What is Scaithe?
What's Inside
01. Setting
The lay of the land. A short account of the place or event. Use this to ground your players in atmosphere and rumour.
02. The Hook
The spark that draws the party in, the visible symptom of a deeper wound. Defines the core problem, mystery, or threat.
03. Themes
A handful of words and phrases to guide tone, music, and mood. Use them to tune your narration, lighting, or NPC voices.
04. Rumours & Whispers
Fragments of hearsay and superstition. Each can seed a side quest, NPC confession, or tavern tale.
05. Encounters & Dangers
Moments of tension: sights, scenes, or discoveries that push the story forward. They may not all be combat, some will unleash dread, revelation, or choice.
06. The Truths
Here lies what the players are not meant to know: the hidden lore, origin, or consequence behind the Hook. For the Gamekeeper’s eyes only.
07. Key NPC's
Names, traits, and frailties. Each written to serve as both clue and complication. Adjust manner and motive as your table or campaign demands.
08. Relics & Remnants
Artifacts, treasures, or cursed relics uncovered in the tale. Every one may bear either a boon or price, sometimes both.


