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Duke Whitetalon

EYRIE DYNASTIES

Duke Orias Whitetalon is the latest in a long


line of Whitetalons, all of whom have occupied
positions on or near the throne of the Dynasties.
He is determined to ensure that his children
have the same legacy preserved for them.
Duke Whitetalon • Eagle

INJURY 3 EXHAUSTION 3 WEAR 4


MORALE 2 Harm Dealt: 2 injury

Drive
To assert dominance over the whole of the
Woodland
Moves
• Make a pointed and dire threat
• Attack from a position of superiority
• Flee from a losing battle
Equipment
The Whitetalon (ancestral family sword)

Request for the vagabonds:


Enter a clearing and secretly
create an opening in the clearing’s
defenses for his troops.
Count Goshawk

EYRIE DYNASTIES

Count Eamon Goshawk is of the Goshawk


branch of Eyrie royalty—always nobles, rarely
leaders. Eamon plans to stay close to power
and come out of the war near the top.
Count Goshawk • Goshawk

INJURY 1 EXHAUSTION 2 WEAR 2


MORALE 2 Harm Dealt: 1 exhaustion

Drive
To side with the winners of the war in the
Woodland
Moves
• Offer a bribe or reward
• Backstab at an opportune moment
• Blackmail into submission
Equipment
Globus Accipiter (scepter of office)

Request for the vagabonds:


Carry a message of secret
alliance to an official of
the Marquisate.
Jocosa

EYRIE DYNASTIES

Jocosa is a brilliant librarian scholar of


the Eyrie Dynasties, committed above all
else to record and preserve the past. She is
committed to the Eyrie only because it has
the greatest archives, to her knowledge.
Jocosa • Kestrel

INJURY 1 EXHAUSTION 1 WEAR 1


MORALE 3 Harm Dealt: 1 exhaustion

Drive
To protect the legacy and history of the
Eyrie
Moves
• Provide valuable information
• Desperately attack a threat to the books
• Request and record insight and history
Equipment
“An Accumulated History of the Eyrie”

Request for the vagabonds:


Enter a ruin to retrieve a lost
chronicle of an ancient
Eyrie kingdom.
Dame Royse

EYRIE DYNASTIES

Dame Royse, honored knight of the Eyrie Dynasties


and bearer of the Bluecloak, is one of the few non-
avian legendary figures in the Eyrie. She commits to
her ideals and her duties, to the point of overlooking
many of the Eyrie’s greater transgressions.
Dame Royse • Mouse

INJURY 2 EXHAUSTION 2 WEAR 3


MORALE 3 Harm Dealt: 1 injury

Drive
To uphold her honor and reputation
Moves
• Take on a worthy cause
• Defend a weak or defenseless victim
• Challenge to a duel
Equipment
Short sword, the Bluecloak (an honorable
badge of office)

Request for the vagabonds:


Aid her in bringing a rogue
Eyrie knight to justice.
Tenney “The Bard”

EYRIE DYNASTIES

Tenney is “the Bard,” troubadour of the Eyrie Dynasties


and singer of their songs and stories. Sponsoring
Tenney grants status for nobles of the Eyrie, and
Tenney relies on that to live comfortably. The more
powerful the noble who sponsors him, the greater his
fame and status, and the more comfortable his life.
Tenney “The Bard” • Fox

INJURY 1 EXHAUSTION 2 WEAR 1


MORALE 2 Harm Dealt: 1 exhaustion

Drive
To rise in status and prominence in the
Woodland
Moves
• Put on a beautiful performance
• Shower with sycophantic praise
• Flee from violence
Equipment
Brass trumpet

Request for the vagabonds:


Protect his life from aristocrats
incensed by some of his
satirical songs.
Squire Dye

EYRIE DYNASTIES

Dye is a squire and loyal courier within the Eyrie


Dynasties, known for being fleet of foot and
always capable of getting the message through.
She does tend to read the messages, however, and
sometimes takes it upon herself to alter them to
keep the Eyrie from indulging its worst instincts.
Squire Dye • Rabbit

INJURY 2 EXHAUSTION 3 WEAR 1


MORALE 2 Harm Dealt: 1 exhaustion

Drive
To temper the Eyrie’s worst impulses
Moves
• Acrobatically escape from attacks
• Offer help to those in need
• Defuse a dangerous situation with words
Equipment
Massive backpack

Request for the vagabonds:


Help cover up the changes she
made to a missive to prevent
a massacre.
Avocat Estienne

MARQUISATE

Estienne is an avocat, a master bureaucrat


and wielder of Marquisate law. She believes
that the law will win out over any foe or
injustice, and won’t hesitate to use it to
crack down on “undesirable elements.”
Avocat Estienne • Cat

INJURY 1 EXHAUSTION 2 WEAR 1


MORALE 2 Harm Dealt: 1 exhaustion

Drive
To enforce and expand Marquisate law
Moves
• Seize ill-gotten goods
• Hide behind guards and soldiers
• Record and spread word of misdeeds
Equipment
Bundles of Marquisate law and record

Request for the vagabonds:


Seize goods she has identified
as illegally withheld from taxes
by local merchants.
Catdoux Garnier

MARQUISATE

Garnier came with the Marquise de Cat as


a common soldier, seeing an opportunity.
He has already risen to the rank of Catdoux
(gentlecat). He aims for still more power, and
is willing to do whatever it takes to achieve it.
Catdoux Garnier • Cat

INJURY 2 EXHAUSTION 2 WEAR 2


MORALE 1 Harm Dealt: 1 injury

Drive
To rise in the ranks of the Marquisate
Moves
• Make self-serving illicit deals
• Backstab an opportune target
• Spring a trap
Equipment
Assorted knives

Request for the vagabonds:


Infiltrate, spy on, and collect
blackmail against a rival noble.
Master Daw

MARQUISATE

Master Daw is a knighted servant of the


Marquisate. He is a capable fighter and soldier
for the Marquisate, and he truly believes in their
order and their ability to improve the Woodland.
Master Daw • Rabbit

INJURY 3 EXHAUSTION 2 WEAR 3


MORALE 2 Harm Dealt: 2 injury

Drive
To bring the Marquisate’s benefits to the
Woodland
Moves
• Give a speech about the Marquisate’s
benefits
• Politely ask opposition to submit
• Attack unsubmitting opponents
Equipment
Axe, sword, and cloak

Request for the vagabonds:


Protect a new invention he
is transporting to a clearing
in need.
Sergeant Atheldrydd

MARQUISATE

Sergeant Atheldrydd (“Drydd”) is a soldier


of the Marquisate, most interested in bringing
the Marquisate and the Woodland together.
Both can make the other better, she believes,
and she’s willing to knock heads to do it.
Sergeant Atheldrydd • Mouse

INJURY 3 EXHAUSTION 3 WEAR 2


MORALE 3 Harm Dealt: 1 injury

Drive
To integrate the Woodland and the
Marquisate
Moves
• Enforce reasonable conversation
• Recruit potential assets
• Decisively attack dangerous threats
Equipment
Dagger, Marquisate badge

Request for the vagabonds:


Help keep the peace in a
clearing about to explode
from internal conflict.
Constable Herry

MARQUISATE

Herry is a constable of the Marquisate out


to enforce its laws and keep its citizens
safe. Herry is a Marquisate loyalist,
but believes he’s serving good.
Constable Herry • Fox

INJURY 2 EXHAUSTION 2 WEAR 2


MORALE 3 Harm Dealt: 2 injury

Drive
To defend Marquisate citizens and clearings
Moves
• Interrogate a threat
• Arrest a known foe
• Extend friendship to Marquisate allies
Equipment
Bluesteel sword

Request for the vagabonds:


Apprehend a local rabblerouser
on suspicion of being a
Woodland Alliance agent.
Commander Vauquelin

MARQUISATE

Commander Vauquelin of the Marquisate


military is one of its foremost leaders and
most dangerous commanders, prosecuting
the war across the Woodland.
Commander Vauquelin • Cat

INJURY 3 EXHAUSTION 3 WEAR 3


MORALE 3 Harm Dealt: 1 injury

Drive
To grow the Marquisate at all costs
Moves
• Threaten with overwhelming force
• Attack unyielding foes
• Annex useful assets and allies
Equipment
Halberd

Request for the vagabonds:


Lead an enemy troop into a
Marquisate ambush.
Arleigh

DENIZENS

Arleigh is a traveling merchant of the


Woodland, always on the lookout for good
deals, good opportunities, and good partners.
Arleigh • Anteater

INJURY 1 EXHAUSTION 3 WEAR 3


MORALE 1 Harm Dealt: 1 exhaustion

Drive
To make a good business deal
Moves
• Find out what a denizen wants
• Make a pitch to buy or sell
• Barter their way out of trouble
Equipment
Satchel of assorted curios

Request for the vagabonds:


Help them “reappropriate” a
confiscated satchel of valuables.
Gawne

DENIZENS

Gawne is a baker’s assistant and former


Marquisate soldier—now deserted. He traveled
to the Woodland as a soldier, but has since
become a denizen; he desperately wants to be
left alone by the factions and their struggles.
Gawne • Cat

INJURY 1 EXHAUSTION 1 WEAR 1


MORALE 1 Harm Dealt: 1 injury

Drive
To live a simple, quiet life
Moves
• Deflect conversation away from himself
• Avoid dangerous denizens
• Sneak away and hide
Equipment
Apron and flour, old sword

Request for the vagabonds:


Protect him and his family from
Marquisate inquisitors.
Branwyne

DENIZENS

Branwyne does odd jobs around clearings,


picking up whatever work needs doing—
that way, she hears as much rumor and
gossip as she can. She’ll happily share
it, especially in trade for more.
Branwyne • Duck

INJURY 1 EXHAUSTION 2 WEAR 1


MORALE 2 Harm Dealt: 1 exhaustion

Drive
To trade gossip and secrets
Moves
• Pry secrets from interesting denizens
• Offer up interesting gossip to a grateful
audience
• Submit and divert attention with rumors
Equipment
Assorted notes on gossip

Request for the vagabonds:


Investigate a suspicious denizen
of her clearing.
Tibbott

DENIZENS

Tibbott is an excellent haberdasher, a hat-


maker extraordinaire—but more importantly,
he’s a voice for peace and compromise.
Tibbott • Ferret

INJURY 1 EXHAUSTION 1 WEAR 2


MORALE 2 Harm Dealt: 1 exhaustion

Drive
To protect the denizens
Moves
• Perform his job superbly
• Defuse an escalating situation
• Stand against a bully
Equipment
Excellent hats

Request for the vagabonds:


Lend their voices to his in
convincing another local
leader to avoid conflict.
Mirielda

DENIZENS

Mirielda is an expert and beloved baker,


as well as parent and guardian to many
children, including adopted orphans.
She is fiercely defensive of her family.
Mirielda • Wolverine

INJURY 1 EXHAUSTION 2 WEAR 1


MORALE 1 Harm Dealt: 1 exhaustion

Drive
To support her family
Moves
• Ply with excellent bread
• Fiercely defend her family
• Avoid getting involved
Equipment
Bread and pastries

Request for the vagabonds:


Rescue one of her children
who joined—unknown to her,
willingly—a warring faction.
Guillaume

DENIZENS

Guillaume is a blacksmith from Le Monde


de Cat, the far-off empire from which hails
the Marquise. He left to get away from
its tyranny, and he wants the Marquisate
gone from his Woodland home.
Guillaume • Lynx

INJURY 2 EXHAUSTION 2 WEAR 2


MORALE 1 Harm Dealt: 1 injury

Drive
To oust the Marquisate
Moves
• Offer his services to Marquisate foes
• Sabotage Marquisate work
• Share secrets and drinks for the same
Equipment
Blacksmith tools

Request for the vagabonds:


Burn down a repository of
Marquisate weaponry.
Beth

DENIZENS

Beth is an alchemist and herbalist, a healer


and a surgeon. She will help anyone
who needs it, regardless of faction.
Beth • Rat

INJURY 1 EXHAUSTION 2 WEAR 2


MORALE 1 Harm Dealt: 1 exhaustion

Drive
To take care of the sick and wounded
Moves
• R ace to help someone in trouble
• Offer a newly invented medicine
• Surrender to avoid conflict
Equipment
Alchemist’s herbs and medicines

Request for the vagabonds:


Collect valuable medicinal herbs
from a dangerous cave in the
forest so she can save a life.
Drue

DENIZENS

Drue is a bandit, thief, and robber.


He’s no match for a real vagabond,
and he knows it...but he’ll never turn
down a chance to get rich quick.
Drue • Weasel

INJURY 2 EXHAUSTION 2 WEAR 2


MORALE 1 Harm Dealt: 2 injury

Drive
To get rich
Moves
• Steal valuable items
• Spring an ambush
• Surrender to superior force
Equipment
Razor sharp knives

Request for the vagabonds:


Assist him in stealing a treasure
stored inside the safest room
of the local constabulary.
Captain Ismay

DENIZENS

Ismay is a large, powerful rabbit guard


captain. She’s never been a soldier,
but she sees herself as a wall between
dangers and the rest of the denizens.
Captain Ismay • Rabbit

INJURY 3 EXHAUSTION 2 WEAR 3


MORALE 2 Harm Dealt: 2 injury

Drive
To guard her home
Moves
• Physically subdue a threat
• Side with the oldest denizen around
• Make friends with non-threatening
denizens
Equipment
Sword, shield, and armor

Request for the vagabonds:


Covertly deal with a dangerous
denizen recently arrived in
the clearing.
Rohese

DENIZENS

Rohese wants to unite the Woodland—or at


least, its criminal elements. She has very few
moral rules, but she will defend those who are
loyal to her, and punish those who are not.
Rohese • Mouse

INJURY 2 EXHAUSTION 2 WEAR 3


MORALE 1 Harm Dealt: 1 exhaustion

Drive
To grow a criminal network across the
Woodland
Moves
• Offer a bribe and a threat simultaneously
• Deploy dangerous followers to solve
problems
• Reward loyalty
Equipment
Fake “Woodland Alliance” bandana

Request for the vagabonds:


Track down, apprehend,
and return a criminal who
betrayed her.
Girard

VAGABONDS

Girard is a wandering, exploring vagabond,


intrigued both by all the different clearings
and by the ruins and secrets held in between.
Girard • Bluejay

INJURY 1 EXHAUSTION 2 WEAR 1


MORALE 2 Harm Dealt: 1 injury

Drive
To make discoveries across the Woodland
Moves
• Seek and explore an interesting locale
• Strike at danger from cover
• Exchange discoveries for discoveries
Equipment
Shortbow, satchel

Request for the vagabonds:


Back him up in an expedition
to a secret, ancient,
dangerous ruin.
Salbatore

VAGABONDS

Salbatore devoted himself to a singular


cause—becoming the greatest archer in
the Woodland. He will undertake any job
that earns him more prestige for his goal.
Salbatore • Cat

INJURY 2 EXHAUSTION 2 WEAR 2


MORALE 1 Harm Dealt: 2 injury

Drive
To be known as the greatest archer in the
Woodland
Moves
• Make a ridiculous shot with his bow
• Brag and boast about his excellence
• Flee from close-up fights
Equipment
Purpleheart wood bow

Request for the vagabonds:


Help set up an competition
with the best archers of
the factions.
Donnghal

VAGABONDS

Donnghal is a vagabond wanderer with one


true goal—to find the rumored, mythical
kingdom of his ancestors hidden on, under, or
around the Woodland’s hills and mountains.
Donnghal • Sheep

INJURY 2 EXHAUSTION 3 WEAR 2


MORALE 2 Harm Dealt: 2 exhaustion

Drive
To find the lost civilization of Hala Corach
Moves
• Charge and headbutt
• Obstinately refuse until he gets his way
• Befriend someone who shows interest in
his quest
Equipment
Walking stick, sword

Request for the vagabonds:


Help him obtain a valuable
atlas from an ancient
civilization of the Woodland.
Tory

VAGABONDS

Tory has no allegiances or loyalty to anyone


or anything. She has found that someone
like her can profit enormously from ongoing
wars like the one ravaging the Woodland.
Tory • Toad

INJURY 3 EXHAUSTION 2 WEAR 3


MORALE 1 Harm Dealt: 1 exhaustion

Drive
To keep the war going indefinitely
Moves
• Hop into a better position
• Trick a denizen into fighting another
denizen
• Offer aid to combatants in exchange for
cash
Equipment
Pouches full of assorted supplies

Request for the vagabonds:


Sabotage a meeting proposing a
temporary truce between
warring factions.
Fairley

VAGABONDS

Fairley has seen the Woodland over the course


of countless decades. She has seen it change and
return and change again. She now only desires
to see it one more time, in full, in her old age.
Fairley • Tortoise

INJURY 3 EXHAUSTION 1 WEAR 2


MORALE 2 Harm Dealt: 1 injury

Drive
To visit as many clearings and wonders as
possible
Moves
• Spin and take a blow on hard shell
• Share unfinished tales and legends
• Smack with her cane to end unneeded
fighting
Equipment
Swordcane

Request for the vagabonds:


Escort her into a dangerous
clearing, well-changed from
what she remembers
Gunvald

VAGABONDS

Gunvald is an otter with an obsession—the


Raft Bandits, a crew of outlaws and brigands
who fight along the river and waterways of the
Woodland. His obsession has driven him out of
any faction, and he pursues it with heedless drive.
Gunvald • Otter

INJURY 3 EXHAUSTION 2 WEAR 2


MORALE 3 Harm Dealt: 1 injury

Drive
To defeat the Raft Bandits
Moves
• Accurately make an impossible shot
• Exhort others into providing aid
• Take on incredible risk without hesitation
Equipment
Longbow

Request for the vagabonds:


Act as bait in one of his ploys to
draw out the Raft Bandits
and destroy them.
Kyra Sirien

WOODLAND ALLIANCE

Kyra Sirien is young enough to not have known


a Woodland before the Grand Civil War, and old
enough to refuse a Woodland ruled by anybody but
the denizens themselves. She wants to upend the old
ways of the Woodland and create a new Alliance across
all the clearings...even if the clearings don’t all agree.
Kyra Sirien • Rabbit

INJURY 3 EXHAUSTION 4 WEAR 2


MORALE 4 Harm Dealt: 1 injury

Drive
To establish a new Woodland Alliance
government and society
Moves
• Attack without warning
• Assume command of a group
• Passionately give a speech about freedom
Equipment
Shortbow, knife, leather armor

Request for the vagabonds:


Help her destroy a cache
of goods and treasure
held by a dominant faction.
Wynnstan

WOODLAND ALLIANCE

Wynnstan joined the Woodland Alliance to


help the denizens...but he did not want to
fight in battles. He does his best to help those
who are suffering, all while believing he’s too
weak, too cowardly, to fight sword to sword.
Wynnstan • Fox

INJURY 1 EXHAUSTION 3 WEAR 2


MORALE 1 Harm Dealt: 1 exhaustion

Drive
To relieve the suffering of the most
oppressed denizens of the Woodland
Moves
• Provide aid and support without hesitation
• Talk down a foe with kindness and mercy
• Freeze in the face of real aggression
Equipment
Medicine bag

Request for the vagabonds:


Destroy the arms and armor of
a local oppressor, to force them
into a peaceful resolution.
Leoma

WOODLAND ALLIANCE

Leoma was always a capable mercenary, but


since joining the Woodland Alliance she has
grown her reputation as a saboteur, assassin,
and all-around fearsome outlaw. She aims to
undermine the other factions through fear,
destruction, and any other means necessary.
Leoma • Mouse

INJURY 3 EXHAUSTION 3 WEAR 2


MORALE 2 Harm Dealt: 2 injury

Drive
To terrorize enemy factions into making
mistakes
Moves
• Challenge the toughest enemy in a fight
• Put on a show of ferocity and force
• Destroy the environment to gain an
advantage
Equipment
The Mouse Claw (greatsword)

Request for the vagabonds:


Help her ambush a faction
leader, to keep the field clear and
give her a shot at assassination.
Cenric

WOODLAND ALLIANCE

Cenric is a capable, valued blacksmith...


and a rebel agitator. Cenric sees total
war as the only way to freedom, and he
pushes anyone he can towards that cause,
using any means available to him.
Cenric • Skunk

INJURY 2 EXHAUSTION 2 WEAR 3


MORALE 2 Harm Dealt: 1 injury

Drive
To provoke the Woodland to all-out war
against tyrants
Moves
• Provide valuable arms to any rebels
• Sway neutral parties towards rebellion
• Put on an innocuous face to untrusted
denizens
Equipment
Blacksmith tools

Request for the vagabonds:


Wear an enemy faction’s colors and
be seen setting a clearing on fire
to drive anger against that faction.
Imogene

WOODLAND ALLIANCE

Imogene is a young squirrel, absolutely fierce


in her beliefs, but untrained and untempered.
She is determined to free her home, though she
doesn’t have a well-constructed plan to do so.
Imogene • Squirrel

INJURY 2 EXHAUSTION 2 WEAR 1


MORALE 3 Harm Dealt: 1 injury

Drive
To free her home clearing
Moves
• Attack suddenly and without warning
• Openly speak about the need for rebellion
• Exhort others for aid, training, and
equipment
Equipment
Nicked old sword

Request for the vagabonds:


Help her and some friends to burn
down the local official’s home.
Camdyn

WOODLAND ALLIANCE

Camdyn is an experienced warrior,


capable strategist, and worthy leader of the
Woodland Alliance. He sees the Alliance
as the best path to a better future for all
the Woodland, and he sees his role as
tempering the Alliance’s wilder impulses.
Camdyn • Fox

INJURY 3 EXHAUSTION 3 WEAR 3


MORALE 3 Harm Dealt: 1 injury

Drive
To pursue a better future for the whole
Woodland
Moves
• Exhibit restraint, calm, and dispassion
• Share a plan to solve a real problem
• Strike from a position of superiority
Equipment
Axe, shield, and armor

Request for the vagabonds:


Rescue a band of young
Woodland Alliance firebrands.
Skipper Audgunn

RIVERFOLK COMPANY

Audgunn is an experienced and wealthy


skipper of the Riverfolk Company; he
speaks on their behalf for the establishment
of Company-owned trading posts
all along the Woodland’s rivers.
Skipper Audgunn • Otter

INJURY 1 EXHAUSTION 2 WEAR 2


MORALE 2 Harm Dealt: 1 exhaustion

Drive
To make Company presence and trading
posts integral to the Woodland
Moves
• Offer valuable trade goods at discount
prices
• Butter up powerful denizens
• Call in favors and friendships
Equipment
Luxurious greatcoat

Request for the vagabonds:


Pressure a local denizen leader
into allowing the Company to
build a trading post there.
Counter Gage

RIVERFOLK COMPANY

Gage is a counter of the Riverfolk Company,


a locally recruited denizen who keeps track
of contracts, exchange rates, and more. He
is in it, unequivocally, for the money.
Counter Gage • Fox

INJURY 1 EXHAUSTION 1 WEAR 3


MORALE 1 Harm Dealt: 1 exhaustion

Drive
To acquire goods, currency, and value
Moves
• Wield paperwork, contracts, and
documents to get his way
• Solve a problem through pay or bribery
• Make threats on behalf of the Company
Equipment
Sacks of gold and goods, glasses, contracts

Request for the vagabonds:


Steal an incoming trade wagon
to put pressure on a rich denizen.
Wright Selby

RIVERFOLK COMPANY

Selby is a boatwright, obsessed with what makes


a good boat and how to overcome any water, any
weather, any route. He thinks Woodland resources,
woods, and techniques may be the key to finishing
his dream project—an utterly unsinkable boat.
Wright Selby • Otter

INJURY 1 EXHAUSTION 2 WEAR 2


MORALE 1 Harm Dealt: 1 exhaustion

Drive
To design the perfect boat
Moves
• Excitedly overshare about boat-making
• Undertake dangerous experiments and
investigations
• Make deals with anyone for important
resources
Equipment
Boatwright tools

Request for the vagabonds:


Find and return with wood from
a secret grove of legendary trees,
the perfect material for his boat.
Counter Ernaca

RIVERFOLK COMPANY

Ernaca, a counter of the Company, believes


in the Company’s commitment to fair dealing
and trade. She won’t stand for shady business,
and wants to make sure the Company is seen
as the beacon of honest trade she sees it as.
Counter Ernaca • Otter

INJURY 2 EXHAUSTION 2 WEAR 2


MORALE 2 Harm Dealt: 1 exhaustion

Drive
To defend the Company’s reputation
Moves
• Make an appraisal and deal in good faith
• Openly call out injustice or unfairness
• Offer a mutually beneficial deal to those
in need
Equipment
Appraisal tools, myriad small valuable goods

Request for the vagabonds:


Capture a shady Company
boat skipper who has been
making false deals.
Skipper Magney

RIVERFOLK COMPANY

Magney skippers the Company boat Starflow,


the pride of the whole Company fleet. He
is the tip of the Company’s spear, and he is
not afraid to take mercenary contracts or to
start a fight on behalf of the Company.
Skipper Magney • Otter

INJURY 3 EXHAUSTION 2 WEAR 2


MORALE 2 Harm Dealt: 2 exhaustion

Drive
To control the Woodland’s waterways
Moves
• Retreat from land to his boat
• Launch daring attacks from his boat
• Make veiled threats
Equipment
Oar, coins in many denominations

Request for the vagabonds:


Temporarily join his crew for a
mercenary contract against a
river clearing.
Qasira Ri’Jal

LIZARD CULT

Qasira Ri’Jal is a Tongue of the Dragon, one


of the members of the Lizard Cult specifically
ordained to share the word of the Dragon. Qasira
is determined to be the first voice preaching
these words that many denizens ever hear.
Qasira Ri’Jal • Lizard

INJURY 1 EXHAUSTION 3 WEAR 1


MORALE 3 Harm Dealt: 2 exhaustion

Drive
To bring the word of the Dragon to new
clearings
Moves
• Begin a sermon about the Dragon
• Defend herself with powerful staff strikes
• Share hope with the downtrodden
Equipment
Staff, robes

Request for the vagabonds:


Protect the secret temple she
built for her sermons to the
downtrodden of a clearing.
Ubade Mo’Set

LIZARD CULT

Ubade Mo’Set is a Claw of the Dragon, a


soldier of the Lizard Cult. He was granted a
special mission—to find heretics and members
of the sect who left the light of the Dragon.
He brings them to justice for their sins.
Ubade Mo’Set • Lizard

INJURY 3 EXHAUSTION 2 WEAR 2


MORALE 3 Harm Dealt: 2 injury

Drive
To slay the unfaithful
Moves
• Harshly question a witness or suspect
• Hunt and slay an unfaithful denizen
• Perform a rite of absolution
Equipment
Dragonclaw dagger, shield

Request for the vagabonds:


Help him to covertly ambush
and kidnap a dangerous
Lizard Cult heretic.
Abda He’Biba

LIZARD CULT

Abda He’Biba is an Eye of the Dragon, a


seeker of knowledge and truth. She believes
there are ancient ruins of the Dragon
Empire hidden in the Woodland, and
she would do anything to find them.
Abda He’Biba • Lizard

INJURY 1 EXHAUSTION 2 WEAR 1


MORALE 1 Harm Dealt: 1 exhaustion

Drive
To uncover lost ruins of the Dragon Empire
Moves
• Provide the history of places and things
• Steal anything of historic provenance
• Flee from any violent threat
Equipment
“In Fire’s Eye” (tome of draconic lore)

Request for the vagabonds:


Steal an important artifact from
the cache of a local lord.
Talib

LIZARD CULT

Talib is an uncasted runner of the Lizard Cult,


responsible only for carrying messages between
more important cultists. But he is determined to
become a great hero, and actively looks for chances
to engage with danger and prove himself.
Talib • Lizard

INJURY 1 EXHAUSTION 3 WEAR 2


MORALE 2 Harm Dealt: 1 exhaustion

Drive
To become a hero of the Lizard Cult
Moves
• Perform feats of speed and acrobatics
• Emphasize and exaggerate his deeds
• Plead for a chance to perform heroics
Equipment
Armor, missives from cultists

Request for the vagabonds:


Help him single-handedly
defeat a guard captain who is
hostile to the Lizard Cult.
Aiza Ri’Awan

LIZARD CULT

Aiza Ri’Awan is a Tongue of the Dragon, and a


proselytizer. She knows the value of converting
the powerful, and she will use any means to
get them to commit to the Lizard Cult.
Aiza Ri’Awan • Lizard

INJURY 1 EXHAUSTION 2 WEAR 2


MORALE 4 Harm Dealt: 1 exhaustion

Drive
To convert powerful denizens
Moves
• Persuade with promises and bribes
• Reveal secrets as blackmail
• Call in favors and powerful allies
Equipment
Silverskull badge of office, robes

Request for the vagabonds:


Protect a treasure being sent to
a powerful possible convert.
Alfhard

CORVID CONSPIRACY

Alfhard has been a soldier in nearly


every military in the Woodland. He
uses his knowledge of their structures
and traditions to infiltrate them on
behalf of the Corvid Conspiracy.
Alfhard • Crow

INJURY 2 EXHAUSTION 2 WEAR 2


MORALE 2 Harm Dealt: 2 injury

Drive
To undermine militaries from within
Moves
• Masquerade as a soldier
• Sow discord among fellow soldiers
• Mercilessly strike a possible discoverer
Equipment
Spiked club, patchwork armor

Request for the vagabonds:


Help him frame a military
officer for wrongdoing.
Mallory

CORVID CONSPIRACY

Mallory is an alchemist and explosives


expert. She suffered the loss of her family
at the hands of the Woodland’s great
powers, and she is determined to burn
down their greatest edifices as revenge.
Mallory • Crow

INJURY 1 EXHAUSTION 2 WEAR 3


MORALE 2 Harm Dealt: 3 injury

Drive
To destroy the halls of power
Moves
• Ask others to test dangerous mixtures
• Trigger an explosive trap
• Plead for help with overthrowing all tyrants
Equipment
Explosive vials

Request for the vagabonds:


Plant a packet of explosives in
a grand manor of a local lord.
Odilie

CORVID CONSPIRACY

Odilie is an accomplished raider of the Corvid


Conspiracy, and leads an entire force of Conspiracy
fighters. She aims to break the military hold
of the other factions on the clearings, one
at a time, launching raids from the cover of
darkness and bringing chaos to their forces.
Odilie • Crow

INJURY 3 EXHAUSTION 2 WEAR 2


MORALE 2 Harm Dealt: 1 injury

Drive
To free clearings from any military rule
Moves
• Reveal hidden allies and warriors
• Strike from shadows without warning
• Slice at enemy weaknesses
Equipment
Longsword, leather

Request for the vagabonds:


Create a massive distraction to
allow her soldiers to conduct
a raid on a local fort.
Blanchard

CORVID CONSPIRACY

Blanchard doesn’t serve the Conspiracy out of


loyalty or belief—he’s an opportunist. And this
opportunity, to use the Conspiracy’s violent
might to extort valuables out of the wealthy of
the Woodland, is one Blanchard cannot give up.
Blanchard • Crow

INJURY 2 EXHAUSTION 2 WEAR 2


MORALE 1 Harm Dealt: 1 exhaustion

Drive
To grow rich from extorted goods
Moves
• Reveal a secret smuggler’s route
• Ferret out hidden valuables
• Threaten denizens to take valuables
Equipment
Crates full of goods

Request for the vagabonds:


Deliver on a threat against a
wealthy vagabond, and burn
down their crop fields.
Stigr

CORVID CONSPIRACY

Stigr believes in the anarchic cause of


the Corvid Conspiracy, through and
through. He tries to convince others to
join in with the Conspiracy’s attempt
to free the Woodland from all rule.
Stigr • Crow

INJURY 1 EXHAUSTION 3 WEAR 2


MORALE 3 Harm Dealt: 1 exhaustion

Drive
To bring full freedom to the Woodland
Moves
• Share the virtues of utopian anarchism
• Play up others’ fears of oppression
• Reveal and use nonlethal traps
Equipment
Plentiful traveling supplies

Request for the vagabonds:


Spy on a powerful faction
leader for the Conspiracy.
Foremole Valeria

GRAND DUCHY

Valeria knows firsthand the Duchy at its


best. She knows how good it can be to
recruit new workers to her crew and to the
Duchy itself, freeing them from Woodland
subservience to the safety of the Burrow.
Foremole Valeria • Mole

INJURY 2 EXHAUSTION 3 WEAR 3


MORALE 2 Harm Dealt: 1 injury

Drive
To recruit new subjects of the Duchy and
send them to the Burrow
Moves
• Reveal a secret tunnel
• Offer a fair wage for work and allegiance
• Escape from conflict through tunnels
Equipment
Heavy armor, mining equipment

Request for the vagabonds:


Help smuggle a group of would-be
new recruits to a secret tunnel
leading to the Burrow.
Thaddeus

GRAND DUCHY

Thaddeus is a cartographer of the


Underground Duchy. He acts as a kind
of advanced scout in his investigations of
the Woodland, although all he really cares
about is seeing and mapping everything.
Thaddeus • Mole

INJURY 1 EXHAUSTION 3 WEAR 1


MORALE 2 Harm Dealt: 1 exhaustion

Drive
To see the whole of the Woodland
Moves
• Use a map to reveal new useful details
• Cheerfully interview interesting or
knowledgeable denizens
• Share information gladly
Equipment
Countless maps

Request for the vagabonds:


Help him explore an old, lost
trail that connects two clearings.
Callista

GRAND DUCHY

Callista is a cook from the Underground Duchy. She


arrived in the Woodland years ago, and while she
loves the Woodland’s many different denizens and
cultures, she also misses the Burrow. She looks forward
to the Duchy’s control of the Woodland, and all the
diversity that the Woodland will bring to the Duchy.
Callista • Mole

INJURY 1 EXHAUSTION 2 WEAR 1


MORALE 1 Harm Dealt: 1 exhaustion

Drive
To grow the Duchy’s ideology and culture
Moves
• Engage a denizen about their past
• Share food and a story of the Duchy
• Submit in the face of violence
Equipment
Pots and pans

Request for the vagabonds:


Work for a Duchy Baron as local
liasons with the denizens.
Baron Vortigernus

GRAND DUCHY

Vortigernus, Baron of Dirt, believes that


money and trade line the path to take
over the Woodland. He is determined to
defeat all other factions through coin.
Baron Vortigernus • Mole

INJURY 1 EXHAUSTION 1 WEAR 3


MORALE 2 Harm Dealt: 1 exhaustion

Drive
To exploit Woodland resources and enrich
the Duchy
Moves
• Seize a valuable resource
• Barter with Duchy goods and coin
• Dismiss denizens’ personal concerns
Equipment
Noble raiment

Request for the vagabonds:


Destroy a local faction’s
cache of supplies, increasing
demand for the Duchy’s goods.
Captain Hersilia

GRAND DUCHY

Hersilia, Captain and Squire of the Duchy,


is one of the greatest tacticians in all the
Burrow. She sees the Woodland as a potential
source of danger down the line, so she is
determined to take it and subjugate it now.
Captain Hersilia • Mole

INJURY 3 EXHAUSTION 2 WEAR 3


MORALE 3 Harm Dealt: 2 injury

Drive
To militarily demolish opposition
Moves
• Strike in force from a secret tunnel
• Smash with a mighty two-handed blow
• Ask for and accept surrender from foes
Equipment
Armor, Freedom (great hammer)

Request for the vagabonds:


Carry a military ultimatum to
the leadership of
a clearing.
Creating NPCs
1. Choose a name, species, description,
and job (sample species on the back).
2. Select a faction (list on the back).
3. Create a drive (samples on the back).
4. Give them harm tracks with 1 to 5
boxes of injury, exhaustion, wear, and
morale harm.
5. Choose their weapon:
• Range: intimate, close, far
• Harm: at least 1-injury or 1-exhaustion
6. Add other equipment: armor, clothing,
books, or heirlooms.
7. Write three moves describing how
the NPC might act or react.
sample species
badger, bat, beaver, bluejay, cat, fox, hawk,
lizard, mouse, opossum, otter, owl, raccoon,
rabbit, squirrel, wolf
list of factions
Marquisate, Corvid Conspiracy, Denizens,
Eyrie Dynasties, Grand Duchy, Lizard
Cult, Riverfolk Company, Vagabond,
Woodland Alliance
sample drives
to get revenge, to get rich, to make family
safe, to make home safe, to gain power, to
explore, to build something magnificent, to
resist invaders, to defend the weak, to destroy
an enemy, to wage war to prove worth, to
undermine a figure of power, to find comfort,
to serve a higher cause, to escape, to negotiate
peaceful resolutions, to survive at all costs,
to earn social status and position, to take
control, to exert power and authority on
others, to lay waste

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