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Mythic Beasts · The campaign

The Untamed

The Court is fencing the wild and calling it wardship. Tear the fences down.

The Untamed Range

The Court is putting fences through the wild and calling it wardship. Tear them down.

The road

Ten fields — trackless country, ringing the Court that fenced it. The Elven Court is the rival, and six kingdoms stand in the way.

Chapter I · The Muster

Nothing out here was ever asked to be wild. It simply was never asked anything.

  1. 1

    The Muster · Break the works

    The Broken Fence

    Jade wardposts on the old range.

    To win: 2 of their works down. Put their spawners down. The keep can stand.

    Against: Jade Dynasty.

    Terms: The standing works — A spawner is already raised and already yours.

    Posts in the ground where no post was. The range remembers being open. Break the line and let it remember out loud.

  2. 2

    First Blood · Hold the ground

    Grave Meadow

    The dead have wandered into the hollow.

    To win: 70s on the crossing. Take the contested ground and keep it — the clock only runs while it is yours.

    Against: Undead Dominion.

    Cold things in the meadow, walking where the herd calves. They do not smell of anything at all. Move them.

  3. 3

    A Twist · Cull the ranks

    Emberrun

    Orcs hunting where nothing should be hunted.

    To win: 16 of their hunters down. Not a body count — a particular kind of body. Put down the ones named. Razing them ends it too.

    Against: Orc Horde.

    Terms: The empty chest — You march with nothing. Everything you field, you earn here.

    They hunt here. Loudly, badly, and for sport. Everything with a nose already knows they came.

Chapter II · The Rival

They brought bows to a conversation. That is what being reasonable looks like from inside a fence.

  1. 4

    The Rival · Carry the torch

    Wardline

    The Court’s wardstones. This is who is fencing you in.

    To win: 3 fires lit by the torch, kept for 40s. Only the torch lights these fires. It starts at your gate, passes hand to hand as bearers fall, and they can put out what it lit. Every fire burning at once, and kept.

    Against: Elven Court — the rival.

    Here is who has been doing it. Stones, in a line, humming. Somebody stood here and drew a shape around us. Carry the fire to each stone until it answers to us instead.

  2. 5

    Adversity · Stop the wain

    The Stone Watch

    Clans on the ridge with guns. Outlast them.

    To win: their wain dragged back for 60s. Their wain rolls for your gate under their escort. Outnumber them at the axle and drag it back — if it reaches your gate, the field is theirs.

    Against: Dwarven Clans.

    Terms: No walls of your own — Your keep cannot be fortified. Meet them in the field.

    Short ones on the ridge with the noise-sticks, and a cart of them coming down it. Stop the cart. It stops before we do.

  3. 6

    The Ally · Burn the toll-houses

    Gilded Pasture

    Realm works on the range. Flatten them.

    To win: 3 of their toll-houses burned. While one of their toll-houses stands, half your income is theirs. Burn every one. The keep can stand.

    Against: Human Realm.

    Terms: The war-chest — An ally has paid for this one. Spend it well.

    They have fenced the good grass, put roofs on it, and every beast that grazes pays. Flatten the roofs. Leave the grass.

Chapter III · The Long War

A wall you grew is still a wall. It only takes longer to be sorry.

  1. 7

    The Siege · Burn the camps

    Thornwall

    They have grown a wall. Get through it.

    To win: 4 of their war-camps burned. Their war-camps feed this assault, and they will keep mustering until they burn. The keep can stand.

    Against: Elven Court — the rival.

    Terms: Walled against you — Their keep was fortified long before you came.

    It smells like the wood and it is not the wood. Burn the camps grown into the middle of it, where it is thickest. That is where it is proudest.

  2. 8

    The Reversal · Hold the closing ground

    Shrine Meadow

    Hold the meadow. It is the last open ground.

    To win: 90s on the crossing as it closes. Hold the ring while it shrinks. By the end there is room for a handful, and they will want it.

    Against: Jade Dynasty.

    Terms: The thin muster — Only your cheapest ranks answered the call.

    The last open ground for a day’s run in any direction. Stand in it. Do not be moved off it.

  3. 9

    The Gathering · Hold the ground · Eight commanders

    The Great Herd

    Everything with a banner, and everything without one.

    To win: 110s on the crossing. Take the contested ground and keep it — the clock only runs while it is yours.

    Against: Human Realm.

    Everything with a banner, and everything without one, on the same ground on the same day. The old way of settling things.

Chapter IV · The Crown

No fences. The wild does not need a warden and it never asked for one.

  1. 10

    The Crown · Take the key

    The Moonlit Court

    The Court itself. Before the wards are renewed.

    To win: the key, off the marked one, to their gate. The marked one carries the key to their door. Bring it down, pick the key up, and walk it to their gate. Their keep falling ends it too.

    Against: Elven Court — the rival.

    Terms: Walled against you — Their keep was fortified long before you came.

    Lamps, swept paths, everything in rows. Nothing in there has been surprised in a thousand years. Find whoever keeps the rows, take the key off them, and open their door.

The rival

The Elven Court — Wardens of the Wyldwood.

Bows on the second ridge. They have come out past their own fences to put them there.

Elves at the wardline, in their good armour, being reasonable at us. They brought bows to a conversation.

Thornwall. They grew it rather than built it, which means it is alive and it can be taught to stop.

The Moonlit Court. They fence the wild because they are frightened of it. Show them they were right.

How it ends

Crowned

No more fences. The wild does not need a warden and it never asked for one.

Broken

The fences hold, and the wild is smaller than it was this morning. It will not stay that way.

The Beasts boons

The branch of the boon tree only the Mythic Beasts can take:

BoonCostWhat it does
The Untamed1Nothing here has ever been told where the road is.
The Great Herd2They come because the others are going.
Wingbeat2The wild does not queue to be mustered.
The Wild Range3Everything out here has survived worse than you.
First of the Blood4The oldest things in the world, and the fastest.

The other marches