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)