TEXT: A WORLD OF 
  ADVENTURE FOR
  david s. goodwin
  
  This adventure was made awesome thanks to our Patreon patrons at patreon.com/evilhat—thanks guys!
   
  INSIDERS
  Alan Bartholet
  Alexander Keane
  Alexander R. 
  Corbett
  Andrew Sier
  Anne-Sylvie Betsch
  Antero Garcia
  Arlo B Evans
  Brett Abbott
  brian allred
  Brian Chase
  C. J. Hunter
  C.K. Lee
  Cerity 
  Charlton Wilbur
  Christopher 
  Gunning
  Christopher Stilson
  Dan Moody
  Daniel 
  Daniel Gallant
  Daniel Linder 
  Krauklis
  David Dorward
  David E Ferrell
  David Ellis
  David L Kinney
  David Reed
  Demian Buckle
  Dustin Evermore
  Edgardo A Montes 
  Rosa 
  Edward MacGregor
  eneko zarauz
  Eric Bontz
  Eric Willisson
  Frank 
  Frédéri POCHARD
  Garrett Rooney
  Gavran 
  Glenn Mochon
  Graham Wills
  Griffin Mitchell
  Haakon 
  Thunestvedt
  Harry Lewis
  J Quincy Sperber
  James F Thunberg
  Jamie Smith
  Jason Blalock
  Jason Cotton
  Jeff Chaffee
  Jeff Craig
  Jeremiah McCoy
  Jeremy DeVore
  Jeremy Tidwell
  Jim Hart
  Jim Nicholson
  Jin Shei
  Joakim 
  Joe Trzos
  Johannes K. 
  Rasmussen
  John Beattie
  John Donahue
  John Rogers
  John Rudd
  John Wyatt
  Jon-Pierre Gentil
  Jordan Dennis
  Katie Berger 
  Tremaine
  Katie Ramsey
  Keith Stanley
  Ken 
  Ken Ditto
  Ken Jelinek
  Kenji Ikiryo
  Kieren Martin
  Laura 
  LeSquide 
  LilFluff 
  Luke Green
  MAINGUET Francois
  Marc Mundet
  Mark 
  Martin Felczerek
  Marty Chodorek
  Matt and Nykki 
  Boersma
  Matt Anderson
  Matthew  Orwig
  Matthew Broome
  Matthew Dickson
  Matthew Whiteacre
  Micah Davis
  Michael Bowman
  Michael Cambata
  Michael Dean 
  Hannah
  Michael Green
  Michael Pedersen
  Mitchell Evans
  Morgan Ellis
  Nick 
  Nick Reale
  Nicola Urbinati
  Nicolas Marjanovic
  Osye Pritchett
  Pablo Martínez 
  Merino
  Patrick Ewing
  Patrick Mueller-Best
  Paul Shawley
  Pavel Zhukov
  peter burczyk
  Peter Gates
  Philip Nicholls
  Randy Oest
  Richard Bellingham
  Richard Ruane
  Richard Scott Slater
  Rick 
  Rick Jakins
  Robert Hanz
  Robert Kemp
  Rod Meek
  Roger Edge
  Ryan Chandler
  Ryan Singer
  Sanchit 
  Sarah Vakos
  Scott Hamilton
  Sean 
  Sean O’Dell
  Sean Smith
  Selene O’Rourke
  Stephen Rider
  Thom Terrific
  Tim L Nutting
  Timothy Carroll
  Troy Ray
  Tyler Hunt
  Will Goring
  William J. White
  William Lee
  William McDuff
  Woodrow Jarvis Hill
  Zach  
  ADVENTURERS
  Adam Gutschenritter
  Adam M. Coleman
  Adam Makey
  Aidan Grey
  Al Billings
  Alan Phillips
  Alan Timothy Rogers
  Alan Twigg
  Alex Norris
  Alexander 
  Alexander Gräfe
  Alexander Permann
  Alexis Lee
  Alistair 
  Allan Bray
  Alloyed 
  Andrew Betts
  Andrew Dacey
  Andrew Grant
  Andrew Loch
  Andy Arminio
  Angus MacDonald
  Anthony Popowski
  Antoine Pempie
  Ariel Pereira
  Arlene Medder
  ArthurDent 
  athalbert 
  Aviv 
  B. Bredthauer
  Barac Wiley
  Bastien Daugas
  beket 
  Ben Howard
  Benjamin Cush
  Benjamin Wandio
  Benjamin Welke
  Bill 
  Björn Steffen
  Blake Hutchins
  Bo Bertelsen
  Bo Madsen
  Bob 
  Bob Hiestand
  Brad Davies
  Bradley Eng-Kohn
  Brandon Metcalf
  Brandon Wiley
  Brandt Bjornsen
  Brendan Clougherty
  Brendan Conway
  Brent Ritch
  Brett Ritter
  Brian Bentley
  Brian Creswick
  Brian Ericson
  Brian Koehler
  Brian Kurtz
  Brian S. Holt
  Brian Shourd
  Bryan 
  Bryan Gillispie
  Bryan Hilburn
  Bryce Perry
  Caleb Figgers
  Carl McLaughlin
  Carl-William 
  Charles  Evans
  Charles Kirk
  Chip Dunning
  Chris Caporaso
  Chris Heilman
  Chris Kurts
  Chris Mitchell
  Chris Nolen
  Christian 
  Christian Lajoie
  Christian Nord
  Christoph Thill
  Christopher Allen
  Christopher Smith Adair
  Christopher W. Dolunt
  Chuck 
  Cody Marbach
  Cole Busse
  Colin 
  Colin Matter
  Craig Andera
  Craig Mason
  Curt Meyer
  Cyrano Jones
  Dain 
  Daniel Byrne
  Daniel Chapman
  daniel hagglund
  Daniel Kraemer
  Daniel Ley
  Daniel M Perez
  Daniel Markwig
  Daniel Taylor
  Daniele Galli
  Darren Lute
  Dave 
  Dave Joria
  David 
  David 
  David 
  David Bellinger
  David Bowers
  David Buswell-Wible
  David Fergman
  David Goodwin
  David Griffith
  David Maple
  David Millians
  David Morrison
  David Olson
  David Rezak
  David S
  David Silberstein
  David Stern
  Davide Orlandi
  Declan Feeney
  Denis Ryan
  Devon Apple
  Dianne 
  Didier Bretin
  Dillard 
  Dirk Methner
  Don Arnold
  Don Bisdorf
  Donald Wheeler
  Doug Blakeslee
  Doyce Testerman
  Drew Shiel
  Duane Cathey
  Duncan 
  Earl Butler
  Eben Lindsey
  Ebenezer Arvigenius
  Edgar Schmidt
  Edward Sturges
  Eirch Mascariatu
  Elsa S. Henry
  Elsidar Amhransidhe
  Emmanuel 
  Enrique Esturillo Cano
  Eric I
  Eric Proton
  Eric Steen
  Erich Lichnock
  Erik 
  Erik Belsaas
  Erik Ingersen
  Ernie Sawyer
  Ezekiel Norton
  Fábio Emilio Costa
  Fabrice Breau
  FelTK 
  Florent Poulpy Cadio
  Florian Greß
  Francisco Castillo
  Frank 
  Frank Beaver 
  Frank G. Pitt
  Frank Jarome
  Frédérick Périgord
  Gabriel Whitehead
  Galen Pejeau
  Garrett 
  Garrett Jones
  Garth Rose
  Gary Anastasio
  Gavin Oliver
  Genevieve 
  Geoff 
  Geoffrey 
  Georg 
  Gian Domenico Facchini
  Glynn Stewart
  Gozuja 
  Graham Meinert
  Greg Matyola
  Gregg Workman
  Gregory Fisher
  Gregory Hirsch
  Gustavo Campanelli
  Hakushaku 
  Hans Messersmith
  Heather 
  Herman Duyker
  HFB 
  Hillary Brannon
  Howard M Thompson
  Ian Charlton
  Ian Noble
  Indi Latrani
  Irene Strauss
  Isaac Carroll
  Istrian Gray
  Jack Gulick
  Jackson Hsieh
  Jacob 
  Jake Linford
  Jake Rides Again
  Jakob Hallberg
  James 
  James Beal
  James Boldock
  James Endicott
  James Husum
  James Marston
  James Pacheco
  James Rouse
  James Stuart
  James Winfield
  Jamie Wheeler
  Jan Stals
  Janet 
  Jared Hunt
  Jason 
  Jason Bean
  Jason Best
  Jason Heredia
  Jason Lee Waltman
  Jason Mill
  Jason Pasch
  Jason Tocci
  Javier Gaspoz
  Jayna Pavlin
  Jean-François Robillard
  Jeff Boucher-Zamzo
  Jeff Vincent
  Jeffrey Boman
  Jeffrey Collyer
  Jeffrywith1e 
  Jens 
  Jens Alfke
  Jere Krischel
  Jeremy 
  Jeremy Glick
  Jeremy Hamaker
  Jeremy Kear
  Jeremy Kostiew
  Jeremy Wong
  JF Paradis
  Joanna 
  Joe 
  Joe Patterson
  Joe.D 
  Joel Beally
  Joel Beebe
  Johannes Oppermann
  John 
  John 
  John 
  John Bogart
  John Buczek
  John Clayton
  John Fiala
  John Halsey
  John Hawkins
  John Helmuth
  John Hildebrand
  John Lambert
  John Petritis
  John Portley
  John Taber
  John Tobin
  John William McDonald
  Johnathan Wright
  Jon Rosebaugh
  Jon Smejkal
  Jona Littler
  Jonas Matser
  Jonas Richter
  Jonathan 
  Jonathan 
  Jonathan Dietrich
  Jonathan Finke
  Jonathan Hobbs
  Jonathan Korman
  Jonathan Perrine
  Jonathan Rose
  Jonathan Young
  Jordan Deal
  Jose A. 
  Joseph Formoso
  Josh Rensch
  Joshua 
  Joshua 
  Joshua Ramsey
  Joshua Reubens
  JP 
  Juan Francisco Gutierrez
  Julianna Backer
  Julien Delabre
  Jürgen Rudolph
  Justin 
  Justin Beeh
  Justin Thomason
  Kaarchin 
  Karl Maurer
  Karl Thiebolt
  Katherine Malloy
  Kent Snyen
  Kevin Flynn
  Kevin Li
  Kevin Lindgren
  Kevin McDermott
  KevIn oreilly
  Kevin Veale
  Kris Vanhoyland
  Krista 
  Krzysztof Chyla
  Kurt Zdanio
  Kyle 
  Larry Hollis
  Leif Erik Furmyr
  Leonardo Paixao
  Lester Ward
  Lisa Hartjes
  Lobo 
  Lore Graham
  Loren Norman
  Lowell Francis
  Luca Agosto
  Lucas Bell
  Lukar 
  M. Alan Thomas II
  m.h. 
  Manfred 
  Marc 
  Marc Kevin Hall
  Marc Margelli
  Marcel Lotz
  Marcel Wittram
  Marcus 
  Mario Dongu
  Marius 
  Mark 
  Mark A. Schmidt
  Mark Diaz Truman
  Mark Harris
  Mark Mealman
  Mark Widner
  Markus Haberstock
  Markus Schoenlau
  Markus Wagner
  Marley Griffin
  Martin 
  Martin Cumming
  Martin Deppe
  Martin Terrier
  Mason 
  Mathias Exner
  Matt Clay
  Matt Landis
  Matthew J. Hanson
  Matthew Miller
  Matthew Price
  Matthew Whalley 
  Matti Rintala
  Max 
  Max Kaehn
  Mel White
  Michael 
  Michael 
  Michael Barrett
  Michael Bradford
  Michael Brewer
  Michael D. Blanchard
  Michael D. Ranalli Jr.
  Michael Hill
  Michael Hopcroft
  Michael McCully
  Michael Sawi
  Michael Shumate
  Michael Thompson
  Mighty Meep
  Miguel 
  Mike de Jong
  Mike Vermont
  Mikey 
  Misdirected Mark 
  Productions
  Mishy Stellar
  Mitch Christov
  Mitchell Lord
  Mitchell Smallman
  Mook 
  Nat 
  Nate Parrish
  Nathan Barnes
  Nathan Reed
  NekoIncardine 
  Nessalantha 
  Nichlas Dyhr 
  Hummelsberger
  Nicholas Pilon
  Nicholas Sokeland
  Nick Bate
  Nick Daly
  Nikke 
  Noel Warford
  Olav Müller
  Oliver Scholes
  Olivier Nisole
  Orion Cooper
  Owen Duffy
  Owen Thompson
  paolo castelli
  Paolo Cecchetto
  Patrice Hédé
  Patrice Mermoud
  Patrick Gamblin
  Paul 
  Paul Arezina
  Paul Bendall
  Paul Olson
  Paul Rivers
  Paul Stefko
  Paul Yurgin
  Pete 
  Peter Griffith
  Peter Hatch
  Peter Kahle
  Peter Woodworth
  Phil Groff
  Philippe Marichal
  Philippe Saner
  Phillip Webb
  PK 
  Porter Williams
  Purple Duck Games
  R R Clark
  R. Brian Scott
  Rachael Hixon
  Ralf Wagner
  Ralph Miller
  Raun Sedlock
  Raymond Toghill
  Red Dice Diaries
  Remy Sanchez
  Renzo Crispieri
  Richard Greene
  Richard Lock
  Richard Warren
  Riggah 
  Rishi 
  Rob Voss
  Robb Neumann
  Robert 
  Robert Biskin
  Robert Daines
  Robert Huss
  Robert Rees
  Robert Rydlo
  Robert Zasso
  Rocco Pier Luigi
  Rodrigo 
  Roger Carbol
  Ron Blessing
  Ron Müller
  RoninKelt 
  Roy 
  Ruben Smith-Zempel
  Ryan C. Christiansen
  Ryan Gigliotti
  Ryan Lee
  Samuel Hart
  Samuel Steinbock-Pratt
  Samwise Crider
  Sarah Williams
  Sasha Hall
  Schubacca 
  Scot Ryder
  Scott Acker
  Scott Dexter
  Scott Diehl
  Scott Greenleaf
  Scott Martin
  Scott Puckett
  Scott Thede
  Scott Underwood
  Sean M. Dunstan
  Sean Smith
  Sean Smith
  Seth Clayton
  Seth Hartley
  Shadowmyre Kalyn
  Shai Laric
  Sharif Abed
  Shawn Fike
  Simon Browne
  Simon Brunning
  Simon White
  Simon Withers
  Sion Rodriguez y 
  Gibson
  Sławomir Wrzesień
  Sophie Lagace
  Spencer Williams
  Stefan Feltmann
  Stephan 
  Stephan A. Terre
  Stephanie Bryant 
  (Mortaine)
  Stephen Figgins
  Stephen Holder
  Stephen Hood
  Stephen Waugh
  Steve Discont
  Steve Gilman
  Steve Kunec
  Steve Radabaugh
  Steven Code
  Steven D Warble
  Steven desJardins
  Steven K. Watkins
  Steven Markley
  Steven sims
  Stuart Dollar
  Svend Andersen
  Tabletop Audio
  Tatu Sara-aho
  Teresa O
  Terry Willitts
  Tevel Drinkwater
  The Roach
  Thomas 
  Thomas Balls-Thies
  Thomas Maund
  Thomas Ryan
  Thomas Wilkinson
  Tim 
  Tim 
  Tim Davis
  Tim Popelier
  Timo 
  Timothy Seiger
  Todd Estabrook
  Todd Grotenhuis
  Tony Ewing
  Torolf de Merriba
  Travis 
  Travis B.
  Trevor Crosse
  Tristan Smith
  Tyson Monagle
  Udo Femi
  UnvanquishedSun 
  Urs Blumentritt
  Victor Allen
  Ville Lavonius
  Vincent Arebalo
  Vladimir Filipović
  Volker Mantel
  Vrakul 
  Wayne Peacock
  Wes Fournier
  William Chambers
  William Johnson
  WinterKnight 
  wtfbananas 
  Wulf 
  Xavier 
  Aubuchon-Mendoza
  Yonatan Munk
  Z Esgate
  Zeb Walker
  
  NEST
  A WORLD OF 
  ADVENTURE FOR
  WRITING & ADVENTURE DESIGN
  DAVID S. GOODWIN
  DEVELOPMENT
  BRIAN ENGARD
  EDITING
  JOSHUA YEARSLEY
  PROJECT MANAGEMENT
  SEAN NITTNER
  ART DIRECTION
  MARISSA KELLY
  LAYOUT
  FRED HICKS
  INTERIOR & COVER  
  ARTWORK
  EMMA LAZAUSKI
  MARKETING
  CARRIE HARRIS
  BUSINESS DEVELOPMENT
  CHRIS HANRAHAN
  
  An Evil Hat Productions Publication
  www.evilhat.com • feedback@evilhat.com
  @EvilHatOfficial on Twitter
  facebook.com/EvilHatProductions
  Nest
  Copyright © 2015 Evil Hat Productions, LLC and David Goodwin.
  All rights reserved.
  First published in 2015 by Evil Hat Productions, LLC.
  10125 Colesville Rd #318, Silver Spring, MD 20901.
  Evil Hat Productions and the Evil Hat and Fate logos are trademarks 
  owned by Evil Hat Productions, LLC. All rights reserved.
  No part of this publication may be reproduced, stored in a 
  retrieval system, or transmitted in any form or by any means, 
  electronic, mechanical, photocopying, recording, or otherwise, 
  without the prior express permission of the publisher. 
  That said, if you’re doing it for personal use, knock yourself 
  out. That’s not only allowed, we encourage you to do it.
  For those working at a copy shop and not at all sure if this means 
  the person standing at your counter can make copies of this thing, they can. 
  This is “express permission.” Carry on.
  This is a game where people make up stories about wonderful, terrible, 
  impossible, glorious things. All the characters and events portrayed 
  in this work are fictional. Any resemblance to real people, heroes, 
  anthropomorphic fantasy hybrids, alien insects from outer space, creepy 
  hollow-armor enforcers, or broken-toy minions is purely coincidental, but 
  kinda hilarious. Also please get out of our heads, it’s crowded in there.
  
  CONTENTS
  Introduction ...................................................................................... 2
  Once We Were Heroes...............................................................................2
  The Kingdoms of Nest ...............................................................................3
  Return to Adventure .................................................................................. 4
  Part 1: Heroes of Nest ...................................................................... 5
  The Kingdoms of Nest ...............................................................................5
  Character Creation ......................................................................................8
  Milestones and Advancement ............................................................... 13
  Part 2: Running the Game ..............................................................15
  Rules Variants .............................................................................................. 15
  Three Themes ..............................................................................................16
  Know Your Enemy ..................................................................................... 17
  Encounters and NPCs .............................................................................. 17
  Agents of the Enemy ................................................................................18
  Part 3: The Kingdoms In Peril .......................................................26
  Story Structure ..........................................................................................26
  Call to Adventure: The Threshing Stone .......................................... 27
  Epoch ............................................................................................................30
  Bungledyne .................................................................................................34
  Conundrum .................................................................................................39
  The City of Eg ............................................................................................46
  The Three Enemies ...................................................................................47
  Sources and Inspiration .................................................................56
  Magical Adventures .................................................................................56
  Reimaginings and Deconstructions ...................................................56
  
  INTRODUCTION
  Once We Were Heroes
  Once upon a time you took the road less travelled in a yellow wood; you stepped 
  off the subway at the station on Oak & Ash; you wished upon a falling star. You 
  awoke to a world of magic and wonder, and you learned something you had 
  never suspected: you were a hero. Then you drank from the Well of Waking and 
  found yourself back in your own bed.
  You barely remember those adventures. They were dreams; or, if you know in 
  your heart they were something more, what does it matter? You have a job now, 
  and people who are counting on you here. You’re not really a hero, anyway; just 
  ask the people you’ve disappointed. A hero wouldn’t have made the mistakes 
  you have.
  So why, after all of these years, are you hearing the horns again?
  2
  FATE: WORLDS OF ADVENTURE
  
  The Kingdoms of Nest
  You will be adventuring in the magical Kingdoms of Nest. Each Kingdom is dif-
  ferent: Epoch is a land of giants and monsters, while Bungledyne is a steam and 
  electric city peopled with talking animals. But they all welcome children from 
  our world, who arrive by magical means and stay long enough to make their 
  mark. They have a word for these children: heroes.
  In Nest, you play regular workaday adults, summoned back to the worlds of 
  your childhood fantasies. The people and places you once loved are under attack 
  from a dangerous enemy, and they need their greatest heroes to defend them. 
  But it has been a long time since you played that role. You barely remember your 
  adventures, let alone how to wield a sword, a bow, or a magic spell.
  Nest Is Like a Dream
  Nest is not a place you travel to—it’s a place to which you are transported. 
  Maybe you fell asleep and woke up there; maybe you got lost on a hike. Maybe 
  one journey was all you had, or maybe you dreamed of Nest every night one 
  summer at you aunt’s old house in the country. When you returned, no time 
  had passed. You were left with a part of yourself wondering if it was even real.
  A Lifetime in One Night
  Time in Nest bears little relation to time in the real world: you may have spent 
  years in the Kingdoms, and returned to find only a few minutes had passed. 
  After a year in the waking world, a child might return and find that a month, or 
  a year, or ten, have passed in Nest.
  Time works that way for everybody who visits Nest—two heroes may never 
  be able to reconcile their timelines. Still, if you meet someone twenty years older 
  than you who journeyed in Nest, chances are that their stories took place before 
  yours.
  Nest Is for Children
  You were between seven and ten the first time you visited the Kingdoms, and 
  under seventeen the last time. You can age in Nest, although it’s rare; most heroes’ 
  careers span a few months or years before they leave Nest forever. Regardless, 
  you returned to the mundane world in the same body, and at the same age, as 
  when you left. You’ve never met anyone who visited Nest as an adult—until now.
  3
  NEST
  
  Return to Adventure
  Beginning Again
  When you return to Nest as an adult, you have a mundane set of abilities and 
  experiences at your disposal. Your childhood heroics are a memory—so how will 
  you survive in a world where hungry ogres are the least of your worries?
  The answer is that your characters, while mundane, are anything but ordinary. 
  Nest chose you for a reason—for your kindness and your cunning, your strength 
  of body and of character. Now that you’re older and wiser, even your everyday 
  skills can appear remarkable, whether it’s the ability to fix a car, fire a rifle, or 
  program a computer. Add in the aspects that define you as a hero, and you are 
  set to face whatever dangers you encounter.
  A second answer is that the longer you adventure in Nest, the more you recall 
  the qualities that once made you a hero. Milestones reactivate your old abilities, 
  whether it was your skill with a sword, your ability to speak to the wind, or the 
  strength gifted to you by the giants. Furthermore, by regaining the talismans 
  you once wielded, you can muster the power you need to face your enemies.
  What About Magic?
  Magic is everywhere in the Kingdoms. The wizards of the College of Enigmas 
  are the self-professed experts of the arcane arts, but there is a little magic in 
  everyone. The Kingdoms abound with wishing wells, wandering oracles, magic 
  swords stuck in the landscape, and countless other miracles.
  As a hero, magic is a part of you. Nest does not present new rules for spells 
  and magic. Rather, depending on your aspects, you may wield magic (invokes 
  and declarations) or find yourself magic’s pawn (compels). Either way, you are 
  capable of feats that defy common sense. Like it or not, you are caught up in the 
  web of destiny that Nest weaves around its heroes.
  A New Enemy
  Nest changed while you were gone. You return to a world assailed by an unknown 
  Enemy, one who threatens the very land itself. If you can’t save the world you 
  loved, your generation may be the last to know the wonders of Nest.
  4
  FATE: WORLDS OF ADVENTURE
  
  PART 1: HEROES OF NEST
  The Kingdoms of Nest
  There are three great Kingdoms of Nest, plus the City of Eg 
  at its center. While people can travel from one Kingdom 
  to another, each obeys its own magical rules. Heroes are 
  drawn to a Kingdom by mutual need: by the lessons they 
  need to learn and by the challenges the Kingdom faces.
  Each Kingdom is described here as the heroes remember 
  it, including a short list of people or places you may have 
  encountered on your adventures. Consider incorporating 
  one or two when you describe your adventures, especially if 
  you would like to make the GM’s job a little easier.
  Epoch
  Epoch is a land of larger-than-life adventure: of mist-
  shrouded mountains, ancient bridges over bottomless 
  chasms, and winding roads guarded by high-walled castles. 
  The inhabitants live in picturesque villages at the edge of 
  vast pine forests. Kings, queens, princes, and princesses 
  rule over their own small realms.
  The mountains and wilds belong to the monsters: ogres 
  and giants are the most famous of those, but there are drag-
  ons and other beasts in the high places. Boons are a big deal 
  in Epoch: promises to slay a dragon, retrieve the queen’s 
  book of magics, or grant one of your seven sons in mar-
  riage all have the force of law.
  Heroes are drawn to Epoch by their bravery. Children 
  are challenged by danger, and rewarded for doing the right 
  thing.
  PEOPLE AND PLACES IN EPOCH
  • Sagger Mems, the great storyteller
  • Old Orin, the kindly innkeeper of the Ivory Harp 
  in Borderfall
  • The Wonder Fountain in Borderfall, font of 
  adventure
  • The Ogre Red, terror of the high hills
  • Baron Edgar, the boy ruler of Borderfall, cursed to 
  be a werewolf
  5
  
  Bungledyne
  Bungledyne is the City of Miracles, the 
  Heart of Invention, the steam-driven engine 
  of the kingdoms. The Incandescent Spire 
  stands in the center of a vast crater valley. 
  The city radiates from it in concentric rings 
  of streets, crackling electric wires, trolleys, 
  steamstacks, cable cars, canals, bridges, and 
  airship docks. From their houses and shops, 
  the citizens invent new marvels and launch 
  adventures into the wilds.
  The people of Bungledyne are human-
  oid animals: sober badgers, long-eared 
  hares, bewhiskered ocelots, and every type 
  of animal one can imagine. They dress in 
  frocks or lab coats, and their diet consists 
  of colorful giant mushrooms, grown in 
  the mushroom farms surrounding the city. 
  Geothermal power stations turn the gear-
  shafts and dynamos of the city.
  Heroes in Bungledyne find that their 
  wildest inventions are possible. They might 
  build steam rockets to launch toward one 
  of Nest’s many moons, or they might find 
  themselves battling the runaway robots of 
  the unwise Dr. Leo Luftwonder yet again.
  Bungledyne is where children learn con-
  fidence in their ideas, and the value of both 
  inspiration and elbow grease.
  PEOPLE AND PLACES IN BUNGLEDYNE
  • Dr. Leo Luftwonder, ambitious lion 
  inventor and inadvertent cause of 
  much mischief
  • The Hall of Wonders, the museum 
  holding the greatest inventions of all 
  time
  • The Incandescent Spire, the greatest 
  wonder of Bungledyne and its seat of 
  power
  • Winnifred Spool, sloth girl genius 
  and unofficial mascot of the Incan-
  descent Spire
  6
  
  Conundrum
  Conundrum is a curious kingdom of contradictions, of puzzles and 
  enigmas. Beside the orderly farms, towns, and occasional castle, the 
  countryside is dotted with mazes, backwards-running rivers, upside-
  down houses, horseless tinker caravans, mysterious pipe organs, and so 
  on. Puns and puzzles are the order of the day; heroes are expected to be 
  able to solve them, and to rescue those confounded by Conundrum’s 
  many mysteries.
  The inhabitants of Conundrum seem mundane: shopkeepers, farm-
  ers, scholars, princesses, lamplighters. But a few minutes’ conversation 
  reveals that all Conundrums subscribe to a Riddle (as they call it), a 
  particular rule of logic they follow. They treat their Riddles much like 
  religions; some follow one their entire lives, others change constantly. 
  Examples include:
  • 
  The Riddle of Truth: Only tell the truth.
  • 
  The Riddle of False: Only tell a lie.
  • 
  The Riddle Contrary: Always contradict another speaker.
  • 
  The Riddle Congenial: Always agree with another speaker.
  • 
  The Riddle Obtuse: Don’t believe in anything you can’t see 
  right now.
  • 
  The Riddle of Life: Believe that everything is a riddle to be 
  solved. This is by far the most common Riddle, and certainly 
  the easiest to deal with.
  Anybody without a Riddle is offered eager suggestions by every pass-
  erby. Conundrum is ruled by King Contrary and Queen Congenial, 
  who are adept at solving problems by taking turns.
  The College of Enigmas bears special mention as the training ground 
  for magicians from all the Kingdoms of Nest—as well as more than a 
  few heroes. Magicians follow the Riddle of Magic, and claim to under-
  stand the ways of destiny much better than anyone else.
  PEOPLE AND PLACES IN CONUNDRUM
  • The College of Enigmas, alma mater for many a brainy young 
  hero
  • The Unchantress, recurring villain and magician, who can 
  unname and remake anything
  • Princess Punctual, who knows the right time for everything
  • Prince Penultimate, her brother, who is always the second-to-
  last to know or do anything
  7
  
  Character Creation
  Quick Reference
  Characters in Nest are built as in Fate Core with the fol-
  lowing starting choices.
  • Aspects: A heroic concept, a mundane life, a 
  hook, and two free aspects.
  • Skills: One Great (+4), two Good (+3), three 
  Fair (+2), four Average (+1). Any Fate skill except 
  Resources is appropriate.
  • Stunts: Characters start with no stunts, but can 
  gain them at milestones during play.
  • Talisman: Talismans are items of power, built 
  with an aspect and two stunts. Characters do not 
  start with talismans, but they can describe one 
  at character creation and try to recover it in play.
  • Stress: Characters start with two stress boxes 
  each in their physical and mental stress tracks, 
  increased respectively by Physique and Will as in 
  Fate Core.
  • Refresh: 3
  Choosing Aspects
  Aspects in Nest reflect both your fantastic adventures and 
  your life in the waking world. As you choose your aspects, 
  ask: why did you need Nest? Was it an inspiration and 
  a challenge? Or was it an escape from something—an 
  abusive mother, grinding poverty, grief over a brother 
  killed in a car accident? Did Nest give you the strength 
  you needed to change your life?
  Your first aspect is your heroic concept. This is who 
  you were in your adventures as a child; it’s the title Nest 
  remembers you by. It should be evocative and hint at 
  your adventures, but it should also reveal your strengths. 
  Some examples: The High King, The Kid Who Could 
  Eat Fire, Speaker to Cats, The Boy Who Lived, The 
  Girl Genius, The Knight In Copper Armor.
  While choosing this aspect, read through the 
  Kingdoms of Nest in the previous section. Heroes are 
  called to one of these realms, so describe an adventure 
  you had there in a couple of sentences, then distill it 
  down to your heroic concept. If you wish, incorporate a 
  person or place from that Kingdom.
  8
  
  Your second aspect is your mundane life: the adult you became. It might sug-
  gest why you left Nest behind, or the lessons and skills you have learned since. 
  Some examples: Best Sales Rep on the East Coast, I Was Guitarist for Mud 
  Guppy, Teenage Runaway, Trying to Be a Good Dad, That’s Colonel Johnson 
  to You.
  Your third aspect is a hook—something that still connects you to Nest and 
  the other heroes. Choose a suggested hook from the list below, or discuss other 
  options with your GM.
  • A shared history: Invent an adventure from your days in Nest, and turn 
  it into an aspect connected to another PC. It could describe how you 
  remember them, or an old debt or obligation: I Swore to Find Brian 
  in the Real World, Cora Is Always Saving Me, Mark and I Were King 
  and Queen of Conundrum, Shana Never Believed Enough.
  • Legacy of magic: You haven’t forgotten your adventures, and you have 
  a special gift or perspective to prove it, even in the real world: Still the 
  Fastest Around, Nobody Can Lie to Me, I Belong in Epoch, Always 
  Look Behind the Curtain.
  • A tie to the real world: The waking world calls to you, leaving you 
  conflicted. Or, maybe you rejected Nest out of anger, grief, or disillusion-
  ment: I’m Getting Married Next Week, I Should Be In Jail,I Can’t 
  Leave My Sister Again, Magic Couldn’t Save Mom, I’m Done With 
  Kid Stuff.
  Your final two aspects are free aspects. Choose again from the list of hooks, 
  or invent a strength, belief, or quirk. A good aspect is true, dramatic, and inter-
  esting—but humorously appropriate works too: Worst Wingman Ever, Week 
  Three of the Paleo Diet, Avid Naturalist, A Voice to Kill For, Thirty Volumes 
  of Unpublished Poems.
  Choosing Skills
  Characters in Nest are built with the standard Fate Core skills: a pyramid of ten 
  skills, peaking at Great (+4). Your skills should reflect your character and your 
  mundane life, either echoing your heroic adventures or standing ironically at 
  odds with them. While all skills are available, Resources is a poor choice—you 
  can’t bring your bank accounts into Nest.
  Most of your skills are the ones you use every day: a mechanic would have 
  Craft, a doctor could have Lore, and a stay-at-home mom might have Will 
  and Empathy. However, feel free to include talents from your adventures in 
  Nest that you have neglected in the waking world. Even if your mild-mannered 
  lifestyle reporter has never lifted a fist, that doesn’t mean he can’t have Fight at 
  Superb (+4).
  Ultimately, a character with a Great (+4) skill is pretty heroic to begin with, 
  whether they think of themselves that way or not.
  9
  NEST
  
  Stunts
  Stunts in Nest function as in Fate Core. They represent heroic qualities and abili-
  ties, and are bound not by reality, but by storybook logic. Stunts can permit 
  impossible deeds; a few examples from the genre are below, but feel free to create 
  your own.
  A hero can have up to 5 stunts at a time, but each one above the third adds 
  one fate point to the GM’s reserve pool. For more details, see “The Reserve Pool” 
  on page 15.
  Any Way But Up: You can walk on any surface, horizontal, vertical, or upside 
  down, as though it were the ground. Climbing difficulty starts at Mediocre 
  (+0), regardless of handholds, but can increase for loose or slippery surfaces.
  Giant Slayer: When you successfully attack an opponent larger than yourself, 
  you do a minimum of two stress.
  Giant Strength: +2 on Physique rolls to lift or break objects. You may also use 
  Will in place of Physique for the same purposes.
  Flame Speaker: You can use Empathy and Rapport to create advantages on a 
  scene as long as there is a flame present.
  Flame Wielder: You can summon and hurl flames. Use Will in place of Shoot 
  to make physical attacks—no weapon necessary.
  Jack Be Nimble: If you defend and succeed with style, you vanish from view. 
  Until the end of your attacker’s next turn, or until you attack, anyone who 
  tries to attack you must first succeed at a Fair (+2) Notice check. Failure 
  means they must choose another action.
  Jack Be Quick: Treat your Notice as 2 ranks higher when determining turn 
  order.
  Human Catapult: You can throw any object you can lift as a weapon with 
  no penalty. Using Shoot, you can attack with the thrown object against 
  anything you can see out to the horizon.
  Like the Wind: As long as there is no barrier between where you are and 
  where you want to go, you can use your action to go there with no roll, no 
  matter how far.
  Swordster: When you take this stunt, pick from attack, defend, or create an 
  advantage. You gain +2 on rolls for that action while you wield a sword, but 
  only as long as your opponent also wields a melee weapon. You can use any 
  sword you pick up.
  Tireless: You never need to make Physique rolls to avoid exhaustion. You 
  do not need sleep, and get +2 to overcome on Athletics rolls that involve 
  endurance.
  10
  FATE: WORLDS OF ADVENTURE
  
  Talismans
  Talismans are powerful artifacts tangled with the stuff of stories, which can have 
  unintended consequences for their owners. You can choose or invent a talis-
  man when you start play, but must actually find it in Nest before you can use it. 
  Alternately, you may simply discover one along the way.
  If you find a talisman, you can use it. You can only have one talisman at a 
  time; if you somehow recover more than one, you must choose one. Gaining a 
  talisman adds two fate points to the GM’s reserve pool (page 15).
  To create a talisman, give it a name, an aspect, and two stunts.
  • The name is what people call it.
  • The aspect describes the talisman’s role in the story, hinting at the abili-
  ties it grants and the complications it produces. GMs, use compels to give 
  the talisman a life of its own, not to weaken its abilities.
  • The two stunts can be anything, but a good default is one stunt that pro-
  vides a new skill trapping or a rules exception, and one stunt that grants 
  a bonus. A talisman should grant its wielder a special ability and make 
  him good at it.
  Some talismans are described below.
  THE BUNGLEBUSS
  A wide-mouthed musket that needs no powder or shot, the Bunglebuss is The 
  Gun That Knocks Sense Into Anyone. It’s an intimidating weapon, although 
  the stress it inflicts is mental rather than physical. The wielder may find herself 
  compelled to blurt out uncomfortable truths.
  • When you acquire this talisman, pick Will, Empathy, Shoot, or Provoke. 
  You can make mental attacks with the Bunglebuss using the chosen skill, 
  defended against with Will.
  • +2 to Will when defending against mental attacks.
  THE ANSWER KEY
  This heavy iron wand looks like a bizarre key, with metal teeth sticking every 
  which way; it is The Key That Unlocks Anything. No ordinary lock can stand 
  in its way, and even metaphorical puzzles open before it. However, its aspect can 
  be invoked even against its wielder to discover aspects she’d rather keep hidden.
  • You can simply ignore any lock with a difficulty lower than your 
  Burglary—or Will or Craft, at the GM’s discretion—and you get +2 to 
  open more difficult locks.
  • +2 to Empathy when you create an advantage related to a secret or paradox.
  11
  NEST
  
  THE SWORD OF RIGHT
  The Sword of Right is an ancient weapon of Epoch, A Blade That Thirsts For 
  Victory. It seems to come alive in its owner’s hand, but its wielders often find 
  themselves compelled to see a fight to the finish.
  • +2 to Fight when attacking an enemy with this blade, but only against 
  a formidable enemy—one who has any physical attack skill of Fair (+2) 
  or greater.
  • On a failed attack, you can choose to succeed at cost. If so, the attack 
  deals 2 stress to both you and your opponent.
  THE HARBINGER HORN
  An old war horn, belonging to no particular kingdom, the horn is A Clarion 
  Call to Battle. When sounded, it can be heard in every direction, disheartening 
  foes—but often calling new ones.
  • To sound the horn, you must spend an action.
  • After blowing the horn, whenever an opponent wishes to attack anyone 
  in your party, they must first roll Will against Fair (+2) difficulty. Failure 
  means they must choose another action. This effect ends at the end of 
  the scene.
  • After blowing the horn, you gain +2 to Provoke rolls to create advantages 
  until the end of the scene.
  12
  FATE: WORLDS OF ADVENTURE
  
  Milestones and Advancement
  PCs in Nest earn milestones by taking risks and facing foes. You can earn a 
  milestone up to once per session, triggered by events in play. You can gain the 
  benefits of the milestone immediately, or choose your benefit before the next ses-
  sion. In most cases, PCs achieve milestones individually, rather than as a group.
  Milestones often represent the return of former abilities: strength in battle, 
  mastery of magic, or force of character. A milestone means reviving some part of 
  a heroic identity—or explicitly rejecting it.
  The triggers for milestones are listed below. You cannot achieve a higher-level 
  milestone until you have gained a lower-level one; a PC who meets the condi-
  tions for a major milestone without first gaining a significant milestone would 
  gain a significant milestone instead.
  Whenever you gain a milestone, you can always choose to take the effects of 
  a lesser milestone.
  YOU CAN GAIN A MINOR MILESTONE UPON…
  • …taking physical stress or a mild consequence.
  • …succeeding with style on a difficult roll (whose difficulty is higher than 
  the skill rank used).
  • …succeeding at a major cost on any roll.
  YOU CAN GAIN A SIGNIFICANT MILESTONE, IF YOU HAVE ALREADY 
  GAINED A MINOR MILESTONE, UPON…
  • …taking out an opponent.
  • …suffering a moderate consequence or higher.
  YOU CAN GAIN A MAJOR MILESTONE, IF YOU HAVE ALREADY GAINED A 
  SIGNIFICANT MILESTONE, UPON…
  • …conceding a high-stakes conflict (GM’s call).
  • …being taken out in a high-stakes conflict (GM’s call).
  • …defeating a major enemy, such as a Vulturine. In this case, the entire 
  group is eligible for a major milestone.
  Upon reaching a minor milestone, you can add a stunt; replace one stunt with 
  another; swap two skills that are adjacent on the skill pyramid; or rewrite one of 
  your two free aspects. If you are comfortable with handling a milestone during 
  a session, you can refresh your pool of fate points. You also can begin to recover 
  a moderate consequence.
  Minor milestones represent the gradual recovery of a heroic identity.
  Upon achieving a significant milestone, you can rewrite either your hook or 
  mundane life aspect, or you can swap any two skills in your pyramid, no matter 
  what the ranks. You can also begin to recover a severe consequence. You do not 
  gain new skill ranks.
  Significant milestones represent sudden transformations from the mundane 
  to the heroic.
  13
  NEST
  
  Upon achieving a major milestone, you gain a point of refresh. You can also 
  rename your heroic concept. You can also begin to recover from an extreme 
  consequence.
  Major milestones represent near-total redefinitions of one’s identity as a hero.
  PACING
  PCs who seek out challenges will likely reach a minor milestone every session, 
  a significant milestone every two to three sessions, and one or two major mile-
  stones in the entire adventure. It is possible for PCs to pass through a Kingdom 
  every couple of sessions and reach the end of the adventure in four to eight ses-
  sions—or spend half a dozen sessions all in a single Kingdom.
  14
  FATE: WORLDS OF ADVENTURE
  
  PART 2: RUNNING THE GAME
  This section provides rules and setting material for adventures throughout Nest, 
  and is for the GM’s eyes only. The rules variants below support a storybook 
  style of adventure, where a small band of friends can accomplish amazing things 
  together as they face increasingly deadly odds. This section also introduces the 
  Enemy threatening Nest, along with his agents, found across all of the Kingdoms.
  Rules Variants
  Below are a few variations on the Fate Core rules used in Nest. While they are 
  optional, taken together they encourage a heroic style of play.
  Succeeding as a Team
  Sometimes a group of heroes will need to succeed at a skill roll: using Athletics 
  to go over a wall, for example, or Stealth to slip past the guards. Forcing each 
  PC to make a roll leaves the group at the mercy of the PC with the lowest skill. 
  Not only is this rather unheroic, but it can be discouraging for the PC with the 
  highest skill suited to a situation.
  To counter this, on a success with style, a hero can invoke her boost to allow 
  the entire group to share in her success. Other heroes can assist on this roll, as 
  usual. This lets a particularly skilled hero use her skills on behalf of the entire 
  group. The GM may disallow succeeding as a team in situations designed to test 
  the abilities of individual heroes.
  The Reserve Pool
  Just like in Fate Core, the GM starts every scene with 
  a budget of one fate point per PC; fate points not 
  used by the end of the scene are lost. However, in 
  Nest the GM also gets a reserve pool of fate points she 
  can use in any scene, which refreshes at the begin-
  ning of a new session.
  The GM’s reserve starts at zero. Fate points are added to it under two condi-
  tions: Any time a PC adds a third or fourth stunt, the GM’s reserve increases 
  by one. Whenever a PC gains a talisman, the GM’s reserve increases by two. As 
  the game progresses, the PCs grow more powerful—and their adversaries gain 
  resources.
  Fantastic Declarations
  Aspects in Nest—such as heroic concepts and talisman aspects—often suggest 
  fantastic abilities. To reflect this, a player can spend a fate point to declare a story 
  detail that manifests such abilities. For example, a PC who is the Master of the 
  West Wind could spend a fate point to fly over a high wall. If a declaration seems 
  overpowered—such as carrying the entire group over the wall—the GM might 
  ask each PC to spend a fate point to “buy in.” This allows heroes to demonstrate 
  their heroic abilities without purchasing stunts.
  The reserve pool is not origi-
  nal to Nest; it was introduced 
  in the Atomic Robo RPG.
  15
  NEST
  
  Three Themes
  Games in Nest can take any number of themes, but here are three distinct 
  variations of tone and story. Each will resonate more with some players than 
  with others, GMs, so consider them when planning scenes and offering compels. 
  You may even want to discuss tone and theme with your players before begin-
  ning the campaign.
  Heroism
  This is the brightest and simplest of the three: the quest, the continuation of the 
  story the characters left behind in childhood. In this theme, the PCs must redis-
  cover the heroes they were, find new strength and abilities, and defeat the villain.
  The tone of this arc is most similar to the source material. The archetypical 
  story of this type is Prince Caspian, the second of the Narnia books, where the 
  children must save a world in which they are regarded as mere myths.
  Redemption
  This is a darker and more nuanced take on the quest. The PCs are not just the 
  heroes of the land; they are also the ones putting it in danger. In growing up, 
  they forgot the realm they once protected. The Enemy reflects the PCs’ own 
  flaws and fears, and if the realm falls, it will be because they let it fall.
  This is similar to the Heroism theme, but it focuses on flaws rather than vir-
  tues. The archetypical story is Neil Gaiman’s graphic novel A Game of You.
  Deconstruction
  This could be the darkest of the three themes—or it could be an old-school fan-
  tasy romp. The heroes are not the center of the realm at all: the threat now has 
  little to do with them.
  In this version, the deeper lessons of childhood seem trite; adult skills learned 
  as a doctor or soldier might be more useful. The PCs are trapped in the realm, 
  and must fight free whether or not they want to do the right thing. The resolu-
  tion is more likely to involve a well-placed sniper than a well-timed epiphany.
  If you want to pick apart the rosy assumptions of childhood fiction, this is the 
  way to go. Archetypical stories include Wicked or Lev Grossman’s The Magicians.
  16
  FATE: WORLDS OF ADVENTURE
  
  Know Your Enemy
  When the heroes arrive, they find that Nest is threatened by a powerful enemy. 
  In fact, the Enemy, also known as the Master of Eg, has nearly won. His forces 
  already occupy the Kingdoms of Nest, turning their magics to his own end.
  Outwardly, their strategies and minions are the same, but their true natures 
  and ultimate goals are very different. As the PCs learn more about their foe, they 
  will have chances to uncover aspects that reveal more about them—and hope-
  fully aid the heroes in their final confrontation.
  GMs, select one Enemy in secret before the end of the first session, as that 
  choice will subtly influence the rest of the story. You’ll find details on each 
  Enemy in “The Three Enemies” starting on page 47.
  The Tyrant is a powerful warlord who is secretly a former hero. Terrified of 
  returning to the waking world, she is conquering Nest so she can remain forever. 
  Her minions ensure that no heroes arise to stop her.
  The Night Mayor is the ruler of Fyrsome, once the fourth Kingdom of Nest. 
  A master of terror and darkness, he seeks to return Fyrsome to its rightful place—
  or else bring all of Nest under his sway. His minions are transforming Nest into 
  a place of fear.
  The Invader is the queen of an alien swarm that rampages across worlds on a 
  path that takes them directly to Earth. She cares nothing for Nest or its heroes, 
  seeking only to harvest its resources for her next assault.
  Encounters and NPCs
  Rather than possessing skills from Fate Core, as the heroes do, each NPC has a 
  set of unique skills reflecting their strengths and weaknesses. Whenever an NPC 
  does something outside their skills, they roll with a Mediocre (+0) rank. The 
  heroes will encounter NPCs in three broad categories:
  Incidental Encounters are NPCs who might provide grounds for a conflict 
  or information. Some are given nothing more than a name and an aspect; others 
  have a couple of relevant skills, one or two aspects, and a single stress track, used 
  for both mental and physical stresses. Groups of incidental NPCs are statted out 
  as mobs (Fate Core, page 216).
  Major Encounters are NPCs who can serve as serious challenges—or as allies. 
  They are described in more detail with a handful of skills, aspects, and one or 
  more Stunts. They usually have both mental and physical stress tracks.
  Enemy Encounters are a category to themselves; the four classes of Enemy 
  minions are described in detail below. Their appearances throughout the adven-
  ture escalate as they increase in numbers and power.
  17
  NEST
  
  Agents of the Enemy
  The Enemy’s minions are detailed here. While their forms and abilities are the 
  same no matter which Enemy the GM chooses, their underlying natures and 
  goals will vary considerably.
  Crows are the enforcers of the Enemy. They appear as short, stocky figures in 
  tattered black cloaks over a hodgepodge of leather and steel armor, faces hidden 
  by helms like curved toothy beaks. They carry hooked polearms and oversized 
  packs, into which they stuff prisoners (anyone taken out in a conflict). They 
  speak in short, off-kilter sentences that sound like a bad radio speaker.
  Crows travel alone or in murders. They are suspicious and nosy, but easily 
  bluffed, afraid of arresting the wrong person. The first sign that the Enemy is in 
  an area is when Crows show up in large numbers.
  Jacks track down individuals who have evaded the Crows. They are grotesque 
  clown-like figures: their faces are distorted Punch masks, and their long spindly 
  limbs are covered with patches and rags. They hunt alone, but occasionally a 
  squad forms. They squat on rooftops or march jauntily through crowds, usually 
  with a murder of Crows not far behind.
  Jacks are perverse: they enjoy the terror they cause, and might give a quarry 
  an escape route just so they can pounce and dash his hopes at the last moment. 
  They don’t collect their victims themselves; they wait for a cleanup squad of 
  Crows for that.
  Jacks are transported in battered steamer trunks, delivered by Crows. They 
  speak in intimate stage whispers.
  18
  FATE: WORLDS OF ADVENTURE
  
  Crows
  ASPECTS
  Hook-Helmed Collectors and Robbers
  Single-Minded Servitors
  Choose one: Broken Toys, Empty Suits of Armor, or Insectile Aliens
  SKILLS
  Fair (+2) at: Black Armor, Hooking and Catching, Noticing Out-of-Place 
  People
  Poor (-1) at: Chasing Things, Overcoming Arguments
  STRESS
  1
  NOTES
   A “murder” of three Crows has three stress boxes, Hooking and Catching at 
  Good (+3), and a mild consequence slot.
  Jacks
  ASPECTS
  Maniacal Masked Hunters
  Perverse Jokers
  Choose one: Broken Toys, Nothing Behind the Mask, or Insectile Aliens
  SKILLS
  Good (+3) at: Inspiring Terror
  Fair (+2) at: Tracking People, Leaping and Bounding, Grasping and Grabbing
  Poor (-1) at: Choosing Between Two Options, Reading, Not Being Set on 
  Fire
  STUNTS
  Bounders: When jumping, Jacks can ignore any aspects that restrict move-
  ment, provided it’s something they could leap over.
  Cacklers: A Jack can emit a cackling laugh as a mental attack against one 
  target in the same zone by Inspiring Terror. Once per scene, it can use it to 
  attack everyone within earshot with a Good (+3) mental attack.
  Vengeful Stalkers: When a Jack is defeated by someone, the next Jack to 
  appear will wear a stylized mask of that person, and will be able to track 
  him or her with Great (+4) skill. Nobody knows how the Jacks commu-
  nicate this information; they don’t share it with anyone, even the Enemy 
  himself.
  STRESS
  3
  CONSEQUENCES
  Mild (2):
  19
  NEST
  
  Snipes
  ASPECTS
  Patient Masters of Tricks and Lures
  Ponderous, Silent, and Camouflaged
  Deadly but Fragile Barbs
  Choose one: Inflatable Toy, Empty Cloak, or Hideous Beetle
  SKILLS
  Good (+3) at: Attacking from Cover, Hiding
  Fair (+2) at: Sniffing and Spotting, Deceiving with Lures, Shrugging Off 
  Blows
  Poor (-1) at: Flying, Turning Corners
  STUNTS
  The Lure: Snipes can project a lure—such as a golden bauble or crying 
  infant—on the end of a thin cord up to one zone away. When a Snipe 
  creates an advantage using Deceive with Lures, it gains an additional free 
  invoke.
  The Strike: Snipes attack with barbs that whip from beneath their cloaks. 
  On a successful attack, a Snipe inflicts a minimum of 2 stress.
  The Snatch: When a Snipe snatches its prey from cover, witnesses must 
  succeed on a Fair (+2) Notice roll, or a Great (+4) Notice roll if there are 
  any aspects related to darkness on the scene. If they fail, they cannot see 
  or attack the Snipe.
  STRESS
  3
  CONSEQUENCES
  Mild (2):
  Moderate (4):
  Snipes are the lurkers the Enemy calls in when the Jacks fail. They are balloon-
  ish figures cloaked in black and brown leather, ten feet tall and nearly as wide, 
  round pale eyes gleaming from beneath hat brims. They communicate with eerie 
  whistles and hoots.
  Snipes lurk for days, waiting for prey to pass or luring them from their friends 
  with illusions. Despite their size, Snipes are masters of concealment, squeezing 
  into dark alleys, eaves, and even chimneys or under beds. Typically, a Snipe will 
  create at least one advantage before it pounces: either to help it Hide, or to create 
  an illusion with Deceiving with Lures.
  Snipes attack with barbed whips beneath their cloaks. These barbs are a vul-
  nerable target, reflected in the aspect Deadly but Fragile Barbs. Someone taken 
  out by a Snipe is tucked into its cloak to be spirited away to the nearest Station; 
  PCs who concede might be left pinned in a crevice.
  20
  FATE: WORLDS OF ADVENTURE
  
  The Vulturines are the Enemy’s generals. A Vulturine looks like a child’s illus-
  tration of a bishop crossed with a whirling dervish. Its raiments are layers of 
  garishly colored robes, and its mitre is a baroque contraption far too heavy for its 
  head. A Vulturine’s face is lined with authority; it takes a keen eye to recognize 
  it is a mask.
  Vulturines lecture, threaten, and cajole, learning as much as they can about 
  their foes. They have zero allegiance to the truth and will use their insights 
  to spin compelling deceptions. They are usually in a position to make mental 
  attacks.
  Vulturines
  ASPECTS
  Manipulative Archpontiffs of the Enemy
  Confident In Their Authority
  Masters of the Mind
  Choose one: Mockery of Medicine, Image of Fear, or Loathsome Grub
  SKILLS
  Great (+4) at: Knowing Your Deepest Secrets, Turning Them Against You
  Good (+3) at: Being Impressive, Defending, Getting Away
  Poor (-1) at: Understanding Positive Qualities, Swimming
  STUNTS
  Dream of Life: Vulturines use their mirror-
  staffs to show flickering images of the 
  waking world—skillfully mixing truth 
  and lies. When a Vulturine successfully 
  creates an advantage related to real-world 
  anxieties on someone, it can make a mental 
  attack on the same person as part of the same 
  action. A Vulterine can do this once per 
  scene per opponent.
  Flight: Vulturines can fly, ignoring any aspects 
  that would hinder them on the ground. They 
  usually use this to escape, but may swoop 
  in for an attack if they are overconfident.
  STRESS
  3
  CONSEQUENCES
  Mild (2):
  Moderate (4):
  Severe (6):
  21
  NEST
  
  Escalation of Encounters
  The ticking clock behind encounters in Nest is the Enemy’s growing awareness 
  of the heroes, and the increasing opposition sent against them. This is simulated 
  by the ladder below.
  The first time the heroes encounter the Enemy, it is a single Crow on patrol. 
  Depending on the outcome of that encounter, the next encounter may be more 
  serious—one step up the ladder. Encounters flow naturally from the story, hap-
  pening when the characters do something that might attract attention.
  Encounters escalate if the heroes defeat the Enemy’s agents in a physical con-
  flict; if a PC succeeds at a major cost on a skill roll; or if a PC accepts a compel 
  on an aspect.
  Encounters do not escalate if the heroes use social skills or stealth to escape 
  an encounter; or if they lose a conflict through concessions or being taken out.
  Encounters escalate as follows:
  1. A Crow, on patrol. The heroes can probably talk their way out of the 
  situation if they don’t lose their nerve.
  2. Three Crows, looking for someone. The Crows are much more suspi-
  cious, and will attack if they recognize a hero.
  3. Two Crows transporting a big steamer trunk containing a Jack. The 
  Crows most likely have descriptions of the heroes. They will release the 
  Jack as soon as possible.
  4. A squad of Jacks wearing the faces of one or more PCs. This may be 
  a direct encounter, or the heroes may start getting strange looks from 
  bystanders who have seen Jacks resembling them.
  5. A Snipe lays a trap. The Snipe uses its illusions as a lure, possibly with 
  the help of two Crows.
  6. Two Snipes, working with a Jack as a tracker. On a successful Tracking 
  People roll by the Jack, the Snipes take the heroes by surprise in a safe 
  space such as their room; on a failure, the encounter takes place in a 
  public area.
  7. A Vulterine, locking down a town with Crow bodyguards. The area 
  is likely under martial law, with an appropriate aspect. In a town, the 
  Crows go house to house with the Vulturine; in the wilderness, they are 
  beating the bushes.
  22
  FATE: WORLDS OF ADVENTURE
  
  Enemy Stations
  The Enemy’s agents operate out of ugly, identical Stations of black iron erected 
  all over the Kingdoms. Each boasts a squat tower manned by a Crow, with a 
  signal pylon rising above nearby buildings. Signals pass between towers through 
  an array of blinking red and orange lights.
  Stations hold up to twelve Crows, any Jacks in transit, and the occasional 
  Snipe lurking in the tower. Vulturines do not stay in Stations, visiting only to 
  send messages and take command. Since the heroes could easily find themselves 
  assailing—or escaping from—a Station, they are described here in some detail.
  GETTING INTO A STATION
  Stations are ominous, but not heavily fortified. An Athletics overcome action 
  with Fair (+2) difficulty gets a hero onto the tower, with a Fair (+2) Stealth roll 
  to do so without being seen. An Average (+1) Burglary or Good (+3) Might roll 
  will open the hatch on top, revealing a ladder down to Processing.
  In addition, wagons enter and leave the gates at Shipping and Receiving 
  at odd hours. This operation is overseen by three Crows, so it takes a Fair (+2) 
  Stealth roll to beat their notice. Any scheme involving riding in on the bottom 
  of a carriage has a reasonable chance of success. The gates require a Good (+3) 
  Burglary roll otherwise, in addition to the Stealth roll.
  Alternately, the heroes can simply walk in the unlocked front door, which 
  leads to the Interview Chamber.
  INTERVIEW CHAMBER
  Official visitors to a station arrive in the Interview Chamber, a small room with 
  a tiny grill high on the opposite wall and an iron door on one side. A cluster of 
  tubes and lenses below the grill carry sound and images deeper into the Station. 
  Captured heroes are brought through here first.
  Visitors are interviewed by an officious voice from the grill, distorted by static. 
  Typical questions include:
  • “Do you have something to report?”
  • “Please verbalize any complaints clearly.”
  • “Identify yourself and your associations.”
  • “The penalty for deception is detainment.” 
  The questioner is a Crow in Processing who has a Voice of Authority.
  The only doors in the Interview Chamber, besides those heading outside, lead 
  to Processing, and can be opened by succeeding on a Might or Burglary over-
  come action with Fair (+2) difficulty.
  23
  NEST
  
  PROCESSING
  Beyond the Interview Chamber is Processing, a cross between a busy office and 
  the command deck of a submarine. It is patchily lit by flickering gas lamps, 
  except in Bungledyne, where it crackles with electricity. There are usually three 
  Crows here, the rest being on patrol or in the Barracks. Even if a distraction emp-
  ties the Station, there will one Crow left. Exits lead to Shipping and Receiving, 
  the Barracks, and the Interview Chamber.
  Processing is a great place to find information; records are organized, if arcane. 
  Heroes can create advantages with Lore against Superb (+5) difficulty to uncover 
  an aspect about the Enemy; against Fair (+2) to uncover the fate of a prisoner or 
  nearby talisman; and against Mediocre (+1) to discover alerts about the heroes. 
  Success at a cost attracts attention to the heroes.
  BARRACKS
  Crows live in the Barracks, which vary with the Enemy: the Tyrant’s troops rest 
  motionless, the Night Mayor’s troops are empty armor hung on hooks, and 
  Invader’s barracks are alien, from the nutrient pool to the sleep pods on the 
  ceiling. Anyone examining the Barracks can roll Investigate or Lore to uncover 
  the Enemy’s agents aspect—the difficulty is Fair (+2) if the players make a good 
  guess on the aspect, or Great (+4) if they aren’t even close.
  The Barracks are empty during the day. At night they hold about eight sleeping 
  or inert Crows. They are hard to wake—an Average (+1) Stealth roll is enough to 
  move around them. The only exit leads to Processing.
  24
  FATE: WORLDS OF ADVENTURE
  
  SHIPPING AND RECEIVING
  Shipping and Receiving is a cavernous loading bay. Chains and pulleys suspend 
  crates from the high ceiling in a byzantine system. An iron gate leads outside, 
  a smaller door leads to Processing, and a trapdoor in the floor leads to the 
  Detainment Cells.
  Shipping and Receiving is empty except when cargo goes in or out, at which 
  point three Crows are loading or unloading (Rush of Activity). A Stealth roll 
  that succeeds at cost could mean a hero finds themselves lowered into the 
  Detainment Cells along with a crate they are using for cover. When empty, the 
  doors can be opened from the inside with only an Average (+1) Stealth roll.
  DETAINMENT CELLS
  The Detainment Cells are reachable through the hatch in Shipping and 
  Receiving. Prisoners are lowered through the hatch on an elevator—just a 
  round platform on a chain.
  The cells are in an underground silo: a large cylindrical shaft ringed with tiers 
  of iron-barred cages. There are six tiers, and each tier holds six cramped cells, 
  accessed by a small square grate. Basic plumbing is provided by exposed pipes.
  The cells are reached from the elevator by an extendable ramp. The elevator 
  rotates from cell to cell, feeding prisoners is a time-consuming process. The 
  elevator is raised or lowered by an operator in Shipping and Receiving, while a 
  second operator on the elevator rotates the platform and deploys the ramp. A 
  third Crow opens and close cells.
  Opening the hatch silently requires successfully overcoming with Crafts 
  against Average (+1) difficulty or Stealth against Good (+3) difficulty. Climbing 
  into or out of the hatch without the elevator is a Great (+4) Athletics roll—but 
  clambering up and down the chain when the elevator is lowered is only Average 
  (+1), as is clambering around on the outside of the cells. Noises inside the shaft 
  are inaudible in the rest of the Station, barring compels and costs.
  Breaking out of a cell requires a Great (+4) Physique roll or a Good (+3) 
  Burglary roll. A PC only gets one try per scene. Once out, it takes a Fair (+2) 
  Athletics roll to leap to a moving elevator and hang on. Success at cost creates 
  the aspect Swinging Wildly.
  Created aspects or consequences can be compelled to knock an opponent over 
  the edge. Accepting forces a character to overcome a Great (+4) difficulty with 
  Athletics. Success leaves the character hanging from a cell; failure inflicts one 
  physical stress for each shift of failure.
  In a conflict, a cell is a zone; the drawbridge and the elevator are each a zone, 
  as is the loading dock at the top of the shaft (Higher Ground).
  Who is in the cells? It depends on the story so far. The cells are a temporary 
  holding area, although there may be permanent guests.
  25
  NEST
  
  PART 3: THE KINGDOMS IN PERIL
  Story Structure
  Nest is designed as a series of encounters across three Kingdoms, terminating in 
  a showdown with the Enemy. While scenes are provided in a natural order, there 
  is no single path: the GM should let the PCs’ aspects and actions be a guide 
  when selecting encounters. Some players my drive as hard as they can towards 
  the confrontation in Eg, while others may become invested in the fate of one or 
  more of the Kingdoms.
  When in doubt, the ladder of escalation of encounters is useful to keep things 
  moving. An encounter with the Enemy’s minions qualifies as a major cost for an 
  otherwise failed Contacts, Deceive, or Burglary roll. These “random” encounters 
  provide useful fodder for milestones!
  World Without Maps
  There is no map of Nest. The Kingdoms are arrayed in a circle with Eg at the 
  center, but as a practical matter, the GM can place landmarks and encounters 
  wherever she likes. Nest is a magical place, and heroes will find that boundaries 
  are fluid.
  How big is Nest? A day’s hike is about right to get from the edge of a Kingdom 
  to the first point of interest, or half a day’s walk for points within a Kingdom. 
  Travel is a good opportunity to ask for a Stealth roll and then introduce the 
  Enemy’s minions—from far away on a success, or close up on a failure.
  Boundaries between Kingdoms are important: they can represent a shift of 
  focus from one PC to another, and a change in the tone of the action. Set the 
  scene at each border, and share the Kingdom’s story aspect with the players. 
  The peril aspect should be easy to discover as well once the players start rolling 
  Notice, Investigate, or Contacts.
  Ultimately, the landscape depends on the players. Be prepared to elevate or 
  eliminate encounters depending on what attracts their attention: the stories of 
  childhood can be personal things, so don’t be surprised if players latch on to 
  people and plots you didn’t expect.
  26
  FATE: WORLDS OF ADVENTURE
  
  Call to Adventure: The Threshing Stone
  “It’s 10:00 on a Thursday night, Eastern Time. What are you doing?”
  On an ordinary evening, the heroes are pulled into the world of Nest. Ask 
  each player to set a scene: putting the kids to bed, sleeping soundly, working late 
  at the office, partying at a club… If a canny player claims to be in the garage 
  cleaning guns and trying on body armor, that’s fine.
  Once the scenes are set, describe the Call for each player in a short scene. The 
  Call is that moment when someone is pulled from the waking world into Nest. 
  It is familiar but surreal, accompanied by a colossal chime ringing within the 
  earth. It could start with a dream, a car stalled on a country road, or the pursuit 
  of a suspect down a dark alley. End each scene with a moment of disorientation, 
  and then…
  The PCs find themselves in each other’s company, standing on a Threshing 
  Stone. They are wearing whatever they had with them: pajamas, an evening 
  gown, work clothes, or the above-mentioned firearms and body armor. They will 
  remember the Threshing Stones: massive stone platforms carved with ancient 
  spiral designs. Heroes from the waking world always arrive on Threshing Stones, 
  usually in a place of honor, surrounded by greeters.
  This stone is set in a bramble-covered ruin. The morning sky is barely visible 
  through the thorny canopy, and the stone is half buried in moss and dead leaves. 
  The broken walls and arches of an old hall surround it, and a single winding path 
  leads away. The heroes have a few minutes to express their confusion and take 
  stock of their comrades. They may even recognize each other. When they start 
  going in circles, they are interrupted by a voice.
  The Briar God
  “What do we have here? Heroes! I thought you’d be…bigger.”
  The speaker is the Briar God; his voice is a deep slow rumble, or a spooky 
  whisper. It comes from everywhere: the Briar God inhabits lost places and thorn-
  covered wastes, and is essentially disembodied.
  The Briar God has the aspects God of Thorns and Lost Things, Protective 
  and Reclusive, and Offended by the Enemy’s Existence. His relevant skills are 
  Empathy and Will, both at Superb (+5).
  27
  NEST
  
  One or more of the heroes have met the Briar 
  God before: a keeper of secrets and guardian of 
  treasures, he features in many adventures. He is 
  pleased to see the heroes, but is a bit of a pessi-
  mist. He can reveal the following through good 
  roleplaying, invokes or compels, and Rapport 
  rolls.
  • He recognizes all of the heroes.
  • He is protecting the last “free” Threshing 
  Stone. The others have been captured by 
  a being he calls the Enemy, or the Master 
  of Eg.
  • He knows little about the Enemy, who 
  arose in the last ten years. No child heroes 
  have arrived since the last hero, just before 
  the Enemy’s time.
  • Nest itself has summoned the PCs, reach-
  ing out to heroes strong enough to help. 
  Adult heroes are not something he has 
  seen in “a year of years.”
  • The Threshing Stone does not work both 
  ways: heroes must journey to the Well of 
  Waking, in the City of Eg, to return home.
  • He has little knowledge of old friends or 
  talismans of the heroes, but can suggest one 
  or two places to start looking—Borderfall, 
  for example, or the Hall of Wonders.
  • The heroes are currently at an ancient seat 
  of bygone heroes whose name, Harfax, 
  only the Briar God remembers. It is a day 
  or two by foot from the nearest point of 
  interest, chosen by the GM.
  • Locals have been bringing gifts to the 
  Threshing Stone in the hopes of sum-
  moning heroes. The Briar God is pleased 
  people remember the old customs.
  • A storm is coming. This sounds allegorical, 
  but it’s not: there are dark clouds on the 
  horizon. This is a tremendous forest fire, 
  which will arrive in a few hours.
  28
  
  The Offerings
  In an alcove in a crumbling wall are a pile of clothes, gear, and weaponry left 
  behind by pilgrims for the heroes who may come to save them. They are lovingly 
  wrapped in leather or paper, and run the gamut from the useful to the bizarre. 
  Some of it is sized for children, but the PCs should be able to suit themselves 
  out with shoes and clothing for everyone, and manage to find enough tools and 
  weapons so they can use their skills. A PC who looks for something specific can 
  spend a fate point to find it: a set of tools, a specific weapon, or another useful 
  item.
  Depending on what they take from the offerings, the group is left with an 
  aspect: perhaps Outfitted With Odds and Ends. Otherwise, they are Unarmed 
  and Unprepared.
  The Path and the Storm
  A small overgrown path leads away. The heroes can’t dawdle: there is a fire sweep-
  ing through the underbrush, set by the Enemy to open the way to the Threshing 
  Stone. Keeping ahead of it calls for a Physique overcome action with Fair (+2) 
  difficulty from each PC. Anyone who fails this succeeds but gets a mild conse-
  quence—Smoke Inhalation or Singed, perhaps. Heroes who succeed with style 
  can use their boosts to help their comrades. The Briar God whispers encourage-
  ment and warnings along the way, but as the thorns burn, his voice fades to 
  nothing.
  Resourceful PCs might start a counter-burn, hide in a stream, or take similar 
  action. This requires one PC to create an advantage against Good (+3) difficulty. 
  If this action is successful, other PCs need only succeed on a Mediocre (+0) 
  Physique overcome action to escape, as before; the aspect created may be invoked 
  as usual. If the fire passes them by, they may encounter a single Crow—part of 
  the fire-starting party.
  The Adventure Begins
  One way or another, the PCs will emerge, sooty and tired, on the fringes of 
  one of the Kingdoms. Which one? That’s up to the GM. Each Kingdom is a 
  mostly self-contained adventure, complete with hooks specific to heroes from 
  that Kingdom. If one player has expressed a strong interest in a Kingdom, that’s 
  a good place to start. Otherwise, Epoch is a simple starting point.
  29
  NEST
  
  Epoch
  Story aspect: Bold Hearts Win Great Rewards
  Peril aspect: Anyone Could Be a Monster
  Epoch’s castles and villages are scattered among the green valleys and misty 
  crags, joined by winding and treacherous roads. The wind brings the scent of 
  adventure: it rouses the heart and gives energy to tired feet. The Kingdom seems 
  unchanged, both wild and beautiful.
  This is because the Enemy has no interest in the wilds between the towns. His 
  forces did not conquer Epoch; instead, they lent assistance against the monsters 
  in the name of “The Master of Eg.” Each town holds a Station manned by 
  Crows, and human guards work uneasily alongside them, peering suspiciously 
  at strangers.
  One such settlement is Borderfall. Heroes of Epoch will remember it as the 
  stepping-stone to many an adventure. It boasts a small but proud keep sur-
  rounded by a bustling market town, perched atop a cascading waterfall on the 
  River Rahrin. Borderfall could easily be the last known location of a talisman 
  such as the Harbinger Horn, kept in the Baron of Borderfall’s armory.
  Adventure Path
  Heroes in Borderfall can take several approaches. If they just look for familiar 
  places and faces, they can end up at the Ivory Harp, where they’ll find them-
  selves on a rescue mission for Young Orrin. Alternately, they may head straight 
  for the palace, and try to lure a reluctant Baron Edgar into a revolution. If they 
  are simply seeking a talisman to help against the Enemy, Edgar will point them 
  to Ogre Red—which means a fight or another negotiation.
  Any of these could be a goal in and of themselves, but they could also be steps 
  toward kicking the Enemy out of Borderfall for good.
  Arriving at Borderfall
  Under the Enemy, the gates of Borderfall are closed, and the walls have been 
  reinforced with iron spikes and patrols. Once, the gates were always open, and 
  the stream of traders, performers, and adventurers never ceased. Now a handful 
  of locals stand in line at the gates, waiting for their paperwork to be inspected.
  Any hero of Epoch may be recognized here by compelling their heroic con-
  cept. Sagger Mems, an Ancient Teller of Old Tales, is the one to do it. Sagger’s 
  a useful font of information about the Enemy’s minions. “Reinforcements, they 
  say, from the new Master of Eg, not that we need ’em. You lot were enough for 
  us, back in the day! Now they’ll arrest you for sneezing, and they’re none too 
  fond of the old tales, neither.” He won’t expose the heroes, but he’ll hint broadly 
  to the guards or anyone he meets that “Change is coming, mark my words.”
  The two guards, Muggs and Gable, are stamping papers and checking forms. 
  Succeeding with style on a Rapport roll ensures that they will lie for the heroes. 
  Success at major cost means that they hurry the heroes through the gates just as 
  the Crows show up, leaving the PCs Under Suspicion for their stay.
  30
  FATE: WORLDS OF ADVENTURE
  
  Inside Borderfall: The Ivory Harp
  The markets are a shadow of what they were. A Station has been built over the 
  Wonder Fountain, where adventurers used to meet up to go on quests. Crows 
  patrol the streets, and citizens are mistrustful of strangers. If the heroes draw 
  attention to themselves, a compel of Anyone Could Be a Monster means the 
  Crows get summoned.
  Many old inns are closed, but the Ivory Harp remains—heroes of Epoch will 
  remember it as a place of light and friendship. It still has a homely feel, from the 
  great stone hearth to the oak counter, and Sagger Mems is a regular guest. The 
  bar is manned by Young Orin, A Kindly Host in Hard Times. He is the son of 
  Old Orin, once a beloved mentor and host. Old Orin has recently been taken 
  by the Crows for “consorting with monsters.” If the heroes reveal themselves, 
  Young Orin will beg them to rescue his father.
  Rescuing Old Orin
  Old Orin is indeed a prisoner in the Station, awaiting transport to Eg. It’s not 
  impossible to rescue him, just difficult. He’s being kept in the Detainment Cells 
  (page 25). Alternately, if the PCs wait long enough, a prisoner caravan will 
  carry him and other prisoners toward Eg, guarded by several murders of Crows 
  and a lurking Snipe.
  Muggs and Gable, Two Gate Guards
  ASPECTS
  Twitchy Veterans; Hearts Aren’t In It
  SKILLS
  Fair (+2) at: Being Suspicious, Polearms and Armor
  Poor (-1) at: Being Straight-Up Evil
  STRESS
  2
  31
  NEST
  
  Monsters Among Us
  If the heroes ask about resistance against the Enemy, they will hear a rumor: some 
  kind of monster is prowling the town at night, attacking Crows. Succeeding on 
  a Contacts overcome action against Fair (+2) difficulty reveals that it appears as 
  a giant wolf; succeeding with style turns up somebody who saw it sneak into the 
  keep just before dawn. Heroes of Epoch will remember Baron Edgar’s werewolf 
  curse.
  In fact, it is two wolves: the baron’s two daughters, who have inherited his 
  curse and are slipping out at night for a little vigilantism. The heroes can find 
  them at night with Notice or Investigation; succeeding at a cost means they also 
  encounter a group of Enemy minions. Fighting alongside the sisters is a good 
  way to make a first impression. Once the thrill of combat has worn off, the girls 
  are happy to meet new people, especially heroes; they can talk in wolf form, but 
  can’t shift back until day.
  Meet the Baron
  Baron Edgar still rules Borderfall. He was an adventurer as a youngster, and a 
  friend to heroes; now he is married to the Lady Elody with two teenage daugh-
  ters, Emma and Eve. Heroes who knew him possess his secret: he is a werewolf, 
  cursed on an adventure as a child.
  The Baron (I Have Responsibilities Now; My Curse Is My Secret) is para-
  lyzed with fear for his family. He is right to be paranoid: there is a Snipe lurking 
  in the keep, keeping an eye on him. The Baron is happy to swap stories and 
  won’t betray the heroes, but won’t willingly go further. He does not know what 
  his daughters are up to; appealing to their safety might move him.
  He does not have any talismans. The last one—the Harbinger Horn, or what-
  ever is appropriate—was taken into battle against Ogre Red years ago, never to 
  be recovered. Ogre Red has recently become a problem, tossing rocks over the 
  wall and running away.
  Emma or Eve, Werewolf
  ASPECTS
  Slightly Spoiled Teen Wolf; My Sister Will Save Me; 
  Somebody’s Got to Fight the Bad Guys
  SKILLS
  Great (+4) at: Skulking and Tracking, Ripping and Shredding
  Fair (+2) at: Leaping and Bounding, Being Stubborn
  Poor (-1) at: Thinking Things Through, Self-Restraint
  STRESS
  Physical: 3
  Mental: 3
  CONSEQUENCES
  Mild (2):
  Moderate (4):
  32
  FATE: WORLDS OF ADVENTURE
  
  The Ogre Red
  Ogre Red lives in a jumble of crude towers atop a barren crag, a few hours’ hike 
  from Borderfall. He is the terror of the countryside: a ten-foot-tall brute with 
  a red beard, bald head, and bad temper. While he seldom out-and-out murders 
  people, he steals sheep and cattle, robs merchants, and generally causes trouble. 
  It has always been easier to outthink him than outfight him.
  His fortress is made of giant stones and ill-fitting oak doors. It’s not that hard 
  to penetrate: succeeding on an Athletics or Burglary overcome action with Fair 
  (+2) difficulty should do it. However, it is the Den of Ogre Red, and moving 
  around undetected requires succeeding on a Great (+4) Stealth roll.
  Ogre Red is happy to fight the heroes for old time’s sake. But he will also 
  talk—it has been a while since a hero came by. These days, his foe is the Enemy, 
  who has no respect for the old ways. He has been throwing rocks at Borderfall in 
  an attempt to hit the Station; he would love to attack the Station with the heroes, 
  if they let him into the city—this is the price of any talisman he is holding on to. 
  It might also be possible to talk him into rallying other monsters, allying with 
  the Baron, or going along with other plans.
  Ogre Red
  ASPECTS
  Ogre Red; Terror of the High Hills; The Old Ways Are the 
  Best Ways; Clever Like a Mule
  SKILLS
  Superb (+5) at: Feats of Ogre Strength
  Great (+4) at: Bashing Things, Hurling Huge Rocks at 
  Things, Shrugging Off Damage
  Fair (+2) at: Seeing Things His Way, Not Being Completely 
  Stupid, Catching You
  Poor (-1) at: Hiding What He Wants, Maneuvering in Small 
  Spaces, Change
  STUNTS
  Rocks Fall, Everybody Dies: By spending a fate point, Ogre 
  Red can throw a boulder, using Hurling Huge Rocks at 
  Things to attack everyone in a single zone.
  Grin and Bear It: Ogre Red can use his mental stress track 
  to absorb physical stress.
  STRESS
  Physical: 3
  Mental: 3
  CONSEQUENCES
  Mild (2):
  Moderate (4):
  Severe (6):
  33
  NEST
  
  Bungledyne
  Story aspect: If You Dream It, You Can Build It
  Peril aspect: Not Enough Power to Go Around
  Bungledyne sits at the center of a crater-shaped valley. From the crater walls 
  the Kingdom spreads out below like a compass rose: roads and canals radiate 
  from the city at its heart. By day, the city seems unchanged, but at night the 
  Enemy’s influence is apparent: the Incandescent Spire is dark, and the city itself 
  is lit only by a few dim flickering lights. An immense cable stretches towards Eg 
  on hundred-foot pylons. Still, it is impossible to enter Bungledyne and not feel 
  that anything is possible.
  From the crater walls, it is about a day’s walk to the city, unless the heroes 
  hitch a ride on a wagon. The countryside is populated by mushroom farmers 
  and tinkers; they are friendly and love to gossip, but can’t do much more than 
  shake their heads at the sorry state of affairs. Patrols of Crows are few and far 
  between, but human heroes stand out—the farmers are mostly human-sized 
  toads, moles, and goats.
  Adventure Path
  The transformer in the Incandescent Spire provides such an obvious destination 
  that most heroes should end up there. Heroes who investigate at “street level” 
  should encounter Gil Gamefoot first, with his modest plans for hijacking power. 
  Alternately, seeking talismans at the Hall of Wonders brings in Leo Luftwonder, 
  who will generally get in the way. Ultimately, the heroes should find themselves 
  having to decide whether they should destroy, subvert, or ignore the transformer. 
  Gil, Leo, and Winnifred all exist to complicate that decision.
  Welcome to Bungledyne
  There are no walls around Bungledyne. The roads are lined with shops, garages, 
  hotels, cafes, and workshops in no particular order. No two vehicles look alike: 
  there are some carts pulled by horses—the only animals not represented in the 
  humanoid population—but the rest range from bicycles to steam-powered walk-
  ing devices to cable-cars. Most of them sit still in the street: power of all kinds is 
  scarce, and the drivers and inventors mope about the cafes.
  There are several Stations of the Enemy, and Crows are common; the PCs will 
  need to keep a low profile. The other inhabitants are animals: badgers, cats, owls, 
  door mice, foxes, and so on. They dress in a pseudo-Edwardian style.
  Powered Down
  It’s obvious where the power is going. The Enemy has taken over the dyna-
  mos, and cables snake through the city toward the Incandescent Spire itself. The 
  Crows and a few Snipes patrol the cables, and the Enemy’s Stations are built near 
  the power stations. It’s possible to reroute a cable to steal power—a Crafts roll 
  against Great (+4) difficulty—but the Enemy will detect it in hours, or a day at 
  the most, and repair it.
  34
  FATE: WORLDS OF ADVENTURE
  
  Even so, that doesn’t mean people don’t try. If the PCs spend time skulk-
  ing around power couplings, they will encounter one of the city’s Sparkrunners, 
  rebels stealing power from the Enemy. A prime example is Gil Gamefoot, a 
  young hare.
  Gil wears goggles and a scarf to hide his face (but not his long ears), and 
  carries a battery pack that he fills from the Enemy’s cables. He is enthusiastic 
  and slightly singed. He can fill the heroes in on the situation: the Enemy has 
  been shutting down the power stations one by one, routing them through the 
  Incandescent Spire, and sending them along an immense cable, strung up on 
  high pylons, toward Eg.
  He will happily accompany the heroes, and even has a scheme: there is so 
  much power running through the transformer in the Spire that it should be pos-
  sible to tap into it without being noticed. It is also possible to blow it up, but Gil 
  doesn’t think along those lines.
  Gil Gamefoot
  ASPECTS
  Young Rebel Hare Sparkrunner; What Safety Precautions?
  SKILLS
  Good (+3) at: Hopping and Dashing, Acting Before Thinking
  Fair (+2) at: Jury-Rigging Things, Ducking and Weaving, 
  Being in the Underground
  Poor (-1) at: Sitting Still
  STRESS
  Physical: 2
  Mental: 3
  CONSEQUENCES
  Mild (2):
  35
  NEST
  
  The Hall of Wonders
  Bungledyne’s museum is an obvious destina-
  tion, home to Nest’s greatest inventions. It is 
  shuttered and dark with a “closed” sign on 
  the door, requiring a Burglary roll against 
  Fair (+2) difficulty to enter. Inside, the 
  great halls and glass cases are a reminder of 
  better times. The PCs can scavenge useful 
  equipment here, including some outlandish 
  weapons, but if they are looking for a spe-
  cific talisman, it’s gone; a printed card in the 
  display case says: “removed for restoration.”
  There used to be a Threshing Stone in the 
  Hall, but it has been crudely removed by the 
  Enemy.
  There is one other person in the Hall: a 
  ponderous lion in a hat and overcoat, waxing 
  nostalgic over a display of an old flying 
  machine. He is Dr. Leo Luftwonder, now a 
  bit gray in the mane but still an impressive 
  presence. Bungledyne heroes will remem-
  ber him as a recurring antagonist: not evil, 
  but arrogant and misguided, and forever 
  unleashing dangerous inventions on the city.
  Luftwonder is charmed to meet the heroes. 
  He is eager to show off his operation: a secret 
  generating station in an abandoned gallery 
  under the Hall of Wonders. His generator is 
  a bunch of stationary bikes, cycled by vol-
  unteers. It generates enough power to keep 
  a few devices going, but Luftwonder is far 
  too proud of his meager accomplishments. 
  He knows that any talismans from the Hall 
  of Wonders were confiscated by the Enemy, 
  taken by a Vulturine into the Incandescent 
  Spire.
  Luftwonder’s More Ambitious Than 
  Courageous aspect hides a deeper truth: he 
  is collaborating with the Enemy, mostly by 
  providing information. He won’t immedi-
  ately betray the heroes, but dealing with him 
  escalates the next encounter, and he may 
  show up later to prevent them from “ruining 
  everything.”
  36
  
  Dr. Leo Luftwonder
  ASPECTS
  Troublemaking Industrialist Lion Inventor; Older and (Slightly) Wiser; 
  More Ambition Than Courage
  SKILLS
  Great (+4) at: Inventing and Using Unreliable Technology, Living to Fight 
  Another Day
  Fair (+2) at: Roaring and Blustering, Blasting Away Indiscriminately, Wading 
  Into the Thick of It, Recognizing Ambition In Others
  Poor (-1) at: Flying His Contraptions, Sticking to His Guns
  STUNTS
  Leo’s Arc Pistol: Shoots electricity. On a successful attack, it does a minimum 
  of 2 stress to a foe in the same zone as a metal surface.
  STRESS
  Physical: 3
  Mental: 3
  CONSEQUENCES
  Mild (2):
  Moderate (4):
  Winnifred Spool
  ASPECTS
  Sloth Girl Genius Engineer; Stubbornly Curious; Surprising Bursts of Speed
  SKILLS
  Great (+4) at: Keeping Bungledyne Working, Clambering Around Machines
  Fair (+2) at: Persevering, Giving as Good as She Gets, Leading by Example
  Poor (-1) at: Knowing When She Is In Over Her Head, Moving Across Flat 
  Surfaces
  STUNTS
  Gripping: Winnifred’s claws mean she can climb pretty much anything, and 
  ignores compels related to treacherous climbing surfaces.
  STRESS
  Physical: 2
  Mental: 3
  CONSEQUENCES
  Mild (2):
  Moderate (4):
  37
  NEST
  
  The Dark Spire
  The Incandescent Spire is an impossibly high tower in the center of Bungledyne, 
  a cross between a lighthouse and the Eiffel Tower. It once housed Bungledyne’s 
  government and engineering authorities; cable cars and power lines ran from 
  balconies to all over the city, and experimental flying machines were launched 
  almost every day. Now, aside from the great transformer growing like a tumor a 
  hundred feet up, the tower is empty and dark.
  The transformer is overseen by a Vulterine with a murder of Crows; if the 
  heroes have reached the fourth level in the Escalation of Encounters ladder 
  (page 22), there will also be Jacks looking for them. Cables from all over the 
  city merge here, tying into a single immense cable running away toward Eg. It is 
  set up in the mayor’s audience hall, with holes for cables cut in the walls. Near 
  the transformer there are Arcing Bolts of Electricity, and succeeding at a cost 
  nearby will likely cause a 1-stress hit.
  The transformer is maintained by an involuntary Bungledyne workforce. 
  Among them is Winnifred Spool, a sloth about the same age as the heroes. They 
  may remember her as a wire-climbing mechanical prodigy; now she is the city’s 
  top engineer, undercover with the captured work crew and finding ways to sabo-
  tage the transformer.
  Winnifred is thrilled to see the heroes. Her goal is to cut the power by what-
  ever means necessary; she’s not afraid of the Enemy’s minions, who are not great 
  climbers. (She hasn’t met the Jacks yet.) She may reveal that, if the Vulturine has 
  any talismans, they are in the old mayor’s office, through a door just beyond the 
  transformer, which he has made his headquarters. If the heroes decide to bypass 
  the transformer to pursue their own goals, Winnifred may act on her own.
  Cutting Ties
  Breaking the transformer is a Crafts roll, possibly Lore or Might, against Epic 
  (+7) difficulty. Winnifred can help—or, if none of the heroes have the skills, they 
  can help her. Success at a cost means it overheats and explodes, giving the heroes 
  just enough time to get everyone out and leaving the Spire damaged and askew, 
  listing among its cables.
  Merely tapping into the transformer is only Superb (+5) difficulty, plus a 
  Great (+4) Stealth roll not to be found, if the PCs can convince Winnifred not 
  to simply destroy it. Tapping in might be a better idea in the long run, and doing 
  so changes the Kingdom’s peril aspect.
  Defeating the Vulterine and breaking the transformer buys Bungledyne a 
  week or so with no interference from the Enemy, plenty of time for the heroes 
  to gear up for their next goal. Tapping into it does something similar but less 
  dramatic. Either way, the PCs reach a major milestone.
  38
  FATE: WORLDS OF ADVENTURE
  
  Conundrum
  Story aspect: Life Is a Puzzle to Be Solved
  Peril aspect: Bound By the Enemy’s Rules
  Conundrum is an orderly place. The roads 
  are well kept, the cottages are tidy, and even 
  the forest edges are well-trimmed straight 
  lines. It looks like something out of a picture 
  book.
  But in Conundrum, puzzles are every-
  where. The birds whistle sonatas, seeking 
  mates who whistle in the same key. Sheep 
  graze perfect square acres, and shepherds 
  skilled at math negotiate between herds 
  when two acres don’t quite meet at the edge. 
  It is not unusual for one farmer to grow corn 
  and another grow tomatoes, and for them 
  to meet up on market day and exchange 
  their entire crops with each other. Knights 
  in various colors of armor engage in endless 
  debates over who should fight whom based 
  on hue.
  Conundrum initially seems unchanged, 
  aside from the occasional patrol. The biggest 
  change is the appearance of the Riddle of 
  the Book—its followers simply call it “The 
  Rules.” Citizens are vanishing, more every 
  day, then reappearing clutching small white 
  books filled with obscure writing. They refer 
  to their books constantly, guided by them in 
  every decision. Their actions often contra-
  dict their personally held Riddles.
  Adventure Paths
  The heroes should encounter the Lost & 
  Found Brothers, and the bandits, early on. 
  At that point, two paths are available: they 
  might investigate the College of Enigmas, 
  and tangle with the Unchantress, or they 
  might press on toward the Idea Market 
  and Castle Conundrum. In the latter case, 
  they might take an interest in rescuing 
  Penultimate and Punctual, or they might 
  unravel the secret of The Rules. Either way 
  leads to a showdown at Central Processing.
  39
  
  Lost & Found Brothers
  The heroes encounter a red and white wagon on the road. Stenciled on its side are 
  the words “The Lost & Found Brothers. All Trades Accepted. Owner Operated. 
  No Refunds.” It is pulled by a mule and driven by brothers Orp (Truth Teller 
  and Finder) and Noc (Liar and Loser and Follower of The Rules), who argue 
  constantly.
  The brothers collect found things and trade them for things people have lost, 
  with a side business in losing things forever. Their stock includes both objects 
  and concepts. They are friendly, and heroes can accompany them to the Idea 
  Market or barter with them for temporary aspects.
  Orp follows the Riddle of Truth and cannot lie; his brother, though, carries a 
  small white book—The Rules. In conversation, he often consults his book and 
  gives hesitant, nonsensical answers to questions, then makes a mark in the book. 
  When the book forces him to tell the truth, going against his Riddle of False, he 
  winces in pain.
  Orp will fight to keep the book from the heroes. If it is examined, it proves 
  to be dense with cryptic symbols; a PC with a computer-related mundane life 
  can make a Good (+4) Lore roll to determine it is basically an algorithm, and 
  Orp’s marks are part of an ongoing calculation. It’s clearly not something a single 
  person can decode; it strongly implies some kind of computer is in operation 
  somewhere.
  Information Highway Robbery
  At some isolated point, the heroes are attacked by robbers, whether or not they 
  travel with the Lost & Found Brothers. The robbers are students of the College 
  of Enigmas, armed with improvised weapons—including a field-hockey stick 
  and a metal ruler—and they are looking to steal ideas. They surround the group 
  and threaten: “Throw down any esteem or resilience. We’ll take any insecurities. 
  We’re not looking for gold, but if you’ve got the concept of wealth, we’ll take it.” 
  The leader of the group is named Niles.
  If the heroes concede, the robbers demand a toll, inflicting one or more con-
  sequences on the PCs. Consequences reflect a quality “stolen” from the character, 
  such as Missing My Self-Doubt, Out of Time, or Forgot About What’s-Her-
  Name. The robbers will settle for two moderate consequences total from the 
  group, and the players choose the nature of the consequences. The robbers are 
  willing to bargain, and they’ll debate among themselves about which qualities 
  to take.
  If the PCs are taken out in a fight, the results are the same, but the GM 
  chooses which PCs get consequences and the nature of them. The robbers collect 
  their prizes in glass beakers, which former students of the College of Enigmas 
  might recognize as school property.
  If the PCs defeat the robbers, they can find out quickly that the robbers are 
  working for the Headmistress, as they call her. If they wish, the robbers will lead 
  the heroes to her—she runs the College. The robbers call it only that—they look 
  blank if asked about “the College of Enigmas.”
  40
  FATE: WORLDS OF ADVENTURE
  
  The College
  The College of Enigmas was the most famous school of magic in all of Nest, 
  training heroes and locals alike. Heroes will remember its moving rooms, vanish-
  ing doors, and statues that granted favors to those who answered their riddles.
  The grounds seem untouched, but the hedge maze that once hid the College 
  now leads straight to the gate. Inside, the halls and paintings seem…plain. 
  Nothing hides or reveals, the statues do not speak, and there seem to be no 
  secrets of any kind. The sign over the door simply says “The College.”
  There are only a few students, and no teachers at all beyond the Headmistress 
  herself. Students are studying geometry, logic, geography, and so forth—none 
  of them remember that the school should teach magic. The students take turns 
  playing robber, collecting new ideas for the Headmistress as their tuition. There 
  is no sign of the Enemy.
  A hero can overcome with Lore against Great (+4) difficulty to determine that 
  the quality of mystery has been deliberately stripped from the College. Success at 
  a cost leaves the hero’s memory affected, with the situation aspect What Magic? 
  until she leaves the grounds.
  Niles and Five Robbers
  ASPECTS
  Students Turned Metaphysical Bandits; Working for Someone; 
  Afraid of the Enemy
  SKILLS
  Good (+3) at: Brawling and Highway Robbery, Being Loyal to Niles
  Poor (-1) at: Resisting Logical Appeals
  STRESS
  33 (each stress takes out one bandit)
  CONSEQUENCES
  Mild (2):
  Moderate (4):
  NOTES
   For every two bandits eliminated, reduce both Being Loyal to Niles 
  and Brawling and Highway Robbery by one rank.
  41
  NEST
  
  The Headmistress
  The Headmistress is an old enemy of Conundrum: the Unchantress, who has 
  the power to strip the name and identity from her foes. A plump woman in her 
  middle years, she is composed and business-like in the robes of her office, but 
  her eyes burn with pure will.
  The Unchantress presents herself as a harmless professor, but she is the reason 
  the College has not been destroyed by the Enemy. She has stripped “Enigmas” 
  from the College’s name, and it has been forgotten by everyone in Nest. The 
  other magicians have fled, been captured by the Enemy, or forgotten the place 
  existed. The Unchantress is using the College as her base: her agents (such as 
  they are) gather power for her when they steal qualities from their victims. These 
  qualities are kept in glass jars in a large cabinet behind her desk; if the jars are 
  broken, the qualities will fly flee. She plans to eventually use her collected power 
  to face the Enemy—and hopefully rule Nest herself.
  The Unchantress can be an ally or enemy—she is inclined to attack the heroes 
  for their heroic qualities unless they talk fast. She could restore the College and 
  rally its students if she wished, perhaps as a concession. She possesses the Answer 
  Key talisman or any other talisman that fits the story.
  The Unchantress
  ASPECTS
  Mistress of Unmaking and Thief of Names; Words Are Power; Spare Me 
  From Foolish Sentiment; What Is Unmade Can Be Made Again
  SKILLS
  Superb (+5) at: Wielding Pure Will
  Great (+4) at: Seeing into Souls, Twisting the Truth
  Good (+3) at: Base Physical Conflict, Making Friends and Influencing 
  People
  Poor (-1) at: Running from a Fight, Resisting Self-Interest
  STUNTS
  Un-namer: The Unchantress can make pure mental attacks, stripping her 
  foes of their bravery, loyalty, and even history, doing a minimum of 2 
  stress on a success. When she takes out an opponent, she rewrites one of 
  their aspects.
  Un-maker: The Unchantress can weaken or transform inanimate objects— 
  including weapons, doors, ceilings, and such—by creating advantages.
  Un-chantress: The Unchantress gets +2 to overcome obstacles created by 
  magic.
  STRESS
  Physical: 3
  Mental: 4
  CONSEQUENCES
  Mild (2):
  Moderate (4):
  Severe (6):
  42
  
  The Idea Market
  Operating outside of Castle Conundrum, the Idea Market is a permanent fair 
  where people barter their hopes and dreams, a place where you can trade “a day 
  of optimism” for “last night’s dinner,” or “royal birth” for “unfair luck.” Goods 
  are traded as well, from apples to horseshoes, although merchants insist they are 
  trading the concepts of ownership, not the items themselves. PCs can exchange 
  any situation aspects, but the merchants will haggle for the exact wording.
  The market has gotten seedy in the shadow of the nearby Station. Black-
  market ideas abound—smugglers will happily trade “a taste for vengeance” in 
  exchange for “second thoughts.” The smuggler Auntie El (A Smuggler Knows 
  How the Wind Blows) does some trade with the robbers.
  A Contacts overcome action with Average (+1) difficulty reveals that 
  Conundrum is ruled by Princess Punctual and Prince Penultimate—their par-
  ents are retired. A Good (+3) roll determines that the Princess is missing or 
  captured, while a Superb (+5) roll suggests she is collaborating and has been seen 
  at Central Processing.
  Castle Conundrum
  It is not hard to gain entrance to the Castle: the Enemy presence is light. The 
  heroes can probably gain audience with (or sneak in to see) Prince Penultimate, 
  who seems to be running things. At any rate, he sits on the throne, surrounded 
  by guards and courtiers, including three Crows and a Jack as his jester.
  Penultimate plays the careless heir as though his life depended on it. If the 
  heroes can get him alone, he will reveal that the king and queen are under house 
  arrest, hostages to his good behavior. If pressed, he will reveal that his sister is not 
  herself; she has been acting strangely and is imprisoned at Central Processing.
  The king and queen have actually been whisked away to Eg. In their place are 
  illusions created by two Snipes, who wait to pounce on would-be rescuers.
  Central Processing
  Central Processing is the biggest Enemy installation in Conundrum, erected 
  in the middle of the wilderness. It looks like any other Station of the Enemy, but 
  much larger: the signal pylon can be seen from miles away, and a steady stream 
  of Crows bring citizens in through Shipping and Receiving. The citizens leave 
  through the front doors, looking shaken and clutching little white books.
  Instead of the cramped control room found in other Stations, Central 
  Processing resembles a factory floor. Citizens of Conundrum sit at booths, some 
  clearly undergoing a kind of programming, others feeding their books into the 
  machines. Computer-savvy heroes can recognize that the entire system, humans 
  and machines both, amount to one enormous computer. If they can get them-
  selves to a booth, succeeding on a Great (+4) Lore roll is enough to reveal the 
  Enemy’s goal aspect.
  Central Processing runs like clockwork under the watchful eye of Princess 
  Punctual.
  43
  NEST
  
  Princess Punctual
  ASPECTS
  A Proper Princess of Conundrum; Enthralled by a Great Work; Everything 
  In Its Own Time
  SKILLS
  Great (+4) at: Figuring Things Out, The Ex Machina School of Martial Arts
  Fair (+2) at: Princess Stuff, Being Right, Having The Courage of Her 
  Convictions
  Poor (-1) at: Keeping Perspective, Outdoorsy Stuff, Delaying
  STUNTS
  Too Slow: Once per exchange, Punctual can leap away from a physical attack, 
  giving her +2 to defend against it.
  Right Place, Right Time: Once per exchange, Punctual can spend a fate 
  point to interrupt a declared action with an immediate action of her own.
  Soul of the Machine: When Punctual invokes an aspect of the scene involv-
  ing machinery, she gets +3 instead of +2.
  STRESS
  Physical: 2
  Mental: 3
  Consequence
  Mild (2):
  Moderate (4):
  Prince Penultimate
  ASPECTS
  Feckless Prince of Conundrum; Prisoner of Fortune; Always Second to Last
  SKILLS
  Great (+4) at: Making Friends Honestly, Classically Trained Swordplay
  Fair (+2) at: Getting By At Politics, Being Brave, Prince Stuff
  Poor (-1) at: Showing Up Early, Making Hard Choices, Arts and Crafts
  STUNTS
  Just In Time: Prince Penultimate never rolls for turn order; he always goes 
  second to last. By spending a fate point, or if someone spends it for him, he 
  can enter a conflict anywhere in Conundrum, just before the last person in 
  turn order acts during an exchange.
  Let’s Not Be Hasty: Penultimate can always use Making Friends Honestly 
  in a conflict to create an advantage that defuses the situation. He gets +2 
  to do so.
  STRESS
  Physical: 3
  Mental: 3
  CONSEQUENCES
  Mild (2):
  Moderate (4):
  44
  
  Heroes may remember the princess as a 
  serious little girl with perfect manners. She 
  has grown into a serious woman; with an 
  aura of authority she strides about the walk-
  ways overlooking Processing. She is dressed 
  in the robes of a princess wrapped in a 
  workshop apron, and is attended by Crow 
  minions, who adjust the machinery at her 
  commands.
  If confronted, the princess’s first instinct 
  is to defend the Station: she fights with her 
  bare hands, moving with clock-like preci-
  sion, supported by two murders of Crows. 
  Central Processing has at least four zones, 
  plus one for the catwalks, and the aspect 
  Inside the Machine.
  Compelling Punctual’s A Proper Princess 
  of Conundrum aspect can get her talking. 
  In theory, she is here under duress, with her 
  brother and parents as hostages. In practice, 
  she has become obsessed with the entire 
  system: Central Processing is using the 
  Riddles of its inhabitants as a series of logic 
  gates. The exact purpose of this vast compu-
  tation depends on the nature of the Enemy, 
  but the results—calculated as the books are 
  input and output—are broadcast back to the 
  Enemy in Eg.
  The Princess can be talked around to the 
  heroes’ side. Anybody dealing a moder-
  ate consequence to her—through Rapport 
  attacks, for example—can get her to turn 
  against the Enemy, especially if her family is 
  safe. She may also have a talisman.
  Central Processing is an opportunity 
  to turn the Enemy’s tools against it. A PC 
  with computer-based aspects can attempt 
  to reprogram the system to change The 
  Rules; overcoming an Epic (+7) obstacle is 
  enough to change Conundrum’s peril aspect, 
  for example. The Unchantress, if she has 
  become involved, might try something simi-
  lar: she can also rewrite The Rules in Central 
  Processing, controlling or enslaving the citi-
  zens who follow them.
  45
  
  The City of Eg
  Story aspect: The Heart of Nest and Gateway to the Waking World
  Peril aspect: Fortress of the Enemy
  Eg looks as the heroes remember it—a painting in a storybook, shrouded in 
  mist—but the illusion crumbles up close: the mist is a sooty smoke, and the 
  buildings and engines of the Enemy loom over the streets. Crows are every-
  where, Jacks perch atop streetlamps, and Snipes’ pale eyes peer from the most 
  unlikely places. Moving around generally requires rolling Stealth against Fair 
  (+2) difficulty.
  The description of the chosen Enemy, listed in “The Three Enemies” later in 
  this chapter, will give an idea of what has happened in the city itself. The heroes 
  can find locals to give them an idea of the landscape; depending on their actions 
  elsewhere, the heroes might have already changed the mood of the city. In any 
  event, there is only one real point of interest in Eg.
  Adventure Path
  While Eg is essentially a straight shot to the bad guy, this is where complica-
  tions from previous Kingdoms may come into play. If the heroes have inspired 
  enough change in the Kingdoms, they could find old enemies and allies at the 
  gates of Eg: Edgar (or Ogre Red!) leading armies from Epoch, Winnifred (or 
  Leo!) from Bungledyne, and the Prince and Princess (or the Unchantress!) from 
  Conundrum. In that case, Eg could be a city under siege, or at least facing an 
  infiltration.
  In this case, the heroes may butt heads with one of these personalities. 
  Ultimately, though, the Enemy has forces capable of meeting the armies raised 
  against it—unless the heroes can get into the palace and face the Enemy directly 
  while his defenses are distracted.
  The Council Palace and the Garden of Dreams
  The Council of Eg rules the city, and its members serve as arbitrators for the 
  Kingdoms of Nest. It comprises a dozen representatives, half from the Kingdoms 
  and half from Eg. Under the Enemy, the Council are prisoners (or worse), and 
  the palace is under new management. The Garden of Dreams, which holds the 
  Well of Waking, is only accessible from the palace.
  The palace is an elegant building in the center of the city, but not truly a 
  fortress—getting inside is usually a Good (+3) challenge. GMs, think about 
  tailoring the difficulty to the heroes’ strengths, and give them a chance to show 
  off any talismans they may have picked up. Once inside, they may wish to free 
  Council members or other prisoners, but ultimately they will find themselves 
  facing the Enemy.
  46
  FATE: WORLDS OF ADVENTURE
  
  The Three Enemies
  By the time the heroes come face to face with their foe, they should have a good 
  idea of what they are up against, but their Enemy should still have a few secrets 
  left.
  The Enemies below are fairly dangerous, but heroes who are prepared for 
  combat should be able to beat them. If the heroes dealt with previous encoun-
  ters with ease, consider reinforcing the Enemy with a couple murders of Crows, 
  a band of Jacks, or even a Snipe or two.
  The Tyrant
  STORY
  The Tyrant is a fierce warlord, a master of the blade and of the dark arts. 
  Unbeatable in battle and unmatched in strategy, the Tyrant seems certain to 
  bring all the Kingdoms of Nest to heel.
  The Tyrant’s real name is Alice Wakefield. Like many other children she came 
  to Nest in a dream, and became one of the greatest heroes the Kingdoms have 
  ever known. After years of adventures, she came at last to the City of Eg, where 
  the Council offered her a drink from the Well of Waking. She refused.
  In the waking world, Alice lies in a hospital bed, and she believes that return-
  ing to her body will mean her death. She’d always hoped that Nest would grant 
  her a cure; when that hope was dashed, she turned against the Council. Now 
  nearly twenty in apparent age, some part of her still hopes for a cure, but mostly 
  she is determined to never leave Nest.
  The Tyrant knows many of the secrets of Nest, learned on her adventures. She 
  has tapped the power drawn from the Well of Waking to create her minions, 
  modeled after toys and stories of her childhood.
  THE PLAN
  The Tyrant’s actions across the Kingdoms are defensive: she doesn’t want anyone, 
  hero or native, to send her home. In Epoch, she imprisons anyone she thinks 
  could become a hero; in Bungledyne, she harnesses their power for her defense 
  of Eg; and in Conundrum, she seeks to use riddles and magic to find a cure.
  The Tyrant draws her minions from the Well, giving them life with a word. 
  Once out of her sight, they function as part of her subconscious, combining 
  her intent with a mélange of fears, insecurities, and inspiration from books and 
  movies. Her capture of the Threshing Stones prevents any child heroes from 
  arriving to challenge her, but unconsciously she may have done it so that adults 
  could come and make everything better.
  47
  NEST
  
  THE CLUES
  The Tyrant’s minions, when defeated, act like broken toys. There is nobody 
  beneath the armor, the Snipes deflate like balloons, and so on. The Vulturines 
  look more like surgeons, and their mirror-staffs reflect surgical lights. In addi-
  tion, Enemy communications are in English, on ordinary paper and clipboards; 
  many details in the Stations appear mundane. Finally, stories abound of the Last 
  Hero, assumed killed by the Enemy.
  FACING THE TYRANT
  In the palace, clerks and courtiers take care of the day-to-day business of the city 
  under the watchful eyes of the Tyrant’s minions. The Tyrant herself spends most 
  of her time in the Garden of Dreams. The garden is walled and guarded, but 
  inside it is surprisingly unchanged: a restful glade of winding gravel paths and 
  hanging plants. The Well of Waking is a still pool at its center.
  The Tyrant can be found alone in the garden, staring into the Well. Anyone 
  looking into the Well of Waking sees a vision of a hospital bed, where Alice’s 
  twelve-year-old self lies in a restless sleep surrounded by monitors. Keen observ-
  ers can make out the templates for her minions propped up on the pillows: a 
  tattered stuffed crow puppet, a Punch doll, and a round orange creature from a 
  children’s anime. There is no model for the Vulturines, who are inspired by the 
  endless procession of doctors and nurses.
  Alice’s first response to intruders is to fight. She is an intimidating figure, 
  helmed, armored, and bearing a two-handed sword. If she recognizes the PCs 
  as heroes, she may be willing to talk. Anyone who looks in the Well can make 
  a mental attack against her with a few well-chosen words. Consequences might 
  include You Understand Me or What Have I Become?
  Alice isn’t a kid anymore, but she hasn’t really grown up. She has every quality 
  of a hero, warped by a justifiable bitterness about her situation, and is not easy 
  to sweet-talk. Her death in the mundane world may not be inevitable—maybe 
  she can beat it, if she tries. But nothing is guaranteed.
  If Alice is killed in a fight, her body will fade from existence. Anyone looking 
  at the girl in the Well will see red lights on the medical monitors, and doctors 
  rushing to the bed with a crash cart—then the vision is gone.
  Taking out Alice with a mental attack can get her to drink from the Well—
  even a concession might do it. Ultimately, that leads to a similar vision in the 
  Well—excited doctors, but no clear resolution. The GM decides whether she 
  dies, recovers, or remains as she is.
  AFTERMATH
  Once she is defeated or surrenders, her minions fall apart. The heroes can free 
  her prisoners, release the Council of Eg and any other prisoners, receive acco-
  lades, and return home—if that’s what they want.
  48
  FATE: WORLDS OF ADVENTURE
  
  The Tyrant
  ASPECTS
  Villainous Concept: Hero Unwilling to 
  Relinquish Her Crown
  Goal: Nest Will Save Me
  Strategy: Use What I Learned as a Hero 
  to Be a Villain
  Agents: They’re All Just a Bunch of Toys
  Weakness: Scared, Alone, & Conflicted
  SKILLS
  Superb (+5) at: Wielding Her Great Blade
  Great (+4) at: Exercising Her Iron Will, 
  Heroic Reflexes
  Fair (+2) at: Playing the Political Game, 
  Acting the Villain
  Poor (-1) at: Hiding Her Fears
  STUNTS
  Heroic 
  Follow-through: 
  When 
  the 
  Tyrant gets a boost from an attack, she 
  can spend it to immediately attempt to 
  create an advantage.
  Armored: Unless she is attacked with a 
  weapon that has a minimum damage, 
  the Tyrant ignores any attack that deals 
  only a single stress.
  Riddle of Mastery: The Tyrant is bound 
  to the magic of Nest. By Exercising Her 
  Iron Will, she can create advantages 
  against opponents using the elements 
  and environment: fire rises from the 
  ground, winds spring up, the ground 
  grabs at feet, and so on.
  STRESS
  Physical: 
  3
  Mental: 
  4
  CONSEQUENCES
  Mild (2):
  Moderate (4):
  Severe (6):
  49
  
  The Night Mayor
  ASPECTS
  Villainous Concept: Exiled Ruler of Fear and Shadows
  Goal: I Will Restore Fyrsome to Its Rightful Place
  Strategy: Demonstrate Fear’s Dominion Over Every 
  Kingdom
  Agents: Phantoms of Fear, Puppets of the Mind
  Weakness: Fear Can Be Conquered, Darkness Can 
  Be Lit
  SKILLS
  Superb (+5) at: Mastery of Fear and Shadow
  Great (+4) at: Stagecraft and Misdirection, Rulership
  Fair (+2) at: Dueling With His Cane, Monologuing, 
  Stepping Lively
  Poor (-1) at: Facing a Truly Brave Act, Looking Into 
  the Light
  STUNTS
  Shadowstuff: The Night Mayor can use his Mastery of 
  Fear and Shadow to create advantages as long as there 
  are shadows around. He uses this ability to try to split 
  the party, locking doors and dousing torches, or to 
  hide himself in shadows.
  Suit of Shadows: The Night Mayor can pass between 
  shadows at will. As long as he is in darkness, he can 
  ignore any aspects that would hinder his movement.
  All Around You: The Night Mayor can appear before 
  more than one person at once, provided they are in dif-
  ferent zones and can’t see each other. His “duplicates” 
  all draw on the same pool of stress, consequences, and 
  fate points, but take individual actions.
  Welcome to Your Mind: The Night Mayor can use his 
  Mastery of Fear and Shadow to make mental attacks 
  against foes in the same zone, summoning images of 
  pure fear. If he deals a consequence, the victim’s night-
  mare persists for as long as the consequence remains.
  STRESS
  Physical: 3
  Mental: 5
  CONSEQUENCES
  Mild (2):
  Moderate (4):
  Severe (6):
  50
  
  The Night Mayor
  STORY
  The Night Mayor appears as a dapper, goateed man of indeterminate age. He 
  dresses in an old-fashioned suit, complete with waistcoat, pocket watch, and 
  silver-tipped cane. He speaks with a cultured baritone, but his words are echoed 
  by a chorus of barely audible whispers uttering threats. The shadows dance and 
  flex around him, sometimes hiding him completely apart from white teeth and 
  gloves.
  Fyrsome was once a Kingdom of Nest, inhabited by phantoms and monsters. 
  Children who arrived there learned to overcome the darkness of their own hearts. 
  But as time passed, Fyrsome grew darker. The heroes it produced became mor-
  bidly strange, and at last the Council of Eg severed Fyrsome from the waking 
  world. Its Threshing Stones were removed, and the Kingdom drifted away from 
  Nest.
  A few years ago, the Night Mayor, ruler of Fyrsome, came to Eg to appeal the 
  Council’s verdict. When that failed, he brought his minions through the Well of 
  Waking and imprisoned the Council, seizing control of Eg.
  THE PLAN
  The Night Mayor’s plan is simple: spread fear across the Kingdoms. He has 
  blocked the Threshing Stones, not to prevent rescue, but to leave the children of 
  the waking world starved for magic. When his power is complete, he will open 
  the gates and welcome them to a Nest ruled by nightmares and fear.
  The Night Mayor’s activities are not a means to an end; the terror caused by 
  his minions is the end itself, and their apparent goals are mostly set dressing. 
  His activities in each Kingdom are tailored to that Kingdom’s virtues. In Epoch, 
  he fosters paranoia, turning each person against her neighbor. In Conundrum, 
  inhabitants fear banality and the loss of individuality. And in Bungledyne, it’s 
  the fear of helplessness and of the dark.
  THE CLUES
  The minions are empty suits of armor. When destroyed, dark shadows flit away 
  like wisps of smoke. Careful examination of Enemy technology reveals it to be 
  baroquely impractical, almost as if it doesn’t do anything. In general, the harder 
  the PCs look at anything, the less sense it makes.
  51
  NEST
  
  FACING THE NIGHT MAYOR
  The Council Palace is empty and shrouded in darkness. The city runs itself as 
  best it can, and nobody goes out at night. The gates are guarded by Crows and 
  Snipes; occasionally prisoners vanish inside the palace, but none ever emerge. 
  Deliveries to the castle—mostly food destined for prisoners—are taken inside 
  by the Crows.
  Inside, the palace is A Haunted Labyrinth, dark and devoid of life. At its center 
  is the Council Chamber, a ceremonial room with thrones for the Councilors 
  from each Kingdom. The chairs have been roughly moved aside to make room 
  for a throne of dark iron, with the name “Fyrsome” engraved on its back.
  In the Garden of Dreams, the Well of Waking has been polluted with fear: 
  its waters are black tar. A hero who drinks from it must defend against a Great 
  (+4) mental attack, a nightmare vision of the waking world: their home burned 
  to the ground, or a funeral of a loved one. It’s an illusion, but a compelling one.
  The Night Mayor appears to the heroes in the Council Chamber or at any 
  other appropriate moment. He is happy to talk, using Empathy to uncover and 
  compel any fear-based aspects. He ascribes all the psychological woes of a gen-
  eration of children in the Waking World to the banishment of Fyrsome.
  His argument is simple: in blocking children from Fyrsome, the Council has 
  created a generation of children who are prisoners to their fears, rather than 
  masters of it. If he convinces the heroes, the fight could end here; while he wants 
  to rule all of Nest, he will settle for restoring Fyrsome, conceding if anyone can 
  score a major consequence on him, presumably with Rapport or Provoke.
  Otherwise, he will fight, vanishing into the shadows at one moment and 
  appearing to strike directly at the minds of his enemies. His powers are reduced 
  by bright light, and he keeps to the darkness as much as possible. He can duel 
  with his cane if necessary.
  AFTERMATH
  A concession on either side can lead to the release of the Council, who are lan-
  guishing in the dungeons. The Night Mayor dismisses his minions with a word, 
  leaving their armor on the ground. The same happens if he is defeated, although 
  his phantoms slink away to haunt the shadows of Nest.
  The heroes may find themselves pushing the Council to restore Fyrsome to its 
  old place. This may or may not be a good idea. In any event, the tar drains from 
  the Well of Waking and the heroes can return home.
  52
  FATE: WORLDS OF ADVENTURE
  
  The Invader
  STORY
  There are worlds beyond the Kingdoms of Nest that glimmer like sparks against 
  a dark sky. One of these is a cold, dwindling realm with no name, the birthplace 
  of an expanding insectile civilization. Its queens have launched themselves into 
  the space between the worlds, infesting world after world as they propagate their 
  species. Nest is merely one more realm to absorb—and the waking world of 
  Earth is next.
  The Queen is alien to Nest. She cares nothing for its magic and its heroes; 
  they are simply energy and food inputs for her swarm. Once she has converted 
  Nest to a swarmworld, she will leave behind a queen larva and move on to Earth.
  The swarm found Nest over five years ago; their initial forces boiled through 
  the Well of Waking and took the Council by surprise. Many were killed in that 
  first attack; others are entombed in pods so the Queen can ransack their memo-
  ries. The swarm are parasites: their guise of Crows, Jacks, Snipes, and Vulturines 
  are forms of protective coloration that allow them to move through Nest as 
  figures appropriate to the storybook setting. It has not been entirely successful: 
  Nest, sensing the intrusion, cut off the Threshing Stones in an attempt to protect 
  Earth—and summoned the PCs for good measure.
  THE PLAN
  Everything the swarm does is designed to turn Nest into a staging area for its 
  attack on Earth. Prisoners from all over Nest are rendered into nutrients or kept 
  alive in pods for their memories. Bungledyne is harnessed for its energy, and 
  Conundrum is being used as a giant computer to “hack” the coordinates for 
  Earth.
  The invasion is nearing completion.
  THE CLUES
  The Enemy’s minions are alien and insectile behind their masks. The Stations 
  betray alien and quasi-futuristic technology: weird symbols, incomprehensible 
  writing, and nutrient pods in the barracks. Finally, nothing like the Enemy or its 
  minions are familiar to anyone in Nest; they do not match any stories.
  FACING THE INVADER
  Eg is becoming a ghost town: many of its citizens have vanished, and many more 
  have fled. The Palace of the Council is deformed by organic protrusions sprout-
  ing from the windows, and only the Enemy’s minions enter or leave. The Queen 
  makes no attempt to govern. Minions encountered here seem creepier and more 
  insectile than outside the walls, their masks slipping.
  The palace is overgrown with a fungal growth. Nutrients pods hang from ceil-
  ings, while cables hum with stolen electricity, and glossy black monitors display 
  incomprehensible data. A Fair (+2) Notice or Lore roll is required to navigate 
  without getting lost, and the area is regularly patrolled by murders of Crows.
  53
  NEST
  
  A hive engulfs the Well of Waking. The Well is surrounded by alien sensors 
  and machinery. A holographic “map” overhead shows the swarm’s path through 
  the worlds; an Average (+1) Lore roll reveals that Earth is next. The machinery is 
  attended by technician drones, pallid white grubs with no combat abilities who 
  lend the scene the aspect Cowering Science Grubs.
  This is where the Queen spends most of her time, overseeing the final stages of 
  the invasion. She appears as a humanoid figure in a simple red cloak and a bone-
  white mask. She moves smoothly and unnaturally, communicating telepathically 
  with a commanding mental voice.
  This “body” is just her head: her true form is hidden in the shadows, an 
  immense millipede with long spiderish legs and multiple talons. Her red cloak 
  is a fringed and tentacled mane; unfurled, it reveals bulbous blue eyes and a 
  toothed red maw.
  If the Queen spots intruders before they attack, she will spare a few words 
  to determine who they are. If she learns they are heroes from Earth, she will 
  attempt to capture rather than kill. Otherwise, they are mere annoyances, to be 
  torn apart and devoured.
  The chamber contains three zones, concentric rings around the well. The 
  Queen inhabits the outer zone, but she will fill an additional zone each round.
  The Queen is a straightforward combatant—arrogant, but not stupid. She 
  will strike first at whoever seems most dangerous, but she can deal damage to 
  everyone around her. If she takes multiple consequences, she will attempt to flee 
  through the Well of Waking. That’s one form of victory, but it leaves the Earth 
  still in peril.
  AFTERMATH
  The Queen’s defeat is not the end. Her minions scatter across Nest, and someone 
  will need to hunt them down. There is also a new queen larva in the bowels of 
  the palace or hidden elsewhere in the Kingdoms. Finally, the PCs may try to 
  understand the swarm’s tech so they can help protect Earth from future attacks. 
  Once the machinery is powered down, a drink from the Well of Waking can 
  send the PCs back to the mundane world.
  The Council of Eg is not entirely gone—some may be saved from the pods, 
  along with other prisoners from around the Kingdoms. Still, many have been 
  rendered for their nutrients; there is no completely happy ending.
  54
  FATE: WORLDS OF ADVENTURE
  
  The Invader
  ASPECTS
  Villainous Concept: Alien Conqueror Queen
  Goal: I Will Conquer Earth Next
  Strategy: Burrow Like a Parasite
  Agents: Insectile Aliens
  Weakness: Can Never Understand the Worlds 
  She Conquers
  SKILLS
  Superb (+5) at: Entrapping with Coils
  Great (+4) at: Clawing and Biting, Wielding 
  Awful Strength
  Fair (+2) at: Unmasking Her Horrifying Visage, 
  Scenting Prey
  Poor (-1) at: Discerning Motives, Recognizing 
  Threats
  STUNTS
  Coils Everywhere: The Queen is immense, let-
  ting her inhabit up to three zones at one time. 
  Rather than moving, each exchange she can 
  spread to an adjacent zone or abandon one 
  she is in. When she attacks, she can split her 
  roll among targets in any of these three zones. 
  She can be attacked with Fight in any zone she 
  inhabits.
  Overwhelm: The Queen can spend a fate point 
  to attack every target in one zone she inhabits. 
  In this case, each target must defend against 
  the total attack.
  Engulf: The Queen can grab a target and stuff it 
  into her maw. When she creates an advantage 
  by Entrapping with Coils, such as Engulfed, 
  she can immediately make a physical attack as 
  part of the same action. She can do this once 
  per opponent per scene.
  STRESS
  Physical: 4
  Mental: 4
  CONSEQUENCES
  Mild (2):
  Moderate (4):
  Severe (6):
  55
  
  SOURCES AND INSPIRATION
  Magical Adventures
  Alice in Wonderland by Lewis Carroll
  Chronicles of Narnia by C. S. Lewis
  The Neverending Story by Michael Ende
  Pan’s Labyrinth (movie)
  Peter Pan by J. M. Barrie
  The Phantom Tollbooth by Norton Juster
  Spirited Away (movie)
  Summerland by Michael Chabon
  Reimaginings and Deconstructions
  American McGee’s Alice (video game)
  A Game of You by Neil Gaiman (comic)
  Hook (movie)
  The Magicians by Lev Grossman
  Monsters and Other Childish Things by Benjamin Baugh (RPG)
  Wicked by Gregory McGuire
  56
  FATE: WORLDS OF ADVENTURE
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/World of Adventure/Nest.pdf