Tuesday, June 10, 2025

8. The Cairnsea Coast



 

Region Type

  • Storm-battered cliffs, hidden sea caves, and drowned ruins

Description


Along the western edge of Albion lies the Cairnsea Coast — a jagged expanse of cliffs and brine-choked valleys. Here, ancient cairns jut from tidepools like warning stones, and half-submerged monoliths rise from the surf to mark the edge of the Old World and something older still. Villagers speak of cave-dwelling cults and whisper prayers to unfamiliar gods before casting their nets.

When the tides recede, strange symbols are revealed in the sand. Sometimes, they hum.

Optional Traits


Slippery Ground 

At the start of each round, roll a d20:

  • On a 1–4, the ground becomes treacherous this round.

  • Until the end of the round, any model that moves more than 3” during its activation must make a Move Roll (TN 12) at the end of its move.

    • On a fail: fall prone (place prone marker, costs 1 action to stand next activation).

Claim of the Deep 

At the end of each round, roll a d20:

  • On a 1–3, the sea stirs with unnatural hunger.

  • Select one unclaimed treasure token on the board at random.

  • Move that treasure token 1d3” toward the nearest water feature.

    • If this would move the token fully into deep water, it is considered lost (remove it from play unless scenario notes state otherwise).

    • If it enters shallow water, it remains accessible but is now in difficult terrain.


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