The Sovereign
The day wears on…
The temperature drops sharply through morning, putting us all in a poor mood. By noon, we are passing through a strangely frozen part of the Mire. Black ice has formed over much of the ground, a great dark scab on the skin of the world.
Quarrelling over the map, we see that our only way forward lies across a great, frozen pool. Passing a hole in the cracked surface, we gaze curiously down into the black water. Our reflections stare back at us — but now we see, in the icy depths, that our mirror-selves wear opulent crowns.
Beholding ourselves in such guise, we are seized by a lust for power not our own. Seeking to be the only monarch left, we scrabble to push one another from the pool.
The Challenge
Be the last monarch standing! Maintain your own power while sabotaging others.
Deal each traveller a single card from the deck.
Travellers stand at equal distances around the table, balancing their card on one finger.
On the count of three, travellers begin walking clockwise around the table.
If any traveller’s card falls, they are eliminated.
If a traveller catches up with the person in front of them, they may ‘tag’ them. A tagged traveller is eliminated.
The game ends when only one traveller remains.
Success. If the game ends and at least one traveller was tagged, the Challenge is passed.
Failure. If the game ends and no travellers were tagged, the party has failed to bear the Bargain of power effectively. The Challenge is failed.
————
⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖
————
If the Challenge is passed, the last remaining traveller receives the Bargain of the Sovereign.
If the Challenge is failed, the party suffers the Curse of the Sovereign. If this is the party's third Curse, click here.
-
When a spirit is displeased by the party, it will lay its Curse upon them. Curses have dire consequences. The more Curses a party gathers, the more lives will be claimed in the Heart of the Wood. Furthermore, if a party incurs three Curses, the Wood's spirits will reject them and they will be forced to flee for their lives, ending the game.
When you incur a Curse, place it in a designated area of the table so that all travellers are aware of it.
————
⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖
————
As the last of us crouches over the pool, gripping their imaginary crown, the strange sensation fades. Our minds clear, leaving only a sense of loss behind.
Re-form the deck before continuing.
————
⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖
————