unsettled
Book I
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
Artea
Aspen
Ayrrin
Baron Von Betrüger
Beatrix Wightman
Brothers Ig
Brunhilda
Cai
General Cobb
Daegal
Dick Dale
Eira
Elisio Thaneveil
Flax
Galen and Theron
Dr Prof Garriout
Gunther
Guy Badaud
Harald
Hester
Hilda
Uncle Indigo
Jebbo
Subvicar Jock
Frade Jonas Wildner
Kalamos
Lazlo
Leth
Lord Griffin
Lorenz
Mateus
Nyx
Obeha Ashenroot
Oswin
Otter
Pastor Noonan
Pela Croftman
Razzy Rabbit
Rook
Rushd Ibn Ubada
Sareh Tallowmere
Seren
Slate
Soren
Kingsguard Steffan
Tarmac
Theron
Thresh
Tia
Toram Ashenroot
Varg
Vihero
Yarrow
Yewtree
Factions
Gauntlet
Highwaymen
Piper's Band
Kryptwood Crones
The Thornless
Cult of the Serpent Queen
Order of Saint Ota
Church of the Weeping Mother
KAW
The Sisters
Locations
Bandit's Bath
Blighted Plantation
Burning Tree
Elder Way Monastery
Fort Drugar
Fort Duhrin
Gravenmark
Hendenburgh
Hunter's Cabin
Middle Waters
Mountain Court
Nilfenberg
Quarry
Queensweald
Rabbit's Inn
Ruined Church
Titan & Ruined Spire
Smuggler's Copse
The Crack
Tyrant's Tomb
Van der Wouden
Wellslode
Yellow Smoke
The Wall
Deverain
Terra Perduda
Sigisfarne
Ambaret
Tomb of Horrors
Fever Swamp
Kalduhr
Kryptwood
Kormoran’s Wheel
Wyrmbark
Underground Temple
Duskmeadow Fringe
Folklore
Blue Men
Furrykin
Heavy cloaked grotesque
Drowned Ones
Gargoyle
Grandfather Rotte
Handzies
Hackett
Insect-Centaurs
Horned Knight
Two heads and another
Piot Chant
Reptiloids
Dryder
Flock of Crows
The Eyeless
Finerona
Witch of Nevask
Chapters
February 26
March 1
March 6
March 10
March 14
March 19
March 22
March 24
March 30
March 31
April 9
April 10
April 14
April 27
May 7
May 17
May 20
May 21
May 25
May 31
June 4
June 6
June 8
June 10
June 17
June 28
July 7
July 15
July 24
July 28
August 1
August 3
August 11
August 19
August 29
September 11
September 18
September 28
October 9
October 29
December 31
November 3
November 8
November 13
November 19
November 27
December 3
December 11
December 16
December 24
December 25
January 4
January 10
January 11
January 21
January 24
January 29
February 1
February 2
February 5
February 10
February 18
February 19
February 20
Inspiration
Films
The Green Knight
Gretel & Hansel
Harvest
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. Find a Landmark if there is one. | 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.
