Arcadia: King Ironheart's Madness (404/??? total cards) Long Card Info V0.404a 4/11/97 Arcadia: King Ironheart's Madness, and White Wolf are trademarks of White Wolf, Inc. (c) 1996 White Wolf, Inc. All rights reserved. All card text (c) 1996 White Wolf, Inc. List compiled and organized by: Richard Uyeyama () Contributors: Richard Uyeyama Donald Milne Devon Sheppard CHARACTER PACK CARDS: (199/??? character pack cards) CHARACTER ICONS: (20/?? character icons) Army Ant Platoon MSR: 2 1 3 Special: Swarm You may exhaust a Merit to turn any Might or Combat Test or Trial into a Resolve Test or Trial. There is no "I." Only We. The Nest is most vital. The Nest never ends. Djinn (male) MSR: 3 2 2 Special: Dashing You gain a +2 to any Savvy Test vs. a female character. Do not bother me with your concerns. Life is about rising above such petty things and living a full, engaging life. Allow me a loaf of bread, a book of verse, and thou, and I shall show you what is paradsise [paradise] enow [now]. Djinn (female) MSR: 3 2 2 Special: Sultry You gain a +2 to any Savvy Test vs. a male character. Do not bother me with your concerns. Life is about rising above such petty things and living a full, engaging life. Allow me a loaf of bread, a book of verse, and thou, and I shall show you what is paradise enow [now]. Eshu (male) MSR: 2 3 2 Special: Rapscallion Immediately after defeating any Savvy Waylay, you may move to any adjacent League you haven't been on yet, ignoring the Enter requirement. We are wanderers. We love the land as we love our families, and our taste for adventure and romance rivals that of any other folk. Sit and hear a tale, and I shall tell you of a fight that must be fought... Eshu (female) MSR: 2 3 2 Special: Far Traveller You do not need to roll Terrain Trials on any League you have already visited during the current game. We are wanderers. We love the land as we love our families, and our taste for adventure and romance rivals that of any other folk. Sit and hear a tale, and I shall tell you of a fight that must be fought[...] Fianna Garou MSR: 3 2 2 Special: Frenzy You may exhaust 1 Resolve Ability to add 1 to your Combat rating for the duration of a single fight against an opponent (no matter how mant [many] tests). I found my way to Arcadia years ago and have lived among my fae friends enjoying the pleasures of the fur. Now the time has come to fight, and seek out my place in legend. Gremlin (male) MSR: 1 1 4 Special: SNAFU (Unseelie) You may exhaust any Merit to automatically defeat any mechanical (or cog) Waylay. Gremlins are always Unseelie. Mischief is in our blood, but Ironheart's tolerance for our mechanical pranks is low. He's made life a workaday hell, not realizing that all work and no play makes Jack a real pissed off Gremlin. Gremlin (female) MSR: 1 1 4 Special: Machine Mastery (Unseelie) You may make a Resolve Trial 6 immediately after defeating any mechanical (or cog) Waylay. If you pass this Trial, you may use the Waylay as an Ally in any Trial or Test in which it has an Attribute rating on the following Day. Gremlins are always Unseelie. Mischief is in our blood, but Ironheart's tolerance for our mechanical pranks is low. He's made life a workaday hell, not realizing that all work and no play makes Jack a real pissed off Gremlin. Kokua (male) MSR: 2 2 2 Special: Warrior (Seelie) You may opt to Test again at -1 to your roll after losing any Combat Test. This is done after you've exhausted a Merit for the failure, and is not considered a re-test. Kokua must be Seelie. We are the warriors of the Menehune, yet we see our path as one of peace. Harmony is vital to the fullness of life. We are workers toward that harmony. Kokua (female) MSR: 2 2 2 Special: Fleet of Foot (Seelie) When you successfully Enter a League and are not Waylayed, you may exhaust any Ability to move 1 extra League, once per Day. Kokua must be Seelie. We are the warriors of the Menehune, yet we see our path as one of peace. Harmony is vital to the fullness of life. we [We] are workers toward that harmony. Mechorg (male) MSR: 1 3 2 Special: Urban Cognition You may disregard Enter and Leave Trials in City or Town Leagues. A victim of Ironheart's experiments, I was forced into service as a messenger in Mechopolis. I hated it, and I hated him. So I quit. Mechorg (female). MSR: 4 1 2 Special: Power You may exhaust 1 Might Ability to re-test any Might Trial. Once I was beautiful, a flower in my family's court. Ironheart changed that. Now I shall use the unnatural strength he forced on me to help in his destruction. Naga (male) MSR: 2 1 3 Special: Mysticism You may begin the game with 2 free points[,] or 4 free points of Pyretics Arts. These points are not part of your basic starting points and do not count towards your total points. We are the ancient mysteries, the strangest magics. The forgotten places are ours to roam. Do not cross us, for our humor is likely beyond your understanding. Naga (female) MSR: 2 1 3 Special: Witchery You may begin the game with 2 free points[,] or 4 free points of Imagery Arts. These points are not part of you basic starting points and do not count towards your total points. We are the ancient mysteries, the strangest magics. The forgotten places are ours to roam. Do not cross us, for our humor is likely beyond your understanding. Racoon Pooka MSR: 1 3 2 Special: Scavenge You may add 2 to your Quest Treasure rating. You may also immediately pick up a Quest Treasure on the Day you enter the League it's on, before encountering anything else on that League. This does not count as your encounter on that Day. Hey,[ ]c'mon, let's go! I know where we can find some neat stuff, and some tasty snacks, and I know a Satyr hangout where we can really have some fun! Oh, well, yeah, this is your sword...but c'mon, let's go! Renegade Cog MSR: 3 1 2 Special: Self-Repair You may always recover 1 Ability in addition to the Rest listed on a League. Granted self-awareness to better oversee the slaves, I felt guilt for my function in Ironheart's tyranny. I now fight my maker and my own kind to make amends. Selkie (female) MSR: 1 2 3 Special: Sleek When on an [a] Lake, Ocean or River League, any Combat or Savvy Test you lose is considered a stalemate. We are dwellers on the sea and shore, and Ironheart's expansion endangers both. Worse, he has used seal skins he has stolen to enslave some of our folk, and for this he can never be forgiven. Sluagh (male) MSR: 2 1 3 Special: Secrets You may exhaust any Merit to subtract 2 from any 1 roll being made by an opponent. You ask me about myself and my people? Get away...we are the keepers of secrets, not the givers of them. Sluagh (female). MSR: 2 1 3 Special: Shadow Life You may add 1 to any Tests or Trials on City Sewer, Ruins, Cave, or City Wall Leagues. You ask me about myself and my people? Get away...we are the keepers of secrets, not the givers of them. Triton MSR: 3 1 2 Special: Scuttle You may move diagonally from League to League. The sea is ours. Ironheart corrupts our domain with his filth, and this shall not stand. It is past time to end his war against the ways natural, and to take his very head off with our claws. MERITS: (149/??? total merits) Abilities (by Cost): (30/?? abilities) 4 Alert Resolve, Seelie - +1 Resolve. - Exhaust to add 2 to your score in a Resolve Test. This must be done right before the Test. (Drew Tucker) 4 Beguiling Savvy, Unseelie - +1 Savvy. - Exhaust to change a Resolve Test into a Savvy Test. (Barb Armata) 4 Charming Savvy, Seelie - +1 Savvy. - Exhaust to add 2 to your score in a Savvy Test. This must be done right before the Test. (Mark Jackson) 4 Commanding Savvy, Unseelie - +2 Savvy. - Exhaust if defeated in a Savvy Test. This is in addition to the normally exhausted Merit. (Mark Jackson) 4 Creative Resolve, Unseelie - +2 Resolve. (Andrew Bates) 4 Discerning Resolve, Seelie - +1 vs. all Resolve Trials. - Exhaust to retest a Resolve Test. (Leif Jones) 4 Ferocious Might, Unseelie - +1 Might. - Exhaust this card to add 2 to your score in any Combat Test. (Tom Baxa) 4 Intimidating Savvy, Unseelie - +1 Savvy. - Exhaust to change a Combat Test into a Savvy Test. (William O'Connor) 4 Persuasive Savvy, Seelie - +1 vs. Savvy Trials. - Exhaust to retest a Savvy Test. (Tony Diterlizzi) 4 Rational Resolve, Seelie - +1 Resolve. - Exhaust to change a Savvy Test into a Resolve Test. (Dave Fooden) 4 Robust Might, Seelie - +1 Might. - Exhaust this card to add 2 to your score in any Might Test. (Mark Jackson) 4 Rugged Might, Seelie - +1 vs. Might Trials. - Exhaust Rugged to retest a Might or Combat Test. (Andrew Goldhawk) 4 Stronger Than You Look Might, Seelie - Exhaust this Merit and roll a die: 1: +0, 2-3: +1, 4-5: +2, 6: +3. Add this number to your score in a Might Test or Trial. This must be done right before you roll. (John Matson) 4 Tenacious Might, Seelie - +2 vs. Might Trials. - Exhaust to retest a Combat Test. (Andrew Bates) 4 Vigorous Might, Unseelie - +2 vs. Might Trials. - Exhaust to retest a Might Test. (Steve Casper) 4 Wily Resolve, Unseelie - +1 Resolve. - Exhaust to change a Might Test into a Resolve Test. (Steve Casper) 5 Berserker Might, Unseelie - Exhaust this Merit and roll a die: 1: +0, 2-3: +1, 4-5: +2, 6: +3. Add this number to your score in a Combat Test. This must be done right before the Test. (John Cobb) 5 Brawny Might, Unseelie - +2 Might. - Exhaust Brawny if you're defeated in a Might or Combat Test. This is in addition to the normally exhausted Merit. (Aaron Boyd) 5 Dignified Savvy, Seelie - +2 Savvy. - Exhaust if defeated in a Combat Test. This is in addition to the normally exhausted Merit. (Tony Diterlizzi) 5 Insidious Resolve, Unseelie - +2 Resolve. - Exhaust to examine a random Waylay from your opponent's hand. (John Cobb) 5 Intuitive Resolve, Seelie - +2 Resolve. - Exhaust to add 2 to your score on a Combat Test. This must be done right before the Test. (Rebecca Guay) 5 Reflective Resolve, Seelie - Exhaust to add 1 to your score in any Test. This can be done after your roll. (Jesper Myfors) 5 Seductive Savvy, Unseelie - Exhaust to add 3 to your score for 1 Savvy Test only. (Andrew Bates) 5 Svelte Savvy, Seelie - +2 Savvy, +1 Might. (Brian Dugan) 6 Cutting Humor Savvy, Unseelie - Exhaust this Merit and roll a die: 1: -1, 2: +0, 3-4: +1, 5: +2, 6: +3. Add this number to your score in any Test. This must be done right before the Test. (Leif Jones) 6 Empathetic Savvy, Seelie - +2 vs. all Savvy Trials. - Exhaust to add 2 to your Savvy for the current Day. (Jesper Myfors) 6 Endurance Reserves Might, Seelie - +1 Might. - Exhaust to add 3 to your Might for 1 Test only. (Steve Casper) 6 Knowledgeable Resolve, Seelie - +2 vs. Resolve Tests. - Exhaust to add 4 to your Resolve for 1 Test only. This must be done right before the Test. (Steve Casper) 6 Naturally Aggressive Might, Unseelie - +2 Might. - Exhaust to change any Resolve or Savvy Test into a Might Test. (Mark Jackson) 6 Shrewd Resolve, Unseelie - Exhaust this Merit to add 2 to your Resolve for the current Day. - Exhaust this Merit to retest any one Test. (William O'Connor) Advantages (by Cost): (20/?? advantages) 4 Disciplined - You have studied long and hard and will forge on in the face of all adversity. If you are ever beaten by 3 or more in any Test, you may exhaust this card to immediately retest. (Brian LeBlanc) 4 Explorer - Exhaust this card to add 1 to your score against a Terrain Trial. - Exhaust this card to examine any 3 League cards. (Tony Diterlizzi) 4 Fleet of Foot - You make jaguars look slow. Exhaust to move 2 Leagues instead of your normal 1. You may not skip a League already containing a Waylay, but your opponent may not play a Waylay against you until you reach the second League. (William O'Connor) 4 Ingenious - By taking these two sticks, this vine, a wad of gum and 3 rocks, you can make virtually anything. Exhaust to add 1 to your score in any Test. This can be done after the test is made. (Anthony Hightower) 4 Mechanical Knack - You understand how Cog mechanics work. Exhaust to add 2 to your score against any Cog Waylay. (Tony Diterlizzi) 4 Misdirection - I think I saw a guy riding off on your horse. He went thataway! Exhaust this card and move your opponent 1 adjacent League in any direction you choose. (Adam Rex) 4 Nomad - You are always on the move. Add 1 to your score against all League Enter and Leave Trials. (Steve Casper) 4 Streetwise - Exhaust this Merit to add 2 to your score against any Tests and Trials on any City League. (Stuart Beel) 5 Ironheart's Trust (Unseelie) - You've actually had positive dealings with Ironheart in the past, and he still respects you. Little does he know that you're on a mission for Lord Gamine! Cog Waylays reduce their scores by 3 when you test against them. - You may exhaust this card to take a Cog Waylay card in your League and make it an Ally. This Cog 'Ally' may undergo 1 Test in your place, as long as that Test matches the Cog's Test (i.e., a Combat Waylay faces a Combat Waylay, a Savvy Waylay faces a Savvy Waylay, etc.). After this Test, the Ally is discarded. (Richard Thomas) 5 Lord Gamine's Backing - Lord Gamine favors you. The Waylay Rating of any Quests you undertake is reduced by 4. (Mark Jackson) 5 Meditative Practice - Inner reflection is the key to understanding the tangled web of life. For do not the winds still blow even in the highest of mountains? Do not the birds still sing after the rain is gone and the sun has returned to the sky? Exhaust this card to recover all your exhausted Abilities or Arts (one or the other). (Rebecca Guay) 5 Stinking Rich - The Treasure Rating of your Quest is +2. - Because you are so rich, you may exhaust this to buy off any Waylays or Leagues that ask for a Bag of Gold even if you don't have one. (Andrew Bates) 5 The Dance - You have learned the graceful fighting arts of the Imps. You add 1 to your score in Combat Tests except when using any weapon. - Exhaust to add 3 to any single Combat Test. The Dance cannot be used this way if you are using a weapon. (Ron Spencer) 5 Thick-Skinned - Your skin has hardened to form a natural armor (you may still take Armor as Treasure). Exhaust Thick-Skinned to change any of your Combat defeats to a Stalemate. (Stuart Beel) 6 Cheater (Unseelie) (cannot be used by a Seelie character) - You don't have to fight fair to win. Exhaust this card to choose the result of any one die roll you make. - Cheater cannot be used by a Seelie character. (Andrew Bates) 6 Dark Yeoman's Guidance - The Dark Yeoman knows much that is happening and guides you on your way. Exhaust to force your opponent to take the Waylay played on you back into his hand as the Dark Yeoman works behind the scenes. (Ash Arnett) 6 Favored by Ali'i - Exhaust Ali'i to unexhaust up to 6 points of Arts. (Mark Jackson) 6 Remorseless (Unseelie) - Exhaust this merit to ignore any one Savvy Waylay for the next 2 Days. (Ron Spencer) 6 The Great Caliph's Respect - The great Djinn Lord will grant you one wish. Exhaust this card and roll a die. 1-3 you can move your opponent to any League, 4-5 you move up to 3 Leagues away (your choice), 6 you recover all your exhausted Arts, Abilities and Treasures. (John Dollar) 6 Weapons Master - You are quite skilled with implements of violence. Add 1 to your score in all Combat Tests if you carry a weapon. - Exhaust to add 3 to your score in any Combat Test if you carry a weapon. (Leif Jones) Allies (by Cost): (20/?? allies) 4 Cog Steed MSRC: 4 2 2 3 MOUNT - Cog Steed allows you to ignore the Enter or Leave Trial of any Leagues you encounter this Day. Exhaust the Cog Steed if you use this ability 2 Days in a row. - Exhaust to add 1 to your score in 1 Might Test. This must be done before you Test. (Leif Jones) 4 Fairbanks, Eshu Pirate MSRC: 3 5 4 3 - As self-centered as he is, Fairbanks still knows the fight against Ironheart is the good fight. Exhaust Fairbanks to [have him] enter a Savvy Test with a character in an adjacent League. If Fairbanks succeeds, instead of exhausting the opposing character's Merits, Fairbanks steals one of their Treasures. This Treasure becomes yours to use. If they have no Treasures, they exhaust a Merit of your choice. (Mark Jackson) 4 Kenu, Escaped Kokua Slave MSRC: 5 3 4 4 - Kenu can undergo a Might or Resolve Waylay in your place. This exhausts Kenu. (Anthony Hightower) 4 Murch, Renegade Gremlin MSRC: 3 4 5 3 - Murch is tired of working for Ironheart; he wants to break some stuff. Exhaust Murch to add 2 to your score in any Resolve Test. This can be done after the test is made. - Murch adds 1 to any roll you make in which you are using a cog ally or non-weapon Treasure. (Tony Diterlizzi) 4 Twist, Redcap Urchin MSRC: 3 3 4 3 - Twist knows the ins and outs. Exhaust Twist to move up to 3 Leagues on consecutive City Leagues. You do not encounter the first to Leagues, only the third. Roll a die after you move in this manner. On a 1-5 Twist remains with you, on a 6 he runs off down a dark allyway and is discarded for the rest of the game. (Brian LeBlanc) 5 Army Ant Guides MSRC: 3 3 5 3 - The Ant Guides have intimate knowledge of the land. You may ignore any Terrain Trials except in City, Town, River, or Ocean Leagues. - Exhaust to add 1 to your score in a Combat Test as the Ants swarm the opposition. This must be done before you Test. (Andrew Bates) 5 Dask, Dragonkin Knight MSRC: 3 2 5 4 (Seelie) - Dask has honor and pride honed to an art. Dask can undergo a Combat or Resolve Test in your place. This does not exhaust Dask. If he fails, however, he is exhausted. (Ron Spencer) 5 Hermann, Boggan Scout MSRC: 4 4 4 4 - Though he rarely laughs, and is not the most sparkling of conversationalists, Hermann can be counted on to get you through dangerous terrain. Hermann subtracts 1 from any Terrain Trial difficulty. This does not exhaust Hermann. - Exhaust Hermann to add 2 to your score in a Test vs. a Waylay played against you on any League without City Terrains. (Jeff Holt) 5 Jack Hammer, Rehabilitated Cog Dragoon MSRC: 5 3 4 6 - Jack has come to despise his evil origins. Exhaust Jack to ignore any one Cog Waylay for 2 Days. - Jack can undergo any Might Test in your place. This exhausts Jack. (Tony Diterlizzi) 5 Liberated Steam Sprites MSRC: 5 3 3 4 - These Steam Sprites are joyous to be free of their mechanical enslavement. Exhaust to add 3 to the score of any Combat or Might Test against another character. This must be done before you Test. - Exhaust to add 2 to your score in any Combat Test. This must be done before you Test. (Rebecca Guay) 5 Lyya, Naga Mistress of Secrets MSRC: 3 5 6 3 - Lyya *knows*. You may exhaust Lyya when an opponent tries to use an Art against you or the League you're on. Roll a die. On a 1[,] the Art's effects take place normally. On 2-4, the Art is cancelled. On a 5-6[,] Lyya absorbs the Art (your opponent retains the Art as well) and you may now use it against your opponent at any time, even if Lyya is exhausted. You may only use an absorbed Art once. (Lawrence Snelly) 5 Selina, Alternative Sluagh MSRC: 3 5 4 3 - Selina is challenging the staid gothic ways of her people. Selina can change a Combat Waylay into a Savvy Waylay. She will now undergo the Savvy Waylay in your place. This exhausts Selina. If Selina is defeated, roll a die. Even: she returns to your side exhausted. Odd: she leaves you and is discarded for the rest of the game. (Lawrence Snelly) 5 Sky Ray MSRC: 4 3 3 3 MOUNT - The Sky Ray swoops from above, removing you from hazardous opposition. If you lose a Test to a Waylay, you may retreat immediately after exhausting, instead of waiting for the next Day to do so. This exhausts the Sky Ray. (Rebecca Guay) 6 al-Sidan, Djinn Assassin MSRC: 4 5 4 5 - You're lucky he's on *your* side. You may exhaust al-Sidan to have him enter a Combat Test with any character within 2 Leagues of you. If al-Sidan is victorious, your opponent must choose an Ally (if one is available) as the Merit he exhausts, or discards if the only available Allies are already exhausted. If your opponent has no Allies, he exhausts 2 Merits. If al-Sidan is defeated, he is removed from play. (Lawrence Snelly) 6 Buster Zoltan, Human Mechanic MSRC: 5 4 5 5 - Buster knows his way around some cogs. Exhaust him to recover up to 3 Cog Allies or up to 2 Treasures. (Drew Tucker) 6 Griffin MSRC: 4 2 3 4 MOUNT - Exhaust to move 3 Leagues. You do not encounter the first 2 Leagues, only the third. - The Griffin can undergo a Combat or Might Test in your place. This exhausts the Griffin. (Doug Schuler) 6 Gurthdass, Troll Bodyguard MSRC: 6 3 4 6 (Seelie) - The oath-broken troll becomes ever more grim, but his combat skills seem to improve proportionally. Gurthdass can undergo a Combat or Might Test in your place. This exhausts Gurthdass. (Stuart Beel) 6 Maria, Satyr Poet MSRC: 4 5 5 3 - In any encounter with another character, Maria can encounter your opponent in your stead; the Test becomes a Savvy Test and cannot be changed. This does not exhaust Maria. If Maria wins the Test, your opponent does not exhaust a Merit, but must face Maria the next day, and may not retreat. This continues until Maria is defeated. You may move freely while Maria engages your opponent. Once defeated, Maria is discarded for the rest of the game. (Tony Diterlizzi) 6 Mr. Briefcase, Human Magician MSRC: 1 2 3 2 - Mr[.] Briefcase has *all* the cards. At the beginning of your Day, you may exhaust Mr. Briefcase to bring any 1 additional Merit of 4 points or less into play. If that Merit is ever exhausted, it is removed from play. (Andrew Bates) 6 Slammer, Triton Mercenary MSRC: 3 2 2 3 - Slammer loves carnage. Slammer has 4 points of Arts, that may be used as if they were yours. Select these Arts before play begins. - You may leave Slammer on a League and move him on each of your Days 1 League toward your opponent. If encountered, he acts as a Combat Waylay. If defeated, Slammer is discarded for the rest of the game. (Richard Thomas) Arts (by Cost): (29/?? arts) 3 Side Track - Exhaust to move another character's Base Camp [League] to another location on the map for the duration of the Quest. The Base Camp may not be moved more than 3 Leagues in any direction, and must meet Terrain requirements as normal. (Jeff Miracola) 4 Augury - Exhaust to look at 3 Waylays in your Opponent's hand. Your opponent must now play these 3 Waylays before he/she may play any others. (Jesper Myfors) 4 Burn & Boil - Exhaust to add 4 to your Might in 1 Combat Test. (William O'Connor) 4 Earthquake - Exhaust to cause any one League to change its terrain type. Pick a new League card at random and replace the League you wish to change with it; Terrain requirements are ignored. Any Waylays or characters on the affected League remain there. (Andrew Kudelka) 4 Flood - Exhaust to move your opponent 2 Leagues in the direction of your choice. The opponent may not be Waylaid on the new League until his next Day. (Andrew Kudelka) 4 Holly Strike - Exhaust to add 3 points to your Might for 1 Combat or Might Test or Trial. (Andrew Kudelka) 4 Insight - Exhaust to ignore the Enter or Leave Trial on any one League. (Barb Armata) 4 Mooch - Exhaust to recover one of your opponent's Quest Treasures; this counts as your encounter for the Day. You must be on the same League as the Treasure to Mooch it. Your opponent may recover the Treasure by defeating you in a Test of his/her choice; both characters must be on the same League for this Test unless your opponent has a Merit or ability that allows him/her to encounter you from somewhere else. (Tony Diterlizzi) 4 Red Herring - Exhaust to move one of your opponent's Quest Treasures to another League. This must be played as your opponent is recovering the Treasure. (Rebecca Guay) 4 Tempest - Exhaust to cause another character to miss his next 2 Days. That character may make a Might Trial difficulty 7 to attempt to negate this Art. If he passess he is unaffected. (Andrew Kudelka) 4 Veiled Eyes - Exhaust to avoid a Waylay for 2 Days. The Waylay remains on the League and must be encountered if the [your] character stays on the League past the second Day. (Adam Rex) 4 Weaver Ward - Discard to force another character into a Resolve Trial difficulty 7 when attempting to recover a Quest Treasure. As his encounter each day, that character may test again to try to defeat the Ward. Weaver Ward remains on the Treasure until defeated. (Andrew Kudelka) 5 Captive Heart - Exhaust to enter a Resolve Test against another character. If successful you may force that character to either Rest without recovery, or move 1 League in the direction of your choice. (Jeff Miracola) 5 Earthshape - Exhaust to move a League to another location on the map. The new location must meet normal terrain matching requirements. The League will remain there for 3 Days, then return to it's [its] original location. (Leif Jones) 5 Fate Fire - Exhaust to increase the score or difficulty of another character's next Test or Trial by 3. - Exhaust to decrease the score or difficulty of your next Test or Trial by 3. (Anthony Hightower) 5 Mirage - Exhaust as another character enters a League. That character must now pass a Might Trial difficulty 6 before they can enter that League. Mirage remains until the character succeeds or 3 Days pass, whichever comes first. (Andrew Kudelka) 5 Phantom Shadows - Exhaust to force another character to encounter a Combat Waylay with a Combat Rating of 5. If the character is defeated by the Waylay, the character may move on, but the Shadows follow him and he may not Rest until the Shadows are defeated. Phantom Shadows must be played when the opponent's character first enters the League, instead of [as] an actual Waylay. (Andrew Kudelka) 5 Renewed Vigor - Discard to recover all exhausted Merits. You may only use this Art once per Quest. (Brian Dugan) 5 Star Body - Exhaust to create an ally of living flame to encounter one Waylay for you. This ally has Might 5 and Combat 5. (Andrew Kudelka) 5 Storm Clouds - Exhaust to force another character to make a Resolve Trial difficulty 6 in order to leave their current League. Storm Clouds remain until the character succeeds or 3 Days pass, whichever comes first. (Andrew Kudelka) 5 Wind Runner - Exhaust to fly 4 Leagues. You only encounter Terrain Trials or Waylays on the League you finally enter. After moving 4 Leagues you must pass a Resolve Trial difficulty 7 or become winded and spend your next available Day Resting. If you Fail this Trial, you will encounter any Waylays on that League before you may Rest. (Jeff Miracola) 6 Charm - Exhaust to redirect a creature Waylay towards another character. The Waylay moves 1 League per Day towards that character. If the Waylay re-encounters the caster of this Art, the caster must face it in a Resolve Test. If the Waylay wins this Test, it will attack the caster again. Waylays with no Resolve score are treasted as Resolve 1 for this Test. (Adam Rex) 6 Elder Form - Discard to assume the form of a Dragon for a number of Days determined by a die roll. 1-3: 1 Day, 4-5: 2 Days, 6: 3 Days. The Dragon's attributes are Might 7 and Combat 8; Resolve and Savvy remain the same. (Andrew Kudelka) 6 Flicker Flash - Discard and make a Resolve Trial difficulty 7 to move instantly to any League you have previously visited during this game. If you fail, your Opponent may move you to a League of his/her choice. Ignore Enter and Leave Trials when using this Art. (Andrew Kudelka) 6 Geasa - Exhaust to enter a Resolve Test against another character. If successful, choose a League on the map that the targeted character must travel to before he may resume his Quest. As his encounter each day, the target may make a Resolve Trial difficulty 7 to dispel the effects of this Art and resume his Quest. (Leif Jones) 6 Inferno - Exhaust to defeat any 1 creature Waylay. (RATRAP) 6 Reweaving - Discard to cause another character to change up to 4 points of their Merits to new Merits of your choice. You must replace the changed Merits with Merits of equal point value. A character may only have this Art used on them once a game. (Adam Rex) 6 Schism - Exhaust to completely separate 1 League from the map. This League is put to the side, but is still in play. Roll a die to determine the number of days until the League rejoins the map, 1-3: 1 Day, 4-5: 2 Days, 6: 3 Days. If the character can fly, has a mount that can fly, or uses the Art Flicker Flash, he may Enter or Leave the separated League, or he may travel directly over the resulting gap in the map. (William O'Connor) 6 Shooting Star [errata: cost 3 on back] - Exhaust this art and roll a die. Move as follows: Odd[,] move left, Even[,] move right, the following numbe of Leagues: 1-2 = 2 Leagues, 3-4 = 3 Leagues, 5-6 = 4 Leagues. Ignore the Enter requirement for the new League and any Waylays in the old League. If this would put you off the map, then your character stays in place and the Merit remains exhausted. (Anthony Hightower) Treasures (by Cost): (50/?? treasures) 1/2 Bag of Gold - Gold can often be traded in cities or to Monsters. Note: Bags of Gold only cost 1/2 a point. Points are always rounded up for the purposes of balancing Merits with Flaws. (Larry S. Friedman) 3 Flash Powder - Discard to create an alchemical explosion of light and sound to disorient everything in your current League. You may avoid Testing with any creature Waylays or characters in your League and move onward if able to do so this Day. Alternately, you may move past any Waylays in this League if you move on your very next Day. You may instead choose to Test with any of the Waylays or characters in the League. Blinded opponents lose one die in Tests during the Day they were blinded. ((Internationally Acclaimed) Jeff Holt) 3 Magic Beans - Discard the Beans from play for the current game to plant the Beans in your current League. The "beans" immediately sprout into gigantic fruit-bearing vines. For the rest of the game, anyone resting in the League with the vines and supping on their magical fruit may recover all Abilities and Allies, however[,] all of their Flaws are recovered as well. (John Cobb) 3 Mechopolis Blueprints - Exhaust to add 2 to your score in any Test or Trial while on a City Streets, City Sewers, or City Skyway League. - If you are a Knocker, you may always recover 1 Treasure during normal recovery when on a City Streets or City Sewers League[,] in addition to that League's normal recovery. Amazing what you can find in the city. (Drew Tucker) 3 Sewer Raft - Ignore any Terrain Trials in City Sewer Leagues or when traveling by River through any Leagues. - You may move up to 3 Leagues per Day by River. Your movement stops if you encounter a Waylay in any of the Leagues you pass through. - While in any League other than [a] City Sewer or a River League, subtract 1 from your Might rating to lug around the cumbersome raft. Alternately, you may exhaust the raft and not suffer the penalty. (Drew Tucker) 3 Ship in a Bottle - Exhaust the Bottled Ship to magically enlarge it to full size for one Day. You may use the ship to sail up to 3 adjacent Ocean or River Leagues and ignore any Terrain Trials on those Leagues. No new Waylays may be played against you except in your final League of movement, however[,] your movement for the Day is halted if you encounter any Waylays already in play. (Andrew Kudelka) 3 Skeleton Key - Exhaust the Skeleton Key to change any Waylay against a Cog opponent to a Resolve Waylay. - Exhaust the Skeleton Key to automatically pass any Terrain Trial in City, Town or Castle Leagues. (Anthony Hightower) 3 Spyglass - Exhaust to examine any one League card adjacent to your current League. You may add 2 to your score on any entry or exit Terrain Trials if you immediately travel to the League viewed. (Rebecca Guay) 4 Dem Bones - To use this talisman of chance, you must exhaust Dem Bones after any Test or Trial to reroll any or all of your dice. (Jeff Holt) 4 Dreamcatcher - [You may] Discard this card and leave it in your current League. The next character to enter that League encounters the Dreamcatcher. The Dreamcatcher throws up chimerical figures to confront and confuse any who would pass by it. Treat it as a Savvy Waylay with a Savvy of 5. (Andrew Kudelka) 4 Eshu Buckler ARMOR - Exhaust to add 2 to your score in a Combat Test or to reroll your lowest die. This can be done after the Test is made. - Eshu may exhaust the buckler before a Combat Test is made to add 4 to their score. (Jeff Holt) 4 Magic Carpet - Exhaust the carpet to fly 3 Leagues in place of your normal movement, ignoring the Leagues you pass over. The carpet has a mind of its own however, and you must pass a Resolve Trial of difficulty 6 to properly command it. If you lose the Trial you do not have to exhaust a Merit, however[,] instead of flying 3 Leagues to your intended destination, your opponent may move you 2 Leagues in any direction of his choice. (Tony Diterlizzi) 4 Music Box - The Music Box adds 1 to your score in any Savvy Waylay. - If you are Seelie, you may exhaust to add 3 to your score in a Savvy Test or Trial. - Selkies may exhaust the music box to ignore any Creature Waylay for 2 Days. The Selkie can encounter anything else on the League or move past the affected Waylay. (Andrew Goldhawk) 4 Oyster Pearl Ring - This rind possess[es] the ability to allow its wearer to breathe water as well as air. When wearing this ring (unexhausted), you automatically pass any Trials on Rive,r Sewer, Lake or Ocean Leagues. (Jeff Holt) 4 Personal Dirigible - The dirigible allows you to fly one League per Day. You may ignore all Terrain Trials when flying between Leagues. - If a Waylay is in the League you're flying over, you may avoid it if you pass a Resolve Trial difficulty 7. You may not Rest or encounter your Treasure if a Waylay exists in your current League. (Andrew Kudelka) 4 Porta-Sphinx - [You may] Discard this card and leave it in your current League. The next character to enter that League must face the Sphinx golem. The Sphinx enlarges and blocks the characters [character's] path. The only way around is to successfully answer one of its riddles. Treat the Sphinx as a Resolve Waylay with a Resolve of 5. (Rebecca Guay) 4 Ring of Karma - Exhaust the ring to add 1, 2 or 3 to your score in a Test. Before you can restore the exhausted ring, you must first suffer some bad karma for all the good karma the ring gave you. You must successfully pass a Test or Trial with a penalty of twice the bonus you recieved [received] when exhausting the ring (2, 4 or 6) subtracted from your score to that test. You must adopt the penalty before rolling for the Test. Once the penalized Test or Trial is passed, the ring may be recovered as normal. (Andrew Goldhawk) 4 Rose-Colored Goggles - Give everyone a rosy view of the world. The Goggles add 3 to your Score in Savvy Tests. - However, blinded with happiness, your will to fight is reduced. Subtract 1 from your score in Combat Tests while wearing the goggles. You may voluntarily exhaust the goggles before Combat to avoid this penalty. (Jesper Myfors) 4 Rust Bucket - Exhaust to add 3 to your score in any Combat or Savvy Test against a Cog or Mechorg opponent. - Discard the Rust Bucket to free the water elemental trapped inside and it will reward you with glamour. You may immediately recover any 2 Arts. (Drew Tucker) 4 Sands of Sleep - You may discard this card when you encounter a character or a creature Waylay. This causes the target to fall into a deep sleep and cannot move [be unable to move] or be encountered for 3 Days. - A Fianna Garou equipped with the Sands of Sleep only has to exhaust it to use it, instead of discarding it. (Brian LeBlanc) 4 Sluagh Shadow Shoes - Exhaust the shoes to immediately retreat from any creature Waylay you encounter without testing. - Sluagh may use the shoes as above without exhausting them. (Lee M. Fields) 4 Sooper Gloo - [You may] Discard this card and leave it in your current League. The next character to enter that League will get stuck in the Gloo. Treat the glue as a Might Waylay with a Might of 3. Characters losing a Test with the Gloo do not have to exhaust a Merit, but are stuck and cannot retreat. They must Test again each Day at one higher Might (Might 4 on the second Day, Might 5 on the third Day, etc.) as the Gloo dries around them[,] until they break free. (Stuart Beel) 4 Springheel Jack - [You may] Discard this card and leave it in your current League. The next character to enter that League encounters Springheel Jack, who pops forth from hiding, razors whirling. Treat Springheel Jack as a Combat Waylay with a Combat of 5. (John Cobb) 4 Steam-powered Flight Rig - Exhaust to fly 2 Leagues for your Day's movement. You may ignore enter and exit Trials during movement. You may attempt to fly additional Leagues, but the Flight-Rig is not very reliable. You must exhaust a Resolve Ability for each additional League you wish to travel. You may not Exhaust more than 2 Resolve Abilities in this fashion. - Renegade Cogs or [and] Mechorg characters may Exhaust up to 3 Resolve Abilities instead of the normal 2. (Mark Jackson) 4 Storm Maker - Exhaust the Storm Maker to crank up a Storm in any League of your choice. The Terrain Trial difficulties for that League are increased by 2 while the storm lasts. Also, for each Character in the stormy League, roll a die. On an odd number, the character or Waylay is struck by lightning and must Pass a Might Trial difficulty 7. If he fails he must exhaust 2 Merits or recover 2 Flaws (opponent's choice). The Storm lasts for 2 Days[,] not counting the Day during which it is played. (Stuart Beel) 5 Army Ant Kommando Kit - This kit has everything an Army Ant needs to survive. Survival equipment, rations, and extra weapons are included to make any Army Ant feel a little more comfortable fighting the good war against King Ironheart. - Army Ants add 2 to their score when encountering any Combat Tests. - If defeated, you may exhaust the kit to retest a Combat, Might, or Resolve Tests or Trial. (Brian LeBlanc) 5 Barnacle Armor ARMOR - Exhaust to add 3 to your score in any Combat Test. This can be done after the Test is made. - Tritons may add 2 to their score in any Combat Test after the Test is made, without exhausting the Barnacle Armor, however[,] the results of the Combat cannot be better than a stand off [standoff] for the Triton (treat wins as ties). - Tritons may exhaust the armor to add 4 to their score in any Combat Test after the Test is made or to reroll their lowest die. (Andrew Goldhawk) 5 Blade of Cold Iron WEAPON - Against Cogs or Mechorgs, this weapon adds 2 to your score in any Combat Test. Against all other opponents, the blade adds 3 to your score in any Combat Test. If you win a Combat Test against another character, they must exhaust 2 Merits. - Whenever the Blade of Cold Iron is unexhausted, all of your Arts stay exhausted and unusable. All characters except Humans and Renegade Cogs must also roll a Might Trial difficulty 6 any time the blade is used in a Combat Test. If the character fails this Trial, the Blade is exhausted. A character may not normally benefit from more than one weapon at a time. (Brian LeBlanc) 5 Bliss Camp - Exhaust to pitch a magical tent, complete with chimerical servants to satisfy your every desire. When resting, you may ignore your League's Rest and instead recover any 2 Merits (except Bliss Camp) when you spend the night in your Bliss Camp. However, the camp is so nice who would want to leave? On your next Day after using the Bliss Camp, you must pass a Resolve Trial difficulty 6 to do anything but rest again that Day. You must attempt the Trial each Day until you pass the[] it. Once passed, you may pack up the camp and move on as normal that Day. - The Resolve Trial difficulty to leave the Bliss Camp is only 5 for Eshu. (Barb Armata) 5 Blood Key - Any League you are on cannot be affected by Arts. - When an Art is used against you, you may exhaust the Blood Key and roll 2 dice. If you [your] roll exceeds the point cost of the Art, you are not affected by it. (Brian LeBlanc) 5 Chainblade WEAPON (Req: Unseelie character) - The Chainblade adds 2 to your score in Combat Tests. This does not exhaust the Chain Blade. - Exhaust to automatically pass any Might or Resolve Forest League Trials. - Exhaust to add 4 to your score in a Combat Test. - Forest based Waylays add 3 to their score in any test against you. Only Unseelie characters may use the Chainblade. A character may not normally benefit from more than one weapon at a time. (Stuart Beel) 5 Djinn Scimitar WEAPON - The Scimitar adds 2 to your score in Combat Tests. Whenever you lose a Resolve Test, you must exhaust the Scimitar in addition to the merit normally exhausted. - Exhaust a Might Ability and the Scimitar to have the Scimitar add 4 to your score in a Combat Test. - Djinn may exhaust the Scimitar to add 5 to their score in any Combat Test. A character may not normally benefit from more than one weapon at a time. (Tom Baxa) 5 Flame Lance WEAPON - The Flame Lance adds 2 to any Combat Test. - Exhaust to have a Combat rating of 5 for any one Combat Test. Add your Combat Test roll to the Flame Lance's rating of 5 instead of to your own Combat rating. (Andrew Kudelka) 5 Gremlin's Tools - Exhaust to recover any or all of your Treasures other than Gremlin's Tools after defeating any Cog or Mechorg opponent in a Combat Test. - Gremlins may exhaust to change any Combat or Might Test against a Cog or Mechorg opponent into a Savvy Test. "Rather than beating me into snot, how 'bout I give you a tune-up?" - Exhaust to force any Cog or Mechorg Waylay to only roll one die when facing you in a Test. (Leif Jones) 5 Lodestone - The magnetic effects of the Lodestone wreak havoc on the sensitive mechanics of Cogs and Mechorgs. When encountering Cogs or Mechorgs, halve their highest die (rounding down) in any Might or Combat Test against you. - You may exhaust the Lodestone to find your Treasure in a League even if you encounter a Waylay or a Rest. (Dave Fooden) 5 Monkey Wrench - Add 2 to your score in any Test against a Cog or Mechorg opponent. - Exhaust the Monkey Wrench to force any Cog Waylay you encounter to ignore his highest die when testing against you. The Waylay's score will be the total of its attribute plus the lower die. You may exhaust the Monkey Wrench after you roll. (Andrew Kudelka) 5 Naga Fangspear WEAPON - Add 2 to your score in any Combat Test while using the Fangspear. - If you win the Combat Test, you may exhaust the spear to deliver a poisonous wound to an opposing Character. While poisoned, the opponent must pass [face] a Might Trial difficulty 6,[] at the end of each of the[] his/her Days. If he/she passes the Trial, the poison is overcome, if he/she fails, he/she must exhaust a Merit and make the Trial again on his/her next Day. If he/she fails twice, he/she loses one die from all Tests until the poison is overcome. Multiple poisonous wounds are not cumulative. - Naga may exhaust a Might Ability instead of the Fangspear to make poisonous attacks with it. A character may not normally benefit from more than one weapon at a time. (John Cobb) 5 Pooka Mask - Anyone other than Racoon Pookas add 2 to their score on any Savvy Tests, but must subtract 1 from their score on any Resolve Tests while this Treasure is unexhausted. - Racoon Pookas add 3 to their score on any Savvy Test[s]. - The sly qualities of the Pooka Mask allows you to exhaust this card and face a character in a Savvy Test. If you are victorious, your opponent is not defeated, but instead heads off in a direction you specify for his/her next 2 Days. (Brian LeBlanc) 5 Repeating Crossbow WEAPON - Before rolling any Combat Test, you may exhaust the Repeating Crossbow to make three preliminary Combat Tests against your opponent or any one Combat Waylay. These Tests are done with the Crossbow's Combat raing of 3 versus your opponent's or Waylay's Combat rating. If you lose any of these tests, treat the result as a Stalemate instead. If your opponent or Waylay is still around after the three bolts have been fired, you must engage them in a standard Combat Test. A character may not normally benefit from more than one weapon at a time. (Brian LeBlanc) 5 Selkie Sealskin ARMOR - Exhaust to add 3 to any Combat Test. This can be done after the Test is made. - Selkies gain 2 Savvy and 1 Resolve. (Brian LeBlanc) 5 Sharktooth Sword WEAPON - Add 2 to your score in Combat Tests. If you are ever beaten by 5 or more points in a Combat Test where you used the sword, discard the sword from play for the rest of the current game. - Kokua may add 3 to their score in Combat Tests when using the Sharktooth Sword. - Exhaust the Sharktooth Sword to reroll your lowest die in any one Combat Test. You may choose to do this after you roll. A character may not normally benefit from more than one weapon at a time. (Brian LeBlanc) 5 Wind Pistol WEAPON - Exhaust to move the Cloud City League 2 Leagues in the direction of your choice. - Exhaust to blow a character or Waylay in an adjacent League 1 League further away from you (in a straight line). The victim ignores any Terrain Trials. - Exhaust to move 1 extra League if you're currently on an Ocean League. A character may not normally benefit from more than one weapon at a time. (Dave Fooden) 6 Bradburr's Mighty Pen - +2 to Resolve. - Exhaust when another character chooses to encounter you. You may choose the type of test instead of your opponent. (Jeff Holt) 6 Cog Exoskeleton - Add 3 to your Might and subtract 2 from your Savvy while wearing the Exoskeleton. If you lose a Might or Combat Test while using the Exoskeleton, the exoskeleton must be the Merit you exhaust. - Exhaust the Cog Exoskeleton to reroll your lowest die and force your opponent or Waylay you are encountering to reroll their highest die in any one Might or Combat Test. - To unexhaust the Exoskeleton, you must pass a Resolve Trial of difficulty 7. (Ron Spencer) 6 Cog Hunter - A fiendish experiment of Ironheart's War Fack Tories, the Cog Hunter is essentially a homing missile. Place the Cog Hunter on any League of your choice. All characters and Waylays on that League must make a Combat Test against the Cog Hunter. The missile has a Combat of 8. If nothing is in the League when the Cog Hunter gets there, the missile remains in play until any character moves into the League and defeats it. The Cog Hunter is encountered before any other Waylays are played on the Day a character enters its League. (Drew Tucker) 6 Cog Tank - You may replace your Combat rating with the Cog Tank's Combat of 6 for any Combat Test. If you lose a Combat Test using the tank, the tank must be the Merit you exhaust. - Exhaust the tank to fire its main cannon at a target Waylay or character in an adjacent League. Roll a Combat Test against the target, using a Combat rating of 5 for the Cog Tank's artillery fire. If you lose the Test, treat the result as a Stalemate instead. (Brian LeBlanc) 6 Egg of the Wyrd - Discard the Egg to hatch it into a creature who will face any Combat or Might Test in your stead. Choose any Combat or Might Creature Waylay of Rating 5 or less from your cards and bring it into play. At the end of the Day it is immediately removed from play. When summoned [When you hatch the Egg], you may exhaust Arts to keep the creature in play for additional Days. Any Arts exhausted when the creature is summoned will keep it in play (as your Ally) for two additional Days per Art exhausted. (Dave Fooden) 6 The Giant's Third Eye - This magical gemstone allows you to see into the future. Exhaust the Third Eye to gaze into the future up to 3 Days away. If you are encountered in any of those days and are defeated, you may immediately retest once without exhausting anything since you had seen the encounter through the Eye. If you are defeated a second time, you must exhaust a Merit as normal. (Jeff Holt) 6 Little Hammer God - The Little Hammer God adds 3 to your score in any Might Test or Trial. However, whenever the idol's bonus helps you pass a Test or Trial which you otherwise would have failed, you must exhaust a Merit (other than Little Hammer Got) to placate Little Hammer God. - You may exhaust the Little Hammer God right after any Might Test and roll two dice to determine the outcome. 2: Ignore your highest die. 3-5: add 4 to your Score. 6-8: reroll your lowest die. 9-11: ignore your opponent's (or Waylay's) lowest die. 12: halve your opponent's (or Waylay's) total Score. (Daniel Gelon) 6 Shrink Lamp WEAPON - Exhaust the Shrink Lamp to halve the base Attribute of any Might or Combat Waylay you encounter. - Discard the Shrink Lamp to automatically defeat any one Might or Combat Waylay you encounter as you shrink the Waylay down to a miniscule size and squish it. A character may not normally benefit from more than one weapon at a time. (Brian LeBlanc) FLAWS: (30/?? total flaws) Curses (by Cost): (10/?? curses) 4 Anal Retentive - Your attention to minute detail is staggering. You must always recover Treasures before any other Merit if the option is available. If you have a Treasure exhausted, you must immediately head to the nearest league which offers Treasure recovery as a rest and spend a day regaining your Treasure. (Andrew Bates) 4 Cogophobia - How you fear those infernal machines! You suffer -2 to any Tests against Cog Waylays. (Anthony Hightower) 4 Despised - Was it something you said? You have done something to invoke the displeasure of the residents of Arcadia. Stalemates become losses for you in all Savvy Tests, and you may never retest Savvy Tests. (John Cobb) 4 Ill-Prepared - Either due to forgetfulness or impetuosity, you cannot get all your faculties together. Your Treasure Rating on any Quest you undertake is halved, rounding down. Treasure Ratings of 1 are treated as 0. (Rebecca Guay) 4 Useless Sycophant - You have a travelling companion who is more hindrance than help. Your opponent may exhaust and discard this Flaw at the beginning of any Day. If he/she does so, he/she may also exhaust 2 of your Merits of his/her choice. This Flaw can never be used to force you to *discard* a Merit, however. (Dave Fooden) 5 Clumsy - It's a good thing your head's stuck to your neck, otherwise you'd drop it. Any time you wish to use a Treasure, you must first pass a Resolve Trial, with the difficulty equal to the point value of the Treasure. If you fail, the Treasure is exhausted without effect. (William O'Connor) 5 Jabbermouth - You talk so much that everyone knows what you're up to. At the beginning of your opponent's Day, you must tell him which League you plan to visit and what you plan to do there on your next Day. (Brian LeBlanc) 5 Overconfident (Req: Ally) - You can do it all by yourself! You may only have 1 Ally Merit at any time, whether it is exhausted or not. - Your opponent may begin the game with this Flaw Exhausted. If he/she does so, he/she may place your Ally under any League, like a Treasure, which you must then find to gain any benefit. - You must have an Ally to take this Flaw. (Leif Jones) 6 High Anxiety - Trouble always comes your way in droves. Your opponent may exhaust this Flaw and play 2 Waylays on you, instead of the normal 1. (Drew Tucker) 6 Possessed - Other forces sometimes control your faculties while you can only look on helplessly. At the beginning of each Day, make a Resolve Trial against a difficulty of 5. If you fail, your opponent may take control of your character for the Day, and may even Waylay you while he is in control. (Stuart Beel) Enemies (by Cost): (10/?? enemies) 1 Army Ants - You may as well be a picnic. Army Ants swarm whenever they see you. All Army Ants add 1 to their score in any Tests against you. (Brian LeBlanc) 1 Eshu - This well-travelled race brings scathing tales of your mistakes wherever they travel. All Eshu add 1 to their score in any Tests against you. You may only take this Flaw once. (Leif Jones) 1 Gremlins - This mechanically inclined race can become quite a liability if you upset them. All Gremlins add 1 to their score in any Test against you. (Rebecca Guay) 1 Kokua - The jungle folk bear no love for you. All Kokua add 1 to their score in any Test against you. (Brian Dugan) 1 Naga - The Naga make bitter and long-lived foes. All Naga add 1 to their score in any Test against you. (Daniel Gelon) 1 Sluagh - The ire of the Sluagh, once aroused, is not easily erased. All Sluagh add 1 to their score in any Test against you. (Stuart Beel) 4 Gurthdass - The oath-broken Troll Gurthdass has never particularly cared for you. If you have him as an Enemy, he is a part of your retinue, but will not fight as well as he can, effectively converting any of your Combat stalemates into losses. You may not take Gurthdass as an Ally. (William O'Connor) 5 Aldrich, The Mechician - Aldrich knows what you're up to and wants to ensure your failure. His mechanical magic is legendary. Your opponent may select up to 5 points worth of Treasures to equip your opposing Waylays with. Only creature Waylays may use these Treasures. If you defeat the Waylay, any Treasures it carries are discarded. (Ron Spencer) 5 The Great Caliph - Al-Hazaz wants you nowhere near his cloud city, for your reputation as a rabble-rouser precedes you. His network of spies spreads rumors of your vileness. You opponent may exhaust this Flaw and change any of your Savvy or Resolve Test victories to a defeat. - Your opponent may exhaust this Flaw at any time to cause a cloud city patrol to move you to any adjacent league. (John Cobb) 6 Lord Gamine - Though you have taken on a mission on his behalf, you have the distinct feeling that Lord Gamine is using you as a decoy to draw Ironheart's attention while those he /truly/ favors come into Middlemarch elsewhere. All Waylay ratings on the Quests you undertake are increased by 4. This Flaw may never be exhausted. (Anthony Hightower) Weaknesses (by Cost): (10/?? weaknesses) 4 Bumpkin - Well, golly gee, would ya look at that! You are so amazed at the sights and sounds of the city that you suffer a -2 to Savvy and Combat Tests while on any league that features City, Road, Town, Bridge or Castle terrain. (Tony Diterlizzi) 4 Fashion Victim - Regardless of your adventurous nature, you're a dandy and a fop. Your preposterously elaborate clothing often gets in your way, earning you a -1 in all Combat and Might Tests and Trials. (Barb Armata) 4 Pacifist - Give peace a chance. If presented with a choice on a Waylay, you must opt for the non-combat Test. - Your opponent may exhaust this Flaw to add 3 to the score of any Combat Waylay against you. This must be done just before you test. (Brian LeBlanc) 4 Tenderfoot - You don't like all this untamed wilderness; someone should put a road here. You suffer a -2 to all Might and Resolve Tests when the League you are on does not have City, Road, Town, Bridge or Castle terrain. (Rebecca Guay) 4 Vain - You do everything well, and look great doing it. At least you think so. Your opponent may prove you wrong by exhausting this Flaw, thereby forcing you to lose any Savvy Test or Trial. This may be done after the Trial or Test is rolled. (Mark Jackson) 5 Braggart - Damn, you're smooth. On Might and Combat Tests, you must succeed by a margin of 2 or more, else your results are treated as a Stalemate. (Mark Jackson) 5 Stupid - You're about as sharp as boiled toast. Sometimes you even remember what you're doing. On every Day you wish to move, you must roll a die. On a roll of 6, you spend the day in your current league, looking at birds and pretty rocks. - Your opponent may exhaust this Flaw at the beginning of any Day, automatically forcing you to lose that Day. (Ron Spencer) 5 Submissive - Some call you wishy-washy, but you're really a grade A wuss. All Savvy Stalemates are treasted as defeats for you. - Your opponent may exhaust this Flaw at the beginning of your day and move you to 1 adjacent League of his/her choice, ignoring Enter and Leave Trials. (Leif Jones) 6 Blind - Arcadia's wonders become perils to those without sight. Your opponent may exhaust this Flaw on any Day after you finish moving, but before you do anything else. He/She may then place you on any League of his/her choice. (Lawrence Snelly) 6 Lazy - You'll get back to your quest sooner or later.... You must spend 2 Days in any league to gain the benefits of its Rest. - Your opponent may exhaust this Flaw to force you to do absolutely nothing (not even Rest!) on one of your Days. (Brian LeBlanc) STORY PACK CARDS: (205/??? story pack cards) QUESTS (by Waylay rating, in order of Quest number): (25/?? quests) 30 I - Border Run Treasure: 4 Exp: 2 Travel from your Base Camp to a League chosen by your opponent, defeating a Waylay on each League you enter until you reach your destination. Mad King Ironheart's army has attacked the border of Ardenmore. Already, the first line of defense at Irondew Keep has been crushed, and the Keep itself lies in ruins. Ironheart's cog armies seem unstoppable, and it's only a matter of time before they reach Eidolon itself. Lord Gamine sends you on a mission into Middlemarch, to find the secret to stopping Ironheart's forces before it's too late. Your opponent selects a League. You must go from Base Camp to that League, facing a Waylay on each League you enter along the way. Your opponent may choose only Waylays of rating 6 or lower, but may disregard their Terrain restrictions. You may not use any Merits to advance your movement or to skip Leagues entirely. Other characters cannot encounter the Waylays played against you. (Ron Spencer) 25 II - Hunted! Treasure: 4 Exp: 2 Travel to the Lost City of Mirron, while evading the forces of Mad King Ironheart that are hunting you. You have broken through the battle-lines, but are now lost in the Marsh of Filth, hunted by Ironheart's troops. Using your wits to survive and evade capture, you stumble into a place from legend: the Lost City of Mirron. The Mirron League cannot be placed during setup. After the League map is placed, your opponent adds the Mirron League (or a League to represent it), and selects 3 Combat Waylays which he places at edge Leagues; he moves each of these Waylays one League a day,[] (ignore Waylay terrain restrictions)[,] hunting you across the map. When one of these Waylays is defeated, it will reappear after 2 Days at its starting League and resume movement. When one of these 3 Waylays is defeated, your opponent may move Mirron to a new location of his choice. You[r] Opponent can ignore the usual placement rules and place Mirron next to any other League. You must travel from your Base Camp to Mirron. (Stuart Beel) 25. III - The Dark Yeoman's Dream Test Treasure: 7 Exp: 2 Travel to two selected Leagues, defeating a Waylay of each type (Combat, Might, Savvy & Resolve) along the way, to show that you are capable of the Dark Yeoman's mysterious mission. In Mirron, you encounter the Dark Yeoman, a hero from myth. She sees to your wounds and feeds you, but then ensorcels you. You find yourself undertaking a quest across a bizarre dream landscape. After the map is placed, your opponent adds the Mirron League (or a League to represent it) as your Base Camp. He/She selects 1 Waylay of each type, and 2 Leagues you must visit. You must travel to each League, then return to Mirron and pass a Resolve Trial difficulty 5 to awaken, finishing the Quest. The dreamscape is different though: You use your Savvy against Might Tests and Trials, Resolve against Savvy[,] and Might against Resolve. If you encounter a Combat Waylay roll 1 die. The result is your Combat Attribute for that Test only. You may not encounter other Characters nor may they encounter you while you're on this Quest. (Leif Jones) 21 IV - Dark Yeoman's Quest: King of the Hill Treasure: 6 Exp: 2 Travel from Mirron to a City League, steal the Shrink Lamp from General Electric's Laboratory, then shrink yourself and take the Lamp to the Army Ant Hill to destroy the shrunken cog armies attacking it. You gained the Dark Yeoman's trust and she vows to guide you against King Ironheart. She tells you that General Electric, one of Ironheart's goons, has used his Shrink Lamp on cog soldiers which are attacking the Army Ants in their nest. You must get the Lamp and make the cogs grow in the tunnels, crushing themselves. No player may place the Ant Hill League during set up. After the map is placed, your opponent places the Ant Hill League and selects any City League in play. You must go to the City League, break into General Electric's Control Room and steal the Shrink Lamp (Savvy Trial difficulty 7), then go to the Ant Hill, shrink yourself, and use the Lamp on the cogs (Resolve Trial difficulty 6), destroying them. (John Dollar) 26 V - Dark Yeoman's Quest: Jacko D'Rakk Treasure: 8 Exp: 2 Go to Jacko's Bog and beat him in Combat to take the Blood Key from him, then return to Mirron. Long ago, the vile bog lord Jacko D'Rakk, an eater of other fae, stole from the Dark Yeoman a protective amulet called the Blood Key. She believes you will need this item in your future trials, and sends you trudging through Jacko's Bog to get the key from him. The Jacko's Bog League may not be placed during setup. After the map is placed, your opponent places the Jacko's Bog League (or a League to represent it). You must travel to the Bog without the aid of any transportation-oriented Merit or power (it's tough getting through that swamp!). Once there, defeat Jacko in Combat (his Combat is 5), and return to Base Camp to complete your Quest. (John Cobb) 25 VI - Dark Yeoman's Quest: Decoy Treasure: 4 Exp: 2 Travel to three specific Leagues, using Savvy to make a Waylay chase after you rather than going to Mirron. You return from Jacko's Bog to discover that a cog dragoon is searching the Marsh of Filth for you. The Dark Yeoman must maintain the illusions obscuring Mirron while you act as a decoy to keep the cog from discovering the city. The Mirron League can't be placed during setup. Once Base Camps are selected, your opponent places the Mirron League, and a Cog Waylay 2 Leagues away from Mirron[,] but between you and Mirron. Other cards can represent Mirron or the Cog Waylay. The Cog Waylay remains in place until you encounter it, when you can engage it in a Savvy Test (The Cog Waylay has Savvy 3). If successful, you may move the Cog 1 League in the direction of your choice. If you fail, your opponent may move the Cog 1 League in the direction of his choice. This Waylay can never be a Combat Waylay. Other Waylays may be played on the same League as the Cog. Your opponent cannot encounter this Waylay. Your Quest is complete when you lure the Cog back to your Base Camp. (Dave Fooden) 27 VII - Dark Yeoman's Quest: Cog Refinery Spill Treasure: 10 Exp: 2 Travel to the Cog Refinery and destroy it. Avoid being overcome by the resulting toxic fumes, and return to Base Camp. Before allowing you to venture further into Middlemarch, the Dark Yeoman sets you to a final local task. There is a refinery in the swamp providing oil to Ironheart's cog armies. Destroy the refinery and you'll slow the armies down. The Cog Refinery League cannot be placed during set up. After the League map is placed, your opponent places the Cog Refinery or another League to represent it. You must travel to this League, pass a Resolve Trial difficulty 6 to blow it up, then pass a Might Trial difficulty 4 to avoid being overcome by the resulting toxic fumes. If you fail this might Trial, you are at -1 on any die roll until the Quest is completed. Return to Base Camp to complete the Quest. (Lee Fields) 25 VIII - The Secret of the Sleeping Giant Treasure: 10 Exp: 2 Travel to the village of the sleeping giant, then to Srissan, the ruins of the Naga, to convince them to tell you how to wake him. The Dark Yeoman tells of a town of dwarves inside a sleeping stone giant. To force Ironheart to pull his armies from Ardenmore, you travel to the town to ask the giant to attack the city. The dwarves cannot wake him, and say the Naga put him to sleep and only they know how to wake him. You go to the Wastelands, to the ruins of Srissan, and convince the Naga to give you the secret. After the map is placed, your opponent places the Sleeping Giant (or a League to represent it) and chooses a League to represent Srissan. Go to the Giant, then the Naga, where you undergo a Savvy Test against their wisemen (Savvy 6) each day until you convince them to tell the secret. (Tom Baxa) 25 IX - The Third Eye Treasure: 5 Exp: 2 Travel to the secret burial site of the Third Eye. Excavate this Treasure. Take the Eye to another character and give it to him. The Naga tell you that to awaken the sleeping giant, you must return to him his Third Eye. They tell you where it is hidden, and you go there and dig it up, finding an enormous gemstone. You lug it across the landscape, growing ever wearier, until luckily encountering a caravan that carries you and the Eye back to the Giant. Your opponent places a Treasure card under a League of his/her choice to represent the Third Eye. You must go to this League, undergo a Might Trial difficulty 6 to gain the Eye, then take the Eye to another character and defeat him/her in a Savvy Test, convincing him/her to take it. (Jeff Holt) 29 X - Assault on Mechopolis Treasure: 4 Exp: 2 Travel with the stone giant (and the dwarven townfolk who live inside him) to 4 specific Leagues and make Might Trials to destroy them. Then pass a Resolve Trial to avoid being crushed by the falling giant. Returning to the sleeping giant, you awaken him by placing the Third Eye into it's [its] place on his brow. You petition him to join in an attack on Mechopolis. He agrees. As he wrecks the city, Ironheart is forced to call his troops back from Ardenmore to face this new threat. Alas, the might of his cog machines is great, and they destroy the giant, sending you scrambling to avoid being crushed as he falls. Your opponent designates four Leagues as city Leagues. Go to each and make a Might Trial difficulty 85 to destroy it. Use the Giant's Might 80 for any Might Tests or Trials. Destroyed Leagues remain on the map with no change in game effects. When the last League is destroyed, pass a Resolve Trial difficulty 4 to avoid the falling giant. If you pass this Resolve Trial, your Quest is complete. If you fail you must dig out from underneath the giant (pass a Might Trial difficulty 8; use your own Might for this one, the giant's dead). (Jeff Laubenstein) 28 XI - Enslaved! Treasure: 5 Exp: 2 Escape from a City League and retrieve your Allies and Treasures, then return to your Base Camp. Your giant ally defeated in battle with the cogs, you find yourself taken prisoner and put to work in one of King Ironheart's Fack Torys. In righteous fury, you break free and make your way through the shadows of Mechopolis to find your equipment and friends. Your opponent places your Allies and Treasure under Leagues of his choice, and selects a City League (or a League to represent it if none are available) as your Base Camp. Your opponent also selects a league which will be your destination League. Before attempting to leave your Base Camp, or Resting, you must pass a Might Trial difficulty 5 to bust out of your chains. You them must recover at least 3 of your Allies or Treasures, and reach your destination League. (Aaron Boyd) 33 XII - Join the Monkeywrench Gang! Treasure: 2 Exp: 2 Find a Monkeywrench, befriend a Renegade Gremlin, then go wreck a specific City League. Sneaking through Mechopolis, you find others that share your anti-Ironheart views. You join the resistance and go on a sabotage mission against the main cog assembly line, temporarily stopping production of his war machines. Your opponent places the Monkey Wrench Treasure and Murch, Renegade Gremlin Ally (or cards to represent them) under Leagues of his/her choice, and chooses a City League (or a League to represent it) that is your final destination. Recover the Monkeywrench and Murch, then go to the specified City League and pass a Might Trial difficulty 7 to wreck it. (Brian Dugan) 28 XIII - Rally the Slaves Treasure: 8 Exp: 2 Find Kenu, Escaped Kokua Slave. Make a Savvy Test to convince him to join you in the fight against Ironheart, then return to Base Camp with Kenu unexhausted. You forced Ironheart to pull his troops from Ardenmore (a brief respite, alas, they're headed back) and halted production of more cog troops. Now it's time to sow discord among those he's enslaved. It's difficult: their spirits are nearly broken. But with the help of your friends in the resistance, you reignite the spark of hope. Your opponent places the Kenu, Escaped Kokua Slave Ally (or any card to represent him) under a League of his choice. You must go to this League, make a Savvy Test against Kenu's Savvy of 3 to convince him to fight, then return to Base Camp with Kenu unexhausted to complete your Quest. (Daniel Gelon) 30 XIV - Raid on General Motors' Workshop Treasure: 9 Exp: 2 Travel to General Motors' Workshop, steal the Mechopolis Blueprints, then evade the General himself and return to Base Camp. Having built a foundation of resistance within Mechopolis, it is almost time to leave and gather more allies outside it's [its] walls. But first you break into the workshop of General Motors, stealing the master blueprints of the city. Your opponent selects a League to represent General Motors' Workshop (preferably a City League), placing the Mechopolis Blueprints (or a Treasure to represent it) beneath it as a Quest Treasure. You must recover the Blueprints and return to Base Camp. But as soon as you have the Blueprints, and are 2 Leagues away from the Workshop, your opponent places the General Motors Waylay (or a Combat Waylay of Rating 8 or less to represent him) on the Workshop League and on each of your opponent's Days he may move General Motors 1 League. If encountered, General Motors is a Combat Waylay. General Motors pursues you each Day until defeated or you reach Base Camp and complete the Quest. (John Matson) 30 XV - Stowaway! Treasure: 8 Exp: 2 Travel to the Slave Pits and stow aboard a barge which will take you to the great dam near Kaihikaai, the Waterfall City. The time has come to escape the city. Ironheart's Cog Slavers send Barges to and from the Dam near Kaihikaai, the Waterfall City of the Kokua, to ferry slaves back and forth. You slip aboard one of these barges and maek your way out of the city. Once the Leagues are placed your opponent selects your Base Camp, the Slave Pit League and the Dam League. If these Leagues are already in play your opponent can rearrange the Map so that both your Base Camp and the Dam League are each at least 4 Leagues away from the Slave Pits. You must go from Base Camp to the Slave Pits. Once there, pass a Resolve Trial difficulty 5 to stow aboard a slave barge. The barge moves at 1 League per day toward the Dam, ignoring Terrain Trials. If you encounter a Waylay you must also pass a Resolve Trial difficulty 4 to avoid being spotted. If you fail[,] the Barge automatically returns to the Slave Pits and you must attempt to stow away again. (Jesper Myfors) 25 XVI - Free the Waterfall City Treasure: 7 Exp: 2 Travel to the Waterfall City. Contact the Ali'i, the Kokua leaders, and convince them to fight against those who hold the city. Fight the cog bad guys. You reach Kaihikaai, the Waterfall City of the Kokua, finding it in a state of military occupation by cog troops, with its great waterfall dammed upstream and rerouted through Middlemarch to help power Ironheart's industry. You make contact with the Ali'i, the regal leaders of the Kokua, and help them inspire an uprising against their oppressors, freeing the city. The Kaihikaai League may not be placed during setup. After the map is placed, your opponent places the Waterfall City League (or a League to represent it). You must go to this League, and pass a Savvy Trial difficulty 7 to contact the Ali'i. The day after you do this, your opponent may play 2 Combat Waylays of Rating 4 or less against you in addition to your Quest Waylays. You must defeat each to leave the City, then return to Base Camp. (Andrew Kudelka) 30 XVII - Kokua Raid Treasure: 8 Exp: 2 Travel from Base Camp to the Dam League, defeat three [two] cog Waylays, then destroy the Dam. The Waterfall City is free! Now, if the Kokua are to join the fight against Ironheart, their spirits must sing. You take a war party to the dam holding back their river, fight your way through the cog forces guarding it, and destroy it, freeing the river to once more flow through the city. After the map is placed, your opponent places the Dam League (or a League to represent it) and 2 Combat Waylays (cog Waylays if available) on 2 other Leagues; these Waylays count as part of your Quest's Waylay rating. You must defeat the 2 Waylays, then go to the Dam and pass a Resolve Trial difficulty 7 to destroy it. (William O'Connor) 32 XVIII - The Floating City Treasure: 4 Exp: 2 Chase down Qadan, the Floating City, get on, and meet with the Great Caliph. There is one more ally you need to help in the war against Middlemarch: the Djinn of Qadan. You journey far and long until you find the floating city, and manage to convince those above to drop one of their lift-baskets for you. After several days, you convince them to let you see the Great Caliph. After the map is placed, but before Base Camps are chosen, your opponent places a counter to represent the Qadan League atop another League. Every Day, the player whose Day it is rolls a die and Qadan move 1 League, 1: up, 2: right, 3: down, 4: left, 5: in the direction the player chooses, 6: in the direction the player's opponent chooses. You must land on the same League as Qadan, then pass a Resolve Trial difficulty 6 to get up to it. You must then pass a Savvy Trial difficulty 7 to meet with the Great Caliph. You Quest is complete when your audience has been granted. (Doug Schuler) 32 XIX - Air Assault Treasure: 9 Exp: 2 Appropriate a Magic Carpet and travel to a League representing Mechopolis's airfield, then return to Base Camp. Desperate times demand desperate measures. The Great Caliph refuses to help in the war. For the greater good, you steal a magic carpet and attack Ironheart's airbase, leading a swarm of cog war machines back to Qadan. Now the Djinn are in the war. Your opponent places a counter on your Base Camp to represent Qadan, the Floating City. He/She chooses another League to represent the airbase, and places 3 Quest Combat Waylays of Rating 5 or less on it. Travel to the air base then back to Qadan. Ignore the Combat Waylays while on the air base; on each of your Days following the Day you left the Airbase, your opponent may move each of the 3 Combat Waylays 1 League. Return to Qadan to complete the Quest. Qadan moves on each player's Day. The player whose Day it is rolls a die and Qadan moves 1 League, 1: up, 2: right, 3: down, 4: left, 5: in a direction the player chooses, 6: in a direction the player's opponent chooses. (Mark Jackson) 31 XX - The Steam Drake's Lair Treasure: 4 Exp: 2 Sneak into Mechopolis, avoiding the Steam Drake if possible. If encountered dispose of the beast once and for all. The pieces are in place. Slave rebellion within. Ground assault by Kokua. The Cloud City attacking from above, the Ants from below. You sneak back into Mechopolis; in all the chaos, you will free the slaves and find a way to permanently stop Ironheart. But while sneaking through the tunnels beneath the city, you encounter the Steam Drake...a vicious beast of Cold Iron, and your blood runs cold. Your opponent places the Steam Drake Waylay (or any other Combat Waylay of rating 9 or less) on a League of his/her choice, but not within 3 Leagues of your Base Camp. Your opponent rolls a die each of his/her Days to move the Steam Drake 1 League, ignoring Terrain: 1: the Drake goes north, 2: south, 3: east, 4: west, 5: remains in the same League, 6: your opponent chooses the direction of movement. You must go from Base Camp to the Slave Pits (a League chosen by your opponent). Once at the Slave Pits you must pass a Resolve Trial difficulty 6 and remain in that League for 3 consecutive Days. If the Drake catches you, you must defeat it before you may complete your Quest. (Drew Tucker) 30 XXI - The Slave Pit Treasure: 6 Exp: 2 Travel to the Slave Pits beneath Middlemarch and rescue Gurthdass and Tiberius. See them safely back to your Base Camp. The rending noises of battle reach you as you leave the Steam Drake behind and rush to the Slave Pits to free Ironheart's slaves, particularly the allies he has ripped from your side. You battle your way in, inciting the slaves to fight, and when you get to Gurthdass's cell, are surprised to find the wizard Tiberius locked up there as well. After the map is placed, your opponent places the Slave Pit League (or a League to represent it). You must go from your Base camp [Camp] to the Slave Pits, where you must pass 3 successive Might Trials difficulty 5 to break down the door and rescue Gurthdass and Tibeirus. You begin this Quest with all Allies exhausted. You must then escape with these two new Allies (use other cards to represent them if neccessary [necessary]) and return with them unexhausted to your Base Camp. (Anthony Hightower) 32 XXII - Unwind the Key Treasure: 6 Exp: 2 Travel to King Ironheart's Tower and unwind the Key which powers his Cog armies. Upon rescuing the wizard Tiberius from Ironheart's slavery, you find him a surprise ally. After his failures in deposing Lord Gamine, he has suffered at the hands of his previous allies. He tells you that Ironheart is not the mastermind behind the expansion of Middlemarch, but is merely a puppet to another wizard, Aldrich, who was also part of the conspiracy that imprisoned Lord Gamine. He further says that to stop the cog armies in their tracks, you must unwind the great mechanical key at the center of Ironheart's Tower, so you fight your way to the key and set about the mighty task. After the map is placed, your opponent places the Ironhearts' [Ironheart's] Tower League (or a League to represent it). You must reach this League, then pass Might Trials difficulty 6 on 3 consecutive days to unwind the key. If you fail a Trial, you lose your grip on the key and must restart the process. Appropriate Waylays may be played against you each day you are in the Tower. (Jeff Miracola) 20 XXIII - Aldrich, the Mechician Treasure: 9 Exp: 2 Travel to 3 different city Leagues and return to your Base Camp to confront Alrdich [Aldrich] and his cog replica of yourself. You have unwound the cog key and broken it, ending the mechanical magic powering Ironheart's cog armies. The war is over. But Aldrich is still free, and you must bring him to justice. You battle your way through the gargantuan tower, seeking the conniving wizard. When you find him, he is not pleased at your interloping. You are shocked to see duplicates of you and your allies at his side, exactly like you except for the whirring clatter of the cogs within them as they attack you. Barely, you manage to defeat this dark version of yourself, only to find yourself in battle with the Mechician himself... and he is a frightening foe indeed. Your opponent chooses 3 Leagues (City Leagues if possible) that you must visit. You must then return to Base Camp and encounter a cog version of yourself whose Combat rating is your Might +2. When you have succeeded, defeat Aldrich, Combat rating 5, to complete the Quest. (Brian LeBlanc) 28 XXIV - The Darkening Treasure: 4 Exp: 2 Escape the Darkening and rush to the relative safety of Qadan, the Floating City. The glow of victory is abruptly snuffed out as dark clouds roll in over Mechopolis, and its inhabitants freeze to stone. Only you and your dearest allies remain flesh, and the humming warmth of the Blood Key at your throat indicates that it is through its magic that you have been preserved. But your bonding with the key isn't yet complete, and you feel the stiffness seep into your flesh. Grimly making [your] way out of the Tower, you come upon King Ironheart himself, fallen from his mechanical throne and broken to pieces like a discarded toy. Your best avenue of escape is to leave Middlemarch as quickly as possible - via the Floating City of Qadan. Your opponent selects a League which you must travel to, representing the League over which Qadan floats, Each Day, you must roll a die to travel. On a 1 the Darkening creeps upon you, forcing you to skip the Day and take no action. You must Travel to the League where Qadan is and pass its Enter (Resolve Trial difficulty 6) to board it, completing your Quest. If The Floating City is in play, use its rules for movement during your Quest. (Tony DiTerlizzi) 26 XXV - Escape the Great Caliph's Wrath Treasure: 8 Exp: 2 Placate al-Hazaz, the Great Caliph, by returning to Middlemarch and finding 2 Treasures of his choice. You must then present these Treasures to him. It is imperative you return to Eidolon quickly, to give Lord Gamine news of the Darkening coming to Middlemarch. Realizing that the Floating City of Qadan is the swiftest way, you rush to board it, only to find the Great Caliph is not forgiving of your tricking the Djinn into the war. He insists you bring him 2 Treasures from Middlemarch before he will take you to Eidolon. Your opponent places 2 of your Quest Treasures where he/she chooses, and places a counter representing Qadan on a League of his/her choice. Qadan is your Base Camp. You must go from Qadan, recover the Treasures, then successfully reenter Qadan (Resolve Trial difficulty 6) and give the Treasures to the Great Caliph to placate him. Qadan moves on each player's Day. The player whose Day it is rolls a die and Qadan moves 1 League, 1: up, 2: right, 3: down, 4: left, 5: in a direction the player chooses, 6: in a direction the player's opponent chooses. (Rebecca Guay) LEAGUES: (102/??? leagues) Aldrich's Workshop City Wall, City Streets (Unique) The Mechician Aldrich has set up this walled city as his workshop. Thunderous explosions occur regularly, propelling deadly cog shrapnel through unfortunate passersby. Destitute Nockers and Gremlins wait by the front gate to beg for spare parts. Enter: Free. Leave: Free. Special: Unique. If the Aldrich Waylay is encountered here, he adds 2 to his score on any Tests. Rest: You can recover 2 Treasures or 1 Art. The Ant Hill Wasteland, Town, Border (Unique) Giant mounds of earth stand as testaments to the grand civilization of the ants. If you put your ear to the ground and listen very closely, you can hear thousands of them chittering in the darkness, and sometimes the noises of fierce battle as the ants fight a losing war against Ironheart's shrunken cog troops. Enter: Free. Leave: Free. Special: Unique. Rest: Ants and otherwise shrunken characters can enter the Anthill city. Once there you can recover any 2 Merits. Arborian Cog Tower Forest, Border, Castle This Arborian outpost was carved from a giant living redwood, but it has since been appropriated by Ironheart's Cog Soldiers. The leaves and branches of the tree are dying, but the gears and machinery surrounding the trunk proliferate more and more each year. Enter: Resolve Trial difficulty 4. Leave: Free. Special: Cog Waylays can retest any losses here. Rest: You may raid their stores and recover 1 Treasure. Arden Border Border, Fields, Road The border between Ardenmore and Middlemarch is perilous. Now that the two kingdoms are at war, travellers venture there at their own risk. Enter: Free. Leave: Free. Rest: You may recover 1 Ally or 1 Treasure here. Arden Junction Border, Fields, Road The main road into Eastern Ardenmore is heavily patrolled. Few are trusted, save for those who find companies of heroes. Enter: Free. Leave: Free. Rest: You may recover 1 Ally. Bog of Ire Marsh A great marsh of filth dominates Middlemarch's northwestern border. The Bog of Ire churns slowly, as if the lands show their contempt for Ironheart's prideful ways. Enter: Might Trial difficulty 5. Leave: As above. Special: If a character faces a Combat Waylay here, they must first make a Resolve Trial difficulty 7. If they fail, they must exhaust all applicable Merits against this Combat Waylay as they see 'red' and blindly fight. Rest: You may recover 1 of your opponent's Flaws here if you've faced a Waylay on this League. Otherwise you can recover nothing. Bog Pits of Grey Filth Marsh, Ruins, Border These ancient slave pits were abandoned long ago, but Ironheart is considering putting them to use again. The mere sight of them fills many fae with hatred. Enter: Might Trial difficulty 5. Leave: As above. Rest: If you say something hateful to your opponent, you may recover one of his Flaws. Chasm Range Foothills Fields, Hills, Road This league has the only road that approaches the chasm, but it is heavily guarded by Ironheart's soldiers. Pass through here quickly. If your courage fails for a moment, all may be lost. Enter: Free. Leave: Free. Special: Leaving this road by the 'T' section requires the characters to defeat a Cog Combat or Savvy Waylay. The Cog Combat and Savvy are both 5. Rest: If you rest here you can recover 1 Ability. Chasm Range Trail Mountains, Road, Hills Climbing the Chasm Range is no mean feat. Watch your step. Many of the highest peaks are deceptively curved -- they resemble rows of giant fangs. The chasm waits to devour the foolhardy. Enter: Free by Road. Might Trial difficulty 7 by Mountains. Leave: As above. Rest: You may recover 1 Ability. Chasm Spires. Mountains, Hills, Border South of Middlemarch's borders is a mighty chasm. Towering spires of rock reach out over a yawning abyss. Sunlight falls into the chasm, only to be swallowed by darkness. Enter: Might Trial difficulty 4. Leave: Might Trial difficulty 5. Rest: You may recover 1 Ability. Cog Access bridge Bridge, Fields, River, Road A heavy bridge allows the Cog Access Highway to cross the Splendour River. Troops break the steady cadence of their marching as they approach the bridge. Cog Soldiers are silent and uneasy as they pass. They rarely mention the possibility of defeat. Enter: Free. Leave: Free. Rest: You may recover 1 Art. Cog Access Highway Fields, Road An access road runs between two watchtowers, which act as repair and refueling stations for the Cog Armies stationed in Ardenmore. Enter: Free. Leave: Free. Rest: you [You] can recover 1 Ability. Cog Barracks City Streets, City Wall, Road Rows upon rows of Cog Barracks stand as a constant reminder that the threat of rebellion can easily be crushed. We won't allow rebels to threaten our lives! All hail King Ironheart! Enter: Free. Leave: Free. Special: Any Cog Waylays encountered here must re-roll their lowest die when testing against you. Rest: Unseelie recover 1 Advantage. Seelie can recover 1 Treasure. Cog Refinery Marsh, River, Lake, Town Within the Cog Refinery, myriad varieties of sludge are separated and distilled into their component elements. A small community of Sluagh has lived here for centuries, carefully cultivating their knowledge of miasma. The formulas they devise are vital to the industry of Middlemarch. Enter: Might Trial difficulty 6. Leave: As above. Rest: If you're Unseelie you may recover 1 Ally. Seelie recover 1 Ability. Cog Training Grounds Fields, Marsh Cog Soldiers train in these fields. Most of the grass here has died, long since trampled by the stomp of thousands of boots. In these lands, grey is the best camouflage. Enter: Free. Leave: Free. Rest: Renegade Cogs and Mechorgs can recover any 2 Treasures or Allies. Other characters must face a Combat Waylay rating 6 to recover those things. Downtown Mechopolis City Streets, Town, Road Business is thriving here. Progress must continue, no matter what the cost. As the suffering of the citizens of Mechopolis increases, so does the power of the king. Enter: Free. Leave: Free. Rest: You may recover 1 Advantage or 1 Ally. Dunes of Remorse Border, Wasteland Rolling hills of sand obscure the gentle glades that were once here. The beautiful fields of yesteryear have been forgotten. Fae who travel through these dunes feel a regret they do not fully comprehend. Enter: Free. Leave: Resolve Trial difficulty 6. Rest: Those resting here must exhaust a Resolve Ability. Once exhausted, you may recover any 3 Treasures. East Cog Access Road Fields, Road The road gives access from King Ironheart's Highway to the East and West Cog Towers. Logistical organization is important in any protracted campaign. Enter: Free. Leave: Free. Rest: You may recover 1 Ability. East Cog Tower Castle, Border, Fields, Road The troops who guard the East Cog Tower are the very model of precision and efficiency. They don't understand why the war is being fought, but they take pride in what they know they must do. Doubt impairs efficiency. Enter: Free. Leave: Free. Rest: Seelie recover 1 Ally or 1 Treasure. Unseelie recover 1 Art or 1 Advantage. East Gate Access Road, Wasteland The Highway begins in these lands. Life here is hectic, for the city never sleeps. Maybe you should try to get some sleep somewhere else. Enter: Free. Leave: Free. Rest: If you choose to rest here, roll a die: 1 - You encounter a Guard Patrol and must face a Combat Waylay (Combat 5); 2 - You toss and turn and can get no rest; 3 - You wake to find yourself surrounded by members of the underground resistance, Pass a Savvy Trial difficulty 4 or miss your next Day; 4 - You can recover 1 Ability; 5 - You intercept and surprise a Lone Cog with a package, recover 1 Treasure; 6 - You come across a groups [group] of Slaves on outdoor work detail, recover 1 Ally. East Watch Tower Castle, City Skyway, City Wall From the parapets of the East Watch Tower, you can see the Tsu Ocean, the shipyards, and the docks. When the wind blows just right, you can smell them, too. Enter: Free. Leave: Free. Rest: If you're Unseelie you may recover 1 Ally or 1 Ability here. Seelie characters can only recover 1 Ability. The Eastern Grey River Marsh, River, Border Virulent filth spews from the Grey River. When troubled souls pass by, noxious fumes coalesce into familiar faces. Toxic memories are recalled from the distant past. Enter: Might Trial difficulty 4. Leave: As above. Special: You cannot use or be affected by any Arts while on this League. This League cannot be affected by any Arts as well. Rest: You may recover 2 Abilities, but only if you exhaust 1 Art. Fallen Border Border, Road, Wasteland This is the old border between the Fallen Lands and Middlemarch. Silence is not only respectful here, but also encourages survival. Enter: Free. Leave: Free. Rest: You may recover nothing here. The Far Steppes Border, Wasteland Those who travel these harsh lands should be wary of the Naga. Enter: Free. Leave: Resolve Trial difficulty 6. Special: Any Naga Waylays encountered here add 2 to their score in any Tests. Rest: You may recover 1 Treasure here. Fields of Honor Marsh, Fields Legends tell us that a valiant Fianna warrior once fought an army of soldiers on this battlefield. His death was a valiant one, and his spirit inhabits these fields to this day. In the dead of night, the wind howls in his memory. Enter: Free by Fields, Might Trial difficulty 5 by Marsh. Leave: As above. Special: Any Treasure's [Treasures] exhausted on this League are discarded instead. Rest: You may recover any 2 Abilities or Advantages. Fields of Plunder Fields The Cog Armies have begun to pile their looted treasures from Ardenmore in these fields. However, most of the items have already been carefully scrutinized, and little of value remains. Enter: Free. Leave: Free. Rest: You must pass a Resolve Trial difficulty 6, if successful, you may recover 1 Treasure. Fields of Sludge Fields, Wasteland, Border, River The Grey River finally leaves Middlemarch and passes southward. No one regrets this. Enter: Free. Leave: Free. Rest: You may recover 1 Ability. If you choose to rest here, your opponent can also recover 1 of your Flaws. Flatlands Marsh, Fields, River, Border The Marsh of Filth weeps into fields farther south. Noxious vapors waft through the cold clear air, revealing a panorama of a thousand shades of grey. Staring at it for too long can chill the soul. Perhaps you should think about something else. Enter: Free. Leave: Free. Rest: You may recover 1 Ability. Garden District City Streets, Road, Ramp Although it was once quite picturesque, the Garden District is now grossly decayed. Huge black vines swarm over most of the buildings. Nothing of its past glories remains. Enter: Free. Leave: Free. Special: Any st alemates [stalemates] received by characters on this League are changed to Defeats. Rest: You may recover 1 Ability. The Giant's Breath Mountain, Plains, Road, Border The trail along the mountains narrows here. The ground rattles occasionally, as though something deep within the earth is stirring. Enter: Free. Leave: Free. Rest: You may recover 1 Ability. The Great Dam Castle, Fields, Lake, River, Wasteland (Unique) The Great Dam prevents the river from continuing to the south. Once the Splendour Rive journeyed to the prosperous lands of the Kokua. Now it flows into Mechopolis. Enter: Free. Leave: Free. Special: Unique. If you test against a Cog Waylay on this League, subtract 1 from your score. Rest: You can recover nothing here. Grey Bog Marsh, Border Nightmares breed in the Grey Bog, waiting for the day when sorrow and anguish will fully descend over Ironheart's kingdom. Enter: Might Trial difficulty 5. Leave: As above. Special: characters [Characters] must subtract 1 from their score against any Resolve Waylays encountered on this League. Rest: If you have a Curse Flaw, your opponent can automatically recover it if you enter this League. Grey Marsh Marsh, River The river quickens here as it approaches a gigantic bronze grill set into the ground. It allows the turgid waters to flow beneath the streets of Mehcopolis. It is rumored that Ironheart's Steam Drake hunts in the underground marsh for prey. Enter: Might Trial difficulty 6. Leave: As above. Special: If the Steam Drake is encountered here it is always a Combat Waylay. Rest: You may recover 1 Treasure from the twisted remains of the Steam Drake's earlier victim. Grey Mire River Marsh, River Cog-driven rafts and shallow boats carry an endless supply of elixirs, concoctions and exotic fluids to the city of Mechopolis. The guildsmen who travel along the Grey Mire have completely and utterly lost their sense of smell. Good for them. Enter: Might Trial difficulty 5. Leave: Free. Rest: If you rest here for 2 Days you may recover 1 Ability. If you are a Cog or Mechorg you need only rest for 1 Day. Grey River Marsh, River, Border The Grey River struggles to survive the morass of marshes, yet it still manages to meander to the Kingdom of Night. Enter: Might Trial difficulty 5. Leave: As above. Rest: You may Recover 1 Ability. Grey Sod Glades Marsh, River If the Marsh of Filth had a tranquil region, this would be it. In the dead of night, moonlight drifts over the cold sod, and strange deformed insects extemporaneously perform symphonies of night music. Enter: Might Trial difficulty 5. Leave: As above. Rest: You may recover 1 Ability. Iron Park City Streets, Ramp, Road This park has been dedicated to King Ironheart's magnificence. A wide iron ramp leads into a vast plain of metal where nothing living stirs, save for the occasional lost souls who visit the park in silence. Enter: Free. Leave: Free. Rest: You may recover any 1 Merit, except an Ally. If you are Unseelie, you may recover any 2 Merits plus 1 Ally. Iron Plains Fields, Border The grasslands of the Iron Plains have turned grey and have taken on a somber metallic glow. Curiously enough, they seem to be enriched by the rolling clouds of smog. Enter: Free. Leave: Free. Rest: You may Recover 2 of your opponent's Flaws, he can also recover 1 of yours. Iron Swamp Marsh, Border A great and powerful army of Ogres passed through here long ago, and their hatred for the land has infected the Iron Swamp ever since. Enter: Might Trial difficulty 5. Leave: As above. Rest: You may recover 1 Treasure. Irondew Junction Marsh, Fields, Road, Border The Cog Access Highway and Irondew Road meet here. Passers-by try to avoid the questioning glances of travellers. Don't dare look anyone in the eye as you pass. What you see may disturb you. Enter: Free. Leave: Free. Rest: You can recover 1 Ability. Irondew Road Road, Fields This is the main road from Mechopolis to the Irondew Ruins in occupied Ardenmore. Tread lightly here. The other travellers you encounter here are often bitter and hostile to strangers. Enter: Free. Leave: Free. Rest: You may recover 1 Ability. If you're Unseelie you may choose to recover 1 Ally instead. Irondew Ruins Marsh, Road, Border, Ruins (Unique) Once this was the mighty Irondew Keep, but Ironheart's Cog Armies have long since laid waste to it. These far-flung reaches of Ardenmore have been annexed by Middlemarch to use as a staging ground for future assaults. Enter: Might Trial difficulty 4. Leave: As above. Special: Unique. Rest: If you pass a Resolve Trial difficulty 7, you may recover 1 of your discarded Merits. Ironheart's Toll Bridge Bridge, Fields, River, Road Ironheart taxes this bridge, and any who pass must pay a toll. Pay with your gold... or with your life. Enter: Free. Leave: Savvy Trial difficulty 7. Special: You may discard a Treasure to pass the Savvy Trial listed above. If you do not pass the Savvy Trial you can still retreat. Renegade Cog's [Cogs] Automatically [automatically] pass this Trial. Rest: You may engage in a Combat Test against the taxmen (Combat 6). If successful you may recover up to 4 Treasures. If you fail [you] must exhaust 3 Merits instead of 1. Ironleaf Fields Fields, Forest As a traveller marches toward the king's artificial forests and "gardens," he/she will notice that the grass changes from pale green to ashen grey. Enter: Free. Leave: Free. Rest: You may recover 1 Advantage. Ironleaf Forest Fields, Forest This is the artificial forest of King Ironheart. After vast clouds of soot from a nearby factory [Fack Tory?] forced the leaves from the trees, the king commanded a dozen Nockers to craft new leaves from iron and copper. Enter: Free. Leave: Free. Rest: You may recover 2 Abilities. Ironleaf Lane Fields, Forest, Road Ironheart's Highway cuts through the Ironleaf Forest. The road is meticulously maintained. Stealing cobblestones is considered a serious criminal offense. No one must disturb the king's ambitious plans for this area. Enter: Free. Leave: Free. Rest: You may recover 1 Advantage. Ironleaf Vale Fields, Forest, Road Because the dying foliage in the Ironleaf Vale looks unsightly even to him, the king has called for the construction of metal trees to improve the scenery. Enter: Free. Leave: Free. Rest: You may recover 1 Ability. Jacko's Bog Marsh, Ruins, Border A concerto of belching effluvia echoes endlessly throughout this bog. It is the home of Jacko D'Rakk, the cannibalistic bog lord, who rarely sleeps in the same place twice. Every day, he moves the location of his throne, and you never know where you might have the misfortune of finding him. Enter: Might Trial difficulty 6. Leave: As above. Special: If Jacko D'Rakk is encountered here add 1 to his score on any Tests. Rest: You may recover 1 Treasure. Kaihikaai Border, Town, Wasteland (Unique) Built from the cliffs within this waterfall, this was once a thriving city of Kokua. Now it serves King Ironheart as a farm for slaves. The Kokua's spirit was broken when the Splendour River stopped flowing through their city. Enter: Free. Leave: Free. Special: Unique. If you Test against a Waylay here, you must re-roll your highest die. Rest: Unseelie can recover any 2 Merits. Seelie can recover up to 3 Allies. Kelwrath's Volcano Mountains, Road, Border The spies of Ardenmore have roamed far and wide, but this stronghold has not been compromised. Kelwrath's Volcano is the secret source of the Cold Iron used to bring the Cog Armies of Middlemarch to life. Enter: Might Trial difficulty 6. Leave: As above. Rest: If you are a Renegade Cog or a Mechorg you may recover up to 3 Abilities or Treasures or any combination thereof. Other characters may rest and recover 1 Treasure. King Ironheart's Highway (1) Border, Fields, Road This road leads from the troubled lands or Ardenmore to the dying lands of Middlemarch. Take your pick. Where will you find your destiny? Will you save the virtuous or punish the wicked? Enter: Free. Leave: Free. Rest: You may recover 1 Ability here. King Ironheart's Highway (2). Border, Fields, Road Since the majority of Ironheart's soldiers are busy attacking Ardenmore, many of Middlemarch's more ambitious criminals have decided to stimulate the economy by resorting to honest highway robbery. Enter: Free. Leave: Free. Special: You must pass a Savvy Trial difficulty 6 or be forced to discard a Treasure (your choice). Rest: You may recover 1 Ally here. King Ironheart's Highway (3) Road, Wasteland Another modern innovation of the kingdom is a flat multi-lane road to facilitate high-speed transport. Travellers can pay additional taxes to ride in the giant carts of Middlemarch. Although the scenery of Middlemarch is less than idyllic, fae can travel to see it faster than ever before. Enter: Free. Leave: Free. Rest: You may recover 1 Ability. Lair of the Steam Drake City Wall, City Sewers, River (Unique) This is the lair of Steelwing, the notorious Steam Drake, which propels itself in a most curious manner. These tunnels seem small -- almost as though the Steam Drake has outgrown its home. Trapped and desperate, it exacts its anger on any who encounter it. Enter: Free. Leave: Free. Special: Unique. If the Steam Drake is encountered here, subtract 1 from it's [its] score on all tests. If your opponent has the Steam Drake Waylay in his/her hand, he/she MUST Waylay you with it in this League. Rest: You may recover up to 2 Treasures. Lastwater Fields Border, Fields, River A dam blocks the river just south of here. Obviously the king has a much better idea of where the river should go. Enter: Free. Leave: Free. Rest: You may recover 2 Arts. The Lighthouse Border, Fields, Road, Town Ironheart's metal lighthouse dwarfs the small town of Ironcrest. The town is one of the few civilized places in Middlemarch that hasn't been consumed by the rapidly growing Mechopolis. Enter: Free. Leave: Free. Rest: You may recover 1 Ally or 1 Advantage. Loric's Fields Fields, River Sparkling waters from the Splendour River bring life to the fields of Middlemarch. The grey fields are becoming green again. The flowers that bloom here are treasured, especially by the few master gardeners left in Mechopolis. Enter: Free. Leave: Free. Rest: You may recover 2 Arts. Lost City of Mirron. Marsh, Border, Ruins All have heard of Mirron, yet none know its location. It is a place lost to memory, if indeed it ever actually existed at all. Will you be the one to discover the truth about this mythical city? Enter: Might Trial difficulty 5. Leave: As above. Rest: You must pass a Resolve Trial difficulty 7 to find Mirron. If successful you may recover any 2 Arts or Treasures. Marketplace Road, City Streets, City Wall The Marketplace of Mechopolis is busy around the clock. The merchants here will readily place a price on almost anything. Honesty and trust aren't worth much. Enter: Free. Leave: Free. Rest: You may recover any 1 Merit. If you discard a Bag of Gold you may recover any 3 Merits. Mechopolis Water Works City Sewers, City Wall, Ramp, River Here the Splendour River has been diverted to supply Mechopolis with fresh water. The waters lose their sparkle as they get closer and closer to the city. Enter: Free. Leave: Free. Rest: You may recover 1 Art. Middlemarch Airfields Fields, Castle Although the Middlemarch Airfields look disorganized, their deadly airships are fully operational. Someday soon, an ill wind may carry them into Ardenmore. Enter: Free. Leave: Free. Rest: You may raid the supplies and recover 1 Treasure. The Mirage Border, Wasteland In these lands, it is difficult to tell what is real and what is illusion. Visions and dreams can deceive as easily as they can enlighten. Enter: Free. Leave: Resolve Trial difficulty 6. Rest: Roll 1 die, if the result is greater than your Resolve Attribute you may recover 1 of your discarded Merits. Northern Boglands Marsh, Border The marshland between Ardenmore and Middlemarch is nigh impassable. In some parts of the bog, adventurers fall so far into the muck that they must breathe through hollow reeds they harvest along the way. Enter: Might Trial difficulty 5. Leave: As above. Rest: You may recover nothing here. Northgate Fields Fields, Road Just north of the Cog Barracks in Mechopolis, the Northgate Fields is known for its exceptionally vivid sunsets. They say it's because of the clouds of smoke and the miasma from the marshlands. Enter: Free. Leave: Free. Rest: You may recover 1 Ability. Nowhere Forest Forest, Border This portion of the border between Arden and Middlemarch isn't patrolled, and with good reason. The forest is so dense that no one has ever seen the center of it. Thus, since there's no there [one?] there, no one ever goes there. Enter: Resolve Trial difficulty 4. Leave: Free. Rest: You may Recover 1 Art. Nowhere Timberlands Forest, Border These timberlands reach the western tip of Middlemarch and border the Arborian Nation. In some parts of the forest, it's actually easier to travel from treetop to treetop. Don't worry. If you're lucky, you might find a bridge or a rope left here centuries ago. Enter: Resolve Trial difficulty 4. Leave: Free. Rest: You may recover 1 Art in these surprisingly tranquil lands. Omar's Tackle Shop City Streets, City Wall, Road (Unique) Omar's was once a favorite hangout for many of the local fisherfolk -- that is, fae who used to fish in the once-beautiful waters of the nearby lakes and streams. Now it has become a front for a group of saboteurs who wait to strike at Ironheart within his own city. Enter: Free. Leave: Free. Special: Unique. Rest: To find the underground Resistance you must pass a Resolve Trial difficulty 7. If successful, you may recover any 3 Merits. The Pipeline Bridge, Fields, River, Road, Wasteland The Splendour River is diverted away from the Kokua waterfall city toward Mechopolis by a large dam and huge metal pipes. Now that the lands of the Kokua have suffered, slaves are brought this way as well. Enter: Free. Leave: Free. Special: Heavily patrolled, All Cog Waylays may add 1 to their Scores when Testing in this League. Rest: You may recover 1 Art or 1 Ally. The Promenade City Streets, Ramp, Road The Promenade, the main thoroughfare in Middlemarch, has many statues. All of them are monuments to Ironheart. Enter: Free. Leave: Free. Rest: You may recover 1 Ability or Advantage. Qadan, The City of Clouds Town (Unique) This is the famous Floating City of the Djinn, ruled over by the Great Caliph, al-Hazaz. Qadan rarely gets involved in the affairs of more terrestrial kingdoms, and thus has little interest in the war between Middlemarch and Ardenmore. Enter: Resolve Trial difficulty 6. Leave: Resolve Trial difficulty 4. Special: Unique. The city moves randomly. At the start of the game, the player places a token on any League in play to represent Qadan above it. Each Day, the player whose Day it is rolls a die: 1 - Qadan moves 1 League up. 2 - Qadan moves 1 League right. 3 - Qadan moves 1 League down. 4 - Qadan moves 1 League left. 5 - The player rolling this Day moves Qadan 1 League in the Direction of his/her choice. 6 - As above, except the rolling player's opponent chooses the direction. Rest: You may recover any 2 Abilities, Treasrues, Arts or Advantages. Rat Apple Fields Border, Fields, Road Here you will find the Rat Apple Orchard. Be very careful of what falls from the trees. Although the creatures don't eat Cog Warriors, they really like the taste of flesh. Enter: Free. Leave: Free. Special: Any Rat Apple Waylays encountered here add 1 to thei [their] score when testing. Rest: You may recover 1 Ability here. Residential Mechopolis City Streets, Road, Ramp The troubled citizens of Mechopolis live in vast networks of housing. Names are often forgotten; every home has a number on the front door. Unseelie Boggans whisper of any suspicious activity here. Enter: Free. Leave: Free. Rest: Seelie recover 1 Ally. Unseelie recover 1 Treasure. River of Sludge Fields, Wasteland, River The Grey River carries the waste of Metropolis [Mechopolis?] towards the Fields of Sludge. Most fae who venture too close to the so-called "waters" pass out from the stench. Enter: Free. Leave: Free. Special: If you wish to leave the League in a direction that would necessitate crossing the river you must ford it and pass a Might Trial difficulty 6. Rest: You may recover nothing here. Road of the Sleeping Giant Mountains, Road, Border A long-forgotten road rambles to the south. On the surface, the ground trmbles, and a loud rhythmic rumbling echoes through the hills. Cobblestones on the road have been swallowed by cracks in the earth. Enter: Free by Road, Might Trial difficulty 7 by Mountains. Leave: As above. Rest: You may recover 1 Ability. Road to Kelwrath's Volcano Hills, Mountain, Roads [Road] This road leads closer to Kelwrath's Volcano and provides a view of the hills surrounding Mechopolis. The sight of the active volcano in the distance can be inspiring or intimidating, depending on your point of view. Enter: Free. Leave: Free. Rest: You may recover 1 Ability. Road to Skyeholme Fields, Road, Hills, Border This road leads through the Arborian Nation. It begins in the Kingdom of Night and ends in the High King's palace in Skyeholm. With so much traffic, one never quite knows who one might meet. Enter: Free. Leave: Free. Rest: You may recover 1 Ally on this Road. Road to the Fallen Lands Road, Wasteland South of Middlemarch lies an area called the Fallen Lands. It is a conquered territory under the watchful eyes of constant patrols. Now that the fae there have been cowed into submission, Ironheart can turn his full attention to Ardenmore. Enter: Free. Leave: Free. Rest: You may recover 1 Ability. Ruins of Srissan Ruins, Wasteland (Unique) The Naga are a mysterious race, and it is frightfully easy to misinterpret their culture. Enter: Free. Leave: Resolve Trial difficulty 5. Special: Unique. Rest: If you choose to rest here, you do so under the "hospitality" of the Naga. Roll a Die: 1 - Eaten for dinner, discard 1 Merit. 2 - Outcast, Leave this League on your Next Day. If you return to this League you must Exhaust a Merit. 3 - Ignored, Recover 1 Ability. 4 - Welcome, You may recover 1 Art or 1 Ability. 5 - Honored Guest, You may Recover any 2 Treasures, Arts or Advantages. 6 - Accepted, Recover any 3 Merits. The Secret Trail Fields, Road, Mountain This road is heavily travelled by slave laborers and their Cog Warrior foremen. They are burdened not only by their tedious work, but also by the memories of the horrors they have witnessed. Enter: Free. Leave: Free. Special: If you attempt to find the secret trail to the south, you must pass a Resolve Trial difficulty 7. Rest: You may recover 1 Ally. Secret Tunnels City Sewers, River, [City] Wall There are many secrets within Mechopolis, but not all of them are known to the king. Rebels within the city have been studying the ancient network of tunnels underground. Covert Eshu cartographers are hard at work. Enter: Resolve Trial difficulty 6. Leave: Free. Rest: You may recover 1 Advantage. The Shipyards Ocean, Castle (Unique) These are the new shipyards for Ironheart's navy. Disreputable Mer and Tritons frequent the docks, but no doubt they're preferable to the fae you'll find on Ironheart's ships. Enter: Free. Leave: Might Trial difficulty 6. Special: Unique. Mer, Selkie and Tritons automatically pass the Terrain Trial on this League. Rest: You may recover 2 Advantages here. You may not recover anything if you've failed the League Trial. The Skywalk City Skyway, Ramp An elaborate system of catwalks overlooks the city's streets. From here, it is easy to watch the citizens below. Who has been watching you? Enter: Free. Leave: Free. Rest: You may recover 1 Advantage. The Sleeping Giant Mountains, Road, Town, Border (Unique) A stone giant has slept here for centuries. Within his prone form, scores of dwarves have constructed a vast city. The floors shake as the giant's snores rumble through the corridors, but the city grows larger each year. Enter: Free. Leave: Free. Special: Unique. Rest: You may recover 1 Advantage or 1 Art here. The Slums City Wall, City Streets, Road King Ironheart has great difficulty maintaining control in the dirty underbelly of Mechopolis. Resentment festers here like a disease. Once you're down and out in Mechopolis, there's no way back to comfort. Enter: Free. Leave: Free. Rest: If you pass a Savvy Trial difficulty 7 or Discard a Bag of Gold you can recover any 2 Merits. South of Sybilline Marsh, River, Border Just south of Ardenmore's Sibylline swamp, Middlemarch is fortunate enough to have a similar patch of inhospitable, nearly impassable quagmires of swampland. Oddly enough, ownership of this land is not contested. Enter: Might Trial difficulty 6. Leave: As above. Rest: You may recover 1 Art in these murky waters. Southern Wastelands Wasteland Once the forests here were alive. Now this arid plain is devoid of life. Once the citizens of Mechopolis dreamed of a prosperous future. Now they are complacent and obedient. Enter: Free. Leave: Free. Rest: If you pass a Resolve Trial difficulty 5, you may recover 1 Ability here. Splendour Brook Fields, River Kokua refugees travel through these lands. It is said that an elderly Kokua waits and watches for them in a well-hidden treehouse. Fortunate refugees receive his words of wisdom beside the Splendour Brook. Enter: Free. Leave: Free. Rest: You can recover 1 Art by the River or you can search for the old Kokua wiseman. If you choose to search you must pass a Resolve Trial difficulty 7. If successful, you spend the day listening to his stories and enjoying his hospitality - recover any 2 Merits. Splendour River Fields, River, Border Three things come from the north into Middlemarch: the clear, glamorous waters of the Splendour River, the heroes of Ardenmore, and the hope of rescue from the machinations of Mad King Ironheart. Enter: Free. Leave: Free. Rest: You may recover 1 Art. Splendour Riverbed Border, Wasteland A dry riverbed flows through a wasteland. Abandoned villages and farms have fallen into disrepair. Even hope dies here. Yet someday, even hope may return... Enter: Free. Leave: Free. Rest: Sifting through the sand of the riverbed allows the character to recover 1 Art. Swamp of Fingers Marsh The marshes have formed a kingdom of their own. In these lands, sluggish streams of pale water form the fingers of an ashen hand. It continually grasps for more land. Enter: Might Trial difficulty 5. Leave: As above. Special: The Marsh tends to cling to the clothes of those who pass through it. Any who travel through will suffer a -1 penalty to their score on the next Test they undergo. Rest: If you rest here you may recover 2 Abilities, however, you will subtract 2 from your score on your next Test instead of 1. Timberlands of Grey Filth Forest, Marsh, Border The Grey Filth is gradually invading the majestic forests of the Timberlands. Redwood trees stretch towards the heavens; murky swamp water covers the forest floor. Birds of prey hunt swamp rats here, but sometimes the rats feast on fallen birds of prey. Enter: Resolve Trial difficulty 4 from Forest, Might Trial difficulty 6 from Marsh. Leave: As above. Rest: You may Recover 1 Ability. The Tower of King Ironheart CStreets, CSewers, CSkyway, Castle (Unique) The giant tower of Mad King Ironheart is the second largest building in all of Arcadia, exceeded only by the Skyholm [Skyeholm?] of High King Ardlanth. Someday soon, perhaps, one of them will fall. Enter: Savvy Trial difficulty 7. Leave: Combat Trial difficulty 6. Special: Unique. If you encounter a Waylay here, any Test that results in a stalemate becomes a defeat for you. Rest: Your opponent automatically recovers 1 of your Flaws of his choice when you enter this League. Tsu Coastline Border, Fields, Road If it wasn't for the rank and file patrols of Cog Warriors marching through here so often, and the slicks of oil sprites riding the surf, the scenery would be quite delightful. The Selkies who used to frolic here have all but disappeared. Enter: Free. Leave: Free. Rest: You may recover 1 Ability. Tsu Ocean (1) Ocean The mighty Tsu Ocean has been receding for the last two hundred years. Each year, a little more of the coastline is exposed, and a few more dispossessed Tritons venture onto the mainland. Enter: Might Trial difficulty 6. Leave: As above. Special: Mer, Selkie and Tritons automatically pass the Terrain Trial on this League. If you fail the Terrain Trial here, you must exhaust a Merit. Rest: You may recover 2 Abilities here. You may not recover anything if you've failed the League Trial. Tsu Ocean (2) Ocean The Tsu Ocean is restless and merciless. Between the crests of waves, sharp eyes may notice the battered flotsam and jetsam of destroyed ships. Enter: Might Trial difficulty 7. Leave: As above. Special: Mer, Selkie and Tritons automatically pass the Terrain Trial on this League. If you fail the Terrain Trial here, you must exhaust a Merit. Rest: You may recover 2 Treasures here. You may not recover anything if you've failed the League Trial. Undercity Slave Pits City Sewers, River, Ramp, Lake (Unique) This dank, repressive place holds many slaves and prisoners. Even their dreams are filled with nightmares and screams. Enter: Free. Leave: Free. Special: Unique. Cog Waylays add 1 to their score when testing on this League. Allies also add 1 to their score when testing on this League. Rest: You may recover up to 3 Allies. Uptown City Wall, City Streets, Ramp, Road In Uptown, the posh and well-to-do of Mechopolis find endless amusements. Their personal chiurgeons [?] and physickers also treat them for a never-ending varity of illnesses. Such is life in the big city. Enter: Free. Leave: Free. Rest: Unseelie can recover any 2 Merits here. Seelie must pass a Savvy Trial difficulty 7. If they succeed they may recover any 1 Merit. The Vortex Border, Wasteland Few who enter the Vortex ever return. Fewer still return unchanged. Enter: Free. Leave: Might Trial Difficulty 6. Special: If you fail the Might Trial to leave, your opponent may select and play a Combat Waylay of rating 4 or less. This Waylay is not a part of your Quest Waylay Rating and your Opponent can play a Waylay like this on you every time you fail to pass the Leave Trial. Heh! Rest: No rest is possible here. Waste Tunnels City Sewers, City Wall, River, Ramp Avoid this place at any cost. Foul fumes waft through these tunnels, and fouler creatures who have never seen the light of day spawn in these reservoirs of sewage. Their wide eyes never blink, and they will feast on anything... even each other. Enter: Free. Leave: Free. Rest: Your opponent can automatically recover 1 of your Flaws if you enter this League. You can recover nothing. Wasted Fields Border, Wasteland Opposition can either defeat a fae or inspire him. Some succumb to despair. Others are motivated to great heroism. Enter: Free. Leave: Resolve Trial difficulty 6. Rest: You may recover 1 Ability.a[] The Wastelands Wasteland The wastelands south of Middlemarch fill travellers with despair. Some become so ensnared in their own misery that they cannot find the strength to go on. Enter: Free. Leave: Resolve Trial difficulty 5. Special: If you fail the Leave Trial you must retreat in the direction that you came from on your next day. Rest: You may recover nothing here. West Cog Tower Border, Castle, Fields, Road The soldiers of the West Cog Tower are always vigilant. They take great pride in their absolute obedience and loyalty. Enter: Free. Leave: Free. Rest: Unseelie recover 1 Art or Treasure. Seelie recover 1 Ability and 1 Flaw. Western Access Tunnels City Wall, City Sewers, River Murky liquids are vomited from the Cog Refinery into the Western Access Tunnels, where massive pumps churn the sludge into stone aqueducts. Even the Sluagh consider these bilious substances to be unwholesome. Once they're transported to the right swamp, they immediately becomes somebody else's problem. Enter: Resolve Trial difficulty 4. Leave: As above. Rest: Your opponent automatically recovers 1 of your Flaws if you enter this League. No actual rest is possible in this pungent hell. Western Moor Marsh, Forest The trees of the forest are trying to reclaim the Western Moor. The swamplands drain a little more each year, and the forests of the Western Moor spread a little farther. The mud here is so deep that Boggans prefer to stand on the shoulders of Trolls. Enter: Might Trial difficulty 6. Leave: Might Trial difficulty 4. Rest: You may recover nothing here. Western Watch Tower City Wall, City Skywalk [Skyway], Castle, Ramp Guards high atop the Western Watch Tower monitor the Swamp of Filth. They observe the Arborian Nation beyond it through giant magnifying lenses. When the watch-fires behind the giant lenses are lit, the results are deadly. Enter: Free. Leave: Free. Rest: If you're Unseelie you may recover 1 Ally or 1 Ability here. Seelie characters can only recover 1 Ability. WAYLAYS (by Rating): (75/?? waylays) 2 Carnivorous Plants Combat MSRC: 2 - - 2 Terrain: Fields, Forest, Marsh, Mountains In the murky non-day of the deep wilds, you are ever on guard. And well you should be, for some of those things lurking threateningly in the bushes are the bushes themselves. Discard this Waylay when it's defeated. (Richard Thomas) 2 Head Leech Combat MSRC: 1 - - 2 Terrain: Marsh, Forest, River Head Leech's [Leeches] are not known for their brains, but watch your head when going through the swamp if you value yours. Discard this Waylay when it's defeated. (John Cobb) 2 Insane Homesteaders Savvy MSRC: 2 2 1 4 Terrain: Mountains, Fields, Marsh, Road, Hills, Forest, Border "You ain't from aroun' here, is ya?" It shouldn't be too hard to outwit these guys. Discard this Waylay when it's defeated. (Anthony Hightower) 2 Worn Out Resolve MSRC: - - 4 - Terrain: Border, Marsh, Mountains, Road, Wasteland Traveling for days through hostile environments, with no rest and little food, you feel that you cannot go on but you know you must. You need to use what's left of your wits to find food and fresh water or you'll wither to nothing. If you are defeated in this Waylay, keep this card with your character. You may, as your encounter, Test each Day to defeat it, but until you do, suffer a -1 penalty on all Tests and Trials. Discard this Waylay when it's defeated. (Mark Jackson) 3 Affectionate Oilslick Savvy MSRC: 4 2 - - Terrain: Any Oil sprites are known for their general clinginess and codependant behavior, and this bunch is no exception. They have taken quite a liking to you, and it's important that you talk fast and convince them you have to leave, or they will literally smother you with their love. You may not retreat from the Affectionate Oilslick. Discard this Waylay when it's defeated. (Aaron Boyd) 3 Assembly Line Might, Resolve MSRC: 2 - 4 - Terrain: City Sewers, City Streets You've been captured and put to work on an assembly line. What is being assembled is a complete mystery to you; your task, however, is to make a square peg fit into a round hole. When you finish your first batch, you will get a very short break, and perhaps you can sneak away. Each Day you encounter the Assembly Line, you must make first a Might Test and then a Resolve Test. Losing the Resolve Test is a stalemate. You must succeed on both Tests in a single Day to defeat the Waylay, and may not retreat. Discard this Waylay once it's been defeated. (Andrew Bates) 3 Boggan Gang Bangers Combat MSRC: 3 5 4 3 Terrain: City Streets, Ramp, Road, Town They're small, surly, and in rebellion against Boggan tradition. If you're having a very unlucky day, they might even pose a threat. Discard this Waylay when it's defeated. (Dave Fooden) 3 Capsized Might, Resolve MSRC: 2 - 2 - Terrain: Ocean, River It is best to stay in the boat when you come to rough waters. Each Day you encounter Capsized, enter into both a Might and a Resolve Test to make it safely back to shore. You must be successful at both on a single day to defeat this Waylay, though you only exhaust 1 Merit if you fail the dual tests. You may not retreat from this Waylay. Discard this Waylay when it's defeated. (Leif Jones) 3 Cog Hunting Dogs Combat, Resolve MSRC: 5 - 2 4 Terrain: Border, Fields, Forest, Hills, Marsh, Road You hear the shrill baying of mechanical hounds in the near distance. You've heard of these things. They're relentless. They're vicious. They nearly always catch their quarry. If you stand and fight (Combat Test), and defeat the dogs, they are discarded. If you evade them (Resolve Test), they move with you from League to League and you must retest against them before you leave any League. Retesting does not count as your encounter for a Day. You may opt on any Day to encounter the dogs in a Combat Test rather than the retest of Resolve. (Drew Tucker) 3 Cog Sniper Combat MSRC: - - 4 3 Terrain: Border, City Wall, Forest, Mountains, Road The first indication that you are under attack is the shriek of a ball-bearing zipping past your ear. Then the sniper sets his sights and you find yourself scrambling for your life. When you lose a Test to the Cog Sniper, choose an Ally as the Merit you exhaust unless all Allies are already exhausted, then you may exhaust other Merits. Discard this Waylay when it's defeated. (Ron Spencer) 3 Coughing Break Might MSRC: 3 - - - Terrain: City Sewers, City Skyway, City Streets, Ramp, Town You've wandered into a group of Fack Tory workers on their break, making a team effort to turn the blue sky a sickly gray. The cloud around them is so thick you can feel your clothes taking on a brown stickiness, and your eyes and lungs are burning horribly. You must get through to clean air, if there still is such a thing here. Discard this Waylay when it's defeated. (Andrew Bates) 3 Cruel Geyser Savvy MSRC: - 3 3 - Terrain: Mountains, Fields, Wasteland A geyser erupts right before you, scalding you, roaring its blistering rage at the world in general, and at you in particular. The Geyser is a cousin to the Steam Sprites often enslaved by Ironheart, and has developed a marked antipathy towards all fae as a result. It will not listen to protestations of your innocence as regards Ironheart's affairs, so you must berate it at the top of your lungs until you frighten it back into its spout. Discard this Waylay when it's defeated. (Rebecca Guay) 3 Footpad Resolve MSRC: - - 2 3 Terrain: Bridge, CSewers, City Skyway, City Streets, Ramp, Road, Town These are hard times for many in Middlemarch, and more than a few have turned to thievery to survive. It's best to keep one hand on your sword and the other on your purse. If the Footpad is undetected in time by a Resolve Test, he takes 1 Treasure of your opponent's choice, and is placed by your opponent on an adjacent League. Your opponent may move him 1 League each of his/her Days. If you choose to pursue, and encounter the Footpad again, he becomes a Combat Test, and if you beat him, you regain your Treasure. Discard this Waylay when it's defeated. (Andrew Goldhawk) 3 Hypo-Scorpions Combat MSRC: 4 - 1 2 Terrain: Any Scuttling from nightmares into this world of dream, Hypo-scorpions are born of deep terrors in the subconscious minds of humans. If you lose a Test to the Hypo-scorpions, you are at -1 on all Tests for your next 2 Days. Discard this Waylay when it's defeated. (Jeff Laubenstein) 3 Mechopolis Security Combat, Savvy MSRC: 5 4 4 3 Terrain: Bridge, City Streets, City Wall, Ramp, Town Something about you alerts a cog security patrol that you might not belong. Either vanquish them or convince them you're just another workaday sluggard in the big city. Discard this Waylay when it's defeated. (Brian LeBlanc) 3 Polluted Water Resolve MSRC: 6 - 3 - Terrain: Border, Lake, Ocean, River, Road, Wasteland King Ironheart's industrial mania has left its venomous mark on the wildlands of his kingdom. You must know how to spot the signs that the water you're drinking has been corrupted, or suffer the consequences. If you lose your test, you suffer -1 to all Might Tests and Trials until you rest for 2 consecutive Days. This Waylay stays in play for the rest of the game. (Drew Tucker) 3 Rat Apples Combat, Resolve MSRC: - - 4 2 Terrain: Fields, Forest, Marsh You'd heard of Rat Apple trees, but never thought you'd actually ever see one. Well now you have and rather wish you hadn't. The choice is a vile one: beat them or eat them. Discard this Waylay when [it's] defeated. Combat - Make 3 Tests against the Rat Apples each Day you encounter them until you have defeated them 3 times. Resolve - Test against Resolve to eat the little creatures. (Steve Casper) 3 Road Crew Resolve MSRC: 3 4 3 4 Terain: Bridge, City Skyway, City Streets, Ramp, Road To slip past this Road Crew, you must persuade them that you are one of Ironheart's Public Works Inspectors. Unfortunately, they start asking for advice on [a] technical problem, pulling out blueprints and pointing to equations scrawled in the margins. Solve their problem and convince them you're who you say you are so they don't alert the authorities to your presence. Discard this Waylay when it's defeated. (Ron Spencer) 3 Sociopathic Steam Sprites Savvy MSRC: - 3 4 - Terrain: Any These Steam Sprites were freed from their enslavement by a terrible explosion, but not before the presssure destroyed their sanity. Now they zip across the land like burning ghosts, assaulting anything that moves, slithering over their victims' skins and leaving them writhing in agony. If you can somehow appeal to their lost compassion, scalding them with the memory of their stolen past, they may leave you alone. Discard this Waylay when it's defeated. (Aaron Boyd) 3 Tempting Illusion Resolve MSRC: - - 6 - Terrain: Wasteland You make your way across the harsh landscape of the wastelands, dazed with fatigue and exposure, yet pressing on. You must reach your goal if Ardenmore is to remain free of Ironheart's fanatical dominion. Then, off in the distance, you see a pocket of paradise, a perfect place, except that it's not actually real. You must realize this and not wander from your path. If you fail a Test against the Tempting Illusion, lose your next Day instead of exhausting a Merit. Discard this Waylay when it's defeated. (Mark Jackson) 3 Tiger Trap Might MSRC: 2 - 5 - Terrain: Border, Forest, Marsh You've fallen into an old-fashioned pit trap and must clamber out if you can. You may not retreat from the Tiger Trap. Discard this Waylay when it's defeated. (Leif Jones) 3 Time Clock Savvy MSRC: 6 3 4 - Terrain: City Skyway, City Streets, City Sewers You needed a time-card to get through that door, so you, er, got one. What you weren't counting on was the fact that Middlemarch's Time Clocks are self-aware, and prone to intensive interrogation of those they monitor. Convince the clock you're a worker, or get ready for the Slave Pits, hero. Discard this Waylay when it's defeated. (Steve Casper) 3 Volcanic Plain Might MSRC: 4 - 4 - Terrain: Wasteland Breathing this scorching air burns your lungs. The heat is unbearable. Can you plod through? This Waylay stays in play the entire Quest and must be encountered by all characters entering the affected League. In addition to the Might Test, the difficulties on the League's Enter and Leave Trials are increased by 1. (Aaron Boyd) 3 Wyld Boars Combat MSRC: 4 1 3 3 Terrain: Border, Fields, Forest, Road, Wasteland Wyld Boars are fearsome creatures known for their esoteric scissoring techniques and the fact that no one they kill is ever found. Discard this Waylay when it's defeated. (Brian LeBlanc) 4 Accountability Savvy MSRC: - 3 - 6 Terrain: City Skyway, City Streets, Ramp Just your luck, to run into Mr. Hodge, Ironheart's Vice President of Vice Presidents in Charge of Accountability and Buck Passing, and have him mistake you for a layabout worker. Enter a Savvy Test to avoid having to spend a Day talking to Mr. Hodge. You may not retreat from this Waylay. Discard this Waylay when it's defeated. (Brian LeBlanc) 4 Ash Heaps Resolve MSRC: 6 - 6 - Terrain: Border, Fields, Forest, Marsh Ash heaps as far as the eye can see. Now you know where the waste from Ironheart's Fack Tories goes. Find your way through the Ash Heaps or lose your way. This Waylay stays in play until the end of the game. In addition to the Resolve Test, the difficulty on the Leave Trial is increased by 1. (Drew Tucker) 4 Clock Roaches Savvy MSRC: - 4 - 4 Terrain: City Sewers, City Streets, Road Clock Roaches were early cog mechanisms developed by Ironheart's technicians to keep the time in the labyrinths of Mechopolis, and earned their names not only by the clock faces on their backs but through the ticking sound of their iron feet on the iron floors of the city. Alas, they weren't terribly accurate, so Ironheart tried to exterminate them, but roaches of any kind are impossible to get rid of once you have them. When encountered, Clock Roaches will engage you in a discussion of chrono-science, but their arguments tend to be rather circular. Discard this Waylay when it's been defeated. (Jeff Miracola) 4 Cog Autogyro Combat MSRC: 4 - - 3 Terrain: Any A Cog Autogyro has zeroed in on you, and seems to recognize that you are not a loyal subject of the exalted King Ironheart. It roars through the air overhead like a giant wasp, pelting you with ball-bearings. To defeat it, you must literally leap onto it and wreck its mechanisms. Make a Might Trial difficulty 4 to leap aboard, then a Combat Test to defeat it. This Waylay is discarded when it's defeated. (Andrew Kudelka) 4 Cog Spider Flyers Combat MSRC: 4 - 4 3 Terrain: Any The Cog Spider Flyers are designed to swiftly and viciously decimate infantry forces. They strike silently, like huge thrown knives, usually with a cleaving pass to the brow, literally ripping their target's head open. Before attack them, you must pass a Resolve Trial difficulty 5 or suffer a -2 on any Tests you undertake against them. Discard this Waylay once it is defeated. (Stuart Beel) 4 Jungle Sirens Savvy MSRC: - 3 4 - Terrain: River, Forest, Fields, Marsh Wafting gently on the breeze are the tempting sounds of a gathering of Jungle Sirens singing their songs. Their songs make you want to stay with them for all of time, forgetting your cares, worries and quests. Trick them into singing a depressing Sluagh song or a discordant round of the Gremlin song, "Breaking Things is Fun", in order to break their hold on you. You cannot retreat from Jungle Sirens. Discard this Waylay when it's defeated. (Brian LeBlanc) 4 Kokua Blowguns Combat, Savvy MSRC: 4 5 - 4 Terrain: Border, Fields, Forest, Hills, Marsh, Road, Wasteland Some Kokua warriors have avoided enslavement by King Ironheart's forces, and engage in guerilla warfare within the borders of Middlemarch. They are so embattled that they now see everyone except their own as enemies: fight them or convince them you're one of the good guys. This Waylay cannot be played against a Kokua character. Discard this Waylay when it's defeated. (Mark Jackson) 4 Press Gang Combat MSRC: 5 4 - 4 Terrain: City Streets, Ramp, Road, Town A Press Gang of Ogres eyes you, deciding you would make an excellent replacement for some Fack Tory workers who dropped dead earlier today. Discard this Waylay when it's defeated. (Brian LeBlanc) 4 Propaganda Resolve MSRC: - - 4 - Terrain: Castle, City Streets, Road, Town King Ironheart's propagandists, called Speakers, have made a frightening impact on public misperceptions about what the Mad King is up to. By appealing to the fae's basest self-interest, and making claims of moral superiority and fiscal responsibility, they present a false-yet-compelling vision of the Arcadia he will bring. You must see past their lies or lose your own vision, abandoning your vital mission to remain in Mechopolis as a slave. Discard this Waylay when it's defeated. (Brian LeBlanc) 4 Razor Hawks Combat MSRC: - - - 4 Terrain: Border, Fields, Forest, Marsh, Mountains, Ruins, Wasteland The etymological term for a group of Razor Hawks is a "slice." Discard this Waylay when it's defeated. (Steve Casper) 4 Riddle Gate Resolve MSRC: - - 5 - Terrain: Border, Forest, Marsh, Mountains, Road, Ruins, Wasteland No one knows the origin of Riddle Gates, and they are never found in the same place twice. Travellers finding one are compelled to answer a riddle asked by the spirits of the gate, and if they do not answer correctly within the space of seventeen hummingbird heartbeats, they are sucked into the gateway and suffer capricious effects. If you fail the Test, roll a die: 1: exhaust a Merit, 2: exhaust one of your Flaws, 3: return to Base Camp, 4: recover a Merit, 5: recover a Flaw, 6: move 2 Leagues in the direction your opponent chooses. This Waylay is discarded once it is encountered. (Aaron Boyd) 4 Ruined Temple Resolve MSRC: - - 3 - Terrain: Border, Forest, Mountains, Ruins, Wasteland This once proud temple is now just a maze of crumbling walls, rooms and dead-ends. Ancient memories still haunt its chambers, trying to confuse with their distracting whispers. Visitors, like you, can easily get lost in the temple and waste away to memory as well, becoming one more thin, faint voice to torment future visitors. You may not retreat from this Waylay and it remains in play for the rest of the game. (Drew Tucker) 4 Salamander Combat MSRC: 4 - - 4 Terrain: City Sewers, Mountains, Ruins, Wasteland The Salamander is a creature formed of living magma. You mean it no harm, but to its primitive mind any creature larger than itself is a threat. Usually it would flash away in retreat, but you have inadvertently cornered it, and must now face its blistering fury as it throws itself at you. When you lose a Test to the Salamander, you must choose a Treasure as the Merit you exhaust if possible. Discard this Waylay when it's defeated. (Andrew Kudelka) 4 Sandstorm Might MSRC: 4 - 6 - Terrain: Wasteland A furious Sandstorm roars across the barrens, whipping and tearing violently at any unprotected skin. Protect yourself quickly and weather the storm or be devoured by the raw power of nature enraged. If you lose the test, all of your Treasures are buried and you must remain in this League one extra day per Treasure searching for your missing items. You do not have to exhaust a Merit when you lose. Discard this Waylay once it is encountered. (Leif Jones) 4 Smog Cloud Might MSRC: 3 - - - Terrain: Any A symptom of urban development gone mad, this low-hanging Smog Cloud is one of many settling to ground throughout Middlemarch. You must pass through, and know that the only safe way to do so is to hold your breath the whole way. This Waylay remains on the League it is played on the rest of this game. (Steve Casper) 4 Stilt Gators Combat MSRC: 3 - 4 4 Terrain: Forest, Marsh A horrible threat from above, Stilt Gators often place themselves over wildlife trails and other pathways through the wilds, waiting to savage anything that wanders by. Discard this Waylay when it's defeated. (Tony DiTerlizzi) 4 Sweatshop Heat Might MSRC: 4 - - - Terrain: City Sewers, City Streets The sweltering heat of rampant industry is broiling your brains in your skull. Stumble or crawl away to get some fresh air or become another roasted casualty of Mechopolis' infernal growth. Discard this Waylay when it's defeated. (Brian LeBlanc) 4 Tangle Vines Might MSRC: 3 - - - Terrain: Forest, Marsh, Ruins, Wasteland A number of Tangle Vines have writhed and slithered their way around your limbs, and you know you must break free before they break you down for nourishment. You cannot retreat from thie Waylay. Discard this Waylay when it's defeated. (Tom Baxa) 4 The 4man Combat, Savvy MSRC: 4 4 5 5 Terrain: City Sewers, City Streets You look like you're malingering, and the 4Man is here to see that everyone works at 300%. If you don't agree with him, he will, uh, terminate you, because he knows that all workers are easily replaced. You can stand up to him, and try to take him in a fight, or talk fast and try to get his heads arguing amongst themselves, giving you a chance to slip away. This Waylay is discarded if defeated in Combat, but if defeated with Savvy will remain in play and affect any who travel to this League. (Ron Spencer) 4 Wyvern Combat MSRC: 4 - 2 4 Terrain: Border, Lake, Mountains, Road Distantly related to Dragons, the Wyverns are much smaller and as vicious as shrews. They live to eat meat, whether hunted or scavenged, and are an uncommon but horrible menace to travellers in wild places. Discard this Waylay when it's defeated. (William O'Connor) 4 Zip of Zeppelins Savvy MSRC: - 4 - - Terrain: Ocean, River, Road, Border, Town, Fields, Wasteland Shadow drifts over you as a zip of Zeppelins blots out the sky. But have they seen you? Enter into a Savvy Test to avoid the Zeppelins. If you fail, they will move with you from League to League until you rest for a Day and then try to Test again. Suffer a -1 penalty on all Tests and Trials while the Zeppelins monitor you. Discard this Waylay when it's defeated. (Andrew Bates) 5 Buccaneer Colony Savvy, Might MSRC: 6 5 2 5 Terrain: Border, River, Ocean, Lake You wander into a gathering of Buccaneers in the middle of a celebration. Being quick of temper, they all pull out their pistols and challenge you -- you must either entertain them with a song or story, or "shoot the boot"[,] which means chugging down the nastiest Buccaneer's boot filled with homemade grog without having the substance return to light. If you lose, exhaust 2 Merits and discard this Waylay as they toss you out on your head. Discard this Waylay when it's defeated. (Steve Casper) 5 Cog Dreadnought Savvy MSRC: - 5 - 42 Terrain: River, Ocean, Lake You are stopped by one of King Ironheart's gargantuan mechanical war-boats. Convince them you're a benign presence so that they don't blow you to fairy dust. Discard this Waylay when it's defeated. (Steve Casper) 5 Cog Marauders Combat MSRC: - 6 3 7 Terrain: Border, Fields, Hills, Marsh, Road A rampaging crew of Cog Marauders pins you down on their way to the Ardenmore border and decides you'll make a perfect subject for target practice. If the Marauders win the Test, you must exhaust one Ability of your opponent's choice. If no unexhausted Abilities are available, or if they are defeated, the Marauders are discarded with no effect. (Anthony Hightower) 5 Cog Mortar Combat, Resolve MSRC: 4 - 5 5 Terrain: Border, Fields, Hills, Marsh, Road You're under fire by one of Ironheart's fearsome Cog Mortars. Until discarded, the Cog Mortar will shoot at any character in the same League or in an adjacent League, unless the adjacent League is a Town or Castle League, or a City League of any type. If attacked by the Mortar from another League, you may move normally, but may only Test against it with Resolve. This Waylay remains in play the rest of the game [until defeated in Combat?]. (Steve Casper) 5 Cog Platoon Combat, Savvy MSRC: - 4 6 6 Terrain: Any Dispatched by King Ironheart, this Platoon of Cog Soldiers is looking for a fight. That is, after all, their raison d'etre. You may choose to fight or try to convince them you are not an enemy. If you are defeated in the Savvy Test you must immediately enter into a Combat Test to avoid capture. Discard this Waylay when it's defeated. (Tom Baxa) 5 Cog Trap Might MSRC: 2 - - - Terrain: Border, Ramp Cog Traps are designed to keep unwanted visitors out of Middlemarch. You just found one. You must pass 2 Tests to break free. You may not retreat. Discard this Waylay when it's defeated. (Anthony Hightower) 5 Djinn Wanderers Combat, Savvy MSRC: 7 5 - 6 Terrain: Border, Road, Town While most keep to their city in the sky, some Djinn seek thrills and knowledge below. You encounter a wandering band of such, and are warmed by their camaraderie. Be wary, though, for Djinn are known for exotic and mind-boggling tales, some say rivaling even those of the Eshu, and for a love of personal sport, such as wresling. You may use no Treasures in the Combat Test. If you lose either Test, they challenge you to the other type the following Day. Alternate challenges until you win a Test or retreat. Discard this Waylay once it is defeated. (Barb Armata) 5 Dystopian Maze Resolve MSRC: - - 4 - Terrain: City Sewers, City Streets, City Skyway When you enter the modern city, sometimes it is very difficult to find your way back out. If you retreat, it may only be to another City,[] or Town League. This Waylay remains in play the rest of the game. (Drew Tucker) 5 Gridlock Resolve, Savvy MSRC: - 5 3 - Terrain: City Skyway, City Streets, Ramp Beautiful downtown Mechopolis -- the sights, the sounds, the smells, the traffic. Dirty motorized carriages, loud blaring whistles and yelling people, clouds of noxious exhaust, and the backed-up traffic that never seems to move. You're stuck until you can either figure out a shortcut or until you talk people into letting you pass. You cannot retreat from this Waylay unless you have a Merit that allows you to fly. This Waylay remains in play until the end of the game. (Andrew Kudelka) 5 Mechorg Assassin Combat MSRC: 4 - 2 5 Terrain: Any The good news is that it's clear King Ironheart now regards you as a threat. The bad news is that he has sent one of his brutal mechanical assassins to destroy you and your allies. Each time the Mechorg Assassin wins a Test against you, you must choose an Ally as the Merit you exhaust, and the Mechorg Assassin goes back into your opponent's hand to be reused. It cannot be used again for another 2 Days, and may not be used to attack when you have no Allies to exhaust. Discard this Waylay when it's defeated. (Jeff Laubenstein) 5 "Progress" Resolve MSRC: - - 3 - Terrain: Ramp, City Wall, City Skyway, City Sewers, City Streets Walls with no sky. A nightmare of city planning. Soot crusts everything, smoke hangs in the air. Citizens shuffle between hovel and sweatshop. Despair and banality shroud the heart, sap you of vitality and hope. You fear nothing can be done to save Arcadia from this developmental apocalypse. If you fail this Test and Test again on your next Day, subtract 2 from your score. If you retreat, it may only be to a League with no Castle, City or Town Terrains, then you must rest the next Day. Discard this Waylay when it's defeated. (Jeff Holt) 5 Sandman Pageant Savvy MSRC: - 5 7 - Terrain: Any A troupe of Sandmen have come to do a naturalistic production of /A Midsummer Night's Dream/ with actual faeries as the actors. There is no audition -- there is also no choice. If you don't roleplay well enough for them and remember your character's driving goal in every scene, they might not believe that you truly understand what it is to be a faerie. They will make you practice and practice the role until you have it perfect enough for someone to believe that you are one of the fae. Discard this Waylay when it's defeated. (Mark Jackson) 5 Sidewinder Combat MSRC: 3 - - 5 Terrain: Border, Fields, Road, Ruins, Wasteland Snakes. Why'd it have to be snakes? The Sidewinders of Arcadia have been ballooned to enormous size by the deep fear of serpents reflected in the dreams of humans. Like all snakes, they swallow their prey whole. Discard this Waylay when it's defeated. (Steve Casper) 5 Tornado Might MSRC: 3 - - - Terrain: Any The Tornado roars in like the hand of a vengeful god. If defeated by the Tornado, you are moved one League according to a die roll: 1-2: Left, 3-4: Right, 5: Up, 6: Down. The Tornado moves with you and you must face it each Day until it is defeated. No other Waylays may be played against a character caught in a Tornado, and if a Tornado moves into a League occupied by a Waylay, that Waylay is discarded. Discard this Waylay when it's defeated. (Steve Casper) 5 Torque Wrench Might MSRC: 5 - - - Terrain: City Sewers, City Streets CLANG! You have walked into a mechanical trap set for spies. Earlier, you picked up this Torque Wrench as a potential weapon, and only the added leverage you gain by using it gives you any chance at all of wrenching the mechanism back open. Discard this Waylay when it's defeated. (Ron Spencer) 6 Cog Juggernaut Combat MSRC: - - - 4 Terrain: Any Cog Juggernauts are finely-tuned, nearly unstoppable, Fack Tory-built brute force. You must defeat the Cog Juggernaut in 2 Combat Tests to defeat this Waylay. Discard this Waylay when it's defeated. (Ash Arnett) 6 Cog Spider Tank Combat MSRC: 6 - - 5 Terrain: Border, Fields, Hills, Road Among the most fearsome of Mad King Ironheart's toys, the Cog Spider Tank is a nightmarish clanking terror that shakes the ground as it runs. Until defeated, the Cog Spider Tank will shoot into adjacent Leagues at any character unless that character is on a City League of any type or on a Castle or Town League. Discard this waylay when it's defeated. (Ron Spencer) 6 Cog Squid Combat MSRC: - - 4 6 Terrain: Lake, Ocean, River First you see the rainbow sheen of oil rippling on the water's surface. Then your boat shifts under you as something huge displaces the water as it passes below. Finally, the clanking tentacles snake into the air around you, and you know you have a fight on your hands. You may discard an Ally (who heroically throws himself at the squid, allowing your escape) to automatically defeat the Cog Squid. Discard this Waylay when it's defeated. (John Cobb) 6 Cog Submarine Combat, Resolve MSRC: 9 - 6 6 Terrain: Lake, Ocean, River The strange mechanical eye rising in your wake is the periscope of one of King Ironheart's submarines. He doesn't have many, but the ones he has are extremely dangerous. To fight the Cog Submarine, dive beneath the surface and twist its windup key until it breaks. You may also try to trick the Submarine into running aground or wrecking on the rocks. Discard this Waylay once it's been defeated. (Leif Jones) 6 Dapper Rokea Savvy MSRC: - 5 - 6 Terrain: Any Marko the Rokea approaches you with an offer of employment. Can you talk your way out of this without insulting him? Enter into a Savvy Test to avoid working for Marko. If you fail, immediately face Marko in a Combat Test. Once he has become a Combat Test, he can no longer be faced with Savvy. Discard this Waylay when [it's] defeated. (Barb Armata) 6. General Motors Savvy MSRC: - 6 7 5 Terrain: Road, City Wall, Ramp, City Skyway, City Streets General Motors needs new recruits for his expanded Zeppelin Fack Tory. Can you explain to him why you aren't available without alerting him to your spy nature? Discard this Waylay when it's defeated. (John Matson) 6 Industrial Accident Might MSRC: 7 - - - Terrain: Castle, City Sewers, City Streets, Ramp, Town One of many bad things about being in Mechopolis proper is the frequency of explosions. You're unlucky enough to be nearby when one of these dangerous malfunctions occurs. If you lose the Test, exhaust 2 Merits, but the Waylay is immediately discarded whether you win or lose. (Steve Casper) 6 Naga Guardians Resolve MSRC: - 5 6 - Terrain: Wasteland, Ruins The Naga are reclusive and untrusting of strangers. To gain their trust, you must use reason to make your case. If you fail, the Merit you exhaust must be an Art if possible. Discard this Waylay when it's defeated. (Brian LeBlanc) 6 Plummet Might MSRC: 6 - - - Terrain: Castle, City Wall, Mountains, Wasteland The climb has been a tough one. You near the top, almost there, reaching out -- and lose your grip entirely, falling, falling, falling. It hurts when you hit. If you lose the Test, discard a Treasure as it gets crushed between you and the ground. If you have no Treasures, exhaust as normal. Discard this Waylay after the Test, whether you won or lost. (William O'Connor) 6 Proselytizing Velociraptors Resolve MSRC: - 4 6 - Terrain: City Streets, Road, Border, Bridge, Town They come with stiletto-sharp smiles, proffering their wisdom whether you want it or not. There is no escape from their preaching: they're incredibly fast and dart in front of you when you try to leave. They know how life is supposed to be, and will harry you with this vision as their less spiritual peers would harry a fleeing elk. You must outwit them in debate (they're fervent, but not very bright), making their eyes cross with thoughts too complex for their small, reptilian brains, and slip away whilst they recover. Discard this Waylay when it's defeated. (Brian LeBlanc) 7 Aldrich, the Mechician Combat, Resolve MSRC: - 8 9 5 Terrain: Any Aldrich has been manipulating King Ironheart and advancing his own Dystopian agenda. Now you have gotten in his way, and must face his dark mechanical magics. Aldrich can summon two Waylays of rating 4 or lower or one of rating 6 or lower to defend him. If available, these Waylays must be cog, mechorg, or Mechopolis Security. You must defeat these Waylays before Testing against Aldrich himself. Discard this Waylay when it's defeated. (Anthony Hightower) 7 General Electric Resolve MSRC: - 5 7 6 Terrain: City Sewers, City Streets, City Skyway, Castle General Electric is one of King Ironheart's most trusted advisors, and he has caught you red-handed where you're not supposed to be. He is fascinated by any kind of knowledge, however, and if you can share with him a fact that he doesn't already know, he will grin in friendly conspiracy (as if to a naughty child) and let you go on your way. Discard this Waylay when it's defeated. (Lawrence Snelly) 7 Jacko D'Rakk Savvy MSRC: - 7 - 8 Terrain: Marsh, Border, Forest, Lake Jacko D'Rakk is a monster among fae, ruling his own domain in the deepest bogs of the Marsh of Filth, eating any other faeries that he can catch. Now, Jacko is after you. Use your wits to mask your trail and slip away to safety. Discard this Waylay when it's defeated. (Brian LeBlanc) 7 Passing Kraken Might MSRC: 6 - - 89 Terrain: Ocean One of the two known Krakens in the Arcadian seas is swimming in this area, unaware of the disaster resulting from its passage. The water churns violently, and one of its tentacles smashes into you, upsetting your boat and leaving you to fight the monstrous undertow of the creature's wake. Arts and Treasures may not be used against the Kraken. Discard this Waylay when it's defeated. (Drew Tucker) 9 Steelwing, the Steam Drake Combat, Resolve MSRC: 11 5 8 9 Terrain: City Sewers, Castle, Fields, Marsh, Ramp The result of the Mad King's "repairs" to a mortally wounded dragon, the monster known as Steelwing is a blend of draconian flesh and arcane mechanisms. Whether the Steam Drake wished to be transformed is an unanswered question, but she now devotedly protects Ironheart without hesitation. If you do not defeat the Steam Drake, her steam blast exhausts 2 Merits instead of 1. Also, if Steelwing remains on a League for 3 Days, she goes back into your opponent's hand and may be played again. Discard this Waylay when it's defeated. (Andrew Bates)