Thornbound Realms

Hope’s Edge

A kingdom under siege. Once a patchwork of thriving towns, deep forests and crystal-lit mountains, most of it now lies under an unnatural mist. Beneath the fog, the Rat King’s armies tunnel and breed. Above it, the animal folk cling to what remains.

A panorama of the kingdom: green farmland and a golden city on the left, giving way to mist, red wasteland and a dark castle on the right

The map

Three rings and a city

The map is a hexagon four rings deep: the Lumenhall at the centre, two rings of green Heartland, one ring of yellow Frontier, and an outer ring of red Wilds.

61 hex tiles, all starting face-down under the fog except the Lumenhall.

The Lumenhall

The last true stronghold of the free peoples, and home base for every hero. Never hidden by fog. It can’t be attacked until Terror 8, and even then it’s damaged, not destroyed.

  • The Heartland

    Green zone · Rings 1–2 · 18 hexes

    Fertile wheat, ancient woods and safe roads: the last stretch the mist hasn’t touched. Heroes start here. “Safe” is doing a lot of work in that sentence.

  • The Frontier

    Yellow zone · Ring 3 · 18 hexes

    Deeper caves, thicker forests, and the ruins of towns that fell in the first waves. Crystal, cave encounters and the noble houses’ harder quests all wait out here.

  • The Dangerous Wilds

    Red zone · Ring 4 · 24 hexes

    Impassable mountains, rat-infested cave networks, and the Rat Castle, hidden somewhere among the tiles until Terror 7 forces it into the open.

A wall of grey mist rolling in over a patchwork of farms, rivers and woods

The Gloaming

The mist is not weather

On the table, the mist is the fog side of every tile, and it fights back. At each surge it rolls over hexes you’d already explored. Only a hero standing on a hex, or a town, holds it off. Spread out to hold ground, or gather to build strength?

  • It never speaks. It shows you what you are most afraid of, and waits.
  • It kills sound. A shout dies a foot from your mouth.
  • It keeps what it takes. Towns stand whole inside it, mid-breath, with nobody in them. Only armies destroy.
  • It advances about a mile a month, and rats and corrupted wolves move through it freely.

Three years of mist

How the kingdom fell

  1. Before the mist

    The tunnels

    The crystal that lights the Lumenhall comes up shafts dug by rats, who appear in none of the guidebooks. One of them writes to the Council. Twenty-four times.

    Read The King Below →
  2. Year 0 · late summer

    Willowfield falls first

    The mist rises out of the Wilds. Willowfield is evacuated with no deaths, and the mist keeps it, standing and silent. Briarhollow, a settlement on no map, leaves within the month.

    Read The Arrow and the Silence →
  3. Year 0 · harvest

    Millhaven

    After three months of reports nobody acted on, the mist takes Millhaven on the northern border. About 112 of its 600 get out.

    Read The Fox Who Stayed →
  4. Year 1

    The frontier falls

    Town after town goes quiet. A refugee quarter grows beneath the Lumenhall’s walls. The Council defers; the noble houses begin acting on their own.

  5. Year 2

    The mountains cut off

    The mist takes the Ashward Pass in a single night. Above the Hollin valley, one badger holds a cave mouth for three days.

    Read The Mouth of the Mountain →
  6. Year 3

    Bramblegate

    Bramblegate falls. A probationary scout brings out seven children and the first report of rats marching in formation.

    Read The Fastest Thing Alive →
  7. Spring, Year 3

    The muster

    Five heroes are called to the Lumenhall. The game begins here.

Beneath the Lumenhall

Older than the kingdoms

Every lantern in the Lumenhall burns crystal, and the crystal comes up from the deep dark. Records in the oldest libraries hint at something beneath the earth, older than the kingdoms themselves. The mist answers the Rat King. But he did not make it.

What did? That question has no answer. Yet.

Three mice with a lantern approaching a towering formation of glowing crystal shards deep underground

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