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WARLOCK!

FIEFDOM
A SUPPLEMENT FOR THE
WARLOCK! ROLEPLAYING GAME

Written by Jim O’Donnell and Greg Saunders


Art by Imad Ottallah and Midjourney, cover design Paul Bourne
Contents

The Sea of Wolves 4 Relic Hunter - Advanced 63


Into the Wild... 6 Robber Baron –
Advanced 64
Vagabonds 7
Ill-met on the road 8 Fiefs 65
Archaeologist 10 Lie of the land 66
Auxiliary 12 Gaming in Fiefs 66
Bedel 14 Creating a fief 67
Bushwhacker 16 Step one – Structure 67
Conscript 18 Roads and the wild ways 68
Cook 20 Distances 68
Cutter 22 Populating locations 70
Deserter 24 Step two – Defining
Dwarf Claimsman 26 locations 70
Dwarf Stonesmith 28 Step three – Factions 76
Elf Deepwood Rover 30 Relationships 86
Elf Envoui 32 Step four – Story Arc 88
Field Researcher 34 Dramatic event 89
Freebooter 36 Quests 91
Halfling Pot Watch 38 Explore! 92
Halfling Trapadour 40
Herbalist 42 On the Trail 93
Motivator 44 Party roles 94
Pack Mule 46 Sore feet and hunger 94
Pathfinder 48 Hardship 94
Tracker 50 Navigation 95
Translator 52 Riding 95
Trapper 54 Survival 95
Tunnel Rat 56 Deadly dangers 97
Elf Ranger - Advanced 59
Expeditionary -
Advanced 60
Halfling Chuck knight -
Advanced 61
Master of the Hunt –
Advanced 62
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Into the Wild...
THE SEA OF
Into the Wild...

WOLVES
A FAIRYTALE FROM THE
SOUTHEASTERN KINGDOM
Gather around me, a novice priest as well, a
children, and let me tell woman from the militia and
you a story about the many say they were even
wilderness on this autumn being led by a noble!
evening. After that it’s off to
bed though, you hear me? They came to the Wounded
The events I am about to Fox, whose proprietor at
tell you about happened in that time was Allen, who
exactly these parts, maybe was the grandfather, or
a few miles east of here, great-grandfather, I’m not
a long time ago. Well, not sure, of today’s innkeeper.
that long ago, if I think You can go over and ask
about it, so listen up and be
him if you don’t believe
careful. me. They rested there, and
on the next day they rode
In those days, there was out into the wilderness,
a band of adventurers looking for Mother’s
travelling through our Love, or Widow’s Tongue,
region. They had been sent or maybe all of that and
by the wizard Copperthorn, some more. Magic was
who lives in Biskerstaf, to stronger then, and many
bring him plants and herbs a sorcerer had use for
from the Yalberg forest. such vegetation. After a
Yes, exactly – our forest! day’s ride they arrived at
They were strong and a large moor. It was cold,
capable men and women, for winter had arrived
one and all. There was a when they had set out from
roadwarden with them, Biskerstaf, and night was

4
falling quickly. They were the wolves, and Katarine

Into the Wild...


all alone in the cold, dark waved a burning branch
moors. The group did not from their fire around – but
fear, however, as they had the wolves approached
been through adventure and approached. There
and peril before. They set were dozens. Hundreds.
out to make camp… but Thousands. Giant ones,
little did they know that hungry ones, snarling
fear would have been a ones. A sea of wolves
wise companion. engulfed them!

Not too long after the first The party probably fought
watch had been set and the bravely, being experienced
rest of the group had gone travellers and warriors
to sleep, Katarine – the and all. But most likely it
militia woman – and noble was not enough. No one
Prospero heard a wolf can stand against a sea of
howl. Not so uncommon, wolves. And that, my dear
you might think. Another sprouts, is why you should
wolf answered. And then never venture out into the
another one. Strangely, wilderness alone, or at
they all seemed to come night, or too far from your
from different directions. homes. Terrible things will
A normal pack would not happen, and not even being
spread out so much on of noble birth or trained
their hunt. Another wolf with sword and spear will
howled. And another one. save you then. And terrible
And more answered. The things will also happen if
howling grew louder, you all don’t get to bed as
more urgent… and it fast as you can now! It’s
drew closer. Closer, and gotten too late already. And
ever more closer, until it is strangely cold outside
Katarine saw eyes shining for autumn, isn’t it? Maybe…
in the darkness. So many maybe… can I even hear a
eyes! The watchkeepers wolf howl out there? Quick,
shouted to wake their under your blankets you
comrades, and to scare off hide, and sleep well!

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Into the Wild...

INTO THE
WILD...
Despite what royal This book presents a series
cartograper Hugh Graklan of careers that player
will say in the salons of characters may adopt with
Fesselburg, the maps of an eye toward exploring
the Kingdom are somewhat the wild, or at least making
less relaible than one a good attempt to. It also
might imagine. The salient contains a system the
points are represented games master can employ
in clear deliniation, but to create small, inter-
between the great cities conected point crawls
and ports is, well, who called Fiefs. Fiefs are
knows. Fesselmark is sandboxes that can be
mainly wilderness, vast used as the beginning
and unmapped, with of adventures, or as
pockets of local knowledge semi-persistent setting
residing in the villagers elements around existing
and farmers, woodsmen games. Tables of factions,
and hunters who call encounters and locations
the wild their home. And are also included, to make
that is saying nothing of each Fief unique. Finally,
the strange paths in the some simple travel rules
mountains and forests that are provided, to allow
lead to the vast holds of player characters to set
dwarves and goblins and out into the wild.
of the elves, under strange
stars. If they dare...

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VAGABONDS
ILL-MET ON
Vagabonds

THE ROAD
You meet all sorts of travel. Also presented are
strange folk on the roads six new advanced careers,
and trails of the Kingdom. for those who have made
Some have chosen to the wilderness truly their
make their life among home.
the wild places, learning
skills and techniques to If you want to randomly roll
survive in the dangerous a starting career from this
wilderness. There follow book, roll four d6 as in the
twenty-four new basic core rules to generate four
careers for Warlock! careers and select one of
focusing on exploring and the options presented.

First d6 Third d6

1 Archaeologist 1 Field Researcher


2 Auxiliary 2 Freebooter
3 Bedel 3 Halfling Pot Watch
4 Bushwhacker 4 Halfling Trapadour
5 Conscript 5 Herbalist
6 Cook 6 Motivator

Second d6 Fourth d6

1 Cutter 1 Pack Mule


2 Deserter 2 Pathfinder
3 Dwarf Claimsman 3 Tracker
4 Dwarf Stonesmith 4 Translator
5 Elf Deepwood Rover 5 Trapper
6 Elf Envoui 6 Tunnel Rat

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Advanced careers

Vagabonds
Elf Ranger
Expeditionary
Halfling Chuck knight
Master of the Hunt
Relic Hunter
Robber Baron

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ARCHAEOLOGIST
Vagabonds

You are driven by a deep The thrill of discovering


curiosity and desire to lost civilizations and
uncover the secrets uncovering untold
of the past. With a mysteries fuels your
sharp mind and keen compulsion to be the
intellect, you quickly first to uncover the truth.
draw conclusions about Whether delving ancient
ancient artifacts and ruins, tombs or piecing together
deducing their origins, long-lost history, your
purpose, and function. passion is unrivaled.

Equipment: Digging tools, lantern, tent, a fine wooden


chest for artefacts, a donkey to carry your belongings,
map leading to a lost city.

Skills and maximum level: Navigation 10, Spot 10,


Appraise 12, History 12, Language 12

What have you discovered?


! Dwarf tunnels deep-beneath the jungle.
@ Elf tomb filled with sarcophagi.
# Abandoned human keep.
$ Halfling vault filled with stolen relics.
% Sunken ship carrying elven nobility.
^ Human temple to an unknown god.

Who is always racing you to finds?


! Zealous blight catcher.
@ Grudge-fueled dwarf claimsman.
# Vicious cult.
$ Arrogant elf envoui.
% Rival archeologist.
^ Gang of freebooters.

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Vagabonds
AUXILIARY
Vagabonds

As a jack-of-all-trades, the go-to person when a


you possess a diverse set unique problem arises, and
of skills and knowledge your versatility is valued in
that allows you to adapt any team or organization
to any situation. You may you serve. Your vast range
not be a master in any one of knowledge and skills
area, but your ability to make you a valuable asset
pick up the slack and fill in in any situation, and your
where others fall short is ability to step up and take
your true strength. You are on any task sets you apart.

Equipment: A bag packed with assorted tools for


numerous tasks, uniforms from different jobs you’ve
had, variety of religious keepsakes.

Skills and maximum level: Appraise 10, Diplomacy 10,


Repair 12, Sleight-of-hand 12, Streetwise 12

Which tool do you use for everything?


! Hard-hitting hammer with an uneven chisel.
@ Long-handled spade.
# Old set of lockpicks.
$ Saw and crowbar.
% Sharp axe with a club-like handle.
^ Your hands.

Who have you served?


! Amirale Philippes Sanguin of the Reqquin Fleet.
@ Baron Hans von Vreuben’s failed expedition.
# Capitano Alfonzo Dugati and the Imprazio Blades.
$ Don Balabetti Furzzi’s bushwhackers.
% Mayor Lucien Detores of Fort Lonsdale.
^ The Eel King, ruler of the Trolljaw jungles.

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Vagabonds
BEDEL
Vagabonds

An administrative identify and assess the


representative of the Blight risks associated with
Catchers, you oversee and these powerful and often
reporting on expeditions sinister objects. Your role
to uncover dangerous is essential in securing
relics and artifacts. dangerous relics and you
Your deep knowledge of safeguard communities
cults, demons, history from the dangers of the
and magic make you unknown.
uniquely qualified to

Equipment: Administrative uniform, seal of authority,


waxed leather armour (Light Armour), arming sword
for protection, ledger for journelling your expedition, ink
and quill, book of prayers.

Skills and maximum level: Incantation 10, Large blade 10,


Language 12, Appraise 12, History 12

What have you been tasked with finding?


! Bone lord’s sarcophagus.
@ Crown of horns.
# Lantern of souls.
$ Rogue blight catcher.
% Skull of Abarash.
^ Tome of demonic true names.

Which expedition do you hope to stop?


! Bai Xiu, black corsair.
@ Katya Lementovna, the ‘Frost Witch’.
# Lindianil Blackstar, Elf Necromancer.
$ Lord Humfroy Artaud, a suspected cultist.
% Rúna Ivasdóttir, Princess of the Bones Coast.
^ Volkrad Eglingberger, familiar serving a Demon.

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Vagabonds
BUSHWHACKER
Vagabonds

As an ambusher, you any situation requiring


are skilled in stealth, surprise and deception.
concealment, and ambush This skill also allows you
tactics. Your ability to move to anticipate and avoid
quietly and blend in with potential threats.
your surroundings, as well
as your understanding of
planning and launching
ambushes, makes you a
formidable opponent in

Equipment: Weather-beaten crossbow and a quiver


of bolts, wicked cutlass (arming sword), foliage
camouflage, 3 days of food, bag for your stolen goods,
tent, warrant for your arrest

Skills and maximum level: Disguise 10, Spot 10,


Crossbow 12, Stealth 12, Survival 12

Who have you robbed?


! Lord Aesun Treestrider.
@ Asesuno Banditos in Cold King Jungle.
# Baron Hans von Vreuben.
$ Crow’s Peak Village.
% Captain Hansel ‘One Eye’ Testrig and her pirates.
^ Silver Leaf Trading Company on the trail.

What is something you’ve stolen and kept?


! A steed.
@ Magic scroll (roll for a Spell).
# Crown of a prince from Far Hussain.
$ Maps leading to buried treasure.
% The identity of Baron Luther Westermann.
^ A letter containing a dark secret.

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Vagabonds
CONSCRIPT
Vagabonds

Dragged from a cell in better than rotting in a cell.


the Kingdom, onto a ship At least that’s what you
and across the ocean to a tell yourself when the sun
perilous expedition. This beats down and the insects
freedom has been paid for are biting...
by a patron and they expect
returns. A life of crime still
holds ready at the back
of your mind for when
the situation arises. Still,

Equipment: A keepsake from your old life, letter of


pardon, scars from your manacles, a shiv which kept
you alive in prison and you still own (dagger)

Skills and maximum level: Athletics 10, Endurance 10,


Brawling 12, Thrown 12, see table below 12

What was your crime?


! Arson (Incantation)
@ Embezzling (Lie)
# Extortion (Intimidate)
$ Impersonation (Disguise)
% Murder (Small blade)
^ Theft (Sleight-of-hand)

Who do you seek revenge upon for your incarceration?


! Back-stabbing parter.
@ Corrupt and unjust Judge.
# Dastardly brother who let you tale the fall.
$ Harshly unfair Blight Catcher.
% Manipulative trickster Demon.
^ Noble who silenced you.

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Vagabonds
COOK
Vagabonds

You know that the way a large responsibility while


to gaining a person’s supporting expeditions.
trust or, for that matter, Everyone on the trail
poisoning someone’s guts, knows it is good to be
is through their belly. friends with the cook, and
Hunting game, identifying never, never, become their
plants to gather, creating enemy.
remedies for ailments and
all of this while cooking
meals each day, you carry

Equipment: Portable kitchen on a cart pulled by a mule,


boxes of ingredients, collection of knives, a reliable bow,
tinderbox, stained apron

Skills and maximum level: Diplomacy 10, Endurance 10,


Medicine 12, Small Blade 12, Survival 12

What is your best dish?


! Boiled cold one eggs, a good source of energy.
@ King’s breakfast – it keeps you going all day.
# Jungle fruit salad that lifts spirits.
$ Roast cockren, loved by all.
% Swamp worm stew – tastes better than it looks.
^ Thieves’ Stew, a bit of this a bit of that.

What’s your most lethal dish?


! Butternut soup that induces vomiting.
@ Sour crumble cake that brings out the truth.
# Pickled isckis root, chewy and hallucinogenic.
$ Red bark soup that causes sound sleep.
% Seasoned ball fish kills anyone who eats it.
^ Traveller’s mix, causes a loss of direction.

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Vagabonds
CUTTER
Vagabonds

Clearing paths through first one into the brush


resistance and sometimes often sees you in harm’s
dangerous obstacles is way and you have learned
your role. People who last to be prepared. Like big-
long in your profession knife prepared.
learn to tell the warning
sides of the dangers
presented by an obstacle
and what creatures may
lurk behind it. Being the

Equipment: Straw hat, leathery skin, a necklace with the


symbol of your God for protection, bedroll, cutting tool
(see table below)

Skills and maximum level: Polearm 10, Spot 10, Large


Blade 12, Small Blade 12, Survival 12

Which cutting tool do you use to clear a path?


! Long-handled grass whip.
@ Machete the length of your arm.
# Menacing serrated blade.
$ Pickaxe for rocks and ice.
% Sharp-toothed saw.
^ Well-maintained brush hook.

Where have you cleared paths before?


! Bone-chilling flesh fields.
@ Jungle of the cold king.
# Haunted sinking marshes.
$ Forest of fog.
% Twisting iceloft Mountains.
^ Endless dread caverns.

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Vagabonds
DESERTER
Vagabonds

You never wanted to join in most sensible option. Years


the first place, not really. of service has instilled
You were just going along you with a wealth of
with the flow. You’re not a knowledge, including when
coward, but to stand your to cut and run. Shame the
ground when the unmen officers don’t quite see it
charged would have been that way.
madness. Abandoning your
post in search of a new life
seemed, at the time, the

Equipment: Armour featuring your old livery (medium


armour), arming sword, a letter from home, a religious
symbol to ask for forgiveness

Skills and maximum level: Bow 10, Large blade 10,


Disguise 12, Lie 12, Stealth 12

What did you desert?


! An oath to defend the royal family.
@ The defense of your faith.
# The front line inn the war against the Traitor.
$ A garrison at the edge of the world.
% A military operation in a distant land.
^ The spy network in the courts of the kingdom.

What did you leave behind?


! Debt. Well rid of it.
@ Faith. Now I have nothing.
# Family. Best shot of them.
$ Memories. Bitter memories.
% Mistakes. Haven’t we all?
^ Nothing.

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Vagabonds
DWARF CLAIMSMAN
Vagabonds

Your people’s legacy is glory, and return stolen


lost, looted from the deep and lost treasures to your
places and barterd around people. Exploring with a
the Kingdom like trinkets. deep knowledge of clans,
Few know of the deep- ancestors, and rights, you
seated pride and passion seek to return dwarf relics
connected with the lost to their rightful homes.
relics of the distant past.
You do. And it is your
aim in life to restore that

Equipment: A scroll containing the names of all known


ancestors, an oath to return dwarf relics to their rightful
clans, an axe etched with your clan’s heraldry

Skills and maximum level: Command 10, Spot 10, Blunt


12, History 12, Large blade 12

From which Clan do you hail?


! Coalbelly clan.
@ Dustbeard clan.
# Forgefist clan.
$ Goldeye clan.
% Ingothelm clan.
^ Stoneeater clan.

Which Dwarf artefact do you most desire to return?


! Clan Blackbeard’s opus of grudges.
@ Clan Copperblood’s winged helmet.
# Clan Leadgut’s sacred warhammer.
$ Clan Mountainfire’s gold bearded ancestor axe.
% Clan Mudgrudge’s horned crown of kings.
^ Clan Stoutbrew’s gold ale recipe.

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Vagabonds
DWARF STONESMITH
Vagabonds

The stone sings to you, read stone like a book,


a lullaby of lost ages understanding it implicitly.
and immersurable time, Stonesmiths often embark
roots that delve the deep on pilgrimages to read the
places and gems like stories of other mountains
starfire. Mountains, rock in far away lands, to bring
and stone are important those tales back home.
aspects of Dwarven
culture. Stonesmiths
are Dwarfs who can

Equipment: Rock pick, chisel, jars to collect loose rock,


rune-rock (counts as a scroll), Hammer, a list of names
fo the many rock-types you’ve encountered.

Skills and maximum level: Blunt 10, Incantation 10,


History 12, Language 12, Repair 12

How do you hear the stories of stone?


! Listening to the groans of the rock.
@ Reading the language of cracks.
# Feeling the vibrations from below.
$ Hammering for answers.
% Caressing the hidden textures in stone.
^ Boring deep for hidden for answers.

What have you made from stone?


! A building, long may it stand.
@ A bust of your mother.
# A monument to those lost to the dark.
$ A statue for the first dwarf.
% A throne fit for a king.
^ A tomb for my old bones to rest in.

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Vagabonds
ELF DEEPWOOD ROVER
Vagabonds

Taught to interpret nature secrets. Deepwood rovers


deep beneath the surface, are sent on pilgrimages
you are able to read a story to distant lands, to learn
from your surroundings the language of other
- what events transpired woodlands. Sometimes
there, who was present known as ‘Deepwood
and what was done You Errants’ among your own
are wise in the ways of the kind.
Wild Wood, a servant of
her mysteries and blessed

Equipment: A beautifully crafted bow from the elm of


the deepwood, a cloak woven from the leaves of your
ancestor tree, a vengeance spear taken from the branch
of a deforested tree

Skills and maximum level: Polearm 10, Navigation 10,


Bow 12, Spot 12, Stealth 12

Why did you leave your forest home?


! It was cut down by greedy men.
@ You seek adventure.
# It is very peaceful... and boring.
$ Exiled from your home, you have travelled far.
% Fortune has always called to you.
^ A close friend convinced you, regrettably.

How do you interpret the forest?


! The earth’s deep resonance.
@ The rustling song of leaves.
# Reading the rough tree bark.
$ Breathing in the smells of nature.
% Observing the behaviour of the wildlife.
^ The wind’s whispers.

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Vagabonds
ELF ENVOUI
Vagabonds

Roughly translating as ignorance. A charge you


‘Envoy’, your title’s meaning must often take on is also
would better be described protecting beauty from that
as an ‘Art Collector’. Tasked which seeks to harm or
with journeying across the destroy it, typically the idle
world to discover beauty hands of foolish men.
and preserve it, you find
yourself joining expeditions
in search of things others
would ignore in ther

Equipment: Journal, quill and ink, beautiful clothing, a


work of art you appreciate, tent

Skills and maximum level: Incantation 10, Spot 10,


Appraise 12, Bargain 12, Repair 12

Who is your patron?


! Beast Master Malmal Firwalker.
@ Bow Singer Laaseth Mouseshadow.
# Forest Elder Galdselath Whitetor.
$ Sea Lord Dorenric Slenderblade.
% Spears General Farathil Hawkhelm-Adamant.
^ Star Lady Malellion Sunstone.

Which artistry pleases your patron the most?


! Books which challenge the mind.
@ Fashion from afar.
# Nature in it’s domain.
$ Paintings that conjure emotion.
% Sculptures that remember history.
^ Weapons used in war.

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Vagabonds
FIELD RESEARCHER
Vagabonds

Knowledge and for knowledge. You are


understanding are what trained for research out in
you hold dear - the pillars the field, physically capable
upon which civilisation is of survival in the wild
hung, no less. But there places. If only they weren’t
is only so much you can so loathsome!
learn in the stuffy towers
of Fesselburg university.
Sometimes one must
venture forth in the quest

Equipment: Thick bound notebook, parchment, scroll


case, ink, pen, tent

Skills and maximum level: Incantation 10, Spot 10,


Appraise 12, Bargain 12, Repair 12

What are you researching?


! Ways of evaluating ancient finds.
@ The history of the Kingdom.
# The hidden mysteries of incantation.
$ Languages dead and otherwise.
% The lineage of horses in the KingDom.
^ How to find treasures buried for millenia

Whist is the name of your current research paper?


! Acquisition of relics through expedition.
@ Estimations of the wealth of forgotten kingdoms.
# Interviewing the settlers of the archipelagos.
$ Mysteries of distant lands.
% Understanding the frozen wastes.
^ Why are the archipelagos abandoned?

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Vagabonds
FREEBOOTER
Vagabonds

Sometimes on the open damn the risk. A life of


seas you have to do crime and selling your
what you think is right, services to the highest
even if that means doing bidder suits your needs,
things that other, weaker and if you can do it cutting
folk might consider… a dash in a fine hat, more’s
distasteful. You’ve decided the better!
that the best way to get
what you want is just to
take what you want, and

Equipment: Short sword, tattoos from your previous


crew, tricorn hat with colourful feathers

Skills and maximum level: Crossbow 10, Lie 10,


Intimidate 12, Small blade 12, Streetwise 12

Which notorious crew have you run with?


! The Golden King.
@ Capitano Lorenzo da Ranillena. Madman.
# The Blackpowder gang. A rum bunch.
$ The Southbank Raiders. Fun times.
% Mother Ulrika Gebauer. Scary lady.
^ The Black Warlock. Loves incense.

Who is hunting you?


! A curse. Will you ever be free?
@ Some weird elf, busy everyone you know with.
# An old acquaintance. Enough said.
$ Bounty Hunters, bless them.
% A vampire. That’s right, I said vampire!
^ Your old leader. You thought you were friends.

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Vagabonds
HALFLING POT WATCH
Vagabonds

Nothing is more important with cleavers and armored


to a halfling than a bit with pots and pans, they
tasty meal in their bellies. stand vigilant over those
Someone has to make who would steal the stew.
sure that never changes.
Pot watchers defend
provisions and food stores
so ferociously that they are
feared by even the best-
trained soldiers. Armed

Equipment: Serving tray cuirass, cooking pot helmet,


cast iron pan shield (medium armour), gnarled and
bloodied rolling pin club

Skills and maximum level: Brawling 10, Intimidate 10,


Small blade 12, Blunt 12, Endurance 12

Which pot watch regiment did you train with?


! Captain Fudgecrust’s Kipperlan Raiders.
@ The Old Dough Boys.
# Dill battalion Mustard Berets.
$ Edgar’s 2nd Company Pie Killers.
% Raisin Ben’s Chuck Guard.
^ The Slop Lobbers.

What is your coat-of-arms?


! A simple cake.
@ A majestic frying pan.
# A pig’s head.
$ A huge obverflowing pot of stew.
% Rolling pins in saltire.
^ The banner is so badly stained, I can’t even tell.

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Vagabonds
HALFLING TRAPADOUR
Vagabonds

Down in the depths of ability to survive deadly


tombs, ruins and caverns traps. Being the first one
it is your job to find traps... into the depths of danger
sometimes by triggering allows a few valuables to
them. And then to sing find their way into your
a few songs around the possession before you give
campfire, as everyone anyone the all clear.
loves an entertainer.
Trapadours are known for
their unnatural luck and

Equipment: Weighted ball, 10 ft pole, an instrument (roll


on the table below), an additional +2 luck and a lucky
charm (roll on the other table below)

Skills and maximum level: Athletics 10, Stealth 10, Dodge


12, Sleight-of-hand 12, Spot 12

What is your lucky charm?


! A chicken’s foot.
@ A rock shaped like a God.
# A penny from yiur mum.
$ A dragon’s tooth. Honest!
% A griffin feather. Possibly.
^ A keepsake from your love.

What instrument do you play?


! The lute, like a god.
@ The spoons. Tuneful!
# Your voice, a natural gift!
$ The tabour, beats singing!
% The flute, whittled from a branch.
^ Everything. Badly.

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Vagabonds
HERBALIST
Vagabonds

In the wild places of the keep you around, just in


Kingdom are plants so case. You also know just
miraculous they must be a how to add a bit of special
gift of the Thrice-Blessed! flavour to the pot, too.
You know where to find All comes in handy when
them, and you understand you’re on the road.
how to use these different
plants and herbs to treat
ailments. Many on the trail
recognize your skill and

Equipment: Travelling clothes, pestle and mortar,


various flasks and pouches filled with herbs.

Skills and maximum level: Endurance 10, Small Blade 10,


Appraise 12, Medicine 12, Survival 12

What herbal remedy is your specialty?


! Digestive tincture.
@ Disease resilience sap.
# Memory enhancing chewing tobacco.
$ Pain relief poultice.
% Sleep tea.
^ Vigor increasing salve.

Which poison is your specialty?


! Bloodroot.
@ Corpse rot.
# Crimson kiss.
$ Deathbane.
% Shadowshade.
^ Spider venom.

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Vagabonds
MOTIVATOR
Vagabonds

Someone has to keep without you the caravan


the line moving, keep the would grind to a halt,
wagons rolling and the feet the guides’ would melt
walking mile over endless into the wilderness and
mile. You’re that person, the pack horses well...
skilled with the right words pack up and leave. Those
and occasionally the right who understand the road
stick to keep things moving know this, and they treat
along nicely. Some may you with the honour you
doubt you contribution, but deserve.

Equipment: A small statue of your God who motivates


you, deck of cards for making friends and passing time,
and a club for more rigorous encouragement

Skills and maximum level: Intimidate 10, Lie 10,


Persuasion 10, Command 12, Diplomacy 12

How do you motivate others?


! Anecdotal stories.
@ Cracking jokes.
# Enthusiastic shanties.
$ Helpful actions.
% Inspirational speeches.
^ Reliable plans.

What keeps you motivated?


! Belief.
@ Courage.
# Fear.
$ Hope.
% Love.
^ Trust.

44
45
Vagabonds
PACK MULE
Vagabonds

You’re built like an ox, you an understanding of


no two ways about it. how to carry more than
You decided at an early expected and how to move
age your talents lay in the unmovable. Often
lugging stuff for other expeditions are unaware
folk, or at least leading of how many extra pockets
the poor beasts that do. you have, allowing leftover
Carting the luggage of riches and discoveries to
expeditions and wealthy find their way into your
tourists has provided possession for sale later.

Equipment: Walking staff, 10 ft of rope, saddlebags,


hidden compartment, pack animal (see table below)

Skills and maximum level: Dodge 10, Polearm 10,


Athletics 12, Endurance 12, Ostler 12

Who is your trusty pack animal?


! Billy, the energetic and enthusiastic goat.
@ Sir Reginald, the depressed but reliable donkey.
# Chunky Harold, the strong and sturdy oxen.
$ Carrot, the healthy and happy horse.
% Omar, the solemn and stubborn camel.
^ Crimson, the large and powerful draft horse.

What luggage was left with you and never collected?


! A mysterious locked box with skulls painted on it.
@ Duke hagen herzfeld’s plate armor.
# Maps to a drowned city.
$ Statuette that glows green on a full moon.
% Favro de la Mucchia’s dueling sword.
^ Cursed monkey paw.

46
47
Vagabonds
PATHFINDER
Vagabonds

In the deep wilds, there are lurk in the undergrowth,


always paths for those who so people trust you.
know how to find them. Knowing your way around
Animal trails, the paths of… local landmarks is as
other creatures, all provide important to your trade as
routes to those who can recognizing danger.
spot them and read their
winding ways. You’ve a
good head for direction and
a sense of the dangers that

Equipment: Walking stick etched with symbols of your


God to ward off danger, short sword, rainproof clothes
and a small tent

Skills and maximum level: Endurance 10, Language 10,


History 12, Navigation 12, Survival 12

How do you learn the lay of the land?


! Anecdotes of events from locations.
@ Crudely sketched maps.
# Gut feeling.
$ Natural landmarks form a map.
% The grand history that connects each place.
^ Trail blazing with marks and cuts.

What place still escapes your reach?


! The Dark Falls in the Calligio jungle.
@ Fort Barbarosan in the Shifting Swamps.
# The lost city of Glenlassie.
$ The mythical healing springs of the archipelago.
% The sunken pyramids beneath the Silver Sands.
^ The whispering caves of Guttzmann’s Teeth.

48
49
Vagabonds
TRACKER
Vagabonds

Skilled at following tracks to identify when they are


and finding what left them, following you. When not in
you have a keen eye for the wild, you are skilled at
the wild. And a sense tracking people through
of adventure too, it is a information, discovering
dangerous job learning the those who do not wish to
habits of wild creatures to be discovered.
follow their behavior. Not
only are you able to follow
beasts, but you are able

Equipment: Bedroll, pocket telescope, sketch book


of various tracks you’ve encountered, walking stick,
strong-nosed bloodhound

Skills and maximum level: Appraise 10, Survival 10,


Navigation 12, Spot 12, Stealth 12

What have you successfully tracked?


! A feral goblin tribe.
@ A gigantic cold one lizard beast.
# The missing child of a noble, gone walkabout.
$ A stolen relic. Sold it.
% The unmarked grave of a highway man.
^ A wanted criminal. He paid me to release him.

Where did you learn your craft?


! Blazing deserts to the south.
@ Dead lands to the north.
# Frozen wastes to the far north.
$ Tepid swamps in the west.
% Treacherous mountains in the east.
^ Wild forests... everywhere.

50
51
Vagabonds
TRANSLATOR
Vagabonds

The wild lands of the and you can usually get


Kingdom are a meeting the gist of what’s being
place for a wide range f said. Translators find work
cultures and peoples. You on the road as they help
have a knack for making to broker deals, bridge
yourself understood, diplomacy and gather
even if you don’t know the information.
language. You grasp of the
dead high elven language
stands you in good stead,

Equipment: Books on various dialects, dozens of


religious trinkets from various cultures, clothing from a
distant land

Skills and maximum level: Disguise 10, History 10,


Appraise 12, Diplomacy 12, Language 12

What is the most difficult language you have learned?


! Dance speak of the roving halflings.
@ Five finger touch of the quiet mountains.
# Guttural throat songs of the eastern nomads.
$ Intricate hand speech of the eversilent monks.
% Pocked paper writing of the deadeye clan.
^ Sea elves harmonious whispers.

Which animal accompanied your travels?


! A bat who hears your whispers.
@ A crow who is intelligent.
# A dog who follows commands.
$ A monkey using sign language.
% A parrot who repeats you.
^ A pigeon which carries messages

52
53
Vagabonds
TRAPPER
Vagabonds

It doesn’t matter who expertise. Fixing and


you are, everyone on the tinkering has also become
orad needs to eat, and it part of your job, as
helps not to be too choosy many times the different
about what, exactly, creatures you encounter
you’re eating. Laying traps require your traps and
and snares for beasts snares to be altered or
brings an understanding repaired.
of their lairs, routines
and weaknesses is your

Equipment: Various animal pelts, scars left from


dangerous beasts, traps and snares, a reliable well-
used bow

Skills and maximum level: Ostler 10, Small blade 10, Bow
12, Spot 12, Survival 12

What is your most prized trophy?


! Cuirass made from a red cold one hide.
@ Grey wolf skin cloak with hood.
# White bearskin blanket.
$ Spotted deer hide boots.
% Yellow snakeskin gloves.
^ Troll’s rib with a handle to make a dagger.

What do you use for bait?


! Animal calls, you’ve learned many.
@ Decoys, you make them from simple components.
# Live game to draw the deadliest of beasts.
$ Meat, it doesn’t matter which kind.
% Scents, you carry a pouch of different salts.
^ Yourself.

54
55
Vagabonds
TUNNEL RAT
Vagabonds

Not all wildernesses live a harsh existence but


are above the ground. are rewarded with great
Navigating through treasure for the dangers
treacherous caverns, they face. Well, if they can
fighting the creatures steal them before anyone
that hide within, noticing or anything notices.
traps before they kill you
and escaping it all with
your life. That’s the life of
a Tunnel Rat. Tunnel Rats

Equipment: Short club for fighting in narrow tunnels,


mirror on a stick for corners, lantern with a shutter,
scratched leather armor (light armor), tattoo of your
God’s symbol to keep you safe, burns and scars

Skills and maximum level: Endurance 10, Stealth 10,


Blunt 12, Dodge 12, Navigation 12

Which tunnels have you explored?


! Flooded caverns of the sunken city.
@ Dwarf halls crumbling inside the mountains.
# Mind altering walkways of Elven ruins.
$ Dungeons of a long-abandoned Keep.
% Cursed Pyramid deep in the jungle.
^ Sweltering tunnels of a rumbling volcano.

What did you find?


! Dark rituals being performed by a cult.
@ Deadly traps and deadlier creatures.
# Horrific Demons holding this place.
$ Lord Ezzio, owes me a favor for saving his life.
% Swarm of skrilt.
^ Undead husks protecting it.

56
57
Vagabonds
Vagabonds

58
ELF RANGER - ADVANCED

Vagabonds
Elves who have spent long its dangerous and
enough time exploring unpredictable wilderness.
the wild of the Kingdom Such rangers as they are
learn its lands and become known as brilliant hunters,
proficient in navigating trackers and navigators.

Required equipment: A necklace made from the teeth of


creatures you've bested, trained animal companion, a
powerful bow

Skills and maximum level: Athletics 14, Large blade 14,


Stealth 14, Bow 16, Navigation 16, Survival 16

59
EXPEDITIONARY - ADVANCED
Vagabonds

After many successful takes a tough leader to


expeditions, some successfully command
travellers gain enough an expedition through the
skill and knowledge to lead trials and tribulations of
their own expeditions. It the wild.

Required equipment: A reliable expeditionary force, a


compass, maps for your expedition

Skills and maximum level: Endurance 14, History14,


Navigation 14, Command 16, Diplomacy 16, Survival 16

60
HALFLING CHUCK KNIGHT -
ADVANCED

Vagabonds
The bravest of halfling battle upon vicious steeds,
pot watches all aspire to armed with weaponry from
be anointed as a Chuck expeditionary kitchens.
Knight. Charging into
Required equipment: Firepit skewer lance, shining
armor, mighty steed (usually a pig, goat or sheep), a vow
to protect provisions

Skills and maximum level: Blunt 14, Brawling14,


Endurance 14, Intimidate 16, Ostler 16, Pole arm 16

61
MASTER OF THE HUNT –
ADVANCED
Vagabonds

Taming unexplored hide out there, to qualm


wilderness can seem an the concerns of locals.
impossible task. Declaring Master of the hunt faces
a master of the hunt is a the unending task of facing
great way to deal with the deadly beasts.
monstrous dangers that
Required equipment: Hunting party, well-trained mount,
a fine sword, a reliable bow, several hunting trophies

Skills and maximum level: Appraise 14, Ostler 14, Small


blade 14, Bow 16, Spot 16, Survival 16

62
RELIC HUNTER - ADVANCED

Vagabonds
Those who spend long relics. Those that survive
enough searching for long enough to become
treasure can become consumed by this
entranced by the allure obsession are known as
of valuable and magical relic hunters.
Required equipment: Network of leads on relics,
collection of relics, expedition equipment, trusted
assistant

Skills and maximum level: Bargain 14, Repair 14, Sleight


of hand 14, Appraise 16, History 16, Incantation 16

63
ROBBER BARON – ADVANCED
Many parts of the as rulers. Keeping such
Vagabonds

Kingdom remain a position can become


effectively unclaimed, tricky however, as you
and so many dastardly face both internal and
types install themselves external threats.
Required equipment: Claim to a holding, a community
who maintain your holding

Skills and maximum level: Intimidate 14, Lie 14,


Persuasion 14, Command 16, Diplomacy 16, Streetwise 16

64
FIEFS
LIE OF THE LAND
The Kingdom has been GAMING IN
Fiefs

mapped extensively, and FIEFS


many nobles own exquisite
and detailed maps. Most The rules for creation
are completely inaccurate. of fiefs that follow allow
Fesselmark is large, and for the generation of a
outside of the major cities simple sandbox-style
and off the roads, much set of locations that can
is wild and untamed. The become the location of
following rules presented a fixed adventure, or
below give a simple system more usually the basis
for creating an area of of freeform play. In such
wilderness as a point games the narrative is
crawl for player characters generally emergent from
to explore. A point crawl a set of locations, factions,
is a series of locations, and interactions, with the
connected in a web – player characters free to
rather than an actual map, explore the domain and
a point crawl defines an interact as they wish. All
area in terms of narratively of the rules that follow can
interesting locations rather be considered guidelines
than by means of fixed – the games master is
distances and definite free of course to alter,
geographical features. change or ignore results
However, for ease we will from random tables that
consider the outcome of don’t suit their impression
this process as a map of of the fief, select results
interconnected locations. on a whim rather than at
In this book we refer to random, and substitute
a section of wilderness their own ideas.
created for play by the
games master as a fief.

66
CREATING A
FIEF

Fiefs
The rules for the creation of random tables for
of a domain follow, populating the fictional
mainly consisting of lots map.

STEP ONE –
STRUCTURE
Pick up five or more d6, The numbers also tell
and drop them on the you how the dice are
table. Each die represents connected. Choose a
a single location in the starting die and connect it
area, so the ‘size’ of the to two other dice following
area mapped in this way these connection rules, in
can be easily controlled. priority (top to bottom).
The results on each die
tell you what that is at Priority one – The closest
that location, and the die of value one higher or
relative positions tell you lower than the first die.
where the locations are in
reference to each other. Priority two – The closest
die of value two higher or
lower than the first die.
Die result Location type
1 Wilderness Priority three – The closest
2 Wilderness die of any value.
3 Wilderness
4 Isolated Priority four – The next
buildings closest die of any value.
5 Ruins
6 Settlement

67
Then choose the next further connections to the
die and repeat, adding ‘outside world’, i.e. beyond
further connections to the edges of the area you
Fiefs

those already established are mapping. Between


following the priority other locations, such as
riles until this die has two wilderness sites, there
two connections. Finally, might only be footpaths.
once the dice have been But the connections
connected, add one more do indicate some kind
connection for each large of traffic – travellers
settlement, if possible, to making such a journey are
complete the map of the following a defined route,
fief. not setting out across the
wild.

ROADS AND
THE WILD DISTANCES
WAYS Finally, the relative
positions of dice as they
Connections between
fell on the tabletop tell
settlements are likely
you roughly how far
to be roads. They might
apart they are. Take the
not be well-maintained
largest different between
or good quality, but they
connected locations and
are designed to allow
assign that as ‘far’ then
travel. Note also that
assign the other locations
settlements may have

Area size Close Near Far


Small 2-3 hours’ travel 1 days’ travel 2 days’ travel
Medium 1 days’ travel 2 days’ travel 3 days’ travel
Large 1 days’ travel 3 days’ travel 5 days’ travel

68
as either ‘far’, ‘near’ or rivers or streams etc.,
‘close relative to the first or any other factor that
distance you assigned. slows travel. Also note that

Fiefs
What does that mean? It travel might be quicker if
depends on the scale of the the party have horses or
area you are constructing. ponies, but only on roads
between settlements
Note that days’ travel – paths in the wild are
might not necessarily precarious and often in
have to translate directly a poor state, so travel
to distance – it could also with a mount is easier but
reflect the difficulty of the generally no faster.
ground, the need to cross

69
STEP TWO
– DEFINING
Fiefs

LOCATIONS
The next step is to pick crawl and remove the die.
up each of the dice and
determine what, exactly, is
the terrain at the location? POPULATING
This can be done by
consulting the following LOCATIONS
tables. Once you have
determined what a die Roll on the tables below to
represents, draw or write see what is represented
an indication on the point by each of the dice on the
point crawl.

Wilderness locations, roll d6

1. Forests: In the Kingdom wilderness is often dense


forests, which provides resources such as timber,
game, and berries, but also harboured dangers such
as bandits and wild animals. For the nobles of the
land forests also provide a place for hunting, while
for the poor that are places for gathering firewood.
For the those wishing to ‘disappear’, forests often
provide a location to escape from the rest of the
world.
2. Mountains: Besides the formidable Crag Top and
Blackspine mountains, many regions in the Kingdom
are mountainous, and these wilderness areas
provide resources such as minerals, pastureland,
and timber. But in the highland’s dangers such as

70
treacherous terrain and harsh weather conditions
are common – only the hardy live here. Mountainous
regions also provide a place for pilgrimage and

Fiefs
religious retreats, and also a place for bandits to
hide.
3. Marshes: Wetlands are also a common feature of the
Kingdom’s wilder regions, providing resources such
as reeds and fish, but also posing dangers to those
who dwell nearby such as the source of diseases
and frequent flooding. These areas also provided a
place for hunting and fishing.
4. Deserts: Traditional deserts such as those of Far
Hissain are not commonly found in the Kingdom, but
areas of dry and inhospitable wasteland are – wild
and uninhabitable places, home to none but nomadic
tribes.
5. Grasslands: Grasslands are another feature of the
Kingdom, providing resources such as pastureland
for cattle and sheep, but also providing rich pickings
for raiders and wild animals. These areas also
provide a place for farmsteads and villages to
blossom.
6. Rivers: Rivers and other bodies of water are
common in the Kingdom, providing resources such
as fish and transportation, but also posing dangers
such as flooding and disease. These areas also
provided a place for trade and commerce, but sadly
also a place for bandits to prey on travellers.

Isolated buildings, roll d6

1. Hermitages: These are small, isolated structures


used by hermits or monks for religious
contemplation and solitude. They are often simple
structures, such as a small cabin or cave, with
minimal furnishings.

71
2. Towers: These are isolated structures built on high
ground to provide a vantage point for observing and
Fiefs

defending against potential invasions or attacks.


Made of stone or wood, with a fireplace and small
living quarters for occupant and if present the
guards. Wizards and others seeking solitude for
study or just because they don’t like company often
seem to gravitate to towers – it’s in the blood.
3. Hunting lodges: The playthings of nobility, these
isolated structures are built in wilderness areas
for the purpose of hunting. They are often grand,
luxurious buildings with bedrooms, bathrooms,
kitchens, and even ballrooms and libraries.
4. Inns: These isolated structures are built on roads
or along rivers provide accommodation for those
travelling the Kingdom. They vary in size from small
to quite extensive, with room to accommodate all
manner of travellers and walls to provide defence.
5. Monastic retreats: These isolated structures are
built in remote wilderness areas for the purpose of
religious contemplation and solitude. As with other
isolated structures in the wild, they are often quite
defensible, being constructed in easily defended
locations or behind thick walls. The followers of the
Thrice-Blessed tend to gravitate to settlements – it
is the more obscure religions that occupy the wild.
6. Military outposts: These were isolated structures
built in remote wilderness areas for the purpose
of defending against potential invasions or attacks.
They were typically made of stone or wood, and have
room for a garrison, although they usually house few
permanent residents.

72
Fiefs
Settlements, roll d6

1. Castle towns: These settlements typically built


around a fortress or castle, that serve as the
administrative and economic centre for the
surrounding area. They are protected by walls
and gates, have a central marketplace, and are
frequented by various merchants and artisans.
2. Monastic towns: These settlements are centred
around a monastery or abbey and are home to a
religious community of monks or nuns. Typically,
they are self-sufficient, with their own farms, mills,
and workshops, and defensible either through
location or walls.

73
3. Market towns: These settlements are primarily
focused on trade and commerce, with a central
Fiefs

marketplace and a population that contains


merchants and artisans. Typically, such settlements
are located along major trade routes, and had a mix
of residential and commercial buildings.
4. Fishing towns: These settlements are typically built
along coastal areas and are focused on fishing
and other maritime activities. They often have a
strong community and sense of identity, as well as
a set of specialized buildings such as fish markets,
warehouses, and boatyards. Obviously, they require
access to the sea or a large lake.
5. Mining towns: These settlements are built around
mines and are primarily focused on extracting
and processing minerals. Industrial towns, such
settlements can be less than pleasant, but they can
also be very wealthy.
6. Hill towns: These settlements are typically built
on hilltops for defensive purposes and often
are defended by fortified walls and towers. They
often have a central square or piazza and narrow
winding streets, and are home to a mix of farmers,
merchants, and artisans.

Ruins, roll d6

1. Castle ruins: These are the remains of fortified


structures built for defensive purposes, often
including walls, towers, and a keep or great hall.
Castle ruins can be found throughout the Kingdom,
either from the ancient Elven empire, or from the
numerous squabbles between noble houses over the
centuries.

74
2. Religious ruins: These are the remains of religious

Fiefs
communities, such as abbeys or monasteries, and
typically include churches, cloisters, and residential
buildings for the monks or nuns. Before the church
of the Thrice-Blessed became the official religion of
the Kingdom, other creeds were popular, and their
communities could be found dotted about the land.
3. Settlement ruins: These are the remains of towns
and villages, now deserted. They could have
fallen foul of attackers, disease, or just become
unsustainable as trade route change or resources
dry up.
4. Palace ruins: These are the remains of grand
residences of royalty, nobles and wealthy merchants,
often including grand halls, courtyards, and gardens.
Many great families have come and gone in the
Kingdom over the years, and sometimes locations
fall out of favour as fashions change.
5. Tower ruins: Many towers dot the landscape of the
Kingdom – watchtowers, wizard’s laboratories,
secluded hermitages, and structures but for other
more bizarre purposes. Many have fallen into
ruin, their outlines marking prominent hills and
mountains.
6. Ancient ruins: These are the ruins of pervious realms
that once ruled the Kingdom, such as the elvish
Golethan Empire. Such ruins are extremely old and
consider ghost-haunted by most and are avoided by
most sensible folk.

75
STEP THREE –
FACTIONS
Fiefs

Once the general type faction present, so the


of location has been games master can pick
determined and the map and choose what makes
created, the games master the most sense. Below
can consider who, or what, are some example faction
might be present at each types that could be present
of the points. These are at any particular point, and
the various factions of the some specific factions for
area. It is not necessary each of the wilderness
that every point has a types already defined.

General faction type, roll d6

1. Religious factions: These factions are driven by


religious beliefs and may include priests, monks,
or cultists who seek to spread their religion or gain
power through their faith.
2. Political factions: These factions are driven by
political goals and may include noble houses,
guilds, or secret societies who seek to gain power,
influence, or control.
3. Military factions: These factions are driven by the
desire to protect or conquer territory, and may
include armies, mercenaries, or bandits who seek to
gain power through force.
4. Economic factions: These factions are driven by
the desire for wealth and power, and may include
merchants, traders, or thieves who seek to gain
power through commerce and trade.
5. Magic factions: These factions are driven by the
desire to control and wield magic, and may include

76
sorcerers, wizards, or cults who seek to gain power
through the manipulation of the arcane.
6. Survivalist factions: These factions are driven by the

Fiefs
need to survive in a harsh and dangerous world, and
may include nomads, tribes, or outcasts who seek
to gain power through their strength, skills, and
resilience.

Forest factions, roll d6

1. Druids: These are a faction of nature-worshippers,


who live in harmony with the forest and protect it
from outsiders who would harm it. They are often
skilled in magic and may have animal companions.
2. Bandits: These are a faction of criminals who use
the forest as a hideout, and prey on travellers and
loggers. They may have a leader and a hideout where
they keep their loot, which could be anything from a
ruined building to a cave hidden from sight.
3. Wood elves: These are a faction of elves who live in
harmony with the forest, and are skilled in archery,
woodcraft, and the magic of the Wild Wood. They
often have a very strong sense of community build
over many generations, and can be quite hostile to
outsiders.
4. Outcasts: These are a faction of those shunned by
society, who live in the forest away from civilization.
This might be a result of a disease, discrimination,
or beliefs that run counter to societal norms. They
might be welcoming or be hostile to outsiders,
depending on the situation, and have a strong sense
of survival and independence.
5. Woodsmen: These are a faction of woodsmen who
exploit the forest for its resources – often coming
with greed and disregard for nature. They may have
powerful patrons and may be hostile to those who

77
stand in their way.
6. Forest Guardians: These are a faction who are sworn
to protect the forest and its inhabitants from any
Fiefs

harm. They might be fae, or treemen, or elves, or any


number of other creatures deemed ‘monsters’ by
most in the Kingdom. They are invariably hostile to
those who would harm the forest.

Mountain factions, roll d6

1. Dwarves: These are a faction of dwarves who


live in the mountains, and are skilled in mining,
blacksmithing and engineering. They may have a
strong sense of place, often inhabiting the same hold
for many years, and may be hostile or welcoming to
outsiders.
2. Bandits: These are a faction of criminals who use the
mountains as a hideout, and prey on travellers and
traders. They may have a leader and a hideout where
they keep their loot, such as an abandoned mine,
goblin tunnel network, or the like.
3. Mountain Clans: These are a faction of humans who
live in the mountains, and are skilled in hunting,
tracking, and survival. They make a life in this harsh
environment and have little time for outsiders.
4. Hermit Monks: These are a faction of monks who live
in isolation in the mountains, seeking enlightenment,
and solitude. They dedicate themselves to spiritual
devotion, and typically see outsiders as an unwanted
distraction.
5. Miners: These are a faction of miners who exploit the
mountains for its resources, who lack the empathy
for the stone exhibited by dwarves. They may have
powerful patrons and may be hostile to those who
stand in their way.

78
79
Fiefs
6. Mountain Guardians: These are a faction of beings
such as dwarves, giants or stonemen who are sworn
to protect the mountain and its inhabitants from any
Fiefs

harm. Most in the Kingdom consider the mountains


dangerous places teeming with such beings.

Grassland factions, roll d6

1. Nomads: These are a faction of nomads who travel


through the grasslands, following either herds,
ancient ancestral trails, or the lure of coin. They only
thing they have in common is no fixed abode.
2. Bandits: Seemingly ubiquitous, this is a faction of
criminals who stalk the grasslands and prey on
travellers and traders. Their prime targets are the
vast animal herds, rustling livestock.
3. Plains Clans: These are a faction of humans who live
in the grasslands but don’t travel as the nomads do,
but remain in their hunting grounds. They are skilled
in hunting, tracking, and survival, and consider the
plains their home – they don’t like intruders.
4. Horse-rearers: These are a faction of folk who rear
the many horses the Kingdom needs for its armies.
They claimed fixed territory in the grasslands, are
skilled in horseback riding and archery, and claim
protection from the crown.
5. Herders: These are a faction of herders who live off
the animals that graze in the grasslands, they make
a living herding the sheep and cattle for sale in the
market towns of the Kingdom.
6. Grasslands Guardians: These are a faction or tribe
of aggressive warriors such as goblins or unmen
who inhabit the grasslands and ward off outsiders.
They often claim decent from ancient empires of the
distant past and seem unimpressed by the territorial
claims of the Kingdom’s citizens.

80
Desert factions, roll d6

1. Nomads: These are a faction of nomads who live in

Fiefs
the desert, and are skilled in survival, horseback
riding and camel herding. If such a faction are in the
Kingdom, it is unlikely they originate there.
2. Bandits: Even the sands of the desert are home to
bandits and ne’er-do-wells. Is nowhere safe?
3. Tomb Raiders: These are a faction of adventurers,
who raid ancient tombs and ruins in search of
treasure, artifacts, and knowledge. Driven by greed
they are typically hostile to ‘competition’.
4. Desert Clans: These are a faction of humans who live
in the desert, and are skilled in hunting, tracking, and
survival. You must be tough to survive out here...
5. Traders: These are a faction of traders who criss-
cross the desert with goods from distant lands. Their
routes are often ancient, and their caravans well-
guarded.
6. Desert Guardians: These are a faction of desert-
dwellers, such as sandpeople or desert goblins,
who for reasons of their own protect the desert and
its inhabitants from any harm, including unwanted
visitors. They are hostile to those who they consider
would harm the desert or its people.

Swamp factions, roll d6

1. Swamp dwellers: These are a faction of people


who live in the swamps, and are skilled in survival,
hunting, and navigation through the swamps.
Typically hailing from very isolated communities,
they are often rather hostile to outsiders.
2. Bandits: These are a faction of criminals who use
the swamp as a hideout, and prey on travellers and
traders. Seems these bandits get everywhere…

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3. Swamp creatures: These are a faction of intelligent
and semi-intelligent creatures that live in the
swamps, such as lizardmen, frogmen, or other
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swamp monsters. They may have their own society


and culture and may be hostile or indifferent to
outsiders. Typically, they like the isolation, and just
want to be left alone.
4. Swamp Cult: This is a faction of fanatics and zealots
who worship the swamp, its creatures and its dark
powers. They may be hostile to outsiders and may
practice dark rituals, human sacrifices and other
forbidden practices. Swamps are great places to go
if you want to be ingored…
5. Swamp traders: These are a faction of traders who
navigate the swamps, trading goods, and services
with those who live there. There are many things
peculiar to swamps like special herbs, fish or game
that outsides covet… just not enough to enter the
swamp themselves.
6. Swamp Guardians: These are a faction of morass
beings like halflings, fae or frogmen, who are sworn
to protect the swamps and its inhabitants from any
harm. They have a strong sense of duty and may be
hostile to those who would harm the swamps or its
people. Like other swamp dwellers, the usually just
want to be left in peace.

Factions in isolated structures, roll d6

1. Hermit: A solitary figure living in the tower, cut


off from society, they may be a wise sage or an
eccentric outcast, either way they are alone and
that’s the way they like it.
2. Wizard: A dark wizard who has taken residence in
the tower and is using its isolation to further their
research in peace or practice forbidden magic.

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Grumpy at best and rarely responds well to being
disturbed.
3. Bandits: A group of bandits who have taken over the

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location, using it as a base of operations for their
raids and plundering of passing travellers. These
reprobates are everywhere.
4. Cultists: A group of fanatics who worship dark gods
and perform human sacrifices within the structure,
far from prying eyes. Best avoided!
5. Undead: The listless dead have claimed the location
as their lair, either because they have been
summoned by someone, or the site rests on their
bones. You think people would choose building sites
more carefully…
6. Monsters: A group of monstrous beings have made
the location their home, guarding a hoard of treasure
and attacking any who dare to come close.

Ruin factions, roll d6

1. Tomb Raiders: These are a faction of adventurers,


who raid ancient tombs and ruins in search of
treasure, artifacts, and knowledge. Greedy and
merciless with little thought for the sanctity of
places they raid… just like player characters.
2. Cultists: These are a faction of fanatics and zealots
who worship the ruins, its creatures and its dark
powers. They bare hostile to outsiders and practice
dark rituals, human sacrifices, and other forbidden
practices. Nasty types all round.
3. Scholars: These are a faction of scholars,
archaeologists, and researchers who study the
ruins, and may seek knowledge, understanding
and preservation of the ruins. They may be friendly
to outsiders and may be willing to share their
knowledge. A nice version of Tomb Raiders…

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Fiefs

4. Guardians: These are a faction of warriors, who are


sworn to protect the ruins and its inhabitants from
any harm. Typically, these are the restless dead,
shudder.
5. Descendants: These are a faction of people
descended from those that originally built the ruin.
They are here to seek knowledge of their ancestors,
or to find something lost, and probably don’t want
disturbing.
6. Squatters: These are a faction of people who live in
the ruins, using it as a shelter or a base. They moved
in relatively recently and are invariably hostile to
outsiders.

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Settlement factions, roll d6

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1. Town guard: These are a faction of town guards
or watchmen, who are sworn to protect the town
from any harm and maintain order… for good or for
bad. They may have a strong sense of duty and are
typically hostile to outsiders of those who break the
law.
2. Guilds: These are a faction of powerful trade
organizations such as merchants, craftsmen, or
thieves’ guilds that control the economy and politics
of the town. They may have a strong sense of greed
and may be hostile to those who stand in their way.
3. Secret Societies: These are a faction of secret
organizations, such as cults, fraternities, or cabals
that operate in the shadows, with their own agendas
and secrets. They avoid detection and operate in
secret and are hostile to meddling.
4. Religious factions: These are a faction of religious
types that may have a strong influence in the town
and its inhabitants. They may have a strong sense
of devotion to their god of choice and are often
unfriendly at best to those who do not share their
beliefs.
5. Outlaws: These are a faction of criminals who
operate outside the law, such as bandits, thieves, or
smugglers. They have taken over the settlement and
run it as their private plaything.
6. Peasants: This is a faction of common people who
live in the town, such as farmers, merchants,
or artisans. They may have a strong sense of
community and what is right, and bristle at
interference from outside.

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RELATIONSHIPS relationship between two
factions that are aware
Once the factions present of each other. Feel free
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in the map have been to ignore or change the


assigned, we can now relationship to better
look at the relationships suit your impression of
between each of them. the situation.
Roll on the table below
to assign a random

Faction relationships, roll d6

1. Hostile: Two factions have a hostile relationship,


characterized by open hostility and aggression
towards one another. This may include direct attacks,
raids, and acts of sabotage.
2. Competitive: Two factions have a competitive
relationship, characterized by a desire to outdo, or
outcompete one another. This may include attempts
to gain control of resources or territory, or to gain a
strategic advantage.
3. Neutral: Two factions have a neutral relationship,
characterized by a lack of direct interaction or
involvement with one another. This may include
a policy of non-interference or a lack of strong
feelings towards one another.
4. Cooperative: Two factions have an informal
cooperative relationship, characterized by a shared
goal or interest. This may include working together
to achieve a common goal or sharing resources and
information.
5. Alliances: Two factions have formed an alliance,
characterized by a formal agreement or pact to
support one another. This may include mutual
defence, shared resources, or coordinated actions.
An alliance is similar to a cooperative relationship

86
87
Fiefs
but is longer lasting and more ‘formal’.
6. Dependent: Two factions have a dependent
relationship, characterized by one faction being
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dependent on the other for resources, protection, or


support. This may include a vassal-liege relationship,
or a relationship between a lord and his serfs.

STEP FOUR –
STORY ARC
Once you have determined extra dimension if there is
the factions and their there is something greater
interactions, the games than themselves which
master can then consider is affecting the location.
the kind of story arc they Choose or be inspired by
would like to play out. This the very general list below
can be ignored and the or roll for a random story
player characters left to do arc.
as they will, but it adds an

Story arc, roll d6

1. Political intrigue: The players wind up involved in a


complex web of political schemes, alliances, and
betrayals, where they have to navigate the different
factions, noble houses, and guilds vying for power
and influence.
2. Quest for power: The players are sent on a quest
to gain power and influence, whether it be through
finding a powerful artifact, overthrowing a tyrant, or
uncovering a secret society.
3. Investigation and Mystery: The players are tasked

88
with uncovering the truth behind a crime, a
disappearance, or a supernatural occurrence.
4. Survival and exploration: The players travel through

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a hostile wilderness, trying to survive against the
odds, and uncovering ancient ruins, lost treasures,
and dark secrets.
5. Religious conflict: The players get caught up in the
middle of a religious conflict, between different
cults, sects, or gods, with their beliefs and practices
clashing in violent and dangerous ways.
6. Open War: The players are forced to enter a full-
blown war between nations, armies, or different
races, where they must choose sides, fight battles,
and deal with the consequences of war.

DRAMATIC either come up with their


EVENT own suggestion, or choose
or roll once from the
Once you have decided on table below considering
an overall plot, you can the overall story arc they
now determine what event are pursuing. The games
has taken place just before master can then decide
the player characters which of the factions in
arrive to upset the status their set up is involved in
quo. The games master can the destabilising event.

Dramatic event, roll d20

1. One faction discovers a valuable resource another


wants to control.
2. A leader from one faction is assassinated. By whom
and why?
3. A religious, magical or historical relic is stolen from
one faction by another. What is it, and why is it so

89
important?
4. One faction invades the territory of another. Why?
5. A treaty between the factions is broken. By whom
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and why?
6. A magical disaster caused by one faction affects
another. What’s the disaster, and who is really to
blame?
7. A famine or natural disaster hits one faction and they
blame another. Resources are coveted by all.
8. One faction begins enslaving members of another.
Why did they suddenly decide to do this?
9. A prophecy reveals that only one faction can rule.
How did the prophesy come to light?
10. A member of one faction marries into the leadership
of the other, causing political upheaval. Who married
who?
11. One faction discovers another is secretly plotting
against them. Why?
12. A secret society within one faction works to
overthrow another. Who are they, and why are they
plotting?
13. A magical portal opens and creatures from another
realm, an new faction, threatens the status quo.
What are they?
14. One faction uses forbidden magic, angering another.
Is corruption spreading?
15. A trade route is blocked by one faction, causing
economic hardship for others. What’s causing the
blockage?
16. A powerful artifact is discovered, and all factions are
fighting for control. What power will the owners gain
over their rivals?
17. A member of one faction defects to another, bringing
valuable information with them. What is it and who
wants it back?
18. A popular uprising occurs in one faction, leading to
civil war. How are the other factions involved?

90
19. A charismatic leader rises to power in one faction
and challenges another. What’s the prize?
20. A war between other nations spills over into the

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territories of the factions. Who is aligning with who?

QUESTS local situation one way or


another, and many of the
Finally, the games master factions once they realise
can consider what the this will try and leverage
various factions might want the characters to perform
the player characters to acts for their own ends.
do. The player characters Either roll or choose from
are basically outside the table.
agents that can sway the

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Quest for player characters, roll d6
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1. Thievery Quest: The party might be sent on a quest to


steal an important object, such as a valuable artifact,
a powerful magic item or a secret document, from a
heavily guarded location.
2. Assassination Quest: The party might be sent on a
quest to assassinate a powerful figure, either for
personal reasons or for payment from a client.
3. Infiltration Quest: The party might be sent on a quest
to infiltrate a secret organization, a noble house, or a
guild and gather information or sabotage their plans.
4. Rescue Quest: The party might be sent on a quest
to rescue a kidnapped person, either for personal
reasons or for payment from a client.
5. Retrieval Quest: The party might be sent on a quest to
retrieve an important object, such as an ancient relic,
a powerful magic item or a secret document, from a
dangerous location.
6. Revenge Quest: The party might be sent on a quest to
take revenge on a powerful figure, either for personal
reasons or for payment from a client.

EXPLORE!
Now the map is set up, the player characters
the locations decided, are free to wreck havoc!
the factions and their Unleash the players into
relationships placed and the sandbox, and see what
defined and the local happens…
situation determined,

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ON THE TRAIL
SORE FEET
On the Road

AND HUNGER
Moving through the wild is camp. They need a good
not without its perils. The survival skill. Ideally, a
following simple system character should have only
can be used to relate one of these roles. If they
the process of travel to have more than one (for
the adventuring skills of example travelling alone),
the player characters. then the time taken for
Generally, only one player journeys is doubled (this is
character attempts the in addition to the effect of
Navigation and Survival failed Navigation roles).
tasks outlined below,
and it must be a different
character in each case. HARDSHIP
Every day, all characters
PARTY ROLES must make an Endurance
roll each day to avoid
There needs to be three exhaustion from the rigors
defined roles for the player of travel. If a character
characters in the party fails the test, then their
when they are travelling. maximum Stamina (i.e. the
First is the navigator, who level they return to after
determines the route. This a good night’s sleep) is
character needs a good reduced.
Navigation skill. Then there
is the leader, who leads Failed Endurance test: Roll
the party when they move. a d6, on a 1-3 maximum
They need a good Stealth Stamina temporarily
skill. Finally, there is the reduced by one point, on a
outdoorsman, who sets up 4 to 6 by two points.

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The effects are cumulative. RIDING
Stamina returns to its

On the Road
maximum value if an Travelling by horse
effected player character generally halves the
spends one night in a time taken to reach a
comfortable bed. destination if travelling by
Travelling by riding road. Off road however, in
removes the need to make the wild, travelling is no
a hardship Endurance faster. However, at the end
roll, providing you have of each days travel, and
food and don’t mind a sore Ostler skill test is required
behind! to curry your mount, find
it food etc. and generally
keep it happy. If this fails,
NAVIGATION then the beast becomes
unimpressed, and riding
One character in the party, becomes as slow as
the navigator, must pass walking. A success on the
a Navigation test at the next test on the following
start of the journey to day, the animal has perked
determine the best route up and resumes a faster
to their destination. If they pace.
fail, then then travel takes
longer than expected. This
roll is not required when SURVIVAL
travelling by road, unless
there is a reason the road When camping for the
is hard to follow. night, the outdoorsman
Failed Navigation test: roll must pass a Survival test
a d6, on a 1-3 the journey to find a suitable campsite
takes fifty percent longer and gather enough food
than expected (rounding and water to last through
up), on a 4 to 6 twice as the night.
long as expected.

95
On the Road

A failed check means table. The exact outcome is


that a camping mishap determined by the games
occurred, which can be master.
rolled for on the following

Camping mistakes, roll d6

1. Not properly securing the camp perimeter, leaving it


vulnerable to attacks from bandits or other hostile
groups. If there are any factions or creatures nearby
that are active at night or watching for intruders,
they become aware of the player characters.
2. Not properly disposing of waste, which could attract
unwanted attention from wild animals or other
creatures. Also, the site of their camp is obvious.
3. Not properly storing food, which could attract
unwanted attention from bears or other animals or
might mean the food is spoiled.
4. Not having enough firewood, which could leave the
party without a source of warmth and light. Everyone
sleeps cold, and Stamina is not restored.
5. Not having a reliable source of water, which could
put the party at risk of dehydration. An endurance
check is required by all characters, a failure means
that travel is at half speed the next day.
6. Poor choice of campsite, leaving everyone cold and
wet. No Stamina recovered overnight.

96
DEADLY

On the Road
DANGERS
As well as the interactions ignore it or roll another.
with the points on the map,
characters might also have When you have determined
random encounters in any an encounter, have the
of the locations, especially leader make a Stealth test.
in those that don’t have If they pass, they are aware
factions present or on the of the encounter before
open road. Once every day it happens – maybe they
or part there of, roll on the find the spoor of an animal
following tables below. or spot the smoke of a
campfire. If they fail, then
Some of these encounters the party blunders into the
could be interpreted encounter, for good or for
as combat orientated, ill…
some are more suited
to wilderness locations The first three tables how
than near settlements, more general encounters
so use with caution. Also, as sparks to fire the
many make more sense imagination. The final table
occurring at night, or in the of ‘strange sights’ adds a
darkness under the eaves very ‘Warlock!’ feel to your
of a forest. If an encounter game...
makes no sense either

Encounter table 1, roll d20

1. A pack of wolves stalking the party, looking for their


next meal.
2. A giant spider weaving its web in a clearing, trapping
unsuspecting travellers.

97
3. A band of bandits hiding in the landscape, waiting to
ambush wayward travellers.
On the Road

4. A coven of witches holding a dark ritual, especially


at night.
5. A tree-like creature that lures travellers to their
death with a hypnotic song.
6. A ghostly apparition of a long-dead warrior, still
searching for his lost sword.
7. A group of undead warriors rising from their graves
to defend an ancient burial ground.
8. A giant, man-eating plant hiding in the underbrush.
9. A group of cultists and unmen performing a human
sacrifice to their dark god.
10. A cursed pond that turns anyone who drinks from it
into a monstrous beast for a single night.
11. A group of dwarves searching a crumbling mine
shaft for an ancient, powerful artifact.
12. A talking raven that offers to guide the party but has
ulterior motives.
13. A dark sorcerer experimenting with forbidden magic
in a hidden cave.
14. A giant serpent that guards elven ruins from long
ago.
15. A cursed village where the residents have been
bewitched into a deep sleep by an unknown
assailant.
16. A group of travellers cursed to wander the forest as
spirits, unable to rest until their killer is brought to
justice.
17. A giant, ancient tree that is home to a powerful dryad
and her minions.
18. A group of bandits who have turned to cannibalism,
hunting other travellers for food.
19. A powerful vampire who has taken up residence in
an old, abandoned watchtower.
20. A group of shape-shifting faeries who delight in
tricking and deceiving travellers.

98
Encounter table 2, roll d20

On the Road
1. A group of trolls living in a cave system, hunting for
food in the surrounding wilderness.
2. A young, immature dragon hoarding treasure in an
isolated peak, fiercely defending it from intruders.
3. A group of dwarves delving deep in search of
valuable minerals.
4. A cursed mine where dead miners were raised as
undead, still working in the dark tunnels.
5. A giant, carnivorous bird nesting in the landscape,
attacking anyone who comes too close to feed its
young.
6. A ghostly apparition of a long-dead miner, still
searching for the vein of gold that eluded him in life.
7. A giant, ancient black-skinned wyvern sleeping in a
cave, surrounded by eggs.
8. A group of goblins making raids from their mountain
hold.
9. A group of cursed vagabonds who have turned
to worshiping dark gods, sacrificing travellers to
appease them.
10. A powerful shapeshifter, taking on different forms to
deceive and hunt travellers.
11. A group of alchemists experimenting with dangerous
substances in an isolated laboratory.
12. A group of mercenaries hired to protect a valuable
mine from rival factions or monsters.
13. A giant, carnivorous frog hunting in the murky
waters of a swamp or river.
14. A pack of lizard beasts hunting in the swamps at
night.
15. A powerful sorcerer scouring the swamp for the
vestiges of an ancient empire of arch-magicians.
16. A pack of frogmen a swamp or a river, with a taste
for flesh but happy to trade.

99
17. A group of elves trying to cleanse the land of evil
emanations.
On the Road

18. A powerful demon living in the swamp, hunting


travellers by night.
19. A group of herbalists experimenting with wild plants
growing in the landscape.

Encounter table 3, roll d20

1. A group of nomadic barbarians raiding settlements


and caravans for supplies.
2. A pack of giant, flesh-eating insects hunting on the
wing.
3. A group of undead risen from their graves on a
forgotten battlefield.
4. A powerful warlord and his army, off to conquer
neighbouring settlements.
5. A ghostly apparition of a long-dead warrior, still
fighting his last battle.
6. A group of religious monks looking to establish a
new monastery.
7. An ancient temple, desecrated and now put to use
for dark magic.
8. A giant marching across the land seemingly heading
toward a town.
9. Tax collectors travelling from village to village,
collecting the King’s coin.
10. A group of the King’s artillery experimenting with a
dangerous new device in an isolated spot.
11. A group of mercenaries travelling to their next job
and looting on the way.
12. A group of deserters trying to escape the King’s men
that hunt them.
13. A coach, with guard, carrying members of the
aristocracy.
14. A group of mercenaries marching to a nearby town.

100
15. A group of pilgrims on a holy quest, seeking
blessings or guidance from a powerful deity.

On the Road
16. A group of refugees, fleeing some catastrophe.
17. A giant serpent after an easy meal.
18. A group of unmen on the rampage attack the party.
19. The party stumbles upon an ancient tomb filled with
treasure and traps.
20. The party comes across a group of slaves being
transported by a ruthless dark goblin slaver.

101
Strange sights… roll d20
On the Road

1. Stand and deliver comes the cry. Shriller than


might be expected from a pirate of the road.
Don't underestimate Catkins Pieter the halfling
highwayman. This fellow might be half your size, but
he makes up for it with a streak of piss and vinegar a
mile long.
2. Come one, come all! A badly smelling merchant
made stop here, trying to sell their tonics and snake-
oils. The prizes range between silver and pennies,
else the merchant would be robbed surely. Is their
stuff worth it though?
3. Help a poor traveller out? A group of travellers
(Family? Friends?) seem to be suffering from a
broken axel on their wagon. One of them is injured
and the others are trying to help but failing. Can you
lend them a hand? Are they even trustworthy?
4. Well met good fellows, where do you wander?
Sheerthorn Wilderfriend, elf hunter and guide. He
has the aura of a seasoned woodsman but is so
freaking lost (again) and won’t admit it.
5. Friends in small places Snox is desperate for a
friend, but knows Goblins are not always well
received. So, they are standing along the road, trying
to hand out their only dagger as a token of friendship
to whomever takes it and latching on to them.
Problem is, they forget to mention more beyond 'Take
dagger?'
6. Stop, thief! A group of angry elves block the road,
shaking down all who pass by. It seems that
someone has stolen something very valuable from
a caravan from the forest, something powerful
and it seems, perhaps dangerous. Didn’t you just
see a group of goblins looking very pleased with
themselves?

102
7. Yours if you take the baby. Three unmen call out,

On the Road
offering a sack of turnips if you’ll relieve them of
a human child. They won’t say why they want to do
such a deal, but the baby brings bad luck, and that
smell, that’s the taint of corruption.
8. Out of thin air. A terrible screech, like metal
shedding sparks on metal, sounds through the
air. Suddenly, at the wayside a small hut appears.
A decrepit thing it is, close to crumbling. It will
disappear again in only moments, taking those who
enter with it back to yesterday.
9. You ain't from round 'ere. A mob of peasants
cautiously surrounds you and wishes to know what
you are doing in the area. If they are happy with your
answers they soften their stance, inviting you back to
their village. Despite the banter and good cheer, they
intend to throw you in a pit, claiming a reward from
the local magistrate for whatever crimes they can
think up.
10. May She protect your voyage. A mossy likeness of
the Wild Wood stands by the side of the road, the
grey and white stone it is hewn from shimmering
in the sun. What will you place in Her hand - if
anything?
11. Come and join us!! The cry comes from the side of
the road where a bunch of men sit around a fire,
roasting a pair of coneys over it. The smell makes
your mouth water in anticipation. You sit down by
the men. Tell me, says the largest of them, have you
heard tell of the Seven-Eyed Spider?
12. Nature’s bounty. Your path leads through a circle
of standing stones wherein grinning body painted
halflings merrily prance around in the preamble to
dark and ridiculous fertility rites. Stick around and
lose sanity.

103
13. We want you! Soldiers on horseback are leading a
shambling column of armed peasants towards you.
On the Road

The local Lord is mustering troops for a pointless


battle over some triviality, aiming to ‘recruit’ anyone
they find into the ranks of cannon fodder.
14. Save me, I beg you. By the roadside, the
necromancer Dieter von Blute is dying, bleeding out
from a nasty wound. A dozen skeletons await his
final command. The nun who wounded him watches
from cover and will denounce anyone who aids
Dieter.
15. Praise be. A throng of shaven-headed pilgrims are
stumbling over their robes to catch up with you. One
frothing flagellant points at the party panting "Yes,
'tis the Vessels, let us anoint them in preparation for
His Emergence!'
16. Death and Taxes. A coach with barred windows
stands in the road, surrounded by a fight between
what seems like a few cheaply liveried guards and a
band of commoners. ‘Help, this rabble is taking the
Duchess' rightful tithe’, a squealy voice sounds from
the carriage.
17. Just hold this. A wagon and horses, come toward
you, accompanied by the most amazing sight. Beside
the wagon is a man in bright, garish clothes leading
what looks like a small dragon, which is on a leash.
As they draw near, suddenly one of the wheels falls
off the wagon. Cursing, the man thrusts the dragon’s
leash into your hand as he hurries to inspect the
wagon. The beast turns its yellow eyes on you. What
could go wrong?
18. The correspondence. A messenger gallops down the
road, one of the King’s own by the look of his clothes.
As he nears his exhausted horse shies and rears.
Cursing the man gets the horse back under control
and gallops away – just as you notice a letter he
dropped, fluttering to the ground. What might it say?

104
On the Road
19. New friend. Beside the trail is a skeleton, picked
clean and gleaming white in the sun. Rusty bits
of armour cling to decayed clothes. Strangely, it
appears to be sitting upright, and all its bones are
connected. As you approach, it cheerfully calls out
good day, and asks for directions to the nearest
town…
20. New hat. Laying in the middle of the road is a mitre
of the church of the Thrice-Blessed. What’s it doing
there? Maybe you should try and return it to the
church. Maybe however, you should try it on… people
like priests. No harm in seeing what people think of
it, is there?

105

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