Saturday TBD

Six complete proposed campaign frames for the Saturday game, presented for comparison, selection, and further refinement.

Campaign Frames for Hiraeth

CAMPAIGN PITCH CATALOGUE

Six roads into adventure

A complete campaign catalogue spanning northern dragon roads, star-touched seas, royal tombs, a magical frontier, the frozen courts of Hell, and a kingdom awaiting its constitution.

HIRAETH CAMPAIGN DESIGN | AUGUST 2026

At a Glance

Each campaign uses the same underlying game structure while promising a different kind of play. The table is a selection aid, not a ranking.

RegionPrimary ModeCampaign Promise
IcebeachFrontier to faction warProtect scattered settlements, uncover the Wyrmroads, and judge a dragon crown.
Southern ThalassiaMaritime sandboxWin a ship and freedom, build a crew, and decide who may possess the star below.
Kingdom of NwtExpedition and tombRecover a conquered history and decide whether the Azure Sovereign should return.
GoldwindMagical westernRide between rival laws as land, water, and the right to draw the map are contested.
FearledellInfernal rescueKeep a fallen city alive while winter remakes Hell and every rescue carries a price.
FarnearsRealm-buildingUnite freeholds through promises and determine what shall replace a dead king's peace.

How to Read These Frames

Every frame begins with its player-facing promise and seven touchstones, then supplies the foundations, principles, character guidance, map prompts, session-zero questions, opening crisis, and campaign shape needed to carry that promise into play.

CANON DISCIPLINE. Recovered or working setting material is separated from campaign invention. Contradictions remain visible, and no proposed outcome becomes canon until play or later reconciliation establishes it.

CAMPAIGN 01 | NORTHERN FRONTIER

Icebeach: The Wyrmroads of Himmelsrand

Winter is broken; the old road wakes.

The Endless Winter is ended, yet the thaw has proved no gentler master: roads founder, barrows open, and a young white dragon hunts from settlement to settlement as though some greater terror drives it south. A vanished scholar and a plundered excavation draw the characters beneath Icebeach, where a buried giant way-station preserves the broken articles of an ancient compact between mortals and wyrms. Beyond those halls, the ruined roads run north into Himmelsrand, where priests, princes, and desperate common folk gather beneath the sign of a crown with wings. The friends made in mean taverns and snowbound hamlets shall decide whether the north gains a guardian, submits to a dragon sovereign, or burns in the war between them.

Dragon of Icespire Peak | Phandelver and Below | Icewind Dale by way of Skyrim | Hard northern settlement adventure | Buried giant roads and dragon-oaths | Rival excavations and compromised patrons | Sovereignty beneath the dragon's wing


Tone and Themes

This is a saga of recovery written upon a hard, inhabited frontier--not another tale in which an everlasting winter must be slain. The sun has returned, but the thaw exposes graves, collapses familiar routes, and tempts outsiders toward treasures Icebeach endured long enough to forget. Early play should be intimate and practical: missing fishers, poisoned wells, hungry beasts, failed ferries, disputed dig-sites, and one dragon whose shadow can turn any journey awry.

The widening tale concerns security and sovereignty. What will frightened communities surrender for protection, and what distinction remains between a guardian who demands obedience and a tyrant who keeps monsters from the door? The register should mingle hearth-smoke and immensity: maple cakes, patched wool, salt fish, mine lamps, and council gossip belong beside cyclopean mile-stones, sepulchral roads, dragon heraldry, and peaks lost above the cloud.

Foundations

Player Principles

GM Principles

Character Origins and Roles

Characters might be cold-water fishers, whalers, shepherds, maple tenders, gemstone miners, reindeer drovers, wandering skalds, council runners, wilderness guides, goliath seekers, caravan guards, rescuers, prospectors, or survivors raised beneath the memory of the Endless Winter. Outsiders might be junior Athenaeum scholars, hired excavators, bounty-takers pursuing a renegade academic, merchants stranded by failed transport, treaty envoys, or agents sent to observe a rival dig and now doubtful of their orders.

Useful places within the company include guide, hunter, interpreter, chronicler, negotiator, delver, healer, quartermaster, and keeper of local promises. At least one character should know the starting settlement intimately, while another possesses a credible reason to ask dangerous questions about the buried past.

Collaborative Map Seeds

Session-Zero Questions

  1. Which Icebeach community claims you as one of its own, and what duty have you neglected there?
  2. Who kept your family alive during the Endless Winter, and what unpayable debt remains?
  3. What did you lose when the winter ended rather than when it began?
  4. What tale about dragons did you believe as a child, and who taught it to you?
  5. Which outsider institution has earned your trust or lasting suspicion?
  6. What forbidden ruin have locals warned you never to enter, and why do you believe the warning conceals a lie?
  7. If a dragon could truly keep the north safe, what price would make its protection intolerable?

Inciting Incident

At the first open-air Maple Faire since the roads began to thaw, a half-dead excavation team staggers into the starting settlement with a slab of blue-black stone lashed upon a broken sledge. Its face bears two inscriptions laid one atop the other: giant road-marks cut deep, and a later oath etched by talons. Before the council can decide whether the relic is treasure, treaty, or stolen grave-goods, a young white dragon descends through the festival smoke--not to gorge upon sheep or townsfolk, but to tear the stone from its bindings.

The attack breaks an ancient culvert beneath the square. Children, traders, and half the winter stores plunge into a stairway no living map records, while scarred hunters wearing new-made dragon badges close upon the fleeing wyrm from the north. By nightfall one excavator is missing, the dragon has carried away only half the sundered stone, and the opened stair breathes warm air from a road buried since the age of giants.

Campaign Shape

The Dragon on the Road

The opening adventures concern local jobs, approximately levels 1-2: rescuing travelers, reopening a ferry, clearing displaced monsters, guarding mine crews, and learning why the white dragon came south. Relationships forged here become political capital later.

The Settlement Below

Approximately levels 2-5, a missing scholar and stolen route-tablet lead through bandits, claim-jumpers, rival agents, and sealed galleries into the buried way-station. The shattered-object mystery concerns a broken covenant or instrument of draconic recognition whose routes continue beyond Icebeach.

The Councils of Icebeach

Approximately levels 5-8, the company travels the confederation along revived Wyrmroads. Each settlement must choose among its own defenses, foreign aid, a northern alliance, or an oath beneath dragon wings.

The Crowned North

Approximately levels 9-13, the characters cross into Himmelsrand amid pilgrimage, factional war, and draconic diplomacy. They may destroy the claim, bind a guardian beneath mortal law, support a dragon ruler, expose a manufactured history, or forge a compact without sovereign wings.

Canon and Proposal Boundary

Recovered setting material supports Icebeach as a sparse northern confederation with council government, poor roads, maritime trade, giant ruins, and a fish, sheep, herb, and maple economy. Windrich's tyranny belongs to its past, and the Endless Winter ended in 71 BEC after Morena's defeat. Numerous settlements exist in the archive, although several names and details conflict.

The current Elect, council configuration, Castgate's precise condition, and surviving institutions remain date-sensitive or under review. Himmelsrand's present political form, the roaming dragon, rival excavation, missing scholar, buried way-station, broken oath-stone, draconic crown, and nascent sovereignty movement are proposals for this campaign. Any claim that ancient Icebeach willingly accepted dragon rule remains disputed evidence until play decides what becomes true.

CAMPAIGN 02 | MARITIME SWASHBUCKLING

Southern Thalassia: No Master but the Sea

You begin in chains; thereafter, the chart is yours.

Press-ganged aboard a brutal vessel bound for the Southern Thalassia, the characters begin with neither coin, charter, nor liberty--only the knowledge that no captain commands forever. A storm amid star-touched waters gives them their hour: mutiny, shipwreck, or death beneath another's flag. Should they reach free Cavaross with ship and crew intact, they enter a sea of rebel harbors, watchful lighthouses, rival scholars, predatory navies, and islands whose inhabitants have endured a century of being called curiosities. Far below those troubled waters lies one of the fallen stars, and each voyage shall furnish another answer--or another claimant--to the question of what it is and who, if anyone, may possess it.

Ghosts of Saltmarsh | Seas of Vodari | Skull & Shackles | Swashbuckling mutiny and hard-won freedom | Crew as a chosen polity | Player-directed voyages from a living home port | Fallen-star maritime mystery


Tone and Themes

The prevailing mode is sun-bright swashbuckling cast over unfathomed waters: salt-stiffened charts, crowded quays, knife-edged reefs, black squalls, old wrecks, audacious rescues, and laughter heard through cannon smoke. Beneath this vigor lies maritime wonder and intermittent dread, for the sea keeps histories no sovereign has taxed and contains immensities that regard surface borders with perfect indifference.

Its principal themes are freedom and the obligations freedom creates; command by consent; family made among strangers; self-rule under threat; exploration distinguished from intrusion; knowledge distinguished from possession; and the transformation of a captured vessel into a home worth defending.

Foundations

Player Principles

GM Principles

Character Origins and Roles

Characters may begin among press-ganged prisoners, unwilling sailors, captive passengers, hidden stowaways, sympathetic crew, or people recovered during the opening disaster. Suitable origins include Cavaross households, Gale's Rest weather-folk, Eastwatch beacon keepers, Pyrthian port families, star-touched islanders or diaspora, foreign mariners, conscripted soldiers, debt prisoners, dispossessed fishers, wandering priests, escaped servants, smugglers, and scholars who discovered too late what their patrons intended.

Useful shipboard roles include elected captain or speaker, navigator, weather-reader, carpenter, rigger, sailmaker, healer, cook, quartermaster, interpreter, marine, lookout, diver, scholar, chaplain, negotiator, and keeper of the accounts. These are dramatic responsibilities rather than class restrictions.

Collaborative Map Seeds

Session-Zero Questions

  1. Which aspects of captivity, coercion, and mutiny remain offscreen, and how grim or exuberant should the opening be?
  2. From whom or what were you taken when press-ganged?
  3. Who aboard showed you one forbidden kindness before the mutiny?
  4. What act will the crew's articles forbid even when committing it would bring safety or profit?
  5. Is the company inclined toward piracy, privateering, smuggling, exploration, liberation, or some troublesome mixture?
  6. Which Southern Thalassian port contains someone--or something--you still call home?
  7. What did you once see beneath the water that sober folk refuse to credit?

Inciting Incident

Upon the third dogwatch, the press vessel Sovereign Remedy beats southward beyond Eastwatch while its prisoners labor below in irons. The lighthouse suddenly burns a violet signal found in no beacon table; every compass turns its needle toward the keel, and beneath the black water an immense seven-pointed radiance unfolds as though some buried constellation had opened its eye. Something strikes the vessel from below, springing planks and flooding the lower deck, whereupon the captain orders the chained prisoners fastened to the pumps while officers provision the only sound cutter for themselves.

An ancient sailmaker, mortally crushed beneath a shifted spar, kicks the ring of keys through the bars and whispers, "If you mean to drown, drown beneath your own colors." At that instant the armory door tears from its hinges, the mainmast begins to fall, and a dark ship running no flag emerges from the rain.

Campaign Shape

The Iron Passage

The opening concerns captivity, conspiracy below decks, calamity off Eastwatch, and the winning of freedom. Success might yield the original ship, a captured cutter, a rescued wreck, or a vessel taken from the approaching raiders.

A Berth in Cavaross

Freedom brings provisions, repairs, legal ownership, unpaid crew, hostile warrants, and the distrust of a port that has seen armed liberators become petty tyrants. Coastal adventures establish allies while the company decides what manner of crew it intends to be.

The Wide Thalassia

Smuggling disputes, salvage, vanished fishing craft, academy expeditions, foreign patrols, haunted islands, sea-beast migrations, disputed beacons, underwater parley, and free-captain rivalries disclose the region and the consequences of the Night of Fallen Stars.

The Star Below

Changes in currents, dreams, weather, navigation, or marine life point toward a surviving celestial mass beneath the deepwater scar. The finale is determined by accumulated choices: approach, quarantine, conceal, awaken, salvage, bargain with, destroy, or entrust the star--provided the company can still agree whose authority governs such a decision.

Canon and Proposal Boundary

Strongly grounded material includes the Southern Thalassia's transformation through the Night of Fallen Stars; Cavaross's contested sovereignty, revolt, trade, mutual defense, and fraught self-rule; Gale's Rest's dangerous waters; Eastwatch's strategic lighthouse; Pyrthia's academy-port; and star-touched identity as history, community, or stigma rather than automatic supernatural ancestry.

The press vessel, its officers, the mutiny, the company's ship, Cavaross as its home berth, a particular intact star beneath the sea, its disturbances, rival claims, and any underwater polity are proposals. Existing pirates, cursed vessels, and older maritime legacies remain optional material for individual voyages rather than required answers to the central mystery.

CAMPAIGN 03 | POLITICAL ARCHAEOLOGY

The Kingdom of Nwt: The Azure Return

The storm remembers her name; the living must decide what it means.

Across Nwt, the dead speak the name of the Azure Sovereign when thunder rolls, while blue lightning reveals portions of a royal road erased after the conquest. From Caerulean and jungle-girt Darwishi, loyalists, republicans, foreign antiquarians, Beccin agents, and common tomb-thieves race toward the Lost Caverns, each bearing a different account of the dragon-queen whom older chronicles call Nut. Every ruin yields some fragment of her reign--law, atrocity, protection, tribute, learning, or rebellion--and some power by which she might be restored, recreated, or replaced. The characters must survive the road and enter the queen's deathless hoard, there to determine who may inherit Nwt's bones, treasures, history, and crown.

Tomb of Annihilation | Lost Caverns of Tsojcanth | Perilous expedition | Political archaeology | Rival interpretations of empire | Dragon-hoard dungeoncraft | Resurrection as a national choice


Tone and Themes

This is an expedition tale of hot rain, blue thunder, ruined observatories, jealous guides, rival camps, and subterranean immensities where the dead queen's wards yet retain their malice. Its surface possesses the vigor of old adventure--lost roads, monstrous rivers, maps bought with blood, and treasure beyond sober reckoning--but every recovered object returns to a living political world. A crown is not merely gold; it is evidence. A decree may be both legal foundation and record of dispossession.

The great themes are memory after conquest, ownership of the dead, archaeology as political power, the difference between restoration and freedom, and whether a nation may honor what a ruler protected without reviving what she ruled. Nwt must never reduce to saint, monster, or alignment entry. Contradictory truths may all be true of a sovereign who ruled long enough.

Foundations

Player Principles

GM Principles

Character Origins and Roles

Suitable origins include Nwt memory-bearers, former royal households, Stormwarden descendants, republican organizers, Caerulean archivists, Darwishi guides, caravaners, custodians of hidden dragon-children, Beccin veterans or deserters, Athenaeum antiquarians, foreign treasure-seekers, displaced villagers, tomb robbers seeking restitution, or heirs to households stripped of ancestral goods.

Useful expeditionary roles include guide, quartermaster, chronicler, interpreter, envoy, physician, scout, beast-keeper, delver, ward-breaker, and protector of recovered objects. The company should possess practical means to travel, negotiate, interpret, and survive below ground.

Collaborative Map Seeds

Session-Zero Questions

  1. What name or title did your household use for the Azure Sovereign, and which name was forbidden?
  2. What did Beccin's conquest take from your family or place within its keeping?
  3. Which deed attributed to Nwt do you wish to prove--or disprove?
  4. What object in the royal hoard belongs, by your reckoning, to someone other than the crown?
  5. Which member of a rival expedition was once your companion, teacher, lover, jailer, or betrayer?
  6. Which fellow character first showed you evidence that complicated your beliefs about the queen?
  7. What would Nwt's return mean for you personally, apart from the kingdom's fate?

Inciting Incident

At noon beneath an empty sky, Caerulean holds funeral rites for a keeper of the old palace records. The bier passes between toppled dragon columns while officials, Stormwardens, Beccin observers, and common mourners watch one another more closely than they watch the dead. Then blue lightning strikes every ruined column at once.

The corpse sits upright. From the palace necropolis answer a hundred dead voices, yet they do not speak one message. Some cry, "Crown me." Others plead, "Keep me dead." A third chorus whispers, "They are making another." Lightning burns upon the plaza a map of the lost royal road, marking seven sites before vanishing into the mountains. Before silence returns, masked claimants seize the dead archivist's sealed case and flee through the rain.

Campaign Shape

The Many Voices

Investigate the necropolis, recover or copy the stolen records, meet competing sponsors, and decide under whose authority--if anyone's--the company travels.

The Royal Road

Cross Astrousia through river valleys, jungle margins, storm-cut uplands, and living communities bound unequally to the former realm. Each major site yields evidence and one material element sought by restorationists.

The War of Expeditions

Rival companies converge as discoveries alter politics in Caerulean. Sponsors split, guides defect, roads close, and foreign powers demand access. The party decides what to publish, conceal, return, trade, or carry onward.

The Lost Caverns

The lesser depths are an old-school underworld of deceptive guardians, subterranean rivers, failed treasure-seekers, and surviving defenses. The greater depths contain the sovereign heart of the hoard and several incompatible means of producing something that might be called Nwt.

The Azure Judgment

The company may restore the queen, awaken a reconstruction, crown an heir, transfer sacred authority into a civic institution, disperse the hoard, preserve the tomb, or ensure no sovereign wields its power again.

Canon and Proposal Boundary

Source-backed material establishes a dragon-ruled Kingdom of Nwt in Astrousia, Beccin's killing of its ruler and razing of the palace, colonial ambiguity, surviving loyalty, most palace treasure remaining, and the removal of Cataclysm--Horus' Unwreckening. Working material associates the Azure Sovereign with Caerulean, storms, wisdom, protection, Stormwardens, and hidden children. An archived Lost Caverns adventure establishes a proposed lair, surviving defenses, lesser and greater caverns, dangerous inhabitants, and a legendary hoard.

Sources disagree concerning the ruler's name, pronouns, death, and moral character. The realm is Nwt while the dragon is often Nut; this frame treats Nut as an older or alternate form without settling the spelling. Competing accounts of her death become rival histories unless later canon review settles them. The speaking dead, royal road, seven sites, rival expeditions, reconstruction rites, and specific outcomes are campaign proposals; no supernatural voice is authenticated as the singular mind of Nwt before the players can test it.

CAMPAIGN 04 | MAGICAL WESTERN

Goldwind: No One Owns Goldwind

The surveyors have measured the desert; now the desert takes their measure.

Beccin drives iron and water westward beneath the authority of Transportation Essential Services, and each new mile of works brings another thirsty settlement within the empire's grasp. Then Vermonbend's prehistoric fountain fails, contradictory deeds lay claim to the same wells and mines, and House Peyote's visions disclose roads, homesteads, and graves absent from every imperial chart. The characters--wand-slingers, scouts, alchemists, laborers, lawkeepers, and rogues--form a posse amid the ensuing violence, riding where distant proclamations carry less weight than a neighbor's oath or a drawn wand. They shall determine whether Goldwind is conquered, purchased, liberated, or left forever beyond the dominion of maps.

Outlaws of Alkenstar | Deadlands | Once Upon a Time in the West | Wand-slinging frontier adventure | Contested land and water | Hallucinatory desert exploration | Reputation among rival settlements


Tone and Themes

This is a magical western of painted hills, alchemical gunsmoke, dry wells, freight camps, mirages, and old grievances riding beneath new uniforms. It should possess the pace of bounty posters and railway races while refusing the fiction of an empty frontier. Goldwind already contains homes, graves, roads, customary claims, and people who remember every conqueror describing them as an obstacle to progress.

Its themes are ownership, useful infrastructure and coercive dependence, the plurality of law, reputation, water as public life, and whether liberation means replacing one distant authority with a nearer one. The desert's strangeness is material: a mirage should uncover a road, a crime, a claimant, or a future somebody intends to impose.

Foundations

Player Principles

GM Principles

Character Origins and Roles

Suitable origins include Vermonbend natives, people of distant Goldwind settlements, Beccin soldiers or engineers left behind by occupation, House Peyote apprentices, displaced miners, caravan folk, prospectors, and outsiders arriving with warrants or maps. Useful posse roles include wand-duelist, desert guide, alchemical illusionist, mechanic or waterwright, healer, negotiator, investigator, outlaw, chronicler, and reluctant deputy.

Collaborative Map Seeds

Session-Zero Questions

  1. What did Beccin's works bring your home that it genuinely needed?
  2. What person, place, or right did the occupation take from you?
  3. Which settlement already calls you a hero, and which would sooner hang you?
  4. Whose claim to land or water have you sworn to uphold?
  5. What deed committed by another member of the posse binds you to them?
  6. What impossible thing did you behold after drinking cactus water--and what later proved it real?
  7. Can Goldwind be owned, and what discovery might change your answer?

Inciting Incident

At high noon, the Site Supervisor orders Vermonbend's ancient fountain opened to charge Beccin's new western pumping line. The water rises black with lapis grit, gives one tremendous convulsion, and ceases; at that instant, the color sloughs from a distant painted hill and reveals the walls of a settlement absent from every chart. A wandshot kills the imperial adjudicator, and the papers spilling from his case grant the same watercourse--under equally valid seals--to Beccin, House Peyote, and several Goldwind families.

The gates are barred, arrests proclaimed for sunset, and only the future posse saw who carried away the fourth deed.

Campaign Shape

Dust and Deeds

The posse forms amid the failed fountain, murder, arrests, and discovery of the hidden settlement. Early bounties establish how each character treats law, necessity, and the people whose claims never entered an official ledger.

The Iron and Water Road

Riding ahead of Beccin's expanding works, the company resolves disputes over wells, mines, labor camps, missing surveyors, stolen pumps, and settlements omitted from the map. House Peyote's visions reveal that the official route follows something much older.

The War of Claims

Beccin administrators, elected Vermonbend loyalists, Goldwind families, miners, alchemists, and outside investors raise competing governments and armed companies. Every ally asks the posse to enforce a different version of ownership.

The Unowned Country

The old road beneath the painted hills reaches a source capable of redirecting the region's water--or destroying it. The posse may recognize a federation, bargain with Beccin, return authority to local councils, entrust the water to a custodian, or ensure no single claimant can command it.

Canon and Proposal Boundary

Recovered setting material supports Goldwind's magical-western character, contested ownership, painted hills, hallucinogenic cactus juice, Vermonbend's prehistoric fountain, House Peyote's alchemical illusions, Beccin military occupation under Transportation Essential Services, and redirected production of beams and water pumps.

The railway, failing fountain, contradictory deeds, revelatory landscape visions, hidden settlement, opening murder, posse, and buried waterworks are campaign proposals. Goldwind's exact status as nation, territory, frontier, or occupied province remains unresolved and should be sharpened through play rather than settled in advance.

CAMPAIGN 05 | INFERNAL SIEGE

Fearledell: The Chains Beneath the Lake

At Candlelight the lanterns blacken, and winter falls into Hell.

On the Festival of Candlelight, the folk of Fearledell send ten thousand lanterns aloft in memory of those slain by the Seelie. This year every flame gutters black, chains vast as towers burst from beneath the frozen lake, and the island capital is dragged bodily into Hell--where its snow begins freezing battlefields which have never known winter. Trapped beside King Einare, the hedge-witches, and a city succumbing to terror, the characters must hold the streets, discover what ancient power abides in the royal blood, and treat with infernal powers which each claim lawful dominion over the fallen kingdom. They may ransom their home, unmake the claim that drew it below, or forge from the doomed city a realm no power of Hell can command.

Baldur's Gate: Descent into Avernus | Besieged-city survival | Infernal court politics | Supernatural winter in Hell | Festival horror | Royal blood and broken covenants | Salvation without a single rightful price


Tone and Themes

Begin with candlelit pageantry and turn it, in a single dreadful stroke, into wintry siege fantasy. The capital remains a living community rather than a disposable ruin: skaters become couriers, vintners ration cellars, lantern-makers fashion signals, and old knights again stand beside mistrusted hedge-witches. Beyond the walls lies a Hell divided by rank, conquest, and incompatible law, where every promised rescue bears a carefully omitted price.

The themes are duty to home, inherited power, remembrance transformed into obligation, and whether salvation purchased through another's bondage deserves the name. Winter is both salvation and peril: it quenches infernal fire and preserves stores, yet cracks stone, kills crops, and makes the city a prize worth possessing.

Foundations

Player Principles

GM Principles

Character Origins and Roles

Suitable origins include capital skaters, artisans, guards, courtiers, vintners, royal servants, hedge-witches' pupils, veterans of the Seelie incursion, winter-elf envoys, Circle Rock sailors caught in the city for the festival, foreign pilgrims, and scholars of infernal covenants. Useful company roles include rescuer, scout, negotiator, chronicler, occult examiner, defender of common folk, keeper of stores, and breaker of chains. A character tied to Einare's bloodline may be included, but the campaign requires no solitary chosen heir.

Collaborative Map Seeds

Session-Zero Questions

  1. Whom did your household lose during the Seelie incursion?
  2. What duty do you perform during the Festival of Candlelight?
  3. What does King Einare--or the crown--owe your family?
  4. Which hedge-witch once aided you, and why are you ashamed to admit it?
  5. What place in the island capital would you sacrifice yourself to preserve?
  6. What bargain, crime, or inheritance has already caused Hell to know your name?
  7. What would you refuse to surrender even if it were the certain price of taking Fearledell home?

Inciting Incident

The skaters cease upon the sounding of the royal bell. Above them, ten thousand paper lanterns rise through gentle snow, each bearing the name of one whom Fearledell remembers. The first lantern blackens above the palace; then another, and another, until the heavens are crowded with dead stars.

A blow shakes the lake from beneath. Iron links broader than houses burst through the ice without spilling water, coil about the island walls, and draw taut beneath an unseen hand. The lantern flames burn downward; the mountains vanish behind curtains of steam; and, amid the deep tolling of bells no mortal forged, the whole capital is torn from Hiraeth.

When the convulsion ends, a brazen sky hangs above Fearledell. Infernal hosts gather beyond the frozen shore, yet snow continues to fall, smothering their fires beneath clean white silence. Upon the nearest chain stand two seals: one ancient and crowned with a serpent, the other newly struck over an older name.

Campaign Shape

The Black Candle

Survive the descent, rescue trapped districts, establish order, and learn why the lake's chains recognize the royal household.

The Kingdom Below

Defend the island against raiders and claimants while food, fuel, legitimacy, and public trust dwindle. Explore the frozen margins where Fearledell's winter remakes Hell.

The Courts of Ash and Rime

Seek passage, allies, and proof among Wyss's new dominion, Lilith's older hierarchy, winter-elven emissaries, rebellious fiends, and mortals bound by forgotten covenants.

The Severing

Decide what must be surrendered to raise the city. The characters might free Fearledell, transfer the claim, extinguish the royal winter, depose its bearer, bargain with one throne against another, or keep the city below as an armed sanctuary.

Canon and Proposal Boundary

Fearledell's geography, island capital, Circle Rock Port, Candlelight festival, Seelie incursion, Marron's death, Einare's victory with hedge-witches, winter-elven invitation, and rumored royal winter power are source-backed but presently unconfirmed. Wyss's killing of the Cave Mother and accession to Hell's first layer are confirmed; Lilith's title as Queen of Hell is separately recorded.

The city's descent, chains, blackened lanterns, Candlelight's occult function, the bloodline's infernal significance, and conflict between Wyss and Lilith are proposals. The frame exploits their competing titles without deciding whether Lilith rules above Wyss, has been displaced, recognizes him as a vassal, or contests his accession.

CAMPAIGN 06 | REALM-BUILDING

Farnears: The Harvest Crown

The king lies cold; the fields shall choose.

King Stephen lies beneath Willowhallow, his heir is nine, and Viceroy Alistair's writ now rides with armed grain-takers. The crown's hard-won peace splinters among freeholds that remember older liberties, while hungry neighbors reckon the worth of every mill, bridge, and bushel. From a battered keep at the crossroads, the characters must bind quarrelsome communities by promise, favor, steel, and common necessity--for every oath wins a banner and incurs a debt. When the child comes of age, Farnears must become a kingdom restored, a compact of free peoples, a realm of the characters' own devising, or carrion for the powers gathered at its borders.

Kingmaker | War for the Crown | Pendragon | Rebellion from the freehold upward | Ruined keeps and buried elderworks | Harvest, famine, and seasonal consequence | A realm authored in oaths


Tone and Themes

This is agrarian statecraft with mud upon its boots: winter grain, broken millstones, flooded roads, inheritance, hospitality, and armed riders carrying dubious seals. It is Kingmaker inverted. The map is not empty, the communities are not waiting to be claimed, and expansion means persuading people with laws, guarantees, marriages, pardons, roads, and protection.

Its themes are consent to rule, promises as public architecture, material foundations of power, resistance to distant authority, and the difference between unifying a people and possessing them. Political rivals should hold defensible aims; removing Alistair never settles the larger question of who may rule.

Foundations

Player Principles

GM Principles

Character Origins and Roles

Characters might be freeholders' children, millers, drovers, hedge-priests, itinerant judges, royal retainers, discharged soldiers, Attergo factors, RossWin cooperative envoys, tutors or guards once attached to the heir, or descendants of families who fought the old tax rebellion. Useful functions include emissary, scout, quartermaster, chronicler, protector, legal advocate, builder, and keeper of the company's promises. No character need begin as a ruler, but all should care what Farnears becomes.

Collaborative Map Seeds

Session-Zero Questions

  1. What promise made by Stephen bound your household to his crown?
  2. Which decree of Alistair's crossed a line you cannot forgive?
  3. What does your character privately fear the young heir might become?
  4. Which freehold has a rightful grievance against you or your family?
  5. What ancient liberty do the people invoke when rulers overreach?
  6. Who fed you during a lean winter, and what debt remains unpaid?
  7. If offered a crown, what would compel you to accept--or refuse--it?

Inciting Incident

At the autumn tithe-moot of the crossroads keep, Alistair's reeve arrives with soldiers and an order seizing the district's seed grain "for the preservation of the realm." A mud-spattered royal courier follows bearing a countermand allegedly dictated by the child heir; before either seal can be tested, hooded riders fire the granary, murder the courier, and attempt to carry off the moot's elected speaker.

The characters must choose between saving the winter stores, pursuing the assassins, and preventing frightened farmers from slaughtering the reeve's company. By dawn the keep is masterless, both orders are suspect, and the assembled freeholds name the characters wardens until spring--if they can keep the roads open and the realm from devouring itself.

Campaign Shape

Seed Grain

The company saves what it can from the tithe-moot, investigates the contradictory orders, restores the keep, and survives the first winter. Nearby freeholds judge the new wardens by whose hunger they answer first.

The Freehold Compact

The characters travel among quarrelsome communities, negotiating protection, law, roads, mills, and mutual aid. Each accession adds strength and an obligation written into the emerging compact.

The Hungry Borders

Alistair consolidates loyal districts while neighboring powers, merchants, pretenders, and raiders test the realm. Buried elderworks offer shortcuts whose activation could empower the compact or subject it to an older authority.

The Harvest Crown

The child heir nears majority as armies and delegates gather. The characters may restore the crown under binding terms, found a federation or republic, accept rule themselves, partition the realm, or discover a stranger form of government authored from the promises they actually kept.

Canon and Proposal Boundary

Recovered material supports Farnears as Fair's breadbasket, a loose farmer confederation resistant to central rule, and a former rebel against RossWin taxation. Archived Lost Thrown material establishes Stephen's death, a child heir, and Alistair's radical measures, but sits uneasily beside the older confederation description. Attergo's status is only suggested.

The recent monarchy-over-confederation reconciliation, crossroads keep, grain seizure, forged orders, party wardenship, negotiated compact, elderworks, factional sequence, and possible constitutional settlements are proposals. The campaign should not declare its preferred government before the players discover what each form demands.

Choosing Among the Six

Each frame offers a different first promise to the table.

Inspiration Library

These works are touchstones rather than required sourcebooks or plots to reproduce.