| decade ago, the Queen died, and hor wards by Got Hoi
sociareemomememesmones THE FIVE: das Tighe, 206
industry, and tol, and ceaseless labour. We fight
back againtits armies but we ara dwinding few. "RPG abowk honour and sacrifice
|| SILK, a noble from the land of Tall Towers
When you draw a crowd, show an understanding
ofthe fine things in ite, oF fabricate evidence, rll
306.
When you throw what’ lf of your fortune around,
fight ina due, or hide your terrible secret, ol 206.
|-Wmen you do anything else, rol 106
|CANDLE, a priest from foreign lands
- When you hide from sight, speak withthe dead, or
compel the zealous and faithful, roll 306.
When you perform unsetting sorceres, show
someone you're just ike they are, or create a
distraction, roll 206.
When you do anything else, roll 106.
CROWN, the Queen's bastard child from the
blasted hinterlands
| When you dive others onward, defend those stil
loyal to the Queen, or bring solace to the common
folk, roll 306.
When you channel your mother's ancient wards,
build something with your own two hands, or fall
back into your father's bad habits, roll 206,
= When you do anything else, roll 1D8.
‘There are five knights who defend this place; five
knights who serve a dead Queen and who, fighting
the corruption, became infected by it. We love them,
‘and fear them, and hate them.
MALFORMATION
4: Teeth replaced with sharp, whirring cogs
2: Eyes become shivering brass orbs
Blood thickens and tus to cil
Extra joints in arms and legs
Fingemails grow into barbed hooks and blades
Organs liquefy and leak out of you
‘Stomach bums organic materials like a furnace
Face seals over with impassive brass mask
‘Skin rots away like leather over iron
3:
4:
5:
6
z
8
9:
10: Glass homs grow from your head {
LOCK, a guard from the capital city
Yen you put yoursetn danger to Keep the
peace invoke the Dead Queen's Oath o restrain
someone, rll 306.
- When you get people to safety, forty or rpair a
structure, or share one dink too many with
someone, rll 208.
When you do anything else, rol 106.
STONE, an archer from the great forest
When you endure pain forthe other knights, bring
peace to the sick and dying, or lead people to
forgotten places, roll 306.
When you attack from hiding, speak with the
ancient tongue, or sniff out corruption, roll 206,
= When you do anything else, roll 1D6.
to play
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0
a
#
3
x
3
| WE'RE PROTECTING (roll
twica, re-roll doubles):
| 1: Our families and friends
2: The Council of Sages
|3: A neighbouring nation
4: The Queen's final intact ward
| 5:A sacred font, stil free from
‘corruption,
6: The great library
7: The abandoned palace
8: The only safe port out of
here
9: The supplies you'll need to
| survive winter
10: The walls that keep the
‘corruption bound in our lands
| FORCES OF CORRUPTION
{roll twice, re-roll double
1: Legions of
ceaselessly-marching troops
2: Infiltrators in the Council of
‘Sages
3: Horrors emerging from
| iron-bound "gates"
4: A vile difference engine in
the wastelands
5: Rusty masts that spread a
‘maddening signal
6: Burrowing, once-human
| creatures beneath
| 7 Aawarm otro ct,
blotting out the sun
8: An oily, narcotic substance
that perverts the mind
9: Great underground wyrms
| that consume vilages
|
(Gorguetion TRACK
vu
10: Vast iron tree that
‘consumes all ife around it
‘Dice
oo 4
peopeosens 2
cancoana
Sbaananaos >
Ar
‘SYSTEM
When you act and the outcome is in doubt, roll a
‘number of D6 indicated by your abiliies.tf one
shows 4 or more, you succeed but take harm. f two
‘or more show 4 or more, you succeed without
‘complication.
HARM
‘When you receive harm, as dictated by the
narrative and your dice rolls, mark an X next to your
character and roll a D8. If you roll equal to or under
the number of X's you've marked, you are unable to
act. You can choose to ignore this and act anyway,
but if you roll under your X's again, you succumb to
‘corruption and become an agent of the enemy - the
‘GM now controls your character.
Remove X's when you rest, commune with the
Queen's spirit, and resupply.
‘CORRUPTION DICE
Begin play with one corruption dice - it should be a
diferent colour from the other, normal dice. Aways
roll your corruption dice in addition to your normal
pool.
When you harm, betray, deceive or ruin, each
corruption dice that shows four or more counts as a
success.
When you protect, nurture, repair, nourish or
charm, each corruption dice that shows four or
more eliminates successful normal dice from the
pool.
fan action is neither harmful or protective,
Corruption dice have no effect on the success or
failure of the action, but they can stil result in
‘adding corruption to your character (see below).
Each time a corruption dice shows four or more,
‘ad a point of corruption to your character. At
Certain corruption milestones, your amount of
‘cortuption dice will increase. When you gain a dice,
‘oll on the matformation table to determine what
‘about your character changes.