Saga Unbroken
The gods were dead. The sun had stopped. The dredge had come. In their wake, the Darkness followed. And then it was over. We had survived.
Complexity Rating: ●●
The Pitch
What happens after the end of the world... stops? A generation has passed since the legendary Iver and Folka led a small troop into the Underworld and sealed away the Darkness.
The survivors, those few that remain, inherited a world shattered by the machinations of a dark god, a desolate wasteland, a barren frontier. You are their children, and it is time to reclaim your world.
Tone & Feel
Cozy, Adventurous, Heroic, Post-Post-Apocalyptic
Themes
Frontier, Reclamation, Perseverance, Coexistence
Touchstones
Terra Nil, My Time at Sandrock, Fallout 2, Horizon: Forbidden
West, Sousou no Frieren
Overview
Age of Myth (Over 500 ya)
Deep in the shadows of the Age of Myth, the Loom-Mother discovered how to Weave life into her Tapestry, the fabric of the universe. She created the beasts of land and sea, and wove the elements of reason into her favored creation: Humans. All of these threads - some short, some long - had a beginning and an end.
Other gods attempted to mimic her, but lacked the skill or patience necessary to master the art. Some gods twisted beasts into new animals or monsters. Others Wove her creations together, making cross-breeds of human and animal, and so were created the Varl and the Horseborn.
First Great War (155-130 ya)
The Varl and Humans fought against each other during the First Great War. When the Varl were winning the war, Baldringr, the God of War, gave the losing side fire to combat the giants. Humanity praised Baldringr for the gift of fire, but the god only helped them to prolong the war.
Death of the Gods (130-90 ya)
Jealous of the other gods, a now forgotten deity took Humans in secret, twisted them into stone-like creatures, and hid them away in the depths of the earth. And thus the Dredge were born.
He then pushed the Dredge to attack the other races, uniting Varl and Human against a common enemy. The Dredge became hated and feared among the mortals. Some believed them to be the dead returned to the world to punish the living.
Disgusted by the creation of the Dredge as living weapons, the Loom-Mother sought to punish the errant god, but in her anger accidentally killed him. Panic spread among the gods, to whom death had been impossible before, and thus began the War of the Gods, which saw them all unmade.
Second Great War (90-80 ya)
While the Varl initially pushed away the Dredge, to the point they began slaughtering Dredge settlements for sport, the Dredge eventually retaliated with such vengeance and hatred that they ravaged Human and Varl lands for nearly a decade. This conflict became known as the Second Great War. Ultimately, the Valka took up their enchanted spears and drove the Dredge away, seemingly forever.
In truth, the Valka cut a deal with the stoneborn race. The Valka discovered that the Dredge resented their creator, for he only taught them how to wage war, and did not give them the ability to reproduce. In return for teaching them skills beyond combat, as well as weaving, the Dregde agreed to leave the other races alone.
Like the surface world, the Dredge home in the Underworld also had a Sun, but it was a Dark Sun and a much more powerful magical source than the surface Sun. With the power of the Dark Sun the Dredge used weaving to create a new generation, one which included both sexes, and began to build their own civilization.
Third Great War (30 ya)
The Third Great War started when The Sun Stopped in the Sky. The Dredge, believing that the Valka had betrayed their pact, as the Valka leader Eyvind utilised the energy of the Dark Sun to ressurect his lover and student Juno –causing the Dark Sun to crash to the ground, saw it fit to take humanity's land for their own as they fled their now destroyed home.
The appearance of the Dredge was followed by tremendous Earthquakes that destroyed vast territories, moving mountains, opening chasms, and sinking lakes.
The onslaught of the Dredge forced the other races to flee or fall before them as they pushed south without respite. The Varl chose to stand their ground against their ancient rivals, while Humans formed caravans and fled South.
The Serpent & The Darkness
A giant, miles-long Serpent appeared along with the Earthquakes, which were partially caused by its movements through the earth. The resurrected Juno supposedly 'conversed' with this Serpent in a dream-like trance, and it revealed to her the existence of an unnamed Darkness spreading from the north. The Darkness was the reason for the Dredge's aggressive migration south, as it twisted and corrupted everything it touched. They were not invading, they were fleeing a fate worse than death.
The Serpent was one of the forgotten god's creations, but unlike the Dredge it had no desire to be more than just a weapon, and wished only to fulfil its purpose: the complete destruction of the world. It gestated within the Dark Sun that gave light to the Underworld, also created by the forgotten god, but was released prematurely when Eyvind resurrected Juno.
Because of the method of her resurrection, Juno channeled half of the Dark Sun's power, while the Serpent channeled the rest. As long as Juno lived, the Serpent was greatly weakened. And so, the Serpent sought to slay Juno, chasing her across the land.
The Darkness was an aspect of the Serpent's Power that it lost control over in its weakened state, both due to its premature birth and the energy being drained by Juno. Once it regained control of the Darkness, the Serpent turned the bodies of those corrupted by the Darkness into a proper army, and marched them south en masse.
The Twin Suns restored
Juno and Eyvind, unable to run from the Serpent forever, decided that they must return to the place of their folly and end the threat once and for all. With the help of Iver the Varl, Falka the Shieldmaiden, and the Raven Mercenary company, they traveled deep into the Darkness under Juno's magical protection, seeking the Underworld and the Dark Sun within.
After fighting their way through warped and twisted creatures, most of which used to be people, they managed to reach the White Tower at the heart of the Underworld, and the Darkness was finally undone by Eyvind sealing the resurrected Juno in the Dark Sun. With the Dark Sun sealed and unable to draw power from it anymore, the Serpent died of its wounds and the surface Sun began to move once more.
Humans
The humans were the original creation of the Loom-mother, a very clever and patient god who was responsible for weaving life into the tapestry of creation. As farmers, peasants, merchants, woodsman and warriors, they are the center of culture in this world.
Smaller human settlements are frequently run by chieftains, while larger ones are held by governors. The leader of each settlement or clans is also the one to hold a Banner, a woven history of the town and its people.
Human Communities
The following communities are available to Human characters in a Saga Ubroken campaign.
Frostborne & Ridgeborne
People from northern Setterlund and most of Hraun can be Frostborne, while Setterlund, Hraun, Rundwall, and Stromlund all border or contain mountain ranges.
Hearthborne & Wanderborne
After the destruction of the continent, many people sought to settle down and establish new settlements, while an equal number of them continued to wander, surviving on the go with their great caravans.
Highborne & Slyborne
Very few highborne people survived the apocalypse, with only the city of Arberrang surviving the Darkness. Village founders and caravan leaders are far more likely to fall under highborne than any true nobility.
Conversely, many people who did survive were the cunny and opportunistic of the criminal underworld, who preyed on other survivors for the sake of their own. Even a generation later, the lack of resources and livable space has left many people underprivileged.
Loreborne & Orderborne
The Menders of Manaharr and the Skalds are the scholars of Human society. High ranking Menders are known as Valka (lit. fullers of cloth), in refernece to their mastery of the Tapestry.
While priests (called Gothi) are rare and usually not taken seriously, there are still many people who believe the gods are still alive, and there is some evidence they might very well be. If the gods are really still alive, they are silent.
Seaborne & Wildborne
Few forests or coastal villages survived the apocalypse. The Old Wood and the Last Grove are the only forests left on the continent, while Fiskivik and Ongullstaddr are the only fishing villages untouched by the Darkness.
Warborne
Anyone who lived through the Third Great War can take the Warborne commmunity.
Varl
The Varl are a race of powerful, horned and bearded giants, being twice to thrice the size of Humans. The Varl are a cross-breed of man and yox, created by an impatient god who wove together a twisted version the original Loom-mother’s creations. While long lived, Varl are all male and unable to reproduce and increase their numbers.
Most Varl died during the Third Great War, with only 333 surviving members of the species today.
Varl Features
Varl gain the Charge feature of Firbolgs and the Reach feature of Giants.
Varl Communities
The following communities are available to Varl characters in a Saga Ubroken campaign.
Frostborne & Ridgeborne
Before the Darkness came, the Varl predominantly lived in Hraun, a cold, mountainous province.
Hearthborne, Seaborne, Wildborne
Those few Varl that settled amongst humans following the Second Great war adapted to the quiet life over time, and integrated into the lifestyle.
Warborne
The oldest living Varl are Warborne, having lived through all the Great Wars of the last two centuries.
Horseborn
The horseborn are a race of creatures that live to the south-east of the continent, residing primarily in the flat plains of Dalalond. The early days of the horseborn are a tragic tale indeed, no tale moreso than that of the Plains of Slaughter, where, furious at man's treatment of horses and conflicted emotionally about their own relationship to the beasts, they stole and slaughtered the horses wholesale in defiance. As time passed they would deeply regret the decision and withdrew further into Dalalond, cutting themselves off from the other intelligent races completely.
Horseborn Features
Horseborn gain the High Stamina feature of Humans and the Kick feature of Fauns.
Horseborn Communities
The following communities are available to Horseborn characters in a Saga Ubroken campaign.
Hearthborne, Seaborne, Wildborne
Horseborn born after the Dark Sun was resealed can be founded in any of these communities, living amongst the other races.
Wanderborne
Before the Darkness the horseborn lived in transient herds, and many continued to live that way even after.
Dredge
The Dredge are a race of humanoid beings with stone-like flesh. Their own name for themselves is akin to "sculptors", or more accurately, "we who shape the stone".
The Dredge have their own language, which sounds to most humans and Varl like indistinguishable warbling, though it is possible for other races to learn their language.
The first generation of Dredge were all the size of giants, while the second generation and future generations are the size of humans. Dredge do not die of old age.
Dredge Features
Dredge gain the Hard as Stone feature of Earthkin and the Efficient feature of Clanks.
Dredge Communities
The following communities are available to Dredge characters in a Saga Ubroken campaign.
Loreborne
The Stonesingers are the knowledge keepers and weavers of the Dredge.
Hearthborne, Seaborne, Wildborne
Dredge born after the Dark Sun was resealed can be founded in any of these communities, living amongst the other races.
Underborne
Most Dredge are Underborne, as they are the only people who live underground.
Warborne
Most first generation Dredge are Warborne, having been created for war.
Classes
Only a few classes are available in the world of Saga Unbroken:
Guardians & Warriors
Guardians and Warriors make up the majority of characters in the world, amongst all the races.
Druids & Wizards
The Menders, an order of humans that were taught weaving by the Loom-Mother before the Second Great War. They can read runes, and thus are able to decipher the language of the gods.
Bards & Sorcerers
Stonesingers, those Dredge who were taught weaving by the Valka. Dredge took the knowledge of weaving and made it their own, giving them similar but different skills than their human counterparts.
Rangers & Rogues
Rangers and Rogues in Saga Unbroken don't perform feats of magic. Their abilities should be reflavoured as based in skill and equipment, and cards should be chosen carefully so that they can be reflavoured.
Player Principles
Remember the Darkness
Consider how the Darkness affected your parents (and possibly grandparents). How it affected their original home. What struggles they faced to survive. And how their journey shaped them, and as a result, shaped you. And if your are a Varl or older Dredge, how did the Darkness affect you directly?
Care for Your People
You're not out here to win personal glory, you're here to reclaim the wastes for your people. The good of the Settlement and the survival of its citizens rests upon your shoulders.
Treat Every Life as Precious
Humanity and the Dredge nearly went extinct thanks to the Darkness, and the Varl were always functionally extinct. Taking a life, even that of an outlaw, should not be done haphazardly. You are all the remains of a once flourishing population.
Embrace Your Differences
For centuries the four races were at odds for various reasons, despite all of them being kin. This holds most true for the relationship between the Dredge and the other races. In these dire times, we must be better, for all our sakes.
GM Principles
Echo the Past
Paint a contrast between the world that was and the world that is. Give PCs many opportunities to see how the Darkness changed and warped the land, destroyed people's lives and homes, and how it affected the survivors.
Flesh out the Settlement
The survival of the settlement is the core of the Saga Unbroken story. Threats to the personal health of the characters should be secondary to threats to their friends, families, and associates. Make sure to endear your party to the settlers that live in the Settlement, to make their survival actually weigh on them.
Offer Multiple Approaches
Every conflict and story thread should have at least one social, one combat, and one subversive solution, giving different playstyles the ability to shine. Not all conflicts can be solved by fists, no matter how punchable some chieftains might be.
Create Ideological Conflicts
Even though the Warped Lands are the true enemy of the survivors, that doesn't mean people are unified in their beliefs and views. Allies should have diverse ideas that, align, conflict, or contrast with the PCs' own, while Adversaries should be motivated by their own beliefs, rather than by malice.
The World
With most of the world broken by the Darkness, only a few locations survived relatively unschated. These are noted below.
Arberrang
Before the Darkness, Arberrang was the capital city of Humanity. Its obsidian citadel was created by the weaving power of menders, and as the city grew, rings of wooden walls were erected around the citadel. During the apocalypse the city was the last bastion of safety from the encroaching Darkness.
Manaharr
The home of the menders, Manaharr was built near Arberrang at great expense in exchange for their support at the capital and other diplomatic duties. Manaharr itself, connected to the mainland by an unexpectedly stable rope bridge, houses apprentices in training, the mender council and a vast library of writings and unusual items the menders have collected over time.
Tolir
When Arberrang became a city overpopulated and over-popular, the up and coming rich and important families had two choices: join in the game of politics, or leave. Those looking for a more idyllic life settled nearby, in Tolir.
Ongullstaddr
Called fishhook by the locals, Ongullstadr was fittingly one of the most successful fishing towns having discovered huge spawns of fish in the nearby bay. A victim of its own success, it grew so rapidly that it soon had emptied the harbour immediately surrounding the town within a few short years.
Fiskivik
With Ongullstadr growing rapidly, many of the fishermen elected to move their business to the other side of the bay. It was both a success, in that they found untapped potential here for fishing, and a failure in that within a couple of years, it became just as overrun as the town they were trying to escape.
Gaular
A smallish town built along the Fingernail Weald, Gaular was created as a labor camp for people exiled from Arberrang, where they were forced to work off their debts by harvesting lumber from the weald or by quarring stones from the Godsreach Hills.
Akur
Long plots of fertile land compose the majority of Akur, a town responsible for providing a vast portion of the harvestable food to both Arberrang and Strand. It also boasts a surprisingly large population of armed guards who keep the general peace.
The Gods
After the death of the gods generations ago, most of their myths and stories have been forgotten. A few important gods are remembered more than others, but only the Valka and the Skalds know anything of note about the other gods.
Loom-mother (She/Her)
The Loom-mother first discovered weaving, and with it created this world and those living on it. The other beings in the tapestry, other gods, reacted in many different ways. Some wanted to learn weaving, and they took the creations she made and changed them, forming varl and horseborn.
Dundr (He/Him)
While the Loom-mother was the first to create, she soon found a counterpart in Dundr, who embodies her ideals in a masculine form. Dundr took some of her creations, gave them beards and showed them the secrets of smithing, though may remember him just as fondly for teaching them games and songs of mirth.
Hadrborg (He/Him)
The little you know about Hadrborg is that he was a disciple of the Loom Mother, and learned to create under her guidance. He created a few beasts but soon became bored with simple animals and began combining man and beast, ending up with varl. Each varl alive was created by Hadrborg.
Hridvaldyr (He/Him)
Hridvaldyr was the god of hunters and wild beasts, occasionally seen roaming the land as both a man and a wolf. He was always depicted in effigy with his terrible spear.
Bygglaerer (He/Him)
In life, Bygglaerer traveled the land, laying the world's cavernous foundations and raising mountains. He was ever regarded by the other gods with a wary respect, for one who knows how to put things together will also know how to take them apart.
Radormyr (He/Him)
God of the sun and summer, depicted as a giant serpent. He never contacted humanity and was fond of staying in isolation. Stories talk of his giant bidy undulating through the thin clouds on sunny days.
Irynx (They/Them)
God of the moon and winter. depicted as a giant bird. Stories tell of Irynx hunting Radormyr through the summer skies and creating blizzards while flapping their wings in the winter.
Minor Gods
| Name | Pronouns | Form | Portfolio |
|---|---|---|---|
| Aselei | She/Her | Human | rivers, travel |
| Baldringr | He/Him | Flame | fire, war |
| Bjorulf | He/Him | Human | alcohol |
| Denglr | He/Him | Human | luck, wealth, wishes |
| Geirraðr | He/Him | Human | wise counsel, guidance |
| Ingrid | She/Her | Human | history, knowledge, prophecy |
| Lauga | She/Her | Human | beauty, love, the night |
| Marek | He/Him | Whale | oceans, seas, lakes |
| Stravhs | He/Him | Human | trade, exchange, consequences |
Campaign Mechanics
The Settlement
The core mechanic of Saga Unbroken is the survival of a settlement in the Warped Lands –those regions of the continent that have been twised by the Darkness and left uninhabited.
Whether you establish a new settlement or rebuild an old one, you need to keep track of several resources when managing and growing a settlement.
- Population: Population represents how many people live in your settlement. Each unit of population is roughly 100 people.
- Supplies: Supplies represent how much food and medicine your Population has access to.
- Materials: Materials represent how much lumber, fabric, stone, and metal your Population has access to.
- Morale: Morale is a combination of your Population's sense of security and stability.
Using Your Population
Your Population can be assigned or reassigned to specific roles at the start of each Month. Population can be assigned to a Hex to gather resources, or assigned to the role of Militia, providing security to the Settlement.
- Farmers & Shepherds: 1 Population assigned to a Flatlands Hex produces 2 Supplies at the end of every Month. Alternatively, you can assign 1 Population to Flatlands to produce 1 unit of Materials at the end of every Month.
- Loggers & Foragers: 1 Population assigned to a Woodlands Hex produces 2 Materials at the end of every Month. Alternatively, you can assign 1 Population to Woodlands to produce 1 unit of Supplies at the end of every Month.
- Miners: 1 Population assigned to a Hills or Mountain Hex produces 2 Materials at the end of every Month.
- Fishermen: 1 Population assigned to a River, Sea, or Ocean Hex produces 2 Supplies at the end of every Month.
- Militia: 1 Population assigned to the Militia increases a Settlemet's Morale by 2.
Population cannot harvest resources from Warped Environments.
Supply Consumption
At the end of every Month, after adding up your Resource incomes, reduce your Supplies by your Population.
If this reduces your Supplies to below 0, set your Supplies to 0 and reduce your Population by the difference. For example, if you have 12 Population and 5 supplies, your Supplies are reduced to -7, which means your Supplies become 0 and you lose 7 Population.
Lost Population is not necessarily dead, and represents a mix of deaths and people abandoning your settlement.
Population Growth
At the end of every Year, after Supply Consumption, if you have any Supplies left, you can spend them to increase your Population. Roll 1d4 for every unit of Supplies spent. The number rolled is how much you increase your Population by.
Population growth is a mixture of new births and new arrivals.
Settlement Events
At the Start of every Month, the GM can spend Fear to cause one or more events to occur. Events can be activated again at the start of every subsequent month, if they represent recurring issues, or can be restricted to just that month. Recurring events should be solvable by the PCs. Events occur after Population tasks have been assigned.
Example Events include:
- Thief! - Someone is stealing Supplies. The Settlement loses 1 unit of Supplies per Fear Spent. If this reduces Supplies below 0, decrease Population by the difference and set Supplies to 0.
- Outbreak - Disease sweeps through the settlement. 1 Population per Fear spent becomes unable to work this Month.
- Decay - The settlement is in dire need of repairs. 1 Special Building per Fear spent is disabled until Repaired.
- Bad Soil The land has stopped yielding crops. One Flantlands Hex per Fear Spent becomes barren and yields no resources at the end of this Month.
- Attack! - The Settlement is attacked by a Tier appropriate threat.
If PCs are not present at the time. Compare the Difficulty of the strongest Adversary present to the Settlement's Morale.
If the Morale is equal to or Higher than the Difficulty of the Adversary, the settlement survives unschathed.
If the Morale is lower than the Difficulty, then the settlement loses a number of Supplies or Materials, in any combination, equal to the difference + the number of Fear Spent. The Settlement can also lose Population at the cost of 2 Fear per 1 Population.
If the PCs are present, this should be a normal encounter against Tier appropriate adversaries.
Using Materials
Materials can be used to build specific structures in the Settlement, as well as for repairing them. Building a Special Building requires 10 Materials, and repairing a Special Building requires 5 Materials.
- Mead House - Produces 1 unit of Supplies per Month. This building can be built more than once.
- Marketplace - Produces 1 unit of Materials per Month. This building can be built more than once.
- Proving Grounds - You can convert 1 unit of Supplies to 1 Morale at the start of each month. This Morale vanishes at the start of the following Month. This building can be built more than once.
- Smithy - You can convert 1 unit of Materials to 1 Morale at the start of each month. This Morale vanishes at the start of the following Month. This building can be built more than once.
- Great Hall - Increases Settlement Morale by 2.
- Hall of Valor - Increases Settlement Morale by 2.
- Perimeter Wall - Increases Settlement Morale by 2.
Earning Resources
Supplies, Materials, Population, and both temporary and permanent boosts to Morale should be earnable through adventuring by the PCs.
Mending the Warped Lands
Environments in this campaign can gain an additional type called Warped. Warped environments have been literally twisted and contorted, as if someone swirled reality around them.
Warped Environments have had their Threads twisted by the influence of the Darkness long ago, resulting in unnantural features. To Mend these Environments, a Weaver (Druid, Wizard, Bard, or Sorcerer) must study what is wrong with their Threads, and then fix them using Weaving.
After successfully navigating a Warped Environment, a Weaver can make a Spellcast roll against the Difficulty of the Environment in order to try and Mend it.
- Critical Success: The DM loses 1 Fear, in addition to the effects of a success.
- Any Success: The Environment loses all Warped Features and becomes available for Resource harvesting.
- Any Failure: Nobody else can attempt to Mend this Environment for another year.
Warped Features
Below are some examples of Warped Features an Environment might have.
- Acidic Water - Passive - The water here is still toxic from the blood of the Serpent. Immersion in the water deals Tier Appropriate physical damage to a PC or Adversary. PCs must also Mark an Armor Slot without gaining its benefits. If a PC can’t mark an Armor Slot, they must mark an additional HP instead, and you gain a Fear.
- Depraved - Passive - Creatures in this Environment might explode upon death. When an Adversary or PC dies here, you can spend 2 Fear to cause them to explode, dealing Tier Appropriate physical damage to all Targets (including Adversaries) in Melee range.
- Devouring - Passive - This Environment saps the willpower from those who travel within. Start a Countdown (Loop 12, 10, 8, or 6, depending on Tier). When this Countdown reaches 0, all Targets in the Environment (including Adversaries) must Mark a Stress.
- Shatterstones - Active - Pick a point within the Environmeent. All Targets (including Adversaries) within Very Close range of that point must succeed on an Agility Reaction Roll or take Tier Appropriate physical damage.
- Possess - Active - Spend any number of fear and pick a number of defeated Adversaries in the Scene whose Battle Points add up to the number of Fear spent. Those Adversaries become possessed by the lingering essence of the Serpent, and return to life as undead creatures with half their HP and Stress cleared, and a -2 Penalty to Difficulty and Damage.
- Infect - Reaction - When a PC takes Sever damage in this Environment, you can spend a Fear to force that PC to make an Instinct reaction. On a failure, the PC becomes Poisoned. While Poisoned, the PC takes Tier Appropriate Magical damage each time they act.
- Shatter - Reaction - On a result with Fear, you can immediately spend a Fear to force one PC to make an Agility reaction. On a failure, the PC must Mark an Armor Slot without gaining its benefits. If a PC can’t mark an Armor Slot, they can't be affected by Shatter.
Equipment
Most equipment is available, there are some differences, in keeping with the original Banner Saga games.
- Crossbows and Hand Crossbows are renamed Slings and Hand Slings. The Tier 3 weapon of the same name does not exist.
- Shortbows can be reflavoured as Dredge Slings and Longbows as Dredge Hurlers, special two-handed slings used by Dredge.
- Plate Armor is made out of stone, rather than metal.
Renown
A Saga Unbroken doesn't use Gold. Instead, items are purchased with Renown. 10 Renown is equivalent to 1 Handful of Gold.
Earning Renown
When defeating an Adversary, each PC earns Renown equal to the Battle Point cost of the Adversary multiplied by the Adversary's Tier.
Successfully Mending Environments rewards 5 Renown per Tier of the environment to all PCs.
Spending Renown
Besides buying equipment and items, Renown can also be spent in the following ways:
| Renown | Benefit |
|---|---|
| 100 Renown | 1 unit of Materials or Supplies |
| 1000 Renown | 1 Population |
The Passage of Time
A year has 12 Months of 30 Days each, divided into 6 Months of Summer and 6 Months of Winter.
During the 6 Months of Winter, Flatland hexes stop yielding Resources.
Session Zero Questions
Ask any of these questions to your players, or make your own.
- As a Human, what special events or deeds are recorded on your Clan's banner?
- As a Varl, what events from the Great Wars will always stick with you?
- As a Dredge/Horseborn, why did you venture out from your race's lands?
- Where did you live in before? In one of the surviving settlements of the south or somewhere in the reclaimed north?
- Why did you leave your previous home for a new settlement on the frontier?
- Where is the settlement that you are currently living in? (This is for all the players to collectively decide).