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)