On this page
- The Known World: A Lore Compendium
- A Note on Subgenres and Travel
- Acasia — “The Broken Province”
- Aelaerem (Halflings) — “Hearth & Hollow”
- Aeler (Dwarves) — “Crowns & Under-Vaults”
- Aelinnel (Gnomes) — “Stone, Bough, and Bright Things”
- Black Banners — “Condotta & Crowns”
- Ecktoria — “Marble & Fire”
- Linn — “Skerries & Storm-Oaths”
- Mistlands — “Bells, Salt, and Breath”
- Silkstrand — “City of Bridges & Dyewater”
- Theona — “Three Greens, No Ninth”
- Thepyrgos — “City of a Thousand Stairs”
- Ubral — “The Stone Between Spears”
- Valewood — “Empire Under Leaves”
- Vhasia — “The Fractured Sun”
- Viterra — “The Hedge-Law Realm”
- Ykrul (Orcs) — “Wolf Standards, Winter Camps”
- Zakov — “Salt & Serpent”
- Other Regions (Brief)
- Using This Compendium at the Table
The Known World: A Lore Compendium
Fate's Edge GM Guide — Chapter 14
You only need to read the region your campaign is set in. The generators (see the separate Travel Guide) will provide the rest.
Quick reference by subgenre and typical conflict:
| Region | Fantasy Subgenre | Typical Conflict |
|---|---|---|
| Acasia | Low fantasy / mercenary realism | Feuding warlords, mercenary flips, the Curse |
| Aelaerem | Folk horror / pastoral dark | The Neighbors, clan feuds, harvest famine |
| Aeler | Industrial / political / survival horror | Resource scarcity, jurisdiction feuds, White Flood |
| Aelinnel | Fae / mathematical / courtesy horror | Geasa, Thorn Court vs. law, the Green Gate |
| Black Banners | Military / mercenary warfare | Payday delays, condotta flips, winter campaigns |
| Ecktoria | Political intrigue / legal drama | Rival claimants, bread riots, Everflame schisms |
| Linn | Viking / maritime / oath-bound raiding | Feuds, mistland fog, Thing injunctions |
| Mistlands | Folk horror / gothic | Direwood encroachment, ward-salt shortages |
| Silkstrand | Urban / mercantile / noir | Guild rivalries, dyewater curses, condotta flips |
| Theona | Celtic / folk horror / taboo-driven | No Ninth taboo, bride-peace feasts, Green Host |
| Thepyrgos | Byzantine / academic / arcane mystery | Synod edicts, iconoclast riots, witch-hunters |
| Ubral | Highland clan / reiver / honor culture | Blood feuds, guest-right, dwarf toll roads |
| Valewood | Fairy tale / dark forest / fey remnant | Phasing ruins, fae courts, imperial echoes |
| Vhasia | Courtly romance / chivalric / fractured kingdom | Rival dukes, chevauchée, parlement war |
| Viterra | Legal drama / low fantasy / frontier justice | Border disputes, legal duels, Queen's progress |
| Ykrul | Steppe nomad / saga / honor culture | Feuds, hostage strings, white squalls |
| Zakov | Pirate / noir / crime syndicate | Syndicate wars, tide-driven routes, cursed cargoes |
When you read a region entry, look for the GM Seed — a one-line hook to spark an adventure — and the Faction Standing suggestion. Use the simple −3 to +3 scale to track attitudes, and tie advancements to Mandate and Crisis timers.
This chapter presents a practical overview of the major regions of Fate's Edge. For each area, you will find its dominant fantasy subgenre, the primary conflicts that drive adventure, and the key stakeholders (factions, leaders, and powers) that shape events. Use this as a quick reference when planning sessions or improvising.
A Note on Subgenres and Travel
Each region is designed as a distinct fantasy subgenre. When the party travels from one region to another, the genre shifts — a journey from the folk horror of the Mistlands to the political intrigue of Ecktoria should feel like turning the page to a different kind of story. Use the travel rules to blend these genres organically.
Acasia — “The Broken Province”
Genre: Low fantasy / mercenary realism / border feud.
Primary Conflicts
- Feuding petty kingdoms and warlords.
- Mercenary companies (the Black Banners) that shift loyalties with coin.
- The lingering “Curse” — a supernatural blight that twists roads and ruins.
Key Stakeholders
- Margravine of the Broken March — The highest authority, half-saint, half-tax-roll.
- The Lame King — A traveling pretender who makes law by pointing.
- Blackwood Matriarchs — Hedge-witches and feud-keepers.
- Free Company Captains — Pike and shot mercenaries between contracts.
“In Acasia, every bargain is an echo of a promise once broken, and every drink tastes faintly of obligation.”
GM Seed
A broken bridge, a cursed child, and a free company that switches sides.
Hidden Agendas
- The Margravine secretly funds the Lame King's pretensions to keep the province fractured — unity would threaten her tax base.
- A Blackwood Matriarch knows the true cause of the Curse: a forgotten oath to a powerful spirit, now demanding a child as payment.
Faction Standing
Track attitudes toward the Margravine, the Lame King, and the major free companies on a −3 to +3 scale. Tick Mandate up when the party brokers a truce or earns a noble's public endorsement. Tick Crisis when a feud spills into their path or a condotta flips.
Aelaerem (Halflings) — “Hearth & Hollow”
Genre: Folk horror / pastoral quiet with dark undercurrents.
Primary Conflicts
- The “Neighbors” — fae or otherworldly powers that demand observance.
- Feuds between clan matriarchs that can last generations.
- Harvest tithes and famine pressure.
Key Stakeholders
- Apple-Matron — Hostess of harvest feasts; power sits where she pours.
- The Pale Shepherd — Comes when lambs are born and when people go missing.
- Mummers' Captain — Keeps a chest of masks and stricter rules than church.
- Lantern-Warden — Trims lamps and knows which shadow is wrong.
“Don't cross the Pale Causeway at dusk, especially not if you've got a silver tooth.”
GM Seed
A harvest feast where the ninth cup is poured, and the Hollow answers.
Hidden Agendas
- The Apple-Matron knows that the Pale Shepherd is not a single entity — it is a title passed down. The current Shepherd is a desperate woman trying to buy back her son's life.
- The Mummers' Captain's masks are not carved; they are grown from a living barrow. Each mask contains a trapped Neighbor.
Faction Standing
Track relations with the Apple-Matron's hearth, the Lantern-Wardens, and the Pale Shepherd's circuit. Tick Mandate when the party honors a taboo or mediates a feud. Tick Crisis when a Neighbor is disturbed or a harvest fails.
Aeler (Dwarves) — “Crowns & Under-Vaults”
Genre: Industrial / political / survival horror (underground).
Primary Conflicts
- Resource scarcity (air, water, light, food) in sealed holds.
- Jurisdictional feuds — bell-code conflicts between crown and basilica.
- The “White Flood” — mountain thaw that becomes a river through routes.
Key Stakeholders
- Vault-Queen — Sovereign above and below.
- High King Beneath the Peaks — First among crowns by ancient concord.
- True Masons — Wanderers repairing ancient stonework.
- Edgewalkers — Prospectors and border scanners.
“When the stone starts singing a different tune, you best listen.”
GM Seed
A ventilation shaft collapses, and the only way out is through a sealed crypt that holds a forgotten king's secret.
Hidden Agendas
- The High King's health is failing; his advisors are preparing a succession that would shatter the ancient concord.
- The True Masons are not neutral — some factions use them to quietly seal off rival holds.
Faction Standing
Track standing with the Vault-Queen, the High King's court, and the True Masons. Tick Mandate when the party secures a new trade route or repairs a crucial under-way. Tick Crisis when a bell-code dispute escalates or a White Flood warning is ignored.
Aelinnel (Gnomes) — “Stone, Bough, and Bright Things”
Genre: Fae / mathematical / courtesy horror.
Primary Conflicts
- Geasa and spoken taboos that bind without warning.
- Thorn Court vs. human law — jurisdiction debates.
- The Green Gate — a threshold that demands exact change in truths.
Key Stakeholders
- Stone Prince of Aelinnel — Mortal crown with fae debts properly indexed.
- Lady of Thorns — Hawthorn court sovereign; smiles like a snare.
- Green Knight — Duelist of paths and proofs.
- Oath-Carver — Sets promises in quartz so they can be seen.
“The law here flows like water over stone — it finds its own path, and woe to those who try to dam it with paper.”
GM Seed
A missing step, an unsaid name, and a door that only opens when you speak the eighth word.
Hidden Agendas
- The Stone Prince's ledger is missing a page — a debt owed to the Thorn Court that could collapse his reign if discovered.
- The Green Knight is not a single being; the title passes to whoever wins the last duel. The current Knight is a mortal who refuses to die.
Faction Standing
Track standing with the Stone Prince's court, the Lady of Thorns, and the Oath-Carvers. Tick Mandate when the party resolves a dispute without breaking geas. Tick Crisis when a promise is shattered or the Green Gate opens at the wrong hour.
Black Banners — “Condotta & Crowns”
Genre: Military / mercenary / low fantasy warfare.
Primary Conflicts
- Payday delays and supply shortages.
- Condotta units flipping sides mid-battle.
- Winter campaigns and frozen battlefields.
Key Stakeholders
- Banner-Captain — Griffon standard and a ledger of noble grudges.
- The Black Colonel — Legendary commander not seen in months, yet his banner still rides.
- Clan-Mother (Ykrul) — Wears war-braids from oath-breakers' hair.
- Veteran Sergeant — Counts scars like coins.
“A contract is only as good as the next payday, and a grudge is only as sharp as the sword backing it.”
GM Seed
Two rival companies encamped on opposite sides of a frozen river; a single bag of coin could end the war or set off a massacre.
Hidden Agendas
- The Black Colonel is dead; his banner is carried by a mute lieutenant who follows his last orders. No one dares question the legend.
- The Clan-Mother is secretly selling war-braids to both sides, prolonging the conflict for profit.
Faction Standing
Track standing with individual banner captains, the condotta brokers, and the Clan-Mother. Tick Crisis when a payday is missed or a condotta flips mid-contract.
Ecktoria — “Marble & Fire”
Genre: Political intrigue / legal drama / fallen empire.
Primary Conflicts
- Rival dukes, abbesses, and parlements claiming legitimacy.
- Bread riots, grain shortages, and currency devaluation.
- The Everflame orthodoxy vs. reformist sects.
Key Stakeholders
- Grand Magistrate — Guardian of forms, breaker of them when needed.
- High Priest of the Everflame — Smiles like law; flame judges truth and debt.
- Duchess-Regent — Speaks through cousins, rules through silence.
- Censor's Clerk — “Misfiles” careers; knows which names to forget.
“The law here is written not in books but in marble and flame.”
GM Seed
A forged will, a missing tax ledger, and a procession that turns into a riot at noon.
Hidden Agendas
- The Grand Magistrate suspects the High Priest of the Everflame is hiding a heretic in the basilica's crypt — a former Censor who knows too much.
- The Duchess-Regent is not the real ruler; she is a body double. The true duchess died years ago, and her spymaster keeps the secret to control the province.
Faction Standing
Track standing with the Grand Magistrate, the Everflame priesthood, and the ducal courts. Tick Mandate when the party wins a legal case or brokers a grain deal. Tick Crisis when a bread riot ignites or a heretic is burned.
Linn — “Skerries & Storm-Oaths”
Genre: Viking / maritime / oath-bound raiding.
Primary Conflicts
- Feuds that turn weddings into funerals.
- Mistlands fog and misdirection — channels “move” without warning.
- Thing injunctions that forbid sailing until a grievance is heard.
Key Stakeholders
- Sea-Queen — Crown of hammered silver, eyes for weather and law.
- High Jarl — First among raids, last to boast.
- Volva of the Mist — Oath-reader whose nod stills surf.
- Skald — Verses buy silence, start fights, end them.
“The sea keeps better counsel than any scribe, and the storm remembers every oath sworn upon its winds.”
GM Seed
A bride stolen, a longship lost in fog, and a skald's verse that names the dead.
Hidden Agendas
- The Sea-Queen lost an eye to a storm — or to a rival's blade. Her court knows, but no one speaks of it.
- The Volva of the Mist is not Linnic; she is a runaway from the Mistlands who bargained with a spirit for her position.
Faction Standing
Track standing with the Sea-Queen's court, the High Jarl's household, and the skaldic circles. Tick Mandate when the party resolves a feud at Thing. Tick Crisis when a ship is lost in a squall or a wedding turns to blood.
Mistlands — “Bells, Salt, and Breath”
Genre: Folk horror / gothic / supernatural dread.
Primary Conflicts
- The Direwood's encroachment — undead and wraiths testing the bell-lines.
- Ward-salt shortages and bell-line failures.
- Aeler protectorate authority vs. local independence.
Key Stakeholders
- Legate of the Mists — Aeler governor; equal parts mercy and decree.
- Bell-Warden — Ringbook decides which notes keep which ghosts at bay.
- Salt-Monk — Blesses pans and keeps ward-measure honest.
- Mist-Seer — Bargains breath for answers; candles shorten when she speaks.
“The bells here do more than mark time — they weave the very fabric of reality.”
GM Seed
A bell-line fails at dusk, and something that should not walk steps through the gap.
Hidden Agendas
- The Legate of the Mists knows that the Direwood is not a natural forest — it is a prison for a forgotten god. The bell-lines are the bars of its cage.
- A faction of Salt-Monks hoards pure salt to sell to desperate villages, letting other wards decay.
Faction Standing
Track standing with the Legate's protectorate, the Bell-Wardens, and the Salt-Monks. Tick Mandate when the party repairs a bell-line or negotiates a ward-salt shipment. Tick Crisis when a wraith breaks through or a village is quarantined.
Silkstrand — “City of Bridges & Dyewater”
Genre: Urban / mercantile / noir.
Primary Conflicts
- Guild rivalries and Exchange cornering.
- The “Curse” — dyewater omens and awakened curses in the canals.
- Condottieri flipping colors mid-contract.
Key Stakeholders
- The Matron — Rules from her palazzo stairs with velvet and iron.
- Guildmistress of Dyers — Stained hands, permits tighter than purse strings.
- Bridge Bailiff — Rents stalls, sells gossip by the breath.
- Night-Boat Smuggler (“Ravel”) — Silent oar, louder favors.
“In this city, every bridge belongs to someone, and every current carries the price of being allowed to cross.”
GM Seed
A dye-permit stamped with a dead notary's seal, and a canal that runs red at midnight.
Hidden Agendas
- The Matron's velvet gloves hide iron claws: she personally ordered the death of the last Bridge Bailiff who refused to rig a debt auction.
- The Guildmistress of Dyers is slowly poisoning the water to drive out smaller competitors; the “Curse” is a convenient cover.
Faction Standing
Track standing with the Matron's office, the Dyers' Guild, and the smuggling networks. Tick Mandate when the party brokers a trade deal or exposes a forger. Tick Crisis when the Exchange corners a market or a condotta flips.
Theona — “Three Greens, No Ninth”
Genre: Celtic / folk horror / taboo-driven.
Primary Conflicts
- The “No Ninth” taboo — omissions, unspoken names, missing steps.
- Bride-peace feasts that can end or restart feuds.
- The Green Host — spectral riders that appear when customs are broken.
Key Stakeholders
- Matron of Wells — Queen-mother in truth if not name.
- Three-Isles King — Elected by moots; whale-bone throne.
- Lady Beneath — Unseen queen who bargains in dreams.
- Taboo-Witness — Geas-keeper who knows which words ruin deals.
“The wells here hold more than water — they hold the dreams and prayers of generations.”
GM Seed
A bride-peace feast where the ninth cup is poured, and the Green Host rides before dawn.
Hidden Agendas
- The Lady Beneath is not a spirit — she is a mortal exile who learned to walk through dreams. She uses omens to manipulate the Three-Isles King.
- The Taboo-Witness is dying. She is looking for a successor to inherit her geas — and her debts.
Faction Standing
Track standing with the Matron of Wells, the Three-Isles King's moot, and the Taboo-Witness. Tick Mandate when the party keeps the Ninth silent or brokers a marriage peace. Tick Crisis when a taboo is broken or the Green Host is sighted.
Thepyrgos — “City of a Thousand Stairs”
Genre: Byzantine / academic / arcane mystery.
Primary Conflicts
- Synod edicts that proscribe or permit chants and rites.
- Iconoclast riots between competing faiths.
- Witch-hunters and arcane talent conscription.
Key Stakeholders
- The Archon — Elected, entrenched, counting bells.
- Lighthouse-Patriarch — Reclusive seer who steers beacons in storms.
- Nomophylax — Law-scholar whose citations close mouths.
- Palkar Captain — Tower guards; ladder-quick and letter-shy.
“Every stair climbed is a word in the great conversation between earth and sky.”
GM Seed
A stolen grimoire, a silent bell, and a witch-hunter who refuses to explain her orders.
Hidden Agendas
- The Lighthouse-Patriarch is not senile; he is hiding a child with forbidden talent in the beacon tower.
- The Archon plans to dissolve the Synod and rule alone. He has already bribed half the Palkar captains.
Faction Standing
Track standing with the Archon's office, the Synod, and the Chain-Lantern order. Tick Mandate when the party resolves a heresy trial or sponsors a student. Tick Crisis when an iconoclast riot erupts or a witch-hunt goes too far.
Ubral — “The Stone Between Spears”
Genre: Highland clan / reiver / honor culture.
Primary Conflicts
- Feuds that last generations, settled by wergild in cattle or blood.
- Guest-right — breaking hospitality stains name worse than breaking a sword.
- Dwarf toll roads and clan independence.
Key Stakeholders
- Lady of Tor — Clan-chief in cloak and mail.
- Council of Cairns — Graybeards and granite wills; they do not hurry.
- Feud-Broker — Knows the weight of life in cattle and coin.
- Wergild Counter — Keeps tallies, ends grudges, starts others.
“The stone here remembers every oath sworn upon it and every blood spilled in its shadow.”
GM Seed
A stolen herd, a broken guest-token, and a cairn that adds a new name at dawn.
Hidden Agendas
- The Lady of Tor is dying without an heir. She plans to name a successor from outside the clan — a move that will trigger a civil war.
- The Council of Cairns is not a council of elders; it is a single shaman wearing many masks, speaking with different voices.
Faction Standing
Track standing with the Lady of Tor, the Council of Cairns, and the Khaz-Vurim dwarf wardens. Tick Mandate when the party pays a wergild or brokers a truce. Tick Crisis when a feud reignites or a guest-right is violated.
Valewood — “Empire Under Leaves”
Genre: Fairy tale / dark forest / fey remnant.
Primary Conflicts
- Phasing ruins and star-roads that shift between worlds.
- Fae courts (Hazel vs. Alder) competing for influence.
- Imperial echoes — ancient shades still marching patrols.
Key Stakeholders
- Hazel Queen — Lethai-ar sovereign in leaf and law.
- Alder King — Twilit Court sovereign in shadow and debt.
- The Huntsman — Antlers of moonlight; shortcuts owe him.
- Pathweaver — Knots safe routes into cord.
“The forest here remembers empires that crumbled to dust, and its laws are older than your kingdoms.”
GM Seed
A star-road that opens at dusk, a fae bargain that demands a voice, and an imperial shade that knows your true name.
Hidden Agendas
- The Hazel Queen is dying from an old curse. She is looking for a mortal to inherit her crown — and her debt to the Alder King.
- The Huntsman is not loyal to either court; he is a former lover of the Hazel Queen, cursed to hunt her enemies until she lifts the spell.
Faction Standing
Track standing with the Hazel Queen, the Alder King, and the Imperial Echo patrols. Tick Mandate when the party returns a relic or respects a geas. Tick Crisis when a court's patience expires or a star-road realigns dangerously.
Vhasia — “The Fractured Sun”
Genre: Courtly romance / chivalric / fractured kingdom.
Primary Conflicts
- Rival dukes claiming the Sun-crown.
- Chevauchée — raiding parties that burn loyalty oaths as well as barns.
- Parlement divided — war by paperwork.
Key Stakeholders
- Two Crowns — Rival dukes, each crowned in rival cathedrals.
- Queen-Mother — Weaves alliances as if they were dowries.
- Last Dauphin — Rumor with a birthmark; armies march for whispers.
- Marshal-Exile — Sun-court's hammer, now wielded by whoever pays.
“The sun may be fractured, but our authority is absolute within our domains.”
GM Seed
A false Dauphin, a stolen crown, and a chevauchée that burns a village that swore neutrality.
Hidden Agendas
- The Queen-Mother secretly supports both Crowns; she wants the war to continue until every rival duke is exhausted.
- The Last Dauphin is a commoner recruited by the Marshal-Exile. He believes his own legend.
Faction Standing
Track standing with each of the Two Crowns, the Queen-Mother, and the Parlement clerks. Tick Mandate when the party brokers a truce or exposes a forgery. Tick Crisis when a chevauchée goes unanswered or a parlement divides.
Viterra — “The Hedge-Law Realm”
Genre: Legal drama / low fantasy / frontier justice.
Primary Conflicts
- Border disputes over hay-carts and toll rights.
- Legal duels — formal combat to settle property claims.
- The Queen's progress — royal authority moving through semi-autonomous duchies.
Key Stakeholders
- Warrior Queen — Crown on helm, sword at side, patient sums behind gaze.
- Queen's Justiciar — Law on road, polite as a noose.
- Fen Reeve — Tally-rod; speaks for dike guilds.
- Master Advocate Halric — Silver-tongued legal warrior.
“Every hedge here marks not just a boundary but a principle — the careful balance between order and freedom.”
GM Seed
A boundary stone moved overnight, a legal duel at dawn, and a charter that was signed in disappearing ink.
Hidden Agendas
- The Warrior Queen is not a warrior; she is a diplomat who won the crown by out-arguing her rivals. Her sword has never been drawn.
- Master Advocate Halric is a spy for a foreign power, feeding legal secrets to Vhasian exiles.
Faction Standing
Track standing with the Queen's court, the Queen's Justiciars, and the Fen Reeves. Tick Mandate when the party wins a legal case or settles a border dispute. Tick Crisis when a legal duel turns lethal or a charter is voided.
Ykrul (Orcs) — “Wolf Standards, Winter Camps”
Genre: Steppe nomad / saga / honor culture.
Primary Conflicts
- Feuds and blood-price (wergild) in cattle or horses.
- Hostage strings — token kin left to secure treaties.
- White squalls and rasputitsa (spring melt) that seal passes.
Key Stakeholders
- Khatun of Ring — Camp-law and hostage strings.
- Khagan's Kin — Sent to bind foedus with a look.
- Sky-Speaker — Shaman of storms; shortcuts owe them price.
- Kon'reh Masters — Geometry arbiters and teachers.
“The steppe remembers every oath sworn beneath its endless sky, and the wolf-standards carry the honor of clans that have outlasted empires.”
GM Seed
A hostage string cut, a white squall that blinds both sides, and a Sky-Speaker who demands a blood-price for the weather.
Hidden Agendas
- The Khagan's Kin are not blood relatives; they are children of conquered chieftains, trained to be loyal enforcers.
- The Kon'reh Masters secretly manipulate the geometry of oaths to favor certain clans, maintaining a hidden balance of power.
Faction Standing
Track standing with the Khatun's camp, the Khagan's court, and the Sky-Speaker's circle. Tick Mandate when the party pays a blood-price or secures a hostage exchange. Tick Crisis when a white squall isolates a camp or a hostage string is severed.
Zakov — “Salt & Serpent”
Genre: Pirate / noir / crime syndicate.
Primary Conflicts
- Syndicate wars and the Salt Prince's levy.
- Tide-driven smuggling routes that shift with the water.
- Cursed cargoes and fae bargains at the Crimson Docks.
Key Stakeholders
- Salt Prince — Nominal ruler; real power in shadows.
- Pirate Queen — Rules the Shallows with charm and cutlass.
- Kraken's Tongue — Oracle who speaks in riddles and tides.
- Syndicate Silent — No names, just favors and faces.
“The tide here keeps better ledgers than any scribe, and the reefs remember every secret whispered above their depths.”
GM Seed
A cursed cargo that whispers, a tide that does not rise, and a Syndicate Silent who offers a deal with no visible cost.
Hidden Agendas
- The Salt Prince is a puppet; the real ruler is the Kraken's Tongue, who uses the oracle's prestige to manipulate every syndicate.
- The Pirate Queen is secretly a spy for a mainland power, sent to destabilize Zakov before an invasion.
Faction Standing
Track standing with the Salt Prince's court, the Pirate Queen's flotilla, and the Syndicate Silent. Tick Crisis when a syndicate war breaks out or a cursed cargo escapes. (Mandate rarely applies in Zakov — reputation is measured in threats, not legitimacy.)
Other Regions (Brief)
For completeness, these areas appear in the comprehensive guide but are less central to the core setting:
- Dungeon — “Living Infrastructure” — A mythic underworld that breathes; genre: dungeon crawl as survival horror.
- The Ways Between — “Spiritways & Veilways” — Liminal paths between death and dreams; genre: metaphysical / dream-logic.
- The Wilds — “Roads, Ruins, and Weather” — A reskin palette for any terrain — forest, desert, tundra, coast.
- Vilikari — “Laurels & Longhouses” — A federated frontier mixing Utaran law with barbarian custom.
Using This Compendium at the Table
When preparing a session or improvising, consult the region's entry for:
- Genre — to set the right mood.
- Primary conflicts — to generate immediate stakes.
- Key stakeholders — to populate scenes with recognizable NPCs.
- Quote — to read aloud as a flavor text.
- GM Seed — a one-sentence hook for quick inspiration.
- Hidden Agendas — secrets that can become campaign threads.
- Faction Standing — track attitudes with the simple −3 to +3 scale, and advance Mandate or Crisis timers as described.
Remember that travel rules allow you to blend these genres as the party moves from one region to another.