-
Abandoned Mine
Land — Covenant
Keywords: Underground
: Add
to your Mana pool.
The ore vein of this mine has long since been depleted. Lack of upkeep makes it a dangerous place, but nobody comes here so it makes for a good hiding spot.
R/+0
4/183
-
Aboleth Breeding Pool 

Land — Covenant
Must be slotted adjacent to a River or Aquatic land.
Advantage (free reroll) for Imaginem tests.
, visit Aboleth Breeding Pool: Gather
. It might become Locked (does not untap as normal) until end of season (on
) to repopulate.
: Add
to your Mana pool.
R/+0
5/183
-
Aipio
Land — Unique
: Consult an Elf holding candle vigil at Aipio (attendance is up to fate).
: Produce a handful of cherries.
, Sacrifice a cherry pit: If alone, teleport to the elven isles (and back, if your business can be concluded before sunset).
R/+0
167/183
-
Alchemy Lab


Land — Covenant
Keywords: Laboratory, Occult
Decreases the Complexity for crafting Alchemy items by
.
, visit: Gather
(magic test).
: Introduce a common or uncommon Potion to the story.
R/+1
6/183
-
Alchemy Shop
Land — Merchant
: Randomly add
,
or
to your Mana pool.
: Commerce (recover one resource die).
: Introduce an alchemist (likely with a shop of his own) to the story.
R/+1
7/183
-
Alchemy Workshop
Land — Covenant
Keywords: Workshop
, visit: Produce 1d3 (this die explodes) copper coins usable only to immediately craft alchemical items (you may supplement your own coin or resources if you want to).
: Reroll an Alchemy test.
R/+1
8/183
-
Ancient Cistern
Land — Covenant
, visit: Gather
(magic test). If the result contains 
, Ancient Cistern has caved in a little more, requiring an Architecture or Engineering test to repair (if you don’t have advantage for those tests, you can bring in a contractor with a wealth test).
: Produce clean water.
: Reroll an Aquam test.
R/+1
172/183
-
Ancient Crypt
Land — Covenant
Keywords: Occult, Cemetery
: Gather
(magic test, automatic if the Vrykolakas is imprisoned).
: Reroll an Occult test, or an Attack or Defense test against a vampire.
,
: Activate the wards on the crypt, making it a passable prison for a magical being for a year and a day.
R/+0
173/183
-
Ancient Graveyard
Land — Covenant
Keywords: Cemetery
You may exchange any Trump with a higher
than
for {Death}.
: Add
to your Mana pool.
: Gather
from a burial spot (magic test; grave robbery is highly illegal in most parts of the world).
R/+0
9/183
-
Ancient Windmill
Land
Keywords: Mechanical, Ruins
: Commerce (recover one resource die).
: Produce flour (with grain).
Sacrifice Ancient Windmill: Add
to your Mana pool.
This old windmill is still operational, but far less effective as its modern equivalent.
R/+0
10/183
-
Anemone Reef

Land — Covenant
Keywords: Aquatic, Plantation
: Add
to your Mana Pool.
, visit: Make a Very Hard (18) Magic Swimming test to gather
. If you instead succeed in an Impossible (22) Magic test, this does not count towards your Gathering Limit.
R/+0
11/183
-
Antiques Shop
Land — Merchant
: Commerce (recover one resource die).
: Introduce a valuable item or a rich customer to the story.
: Add
to your Mana pool.
: Sacrifice a {valuable antique} to gather
.
Some of those old objects fetch quite the price for the interested party.
R/+0
12/183
-
Arcane Laboratory 

Land — Covenant
Advantage (free reroll) for Laboratory and Research tests involving magical items.
,
, visit: Make a Laboratory Intelligence test against a difficulty equal to the Complexity of the item. Activate the item without attuning it to learn what it does. The Mana spent must be of the same type as the item. If the item is Cursed, this will cause
equal to its Complexity.
R/+0
13/183
-
Arcane Lighthouse
Land — Covenant
Keywords: Port
Advantage (free reroll) for Divination tests.
: Reroll a Perception test (either Mundane or Astral).
: Reroll any test made by your (or your Covenant’s) Wards or Circles.
: Add
to your Mana Pool.
R/+0
14/183
-
Arcane Tower
Land — Covenant
Keywords: Fortification
Adds battle tactics (Shield with Magic and Pierce with Magic) to your Battle Hand.
: Add
to your army resources. this can only be used for an arcane action.
: Add
to your Mana pool.
R/+0
15/183
-
Archery Range
Land — Covenant
Keywords: Barracks
: A tapped army that performed a ranged tactic counts its Army Power as if untapped at battle resolution.
: Reroll a Ranged attack test.
: Reroll an Ammo test.
R/+0
16/183
-
Army Kitchen
Land — Covenant
You have +1 Battle Morale in the Covenant Tier.
: Ignore the mundane upkeep cost (coins) of any Army, Servant or Companion.
R/+0
17/183
-
Ba-Adenu Embassy
Land — Covenant
District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
Orc Armies slotted on this page provide +1 Army Power.
R/+0
18/183
-
Back Roads
Land
: Introduce a rural shortcut to the story (decreases travel time, and you are less likely to be noticed).
: One use of Offensive Advantage (free reroll or replace) in a battle duel.
I took the road less traveled by, and that has made all the difference.
R/+0
19/183
-
Bandit Hideout
Land — Criminal
Requirements: Must have slotted another Criminal card.
Using the resource dice from Bandit Hideout is considered Illegal (when you use this card around others, risk dishonored, on
).
: Introduce a safehouse to the story.
:
a Criminal card.
: Prevent an Illegal test.
R/+1
20/183
-
Bat Caves
Land — Covenant
Keywords: Herd
: Add
to your Mana pool.
, visit: Gather
or
(magic test).
: Introduce a bat to the story.
: Produce saltpeter or
.
R/+0
21/183
-
Bell Tower
Land — Covenant
Keywords: Fortification
, visit: You have Advantage (free reroll) for Alertness tests until the end of the scene.
: Introduce the ringing of a bell to the story (as a distraction, or you might make someone show up on time).
R/+0
22/183
-
Bird Menagerie
Land — Herd
Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative) for birds.
: Prevent an Injury on a bird in your aura (5 paces).
, sacrifice Bird Menagerie: Prevent a bird in your aura (5 paces) from dying.
R/+0
23/183
-
Bitter Cold
Land — Curse
It becomes and remains very cold (as appropriate for the season) wherever you travel (lasts a year and a day).
: You may add
to your Mana pool or reroll an Auram or Aquam test.
, Sacrifice a gold coin: Make a Fellowship test. If successful,
and flip Bitter Cold.
The winter princess is not pleased.
R/-1
174/183
-
Blessing of Winter
Land — Blessing
Winter becomes and remains gentle wherever you travel (lasts a year and a day).
: Counter an Environmental effect, then Risk a copper coin (lose it on
) or flip this.
: You may add
to your Mana pool, then Risk a resource die (lose it on
) or flip this.
And now our life of love is through
For next I must bring death to you
R/+0
175/183
-
Business Interests
Land — Merchant
: Chance to produce a silver coin (not on
, as an investment does not work out well).
:
a Merchant card.
Tulips are the next big thing!
R/+1
24/183
-
Cactus Preserve
Land — Covenant
Keywords: Plantation, Desert
: Add
to your Mana pool.
: Reroll an attack with a Piercing weapon.
:
Cactus Preserve.
R/+0
25/183
-
Cannery
Land — Merchant
: Commerce (recover one resource die).
: Produce canned food.
Peaches come from a can,
They were put there by a man
In a factory downtown
If I had my little way,
I’d eat peaches every day
R/+2
26/183
-
Caravanserai
Land — Merchant
Keywords: Desert
: Commerce (recover one resource die).
: Introduce a traveling merchant to the story.
: Reroll a Toughness test.
A welcome respite from the sweltering heat of the desert...
R/+0
27/183
-
Castle
Land — Fortification
, visit this or another fortified structure: One use of Defensive Advantage (free reroll or replace) in a battle duel.
: Reroll a Social, Resistance or Tactics test.
A private fortified residence of a lord or noble, capable of housing hundreds.
R/+2
28/183
-
Castle Barracks
Land — Covenant
Army cards can be slotted in Covenant pages.
: Move an Army to a different tier (where it can be assigned). If it has already participated in a battle duel, it might perish from exhaustion (on
).
: Reroll any combat test by any Servant or Companion within 5 paces.
R/+0
29/183
-
Castle Moat
Land — Covenant
Keywords: Fortification, River
You have +1 Army Power in all Melee Tiers.
: Add
to your Mana pool.
R/+0
30/183
-
Caverns Untouched by Man 
Land — Underground
: Add
to your Mana pool.
: Reroll a Terram or Geology test.
, visit: Gather 
(magic test). This might deplete the Cavern. If so, it becomes Exiled (return the card to the storyteller).
R/+0
31/183
-
Cemetery
Land
: Introduce a corpse, grave robber or undertaker to the story.
,
: Add
to your Mana pool.
: Recover 
at a cemetery, tomb, or similar area.
Something eerie about this place...
R/+0
32/183
-
Charted Ravine
Land — Mountain
: Produce a sympathetic link to a Mountain land.
: Reroll a Climbing or Mining test.
The depths will cloak themselves in darkness uninviting.
R/+0
33/183
-
Clay Pits
Land
Keywords: Underground
: Commerce (recover one resource die).
: Produce (normal) clay.
: Reroll a Durability test for a clay building or creature.
R/+1
34/183
-
Clotho’s Thoughts


Land — Covenant
Keywords: Occult, Untraditional
Enhances Fate Hand [+1/6].
: Use the Fated effect when discarding an {Arcana} to influence the story.
: Reroll a Luck or Last Chance test.
: Introduce a coincidence to the story.
: Convert a 




result to a 

result for any test
R/+0
176/183
-
Cobblestone Roads
Land — Covenant
Decreases travel time and increases prosperity in your lands.
: Commerce (recover one resource die).
: Prevent the Knocked Down condition (you don’t have to be on a cobblestone road for this).
In restless dreams I walked alone.
Narrow streets of cobblestone.
R/+0
35/183
-
Commercial District
Land — Covenant
Keywords: Merchant
District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
,
any amount of Commerce actions on same page: Produce two copper coins for every three Commerce actions tapped.
R/+1
36/183
-
Coniferous Forest
Land — Forest
: Add
to your Mana pool.
: Produce berries, mushrooms, onions or timber.
: Reroll a Sanity test, just by thinking of these woods.
There is something soothing about the smell of the forest after it has rained...
R/+0
37/183
-
Copper Mine
Land — Mine
Keywords: Underground, Workshop
: Commerce (recover one resource die).
: Produce copper ore.
: Reroll a Magic test.
Copper sees use as a reagent for some of the more esoteric magical effects.
R/+1
38/183
-
Covenant Ruins
Land — Covenant
You must spend a copper coin and succeed in a Masonry Strength test to flip this card. The Complexity of this test depends on the land that is being repaired.
Where there is a ruin, there is hope for a treasure.
R/+0
177/183
-
Crematorium
Land — Covenant
: Add
to your Mana pool.
: Add
to your Mana pool.
: Commerce (recover one resource die).
: Produce ashes, bones, coal or firewood.
R/+0
39/183
-
Crime Syndicate
Land
Keywords: Criminal
:
Commerce (recover two resource dice).
: Introduce a crime to the story (including, but not limited to, assassination, blackmailing, bribery, electoral fraud, espionage, forgery, kidnapping, smuggling or theft).
, Sacrifice a silver coin: Produce
copper coins (not on
).
R/+5
40/183
-
Crosshaven Orchards
Land — Farm
Keywords: Forest
: Commerce (recover one resource die).
: Introduce a magical tree to the story (it can be used as a source of
).
: Produce apples or lumber.
R/+1
41/183
-
Crossroads
Land — Covenant
Requirements: Can only be slotted in a Covenant page.
:
Commerce (recover two resource dice) for any Lands slotted on the same Covenant page.
, visit: You visit all other Lands on the same Covenant page simultaneously.
Following a path might get you to where you want to go, but also where you need to go?
R/+0
42/183
-
Crystal Mine
Land — Mine
Keywords: Underground
: Commerce (recover one resource die).
, visit: Gather
(magic test).
: Produce mundane crystals.
: Reroll a Durability test for a crystal item.
R/+1
43/183
-
Deep Woods
Land — Forest
, visit: Gather
(magic test).
: Introduce an ambush or hiding spot (in woodlands) to the story.
: Produce berries, mushrooms, onions or timber.
R/+0
44/183
-
Desolate Lighthouse
Land — Ruins
Risk Copper Coin: Make an Extremely Hard (20)) Architecture or Engineering test to upgrade this Land to a Lighthouse. Lose the copper coin on
.
: Reroll a History, Astronomy or Archeology test.
R/+0
45/183
-
Dilapidated Library
Land — Covenant
Keywords: Occult
, visit: Higher Learning for Mundane passives and techniques. If the result contains 
, Dilapidated Library has suffered damage, requiring an Extremely Hard (20) Architecture or Engineering test to repair.
, visit: Introduce some research on any topic the Dilapidated Library might reasonably contain.
:
a tome or book.
R/+0
46/183
-
Dog Kennel
Land — Herd
Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative) for dogs.
, and
a dog: Prevent a Condition.
: Prevent a Condition on a dog in your aura (5 paces).
R/+0
47/183
-
Dragon Falls


Land — Aquatic
Cursed (you cannot remove this card once attuned).
: Add
to your Mana pool.
: Introduce a drake, dragon or wurm to the story (sometimes this activates by itself).
: One use of Offensive Advantage (free reroll or replace) against a dragon (in a duel or melee).
Dragon bones known only as “the prince” lie here, forgotten beneath the shallow waters.
R/+1
48/183
-
Dragon Roost
Land — Mountain
Cursed (you cannot remove this card once attuned).
: Add
to your Mana pool.
, visit: Gather
(magic test, if you fail, introduce the dragon to the story).
: Introduce a dragon to the story.
A dragon has made your lands its home, burning fields and eating livestock.
R/-1
49/183
-
Emperor of Green
Land — Covenant
Keywords: Forest, Sealed
, visit: Gather
(magic test)
, risk any Trump: Discard a condition
Towering far above all other trees in the Westwood, this majestic view did dim somewhat in luster as it is scorched by intense lightning.
R/+0
50/183
-
Enchanted Hen Coop
Land — Covenant
Keywords: Herd, Occult
: Commerce (recover one resource die).
, visit: Gather
from any chicken coop. This may be stealing (don’t roll 
!).
R/+1
51/183
-
Farmstead
Land — Farm
Keywords: Herd
: Commerce (recover one resource die).
: Produce beans, beets, carrots, corn, cucumbers, lettuce, onions, peppers, potatoes, soybeans, tomatoes or wheat. Enough for a single meal with up to 4 people.
R/+1
52/183
-
Fields of Grain
Land — Covenant
Keywords: Plantation
Produces an additional resource die if slotted adjacent to a Farm Land.
, visit: Produce Vegetable Stew.
: Produce grain.
: Add
to your Mana pool.
R/+0*
53/183
-
Fire Squid Farm

Land — Covenant
Must be slotted adjacent to a River land.
, visit Fire Squid Farm: Gather
. It might become Locked (does not untap as normal) until end of season (on
) to repopulate.
, 
: Add 
to your Mana pool (slightly burning your hands in the process).
: Produce around a liter of boiling water or ink.
: Reroll a Contortion or Hunting test.
R/+0
54/183
-
Fishing Barges
Land — Covenant
Keywords: Vehicle
Aquatic, River or Port lands adjacent to Fishing Barges produce an additional resource die.
: Reroll a Hunting (fishing), Navigation or Tracking (naval) test.
A bad day of fishing is better than a good day at work. Unless it is work.
R/+0
55/183
-
Floating Islands
Land — Mythic
: You may reroll an Auram or Terram test, or add
to your Mana pool. Introduce floating islands to the story (these islands follow no discernible movement pattern and are rarely inhabited, but the larger ones are sometimes dotted with ancient ruins).
56/183
-
Flymonger Nest
Land — Covenant
Each time you visit Flymonger Nest you must make a successful Animal Handling or Poison test. If you fail, you becomes Poisoned (Flymonger Venom).
, visit Flymonger Nest: Produce Flymonger Venom.
, visit Flymonger Nest: You sell some of the eggs that are considered a delicacy in these parts. Produce a Copper Coin (on
).
,
: Add
to your Mana pool.
R/+0
57/183
-
Food Markets
Land — Covenant
Keywords: Merchant
District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
: Produce Standard Rations.
:
Commerce (recover two resource dice) for Lands on the same page.
R/+0
58/183
-
Forester’s Lodge
Land — Forest
You cannot use this card in Winter season.
: Add
to your Mana pool.
: Commerce (recover one resource die).
: Introduce a hunt or an animal to be hunted to the story.
The base of operations for any Forester that tends to a certain forest.
R/+0
59/183
-
Forgotten Shrine
Land
Keywords: Faith, Ruins
: Add
or
to your Mana pool.
: Reroll a History or Theology test.
: Introduce a church legend or archaeologist to the story.
R/+0
60/183
-
Foundation Stone
Land — Covenant
Keywords: Underground
Unlocks an additional page (four slots) for your Covenant resources. Foundation Stone must be slotted in the first slot of this new page.
: Add
to your Mana pool.
R/+0
178/183
-
Foundry
Land — Workshop
, visit: You are considered Skilled (+1 die) for a single crafting test.
: Reroll a Metallurgy test.
Sacrifice a copper coin:
Foundry.
The heat of the forge improves the quality of the steel.
R/+0
61/183
-
Fountainhead Garden

Land — Covenant
Keywords: Aquatic
: Add
to your Mana pool.
: Increase the Battle Morale of a single Tier (your choice) by 1.
, visit: Decreases the Complexity for Crafting
items by 1.
R/+0
62/183
-
Geisha House
Land — Covenant
: Introduce a geisha or an opportunity for a compromising situation to the story.
: Reroll a Disguise, Drinking, Music or Seduction test.
R/+1
63/183
-
Gem Pit
Land — Mine
Keywords: Underground
Advantage (free reroll) for Wealth tests.
:
Commerce (recover two resource dice).
: Produce a non-magical gemstone.
: Reroll a Wealth test, twice.
R/+3
64/183
-
Geode Grotto

Land — Underground
: Add
to your Mana pool.
: Add
to your Mana pool.
: Reroll a Mining or Terram test.
, visit, sacrifice a Crystal: Gather
(no magic test needed).
R/+1
65/183
-
Gnarled Tree

Land — Forest
: When you visit a Forest Land, you can form a sympathetic link to this Forest. This drops any other sympathetic links created by Gnarled Tree.
: Reroll any test performed by a Plant Servant or Plant Companion.
: Add
to your Mana pool.
R/+0
66/183
-
Gold Mine
Land — Mine
Keywords: Underground, Workshop
Advantage (free reroll) for Wealth tests.
:
Commerce (recover two resource dice).
: Produce gold ore.
: Reroll a Wealth test, twice.
R/+3
67/183
-
Grapple Grass
Land — Forest
, visit: Gather
(magic test), but there is a chance (on 
) that Grapple Grass spreads to a slot on your equipment or land pages (it destroys other cards).
, visit: One use of Defensive Advantage (free reroll or replace) in a battle duel.
R/+0
68/183
-
Graveyard
Land — Cemetery
Any graveyard, crypt or similar area is considered consecrated when you enter it (this ends when you leave).
: Introduce a follower of the light or a funeral to the story.
: Add
to your Mana pool.
R/+0
69/183
-
Guild District
Land — Covenant
District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
Lands that produce at least one resource die can be slotted on this page (even if they do not have the Covenant keyword).
R/+1
70/183
-
Heart of Onnotangu
Land — Covenant
Keywords: Crystal
District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks). Only Spirit, Phantasm, Planar or Moon cards can be slotted on this page. If there are 4 cards slotted on this page, it produces +1 Resource Die.
Wanderlust (you can slot a land adjacent to this card) for Moon lands.
R/+*
71/183
-
Hellfire Club

Land — Covenant
Keywords: Infernal
, visit: Higher Learning (reduce the complexity by either 2 or
for the purpose of learning or slotting) — Infernal.
, 
: Add 
to your Mana pool.
: Change a spell or technique with an Infernal card of the same type from your grimoire for free.
Something about this club feels off...
R/+1
72/183
-
Henna Plantation
Land — Covenant
Keywords: Plantation
: Produce a bribe. This might be Illegal (when you use this card around others, risk dishonored, on
).
, sacrifice 2 Addictive cards: Produce a copper coin.
R/+1
73/183
-
Herb Shop
Land — Merchant
: Add
to your Mana pool.
: Commerce (recover one resource die).
: Introduce a herbalist or useful herb to the story.
R/+1
74/183
-
Herb Storage
Land — Covenant
Advantage (free reroll) for Crafting (herbal items) tests.
: Gather
(magic test).
: Produce a copper coin, usable only to immediately craft herbal items (you may supplement your own coin if you want to).
R/+1
75/183
-
Hidden Bookcase
Land — Covenant
All cards on the same Covenant page as Hidden Bookcase gain Concealable (disadvantage to find this item).
: Introduce a secret passage or hiding place to the story.
R/+0
76/183
-
Homestead
Land
: Introduce a safe space to the story (often the home of a sympathetic commoner).
: Produce clothing, food, household tools or textiles on a small scale.
R/+1
77/183
-
Honey Comb
Land — Covenant
Keywords: Invae, Herd.
: Produce a copper coin. Honey Comb becomes Locked (does not untap as normal) for the next two weeks.
, 
: Add
to your Mana pool.
: One use of Offensive Advantage (free reroll or replace) in any astral duel.
R/+0
78/183
-
Horse Pasture
Land — Herd
: Commerce (recover one resource die).
: Introduce horses (for the entire party) to the story.
: Reroll any test made by a horse or in relation to horses.
R/+1
79/183
-
Incense Mill
Land — Covenant
Keywords: Workshop
: Add
to your Mana pool.
: Shrouded +1 (increase the difficulty of being astrally detected by 1) until the end of the scene.
: Introduce a new fragrance to the story.
Kodo, the art of fragrance, is highly valued by all, even the most savage warrior.
R/+1
80/183
-
Inn
Land — Merchant
: Commerce (recover one resource die).
: Introduce an adventure hook (that starts in your inn), or introduce an interesting employee or patron.
: Reroll a Fellowship test.
, visit Inn: Halve the healing time for Injuries and Wounds.
R/+1
81/183
-
Inquisitor's Tower
Land — Unique
Keywords: Fortification, Faith
Advantage (free reroll) for Intimidate tests.
: Send someone “to the tower” for questioning. Very few people resist.
: Reroll a Torture, Interrogation or Theology test.
R/+0
179/183
-
Iron Mine
Land — Mine
Keywords: Underground, Workshop
: Commerce (recover one resource die).
: Produce iron ore.
: Reroll a Durability test with an iron or steel item.
R/+1
82/183
-
Island Lair
Land
Keywords: Criminal
:
Commerce (recover two resource dice).
, Sacrifice a copper coin: Introduce a secret plot to the story. This conflicts with your schemes and should be stopped. When you foil it, gain a gold coin.
: Add
to your Mana Pool.
R/+2
180/183
-
Jade Bazaar
Land — Merchant
Keywords: Jade
: Reroll a Resistance or Willpower test against Corruption.
: Produce some Jade ore.
: Reroll a Durability test with a jade item.
R/+1
83/183
-
Kasbah
Land — Desert
Keywords: Fortification
Produces an additional resource die if you have another Desert land slotted.
: Introduce a safe route through deserts.
: Reroll a Riding, Bargain or Survival test.
, 
: Add
to your Mana pool.
R/+0*
84/183
-
Kelp Forest
Land
Keywords: Aquatic, Forest
Your Snaring items have Durability +1 (to a maximum of
) and are considered Masterwork items.
, visit: Make a Hard (16) Foraging Strength test to produce Sea Food Ramen.
: Add
to your Mana Pool.
R/+0
85/183
-
Leyline
Land — Covenant
Keywords: Occult
: Produce a sympathetic link to a land.
: Reroll a Magic test.
Your covenant is built on, or close to, a significant leyline.
R/+0
86/183
-
Lighthouse
Land — Port
: Introduce a safe path across waterways or a light at night to the story.
: Reroll a Navigation, Sailing or Searching test.
R/+0
87/183
-
Lojan’s Forge


Land — Covenant
Keywords: Workshop, Mechanical
Requirements: Lojan Cube
You have a Wealth Rating of
.
, visit: You are considered Skilled (+1 die) for a single Craft test. Items made on Lojan’s Forge cost one less
to craft and only cause complications on 
.
: Reroll a Metallurgy test twice.
R/+0
181/183
-
Lumberyard
Land — Merchant
: Commerce (recover one resource die).
: Produce lumber or introduce a lumberjack to the story.
Sacrifice Lumberyard: Add
to your Mana pool.
R/+1
1/183
-
Majestic Woods
Land — Forest
, visit: Gather
(magic test).
: Produce berries, mushrooms, onions or timber.
: Recover
, just by thinking of these woods.
R/+0
88/183
-
Mana Crypt
Land — Covenant
Keywords: Occult
Whenever you sacrifice a land to gather Mana, you may choose not to sacrifice it and
Mana Crypt (if you cannot, suffer 

).
: Produce a sympathetic link to a land.
R/+0
89/183
-
Mana Tower
Land — Covenant
Keywords: Occult, Fortification
: Reroll a Perception test, or a Durability test for any covenant building.
, visit: One use of Offensive Advantage (free reroll or replace) in a battle duel, or any duel on covenant grounds.
: Produce a sympathetic link to a land.
R/+0
90/183
-
Mana Vault



Land — Covenant
Keywords: Occult
Up to four Mana tokens can be stored in the Covenant. You may
Mana Vault whenever you visit it.
: Retrieve up to three Mana from the vault.
R/+1
91/183
-
Mansion (City)
Land
If your mansion is featured (creatively) in the story, you may draw a Trump.
: Introduce a party (or other social gathering) to the story.
R/-1
92/183
-
Mansion (Rural)
Land
If your mansion is featured (creatively) in the story, you may draw a Trump.
: Introduce a party (or other social gathering) to the story.
A large dwelling house, able to accommodate multiple generations of one family.
R/+1
93/183
-
Map Room
Land — Covenant
Keywords: Workshop
: Produce a shortcut through any mundane terrain (with a map).
: Reroll an Astronomy, Cartography, Geography or Navigation test (with a map).
R/+0
94/183
-
Mercenary Company
Land — Retainer
: Commerce (recover one resource die) or produce some of your own mercenaries.
: Reroll an Attack, Defense or Tactics test.
R/+1
95/183
-
Merchant Ship
Land — Vehicle
Advantage (free reroll) for attuning any water-related Lands (such as islands).
: Commerce (recover one resource die).
: Ignore the Exotic trait of any item.
: Introduce quick travel by sea or any waterway.
R/+1
96/183
-
Misty Forests
Land — Unique
Keywords: Forest
: Gather
(magic test) from mist.
: Introduce an astral dweller or mist to the story.
: Reroll a test with an Assegai, Hide Shield or Ikwla. Alternatively, reroll a Stealth test, twice.
R/+0
169/183
-
Monastery
Land — Faith
: Add
to your Mana pool.
: Commerce (recover one resource die).
, visit Monastery: Every day rested here counts double towards recovery times.
: Introduce a fellow monk or scribe to the story.
R/+0
97/183
-
Monastery Dojo
Land — Covenant
Keywords: Barracks
: Increase Battle Morale by 1 in a single Tier.
:
a mundane stance.
, 
: Add
to your Mana pool.
or 
:
Monastery Dojo.
R/+0
98/183
-
Mushroom Caves
Land — Covenant
Keywords: Plantation, Underground
: Commerce (recover one resource die) if you are a Dwarf or Myconid (or there is one in your Covenant).
: Produce a copper coin that can only be used to craft a Herbalism item.
R/+1
99/183
-
Nagarajah Enclave

Land — Covenant
District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
Reduces the cost to slot other cards on the same page by
.
R/+0
100/183
-
Natural Aviary
Land — Covenant
: Add
to your Mana pool. Use this only for Avian cards or for paying the Upkeep of a Bird servant.
, visit, risk a copper: If no player has one, add a Kestrel Companion to your grimoire. (lose copper on
).
R/+0
101/183
-
Oasis
Land — Desert
, visit: Gather
, if you succeed in a Magic test (difficulty increases with distance).
: Introduce fresh water to the story.
: Recover
.
R/+1
102/183
-
Offsite Campus
Land — Covenant
You can slot Companions on the same Covenant page as Offsite Campus. All Companions on the same Covenant page as Offsite Campus lose their abilities, but gain the following trait:
•
: Companion becomes Locked (does not untap as normal) for an entire season while training in an arcane ability (players’ choice).
An campus associated with the Academy, it has some allowances for training in the Hermetic arts.
R/+0
103/183
-
Old Cherry Tree
Land — Covenant
Keywords: Forest
: Prevent
from any source.
: You have Advantage (free reroll) and Flourish (halve the
this action causes, rounding up) for a single Teleport action or spell.
R/+0
104/183
-
Opium Den
Land
Keywords: Criminal
:
Commerce (recover two resource dice).
: Introduce an addict, Easterling or drug dealer to the story.
: Produce opium (or heroin).
R/+1
105/183
-
Papyrus Plantation
Land — Covenant
Keywords: Plantation, River
: Add
to your Mana pool.
: Produce a copper coin that can only be used to acquire or repair an Exotic item.
R/+0
106/183
-
Pasture
Land — Herd
: Commerce (recover one resource die).
: Produce cattle or dairy.
: Reroll a Durability test for a leather item.
R/+1
107/183
-
Pawn Shop
Land — Merchant
Enhances Storage page [+2].
: Commerce (recover one resource die).
: Produce a useful item to the story.
, sacrifice 2 items from storage: Gather a random
(magic test).
Its contents are an invitation to endless wonder.
R/+0
108/183
-
Pearl Bed

Land — Covenant
Keywords: Aquatic
Once per session, you may have one of your Aquatic, River or Port lands gain:
: Commerce (recover one resource die).
: Produce a Pearl Potion.
: Reroll a Durability or Repair test for a Pearl item.
R/+1
109/183
-
Pet Sematary
Land — Cemetery
,
: Add
to your Mana pool.
: Prevent an animal Companion or Servant from dying. It becomes Incapacitated instead. There is a chance this fails and you become Cursed (on a
). Flip this card.
It genuinely creeps people out.
R/+0
110/183
-
Petrified Forest
Land — Forest
, visit: Gather
(magic test).
: Produce Ironwood timber.
: Reroll a Durability test.
R/+0
111/183
-
Pine Forests
Land — Forest
: Add
to your Mana pool.
: Introduce a hunting trip or hunter to the story.
: Produce boar, deer, furs, quail, timber or turkey.
R/+0
112/183
-
Planar Lighthouse

Land — Covenant
Keywords: Planar, Port
Requirements: Must be constructed off world.
Advantage (free reroll) for planar travel tests.
: Add
to your Mana Pool.
: Guarantee a safe landing site when planar traveling (as safe as possible).
:
a Planar card.
R/+0
113/183
-
Pleasure District
Land — Covenant
Keywords: Criminal.
District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
, 
, visit: Gather
.
a resource die on same page: Add
to your Mana pool.
R/+0
114/183
-
Poultry Farm
Land — Farm
Keywords: Herd
Sacrifice Poultry Farm: Produce a copper coin and Commerce (recover one resource die).
: Produce eggs, feathers or chicken (bones or meat).
R/+1
115/183
-
Progenitor Gardens

Land — Covenant
Keywords: Alien, Forest
District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
Other Alien cards on the same page do not count for Corruption tests.
R/+0
116/183
-
Prostitution Ring
Land
Keywords: Criminal
:
Commerce (recover two resource dice).
: Produce a prostitute (usually not a happy one) or a thug.
Fancy a tumble, guv’nor?
R/+1
117/183
-
Protection Racket
Land
Keywords: Criminal
: Commerce (recover one resource die).
: Produce a loyal thug.
: Limit Break (set a single combat pool to
until the end of your next turn) for your Social pool.
R/+0
118/183
-
Quarry
Land — Mine
Keywords: Underground
: Commerce (recover one resource die).
: Produce a cart or mundane stone.
: Reroll a Durability test for a stone building or creature.
R/+1
119/183
-
Railroad Connection
Land — Covenant
Keywords: Workshop, Mechanical
: Introduce quick travel by rail (only magical transportation will beat the train).
:
Commerce (recover two resource dice).
The railroad runs through your lands, improving prosperity and travel times.
R/+2
120/183
-
Ramparts
Land — Covenant
Keywords: Fortification
Covenant buildings have Advantage (free reroll) for Durability tests.
, visit: In a battle duel, add +2 to your duel total result.
Peering down the army looked tiny and inconspicuous.
R/+0
121/183
-
Red Light District
Land
Keywords: Criminal
:
Commerce (recover two resource dice).
: Introduce one of your whorehouses, madams, employees or a criminal contact to the story.
A collection of brothels (often entire streets) in different cities.
R/+1
122/183
-
Refugee Camp
Land — Covenant
Keywords: Settlement, Ruins
Upkeep: 1 copper coin per month
: Add
to your Mana pool.
Survivors from a large scale conflict with to massive casualties and unfathomable economic loss.
R/+0
123/183
-
Restless Bivouac
Land — Covenant
Keywords: Barracks
Requirements: Can only be slotted in a Covenant.
Adds an army (Taurus Unchained) to your Battle Hand.
: Prevent Intimidated or Fleeing.
: Add
to your Mana pool if your Covenant has an army slotted.
R/+0
124/183
-
Rock of Ages


Land — Covenant
Keywords: Occult, Underground
Advantage (free reroll) for history and occult tests.
, visit: Gather
(magic test).
: Reroll a Terram or geology test.
: Absorb 6 (if a source would deal damage, prevent 6 of that damage) for electric damage (such as lightning) or conductive damage.
R/+0
171/183
-
Rootbearing Trees
Land — Covenant
Keywords: Forest
You can slot Forest lands in your Covenant pages, and the cost to slot them is reduced by
.
: Add
to your Mana pool.
,
: When you Gather
, you may have it not count towards your Gathering Limit.
A strong foundation to support any forest.
R/+0
125/183
-
Rosemary Gardens
Land — Covenant
Keywords: Plantation
: Prevent a Condition caused by Food.
: Prevent Nauseated or Sickened.
, risk a {Trump of your suit}: Prevent the effects of a fumble for a Poison or Disease test.
R/+0
126/183
-
Sea Vents
Land — Aquatic
: Add
to your Mana Pool.
, 2AP: Cast the Breathe Water spell (even if you don’t have it). Sea Vents becomes Locked (does not untap as normal). You can
it by performing a visit action.
R/+0
127/183
-
Secluded Cottage
Land — Forest
You cannot use this card in Winter season.
: Add
to your Mana pool.
: Chance for Wealth +1 (on
).
: Produce berries, pipe weed or a hearty meal for one person.
A place to relax from the toils of the world, surrounding with nothing but green...
R/+1
128/183
-
Serpentarium
Land — Herd
Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative) for serpents.
: Until the end of the scene, one of your Serpent servants or companions has
Poisonous ([Court, Cups]: target is poisoned) instead of Poisonous.
R/+0
129/183
-
Shadow Forest

Land — Covenant
Adds an army (Shadow Legion) to your Covenant.
Your Phantasm servants have Injury Threshold +2.
Your Phantasm armies have Army Power +1.
: Pay the upkeep cost of a Phantasm servant.
: Reroll a Nethermancy test.
R/+0
3/183
-
Shadow Lair
Land — Occult
Adds a servant (Ink Familiar) to your grimoire.
: Add
to your Mana pool.
: Introduce a spirit sighting to the story.
: Reroll a test made by a Phantasm servant or Phantasm companion.
R/+0
130/183
-
Ship Graveyard
Land — Cemetery
,
: Add
to your Mana pool.
: Produce lumber (soaked).
: Reroll a Navigation or Sailing test.
: Introduce a naval myth or sailor’s legend to the story.
Tales of the drowned haunts the masts protruding from darkened waters.
R/+0
131/183
-
Silver Mine
Land — Mine
Keywords: Underground, Workshop
:
Commerce (recover two resource dice).
: Produce silver ore.
: Reroll a Wealth test, or an Attack test with a silver weapon.
R/+2
132/183
-
Skull Island

Land — Mythic
Keywords: Covenant, Planar
This location represents a permanent gateway from the physical world to the Dreamlands, and vice versa.
: Reroll any test while in the Dreamlands.
, visit: Open a portal between the Dreamlands and the waking world.
R/+0
134/183
-
Skyrise Towers
Land — Covenant
District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
Wanderlust (you can slot a land adjacent to this card) for Environmental lands (need not have the Covenant keyword).
: Add
to your Mana pool.
R/+0
135/183
-
Slave Market
Land — Merchant
Keywords: Criminal
:
Commerce (recover two resource dice).
: Produce a slave (with a useful skill).
R/+1
136/183
-
Smuggler Route
Land
Keywords: Criminal, Underground
Generates +1 Resource Die when you have another Criminal Land slotted.
: Spend a free copper coin during a Wealth test (only usable to gain additional Resource Dice). This is Illegal (when you use this card around others, risk dishonored, on
).
: Introduce an unconventional escape route to the story.
R/+*
137/183
-
Snow-Covered Mountain Peak 
Land — Covenant
Adds a battle tactic (Altitude Training) to your Battle Hand.
Your Catch Your Breath checks are considered Atmospheric Science checks (can be rerolled).
: Add
to your Mana pool.
A majestic sight with eternal snow.
R/+0
138/183
-
Sorrow's Path
Land — Curse
Free (no coin or mana to purchase or slot).
, when an opponent attacks you, before defense: Redirect the attack to any ally in reach of your opponent. Then give Sorrow’s Path to that player.
Higher and higher the flames roared, until only sorrow remained.
R/+0
139/183
-
Spirit Lodestone

Land — Covenant
Keywords: Occult
, visit: Gather
(magic test).
: Introduce the spirit of someone recently deceased to the story.
: Reroll a Vim or Necromancy spell.
: Offensive Advantage (free reroll or replace) against a spirit.
R/+0
182/183
-
Spiritual Refuge
Land — Covenant
Keywords: Temple, Faith
Concealable (disadvantage to find this land).
an army on the same page: Add
to your Mana Pool.
: You gain +1 Battle Morale in any Tier.
Hidden in plain sight.
R/+0
140/183
-
Star Tree
Land — Forest
, visit: Gather
(magic test).
: Reroll an Astronomy or Auram test, or any test on an astral quest.
There is a pale tree, deep in the forest, that blooms with starlight.
R/+0
141/183
-
Stellar Observatory

Land — Covenant
is equal to the number of planar lands you have slotted in your covenant.
: Gather
(magic test, planar).
: Travel in or out of the Dragon’s Veil. Make an Extremely Hard (20) Astronomy test to “dial” the desired coordinates (any result of 
indicates an event).
R/+X
183/183
-
Sulfurous Springs
Land — Covenant
Keywords: Infernal
Up to two times each session you may use
in your Mana pool as
.
: Add
to your Mana pool.
, 
: Add
to your Mana pool.
: Reduce an Ammo check by
.
A land defiled, diseased beyond healing.
R/+0
142/183
-
Sunken Settlement

Land — Covenant
Keywords: Ruins, Aquatic
: Add
to your Mana pool.
, visit: Gather
(magic test). There is chance you are attacked by Drowned Zombies (on
).
: Introduce a quiet fishing opportunity to the story.
The peace and quiet of the dead...
R/+0
143/183
-
Symphonic Sylvestrium
Land — Forest
: Add
to your Mana pool.
, visit: Gather
(magic test).
: Reroll an Imaginem, Music or Song test, or any test that will break a silence.
R/+0
144/183
-
Temple District
Land — Covenant
District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
: Produce a number of resource dice equal to the Faith and Temple cards slotted on the same page.
: Produces
equal to the Faith and Temple cards slotted on the same page.
R/+*
145/183
-
Temple of the Moon

Land — Covenant
Keywords: Faith
: Add
to your Mana pool or 
with Onnotangu’s Blessing.
: Until the end of the scene, one opponent has Vulnerable (injury threshold is halved) for Obsidian damage.
: Introduce a follower of Onnotangu to the story.
R/+0
146/183
-
Temple of the Sun

Land — Covenant
Keywords: Faith
: Add
to your Mana pool.
, reveal {The Sun}: Limit Break (set a single combat pool to
until the end of your next turn) for a Warding test. You need not reveal {The Sun} if you have Amaterasu’s Blessing.
: Introduce a follower of Amaterasu to the story.
R/+0
147/183
-
The Bridge
Land — Unique
Keywords: Port
If you “bring in” a witch, you may
The Bridge to produce a copper coin.
: Introduce a witch hunter (or at least a supporter of the cause) to the story.
: Reroll an Investigation, Occult or Warding test.
The headquarters of the hunters.
R/+0
168/183
-
The Netherworlds
Land — Unique
: Introduce a spirit to the story (be careful).
: You may
any card in your aura (5 paces). Then either pay
equal to the card’s Complexity or Risk
(on
, netherworld corruption).
R/+0
170/183
-
The Silver Record
Land — Covenant
Requirements: Werewolf
Encumbrance: 2 (reduces quickness by 2).
Each time you recover a piece of werewolf lore that was lost in time, you may Gather
. This does not count against your Gathering Limit.
: Reroll a History, Occult or Veering test.
R/+0
133/183
-
The Witch's Son
Land — Retainer
: Introduce a black cat to the story (is that the witch’s cat? What’s it doing out here?).
: Reroll a Healing, Occult or Warding test.
A witch lives on your lands, but like most of her kind she is cantankerous, rarely seen and not much help. However, her son is a kind soul and usually has a bit of advice or a cantrip.
R/+0
165/183
-
Tiger’s Teeth
Land — Covenant
Keywords: Fortification
You have +1 Army Power in all Melee Tiers.
: During a battle duel, add
to your duel result (Melee Tier).
R/+0
148/183
-
Toll Bridge
Land — Covenant
Requirements: Must have slotted a River card on the same page.
The difficulty for detecting intrusions into your Covenant is decreased by 2.
: Reroll an Alertness, Bargain, Economics or Smuggling test.
R/+1
149/183
-
Tower
Land — Covenant
Keywords: Fortification
Covenant buildings never roll less than
dice for Durability tests.
, visit: One use of Offensive Advantage (free reroll or replace) in a battle duel.
R/+0
150/183
-
Tower House
Land — Fortification
: Introduce a safe (or at least defensible) place to rest to the story.
: One use of Offensive Advantage (free reroll or replace) in a battle duel.
: Reroll an Auram, Imaginem or Perception test.
R/+0
151/183
-
Townhouse
Land
Enhances Fatigue Threshold [+1/16].
If your townhouse is featured (creatively) in the story, you may draw a Trump.
: Reroll a Social or Resistance test.
A multiple story brick house with a basement, lighting, running water, sanitation, a small garden and one or two servants.
R/+1
152/183
-
Training Chamber
Land — Covenant
Keywords: Barracks
: Set a single combat pool of an ally, character or servant to
for the rest of the scene.
: Limit Break (set a single combat pool to
until the end of your next turn).
R/+0
153/183
-
Tree Root Basin

Land — Covenant
Keywords: Forest
: Reroll a Herbam or Natural test.
, visit: Until the end of the session, enhance Size [+1/3].
, 2AP: You cast the Plant Talk spell (even if you do not possess it). Tree Root Basin becomes Locked (does not untap as normal). You can
it by spending
.
R/+1
154/183
-
Trophy Room
Land
Trophy Room produces an additional resource die when you have a Hunter card slotted.
Enhances Trophy page [+2/8].
, sacrifice a Trophy: Gain a copper coin. This could be Illegal (when you use this card around others, risk dishonored, on
) as it turns out you sold an endangered species.
R/+0*
2/183
-
Undiscovered Caern

Land — Covenant
Keywords: Forest, River
Sacred Oath (breaking it has dire consequences) to protect it. While slotted, you have Purity +1 (Reduce the amount of
for any Corruption test by one).
, visit: Produce 1 week worth of rations.
, visit: Gather
(magic test).
,
: Add
to your Mana pool.
A single patch of respite out of the cold.
R/+0
155/183
-
Village: Foresthaven
Land — Settlement
: Reroll a History or Agriculture test.
: Reroll a Herbalism test involving mushrooms.
: Introduce a patch of mushrooms to the story.
: Twice per season gather
(magic test).
You can’t “own” a settlement, but have great influence here. The Kodama are grateful for leading them to a promised land that is free of corruption and bountiful in food.
R/+0
156/183
-
Warehouse
Land — Merchant
Enhances Storage page [+4].
: Commerce (recover one resource die).
: Use the introduction option of another card (even if it is already tapped).
R/+0
157/183
-
Waterwheel
Land — Workshop
Requires a River or Waterfall slotted directly adjacent.
: Commerce (recover one resource die).
: Produce electricity or flour (with grain).
R/+1
158/183
-
Wave Breaker District
Land — Covenant
Keywords: Port.
Requirements: Covenant must be near water.
District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
, visit,
two Ports on same page: Gather
. This counts towards your Gathering Limit.
another Port on same page: Add
to your Mana pool.
R/+0
159/183
-
Weather Station
Land — Covenant
Keywords: Laboratory
Wanderlust (you can slot a land adjacent to this card) for Environmental Lands.
At start of session, reveal a random Environmental Land that will be played.
: Reroll an Atmospheric Science test.
R/+0
160/183
-
Whiteleaf Fields
Land — Forest
: Your magic attack has at least Penetration: 1 (ignore one point of armor) and Offensive Advantage (free reroll or replace).
: Commerce (recover one resource die).
R/+0
161/183
-
Whorehouse
Land
Keywords: Criminal (usually tolerated)
: Introduce a prostitute to the story or produce a bribe for another criminal enterprise.
: Reroll a Fellowship, Social or Resistance test.
R/+0
162/183
-
Windmill
Land
Keywords: Mechanical
:
Commerce (recover two resource dice).
: Produce electricity, flour (requires grain) or pump up clean ground water.
R/+1
163/183
-
Wine Cellar
Land
Keywords: Brewery
Fashionable (may provide advantage in social situations).
: Introduce a fine vintage or drinking establishment to the story.
: Reroll a Fellowship or Social test.
: Prevent the Drunk condition. (you are used to consuming large amounts)
R/+0
164/183
-
Zinc Mine
Land — Mine
Keywords: Underground
: Commerce (recover one resource die).
: Produce some zinc ore.
While brass is no longer very current in arms crafting, it is still used for crafting tools such as cutlery among the common folk.
R/+1
166/183