My Little Pony Tails of Equestria The Compendium of Equestria

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An adventurer’s guide to

Cedric Omar Hernández Riesco (Order #29949028)


The Compendium of Equestria is a must-have for GMs and
players wanting to include brand new creatures, characters,
adventures, and items!
Players will find new playable races, expanding the options presented in the Core Rulebook,
The Bestiary of Equestria, and the Movie Sourcebook. Together, you will find great new spells
and talents to use in your adventures as well as the tools to create your own!

GMs can use both the Locations and Toolkit to help fill their Tails of Equestria games with deep
and interesting settings, and plenty of new features including talents and magical treasure.

Finally, you’ll find a fully self-contained adventure: Flim, Flam, Alakazam! This can be used as a
standalone story, or as part of a longer campaign, and it’s a great opportunity to make use of
the new content presented in the rest of the Compendium!

*This book is an expansion for: Tails of Equestria - The Storytelling Game

River Horse and River Horse Games are trading names of River Horse (Europe) Ltd (River
Horse). River Horse, the River Horse logo are either ®, TM and/or © 2021 River Horse.

HASBRO and its logo, MY LITTLE PONY and all related characters are trademarks of
Hasbro and are used with permission. © 2021 Hasbro. All Rights Reserved.

www.riverhorsegames.com
Cedric Omar Hernández Riesco (Order #29949028)
Cedric Omar Hernández Riesco (Order #29949028)
Credits
Written by: Zak Barouh, Jack Cæsar, and Mark Hulmes
Cover Art: Chris Cæsar
Internal Art: Chris Cæsar, Amy Mebberson, Emy Clark, Ben Warren,
Tony Fleecs, Anka Sęp, and Hasbro Studios
Book Layout & Graphic Design: Chris Cæsar
Proofreading: Mark Pollard
Thanks to: Elizabeth Artale, Marion Bardou, Hugo Pritchard-Law,
Alessio Cavatore, and Princess Luna

River Horse and River Horse Games are trading names of River Horse (Europe) Ltd (River Horse).
River Horse, the River Horse logo are either ®, TM and/or © 2021 River Horse.

HASBRO and its logo, MY LITTLE PONY and all related characters are trademarks
of Hasbro and are used with permission. © 2021 Hasbro. All Rights Reserved.

Cedric Omar Hernández Riesco (Order #29949028)


Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . 4 -Starlight’s Village (Our Town). . . . . . 48

-How To Use The Compendium. . . . . . . 7 -Yakyakistan . . . . . . . . . . . . . . . . . . . . . 50

-Adventurer’s Guide. . . . . . . . . . . . . . . . 8 Creatures of Equestria. . . . . . . . . . 54

Locations. . . . . . . . . . . . . . . . . . . . . . . . . . 10 New Player Races. . . . . . . . . . . . . . . . 62

-Appleloosa. . . . . . . . . . . . . . . . . . . . . . 13 -Creating a Character. . . . . . . . . . . . . 64

-Arimaspi Territory . . . . . . . . . . . . . . . 16 -Kirin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

-Badlands & Umberfoal. . . . . . . . . . . . 17 -Giant Spider. . . . . . . . . . . . . . . . . . . . . 65

-Canterlot. . . . . . . . . . . . . . . . . . . . . . . . 20
-Magic Book. . . . . . . . . . . . . . . . . . . . . . 66
-Cloudsdale . . . . . . . . . . . . . . . . . . . . . . 24
-Yak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
-Crystal Empire. . . . . . . . . . . . . . . . . . . 26
-Creating your own races . . . . . . . . . 68
-Dragon’s Lair. . . . . . . . . . . . . . . . . . . . 30
GM’s Toolkit. . . . . . . . . . . . . . . . . . . . . . 72
-Everfree Forest. . . . . . . . . . . . . . . . . . 32
-The basics. . . . . . . . . . . . . . . . . . . . . . . 74
-Forbidden Jungle. . . . . . . . . . . . . . . . . 36
-Creating Adventures. . . . . . . . . . . . . . 75
-Frozen North. . . . . . . . . . . . . . . . . . . . 37
-Adventures in Cities . . . . . . . . . . . . . . 78
-Griffonstone . . . . . . . . . . . . . . . . . . . . . 38
-New Talents. . . . . . . . . . . . . . . . . . . . . . 80
-Manehattan & Other Cities. . . . . . . . 40

-Ponyville . . . . . . . . . . . . . . . . . . . . . . . . 42 -Loot, treasure, & Magic Items. . . . . 86

-Rainbow Falls. . . . . . . . . . . . . . . . . . . . 46 Flim, Flam, Alakazam! . . . . . . . . . . . . 88

Cedric Omar Hernández Riesco (Order #29949028)


Introduction

Cedric Omar Hernández Riesco (Order #29949028)


Cedric Omar Hernández Riesco (Order #29949028)
Welcome!
Welcome to The Compendium of Equestria! You hold in your hands the most extensive and
detailed guide to the magical land of Equestria ever created. Within these pages is a bank
of information on the places, ponies, and plentiful peculiarities that can be found within and
along Equestria’s borders.
In the first section of this book, you will find descriptions of many important locations within
Equestria. This diverse land has long been the home of Earth Ponies, Unicorns, and Pegasi,
three pony groups united under the fair and noble rulership of the Princesses Celestia
and Luna. Every pony is different and across Equestria, these differences are displayed in
communities small and large: cities, towns, villages, deep forests and high mountains, snow-
covered plains, and sunny island shorelines. This section details each location focusing on the
special features that make each place unique, as well as notable landmarks, and interesting
ponies and other creatures one might meet. Finally, whispers and rumors have been presented
in each location entry that might lead to adventure! After all, you never know when or where
the next adventure will find you.
Following that, you will find a number of new player races available for use in your Tails of Equestria
games. From the sturdy Yaks of the north to the Kirin shrouded in mystery, there are many societies
living in and around Equestria. Each new playable race is described in terms of the talents and
traits they start out with, perfect for creating new characters beyond the three pony types.
The third section is full of great tips and tools for GMs. If you’re looking to run a new game
of Tails of Equestria, or add new depth to your existing games, this section will certainly have
something for you. There are lists of new talents, magic spells, and treasures, as well as advice
for creating your own adventures, and introducing custom player races.
Finally, you’ll find a fully self-contained adventure, Flim, Flam, Alakazam! This can be used as
a standalone story, or as part of a longer campaign. This would also be a great opportunity to
make use of the new content presented in the rest of the Compendium!

Cedric Omar Hernández Riesco (Order #29949028)


HOW TO USE THE COMPENDIUM

“If you just keep your head high, do your best, and believe in yourself, anything can happen!”
-Fluttershy

This book contains plenty of new material for GMs and players alike! As a Tails of Equestria sourcebook,
the content within these pages is best used as support material. You still require the core rulebook in order
to play the game, but this book will help you create an even greater depth of setting and character.
GMs can use both the Locations and GM’s Toolkit sections to help fill their Tails of Equestria games with
deep and interesting settings, and plenty of new features including talents and magical treasure. Much
of the information in this book is most useful to GMs during the planning stage. When you’re coming
up with a new adventure or preparing to run one of the official adventure modules, take a read through
the Locations section first. If you fancy introducing one of these locations to the players, why not have a
reason for the Pony Characters (PCs) to go there during the game? Even if you’re going to be playing in
a location the PCs have already been to, there’s sure to be new discoveries to make there. Cities such as
Canterlot and Manehattan are particularly big — it would take ages for somepony to experience all they
have to offer! The Creating Adventures section contains even more helpful information for use when
planning out your future campaign sessions.
Players will find new playable races, expanding the options presented in the core rulebook and The
Bestiary of Equestria. Players should read through the entries on these new playable races before
deciding what type of character they will play next! Generally, when players use expanded material
from this book, it’s a good idea for them to discuss it with you (the GM) first. Together, you might find
some great new spells, talents, or perhaps some valuable information about a location that the Pony
Character can make use of.

A Note for New GMs


If you’re a brand new GM running your first game of Tails of Equestria, you might want to first
focus on becoming comfortable with the material presented in the core rulebook. It’ll take you
no time at all to get yourself familiar with the main rules, then you can dive into the expanded
material in this book without hesitation! That said, even beginner GMs will find the Locations
section handy. Every adventure will take the PCs to at least one exciting or mysterious location!

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ADVENTURER’S GUIDE

“It’s going to take more than a sentimental speech to save you..”


-King Sombra

Throughout The Compendium of Equestria, you’ll see a number of colorful pop-out boxes like those
shown below. These will be full of (mostly) helpful comments from three genuine and experienced
adventurers: Firebrand, Thrilly Filly, and Strong Oak.

That’s right! We’ve been brought in as special consultants to help write this
Compendium. I’m Firebrand, a Unicorn, and I can tell you all about magical mysteries.
There’s so much to discover in Equestria it can be overwhelming at first, but a calm
and careful approach will help you overcome any obstacles you encounter.

Don’t listen to Brandy — if you spend all your time planning you’ll never get out
there into the unknown! My name’s Thrilly, Thrilly Filly that is. Don’t you worry, I’m the
greatest Pegasus adventurer Equestria has ever seen. I’ll give you the lowdown on
where to go and what to do. Oh, and a word of advice? Don’t listen to Oaky either —
he’s been paranoid ever since he fell into that nest of Manticores.

You fell into that nightmare, Thrilly, and I rescued you, remember? Anyway, I’m
Strong Oak, an Earth Pony, and frankly, I’m something of an expert when it comes
to adventuring in Equestria. There are three immutable rules to follow when
you’re on a quest:
1) Always have a back-up plan, especially where magic is involved. It can be
extremely unpredictable.
2) Always protect your companions. We’re stronger when we have each other’s backs.
3) Always keep your gear in tip-top condition. We might travel in the wilds, but we’re
not uncivilized.

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Locations

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Cedric Omar Hernández Riesco (Order #29949028)
Oh, I love reading about distant places! I always imagine myself there, what I’d be doing, and
where I’d be going. Honestly, more often than not, I find myself doing just that before long. If
it weren’t for all the perilous quests I go on, I’d do more traveling for pleasure!

ADVENTURE HOOKS
In the following chapter you will find a wealth of information on many of Equestria’s landmark
locations, including the most famous cities such as Canterlot and Manehattan. You’ll also find
secrets about mysterious and seldom traveled places, like the dangerous Everfree Forest, or
the unforgiving lands of the Frozen North.
Each location has been detailed with the most unique Special Features travelers will find
there, as well as notable Landmarks and important NPC Characters that visitors are most likely
to meet. Finally, a number of potential Adventure Hooks have been provided in the form of
rumors, hearsay, and oddities the PCs might notice. Each one of these might lead to a full
adventure if the PCs follow up on it. These are a great way of tying a story to a place.

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Appleloosa

“And here are the horse-drawn horse-drawn carriages!”


-Braeburn

Appleloosa is a dry, dusty town in the south of Equestria. It’s not as large as the mighty city of Canterlot,
nor even Ponyville, perhaps due to its distant location — it takes a very hardy pony to live and work in
a place like Appleloosa. Positioned between the San Palomino Desert to the west, and the Badlands to
the east, and with Macintosh Hills forming a solid barrier to the south, Appleloosa can feel like a rather
isolated place. Luckily, the Friendship Express runs direct to Appleloosa from Ponyville, crossing the
Ghastly Gorge on the way. This vital link is a lifeline that allows supplies and ponies to travel fairly easily
to this frontier town.

SPECIAL FEATURES
Buffalo Stampeding is a spectacular event which can be witnessed from time to time in Appleloosa. The
town was unwittingly built on the site of ancient, traditional stampeding grounds used by the buffalo for
generations. In the past, when the stampedes caused damage to the town, and especially their apple
crop, this was a source of conflict between ponies and buffalo. Happily, a resolution involving delicious
apple pies was reached with the help of Twilight Sparkle and her friends. Now the stampede runs on a
special road through the town, and the buffalo are offered freshly baked apple pies as they pass through.
The County Fair is one of the biggest celebrations of the year in Appleloosa. All of the townsfolk, as well
as plenty of ponies from further afield, gather to enjoy the festivities. There are tons of fairground games
to be played, delicious apple-based snacks to eat, as well as a grand animal showcase, in which pony
pets compete for a variety of awards.

LANDMARKS
The Salt Block, sometimes referred to by the locals as ‘the watering hole,’ is Appleloosa’s one and only
saloon. Here, tired and overheated ponies take a well deserved rest and enjoy the sweet apple cider,
among other treats. There’s no finer place in town to hear rumors and local gossip.
Bloomberg is a mighty fine apple tree, brought to Appleloosa by Applejack and her friends, and
ceremonially planted on a hill overlooking the expansive Appleloosa Orchards. Some of the local farmers
have taken to calling Bloomberg ‘The King of all Apple Trees,’ and it’s said a single apple from his
branches will fill the belly of a grown pony for a whole day.
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NOTABLE CHARACTERS
Chief Thunderhooves is the proud and noble leader of the buffalo tribe who live in the lands
around Appleloosa. After coming to an agreement with Sheriff Silverstar during a land dispute, Chief
Thunderhooves has become well respected not only among his own people, but also among the ponies
of Appleloosa, who came to realize that they were in the wrong. The Chief isn’t seen in Appleloosa
all that often, preferring to stick to the wide-open stampede grounds beyond the town, but friendly
relations between the ponies and buffalo mean that anypony looking to meet Chief Thunderhooves is
likely to find a lead in Appleloosa itself.
Little Strongheart is the daughter of Chief Thunderhooves, and while she has not yet grown into a
powerful adult, she makes up for her lack of physical strength with her quick-thinking and agility. She
was instrumental in finding a peaceful solution between ponies and buffalo in the past, and is expected
to make a very fine Chief herself one day.
Sheriff Silverstar is the sheriff of Appleloosa, and he’s dedicated to rooting out any sources of crime
and corruption that might appear in the town. Sometimes his overzealousness leads him to suspect the
wrong individuals, but with the help of the Appleloosan ponies, he usually gets it right in the end.
Braeburn is a member of the expansive Apple Family. Voted ‘Appleloosa’s Most Eligible Bachelor’ three
times in a row, this young Earth Pony is incredibly enthusiastic about his hometown. When he’s not
tending to the orchard, he’s giving visitors the full tour of Appleloosa. It’s very likely that anypony visiting
Appleloosa for the first time will bump into Braeburn fairly soon after arrival.

There are plenty of fine folk in Appleloosa. If you find yourself in need, I recommend
seeking out Braeburn. He’s as kind and helpful a pony as you could want to find
anywhere. My parents used to tell me that we Oaks were related to the Apples, several
generations back. Well, since Braeburn found out he’s treated me as well as his own
family. He’s a good friend to have indeed.

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ADVENTURE HOOKS
 Unfamiliar patterns in the buffalo stampede have been noticed by the Appleloosan ponies.
There is a rumor that an up-and-coming buffalo bull is challenging Chief Thunderhooves’
authority, and is looking to take control of the herd.
 Sheriff Silverstar is devastatingly embarrassed, as he’s lost his all-important star badge. He’s looking
for a group of outsiders to discreetly locate it and return it to him before anypony else notices.
 The County Fair is coming up, and one of the grand game prizes was planned to be a
bushel of apples from Bloomberg. Unfortunately, all of Bloomberg’s apples have been
stolen right off his branches! Whispers and accusations start flying through the town.

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Arimaspi Territory

“That’s when Arimaspi came to steal our griffon treasure! King Guto tried to fight him off, but
Arimaspi managed to get away with the idol!”
-Grampa Gruff
In the far south of Equestria lies a forsaken mountain range. Its true name is lost to time; the only record
of it in Equestrian archives refers to it using the name ‘Arimaspi Territory,’ a chilling name for anypony who
has heard the tales of Griffonstone. A creature referred to as Arimaspi apparently attacked the kingdom of
the Griffons and very nearly drove them to ruin. There is a great deal of uncertainty about Arimaspi, and
these mountains, in the academic community. There are some who believe Arimaspi survived, and others
who believe that ‘Arimaspi’ was not the name of an individual, but of the species of monstrous goat-like
cyclopses. Very few ponies have ever traveled into the Arimaspi Territory to settle those arguments.

SPECIAL FEATURES
Fleeting shadows have been reported by the small number of explorers to have set hoof in Arimaspi
Territory. It’s said that the deeper into the mountain range you go, the more these shadows appear. They
follow trespassers, always staying out of sight, but never leaving entirely. The shadows can shake the
spirit of even the hardiest adventurer. Pony Characters traveling deep into Arimaspi Territory must make
regular Mind tests at steadily increasing difficulty (starting at 2 and rising to 10), or become frightened.

LANDMARKS
Skull Mountain is the rather blunt name given to the tallest peak of Arimaspi Territory. Upon this massive
stone pillar sits a colossal skull with one eye socket, and two curved and pointed horns. It matches
the description of the Arimaspi from the stories, yet it’s at least ten times bigger than even the wildest
accounts suggest the creatures were. The mountain is believed to be hollow.
Labyrinthine Passages lead between the sheer faces of the hundreds of rocky spikes that rise into the
sky. It would be very easy for somepony to get lost within the mountain range, and rumors say that many
explorers have gone missing here in the past.

ADVENTURE HOOKS
 Passengers on the Friendship Express heading south past Arimaspi Territory claim to have
heard bestial roars, and one pony even claims he saw a creature racing alongside the train.
 An ancient prophecy has been unearthed in Canterlot, telling of an artefict that was stolen
by Arimaspi and hidden inside Skull Mountain. Disaster awaits if it is not returned soon.

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The Badlands & Umberfoal

“This is our home; trespass at your peril.”


-Queen Insidara.

Moving south from Dodge City, an intrepid party of ponies would find themselves staring down a deep
canyon cut between the Macintosh Hills and the Dustmane Ridge. On the other side lies the wide open
expanse known as the Badlands. The name is appropriate — every aspect of this rocky desert seems
bent on keeping ponies out. It’s hot, dry, dusty, and exceptionally dangerous.

Oh! Oh! I remember this one! The Badlands is where that strange magic curse was coming
from that was turning everypony into tiny stone statues. Even I got turned to stone — it
was hilarious! Oh, but if you’re going to travel around here, I’d recommend bringing some
climbing gear. There’s loads of steep cliffs and ridges, and even a spectacular Pegasus like
me can’t fly in some parts of the Badlands because of the heavy winds!

Yet beneath these unforgiving conditions lies a hidden haven of civilization. Driven beneath ground long
ago in a search for safety, a society of ponies founded the city of Umberfoal. These ponies spent almost
a thousand years frozen as stone statuettes due to a magical mishap, but now they have returned to life.
Getting to Umberfoal is no easy task, and those who go seeking it unprepared are likely to find more
than they bargained for.
The city is deep underground, far beyond the reaches of sunlight or moonlight, yet countless magic
crystals and glowing mushrooms illuminate the city streets, and they even glow stronger and weaker
in a cycle, much like the passing of day to night. Within a truly gargantuan cavern is an equally big
subterranean lake. Rising from the lake are several stone pillars, towering above the mirror-like surface of
the water. Umberfoal is built ontop of the largest of these pillars, and even has passages and buildings
entirely dug out of the rock itself. The main entrance of the city is connected to the edge of the cavern
by a magic bridge of solid light, while more conventional rope bridges link the city center to smaller
pillars of rock nearby, where yet more homes have been constructed. Umberfoal’s architecture and
surroundings make it a truly spectacular sight to see.
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SPECIAL FEATURES
The Trials of the Badlands are an ancient trio of tasks that were long ago established by the leaders
of Umberfoal to protect the secret location of their city, and test the resolve of anypony seeking to
find it. Although Umberfoal has since been discovered, anypony who completes the trials will be very
well received in Umberfoal nonetheless. The PCs might hear of the trials from the Umberfoal ponies
themselves, or from the research paper published by Professor Gully Trotter, recounting the discovery of
Umberfoal. The three trials are as follows:
1. Seek out the Wind Guardian, a great Roc that lives atop Dustmane Ridge, and gain her respect.
2. Seek out the Earth Guardian, a huge Tatzlwurm that lives in the abandoned dig site in the north of
the Badlands, and prove your courage to him.
3. Seek out the Fire Guardian, an amiable Blue Dragon called Scalio, and share in his joy by making him laugh.
The Festival of Lights is a traditional ceremony established by the Umberfoal ponies which celebrates
the founding of their city. The magic of all the ponies who live there is brought together in friendship, and
through the ceremony it powers the magical safeguards which keep the city safe from outside dangers. Since
its rediscovery and the activation of some of the emergency failsafe spells, the day of the Festival of Lights is
now the one day of each year when the door to Umberfoal opens, and outsiders can visit.
The Light of Umberfoal is an ethereal blue glow which spreads throughout the city. It is channeled
through crystals and luminescent fungi, and brings a feeling of peace and comfort to those who are
touched by it. The light has healing properties as well: whenever a creature is healed within the light,
they recover +1 additional Stamina point on top of the standard result.

LANDMARKS
Dodge Canyon is the only feasible way into the Badlands from the north, unless climbing straight over
a mountain seems feasible. Unfortunately, the cliffs on either side of the canyon are unstable, and rock
slides occur at the worst possible times. If the PCs are traveling through Dodge Canyon, they will likely
have to make a series of Body tests (Difficulty 4) to avoid some nasty bruises. Traveling to and beyond
the canyon without a wagon or some other form of transport is a fool’s errand, and such transportation
can be bought or hired from Dodge City.
The Door to Umberfoal is a massive circular slab of stone, enchanted with powerful protective magics.
It lies deep underneath Dustmane Ridge, and the end of a long and twisting series of tunnels and caves.
While the route to the door has been marked since Umberfoal’s discovery, the way through to the city
itself is only open once a year, on the day of the Festival of Lights. Those who try to force their way
through, or tamper with the door, will find themselves set upon by mechanical guardians called Pony
Golems — animated metal statues of ponies wearing armor.
The Tomevault is a great library set in the base of the rock pillar which supports Umberfoal. It is curated by the
Chief Librarian Lady Alethea, who knows more about the information contained within than anypony else. Not
only does the Tomevault house books and scrolls, but also artifacts known as Arcasts. These are special crystals
which can store information in physical form, whether that’s words, sounds, or even emotions and memories.
They are often used to store ancient lore relating to magic spells and rituals. The Arcasts are created and used
via a special magic mechanism called the ‘Crucible,’ which is instrumental in the Festival of Lights ceremony.

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NOTABLE CHARACTERS
Evenlight the Wise is the most gifted Unicorn mage in Umberfoal, having played a crucial role in its
founding as well as solving the crisis surrounding its recent rediscovery. Her vast knowledge and wisdom
can make her seem cold but she unquestionably has the city’s best interests at heart. She is one of the
most respected members of a group called ‘The Wisery,’ the ruling council of Umberfoal, along with
the Chief Librarian. It is an in-joke among the ponies of Umberfoal that Evenlight is incapable of getting
angry, as nopony has ever heard her raise her voice.
Lady Alethea is the Chief Librarian of the Tomevault, Umberfoal’s vast archives of old lore and
knowledge, and this charge is also her greatest joy due to her love of ancient things. For some time she
felt that the city had been abandoned by Equestria, forgotten to history, and so she became embroiled
in a scheme of the Spider Queen Insidira which threatened all of Umberfoal. She soon came to realize
that the Spider Queen was a foe, not a friend, and since then has worked harder than anypony else to
help Umberfoal recover. While her advanced age has slowed her body, it certainly hasn’t dulled her wit.
She is a member of the Wisery along with Evenlight, and the two are very close friends.
Captain Flashhoof is the officer in charge of the city guard, called the Duskloaks
after the dark, shadowy cloaks they wear. Most often found at the Duskloak
Barracks near the main entrance of the city, Flashhoof is a bombastic, yet
determined servant of the city. Due to the close community, actual crime is fairly
rare in Umberfoal, so Flashhoof and his guards spend much of their time resolving
the citizen’s troubles. They also garrison Capstone Fort, which defends Umberfoal
against attack from the perils of the Umber Depths, a vast cave system which
spreads beneath Umberfoal, and perhaps much further under Equestria.
Sable is a giant spider, and the oldest daughter of the former Queen Insidira.
When her mother attacked Umberfoal, Sable sided with the ponies and helped
defend the city. Since then, forgoing her claim to the throne, she has acted as an
ambassador between spiders and ponies, helping to forge a peaceful relationship
between the two. Sable is an accomplished leader who firmly believes in diplomacy
above violence at all times. Her time is split between the court of the spiders in the
Umber Depths, and engaging in discussion with the Wisery in Umberfoal.

ADVENTURE HOOKS
 Evenlight the Wise is looking for a group of adventurers to spend a whole year in Umberfoal,
as part of an exchange program that will also see a group of Umberfoal ponies living on the
surface for a year. Princess Twilight has agreed to the plan, and is seeking candidates.
 Brave ponies attempting the Trials of the Badlands have been unable to complete them,
due to the recent disappearance of the Earth Guardian, the Tatzlwurm. The other guardians
now seek assistance in finding their lost associate.

DIVE EVEN DEEPER


If you want to experience whole adventures centered around the Badlands and Umberfoal,
check out The Curse of the Statuettes, and The Festival of Lights, two official adventure
modules that take place in these locations!

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Canterlot

“The burden of keeping Canterlot safe and secure rests squarely on my shoulders. Staying
focused on the task at hand has been my top priority.”
-Shining Armor

Raised high above the ground, built upon the side of perhaps the tallest mountain in all of Equestria,
the spires of Canterlot can be seen in the distance for miles and miles. The awe-inspiring sight of this
majestic city is a familiar one to many ponies, especially those of the nearby Ponyville.
Canterlot is home to the Royal Castle, formerly the home of Celestia and Luna, and now of Princess
Twilight Sparkle. The city has long been their primary seat of power, and thus the capital of Equestria. In
fulfilling that role, Canterlot has become the site of dozens of important events including the Royal Garden
Party, the Magic Fair, the Grand Equestria Pony Summit, and perhaps most famously the Grand Galloping
Gala. Canterlot has also played host to countless other traditional ceremonies such as the Friendship
Festival, the Royal Wedding of Princess Cadance and Shining Armor, the Summer Sun Celebration, and
later the Festival of the Two Sisters. On any particular day there is bound to be an event of some kind
playing out in Canterlot. It is truly impossible to be in Canterlot and have nothing to do or see.
Having been built on the side of a mountain, the many golden, white, and purple spires of Canterlot are
spread across multiple tiers. City blocks are arranged in segments which combine to create a roughly
circular whole. Wide paved streets link rows of multistory buildings, some of which have entrances on
multiple street levels. These segments are split not only by these roads and stairways, but also by a
multitude of beautiful parks and plazas. Water running off the mountain cliffs has been channeled into
curved canals which flow around the central part of the city, occasionally passing under an elegant
arched bridge or pooling into a peaceful pond, until they ultimately cascade over the city’s limits and
into the open air beneath.

SPECIAL FEATURES
The Royal Guard are quite often seen around the streets of Canterlot. The protection of the Princesses,
their families, and their associates is the primary task of the Royal Guard, but due to the strong link
between the Royal Castle and the rest of Canterlot, these stoic guards also act as city guards for
Canterlot. They can often be found guarding gateways or places of importance, especially close to the
palace. They will generally be helpful to ponies looking for assistance, however the guards standing on
the palace gates are bound by oath not to speak to anypony until their shift is complete.
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High Society lifestyle plays quite heavily into the atmosphere and culture of Canterlot. There are plenty
of aristocratic ponies in Canterlot, some who claim to trace their family’s holdings in the city all the way
back to its founding. Many shops, restaurants, and other services in Canterlot cater to this group of
ponies, providing rare, exclusive, or gourmet experiences.

What the Compendium is trying to say here is that Canterlot is packed with plenty of
delicate ponies who don’t know anything about the outside world, and who’d probably
faint at the mere mention of living rough and wandering the wild lands of Equestria.
They’re not all bad though; some of them just need help gaining a new perspective.
Now, the Princesses, those are ponies who know how to engage in high society, but
haven’t lost sight of the real Equestria.

The Friendship Express is operated out of a transport hub in Canterlot. The base of Canterlot Mountain
has been partially hollowed out, and from within the tracks of the intrepid Friendship Express train
spread out around Equestria, linking many parts of the land with the capital. From here, for the right fee,
ponies can travel swiftly and comfortably to even the most distant locations in (and beyond) Equestria.

Friendship express journey information (departing from Canterlot)

Destination Ticket Price (per traveller) Average Travel Time


Ponyville 5 bits 30 minutes

Hollow Shades 10 bits 40 minutes

Appleloosa 15 bits 1 hour

Fillydelphia 20 bits 1 hour

Baltimare 20 bits 1 hour 10 minutes

Dodge City 20 bits 1 hour 20 minutes

Las Pegasus 25 bits 1 hour 30 minutes

Manehattan 20 bits 1 hour 30 minutes

Smokey Mountains 25 bits 1 hour 40 minutes

Vanhoover 20 bits 1 hour 45 minutes

Frozen North 25 bits 2 hours 30 minutes

Crystal Empire 25 bits 2 hours 45 minutes

Farthest Reaches 30 bits 3 hours

Rainbow Falls 30 bits 3 hours 15 minutes

Griffonstone Station* 40 bits 4 hours

*Customer Notice: Due to infrastructural restraints, Griffonstone Station is not in Griffonstone itself.
Customers traveling to Griffonstone should be prepared for a 3-4 hour hike preceding arrival at their final
destination. Thank you.

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LANDMARKS
Canterlot Castle is the grandest of all the buildings in Canterlot and fittingly so, as it’s the home and
official seat of the Princesses who rule Equestria. The castle itself is just one part of the palace holdings,
bordered by the royal sculpture garden, the hedge maze, the smaller wedding wing, and more. The
main building is equipped with several ballrooms and event halls, as well as the famous throne room,
and private quarters for the Princesses and their retinue. Access to the castle is normally only granted
by special permission from the Princess or her trusted council, however citizens of Canterlot (and wider
Equestria) are permitted into the throne room on certain days to ask for help or advice from the Princess.

The School for Gifted Unicorns is a prestigious academy which has produced numerous Unicorn
graduates with exceptional talent in the ways of magic. Students can begin their learning at almost any
age, with some prodigious ponies joining while still very young. Every aspect of magic known to ponykind
is taught at the school, from history, to theory, to practical application. Each year the school hosts a Royal
High Tea at Canterlot Castle, where attending students can meet with Princess Twilight Sparkle, who is
herself one of the school’s alumni. Ever after her formal retirement from royal duties, Celestia still takes a
great interest in the school and its pupils, and is even known to give lectures on occasion.

I myself was a student at the School for Gifted Unicorns, for a time. That is, until some
of my experimental fireworks cause a bit of a kerfuffle...anyway, if you’re interested in
the school, you should definitely check out the Canterlot Library as well. It’s completely
packed with incredible magical history and spell tomes. I’ve heard there’s even a
restricted section — accessible only to the Princess. I wonder what’s down there?

Restaurant Row is one of Canterlot’s most popular destinations. The whole street is populated with
cafés, restaurants, and eateries serving some of the finest cuisine available anywhere in Equestria. More
recently, the street’s offerings have diversified greatly, providing anything from gourmet dining to exotic
street food. The Smoked Oat, The Bake Stop, The Sizzling Stables, Delicacy Depot, and The Tasty Treat
are some of the most highly rated establishments on Restaurant Row.

The Crystal Caves are a once-forgotten system of mining tunnels and caverns beneath Canterlot,
running deep into the mountain. They were rediscovered by the changeling Queen Chrysalis during
her attempt to seize control of the city, and since then a team of geologists and archeologists have
been using archive data to reconstruct a map of the whole cave system. They are dangerous to travel,
especially alone, full of sharp rock faces and perilous chasms. Nopony yet knows what could be lurking
in the deepest parts of the mountain.

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NOTABLE CHARACTERS
Princess Twilight Sparkle has resided in the royal castle ever since her ascension to the throne following
the retirement of Princesses Celestia and Luna. She is now the ruler of all Equestria, having spent a long
time learning and gaining experience as Celestia’s prize pupil. She, more than any other pony, has come
to realize the true power of friendship, and has dedicated her life to spreading that knowledge to as
many ponies as possible. When she’s not wrapped up in royal duties, Princess Twilight often spends time
talking with her subjects, and teaching her own students about the value of friendship.

Spike the Dragon is the foremost Royal Advisor to Princess Twilight


Sparkle, and the two are lifelong friends. As a matter of pride, Spike ensures
that the Princess is able to attend to her duties undisturbed by matters of little
importance. Those seeking an audience with Twilight are most likely to meet
Spike beforehand, so that he can establish if they are trustworthy enough
to meet the princess in person. Spike also handles a lot of the royal admin,
so any letters sent to the castle will find their way into his claws before long.

Celestia and Luna are sisters and the former princesses of Equestria,
having retired from their royal duties when Princess Twilight was coronated
as the new ruler, taking their place at Canterlot Castle. Even so, the sisters
visit Canterlot fairly frequently. Both Celestia and Luna are good friends with
Princess Twilight, and are still called upon to attend royal gatherings and special
occasions in the city.

Flash Magnus is a legendary hero of Equestria, known for his near-unmatched


courage. He is one of the six ‘Pillars of Old Equestria,’ heroes from a bygone age
who were more recently rescued from a magical imprisonment that had held them
for many centuries. Since his return to the present day, Flash has put his skills as a
former cadet in the Royal Legion of Cloudsdale to use. Now he is a drill sergeant
in the Canterlot Royal Guard, training the recruits to an impeccable standard.

ADVENTURE HOOKS
 The Grand Galloping Gala is coming up, and all of Canterlot is murmuring about who might
be invited. Rumors say that Spike is the one to speak to about getting an invitation, which
has led to the unfortunate dragon being swarmed by eager ponies wherever he goes.
 A young student of the School for Gifted Unicorns has gone missing. At the same time,
magical tremors have been detected, originating deep within the Crystal Caves. Could the
two events be connected somehow?
 A new lot on Restaurant Row has recently become available, and Princess Twilight has
decided to hold a Great Equestrian Cook Off. The winner will be granted the lot for free.
 Celestia and Luna want to visit their favorite places in Canterlot without being followed by
adoring fans and paparazzi, but a rumor that they’re in the city has started to spread.
 A secret criminal group has pulled off a heist at the Canterlot Archives, but nopony is able to
figure out what was stolen, or why.

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Cloudsdale

“Give us some clouds! Give us some dale! And what do you get? Cloudsdale! Woo-hoo!”
-Cloudsdale Cheer Ponies

Floating through the open skies of Equestria, Cloudsdale is a marvel of Pegasus magic. The whole
city foundation is constructed out of solid cloud, made structurally sound by the cloud wrangling of
Pegasus ponies long ago. Although the whole city is capable of moving, generally the city hovers high
above north-western Equestria. When ponies on the ground see Cloudsdale approaching, they know
to be wary of changing weather, as much of Equestria’s weather patterns are designed and created in
Cloudsdale’s impressive weather factories.
Navigating the streets of Cloudsdale can be tricky for outsiders, especially non-Pegasus ponies. Aside
from the problem that only Pegasi can walk on clouds, the city isn’t always structured in the same way.
Sometimes, whole streets, squares, and buildings will drift to other parts of the city. Those looking to
visit are advised to hire a local guide to help with this issue.

SPECIAL FEATURES
Cloudwalking is essential for visiting Cloudsdale, as almost every inch of the city is made up of clouds.
Most Pegasus ponies are able to naturally walk on clouds, and other creatures with wings will be able
to pick it up fairly quickly, but Earth Ponies and Unicorns will need some assistance. A number of
enchantments exist which bestow cloudwalking, which can be gained through potion-brewing or spell-
casting. If a cloudwalking enchantment is used, be wary of the effect’s length, and be sure to return to
solid ground before it expires. Otherwise, floating vehicles such as hot-air balloons or airships can be
used to visit Cloudsdale.
Flying Competitions are a common sight around Cloudsdale, which is to be expected in a city full of
Pegasi ponies. All Pegasi foals take part in Flight Camp from a young age, and the best are invited to
participate in the Best Young Flyer competition, which is held once a year. Race courses can be seen all
around Cloudsdale, marked out by floating buoys or rings. The famous flight team The Wonderbolts
have represented Cloudsdale in Equestrian competitions in the past, and their legendary Wonderbolts
Academy is located not far away from Cloudsdale’s usual position.
The Source of Equestria’s Weather is primarily Cloudsdale. Certain places, such as Canterlot, have
their own weather systems, but Cloudsdale serves most Equestrian towns by flying over them and
creating seasonal weather at certain times each year. The Pegasus cloud wrangling is used not only to
move the whole city, but to create weather in the weather factories, and distribute it to each town.
Gathering Water for Cloudsdale is a monumental task that takes place once a year. Without a source of
water, Cloudsdale would be unable to generate rain clouds or snow. To gather that water, a different town is
selected as the source of the delivery each year. All the Pegasi who live in the chosen town must join in the
group effort to funnel water from local reservoirs by creating a massive tornado to suck it up to Cloudsdale.
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LANDMARKS
The Weather Factories are perhaps Cloudsdale’s most defining landmark. Several factories make up
one tremendous facility, responsible for producing almost all of Equestria’s weather. Separate wings are
dedicated to different weather types, such as snow and snowflakes, rain clouds, rainbows, and the most
dangerous products: storm clouds and lightning. Lightning bolts are stored in bottles, and fused with black
clouds in a very delicate procedure that only the most experienced weather ponies can do successfully.
The Cloudeseum is the largest arena in Cloudsdale. It is the venue for many sporting events throughout
the year, including the Best Young Flyer competition. It is located a little way away from the main city to
allow for longer and more complex flight courses to be built around it.

Sure, the Cloudeseum is great for sports, but did you know the Cloudsdale Opera
plays there once a month as well? Not all Pegasus ponies are racers by nature.

NOTABLE CHARACTERS
The Wonderbolts are a very famous and celebrated flight team who
represent Cloudsdale in Equestrian flight competitions. Members of the
Wonderbolts regularly act as celebrity judges at sporting events like the
Best Young Flyer Competition, and even host their own internal event,
the Wonderbolts Derby, which tours Equestria bringing in big crowds. The
Wonderbolts have a long and storied history, and beyond their reputation
as sportsponies, they have acted as an emergency aerial response team for
Equestria in times of crisis. The most famous members of the Wonderbolts
are the captain, Spitfire, and her two best flyers, Soarin and Fleetfoot, along with
renowned hero of Equestria Rainbow Dash.
Bow Hothoof and Windy Whistles are the parents of Rainbow Dash, and
contenders for the role of her biggest fans. They never miss a Cloudsdale Wonderbolts
show, and will take any opportunity to cheer on their daughter. Anypony who claims to
be a fan of Rainbow Dash will be very well received at Bow and Windy’s home.

ADVENTURE HOOKS
 An illness has spread throughout the workers at the weather factory, leaving very few ponies
to operate it and produce the weather. The foreman of the factory is seeking emergency help
from anypony he can find.
 As Cloudsdale delivers the changing seasons to different towns around Equestria, an
argument erupts in Appleloosa between a group of ponies who wish to petition Cloudsdale
for more rainfall, and others who believe things should remain the way they are.
 A young Pegasus filly is looking for help as she prepares to enter the Best Young Flyer
Competition, as her flying skills are unfortunately lacking.

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Crystal Empire

“I don’t do ‘ours’. I only do mine. I will take back the Crystal Empire on my own, and I will
destroy any pony who gets in my way!”
-King Sombra

The Crystal Empire has a long and troubled history. More than a thousand years ago, the budding
Crystal Empire was ruled by the Princess Amore, the first in a very short line of rulers. Amore’s rule
came to an end when one of her subjects, a young Unicorn named Sombra, betrayed and defeated her.
Sombra was turned to a destiny of darkness, and he came to covet the magic Crystal Heart, an artifact
that sits at the center of the Empire. Using his magic to subdue the Crystal Ponies, Sombra ruled as their
King. A young Celestia and Luna set out to defeat him, banishing him to the desolate Frozen North, but
not before Sombra laid one final curse upon the Empire, causing it to vanish into thin air.
For a thousand years the Crystal Empire was lost to Equestria, nothing more than a memory. Even
now, nopony knows what really happened to it, but one day the Crystal Empire returned to its original
position in the far north of Equestria. A distant descendant of Amore, Princess Cadance, was formally
made the Empire’s new ruler after helping to prevent the return of Sombra. Since then Princess Cadance
and her husband Shining Armor have had their work cut out for them helping the Crystal Empire to
reintegrate with Equestria. Since the Empire’s return, the hearts of the crystal ponies have once again
been filled with hope and love, and their future looks bright.

The tale of King Sombra’s ruthless reign shows just how quickly things can spiral out of
control when darkness is left to fester within somepony’s heart. Even now, is Sombra truly
beyond the realm of goodness? He was defeated in the siege of Canterlot, but I’ve heard
some rumors — ponies who claim to have seen him wandering the far corners of the
continent. I doubt they’re true, but it makes me wonder how differently his life might have
turned out, under different circumstances.

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SPECIAL FEATURES
The Crystal Heart is truly at the center of life in the Crystal Empire, both figuratively and literally. The heart
is a magic crystal able to channel tremendous amounts of magic generated by all the ponies of the Empire.
It is held on a pedestal in the central square of the Empire, beneath the Crystal Castle. When the hearts of
the Crystal Ponies are filled with love, hope, and unity, the Crystal Heart uses those positive feelings to fill
the Empire with a special type of magic which keeps out the freezing storms of the north, and also gives
the Crystal Ponies their spectacular lustrous appearance. Without the Crystal Heart, the ponies become
miserable and weary, and the whole Empire is in danger of being overrun by the Frozen North.
The Crystal Faire is a critically important annual event during which the Crystal Ponies all come
together to celebrate. Renewing the spirit of love and harmony in their hearts, the ponies are about to
charge the Crystal Heart and ensure that its magical protections remain strong. The Crystal Heart itself is
the most important part of the faire, but there are plenty of other attractions which help to lift the spirits
of the Crystal Ponies, such as carnival games, food stalls serving the finest Crystal Empire delicacies,
novelty hats, a petting zoo (with tiny ewes), and even a jousting competition. During the fair, both the
Crystal Ponies and the Crystal Heart give off beautiful magical light, so it can be a spectacular occasion.
This is also the only time of the year that other creatures can be affected by the heart’s magic, becoming
shiny and crystal themselves!

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LANDMARKS
The Crystal Castle is a towering structure of crystal architecture positioned in the very center of the
Empire. The main promenades spread out from the base of the castle, with the inner city arranged in an
angular snowflake pattern with the castle at its heart. The castle is visible from every part of the Empire,
and through it the magic and light from the Crystal Heart is channeled. From the top of the castle’s
tallest spire, a magic barrier is projected, which keeps the Empire’s city and farmlands safe from the
harsh conditions outside. The castle interior is populated with a number of gathering and event halls,
Princess Cadance’s throne room, and private quarters for the castle residents. This is the current home of
Princess Cadance, Shining Armor, and their daughter Princess Flurry Heart.
The Empire Library is a grand structure near the castle, accessible to the public. It contains a wealth of
knowledge from the Crystal Empire’s history, and more recently the librarian Amethyst Maresbury has been
leading a huge knowledge exchange program, sharing the Empire’s archives with that of wider Equestria,
and in return filling her library with history and lore from the past thousand years, and the present day.

Oh I just adore the Crystal Empire! I think once all this adventuring is done, I
could quite happily settle down there. By the way, not many ponies know this, but
there’s actually a second library in the Crystal Empire. It’s inside the castle, and only
accessible to those who have permission from the Princess! It contains magic scrolls
and books detailing how the magic of the Crystal Heart works, as well as plenty of
other things. I hear it also has a basement level containing knowledge of dark magic,
the sort of thing King Sombra used. For that reason, it’s very well protected.

The Equestria Games Stadium is one of the largest structures in the Crystal Empire. It’s on the outskirts
of the city, and was one of the first major development projects completed under the rule of Princess
Cadance and Shining Armor. It was built especially to host the Equestria Games, the foremost sporting
contest in Equestria. The stadium can seat huge numbers of ponies, more than all the residents of the
Empire put together! Nowadays it is used for all sorts of competitions, races, and arena shows.
The Crystal Spahouse is notable, as it’s one of Princess Cadance’s preferred destinations, whenever she
gets time off from parenting and ruling the Empire. The proprietor of the spahouse is a Crystal Earth
Pony named Serene Glow. He takes pride in offering guests a totally calming experience. The premium
service offered here is a crystal mud bath, which relaxes the body and rejuvenates the coat.

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NOTABLE CHARACTERS
Princess Cadance, otherwise known as Mi Amore Cadenza, is the ruler of the Crystal Empire, having
inherited the throne after the Empire returned and Sombra was defeated. She is descended from the
first ruler of the Empire, Princess Amore, though very distantly. Cadance is a firm but gentle ruler. Her
determination and sheer force of will are clear to see, considering she not only rules the Crystal Empire,
but also raises her young daughter Flurry Heart (with the help of Shining Armor) at the same time.
Prince Shining Armor, formerly captain of the Canterlot Royal Guard, was appointed his new title upon
his marriage to Princess Cadance. Together, the two of them were sent to rule the Crystal Empire under
direction from Celestia and Luna. He’s a stout and loyal protector of his subjects, and spends much of
his time seeing to the defenses of the Crystal Empire, ensuring there are no weaknesses that could be
exploited by nefarious forces. The rest of his time is spent struggling to keep his daughter Flurry Heart
from getting into trouble.
Mistmane is a powerful Unicorn mage
and a legendary figure in Equestria,
known as one of the six ‘Pillars of Old
Equestria,’ heroic figures who saved
Equestria from evil long ago. More
recently, Mistmane and the other
Pillars were rescued from a centuries
long magical imprisonment, and since
then Mistmane has done what she
can to fit into modern life. Currently
she acts as the Royal Landscaper for
Princess Cadance and Shining Armor,
overseeing new developments in
the Empire, and spreading beauty
wherever she can.

ADVENTURE HOOKS
 An elderly gardener discovers what she believes to be an unusual plant growing in her garden,
which turns out to be made of black, shadowy crystal. With the rumor, panic spreads.
 Unsettling graffiti has started appearing all over the Crystal Empire, featuring a black horn
and the words ‘SOMBRA LIVES.’ Nopony knows who’s behind it.
 The Crystal Faire is approaching, but a couple of the traditional jousting knights have
decided to retire, and Shining Armor is looking for candidates to replace them.
 Serene Glow from the Crystal Spahouse has developed a moisturising cream that leaves
anypony who uses it sparkling as if they were a Crystal Pony, even outside of the Empire! He
prepares to mass market the miracle product to the whole of Equestria, but some Crystal
Ponies believe that a cultural aspect of their society shouldn’t be sold to others.
 Mistmane is designing a new park, and she wants the centerpiece to be a statue of Princess
Twilight, to celebrate her coronation. To create the statue, she needs somepony to travel to a
crystal field near Mount Everhoof and retrieve a crystal shard big enough for the job.

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Dragon’s Lair

“Starlight will love it in the Dragon Lands. In her letters, Ember said dragons do a lot of fun
things. The Feast of Fire, the Dragon Bowl, Claw-chella.”
-Twilight Sparkle

Dragon’s Lair, also known as the Dragon Lands or the Dragon Isles are, as the name suggests, populated
with Dragons of all shapes and sizes, under the rule of their Dragonlord. Currently, the rulership of
the dragons belongs to Dragonlord Ember, the daughter of the previous Dragonlord Torch. Though
Ember is Torch’s daughter, the title of Dragonlord is not passed down within the family, but won through
competition. Most recently, the Gauntlet of Fire was used to determine the leader, during which Ember
retrieved the Bloodstone Scepter from a nearby ‘Flame-cano.’
Much like dragon society, the dragon lands are harsh, unforgiving, and dangerous. From the island
region, dragons fly over the open ocean to Equestria, north to Griffonstone, or south to the Kirin Grove.
Happily the dragons have had good relations with ponies and their other neighbours in recent times, so
traveling dragons tend to be visiting friends (a concept they are still learning to understand), or trading.

LANDMARKS
The Parliament of the Dragons is a rocky area in the heart of the dragon lands. It is not usually visited,
unless the Dragonlord demands attendance. When this happens, all dragons under the lord’s rule begin
to glow brightly, and will continue to do so until the Dragonlord’s call is answered. At the center of the
parliament is a great stone plinth, upon which the Dragonlord sits to address her subjects. While dragons
are typically obstinate and reckless, they will almost always follow the commands of the Dragonlord.
The Flame-cano is a highly active volcano near the parliament of the dragons. It has previously been
used as a natural obstacle course course during the Gauntlet of Fire, as it contains open lava pits, caves
and tunnels on the brink of collapse, and jets of superheated steam. Dragonlord Ember has since used
the Flame-cano gauntlet as a way to resolve other issues among her subjects.
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NOTABLE CHARACTERS
Dragonlord Ember is the current ruler of the dragons in and around Equestria. As the daughter of
the former Dragonlord, she feels great pressure to live up to his reputation as a fierce and determined
leader. Despite this, Ember values her intelligence, and disapproves of dragons who only respect
strength and size. She has been involved in a number of friendship events, creating a stronger bond
between dragons and ponies.

Dragonlord Ember acts tough, but I think she’s a big old softy on the inside. When
I met her, she gave me a big hug after saying goodbye. It was a bit awkward — but
still, a hug! Not many dragons do that!

Torch is the former


Dragonlord, and a creature of
immense stature and power.
He has always respected the
traditional values of dragons:
strength, size, ferocity, and
determination. Even so, he
respects his daughter’s right
to rule, and recognises that
his way is not the only way
to rule. While he was initially
loath to give up his crown, he
has found his retirement more
enjoyable than expected and
has used his newfound free
time to take up sculpting.

ADVENTURE HOOKS
 Having visited Equestria many times, Dragonlord Ember wants to return the favor — by
having a group of ponies visit Dragon Lands and compete in a gauntlet. The prize for victory
is a bloodstone circlet, proof of worthiness to any dragon who sees it.
 Rumors reach Equestria of a rival faction of dragons who are unhappy with the dragons
engaging in friendship with the ponies, and who plan to depose Dragonlord Ember and
seize control of all dragons.

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Everfree Forest

“The Everfree forest just ain’t natural.”


-Applejack

Ponyfolk say the Everfree Forest isn’t natural. Plants and animals live and grow without pony supervision.
The weather changes by itself, and the gnarled trees are older than anypony can remember. Some ponies
say the trees have grown so old they’ve learned how to talk to one another, and perhaps even move.
The Everfree Forest is a stark contrast to the quiet town of Ponyville, which it borders almost directly.
Fillies and colts in Ponyville grow up being told cautionary tales of ponies who go wandering into
Everfree, never to be seen again. Many of these stories are purely fictional, made up to keep the foals
out of danger — but some of them are real. Tales circulate of black constrictor vines, lurking cragadiles
beneath the stagnant pools, and ancient magic curses that trap you in the forest forever. Those stories
give the grownups nightmares, let alone the little ones.

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SPECIAL FEATURES
Monsters lurk in every cave and corner of the Everfree Forest. A vast diversity of magical beasts and
creatures, many of which are unknown to the wider land of Equestria, live out isolated lives far from
pony society. Not all of these creatures are hostile, but most can be very dangerous if they have
cause to be. Unfortunately for anypony wandering the forest, sometimes ‘trespassing’ is all the cause
needed for a monster to get angry. Some of the most feared monsters known to live in the Everfree
Forest are the rock-scaled cragadile (a reptile that captures prey by staying perfectly still to look like
a boulder), the timberwolves (bestial constructs made of cursed wood from fallen Everfree trees), the
cockatrice (half-bird, half-lizard monsters with a petrifying stare), and most of all the huge Ursa Minor
(a cosmic bear possessing immense strength and size). The presence of an Ursa Minor in Everfree has
academics speculating that an Ursa Major must exist somewhere deep in the forest as well, but nopony
is particularly keen to test that theory.

If you’re heading into the Everfree Forest, I highly recommend first thoroughly
reading Parchy Mustment’s Bestiary of Equestria. You do NOT want to find yourself
face to face with a timberwolf alpha without having done your homework!

Peculiar Plantlife is even more abundant in the Everfree Forest than monsters! Aside from the uniquely
gloomy trees, there are hundreds, possibly thousands, of different types of shrub, flower, and roots
growing in the forest, more than anypony has ever been able to catalog. Many of these flowers can be
used to create medicines for various afflictions, but others have the opposite effect. Two flowers in-
particular are known to be worth avoiding: the Swamp Fever flower, and the Poison Joke flower:
 The Swamp Fever flower, named for the disease it spreads, is a blue flower with orange spots.
Unsurprisingly, it grows on trees around swampy pools in the Everfree Forest. The flower produces
clouds of spores which, if inhaled, lead to a nasty series of symptoms in the afflicted pony. It starts
with orange spots appearing all over the body, followed by coughing bubbles, schock-sneezes, and
eventual transformation of the pony’s body into a Swamp Fever tree. Swamp Fever can be cured
only by eating the honey of the Flash Bee.
 Poison Joke is superficially similar, being a blue flower, but it has no spots and it grows directly
out of the ground. Contact with the flower causes the afflicted pony to suffer brutal and repeated
humiliation, which is magically catered to their innate flaws. For example, a pony who hates being
the center of attention might suddenly start glowing as if lit up by a spotlight wherever she goes.
Poison Joke poisoning can be cured with a herbal remedy, detailed in the book Supernaturals:
Natural Remedies and Cure-Alls That Are Simply Super.

Poison Joke is no laughing matter. It made me trip and fall all over the place.
Somehow I managed to stumble into every dropped banana peel and upturned
rake in Equestria. Funny thing though, when the Poison Joke got Thrilly Filly it just
improved her sense of direction. Oh, by the way, the herbal cure is best dropped into
a steaming bath, but in a pinch it can be crushed up and inhaled as well.

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LANDMARKS
The Castle of the Two Sisters is an old ruin that lies close to the heart of the Everfree Forest. It was
once inhabited by the Princesses Celestia and Luna, in the earlier days of their reign. It was destroyed
during the tragic events of one thousand years ago, which led to Celestia banishing her sister into
the moon. Even when Luna was returned to her true form, the sisters decided to continue ruling from
Canterlot, now the capital of Equestria, rather than rebuild their old home. The room has dozens of
different chambers, halls, and corridors, all of which are rigged with traps, secret passages, and hidden
features. The old royal library still contains a great number of books and scrolls left behind after the
castle’s destruction. Princess Twilight has personally been reading, cataloging, and restoring every single
book in the library — a process which is likely to take another thousand years.
The Tree of Harmony is a magic, glowing tree planted ages ago by the Pillars of Old Equestria. It was
entrusted with the protection of the Elements of Harmony until they found their new bearers. The tree was
destroyed along with the elements during an attack by King Sombra, however a young group of Princess
Twilight’s students were able to help restore its power. The tree then grew up from its cave below the
Castle of the Two Sisters, and into the main courtyard, where it now resides in the form of an elegant white
treehouse. It is a place of harmony, where ponies who are pure of heart can find peace and serenity.
The Mirror Pool is the subject of an old Equestrian fairy tale, in which a young mare uses the waters
of the pool to create magical duplicates of herself. The legend was proven to be true when Pinkie Pie
discovered the pool and incontrovertibly demonstrated its powers. Since then, knowing of its great
power, Princess Twilight has kept the location of the pool secret to all but a trusted few, and would
soon be alerted should anypony use the pool without her permission. To use the pool, one only has to
approach and say these magic words:

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Cras ultricies ac dui a dignissim.
Maecenas placerat faucibus iaculis. Suspendisse tortor sem, fermentum quis quam non, interdum
molestie magna. Praesent.

I’m sorry, this information has been redacted by royal decree. Trust me, it’s for your
own good.

NOTABLE CHARACTERS
Zecora is a Zebra, and one of the only known residents of the Everfree Forest. Her hut is in a dense
thicket, not too far from the edge of the forest near Ponyville. She is a talented herbalist, and has come
to the aid of many Ponyville citizens who were suffering with illnesses. She generally prefers to keep to
herself, living a quiet life, but should somepony come looking for help, as long as they’re well mannered,
Zecora is likely to oblige.
Maud Pie is a peculiar pony with a great love of rocks. She lives in a grotto next to a waterfall, which is
not far from the hidden location of the Mirror Pool. If somepony is looking for one of Equestria’s finest
geologists, Maud is the pony to talk to. For non-rock related enquiries, this compendium recommends
checking elsewhere.

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ADVENTURE HOOKS
 Rumours have spread that somepony has snuck into the hidden Mirror Pool and used it to
make dozens of copies of themselves. Whether this pony is just looking for mischief, or has
more villainous intentions, remains to be seen.
 Zecora has discovered an unusual flower in the forest, and is looking for ponies to help her
test it’s potential effects. She ensures the safety of all volunteers with middling certainty.
 The Tree of Harmony appears in the dreams of a party of adventurers, calling them to visit it
deep within the Everfree Forest. It needs them to fix an imbalance in the elements..
 An ambitious scientist from Canterlot University is planning an expedition into the Everfree
Forest in an attempt to discover the Ursa Major. A group of ponies from Ponyville are
desperately protesting against the expedition for fear of it angering the beast.

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Forbidden Jungle

“Curse you Daring Do!”


-Ahuizotl

The Forbidden Jungle is a remote and rarely traveled part of southern Equestria. It’s distant location and
lack of pony inhabitants could even classify it as beyond the true borders of Equestria. In any case, along
with the Badlands and Arimaspi Territory, it makes up an area known as the ‘Mysterious South.’ The name
‘Forbidden Jungle’ comes from legends and rumors that deep within the densest part of the jungle lies a
hidden valley full of ancient stone temples. The temples are said to be guarded by a terrible monster who
will not suffer any trespassers. These rumors keep away all but the most tenacious explorers.

LANDMARKS
The Hidden Valley is a real place, protected by the so-called ‘monster,’ in-fact a temple guardian called
Ahuizotl. Stories of the hidden valley appeared in the Daring Do books by A.K. Yearling; what nopony
knew was that Yearling was in-fact Daring Do herself. Ahuizotl and Daring Do clashed many times, until
the truth of Ahuizotl’s role became clear. The many artifacts within the hidden valley’s temples were his
charge, and he was simply fulfilling his role to protect them. The truth is still hidden to most, however
after Ahuizotl and Daring Do came to understand one another, they started working together to keep
the hidden valley safe from artifact thieves.

NOTABLE CHARACTERS
Ahuizotl is a mysterious creature who acts as a temple guardian for the many artifacts kept within the
temples of the hidden valley. Since realising that fighting was not the best method of doing this, he
has become a well-liked writer, sharing his side of the story with the Equestrian public, in an attempt to
discourage anypony looking to steal from the temples.
Daring Do, known to most as A.K. Yearling, is a world-class adventurer and successful author of the
Daring Do books. She travels the Forbidden Jungle more than any other pony, and knows the best
routes through the dense, twisting trees. These days, she helps Ahuizotl protect his artifacts by deterring
temple robbers who make it close to the hidden valley.

ADVENTURE HOOKS
• Rumours are spreading that Daring Do is real, so she and Ahuizotl are planning a way to fake
a new adventure in an attempt to prove that it’s all fiction, and they need help.
• A new archeological expedition threatens the secrecy of the hidden valley.

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Frozen North

“I see a cold wind blowing through, I see days neither fun nor free
I see a future caused by you, I see a path not meant to be.”

The Frozen North is an expansive snow-covered wasteland that stretches for miles and miles north
of Equestria. For almost a thousand years it was more or less untraveled by anypony, until the Crystal
Empire reappeared right in the middle of it. Since then, the old rail line that runs into the wastes has
been reestablished as a way of connecting the Empire and Canterlot, yet even now few ponies wander
far into the Frozen North.
Bounded by the Crystal Mountains to the south, and Mount Everhoof to the north, most of the land
which makes up the Frozen North is barren, flat plains of snow and ice, but here and there are caves,
crags, and hidden gorges leading into the mountain ranges. In those places where the freezing cold
keeps everypony away, secrets long forgotten by Equestria lurk.

SPECIAL FEATURES
The Arctic Wastes run for miles and miles, far beyond the knowledge of almost anypony in Equestria.
What many have forgotten is that this frozen expanse was once used as a prison for monsters and beings
of terrible power. Much like Tartarus, but without the attentive service of Cerberus, the wastes were used
by former Princesses Celestia and Luna as a place to banish villainous creatures, including King Sombra.
Even before that, Princess Amore and the mages of the Crystal Empire used it for the same purpose,
but all records of these banishments were lost when the Crystal Empire was taken over by Sombra. Now,
nopony knows what truly waits out in the cold, just waiting for the right opportunity to come back.

ADVENTURE HOOKS
• On a routine journey from Canterlot to the Crystal Empire, the Friendship Express comes to
an emergency stop in the middle of the icy wastes. All the lights go out, and the drivers are
nowhere to be found. Everypony on board gets the feeling they are being watched.
• On his travels, Star Swirl the Bearded has discovered a page of the old records which tell of
the banishment of a terrible monster into the Frozen Wastes. The old wizard has reason to
believe the Crystal Empire, and all of Equestria, could soon be in terrible danger.

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Griffonstone

“ Legend says the Idol of Boreas was made from the dust of golden sunsets, blown across the
mountains by the north winds.”
-Twilight Sparkle

While the Griffons of Griffonstone consider themselves to be outside of Equestria, relations between
them and the ponies have improved dramatically in recent years. This is in no small part due to the
work of Princess Twilight, her friends, and the School of Friendship, which has attracted a number of
Griffon students. Griffonstone was in a very poor state after a long period of decline, however with help
from Equestria, the kingdom has made a great recovery, and now shares in the magic of friendship
with ponies and other folk. The renovation of Griffonstone has restored its impressive looks. Atop a
tall mountain range east of Equestria is an equally great old tree, where the Griffon’s nest like homes
surround the towering castle of Griffonstone. Although there is no longer a Griffon King or Queen, the
castle, and the kingdom, embody the impressive nobility of their long history.

SPECIAL FEATURES
The Idol of Boreas was a beloved treasure in the old kingdom of Griffonstone. It was believed to have
come from a northern land, beyond the Hyperborean Mountains. Some legends say it belonged to a
great white ice dragon called Boreas. Under the reign of King Grover, who united all griffons under one
authority, the Idol of Boreas became a symbol of their wealth and power. The idol became so ingrained
into Griffon society that their proud kingdom fell into despair when a monster known as Arimaspi stole
it. After many generations, the Idol of Boreas was recently rediscovered by Pinkie Pie, Rainbow Dash,
and Gilda, however the Griffon realized that the idol was insignificant next to the power of friendship.
Now the idol is recounted as part of a cautionary tale that the Griffons tell to warn of the dangers of
arrogance, greed, and selfishness.
Boffyball has recently become a popular pastime in Griffonstone. It’s a high-intensity sport involving two
teams, each with their own ‘ball,’ which is, in fact, a creature called a Boffypuff who is considered part
of the team. Strategies involve either keeping the opponent’s ball away from them, or protecting your
own ball and ensuring it gets across the goal line. Griffonstone has its own Boffyball Stadium to host
tournaments of this unusual game.
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LANDMARKS
Castle Griffonstone sits high atop the great tree trunk that supports the kingdom. Within the castle’s
halls are historical records of every ruler to sit on the throne from the first, King Grover, to the last,
King Guto. These days the throne lies empty, but the castle is used for community events, bake sales,
and kingdom council meetings. It has also become a popular tourist attraction for ponies visiting from
Equestria, and even has some dormitory space to host travelers.
The Abysmal Abyss is a suitably named chasm just outside of Griffonstone. The legend of Arimaspi
tells that the beast fell into the abyss while attempting to escape with the Idol of Boreas. An impromptu
expedition by Rainbow Dash proved the legend to be true, and also proved that the Abysmal Abyss is
far too dangerous for anypony to explore. Wind Speed in the chasm is whipped up to gale force, and it
gets so dark near the bottom that it's almost impossible to see anything. What lurks in the abyss? That’s
a question that nopony has been brave enough to answer so far.

Now don’t get any ideas! I’M going to be the first pony ever to reach the bottom of
the Abysmal Abyss. Just as soon as I can convince Brandy and Oaky to come with
me. I reckon with a system of weights, pulleys, and harnesses, I’d be able to get
down there...wait, forget you read that!

NOTABLE CHARACTERS
Gilda was involved in the rediscovery of the lost Idol of Boreas some time ago. It was
Gilda who chose to save her friends Pinkie Pie and Rainbow Dash, rather than take
back the idol. In doing so, Gilda lost the idol forever, but learned how powerful
friendship can be. With her help, the Griffons have rebuilt Griffonstone on a
foundation of friendship and positivity. In the process, she’s become one
of the most welcoming griffons you could hope to meet.
Grampa Gruff is, as far as this Compendium could establish, not actually
anypony’s grandfather. He is a somewhat cantankerous fellow who
never stops talking about how much better things were in the old days
of the kingdom, before Arimaspi came. Despite this, the recent changes
in Griffonstone society has cheered him up a bit. He is Gallus the Griffon’s
guardian, and agreed to let the young Griffon attend the School of Friendship.

ADVENTURE HOOKS
• Some traditionalist Griffons want to explore the depths of the Abysmal Abyss to search for the
idol, however others believe the idol will only bring misfortune upon them even if it is found.
• Gilda wants to make Boffyball more popular in Equestria, so is looking for some ponies to
form a team to take part in an international tournament.

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Manehattan & other cities

“That is what makes Manehattan so splendid and amazing: you do something nice for
somepony, and then you never know when they’ll do something nice for you.”
-Rarity

Manehattan is perhaps the busiest city in Equestria. The bustling urban center is built on an extensively
developed island just off Equestria’s east coast, linked with the mainland by a railway bridge which
the Friendship Express runs along. While Canterlot is the capital, Manehattan has drawn the attention
of ponies from all over Equestria. It’s the most modern city in the land, and is on the cutting edge of
fashion, retail, and entertainment.
Even for those who live in the more traditional towns and cities of Equestria, Manehattan is a highly
popular destination for holidays, weekend getaways, weddings, and more. The city is packed with
hotels to accommodate these tourists, and it’s well connected via the Friendship Express and the many
sailing ships that dock in the Manehattan harbor. Not everypony is enamored with this city though, and
particularly those ponies who prefer a peaceful, rural life will find Manehattan something of a nightmare.

I’m not an easily shaken pony. I can get on fine most anywhere, but I just don’t
understand why anypony would want to live in a place like Manehattan. It’s loud,
crowded, and cold. Ponies don’t even talk to one another on the street! Even so,
walking along Saddle Row, it’s impossible to deny the talent and creativity on display.

LANDMARKS
Saddle Row is the premiere destination for ponies interested in fashion, whether as customers or
designers. Here the latest styles are displayed, and garments designed by fashion’s brightest minds
are lined up next to each other from one boutique to the next. Among the plethora of Manehattan
born and bred designers, a branch of Rarity’s own boutiques, called ‘Rarity For You,’ has drawn a great
deal of attention. With Equestria’s finest fashionistas gathering in Saddle Row, this is a place of fierce
competition for anypony willing to try and make it in the world of fashion.
Bridleway is Manehattan’s main theatre district, featuring more than two dozen theatres, big and small,
where you can catch the latest musicals (or old favorites) up to three times a day! See all the biggest
shows like Hinny of the Hills, Trot of Ages, and The Book of Maremon, and there’s plenty of high quality
restaurants nearby, so showgoers can dine in style before the performance. Aspiring singers, dancers,
and actors of all kinds dream of performing on Bridleway!

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NOTABLE CHARACTERS
Babs Seed is a young Earth Pony filly who lives in Manehattan. After spending some time with her cousin Apple
Bloom in Ponyville, Babs was initiated into the Cutie Mark Crusaders (CMC), a club dedicated to discovering the
members’ cutie marks. Despite since earning her own cutie mark since, Babs continues to lead the Manehattan
branch of the CMC, aiming to help other blank-flank foals discover their personal talents, and their cutie marks.
Countess Coloratura, or just Coloratura (or even just ‘Rara’ to her closest friends) is a pop icon and a
beloved performer. She has done several tours of Equestria performing her hit songs, but when she’s not on
the road, she usually returns to her home in Manehattan. She sometimes takes part in special performances,
or small venue shows throughout the city. She has put a lot of work into supporting charities across Equestria,
and in particular Coloratura loves to meet school foals, particularly those with creative aspirations.
Miss Pommel is a hardworking young mare who is currently the head salespony at Rarity For You. Not only in
charge of handling sales operations, Miss Pommel also applies her talent at design and dressmaking to filling
the boutique with quality clothing. Aside from her career in fashion, Miss Pommel is a lover of the theatre,
and has been involved in a number of stage events including the Midsummer Theatre Revival. There’s a good
chance of meeting Miss Pommel if one is engaged with the many creative pursuits available in Manehattan.

ADVENTURE HOOKS
• Miss Pommel is trying to write a new historical musical to be performed at a special celebration of
Manehattan culture on Bridleway, and she’s looking for some ponies to help write the songs.
• Babs Seed overheard her Aunt talking about the possibility of moving out of Manehattan for
somewhere quieter, and now she’s worried about having to leave behind her friends, and her
place in the Manehattan CMC.
• A passenger ship sailing from the Griffish Isles to Manehattan has become lost at sea during a
storm, and a search and rescue mission is being mounted by local authorities.
• Buried Lede, the editor-in-chief of a Manehattan newspaper, is looking to run a story on a new
vigilante who’s been fighting crime on the streets, but first he needs pictures.

OTHER CITIES
It’s easy to see how an old, traditional city like Canterlot is different from the ultra-modern Manehattan,
but what about other cities? How do they feel different from one another? Below are some examples of
different cities, focusing on the key things that make them feel different from one another:
Las Pegasus is known for its wild parties — it’s a popular holiday destination for ponies looking to have
a crazy time! What makes Las Pegasus unique is the bright colors, flashing lights, spectacular plazas and
fountains, and luxury hotels.
Vanhoover is a relatively quiet city in the north west of Equestria. It’s known to have cold temperatures,
and it’s surrounded by wilderness and mountains, so it’s a popular spot for hikers, campers, and explorers.
Vanhoover’s relatively remote location makes its atmosphere very different to that of other cities.
Fillydelphia and Baltimare are quite close to one another, and are both modern, dense, urban areas,
full of cement roads and skyscrapers. Baltimore is famous for its cuisine and its old town district,
where the history of the city is clearly visible. Meanwhile Fillydelphia is known for its thriving Dragon
population, a community that lives alongside ponies in harmony.
If you want to read more about cities see page 78 and read the ‘Adventures in Cities’ section.
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Ponyville

“My dear Twilight, there is more to a young pony’s life than studying, so I’m sending you to
supervise the preparations for the Summer Sun Celebration in this year’s location: Ponyville.
And, I have an even more essential task for you to complete: make some friends!”
-Princess Celestia

Once a quiet and unassuming town, Ponyville became well known as the residence of Princess Twilight
Sparkle before she took the throne in Canterlot, and for its associated habit of being attacked by monsters
and villains of great power. Truthfully, the town is still peaceful most of the time, and has attracted an ever
increasing number of residents because of its rustic charm, and more recently the newly founded School of
Friendship, attracting ponies and non-ponies from all over Equestria and beyond.
Ponyville has been so involved in Equestria’s recent history, it is difficult to summarise all there is to know
about the town and its residents without leaving something out! Those wishing to experience the quaint and
pleasant town of Ponyville will enjoy the great range of shops and entertainments available: book shops,
cafés, and clothes shops are scattered throughout the town, including the ever popular Carousel Boutique,
the flagship store of Rarity’s fashion empire. Eager visitors can also find a Hay Burger restaurant, bowling
alley, and spahouse for a full day’s entertainment. Others will be more attracted to the significant outreach
and education programs run out of the School of Friendship, a grand achievement accomplished by Princess
Twilight and many other ponies working together for the cause of friendship and unity.

SPECIAL FEATURES
The Ponyville Days Festival is a special occasion in Ponyville, celebrating the town’s founding. Ponyville
is a relatively young settlement, having grown from nothing within living memory. While the town was
founded by Earth Ponies, it has become a crossroads for many types of creatures. To honor this, every
year a different ‘Pony of Ceremonies’ is selected for the Ponyville Days Festival. Their responsibility is to
suggest and oversee events, activities, and attractions for the festival, meaning it can be a very different
experience every year, depending on the pony in charge!
Winter-Wrap Up is another tradition dating back to Ponyville’s founding, and unlike the Ponyville Days
Festival, this event has remained entirely unchanged in all that time. Respecting the Earth Pony founders
of Ponyville, no Unicorn magic is permitted to be used during Winter-Wrap Up. The ponies of the
town come together for a big ‘spring clean,’ clearing away the snow and ice of winter, and preparing
the plants and animals for the coming spring. The effort is managed by an ‘All-team Organizer,’ while
everypony else is split up into either the Weather Team (in charge of scoring ice on frozen lakes, and
clearing away the winter clouds), the Animal Team (in charge of preparing nests for migratory birds and
waking up burrowing animals from hibernation), or the Plant Team (in charge of clearing snow from fields
and revitalizing chilled vegetation).
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I can understand respecting tradition to a degree, but wouldn’t it make so much
more sense to integrate Unicorn magic into the Winter-Wrap Up? It’s not like Pegasi
are prevented from flying while they help out. It’s possible to respect tradition while
accepting change at the same time.

You’re off the mark there Firebrand. It’s not about how easy or hard it is. It’s about
understanding. In the past Unicorns, Earth Ponies, and Pegasi were divided because
they didn’t understand one another. Winter-Wrap Up is one of the ways Unicorns can
learn about the traditional Earth Pony and Pegasus ways of doing things. There are
plenty of occasions when the opposite is true as well!

LANDMARKS
The Castle of Friendship is a grand structure with the form of a crystalline tree. It magically appeared on the
fringes of Ponyville following the first battle between Princess Twilight and Lord Tirek. Since her coronation
and move to Canterlot, the Princess has bestowed the castle to her former student Starlight Glimmer. Aside
from the many bedrooms, reading rooms, hallways, and the grand library, the castle’s most distinctive feature
is the circular throne room, in the center of which sits the Cutie Map. This magic map is linked to the Tree of
Harmony, and it shows all of Equestria (sometimes even more), revealing locations where friendship problems
are developing. Princess Twilight and her friends use this map to help spread friendship to the places it is
most urgently needed.
The School of Friendship is an ambitious project, and one of the greatest success stories of Princess Twilight’s
reign so far. Starlight Glimmer is the current principal, and under her guidance the school continues to attract
more and more students eager to learn about the magic of friendship. In particular, the school has drawn in Yak,
Hippogriff, Changeling, Dragon, and Griffon students and in doing so has become a cornerstone of Equestria’s
improving relations with its neighbouring nations. Enrolling in the school full-time is a big commitment, but
certainly a worthy one for anypony looking to broaden their horizons.
Sugarcube Corner is one of Ponyville’s most popular hangouts, known for its unmatched cakes, cookies, and
sweet pies. The eye-catching confectionary architecture can’t be missed, so if you’re strolling through the center
of Ponyville, follow your eyes and your nose, because they’ll bring you straight to Sugarcube Corner. As well as
their place of work, Sugarcube Corner is also the home of the owners Mr. and Mrs. Cake, their foals Pound and
Pumpkin, as well as their friend and assistant Pinkie Pie, whose love of sweet things is legendary in Ponyville.
Sweet Apple Acres is a short distance outside of Ponyville itself, but it’s well known to the townsponies for
all the wonderful apples and apple products produced there. This is, of course, the home of one part of the
widespread Apple family. Granny Smith, Applejack, Big McIntosh, and Apple Bloom have kept the farm going
for many years as a family. They’re especially popular at certain times of the year, such as during the Zap Apple
harvest (for the delectable Zap Apple Jam they make) and cider season, occasions which get much of Ponyville
down to Sweet Apple Acres.
The Cutie Mark Crusaders’ Clubhouse is the all-purpose headquarters of the Cutie Mark Crusaders, run by
Apple Bloom, Sweetie Belle, and Scootaloo. It is an impressive feat of treehouse engineering, built by Big Mac
and Applejack somewhere on Sweet Apple Acres land. While some of their CMC duties have shifted focus to
the School of Friendship, the three fillies still use it for planning new CMC initiatives and for meeting with young
ponies without their cutie marks looking for guidance.
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NOTABLE CHARACTERS
The Council of Friendship is the formal title of the most famous group of ponies in present day
Equestria. The tale of their coming together, their discovery of the Elements of Harmony, and their
constant heroics, is far too long a story to recount here. Needless to say, they remain Equestria’s
foremost problem solvers. All of the council members but Princess Twilight herself live in Ponyville.
Applejack, Rainbow Dash, Fluttershy, Rarity, and Pinkie Pie can be difficult ponies to get a hold of
because of how busy they are with both their own lives, and their responsibilities in the Council of
Friendship. If you’re lucky you might bump into them around the Castle of Friendship, or involved in
some shenanigans around the town. Despite (or perhaps because of) their many adventures, these
ponies know better than anypony else that you never stop learning.

I don’t spend much time sitting around reading, but you’ve GOT to read about these
ponies. Spike the Dragon just released his nine volume book series detailing all of
their adventures, and some of the stuff they got up to is unbelievable! Kind of makes
the Princess more relatable when you know how many hard decisions she’s had to
make in the past.

Discord is a draconequus, and self-appointed Lord of Chaos. It’s a fitting name, considering that
Discord’s chaotic magic has caused more than one kerfuffle in Ponyville (and that’s putting it lightly).
While Discord might not exactly live in Ponyville, or anywhere on our plane of reality, he is a regular
visitor due to his close relationship with Fluttershy. He also hosts a regular Ogres & Oubliettes club in
the Castle of Friendship, for those ponies wanting to try roleplaying games. Be warned, adventurers
seeking out Discord are likely to find more than they expect.
Starlight Glimmer is the principal of the School of Friendship, having taken over for Princess Twilight
when her duties called her to Canterlot. Starlight is a dedicated worker and a very talented mage.
Along with her foalhood friend Sunburst, she keeps the school running smoothly.
Well, most of the time. Starlight is the pony to go to if you have any
interest in taking classes at the School of Friendship, or in enrolling
as a full-time student. She’s also in charge of staff hiring, if you
fancy yourself a dab-hoof at teaching. Applicants must pass
Starlight’s rigorous friendship tests before they’ll be considered
for a position.
Sunburst once held the title of Royal Crystaller, having overseen the
ceremony known as ‘the crystalling’ for the young Princess Flurry Heart.
Although he is a Unicorn and very knowledgeable when it comes to magic,
he doesn’t possess a great talent for casting spells himself. Nevertheless,
he learned to apply his talents as the ‘magic advisor’ for Flurry Heart,
a role which was more dangerous than it sounds considering the
Alicorn’s powerful innate magic! When Sunburst’s services
were no longer necessary for the
young Princess, he decided
to accept a position at the
School of Friendship
in Ponyville as Vice
Headmare, where he now
works with his foalhood
friend Starlight Glimmer.
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The Cutie Mark Crusaders, otherwise known as Apple Bloom, Sweetie Belle, and Scootaloo, are three
young fillies living in Ponyville, who have made a name for themselves helping out ponies who haven’t
yet discovered their cutie marks. They were late in discovering their own special talents, and it took
them coming together and growing as friends for them to realize they all shared a talent for helping
others in similar situations! On top of their commitment to helping young ponies, they have also been
made friendship tutors at the School of Friendship.
The Young Six are a group of students at the School
of Friendship, known among attendants for their
spectacular ability to get into sticky situations.
Fortunately, their problem-solving skills have grown
a great deal since meeting one another. They are
proof of concept for the School of Friendship —
showing that learning about friendship can bring
together all sorts of creatures. The group is made up
of Gallus the Griffon, Silverstream the Hippogriff, Smolder
the Dragon, Yona the Yak, Sandbar the Earth Pony, and
Ocellus the Changeling.
Mayor Mare is a respectable Earth Pony who has long
overseen the administration side of Ponyville. As well as
helping to organize events and addressing the concerns
of the townsponies, Mayor Mare often employs her great
talent for public speaking to rouse and rally all of Ponyville,
and inspire unity among them. Those ponies who do great
services for Ponyville, or otherwise prove themselves to be
upstanding citizens, may be presented with a Key to the City
award from Mayor Mare.

ADVENTURE HOOKS
• The new academic year is soon to begin at the School of Friendship, and new applications are
now being accepted. This could be the start of a grand adventure!
• The Cutie Map calls a group of adventuring ponies to the Castle of Friendship. While trying to
figure out why, the ponies all feel a strange pull toward a secret cave beneath the castle. A test
of their abilities, and their friendships, lies ahead of them.
• Starlight Glimmer is looking for a group of capable ponies to help arrange and oversee
preparations for the upcoming Festival of the Two Sisters. She wants everything to be perfect
for the arrival of Princess Twilight, Celestia, and Luna.
• Some townsponies are petitioning Mayor Mare to create new defenses for Ponyville,
considering all the villain attacks in the past, but she is concerned about ruining Ponyville’s
rural image and charm.
• A young colt called Bright Flare has just discovered his cutie mark for exploring thanks to the
Cutie Mark Crusaders, but none of them are old enough to leave town by themselves, so
they’re looking for an escort for an adventure.

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Rainbow Falls

“We need a crystal chalice to trade for a chicken to trade for a lamp to trade for an Orthros. So
what are you willing to trade for it? I’m guessing it’s gotta be some crazy thing way across the
Exchange.”
-Rainbow Dash
Rainbow Falls is a sweet little village in the far northeast of Equestria surrounded by spectacular alpine
scenery and literal rainbow waterfalls. It is a destination for ponies wanting a taste of the quiet life, or
a romantic weekend away from the bustle of day-to-day life. It is easily accessible by train, although it
takes quite a while to reach from central locations like Canterlot and Ponyville.

SPECIAL FEATURES
The Rainbow Falls Trader’s Exchange is a unique buying and selling event where no bits change
hooves. In accordance with the exchange rules, transactions can only be made by way of trading for
an item that is agreed to be acceptable. A trade is only decreed to be fair if both parties take away
something that they truly want, and normally a pony of authority is on site to conduct a trial of fairness,
should any problems arise. Exchange stalls are full of oddities and trinkets, and some ponies come along
with just one thing in mind, and one thing to trade. If you keep your wits about you, you can find some
incredible items here!

I would advise caution and a clear mind while at the Trader’s Exchange. Last time we
went, Thrilly and Strong Oak ended up not speaking to one another for two weeks
after Thrilly traded a set of Strong Oak’s armor for a single hair from Celestia’s mane.

The Hearth’s Warming Craft Fair is held every year in Rainbow Falls, and draws in plenty of winter
tourists to the little village. Whether it’s specialty hats, hoof-made pottery, or self-published poetry
collections, the craft fair is a great place to find Hearth’s Warming gifts for loved ones.
Falling Rainbows brighten the scenery all over Rainbow Falls. Developed by Pegasi who were among
the first settlers, they fill the hearts of those who see them with light and joy. It’s a popular Equestrian
tradition to travel to Rainbow Falls when feeling sick, fearful, or sad, as the falls are said to have the
ability to lift the spirits of anypony who sees them, at least a little bit.
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ADVENTURE HOOKS
• The falling rainbows have sprouted an extra color, one that is not seen anywhere else in
Equestria. What could it mean?
• There’s a rumor that stolen goods are being moved at the Trader’s Exchange.

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Starlight’s Village (our town)

“Well, this will certainly provide a boost to our little community.”


-Starlight Glimmer

Less of a town, ‘Starlight’s Village’ is a small community of ponies living together in a fairly remote
location in northeastern Equestria, right in the foothills of the Crystal Mountains. It was established in
the very recent past, when Starlight Glimmer convinced the residents that cutie marks are the root of all
unhappiness in Equestria, as they get in the way of equality.
It took Princess Twilight and her friends visiting (and some change) for Starlight to finally realize the error
of her ways. Even though Starlight left the village to become Twilight’s pupil, the residents still refer to it
as ‘Starlight’s Village’ out of respect for her, and her choice to change her ways.

SPECIAL FEATURES
The Sunset Festival is a local tradition held by the residents of Starlight’s Village. Festivities last for a full
week, and involve fireworks displays, races, feasts, and much more. All of the village ponies contribute,
using their special talents to improve the festival for everypony. They don’t get many visitors, so they are
delighted when ponies come from outside to enjoy the Sunset Festival, and are guaranteed to offer their
hospitality to visitors.
The Edge of the Wild is a name sometimes given to the area where Starlight’s Village is situated. Paths
lead up from the village to the nearby Crystal Mountains and deep into unexplored cave systems that
are yet to be mapped, nearby rivers run through the great northern plains of Equestria, and it’s roughly a
day’s hike from the village to the stunning Neighagra Falls, a sight not to be missed. For these reasons,
what visitors Starlight’s Village does get tend to be the adventurous sort, and the shops in the village
have begun to cater toward these customers, stocking adventuring supplies, maps, and hiking gear.

I know that the problems this place was having were solved a while back, but I
still can’t help but get an odd feeling from it. I can’t argue that it’s a great base of
operations for adventurers though. It’s true that they have fairly good supplies, but it’s
a long way from any other town. If you have any special equipment, make sure you
also have the means to repair it yourself. You won’t find a blacksmith in this village.

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NOTABLE CHARACTERS
Night Glider is a skilled flyer and navigator, and one of the most influential ponies in the village
following Starlight’s departure. She knows the mountain paths very well, and offers her services as a
reliable eye-in-the-sky for adventuring parties wanting to travel the wilderness.
Double Diamond is an expert skier, and one of the first ponies that Starlight brought to the village.
Since regaining his cutie mark, DD (as his friends call him) has opened a ski school for locals and visitors.
It’s a good way to get around in the high peaks nearby!
Party Favor is a balloon artist, capable of crafting binoculars, bridges, and almost anything else out of
party balloons. He believes in both the practical, and social benefits of balloonery. He’s a go-to pony for
any party needs in the village, and is a surprisingly resourceful companion.

ADVENTURE HOOKS
• Starlight is worried that the residents of her old village might be too isolated in Equestria to
learn new friendship lessons, so she’s looking for a group of experienced explorers to go there
and teach the village ponies about the many lands of Equestria and beyond.
• Dark magic has been seeping out of the warren of caves and tunnels near the village, and
the residents are starting to worry about it. The problem is, nopony has a map for the caves,
because no map exists.
• Since Starlight left, there has been a lack of real leadership in the village, so when a group of
confident looking adventurers arrives while traveling, the village ponies try everything to get
them to stay.

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Yakyakistan

“Oof! Is there anything in Yakyakistan that isn’t the best?”


-Smolder

Far beyond the Crystal Empire and Equestria’s northern border is the small and snowy kingdom of
Yakyakistan. The Yak are a sturdy, unshakable folk, who firmly stick to their traditions for the most part.
They have a great respect for those who understand and appreciate their ways. Prince Rutherford of the
Yak forged a firm friendship with the pony Pinkie Pie during the first Yak visit to Equestria after a long
period of isolation.
Since being appointed official Friendship Ambassador to Yakyakistan, Pinkie Pie has worked with
Prince Rutherford and the other Yak to strengthen the bond between Yak and Ponies. Since then, the
first Yak students have been accepted into the School of Friendship, and a trade agreement has been
established between Yakyakistan and the Crystal Empire.

SPECIAL FEATURES
A Treacherous Path through the mountains is the only route from the Crystal Empire and Equestria to
Yakyakistan. Not only is the route steep and windy, it also cuts straight through the territory of terrifying
snow creatures that some ponies call Yeti. Attempts have been made to improve the infrastructure
between the two places, especially to help the new trade agreement, but the work is difficult, and
dangerous. Few ponies want to spend their days working up in the mountains.
Stomping is a frequent activity in Yakyakistan, something that visitors should be wary of before they arrive.
This is especially true during the yearly Yickslurbertfest celebration, of which stomping is an integral and
traditional part. Unfortunately, this has a tendency to cause avalanches in the surrounding mountains.
This is something that the Yak have learned to deal with (for the most part), but be warned: if you’re in
Yakyakistan over Yickslurbertfest, you might just wake up under an extra large serving of holiday snow.

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LANDMARKS
The Ceremonial Fire Pit sits in the middle of Yakyakistan, and is burning constantly throughout most
days and nights. Even Yak, with their big wooly coats, get chilly this far north. The fire is the centerpiece
of Yak gatherings, and a place where they gather to tell stories. Near the pit are special huts for eating,
sleeping, and music. The Yak are a surprisingly organized folk.

NOTABLE CHARACTERS
Prince Rutherford is the leader of the Yak, and he perfectly represents their traditional values.
Rutherford can appear rude, short-tempered, and unruly. By his own words, the Yak folk get angry when
things aren’t perfect. Even so, he understands that ponies are very different to Yak. All he really wants
is for the ways of his kingdom to be respected. Outsiders who particularly impress Prince Rutherford
with their Yak-like ways may be granted the title of ‘honorary Yak,’ and those who make a truly great
impression may even be gifted a set of Yak horns to call their own.

ADVENTURE HOOKS
• As the official Friendship Ambassador to Yakyakistan, Pinkie Pie wants to lead a group of
ponies on a cultural exchange to the kingdom of the Yak. She’s looking for ponies who are
willing to learn!
• More Yeti monsters than ever seen before are gathering in the mountains around Yakyakistan,
but the Yak are too proud to ask for help from Equestria.

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Creatures
of Equestria

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Bite-acuda
Body: - Mind: D4 Charm: D4 Stamina: 4

Talents: Teeny Tiny (D4), Consume (D6), Swim (D8), Fly (D4)

Quirks: Animal

Bite-acuda are angry little fish that try and bite anything that intrudes into their water. They have
absolutely no sense of scale; even though they are very small, they still go for creatures much
bigger than themselves. Only a little nuisance on their own, bite-acudas become extra troublesome
when they are part of a swarm!

Bufogren
Body: D20 Mind: D8 Charm: D4 Stamina: 28

Talents: Special Skill: Hearing (D20), Special Skill: Jumping (D10), Poison Spray (D10), Engulf (D8)

Quirks: Weakness: Loud Noises (D6), Messy

The bufogren is a friendly frog-like creature with six eyes. Funnilyenough it is not his vision that is
amazing but his hearing: A bufogren c an hear a pin drop at a hundred paces. As such, it hates loud
noises, o
 r even what other creatures would consider quiet noises. Some bufogren flee loud sounds,
others will get angry at their source, but all w
 ill have some reaction.

Bufogren often have trouble making friends due to this, their size, and their pungent smell. When a
bufogren does manage to make a friend they are extremely loyal and protective.

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Daybreaker
Body: D10 Mind: D10 Charm: D10 Stamina: 20

Talents: Friendship Thief (D12), Telekinesis (D20), Fly (D20), Stout Heart (D20), Fire Control (D20), Fire
Breathing (D20)

Quirks: Megalomania, Short fuse

Daybreaker is to Celestia what Nightmare Moon is to Luna, and if you see her, you know that you
are in trouble.

She believes that she deserves to rule Equestria in Celestia’s pace, as she is “Daybreaker! the
better, prettier, and more powerful you!”

Hoprocker
Body: D6 Mind: D4 Charm: D8 Stamina: 20

Talents: Special skill: Swimming (D8), Locate: Gems (D6)

Quirks: Animal, Oooohhh... Shiny

The Hoprocker is a fun-loving aquatic flightless bird that enjoys


collecting shiny pebbles. When the moon is full, large groups will
congregate on beaches, trading shiny rocks and gems in hopes of
gaining as many of their favorite color as they can find.

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Kindling
Body: D4 Mind: D6 Charm: D12 Stamina: 10

Talents: Fire Control (D6), Teeny Tiny (D4)

Quirks: Naive

Special: The Kindling can use its own flame for its fire control talent.

Kindlings are curious and childlike creatures that usually live in the fire plane, deep below the
surface of Equestria. Although they never mean to cause trouble, they don’t understand that not all
creatures of Equestria like their flames!

You can tell how a Kindling is feeling by looking at its flame. If it is bright and blazing, the Kindling is
happy, but if it is flickering or weak, the kindling is scared or unwell.

Typical Kirin Typical Nirik


Body: D6 Mind: D6 Charm: D8 Stamina: 12 Body: D6 Mind: D6 Charm: D8 Stamina: 12

Talents: Telekinesis (D6), Kirin Heart (D6) Talents: Telekinesis (D6), Fire Control (D6)

Quirks: Nirik Quirks: Nirik, Short Fuse

Kirin Heart: The Kirin can use this die on Nirik: A Nirik is a Kirin that has been
any charm test. If they roll a 1, however, they overcome with anger. Reverting back to a Kirin
become enraged and turn into the scary requires the Nirik to want to change, and for
Nirik! A Nirik gains the fire control talent at any player to spend a token of friendship.
the same die value as Kirin Heart, but also
gains the short fuse quirk. Reverting back
requires the Nirik to want to change, and for
any player to spend a token of friendship.

You can also make a Kirin Player Character


on Page 84!

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Ophiotaurus
Body: D12 Mind: D8 Charm: D4 Stamina: 20

Talents: Engulf (D10), Special skill: Stampede (D12), Thick hide (D8)

Quirks: Animal, short fuse

Special: If the Ophiotaurus loses stamina in a scuffle while


using its special skill: stampede die, it will continue forward in
a straight line until it hits an obstacle!

Ophiotaurus is very territorial. When scared, it will grab the


nearest creature and run to its lair.

Pigasus
Body: D4 Mind: D4 Charm: D4 Stamina: 8

Talents: Fly (D4), Creative Flair: Comedy (D6)

Quirks: Animal, too silly

Pigasi are very uncommon creatures, so uncommon


that few ponies even see them in their lifetime.
They have an uncanny knack for turning up at the
most inopportune moments to cause a mess. This is
often just after somepony has said the magic words,
“That’ll happen when pigs fly!”

Puckwudgie
Body: D4 Mind: D4 Charm: D4 Stamina: 8

Talents: Teeny Tiny (D4), Special skill: Spines (D6)

Quirks: Animal

Special: A puckwudgie can fire spines at long distances; if it initiates a scuffle from afar it doesn’t
lose stamina if it loses the body roll.

Puckwudgies are mean spirited and cantankerous, more than willing to make trouble for anypony
that crosses their path.

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Sky Bunnies
Body: D6 Mind: D4 Charm: D4 Stamina: 10

Talents: Fly (D8), Consume (D8)

Quirks: Animal

Sky bunnies may look, sound, and feel cute and cuddly but they are actually quite vicious! They are
constantly hungry and even though they love to eat ponies best, they’ll swoop down from the skies
and eat everything they see. They move around a lot, flying off to new places as soon as food or
animals are running out.

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Winterchilla
Body: - Mind: D4 Charm: D8 Stamina: 4

Talents: Teeny Tiny (D6)

Quirks: Busy, Stubborn

Special: During the day, winterchillas are fluffy and adorable, but during
the night they turn into the fearsome winterzilla!

Winterchillas love the snow, treats, and hiding in small places, so make
sure you check all of your pockets before bedtime.

Winterzilla
Body: D20 Mind: D4 Charm: D4 Stamina: 24

Talents: Bulky (D8), Special skill: smashing (D6)

Quirks: Animal, always hungry, Ooooooh shiny!

Special: During the night, winterzillas are gigantic and fearsome, but during the day it turns into the
small and cuddly winterchilla!

Winterzillas spend their entire lives very confused since they wake up in a different place each
night. The tiny winterchilla doesn’t eat enough food to feed the gigantic winterzilla, so they wake
up very hungry, which can put them in a terrible mood.

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Thrilly Filly
Body: D8 Mind: D8 Charm: D6 Stamina: 14

Talents: Fly (D8), Keen Knowledge: Investigation (D10), Nimble (D6), Pony Sense (D4)

Quirks: Overconfident, Short attention span, Naive

Thrilly Filly never tells a lie, and lives to find the truth behind anypuzzle she can find! When she isn’t
adventuring she solves all of her friend’s mysteries, however small. She is quick, bright, and inquisitive,
though she can be a little naive at times, alwaysassuming the best of everypony she meets.
Thrilly Filly hates standing still or even moving too slowly, and her tendency to rush into adventure
face first has landed her in trouble more times than she can remember.

Strong Oak
Body: D10 Mind: D6 Charm: D6 Stamina: 16

Talents: Stout Heart (D8), Magic Resistance (D4), Keen knowledge: Engineering (D10), Special Skill: Bucking
(D6)

Quirks: Neat, Blunt, Fear: the dark

Strong Oak is a strong pony that has seen his fair share of adventure! He is a pony of practicality and
action, preferring mechanical s olutions to magical ones any day of the week. Strong Oak is as loyal
to his friends as any pony can be, and is constantly throwing himself into danger in order to protect
them (even if they don’t need protecting!). When not on a quest, Strong Oak can be found in his
workshop, tinkering on some new adventuring gear or polishing up his trusty armor.

Firebrand
Body: D4 Mind: D8 Charm: D8 Stamina: 12

Talents: Telekinesis (D8), Fire Control (D10), C


 reative Flair: Fireworks (D6), Message: Scroll (D4)

Quirks: Shy, Oooohhh... fire! Allergy: cats

Firebrand first got into adventuring as a way of sharing the joy of fi


 reworks with friends she hadn’t
met yet; she loves seeing a pony’s laughter as they watch one of her amazing shows! A  lthough she
can be a little focused at times (and her tendency to stare into open flames can be a little worrying),
she always has others interests at heart.
On an adventure, Firebrand is a thoughtful companion, preferring to inspect a problem completely
before taking action.

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New Player
Races

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CREATING A CHARACTER
In this bestiary there are dozens of new creatures from all over Equestria, and even some underneath!
Some of these creatures are beastly, some are unique characters, and some are races that players may
want to play as instead of the original three pony races. Below we will take you through the process of
making a character, whatever their race may be!

Choose starting traits


Every character starts with a D6 in Charm and a D6 in either Body or Mind, and a D4 in the remaining stat.

Choose a race and gain talents


Choosing a race will determine what talents your character starts with and which will be available to him
or her throughout the game. There are many different races that players can choose to play throughout
Equestria, each with their strengths and weaknesses. Cutie mark talents are only available to pony races,
which gives these characters a little more flexibility at level one.
Your character will start with some talents and quirks. For most of these your character will not have a
choice, but for a few exceptions, choose one quirk and choose one Cutie Mark talent. A character with
these quirks/talents can choose any quirk or talent that he or she meets the requirements for. Remember
that although you must take the quirks listed, you may also take more quirks if you choose.

Kirin
“No, you can’t give up your laughter ‘cause you’re scared of a little pain.”
-Autumn Blaze

Kirin are creatures of a dual nature, as each has the capability of turning into a Nirik. The Kirin that does
this willingly is rare, however, as the Nirik is an angry and uncontrollable force!
Talents: Telekinesis (D6), Kirin Heart (D6).
Quirks: Nirik, Choose one.
Kirin Heart: The Kirin can use this die on any charm test. If they roll a 1, however, they become enraged
and turn into the scary Nirik! A Nirik gains the fire control talent at the same die value as Kirin Heart, but
also gains the short fuse quirk. Reverting back to a Kirin requires the Nirik to want to change, and for
any player to spend a token of friendship.
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Giant Spider
“Softest of silks, for the finest of garments.”
-Queen Insidara

Nothing in Equestria is wholly bad, and there is no reason that a giant spider cannot decide to join up
with a party of ponies to bring some friendship to the world.
Talents: Spider Climb (D6), Web Sling (D6), Tremor Sense: webs (D6)
Quirks: Creepy Crawly, Choose one.
Creepy crawly: Giant spiders are a bit scary to most ponies in Equestria, and so start with D4 charm,
rather than D6.
Spider Climb: A creature with this talent can climb up walls with ease! You may roll your spider climb die
in addition to any other dice when making a roll to remain unseen or try to hold onto an object.
Web Sling: This talent allows you to link two points, build a full web, or capture an enemy creature. A
creature being targeted by web sling must make a Body Challenge against the talent dice or become
immobile. An immobile creature can repeat the Body Challenge by spending a Friendship token, unless
he is unconscious or has a creature help him, by making a Body Challenge against the web sling talent.
Tremor Sense: The Tremor Sense talent is used when actively searching for something, or somepony, by
detecting subtle vibrations in your webs. If the target is trying to stay quiet and unnoticed, she may roll
her Body die against your Tremor Sense die. A success allows the target to stay unnoticed... for now.
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Magic Book
“It wouldn’t pay to have torches down here. Too many flammable objects... Us included”
-Dea

Magic Books can be found living in Libraries, bookshops, and yes even going on adventures! Magic
Books vary wildly in their personalities, often based on what type of book they are, so a nature loving
character might be a bestiary, and a sporty character might be a sports almanac.
Talents: Booksmart (D6), Message: Scroll (D6), Fly (D4)
Quirks: Weakness: Fire (D6)
Booksmart: A creature with this talent is well read and knowledgeable and so gains an upgrade to his
Mind die whenever he is relying on book knowledge. On the other hand, he has spent less time keeping
up with other ponies so he downgrades his Mind die whenever he makes a Mind test that relies on
intuition or empathy.
In addition, once per session you may roll your Booksmart die in addition to a Mind die when relying on
intelligence, choosing any result.
Message (Scroll): A creature with this talent can send messages in a magical way. During a game
session you have a number of message points equal to the maximum value of this talent – for example,
if you had message (D8) you would get 8 message points. You can teleport written text to somepony
you know by spending a message point, however far away he is. In addition, if somepony writes some
text he wants to send to you, you will feel it in your pages and may spend a message point to receive it.

I wonder what type of character the Compendium of Equestria would be?

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Yak
“If things not perfect, yaks get mad. Yaks always get mad when things not perfect!”
-Prince Rutherford

The Yaks of Yakyakistan are a strong and proud race. Their culture is a beautiful one and their desire for
perfection makes them excellent craftyaks. Yak carpets are valued for their intricate patterns and Yak
food has a distinct and strong flavor.
Talents: Crafting (D6), Thick Hide (D4)
Quirks: Fussy, choose one
Fussy: Yaks find it difficult to get along with ponies and other races due to their pride, so they start the
game with D4 charm.
Thick Hide: A creature with this talent has strong skin or tough scales and as such is better protected
from damage. When you lose stamina from a physical source, you lose less stamina depending on your
die value in this talent as shown in the table below, to a minimum of 1. If you have a die value of D20 in
this talent, you may reduce stamina loss by 6 to a minimum of 0. You are really tough!
Thick Hide cannot be used with other items or talents that reduce damage.

Talent value D4 D6 D8 D10 D12 D20

6 (Damage can be
Damage 2 3 4 5 6
reduced to 0)

Crafting: You can find more information on this talent on page 82.
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Creating Your Own Races

“The creatures of Equestria are endless, there is no way that I could list them all.”
-Parchy Mustment

CREATING YOUR OWN RACES


Equestria is a fantastical land filled with so
many races that it would be impossible for us to
Example
mention them all here, though that isn’t to say Throughout this chapter we will
that we haven’t tried! Creating a new race for follow the creation process by
your game allows you to give your players extra creating the “giant spider” race
choices, expand your world, and open up exciting from Festival of Lights.
new adventures. What’s better is that it couldn’t
be simpler:
Step 1 - Think about your race
There are three main factors we had to be aware
of when designing a race: theme, simplicity, and
balance. We want the race to fit into the theme Example
of your world, how that creature can most easily Taking our list of spider traits we can try
be represented by the talents available, and to choose those that are most unique
how that race stacks up compared to the other or iconic. We end up looking at web
options available. slinging and wall climbing (of course,
Many of the races of Equestria are based off of these talents were actually created for
mythical creatures from stories, and these creatures the purpose of accommodating giant
often have their own powers and themes. When spiders as creatures).
designing a race, first think about how that race
fits into Equestria, what their values might be, and
what their thoughts on friendship may be. Give
some thought to what the most important physical
aspects of the race are, and what niche they might
fill in your adventures.
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Step 2 - Choose Talents
Most races start with two talents at D6. When
picking talents for a race, try to choose the most Example
iconic and unique abilities of your race. Try to Thinking about spiders gets us a long
pick talents that are not available to everypony, list of cool abilities: Web walking,
as this will help your race stand out. web slinging, web sense, venom, wall
You may even decide to make a new talent for climbing, nimbleness, stealth, making
your race, in which case you should head on over silk, being scary! We can imagine that
to “creating talents and quirks” on page 85. spiders could be very useful in a party!
You may pick any talents for your race, but you
should be wary of two things: Not all talents
are created equal, and variety is key. There are
some “creature only” talents that are either very
powerful or quite complicated, these should be
chosen with care!
The Cutie mark rule: If a creature (Unicorn,
Pegasus, Earth Pony) has a cutie mark, they may
choose any appropriate talent to gain at D6.

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Step 3 - Choose Quirks
After you have chosen the talents, you can
choose a quirk for your race. Most quirks for Example
races work exactly the same as quirks picked at Though we could stop at web slinging
character creation, they help add to the flavour and wall climbing, we love the many
of your race. You may pick as many quirks as you uses for being able to use webs to sense
like, even none, but you should remember that objects, so we are going to need a
you are deciding that every member of this race negative quirk to balance that out. We
has that quirk (For example, even though many can link in one of the spider’s other traits
griffons are greedy, the race doesn’t automatically “being scary” to work as a quirk that
have that quirk). downgrades the spider’s charm. We call
Some quirks may have a direct effect on the this quirk “creepy crawly” to flavor it!
game, such as dragon greed, or crystal heart.
Choosing these quirks for your race can make
them stand out! If a quirk has a large negative
effect on the creature, such as the weakness quirk
or a quirk that downgrades mind, body, or charm,
you may decide to give this race an extra talent,
or upgrade one of their starting talents.

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Step 4 - Customize and balance
Take a step back and look at your creation.
Compare it to other races in Equestria, especially Example
ones with similar abilities to make sure that what Taking another look at our giant spider
you have created is of a similar usefulness and is race, we can see that they have three
exciting to play! talents: Wall Climbing, Web slinging,
Think again about the theme, simplicity, and and Tremor Sense. That feels good
balance of your race in that order. It is more because it is one ability that helps them
important that your race is thematic than it move around, one that can help them
is simple. It is more important that your race in a scuffle, and one that gives them
is simple than it is balanced. Balance is still some unique adventuring tricks. Their
important! Your race should not be better at quirk feels flavorful and I’m really happy
everything than any other race! with how things came out. One thing to
keep in mind is that your new race may
have new talents available to them. For
example, you may decide that spider
races may be able to gain the Creation
talent despite not being a unicorn - with
the caveat that all creations are made
out of web of course!

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GM’s Toolkit

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The Basics

“In a world where evil reigns supreme, a small band of warriors stands tall against the darkness. ”
-Spike
In this chapter you’ll find plenty of useful tips on how to GM your Tails of Equestria game, including
things you might want to add into the game like new items, spells, and talents. There are lots of ways
to make your game interesting, and there’s not one set of rules that describes what makes a fun story.
Every group is different, so you first need to find out the sort of thing your group enjoys! Even so, there
is some common ground that it’s useful to explore.

THE KEY POINTS FOR A GM As


the GM of the story, you have no control over what the players choose to do. It’s important
to remember that you are not an author writing a novel, because you don’t control the main
characters! You are a narrator, providing a rich canvas for the players to paint upon with their
characters. The story that you create as a group will be way more interesting when everyone is
working together, and everyone is interested in what the other members of the group have to say.
This is especially true for the GM. Here are a few top tips to improve your GMing:
1. Be a fan of the PCs, because they’re ultimately the main characters of the story! NPCs shouldn’t
steal the spotlight from PCs, and you should encourage players to explore their PCs’ strengths
and weaknesses.
2. Be prepared to ‘wing it’ like a pegasus, because you’ll need to when you’ve prepared a whole
session of exploring the Frozen North, but the players decide they want to throw a party for
their new friend in the Crystal Empire instead! It’s good to be prepared, but don’t stay fixed on
your plans if the players are exploring a different potential area of the story. Improvisation is the
most valuable tool in the GM’s arsenal!
3. Remember, you’re a player too, even though you don’t have a PC, and you’re there to have fun
just like everyone else. The goal of Tails of Equestria is not to beat the final boss, or tell your
ideal story, but to explore the world and create a collaborative story together!
4. Finally, TALK to the group if you’re unhappy about something, or if you’re REALLY happy
about something. After you’ve finished a session, have a chat with the group about what you
liked, and if necessary, the things you weren’t so keen on. Find out what parts of the game the
group likes the most. Some people like acting out conversations with their character, others like
delving into dungeons and facing monsters. If you talk to the group, you can change the game
in the future to suit what everyone likes best.

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Creating Adventures

“If you roll a fifteen or higher, the shield protects you. Fourteen or lower and, well... You get the idea.”
-Discord
Tails of Equestria has been supported with several full length adventure modules, books that detail an
adventure story for you to run in a group. The Curse of the Statuettes and The Festival of Lights tells an
action-packed adventure in which the PCs explore the remote Badlands and delve into a lost city, hidden
in a cave system beneath Equestria. The Melody of the Waves is quite different; it presents PCs with the
open waves, gives them a ship, and sets them out to find their way through an ocean of mysteries. The
joy of Tails of Equestria is found in the wide range of different tales you can tell with your friends, and the
one way to experience that is by creating your own adventures.
Don’t worry, this doesn’t mean that you have to write a massive book before you start playing the game.
You only need to have some key ideas, make a few short reference notes for yourself, and then be
prepared to throw it all away and improvise when the players surprise you with a course of action you
never predicted. That’s the way it goes sometimes!

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PLANNING OUT YOUR ADVENTURE
Yes, being prepared to improvise and adjust your plans is important. But that doesn’t mean you should
have no plans at all! It’s usually a very good thing to have a brief idea of what might happen in a session
(or the next few sessions), even if that plan doesn’t survive contact with the group entirely. Chances are
you’ll be able to use parts of the plan, even if you don’t use all of it.
So what things should you plan for an adventure? Here are the big ones. Make notes about these key
points, and everything else should come easily:
1. The Beginning, Middle, and End of an adventure can be planned out very broadly. Start with a basic
adventure idea, for example: The PCs are hired by Princess Twilight to travel to Mount Everhoof and
find out what has been causing the unusual blizzards spreading throughout northern Equestria. Then
break that down into a beginning, middle, and end.
 Beginning: The PCs are summoned to Canterlot, meet with Princess Twilight, and learn of the large
blizzards spreading through northern Equestria that seem to be coming from Mount Everhoof.
They set off for the mountain, stopping in the Crystal Empire before the trek begins.
 Middle: The PCs trek to Mount Everhoof, facing the dangers of the Frozen North, and the difficult
terrain of the mountains. All the while, the blizzards are growing in strength around them. In a cave
at the top of the mountain, they discover a massive ice dragon, who is creating the blizzards.
 End: The PCs must confront the ice dragon and find a way to stop her from creating the blizzards.
This might come down to a dramatic scuffle, or perhaps they’re able to learn that the dragon
is creating the blizzards because it is deeply sad about something, and address that problem.
Assuming they succeed, the PCs head back to Canterlot to tell Princess Twilight the good news,
and receive her thanks (and a reward).
There are many ways the course of this adventure could be changed by the players. Perhaps instead
of climbing straight up Mount Everhoof, they decide to visit Yakyakistan and recruit some Yak friends
to help out. Those things are difficult to predict, but with a rough plan prepared, making changes
along the way is easy.

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2. The Important NPCs that feature in an adventure are worth preparing for. This part tends to be
easier, because as the GM you are in control of the NPCs. Of course, as mentioned previously you
never know when the PCs might decide to suddenly visit a Yak who you weren’t prepared for, but in
the above example you can be sure the PCs will meet Princess Twilight, and the ice dragon, so those
NPCs you can prepare for. You might also predict that stopping in the Crystal Empire while on a royal
mission means they’ll meet Princess Cadance or Shining Armor, so those would be useful characters
to prepare for as well. Preparing for an NPC character to appear really just involves remembering
what their goals are, what their personality is, and what game stats they have.
 Stats: Sometimes the stats aren’t even necessary, but they’re useful to have, particularly for
antagonist NPCs like the ice dragon. If you don’t know the stats of an NPC, simply give them a dice
value for each trait that seems reasonable, calculate their Stamina by adding the Body and Mind
Traits together, then give them one or more Talents and Quirks.
 Goals: The goals of an NPC is the simple answer to the question ‘what are they trying to achieve?’
This answer is helpful when figuring out the things an NPC will do and say. For example, Princess
Twilight wants to get rid of the blizzards, so she will help the PCs in any way she can. The dragon
wants to find a hidden place to wallow in its sadness, which it has already done. The dragon is an
antagonist because its goal is causing the blizzards, which runs against what Princess Twilight wants.
Changing the dragon’s goal is the simplest method for the PCs to solve the problem.
 Personality: An NPC’s personality is a big part of how the players will remember them. Make short
reminders for yourself, like ‘the ice dragon is a bit of a crybaby,’ or ‘Princess Twilight gets a bit crazy
when things are out of her control,’ or even ‘Big Mac only ever says Eeyup or Nope.’

3. The Setting of the adventure is very important. Will the PCs be climbing a snowy mountain,
exploring a big city, or delving into ancient ruins? This determines many of the challenges that the
PCs will make along the way. They might be making Body tests using their climbing gear to reach the
top of the mountain, making Mind tests to investigate the scene of a terrible cupcake theft crime, or
Charm tests to convince the magic guardian of the ruins that they mean no harm. Rolling tests allows
PCs to use their talents in interesting and unique ways, and often rolling tests are done to interact
with the setting environment.
Luckily for you, the Compendium of Equestria is packed with great locations to use as locations
for your adventures! Simply pick a place you want to set an adventure, or a place the players have
expressed an interest in going, check out the special features, landmarks, NPCs, and adventure hooks
related to that location, and you’ve got the beginning of a great adventure already! Otherwise, you
could invent a new location and fill it with features and characters of your own creation.

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Adventures in Cities

“Although, I must admit the city noise took some getting used to.”
-Applejack
Sprawling, expansive cities are fantastic settings for adventures. Though they might at first seem safer
than exploring the wilderness or delving into deep caverns, cities hold their own secrets. It’s possible to
tell whole stories and adventures that take place entirely within the confines of a city.
When creating an urban adventure, start off by thinking about how it will tie in to the location. ‘Why’ might
also be a bit more in-depth; perhaps the PCs have been directed to a particular city to find somepony
important. It’s very easy for things to get lost in a big urban area—finding something or somepony can be an
adventure in itself! The PCs might have to barter and deal with opposing factions to learn some information,
or get caught up in some wild scheme while on the hunt for whatever they’re trying to find.
Just like a natural wilderness, a town or city is almost a living organism itself; it has an ecosystem where
one action can have many potential knock-on effects. The most important part of a city’s ecosystem is
often its citizens—the ponies who live there, and the factions that operate there.
Thinking about who the PCs might meet and where they might go is often a good way to start planning
any adventure, but particularly an urban adventure; in a city many different distinct areas and factions
can be grouped up in a small area.
When planning out an urban adventure (or any adventure) you might find it useful to make a short summary
using the format shown below. This doesn’t have to go exactly to plan, but it may well help you get things
rolling, at which point you can improvise by adding new parts or removing bits that are no longer relevant.
Urban adventures can sometimes be more focused around social interactions, whether bartering in a
shop for a better price or questioning somepony for clues relating to a mystery. The players might be
talking and roleplaying more than they might in a wilderness survival adventure, simply because there
are lots of ponies to talk to in a city!
Portraying a big city or busy town as big and busy is important, but mapping out a huge settlement and
filling it with hundreds of NPCs would take massive amounts of time. A better way of preparing is to
list just a few important locations, then put at least one NPC in each place that the PCs can talk to, to
gain new info, get help, or even start a new adventure. This way, you only need to prepare a handful of
places and characters, but the way you describe the city and the sorts of encounters the PCs might have
can still make it feel big and bustling.

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Urban Random Event Table
If you want to add a little more unpredictability into an urban adventure you can roll once on
the following random event table. Once or twice a day might be a standard amount in a city,
but you could roll every time the PCs move from one place to another if you want!
To use the table, simply roll a D20 and then describe the event or encounter to the players.
Some of these are prompts for you to improvise around, some of them are more like
encounters. Of course the crucial thing is to make the story convincing, so if one of these
events doesn’t fit at all into what’s already going on then re-roll or choose something else.

D20 Something Happens!

1-2
Crowd: A crowd of citizens rushes down the street toward the PCs, surges past them,
and continues onwards around a street corner. They might be celebrating or protesting.

3-4
Guard: A guard (or the closest thing to a guard) approaches the PCs to ask for their
help with something. She swears she never normally does this.

Maintenance: With a clunk, a maintenance hole in the street slides open near where
5-6
the PCs are standing. It might lead to the sewers or a network of tunnels. Somepony
sticks his head out and ushers the PCs over. He says he will teach the PCs how to
use these unknown passageways throughout the city for a price (or a favor).

7-8
Trinket: The PCs find a small trinket, such as a brooch. It bears the symbol of one of the
city’s guilds or other factions.

9-10
Fine Food: The smells of fine food attract the attention of the PCs. Behind a small market
stall an elderly citizen is cooking up some kind of delicious street food.

The Deal: The PCs witness a deal occurring, perhaps in a back alley or in public via
subtle communication. If 11, the deal goes sour before completion. If 12, it’s a success;
11-12 the two parties go their separate ways. The PCs might be asked about this by another
interested group in the future.

13-14
Game: At the side of the street a game is being played. It might be a card or dice game, or
perhaps a ring toss. There’s a small fee to play but there’s a reward for beating the dealer.

15-16
A Tail: A small filly starts following the PCs, eventually getting close to them. She
doesn’t speak, and doesn’t seem frightened either. Where did she come from?

BANG! An explosion of magic energy bursts out from a nearby shop front, shattering the
17-18 glass (if there was any). Sounds of frustration can be heard from within the shop. It might be an
alchemist or mages organisation where something has gone wrong.

Villain: A villain launches an attack on the city, or otherwise some large-scale plot is put
19 into action. This may well distract the PCs from what they were doing, but who knows
what might happen in the chaos!

20 Double Trouble: Roll twice on this table; both events occur.

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NEW TALENTS
821_L05_Ext_School_of_Friendship_Courtyard_Path

“Ta da!”
-Twilight Sparkle

NEW TALENT: MAGICIAN


In Tails of Equestria most magic spells are treated as Talents that certain ponies have. Sometimes
achieving something with magic doesn’t even need a specific spell, just the ability to use some form of
magic. Knowledge of a spell will be necessary when trying to create a very specific effect, for example
teleportation, forcefields, stun rays, and more. The Magician talent allows ponies to use magical spells
they find in Equestria, learning a whole new set of tools!
In this section you will find optional rules for PCs learning spells from scrolls and books, as well as a few
example spells beyond those presented in the core rulebook Talents chapter.

LEARNING NEW SPELLS


Quite often the PCs will come across old books, scrolls, artifacts, or other sources of magical information,
especially if they are in the habit of searching the many libraries spread across Equestria. Sometimes these
will contain the instructions for casting very particular spells or rituals, and the PCs may wish to learn the
spells for future use.
If a PC has access to the instructions for a spell, follow these steps to determine how well their attempt at
replicating the spell goes:
1. Taking in the Information is the first step, whether that’s reading a book, deciphering symbols, or
listening to verbal instructions. Generally this takes some time, as magical instructions can be quite
complicated. Depending on how complex the spell is, this could take anywhere from ten minutes (e.g. for
a spell that repairs broken glass) to a whole day (e.g. for a spell that allows the caster to travel in time).
2. Testing the Spell is the crucial step to see how well the instructions can be applied. The pony must roll
their Magician die along with their Mind die (difficulty appropriate for the complexity of the spell.) If
successful, the PC gains the spell as described in step 3. If the roll fails, the spell is not gained, and the
PC must do the reading again. If the roll fails and the result is a 1, the spell fires off immediately but goes
wrong somehow, causing a problem.
3. Gaining the Spell is the last step. If the roll in step 2 was a success, the PC gains the spell. A PC may not
learn more spells than the maximum value of their Magician die.
4. Casting the Spell Whenever a PC uses a spell, they must lose a stamina point after the spell is cast as
magic is very tiring!
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SAMPLE SPELL LIST
Presented here are a few example spells that PCs might learn from books. This is of course not
an exhaustive list, so feel free to invent your own spells to put into the game. Each spell is listed
with a name, the difficulty of learning, and a description of the effects when cast successfully.

Spell Difficulty

Darkvision. Allows the target of the spell to see in complete darkness, though still not
3
as clearly as in bright light. Colors cannot be seen properly with Darkvision.

Water Breathing. Allows the target to breath underwater for one hour. 4

Cloudwalking. Allows the target to walk on clouds for a number of hours equal to a roll
6
of the magician die.

Wanda’s Wild Growth. When cast on bare earth this spell causes new plants and fungi
6
to spring to life in a matter of moments, and it rejuvenates existing growth.

Finnigan’s Fairy Wings. Grants the target a pair of beautiful wings made of gossamer
7
and morning dew. They last for six hours, or until they are damaged.

Mistform. Temporarily grants the target the Insubstantial talent (D6). 7

Want It, Need It. The target of the spell must be an inanimate object. It becomes
incredibly desirable to all creatures that see it. Creatures that see it must roll a Charm
Challenge against the caster’s magician die. If they fail, they feel an overwhelming desire 7
to keep the object to themselves. The Challenge can be attempted again after a short
while, until they succeed.

Freezefield. Targets all creatures close to the spell caster. All targets must make a Body
7
Challenge against the magician die or become frozen in place for one minute.

Dark Magic. Activates magic artifacts and enchantments cast using dark magic. Effects
10
may vary.

Time Travel. Allows the user to travel in time to a degree. The rules and results of this
15
spell are not known well enough to be recorded here.

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NEW TALENT: CRAFTING
A pony with this talent is especially good at making equipment that can be of great use to their friends!
During a session you may create an object by passing a crafting test, the difficulty of which depends
on the complexity of the object. If you have a special skill, keen knowledge, or creative flair that would
help in making the chosen object you can roll that as well, this means that even if you only have a D4 in
crafting you could still make amazing equipment if you have other skills that help out.
To make objects, you need to have two of the following: resources, time, and a successful crafting check.

Resources
Objects generally require materials and tools to be made. This varies wildly on the object being made, and
it is up to the GM whether this requirement is met. If you don’t have access to the traditional things you
would need to make your object then you must have some time on your hooves and pass a crafting test!

Time
Most objects take a few hours to make, some even take days or weeks if they are particularly complex or
huge! If you need to make something right now you need the correct resources and to pass a crafting test.

Successful crafting test


If you are making an object quickly or without the correct resources, you are going to need to pass a crafting
test, with the difficulty depending on the complexity of the object as shown in the table below. If you get an
amazing success on your crafting roll, the object you make is of excellent quality - the GM may even allow
you to give it extra functionality: a ladder could become telescopic, or a train might go extra fast!
Even if you do not need to take a test because you have the resources and time for your object, you
must still have a related talent high enough to make the object you want to make (if you have D4
crafting, you cannot make super-science objects!). If you do not need to take a crafting test because you
have the resources and time for your object, you may choose to take one anyway. If you succeed in the
test you may treat it as an amazing success. If you fail, the resources and time are lost!

Complexity Example Time Difficulty

Simple Rope, Ladder, Vase, Sofa, A few hours 3

Moving parts Cart, Seesaw, elevator, guitar A full day 6

Complex Train, catapult, amplifier, pocket watch A week 9

Mechanical pet, flying machine,


Super-science! At least a month! 12
magic-detector, freeze-ray

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NEW TALENT: ALCHEMY
A pony with this talent is a powerful alchemist who can use magical ingredients to make wondrous
potions. To make a potion, the pony must spend an hour mixing and preparing ingredients then roll
a D6 twice. The first roll corresponds to a column, the second roll to a row. After rolling, read the
ingredient entry in the row and column on the table below that corresponds to the rolled results to find
out what potion the pony made.

An alchemist may only have one potion made at a time, if a new one is made, the magic will seep out of
the original potion.

Potions may be used by anypony, and unless stated otherwise last for the remainder of a scene. This is
usually a few minutes, though ultimately it is up to you as the GM if you want it to last longer. If a potion
description says that you gain a talent, that talent has a die value equal to the alchemy talent of the
alchemist that made the potion.

1 2 Bright
3 Petals
4 of 5 6
Queensfoil Roc Precious Breezie
rainbow’s Heart’s
herb feather Bright Petals of gems dust
Queensfoil Roc glow Desire Precious Breezie
rainbow’s Heart’s
herb feather gems dust
1 2 3
glow 4
Desire 5 6
Graywing
Graywing Stone Super Morph X-ray Super
1 1 Cure-all Stone Skin
flower
flower Skin Sight potion vision Hearing
Dragon
Dragon Ice Super Bottled Smoke Fire Hurricane
2 2 Ice Breath
scalesscales Breath Strength Message bomb Breath breath
Super
Super Potion
Potionofof Spider
Spider Past Phase
Phase
Spider silk silk
3 Spider 3 Past visions Invisibility
Invisibility
Duper
DuperGlue
Glue Dowsing
Dowsing climbing
climbing visions potion
potion
Birthday
Birthday Loudness
Loudness Hunger
Hunger Party
Party Mind
Mind Truth
Truth
4 cake cake 4 potion
potion potion
potion Potion
Potion reading
reading Potion
Potion
Sleep
Sleep

Tuft of
Tuft of Neverend
Neverend Super Love Super
Super Seapony
Seapony
5cloudcloud 5 Bottle
Bottle
Levitation
Smell
Love Potion
Potion speed
speed potion
potion
Levitation
Levitation

6 Poison Voice
Voice Talktoto
Talk Permanent
Permanent
Poison Joke 6 Grow
Grow Gloop
Gloop Shrink
Shrink
Joke Change
Change Plants
Plants Dye
Dye

Advanced Potion Rules


For groups that prefer their potions a little less random, you can, instead of rolling on the table
above, use ingredients to make potions. For this method you will want to keep a track of what
magical ingredients your PCs find (and make sure they get ingredients as loot, or have them
available to buy in towns). When an alchemist makes a potion they must pick two ingredients
and mix them together.
 If both ingredients are in the table above, the potion is a success. Look at where the
ingredients meet on the table to discover what potion you made!
 If just one of the ingredients is on the table above, the potion is a success. Look at the
ingredient’s row or column on the table and roll a D6 to discover what potion was made.
 If neither of the ingredients is listed above the potion tastes funny but has no magical effect.

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Potion Effects
Bottled message: The drinker gains the message: scroll talent, and must place the message in the
bottle for it to send (Bestiary, page 102).
Cure-all: Cures illnesses. Roll your alchemy talent, the drinker gains that much stamina up to their maximum.
Fire breath: The drinker gains the fire breath talent (Bestiary, page 101).
Gloop: This potion turns any metal into gloop upon contact.
Grow: The drinker becomes the size of an elephant.
Hunger potion: The drinker gains the consume talent (Bestiary, page 99).
Hurricane breath: The drinker gains the cloud wrangling talent (Corebook, page 66).
Ice breath: The drinker can freeze water with a breath!
Invisibility: The drinker gains the invisibility talent; they cannot make others invisible (Bestiary, page 102).
Levitation: The drinker gains the fly talent (Corebook, page 67).
Loudness potion: The drinker can shout extremely loud.
Love potion: The drinker falls in love with the first creature they see.
Mind reading: The drinker reads the minds of anypony nearby, whether they want to or not!
Morph Potion: This potion requires the hair, scale, or similar of a creature. The drinker gains the morph
talent, but can only morph into the creature used to make the potion (Bestiary, page 103).
Neverend bottle: This small bottle somehow has a swimming pool’s worth of water in it!
Party potion: When thrown at the floor, balloons, confetti, and a full cake spring out, perfect for a party!
Past visions: The drinker sees an ominous vision from the past (or where they left their house keys).
Permanent dye: This dye permanently changes the color of anything it touches to the color of the gems
that were used to make it.
Phase potion: The drinker gains the insubstantial talent (Bestiary, page 101).
Potion of dowsing: Choose a material or object when this potion is made. The drinker gains the locate
talent for that material (Bestiary, page 101).
Seapony potion: The drinker turns into a seapony, (The Official Movie Sourcebook, page 38).
Shrink: The drinker becomes the size of a mouse and gains the teeny tiny talent (Bestiary, page 106).
Sleep: The drinker falls asleep.
Smoke bomb: When this potion is thrown at the floor it creates a smoke cloud; useful for escapes!
Spider climbing: The drinker gains the spider climb talent (Bestiary, page 105).
Stone skin: The drinker gains the thick hide talent (Bestiary, page 106).
Super duper glue: This potion sticks two things together (don’t get it on your hooves).
Super hearing: The drinker can hear the quietest sounds, and super high or low pitch sounds.
Super sight: The drinker can see long distances and tiny details.
Super smell: The drinker can identify smells easily and track them across great distances.
Super speed: The drinker can run at amazing speeds.
Super strength: The drinker may roll your alchemy talent die for tests involving strength.
Talk to plants: The drinker can talk to plants, and get them to move.
Truth potion: The drinker can only speak the truth.
Voice change: The drinker sounds like a completely different pony.
X-ray vision: The drinker can see through walls.
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CREATING NEW TALENTS
Creating new talents is a fun way to bring in new ideas and expand your game. Before creating a new
talent, you should take a long look at the talents already available talents, and whether you can tweak
something that already exists. A lot can be done by just changing the description of a talent!

Example
You might be tempted to create a talent to simulate a creature that can create bursts of fire from
its tail, but this could quite easily be fire breath with a different name!

When creating a talent, keep in mind what abilities it gives the player when they receive it, how it gets better
as they upgrade it, and how complex it is. There are no hard and fast rules for how complicated or powerful a
talent should be, but if it is either, it should be something that a pony might base their character around.
See the alchemy talent on page 83. This talent can be very complicated if you play the advanced version.
Most players who pick alchemy want to play alchemists, and so this talent allows them to really sink their
teeth into collecting ingredients and making that talent one of the main focuses of their character.
Remember, if you create a talent but don’t like how it is playing at the table, it is never too late to talk to
your players and change how it works! This is also true of the official talents in any of our books!

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LOOT, TREASURE,
& MAGIC ITEMS
821_L05_Ext_School_of_Friendship_Courtyard_Path

“Buy it now while supplies last.”


-Flam

This section is filled with new items that the PCs might find as treasure during their adventures.
In general, you should consider presenting the party with treasure when they explore particularly
dangerous locations, or achieve great things.
Treasure can either be found, or received as a reward. The sort of treasure ponies find will be heavily
dependent on where it was found, and who (if anyone) was in possession of it before. For example,
searching a great dragon’s lair, ponies are likely to find gold and jewels, as they are things dragons like
to hoard. On the other hand, searching a hidden armory beneath the castle in the Crystal Empire might
reveal a magic shield or spear, once used long ago to defend the Empire from danger.
Treasure granted as a reward won’t usually be simple valuables, and players won’t usually want to simply
sell or trade the items they are rewarded. These should be not only special items, but reminders of great
deeds that the PCs have achieved, and of the friends they made along the way. For example, a Cosmic
Amulet granted by Princess Twilight might allow a pony to summon the light of the stars to guide them
when they are lost. This isn’t something the PC is likely to sell, because it represents the gratitude and
recognition of the Princess of Equestria! In another example, the PCs are gifted bloodstone circlets by
Dragonlord Ember after gaining her respect. These might not have magical properties, but they would
command respect from dragons the PCs show it to in the future. These items have meaning, and that
makes them more interesting in the story

Treasure
Tails of Equestria doesn’t place a great deal of importance on tracking treasure and belongings by
default, but introducing these elements can add depth to a game, especially if your group loves
epic fantasy adventures! They certainly don’t have to be used in order to make a game great, so
have a think about whether treasure and magic items will be important to your group and story.

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Sample Treasure & Magic Items
Below is a table full of sample items that might be found or gifted, and some of which are magic.
This list is not intended to be exhaustive, far from it. Feel free to invent your own treasure items!

Item Location

Duskloak. This dark gray cloak has an almost shadowy look to it. It fastens with A reward from
a silver binding around the neck and shoulders. When attempting to hide in Captain Flashhoof
darkness, shadows etc. this cloak upgrades the wearer’s die by one step. of Umberfoal

Telescopic Ten-foot Pole. Novices mock it. Experienced adventurers respect it.
Found in an 11ft pit
This pole can be reduced from its full length of 10 ft. to a convenient travel size.

Rope of Climbing. A length of rope that jumps to life like a snake. This rope
Found in a
responds to voice commands and can move by itself up to a length of 60 ft. dungeon
Any Body die rolled to climb with the rope is upgraded by 1 level.

Collar of Maredenkainen’s Faithful Hound. A black dog collar studded with magic
Found in a
gems. This collar can be used once per day to summon Maredenkainen’s Faithful Hound, Horrifying Tomb
a spectral canine companion with D6 in all Traits and the Truesight (D6) talent.

Shield of Spell Scattering. A shield that defends against magic spells. While a creature Found in ancient
is holding this shield they are considered to have the Magic Resistance (D6) Talent. armory

Light of Umberfoal. A creature holding this crystal can use 1 and 5 charges to A reward from
restore an equal number of Stamina Points to a creature. A character can spend 1 Evenlight of
Token of Friendship to reset the Light of Umberfoal to the maximum of 5 charges. Umberfoal

Bloodstone Circlet. The wearer commands respect from all dragons who A reward by
recognize the Dragonlord’s authority, though it possesses no magic power. Dragonlord Ember

Cosmic Amulet. When the wearer of this amulet is deeply lost and cannot see A reward from
the sky, it will shine with starlight and point the way home. Princess Twilight

Enchanted Weapon. While this weapon has no magic properties to make it Found in an
more effective in a fight, it does glow in a dramatic way. abandoned castle

Radical Foal Guidebook. This book contains advice for young ponies. After
In a library
reading, the next Charm die rolled to help a youngster is upgraded.

Honorary Yak Horned Helmet. A humongous metal helmet with horns that A reward From
grants the wearer respect among the Yak folk. Prince Rutherford

Emerald Owl Figurine. Allows the user to travel in time to a degree. The rules In a dragon’s
and results of this spell are not known well enough to be recorded here. hoard

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Flim, Flam,
Alakazam!

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Adventure overview
Las Pegasus, the lights, the glamour, the action! The party has been invited to an amazing
magic show hosted by Sparklehoof, a pony that loves magic but just doesn’t know why nopony
is coming to his show. The problem is that Sparklehoof hasn’t told anyone that his show even
exists, so everyone is going to the competing show being advertised by the brothers Flim and
Flam. It is up to the ponies to work out how to honestly advertise for an awesome magician
while disproving the claims made by the unscrupulous competition.

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Las Pegasus

“But Las Pegasus is a wild vacation spot! It’s just one big party!”
-Applejack

Read Aloud:
A letter arrives for the group, accompanied by a set of theatre tickets. It reads; “My dear
friends, I am so sorry to trouble you but I am in need of your help! My magic show in Las
Pegasus is close to being cancelled and I don’t know what to do! When you arrive in the city,
I’ll have a Pegasus Cab waiting to take you to the Maneharajha! Kindest regards, Sparklehoof.

The PCs arrive in Las Pegasus at the Balloon Arrival Station, where Sparklehoof has arranged for a Pegasi
cab to pick them up and bring them to the Maneharajha theatre.

NAVIGATING THE CITY


Las Pegasus is loud and crowded, which can be overwhelming and exhausting for anypony. When
traveling to a different location on hoof, each PC should make a Body test (difficulty 3) or lose 2 Stamina
if they fail. If the PCs wish to save some time and energy, they can hire a flying carriage to take them
where they need to go in the city for 10 bits a ride. If the PCs travel in this manner, do not roll on the
Something Happens table below.

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City Encounters
The busy streets of Las Pegasus are home to many strange events and occurrences. Whenever
the PCs travel to a new location you can choose to roll on the following table to see if they
encounter something unusual along the way.
These events should provide a problem that will cost the PCs time or Stamina, however, make
sure to reward them if they choose to help out. This could take the form of bits, friendship
tokens, or an ally who helps them sell tickets or disrupts Flim and Flam’s efforts.

Roll Something Happens!

CRASH: A delivery cart full of candy and stuffed toys has spilt everywhere on the street
1 and the crowds are rushing to pick up the goods for themselves causing a scuffle
among the tourists!

2
Mistake Identity: A pair of Guard Ponies mistake the PCs for a group of professional
thieves who have made off with a set of foreign jewels from a nearby hotel!

3
Directions: An older pair of ponies on vacation approach you asking for directions
to somewhere, though they can’t remember the name and are very hard of hearing.

Clumsy: A group of Pegasi carrying buckets of paint and brushes knock into a delivery
4 pegasus who isn’t watching where they are going and the paint threatens to splash all
over the PCs!

A game of chance: A pony on the street corner is offering passers-by the chance to
5 double their bits if they can win a game of chance. When they spot the PCs they call out
to them and invite them to try.

Breakdown: A section of a rollercoaster from one of the resorts passes over the
6 street, but as the PCs walk past one of the cars breaks downs and the ponies trapped
onboard need help!

Ponyrazzi: A famous pony is being chased by a number of newspaper ponies and


7 recognises the PCs (possibly from another adventure). They offer to help them if the
PCs can help them avoid the reporters for the afternoon.

Movie Time: A famous film director called Bigshot is making an action scene from his
8 latest movie “The First and the Furriest” on the next street over and all the crowds have
been redirected, making it impossible to get through the streets quickly.

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BALLOON ARRIVAL STATION
This is where everypony arrives when visiting Las Pegasus and a perfect place to advertise Sparklehoof’s
show. Sadly one of Alakazam’s assistants is already here selling tickets for their show. The first time the
PCs visit this location, a cab is waiting to take them to the Maneharajha.

Read Aloud:
“That’s right mares and colts, ponies and fillies, the Amazing Alakazam performs magic like
you’ve never seen! He can vanish and reappear in an instant, without so much as a spark from
his horn! This is no normal teleporting pony I promise!”
A young male Pegasus hands out flyers to everypony who passes by.
“Don’t waste your time with the same tired tricks of others! The Amazing Alakazam is the only
magic show to see in Las Pegasus!”

The assistant’s name is Tall Tales, and he has a natural gift at telling
lies and stories. He knows the secret behind Alakazam and has
been promised by Flim and Flam to become their official
promotional manager and a big pay rise if he can sell a
thousand tickets.
Of course, Flim and Flam have no intention of giving
Tall Tales the position, but he doesn’t know that.
If the PCs want to sell tickets here, have them make
a Charm test (difficulty 5). For each pony that helps
sell tickets, reduce the difficulty by 1. If at least half
of the PCs succeed, they are a success and sell a good
number of tickets for the show.
As long as Tall Tales is here, increase the difficulty test by 3,
as he will do his best to disrupt the PCs’ efforts to sell tickets.
The PCs can convince Tall Tales to leave with a Charm test
(difficulty 6) or if they bring him proof that Flim and Flam are
lying about his promotion he will help them sell Sparklehoof’s
tickets instead!

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THE MANEHARAJHA

Read Aloud:
The Maneharajha is an exotic looking theatre, designed to look like a temple from a far off
land. Inside the main stage is designed to look like a mad scientists lab and a handsome
looking Earth Pony in a glittery outfit is currently sawing a smiling Pegasi assistant in half.

The only audience watching Sparklehoof’s show are two elderly tourist ponies and an embarrassed
looking colt who thought it was a movie theatre. Although the PCs only catch the end of the show, they
can tell it is very well put together; even more impressive is the fact that he is an Earth Pony, and has no
magical abilities whatsoever.
After the performance, Sparklehoof and his assistant, Twisty, meet with the PCs and explains his woes to them.

“Oh it’s t-t-terrible. The manager says if I don’t sell out the n-n-next show, he’s going to cancel
it. I just d-d-d-don’t know why nopony is coming to see my show! I even had a b-b-brand new
trick to show off, but that A-a-a-alakazam fellow beat me to it!”
“That Alakazam is all anypony is talking about,” Twisty adds “Everypony is going crazy to see
his shows, but he’s brand new! Something’s not quite right.”

If the PCs can help Sparklehoof, he promises to share half of his earnings (200 bits) from the
performance with them and will gladly return the favour whenever the PCs need a helping hoof.
If the PCs ask what they can do, Sparklehoof isn’t sure himself but his assistant Twisty suggests they visit
the big hotspots in town and sell tickets or advertise the show to influential ponies. It quickly becomes
apparent they Sparklehoof hasn’t actually told anyone that his show exists! They could also try and find
out what’s making Alakazam so popular and see if anything fishy is going on.
The best locations to visit are;
 The Balloon Arrival Station
 Big Tops Circus
 Fountain Plaza
 The Baltimare Hotel & Spa
 Princess Point Shopping Mall
The PCs will need to sell tickets or
convince ponies at three of these
locations for the show to be a success.

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FLIMFLAM RESORT
FlimFlam resort is owned by Flim Flam Brothers after outing the previous owner Gladmane. It’s also the
location for the new sensational magic show, “The Amazing Alakazam!”.

A large building made in the shape of a pair of smiling unicorn ponies, rises up at the end of the
street. The resort is full of games, restaurants, and theatres for ponies to enjoy. Huge posters of
an orange unicorn with a big moustache and fancy cape are everywhere. The poster reads:
“The Amazing Alakazam and his stupendous finale; The Transported Pony! An original and genuine
magical spectacular! Princess Celestia calls it the greatest magical performance in Equestria!”

The FlimFlam Theatre isn’t open to the public, and neither Alakazam nor the Flim Flam Brothers are free
to talk with anypony. Various guard ponies keep a close eye for anypony trying to get backstage. If the
PCs want to sneak past the guards they must roll a Challenge, using their Body score against the Guard’s
mind. If they fail the guards chase them off and keep a closer eye out for them in the future (upgrading
their die one step).
If they successfully sneak backstage, they find a collection of props and costumes being prepared for a performance.
The stage ponies pay no mind to the PCs, assuming they are meant to be there as part of the show.
The PCs can make Mind tests to search the props and costumes for things that might help figure out
what Alakazam is up to. There is no set difficulty, but what they discover depends on the highest result.

Roll Discovery

1-2 They find nothing useful.

3-4 They find a second set of Alakazam’s costume and a fake moustache.

They find a note from a pony called Tall Tales in the trash. The note is asking Flim and Flam for a
5-6
promotion. Another pony has written over it with “haha never in a million years.”

They find a set of plans and designs for several of Alakazam’s tricks hidden inside a cabinet. Several
7+ notes on how to make it better using a pair of magicians instead have been written on it, clearly
indicating Flim and Flam are the ones performing the tricks themselves.

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THE BALTIMARE HOTEL AND SPA
The top hotel and spa in Las Pegasus, The Baltimare is where the most influential and successful ponies
in Equestria come to stay and relax.
Here the PCs can get a spa treatment to help recover their stamina, choosing from hoof pedicures to
massages or saunas. Such treatments cost 30 bits per pony and recover 5 points of stamina.
Any pony who does get treatment is taken to the treatment rooms and pool, where various rich and
famous ponies mingle and eat cucumber sandwiches while waiting for their pampering. Two ponies in
particular might catch a PCs’ attention.
Photo Finish, a famous fashion photographer, is here relaxing by the pool. She’s in Las Pegasus for a
new fashion shoot but has some free time to relax.
Alakazam (Really Flim in costume) is also here, chatting and promoting his own show to various
influential ponies. He wants to convince Photo Finish to come and take pictures at his performance but
she finds him “too razzle-dazzle.”
A PC who wants to try and talk to the hip ponies at the Spa, and convince them to go see Sparklehoofs
show will need to make a Charm test (difficulty 5). If the PC attempting so is, or at least looks and
acts, like a famous pony the difficulty becomes 3 instead. If at least one pony is successful, they make
significant progress toward selling out Sparklehoof’s show!
However, talking to the ponies at the spa draws the attention of Alakazam who tries to convince people
not to bother. He says Sparklehoof is an amateur who is just copying Alakazam’s own tricks,
and brags how he is friends with Princess Celestia.
A PC who tries to argue or disprove Alakazam must make a Challenge of
their Charm against Flim’s. If they fail, the PCs lose any success they had
convincing the cool ponies to come to Sparklehoof’s show. If they are
successful, they drive Alakazam off, for which Photo Finish is very grateful,
offering to repay them with a favor of their choice.

BIG TOP’S CIRCUS


This brightly colored arcade is designed like a big circus, complete with
clowns, jugglers, and even a small zoo of animals! It’s a popular destination
for the young and young-at-heart.

The noises of the game machines, zoo animals, and theme-park rides, make
hearing anypony very hard in this busy circus themed arcade. Large groups of fillies and
colts run around in excitement, holding cotton-candy cones, ice-cream, and other sugary snacks.
Upon hearing about Sparklehoof’s magic show, they laugh. “Magic shows are for babies” says
one little filly. “Nopony would go to see something like that!”

To convince these younger ponies to go and see the show, the PCs will need to prove they are “cool”
enough to listen to.
There are a number of classic carnival-style games that the little ponies are struggling to win. All of the
games require the same Body test (difficulty 4) to win. Winning three games convinces the kids the PCs
are cool and results in more ticket sales for Sparklehoof’s show.
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FOUNTAIN PLAZA
The Fountain Plaza is a big attraction in Las Pegasus. Every hour a dazzling water show with colored
lights and music plays out.

A big crowd of tourist ponies is gathered to watch the water fountain show, as the water jets
blast into the air with colored lights in time with the music.
A voice calls out from the crowd: “Yes, hello my adoring fans. Autographs are 10 bits each,
photos are 20 bits! Now who is coming to see my show tonight?”

Alakazam (Flam) is here to promote his show and make plenty of bits selling autographs and photos. He’ll also
do everything he can to draw attention away from the PCs if they are selling tickets to Sparklehoof’s show.
Whenever the PCs roll Charm to try and sell tickets, Flam will Challenge them with his own Charm and
talent in swindling. If Flam succeeds, the PCs fail to sell any tickets.
The PCs can also use this as opportunity to ask “Alakazam” questions, or try and get him to reveal his
identity or scams. Asking Flam to perform magic in front of everypony is a great way to get him to leave
them alone as he knows he can’t perform any tricks without Flim or their props.

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PRINCESS POINT SHOPPING MALL
A tall glass building, decorated with beautiful lights and dazzling shopping displays! Lots of luxury goods
and items are for sale here, and many trendy and hip ponies buy the latest couture outfits and accessories.
Glossy Pop, a stylish Earth Pony with a love of fashion and makeup,
creates the window displays for the mall each season. Each one is
more fabulous than the last. Currently she’s stuck for ideas on a
new display that will catch ponies’ attention and highlight things
to see and do in Las Pegasus.
If the PCs want to use this as a chance to promote
Sparklehoof’s show, they’ll need to convince Glossy Pop
on why it’s a good idea. Below are the three criteria that
Glossy is hoping to fulfill.
 It needs to be a bold statement! Something that will
catch everypony’s attention!
 It needs to make the pony looking at it feel something!
 It needs to highlight something unique about Las Pegasus
If the PCs can suggest an idea that fits Glossy Pop’s criteria,
she is more than happy to use the idea and help the PCs sell
more tickets in return.

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And there’s more!
Keep exploring Equestria and enjoying your adventures with our range of useful gaming aids and
expansion books for Tails of Equestria. Note that some of the artwork shown here may vary when
production is finalized.

The Curse of the Statuettes - The first ‘adventure box’


which comes with a pre-written full length adventure, a
detailed GMs screen, dice, and a pad of pony character
sheets. The Curse of the Statuettes adventure takes the pony
characters to the south of Equestria, where the wild and
dangerous Badlands await!

The Festival of Lights - A standalone adventure module


that can also be played sequentially with the others in a
campaign. The Festival of Lights picks up where The Curse of
the Statuettes ends, so makes a great longer adventure path,
but can also be played by itself. Explore the Umber Depths, a
massive network of caves and tunnels below Equestria!

Judge Not by the Cover - Judge Not by the Cover is great


for lower level characters and beginner adventurers, but also
works for seasoned ponies. A mysterious library appears and
leads the ponies on an quest to discover the enigmatic curator,
who has left the place in disarray.

The Haunting of Equestria - A standalone adventure


module that can also be played sequentially in a campaign.
The Haunting of Equestria is perfect for higher level
adventurers. The ponies will face off against a sinister version
of Princess Luna from another world who wants to unlock the
secret of Nightmare Moon and become the ultimate ruler.

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Filly Sized Follys - A standalone adventure module. This
book contains not one, but THREE different stories to play
through, perfect for ponies ranging from levels 2-5. All around
Equestria there are ponies in need, and only you can help
them! Great for filling in between your larger adventures or for
a one time

The Official Movie Sourcebook - A sourcebook focusing


on the locations, characters, and events of My Little Pony: The
Movie, including a brand new adventure beyond the borders
of Equestria, new playable races, and lots of new inspiration
and options for adventures.

Melody of the Waves - Welcome to the Singing Sea, an


enchanting place of myth and magic to the west of Equestria’s
shores. Legends tell that those who sail there sometimes hear
delicate songs drifting up from the waters, telling of ancient
exploits from the days before Equestria.

The Bestiary of Equestria - A sourcebook packed full


of new characters and creatures to use in Tails of Equestria
adventures, including new playable races and detailed stats for
characters from Friendship is Magic.

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PONY SHEET
Character Name: ..........................................................
ie ndshi
Fr p
Player Name: ........................................................................

Pony Type: .................................................................................

Level: ........................................................................................................
Element of Harmony Alignment:
.............................................................................................................................

Max Current
Stamina: ................................................. .......................................................................................................................................................

Body Mind Charm Talents


CM:......................................
T:..........................................
T:..........................................
T:..........................................
T:..........................................

Portrait

Quirks
Main:.................................
Q:.........................................
Q:.........................................
Q:.........................................

Cutie Mark

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