A Reign of Kings
Westernesse
A Land of Deeply Divided Loyalties
The Old King had nearly achieved his goal, nearly brought the entire realm to heel. Uther failed, and fell, and died, and the realm shattered once again. A quarter century has passed. The uneasy stalemate is shifting. What will you make of it?
A Kingdom in the Balance
Westernesse is a land like and yet unlike the Arthurian myths of our own world — familiar in its outlines, unpredictable in its particulars. Seven factions now move across its map, each with their own claim, their own grievance, and their own understanding of what the realm owes them.
In the West, a young king has risen under the banner of the Pendragon. In the North, eleven lords and kings have answered none of his letters. From the East, a half-sister older than the king has returned with a smile and a claim she has not yet spoken aloud. From the South, an exiled king lands on an unfamiliar shore. On the Misty Isle, two fae courts observe the scramble of mortals and decide — for the first time in years — that they are interested.
The Keepers of the Old Way have watched all of this before. They are not surprised. They are, however, paying close attention.
Uther came closer than any king before him to uniting Westernesse under a single banner. His methods were ruthless. His hubris was fatal. He died before the work was finished, and the realm shattered into the factions we know today.
Without a strong hand at the center, the lords of Westernesse retreated to their own lands, their own ambitions, and their own arrangements with each other. The peace held because no one had quite enough strength to break it.
The heir of the Pendragon, raised in secret by the Robbetts family, drew Excalibur from the stone and was crowned by the sorcerer Merlyn. Lords and ladies began flocking to his banner. Not everyone was pleased.
The Eleven have formed their council. Morgana — older than Arthur, and Uther’s daughter the same as he — has returned to court with a smile and a purpose she has not disclosed. An exiled king lands in the South. The fae courts stir. The balance of power that held for a quarter century is finally, irreversibly shifting — and the struggle for Westernesse begins.
The Seven Factions
Every faction in Westernesse has its own history, its own agenda, and its own way of fighting. Choose wisely — your destiny card will carry you the rest of the way.
The rightful king has risen. Honor, the Round Table, and the Pendragon banner draw the faithful — but the realm does not run on virtue alone.
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Eleven kings and lords who have answered Arthur’s call with silence. They are united by defiance and the cold certainty that the North has survived worse.
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Uther’s eldest child has returned to court, sworn her fealty, and accepted a title. She is older than Arthur. She has not forgotten this. Neither has she forgiven the crowning that overlooked it.
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Merlyn. Nimue. The Lady of the Lake. The Druids of the deep wood. They guard traditions older than any living king — and they are not inclined to let this age of kings disturb them.
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Titania and Auberon have watched the world of men from their palace at Shae for centuries. They have decided the current situation is interesting enough to join.
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Queen Mab has been building toward something for three hundred years. The web is complete. She is not in a hurry. Cold endures long after fire has died.
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An exiled king. A new shore. The city of Sarras built from nothing. The Envoy has everything still to prove — which makes them the most dangerous faction on the board.
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The Four Struggles
Every confrontation in Westernesse is fought on four fronts simultaneously. Combat is only one of them. The court that masters all four will find victory harder to take away.
Each faction has particular strengths and weaknesses across these four types — and every deck is built, in part, around which struggles it intends to dominate and which it is prepared to sacrifice.
The most direct confrontation. Win a combat struggle and the defender loses one of their units permanently — removing a threat from the field before it can do more damage.
Spies and courtiers fight in shadow. A guile victory forces your opponent to discard randomly from their hand — stripping future options before they can become present threats.
The hidden arts of the realm. A sorcery victory places an emblem on any card the defender controls, rendering its text box blank for as long as the curse endures.
The most direct path to victory. Win a faith struggle and steal influence directly from the opposing faction card — moving yourself closer to the throne and them further from it.
Choose Your Allegiance
Westernesse is a land of deeply divided loyalties and great opportunity. What will you make of it?