
fiercely, what does it look like when your weapon hits? What
does it sound like? Do you let loose a battle cry? These answers
will help to determine if things get easier or harder for you later!
When something bad happens from a low roll or when you can’t
avoid a Risk, the Guide will describe the consequences of your
action. Belongings might get used up or broken, opportunities
or battles might be lost, tough choices might need to be made, or
Harm might be suffered. More questions will be asked, to see
what kind of trouble happens or who might suffer the brunt of it.
It might not be the acting Wildling who suffers, but a friend or
someone they care about!

Action and Reaction


The Wildlings are the only ones in the game to have Spirit
dice, and thus are the only ones who make rolls. The actions
of others will happen as the Guide describes, unless the
Wildlings decide to interfere. If a bandit tries to grab you, it is
up to you to do something to escape his grasp! If you know a
corrupt elder is trying to steal the chief’s ancinet map, only the
Wildlings will be able to stop the nefarious plan!

The Guide should never completely block the progress of the


story when something bad happens – instead, offer alternative
solutions, or different paths forward. If the sturdy door can’t be
broken down, perhaps there is a key somewhere that will unlock
it, or a different way to sneak in? If the Wildlings fail to beseech
a bandit lord to return their pet, maybe they will need to do some
quest that impresses him first?
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Helping Others
The Feats you choose don’t always benefit yourself, but could
help your friends and other people instead. Describe how your
Feat aids someone – do you quickly toss a torch down the
dark tunnel to give a friend a clear shot at the beast within?
Do you boldly defend the outcast old man from the villagers’
accusations?
Teamwork
Sometimes it can take more than one Wildling to accomplish a
task, such as bashing down a sturdy door, solving a puzzle, or
building a dragon trap. Everyone working on the same action
will roll their Spirit dice at the same time, and only the highest
result is used. However, if there are more bad rolls than good,
there will still be some kind of consequence!
Contests
There are times when the Wildlings will compete with each
other, such as a race or getting the attention of someone else.
Compare their die rolls, and the Wildling with the highest result
will take the lead. The others will have a chance to roll again
after describing what they do to gain the upper hand, which
might involve a different Spirit die. If they can’t roll higher than
the leader, they are out of the contest. This continues until only
one remains in the lead. If there is a tie, they’ll just have to accept
they’re evenly matched!
Conflicts
If Wildlings ever have hurt feelings or heated arguments with
each other, don’t let the conflict slow down the game, but instead
negotiate a solution so the story can continue. If they cannot
agree which way to go, have them split in different directions.
If they have a falling out, make them change their bonds with
each other to show the souring of their friendship. The Wildlings
should never draw their weapons against their friends, no
matter how upset or angry they are!
Harm
Harm is something you could suffer as a consequence of a bad
roll or from Risks. Harm represents lasting conditions that only
affect you, such injury, weakness, fear, or even curses! When
you receive Harm, the Guide will describe it and have you write
it down, such as blurry vision, sprained ankle, upset stomach,
overconfident, suspicious, bewitched, or perhaps even turned into
a toad! Later on, if the Guide thinks your Harm would interfere
with your actions, you would have to roll your Spirit die twice,
and take the lower result!
When you have time to rest in a safe place, you can recover
from Harm by sharing an activity with other Wildlings or
other allies you’ve met in your travels. You might bandage
your wounds while comparing cool battle scars, or calm a
friend’s nerves with tales of home. Before you set back on your
adventures, everyone involved removes one Harm!
If you take three Harm, you will be defeated – you become too
tired, hurt, or afraid to keep going, and your friends will need to
protect you and bring you to safety! If not, you might wind up
captured, lost, or worse! Afterwards, it takes one full day of rest
to remove any Harm until you have fully recovered.

Death
While the risk of death can be very real in your
adventures, and you may describe killing beasts
or bandits, it can be uncomfortable if death visits
your Wildlings. The Guide should avoid killing
your young warriors as a result of defeat, and
instead think of more interesting, though no less
perilous, consequences. Only in dire situations,
such as being defeated while battling a horrible
monster, should the Guide ever suggest death as
an option, but only if you agree it is appropriate.
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SPI RITS AND MARKS
Part of being a Wildling is learning from the Five Spirits,
preparing you for the Rites of Passage into adulthood. You can
seek the favor of each Spirit once per session of your adventure,
but earning that favor requires a daring and noble heart!
By coming to the aid of someone in great need, the Guide may
ask if you want to seek the favor of the Spirits. If you agree,
describe some added peril to your action and roll the Spirit die
twice, keeping only the lower result. Any danger will be only
yours to bear, but in return you earn a Mark, and can fill in a
circle next to that Spirit on your sheet! What does it feel like
when you earn a Mark? Can other Wildlings see it as a physical
mark, or is it evident in your behavior?
Earned Marks can be spent during an adventure to raise the
results of any of your rolls. Describe how that Spirit helps you
with your action – does Owl guide your hand as you aim, or
can Stag call forth vines to slow down your target, or do you
remember a fable about Wolf’s hunting prowess? Slash your
Marks to show how many you’ve used, and add them to your
roll. By spending two Marks, you can turn a roll of 2 into a 4!
Marks can be spent the same session they are earned, and will
refresh at the start of the next session!
Once you have earned five Marks in each Spirit and returned
safely home to your clan, your Wildling will finally be able to
take the Rites of Passage and become an adult! Your adventures
as a Wildling ends, but you can always make a new character – a
new Wildling freshly trained in the ways of the warrior, ready for
new adventures!
COMPANI ONS
The Wildlings will not always be alone in their adventures, and
may travel with Companions such as other young warriors,
elders, trained animals, or even mythical beasts that have
heeded your call! While they have no Spirit dice of their own,
Companions can help you accomplish tasks by offering up their
own knowledge, expertise, or other special abilities. Just like an
axe allows you to chop down a tree, having a trained falcon can
let you scout hard to reach areas, and a friendly villager can put
in a good word for you with the elders. Something like a griffon
might help you battle greater monsters, or fly you across vast
distances!
While you and your friends benefit from a Companion, they
are still controlled by the Guide. They will have their own
personalities, desires, and fears, and may not take kindly to
being called upon for every task the Wildlings confront. If your
Companions take any Harm, they will be unable to help you
until they have had a chance to recover.
Sample Companions
Old Man Haskell, the Woodsman
A grizzled forester who left the clan many winters ago. He knows the
creatures and ways of the Olde Forest, and always carries his trusty
felling axe.
Solveig the Wise Woman
Not seen often within the village, Solveig is known by all for her
collection of lore about herbs and the healing arts.
Sunset the Falcon
Yuri Red Hand’s own hunting falcon, Sunset is said to be so
perceptive, he can predict your every command!
Ash Loki, the Gray Wolf
A mighty lone wolf, the color of charcoal and twice the size of
his brethren. He stalks the Olde Forest, rooting out Ice
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Wolves wherever they may hide.
CHARMS
During your adventures, you may discover wondrous treasures
– the wealth of ancient kingdoms, lost heirlooms, legendary relics
of the Spirits, and other untold and exotic artifacts! The skalds
sing songs of those lucky enough to find such objects, but not as
many as of those who have been led astray searching for them!
While most treasures are no different than any other valuable
possession, some are Charms, with magic that can make your
actions grander, while reducing possible dangers! If their
conditions are met, these Charms grant a bonus Feat to your
action, no matter what you roll. For example, you may have a
dagger that can shrink so you can secretly hide it from prying
eyes, or a blanket that helps you firmly resist the colds of winter!
Sample Charms
Comet Shield
While it looks like a battered and rusted discard from a battle, if you
strike a blow with this shield against another, it will fiercely knock
your opponent backwards!
Dragon Fang
A dagger carved from gold-flecked ivory, it can precisely strike the
weakest part of a reptile’s hide.
Emerald Feather
While this feather decorates your hair, messages you deliver will
always be spoken boldly, and not cause insult or distress.
Hide of the Tundra Bear
A brown fur blanket that firmly keeps you warm and safe, even in the
coldest of winds and snows.
Horn of Bjornson the Trailblazer
Whoever blows this horn of hammered copper can secretly warn their
comrades, seemingly without a sound!
ENEMIES MOST FOUL
The Wildlings have a duty to protect their clan from enemies
while the adult warriors are away. There are many dangers that
lurk in the wilderness – barbarians and bandits, trolls and dire
wolves, even mythical monsters and creatures unknown!
Enemies are easy for the Guide to make on the fly – they just
need a short description or a few bullet-points of their strengths.
The Guide then uses these to introduce Risks, making the
Wildlings’ quests more perilous by describing how these foul
abilities make trouble for the young warriors! Depending on
the situation, certain courses of action may even be impossible!
For example, a menacing berserker would be a formidable foe
in battle, much more difficult than fighting an ordinary bandit.
However, a great wyrm with scales like steel might not suffer
injury at all from ordinary weapons! How ever would a Wildling
defeat such a beast?
Thankfully, there are many ways to overcome your enemies.
Where swords fail, negotiation, deception, or even riddles might
work. If the Guide feels that the Wildlings have an advantage or
their choice of Feats is effective, they can inflict Harm upon the
enemy – ask them what kind of Harm is caused and what it looks
like. If there is a significant benefit, maybe they cause two Harms
instead! Once the enemy has suffered three total Harm, it will be
defeated!
Sample Enemies
Goblyn Sneaks Wretched Bandits
Greedy and clever Greedy thieves
Village Thief Strength in numbers
Sneaky and dishonest Woodland Sprites
Rival Clansman Tiny and mischievous
Dishonorable and ambitious Create illusions
Wild Dog Guard Dog
Hungry and vicious Watchful 19
Loyal and strong
Outcast Raiders Outcast Commander
Trained warriors Bloodthirsty
Knows the woods well Extremely strong
Dishonorable Berserker rage
Unforgiving
Cave Bear
Huge and strong Boggart
Fearsome roar Promise-breaker
Protective of cubs Strong as a horse
Grow to giant size
Ice Wolves Shrink to mouse size
Tracks by scent
Large and fearless Barrow Wight
Pack hunters Undying guardian
Burning gaze
Cavern Drake Chilling scream
Razor-like claws Ancient armors
Hide in the shadows
Feels movement Gorejaw the Sea Serpent
Immensely long
Foreign Invaders Ancient and cunning
Incomprehensible beliefs Wise in the ways of weather
Heavy iron armor Scales made of ice
Hunger for gold Spits freezing water
Devil Fish Rornar Black Hand the Outcast
Needle-like teeth Elder brother of the chief
Leaps from the water Betrayed the Five Spirits
Hides in the reefs Pacts with witches
Hill Troll Revenge against the clan
Giant and savage Legendary warrior
Stinks like rotten meat Siren of the Tempest
Foul poisoned claws Bewitching song
Heals quickly in the dark Summon storms
Witch of the Caves Faster than a longboat
Stares into your soul Appear as a maiden
Spider servants Shark-like teeth
Strange potions and powders
Terrible curses
INTRODUCTORY QUESTS
Into the Ruins
The men and women warriors of your clan are raiding lands far
away across the Dark Sea. The nights are long and cold, and
the elders huddle in their longhouses, warding off the chill with
their hearth fires. The Wildlings are entrusted with guarding the
village, keeping it safe from raiders.
Last night, during a fierce snowstorm, a foul thing crept from
the ruins beyond the Olde Forest, and stole into the village while
everyone was bundled and asleep within their homes. It carried
away two sheep, a barrel of lard, and a small child – Rylka,
daughter of Chief Yuri Red Hand.
The wise women have met in council and declared that
something must be done. The People are not to be preyed
upon! Though Rylka might be eaten by now, a rescue must
nevertheless be undertaken.
After communing with the Spirits, the wise women have chosen
you and your fellow Wildlings for this task. Take up your arms
and steel your courage! The time has come to do your duty, and
prove your worth as a warrior to the elders!

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GUI DE ADVICE
The Wildlings was originally intended to serve as an introduction
to roleplaying games for children, with math-lite rules and an
emphasis on creative and interesting narrative. It has undergone
a few changes since it was first created, but the core of the game
is largely unchanged, with new options and opportunities instead
of added complexity.
While on the surface roleplaying games are just another form
of make-believe, some of the concepts, terminology, and game
structure can be a little tricky for young players to grasp the first
time around. It is a good idea for an adult or experienced gamer
to lead them through their first couple of adventures, showing
them when to roll dice, teaching them the balance of risk and
reward, and getting them to use Feats to color their descriptions.
Otherwise, you should be able play without any additional rules
to show how and why things are done, and hopefully it is easy
enough that kids can use it to create their own stories. Here are
some other bits of advice for Guides starting to run The Wildlings.
Ask Questions
The core of the game is about telling stories with your friends,
but a good story depends on clear details and an understanding
what is going on. The Guide should always ask questions of the
players to get a better picture of what they are doing, who they
know, what they feel, and how they act. As early as character
creation, take the ideas of the base setting and the choices the
players make, and help define them further. Ask the players
what the name of their clan is, which of the neighboring clans are
their allies, or how far they have traveled before. Have them talk
about their Wildling’s families and histories, how they know the
other Wildlings, and maybe some of their past adventures.
During their adventures, any time something comes up that may
lead to interesting stories in the future, ask a question about it. If
a Wildling is opening their heart to the wild, summoning a crow
to send a message, ask them if that is something they have tried
before, or what it looks like when they do it. When they come
across a camp of outcasts, ask them if anyone recognizes the
burly, red-haired warrior lurking by the fire. Take their answers
and write them down for future use! The players should also be
asking the Guide similar questions about the World, to better
visualize where they’re going and what they experience.
Stories and Scenes
When telling your stories, the Guide should try to frame
interesting events and situations as Scenes, much like a scene
from a movie or book. It’s not that fun following each step and
detail of the Wildlings’ lives – instead, focus on those moments
that are exciting or dramatic. When the interest of a particular
situation ends, the Scene too should end. Move on to the
next one, summarizing everything that happens in between if
necessary.
The passage of time from one Scene to the next can be as long
or as short as you want. When traveling, a good guideline is a
few hours to locations nearby the clan, to a few days for areas
just outside the Olde Forest, and longer for lands beyond that.
However long it takes, though, there is no need to describe each
day’s journey or making camp for the night – just fast-forward to
when the next event happens!
Discover as You Go
It can be tempting, as the Guide, to have all the answers already.
Many games stress preparation and setting up encounters
beforehand, but while it’s natural to dream up your own answers
to the mysteries that confront the players, you shouldn’t set
these ideas in stone. Instead, drop little hints about what you
are imagining for the players to discover, and then see what
conclusions they jump to – you might like their ideas better than
your own! One of the strengths of The Wildlings is being able to
adjust situations, locations, and even monsters on the fly,
without any complex mechanics or point balancing. 25
The included map shows those places the Wildlings know from
tales and rumors, and they probably have heard legends of
far-off lands as well – exotic, mysterious places with amazing
treasures and unending danger! Every blank space you come
across is an opportunity for the Wildlings to explore, create, and
imagine, and the Guide should encourage that. Whether a spot
on the map, on their character sheet, or even a random blank
piece of paper, these are all opportunities for discovery. Everyone
should draw characters and creatures, write in new villages
or features on the map, and make notes about things found
during their travels. Make the World your own, and make each
campaign of The Wildlings new and different than the last!
27
Name
Bonds

Belongings
knife | pack | bedroll | rations | waterskin | torch | rope

Harm | |

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