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.
Chapters






















Open Hooks
Letter, from a noble hunter, Mateo Jonas Niral, addressed to Lord Aelfwim, explaining he has finally found his great-great-great-grandfather’s hunting manor inside the forest.
The village of Hendenburgh needs help.
The Crones (witches northwest of the village) supposedly can help the village.
Loathe potion. Gregory has given, inadvertently, a loathe potion to Mrs Winstaple. To correct that, they would need the help of the Crones. Mrs Winstaple would like to see Gregory leave the village.
Cancelled wedding. Sly George, from the Highwaymen, decides not to marry beautiful Winnifried. The Crones want that fixed. They would write a banishment letter for the hounds if someone convinces Sly George otherwise.
The Miller’s wife went missing, north of the village, five days ago. He wants help to recover her body for a burial.
Want something of value from the Tomb.
The Monastery needs help as the Mountain Court’s rule on their land is squeezing them too much.
Lord Derron has asked the Monks for help with his daughter’s curse. The curse seems to have gotten worse after being bitten by bees at the lake west of the Mountain Court.
Two brave villagers left the Mountain Court village to steal back from bandits who live in a known hideout south. They never came back.
On 14th March, a group of villagers from Sigisfarne found a cave system below the quarry. On these caverns, enslaved stone children mined for rubies.
You found a Tiny Crystal Prism (petty) buried in the dirt. Holding up to the light shows visions of an unknown location deep within the Wood. Sometimes you feel a presence looking back at you.
The Matriarch tells them she would write a banishment letter to the hounds if the group convinces Sly George, from the Highwaymen, to marry Winnifried, as agreed in the past.
Adventurers have found two iron gates from corridors on the underground cathedral they found by the river floods, southeast of Sigisfarne. One does not open and the other one is blocked by a collapsed corridor.
Note found on a dead adventurer “…“Big Market”… “Wall”… “Village”…”
Adventurers from Sigisfarne have found this Sky Spire northwest of Sigisfarne. No one came near it.
A vengeful Nymph was upset in the woods a watch east of the Mountain Court. The river can be crossed in drier seasons. Varg and Gunther are on the list of this Nymph.
Sigisfarne has vowed to abandon their western farms in a deal between the villagers and a community of underground mole-like creatures, and surrender that land back to the forest. Due to this, Sigisfarne will not have enough output next harvest to send the excess to the capital, which means it risks the crown’s decision of dispersing the village and sending the people to become useful in other settlements unless Sigisfarne finds another way to be helpful to the kingdom.
The piper. That joyful song in the woods? That’s the Piper! They play their flute to call us to join the revolution! We will throw off our chains as we dance! Let us set Deverain ablaze and birth a better world from its ashes!
Forth Kingdom. The Duke’s outward obsession with banquets and winemaking are merely a cover for his true ambition - a kingdom of his own. If he can secure the loyalties of the monarchs in Naganeh and Tirollis, he’ll have the backing he needs to declare himself king and remove himself from under the thumb of Ambaret. He may even grant significant land rights to those willing to declare their allegiance now.
The Wall. Cutting through the land, some say the storms cannot cross its heights. It guards against invasion from the forest and escape.
Yewtree has a map of a supposed great treasure hidden somewhere in a wood north of the Wall.
Flint the snake charmer of Sigisfarne has a compass that points north, but slightly off. He’s been told it doesn’t actually point north, but to somewhere in a forest far to the north.
System
Book I is a Cairn 2e campaign.
Cairn 2e’s website and PDF versions are available for free.
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Character generation
You can 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 procedures
Wilderness dice will be based on the chance of an event: d6 < d8 < d10 < d12 < d20.
A result of 7+ indicates no events.
Trade
Not all items are available at the GM’s discretion in every settlement. Used gear is worth half of its regular price. Selling treasure may trigger inflation in a settlement, which halves selling prices. When inflation is triggered, it lasts 2d6 weeks.
- Village: Inflation is triggered at 1d6 x 100 gp. The absolute trade limit is 600 gp.
- Town: Inflation is triggered at 1d20 x 100 gp. The absolute trade limit is 2000 gp.
- City: Inflation is triggered at 1d6 x 1000 gp. The absolute trade limit is 6000 gp.