For a long time, we were at war with The Jackals. Now, finally, we’ve driven them off, and we’re left with this: a year of relative peace. One quiet year, with which to build our community up and learn again how to work together.
The opening words of The Quiet Year lay out the bones of a melancholy story. A community torn apart by war, a mysterious enemy gone but not destroyed, and the empty promise of a year of peace. No matter how desperately the community clings to survival, something awaits them on the horizon. Every hardship conquered pales in comparison to what is to come. When winter arrives, the Frost Shepherds shall also—and things will never be the same.
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Every game of Lady Blackbird starts in the same place: The cold iron brig of the Hand of Sorrow. Five rebellious heroes are trapped in the uncaring grip of the Empire, with aspirations of freedom alongside the far-off pirate king Uriah Flint. The premise is exciting, but the genius of this 2009 indie darling really begins to show when your players take control of the crew of The Owl. Will they talk their way out of imprisonment? Can they break out with force? Perhaps the predicament requires a more uncanny solution—teleportation, shapeshifting, or summoned lightning. No matter what the party does, their choices will send your story spinning off into The Wild Blue.
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