unsettled
Book I
Brigandage
People settle in villages and towns.
They bring order to their lives and surroundings.
Strict hierarchy and rules apply.
This pleases the Law.
Dark places spread and fold and coil unto themselves.
Like an ever-growing virus.
They make the impermanent.
This pleases Chaos.
Law and Chaos hate each other destructively.
They can only act on their hate through their acolytes.
You led an everyday life.
Not anymore.
You are now unsettled.
People



































Factions
Locations

























Folklore













Chapters


































Inspiration
Films
The Green Knight
Gretel & Hansel
TTRPGs
Cairn 2e, by Yochai Gal
Trophy Dark, Gold & Loom by Jesse Ross
Mythic Bastionland by Chris McDowall
Wolves of God by Kevin Crawford
System
unsettled is a Cairn 2e campaign.
Cairn 2e’s website and PDF versions are available for free.
Character generation
You may use the character generator provided below.
You may adapt your Description and Bonds sections as you see fit.
Paste a copy of your character and introduce them on the Dramatis Personae channel.
You may choose to roll your character manually instead.
Travel
A Hex takes a Watch to cross.
A Barrier cannot be crossed normally, unless with specific knowledge of a pass. Through a pass, crossing a Barrier takes a Watch.
Travelling through well maintained roads, or downriver, doubles the speed.
Barriers and Landmarks are not normally presented on the map. If someone attempts to travel out of a Hex through a Barrier, they are not able to, but still spend the time. Exploring a Hex takes a Watch and presents all its Landmarks and Barriers, if any.
Roll dice when necessary. Normally d6 (bigger dice for safer regions). Weather affects posterior die sizes. If travelling at Night, or under looming weather, roll for Getting Lost.
Each Watch | Each day | Getting lost | |
1 | Encounter. | Dire weather. Fatigued unless you stay put. You can’t rest. Someone’s food or lights spoil. You risk getting lost. | Lost. Circle back to where started. |
2-3 | Signs of an encounter. | Looming threat. You risk getting lost. | Drift. Left(2) or Right (3). |
4+ | All clear. | Fine weather. | Normal progress. |
If 2-3 is rolled twice, treat it as a 1.
Downtime
Between sessions, you may take one Downtime Action. Downtime Actions can be used to develop Domain Projects. Some actions and projects require costs to be paid and milestones to be reached, respectively. Roll a d6 (d8 if your background can help you).
1 | Disaster. You are unsuccessful. You trigger a complication or may lose d6 of an attribute. |
2-3 | Setback. You are partially successful and suffer a setback (e.g.: fatigue, reputation, loss, inflation). |
4+ | Success. You are successful. You get excellent results with 6+. |
Research, treasure trade, training, carousing, care/recovery, forage/hunt, build, and strengthening community ties are examples of Downtime Actions. Building farms, establishing institutions, developing businesses, running a established business, training retainers are examples of Domain Projects. The lists are not comprehensive; you may propose other actions or projects.