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Revision as of 16:11, 22 October 2023

Why bother?

I loved playing Avalon Hill's Magic Realm. I want to reimagine the setting and rules, thereby restoring the Realm to glory in a way that is less constrained by chits and map tiles.

Daily Actions

The game of Fae Queen Restored is played in days of action. In each day, a character may plan three major actions; two of these may be Move Along or Return actions, further discussed under Traversing the Kingdom. Other possible actions are Search, Rest, Forage, Trade, or Recruit. Typically, a character may not do the same task three times in a day.

Minor actions include combat and using magic Songs.

Traversing the Kingdom

The Kingdom is eerie, ever-changing, non-Euclidean and different for every player. It also is finite. Every player can visit the same locations. Its layout is procedurally generated for each player, so that everyone has a different path. Players can lead each other, but without a guide or map, each player knows only the path they personally have trod.

d6,d6 1 2 3 4 5 6
1 Bounteous Village Birch Wood Grim Heath Jagged Hill Hot Caves B
2 Silent Village Elm Wood Gloomy Heath Cold Pass Salt Caves L
3 Goatkin Village Ash Wood Pale Heath Sentry Peak Deep Caves I
4 Furnace Village Oak Wood Moaning Heath Golden Cliffs Glowing Caves S
5 Porcelain Village Beech Wood Howling Heath High Seat Crag Grottoes S
6 L O S T Threshold Durance

Each time a player Moves Along, roll on the table above for where they end up. Note the new location as adjacent to the previous location. Each location on a player's path can have only five adjacent locations. Any of those five can be LOST!, BLISS, or Durance. Once all five of a location's adjacent locations are filled, a player can only Return to that location from a known adjacent location; if the "filled" location is rolled when they Move Along, they must re-roll.

A LOST! result fills one of the adjacent locations but returns the player to where they started. From Durance, a player can only Return to an already known adjacent location; they cannot Move Along. From BLISS, a player can only Move Along; once all five of the adjacent locations are known, the player cannot leave Bliss unless someone else guides them to a new location. When a player enters Threshold, they already know that Durance is one of the adjacent locations. They can Move Along from Threshold to three other locations.

Being guided to a location does not add that location to the player's path. Having a map does add its locations to the player's path - even if the player has not yet been to any of those locations, and even if this would violate the maximum number of five adjacencies to any given location.

When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them.

Forage (WIT)

To gather fruit from the land, a character may spend a daily action to make a WIT roll. The potential reward and the risk of the roll depend on the type of terrain. For example, foraging is very difficult (-2) and dangerous in a cavern, is easy (+1) in a forest, or is difficult (-1) on a heath or mountainside. Generally, "best result" increases the reward by half as much. If the roll is bad, check the location's hazard table to learn what went wrong.

Recruit (CHA)

Any denizen might be willing to aid a character. Make a CHA roll to learn whether they'll do so for the price listed under their description. "Best result" means a 10% discount. "Progress" means a 10% markup. "Suffer" means you pissed them off. At any time, a character may employ a total number of denizens equal to their CHA.

Rest

When a character rests, they may roll to recover their discarded Hit Dice and Song Dice (further discussed below under Combat and Magic).

Search (WIT)

When a character wants to find hidden treasure, they must search for it - or use Witch Sight or Earth Speaks to see it. To search for treasure, roll WIT using the Pair Method (discussed below, under Dice Mechanics). If the roll is a success, roll on the location's treasure table to learn whether any treasure was present to be found. If the roll was "best result," roll twice on the location's treasure table. If the roll is bad, check the location's hazard table to learn what went wrong.

Trade (CHA)

Dealing with denizens can lead to profit or sorrow. For each daily action that is directed to trading, make a CHA roll to learn whether your character gets a fair price for what they want to buy or sell. "Best result" means a 10% discount; "progress" is inconclusive; "suffer" means a 20% markup; the worst outcome is that you can't buy what you want at any price.

Dice Mechanics

There are three ways to roll dice: as a pool for melee combat; as a pair for checks/saves; and as a pool against a pair for magic and missiles. 

The Pool Method (melee and missiles)

Each of the combatants picks up a number of dice based on their Hit Dice and armaments and then rolls them. Starting from the highest result and working down, the owner of that die identifies a target with a lower armor number than the result and discards one of that target's Hit Dice. Repeat this process until the lowest remaining die has no other die to discard. Then re-roll the remaining dice.

The Pair Method (for Saves, Reactions i.e. rolls other than hitting things or casting Songs)

In this method you roll two dice and then compare to the reaction chart. The dice may be different sizes depending on your Abilities.

The default is to roll 2d6. For every point of Ability, increase one die by 1 size. A penalty reduces the dice in the same way. This easily handles -4 (2d3) up to +6 (2d12).

Some traits allow to re-roll the lower die. This means that you can re-roll doubles.

Pool and Pair (magic)

When casting a Song, roll your available Song Dice. This roll sets the magic number for that casting of the Song. The target of the Song then rolls dice using the Pair method (modified by an Ability, if applicable). If their roll is less than or equal to the magic number, they suffer the Song's effects.

Discard the lowest die that you rolled until the next Birdsong.

Reaction Table

There are a lot of different cases and situations here from traps to magic to the actual encounter reactions that this table was originally for. Generally it's called a Save when there are bad things about to happen to you unless you succeed. A Reaction or Loyalty check are different in that they generally range from bad to good news but with a Save it's awful to nothing such as when you get hit with dragon breath. There’s no upside to that, you just hope for nothing. 

Modifiers: Most often it's one of your Ability Score Modifiers plus a second factor based on whether you have more or fewer HD than the source of the danger (traps and such use their dungeon level as their HD, otherwise wing it). 

Dice result Consequence 0 HD (STR) Trade (CHA) Recruit (CHA) Forage (WIT) Search (WIT)
2-3 Worst. Death. Can't buy it or sell it. Battle. Angry denizen. Angry denizen.
4-5 Suffer. Need Restoration. 20% markup or discount. Can't recruit. Lose 1 HD Lose 1 HD.
6-8 Progress. Need 7 Birdsong. 10% markup or discount. 10% markup. Nothing. Nothing.
9-11 Success. Need 2 Birdsong. Fair price. Fair price. 1 day food. One treasure.
>11 Best. Not scratched. 10% discount or markup. 10% discount. 2 days food. Two treasures.

Discard vs. Set Aside

The rules for combat and for magic specify events for discarding dice. Discarded dice cannot be used until they are restored by rolling them successfully at Birdsong or during a Rest action. On the other hand, some effects cause dice to be set aside. Set aside dice may be used again immediately after the end of the effect that caused them to be set aside.

Combat

When the swords come out, pick up your Hit Dice and roll them all at once. Your opponent(s) do the same. From highest to lowest die, name a target that has an armor number equal to or lower than the number on the die, and discard one of that target's Hit Dice. When a target has had all of its Hit Dice discarded, it rolls for 0 HD on the Reaction Table (if it is a character) or it is vanquished (if it is not a character).

Similar rules apply to shooting weapons like bows or slings, except that you get only one shot with an arbalest, two shots with a sling, or three shots with a bow, before a charging target is too close to shoot.

Example

The Knight Errant wields a Tremendous sword, wears Heavy armor, and faces three goblins with light spears and light armor (shields). A fourth goblin with a light bow snipes at the Knight.

The Knight Errant rolls 9, 8, 3. Three goblins roll 6, 5, 4. The fourth goblin rolls 6. Starting from 9, the Knight Errant removes one goblin's 6; at 8, the Knight Errant removes another goblin's 5; at 6, the sniping goblin removes the Knight's 3; at 4, the remaining spear-wielding goblin fails to dent the Knight's armor.

In a second bout, the Knight Errant rolls 7, 5. The remaining brave goblin rolls 4. The sniper rolls 5. At 7, the Knight Errant removes the goblin's 4. At 5, the sniper's arrow bounces off the Knight's armor. Before the Knight can close to strike with her sword, the sniper flees. The goblins have been vanquished.

If the Knight Errant had been reduced to 0 HD, he would roll STR on the Reaction table.

But how many Hit Dice do I have?

A normal person has a single Hit Die. This includes normal soldiers and scholars alike. Soldiers are far more dangerous due to their armaments and physical ability scores, but they still only get 1 die when rolling for their combat results.

Your character may start with 1 to 4 Hit Dice depending on how much they have focused on combat. They also may have Song Dice, which are discussed further on.

How big are my hit dice? What is my armor number?

Look at this table:

Min STR Arms Hit dice Armor number
any Unarmed d4 3
any Light (or STR +3) d6 4
any Moderate (or STR +6) d8 5
0 Heavy d10 6
+3 Tremendous d12 7

Now look at this table:

Arms Cost (in BLISS) Lifestyle min (#) Examples
Unarmed 3p Meager Gambeson; dagger, rocks
Light 1s Simple (1) Maille shirt and/or (2) target;

(3) light spear or (4) arming sword, (5) short bow or (6) sling

Moderate 5s Decent (1) Hauberk and cap, (2) heater shield;

(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow

Heavy 15s Good (1) Haubergeon with bracers and helm;

two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest

Tremendous Rich (1) Full maille and closed helm;

tremendous (2,3) sword or (4) axe

If you are beneath the lifestyle minimum of your arms, then each month make a WIT roll to learn whether they degrade (Hit Dice get one size smaller, armor number gets one less).

Small creatures (STR less than 0) can be moderately armed at most. Medium creatures (STR 0 to +2) can be heavily armed. Only large creatures (STR +3 or more) can be tremendously armed. Most humans are medium.

STR affects the size of Hit Dice both at the low end (by limiting how much a character can be armed) and at the high end (creatures with +3 STR always roll at least d6 Hit Dice, creatures with +6 STR always roll at least d8 Hit Dice).

How do I regain discarded Hit Dice?

When you hear Birdsong (right before dawn, or if someone sings for you), you may roll all your discarded Hit Dice. Any that come up even are restored.

If you hear Restoration, you may roll all your discarded Hit Dice. Any that do not come up "1" are restored.

Magic

A character who has Song Dice can cast songs. None of the characters in the Fae Kingdom are "research wizards". They only can cast songs that they acquire by purchase, theft, or "discovery".

Songs that should have a duration endure until Birdsong. Songs that may benefit their target still require a Reaction Roll to resist them.

How big are my song dice?

Look at this table:

Raiment Song dice
Skyclad d4
ONE of ring, rod, or robe d6
TWO of ring, rod, and/or robe d8
Ring, rod, and robe d10

Holy Chants

Birdsong: Enable the target to immediately roll to regain discarded Hit Dice (evens are restored). Cancel all spells with duration.
Exorcism: Banish spirits from current location.
Quell: All but one of the target's Hit Dice are set aside.
Repair: Restore the target's damaged arms to full Hit Dice.
Restoration: Enable the target to immediately roll to regain discarded Hit Dice (all but 1s are restored).

Bittersweet Ballads

Faelight: Target is LOST! - strike out target's entire list of locations adjacent to this location, target may not Return from here but must Move Along.
Golden Tongue: Target rolls Reaction Rolls as if +5 CHA.
Lightness of Being: Target gains the Strider trait.
The Earth Speaks: Target discovers all treasures in current location.
The Tangled Vine: Target may not leave current location.

Hymns of the Rose

Bitter Seed: Target discards highest Song Die when rolling for magic.
How Sweet the Scent: Target gains the Peaceable trait.
Leaf Blight: Switch target's Hit Dice or Song Dice for one size smaller.
Petals Shake: Target rolls all available Hit Dice and Song Dice, discard any matches.
The Beautiful Broken Thorns: Instead of using the pool-and-pair method, roll target's Hit Dice. Discard any Hit Dice that are less than caster's highest Song Die.

Nightshade Lullabies

Fading Twilight: Target gains the Elusive trait.
Fog: Current location becomes obscured by fog; occupants who fail their WIT Rolls cannot Search, Forage, Trade, Recruit, Move Along, or Return.
Gust of Wind: Target object is moved as if by a hand of STR +4; or, count Song Dice as Hit Dice for melee.
Sweet Berry of Knowledge: Target gains a map of three random locations.
Witch Sight: Target sees all hidden things.

Periwinkle Jingles

Beast Speech: The target may converse with any animal. Make Reaction Rolls.
Drowse: The target sleeps.
Hidden Star: The target illuminates their location as if they are a star.
Pandemonium: All in target's location lose the rest of their Daily Actions in a cacophany of laughter and screaming.
Shield: Target rolls an extra d12 in melee combat or when shot at. Set aside (do not "discard") any dice less than the d12.

Violet Tunes

Darkness: All lights are extinguished. No lights may be lit.
Eternal Dance: Target must immediately Move Along, and cannot Return to current location.
Fiery Ring: In current location, all others than caster must make a GRA Reaction Roll as if the caster's Song is a missile attack.
Silence: No sound can be heard in the current location.
The Mighty Flower: Target barrier is breached. Wooden barriers roll 2d6, metal barriers roll 2d8, stone barriers roll 2d10.

Characters

Here are the possible characters to play:

Character STR GRA WIT CHA HD SD Arms traits
Amazon +1 +2 0 0 3 1 M Bowmaster; Enduring
Barbarian +4 0 0 0 4 0 H Berserker; Tough
Bittersweet Magus 0 +1 +2 0 2 2 L Cunning; Ballads
Captain +1 +1 0 +1 4 0 M Spearmaster; Leadership
Dwarf +3 0 +2 0 4 0 H Bones of Stone; Short Legs
Elf 0 +2 +1 +1 2 2 L Elusive; Strider
Harper 0 +1 +2 +1 2 2 L Affable; Any Songs
Knight Errant +3 -1 -1 +2 3 1 T Honored; Chants
Knight Renegant +2 +2 0 -1 4 0 H Bowmaster; Fearsome
Monk +1 +1 +1 +1 2 2 * Disciple of the Hand; Chants
Nightshade Magus * 0 +3 0 0 4 * Ethereal; Lullabies
Periwinkle Magus 0 +1 +1 +1 1 3 L Lucky; Jingles
Rose Magus 0 0 +2 +1 1 3 L Peaceable; Hymns
Swordsman +1 +2 0 0 4 0 L Swordmaster; Cunning
Violet Magus 0 0 +3 +1 1 3 L Aura of Power; Tunes
Woodfolk +1 +1 +1 +1 3 1 L Beast friend; Tracker

Amazon

Character STR GRA WIT CHA HD SD Arms
Amazon.png +1 +2 0 0 3 1 M

Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.

Enduring: You may use all of your daily actions for the same task.

Barbarian

Character STR GRA WIT CHA HD SD Arms
Barbarian.png +4 0 0 0 4 0 H

Berserker: You may enter a battle rage that lasts for one bout, and allows you to re-roll any number of your Hit Dice one time. You may choose this trait multiple times to extend the rage.

Tough: You may take an extra Rest each day. You may choose this trait multiple times.

Bittersweet Magus

Character STR GRA WIT CHA HD SD Arms
Bittersweet Magus.png 0 +1 +2 0 2 2 L

Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.

Ballads: You may use any Bittersweet Ballad that you've learned.

Captain

Character STR GRA WIT CHA HD SD Arms
Captain.png +1 +1 0 +1 4 0 M

Spearmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.

Leadership: You may have +1 more Henchman than normal. Increase the Loyalty and Morale of your Henchmen and Followers by +1.

Dwarf

Character STR GRA WIT CHA HD SD Arms
Dwarf.png +3 0 +2 0 4 0 H

Bones of Stone: When rolling to recover discarded Hit Dice, you may turn half of the dice to an even number and roll the rest.

Short Legs: When attacked in melee combat, or when shot at, set aside (do not "discard") each of your opponents' highest rolled Hit Die. You may Return or Move Along only once per day.

Elf

Character STR GRA WIT CHA HD SD Arms
Elf.png 0 +2 +1 +1 2 2 L

Elusive: You generally are un-noticed. If someone is looking for you, you may make a Reaction Roll to avoid being found, without making any effort to deliberately hide.

Strider: You may Move Along or Return an extra time each day.

Harper

Character STR GRA WIT CHA HD SD Arms
Harper.png 0 +1 +2 +1 2 2 L

Affable: Treat each result on a Reaction Roll as one level better (e.g., a "3" would be "abashed"). However, a roll of 2 still results in getting assaulted: not everyone appreciates good humor.

Any Songs: You may use any Song that you have learned. Each time that you learn a new Song, you must allocate your Song Dice among the different types of Songs that you know. For a given Song, you may only roll the Song Dice that are allocated to its type.

Knight Errant

Character STR GRA WIT CHA HD SD Arms
Knight Errant.png +3 -1 -1 +2 3 1 T

Chants: You may use any Holy Chant that you have learned.

Honored: You may re-roll doubles on a Reaction roll. Keep the higher result.

Knight Renegant

Character STR GRA WIT CHA HD SD Arms
Knight Renegant b.png +2 +2 0 -1 4 0 H

Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.

Fearsome: You may re-roll your lower die (keep the second result) on a Reaction roll.

Monk

Character STR GRA WIT CHA HD SD Arms
Monk.png +1 +1 +1 +1 2 2 *

Chants: You may use any Holy Chant that you have learned.

Disciple of the Hand: Regardless of what you carry, you roll Medium (d8) Hit Dice.

Nightshade Magus

Character STR GRA WIT CHA HD SD Arms
Nightshade Magus.png * 0 +3 0 0 4 *

Ethereal: You may interact with the world only through Songs. You start with Witch Sight and Gust of Wind as Songs that you can use. You always roll d8 Song Dice. If all of your Song Dice are discarded, roll WIT against the 0 HD column of the Reaction table.

Lullabies: You may use any Nightshade Lullaby that you have learned.

Periwinkle Magus

Character STR GRA WIT CHA HD SD Arms
Periwinkle Magus.png 0 +1 +1 +1 1 3 L

Lucky: You gain +1 (one die larger) to all Saves.

Jingles: You may use any Periwinkle Jingle that you have learned.

Rose Magus

Character STR GRA WIT CHA HD SD Arms
Rose Magus.png 0 0 +2 +1 1 3 L

Peaceable: Denizens let you pass by default.

Hymns: You may use any Hymn of the Rose that you have learned.

Swordsman

Character STR GRA WIT CHA HD SD Arms
Swordsman.png +1 +2 0 0 4 0 L

Swordmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.

Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.

Violet Magus

Character STR GRA WIT CHA HD SD Arms
Violet Magus.png 0 0 +3 +1 1 3 L

Aura of Power: Do not discard the lowest die when rolling Song Dice.

Tunes: You may use any Violet Tune that you have learned.

Woodfolk

Character STR GRA WIT CHA HD SD Arms
Woodfolk.png +1 +1 +1 +1 3 1 L

Beast friend: You may recruit beasts. They work for food. You get +1 die larger to Reaction Rolls with beasts.

Tracker: You can Return along the path of any character who has visited your current location. This trait "defeats" the BLISS prohibition on Returning.

Larger than Life 

Most people and creatures are average and have 0 for STRength, GRAce, WITs, and CHArm, with no great traits. They have 1 Hit Die and thus are felled by one solid hit. Particularly hardy individuals might have 2 Hit Dice. People with 2HD are uncommon, those with 3 or 4 are rare and often well known. Those with 5 or more are in a league of their own: heroes. 

Players' characters are special. Each archetype has a distinct array of Abilities and traits.

How do I "level up"?

You gain a Hit Die or a Song Die, or add +1 to an Ability, during your downtime after each adventure. Every third Die that you gain (e.g., 3 HD, 2 HD + 4 SD, etc.), add a trait. You can choose any of the traits that other characters start with (except those of the Dwarf or Elf, which are special to their kind), or any of the Other traits below.

Other traits

Learned: You may re-roll your lower die (keep the higher result) on a roll related to knowledge. You may not re-roll doubles.

Puissant: Choose Melee or Missile. If you have any Hit Dice that have not been discarded, you may roll 1 extra Hit Die for the given category of combat. You may choose this trait more than once for each category.

(Weapon)master: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.

Economy

Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.

1 pound (£) === 20 shillings 

1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 pence 

1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 farthings

This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.

Lifestyle and Upkeep

A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. 

A simple lifestyle can be obtained with 6p per month.

Lifestyle Cost/mo Max lv Examples
Meager 3p 0 Unskilled laborer, conscripts
Simple 6p 1 Skilled labor, light infantry, archers
Decent 1s 2 Specialists, heavy infantry, crossbowmen, cavalry
Good 2s 3 Knights, guild leaders
Rich 5s 4 Aristocrats, rich merchants
Wealthy 10s 9 Barons, bishops
Extravagant 1£+ 14 High lords

A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.

Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.

Provisioning

Creature Cost/wk Enc (pounds)
Human (or smaller) 2p 14/wk
Horse (or other large) 6p 42/wk
Larger than horse 11p 98/wk

The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2p per week. Beings that must eat only meat are x2 the cost.

Feeding an Ogre would cost 16p per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). 

A mule or pack horse can carry 300 pounds in packs as a light load. It can bear up to 550 pounds at half speed. More weight than that requires sharing the load with men, beasts or carts.

Mounts

Mounts Safe load (lb) Cost Upkeep/mo
Draft 300 4s 1s
Pack 500 5s 1s
Riding 200 2s
Hunting 200 3s
War 300 10£ 4s
Mule 300 5s 6p
Donkey 200 3s 6p

Locations

The locations of the Kingdom include villages, forests, heaths, mountains, and caverns as well as the special locations of Bliss, Threshold, and Durance.

Villages

Villages have no treasures, but do have commerce and possibly a Traveling House of the Great Old One. In a typical village, you can buy or sell provisions and common equipment. You may be able to hear the songs of Repair or Restoration. You may be able to learn various songs. You could sell treasures, but at a lower price than you could obtain in Bliss.

Village denizens include the Ruffians, the Watch, and Travelers. Visitors also come to villages fairly often.

Village Provisions Repairs L arms M arms Denizens
Bounteous 1p 5p 1s 6s d6
Silent 2p 5p 1s 5s d4
Goatkin 2p 1s 1s 5s d8
Furnace 3p 2p 10p 4s d6
Porcelain X X 2s 8s d10
Die roll Denizens
1 Traveling House
2 Visitor
3 Watch
4 Travelers
5 Ruffians
6 Watch
7 Travelers
8 Ruffians
9 Visitor
10 Traveling House

The Traveling House

When you enter the Traveling House, you hear Birdsong. Other songs may be learned for 1s each. Part of learning a song is having it sung to you as its target. This is why the Traveling House does not teach Hymns of the Rose.

Die roll Available to learn
1 Restoration
2 any Holy Chant
3 any Bittersweet Ballad
4 any Nightshade Lullaby
5 any Periwinkle Jingle
6 any Violet Tune

Village Visitors

Die roll Visitor
1 Monk
2 Rose Magus
3 Bittersweet Magus
4 Knight Errant
5 Harper
6 Swordsman

Forests

Forests may have hidden treasures, and offer chances to hunt or forage for provisions. Forests also have denizens, which may include Ogres, Goblins, Wolves, Woodfolk, Elves, and Travelers.

Forest Denizens Hazard Treasure
Birch Wood d4 d6 d8
Elm Wood d6 d8 d10
Ash Wood d8 d4 d6
Oak Wood d10 d6 d12
Beech Wood d12 d8 d4

Forest Denizens, Hazards, and Treasures

Die Roll Denizens Hazard Treasure
1 Wolves Poison ivy none
2 Goblins Angry bees 10s
3 Elves Smoldering fire 10s
4 Travelers Rutting deer L arms
5 Woodfolk Foraging bear 40s
6 Visitor Thunderstorm M arms
7 Ogres Hail ring
8 Woodfolk Fire ants none
9 Travelers - rod
10 Goblins - H arms
11 Wolves - robe
12 Ogres - T arms

Forest Visitors

Die roll Visitor
1 Elf
2 Knight Renegant
3 Periwinkle Magus
4 Amazon
5 Captain
6 Barbarian

Heaths

The open heaths, scenes of many ancient faery battles, may have hidden treasure. They are frequented by Dragons and Travelers.

Denizens Treasure
Grim Heath d4 d10
Gloomy Heath d6 d12
Pale Heath d8 d6
Moaning Heath d10 d4
Howling Heath d12 d8

Heath Denizens and Treasure

Die roll Denizen Treasure
1 Travelers none
2 None L arms
3 Visitor M arms
4 None 10s
5 Travelers none
6 Dragon M arms
7 Visitor H arms
8 None none
9 Travelers 40s
10 Dragon ring
11 Visitor rod
12 Travelers robe

Mountains

In the mountains, you are likely to find treasures and ruins, as well as Giants, Dragons, and Dwarves.

Jagged Hill
Cold Pass
Sentry Peak
Golden Cliffs
High Seat Crag

Caverns

The caverns hold treasures. The caverns also are home to Trolls, Goblins, and Scorpions.

Hot Caves
Salt Caves
Deep Caves
Glowing Caves
Grottoes

Denizens

Denizens are not hostile by default (unless you get the Angry Denizen result on the Reaction table). Some may be hungry (dragons, wolves, and ogres especially). Those that can speak (including dragons) may choose to converse rather than attacking outright.

Denizen Number

Appearing

HD SD Arms Traits / Songs
Dragons 1 7 2 H (d10) Fearsome / Tunes
Dwarves d4 2 0 H (d10) Short Legs, Bones of Stone
Elves d4 1 1 L (d6) Elusive / Ballads
Giants 1 6 0 T (d12) Tough
Goblins d10 1 0 L (d6) Elusive
Ogres 1 5 0 M (d8) Tough, Puissant (melee)
Ruffians d6 1 0 L (d6) -
Scorpions d4 3 0 M (d8) Puissant (melee)
Travelers d4 1 2 L (d6) Strider / Chants
Trolls 2 4 1 H (d10) Elusive / Lullabies
Watch d6 2 0 M (d8) Puissant (melee), Puissant (missile)
Wolves d8 1 0 L (d6) -
Woodfolk d4 1 1 L (d6) Beast friend, Tracker