Arcadia: The Wyld Hunt
(377 total cards)

Long Card Info
V1.0  11/7/96

Arcadia: The Wyld Hunt, 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
              Albert S. Wang
              Mark Knapp
Special thanks: Charles Bailey


CHARACTER PACK CARDS:  (175 character pack cards)

CHARACTER ICONS:  (20 character icons)

Dragonkin (male)     MSR: 2 1 3   Special: Dragon Breath      (Seelie)
     You may exhaust 1 Might Ability to give you 1 Might 6 blast of fire, 
     which lasts for 1 Combat Test only.  Your own Might Attribute and 
     other Merits cannot be used during this Test.  A Dragonkin is always 
     Seelie.
          One must always be mindful that one is a part of the many.  Do 
     not forsake your kind.  Once you have seen to your Brood, then see to 
     yourself, and pursue an emerald perfection in all you do.

Dragonkin (female)   MSR: 2 1 3   Special: Flight             (Seelie)
     You may exhaust a Might Ability to fly for 1 Day.  This allows you to 
     move 2 Leagues, skipping any 1 League which is not a Forest or 
     Mountain.  A Dragonkin is always Seelie.
          One must always be mindful that one is a part of the many.  Do 
     not forsake your kind.  Once you have seen to your Brood, then see to 
     yourself, and pursue an emerald perfection in all you do.

Human (male)         MSR: 2 2 2   Special: Leader
     You can begin the game with 2 free points of Allies.  These points 
     are not part of your 5 point starting level and do not count toward 
     your total points.
          My story?  I was stolen from my life on Earth so that some Sidhe 
     could stay in my place.  Now I'm here, and I only remember slivers of 
     that world, though my heart yearns for it.

Human (female)       MSR: 2 2 2   Special: Diplomat
     Youmay [You may] add 1 to your score in any Tests against 
     creatures[,] regardless of whether the Tests are Might, Savvy, 
     Resolve, or Combat.
          My story?  I was stolen from my life on Earth so that some Sidhe 
     could stay in my place.  Now I'm here, and I only remember slivers of 
     that world, though my heart yearns for it.


Imp (male)           MSR: 2 3 1   Special: Cunning
     You may exhaust a Savvy Ability and add 2 to your score for 1 Combat 
     Test only.  This must be done just before the Test.
          Come and play the game!  Show the rest of us how brightly your 
     mental flame burns, show us how lively you can step!  Do the stylish 
     thing, not the simple one!  Use your wits, dance with your foes, 
     enjoy life for the contest it is!

Imp (female)         MSR: 2 3 1   Special: Mischief
     You may exhaust a Savvy Ability and add 2 to your score for 1 Resolve 
     Test only.  This must be done just before the Test.
          Come and play the game!  Show the rest of us how brightly your 
     mental flame burns, show us how lively you can step!  Do the stylish 
     thing, not the simple one!  Use your wits, dance with your foes, 
     enjoy life for the contest it is!

Knocker (male)       MSR: 1 3 2   Special: Inventor
     Knockers can begin the game with 2 free points of Treasures.  These 
     points are not part of your 5 point starting level and do not count 
     toward your total points.
          We are the craftsmen and inventors, and we are hard working and 
     precise.  Machines and knickknacks are wonderful in their complexity, 
     and a Knocker will not be happy if he is not tinkering with something 
     at all times.  Hand me that wrench.

Knocker (female)     MSR: 1 3 2   Special: Tinkerer
     You may always recover 1 Treasure in addition to the Rest listed on a 
     League.
          We are the craftsmen and inventors, and we are hard working and 
     precise.  Machines and knickknacks are wonderful in their complexity, 
     and a Knocker will not be happy if she is not tinkering with 
     something at all times.  Hand me that wrench.

Mer (male)           MSR: 1 2 2   Special: Amphibious
     You may recover any 1 Merit when on a River, Lake, or Ocean League.  
     Alternately, you may recover 2 times the listed recovery for that 
     League.
          I do not like dry land, but circumstance has driven me here.  Do 
     not mistake that for weakness.  If you stand in my way, I will show 
     you just what a Mer warrior can do, wherever he may be.

Mer (female)         MSR: 1 2 2   Special: Enchanting
     You may exhaust 2 Savvy Abilities to entrance a Combat or Savvy 
     Waylay you're facing.  You may ignore that Waylay (allowing you to 
     pass or encounter the next League) until the end of your next Day.
          I do not like dry land, but circumstance has driven me here.  Do 
     not mistake that for weakness.  If you stand in my way, I will show 
     you just what a Mer warrior can do, wherever he may be.

Nymph                MSR: 1 3 2   Special: Nature's Blessing
     Add 2 to your score on any Tests when you're on a Forest or River 
     League.
          We are the harmony of wild places.  We are the song of the wind 
     in forest canopies.  We are the chuckle of stony brooks.  We are the 
     soft touch of nature and love, and we are the roots of life.


Ogre (male)          MSR: 3 2 1   Special: Foul-tempered      (Unseelie)
     If you are defeated in a Combat Test, you may immediately exhaust a 
     Resolve Ability and retest.  You must accept the results of the 
     retest.  Ogres are always Unseelie.
          Listen: Only power matters in this world.  Get it any way you 
     must, but get it or you're worthless.  Crush anyone or anything that 
     gets in your way, 'cause that is the way of strength.

Ogre (female)        MSR: 3 2 1   Special: Vindictive         (Unseelie)
     If you are defeated in a Test or fail a Trial you may add 1 to your 
     score the next time you face that Test or Trial.  Multiple losses 
     will not give you cumulative bonuses.  Ogres are always Unseelie.
          Listen: Only power matters in this world.  Get it any way you 
     must, but get it or you're worthless.  Crush anyone or anything that 
     gets in your way, 'cause that is the way of strength.

Redcap (male)        MSR: 3 1 2   Special: Appetite           (Unseelie)
     You may consume any Treasure or Ally and recover its value (cost) in 
     Merits.  That Treasure or Ally is removed from play. (For example, if 
     you consume a Sidhe Sword, cost: 2, you may recover 2 Merit cards.)  
     A Redcap is always Unseelie.
          What d'ya want?  To talk to me?  I got no time to talk to you, 
     get outta my way!  What?  You really don't know Redcaps, do ya?  
     Okay, I'll show you.  Gimme your hand.  Mmmm.  Now outta my way or 
     I'll eat the other one too!

Redcap (female)      MSR: 3 1 2   Special: Freak              (Unseelie)
     If you are defeated in a Combat Test, you may exhaust a Savvy Ability 
     and immediately retest.  You must accept the results of the retest.  
     A Redcap is always Unseelie.
          What d'ya want?  To talk to me?  I got no time to talk to you, 
     get outta my way!  What?  You really don't know Redcaps, do ya?  
     Okay, I'll show you.  Gimme your hand.  Mmmm.  Now outta my way or 
     I'll eat the other one too!

Satyr                MSR: 2 3 1   Special: Revelry
     You may recover 2 times the listed recovery on Forest Leagues.
          Pleasure.  That's the purest essence of life.  The dance, the 
     poetry of senses ablaze.  While others are fretting over power and 
     gold, we will prance like wild beasts, knowing that we are living as 
     all should.  Ecstasy and joy are all there is.

Sidhe (male)         MSR: 2 3 2   Special: Noble
     You are a member of the nobility.  This privilege can never be 
     revoked.
          It is our way to rule, for none are as fit for leadership as we.  
     To look upon our kind is to see wonder and perfection.  Our love is 
     limitless, yet so is our hatred when it is earned.  Look to us if you 
     wish to understand life, for we are life.

Sidhe (female)       MSR: 2 3 2   Special: Noble
     You are a member of the nobility.  This privilege can never be 
     revoked.
          It is our way to rule, for none are as fit for leadership as we.  
     To look upon our kind is to see wonder and perfection.  Our love is 
     limitless, yet so is our hatred when it is earned.  Look to us if you 
     wish to understand life, for we are life.


Troll (male)         MSR: 3 1 2   Special: Honor              (Seelie)
     You may exhaust a Resolve Ability and retest a Might or Combat Test.  
     A Troll is always Seelie.
          There is nothing so important to us as honor.  The very strength 
     of our bodies springs from the pure diamond hardness of our spirits, 
     from our unbreakable loyalty, from our relentless resolve.  Our very 
     lives exist only to satisfy our oaths.

Troll (female)       MSR: 3 1 2   Special: Courage            (Seelie)
     You may exhaust a Resolve Ability and add 2 to your score for 1 
     Combat Test only.  This must be done just before the Test.  A Troll 
     is always Seelie.
          There is nothing so important to us as honor.  The very strength 
     of our bodies springs from the pure diamond hardness of our spirits, 
     from our unbreakable loyalty, from our relentless resolve.  Our very 
     lives exist only to satisfy our oaths.



MERITS:  (125 total merits)

Abilities (by Cost):  (29 abilities)
1   Broad-Shouldered        Might, Seelie
     - Exhaust to add 1 to your score for any 1 Might Test.  This must be 
     done just before the Test.
     (Steve Casper)
1   Bully                   Might, Unseelie
     - Exhaust to change any Savvy Waylay into a Combat Waylay.  A Waylay 
     without a Combat attribute can never become a Combat Waylay.
     (Adam Rex)
1   Clear Thinking        Resolve, Seelie
     - Exhaust to add 1 to your score in a Combat Test.  This must be done 
     just before the Test.
     (Adam Rex)
1   Deductive Reasoning   Resolve, Seelie
     - Exhaust to add 1 to your score in any Resolve Test.  This must be 
     done just before the Test.
     (James Stowe)
1   Devilish Grin           Savvy, Unseelie
     - Exhaust to add 1 to your score in any Savvy Test.  This must be 
     done just before the Test.
     (Adam Rex)
1   Dirty Fighter           Savvy, Unseelie
     - Exhaust to add 1 to your score in any Combat Test.  This must be 
     done just before the Test.
     (Brian Horton)
1   Gorgeous                Savvy, Seelie
     - Exhaust to change any Waylay involving a creature to a Savvy 
     Waylay.  A Waylay which does not have a Savvy Attribute cannot be 
     changed to a Savvy Waylay.
     (Lief [Leif] Jones)
1   Perfect Body            Might, Unseelie
     - Exhaust to add 1 to your score in any Savvy Test.  This must be 
     done just before the Test.
     (Rick O'Brien)
1   Psyche Out            Resolve, Unseelie
     - Exhaust to change a Combat Test into a Resolve Test.
     (Lief [Leif] Jones)
1   Steely Sinews           Might, Unseelie
     - Exhaust to add 1 to your score on any Combat Test.  This must be 
     done just before the Test.
     (Brian Horton)
1   Underdog                Might, Seelie
     [Errata: 2-pt Ability on back]
     - Exhaust to add 2 to your Might for 1 Combat or Might Test when the 
     opposing Might or Combat Attribute exceeds your Might Attribute by 3 
     or more points.
     (Lee M. Fields)
1   Witty Repartee          Savvy, Unseelie
     - Exhaust to change a Combat Test to a Savvy Test.  A Waylay that 
     does not have a Savvy Attribute cannot be changed to a Savvy Test.
     (Mark Jackson)
2   Blackmail             Resolve, Unseelie
     - Exhaust to change any Waylay you're facing involving a creature to 
     a Resolve Waylay.
     (Andrew Bates)

2   Commanding Presence     Savvy, Seelie
     - Exhaust to delay any 1 Waylay for 1 Day.  The intended Waylay will 
     remain in play, but will not affect anyone until the end of your next 
     Day.
     - Exhaust to recover 1 Ally.
     (Stuart Beel)
2   Duelist                 Might, Seelie
     - Exhaust to add 2 to your score during any Combat Test against 
     another player.  Your opponent can recover 1 Merit of his/her choice 
     before the Test.
     - Exhaust to recover a weapon.
     (Lief [Leif] Jones)
2   Innocent Smile          Savvy, Seelie
     - Exhaust to add 1 to your score in any Savvy Test.  This must be 
     done just before the Test.
     - Exhaust to prevent an opponent from exhausting his intended Merit.  
     If your opponent must exhaust a Merit, then he must choose a 
     different one.
     (Brian LeBlanc)
2   Lightning Quick         Might, Unseelie
     - Exhaust to retest any Might or Combat Test.
     - Exhaust to move 1 additional League when traveling on a Road.
     (Scott Fischer)
2   Low Moral Character     Savvy, Unseelie
     - Exhaust to recover 2 Treasures when you're in a Town or Castle 
     League.
     (Lee M. Fields)
2   Perceptive Fighter    Resolve, Seelie
     - Exhaust to add 1 to your score in any Combat Test.  You may exhaust 
     this Ability after the Test has been made.
     (Adam Rex)
2   Vengeful              Resolve, Unseelie
     - If you suffer a Defeat, you may immediately exhaust this Ability 
     and retest.  You must subtract 1 from your score and accept the 
     results of the retest.
     (Anthony Hightower)
3   Brilliant Strategy   Resolve, Seelie
     - Exhaust to retest any Resolve or Combat Defeat.  You must accept 
     the results of the retest.
     (Scott Fischer)
3   Cunning              Resolve, Unseelie
     - Exhaust to retreat from any 1 Waylay without testing and return to 
     the previous League.
     - Exhaust to recover any 2 Advantages.
     (Jeff Miracola)
3   Eloquent Speech        Savvy, Seelie
     - Exhaust to add 2 to your score in any Waylay involving a creature.  
     This must be done just before the Test.
     (Anthony Hightower)
3   Foresight            Resolve, Seelie
     - Exhaust to add 1 to your score in any Test.  This must be done just 
     before you Test.
     - Exhaust to examine any 1 adjacent League.  You may also look at any 
     Treasure there.
     (Lee M. Fields)
3   Iron Will            Resolve, Seelie
     - Exhaust to recover 2 Might or 2 Savvy Abilities.
     (Brian Horton)

3   Pathetic Sniveling     Savvy, Unseelie
     - Exhaust to retest a Savvy or Combat Defeat.  You must accept the 
     results of the retest.
     (Steve Casper)
3   Relentless             Might, Unseelie
     - Exhaust to retest any Might or Combat Defeat.  You must accept the 
     results of the retest.
     (Brian LeBlanc)
3   Snide Remarks          Savvy, Unseelie
     - Exhaust to enter a Savvy Test against a character on an adjacent 
     League.  If you're victorious they must skip their next Day.  The 
     character defeated in this Test does not have to exhaust a Merit for 
     losing.
     (Mark Jackson)
3   Steadfast              Might, Seelie
     - Exhaust to add 2 to your score during any Combat Test.  You may 
     exhaust this Ability immediately after the Test has been made.
     (Stuart Beale [Beel])

Advantages (by Cost):  (14 advantages)
1   Eagle Eyes
     - Exhaust this card to look at any League, up to 3 Leagues away.  You 
     can also see what Treasure wait there.
     (Dave Fooden)
1   Fealty to House Fionna
     - You have a noble title and are entitled to the privileges therein.
     - You recover 2 times the listed Rest at any House Fionna-held Castle
     (Drew Tucker)
1   Fealty to House Liam
     - You have a noble title and are entitled to the privileges therein.
     - You recover 2 times the listed Rest at any House Liam-held Castle.
     (Barb Armata)
1   Sense of Direction
     - Exhaust this card to add 1 to your score against a Terrain Trial.
     - Exhaust this card to examine any adjacent League card.
     (Lee M. Fields)
1   Sophia's Favor
     - Lady Sophia favors you.  You may recover twice as many Merits when 
     you rest on the Rosewood Keep League.
     - You may exhaust this card to avoic the Ardenmore Patrol Waylay.
     (Adam Rex)
2   Cityboy
     - Add 1 to your score against all Tests and Trials on Town Leagues.
     (Scott Fischer)
2   Forestry
     - Add 1 to your score against all Tests and Trials on Forest Leagues.
     (Anthony Hightower)
2   Mountain Heritage
     - Add 1 to your score against all Tests and Trials on Mountain 
     Leagues.
     (Steve Casper)
2   Sea Worthy
     - Add 1 to your score against all Tests and Trials on Ocean or River 
     League.
     (James Stowe)
2   Swamp Rat
     - Add 1 to your score against Tests and Trials on Swamp Leagues.
     (John Cobb)

2   Ties to Middlemarch
     - You've got some friends in high (or low) places in Middlemarch.  
     Cog Soldiers and Cog Dragoons reduce their scores by 2 when you test 
     against them.
     - You may exhaust this card to take a Cog Waylay card (Cog Soldier or 
     Cog Dragoon) in your League and make it an Ally.  The Cog "Ally" may 
     undergo a Combat Test in your place.  Discard the Cog "Ally" once it 
     fights for you.
     (Ron Spencer)
3   Assjack's Trust
     - The regent, Assjack, trusts you.  The Waylay Rating of any Quests 
     you undertake is reduced by 2.
     (Drew Tucker)
3   Ogre Kin   (Ogres and Trolls may not take this Merit)
     - You have some Ogre blood in your lineage somewhere.  Add 1 to your 
     score on any Savvy Tests against Ogres.
     - Exhaust to add 1 to your score in a Combat or Might Test.
     Ogres and Trolls may not take this Merit.
     (Jeff Miracola)
3   Thieves Guild
     - You're a member of the Thieves and Bandits Guild.  You may pick up 
     any Treasure on the board.  However, if the character they belong to 
     defeats you in a Resolve, Savvy or Combat Test, they get their 
     Treasre(s) and this Advantage is exhausted.
     (Lee M. Fields)

Allies (by Cost):  (15 allies)
1   Page   MSRC: 2 2 1 2
     - Your Page can undergo any Test in your place using the statistics 
     above.  This exhausts the Page.  Remove him from play if he's 
     defeated.
     - Your Page can retrieve 1 Treasure from an adjacent League (ignoring 
     Terrain Trials and Waylays).  This exhausts the Page.
     (Lee M. Fields)
2   Billy Smith, 8th Grade Honor Student and Human Cartographer
                                   MSRC: 1 1 1 1
     - Billy allows you to switch any 2 adjacent Leagues with one another.  
     These Leagues retain their facing, however, normal rules for matching 
     terrain and traveling on these Leagues no longer apply.  Remove Billy 
     from play once this power has been used.
     (Dave Fooden)
2   Davelon, Gleeful Satyr         MSRC: 2 4 2 2
     - Davelon can undergo any Savvy Test in your place.  This exhausts 
     Davelon.  If Davelon is defeated, he is removed from play.
     (Barb Armata)
2   Giant Hopping Toad             MSRC: 2 1 3 1   MOUNT
     - The Toad allows you to pass any Terrain Trials encountered on a 
     Swamp League.  This does not exhaust the Toad.
     - Exhaust the Toad to make a giant leap over any 1 League.
     (Brian LeBlanc)
2   Gurthdass, Troll Bodyguard     MSRC: 4 1 3 4
     - Gurthdass can undergo a Combat or Might Test in your place.  This 
     exhausts Gurthdass.  If Gurthdass is defeated, he is removed from 
     play.
     (Stuart Beel)

2   Lady Sophia                    MSRC: 1 3 3 1
     - Lady Sophia allows you to double any recoveries on Town and Castle 
     Leagues.  You are always treated like nobility, even if you're not.
     (Rebecca Guay)
2   Runs-Wild, Werewolf Traveler   MSRC: 3 1 1 4
     - Runs-Wild can undergo a Combat Waylay in your place.  This does not 
     exhaust Runs-Wild.  However, you must roll a die after the fight: 
     Even - he returns to your side.  Odd - he attacks you in a frenzy 
     (Combat Test) and is then discarded.
     (Ron Spencer)
2   Warhorse                       MSRC: 3 1 2 2   MOUNT
     - The Warhorse allows you to move 2 Leagues instead of 1.  This can 
     only be done on Leagues connected by Roads or Fields.  Exhaust the 
     Warhorse if you use this ability 2 Days in a row.
     - Exhaust to add 1 to your score in Combat.  This must be done before 
     theTest [the Test].
     (Anthony Hightower)
2   Wenig, Knocker Mechanic        MSRC: 1 1 2 1
     - Exhaust to recover up to 3 of your Treasures.
     (Mark Jackson)
3   Giant Eagle                      MSRC: 3 3 3 1   MOUNT
     - The Eagle allows you to move 3 Leagues over any Terrain.  
     Furthermore, you do not encounter the first 2 Leagues, only the 
     third.  This exhausts the Eagle.
     (Barb Armata)
3   Hurrgan Skurr, Ogre Henchman     MSRC: 5 1 1 5   (Unseelie)
     - Hurrgan can undergo any 1 Combat or Might Test in your place.  This 
     exhausts Hurrgan.  However, if Hurrgan is defeated, he attacks you 
     immediately (Combat Test) before exhausting.
     (Brian Horton)
3   Lady Kryddia, Sidhe Adventurer   MSRC: 2 3 1 3   (Seelie)
     - Lady Kryddia can undergo any Combat or Savvy Tests in your place.  
     This exhausts Lady Kryddia.  If Lady Kryddia is defeated she remains 
     in play with the Waylay (or character) and will join the first 
     character to defeat the Waylay (or character).
     (Leif Jones)
3   Nuvorg, Imp Conman               MSRC: 1 5 1 1   (Unseelie)
     - Nuvorg can undergo any Savvy Waylay in your place.  This exhausts 
     Nuvorg.  If defeated, Nuvorg takes 1 of your Treasures and both are 
     removed from play.
     (Lief [Leif] Jones)
3   Shaebanaria, Nymph Guide         MSRC: 1 2 5 2
     - Shaebanaria can undergo any Resolve Test in your place.  This 
     exhausts Shaebanaria.  If Shaebanaria is defeated, she curses you and 
     is removed from play.  You can no longer benefit from any Rest on 
     Forest Leagues.
     (Lee M. Fields)
3   Silvernahl, Mer Debater          MSRC: 1 3 3 1
     - Exacting and to the point, Silvernahl can undergo any Savvy or 
     Resolve Tests in your place.  This exhausts Silvernahl.  If 
     Silvernahl is defeated, he gives you bad advice.  Subtract 2 from 
     your score during your next Waylay.
     (Drew Tucker)


Arts (by Cost):  (30 arts)
1   Dreaming   (Only Humans may take this Art.)
     - You may exhaust this Art and spend a Day to move 3 Leagues in any 
     direction.  You are not affected by Terrain Trials on your 
     destination League and you completely skip the first two Leagues.
     (Drew Tucker)
1   Ensnare
     - Exhaust to enter into a Resolve Test against another character's 
     Resolve.  If you are victorious, your opponent is rooted firmly in 
     place and may not move during his/her next Day.
     (Brian LeBlanc)
1   Fair Fortune
     - Exhaust to add 1 to a Character or Creature Waylay's score in any 1 
     Test.  This must be done just before the Test.
     (Joshua Gabriel Timbrook)
1   Fuddle
     - Exhaust this Art to choose the Merit your opponent will exhaust 
     when he loses a Test.  You must exhaust this Art immediately after 
     the target character loses his Test.
     (Jeff Miracola)
1   Hopscotch
     - Exhaust to skip any 1 League.  You will encounter the second 
     League.
     (Brian LeBlanc)
1   Mirror, Mirror
     - You may spend a turn and consult your reflection for advice.  
     Exhaust this Art and roll a die: 1 - You miss your next turn.  2 - 
     The next Day you will move 1 League in the direction of your 
     opponent's choice.  3 - Your opponent can instantly relocate 1 of 
     your Treasures to another League.  He chooses the Treasure and the 
     new League.  4 - You can skip 1 League the next Day.  5 - One of your 
     Treasures of your choice is moved to your current League.  6 - You 
     may take two Days in a row.
     (Andrew Kudelka)
1   Protocol
     - Exhaust to force any noble to miss their next Day.
     - Exhaust to force any nonnoble to exhaust 1 Savvy Ability.
     (Mark Jackson)
1   Runes
     - Runes can be used to create a specific Rune Ward.  This Rune Ward 
     acts as a Resolve or Might Terrain Trial difficulty 6 for anyone who 
     wishes to enter that League.  The character making the Rune may 
     ignore the ward.  To represent the Rune Ward, place this card on the 
     warded League.  Once someone passes the Trial, remove this card and 
     the Ward from play.
     (Leif Jones)
1   Will-o'-the-Wisp
     - Exhaust this Art to create a small sentinal of fire.  You can send 
     the Will-o'-the-Wisp 1 League ahead of you (it ignores Terrain 
     Trials).  If your opponent intends to Waylay you in the League onto 
     which the Will-o'-the-Wisp has moved he must instead Waylay the 
     Will-o'-the-Wisp.  If he plays a Waylay, it remains on the League and 
     will affect any who move there.  If he does not play a Waylay, he 
     cannot play one if you move to that League on the following Day.
     (John Cobb)

1   Willow-Whisper
     - Exhaust to look at any 1 adjacent League.  You may also inspect any 
     Treasure hidden there.
     (Richard Kane Ferguson)
2   Boil and Bubble
     - Exhaust to force another character to immediately retest a Victory.
     (Brian LeBlanc)
2   Chameleon
     - Exhaust this Art to adopt the mask of your surroundings.  If 
     another character or Waylay is in your League that Day, you may 
     exhaust a Savvy Ability to hide.  As long as you're hiding you cannot 
     be encountered by another character or a Waylay.  Once you move to 
     another League, this effect ends.
     (Andrew Kudelka)
2   Creativity   (Only Humans may take this Art)
     - You may exhaust this Art and 1 Savvy Ability to change any Waylay 
     Test you're facing to any other Test of your choice (a Combat Waylay 
     can be changed to a Savvy Waylay, a Resolve Waylay to a Might Waylay, 
     etc.)  You may even change a Waylay into something it could not 
     normally be.  If you do this the rating for its new Attribute will be 
     1.
     (Dave Fooden)
2   Dictum
     - Exhaust and enter into a Resolve Test against a nonnoble 
     (non-noble) character in your League or in any adjacent one.  If 
     you're victorious you may make him move in the direction of your 
     choice for 2 Days.
     (John Bridges)
2   Fugue
     - Exhaust to make a character exhaust 2 Merits instead of 1 when 
     he/she loses a Test.  The player may choose which 2 Merits are 
     exhausted.  You must exhaust this Art immediately after the tartget 
     character loses his/her Test.
     - Exhaust to make another character immediately exhaust 1 Merit of 
     your choice.  The Merit that is being forced into exhaustion 
     geneartes no effect.
     (Ash Arnett)
2   Gimmix
     - Exhaust to enter into a Resolve Test against another character's 
     Might.  If you are victorious, you may move then 1 League in any 
     legal direction, no Terrain Trials necessary.
     (Brian LeBlanc)
2   Heather-Balm
     - Exhaust to recover any 2 Abilities or Allies.
     - Exhaust to return 1 Waylay of Rating 3 or less which your opponent 
     has defeated to your hand instead of the discard pile.
     (Mark Jackson)
2   Quicksilver
     - Exhaust to move 3 Leagues.  If you encounter any Waylays along the 
     way your movement stops.
     (Richard Kane Ferguson)

2   Runic Circle
     - Exhaust this Art to inscribe a Runic Circle.  This Circle can 
     cancel the effect of any 1 Art another character is attempting to 
     use.  You must succeed in a Resolve Test against the other character 
     for this Art to be successful.  The targeted Art is canceled and has 
     no effect.  This Art must be exhausted regardless of the result of 
     the Test.
     (Andrew Kudelka)
2   Willow Light
     - Exhaust this Art to affect a target of your choice: a character, 
     Ally or Waylay in your League or any adjacent League.  The target 
     subtracts 2 from their score on a Combat Test.  This must be done 
     just before the Test.
     (Adam Rex)
3   Doppelganger
     - Exhaust this Art and a Might Ability to duplicate the opponent 
     you're facing.  Your attributes are now the same as his.  This effect 
     lasts for 1 Test only.  You may not use other Merits to affect the 
     outcome of this Test.
     (Leif Jones)
3   Effigy
     - Exhaust to create a copy of any Treasure.  The Effigy card can then 
     be exchanged with an existing Treasure in another character's 
     possession.  You must be in the same League and win a Savvy Test 
     against the targeted character.  The exchanged Effigy cannot be used 
     again this game.  If the targeted character ever defeats you in any 
     Test, he/she may reclaim his/her original Treasure.
     (John Matson)
3   Grandeur
     - For the next 2 Days, you may exhaust a Savvy Ability to make the 
     results of any Tests you undergo a Stalemate.  This exhausts 
     Grandeur.
     (Joshua Gabriel Timbrook and Richard Thomas)
3   Haunted Heart
     - Exhaust to change a Waylay that another character is facing to a 
     Waylay of a different type.  For example, you may change a Might to a 
     Saavy Waylay, or a Resolve to a Combat Waylay.  This Art must be used 
     before any Tests are made.
     (Brian LeBlanc)
3   Oakenshield
     - Exhaust to change *any* Defeat to a Stalemate.
     (Joshua Gabriel Timbrook)
3   Portal Passage
     - Exhaust to instantly move from 1 League to another.  The two 
     Leagues in question must have at least 1 identical Terrain feature 
     (Forest to Forest, Ruins to Ruins, ect. [etc.]) and cannot be farther 
     than 4 Leagues apart.
     - Exhaust to automatically pass any Terrain Trial.  This must be done 
     before you roll.
     (Jeff Miracola)
3   Prometheus' Fist
     - Exhaust this Art to engulf a target of your choice in flames.  The 
     target must be on your League.  This is a Might 3 Combat Test.  For 
     every Resolve Ability you also exhaust, increase the Might of this 
     attack by 1.  However, additional Merits or other effects cannot 
     increase the potency of this attack.
     (Andrew Kudelka)

3   Saining
     - You can learn the true name of any 1 character, Ally or Waylay.  
     This gives you power over your target.  You may exhaust this Art to 
     retest any Test against that character, Ally or Waylay.
     - You may exhaust this Art to change a character from Seelie to 
     Unseelie or vice versa for the duration of the game.  The character 
     will return to normal later.
     (Steve Casper)
3   Tattletale
     - Exhaust to look at any 4 Leagues in play.  You may also inspect any 
     Treasures located in those Leagues.
     (Jeff Miracola)
3   Wanderlust   (Only Humans may take this Art.)
     - Exhaust this Art and 1 Resolve Ability to move any 1 Waylay to any 
     other League in play.  Normal Terrain conditions no longer apply to 
     the Waylay being moved.
     (Jeff Miracola)

Treasures (by Cost):  (37 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 Friedman)
1   Coin of Clarity
     - Exhaust to add 1 to your score in a Savvy Test.
     - You can discard the Coin and add 2 to your score in a Savvy Test.
     (James Stowe)
1   Fae Blade        WEAPON
     - The Fae Blade adds 1 to your score in Combat Tests.  This does not 
     exhaust the Fae Blade.  If you are ever defeated by 2 or more points, 
     exhaust the Fae Blade.
     A character cannot normally benefit from more than 1 weapon at a 
     time.
     (Lee M. Fields)
1   Fancy Pants
     - Exhaust to add 1 to your score in any Savvy Test.
     - Exhaust to have noble status for 1 Day.
     (Ash Arnett)
1   Map of the Land
     - Exhaust to look at any League in play.
     (Glaxxo Dipplesrunt DeVagliano)
1   Pixie Dust
     - Ignore 1 Waylay until the end of your next Day.  Pixie Dust is 
     removed from play when used.
     (Dave Fooden)
1   Potion of Love
     - You may use this potion to automatically win 1 Savvy Test.  Once 
     used, the potion is removed from play.  You cannot use more than 1 
     Potion of Love on a Quest.
     (Ash Arnett)
1   Shield           ARMOR
     - Exhaust to add 1 to your score in a Combat Test.  This can be done 
     after the Test is made.
     (James Stowe)
1   Winged Sandals
     Exhaust the Sandals to automatically pass a Might Terrain Trial.
     (John Cobb)

1   Wooden Horse
     - Exhaust to move 2 Leagues.  Your movement stops if you encounter a 
     Waylay.
     (Matt Milberger)
2   Circlet of Resolve
     - You gain 1 Resolve while wearing the Circlet.
     - If you are a Troll, you may exhaust the Circlet to add 4 to your 
     score in a Resolve Test.
     (Lee. M. Fields)
2   Coral Trident           WEAPON
     - The Trident adds 1 to your score in Combat Tests.
     - If you are Mer, you may exhaust the Trident to attack a Waylay in 
     play in an adjacent League.  If you are defeated, change the result 
     to a Stalemate.
     A character cannot normally benefit from more than 1 weapon at a 
     time.
     (Barb Armata)
2   Fae Armor               ARMOR
     - Exhaust to add 2 to your score in a Combat Test.  This can be done 
     after the Test is made.
     (Anthony Hightower)
2   Glamour Dust
     - You may exhaust Glamour Dust to recover any 2 Arts.
     - Humans, as the source of creativity, can exhaust the Glamour Dust 
     and recover 2 of their own Abilities, Treasures or Arts, or they can 
     force their opponent to exhaust 2 of their Merits (their opponent 
     chooses which ones).  No benefits are generated by a Merit forced 
     into exhaustion.
     (Rick O'Brien)
2   Golden Torc
     - Exhaust to change a Might Waylay into a Resolve Waylay.
     - If you are Sidhe, you may exhaust the Torc to add 3 to your score 
     in a Resolve Test.
     (Jeff Miracola)
2   Hawk Knife              WEAPON
     - The Hawk Knife adds 1 to your score in a Combat Test.
     - Exhaust the Hawk Knife to add 3 to your score in a Combat Test on a 
     Mountain League.
     A character cannot normally benefit from more than 1 weapon at a 
     time.
     (Steve Casper)
2   Mead of Vigor
     - You may recover up to 3 Abilities.  Mead of Vigor is removed from 
     play when used.
     (Drew Tucker)
2   Mephisto's Seeds
     - You may exhaust Mephisto's Seeds to return a defeated Waylay of 
     Rating 4 or less to your hand from the discard pile.
     - If you are an Imp, you may exhaust Mephisto's Seeds to play a 
     Waylay card anywhere, regardless of the League requirements.
     (Leif Jones)
2   Nymph's Wreath
     - This Wreath allows its owner to ignore any Terrain Trials on Forest 
     and River Leagues.
     - If you are a Nymph, you may exhaust the Wreath and 1 Resolve 
     Ability to instantly move from 1 Forest League to another.
     (Drew Tucker)

2   Satyr's Pipes
     - Exhaust to change any Combat Waylay to a Savvy Waylay.
     - Exhaust to add 1 to your score in any Savvy Test.
     - If you are a Satyr, you may exhaust this along with any 1 Ability 
     and add 3 to your score in any Savvy Test.
     (Dave Fooden)
2   Scroll of Knowledge
     - Exhaust to recover 2 Resolve Abilities.
     - Exhaust to see 1 random Waylay in your opponent's hand.
     (Brian Leblanc [LeBlanc])
2   Sidhe Sword             WEAPON
     - This noble Sword adds 1 to your score in Combat Tests.  This does 
     not exhaust the Sidhe Sword.  If you are ever defeated by 3 or more 
     points, exhaust the Sidhe Sword.
     - Noble Oath: If you are a noble, you may exhaust the Sidhe Sword to 
     automatically win a Test against any other noble.  If two nobles do 
     this to each other, the result is a Stalemate.
     A character cannot normally benefit from more than 1 weapon at a 
     time.
     (Leif Jones)
2   The Silver Branch
     - You may use the Silver Branch to defeat a Combat Waylay of Rating 4 
     or less.  Discard the Silver Branch when you use it.
     (Anthony Hightower)
2   Stone Egg
     - Exhaust the Stone Egg to recover 1 of your opponent's Flaws.
     (John Cobb)
2   Tome of the Dragonkin
     - You may exhaust the Tome to add 1 to your score in any Resolve 
     Test.  This must be done just before the Test.
     - If you are Dragonkin, you may exhaust this Tome to recover up to 3 
     Abilities.
     (Barb Armata)
2   Writ of Carte` Blanche
     - Discard the Writ to gain a Victory against any of the following 
     Waylays: Guilty as Charged, Traveling Papers, Ardenmore Guard Patrol 
     and Irondew Archers.
     - If you are defeated on a Castle League, you may exhaust this card 
     to immediately retest.
     (Adam Rex)
3   Al-Kanon, the Chaos Sword        WEAPON
     - For every Resolve Ability you exhaust, you may add 1 to your score 
     on a Combat Test.  This does not exhaust the Chaos Sword, only your 
     Resolve Abilities.
     - If you are Unseelie, you may exhaust this Sword to return any 1 
     Waylay to your opponent's hand.  You opponent must replace it with a 
     randomly drawn Waylay from his hand.
     A character cannot normally benefit from more than 1 weapon at a 
     time.
     (Andrew Kudelka)

3   Axe of the Ogre Fiend Gurrgall   WEAPON
     - The Axe adds 2 to your score in Combat Tests.  If you are ever 
     beaten in a Combat Test, the Axe is exhausted.
     - If you are an Ogre or have Ogre kin you may exhaust this Axe to add 
     4 to your score in a Combat Test.  This must be done just before the 
     Test.
     A character cannot normally benefit from more than 1 weapon at a 
     time.
     (Ron Spencer)
3   Belt of Troll Strength
     - The Belt adds 1 to your Might
     - The Belt can be exhausted to add 3 to your score on any Might Test.
     (Stuart Beel)
3   Gauntlet of Herculean Strength
     - Exhaust to add 4 to your score in 1 Might or Combat Test.  This 
     must be done just before the Test.
     (Scott Fischer)
3   Knocker's Artifact               WEAPON
     - You can exhaust this weapon and 1 Might Ability to fire a Might 6 
     attack on any Character, [or] Combat or Might Waylay within 2 
     Leagues.  The Might of this weapon is used in place of your own when 
     calculating your score in battle.  If you are a Knocker, this is a 
     Might 7 attack.
     A character cannot normally benefit from more than 1 weapon at a 
     time.
     (Adam Rex)
3   Lance of Ardlanth                WEAPON
     - The Lance adds 2 to your score in a Combat Test.
     - You may exhaust the Lance to add 4 to your score against any 
     Dragons or Dragonkin.
     A character cannot normally benefit from more than 1 weapon at a 
     time.
     (Mark Jackson)
3   Mirthos Fjadal                   ARMOR
     - Exhaust to add 2 to your score in a Combat Test.  This can be done 
     after the Test is made.
     - Exhaust to retest any Combat Waylay.
     (Mark Jackson)
3   Pearl of Wisdom
     - The Pearl adds 1 to your Resolve.  This does not exhaust the Pearl.
     - Exhaust to add 2 to your score in any Resolve Test.  This must be 
     done just before the Test.
     (Ash Arnett)
3   The Silver Tongue
     - Add 1 to your Savvy.
     - Exhaust to add 3 to your score in any Savvy Test.
     (Scott Fischer)
3   Wand of Ice
     - Exhaust the Wand and 1 Resolve Ability to freeze 1 Waylay or 
     character in your League.  This Waylay is trapped in a block of ice 
     and cannot move, attack or be attacked until the end of your next 
     Day.  While frozen, you can ignore this Waylay, moving past or 
     encountering the League.
     (Mark Jackson)

3   Wyldstone
     - Exhaust the Wyldstone to retest any 1 Test.  You must accept the 
     results of the retest.  This does not have to be a Test in which your 
     character is involved.
     - Discard the Wyldstone to cause any 1 Waylay to age rapidly, halving 
     (round up) all of its attributes.  For example, a Combat 5 Waylay 
     would become Combat 3.
     (Ron Spencer)



FLAWS:  (30 total flaws)

Curses (by Cost):  (6 curses)
2   Allergies
     - Your opponent can exhaust this Flaw while you are on a Forest 
     League, forcing you to retest a Victory.  You must accept the results 
     of the retest.
     (Anthony Hightower)
2   Bottom-Heavy
     - Your opponent can exhaust this Flaw while you are on an Ocean or 
     River League, forcing you to retest a Victory.  You must accept the 
     results of the retest.
     (Andrew Bates)
2   Claustrophobic
     - Your opponent can exhaust this Flaw while you are on a Town or 
     Ruins League, forcing you to retest a Victory.  You must accept the 
     results of the retest.
     (Leif Jones)
2   Warrant
     - Your opponent can exhaust the Warrant to add 2 to the score of any 
     Ardenmore Patrols or Taxmen.
     (Drew Tucker)
2   Weak Knees
     - Your opponent can exhaust this Flaw while you are on a Mountain 
     League, forcing you to retest a Victory.  You must accept the results 
     of the retest.
     (Brian LeBlanc)
3   Bad Luck
     - You are affected by constant unexplainable bad luck  Any time 
     you're forced to exhaust 1 Merit, you must instead exhaust 2 Merits.
     (Scott Fischer)

Enemies (by Cost):  (15 enemies)
1   Dragonkin
     - All Dragonkin add 1 to their score in any Test against you.
     (Ron Spencer)
1   Humans
     - All Humans add 1 to their score in any Test against you.
     (Andrew Bates)
1   Imps
     - All Imps add 1 to their score in any Test against you.
     (Barb Armata)
1   Knockers
     - All Knockers add 1 to their score in any Test against you.
     (John Cobb)
1   Mer
     - All Mer add 1 to their score in any Test against you.
     (Dave Fooden)
1   Ogres
     - All Ogres add 1 to their score in any Test against you.
     (Brian LeBlanc)
1   Redcaps
     - All Redcaps add 1 to their score in any Test against you.
     (Andrew Bates)
1   Satyr
     - All Satyr and Nymphs add 1 to their score in any Test against you.
     (Mark Jackson)

1   Sidhe
     - All Sidhe add 1 to their score in any Test against you.
     (Andrew Kudelka)
1   Trolls
     - All Trolls add 1 to their score in any Test against you.
     (Stuart Beel)
2   The Sheriff of Raxis
     - Add 1 to the score of opposing Waylays in Leagues containing Towns 
     or Castles.
     (Stuart Beel)
3   Bernard Assjack
     - Bernard doesn't like you or perhaps he just doesn't think you're up 
     to the task.  In any event, add 2 to the Waylay Rating of any 
     Quest(s) you undertake.  The Flaw cannot be exhausted.
     (Mark Jackson)
3   King Ironheart
     - Infuriated by your support of Lord Gamine, King Ironheart promises 
     to give you "special" attention.  Cog Soldiers and Cog Dragoons each 
     add 2 to their score in any Waylay against you.
     - Your opponent can exhaust this Flaw when you are on any League with 
     a border to force you to skip your next Day.
     (Richard Thomas)
3   Sophia's Hatred
     - You have done some foolish deed or action in the past which earned 
     you the hatred of the lovely Lady Sophia.  Although you can still 
     take her as an Ally, you will never benefit from her abilities.  
     Subtract 2 from your score on any Tests while on the Rosewood Keep 
     League.  This does not exhaust this Flaw.
     - Your opponent may exhaust this Flaw to change any of your Victories 
     to a Defeat.
     (Dave Fooden)
3   Tiberius
     - The mysterious Wizard Tiberius has chosen to vent his frustrations 
     on you.  Your opponent may exhaust this card to move you 3 Leagues in 
     any direction of his choice.
     (Mark Jackson)

Weaknesses (by Cost):  (9 weaknesses)
1   Crazed      Resolve, Unseelie
     - Your opponent can exhaust this card and subtract 1 from your score 
     in 1 Combat Test.  This must be done just before the Test.
     (Leif Jones)
1   Dishonest     Savvy, Unseelie
     - Your opponent can exhaust this card to subtract 1 from your score 
     in any Savvy Test.  This must be done just before the Test.
     (Drew Tucker)
1   Glass Jaw     Might, Unseelie
     - Your opponent can exhaust this card to change 1 Combat Stalemate 
     into a Defeat against you.  You must accept this result.
     (Brian LeBlanc)
1   Pansy         Might, Seelie
     - Your opponent may exhaust this card to subtract 1 from your score 
     in 1 Combat or Might Test.  This must be done just before the Test.
     (Andrew Bates)
2   Coward         Savvy, Unseelie
     - Your opponent can exhaust this card to force you to retest 1 Combat 
     Victory.  This must be done immediately following a victorious Test.
     (Barb Armata)

2   Gullible       Savvy, Seelie
     - Your opponent can exhaust this card to force you to retest any 
     Savvy Victory.  This must be done immediately following a victorious 
     Test.
     (Anthony Hightower)
2   Indecisive   Resolve, Seelie
     - Your opponent can exhaust this card to force you to retest any 
     Resolve Victory.  This must be done immediately following a 
     victorious Test.
     (Adam Rex)
3   Absent-Minded   Resolve, Seelie
     - Your opponent can exhaust this card to subtract 2 from your score 
     in any Resolve Test.  This must be done just before the Test.
     (Lee M. Fields)
3   Weakling          Might, Unseelie
     - Your opponent can exhaust this card to subtract 2 from your score 
     in any Might Test.  This must be done just before you Test.
     (John Cobb)




STORY PACK CARDS:  (202 story pack cards)

QUESTS (by Waylay rating, in order of Quest number):  (25 quests)

14  I - Prove Yourself                Treasure: 1   Exp: 1
     Travel to 4 selected Leagues and pass "Prove Yourself" tests of each 
     Waylay type at those Leagues, then return to Eidolon to complete your 
     Quest.
          Lord Gamine has disappeared from the land while in the midst of 
     his quest to free the high king from his petrification curse.  The 
     lord delegated the throne of Ardenmore to his regent, Bernard 
     Assjack.
          Assjack now calls upon all heroes to assemble to find the lost 
     lord.  Heroes must first prove themselves worthy of serving the 
     Ardenmore court before they will be entrusted with the noble quest of 
     finding Lord Gamine.
          As all or part of this Quest's Waylay rating, your opponent must 
     select one Wayaly of each type (Combat, Might, Resolve and Savvy).  
     After the League map is created, your opponent selects four different 
     Leagues where you will encounter 1 of the 4 selected Waylays.  You 
     must venture to these 4 Leagues and then defeat the Waylay played 
     there.  You cannot use Allies to test for you on any of the 4 "Prove 
     Yourself" Waylays.
          After you have defeated the fourth "Prove Yourself" Waylay, 
     return to Eidolon (or your Base Camp if the Eidolon League is not in 
     play) to finish your Quest.
     (Adam Rex)

15  II - Marauders                    Treasure: 4   Exp: 1
     Defeat 4 (or all if less than 4) of the Marauder Combat Waylays to 
     complete your Quest.
          Assjack explains that you must interrupt your quest to find Lord 
     Gamine.  In Gamine's absence, evil creatures have emerged from their 
     fell dens to threaten the land.  As heroes of the court, Assjack 
     deputizes you to serve the Sheriff of Raxis and put an end to the 
     evil marauding Ardenmore.
          At the start of your Quest, your opponent places any Combat 
     Waylays he/she has chosen for your Quest face-up on the League map 
     (maximum 1 Waylay per League).  To complete your Quest, at least 4 
     (or all of them if less than 4) of these Marauder Waylays must be 
     defeated.  On each of his/her Days, your opponent may move 1 of the 
     Marauder Waylays 1 League (ignore Waylay terrain restrictions), but 
     cannot stack more than 1 Waylay per League.  Other characters can 
     choose whether or not they want to encounter or ignore the Marauder 
     Waylays.
     (Stuart Beel)


12  III - Scour Darkreach Mountains   Treasure: 2   Exp: 1
     Travel to each of 4 different Leagues selected by your opponent and 
     spend one extra Day in each League.
          Though your royal-court-appointed duty of serving as deputy to 
     the Sheriff of Raxis has kept you from pursuing your quest to find 
     Lord Gamine, you manage a little side trip north in order to search 
     Darkreach Mountains for any sign of him.  The wizard Tiberius, the 
     last to see Gamine before he disappeared, reported that the lord's 
     quest was to take him north to Darkreach and then beyond.
          Your opponent selects 4 connecting Leagues (1 of which must be 
     Darkreach Mountains if that League is in play).  You must visit all 4 
     Leagues and spend an extra Day in each looking for signs of Lord 
     Gamine or his retinue.  You may not look for Gamine during a Day in 
     which you have already rested or faced a Waylay.
     (Drew Tucker)

10  IV - Slavers                      Treasure: 3   Exp: 1
     Recover 3 of your lost Treasures and Allies and return to defeat the 
     slavers.
          While fruitlessly searching the Darkreach Mountains for Lord 
     Gamine, you were captured by slavers 1 night as you slept.  They have 
     sold your gear and your friends throughout the land and intend to 
     take you to Middlemarch to sell you to a Fack Tory.  Late one night, 
     you manage to escape, intent to return and exact vengeance on the 
     slavers.
          Your opponent places both your Quest's Treasures and your 
     character's regular Treasure and Ally Merits under different Leagues.  
     You begin the game with all of your other Merits exhausted.  You must 
     recover at least 3 Allies or Treasure (if there are less than 3 
     scattered on the board, you opponent selects a League you must visit 
     for every card less than 3) and then return to Base Camp and defeat 
     the slavers in a Combat Waylay.  The slavers have Combat 2.
          At the start of your Quest, your opponent cannot play a Waylay 
     on you until you travel more than 2 Leagues from Base Camp.  You Base 
     Camp must be the Darkreach Mountains if that League is in play.
     (Jeff Miracola)

10  V - Seek the Oracle's Advice      Treasure: 3   Exp: 1
     Travel to the oracle's League and pass a Trial to find her.  Your 
     opponent places the oracle's Trasure.  Go and collect the Treasure 
     and return it to the oracle to complete the Quest.
          Still serving as deputy to the Sherrif of Raxis, you 
     nevertheless manage to pull the duty of patrolling the marshes.  You 
     hope to patrol the Sibylline Swamp and find the Prophetess Augur, the 
     oracle from whom Lord Gamine sought advice at the start of his quest.
          At the beginning of the Quest, place all of your Treasure cards 
     as normal except for 1, which you give to your opponent to hold in 
     reserve.  You must travel to the Sibylline Swamp (or any League 
     designated by your opponent if the Sibylline Swamp is not in play) 
     and pass a Resolve Trial difficulty 6 to find the oracle.  Once 
     found, Augur informs you that there is a price you must pay before 
     she will give you advice.  Your opponent now places the Treasure card 
     held in reserve under any League in play.  You must recover that 
     Treasure and return it to Augur (finding her again) to complete your 
     Quest.
     (Barb Armata)


10  VI - Amnesia                      Treasure: 2   Exp: 1
     Recover all of your lost Merits and Quest Treasures and return to 
     Raxis.
          After seeking the Prophetess Augur to hear her advice on Lord 
     Gamine's disappearance, you are afflicted with amnesia.  You must 
     piece your memories back together by visiting the sites in Ardenmore 
     that can spur your old memories.  Meanwhile fragments of Augur's 
     words drift through your clouded mind... "two who are not of stone, 
     one who is a traitor turned friend and another who is a friend turned 
     traitor... beware the hydra with heads of ebony, gold, and fey-fell 
     cold iron."
          At the beginning of the Quest, your opponent places all of your 
     Ability and Art Merits under different Leagues as if they were 
     Treasures.  You must recover at least 3 of your lost Merits (piecing 
     together your memories), and return to Raxis (if that League is not 
     in play then return to Base Camp) to complete your Quest.  If there 
     are less than 3 Merits scattered on the board to be recovered, then 
     your opponent selects a League you must visit for every card less 
     than 3.  Your Base Camp must be the Sibylline Swamp if it is in play.
     (Leif Jones)

10  VII - Even Dragons Pay Taxes      Treasure: 5   Exp: 1
     Travel to Splendourscale's abode and either beat him in Combat or 
     Savvy Tests and return to Base Camp, or travel on to recover two 
     Treasures, returning one Terasure to the Dragon and the other back to 
     Base Camp to complete the Quest.
          The sheriff has collected taxes from everyone in the realm 
     except Splendourscale the Grey Dragon.  Although Splendourscale 
     barbecued the last deputy sent to collect taxes from him, the sheriff 
     is confident of your bravery and ability.  You are a hero of the 
     court, after all.
          Start the Quest as normal.  After Treasures are placed, your 
     opponent selects the League where Splendourscale lives.  You must 
     travel to this League and confront the Dragon before gathering any 
     Quest Treasures.  You may elect to fight or smoothtalk the Dragon for 
     his taxes (win 2 Combat or 3 Savvy Tests; Splendourscale has Combat 9 
     and Savvy 6), then return to Base Camp to complete the Quest.
          Or, Splendourscale agrees that if you bring him 2 Treasures, he 
     will pick 1 to keep and you can take the other back as his tax 
     payment (becoming the first to[] ever to collect taxes from a 
     Dragon).  Collect 2 Quest Treasures and return to the Dragon's 
     League.  Your opponent selects which Treasure the Dragon keeps.  You 
     must return the other (unexhausted) to Base Camp to complete the 
     Quest.
     (Andrew Kudelka)

11  VIII - Royal Cartographer         Treasure: 4   Exp: 1
     Visit the 7 Leagues selected by your opponent and return to Base 
     Camp.
          Though you've proven yourself a hero worthy of serving the court 
     by questing after the lost Lord Gamine, the lord's regent, Assjack, 
     still commands you to duties other than searching down the missing 
     lord.  Assjack selects you to serve Ardenmore for the annual 
     surveying done for the Royal Cartographers of Arcadia.
          Your opponent selects 7 Leagues.  You must visit or pass over or 
     through all of these and then return to Base Camp to complete your 
     mapping duties and this Quest.
     (Anthony Hightower)


16  IX - The Flower Quest             Treasure: 4   Exp: 1
     Go to the League on which the orchids grow and then return to Base 
     Camp with the orchid intact.
          To serve the court of Eidolon, Regent Assjack now requires you 
     to travel to Orchid Isle and retrieve one of the fragile blossoms 
     that grow there.  The annual Celebration of Spring is at hand, and 
     the people of the realm are dour enough with their lord missing.  The 
     court cannot afford to miss having the celebration, complete with a 
     Glamour Orchid.
          After all Leagues are played, your opponent may add the Orchid 
     Isle League to the map (or any other League if the Isle is not 
     available).  If the Isle is already in play your opponent may move it 
     to any other legal position on the board.  You must travel to the 
     League, pick a Glamour Orchid (Resolve Trial difficulty 6 to find 
     one), and return the blossom safely to Eidolon (or Base Camp if the 
     Eidolon League is not in play).
          The blossoms are fragile.  Each time you are forced to test 
     Combat or Might, you must also pass a Resolve Trial difficulty 6 to 
     keep the blossom from wilting.  If a blossom wilts, you must return 
     to the Isle and pick a new one.
     (Mark Jackson)

9   X - Peace Mission                 Treasure: 3   Exp: 1
     Travel to each of 2 Leagues and pass a Savvy Trial of 6 at each one.  
     You must retreat from any Combat Waylays.
          Civil War threatens the land.  In outlying towns there is talk 
     of ousting Lord Gamine's regent, Assjack, from the throne.  The 
     ambitious, Unseelie Duke Bane and his son Sir Wrathgar seem to be 
     behind the brewing trouble, but this can't be proven.  Assjack needs 
     you to carry out a diplomatic mission to quell the growing rebellion 
     in 2 towns.
          Your opponent selects 2 Town Leagues (or any other League(s) if 
     1 or no Towns are in play).  To complete the mission, you must visit 
     the towns and pass a Savvy Trial difficulty 6 in each one to convince 
     the people of peace.  Since this is a Peace Mission, you may not 
     engage in any Combat Tests except against rival players.  If a Combat 
     Waylay is played against you, you immediately retreat instead of 
     facing it.  Your opponent may not play Combat Waylays that trap you 
     with no possible detour around them or that completely block you from 
     your destination Leagues (such as playing a Combat Waylay on one of 
     the Town Leagues).
     (Andrew Bates)


14  XI - Conscription                 Treasure: 1   Exp: 1
     Recover 3 Allies and 1 Quest Treasure card and return with them 
     unexhausted to Base Camp.
          Duke Bane has declared himself rightful ruler of the land in 
     Lord Gamine's absence.  Civil War is brewing as the people of 
     Ardenmore take sides between Bane and the lord's declared regent, 
     Bernard Assjack.  In service of the lord's court, Assjack insists you 
     set aside the quest to find Lord Gamine.  He enlists you to travel 
     the realm conscripting troops and finding treasures to bolster the 
     royal armory for the coming war.
          At the beginning of the Quest, give your opponet your Quest 
     Treasure card along with 3 Ally cards for him/her to place under 
     Leagues of his/her choice.  If you don't have 3 Ally cards, use dummy 
     cards; but you will not benefit from their abilities.  You must 
     recover all 4 cards and bring them, unexhausted, back to Eidolon (or 
     Base Camp if Eidolon is not in play) to finish this Quest.
     (Drew Tucker)

14  XII - Save Rosewood Keep          Treasure: 2   Exp: 1
     Travel to Rosewood Keep.  Hold the League for 4 consecutive Days to 
     break Wrathgar's siege.
          Sir Wrathgar leads the forces of Duke Bane, and lays siege to 
     Rosewood Keep, the home of Lady Sophia.  Lady Sophia was betrothed to 
     Lord Gamine before his disappearance; whoever marries Sophia may 
     claim the throne of Ardenmore.  Woe to the realm if Wrathgar abducts 
     her and forces marriage.
          After the League map is laid out, your opponent may add the 
     Rosewood Keep League (or another League to represent it if Rosewood 
     Keep is not available) to the map.  If Rosewood Keep is already in 
     play your opponent may move the Keep to a legal space of his/her 
     choice.  You must race to this League and hold it for 4 consecutive 
     Days after you arrive to break Wrathgar's siege and complete the 
     Quest.  Your opponent can ignore terrain restrictions to play Waylays 
     on you while you hold the League.  If your opponent runs out of 
     Waylay cards, he may draw extra Combat Waylays of rating 2 or less to 
     play on you while you hold the League.  If the Sir Wrathgar Waylay is 
     played, he tests at +1 against you.  If all your Merits are 
     exhausted, you must retreat from Rosewood Keep.
     (Brian LeBlanc)


18  XIII - Escort Lady Sophia         Treasure: 2   Exp: 1
     Travel to Rosewood Keep and then escort the Lady Sophia back to 
     Eidolon safely.
          Civil war rages in Ardenmore, and though Sir Wrathgar has been 
     stopped from abducting Lady Sophia to marry her and claim Lord 
     Gamine's throne, Sophia is still not safe from the forces of 
     Wrathgar's father, Duke Bane.  Even now, scouts report that Duke Bane 
     has dispatched a new horde of malevolent fiends to capture Lady 
     Sophia and destroy Rosewood Keep.  You must escort Lady Sophia to 
     safety at the court of Eidolon as Duke Bane's troops harass you along 
     the way.
          After the League map is placed, your opponent adds the Rosewood 
     Keep and Eidolon Leagues (or other Leagues to represent them).  
     Eidolon is your Base Camp.  Travel to Rosewood Keep, retrieve Lady 
     Sophia and return to Base Camp.  Lady Sophia is treated as an Ally 
     card (add her card as a Merit if available, otherwise use any other 
     Merit card to represent her but ignore that Merit's powers).  You 
     must return her to Eidolon without discarding her.
     (Rebecca Guay)

14  XIV - Victory over Duke Bane      Treasure: 4   Exp: 1
     Travel to Bane Tower.  Lay siege to it for 2 Days after arriving.  
     Capture Duke Bane when he appears and attempts to escape.
          Your valiant and loyal services to the royal court have not gone 
     unnoticed.  Now the lord's regent, Assjack, entrusts you to lead 
     Ardenmore's forces to defeat Duke Bane and end the civil war plaguing 
     the realm.
          Once the League map is created, your opponent adds the Bane 
     Tower and Eidolon Leagues (or other Leagues to represent them).  
     Eidolon is your Base Camp.  March to Bane Tower and lay siege to it 
     by staying on the Bane Tower League for 2 consecutive Days after you 
     arrive.
          After your second Day assaulting the Tower, Duke Bane escapes 
     from the siege.  Your opponent places the Duke Bane Waylay (or 
     another Combat Waylay of rating 3 or less to represent him) in a 
     League adjacent to Bane Tower.  You must move to Duke Bane and defeat 
     him in a Combat Test to capture him and complete your Quest.  On each 
     of your opponent's Days after he first places Duke Bane, he may move 
     Bane 1 League in any direction (ignoring Terrain Trials) as the Duke 
     attempts to flee from justice.
     (Brian LeBlanc)


13  XV - Royal Wedding Gift           Treasure: 5   Exp: 1
     Find a Quest Treasure and pass a Resolve Trial difficulty 8 to test 
     its worthiness.  If you fail, keep finding Treasures and engaging in 
     Resolve Trials at 1 lower difficulty.  Once you find a worthy 
     Treasure, return it to Eidolon.
          According to the wizard Tiberius, Lord Gamine's parting words 
     before he disappeared were that his regent, Assjack, should continue 
     to rule Ardenmore in his absence.  Should Gamine not return within a 
     year, his betrothed, Lady Sophia, was to marry another and take the 
     throne.  The recent civil war has convinced Sophia to marry before 
     the one year deadline to bring order to the kingdom.  However, to 
     keep faith with her lost true love, Sophia will wed Assjack, the mule 
     Satyr widely known to be incapable of anything but courtly love.
          Your opponent places your Quest Treasures.  You must recover 1 
     of your Quest Treasures and then pass a Resolve Trial difficulty 8 to 
     see if the Treasure is worthy enough to be your royal wedding gift.  
     If you fail this Trial, you must seek out another Treasure and pass a 
     Resolve Trial difficulty 7 to see if it is worthy.  Keep seeking 
     Treasures and engaging in Resolve Trials (the Trial difficulty drops 
     by 1 each time) until you find a worthy gift and then return it to 
     Eidolon (or Base Camp if Eidolon is not in play) to complete the 
     Quest.
     (Ash Arnett)

13  XVI - Courier for the Court       Treasure: 4   Exp: 1
     Retrieve a stolen item and deliver it and a message to the wizard 
     Tiberius at Ebonlique.
          For the sake of the realm, Lord Gamine's betrothed, Lady Sophia, 
     has now married Gamine's ex-regent, Bernard Assjack, the new lord of 
     Ardenmore.  Though the realm seems relatively peaceful, still Assjack 
     does not free you of your duties as a deputy of the realm.  He asks 
     you to recover an item stolen from the court and courier it along 
     with important correspondence to Tiberius, the wizard of Ebonlique.
          After the League map is constructed and Treasure are placed, y 
     our opponent adds the Eidolon and Ebonlique Leagues (or other Leagues 
     to represent them).  If these Leagues are already in play, your 
     opponent can move them to another legal location.  To complete your 
     Quest, you must recover one of your Quest Treasures and carry 
     Assjack's letter to Tiberius in Ebonlique.  At Ebonlique, you turn 
     the letter and a Quest Treasure of your choice over to Tiberius 
     (discard the TReasure from play).  You must then return to Eidolon 
     with Tiberius' reply message to finish the Quest.
     (Anthony Hightower)


14  XVII - Capture the Traitor        Treasure: 3   Exp: 1
     Travel to Eidolon and pass a Savvy Trial difficulty 7 to convince the 
     court of Assjack's treachery.  Once Assjack flees, chase him down and 
     beat him in a Combat or Savvy Test to complete your Quest.
          While you were delivering a letter from the wizard Tiberius of 
     Ebonlique to Lord Assjack, the letter's waxen seal broke.  Fae 
     curiosity being as it is, you read in horror of the secret alliance 
     between Assjack and Tiberius.  Since Lord Gamine's disappearance, 
     Assjack and Tiberius have conspired to secure Assjack's position as 
     the new Lord of Ardenmore with Lady Sophia at his side.  You must 
     venture to Eidolon and accuse Lord Assjack of treachery in his own 
     throne room.
          If the Eidolon League is not in play, your opponent selects a 
     League to represent it.  You must travel to Eidolon and pass a Savvy 
     Trial difficulty 7 to convince the court of Assjack's guilt.  Once 
     exposed, Assjack flees the court.  On the Day you pass the Savvy 
     Trial, your opponent places the Assjack Waylay (or any Combat Waylay 
     of rating 2 or less) within 2 Leagues of Eidolon.  You must hunt down 
     Assjack and defeat him in a Combat or Savvy Test (your choice).  On 
     each of your opponent's Days, he may move Assjack 1 League in any 
     direction.
     (Scott Fischer)

8   XVIII - Assault on Ebonlique      Treasure: 4   Exp: 1
     Go to Ebonlique.  Solve the puzzle to access the tower.  Fight the 
     tower's guardians and then defeat Tiberius.
          Having exposed the treachery of Lord Gamine's regent, Assjack, 
     and brought him to justice, you must now venture to Ebonlique and 
     bring Assjack's conspirator, the wizard Tiberius, to justice and make 
     him answer for Lord Gamine's disappearance.
          During this Quest, your opponent may select up to 6 points of 
     Arts or Flaws to use against you as Tibeirus uses his wizardry to 
     hinder your assault.  After all other Leagues are placed, your 
     opponent may place the Eidolon and Ebonlique Leagues (or other 
     Leagues to represent them).  Journey to Ebonlique; once there, pass a 
     Resolve Trial difficulty 7 to solve the magical puzzle of the black 
     tower's gate.  On the Day after you open the gate, you must begin 
     fighting your way through the tower to face Tiberius.  Your opponent 
     selects 3 Combat Waylays of rating 3 or less and plays all of them on 
     the tower.  Once you defeat the Waylays, you may face Tiberius the 
     next Day.  Defeat Tibeirus in a Combat or Resolve Test (he is Combat 
     5, Resolve 4) to finish the Quest.
     (Dave Fooden)


15  XIX - Quest for Knowledge         Treasure: 5   Exp: 1
     Travel to the 3 Ruins Leagues and pass a Resolve Trial difficulty 6 
     at each to decipher the secret of the Noria.
          Though Tiberius managed to escape after your assault on 
     Ebonlique, he did reveal to you the secret of Lord Gamine's 
     disappearance.  Tiberius imprisoned the lord and his retinue in the 
     dreaded undermountain prison of the Noria of Eternity.  This giant 
     subterranean wheel revolves but once every thousand years, accepting 
     or disgorging prisoners from its single cave entrance as the pockets 
     on the rim of the wheel pass by the mouth of the cave.  You must find 
     a way to free Lord Gamine from the Noria lest he be trapped there for 
     1,000 years.
          To complete this Quest, you must search the ruins of Ardenmore 
     for secrets to the Noria's origin and power.  Your opponent selects 3 
     Leagues containing ruins.  You must travel to each one and pass a 
     Resolve Trial difficulty 6 there to decipher the glyphs on the ruin 
     walls.  If there are less than 3 Ruins Leagues in play, your opponent 
     can select any League(s) to make up the remainder of the 3 you must 
     visit.
     (Ash Arnett)

16  XX - The Wyld Hunt                Treasure: 4   Exp: 1
     Recover the Wyldstone and return to Base Camp.  While you hunt the 
     stone, enemies of the realm hunt you.
          You've found what may be the secret to freeing Lord Gamine from 
     his imprisonment in the monolithic Noria of Eternity.  Among the 
     ruins of Ardenmore, there is said to be a relic, the Wyldstone, which 
     may empower the Noria to turn faster than its ponderous 1,000 year 
     cycle.  But the winds of malice blow once more through the realm, and 
     enemies roam the land seeking to prevent you from freeing the 
     imprisoned lord.
          As part of your Quest's Waylay rating, your opponent selects one 
     Combat Waylay of rating 3 or less to be your "Enemy" for the Quest.  
     After the League map is set, your opponent places the Wyldstone 
     Treasure card (or another card to represent it) on a League of 
     his/her choice, and then selects a Base Camp for you and your "Enemy" 
     Waylay.  On each of your opponent's Days, he/she may move the Enemy 
     Waylay 1 League.  If you defeat the Enemy, it immediately returns to 
     its Base Camp and begins to hunt you again.  To finish the Quest, 
     recover the Wyldstone and return to your Base Camp.  Your Base Camp 
     and your enemy's Base Camp can never be the same League.
     (Ron Spencer)


8   XXI - Jailbreak                   Treasure: 2   Exp: 1
     Travel to the Noria of Eternity.  Survive the release of 21 points of 
     Waylays without exhausting the Wyldstone in order to free Lord 
     Gamine.
          You have the Wyldstone!  Now you can free Lord Gamine by 
     speeding up the revolution of the Noria of Eternity.  But before the 
     mammoth wheel of stone will swing around to free Lord Gamine, it will 
     release all of the most terrifying criminals Arcadia has imprisoned 
     over the past 1,000 years.
          If the Noria of Eternity League is not in play, then your 
     opponent selects a League to represent it.  You start the Quest with 
     the Wyldstone Treasure card (or any other Treasure card to represent 
     it, but ignore the powers of substitute Treasure cards).  You must 
     travel to the Noria, and invoke the power of the Wyldstone to speed 
     the wheel.  Each Day the Wyldstone is not exhausted, you decide how 
     fast the Noria spins and therefore how many points of Waylays (from 0 
     to 5) are released.  Your opponent then puts that many points of 
     Combat Waylays into play on the Noria League.  If the Wyldstone is 
     exhausted, no Waylays are released.  These Waylays will accumulate on 
     this League and each one must be encountered every Day.  As soon as 
     you release 21 points of Combat Waylays, Gamine is freed and your 
     Quest is successful.
     (Tony DiTerlizzi)

16  XXII - Balm for Madness           Treasure: 3   Exp: 1
     Take the mad Lord Gamine to the Nowhere Glade to heal his insanity, 
     then return with him to Eidolon.  Until Gamine is healed, roll a die 
     to determine how he burdens or aids your Tests and Trials.
          You have freed Lord Gamine from his imprisonment in the Noria of 
     Eternity, but an enchantment from the wizard Tiberius has robbed 
     Gamine of his sanity.  Also, scouts bring word that the mechanized 
     armies of Middlemarch mass to attack Ardenmore.  Lord Gamine's sanity 
     must be restored by the healing waters at the Nowhere Glade, so he 
     can return to Eidolon and rally the realm's forces.
          After the League map is laid out, your opponent may adjust the 
     cards so that the Nowhere Glade and Eidolon Leagues are at least 4 
     Leagues apart.  If these Leagues are not in play, your opponent 
     selects Leagues to represent them.  You must take Lord Gamine to the 
     Nowhere Glade, where the waters will heal him.  Then return with 
     Gamine to Eidolon to complete the Quest.  While Gamine is crazed, he 
     is a burden to your journey.  Before you roll for any Test or Trial, 
     first roll a die to determine whether Lord Gamine helps or hinders 
     you in his confused state.  Roll 1-2 Modifier = -2; Roll 3-4 Modifier 
     = -1; Roll 5 Modifier = 0,[;] Roll 6 Modifier = +1.
     (Tony DiTerlizzi)


15  XXIII - Gird the Realm's Heroes   Treasure: 2   Exp: 1
     Take a Quest Treasure from the armory at Eidolon to another character 
     in play.  Return to Eidolon and repeat the process 2 more times, 
     arming a different character (or the same it it's a 2-player game).
          You have succeeded in returning Lord Gamine to his throne and 
     have seen him wed Lady Sophia.  But now, the Legions of Middlemarch 
     are poised to invade Ardenmore.  You must once again help rally the 
     realm's troops to defend it.  Lord Gamine gives you Treasures from 
     the Ardenmore armory and asks you to take them to the heroes of the 
     land to better arm them for the coming war.
          Your Base Camp must be Eidolon if it is in play.  Do not place 
     either [any] of your Quest Treasures before play begins.  Once play 
     has begun, arm yourself with one of your Quest Treasures.  You must 
     now seek out any other character in play and give the Quest Treasure 
     to that character.  As long as the Quest Treasure card is not 
     exhausted, you may give it to another character (they cannot refuse 
     it) who shares your League on your Day.  Return to Eidolon and repeat 
     the process 2 more times to complete your Quest.  If there is more 
     than one other character in play, you must give the Treasure to 
     different characters.
     (Andrew Bates)

16  XXIV - Reconnaissance Mission     Treasure: 3   Exp: 1
     Visit the 3 Leagues selected by your opponent and return safely to 
     Eidolon.
          King Ironheart of Middlemarch has sent his cog armies to invade 
     Ardenmore.  Lord Gamine once again conscripts you for the realm's 
     defense.  Armed with treasure from the royal armory, you are sent on 
     a reconnaissance mission to spy on the approaching Middlemarch 
     armies.
          You may start the Quest with your Quest's Treasure cards already 
     in your possession.  Once the League map is laid out, your opponent 
     selects any 3 Leagues on the edge of the map.  You must visit these 
     and then return to Eidolon (or another League of your opponent's 
     choosing if Eidolon is not in play) to complete your Quest.  If there 
     are any Border Leagues in play, your opponent must select them as 
     part of the 3 Leagues chosen for your reconnaissance.
          Any Middlemarch creatures you face on this Quest add 1 to their 
     scores when testing against you.
     (Scott Fischer)


14  XXV - Middlemarch Invaders        Treasure: 4   Exp: 1
     Defeat all of the Combat Waylays for your Quest.  If any reach your 
     Base Camp, your opponent selects more Combat Waylays which he/she 
     must then put into play.
          You have just completed a reconnaissance mission to scout the 
     Middlemarch armies that are invading Ardenmore.  Lord Gamine, 
     returned to his throne just as Ardenmore enters its darkest hour, 
     marshals the realm's troops.  However, the size of Middlemarch's 
     mechanized armies is staggering.  There seems to be little hope for 
     Ardenmore's valiant defenders against the mindless legions of King 
     Ironheart.  Nevertheless, you take up sword and shield to defend your 
     homeland as the first wave of invaders approaches.
          Your Base Camp is Eidolon if it is in play.  After everything 
     else is set on the playing map, you place all of the Combat Waylays 
     selected by your opponent for your Quest, face-up on different edge 
     Leagues of the map.  On each of his/her Days, your opponent may more 
     each Waylay one League toward your Base Camp.  If any of the Waylays 
     reach your Base Camp, you opponent may select an additional Combat 
     Waylay (equal or lower rating to the one that reached Base Camp) ant 
     then you must place it on an edge League of the map.  To succeed in 
     your Quest, you must destroy all of the Quest's Combat Waylays.
     (Mark Jackson)



LEAGUES:  (104 leagues)

Aberhold Slave Pits       Fields, Hills, Road, Ruins, Border
      Although no longer in use, the Aberhold Slave Pits once rivaled the 
      darkest slave guilds of Middlemarch.  Lord Gamine outlawed its 
      despicable practices, and now this stain on the reputation of 
      Ardenmore is frequented by bandits of the worst sort.
     Enter: Free.
     Leave: Free.
     Special: Any Waylays played here add 2 to their score in any Test.
     Rest: You may recover up to 2 Treasures.  Your opponent may also 
     recover 1 of your Flaws.

Aegis Monolith            Forest, Ruins, Border
      Almost inaccessible, the ancient Aegis Monolith rises above the 
      treetops of the forest.  One of the oldest remaining ruins in the 
      territory, the Monolith dates back to when Ardenmore was the first 
      kingdom.  This was once the center of Arcadia.
     Enter: Resolve Trial difficulty 6.
     Leave: Resolve Trial difficulty 4.
     Rest: Beneath the Monolity are seemingly endless catacombs.  Any 
     daring to enter can recover up to 2 Treasures.

Althros, The Steam City   Fields, Road, Town
      Althros is a remarkable city filled with many steam-powered wonders.  
      However, the vibrant appearance of the city belies its hidden 
      troubles.  Dissent runs high in the working class, and there are 
      always whisperings of rebellion.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ally or Treasure.  If you discard a Bag of 
     Gold here you can recover any 3 Merits.

Arden-Coast Junction      Hills, Fields, Road, Border
      The Eastern Coastal and Arden roads merge here and continue north.  
      Although the old sea doesn't reach here anymore, the sound of 
      crashing waves can be heard on exceptionally clear nights.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ability.

Arden-Palinian Junction   Fields, Forest, Road
      Whether traveling from the Palinian Road or the Arden Road, Seelie 
      Kithain greet those they pass with a kind word and a warm smile.  
      Unseelie glower from under their cloaks.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ally or 1 Advantage.

Ardenroad (1)             Fields, Road
      Wandering knights from Eidolon ensure the safety of this road.  They 
      are cheered by travelers as they pass by.  Maidens swoon before such 
      handsome heroes, and polished armor shines in the sun.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ability.


Ardenroad (2)             Fields, Forest, Road
      Merchants passing by are burdened by their wares.  Wanderers often 
      carry less visible burdens.
     Enter: Free.
     Leave: Free.
     Rest: You can recover 1 Ally.

Ardenroad (3)             Fields, Hills, Road
      The journey across this kingdom is a long one, so many companies 
      make encampments beside the road to rest and renew themselves.  
      Dragonkin caravans display bright banners, and Redcapt bonfires 
      blaze eagerly.
     Enter: Free.
     Leave: Free.
     Rest: If you rest here for 2 Days you may recover 1 Ability.

Balanvale         Mountains, Hills, Road, Ruins, Town
      The entire village here was once dedicated to the maintenance and 
      support of Balan Keep.  Years ago, the fortress was abandoned in 
      favor of Balath Castle to the north.  Now the village is 
      impoverished.  Only the Beggars' College prospers.
     Enter: Free by Road or Hills; Might Trial difficulty 6 by Mountains.
     Leave: As above.
     Rest: Those resting here can choose to visit the Ruins or the Town.  
     If you go to the Town you may recover 1 Ally or Ability.  If you go 
     to the Ruins, you must pass a Resolve Trial difficulty 5.  If 
     successful you find the old treasure chambers and may recover up to 2 
     Treasures.

Balath Castle     Mountains, Castle, Road, Border      (Unique)
      Duke Balath of House Fiona resides within Balath Castle.  After he 
      wearied of Kithain politics many years ago, he sequestered himself 
      in his castle.  Only his servants will address commoners.  The duke 
      himself receives few visitors.
     Enter: Free by Road; Might Trial difficulty 5 by Mountains.
     Leave: As above.
     Speial: Unique.
     Rest: You may recover 1 Advantage.  If you are noble, you may recover 
     1 of anything.

Bane Tower        Fields, Road, Castle, Border         (Unique)
      Bane Tower, the fortress of the infamous Duke Bane, stands out 
      prominently on the horizon.  His watchtower is said to be the first 
      line of defense against the "Northern Scavengers".  This has earned 
      him a notorious reputation in Ardenmore's politics.
     Enter: Free.
     Leave: Free.
     Special: Unique.   Duke Bane and Sir Wrathgar always add 2 to their 
     scores on any Tests they make on this League.
     Rest: If Seelie, recover nothing.  If Unseelie, you may recover 1 
     Advantage.


Bane Tower Road   Mountains, Hills, Road, Border
      There are only two roads to Bane Tower, where the malevolent Duke 
      Bane conspires and schemes.  Along this route, packs become heavier 
      and songs fade quickly.  Some say the other route is less pleasant.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ability.

Blackrock Pass    Mountains, Hills, River, Road, Cave
      The slush from the Crystal Falls is warmed by the onyx stones of 
      Blackrock Pass, where the embers of great forests perpetually 
      smolder.  The petrified trees blacken the waters that flow into the 
      Black Lake.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ability.

The City of Coral       Ocean, Town
      This undersea city is the last true home of the Mer.  Deep within 
      the ocean, even its highest spires have yet to approach the surface.  
      Finding it can be a quest in itself, but survivors speak highly of 
      the Mer's hospitality.
     Enter: Might Trial difficulty 6.
     Leave: Might Trial difficulty 5.
     Special: Mer automatically pass the Terrain Trial on this League.  If 
     you fail the Terrain Trial here, you must exhaust a Merit.
     Rest: You may recover 3 Abilities, 2 Treasures or 2 Advantages.

Colinwell               Fields, Road, River, Town
      The bustling town of Colinwell sees many travelers.  The inns here 
      are renowned for two things: fabulous tales told by the fireside and 
      rich beer brewed by the local gnomes.
     Enter: Free.
     Leave: Free.
     Rest: Home of the legendary Tavern of the Tawny Rose, any travelers 
     are welcome to stay here for a respite.  You may recover 1 Ally.  
     However, if you pay the innkeep a Bag of Gold you may also spend the 
     night and enjoy a hot bath, allowing you to recover 2 additional 
     Abilities or Advantages of your choice.

Coral Palace            Fields, Road, Castle, Border
      Once submerged, the Coral Palace is now the home of air-breathers.  
      Its underwater passages and vertical halls were used by the Mer.  
      Now the resident Dragonkin are the only other race who can easily 
      navigate the halls and towers.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Advantage here.  If you are noble or 
     Dragonkin, you may recover any 3 Merits.


Court of Praxis Tynon   Hills, Fields, Road, River, Ruins
      This was once the capital city of the ancient government of 
      Ardenmore.  All that remains is the stadium where the legendary 
      lawmaker Praxis Tynon lectured on the earliest versions of the 
      Escheat.
     Enter: Free.
     Leave: Free.
     Rest: If you visit the Ruins, roll a die and add your Resolve to it.  
     2-3: You must exhaust 1 Merit.  4: You spend your next Day here as 
     well.  5: You may recover any 1 Merit.  6-7: You may add 2 to your 
     score on your next Test.  8+: You discover an ancient text predicting 
     the future of Ardenmore.  You may ignore any 1 Waylay when it is 
     played against you.  You can only rest on thie League once per game.

The Crystal Falls       Mountains, River, Border
      The Crystal Falls lie along Ardenmore's northern border.  Since they 
      originate in the Frost Kingdom to the north, the Falls are almost 
      completely frozen and move very slowly.  The cold generated by this 
      undulating slush is terrible.
     Enter: Free by Road; Might Trial difficulty 6 by Mountains.
     Leave: As above.
     Rest: Those who visit the Falls may recover 2 Arts or 1 Ability.

Dark Reach Pass       Mountains, Hills, Road, Border
      A young maiden once descended into these mountains with glowing 
      leaves from the Forest of the Midnight Sun and a beautiful ancient 
      ballad to help her heal the suffering of this land.  No one has seen 
      her since.
     Enter: Free by Hills or Road; Might Trial difficulty 5 by Mountains.
     Leave: As above.
     Rest: You may recover 1 Ability or Ally.

Darkened Glen         Forest, Border
      Often home to bandits on the run, this section of the Sabine Forest 
      is known for its thick undergrowth.  Hunters set traps for the local 
      wildlife, and sometimes adventurers find what remains of an 
      encampment.
     Enter: Might Trial difficulty 5.
     Leave: Free.
     Rest: Those who make it into this part of the forest can recover 1 
     Advantage or 1 Treasure.

Darkling Junction     Fields, Road
      Where roads meet, heroes choose their destiny.  Each step takes an 
      adventurer closer to triumph or tragedy.
     Enter: Free.
     Leave: Free.
     Rest: If you rest here uninterrupted for 2 Days you can recover 1 
     Ability.


Darklingvale          Fields, Hills, Road, Town
      Although overshadowed by the mountains nearby, Darklingvale seems to 
      be a rather hospitable village at first glance.  Questions, however, 
      are answered only with painful silence.
     Enter: Free.
     Leave: Combat Trial difficulty 5.
     Special: Characters subtract 1 from their score against any Waylays 
     in this League.
     Rest: In truth, the citizens of Darklingvale were killed several 
     years ago by a mad wizard.  They have been replaced by golems who go 
     through the motions of everyday life.  No Rest is possible here.

Darkreach Loche       Hills, Fields, Lake, River, Road, Town, Bridge
      Under the vast expanse of the Darkreach Mountains, quiet and 
      superstitious fisherfolk ply their trade beside the charcoal shores 
      of the Black Lake.  The pale piscine abnormalities they harvest are 
      considered delicacies by some.
     Enter: Free by Road; Might Trial difficulty 5 by River.
     Leave: As above.
     Rest: You must pass a Savvy Trial difficulty 6 to rest here.  If 
     successful you may recover 2 Arts or Advantages.

Darkreach Mountains   Mountains, Road, Hills, Cave
      The infamous Darkreach Mountains earned their name after the first 
      ruler of Ardenmore exiled himself here long ago.  His shame was so 
      great that the light of the sun never followed him here again.
     Enter: Free by Road or Hills; Might Trial difficulty 6 by Mountains.
     Leave: As above.
     Rest: You can recover 1 Ability.

Darkreach Spires      Mountains, Hills, Road, Cave
      In this mountain range, some of the highest peaks in all of 
      Ardenmore strain against the dark clouds that obscure them.  Any who 
      can surmount these treacherous peaks will witness spectacular views 
      from the summit.
     Enter: Free by Road; Might Trial difficulty 5 by Hills or Mountains.
     Leave: As above.
     Rest: Climbing to the top of the mountain requires you to pass a 
     Might or Resolve Trial, difficulty 7.  If you pass you will view the 
     most breathtaking sunrise in all of Ardenmore.  You can recover any 2 
     Merits.

The Eastern Coastal Road (1)   Fields, Road
      The Eastern Coastal Road travels along the length of Ardenmore's 
      eastern border.  Although perilously close to the boundaries of the 
      kingdom, its twisting roads are fairly safe.  A graybeard Knocker 
      lives near here and sells a hundred kites a year.
     Enter: Free.
     Leave: Free.
     Special: Although any traveler can stop here, bandit activity is a 
     problem.  Bandits and Slavers add 2 to their scores when testing on 
     this League.
     Rest: You may recover 1 Ability.


The Eastern Coastal Road (2)   Fields, Forest, Road, Border
      The Tsu Ocean is barely visible from this stretch of the Coastal 
      Road.  Thick forests separate the land from the sea, and there is a 
      warm updraft overhead.  Massive avians carried adventurers through 
      these leagues long ago.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ability.

Ebonlique                      Lake, Fields, Road, Castle          (Unique)
      The obsidian walls of the Ebonlique Tower rise majestically from the 
      murky waters of the Black Lake.  The mysterious wizard Tiberius 
      resides here.  Little is known about him, and for the sake of 
      survival, even less is said.
     Enter: Resolve Trial difficulty 6.
     Leave: Free.
     Special: Unique.
     Rest: You can recover nothing here.

The Edge of Grey Filth         Forest, Marsh
      You're a fool to even consider venturing here.  You must have 
      thought you were going somewhere else.  Turn back while you still 
      can.
     Enter: Might Trial difficulty 4.
     Leave: As above.
     Rest: You may recover 1 Ability.

Eidle Road                     Fields, Road
      Eidle Road is always bustling with activity.  As the only road 
      between Eidolon and Raxis, it is always well-patrolled.  The 
      constabulary will sometimes inspect wagons rolling from Raxis, but 
      they are hesitant to disclose what they are looking for.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ally or 1 Advantage.

Eidolon                        Hills, Fields, Road, Town, Castle   (Unique)
      The delicate crystalline spires of Eidolon are like the substance of 
      dreams: fragile, yet enduring.  The towers of the capital of 
      Ardenmore can be seen for many leagues.
     Enter: Free.
     Leave: Free.
     Special: Unique.
     Rest: You may recover any 2 Merits in Eidolon.

Fields of Rust               Field[s], River, Mountains, Border
      In the shadow of the Mountain of the Kings, these fields receive the 
      sluggish waters of the River of Rust.  The soil, and all that grows 
      in it, has a coppery hue.
     Enter: Free.
     Leave: Free.
     Special: If you wish to leave the League in a direction which would 
     necessitate crossing the River, you must ford it.  Fording the River 
     is a Might Trial difficulty 4.
     Rest: You may recover 1 Ability or 1 Advantage.


Fields of Sabine             Fields, Forest, Road
      Cool breezes carry the scent of pine, and the vast expanses of 
      meadows in these lands provide a picturesque view of the Sabine 
      Forest.  The young at heart search for blackberries as they pass.
     Enter: Free by Fields or Road; Resolve Trial difficulty 4 by Forest.
     Leave: As above.
     Rest: Travelers can rest here comfortably, regaining any 1 Ability.

Fiesole                      Forest, Road, Town
      Fiesole is a land favored by Satyrs.  It is widely renowned for its 
      music, revelry, and debauchery.  Jaded fae tell epic tales about it, 
      while the prudent sternly caution their young not to listen.
     Enter: Free by Road; Resolve Trial difficulty 5 by Forest.
     Leave: As above.
     Special: All Satyrs add 1 to their score in any Test.
     Rest: You may recover 1 of anything.

Forest of the Midnight Sun   Forest, Fields, Road, Border
      This enchanted forest is illuminated by its Glamour.  By day, the 
      leaves of the trees bask in sunlight, and at night, they gently 
      glow, warming the forest floor with their brilliance.  This is a 
      locale favored by courtly lovers.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 2 Arts or 1 Ally.

Frost Haven                  Mountains, Hills, Road, Ruins, Border
      Thought to be abandoned, Frost Haven has since been reclaimed by 
      Frost Ettins.  They have lost their homelands in the Frost Kingdom 
      to the north, and now they fiercely protect their new home in 
      Ardenmore.
     Enter: Free by Road or Hills; Might Trial difficulty 6 by Mountains.
     Leave: As above.
     Special: Those who enter must face an automatic Combat or Savvy 
     Waylay against the Frost Ettins (Combat 6, Savvy 7).  This Waylay 
     takes place after any Waylay card played on this League is 
     encountered.
     Rest: No Rest can be taken in this hostile and inhospitable League.

Goldenreach Fields       Fields
      The better part of Ardenmore's agricultural needs are met by the 
      vast expanses of the Goldenreach Fields.  The diligent farmers here 
      awaken each day to greet the dawn, the time when the land is most 
      beautiful.
     Enter: Free.
     Leave: Free.
     Rest: If you spend 2 Days resting here uninterrupted, you may draw 1 
     of your Merits from your discard pile and return it, unexhausted, to 
     your character.


The Graveyard of Ships   Ocean, Ruins
      Beneath these once pellucid waters, the Graveyard of Ships hides 
      derelict vessels.  Decades ago, battleships from Middlemarch 
      attacked the Coral Palace.  The Dragonkin and Mer sank all but one 
      ship, and the armada has remained here to this day.
     Enter: Might Trial difficulty 6.
     Leave: As above.
     Special: Mer automatically pass the Terrain Trial on this League.  If 
     you fail the Terrain Trial here, you must exhaust a Merit.
     Rest: You may recover up to 3 Treasures.

Grey Reach               Marsh, River
      The lands of the Grey Reach and Sibylline Swamps are perilous 
      indeed.  The very spirits of the earth conspire against those who 
      treat without caution.
     Enter: Might Trial difficulty 4.
     Leave: As above.
     Rest: There are many pits and sinkholes here.  If you choose to rest, 
     you must pass a Resolve Trial difficulty 5.  If you fail you must 
     exhaust a Merit instead of recovering one.  If you succeed you may 
     recover 1 Merit of your choice.

Grey River               Marsh, River
      The legend of Eleht Renoye: tells of her gazing upon the bleak 
      waters of the Grey River, remembering the gentle face of her slain 
      lover, and weeping until her sould was forever lost.
     Enter: Might Trial difficulty 5.
     Leave: As above.
     Rest: You may recover 1 Ability.  If you remain on thie League for 
     more than 2 consecutive Days your opponent can recover 1 of your 
     Flaws as well.

Greyview                 Fields, Road, River
      The road that overlooks the adjoining Leagues often stirs doubt and 
      uncertainty in the souls of those who pass through it.  Though the 
      majestic landscape in the distance inspires travelers, it is marred 
      by the bleak sight of the Grey River.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ability.

Hall of the Ogre King   Mountains, Hills, Ruins, Road, Border
      Crumbling walls mark what was once the court of a mighty Ogre king.  
      His name has long since been banished from history, but the ruins of 
      his stronghold remain.
     Enter: Free by Mountains or Road; Might Trial difficulty 5 by Hills.
     Leave: As above.
     Rest: Anyone may rest here and recover 1 Treasure.  Ogres and Trolls, 
     however, recover 2 Treasures.


Hamlet of Bloath        Fields, Marsh, River, Town, Road
      This town lives under the terrible oppression of the Ogre bully 
      Bloath.  He has cowed the villagers into naming the hamlet after 
      him.  Seven wives have taken his hand in marriage, though none of 
      them have lived for long.
     Enter: Free.
     Leave: Free.
     Special: If Bloath is encountered here add 2 to each of his 
     Attributes.
     Rest: You may recover 1 Ability.  If you defeat Bloath on this 
     League, you may recover 3 Merits of any type.

Hamlet of Easlynn       Fields, Forest, Road, Town, Border
      There are few permanent residents in the Hamlet of Easlynn.  The 
      temptation of the Chaos Well is too great for them to resist, and 
      the reckless few who come to visit it invite great peril.
     Enter: Free.
     Leave: Free.
     Rest: To drink from the waters of the Chaos Well is to invite both 
     fortune and disaster.  Roll a die.  1: You recover 2 Flaws and must 
     skip your next Day.  2: The next Waylay you face adds 2 to its score 
     against you.  3: You must exhaust a Merit.  4: You may recover 2 
     Merits.  5: You may exhaust 1 Flaw.  6: You may add 2 to your score 
     against the next Waylay you face.

Hermit's Hollow         Mountains, Border
      Nestled just north of the Mountain of the Kings is a valley called 
      Hermit's Hollow.  The few adventurers who find the local residents 
      learn much from their tales of days long gone.  The wisdom of 
      loremasters is still dearly kept.
     Enter: Free.
     Leave: Free.
     Rest: Finding the actual village of Hermit's Hollow is very 
     difficult, as it is too small to appear on any map.  Characters must 
     pass a Resolve Trial difficulty 6.  If they find it they may recover 
     up to 3 Abilities.

Hills of Steam          Fields, Hills, Road
      Through the use of ingenious Knocker contraptions, steam is 
      harvested for use in Althros, the Steam City.  Vast envelopes of 
      cloth are warmed by carts carrying open flames, and inventors 
      continually refine the methods they use to fill them.
     Enter: Free.
     Leave: Free.
     Rest: Bathing in the steam from the Hills requires a Might Trial 
     difficulty 5.  If successful you may recover 2 Abilities.

Huntinglane             Forest, Road
      Good hunting is found here.  Nobles have been known to travel many 
      leagues to have sport in these fields.  Wild boar roam freely, and 
      game is plentiful.
     Enter: Free by Road; Resolve Trial difficulty 5 by Forest.
     Leave: As above.
     Rest: You can rest here and recover 1 Ability or you can choose to 
     hunt.  If you hunt you must defeat a Wild Boar (Combat 5) in a Combat 
     Test.  If you're successful, you may recover any 2 Merits.


Ione's Temple      Fields, Forest, Road, Ruins
      Although she was once revered as a goddess, Ione's name is never 
      invoked and seldom remembered.  This temple is all that remains of 
      her ancient religion.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Treasure or 1 Art.

Irondeath Fields   Fields, Hills, Road, Border
      The Irondeath Fields are lined with spikes.  Duke Bane impales the 
      heads of his enemies here as a warning to any who would betray him.  
      On the darkest nights of the year, the wind carries deathly moans.
     Enter: Free.
     Leave: Free.
     Rest: Your opponent can recover 1 of your Flaws.

Irondew Keep       Marsh, Castle, Road, Border
      This is the first line of defense against King Ironheart and the 
      legions of Middlemarch.  Here, an army of Unseelie goblins and 
      Redcaps obeys the orders of Lord Regolant, a House Liam Seelie 
      noble.  They don't always hear very well, though...
     Enter: Free by Road; Might Trial difficulty 5 by Marsh.
     Leave: As above.
     Rest: Unseelie can recover 1 Ally.  Seelie can recover 1 Advantage.  
     Seelie nobles can recover any 1 Merit.

Irondew Road (1)   Fields, Road, Border
      An old Troll was turned to stone beside this stretch of the Irondew 
      Road.  Giants and Ogres alike harden their hearts as they march past 
      him.  Old grievances are not always mentioned, but they are always 
      remembered.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ability.

Irondew Road (2)   Marsh, Road
      Although no one can explain why, the water that forms in small pools 
      here is impure.  Most fae cannot stand to drink it, although the Cog 
      Soldiers of Middlemarch find it delicious.
     Enter: Free by Road; Might Trial difficulty 5 by Marsh.
     Leave: As above.
     Rest: You may recover 1 Ability.

Kryllian's Pond     Fields, River
      The river widens here.  The fields of grass are warm and soft, and 
      dandelion seeds are carried on the wind.  Those who swim in these 
      waters are often refreshed afterward.
     Enter: Free.
     Leave: Free, unless you're crossing the River; then you must pass a 
     Might Trial difficulty 4.
     Rest: You may recover any 1 Merit, except an Ally.


The Kyrrian Tower   Fields, Road, Ruins
      Long ago, when Ardenmore had different rules and different borders, 
      the Kyrrian Tower was the home of a reclusive and deranged wizard.  
      Her powerful summonings have forever altered this land.
     Enter: Free.
     Leave: Free.
     Rest: Those who rest here can recover 2 Arts.  However, if you choose 
     to rest here, you must roll a die.  Even: You may begin your next Day 
     from any League of your choice.  Odd: You begin your next Day from 
     any League of your opponent's choice.

The Loa-Heedron   Mountains, Road, Ruins, Border
      The monolithic towers and marmorean edifices of this abandoned 
      fortress reach dizzying heights above this portion of the Sure Pass 
      Trail.
     Enter: Free by Road; Might Trial difficulty 5 by Mountains.
     Leave: As above.
     Rest: If you dare to climb its walls, you must pass a Might Trial 
     difficulty 6.  You may only try once.  If successful, you enter a 
     fortress once ruled by a race of giants.  Recover 2 Might Abilities, 
     2 Treasures or any combination thereof.

The Marsh of Grey Filth   Marsh, River
      Known for its exceptionally turgid sludge, the Marsh of Grey Filth 
      is inhospitable.  Anything buried here cannot be retrieved... or 
      even remembered...
     Enter: Might or Resolve Trial difficulty 6.
     Leave: Might or Resolve Trial difficulty 5.
     Rest: The only haven known in these parts is with the Mud Boggins who 
     exist on a small island in the center of the swamp.  You must pass a 
     Savvy Trial difficulty 7 to convince the Boggins to admit you.  Once 
     in, you can recover any 2 Merits.

Middleguard               Fields, Road, Ruins, Border
      Once an outpost for Middlemarch, this old keep now stands in ruins 
      within Ardenmore's borders.  Metallic spikes and rusted weapons 
      serve as grim reminders of Middlemarch's aggression.
     Enter: Free.
     Leave: Free.
     Rest: Spending time sifting through the Ruins will yield very little 
     in the way of rest.  While you can recover 2 Merits of any type, your 
     opponent can also recover 1 of your Flaws.

Middlemarch Junction      Marsh, Fields, Road
      Here the road to Middlemarch joins the Irondew Road.  Seelie and 
      Unseelie alike join forces when rumors of war spread.  Once the 
      rumors pass, however, old grudges are reborn.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ability.


Midnight Falls            Fields, Mountains, Hills, River, Border
      In the foothills of the Darkreach Mountains, the Midnight Falls 
      carry silt into the River of Rust.  There are places in this realm 
      that have never been touched by the light of day.  Where sunlight 
      does fall, night eagerly waits.
     Enter: Might Trial difficulty 4.
     Leave: Free.
     Rest: Resting at or near the Falls is tricky at best.  You must 
     overcome a Resolve Trial difficulty 5.  If you succeed you may 
     recover 1 Advantage, 1 Ability or 1 Art.

Mountain of the Kings     Mountains, Border
      Climbing the highest mountain in all of Ardenmore was a test of 
      manhood in many of Arcadia's early cultures.  To this day, Dragonkin 
      still try their mettle here.
     Enter: Might Trial difficulty 7.
     Leave: Might Trial difficulty 5.
     Rest: For those who are able to make the climb, the view is truly 
     inspiring.  You can recover any 2 Merits.

Mouth of Grey             Marsh, River, Border
      Foul waters flow from this land.  They carry noxious aromas and 
      contempt for the lands of Ardenmore that have escaped their taint.  
      The grey waters roil like the anger in the depths of Duke Bane's 
      soul.
     Enter: Might Trial difficulty 5.
     Leave: As above.
     Rest: You may recover 1 Ability.  If you are Unseelie you may recover 
     1 Art as well.

Noria of Eternity   Mountains, Castle, Border   (Unique)
      The Noria of Eternity is Ardenmore's legendary prison.  This large 
      subterranean wheel incarcerates the kingdom's vilest criminals.  
      Those who are condemned to enter the Noria are trapped for 1,000 
      years.
     Enter: Might Trial difficulty 5.
     Leave: Free.
     Special: Unique.
     Rest: You may recover 1 Ability.

Nowhere Blind       Forest, Road, Border
      The forest here is so dense that some believe the chances of a 
      wanderer leaving actually improve if he is blindfolded.
     Enter: Free by Road; Resolve Trial difficulty 5 by Forest.
     Leave: As above.
     Rest: You must undergo a Savvy Trial difficulty 5 to rest here.  If 
     you pass you may recover 1 Ability.

Nowhere Glade       Forest, Road, Border        (Unique)
      Long ago, the Kithain languished by the tranquil pools of this 
      glade.  Now harpies soar overhead, harrying any who invade their 
      self-proclaimed domain.
     Enter: Resolve Trial difficulty 5.
     Leave: Free.
     Special: Unique.  Any Harpie [Harpy] Waylays add 1 to their score 
     when testing against adventurers here.
     Rest: You may recover 2 Arts or 1 of anything else from the magical 
     waters of the ponds.


Nowhere Junction    Forest, Road
      Despair hangs in the shadows here like a fine mist, and it is said 
      that those who bring their sorrow with them into these lands will 
      become lost in a fog of grief and self-pity.
     Enter: Free.
     Leave: Free by Forest or along main Road.  You must pass a Resolve 
     Trial difficulty 5 to leave by the "T" Road.
     Rest: You may recover 1 Ability.

Oceanius            Fields, Road, Town, Border
      The coastal city of Oceanius overlooks the Tsu Ocean and Orchid 
      Isle.  The residents here are known to be open-minded.  Late at 
      night, they often have a faraway look in their eyes as they gaze 
      upon the ocean's pacific waters.
     Enter: Free.
     Leave: Free.
     Rest: You can recover 1 Ally or Treasure here.  If you have a Bag of 
     Gold, you can discard it to gain passage to Orchid Isle, if it is in 
     play.  No Terrain Trials are necessary.  If you travel to Orchid Isle 
     in this fashion, you may return to Oceanius the following Day.

Ogre Watch Bridge   Fields, Hills, Road, River, Bridge
      Rumor has it that the many Ogres who frequent this area do so at 
      Duke Bane's request.  Perhaps the half-eaten bodies that wash up on 
      the riverbanks were their payment.
     Enter: Free.
     Leave: Free.
     Special: Any Ogre Waylays played on this League will remain in play 
     unless they are defeated with a natural 6 during an adventurer's Test 
     against them.  These Ogres also add 1 to their score when testing.  
     Any adventurer can move on or encounter this League on the Day 
     following one in which they defeated an Ogre here, even if that Ogre 
     is still in play.
     Rest: You may recover 1 Ally here.

Orchid Isle         Ocean, Fields, Ruins                (Unique)
      The rare and beautiful flowers or Orchid Isle are treasured on the 
      mainland, for they are hard to find.  Difficult to reach, this amll 
      isle is uninhabited by the fae, who visit it only rarely.
     Enter: Might Trial difficulty 5.
     Leave: As above.
     Special: Unique.
     Rest: You may recover 1 Art and 1 Ability.

Palinian Road             Fields, Road
      Imp pranksters, dour Troll knights, lovelorn Satyrs and bitter 
      Redcap warriors -- the travelers one meets on the Palinian Road will 
      educate one about the true natures of the Kithain.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ability.


The Palinian Road         Fields, Forest, Road
      Travelers from the east often bring pipeweed from the village of 
      Raxis.  Those whom they meet on this road often tarry a while as 
      they enjoy a smoke, a tale, and a brief bit of fellowship.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ability.

Palinian-Coast Junciton   Fields, Road, Border
      Travelers from the Palinian and Eastern Coast roads cross paths at 
      this junction.  This well-traveled thoroughfare sees a great deal of 
      traffic.  Each day, a family sells dainty sweetmeats and exquisite 
      nectar from their famous roadside inn.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ally at the crossroads.

Pferl                     Fields, Hills, Road, Town, Border
      There is a "no questions asked" policy in this villainous city, and 
      it is common for the criminal scum of Ardenmore to sink into the 
      depths of its labyrinthine alleyways.  The innocent and trusting had 
      best watch their step here.
     Enter: Free.
     Leave: Free.
     Rest: You may recover as many Merits as you want here.  For every 
     Merit you choose to recover, roll a die.  Halve (rounding up) the 
     number that is rolled.  That is the number of Days you lose in Pferl.

Pitha's Testing Zone      Fields, Forest, Road
      Pitha of Althros, the self-proclaimed "Great Inventor", uses this 
      field to test his new experiments.  Any who travel here had best 
      tread carefully and watch the skies... just in case...
     Enter: Free.
     Leave: Free.
     Special: You must pass a Savvy or Resolve Trial difficulty 6 to 
     safely travel the fields.  Otherwise one of Pitha's experimental 
     inventions causes you to exhaust 1 Merit.
     Rest: You may recover 1 Ability.

Raxis                               Fields, Road, Forest, Town     (Unique)
      The town of Raxis is home to the diligent, yet overwhelmed, Sheriff 
      of Raxis.  A tempest of villainy and troubles surrounds this city, 
      yet within it, all is peaceful.
     Enter: Free.
     Leave: Free.
     Special: Unique.  If there is a warrant for your arrest, you must 
     subtract 2 from all of your scores against Waylays here.
     Rest: You may recover 1 Ally or 1 Advantage.

River of Rust                       Hills, Fields, River
      As the River of Rust journeys thruogh Ardenmore, its foul waters 
      despoil the land it touches.  Sylvan glades take on a copery taint, 
      and flowers wither and die.
     Enter: Free.
     Leave: Free.
     Special: Waylays playable on Rivers add 1 to their score when testing 
     on this League.
     Rest: You may recover 1 of your opponent's Flaws here.


Road to Middlemarch                 Fields, Road, Marsh, Border
      Relations between Middlemarch and Ardenmore are strained at best.  
      Political tensions run high, and the border between these two 
      kingdoms is heavily guarded on both sides.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Advantage.

The Road to Nowhere                 Forest, Road, Border
      No one a can remember why this road was built.  Imp bandits wait 
      along the roadside to ask passers-by where they are going.  The most 
      common response is dazed confusion.  The ransom demanded is usually 
      a riddle or a jest.
     Enter: Free by road; Might Trial difficulty 5 by Forest.
     Leave: As above.
     Rest: If you tell your opponent a joke, you may recover 1 Ability.

Rosewood Bend                       Fields, Road, Border
      Rosewood Bend approaches the end of the Ardenroad.  Travelers who 
      journey from Colinwell to Rosewood Keep, the home of the Lady 
      Sophia, usually rest beside the fields of roses here as they compose 
      ballads and poems in her honor.
     Enter: Free.
     Leave: Free.
     Rest: The lush fields of Rosewood Bend will allow travelers to 
     recover any 1 Ability.

Rosewood Keep                       Fields, Road, Castle, Border   (Unique)
      Home to the lovely Lady Sophia, Rosewood Keep is a place of serenity 
      and gentle tranquility.  In the stillness of night, troubadours find 
      inspiration and sing praises to Sophia's wisdom and beauty.
     Enter: Savvy Trial difficulty 4.
     Leave: Free.
     Special: Unique.
     Rest: Thos resting under Lady Sophia's hospitality can recover any 1 
     Merit.

Ruins of Astalar                    Forest, Ruins, Border
      A great tower once watched over the western and southern borders of 
      Ardenmore.  It has long since fallen into ruin.  The rocky terrain 
      that makes the tower so defensible, however, is just as difficult to 
      traverse today.
     Enter: Resolve Trial difficulty 4.
     Leave: Free.
     Special: Astalar is full of twisting passages and treacherous 
     drop-offs.  Characters facing Combat Waylays here subtract 1 from 
     their score when testing.
     Rest: Characters searching the Ruins can recover 1 Abiltiy or 1 
     Treasure.


The Ruins of Plugrath               Marsh, Ruins, Border
      This was once the home of the dreaded Duke Bane, but he has since 
      moved his family north to his prestigious estate near the border.  
      The only citizens left here are an Unseelie beggar and his kingdom 
      of rats.
     Enter: Might Triial difficulty 5.
     Leave: As above.
     Rest: You may recover 1 Treasure here.  If you remain on this League 
     for more than 2 consecutive Days your opponent can recover 1 of your 
     Flaws as well.

The Rust Mines of Toris Baalgarth   Mountains, Hills, Road, Cave, River
      The River of Rust springs forth from a cave in one of these 
      mountains.  There are many conflicting stories about its origin, but 
      all of them feature the tale of the rust miner Toris Baalgarth.
     Enter: Free by Road; Might Trial difficulty 5 by Mountains, Hills or 
     River.
     Leave: As above.
     Rest: You may recover 1 Treasure or 1 Art.

Sabine Glade       Forest, Border
      This relatively obscure patch of woods is on the easternmost border 
      of the Sabine Forest.  Long ago, a mighty road led early Kithain to 
      the Aegis Monolith, but all traces of the path have been eradicated.
     Enter: Resolve Trial difficulty 5.
     Leave: Free.
     Rest: Those who rest in the Sabine Glade will find little comfort.  
     The trees tower above, blocking out most of the sunlight and leaving 
     this dense expanse covered in shadows.  Those who pass a Resolve 
     Trial difficulty 5 can recover up to 2 Arts.

Sadmost Bridge     Fields, River, Road, Bridge
      A Troll once barred this bridge and challenged any who dared to pass 
      to exceed his tale of misfortune and sorrow.  Duke Bane told seven 
      tales of his Seelie rivals to the guardian, and the Troll was never 
      seen again.
     Enter: Free.
     Leave: Free.
     Rest: You may recover any 1 Merit, unless you defeat a Waylay on this 
     Bridge.  Then you may recover any 2 Merits if you choose to rest on 
     the Day following the Waylay.

Sardinium          Fields, Marsh, Road, Town
      This village once had a popular resort, but the encroaching Marsh of 
      Grey Filth has ruined the land.  Sardinium has consequently fallen 
      into disrepair.  The locals, however, are still delighted when they 
      receive visitors.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ability.


Scorched Fields    Fields, Road, Border
      The epic battle waged here was fought long ago, yet these Scorched 
      Fields remain blackened to this day.  Steam continually rises from 
      fissures in the ground, and some travelers are led astray by visions 
      of the dead.
     Enter: Free.
     Leave: Resolve Trial difficulty 7.
     Rest: If you do not find your way out of the Scorched Fields, your 
     opponent can recover 1 of your Flaws of his/her choice.

Shadow Rust Vale   Mountains, Fields, River
      Loremasters call this the Shadow Rust Vale, as it is trapped between 
      the Darkreach Mountains and the River of Rust.  A pall of fear hangs 
      heavily here, as these lands are often beset with troubles.
     Enter: Free by Fields or River; Might Trial difficulty 5 by 
     Mountains.
     Leave: As above.
     Rest: Those who rest here can recover 1 Ability.

Sibylline Swamp    Marsh, Ruins, Border, River       (Unique)
      Deep within this morass are the Ruins of Throan.  Once a mighty 
      human wizard, Throan was destroyed by old age and false pride.  
      There are rumors that the Oracle Augur is hiding somewhere within 
      the swamp.
     Enter: Might Trial difficulty 5.
     Leave: Might Trial difficulty 4.
     Special: Unique.
     Rest: You may recover 1 Treasure and 1 Ability.

Splendour Bridge   Fields, Road, River, Bridge
      Wanderes reflect on their lives as they gaze into the effervescent 
      waters of the Splendour River.  Some follow an old tradition and 
      wish for good fortune as they pass.
     Enter: Free.
     Leave: Free.
     Rest: You can discard 1 Treasure and make a wish.  Roll a die.  Even: 
     You get your Treasure back and all of your Merits are recovered.  
     Odd: You Treasure is discarded.  You will recover the Treasure for 
     your next game.

Splendour Lake     Forest, Field, Road, River, Lake
      Rumored to be the original home of the gray dragon Splendourscale, 
      those who sleep beside this picturesque lake sometimes have dreams 
      of massive and ancient dragons soaring overhead.
     Enter: Free.
     Leave: Free.
     Special: Any Waylays add 1 to their score when testing in this 
     League.
     Rest: You may recover 1 Treasure.

Splendour Waters   Fields, River
      Just as the darkest sorrow always passes, the Grey Rivers flow into 
      the sparkling fountains of the Splendour Waters.  Hope springs 
      eternal.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ability.


Stormguard Keep    Fields, Road, Ruins, Border
      Once a mighty keep, Stormguard was nearly decimated six years ago in 
      the last war between Middlemarch and Ardenmore.  It is said that the 
      spirits of the dead still stand watch on these parapets.
     Enter: Free.
     Leave: Free.
     Rest: Those brave enough to stay the night must pass a Resolve Trial 
     difficulty 5.  If you succeed you may recover 2 Treasures or 2 
     Abilities.

Sundered Copse     Fields, Forest, Road
      A small copse of trees was once destroyed to make room for the road 
      to Stormguard Keep.  Few soldiers pass through this route anymore, 
      and so the woods are beginning to retake what is rightfully theirs.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Art.

Sundered Woods     Forest, Road
      Divided by the Althros-Raxis Road and the road to Stormguard Keep, 
      these woods almost seem to whisper of treachery and betrayal when 
      cold winds blow through them in the dead of night.
     Enter: Free.
     Leave: Free.
     Rest: If you are Seelie you may recover 1 Ability.  Unseelie recover 
     nothing.

Sure Pass Trail    Mountains, Road, Border
      Known as one of the safest mountain passes in all of Ardenmore, thie 
      trail welcomes many travelers.  Eagles soar overhead like the hopes 
      of young adventurers.
     Enter: Free by Road; Might Trial difficulty 5 by Mountains.
     Leave: As above.
     Special: Any character adds 1 to their score on any Waylays played 
     against them on this League.
     Rest: You may recover 1 Ability or 1 Ally.

The Swamplands     Marsh, River, Border
      The Grey River courses through this land, separating the Marsh of 
      the Grey Filth to the north from the Sibylline Swamp to the south.  
      Hope is hard to find here.
     Enter: Might Trial difficulty 4.
     Leave: As above.
     Rest: You may recover 1 Ability.

Tsu Ocean (1)   Ocean
      The waves of the Tsu Ocean are usually gentle, but the deceptive 
      undertow makes passing through them difficult for inexperienced 
      swimmers.
     Enter: Might Trial difficulty 5.
     Leave: Might Trial difficulty 7.
     Special: Mer automatically pass the Terrain Trial on thie League.  If 
     you fail the Terrain Trial here, you must exhaust a Merit.
     Rest: You may recover 1 Treasure here.  If you have failed the 
     Terrain Trial you recover nothing.


Tsu Ocean (2)   Ocean
      The deeper a brave explorer travels into the Tsu Ocean, the closer 
      he/she gets to the edge of Arcadia.  The loneliness of the open sea 
      brings memories and regrets.
     Enter: Might Trial difficulty 6.
     Leave: As above.
     Special: Mer automatically pass the Terrain Trial on thie 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 (3)   Ocean
      For the last two hundred years, the Tsu Ocean, once known for its 
      mighty waves, has slowly been receding.  Each year, a little more of 
      the coastline is exposed and a few more dispossessed Mer venture 
      onto the mainland.
     Enter: Might Trial difficulty 6.
     Leave: As above.
     Special: Mer automatically pass the Terrain Trial on thie 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.

Wasteland           Fields
      Here lies the foul wyrm Andrax Copperscale, slain by the first ruler 
      of Ardenmore.  The dragon's tomb is now covered by a hill of ash a 
      league wide.
     Enter: Free.
     Leave: Free.
     Rest: You cannot recover on this League.

Whiselkane's Lane   Mountains, Hills, Fields, Road
      Near the juncture of the Eastern Coast and Arden roads, a graybeard 
      Satyr named Whiselkane watches and waits in the forest.  Although 
      flighty and distrustful, the elderly bard knows a great many things.
     Enter: Free by Road, Hills or Fields; Might Trial difficulty 5 by 
     Mountains.
     Leave: As above.
     Rest: If you wish to look for Whiselkane, you must pass a Savvy Trial 
     difficulty 7.  If you are successful, you have found him.  Whiselkane 
     charges you 1 piece of Treasure (discard 1 Treasure) and then shows 
     you a shortcut.  You may move 3 Leagues on your next Day, 
     encountering only the third.

Willowtree Scrub    Fields, Forest
      The Scrublands are east of the infamous Willowtree Vale.  To this 
      day they remain nondescript and barely worth mentioning.
     Enter: Free.
     Leave: Free.
     Rest: You may recover 1 Ability.


Willowtree Vale     Forest
      This vale is fiercely guarded by Arborian Warriors.  From their 
      treehouse fortresses, they protect their greatest treasure: the 
      legendary Pools of Dawn, where Glamour is readily available.
     Enter: Resolve Trial difficulty 6.
     Leave: Resolve Trial difficulty 4.
     Special: Any Arborian Willowtree Warriors played here will 
     automatically be Combat Waylays.  Their Combat Attribute here is 4.
     Rest: If you can get to the Pools (Arborian warriors not 
     withstanding) you may recover up to 3 Arts or 1 Treasure.

The Wyld March      Fields, River, Border
      This was the site of a great wizards' duel between the champions of 
      Ardenmore and Middlemarch.  A renowned Soothsayer once proclaimed 
      that the land would never be the same afterward.  Strange flora and 
      fauna have been found here ever since.
     Enter: Free.
     Leave: Free.
     Rest: If you rest here roll a die and add your lowest Attribute.  2: 
     You recover any 2 Merits.  3: You recover any 1 Merit.  4: You 
     recover nothing.  5: Your opponent can more you in the direction of 
     his choice your next Day.  6: You must exhaust 1 Merit of your 
     opponent's choice.  7+: Return to your Base Camp.



WAYLAYS (by Rating):  (73 waylays)

1   Ardenmore Guard Patrol    Might, Savvy   MSRC: 2 1 1 2
     Terrain: Border, Castle, Road, Town
       A patrol of Ardenmore military accosts you.  It seems you look 
     terribly similar to an outlaw they're searching for.  Discard this 
     Waylay when it's defeated.
     (Anthony Hightower)
1   Banek                     Combat         MSRC: 1 2 2 1
     Terrain: Any
       These wee folk are accustomed to having small offerings of food or 
     water left for them.  Travelers who don't offer such hospitality risk 
     the Banek's trickery.
       If you fail your Test against the Banek, they steal your food 
     stores and escape (discard the Waylay).  You suffer -1 to your score 
     in all Might and Combat Tests and Trials until you reach a Town or 
     Castle League to replenish your supplies.  Discard this Waylay when 
     it's defeated.
     (Tony DiTerlizzi)
1   Boulder                   Might          MSRC: 3 - 1 -
     Terrain: Border, Caves, Mountains
       A boulder blocks the path ahead.  You have the option to encounter 
     the boulder or to leave it in place.
       If you encounter the boulder, test Might to move it.
       If you bypass the boulder, you must forfeit your next Day as you 
     find a detour around it.  Leave the boulder in place in thie League.  
     You may move ahead to another League after your skipped Day.  Discard 
     this Waylay when it's defeated.
     (Steve Casper)
1   Corporeal Ghost           Combat         MSRC: - - - 1
     Terrain: Any
       Often, the bodies of those who die amid tremendous Glamour become 
     animated by sprites searchiing for some way to prolong their brief 
     lives.  However, the fleshy prison quickly drives the sprites mad, 
     creating a zombielike creature of walking deadflesh which seeks to 
     destroy anything that comes near it.
       You must hack the Corporeal Ghost apart with 2 Combat Test 
     victories to destroy it.  You may keep testing against it multiple 
     times each Day until you suffer a Defeat.  Discard this Waylay when 
     it's defeated.
     (Brian Horton)
1   Huntsman's Snare          Might          MSRC: 1 1 2 1
     Terrain: Border, Caves, Forest, Marsh, Mountains, Ocean, Ruins, Town
       You've triggered a huntsman's snare.  You'd best break free before 
     the hunter returns.  You cannot retreat from this Waylay.  Discard 
     this Waylay when it's defeated.
     (Andrew Bates)
1   Maze                      Resolve        MSRC: 4 - 1 -
     Terrain: Castle, Caves, Forest, Ruins
       Before you realize it, your path has led you into a maze of rock, 
     shrubbery, or impassable trees.  If you fail this Test, you're 
     trapped in the maze.  You cannot retreat and must retest each Day 
     until you find your way out.  Once played, this Waylay remains in 
     play and must be encountered whenever someone enters this League.
     (John Cobb)

1   Nymphs                    Resolve        MSRC: 1 3 1 1
     Terrain: Fields, Forest, Hills, Lake, River
       A band of Nymphs takes a liking to you.  They ask you to dally just 
     a short time and have some fun with them.  Their offer is a very 
     enticing rest stop from your Quest, though with so many Nymphs, you 
     may not get much rest.  Discard this Waylay when it's defeated.
     (Dave Fooden)
1   Oathfriend                Savvy          MSRC: - 2 1 -
     Terrain: Castle, River, Road, Town
       You happen upon an old, dear friend with whom you have exchanged 
     oaths of friendship.  Your friend would like your aid for a short 
     while.  If you fail this Test, do not exhaust a Merit, but you must 
     expend your next Day in this League as you stop to aid your 
     oathfriend.  Discard this Waylay after it's encountered.
     (Anthony Hightower)
1   Old Man of the Sea        Savvy          MSRC: 4 1 3 -
     Terrain: Lake, Ocean, River
       Said to be an elemental himself or possibly some Incarna spirit 
     come to Arcadia to protect its waterways, the Old Man of the Sea 
     accosts those who use Arcadia's waterways to make certain they know 
     the Litany of the Waves, the ancient rhyme whose verse describes a 
     sailor's apt respect for the ocean and its bounty.  If you fail a 
     Test against the Old Man of the Sea, exhaust 2 Merits.  Discard this 
     Waylay when it's defeated.
     (Tony DiTerlizzi)
1   Proper Etiquette          Savvy          MSRC: - 1 - -
     Terrain: Road, Town
       You come upon a Sidhe noble and his retinue.  Pay your proper 
     respects or lost face.  Discard this Waylay when it's defeated.
       If you are a noble you gain +1 Savvy for this Test.
     (Mark Jackson)
1   Quicksand                 Might          MSRC: 1 - 2 -
     Terrain: Lake, Marsh
       Treacherous ground!  If you fail the first Test, you're stuck.  You 
     cannot retreat and must test again the next Day at one higher Might 
     (Might 2 on the second Day, Might 3 the third Day, etc.) as you sink 
     deeper and deeper...
       Once you win a Test you're free.  If you run out of Merits to 
     exhaust, return to Base Camp immediately the next Day.
       Once played, the Quicksand remains in play and must be encountered 
     by anyone moving onto the League.
     (Andrew Bates)
1   Spike Trap                Combat         MSRC: 3 - 2 3
     Terrain: Forest
       You've triggered a trap.  It releases a counterweighted arm which 
     sends a deadly sipke arcing around at your chest.  Discard this 
     Waylay after it's encountered.
     (Scott Fischer)
1   Thomas the Lame Brigand   Might          MSRC: 1 1 1 2
     Terrain: Lake, Ocean, River
       Ever since the mule cart ran over old Tom's foot, he hasn't been 
     the highway terror he used to be.  If you win a Test against Thomas, 
     you may hire Thomas to hunt your competition.  Discard a Bag of Gold 
     and take control of him.  You can move Thomas 1 League perDay [per 
     Day] toward another character.  Discard Thomas if anyone defeats him 
     in a Test and does not pay him.
     (Dave Fooden)

2   Assjack                Savvy           MSRC: 3 3 3 3
     Terrain: Castle, Town
       Lord Gamine's regent is traveling the countryside to make certain 
     all is well with the land.  He asks you to interrupt your current 
     Quest to travel to a nearby League with him.
       If you fail the Savvy Test, on your next Day, your opponent moves 
     you to any adjacent League and discards this Waylay.
     (John Cobb)
2   Cog Soldier            Combat          MSRC: 2 - 1 3
     Terrain: Border, Ruins
       No one knows what powers these mechanical monstrosities.  Produced 
     in the Fack Tories of Middlemarch, the Cog Soldiers march to fulfill 
     the mad dreams of King Ironheart.
       Words cannot placate these mindless golems, but a lone Cog Soldier 
     away from his command is easily tricked.  Discard this Waylay when 
     it's defeated.
     (Ron Spencer)
2   Fianna Garou           Savvy           MSRC: 4 2 1 5
     Terrain: Fields, Forest, Hills
       A werewolf of tribe Fianna makes camp with you for the night.  
     Being a Galliard storyteller of her tribe, she offers you a bottle of 
     spirits and prods you into a yarn-telling contest with her.  Discard 
     this Waylay when it's defeated.
     (Ron Spencer)
2   Forest Spiders         Might           MSRC: 2 - 3 2
     Terrain: Forest
       Webs drop on you from the treetops above.  Test your Might to 
     escape.  If you fail your Might Test, you are ensnared and cannot 
     retreat.  The Spiders wrap you up, web you to a tree trunk, and save 
     your succulent flesh to suck dry later.  Test against Might each Day 
     to escape.  Discard this Waylay when it's defeated.
     (John Cobb)
2   Giant Slug             Combat          MSRC: 2 - 2 2
     Terrain: Caves, Hills, Mountains
       These troll-sized slugs usually wait in trees and vomit acidic 
     spittle on victims who pass beneath them.  Wary travelers watch for 
     signs of the slugs and avoid them.  Discard this Waylay when it's 
     defeated.
     (John Cobb)
2   Gord's Knot            Resolve         MSRC: 3 - 3 1
     Terrain: Fields, Forest, Hills
       One of the Treasures (opponent playing this Waylay selects which 
     Treasure card) found in this League is sealed in a chest, and the 
     chest is wrapped witih heavy rope tied off with an intricate knot.  
     The wisest people of the land have been unable to unravel the knot to 
     unlock the Treasure.  Can you?
       You may choose whether or not to test against this Waylay, but once 
     put in play, the Waylay stays in place until defeated.  The Treasure 
     sealed by Gord's Knot cannot be recovered until this Waylay is 
     defeated.  Discard this Waylay when it's defeated.
     (Tony DiTerlizzi)

2   Icarian Flying Skiff   Combat          MSRC: 1 2 2 2
     Terrain: Lake, Ocean, River
       The Icarians' obsession with flight extends even to their naval 
     vessels.  The intricate webbing of sails on these light, fast 
     metallic skiffs often catches enough wind to send the vessels gliding 
     up over the water for Leagues at a time.  The Icarians find this 
     speed to be very useful to escape after a swift raid on coastal 
     villages.  Discard this Waylay when it's defeated.
     (Mark Jackson)
2   Lost!                  Resolve         MSRC: - - * -
     Terrain: Lake, Ocean, River
       You've lost your way.  The difficulty of this Waylay depends on the 
     League in which you become lost.  Use the highest difficulty that 
     applies to your League.  Discard this Waylay when it's defeated.
     - Resolve 1 in Forest, Ruins, or Town.
     - Resolve 2 in Border, Marsh, Mountains, or Ocean.
     - Resolve 3 in a Cave.
     (Brian Dugan)
2   Pesky Merchant         Savvy           MSRC: 1 2 3 1
     Terrain: Castle, Road, River, Town
       You happen upon a merchant with goods to barter.  He refuses to 
     leave you alone until you haggle with him.
       If you lose a Test against the merchant, you must exhaust a 
     Treasure if you have one, otherwise exhaust any other Merit as 
     normal.  Discard this Waylay when it's defeated.
     (Dave Fooden)
2   Rockslide              Resolve         MSRC: 3 - 2 -
     Terrain: Caves, Mountains
       The way ahead is blocked by a rockslide.  The ground is still 
     unsteady.  Find a safe way across.
       If you fail the Resolve Test, you've caused another slide.  
     Immediately test again against Might 3.  If you fail this Test you 
     must exhaust 2 Merits and lose your next Day as you dig out.  If you 
     pass the Might Test you've crossed the Waylay.  Once played, this 
     Waylay remains in play and must be encountered whenever someone 
     enters this League.
     (Steve Casper)
2   Sir Wrathgar           Combat, Savvy   MSRC: 1 2 2 3
     Terrain: Border, Bridge, Castle, Mountains, Road, Town
       Sir Wrathgar roams the land furthering the ambition of his father, 
     the Unseelie noble Duke Bane.  If you are Seelie, Wrathgar is a 
     Combat Waylay.  If you are Unseelie, Wrathgar expects service of you 
     and is a Savvy Waylay.  Discard this Waylay when it's defeated.
     (Mark Jackson)
2   Slavers                Combat          MSRC: 1 2 2 2
     Terrain: Border, Lake, Ocean, River, Road, Ruins
       The Fack Tories of Middlemarch pay well for slaves brought to their 
     back doors.  The demand for labor has spawned a healthy slave tradde 
     in Ardenmore, making it the profession of choice for many criminals 
     who set up networks to ferry the slaves over the border.
       If you lose a Test with the Slavers, you must exhaust an Ally Merit 
     if possible, otherwise exhaust any Merit as normal.  The Slavers add 
     +1 to their Tests against Knockers.  It is said that the Fack Tories 
     pay extra for Knockers.  Discard this Waylay when it's defeated.
     (Rebecca Guay)

2   Spidereye Goblin       Combat          MSRC: 1 2 2 1
     Terrain: Forest, Lake, Marsh
       The Spidereye Goblins are known to crawl the cliff faces and 
     undercaverns of the Darkreach Mountains.
       A Spidereye Clan Goblin throws a net over you from above, then 
     jumps to attack you.  Pass a Might Trial of 5 to break free of the 
     net before the attack or suffer -2 to your Combat Test with the 
     Goblin.  Discard this Waylay when it's defeated.
     (Richard Thomas)
2   Tax Collector          Savvy           MSRC: 1 2 2 1
     Terrain: Any
       An Ardenmore tax collector accosts you for your annual donation to 
     the realm.  Give until it hurts, my friend.  If you have a Bag of 
     Gold, you may discard it to pass the Waylay, but the Waylay stays in 
     place.  If you do not, test against the Waylay.  Discard this Waylay 
     when it's defeated.
     (Brian Dugan)
2   Traveling Papers       Savvy           MSRC: - 2 3 6
     Terrain: Border, Castle, River, Road, Town
       Your travel documents are ensnared in the bureaucratic quagmire of 
     the court.  To travel ahead, you must sort out the mess with the 
     local officials.
       You may discard a Bag of Gold to pass this Waylay.  Donations to 
     the court are always accepted, especially at the regional outposts 
     far from the court itself.  Unless this Waylay is defeated in a 
     Combat Test, it remains in play and affects any who travel to this 
     League.
     (Scott Cohen)
2   Unicorn                Combat, Savvy   MSRC: 3 2 1 3
     Terrain: Castle, Road, River, Town
       For Seelie, the Unicorn Waylay is a Savvy Test.  For Unseelie it's 
     a Combat Test.  Discard this Waylay when it's defeated.
     (Rebecca Guay)
2   Waterrunner            Combat          MSRC: 2 - - 2
     Terrain: Lake, Ocean, River
       These large amphibians often propel themselves out of the water and 
     for brief distances appear to actually run along the surface of the 
     water as they spring upon their prey.  Discard this Waylay when it's 
     defeated.
     (Brian LeBlanc)
2   Whirlpool              Might           MSRC: 2 - 3 -
     Terrain: Lake, Ocean
       The waters swirl around you, sucking you into the depths.  Put your 
     back to the oars, man!  Pull free of the current or all is lost!  
     Discard this Waylay when it's defeated.
     (Drew Tucker)

3   Arborian Willowtree Warrior   Combat, Savvy     MSRC: 2 3 3 2
     Terrain: Forest, Lake, Marsh
       The fastest of the Arborian treefolk, Willowtree Warriors lash 
     their opponents with dozens of whiplike branches.  Willowtree 
     Warriors brook no trespass of their lands, attacking any who cannot 
     explain themselves.
       You may engage in either a Savvy or a Combat Test with the 
     Willowtree Warrior.  If you decide to test Combat, you must make 
     three Combat Tests against her each Day as she lashes you from all 
     sides.  As long as you win at least one of these, you drive off the 
     Arborian and defeat the Waylay.  However, you would still exhaust 1 
     Merit for every Test you lose as normal.  Discard this Waylay when 
     it's defeated.
     (Tony DiTerlizzi)
3   Arm-Wrestling Troll           Might             MSRC: 3 1 1 4
     Terrain: Castle, Town
       In the local tavern you're pressured to engage the local 
     arm-wrestling champion, Gracklik Armsnapper, in a contest of 
     strength.  If you lose this Might Test, you do not have to exhaust a 
     Merit.  The Troll's a sore loser, however, and if you win the Might 
     Test, you must immediately test the troll in Combat.  Discard this 
     Waylay after it is encountered.
     (Dave Fooden)
3   Autumn Plague                 Might             MSRC: 2 - 2 -
     Terrain: Any
       If you fail this Test, you are stricken with the Autumn Plague.  
     While afflicted by the plague you suffer -1 on all Savvy Tests and 
     Trials, as you suffer plague-induced depression.  You may try to 
     shake off the effects of the plague by resting for a Day in a League 
     (meaning you don't move or have to face any other Tests or Trials) 
     and passing a Might Trial difficulty 7.  The Autumn Plague Waylay is 
     discarded once it is encountered, whether the Test against it is 
     successful or not (though characters afflicted may keep the card next 
     to their Merits to mark their affliction).  Characters cannot suffer 
     from more than 1 Autumn Plague at a time.
     (Stuart Beel)
3   Gambling Knockers             Savvy             MSRC: 1 2 2 1
     Terrain: Castle, Town
       Some Knockers snooker you into a gambling game with them.  If you 
     lose the Savvy Test against them, you must discard a Treasure and 
     cannot use it for the rest of this game.  If you win a Savvy Test 
     against them, you may recover any of the Treasures you have 
     exhausted.  Discard this Waylay when it's defeated.
     (Dave Fooden)
3   Guilty As Charged             Resolve           MSRC: - 3 3 6
     Terrain: Castle, Town
       Enemies of the throne have framed you in a heinous murder.  No one 
     will step forward to defend you from this awful crime, so you must 
     serve as your own counsel in the Tort Court of Ardenmore.  If there 
     is a warrant out on you, subract 1 from your score on your Test 
     against this Waylay.  Discard this Waylay when it's defeated.
     (Anthony Hightower)

3   Hurricane                     Might             MSRC: 4 - 2 -
     Terrain: Any
       Whoever puts the Hurrican Waylay in play selects 2 Leagues on 
     opposite ends of the playing map to be the start and exit points of 
     the hurricane's path.  The first Day, the player places the Hurricane 
     in the start League, and each Day thereafter moves it 1 League toward 
     its exit League.  If the Hurricane moves onto a League occupied by a 
     character, they must encounter it on their next Day or retreat.  
     Flying or hopping mounts or creatures cannot pass over a League 
     occupied by a Hurricane.
     (Rebecca Guay)
3   Irondew Artillery             Combat            MSRC: 2 1 2 3
     Terrain: Border
       Hardened by patrolling the border with Middlemarch, the soldiers of 
     Irondew Keep often get overzealous in their attacks on suspected 
     invaders.
       Your opponent may place the artillery in any League adjacent to 
     yours.  The artillery may fire upon you from 1 League away.  Test 
     Combat as normal, but the artillery cannot suffer a Defeat (unless 
     you also use a ranged weapon capable of damaging opponents in an 
     adjacent League).  Discard this Waylay when it's defeated.
     (Steve Casper)
3   Jealous Redcap                Combat, Savvy     MSRC: - 3 - 4
     Terrain: Castle, Town
       Egads!  A local Redcap has accused his wife of cuckolding with you.  
     The poor Redcap is just eaten up inside with jealousy.  He's also 
     eaten his wife up to feed his insides, and he and his Redcap pals 
     intend to make you dessert.  Discard this Waylay when it's defeated.
     (Brian LeBlanc)
3   Ogre Games                    Savvy             MSRC: 2 2 2 7
     Terrain: Fields, Forest, Hills, Mountains
       You come upon a band of Ogres who need you to arbitrate a bet.  
     They've just had a boulder tossing competition and are arguing over 
     who won.  They're about to come to blows with each other, and neither 
     side will take kindly to your judging them the loser.  If you fail 
     the Savvy Test, in addition to exhausting a Merit, you must 
     immediately test Combat against the Ogres.  Discard this Waylay after 
     it's encountered.
     (Brian LeBlanc)
3   Pilgrim's Burden              Savvy             MSRC: 1 3 1 1
     Terrain: Castle, River, Road, Town
       A commoner on a high king pilgrimage has fallen ill.  She pleads 
     with you to continue her pilgrimage and carry her burden onward.  If 
     you fail your Test against the pilgrim, you must take on her burden.  
     You suffer a -1 to your score on any Combat or Might Test or Trial 
     while carrying the statue on your back.  The Pilgrim's Burden Waylay 
     card stays with you everywhere you travel.  If you share a League 
     with another character and defeat that character in a Savvy Test, 
     they must take on the Pilgrim's Burden in your place.
     (Brian Dugan)

3   Pirates                       Combat            MSRC: 2 2 2 2
     Terrain: Fields, Forest, Hills, Ruins
       If you fail a Test against the pirates, they kidnap you.  On your 
     opponent's next Day, he may move you and the Pirate Waylay to any 
     other League connected by water to the one on which you encountered 
     the Waylay.  You may then retreat from the pirates into any League 
     adjacent to your new one or choose to test against the pirates again.  
     Discard this Waylay when it's defeated.
     (Brian LeBlanc)
3   Pit of the Grubworm           Combat            MSRC: - - 2 3
     Terrain: Caves, Ruins
       You've walked onto a covered pit.  The concealed top drops open.  
     Pass a Might Trial difficulty 8 to leap clear.  If you fall in, you 
     must face a giant grubworm which has taken residence in the pit, 
     feeding off any who fall in.  You must face the grubworm in Combat 
     each Day until you defeat it or escape from the pit.  The grubworm is 
     Combat 3.  To escape the pit, pass a Resolve Trial of 6 on any Day 
     after you fall in.  If the grubworm is defeated in Combat, discard 
     this Waylay.  Otherwise the grubworm remains on the League and must 
     be encountered by anyone who lands on it.
     (Brian LeBlanc)
3   Sphinx's Riddle               Combat, Resolve   MSRC: 4 3 2 4
     Terrain: Hills, Mountains, Road, Ruins
       Answer the Sphinx's riddle or be eaten!  If you choose to test this 
     Waylay as a Reslve Test and fail, immediately retest as a Combat 
     Waylay.
       Once any character tests the Sphinx as a Resolve Waylay and fails, 
     the Sphinx will always be considered a Combat Waylay for that 
     character.  Discard this Waylay when it's defeated.
     (Rebecca Guay)
3   Thieves!                      Resolve           MSRC: 1 2 2 1
     Terrain: Border, Bridge, Castle, Town
       Some of the troubled people of Ardenmore have turned to thievery to 
     see them through these difficult times.  If you lose this Test, 
     instead of exhausting a Merit, lose 1 Treasure of your choice.  The 
     card is placed with the thieves.  On each of your opponent's Days, 
     he/she may move the thieves together with the Treasure 1 League.  If 
     you catch the thieves, you may encounter them in a Combat Test.  If 
     you defeat them, you regain all of your Treasures.  Any Treasure 
     belonging to another character must be left on the League you're 
     occupying.  Discard this Waylay when it's defeated.
       If the thieves stole a non-Quest Treasure you will have it back for 
     the next game.
     (Brian Dugan)
3   Trojan Horse                  Combat            MSRC: 3 - - 3
     Terrain: Fields, Forest, Hills, Ruins
       A golem made of pure gold, the Trojan Horse is a beautiful and 
     deadly sight.  Most believe the horse was created only for warfare, 
     since it seems to attack anything that crosses its path.  Discard 
     this Waylay when it's defeated.
     (Steve Casper)
3   Unseelie Knight               Combat            MSRC: 2 2 2 3
     Terrain: Border, Bridge, Castle, Fields, Hills, Road, Ruins, Town
       Against Seelie opponents the Knight's Combat is 4.  Against Seelie 
     nobles his Combat is 5.  Discard this Waylay when it's defeated.
     (Lawrence Snelly)

3   Wandering Imp                 Resolve           MSRC: 1 3 3 2
     Terrain: Any
       A wandering Imp has taken a liking to you.  If you're defeated in 
     the Resolve Test, he follows you around talking incessantly and 
     constantly harassing you with pranks.  While the Imp travels with 
     you, you must subtract 1 from your score on all Resolve Tests and 
     Trials.  To get rid of the Imp, you must spend a Day in any League 
     and win a Combat Test against him.  The Wandering Imp Waylay card 
     travels with your character League to League until you get rid of the 
     obnoxious bugger.  Discard this Waylay when it's defeated.
     (Mark Jackson)
3   Water Elemental               Combat            MSRC: 2 5 3 3
     Terrain: Bridge, Lake, Ocean, River
       Elementals are a temperamental lot.  For reasons unknown to 
     sailors, water elementals have been known to attack boats and siphon 
     their occupants down into the cold embrace of the deep waves.  Swords 
     and other hand weapons do not harm water elementals and such Treasure 
     Merits cannot aid you against them.  A Coral Trident in the hands of 
     a Mer will still affect a Water Elemental.  Discard this Waylay when 
     it's defeated.
     (Andrew Kudelka)
4   Bell the Cat               Resolve   MSRC: 5 - 3 5
     Terrain: Castle, Fields, Hills, Town
       The local townspeople are at the mercy of a Bast.  They've taken 
     Aesop's idea of putting a bell collar on the cat to warn them of its 
     approach.  They want you to find a way to put the bell on the cat.
       If you fail the Resolve Test you do not exhaust a Merit as normal.  
     Instead immediateyl test Combat against the Bast.  Discard this 
     Waylay when it's defeated.
     (Tony DiTerlizzi)
4   Bloath: Ogre Bully         Combat    MSRC: 4 1 1 4
     Terrain: Road, Town
       Bloath has taken to tormenting the citizens of western Ardenmore.  
     Now he wants to have fun cracking your bones between his teeth.  
     Discard this Waylay when it's defeated.
     (Dave Fooden)
4   Bog                        Combat    MSRC: 4 3 - 4
     Terrain: Marsh
       Within the Marsh of Grey Filth, an elemental of mud is said to 
     exist named simply Bog.  He rises from the muck of the marsh and 
     grapples trespassers into the suffocating folds of his mud-body.
       One Imp purportedly survived one of the Bogs' attacks by telling 
     the elemental a clever joke.  The Imp claims the creature belched out 
     a laugh and receded into the mire.  Discard this Waylay when it's 
     defeated.
     (Brian Dugan)
4   Chimera                    Combat    MSRC: - - - 4
     Terrain: Caves, Ruins
       The chimera is a fearsome predator.  If the chimera tests Combat 2 
     Days in a row, the beast begins breathing fire.  The chimera's Combat 
     is raised to 6 for the second Day's Test and stays at 6 until a Day 
     passes where no one tests Combat with the creature.  Discard this 
     Waylay when it's defeated.
     (Anthony Hightower)

4   Duke Bane                  Combat    MSRC: 3 3 2 5
     Terrain: Border, Castle, Mountains, Road, Town
       An Unseelie lord whose might is exceeded only by his ambition, Duke 
     Bane despises any heroes serving the court of Eidolon and the memory 
     of pitiful Lord Gamine.  Discard this Waylay when it's defeated.
     (Ron Spencer)
4   Flock of Harpies           Resolve   MSRC: 2 2 3 2
     Terrain: Fields, Lake, Mountains, Ocean, River, Ruins
       If you fail your Resolve Test, you have fallen victim to the 
     harpies' song.  You cannot retreat, but must face another Resolve 
     Test each Day to break free of their charm.
       Once the victim of the harpies' song has exhausted all Merits, the 
     following Day, the harpies attack the starved and deluded victim.  
     The Waylay becomes a Combat Waylay.  The victim can retreat from the 
     League after the first Day of Combat against the harpies.  Discard 
     this Waylay when it's defeated.
     (Drew Tucker)
4   Glamour Dance              Savvy     MSRC: 1 3 1 1
     Terrain: Any
       Sprites are attracted to Glamour in your area.  They have come to 
     siphon the Glamour energy.  If you're not careful, they'll siphon 
     your Glamour as well, but if you can join them, you may take part in 
     their dance to gain Glamour.
       If you fail a Savvy Test with the sprites, exhaust all of your 
     Arts, and discard any Arts that were already exhausted.  If you win a 
     Savvy Test against the sprites, you may recover any Arts you have 
     exhausted.  Discard this Waylay when it's defeated.
     (Drew Tucker)
4   Gnome's Brew               Might     MSRC: 4 2 - 2
     Terrain: Hills, Mountains, Road, Ruins, Town
       A hardy band of gnomes invites you to sit a spell and partake of 
     their legendary brew.  The gnomish mead is renowned for its pleasant 
     odor and taste as well as for the hangovers it can cause -- some of 
     which have been known to last a year or more.
       Test against the strong mead.  If you fail, exhaust a Merit as 
     normal, and suffer -1 to your score on all Tests or Trials because of 
     the hangover.  You may attempt a Might Trial of 7 at the end of each 
     of your Days to overcome the hangover.
       Discard this Waylay after it is encountered.
     (Scott Fischer)
4   Hound of Hades             Combat    MSRC: 3 1 3 4
     Terrain: Caves, Fields, Hills, Ruins
       Larger than many warhorses, these hounds are said to enter Arcadia 
     through the nightmares of mortals.
       The Hound of Hades will leave anyone alone who can stare 
     unflinchingly into its molten eyes and not be paralyzed with fear by 
     its fury.  When facing a Hound of Hades you may choose to attempt a 
     Resolve Trial difficulty 8 to stare it down.  If you pass the Trial, 
     the hound leaves.  If you fail, you must immediately engage in Combat 
     with the hound, suffering a -2 on your score for the Combat Test.  
     Discard this Waylay when it's defeated.
     (Drew Tucker)

4   Mounted Spidereye Goblin   Combat    MSRC: 3 2 2 4
     Terrain: Caves, Hills, Mountains
       The Spidereye Clan Goblins of the Darkreach Mountains are either 
     kin to or have some mastery over the giant spiders that crawl in the 
     shadows of those peaks.  The goblins are known to use these spiders 
     as steeds of war, hurling poison-coated throwing axes from atop their 
     fearsome mounts.
       If you fail a Combat Test with the goblin, you must exhaust 2 
     Merits.  Discard this Waylay when it's defeated.
     (Richard Thomas)
4   Renegade Dragonkin         Combat    MSRC: 3 2 2 4
     Terrain: Border, Hills, Lake, Ruins
       The Dragonkin have always had an uneasy peace with the other Kith 
     of Ardenmore.  There are renegade bands of Dragonkin who yet 
     recognize no law but their own and no sovereign but themselves.
       Before testing against the Dragonkin, your opponent rolls a die.  
     If the result is a 1 or 2, the Dragonkin breathes fire on you, and 
     its Combat score becomes 6 for this Test.  Discard this Waylay when 
     it's defeated.
     (Stuart Beel)
4   Roc Attack                 Might     MSRC: 3 - 3 8
     Terrain: Fields, Lake, River, Road
       Any traveler in open terrain must always beware the hunting Roc.  
     Though it will rarely seek out meals as small as most fey, a mother 
     Roc looking to feed its young will settle for any prey.  Win a Might 
     Test against Might 3.  If you fail, you are caught in the Roc's 
     talons.  The Roc carries you back to its nest.  You must exhaust a 
     Merit as usual, and your opponent may move you and the Roc Attack 
     Waylay card to any Mountain League in play.  Discard the Roc Attack 
     Waylay card as the giant bird flies away and leaves you in its nst to 
     snack on later.  If there are no Mountain Leagues in play, the Roc 
     deposits its prey on a League of your opponent's choice.
     (Andrew Kudelka)
4   Rogue Troll                Combat    MSRC: 4 2 2 4
     Terrain: Bridge, Caves, Fields, Forest, Hills, Marsh, Mountains
       A berserk Troll suddenly appears and lurches toward you.
       If you are Unseelie, you may not turn this Waylay into a Resolve or 
     Savvy Test.  Discard this Waylay when it's defeated.
     (Stuart Beel)
4   Sandman                    Resolve   MSRC: - 3 4 -
     Terrain: Any
       One of the restless dead, a wraith, has blundered its way into 
     Arcadia, the land of the Dreaming.  The wraith is a Sandman, and it 
     attempts to haunt your dreams, depriving you of any rest and taxing 
     your spirit.  Discard this Waylay when it's defeated.
     (Lawrence Snelly)
4   Witch's Curse              Savvy     MSRC: - 4 - -
     Terrain: Border, Castle, Caves, Forest, Marsh, Ruins
       You encounter a disgusting crone rumored to have the evil eye.  She 
     takes quite a liking to your fresh young face and even discusses 
     wedding plans.  Can you extricate yourself from her company without 
     insulting her?
       If you fail the Savvy Test, the crone gets mad and curses you.  
     Your opponent can select up to 3 points of Flaws to bring into the 
     game to use against you.  At the end of the game the Flaws are 
     discarded.  Discard this Waylay after it's encountered.
     (Drew Tucker)

5   Cog Dragoon       Combat    MSRC: 4 - 2 5
     Terrain: Border, Fields, Road, Ruins
       These mechanical golems serve as the heavy cavalry for 
     Middlemarch's armies.  The thunderous approach of a Dragoon squad, 
     their lances blazing fire before them, has routed more than 1 brave 
     Arcadian army.  Discard this Waylay when it's defeated.
     (Ron Spencer)
5   Frost Giant       Might     MSRC: 5 2 - 70
     Terrain: Any
       Fjordur, one of the three Frost Giant sons of the Queen of 
     Iceheilm, is passing through Ardenmore on some errand for his mother.  
     This 400-paces-tall giant brings freezing, elemental winds with him 
     wherever he roams.  Fjordur enters your League and a snowstorm erupts 
     around you.  Test against the Might rating below to withstand the 
     blizzard.  Discard this Waylay when it's defeated.
       If you have the proper Merits, you may turn this Waylay into a 
     Combat or Savvy Test if you choose.  Fjordur's Combat is 70 and his 
     Savvy is 2.
     (Brian LeBlanc)
5   Hungry Ettin      Combat    MSRC: 6 2 1 6
     Terrain: Bridge, Caves, Fields, Forest, Hills, Marsh
       The Ettin's got two hungry mouths to feed.
       You must test against the Ettin or discard an Ally to defeat this 
     Waylay.  Allies discarded on this Waylay are permanently lost to your 
     character.  Discard this Waylay when it's defeated.
     (Steve Casper)
5   Magical Barrier   Resolve   MSRC: 5 - 3 5
     Terrain: Border, Bridge, Castle, Caves, Ruins
       You must win 3 Tests (not necessarily in a row) to penetrate the 
     Barrier.  You may keep testing each Day until you lose a Test.  
     Discard this Waylay when it's defeated.
     (Andrew Kudelka)
5   Manticora         Combat    MSRC: 3 1 3 4
     Terrain: Border, Caves, Fields, Hills, Lake, River, Road, Ruins
       The flesh-rending jaws and the scorpion tail of the Manticora maek 
     it a feared enemy throughout the land.  If you lose a Combat Test 
     against the Manticora, you must exhaust 2 Merits as poison wracks 
     your body.  Discard this Waylay when it's defeated.
     (Andrew Bates)
5   Seraph            Combat    MSRC: 4 3 6 5
     Terrain: Fields, Hills, Lake, Ocean, Road
       These mighty angels of vengeance are rarely seen in Arcadia.  No 
     one knows for certain the origin of seraphs, but most believe they 
     are summoned to Arcadia to serve the wizards of the realm.  Discard 
     this Waylay when it's defeated.
     (Lawrence Snelly)
6   Arborian Oak-kin   Combat   MSRC: 6 3 5 6
     Terrain: Forest, Hills
       The most powerful of the Arborian treefolk, the Oak-kin rarely rise 
     from their sonorous trances.  Woe to any who unwittingly transgress 
     and call them from their slumber.  Discard this Waylay when it's 
     defeated.
     (Dave Fooden)

6   Tiberius           Combat   MSRC: 2 4 4 5
     Terrain: Any
       You have angered the wizard Tiberius.  He conjures creatures to aid 
     him.  Your opponent selects up to 3 points of additional Combat 
     Waylays which Tiberius summons onto your current League.  You must 
     test Combat with each Waylay summoned and then with Tiberius himself.
       The conjurations are illusory, and will automatically disappear the 
     Day after Tibeirus is defeated.  You may choose to mentally resist 
     the illusions (1 attempt only) by testing Tiberius in Resolve, before 
     you test Combat.  If you succeed, the additional Waylay(s) disappear.  
     If you fail, they stay until destroyed, even if Tiberius is beaten.  
     Discard this Waylay when it's defeated.
     (Anthony Hightower)
7   Splendourscale   Combat, Savvy   MSRC: 8 6 4 9
     Terrain: Border, Fields, Hills, Lake, Mountains, River, Road, Ruins
       It is rumored that Splendourscale's actual name is Knarlgrub, but 
     no one has been brave enough to ask the dragon if it's true.
       If you lose a Combat Test against Splendourscale, exhaust 2 Merits.  
     Splendourscale is removed from play back to your opponent's Waylay 
     hand if he sits on a League for three consecutive Days without being 
     encountered.  Your opponent may not play Splendourscale again; 
     however Splendourscale may not be played on the same League twice.  
     Discard this Waylay when it's defeated.
     (Andrew Kudelka)