Overisles PDF Digital
Overisles PDF Digital
Writer Subeditors
Kathryn Oxenham (she/her) Chanelle Boudreau (she/her)
Cash Rion (he/they)
Cover artist
Josh Somerville (he/him) Deaf culture &
language consultants
Sign language material Rajnie Kaur BSL (she/her)
Ashley Grace (she/her) Katy Hawkes ASL (she/her)
Layout
Anna Urbanek (she/her)
(Double Proficiency)
INSPIRISLES copyright
© 2023 Hatchlings Games Ltd.
All rights reserved, including reproduction of this book.
For more information,
contact the publisher at
www.hatchlingsgames.co.uk
4
Nest writers
5
‘Welcome aboard The Gallant Gull, Pendragons. My name is Kendis
and I will be your guide to the island Nests which form our vast
Archipelago. For long years I have introduced those who came before
you to the intricacies of our wondrous sky-bound world. There
are twenty-one islands and each is unique so you’ll have plenty to
explore. I expect you all to pay attention and to treat everyone who
resides here with the same respect they’ll show you.
Wingrest is coming up
before us now out of the
mist. It’s the core island
and as such, by far the
largest. The gigantic
mountain in the centre
is Wingtip. It can be seen
for many miles around
and it’s also where Orion,
the Nimbus Mother, nests.
Please pay close attention
to what I’m saying as I
loathe repeating myself.
6
TABLE OF CONTENTS
Part One
— all participants —
Part One
8
Chapter One
Welcome Back
Overisles is a game about Belief.
If you are successful, at the end of your adventure you will once
again have the opportunity to return home as if no time has
passed or remain on the islands as a hero and member of The
Silver Apples.
CHAPTER ONE
Please be aware that this is a campaign setting for our core game.
The Grail Guide will need to familiarise themselves with Inspirisles
beforehand as it contains the full rules and mechanics needed
to play.
Below are the four teens we will use to demonstrate the game’s
mechanics. You will see them throughout the following pages.
Lucy (she/her)
Playing Helena
(water)
Tyrone (he/him)
Playing Gus
(fire)
Emile (he/him)
Playing Angel
(earth)
Sam (she/her)
Playing Cassie
10 (air)
Welcome Back
Respect
It’s worth repeating that Overisles is most fun when everyone gets
along. The following tips should help bring kindness and tolerance to
your sessions.
8 Let ideas other than your own be heard. Always keep teamwork in
mind and try not to steal the spotlight.
8 Don’t introduce adult themes without consent from all participants.
Because Overisles is family friendly, some tables will welcome a
mixed age group. Bear this in mind when exploring sensitive subjects.
8 Overisles welcomes those with disabilities. We have strived to make
the fonts and layout throughout suitable for those with dyslexia and
will provide a screenreader friendly pdf. We have also made the
sign language element of the game optional to account for those
unable to participate.
8 No form of prejudice is acceptable.
Whatever a participant’s race, gender,
sexuality, social class or disability,
please welcome everyone equally.
8 Use the Grail tool at the table.
8 Pay attention to your Grail Guide.
8 Be honest about your dice rolls. Life
is full of ups and downs, so use our
game to experience disappointment in
a safe space.
8 Be patient with yourself and each
other, especially when learning sign
language.
11
CHAPTER ONE
Set Up
You will find our sign language video tutorials online. To access them,
please visit www.hatchlingsgames.co.uk and use the password ‘Believe’.
They have been produced by our Deaf colleagues Rajnie (BSL) and Katy
(ASL) and will ensure you are signing correctly.
The game still uses six-sided dice, but we now have custom sets available
through our website storefront along with a large selection of Isles related
merchandise.
You will find all sign language material in the Appendices along with
a bonus environmental sheet from our anthology.
12
Welcome Back
13
Chapter Two
History
The Crests
Once the Glow had divided, those who inhabited the Archipelago
founded Wingrest, the largest of the islands and home to the
mountain of Wingtip where Orion dwells.
16
History
tend to stay in their own territory and those Glow who live on the
Nests will usually align themselves with one, according to their own
philosophies and interests.
8 Kenna took over the rule of Bedelia, the Eastern quadrant. She
values hard work and has built a vast array of workshops which
supply the Archipelago with raw materials and construction supplies.
8 Wystan lives in the West, in the land they have named Manas.
Manas is very agricultural and those who have a flair for farming live
there.
8 Beck founded Springwell, to the South. It’s a land full of lush plants
and waterfalls. Many of the flora found there contain natural healing
properties. He often trades with the Inspired Athelyn who uses some
of these in their bathhouse.
8 Corentin was the last to choose and so only the Northern quarter
remained. They are perfectly happy with this, however, as the air
there is so pure and gentle they named it The Billowing Vale. They
value peace and artistry and the views over the Archipelago are
unparalleled.
17
CHAPTER TWO
Kenna (she/her)
Kenna shares many traits with Kilna. She is highly passionate and,
once ignited, her temper is furious and occasionally destructive.
She differs from him in that most of the time she is very level-
headed and it takes a lot for her to
get truly angry. She values plain-
speaking and when in conversation
can come across as blunt or even
rude. Those who know her well,
however, value her transparency
and know not to take her frankness
too much to heart. In Bedelia she has
designed and built a dizzying array
of workshops, in which all manner of
tools and furniture are crafted.
Relationships
Kenna is generally on good terms with the other Crests of
Wingrest. She finds it difficult to get along with Beck, who
she considers flighty and superficial. They usually try and
avoid each other. The few times that Orion has had to
step in to resolve differences it has always been because
neither Kenna or Beck has backed down.
Wystan (they/them)
Relationships
Wystan prefers to keep to themselves. They don’t get too
worked up about much, although some of Corentin’s
more fanciful notions and ideas have earned a slight
eye-roll. They are generally considered to be the
peacemaker of the Crests.
Beck (he/him)
Relationships
Beck gets along well with Corentin on the whole. He
admires their artistry and often commissions self-portraits
which he hangs in his eggshelter.
Corentin (they/them)
Relationships
Corentin is currently feeling deeply wounded by Kenna,
who dared to criticise their latest work; calling it ‘dark and
gloomy’. They have refused to speak to her for weeks.
Kenna does not seem to have noticed.
22
History
Noteworthy Knights
The Silver Apples are a highly trained and elite group; all naturally
gifted at preserving Belief and protecting the Islands in the absence
of the Pendragons. Some, however, have followed in the footsteps
of Carmelide and Clarine and proven themselves more than the rest,
either in heroic deeds, insight or strength of character.
Once a year the court, presided over by Egrain, selects one Knight
who they believe has earned the World Tree Crest. This event takes
place at the height of summer in Avalon and is much anticipated by
all residents of the Islands. The Capra begin cooking and preparing
months in advance as a great banquet is held following a boar-
jousting tournament.
23
CHAPTER TWO
24
History
Kobajlo (he/him)
Kobajlo earned his World Tree Crest five years
ago. Quiet, and slightly anxious by nature, he
found that he did not have the same urge as
others to prove himself by carrying out daring acts
of heroism. Nevertheless he faithfully served with
the Silver Apples and soon discovered that what
he enjoyed was healing and providing a listening
ear when his companions had a problem.
Erica (they/them)
Yair (they/them)
26
History
27
CHAPTER TWO
Corruption
For many hundreds of years the arrangement
forged between humanity and the fae under the
World Tree worked well. Belief was safeguarded and
maintained by the Silver Apples until the next group
of Pendragons arrived to boost it once more.
There were intermittent skirmishes between Wyrm
Pirates and some particularly tricky Glimmer but
it was nothing Vorm and the Silver Apples couldn’t
handle. Peace settled about the Islands like a cosy
blanket and the inhabitants thrived.
This is perhaps why, when rumours of the first
Corrupted Glow appeared, nobody took it seriously.
Peace had also brought complacency and Sabine was
tempted to overlook it altogether, chalking it up to a
strange disease. It was actually Quinn who convinced
her to investigate further.
Quinn, who has keen vision, had noticed a strange
dark mass beginning to appear beneath the Nests.
They became concerned, and once it was clear the
mass was growing and dragging the islands down,
they brought their worries straight to Sabine.
The Silver Apples immediately launched an
investigation, whereupon they quickly discovered the
cause of the Disbelief. Orion’s golden eggs, a powerful
and concentrated source of Belief, were vanishing.
At the beginning it was just one or two. But soon
they were being stolen at an alarming rate. Sabine
and the Silver Apples desperately searched for the
culprit but all they found were vague rumours of
shadowy creatures roaming the Archipelago under the
cover of darkness.
28
History
29
CHAPTER TWO
Corrupted Glow
Recently in Roost and in the Nests there have been rumours growing of
strange creatures, normally glimpsed in the shadows. Accounts vary but
a few details seem to be agreed upon. These creatures resemble Glow
but their appearance has been twisted and changed. Where once their
plumage was bright and healthy it is now sickly and lank. Some say it looks
like oil is coating their feathers, leaving a dripping trail wherever they go.
They are furtive and elusive; despite the best efforts of the Silver Apples not a
single one has been caught.
Whenever an egg is stolen, these creatures have usually been seen around
the area. Despite Sabine’s best efforts gossip is running rampant and fear
is growing every day. The actions of these creatures do not seem to be
random. They are clearly
organised and following
instruction from someone
or something.
30
History
Wyrm Pirates
The Corrupted are not the only problem the Archipelago and the Islands
face. Off the coasts and in the skies, Vorm has reported more and more
instances of Wyrm Pirates harassing his ships.
Since the Wyrms were overthrown, rogue pirates have been a present but
occasional nuisance which Vorm and his crew have had no problems
keeping in check. Recently, however, he has approached his siblings with
increasing concerns. The number of Wyrms attempting to steal Belief has
grown to worrying levels and even his highly trained crew is hard pressed to
keep them at bay.
31
Chapter Three
Pendragons
Athelyn beams as Asha makes their way into the treatment
room of the Bathhouse. The air shimmers with steam and the
clean scent of fresh water rises all around them.
Pendragon Creation
To recap for those who may not have a copy of Inspirisles to hand,
all players will need to select a Name, Pronouns, Friend, Home,
Patron, Element and Hobby. The elements are Fire, Earth, Water
and Air.
Pick your Friends and Home from the various inhabitants of the
Islands and where they can be found:
Your Element is reflective of the Patron you choose. This will either be
Kilna (fire), Egrain (earth), Athelyn (water) or Vorm (air).
34
Pendragons
Below you will find rolling tables for names and hobbies. Later you will
be able to pick a tack item for your Nimbus.
Roll on the random table if stuck for a name. They are all gender neutral.
2d6 1 2 3 4 5 6
2d6 1 2 3 4 5 6
Rock Stamp
1 Drawing Gaming Cross Stitch Carpentry
Climbing Collecting
Glass-
2 Ice Skating Singing Blogging Bowling
blowing
Surfing
3 Bird- Skate-
Jigsaws Crafting Fishing Martial Arts
watching boarding
Soap-
4 Composing Juggling Sailing Puppetry Running
making
5 Snow- Jewellery-
Horse-riding Coding Meditation Chess
boarding making
Mountain-
6 Sculpting Camping Songwriting Quilting Kayaking
biking
35
CHAPTER THREE
Pendragon Progression
With the arrival of the Pendragons, the Crests held a crisis meeting at
the base of Wingtip hoping their prayers would be answered by the
latest generation of Guinevere’s descendants. The Corrupted and
Wyrm Pirates were highly organised and the rulers knew someone
was pulling the strings. But who?
Pendragons will need to travel between the Nests and find ways to
earn Belief. This can be done by solving local problems or battling
those spreading Disbelief by working as a team. This Belief can then
be poured into Orion’s nest. Her health is currently being kept stable
by the meagre amount of Belief recovered by the Silver Apples, but
they are stretched dangerously thin.
36
Pendragons
Another priority is to find any eggs that have been stolen and return
them to their Nests. The eggs are worth a large amount of Belief and
their recovery will prevent further calamity.
Any Belief earned, no matter how small, will help Orion and slow
the sinking of the Nests. If enough is collected and the source of the
corruption discovered and defeated, the Archipelago will stabilise
and Orion will fully recover. The Pendragons will then be able to
choose either to return home to the moment they left or stay on the
Islands and become Silver Apples.
To level up, as a party you can either offer Belief to Orion’s Nest or
retrieve her eggs and offer half the Belief. For example, to unlock
level 3 for strong Shapes and Glowing items, you must offer either
12 Belief or 2 eggs and 6 Belief.
37
CHAPTER FOUR
38
Chapter Four
Base Camp
‘And at the centre, of course, is Wingtip, home to Orion. You
see that large wooden building near the base of the mountain?
That’s the entrance to the Lightlift. It’s the only way to access
the Archipelago from the lands below if you can’t fly. Raiven
Solaris invented it with help from the Piskies. Its design is a
work of genius and it took a decade to create. Essentially it’s a
massive glass cylinder with pods that can carry eight creatures
at a time! It actually burrows right through the rock at the
centre of Wingrest - I believe they enlisted some Knockers to
help with the drilling. It’s costly, however, so many only use it
if they absolutely have to. Raiven was also responsible for the
Sky Bridges you can see spanning the gaps between some of
the Nests. They give access to the bigger and more well-known
spots on the Archipelago but if you want to go further afield
you’ll either need to rent a sky ship or have your own Nimbus.
Now, those tents you can see scattered around the base
of Wingtip is the camp of the Silver Apples. They’re
quite a feat of engineering; I believe the Piskies had a
hand in the design. Most are interconnected, allowing
free and easy communication. The large tent with the
ostentatious flag on the top is Sabine’s. It’s not my style
but she seems to like that sort of thing. At the very least
I suppose it makes her easy to find when you need her.
CHAPTER FOUR
All the other members of the Silver Apples have their own
tents, or Eggshelters as they’re sometimes called, and that will
include you. You are free to decorate them as you wish, with
items you may have brought with you or treasures you discover
on your adventures. They’re fairly basic but I’ve heard the beds
are comfortable and there’s plenty of open space around for
you to practice your Feathering. Isn’t that all you need?
40
Base Camp
41
CHAPTER FOUR
Intriguing Islanders
As the Pendragons explore Wingrest and the Archipelago, there
are certain characters who may help in their various Questing Days.
These inhabitants are well-known throughout the Nests and have
achieved certain levels of fame and notoriety.
42
Base Camp
Mossy (she/her)
43
CHAPTER FOUR
Mouse Candlemeter
(they/them)
44
Base Camp
45
CHAPTER FOUR
Your Nimbus
‘Make sure you thank Vorm as you disembark, he gets so cranky
when he feels unappreciated. When we touch ground, you will
have a little bit of time to settle in to your Eggshelter. Afterwards
you can meet Sabine, Quinn and the other Silver Apples.
Ahh, but I can guess what you’re excited about. Yes, there are many
ways to travel on the Archipelago including the Sky Bridges and the
Lightlift. However, all Pendragons and Silver Apples have their own
unique form of transportation; gifted to them by Orion herself.
The Nimbus have served for a long time as a way for Silver Apples
to travel between the Nests. It is a special partnership and, for it
to work correctly, you need to ensure you have selected the right
fledgling. We will visit the holding area where you can explore
many different Nimbus and decide which is the one for you.
Please do remember that this is not just about you. A Nimbus
fledgling needs to decide that you are worthy. They are not shy and
will let you know, loudly, if they deem you unsuitable. If it avoids
eye contact with you, do not proceed any further and move on.
Once you have found a Nimbus you connect with; you are
free to start your bond. They always appreciate being stroked
and cared for. You can find out their favourite food, there
is plenty in the camp for you to experiment with.
An interesting fact is that often you’ll find their plumage reflects
the element you have chosen to specialise in. Those who practice
fire, for example, their Nimbus are usually amber, crimson or
gold in colour. The earth Featherers amongst you may find
fledglings who are beige or chocolate-brown with tints of green.
The water element lends itself to Nimbus who have midnight blue
or sea-green hues in their plumage. And air is represented by our
beautiful storm-grey Nimbus with white wingtips and beaks.’
46
Base Camp
47
CHAPTER FOUR
Nimbus Tack
As a new Pendragon, each of you will be equipped with a basic
saddle for your Nimbus. As you begin your adventure and further
develop a bond, it is possible to upgrade the saddle and receive
bonuses from it.
2d6 1 2 3 4 5 6
3 Fountain
Chess Piece Soap Diary Figurine Chalk
Pen
48
Base Camp
Kenna recruited Raiven; they put their heads together and came up
with some amazing feats of engineering brilliance (with help from a
few Piskies). These include the Sky Bridges which run between some
of the Nests and the Lightlift.
Vorm will even occasionally allow his ships to be pressed into service
when the need arises.
49
CHAPTER FOUR
After some trial runs with a few Silver Apples it became evident that
in order to achieve the most effective bond between rider and
mount; communication was needed.
When the Glow first began to inhabit the Archipelago, Orion noted
that she was able to feel the air shifting through her feathers when
they were Shaping close by. This led to great excitement as she
began to understand basic Shapes even when she was unable to
see the Shaper.
This became the origin of Feathering. It uses the same hand gestures
as Shaping but Nimbus riders are able to communicate with their
mount without the bird needing to turn its head.
50
Base Camp
Bonding with a Nimbus begins from the moment you choose which
bird you will partner with. Nimbus are highly intelligent creatures, and
so the decision is not purely up to the rider. If a Nimbus fledgling feels
uncomfortable with being selected by someone, they will have no
hesitation in letting their feelings be known. If, however, they feel
an affinity, they will engage in early-stage bonding behaviour. This
begins with eye contact and will progress to the Nimbus allowing
themselves to be touched by the rider.
Stroking, soothing and taking care of your Nimbus are all very good
ways to build the connection in the early stages. The more the
rider proves that they are attuned to the needs of their Nimbus; the
stronger the bond. This can include learning which food your Nimbus
is most fond of, making sure the saddle is not too tight when you ride,
and becoming familiar with the unique temperament of your bird.
51
CHAPTER FIVE
Part Two
52
Chapter Five
Grail Guide
Running Overisles
As the Grail Guide you’ll be
helping players navigate
the Archipelago, a group
of islands our writers have
created to inspire you.
Much like Inspirisles, sessions
should take the form of
Questing Days in which
the Pendragons overcome
challenges by working
together. Rules on how to
plan Questing Days begin
from Chapter Seven of
Inspirisles.
CHAPTER FIVE
You could take from Arthurian folklore and use Morgana le Fey
who has returned to the Isles seeking revenge on the inhabitants for
aiding Guinevere and Arthur. It could be some creature (e.g. the
Wellbeings from Inspirisles) who have pushed through the All’s Well
from some alternate dimension. It could even be more than one
source working together to achieve the same goal, to destroy the
Archipelago and the land below.
Whatever you choose, the source will need to be sentient and highly
intelligent. They will also need to be capable of some form of magic
in order to transform the Glow into the Corrupted, although how they
achieve this is totally up to you.
54
Grail Guide
55
CHAPTER FIVE
Calamity
As you guide your Pendragons across the Archipelago, you will need
a new Calamity Meter to measure the consequences of Disbelief.
A calamity will occur every time a milestone of Disbelief is reached.
Only one can be triggered per party level. The moment a Calamity
occurs, Pendragons must drop what they are doing and tackle it
immediately.
4 2
5 —
6 3
Calamity Meter
Disbelief Calamity
2 Vorm storm
4 Lightlift sabotaged
6 Orion’s health
8 Corruption spreads
10 Nest plummets
15 Corruption revealed
56
Grail Guide
Vorm storm
Struggling to contain his emotions, Vorm unleashes a terrible storm
above Wingrest. Until it abates or Vorm can be calmed, Pendragons
must pass a Disbelief Battle if leaving the core Nest on a fledgling
Nimbus.
Lightlift sabotaged
Evading the Silver Apple watch, the Corrupted manage to
sabotage the Lightlift, preventing travel from the surface to Wingrest.
Pendragons must head to Roost and have the Piskies repair it.
Orion’s health
The Nimbus Mother’s health takes a turn for the worse. The
Pendragons must locate the Inspired Athelyn and escort them to
the summit of Wingtip. Only they can provide the healing needed to
prevent her decline.
Corruption spreads
The corruption begins to spread throughout Roost, taking hold
and transforming many innocent Glow. If Pendragons haven’t yet
exposed and tackled the source of the Disbelief, they’ll need to at
least reassure a populace in panic.
Nest plummets
One of the Nests (chosen at random from the Archipelago) is
overwhelmed by Disbelief and begins to plummet earthwards.
Pendragons will need to pass three Belief Barrier tests in order to
stabilise its descent.
Corruption revealed
If Pendragons haven’t yet exposed and tackled the source of the
Disbelief, at this point it makes itself known. However it presents itself,
Pendragons must tackle a level 3 Shadowshaper or equivalent to
break the corruption.
57
CHAPTER SIX
58
Chapter Six
Archipelago
We have created 20 Nests for you to explore. Each contains
an overview, landmarks, fauna, an assortment of random
tables, Disbelief, scenarios and some beautiful illustrations to
get you started. You could explore a single Nest expanding
on its ideas, or take from a selection. Whichever you choose,
we hope they’ll inspire future Grail Guides to invent their own
sky stories.
Nexus Heart – The Nexus Heart is where the Glimmer and Capra
anchor the chunks of Fissure Crux together. As it is one of the most
trafficked areas in the Nest, it also doubles as the market. At the
centre of this market are two large statues of the Inspired, Kilna
and Vorm, with their arms outstretched holding giant rings to which
the chunks are anchored. Each time a new chunk is added, the
community counts which patron has the most rings. To prevent any
rivalry the statue with the fewest rings receives the chunk to maintain
balance between the two. The Nexus Heart is also the resting place
of the Nimbus egg.
62
Archipelago
Fauna - Àirdreans
Àirdreans are no taller than four
inches, humanoid but with wings
instead of arms, and have no
facial features. Despite their size,
Pendragons mistake these critters
for Harpies from fairy-tales, perhaps
because of their bird-like qualities.
However they are pleasantly
surprised by their benevolent natures.
These friendly protector spirits help
guide those lost amongst the air
currents. Àirdreans will land wherever
the winds are currently flowing the
strongest. Despite not having a
method of verbally communicating,
these guardian spirits have a keen
ability to convey simple messages
through empathic responses. It’s still
unknown how Àirdreans do this, but
many would have been lost on the
winds without them.
63
CHAPTER SIX
Àirdrean Names
2d6 1 2 3 4 5 6
Disbelief
The Glimmer saw an opportunity to live on the Archipelago and
leapt at the chance without the Capra knowing at first. The
growth of the Glimmer community created an increased surge of
Shadowshapers and while not inherently a bad thing, the volume of
Shadowshaping began to bleed into the chunks themselves. This led
to heated discussions between Capra and Glimmer, and despite
coming to an agreement, there are still some grudges held.
64
Archipelago
1: Pendrag-
1: Shape earth or
ons must
1: Attach new air to make the
Smarts retake the
chain. chains lighter.
(Belief 2 test.
Barrier) 2: Bind Belief to 2: Chanting: Voice
2: Participants
the chain. your support for
become
the ritual.
exhausted.
65
CHAPTER SIX
Dream Cascade
A Nest that rises high above many others,
Dream Cascade consists of a base area,
with several hot springs that create strong
updrafts, allowing access to other smaller
isles that rise above it. Several Glow have
built their homes on the various floating
isles, as they can use the updrafts to
travel there with ease. Recently there
have been efforts to make it more
accessible for other Friends.
The Peak – When the Glow first reached the highest of the isles, they
found an elderly moth-like couple living in a cave on the peak. This
couple, known as Aislin (she/they) and Hulum (he/they), weave
dreams for those living on the Cascade, relying on their pet dogs to
deliver them to the intended recipients. As the peak has recently
become popular with travellers; the couple have opened a Bed &
Breakfast, offering the finest of dreams and a demonstration of the
loom on which they are weaved. A kennel has been built into the
mountainside, where the Red Hounds live when they are not out on
delivery.
Feather Springs – These hot springs come from the same source
that creates the updraft used to travel between the isles. They have
been turned into a spa by an enterprising Giantheld named Anders
(he/him), a gentle Friend attempting to teach himself Shaping. The
prospect of meeting Pendragons is very exciting for him, and if given
the opportunity, he will ask them for Shaping tips and insights about
Wyrm teachers. The hot springs are large and named for the feathers
that frequently float down. Refreshments are offered to people as
they bathe and private areas are available for those who ask.
66
Archipelago
Base Camp – Despite the name, the base camp is a small town.
While most of the population are Glow, several of the other Friends
have begun to join the area, primarily Piskies. These Piskies have
been working on steam-powered platforms that can transport the
other inhabitants between the floating isles. Most of the town is
steam-powered, making use of the natural springs to create luxuries
like heated floors. The majority of food in the town comes from the
other isles in the Cascade; which serve as farming communities.
While the Red Hounds are usually only seen delivering dreams at
night, before bounding on updrafts back up to their kennel at The
Peak, the recent rise in Disbelief has led many of them to become
trapped in the daytime, unable to return home. They are trained and
cared for by the Dreamweavers, particularly Hulum. Hulum is very
fond of the Hounds, and sometimes spoils them a bit too much. They
have also trained them to do tricks, such as walking on their hind legs
and ‘dancing’ for when younger visitors arrive.
67
CHAPTER SIX
3 Crumbling Cata-
Desert River Palace Beach
ruin comb
Natural
6 Rock Cave Subterra-
weather Swamp Creek
formation network nean
event
Disbelief
Of all the areas impacted by Disbelief, transport is the worst. With
the updrafts becoming unreliable, or failing altogether, isles have
been cut off and communities torn apart. Families, separated by
the updrafts, shout to each other from great distances, desperately
trying to maintain contact. Local leadership is in a panic over what
to do.
68
Archipelago
Description
Archetype Levels (per round) Tips Failure
Red Hound
Shield 1: Find a way to Water can be used escapes
(Belief 1 calm the Red to safely play with and caus-
Barrier) Hound down. the Red Hound. es further
chaos.
Description
Archetype Levels (per round) Tips Failure
A family
member
Survival 1: Find a way tries to jump
1 Nominate air
(Belief to reunite the from the
Shaper as leader.
Barrier) family. treehouse
and injures
themselves.
69
CHAPTER SIX
Luss’ Treasure Hunt – Every year, when the Isle of Cumulus is closest
to the sun, and the raindrops that rush through Luss’ veins sparkle like
precious gems, the denizens of Cumulus have a Treasure Hunt. Run by
elder Glow, Etain Felldem (ve/ver), everyone from children to elders
take part. Luss hides a gorgeous sculpture made of ice somewhere
on the island, and residents may spend weeks searching for it. During
this time, many leave their doors open and expect others to come
wandering in. Really, it’s an excuse to chat to neighbours and friends
you haven’t seen in a while. But if you do find the sculpture, you gain
the ability to float like a cloud for a whole day!
70
Archipelago
bouncy area. This is the most popular hang-out place for many
kids on the floating isle, right into their early teen years. How does
the bouncy castle keep their interest so long? The kids and Luss
collaborate to regularly change its design!
Fauna - Luss
The most fantastical creature of
Cumulus is Luss xirself - a being made
from cloud, rain and lightning. No one
is quite sure how old Luss is, or where
exactly xe came from. Legend says
that many years ago, a Glow got lost
while flying in a heavy storm. They had
left their home in search of a new one,
but were in real danger of plunging
to the earth from exhaustion. That’s
when Luss caught them, and from their
friendship grew a community, and a
new home to many. Not a lot is known
about Luss besides these things. It's
clear that xe isn’t hurt by those walking
on xir, and that xe seems content to float above Avalon with no
particular destination in mind. For now…
71
CHAPTER SIX
Roll 1d6 on each column to see what sort of creatures are out and about.
Disbelief
Though still shrouded in mystery, it is widely accepted that Belief
is a key ingredient to allowing Luss and the residents of the Isle to
communicate and create together. It is their trust in each other and
the power of collaborative creativity that helps all on Cumulus thrive.
72
Archipelago
1: Luss’ attention
is elsewhere.
Increase the
difficulty for the
next round.
Social 1: Contact Luss.
1: Use Shaping 2: Each failed
(Belief to attract Luss’ roll represents
2: Use Shaping attention.
Barrier) that part of the
2 to rebuild the
2: Use your ele- playground not
Smarts Strato-
ments to visualise appearing ex-
(Belief Castle as you
the design you actly as hoped.
Barrier) envision it.
wish for the castle. Eg. If a Pendrag-
on wished to
create a spiral
slide but failed,
the slide may
appear straight.
Description
Archetype Levels (per round) Tips Failure
Water: Remove
water from the dark The growth
growths, making is made
1: Massage or them smaller and smaller,
remove the softer. but is not
Survival Air: Blow away ex-
growth from removed.
(Belief 1
Luss’ surface. cess white clouds. Residents
Barrier)
But beware, it Earth: Fashion of Cumulus
shoots lightning! shields against the will just have
lightning. to build
Fire: Melt the icy around it.
core of the growth.
73
CHAPTER SIX
Branches of the Greatree – The Greatree's gold and scarlet roots hold
the tower’s cracking granite walls together. Vast branches stretch
hundreds of feet over the shattered roof. Golden leaves sprout from
the branches, dozens of paces wide and thick enough to hold small
buildings. The uninhabitable husks of hastily-built wooden huts dot
older leaves. Newer growth at the outer branches is mangled with
sickly purples. Razor-sharp seeds sprout from the new growth and
spin through the swirling winds. Small animals and other tender things
are regularly hurt by the seeds; dotting the tower complex with small
bones, feathers, tufts of fur and dried maroon smears.
74
Archipelago
Fauna - Leighbugs
Birds caught in the tower’s storm are
often injured by the spinning razor
sharp seeds of the Greatree. When
they take shelter in the shattered
windows of the tower's many
rooms, they quickly become prey of
Leighbugs: alabaster-shelled, human-
sized insects with swordlike forelegs
who move with astonishing speed.
Leighbugs have learned to lay their
eggs in the fungal growths that fill the
tower's basements, near a sealed
chamber covered in strange runes.
Leighbugs are unable to perceive light and colour, but the constant
clicking of their chitin plates is a kind of echolocation that reveals
even still shapes and forms.
75
CHAPTER SIX
Shaping
2 Derelict Shattered Empty Old Explorer’s Sprouting
Practice
Pottery Studio Food Stores Broken Safe Lost Diary Razor Seeds
Room
Disbelief
In long-past centuries, a Pendragon wizard discovered a vast
mountain held aloft by a Nimbus egg buried within volcanic stone.
Over several decades, they hollowed out the mountain and stripped
its sides for ores; shaping it into their own personal tower in the clouds.
Engorged on the egg’s Belief, they built an impossible, ever-growing
system of automated magic with the power of the egg, sealed away
in a rune-covered chamber. The abundance of Belief allowed the
tower to thrive, but as the wizard grew older they became wary of
others and protective of their sanctum. When they died of old age,
the lonely Nimbus egg soured into a vile seed of Disbelief.
76
Archipelago
Innocent insects once carefully tended for study grew hungry and
wild in the dark. The Leighbugs that stalk the Tower’s many halls are
their far-off descendants.
1: Leighbugs
1: Break line of 1: Earth could get closer to
Survival
sight. block them off. Pendragons.
(Belief 2
2: Find a place 2: Fire could illumi- 2: Pendragons
Barrier) must retake the
to hide. nate dark corners.
test.
1: Time passes.
1: Clear rubble, Leighbugs are
1: As with any
mess and the heard in the dis-
cleaning, careful-
gathered-up tance. Pendrag-
ly Shaped air and
detritus of past ons must retake
water are particu-
Smarts storms. the test.
larly effective.
(Belief 2 2: Fortify and/ 2: Leighbugs
Barrier) 2: Earth is always
or beautify a approach at
helpful in building the commotion
space, make it
barriers. Fire can of failure. Go to
a place where
re-forge stone “Escape from
life thrives in
and metal. a Patrol of
the tower.
Leighbugs”.
77
CHAPTER SIX
Other Friends live in makeshift camps that move with the rivers and
they value the free exchange of knowledge, particularly when
it comes to history. Piskies, for example, have used this historical
knowledge to create innovative farming technology. It’s not
uncommon to see automatons working the fields while Piskies tinker
nearby.
78
Archipelago
River Ferries – The quickest way around the island is to take river
ferries. These small boats run mostly on their own and can change
routes with the seasons. Any Friend of Athelyn should be able to
Shape the currents to carry them wherever they need to go with
ease. Wyrmbitten also guide ferries for a small fee.
79
CHAPTER SIX
2d6 1 2 3 4 5 6
4 Grass-
Stoat Grey Seal Rabbit Salmon Blackbird
hopper
Salaman-
5 Squirrel Mink Dog Pollock Wren
der
Wood-
6 Mouse Crab Wild Horse Trout Toad
pecker
Disbelief
Recently many Bucca have left the Nest for the ocean. With their
departure, the water flow has begun to grow more and more volatile,
leading to ferry crashes and the higher farmlands drying out. The
lower areas near the Wellhouse have begun to flood. This has led to
the spread of Disbelief as the residents of the island are either forced
to leave or driven to increasingly desperate measures to restore the
water flow.
The spread of Disbelief also led to more sightings of Ceffyl Dŵr. In the
early days, they were often friendly or indifferent to travellers, but their
disappearing habits are becoming more frequent and are making
inhabitants increasingly anxious.
80
Archipelago
Description
Archetype Levels (per round) Tips Failure
Description
Archetype Levels (per round) Tips Failure
1: Pendrag-
ons are
1: Climb as high as
soaked by
Survival 1: Climb to you can before the
the rising
(Belief 2 higher ground. flood waters arrive.
water.
Barrier) 2: Take shelter. 2: Shape earth to
2: Risk losing
make a cave.
possessions
to the flood.
81
CHAPTER SIX
Illustrious Crest – The Illustrious Crest is the highest point of the Iceberg,
a white Wyrm is said to live in the cave near the peak. She watches
over the Nest, attempting to protect it from those who wish to cause
harm or spread Disbelief. The Wyrmbitten call her Dawnlight Braventyr
(she/her). One day every year, Dawnlight travels down to Rofang for
the annual Ice Sculpting competition. The cave is welcoming to those
who bring a story. Icicles hang from either side acting as doors which
glisten as the sunlight shines through. The clouds cast shimmering
patterns on the walls while a large hearth warms the interior.
82
Archipelago
Fauna
Snowy owls with soft white
plumage can occasionally be
seen in the island's trees. If you look
closer the down feathers poking
through underneath are adorned
with pink and blue gems. Their
bright green eyes, that can see
Belief from miles away, have long,
beautifully curly eyelashes that
whip in the wind as they fly. Their
talons are jewel-like and as sharp
as broken glass. Stories say these birds guide those who lose their
way towards a certain destination, whether it be to safety or the next
leg of their quest. Their wisdom is well known amongst the Friends,
and those who are willing to share a story may be fortunate enough
to hear one in return.
Some other animals the Pendragons might expect to see are winter
wolves with pointed heads and icy sharp teeth who live in dens,
white hares with incredibly long ears who hide in burrows under the
trees, birds who make nests out of tufts of fur they find in the forests
and arctic bears, not unlike those found in Rofang.
83
CHAPTER SIX
6 Techno-
Invention Satire Poetry Legend Detective
logy
Disbelief
Disbelief caused the ice of the mountains to melt and the island to
sink. The land below has had increased amounts of rain as the fall-off
pours over the island's edge. If not enough Belief is collected soon,
the melting ice will cause severe flooding below. The animals, and
other inhabitants of the mountains, must avoid rushing rivers and
avalanches that could wash them off the island itself.
Vorm has tried to stop the flooding, creating clouds to hold the rain
and carry the water to the sea, but there is so much, he is in danger of
becoming overwhelmed.
84
Archipelago
1: Climbing the
peak is a long
and arduous
1: Make your
journey, Pen-
Survival way up the 1: Make friends
dragons do
(Belief mountain to with mounts suit-
not get a good
Barrier) Illustrious Peak. ed to the task.
2 night's rest.
Social 2: Dawnlight 2: Use the rolling
2: Dawnlight
(Belief Braventyr loves table to help craft
Barrier) will not help the
stories, tell one a story.
Pendragons, an-
to impress her.
other Pendrag-
on may attempt
the test.
Earth/water to help
1: Use Shaping Belief is not
tend the plants,
Smarts to tend to a row collected,
1 fire to control
(Belief of plants and a portion of
temperature, air
Barrier) harvest Belief crop may
to create a gentle
from the bulbs. fail to grow.
breeze.
1: The
1: Locate the pirates are
Smarts 1: Use clues gath-
hideout of the harder to
(Belief ered around the
air Shaping find without
Barrier) Iceberg.
2 Wyrm Pirates. the clues.
Sword 2: Nominate an
(Disbelief 2: Shaping Battle 2: The
earth Shaper as
Battle) to recover the pirates get
leader.
egg. away with
the egg.
85
CHAPTER SIX
Shellholm
They say it takes a village to raise a child,
but it takes a whole island to raise a
giant turtle! The first thing visitors notice
on Shellholm is the fact it rests happily on
the back of a giant, flying turtle! Atop this
noble creature, dotted along the various
rolling hills and gentle streams, lie dozens
of Collectives, communal societies of
Glow and other recently moved-in
Friends. Here food and shelter are shared
and the bonds of friendship are tied.
However, deep within the Shellcombs of this peaceful land, Disbelief
stirs, and those same bonds begin to tatter and fray…
The Old Community Hub – A once proud central feature of the Nest,
now largely left to disarray and neglect, the Community Hub was the
beating heart of the living island. Here folk would gather to engage
in hobbies together, discuss matters that affected the communes
and were a space to barter and trade. Tall hydroponic gardens
and play equipment now lie abandoned, overrun with weeds, as
the Collectives rarely meet one another in this space anymore. The
vibrant paints seem more faded than one would expect as well…
86
Archipelago
The Shellcombs – What first appears as the peak of this hilly Nest, the
apex of the shell, gives way to a large cavernous space tunnelled
deep inside. Originally used to ensure the health of the Nest and
as a place to explore; the Shellcombs have become increasingly
dangerous. Disenfranchised Friends skulk in the shadows and the
once immaculate pathways are filled with traps for the unaware!
Roll 1d6 on each column for animal type and how much they take
after Athelyn and Egrain
Disbelief
The once communal and altruistic inhabitants of the Nest have slowly
become more selfish and distrustful of one another, taking to strange
habits like hoarding food and supplies and no longer taking part in
their duty to keep the turtle healthy. Besides the inhabitants becoming
more distrustful, many have heard rumbles and eerie sounds from the
Shellcombs at night, with dark shapes seeming to move towards its
entrance. Worse yet, many have felt the island shift direction suddenly
before righting itself, as if the great turtle has dozed off.
88
Archipelago
1: After a night
of squabbling Use your Nimbus
over food to scout ahead. Social Test – Tie
Smarts distributions,
1 Where might a new knot,
(Belief the Friendship
Barrier) someone go healing a
Knot, a symbol
to hide on the community.
of the ties that
bind, has gone Island?
missing!
Social
Use fire Shaping to
(Belief 1: Vandals are
Barrier) scare them off!
destroying a Sword test
or 1 Turtle Shrine! Use earth Shaping to scare off
Convince them to create a the vandals.
Shield defensive wall
(Disbelief to stop.
around the shrine.
Battle)
89
CHAPTER SIX
Piuma
Lush and mountainous, Piuma is a Nest
best known for its temperate climate
and unique cuisine. The people of Piuma
are exceptionally passionate about
food and it’s deeply ingrained within
their culture. Many of the citizens are
artisans of some sort, whether it be the
farmers who grow rare produce and
raise exceedingly well kept animals; the
bakers and chefs who transform even
the most humble of ingredients into
decadent dishes or the smiths who spend their lives learning to craft
perfectly balanced knives and other cooking utensils.
90
Archipelago
91
CHAPTER SIX
Ingredients Table
This is a handy table to roll on any time the adventurers are at a market,
farm, restaurant, home, or even in the wilderness of Piuma and stray across
unique ingredients.
2d6 1 2 3 4 5 6
1 Goose- Redling
Bulb Root
Sizzling Essence of Spiny
berries Mushroom Peppercorn Night Melon
Disbelief
Disbelief has affected Piuma greatly, threatening their entire way of
life. This lush land is slowly dying, beginning with the golden truffles. In
many of the places where the truffles are known to grow, the ground
is becoming discoloured and dry. The leaves are turning black and
falling from the trees, and the few truffles that can be dug up from the
ground are crumbling into ash.
92
Archipelago
1: Traverse
the difficult
terrain of the Bring plenty of
Survival mountainside. food for the The group gets
(Belief 2 journey or learn lost on the
Barrier) 2: Carry the how to forage mountain.
injured explorer local plants.
down the
mountain.
Even in this
monstrous state,
1: Find a way The bear
bears love food
Shield to keep the continues
and this one
(Belief 1 orchard safe its rampage
Barrier) can be led back
and lure the and heads
into the woods
bear away. into town.
with something
delicious.
Pepper likes to
If she isn't
1: Speak with the go to the back
found in
citizens of Piuma door of the
Social time, Pepper
and find out who local bakeries
(Belief 1 runs off into
Barrier) has seen Pepper where they
the woods
and where she sometimes
and must be
could be. feed her day-
rescued.
old pastries.
93
CHAPTER SIX
Hiveland
Hiveland is deceptively simple. The
base of the island is a calm and
comfortable farm with one little pool
and a waterfall that cascades from
above. The land is flat and relaxed,
with Friends able to set up homesteads
there. This however, is a bit of a ruse.
Dangling off the island, and in alcoves
throughout, there are large hives which
shelter a remarkable type of honey. This
rare resource is able to create Belief in
vast quantities rivalled only by Nimbus eggs. Due to this, Hiveland is
resisting the pull of Disbelief better than many other Nests.
The Comb – Glow explorers know of The Comb only by name since
the Friends who live on Hiveland are very secretive of it. The Comb is
the major storehouse of the Belief-based honey made on this island
and is lined wall-to-wall with honeycomb shaped containers. These
can be magically closed off by the Friends who tend to it. While most
of the island is accessible to all, this remains the one section off-limits to
outsiders.
The Golden Hall – Both a community meeting spot and an event hall,
The Golden Hall is a large open-to-all structure built in the centre of
the island. The halls are grand and illustrious with golden and black
patterns spanning the walls. Despite this it retains a distinctly homely
feel. Events held here include a magical form of fencing known as
‘stinging’, formal dances, coming-of-age celebrations and lavish
birthday parties.
94
Archipelago
Fauna - Seilean
The Seilean are a culture of bee-like humanoids. Few know where
they came from though some stories about their arrival speak of a
traveller from the All’s Well. Others say that they were summoned
by the fae, made from Guinevere’s
grief at the fall of Arthur. As a result
of this the phrase, “Speak to the
Seilean” came to be; a way of
telling others it’s okay to express
grief and negative feelings.
95
CHAPTER SIX
3
Currency or valuable item 9 When dried it can make
for barter an armour
4 10 Can be used in
A material to patch ships
a refreshing drink
6
A spell focus 12 To soothe sore throats
Disbelief
Disbelief doesn’t have a strong foothold on this island due to the
natural alcoves of Belief. As it’s so deeply ingrained, not much is visibly
changed. While the Seilean are travelling from Nest to Nest recording
the names and deeds of those falling in the battle against Disbelief,
they are leaving Hiveland vulnerable to pirates.
96
Archipelago
97
CHAPTER SIX
Star Cauldron
An isle of glittering multi-faceted crystal,
the Star Cauldron floats high above
the land like a glittering star; it is said
that those who catch a glimpse of its
sparkling light as they drift off to sleep
will have grand dreams or prophetic
visions. The Cauldroners who inhabit
the Nest are known for their great skills
in fashioning cloth and clothing, trading
such fine things for stories of adventure
and dreams. Lately, the dreams and
visions its light inspires have become dark and frightening, and
anyone that approaches the Nest can see the lower portions of
the isle are beginning to crack and flake. The Cauldroners have
been using their weaving skills to try to hold things together, but the
strength of their threads may not be enough.
The Cauldron – The stories say that a long time ago, a star fell to the
ground and left a great bowl-like mark upon the land; this mark is the
Cauldron. The star may have faded, but its heat and light can still
be felt in this area of strange crystals, scalding steam and blinding
smoke. The place has a dream-like quality that can confuse and
disorient travellers.
98
Archipelago
99
CHAPTER SIX
Disbelief
Recently, something else fell from the sky, leaving a dark, smoky trail
and landing directly in the Cauldron. The landing was hard enough
to shake the ground, crack crystals and knock the Orrery out of
alignment. Bad dreams, bad omens and broken threads started
becoming a problem as something seemed to be weakening the
isle’s Belief. Zixiriz (she/her), the nominal leader of the Cauldroners,
took an expedition into the Cauldron to investigate, but she has not
returned. A few other brave Cauldroners have also tried and remain
missing. Now everyone is fearful of things getting worse and don’t
know what to do.
100
Archipelago
beneficial to the Star Cauldron. What could hatch from such an egg
is a great mystery.
1: Air or water
to shield from
1: Find a safe 1: Someone gets
dangerous moving
path to the hurt or more
Smarts parts.
inner workings. pieces break.
(Belief 2 2: Air and water to
Barrier) 2: Reset the 2: A terrifying
cool overheating.
Orrery’s align- doom is fore-
Earth and fire to
ment. told.
repair compo-
nents.
1: Travellers
become
1: Clear smoke with
1: Traverse the lost and
air. Shape a path
dangers of the confused,
with earth. Cool hot
Survival Cauldron. wasting
spots with water.
(Belief 2 2: Rescue those valuable
Barrier) 2: The Corrupted time.
Corrupted by
just want to protect
the shadow 2: The
the shadow egg,
egg. shadow egg
not fight.
begins to
hatch.
101
CHAPTER SIX
Isle of Infusions
A myriad of scents fill the air when
you first arrive on this island, with the
subtle aromas of mint, citrus and spice
intermingling together with the shifting
of the breeze. The Piskies and Giantheld
who call the isle their home enjoy a
harmonious, agrarian lifestyle centred
around the cultivation and preparation
of special teas. What began as a
collection of rolling tea farms has, over
time, flourished into one of the most
botanically diverse isles with the addition of fruit orchards, spice groves
and herb gardens, creating a complex ecosystem of four different
biomes all on the same island. This horticultural phenomenon is the
result of generations of collecting seeds from across the many isles,
and the sheer amount of love and Belief that was poured into the
caretaking of the farms themselves. As word of this “Isle of Infusions”
began to spread, it became common for visitors to bring gifts of seeds
and clippings to be used in the Welcoming Tea Ceremony.
Today, the biomes of tea, fruit, spices and herbs has become so
incredibly diverse that a more advanced method of maintenance is
required, so the Piskies and Giantheld work together with local fauna
(called Bushtails) to create a vast clockwork ‘forest’, built into the native
trees themselves. This mechanical marvel is powered by Belief and
serves to create the atmospheric elements needed to help the biomes
thrive, increasing or decreasing temperature, rainfall and even wind.
Sky Tram – It is possible to trek across the sprawling island, but many
a savvy traveller will prefer to use the Sky Tram, which follows a
circular, clockwise route between each of the four towers.
102
Archipelago
The Clocktowers – There are four clocktowers on the island, built into
ancient, towering trees that overlook the fields. The towers are an
impressive union between nature and Belief-powered technology,
and each is connected to one of the four specific biomes and links
to a small forest of clockwork trees which contain the mechanisms for
protecting and maintaining the biomes. These towers serve the added
purpose of providing ‘stations’ for the Sky Tram in the lush canopies.
Fauna - Bushtails
Bushtails are small, red-furred, bushy-tailed mammals that live in the
trees of the Isle of Infusions. They are clever and can communicate
easily through chirps and dance-like movements. They formed quite
the symbiotic relationship with the Piskies and
Giantheld of the isle and help maintain the
clockwork forest that keeps the biomes alive.
They have a natural ability to harness the
element of air, which allows them to glide
smoothly from tree to tree, and perform
dextrous feats of acrobatics through the
canopies. While they don’t necessarily drink
tea, they do love honey and therefore also
maintain a special relationship with the
pollinators for each biome. In fact, it’s
common to find Bushtails protecting
small sanctuaries and hives nestled in
the trees themselves, ensuring that the
bees, butterflies, bats and beetles all
have a safe haven.
103
CHAPTER SIX
Properties of the teas and infusions: roll 1d6 for each column
Disbelief
The health of the biomes is ensured by the Belief-powered
clocktowers, and the interconnected forest itself. Lately, there have
been blockages in the system that the Bushtails haven’t been able
to fix, and the biomes are starting to weaken. The fruit is going sour,
tea plants wilting, herbs drying up and spices losing their flavour.
The tea that the Piskies and Giantheld drink has become tainted
and even the Bushtails themselves have been affected, all showing
symptoms of poisoning. As things progress further it becomes clear
that the whole system has been poisoned with Disbelief, and now
dangerous weather anomalies have begun to form! The Pendragons
must navigate the now tumultuous and dangerous forest to find the
blockages in the clockwork system.
104
Archipelago
1: Use the
elements to
defend against
weather It will be much
1: Survive harder to clean
anomalies.
Survival the weather out the blockag-
(Belief 2 anomalies. 2: Pendragons es if they can’t
Barrier) can either get to each of
2: Repair the
navigate on the towers in
Sky Tram.
foot or climb a time.
clocktower to
repair the Sky
Tram.
1: Enlist the
remaining Bushtails Biomes
1: Find the to help find the collapse
Smarts blockages. blockages
2 and the
(Belief
Barrier) 2: Clean out the 2: Find a safe way clockwork
tainted feathers. to remove the forest breaks
Corrupted Glow down.
feathers.
105
CHAPTER SIX
Felisia
This is a land ideal for cats in every way:
fields of greens stretch across one half of
the island while sunny rolling hills cover
the other. Mice run aplenty, and ponds
full of tasty fish are scattered across the
landscape. It is truly a blessed place,
and the Feliseans who live here are
stewards of the earth in return. In the
centre of this peaceful land stands the
towering tree palace of the Felisean
king, Cat Sith (he/him), who has ruled
well and taken great care of the Feliseans of the Nest.
The Great Cat Tree – Rumored to have grown from a branch of the
World Tree, this massive sprawling oak towers over the center of the
island. Its branches are decorated in colourful tassels and ribbons,
tied there by the Nest’s inhabitants. Dotted amongst the branches
are small platforms and homes where Feliseans sun themselves or
gaze out, enjoying their high perch. Occasionally, they can be seen
darting up through the branches of the tree with a small package
to deliver gifts of mice, fish or greens to the king, who resides at the
small palace nestled in the canopy.
The Sunning Hills – The western half of the island is covered in rolling
hills carpeted with lush grass where Feliseans can bask in the sun’s
warmth. Fishing ponds intersperse the hills, sparkling brightly in the
sunlight as fish leap out, almost asking to be caught. Recently,
however, dark clouds have been rolling in over the hills and disrupting
this idyllic scene at a moment’s notice, much to the residents’ dismay.
106
Archipelago
The Green Fields – The eastern half of the island is blanketed in fields
of green catnip and oat grass, interspersed with the occasional
sprig of rosemary and basil, smelling wonderful to Feliseans and
Friends alike. Feliseans meander through the foliage, nibbling on the
greenery and catching field mice for themselves or as an offering
to Cat Sith in order to gain his audience. At the edge of the field
closest to the Great Cat Tree sits a stone shrine to their patron,
Egrain decorated in garlands of woven herbs and grass by way of
honouring the abundance of the island.
107
CHAPTER SIX
Felisean names
2d6 1 2 3 4 5 6
Moon-
2 Starpaw Brightclaw Snowears Fleapelt Clawson
beam
3 Tom Felix Cole Angus Piscin Ailbe
Bar-
5 Junkins Mac Fluffy Sunny Patches
tholomew
Disbelief
Since the Felisean thrive on gathering Belief and redistributing it, they
live in a place where the energy flows freely. To support this, Cat
Sith has regularly hosted picnics, fishing contests, festivals and more
to keep the residents healthy and in tune with the island’s natural
rhythms. However, the events have become few and far between,
and Cat Sith has not been seen for several weeks, much to the
concern of the others.
108
Archipelago
109
CHAPTER SIX
Taliesin’s Mouth
Taliesin’s Mouth is famed for having
the smallest landmass of all the Nests
because a majority of the island is
actually made up of a lake. Best
described as a floating fish bowl, the
globe of water is impenetrable from the
outside and protected by a magical
barrier of Belief. The only entrance is
through an unassuming but closely-
guarded well-shaft situated on a small
amount of land at the top of the globe.
The island is also famed for its largest inhabitant - a gigantic salmon
gifted with prophetic power, and the sages that serve it.
Tobar Segais – This small stretch of land serves as the entrance to the
island’s watery domain. It consists of a well spring, surrounded by a
ring of hazel trees that many of the island’s visitors claim have sung
or whispered to them. The well is guarded by a group of Merrows
in their land-based form, who ask those wanting to visit the Bóchra
Salmon for tribute and test them with riddles before allowing entry.
The tribute is considered vital, and can consist of anything from small
trinkets, to coins, to buttons. The Merrows claim that the riddles are
also necessary, but they are mostly to alleviate boredom.
110
Archipelago
Fauna
Taliesin’s Mouth is home to all manner
of Friends, fae and beasts. Knick-Knack
Ridge serves as the home for most of
them - here you will find a few Bucca,
as well as some Merfolk. They are hard-
working and friendly, happy to invite
strangers into their homes as long as they
have paid the very reasonable toll of a
trinket or two at Tobar Segais.
111
CHAPTER SIX
The Bóchra Salmon itself is also a unique part of the fauna within
Taliesin’s Mouth. The size of a blue whale, the fish is beautiful to
behold. Its scales shimmer in various shades of pink that seem to
change with its movements. Many who come to see the Salmon
expect an enigmatic, solemn creature and are often pleasantly
surprised by its affectionate and kind nature. The biggest mystery
surrounds its diet - the Glow sages that take care of it create a
special mixture of flakes for it to feed upon, though they share the
recipe with no one.
Knick-Knacks
2d6 1 2 3 4 5 6
1 a silver coin
a stone cracked an ornate painted a square
figurine jewellry box fan egg shells button
a pair of a kelp a bag of a fish an empty
2 socks bracelet fool’s gold mobile
a signet ring
bottle
Disbelief
Recently, since Belief began to falter, Taliesin’s Mouth has begun to
undergo some rather disturbing changes. The Glow sages that take
care of the Salmon have begun to report odd, indistinct ramblings
from it. They have never seen the bubbles so strangely shaped or
indistinct, and have tried many different methods to cure it, but to
no avail. As word of this spread, visitors to the island have dropped in
numbers for fear that the prophetic fish is losing its powers.
112
Archipelago
Convince the
Social 1: Convince The
1 population that
(Belief residents that all population
the Salmon is
Barrier) will be well. panics.
recovering.
113
CHAPTER SIX
Sanctum Opus
This is a place long bereft of the being
who created it, who shaped it from
matter, and bound it with Belief. The
landscape is beautiful yet somehow
unfinished, like a workshop scattered
with half-filled canvases, lost and
forgotten. It is still, save for when a
breeze remembers to blow, silent,
save for when a sound remembers to
ring out. The Glow rarely visit Sanctum
Opus, and on leaving soon forgot
the experience. Sometimes visitors wake up here unexpectedly,
believing they are still dreaming, but they never remain for long. The
Opuses are the sole residents now, odd multiform entities lingering in
the absence of their parent and creator.
Vacant Seat – They were a giant, or a witch of the old world, or one
of the Inspired, or none of those things. Perhaps they were something
entirely different. Whatever they were, now they are gone. Their
great seat remains, made of stone and soul and stories, bearing
a small carved triangle on the back. The seat is fixed firmly at the
heart of the Sanctum, overlooking timeless meadows, surrounded by
stools of all sizes for their children. The Opuses still gather here each
evening, sitting in a broken circle, listening for bedtime stories long
since lost in the forgotten past.
114
Archipelago
a lake of sparkling foam. Rich and abundant are the materials of this
land, and all over are signs of their use, as though they were paints
arranged on a palette, drawn up, blended and put to purpose. All
through these dense and varied biomes the Opuses wander and
play amongst the matter of their being.
115
CHAPTER SIX
2d6 1 2 3 4 5 6
Disbelief
When the Nimbus mother took Sanctum Opus for a Nest, the Belief
emanating from her eggs breathed life back into this long dormant
place. While replete with Belief, the Sanctum is more alike to how it
was in the past: a comforting place, a haven. As waves of Disbelief
spread, however, it caused deterioration all across the island and
especially within the Opuses. An Opus strongly affected by Disbelief
can be unpredictable and even hostile.
116
Archipelago
117
CHAPTER SIX
Llewyrch
[loo-wirk]
This island floats in the shade of several
other Nests, swathed in deep shadows at
all times. In response, the flora and fauna
of the area have evolved to produce
their own light - brilliant bioluminescence
in a vast spectra of colours. The Glow
who call Llewyrch home are proud to
care for these brilliant creatures and
share the stories of their beauty with
visitors and passers-by.
The appeal of Llewyrch lies in the rich diversity of its plant and animal
life. Even creatures that would be considered unremarkable to some
are made mystical here by the glowing patterning they boast. From
the largest birds and elk down to the smallest of lizards and insects,
no creature is left without the gentle, beautiful glow of Llewyrch.
The Ever-Tree – The largest and brightest of Llewyrch’s plant life, the
Ever-Tree has grown since time immemorial. Veins of light gently
gleam from the cracks in the bark, and its blossoms are sung about
throughout the Nests. Seeds of the Ever-Tree have been sown across
Llewyrch, smaller versions of it growing and connecting to the roots.
During Blooming Season, Glow come from all over to witness the
brightest nights of the year and hope to catch a falling blossom.
118
Archipelago
119
CHAPTER SIX
The moods and colours of Llewyrch’s glow shift with time and circumstance.
Roll on the following tables to determine which creatures you may
encounter, and what colour family their markings have taken on.
1 Rodents 1 Blue-Violet
2 Amphibians 2 Green
3 Birds 3 Yellow
4 Canines 4 Orange
5 Reptiles 5 Red
Disbelief
The residents of Llewyrch are practised in carefully harvesting the
fruits, flowers and wonders of the Nest, never taking more than they
need. Lately Wyrm Pirates have appeared from the surrounding Nests
to steal the glowing wildlife in great quantities, causing damage to
the ecosystem as a whole. Across Llewyrch, the flora and fauna have
been growing dimmer. In some places, there are even young being
born without bioluminescent patterning. Since the pirates arrives,
the Blooming Seasons have been shorter and less striking, with fewer
blossoms and seeds dropping for future generations of the Ever-Tree.
120
Archipelago
1: Egg
remains
1: Determine
hidden and
where the 1: Shape fire to
Smarts cannot be
Nimbus egg see better in the
(Belief retrieved.
Barrier) has been darkened forest.
2 hidden. 2: Another
2: Shape earth or air
Survival forager
(Belief 2: Acquire to reach the egg’s
notices that
Barrier) the egg location and return
you have
safely and with it.
the egg,
securely.
and may
follow.
121
CHAPTER SIX
Taranis
This floating island is a cluster of craggy
mountains which are honeycombed
with caves and perpetually wracked
with lightning. The mountains are
veined with copper and gold ore,
giving the Nest an ethereal aura
whenever sunlight manages to break
through the angry storm clouds. The
Knockers here mine the ore as needed,
but are mostly content to tend to the
fungus farms in the safety of their vast
cave networks. Recently though, the discovery of a valuable ore has
led to Wyrm Pirates exploiting Knockers by way of bribery and lies.
With the Friends focussed on mining the ore, the Wyrms were able to
steal a Nimbus egg and trigger the island’s downfall.
122
Archipelago
Gold Forest – In a high caldera atop the summit of Mount Esus, one
of the three tallest peaks of the Nest, is a forest of trees that each
gleam like polished gold. These are the Argead pines and during
thunderstorms they draw lightning strikes and appear to thrive on the
incredible heat and electricity of the craggy bolts. The white wood
of the Argead pine is a perfect insulator of electricity, and a golden
sprig from one of these trees has incredible magical capabilities, but
obtaining such a thing is a daunting prospect.
123
CHAPTER SIX
Wyrm’s
1 Spire of Vorm’s Knockers’
Toranos Redemp- Berach
Athelyn Bane Peak
tion
3 Gwladus
Mount Mor- Golden The Cormac’s
the Widow- Greenfall
rigan Spear Banish Point
maker
4 Teutates
Flann’s Cave’s The Golden Thunder’s
Point Crown Needle Scian Reach
5 Friend’s
Darkspire
Mount Pate of Glow’s Bronze
Folly Catell Cailleach Pride Bride
Disbelief
Taranis is increasingly under assault from Wyrm Pirates who recklessly
mine the mountain caves for the precious ore. The mining has caused
some cave systems to collapse, and seems to have somehow
intensified the thunderstorms surrounding the Nest. As the mining
continues, the lightning strikes become more frequent and aggressive,
disrupting all life in and around Taranis.
124
Archipelago
Climb along
Speed 1: Navigate Air can propel you sheer rock faces
(Belief 1 down a split- forward, earth can and barely
Barrier) ting valley. slow the cracking. make it to
safety.
1: Miners
swear they will
1: Convince
1: Illuminate the get back to
miners to return
cave with fire to mining once
home.
show the damage they hear
2: Confront the to the mountains. from their
Social
2 Wyrm Pirate bosses.
(Belief 2: Use the elements
Barrier) in charge of
to lift them where 2: They
operations and
they can observe promise to
explain the
the destruction to cease all
calamity they
the mountains. mining, but
are causing.
have their
claws crossed.
125
CHAPTER SIX
Holy Crypts – They say Belief is strongest in the darkest of nights and
the Holy Crypts are a perfect test. Pitch black except for the will of
the strongest flames, it is an interconnected labyrinth in the belly of
the ruins of the Whispering Basilica. Here lie altars, wells and tombs
of saints, once believed to be awoken by the right word. They
may have treasures for you, a sure boon to any injured or hopeless
Pendragon.
Cliff Bluffs – Only the points of the ruined Basilica remain, dotting
the edges of the bluffs on this isle. A howling wind can be heard as
it tunnels through the yawn of the landscape. If you listen carefully,
you can still hear the hymn of the Belief that used to pulse and
bellow here. Now there is only the crackling of the flower roots and
your own songs echo in a strange manner. The wind may be strong
enough to glide with, but you are unsure. The Basilica used to house
something important, as old as the isle itself, but the Glow refuse to
speak of it.
126
Archipelago
Brief Pastures – The flowers morph into a riot of different blooms and
shrink to a mortal’s size near the foot of the valley. Here you see brief
pastures of Glow houses, villagers who seem kind and are welcoming
to visitors. They are masters of rare fauna, and archive the histories of
legendary folk who have previously served the Nimbus Mother and
her Nests.
127
CHAPTER SIX
Disbelief
The Disbelief has made the Saints, Glow and the flowers here weaker;
a mere fragment of what they once were. They are fed by raw Belief
and stories, but there is only an echo of their song now carried on the
winds to other isles. They would like to believe in hope, in stories that
breathe life and in acts of legendary courage. Disbelief has made
them doubtful.
Scenario: Help Glow fish a lost item from the Saints Well
Description
Archetype Levels (per round) Tips Failure
1: Help re-
Smarts Nominate your Pendragons
1 trieve the lost
(Belief water Shaper as get stuck in the
item from the
Barrier) Leader. Haunted Well.
Well.
128
Archipelago
Description
Archetype Levels (per round) Tips Failure
129
CHAPTER SIX
Aquataine
Aquataine consists of a large, densely
forested flat base comprised mostly
of a glimmering lake surrounded by
treehouse-style dwellings. The circular
island is framed by mountains that
peak in two uneven ridges to the
north. There are several open caverns
amongst the mountains that show
glimpses of the fast-moving canals that
transport people across the Nest. Vast
waterfalls stream down from the tops of
the two peaks to the lake below.
Crystal Lake – The impossibly clear waters are always refreshing and
cool in this large central feature, the mainstay of both life and leisure
on Aquataine. The merfolk have built their homes among a resort
of taverns, eateries and luxurious rooms for rent. Many of the splash
tunnels lead back to Crystal Lake, through exhilarating turns and
drops that accommodate all ages. The lake is often filled with visitors
looking for recreation and relaxation, its sandy beaches lined with
lounge chairs, umbrellas and Piskie-invented watercraft.
130
Archipelago
Jagged Tooth Peaks – The twin peaks that rise above Crystal Lake
are filled with splash tunnels, most of which seem to end at an apex.
The roaring waters push uphill, providing easy access to any and
all that wish to gaze out from these soaring heights. For those more
rugged adventurers, a challenging hike through the thick forest
awaits. However, the woods are home to primal dangerous beasts.
131
CHAPTER SIX
Disbelief
Lately, the enchanted splash tunnels have led people astray,
depositing them either at the top of the Jagged Tooth Peaks or at
the deepest region of Crystal Lake. Disbelief must be affecting the
magic of the enchanted canals, or perhaps weakening the ancient
Lake Spirit. Fearing for the safety of their residents and visitors, the
merfolk have blocked off certain access points to the splash tunnels,
especially those that weave through the mountain range. Rumours
suggest that some merfolk have ignored these warnings and have
since disappeared. Some of the locals believe that the Lake Spirit
is saddened or weakened by the closure of the tunnels, no longer
able to hear the laughter and joy of its passengers. Confusion
and disagreement has overwhelmed the merfolk elders charged
with making decisions about the island. As such, the locals mostly
downplay the severity of their troubles, hoping to maintain as much
of the resort aesthetic as possible. Unfortunately, finding answers may
require strong swimmers.
132
Archipelago
Splash tunnels
1: Discover
Smarts take you to
the Corrupt- Must interact with
(Belief 1 the summit of
Barrier) ed water the water.
Jagged Tooth
sprites.
Peaks.
1: Convince as
many merfolk to
Social help as possible. 2: Clear any The Disbelief
(Belief 2 2: Lead the Corrupted water remains
Barrier) effort to aid the sprites. strong.
Lake Spirit and
earn an egg.
133
CHAPTER SIX
Aisling’cara:
The Isle of Dream Friends
Songs of the fabled floating island of
dream friends have long been sung
to children as they nod off to sleep. A
place where all the imaginary friends,
who guide children through troubled
dreams, live together in harmony. What
if you were to learn that it is not a fable
at all, but real? Aisling’cara is a floating
island where imaginary friends go once
they have completed their journey with
a child. Here the fantastical beings,
born of wondrous imagination, live in peace with one another,
hidden safe from the awoken world by magic older than Mab
herself. Though, as the Nimbus Mother’s strength wavers, so too has
the barrier around Aisling’cara, leaving the untapped power and
potential of imagination itself open to those who would misuse it.
134
Archipelago
The Cave of Nightmares – As with all things, light and dark must be in
balance and there is only one dark place on Aisling’cara, only one part
to have been touched by night and shadow. The dream friends call
it Uamh Tromluí, the cave of nightmares, and it's a place they do not
venture near. For every dark and frightening thing that haunts a child’s
dream is banished to this dark place. The key to each cell within is tied
to the dream friend who captured it and the gates that hold the prison
closed are powered by the magic from the Nimbus egg.
135
CHAPTER SIX
5
Crystalline / Fluffy / Striped / Horned / Glowing / Thorny /
Squirrel Fish Dragonfly Ladybug Cow Wolf
Vine-
Green / Rainbow / Singing / Translucent Purple /
6 covered /
Duck Raven Bumblebee / Buttefly Mouse
Seal
Disbelief
Born of imagination, the dream friends’ very existence relies upon
Belief and so too does the magical barrier around their Nest and the
prison that holds back the nightmares from the world. If the Nimbus
egg - whose magic has kept the prison gates sealed - were to go
missing, a dense grey mist would settle on the Forest of Memory and
many dream friends would start to disappear.
A Wyrm Pirate ship has been seen scouting the island and something
is stirring inside the cave of nightmares. The shapeshifting Gatekeeper
has gone missing and it’s only a matter of time before the egg is
compromised and the gates break open. The dream friends are in
desperate need of help and look to the reflecting pool. They call out
to the Pendragons they once protected, now asking for their aid in
return. Who will answer the call? Will the egg be kept safe? Who will
enter the caves and hold back the nightmares from the world.
136
Archipelago
1: The band
1: Use Shaping of Wyrm Pi-
to create a rates succeed
1: Approach the distraction in capturing
Survival
(Belief pirates as they allowing you the dream
Barrier) are capturing to approach friends and
dream friends. unnoticed. then return for
and 2
2: Drive away 2: Use Shaping the unguard-
Sword the Wyrm Pirates to force the ed egg.
(Disbelief Unable to
and free their pirates away or
Battle) move on to
prisoners. to impress them
and deescalate round two.
the situation. 2: Repeat until
successful.
If you wish to turn this into an ongoing quest for your Pendragons,
see the following: When any of the dream friends are taken by force
from Aisling’cara, the very nightmares they helped imprison will be
immediately unleashed on the island and the world.
Can the Pendragons find and capture them all?
137
CHAPTER SIX
The Lyre Wood – A grove of trees with one giant elm in the centre,
where the birds and insects gather for nightly concerts. The roots of
the trees act as seats for listeners, and vibrate along with the music.
The birds sing in harmony with the sunset and twilight, their feathers
changing colour to match. The leaves and branches of the trees
sway in time and vibrant flowers blossom with the melody.
Streams of Many Colours and Sounds – A stream that splits into seven
separate tributaries, each with their own colours, creating a unique
pitch. Through the run of the stream, occasionally the tributaries
cross, creating a fresh colour and sound. Many inhabitants head to
138
Archipelago
this stream to mix their own music in bowls. The water is pure and safe
to drink without filtering. Drinking different colour combinations can
soothe a savage beast, rest a weary heart, give wings to the mind or
flight to the imagination.
139
CHAPTER SIX
Song Types
2d6 1 2 3 4 5 6
Cao- Concer-
3 Partita Canon Sean-nos Concerto
ineadh tino
Sara-
4 Prelude Fugue Gigue Rondo Etude
bande
Disbelief
The eggs were held at the top of the natural amphitheater known
as Aria’s Peak. The vibrations reverberating from the path and the
aurora of colours surrounding the Nest created an area of safety for
the Nimbus egg. The egg could often be seen rocking back and
forth to the rhythms of the island, adding its own beat to the natural
harmonies.
No one knows how the Nimbus egg went missing, but suddenly it
was gone. The natural rhythms of the island would have alerted any
of the islanders of a trespasser, but somehow the thief was able to
move completely undetected. With the egg gone, Disbelief enters
the heart of the island.
140
Archipelago
Earth: Shape a
dam to stop the The stream
1: Find a way grey water to buy loses all
Speed
to bring music colour, goes
(Belief 1 more time.
Barrier) quickly to the still and more
stream. Shape elements to creatures
create your own leave.
music.
141
CHAPTER SEVEN
Appendices
142
Appendices
152 Acknowledgements
159 Index
143
CHAPTER SEVEN
Emotions
American Sign Language
144
Appendices
145
CHAPTER SEVEN
Flight
American Sign Language
146
Appendices
147
CHAPTER SEVEN
Lexicon
American Sign Language
148
Appendices
149
CHAPTER SEVEN
Environment
American Sign Language
150
Appendices
151
CHAPTER SEVEN
Acknowledgements
Inspired
Jeff Green - 'Pippa the Peerless Yarwood' Eric Brooke - 'Erica'
Terrence Micheau - 'Finch Galpin' Jordan U - 'Kobajlo'
Valerie Haikin - 'Raiven Solaris' Kyle-Steven Porter - 'Yair'
Amy Stetzl - 'Amber Julian' David B - 'Mouse Candlemeter'
Miki - 'Mossy' Jamileh Delcambre - 'Gemma Matlock'
Silver Apples
Alicia Herrington James Rivyer Tyler Lee David Rusbarsky
Bex R Ciccone Null Waite Drew Tschetter
Jocelyn Blair Claire Jackson Frederick Dalpe Ed Irishsquare
GamerMomLuna Helia James Moore Kyle
DC Bradshaw Alexa Adams Ian Maddox Eric Torres
Shane Glodoski Adam Jung lilpoltergist Mathew Reggie
casey Sarah Lachelt Matt Gauger Vincent Lorditch
Rebekah Vogel René-Pier Deshaies- Ryujin107 Laura Auxier
Ryan G. Coleman Gélinas Elisabeth Millenbruch Tebra Hansing
Hannah Wynn Russell Carter Andrew Sprague Alexandre Francoeur-
Jester X Mo Bethan Nye Barbeau
Robert Woford Emily Irwin Courtney Stover acanerossi
Andrea Humphries Marren MacAdam Jen Edwards Tess
Parable Games Amy O’Neill Kristin Janet Schebye
TK Vincent DBL Vanessa Voth Knudsen
Kerry Young Carrie Mowan Live Real Press James Roper
Rebecca Boester Gee Jeff Weltman FootSpaz
Michael Ford Tyler Conlee Jesse Butler Katharine Clements
Brandon Wright Charlie Sheridan Zachary Lee Megan Englert
Megan Timperley Greg Atkinson Mikaela Wantz Katie Kraeski
shion ThousandFacedHero Andrew Alex Levene
Saul Dudley Cory Williamsen Stephanie Borsos Joseph
Sara Mahoney jennifer chapman Jen Templer Phillip Bailey
Kaze1981 Madison Cerys Harmer Jenny Williamson
Emily Burt Shervyn von Hoerl Pixelinguist OttiwottiAmy
Dillman's Dungeon Renee Smith Zassimick SteveWes Moots
152
Appendices
153
CHAPTER SEVEN
154
Appendices
155
CHAPTER SEVEN
Nimbus
Jimmy Bui Katy Levi Davis Ashley Head
Theo Dana Sobel Andy Flores Zeke Nelsons
Adam L Burchett Daniel Coulter Jessica Lynne Hardy
Kathryn Andrews Hannah Felton Leandro Nascimento Michael Oram
Ellie Turley Jessi Deane Pantazis Tyler Eon Madi
Michael Nason Paul Doughty Robert Duff Abigail Godsell
Daniel Ellison Ed Tony Vernola abirdeen
Gems Katherine Miller Ewan Nolte abbea jackson
Wendigo Workshop Hannah Skinner robert bellah Cat Dewater
Louise Stanhope Catherine H Jan Artoos Nat Turner
Cat Andrews Nicky Power Alesha Matthes Skye
Kat Ewan Martin Evan Jones lisa
Red Oaks Creative Jeremiah Kalleck Stefan Gevaert MarkChung
John-Falcon Pileri Brenda Prince Anna Cathleen Sandrine FOUNGUI
Josiah Bradbury Nathan Lurz Gheen Aaron Bolyard
Adam Palasics Krystal Bohannan Sean Erickson Emily Millar
Andrew Fudge Stephanie Ashley Cheesman Piper
Dice Kapital John Dodd Jeannine Linnane Skidar
Matt Upchurch Lex Bobrow Michael Street Lucas Almeida
Grahame Turner Benn Mace Travis Beagles Tristan Gibson
CTLucina Amy Elliott Howell Tony Cassidy
Richard Flanagan Lestat Smith Isaac Nagel Paul Young
Angela Larkin Crosher Marie Lafranque Kristen Kavanaugh Peter Robert Prokop
Lor Marcus Funke Maryanne Cullinan Azimuth
John Bert Andrew Wright Eric the baker Holly
Nimueh Ari Ibsen Thomas Coulam Kaitlin Hoekstra
Alan Elliman Danielle Thuen Jones Ararora Oakencrown
Amy Turnbull Jennifer Feutz Natalie McLeod Susan
Stephanie Bryant Tim Saucer Anna Morgan Mara Crim
vae_everywhere Crystal E. Listerman Goldberg Tanya Keenan
Kristopher Green Zach Graham John Welker Skye
Josh Cookson Esther Phillips Julio Capa John Howell
ell0 Jan Stürmer Dan Watts Sara Emmins
Steve Sears Rufus Glyn Dramierofthe8 Hollie
K. A. Brown Jessica Ross Jared Keegan Webb Oddtwang
Rebecca Ann West Rafael Lopes Honor Turner Gemma Sparkes
Joanna McCleland Lily Frenette Anne-Marie Martin Rene Legault
Steve Bonsall Holy Moly Mercedes Roberts Katherine A. Winter
infernalExDraco Sasha Yvonne Chung Samantha Wendorf
156
Appendices
157
CHAPTER SEVEN
158
Appendices
Index
Corruption 28, 54, 57 golden eggs 3, 9, 28
A Crests 3, 16, 36, 40 Gold Forest 123
Àirdreans 63, 64
Crystal Lake 130, 132 Grail Guide 10, 53, 61
Aislin 66
Grail tool 11, 12
Aisling’cara 134 D Grand Orrery 98
All’s Well 15, 54, 95, 107 Dawnlight Braventyr 82 Greatree 74, 75
Amber Julian 45 Disbelief 9, 13, 28, 36, 56 Great Smeltworks 122
Anders 66 Dissonance 140 Guinevere 9, 15, 22, 36,
Aquataine 130 Dream Cascade 66 54, 95
Archipelago 3, 6, 13, 39, Dream Friends 135
46, 50, 61 dyslexia 11 H
Archives of the Blooming Head Shrine 86
Tower 74 E Hiveland 94
Aria’s Peak 140 Eggshelter 3, 40, 46 Holy Crypts 126
Arthur 9, 15, 22, 54, 95 Egrain 31, 34, 86 Hulum 66
Athelyn 32, 34, 79, 86 Emotions 144
Enrir Colden 83 I
B Environment 150 Ice Sculpting 82
Base Camp 67 Erica 25 Illustrious Crest 82
Beck 6, 17, 20, 40 Etain Felldem 70 Isle of Infusions 102
Belief 3, 9, 13, 15, 22, 36, 95 Isle of the Conchord 138
Biomes 103 F Isle of the Rising Water 78
Blodeuwedd 129 Farmland 78 Isle of Unbelieved Saints
Bóchra Salmon 112 Fatima 49, 50 126
Branches of the Greatree Feathering 3, 9, 49, 50, 51
74 Feather Springs 66 J
Brief Pastures 127 Feliseans 107 Jagged Tooth Peaks 131,
Bucca 15, 34, 78, 80 Felisia 106 132
Bushtails 103, 104 Finch Galpin 40, 45
Flight 146 K
C Friends 15, 34, 67, 70, 78, Kendis 3, 6, 45
Calamity 56 83, 86, 122 Kenna 6, 17, 18, 40
Calamity Meter 56 Kilna 31, 34, 62
campaign setting 9 G Knick-Knack Ridge 111
Capra 15, 23, 34, 62 Gamba Crickets 139 Knocker 15, 34, 39, 70, 122,
Cat Sith 106, 107, 109 Garden Igloo 82 125
Cauldroners 99, 101 Gatekeeper 136 Kobajlo 25
Cave of Nightmares 137 Gemma Matlock 27
Ceffyl Dŵr 79, 81 Giantheld 15, 34, 66, 70, L
Chimes of Crux 62 82, 85, 102 Leighbugs 74, 75, 77
Cliff Bluffs 126 Glimmer 15, 34, 62, 64, 70 Lexicon 148
Club Lightning 71 Glow 3, 6, 13, 15, 34, 40, Lightlift 3, 24, 39, 45, 46,
Coedwig Madarch 119 50, 54, 66, 67, 70, 49, 57
consent questionnaire 3, 82, 86, 95, 114, 118, Llewyrch 118
11, 12 127 Lost Condominium 115
Corentin 6, 17, 21, 40 Gnarly Roots Orchard 90, Luss 70, 71
Corrupted Glow 3, 28, 30, 93 Luss’ Treasure Hunt 70
108, 117
159
CHAPTER SEVEN
160
This page is intentionally left blank
The ground drops away as they soar upward, sky bound.
The huge wings of Feathersilk, their Nimbus, gently beat
beneath them as they feel the air rushing past; lifting their
hair and stinging their eyes. Tentatively at first, then more
confidently, they use their hands to feather “Faster” and
Feathersilk puts on a burst of speed. They laugh, a mixture
of nerves and exhilaration, as they gaze out over the vast
Archipelago below.
Key features:
8 Family-friendly! Game suitable for 13+
8 Simple and fun dice mechanics
8 Emphasis on teamwork and cooperation
8 20+ islands for you to explore featuring unique
landmarks, fauna and challenges
8 New vocabulary to further develop your
sign language skills