0% found this document useful (0 votes)
1K views72 pages

Mythic Bastionland Quickstart

Uploaded by

Grim
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
1K views72 pages

Mythic Bastionland Quickstart

Uploaded by

Grim
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 72

C H R I S M C D O W A L L

QUICKSTART RULES
10th OCTOBER 2023

m y t h i c
BastionlanD
B E F O R E I N T O T H E O D D
Edition Notes
This Quickstart document contains Charter of Change:
everything you need to play Mythic
Bastionland. • Quickstart - 10th October 2023
• LOTS of changes
The full version has all 72 Knights and • Incredible new artwork by Alec
Myths and additional Oddpocrypha sections. Sorensen
Some art pieces are placeholders, and others • Virtues renamed and recovery
will change before the final release. Some methods changed
rules will also get changed as needed before • Remedies as a new way to restore
going to print. Virtues
• Vows renamed to Passions and
Sign up for the upcoming Kickstarter here: reworked
https://www.kickstarter.com/projects/ • Feats are different now, risking
bastionland/mythic-bastionland-rpg- Fatigue instead of Virtue loss
before-into-the-odd • Changed how Glory is earned and
redistributed the ranks
Join the Bastionland discord server to talk • Gambits replace both Onslaughts and
about Mythic Bastionland: extra damage from additional dice
https://discord.gg/sPE74EY • Lead Attacker is no longer a thing,
everyone rolls their own dice at the
Character sheets are here: same time
• Armour is reworked to four types that
https://docs.google.com/document/d/ you can stack together (coat, plates,
1IXP-9zfA1Au_AFcsEMP- helm, shield)
qeRWOnkKqJFa_RFlWqvdrfQ
• Scars are rolled differently and have
I’m not looking for typo or grammar been rewritten
checking. The proofreading and editing • Changed what happens when you
process is still to come. reach 0 in each Virtue
• Landmarks reworked and Barriers
Enjoy! added to the map
Chris • Between Age actions tweaked
• New Nature and Civilisation spread

2
m y t h i c
BastionlanD
B E F O R E I N T O T H E O D D

GAME AND LAYOUT


CHRIS MCDOWALL
ILLUSTRATION
ALEC SORENSEN
EDITING AND ADDITIONAL CONTENT
SARAH ACTON

SELECTED INSPIRATIONS
CAIRN BY YOCHAI GAL
KINGDOMS BY SOPHIA TINNEY
MAUSRITTER BY ISAAC WILLIAMS
NEVERLAND BY ANDREW KOLB
PENDRAGON BY GREG STAFFORD
PRINCE VALIANT: THE STORYTELLING GAME BY GREG STAFFORD
RUNECAIRN BY COLIN LESUEUR

COPYRIGHT © 2023 BY CHRIS MCDOWALL


PUBLISHED BY BASTIONLAND PRESS
ISBN: 978-1-9163861-1-2
ALL RIGHTS RESERVED. NO PART OF THIS PUBLICATION MAY BE REPRODUCED, DISTRIBUTED, OR
TRANSMITTED IN ANY FORM OR BY ANY MEANS, INCLUDING PHOTOCOPYING, RECORDING, OR OTHER
ELECTRONIC OR MECHANICAL METHODS, WITHOUT THE PRIOR WRITTEN PERMISSION OF THE PUBLISHER,
EXCEPT IN THE CASE OF BRIEF QUOTATIONS EMBODIED IN CRITICAL REVIEWS AND CERTAIN OTHER
NONCOMMERCIAL USES PERMITTED BY COPYRIGHT LAW. FOR PERMISSION REQUESTS, WRITE TO THE
PUBLISHER AT BASTIONLANDPRESS@GMAIL.COM

WWW.BASTIONLAND.COM

3
On cold misten hills, beast witsome and fell
In holdings and havens the vassals adwell
Seers know the all, the start and the end
Myths hushed aloud to which truth must abend

Aside vagabonds on snakelene trails


Knights render these stories awrenched from their veils
For the oath, for the glory, through sorrow and ache
The City, that quest to which no knight can make

4
Contents
GETTING STARTED 6

RULES 8

EQUIPMENT 12

RUNNING THE GAME 14

KNIGHTS & MYTHS 24

ODDPOCRYPHA 51

5
Beginnings & Glory
GETTING STARTED GLORY
One player is the Referee. They should read All Knights seek Glory, that they might one
through to the end of the rules section (p25). day be deemed worthy of the City Quest.
The other players can go straight to the GLORY THROUGH MYTHS
Knighthood page opposite and need not read When a the group feel that a Myth has been
beyond unless curious. resolved, reaching a conclusion of any type,
all Knights who played a part in that Myth
START & SCOPE gain 1 Glory.
Every group that sits down to play the game RANK
is different, and you should consider the A Knight’s glory dictates their rank:
Start and Scope of a game before you begin.
0 Glory - Knight Errant
The Start is the opening situation that the Worthy of leading a Warband
players find themselves in.
3 Glory - Knight Gallant
The Scope is how far you expect the game to Worthy of a seat in Council or Court
go run, both in-game and out of game.
6 Glory - Knight Tenant
The examples below are not a definitive list. Worthy of ruling a Holding
START 9 Glory - Knight Dominant
Choose one: Worthy of ruling a Seat of Power
Adventurer - Young Knights Errant with 12 Glory - Knight Radiant
d6GD and d12+d6 in each Virtue. They arrive Worthy of the City Quest
in the Realm, seeking Glory. If they feel lost,
advise them to seek a Seer’s counsel. WORTHINESS
Rank alone does not immediately grant the
Courtier - Mature Knights Gallant with Knight a Council position or rule of a
2d6GD and d12+6 in each Virtue. They have a Holding, it merely proves their Worthiness.
place in Court at the Seat of Power. The first
Omen of the nearest Myth is delivered as A Knight may find themselves in a position
news to the Court. for which their rank is unworthy. They are
sure to face initial opposition, but if this can
Ruler - Mature Knights Tenant with d6+6GD be overcome then their worthiness is proven.
and d12+6 in each Virtue. One Knight rules
a Holding, the others in their Circle. The GLORY BY OTHER MEANS
Seat of Power is under a wicked influence. In a suitably public duel or joust, Knights
may stake their Glory against that of a
SCOPES willing opponent. The victor gains 1 Glory,
Choose one: the loser loses 1 Glory.
Adventure - One session. Here it can save Tournaments may also grant 1 Glory to the
time to generate a few Knights ahead of the winning Knight, provided there are
game and let the players choose one each. significant spectators and spectacle.
Chronicle - A known number of sessions, If a battle is large enough to be remembered
finishing at the end of these. Season and Age in history, all Knights on the victorious side
turns are planned out ahead of time. For 6 gain 1 Glory.
sessions this might be a Season turn at the
end of each session, an Age turn at the end of When the game moves to a new Age all
each Winter. Knights gain 1 Glory through serving the
realm and manoeuvring in court.
Saga - An indeterminate number of sessions.
Here you can let the players guide the scope
as they explore the world.

6
Knighthood
You are Knights, united by a common Oath SQUIRES
and visions of the City. You may have Small Companies (2 Knights or fewer) may
dreams of glory, but every Knight must give each Knight a Squire. They serve as
accept the risk of death. apprentices, and are not yet Knights, so
cannot gain Glory or perform Feats.
The Seers who knighted you have deemed
that you travel as a Company. While some 2d6 for each Virtue, 1GD.
of you may rest, roam, or die, your collective They ride a pony (VIG 7, CLA 7, SPI 2, 2GD) and
journey will be as one. carry a dagger (d6).
Roll d6 for their extra equipment.
Knights have 3 Virtues. Roll a value for each
in order. The Start that you chose for your 1: Cudgel (d8 hefty), 2: Axe (d8 hefty)
Company determines the dice you roll. If 3: Hatchet (d6), 4: Shortbow (d6 long)
unsure, roll d12+d6. 5: Shield (d4, A1), 6: Three Javelins (d6)
When Knighted they gain d6 in each Virtue.
VIGOUR
Strong limbs, firm hands, powerful lungs
CLARITY
Keen instinct, lucid mind, shrewd eyes
SPIRIT
Charming tongue, iron will, fierce heart
Roll for GUARD (GD), your skill at avoiding
wounds. The Start that you chose for your
company determines the dice you roll.
Roll or choose a Knight (p24).
This gives:
Property: Items brought with you.
Ability: A special ability unique to you.
Passion: A special means you have to
restore your Spirit.
Every Knight has a dagger (d6), torches,
rope, dry rations, and camping gear.
Every Knight knows the three Feats (p10).
Every Knight has sworn the Oath:
SEEK THE MYTHS
HONOUR THE SEERS
PROTECT THE REALM

7
SAVES
Basic Rules ATTACKS
To pass a Save, roll a d20 equal or below the Take the attack dice noted on your
relevant Virtue. Failure means negative weapon(s), shield, and granted by bonuses.
consequences, not always a failed action.
Go through the following steps in order.
VIRTUES
Virtues can be reduced and raised in a 1. All combatants attacking the same target
number of ways, but can never go higher roll their dice at the same time
than 19 or lower than 0. 2. If the target or their nearby allies can
Deny (p10) they may use it
TURNS 3. Attackers perform Gambits (p10)
A turn is enough time to Move and then
perform an Action, always in that order. 4. Take the highest die remaining
5. Add any extra damage from attackers
SURPRISE Bolstering the attack (p10)
Players normally take the first turn of 6. Subtract the target’s total Armour score
combat, discussing their plan and acting in 7. The attack causes that much damage
any order they wish.
Characters who were not readied for combat So a knight with a mace (d8) and shield (d4)
must pass a CLA Save or miss the first turn. is aided by an ally with 2 daggers (d6 each).
They roll d8 and d4, and 2d6 respectively.
REACTION
Non-player characters react in a way that The dice show 7, 3, 1, and 5. The highest die
feels appropriate for the current context. is 7. The 5 is spent on a Gambit to Bolster
the damage to 8. The target has Armour 2
When uncertain, a character makes a SPI (helm and shield), reducing the damage to 6.
Save to avoid an unfavourable reaction.
Impaired attacks roll d4 instead of their
EXPOSED normal dice.
Characters who are caught with their guard
down or otherwise defenceless are Exposed Blast attacks target everybody in their area,
and act as if they have 0GD. If they remedy rolling each separately.
their situation then they are no longer
Exposed. Traps and ambushes typically catch DAMAGE
victims Exposed. The attack’s damage is deducted from the
target’s Guard.
FEATS
These special actions known by Knights can If they have at least 1GD remaining then they
be performed as described (p10). Using Feats Evaded the attack.
risks the Knight becoming Fatigued which
prevents them from using further Feats until If it leaves them with exactly 0GD then they
they rest. are Scarred (p9).

DEATH If it exceeds the target’s Guard, the excess is


Even the boldest Knight can die a sudden or deducted from VIG and they are Wounded.
ignoble death. Prepare yourself for this. If they lose half or more of their remaining
When a Knight dies the player creates a new VIG it is a Mortal Wound. Mortally Wounded
Knight and they are added to the company as targets are down and dying. They die if left
quickly as possible. Alternatively they may untended for an hour, but can be patched up
assume control of a squire or follower. in a few moments.
If damage reduces the target’s VIG to 0, or
would take it below 0, they are Slain.

8
VIRTUE LOSS
Harm & Scars SCARS
Victims are only Slain or Mortally Wounded Take the die that caused the Scar and roll it
if the Virtue was reduced by Damage. again, consulting the table below for the
specific Scar caused.
Virtues may be reduced by other means,
typically referred to as Virtue Loss. Virtue Loss through Scars is not Damage, so
cannot Mortally Wound or Slay the victim.
At VIG 0 you are Exhausted and cannot
attack if you have moved this turn. Scars are only gained through real, deadly
combat, not training or bloodless duels.
At CLA 0 you are Exposed and treated as
having 0GD. SCARS
At SPI 0 your attacks are Impaired rolling a Distress – A lucky escape
single d4 only. 1 Lose d6 SPI.
RECOVERY Disfigurement – A permanent mark
Guard is fully restored with just a moment Roll 1d6:
of peace after the danger has passed. 2 1: Eye, 2: Cheek, 3: Neck
Fatigue is also removed this way. 4: Torso, 5: Nose, 6: Jaw
If your max GD is 2 or less, increase it by d6.
Virtues can be fully restored by 3 means:
Smash – A sudden spray of blood
3
• Consuming a specific type of Remedy Lose d6 VIG.
• Performing a specific Action Stun – Pain drowns the senses
• Skipping to a new Season 4 Lose d6 CLA
If your max GD is 4 or less, increase it by d6.
Vigour is restored by consuming Sustenance 5 Rupture – Innards pierced and compressed
or spending a full day in warm hospitality. Lose 2d6 VIG.
Gouge – Flesh torn from bone
Clarity is restored by consuming Stimulant 6 When you get stitched up, if your max GD is 6
or receiving guidance from a Seer. or less, increase it by d6.
Spirit is restored by consuming Sacrament 7 Concussion – A heavy blow numbs the mind
or indulging a Passion. Lose 2d6 CLA.
REMEDIES Tear – Something taken in violent struggle
A single Remedy is a sizeable bundle of Roll 1d6:
materials and tools. A person or dedicated 1: Nose, 2: Ear, 3: Finger
8
beast of burden can only carry one at once. 4: Thumb, 5: Eye, 6: Chunk of Scalp
When you get patched up, if your max GD is 8
Using a Remedy requires a whole phase of or less, increase it by d6
the day, and is more about the ceremonial act Agony – With a crack, a torturous break
than the material components themselves. 9 Lose 2d6 SPI.
The Virtue is restored before resolving any Mutilation – A limb rendered lost or useless
Omens or other encounters. A single Remedy Roll 1d6:
is enough to benefit all company present. 1-2: Leg, 3-4: Shield Arm, 5-6: Sword Arm
10 By next Season you have a prosthetic or have
learned to get by, and if your max GD is 10 or
less, increase it by d6.
Doom – A cheated death haunts you
11 If you take a Mortal Wound this season you
are Slain instead.
Humiliation – A most dolorous stroke
12 When you achieve revenge, if your max GD is
12 or less, increase it by d6.

9
FEATS
Specifics of Combat MINOR ACTIONS
After performing a Feat the user must pass a Changing weapons, dismounting, and similar
Save or become Fatigued, leaving them actions do not count as a combatant’s action
unable to perform Feats until they rest. for the turn.
Each Feat can only be used once per attack
by each combatant involved. BONUS ATTACK DICE
These are gained from useful information,
SMITE - Release your righteous fury shrewd preparations, or a tactical advantage.
• Use before rolling a melee attack +d8 is a typical bonus.
• The attack gains either +d12 or Blast UNARMED COMBAT
• Pass a VIG Save or become Fatigued Unarmed attacks are Impaired unless the
attacker has suitable natural weapons.
FOCUS - Create an opening to exploit
• Use after rolling an attack RANGED COMBAT
Purely ranged weapons cannot be used if the
• Perform a Gambit without using a die attacker began their turn engaged in melee.
• Pass a CLA Save or become Fatigued
Protective cover grants an additional point of
DENY - Rebuff an attack before it lands Armour against ranged attacks.
• Use after an attack roll against you or an MOUNTED COMBAT
ally within arm’s reach Mounted combatants use from their steed’s
• Discard one attack die Trample attack (if they have one) in addition
• Pass a SPI Save or become Fatigued ot their own weapons when charging enemies
on foot. This doesn’t work against large
GAMBITS opponents or spearwalls. Steeds can be
Attackers may discard any number of attack targeted separately by attacks.
dice of 4 or higher to perform Gambits, each Being dismounted causes d6 damage.
causing one of the effects below. The affected
foe must be a target of the original attack. DUELS & JOUSTS
Two combatants can mutually agree to
For Gambits other than Bolster and Move the engage in a duel, or joust if mounted.
target receives a VIG Save to ignore the effect.
They fight as normal but their attacks are
• Bolster the attack for +1 total damage rolled and resolved simultaneously, including
• Move after the attack, even if you the effects of Gambits. Both combatants can
already moved or are unable to move use Feats before the attacks are resolved.
• Repel a foe away from you
• Stop a foe from moving next turn SHIELDWALLS & SPEARWALLS
3 or more allies may form a wall formation.
• Impair a weapon on their next turn If they all bear shields then they gain an
• Trap a shield until your next turn additional point of Armour. If they all bear
• Dismount a foe spears (or similar) then enemies cannot
• Other effect of a similar level of impact attack on the turn that they charge.
WAVERING MORALE
If a die of 8 or higher is used in melee then a Individuals who are wounded, or groups who
strong gambit is performed and the lose half their number, must pass a SPI Save
attacker chooses one of the following: to avoid rout or surrender.
• No Save is granted to the target Organised groups roll once using their
• Greater Effect such as disarming an leader's SPI. Disorganised groups roll for each
item, breaking a wooden shield or individual against their own SPI.
weapon, or removing a helm. This does
not increase the damage from Bolster. This does not affect player characters.

10
WARBANDS
Warfare RECRUITMENT
Two-dozen or so combatants fighting together Soldiers are drawn from loyal vassals,
are treated as a single Warband. knights that share a cause, or mercenaries
that have agreed a price.
• When they are Mortally Wounded they
are routed from the battle. Whatever their origin, soldiers expect their
• At VIG 0 they are wiped out entirely, at SPI basic needs to be met during their service.
0 they are broken.
Warbands who are not well rested, unfed, or
• They are not harmed by individual otherwise pushed too far typically lose SPI. At
attacks unless they are Blast attacks or SPI 0 a Warband will not follow orders, acting
suitably large-scale. only in their self-interest.
• Warband attacks against individuals
receive +d12 and cause Blast Damage. WARBANDS
Levy
VIG 10, CLA 10, SPI 7, 3GD
LEADING FROM THE FRONT
One individual within a Warband can add Crude Polearm (d8 long)
their damage dice to the Warband’s attack Skirmishers
roll, leading from the front. If they do, they VIG 10, CLA 13, SPI 10, 2GD
suffer the same damage that the Warband Shortbow (d6 long)
does until their next turn.
Mercenaries
WOOD AND STONE VIG 13, CLA 10, SPI 10, 4GD
Ships and structures are destroyed at 0GD. A3 (mail, helm, shield)
Recovering GD takes a day of repairs. Spear (d8 hefty), shield (d4)
Wooden structures and ships ignore attacks Riders
other than from fire, siege weapons, or VIG 10, CLA 13, SPI 10, 3GD
suitably large creatures. Javelins (d6), handaxe (d6), steeds
Stone walls cannot be breached by Knights
conventional means, though their gates are VIG 13, CLA 10, SPI 13, 5GD
usually a viable target. A3 (mail, helm, shield)
Gate: 5GD, A2 Mace (d8 hefty), shield (d4), charger (+d8
Rampart: 10GD, A2 trample)
Castle Wall: 10GD, A3
Colliding ships take d12 damage. If one ship
is much larger it takes d6 damage instead.
Rowboat 4GD, carries 6 passengers
Longship 7GD, A1, carries a Warband
Warship: 10GD, A2, carries 2 Warbands
ARTILLERY AND SIEGERY
Siege Tower: 7GD, A2
Battering Ram: d12
Stone Thrower: d12 blast
Bolt Launcher: 2d12
Trebuchet: 3d12 blast, immobile

11
TRADE
Arms & Goods WEARING ARMOUR
Only the rich deal in coins. Most trade is an One of each armour type (coat, plates, helm,
exchange of raw materials, goods, or service. shield) can be worn at once, combining their
Frequent trades often grow into ongoing armour scores together.
pledges of service, cooperation, or protection.
Plates and helm are generally not worn
Common items are widely available. outside of battle.
Uncommon items require a specialist.
Rare items are truly treasured. COMMON ARMOUR
Shield: d4, A1 (round, kite, heater)
WIELDING WEAPONS
If no type is noted assume the weapon uses UNCOMMON ARMOUR
one hand and has no other restrictions. Coat: A1 (mail, gambeson, flexible armour
Hefty weapons require one hand. Only one suitable for general wear or beneath plates)
Hefty item can be wielded at once.
Long weapons require both hands and are Helm: A1 (kettle, nasal, bucket, coif)
Impaired in confined environments. RARE ARMOUR
Slow weapons cannot be used if the attacker Plates: A1 (cuirass, brigandine, splint, scale,
has moved this turn. They are also Long. rigid armour usually worn over a Coat. Slow
COMMON WEAPONS to don or remove, even with an assistant.)
Hefty Tools: d6 hefty (pitchfork, hatchet) TOOLS
Long Tools: d8 long (staff, logging axe, pick) Common Tools: Saw, fishing rod, sewing set,
Hand Weapons: d6 (dagger, club, handaxe) candles, shovel, flute, etc.
Hefty Weapons: d8 hefty (spear, mace, axe) Uncommon Tools: Animal trap, smithing
Long Weapons: d10 long (poleaxe, billhook) tools, herbalist kit, scribe set, lute, etc.
Rare Tools: Alchemy tools, crystal ball,
Sling: d4 hefty extravagant harp etc.
Javelin: d6
Shortbow: d6 long COMMON BEASTS
Hound: VIG 5, CLA 10, SPI 5, 4GD, d6 bite
UNCOMMON WEAPONS Sheep or Pig: VIG 5, CLA 5, SPI 5, 1GD
Shortsword: 2d6 Pony: VIG 7, CLA 7, SPI 2, 2GD
Lance: d10 long, count as hefty if mounted Mule: VIG 10, CLA 5, SPI 5, 2GD
Brutal Weapons: 2d10 slow (greataxe, maul)
UNCOMMON BEASTS
Longbow: d8 slow Ox: VIG 15, CLA 5, SPI 5, 3GD
Hawk: VIG 5, CLA 15, SPI 5, 4GD, d4 talons
RARE WEAPONS Riding Steed: VIG 10, CLA 10, SPI 5, 3GD
Longsword: 2d8 hefty Heavy Steed: VIG 15, CLA 5, SPI 5, 2GD
Greatsword: 2d10 long
RARE BEASTS
Curve Bow: 2d6 long Charger: VIG 10, CLA 5, SPI 5, 5GD, d8 trample
Crossbow: 2d8 slow
REMEDIES (All Uncommon)
SPECIALIST WEAPONS
Take an existing common or uncommon Sustenance: The means for a generous feast.
weapon with +d8 or +d10 in a specific Used to recover VIG.
situation. Make it one category rarer.
Stimulant: Enlightening herbal preparations.
Used to recover CLA.
Sacrament: Props for ritual or performance.
Used to recover SPI.

12
SPECIALISTS
People & Realms REALMS
Holdings contain a range of specialists who • The world is fractured into petty Realms,
can be called upon for service. The larger the each ruled from a Seat of Power.
holding the better the chance of finding rarer • Within each Realm are smaller Holdings,
specialists. Many will gladly offer their walled settlements tended by vassals and
service to a Knight, but all have their limits, guarded by knights.
after which they will need something in
return or refuse entirely. • Most that lies between is wilderness.

Roll their Virtues on d12+d6. MYTHS


COMMON • Stories that became truths, or are
Servant: 2GD destined to come to pass.
Single duty with little expertise • Nobody agrees on the details, but every
version is true in some way.
Guide: 4GD • There’s no such thing as “just a myth”.
Handaxe (d6), javelin (d6)
Local knowledge
ROLES
Sentry: 3GD • Most fall into one of four roles: Vassal,
Billhook (d10 long) Vagabond, Knight, or Seer. A web of
Little appetite for actual combat seniority exists within and between each.
• Vassals serve a liege, typically a Knight,
UNCOMMON in return for protection.
Herbalist: 1GD
Knows treatments, not cures • Vagabonds roam, working for and
protecting only themselves.
Soldier-at-Arms: 6GD
A2 (helm, shield) SEERS
Spear (d6 hefty), shield (d4) • Those who understand the nature of
Experience of combat myth enough to glimpse into our future.
Archer: 3GD • Their visions grant legitimacy and
Shortbow (d6 long) direction to a Knight’s quest.
• They know when a Squire is ready to
RARE become a Knight, and when a Knight is
Alchemist: 1GD ready to seek the City.
Creates poisons or quasi-medicinal potions
Sellsword: 7GD KNIGHTS
A4 (coat, plates, helm, shield) • Those who take the oath are held in
Longsword (2d8 hefty), shield (d4) esteem, but expectations burden them.
Generally only agrees to fights that they are • They rely on their arms, but are expected
confident they can win to know the customs of peace.
• Usually one Knight holds each title,
passed on in retirement or death.

FAITH
• Some believe there is truth in the sky: the
stars, moon, sun, positions, and motions.
• Some take comfort in ancient nature: the
turn of seasons, the whisper of trees, the
wisdom of beasts.
• Some believe the sacred stories that
weave into Myths, guiding us to the City.

13
Creating a Realm
BREAKING THE RULES MYTH HEXES
The guidelines on this page make for a Place 6 Myths (p25) in remote places.
typical Realm, but all of them can be bent or Number them as 1-6. The Hexes are clearly
broken in creating your own Realms. affected by the presence of their Myth.
THE HEX MAP LANDMARKS
A Realm is mapped on a hexagonal grid Some Wilderness Hexes contain a Landmark.
covering the loose rule of a Seat of Power. These are discovered when travellers roll 4-6
A 12x12 grid is typical, whether the Realm is on the Wilderness roll. A typical Realm has 3
landlocked, coastal, or an island chain. or 4 of each type of Landmark. Mark them
with their initial or an icon.
Typically players get a copy of the map with
Holdings and general terrain marked. They Even characters who know a Landmark’s
cannot see Myths, Landmark, and Barriers. location must still make a Wilderness Roll to
check for Omens as they travel there.
The distance covered by each hexagon is a
Hecksleague, commonly called a Hex. Each Landmark type covers a range of
specific features, with prompts provided on
This distance represents a few loose factors: Knight and Myth pages later in the book.
• The area a hill fort can overlook The course of the game may create new
• The area that guards can patrol in a day landmarks or remove or alter existing ones.
• A return hike to a neighbouring hex gets
you home before dark Dwellings: Humble homes amid the wilds.
Sanctums: Each the sacred home to a Seer.
WILDERNESS Roll on the Knight table (p24) to find which
Most Hexes are Wilderness and are marked Seer lives at each Sanctum.
with a variety of terrain types. Spark Tables
(p22) can help with this. As a general guide Monuments: Sites of inspiration.
create clusters of d12 hexes of the same Travellers may spend a phase to restore SPI
terrain type. here as if they were consuming a Sacrament.
Some Hexes have a Barrier on one of their Hazards: Nature fights your every step.
edges, typically representing a sudden Devise a solution, push through (lose d6 VIG),
altitude change or other impassible feature. or go back the way you came.
Travel through a Barrier is not possible by
normal means. An attempt to travel through Curses: Blights on the land that throw you
a Barrier still uses a Phase of travel. For a off course. If you travel in the next phase it
typical Realm, place barriers on 1-in-6 Hexes. counts as travelling blind (p18).
Most Realms have a navigable river passing Ruins: Remnants of the past echo the future.
through and a few large lakes spanning These hint at a random Myth not currently
whole or multiple Hexes. active in the Realm, though it may return.
HOLDINGS ADDING DETAILS
Place the Seat of Power near the centre. Spark Tables (p22) can add detail to
This is the Holding of the ruler of the whole significant locations and people in the Realm.
Realm, commonly a Knight in a castle.
DISTANT REALMS
Place 3 other Holdings a good distance away Realms are usually bordered by water,
from the Seat of Power. These are fortresses, mountains, or wasteland, though claims are
towers, walled towns, temples. They are held often disputed. Travelling to a distant Realm
by Knights or influential Vassals and most of normally sees you arrive in the next Season.
the Realm’s population lives within their
walls or their Hex.

14
A Knight’s journey largely focuses on
Sites EXAMPLE - Blackmoss Isle
travelling great distances to seek the
guidance of seers and uncover myths.
However, on occasion there may be the need
to zoom in on a single hex, or a specific site 1 6
within a hex, in more detail.
Sites can be created as areas that warrant
more detailed exploration, whether ancient 3
catacombs, hostile castles, twisting caverns,
or misty woods spanning the entire hex.
While they can be plotted out with any 2 5
number of traditional methods, this is a
quick hex-based method.
4
POINTS AND ROUTES
Entrance: A small cove, a safe landing spot
1. Draw six Points as corners of a hexagon, on the island.
with a seventh point in the centre.
1. Mark 3 of these points as Features Hidden Entrance: Locals know of a second
with a circle, areas that give landing, requiring careful piloting through
information or set the mood. rocks and caves.
2. Mark 2 as Dangers with a triangle, 1: Stony beach overgrown with toxic black
places to be navigated carefully. moss. Dead rock pools and a smashed boat.
3. Mark 1 as Treasure with a diamond,
something very beneficial to find. 2: A tattered rope bridge over jagged rocks.
4. Erase the final point and assign Carrion Gulls harass travellers, hoping to
numbers to the remaining points. secure their next meal.
2. Routes are connections between 3: A cave, revealing a small harbour and
neighbouring points. twisting cave out to sea. A high hidden cave
1. Draw 3 Open routes with a solid line. leads to 6, while the passageway to 4 is
These are straightforward paths overgrown with black moss.
between points.
2. Draw 2 Closed routes with a crossed 4: A former shrine to the sea, overgrown with
line. Here something blocks the way, black moss. Now the Tomb of the Salt Seer.
so creative thinking is required.
5: A waterlogged cave, swirling currents
3. Draw 1 Hidden route with a dotted sweep away anybody not secured. Tunnel to
line. This path is only found through 6 is flooded by raging waters.
specific exploration of its connecting
points or local knowledge 6: The Salt Seer’s Horde. Valuable treasures
3. Make sure all points can be reached, even and his Eye of the Sea.
if one of the routes is closed or secret.
4. If applicable, place an entrance in any BREAKING THE RULES
Hex, and an optional hidden entrance. The guidelines on this page are just a
starting point. Rearrange the distribution of
the types of point, route, and entrance if it
suits the theme of the site better.
So a sealed off burial complex might have:
Points: 3 Treasures, 2 Hazards, 1 Feature
Routes: 3 Closed, 2 Secret, 1 Open.
Entrances: 1 Entrance only.

15
PRIMACY OF ACTION
Refereeing TAKING ACTION
Even when using the rules for travel, When the players take action the Referee
exploration, and combat, remember this, the works down this list.
most important thing:
1: INTENT - What are you trying to do?
Past action taken by the players supersedes 2: LEVERAGE - What makes it possible?
content generated by prompts or rules. Their 3: COST - Would it use a resource, cause
deeds are reality. Virtue Loss, or have a negative side-effect?
4: RISK - What's at risk? No risk, no roll.
Remember the core of giving players Otherwise make a Save or a Luck Roll.
information, honouring their choices, and 5: IMPACT - Show the consequences, honour
describing the impact of their actions. the established risk, and move forward.
GIVING INFORMATION SUCCESS
The players can only make interesting When the players succeed at a significant
choices when they are presented with action the Referee does one of the following:
difficult situations and given all of the
information needed to engage with them. ADVANCE - Move in a good direction.
DISRUPT - Lessen a threat.
IMPROVISATION RESOLVE - Put a problem to rest.
When faced with a question not answered by
rules, notes, or procedures, you improvise. FAILURE
When the players fail at a risky action they
Anything too beneficial or too harmful might still complete the action, but always
creates the feeling of an arbitrary world. suffer negative consequences:
Instead, describe something that does at
least one of the following: THREATEN - Create a new problem.
ESCALATE - Make a problem worse.
• Evokes the flavour and themes of the EXECUTE - Deliver on a threat.
area and its inhabitants.
• Indulges their senses. Vision, hearing, IMPACT
touch, smell, and taste. Whether a success or failure, ensure that the
• Reinforces something that they've players’ actions have an observable impact on
already learned about this place. the world. The best types of impact have both
immediate and lasting consequences, always
moving things forward.
PROMPTS
Every Knight and Myth spread has Prompts ENDING A SESSION
across its base. These serve as cues for At the end of each session:
improvisation as needed. Spark Tables (p22)
are also useful for generating prompts. • Discuss if it would feel right for a Season
or Age to pass between now and the next
LUCK ROLLS session (p17).
If you need to consult the whims of fate, • If a Season or Age passes follow the
make a Luck Roll on a d6. A high roll favours procedure detailed.
the characters, a low one does not.
• Ask the players if they have any plans or
In general, use these guidelines: ambitions for the next session. This gives
you a direction for any preparation you do
LUCK ROLL before then.
1 Crisis: Something immediately bad.
2-3 Problem: Something potentially bad.
4-6 Blessing: A welcome result.

16
A DAY has 3 PHASES:
Time ADVANCING TIME
At the end of each session, or during a
Morning: Sunrise to Noon natural break in their journey, the group
Afternoon: Noon to Sunset decides how much time will reasonably pass:
Night: Sunset to Sunrise
• None - Pick up where you left off
A YEAR has 3 SEASONS: • Weeks - The season continues, onto the
Spring - The Green Season next significant seasonal event
• Rosy dawns, birds in the blossom, • Months - Move to the next Season
blustering winds, and hailstorms • Years - Begin a new Age in Spring
• Begins with the Feast of the Sun, a day
of excess and revelry to strengthen both If uncertain, Roll:
the people and the land PASSAGE OF TIME
• Midspring sees Sceptremass, where the 1 Season or age turns now
Seat of Power gathers local rulers to 2-3 Season or age turns next session
renew their vows of loyalty 4-6 The season or age continues
Harvest - The Gold Season Between Seasons and Ages, Knights guard
• Warm starry nights, chirping crickets, the Realm and each choose a Pursuit.
drought, and thunder
• Begins with the Feast of the Stars, a BETWEEN SEASONS
night of honours, unions, and contests Restore Virtues and choose one:
• Midharvest sees Eldermass, a secretive • Pilgrimage: Learn about an unknown
assembly of Seers and trusted associates part of the Realm.
• Courtesy: Establish a new contact or
Winter - The Grey Season earn a favour.
• Blankets of snow, icy blizzards, cold • Service: Make a small improvement to
steely ground, and darkness the Realm.
• Begins with the Feast of the Moon, a
solemn reflection of mortality and history BETWEEN AGES
• Midwinter sees Kindlemass, a sacred Restore Virtues, gain 1 Glory, choose one:
day of warmth and goodwill, where each
home must open their doors to all • Duty: Make a significant improvement to
the Realm.
A LIFE has 3 AGES: • Succession: Establish a successor and/or
have them Knighted.
Young: Green, always learning • Legacy: Your successor gains half of your
Mature: Seasoned, in their golden years current Glory.
Old: Grey, considering their legacy
New Knights are assumed to be Young. UNRESOLVED SITUATIONS
If a particularly important situation is left
When significant years pass, characters move unresolved before moving to the next Season
onto the next Age. or Age, roll d6 to see how it changes during
that time.
When a character becomes Mature they
reroll all Virtues on d12+d6 and keep the UNRESOLVED SITUATIONS
result if higher. 1 It goes as bad as it could possibly go.
When a character becomes Old they reroll all 2-3 It gets worse.
Virtues on d12+d6 and keep the result if 4-6 It gets better.
lower. In addition, Old characters lose d12
VIG at the end of each age. If this reduces
them to VIG 0 they die peacefully.

17
Travel

WILDERNESS ROLL
Encounter the next Omen from a
1 Random Myth in this Realm.
Encounter the next Omen from the
2-3 Nearest Myth.
Encounter the Hex’s Landmark.
4-6 TRAVELLING BLIND
Otherwise All Clear.
1 Circle back to where you started.
2-3 Drift a hex to the Left (2) or Right (3).
4-6 Progress straight ahead as planned.

DIRE WEATHER
Dire Weather. You can’t leave the Hex
1 and can’t get proper sleep.
2-3 Looming Threat. If this is rolled a second
consecutive time, treat as Dire Weather.
4-6 Fine weather for travel.

LOCAL MOOD
1 Occupied by a looming or recent crisis
2-3 There is a sense of things in decline
4-6 A fine mood and all seems well enough

18
THE LAY OF THE LAND
Exploration GATHERING FOLKLORE
Each Hex is large and diverse, a land within Everybody knows their local Myth, but Seers
the land. Some may spend their whole lives hold wisdom beyond mere commoners.
within one. No Hex is entirely uniform. A
forest hex might have cliffs, streams, Vassals know about their nearest Myth, and
clearings, and caves. its general direction. If it is adjacent to their
home then they know its precise location.
Use Spark Tables (p22) and the prompts at They know Landmarks in their home and
the base of each Knight and Myth spread to neighbouring Hexes.
help fill the blanks in your Hexes.
Knights and Vagabonds have roamed
EXPLORATION ACTIONS enough to know about a random Myth of the
When ruling exploration actions, follow the realm and its rough direction. They also
standard Action Procedure (p16). In know of the nearest Landmark.
particular, consider whether the action will
take a whole Phase of the day to carry out. Both know Rumours that warn of dangers,
but not how to avoid or undo them.
As with other Actions, the players should
know the risks before they commit to it. Seers know the rules of all Myths, their
secrets, and their locations. They know their
If the Action calls for a Save the company weaknesses, and cures to their maladies.
decides who rolls, using their Virtue. They know all Landmarks in the realm.
Even if they fail the Save, the goal might still Such vast knowledge isn’t given freely.
be achievable, but now faces an obstacle, a
hostile encounter, or additional cost. For example, take Myth 6, the Goblin.
While the cause and consequence of failure Omen 2 describes “A lost lad, full of stories.
can be personal, they also represent the Claims a little old man called him into the
whims of nature, bad weather, shifting land. woods.”
If it is unclear which Virtue to use, consider A Commoner knows about children going
the main activity involved in the risky part. missing, and an old man in the woods off to
the North-East.
VIGOUR - Strength or physical stamina.
CLARITY - Senses or mental quickness. A Seer knows that this is in fact the Goblin,
SPIRIT - Social or emotional influence. and would know that he can only claim lost
things, unable to steal for himself. They even
SEARCHING know where to find his lair.
It takes a whole Phase to carry out a surface
level sweep of an entire Hex, or thoroughly
search for something known to exist there.

19
RULING A DOMAIN
Dominion CRISES
In return for pledging loyalty to the Seat of Ruling a Domain is really an exercise in
Power, a Holding might be granted to a ongoing disaster management.
Knight or influential Vassal. This forms a
Domain. Wilderness Hexes and their At the start of a Season or when returning
Landmarks formally fall under the dominion from a long absence, make a Luck Roll.
of their nearest Holding. CRISIS ROLL
THE COUNCIL 1 Calamity: Immediately gain 2 Crises.
Prestigious seats that must be filled for a 2-3 Dilemma: Choose between 2 Crises.
Domain to run smoothly. Though you may 4-6 Prosperity: Times are good.
grant and revoke these roles, those who are
scorned rarely go quietly. Crises apply to the whole Domain, not a
single character, and remain until resolved.
Steward: Ruling in your absence, carrying They can be chosen by the Referee, or rolled:
your authority and key to the treasury.
1: Chaos - Lawlessness in the land.
Marshall: Training and equipping soldiers, Resolution: Enforce a sense of justice.
mustering them in times of war.
2: Debt - Dire need of coffer and coin.
Sheriff: Monitoring threats within your Resolution: Restock the treasury.
realm and even within your walls.
3: Famine - Empty plates, empty fields.
Envoy: Managing neighbours and providing Resolution: Get food into the stores.
hospitality to visitors.
4: Misery - Vassals question why they toil.
The Circle: Rulers often invite worthy Resolution: Raise the spirits of your people.
visiting Knights to sit alongside the council
as equals, an ancient tradition. 5: Panic - The weak tremble with unease.
Resolution: Ensure the vassals feel protected.
Members of your council can be assigned to
tasks. Depending on the scope these could 6: Doubt - The seeds of betrayal against you.
take a Phase, a Week, or a full Season. These Resolution: Bring court and council into line.
are handled just as normal actions (p16),
with failure typically causing a Crisis. MISRULE
If a season ends with 3 or more unresolved
THE COURT Crises then the domain goes into Misrule.
Those who serve outside the council. Vassals revolt, Knights leave, and pretenders
move in on their claims.
Retainers: Vassals taken on by individual
council members to aid in their work. CLAIMING A SEAT OF POWER
A Seat of Power carries similar problems to a
Courtiers: Commoners with lesser Holding, elevated to a larger scale. Threats
responsibilities or ceremonial honours, arise from within your court, within your
usually holding higher ambitions. realm, and from beyond your borders.
Petitioners: Representatives from outside of
the Court, granted an audience to seek aid,
counsel, or justice.
Seers: Although they live in their Sanctums
they occasionally visit court or send acolytes
in their stead.

20
MUSTERING TROOPS
Authority
A typical Seat of Power can muster 3
warbands, other holdings 2. The Marshall
determines their training and armament.
COLLECTING TAXES
Standard taxes are collected in a manner
that keeps the Domain running without too
much strain. A Steward can collect increased
taxes for war or great projects, but must Roll.
INCREASED TAXES
1 Immediate Misrule.
2-3 Your coffers are filled, but take a Crisis.
4-6 The Vassals pay willingly, mostly.

COURTLY CONFLICT
Courtiers breed problems, but they only
become pressing when the courtier holds
leverage over their ruler, whether family
influence, dark secrets, or military might.
Here a ruler must tread carefully, as obvious
solutions always leave at least one party
feeling mistreated.
Every Season brings some Drama. Spark
Tables (p22) can help to describe this.
Roll to see whether you’re involved.
DRAMA IN COURT
1 You are personally involved.
2-3 You are involved by association.
4-6 You are not involved.

CONQUEST
Knights live between two worlds. One of
rank, oath, and rule of the worthy. The other
of chaos, brutality, and rule of the strong.
Often, having the audacity to seat yourself in
a holding is enough to make you the ruler.
Holdings and Realms seized by force and left
unchallenged tend to have a period of turmoil
before adapting to the new status quo.
GRAND DESIGNS
Repairs and improvements to existing
buildings or infrastructure are generally
completed by the next season.
New buildings or infrastructure can be
completed in a season, but typically only one
such project is possible at once.
Grand projects such as castles and roads
require an entire Age of work.

21
Nature
The majority of any Realm is wilderness, where even rough trails are a rare sight.
Roll 2d12 on a spark table and combine the results for an improvisational prompt.

LAND SKY WATER


Character Landscape Tone Texture Tone Texture
1 Barren Marsh 1 Glittering Aurora 1 Crystal Silk
2 Dry Heath 2 Violet Haze 2 Teal Ripples
3 Grey Crags 3 Sapphire Marble 3 Pearlescent Abyss
4 Sparse Peaks 4 Pale Glow 4 Muddy Churn
5 Sharp Forest 5 Fiery Billows 5 Cobalt Froth
6 Teeming Valley 6 Ivory Mist 6 Verdant Mirror
7 Still Hills 7 Slate Streaks 7 Frosted Surge
8 Soft Meadow 8 Pink Dapple 8 Dark Glass
9 Overgrown Bog 9 Golden Rays 9 Verdigris Surf
10 Vivid Lakes 10 Bloody Pillars 10 Silver Rapids
11 Dank Glades 11 Bright Shimmer 11 Diamond Spray
12 Lush Plain 12 Inky Swells 12 Jade Fog

WEATHER FLORA FAUNA


Description Element Nature Form Nature Form
1 Gentle Rain 1 Aromatic Grasses 1 Watchful Ungulates
2 Fleeting Wind 2 Ashen Heather 2 Helpful Songbirds
3 Persistent Cloud 3 Blooming Shrubs 3 Graceful Canines
4 Bright Sunlight 4 Twisted Brambles 4 Loud Rodents
5 Thin Mist 5 Towering Canopy 5 Mischievous Amphibians
6 Cool Humidity 6 Fruitful Ferns 6 Deceitful Insects
7 Hot Thunder 7 Stinging Trunks 7 Enlightening Felines
8 Solid Dust 8 Vibrant Vines 8 Dutiful Reptiles
9 Dull Warmth 9 Brittle Conifers 9 Beautiful Birds of Prey
10 Faint Drizzle 10 Thorny Saplings 10 Mighty Mustelids
11 Abundant Air 11 Sturdy Reeds 11 Hostile Fowl
12 Harsh Fog 12 Resinous Roots 12 Aloof Bears

FEATURE WONDER OTHERWORLD


Nature Form Theme Element Character Landscape
1 Buried Brook 1 Pleasure Light 1 Acidic Flats
2 Colourful Seat 2 Secrets Flames 2 Black Labyrinth
3 Adorned Pit 3 Prophecy Stones 3 Smoke Pillars
4 Bloody Cave 4 Healing Beasts 4 Frozen Stairs
5 Split Monolith 5 Desire Sparks 5 Dead Desert
6 Entombed Mound 6 Memory Trails 6 Broken Craters
7 Reflective Cairn 7 Death Mist 7 Colossal Cavern
8 Veiled Pond 8 Strength Colours 8 Living Jungle
9 Hot Waterfall 9 Temptation Plants 9 Burning Dunes
10 Drowned Spring 10 Pain Wind 10 Sludge Tunnels
11 Desecrated Arch 11 Regret Water 11 White Island
12 Isolated Henge 12 Time Shadows 12 Sweet Mountain

22
Civilisation
Rare havens of timber and stone, filled with joy and turmoil.
Roll 2d12 on a spark table and combine the results for an improvisational prompt.

HOLDING BAILEY KEEP


Style Feature Style Feature Centrepiece Decoration
1 Dark Turrets 1 Filthy Marketplace 1 Hearth Antlers
2 Ruined Tower 2 Abandoned Forge 2 Throne Silver
3 Hostile Wall 3 Joyous Library 3 Musicians Heraldry
4 Ancient Battlements 4 Sophisticated Fountain 4 Pool Bones
5 Ornate Citadel 5 Industrious Temple 5 Advisers Flowers
6 Wild Gate 6 Humble Forum 6 Servants Scripture
7 Pristine Spire 7 Majestic Tomb 7 Shrine Jewels
8 Fortified Dome 8 Spiritual Garden 8 Table Wreaths
9 Unfinished Beacons 9 Rustic Hall 9 Reliquary Candles
10 Welcoming Bridge 10 Solemn Workshops 10 Cauldron Fur
11 Mighty Pillars 11 Bustling Arena 11 Chandelier Tapestries
12 Bright Moat 12 Immaculate Garrison 12 Guards Shields

PERSON AMBITION RELATIONSHIP


Appearance Manner Desire Motive State Connection
1 Delicate Formal 1 Escape Freedom 1 Adoring Kin
2 Short Soothing 2 Wealth Love 2 Reluctant Friend
3 Wild Cautious 3 Status Legacy 3 Secret Lover
4 Hard Intense 4 Knowledge Recovery 4 Estranged Spouse
5 Elderly Spiritual 5 Mastery Revenge 5 Hateful Supporter
6 Cold Studious 6 Heirloom Duty 6 Distant Ally
7 Warm Passionate 7 Successor Fear 7 Harmonious Rival
8 Youthful Cynical 8 Truth Guilt 8 Friendly Successor
9 Soft Relaxed 9 Travel Recognition 9 Recent Mentor
10 Groomed Rash 10 Power Defiance 10 Sworn Peer
11 Tall Boisterous 11 Security Curiosity 11 Tumultuous Enemy
12 Rough Friendly 12 Forgiveness Hatred 12 Resentful Guardian

DRAMA WOE QUEST


Theme Detail Description Incident Action Subject
1 Betrayal Duel 1 Secretive Disease 1 Investigate Knight
2 Jealousy Poison 2 Violent Famine 2 Capture Seer
3 Rivalry Oath 3 Looming Raids 3 Destroy Vassals
4 Infidelity Feast 4 Sudden Invasion 4 Transport Livestock
5 Coup Letters 5 Ongoing Abduction 5 Retrieve Monument
6 Ambition Disguise 6 Prophecised Storm 6 Mend Gold
7 Redemption Inheritance 7 Mysterious Fire 7 Break Ruin
8 Revelation Assassin 8 Sanctioned Revolt 8 Guard Beast
9 Wrath Family 9 Unseen Exodus 9 Aid Dwelling
10 Greed Alcohol 10 Vast Beast 10 Salvage Holding
11 Banishment Blackmail 11 Escalating Killing 11 Conceal Bridge
12 Manipulation Gold 12 Concealed Theft 12 Hunt Warband

23
Knights
Roll d6 and d12. Read the d6 first. Pages list the d6 in a square, d12 in a pentagon.
Each Knight can be used for a player This is not an exhaustive list, and even
character or non-player Knights who are those listed Knights may differ as the
encountered wandering or ruling. mantle is passed on.
Some Realms refer to Knights by honorific Each page also includes the Seer who
titles and ranks, others their given name granted their Knighthood, witnessing the
and home, while most use their full pledging of their Oath.
knightly title or simply “Knight.”

ONE THREE FIVE


1. The True Knight 1. The Story Knight 1. The Mask Knight
2. The Snare Knight 2. The Turtle Knight 2. The Bone Knight
3. The Tourney Knight 3. The Key Knight 3. The Salt Knight
4. The Bloody Knight 4. The Moat Knight 4. The Violet Knight
5. The Moss Knight 5. The Boulder Knight 5. The Cosmic Knight
6. The War Knight 6. The Tankard Knight 6. The Temple Knight
7. The Willow Knight 7. The Owl Knight 7. The Fox Knight
8. The Gilded Knight 8. The Hooded Knight 8. The Gull Knight
9. The Saddle Knight 9. The Lance Knight 9. The Magpie Knight
10. The Riddle Knight 10. The Questing Knight 10. The Reliquary Knight
11. The Talon Knight 11. The Ring Knight 11. The Vulture Knight
12. The Barbed Knight 12. The Forge Knight 12. The Free Knight

TWO FOUR SIX


1. The Trail Knight 1. The Rune Knight 1. The Silk Knight
2. The Amber Knight 2. The Gallows Knight 2. The Tiger Knight
3. The Horde Knight 3. The Tome Knight 3. The Leaf Knight
4. The Emerald Knight 4. The Meteor Knight 4. The Glass Knight
5. The Chain Knight 5. The Gazer Knight 5. The Hive Knight
6. The Banner Knight 6. The Mule Knight 6. The Ghoul Knight
7. The Pigeon Knight 7. The Halo Knight 7. The Weaver Knight
8. The Shield Knight 8. The Iron Knight 8. The Thunder Knight
9. The Whip Knight 9. The Mirror Knight 9. The Dust Knight
10. The Seal Knight 10. The Dusk Knight 10. The Fanged Knight
11. The Horn Knight 11. The Coin Knight 11. The Pearl Knight
12. The Dove Knight 12. The Mock Knight 12. The Rat Knight

24
Myths
Roll d6 and d12. Read the d6 first. Pages list the d6 in a square, d12 in a pentagon.
Each Myth lists the Omens that appear in When the group feel that a Myth is
a realm in which it is present, and the cast Resolved the Knights gain 1 Glory and
of beings who are associated with it. a new Myth replaces it in the next Season.
Entering or exploring the Myth’s Hex Myths may appear at odds with their
always reveals its next Omen, Realm, such as The Sea in a desert.
remembering Primacy of Action (p16).
Still, these Myths must be brought to pass,
The Hex itself is visually tied to the Myth. so realm and myth can shift as needed.

ONE THREE FIVE


1. The Plague 1. The Chariot 1. The Colossus
2. The Wall 2. The Desert 2. The Fortress
3. The Shadow 3. The Mountain 3. The Citadel
4. The River 4. The Star 4. The Mausoleum
5. The Wyvern 5. The Sun 5. The Hound
6. The Goblin 6. The Moon 6. The Glade
7. The Forest 7. The Lion 7. The Tournament
8. The Child 8. The Wheel 8. The Bull
9. The Order 9. The Cudgel 9. The Hydra
10. The Dead 10. The Lizard 10. The Spire
11. The Underworld 11. The Ogre 11. The Sprite
12. The Wurm 12. The Spider 12. The Hole

TWO FOUR SIX


1. The Pack 1. The Coven 1. The Mist
2. The Eye 2. The Lich 2. The Gargoyle
3. The Blade 3. The Wight 3. The Changeling
4. The Legion 4. The Spectre 4. The Feast
5. The Imp 5. The Wraith 5. The Harp
6. The Troll 6. The Beast 6. The Tree
7. The Demon 7. The Judge 7. The Pool
8. The Sea 8. The Crown 8. The Elephant
9. The Elf 9. The Boar 9. The Snail
10. The Axe 10. The Eagle 10. The Cave
11. The Dwarf 11. The Bat 11. The Apparatus
12. The Tower 12. The Toad 12. The Island

25
1 The
1
True Knight A pact to uphold truth
The false slung broken upon their lies
PROPERTY
• Polished mace (d8 hefty), mail (A1),
plate (A1), and helm (A1)
• Kite shield (d4, A1) marked with a
symbol of the truth (see below).
• Petulant steed
(VIG 10, CLA 10, SPI 5, 5GD)

ABILITY - Punitive Stroke


Make an armed melee attack against a
known liar.
Get +d10 to the attack, ignoring armour.
PASSION - Honesty
Restore SPI when you tell the truth where a
lie might be more beneficial.
SYMBOL OF TRUTH
Trigger Effect
Lying to you about
1 their identity. Golden Glow
Giving false witness
2 to you. Turns Cold
Giving you malicious
3 advice. Gentle Hum
Lying while bearing
4 the shield. Fragrant Aroma
Omitting key
5 information to you. Distant Birdcall
Lying to you about
6 their intent. Loud Clang

KNIGHTED BY…
THE ROTTED SEER
VIG 7, CLA 5, SPI 11, 2GD

• Their withered touch is only contagious if


they will it.
• Sees the way to live on through any
amount of physical decay.
• Wants to become more rotten, filthy, and
diseased.
Person: Wandering Old Coot ~ Name: Senara ~ Characteristic: Thunderous Voice
Object: Grey Lantern ~ Beast: Smiling Fox ~ State: Feasting ~ Theme: Sleep

26
The
Plague
They sang; flutters in the air, splashes in the stream, lurkles in the blood
The uncaring terror of our time

OMENS CAST
1. A wandering old coot proclaims their The Angry Infected
dreams, where foul air was choking VIG 8, CLA 6, SPI 5, 2GD
people in their sleep. Pleads for help Logging axe (d8 long)
spreading the word. Those directly exposed must pass a VIG save
2. Moaning in the mist. A wooden shack to avoid infection. Causes d6 VIG loss daily.
cloaked with ivy, home to a dying old There are treatments but no cures.
couple. Their daughter recently left to
search for herbal treatment. Jolly Hunter, Maccan
VIG14, CLA 12, SPI 15, 4GD
3. Jolly hunter and his son with mild Shortbow (d6 long), handaxe (d6)
symptoms, chasing a smiling fox up a
tree. They don’t believe in the Plague, but Purging Knights, Dirmad & Duncas
claim the fox is a harbinger of death. VIG 12, CLA 10, SPI 7, 5GD
The smiling fox wants to witness a death. A3 (mail, helm, shield)
4. A self-important knight and two squires, Flail (d8 hefty), shield (d4)
returning to report the plague to the seat 3 firepots (d6 blast, sets area alight)
of power. Demands escort from other Twins, hate each other.
Knights. They carry a Grey Lantern, its
light only visible to the carrier. THE DEATHLY MALADY
5. A clearing, bonfire embers. An infected Fatal Symptom Transmission
crowd, close to death, full of anger. They 1 Bleeding Skin Contact
swear a blood oath on the stump of a red 2 Choking Breath
oak, seeing visions of revenge. They
attack any caught watching. 3 Swelling Bodily Fluids
6. An infected village, the root of the Plague. 4 Wasting Ingestion
All are visibly infected. Two Purging 5 Lethargy Rats
Knights, charging to cleanse with flame.
6 Convulsion Flies
Dwelling: Shepherd Fields ~ Sanctum: Whispering Brook ~ Monument: Royal Statue
Hazard: Choking Woodland ~ Curse: Icy Mist ~ Ruin: Burned Village

27
1 The
2
Snare KnightImmersed within the woods
A sheriff of natural order

PROPERTY
• Handaxe (d6) attached to Wildrope
(strong rope that blends perfectly into
foliage), gambeson (A1)
• Companion (see below)
(VIG 5, CLA 10, SPI 7, 4GD)
Partially understands human speech.
• Tattered steed
(VIG 8, CLA 10, SPI 5, 2GD)

ABILITY - Wild Eye


Observe a beast in secret.
Learn a useful truth about their habitat.
PASSION - Empathy
Restore SPI when you spare the life of a
hostile animal.
KNIGHT & COMPANION
History Type
1 Exiled Otter
2 Feral Hare
3 Vengeful Rat
4 Shamed Weasel
5 Jovial Ferret
6 Artistic Squirrel

KNIGHTED BY…
THE SWOLLEN SEER
VIG 15, CLA 5, SPI 4, 1GD

• Can only be moved by feats of


engineering usually reserved for siegery.
• Sees within the minds of huge beings.
• Wants to grow ever bigger.

Person: Tired Scout ~ Name: Caldan ~ Characteristic: Golden Hair


Object: Moonlit Honey ~ Beast: Giant Magpie ~ State: Resting ~ Theme: Rope

28
The
Wall
Cutting through the land, the storms could not cross its heights
Guarding from invasion, but also escape

OMENS CAST
1. Crumbling stone outpost. A band of Wall Wardens, Brin, Catrona & Elish
labourers sharing a meal on their way to VIG 11, CLA 8, SPI 7, 4GD
begin work repairing the wall. They think A1 (visored helm)
Knights are being sent to stop them. Wallerhook (d8 long, +d10 vs targets below)
2. Two giant magpies, stealing shiny things.
They nest in the trees that root among the Wall Knight, Annick
wall’s oldest stones. VIG13, CLA 10, SPI 8, 5GD
A2 (old mail, helm)
3. Lonesome wall knight sat among colossal Longaxe (d10 long)
tree roots. She’s strayed from the wall,
bored, in search for a little company. Giant Magpie, silverseeker
4. Pair of wardens, stuck at the bottom of a VIG 6, CLA 14, SPI 5, 3GD
muddy slope. They search for a bandit Beak and talons (2d6, wounded targets are
who climbed the wall. One is paranoid, blinded until they rest)
eating from a pot of Moonlit Honey known
to protect against illusions. Empowered Refugees, Mohan & Orla
VIG 18, CLA 8, SPI 9, 2GD
5. A pair of furious refugees, heading to
break the wall after being driven out of Giant punches (2d10)
their home. They drank oil from the STRETCHES OF WALL
hidden Giant’s Well, granting a terrible
strength. They don’t trust Knights. Condition Watch Post
6. A distant army lies beyond the wall. 1 Crumbling Isolated
A mercenary Warband heads to break an 2 Reinforced Overstaffed
opening for them. 3 Under Repair In the Clouds
4 Overgrown Leaning
5 Mid Inspection Hostile
6 Breached Abandoned
Dwelling: Verdant Treehouse ~ Sanctum: Tranquil Vista ~ Monument: Ancient Obelisk
Hazard: Stinging Leaves ~ Curse: Shifting Pit ~ Ruin: Defiled Totem

29
1 The
3
Tourney Knight A calling brought a life of combat
Nay a protector, in fact a competitor
PROPERTY
• Greatlance (2d10 hefty when mounted,
slow on foot) and 2 javelins (d6)
• Gambeson (A1), arena plate (A1), fancy
helm (A1, see below).
• Horned Stallion
(VIG 12, CLA 10, SPI 5, 4GD, d6 trample)

ABILITY - Champion Vow


Use immediately before a combat where
there is a prize at stake.
+d6 to melee attacks for the whole combat.
PASSION - Hatred
Restore SPI when you refuse a plea for
forgiveness.

CALLING AND HELM


Call to Battle Fancy Helm
1 Greed Lion
2 Bloodlust Shark
3 Glory Great Crest
4 Duty Hawk
5 Pride Bull
6 Ambition Demon

KNIGHTED BY…
THE ENTOMBED SEER
VIG 7, CLA 5, SPI 11, 2GD

• Now entombed in white stone, their voice


answers visitors only very rarely.
• Always guarded by a knight, mourned by
an apprentice.
• Sees beyond the veil of death.

Person: Young Alchemist ~ Name: Zenor ~ Characteristic: Cold Eyes


Object: Grief Flute ~ Beast: Grey Deer ~ State: Serving ~ Theme: Names

30
The
Shadow
They wandered ahere and athere, drawn by sorrow
Old as the sun, timid as a child

OMENS CAST
1. Huge flatstones marbled with moss. Mourning Shadow
Weeping winds. Tears from the skies, VIG 3, CLA 15, SPI 17, 2GD.
trees, some forming on your cheek. Despair-of-flesh (d8 blast, wounds cause SPI
2. Ornately carved well, now stagnant. loss in place of VIG).
Sorrowful knight, beyond reason, lashing Only be harmed by weapons forged by a
out at anyone who doesn’t give them creator mourned by the wielder.
overwhelming sympathy. Repelled by earth from a burial mound, or
3. Idealistic young alchemist collecting funerary imagery. Destroyed if entombed.
wind-tears found in the weeping winds. Sorrowful Knight, Orwan
Subtly tries to invoke sadness in anyone VIG 12, CLA 8, SPI 6, 2GD
he meets. A3 (mail, greencloaked plate, helm)
4. A strange nasal-toned flute, left with Hooked greatsword (2d10 long), oak necklace
scraps of cloth. Playing stimulates sudden
grief. Lose d6 SPI, dream of the shadow. Roaming Alchemist, Coalin
5. The Shadow, still, by a drowning-lake. VIG 7, CLA 10, SPI 11, 1GD
They torment trespassers with visions of Dagger (d6), alchemical tools.
past sorrows. The water whispers,
answering one question to the dead each MOURNFUL FORMS
day. Each morning a herd of grey deer Shape Matter
visit the lake to show their respects. 1 Robed Glow
6. Suddenly, within the spirit’s world. 2 Skeletal Frost
Islands in the mist of time. The mourned 3 Rotund Fire
past can be seen as readily as the now.
None can die there, but all who leave 4 Knightly Mist
lose d6 SPI. The spirits are only appeased 5 Childish Shadow
when sufficient grief has been caused. 6 Amorphous Water
Dwelling: Traveller’s Inn ~ Sanctum: Mirrored Grotto ~ Monument: Runic Cairn
Hazard: Forgotten Traps ~ Curse: Illusory Paths ~ Ruin: Skull Heap

31
1 The
4
Bloody Knight Some were born to fight
This one birthed from the very blood of battle
PROPERTY
• Longaxe (d10 long), mail (A1), brutal plate
(A1 only when Wounded), helm (A1)
• Sacks of very strong alcohol, to which
yu’re largely resistant (see below)
• Bullish warhorse
(VIG 15, CLA 5, SPI 5, 3GD, d6 trample)

ABILITY - Bloody Echo


Use immediately after defeating an opponent.
Your next melee attack in this combat
gains Blast.
PASSION - Justice
Restore SPI when you restore the balance of
justice.
RAGE FUEL
Alcohol Hatred
1 Burning Wine The Rich
2 Strong Mead Knights
3 Spiced Ale The Poor
4 Sour Milk Seers
5 Fermented Vegetable The Sea
6 Blood Brew The Sun

KNIGHTED BY…
THE REED SEER
VIG 8, CLA 15, SPI 10, 4GD

• Knows they will lose their sight if they


pass over a river.
• Sees the near future in the patterns of
reeds chopped in a very specific way.
• Wants to live in the protection of a
worthy master, serving a righteous cause.

Person: Bread Monk ~ Name: Jago ~ Characteristic: Disobedient Dog


Object: City Coin ~ Beast: Mighty Newt ~ State: Drinking ~ Theme: Truth

32
The
River
Every stream, fall, brook, and creek, all as one
Brought famine and flood, sent friend and foe

OMENS CAST
1. Six monks, appeasing the river with Mighty Newt, slippery starback
offerings of bread. Their apparent leader VIG 16, CLA 14, SPI 5, 5GD
is annoyingly vivacious and optimistic Crushing toothless bite (d8, drag into water)
about their work tending to the river. Flees if wounded, regenerating quickly
2. Lost fisherman washed up on the before seeking petty revenge.
riverbank. A Mighty Newt is sniffing Feared by all venomous beasts.
around the shaken man.
River Monks
3. A rocky outcropping, a lone dead tree at VIG10, CLA 10, SPI 12, 2GD
its peak. Three monks seek a blood Cudgels (d8 hefty), bread, mead barrels.
offering for the river. They need an
innocent animal or a sinful person. Bridge Knight, Tog
4. Pilgrims arguing with a Bridge Knight 15, CLA 15, SPI 6, 6GD
VIG
chasing down a toll. The Knight knows A2 (ringmail, redshield)
one of the Pilgrims has a golden coin from Hooksword (2d6 hefty), redshield (d4)
The City and will take it by force Heavy coffer of toll money
if necessary.
5. The river bursts into a new stream. If
travelling, the route is cut off. For the first RIVERBOATS
few moments, water from the newborn Travellers Intent
stream can heal any ailment. 1 Family Raiding
6. A great flood as the river gives birth to a 2 Elder Trade
new lake. It claims the entire hex and
spreads to neighbouring hexes tomorrow. 3 Youths Adventure
A spawning of Mighty Newts bursts forth 4 Soldiers Safety
the next day. 5 Acolytes Hunting
6 Knight Pilgrimage
Dwelling: Fertile Farm ~ Sanctum: Hilltop Hermitage ~ Monument: Knight Mausoleum
Hazard: Razor Rocks ~ Curse: Heralds of Doom ~ Ruin: Hanging Skeletons

33
1 The
5
Moss Knight
The tree and stone had no need to be taught
The wisest knew to study beneath them

PROPERTY
• Branch cudgel (d8 hefty), buckler (d4,
A1), mail coif (A1)
• Tattoos (see below)
• Pale steed (VIG 8, CLA 12, SPI 5, 3GD)

ABILITY - Mosstongue
Speak with uncut stones and particularly old
trees. If you push them for too much
knowledge they rebuke you, shunning you
for the rest of the day.
PASSION - Naturality
Restore SPI when you reject an opportunity to
sleep indoors, sleeping in nature instead.

FULL BODY TATTOOS


Design Effect
1 Faded Spirals Points to Water
Burns before an
2 Blue Thorns Ambush
3 Silver Stars A1 in saltwater
4 Pale Snakes A1 under moonlight
5 Red Bones A1 in rivers or streams
6 Burnt Rings Conceals a third eye

KNIGHTED BY…
THE LOATHED SEER
VIG 8, CLA 11, SPI 5, 6GD

• Long, twisted face and body, like she’s


been pulled around a cart wheel.
• Sees into a person’s hate with a touch,
sharing and fuelling their contempt.
• Physically pained by admiration or love.
Wants to become even more loathed.

Person: Adoring Apprentice ~ Name: Medryn ~ Characteristic: Formal Speech


Object: Pain Blade ~ Beast: Crowned Stag ~ State: Stealing ~ Theme: Flight

34
The
Wyvern
All jack-a-jaw and neck a knot’d string
All fess-a-wing and tail a bane’d sting

OMENS CAST
1. Crowned Stag, crawling, poisoned. Its The Wyvern, that foul twisted reptile
antlers are known to burn scaled beasts. VIG 17, CLA 17, SPI 5, 12GD
2. A burial mound surrounded by a low stone A2 in flight, A4 on ground (cowering wings)
wall. Much of it has been dug up, petty Bite & throw (3d10, slow when grounded) or
treasures scattered. The Wyvern sting (d10, wound causes bloating death
screeches in the distance. within an hour unless thoroughly washed
3. The bloated body of a poisoned knight, out with fresh milk).
adoring squire weeping at their side. Disgusted by the sound of a baby’s cry.
4. Two foul eggs laid among battle carrion. Fast but clumsy flyer.
The air feels sour. The poisonous young Its Poisonous Young
hatch at dark, share a feast, then lurch in VIG 5, CLA 10, SPI 2, 3GD
opposite directions. A serrated blade A1 (cold hide)
forged with pain (2d6) lies with the dead. Thrash (d8, carries its mother’s poison)
5. It soars low, seeking revenge for a failed
attack on its nest. The attackers have
already fled. It clutches one of their Silver THE POISONOUS YOUNG
Shields (d6, A1), blessed by the Iron Form Abomination
Willow.
6. Fearing for its nest, it lands to fight. If the 1 Adder Barbed Scales
situation is truly dire it will fly to a 2 Newt Unhinged Jaw
neighbouring Realm, plotting revenge.
3 Frog Prehensile Tongue
4 Weasel Bloated Stomach
5 Scorpion Twin Tails
6 Swan Horned Snout
Dwelling: Pigeon Breeder ~ Sanctum: Sun Shrine ~ Monument: Voyage Mosaic
Hazard: Carrion Birds ~ Curse: Dark Woods ~ Ruin: Gory Painting

35
1 The
6
War Knight
Forged and broken in the bloodied mud
Won some, lost some, ever survived
PROPERTY
• Special Polearm (d8, long, see below),
gambeson (A1), splint (A1), helm (A1, see
below)
• Whalebone chess set (and some skill)
• Stocky steed (VIG 15, CLA 8, SPI 5, 2GD)

ABILITY - Battle Awareness


When fighting in a combat with at least 3
combatants on each side all your Gambits
count as Strong Gambits.
PASSION - Duty
Restore SPI when you answer the call for
martial service under a superior.
MILITARY GEAR
Special Polearm Helm
+d10 vs mounted
1 targets Veiled Leather Cowl
+d10 vs targets with a
2 shield Long Mail Hood
+d10 vs targets in
3 armour Full Heavy Bucket
+d10 vs targets
4 without a shield Crow-Beaked
+d10 vs beasts and
5 monsters Caged Visor
+d10 vs anybody
6 attacking you Kettle Cap

KNIGHTED BY…
THE LOST SEER
VIG 10, CLA 9, SPI 7, 2GD

• Constantly being rubbed with


psychotropic tinctures, parts of their body
seeming to dissipate from reality
• Sees things that have been lost in a hazy
vision of their current location.
• Knows they will lose their sight if they
advise directly how to find something.
Person: Lost Lad ~ Name: Coren ~ Characteristic: House Proud
Object: Weird Bone ~ Beast: Tender Bloodhound ~ State: Sprinting ~ Theme: Healing

36
The
Goblin
On toes it crept just out o’ sight
The petty hoarder full o’ spite

OMENS CAST
1. Weeping huntsman, cursing everyone. Their Cleverness, the Goblin
Looking for his lost bloodhound who Lord of all Lost Things
tended to him during injury. VIG 7, CLA 16, SPI 15, 9GD
2. A lost lad, full of stories. Claims a little old Bony needle (d6 +d10 to anybody indebted to
man called him into the woods. the wielder), sack of favourite lost things.
3. Oppressive branches, tripping roots. A Can only be harmed by objects that have
cloaked old man calls out, lost. If alerted lain lost for at least ninety-nine years.
he cries out just before he is dragged into Can Focus.
the ground, taken to the lost realm. Lost Pets
4. The lost pets are running wild. If spotted VIG5, CLA 10, SPI 5, 2GD
they immediately run back toward the Yapping, biting, and scratching (d6).
secret door to the lost realm. One drops a
strange metallic bone, repellent to birds. Lost Lad, Roth
5. A dark clearing. Any deals made here are VIG7, CLA 9, SPI 9, 3GD
bound by fate. The goblin offers a trade. A Practice bow (d4, ranged)
valuable lost thing in return for a favour
he can call in later.
6. Suddenly dragged to the Realm of Lost TRADING THE LOST
Things. Tunnels under piles of bric-a- Selling Seeking
brac. The Goblin gloats from atop his pile. 1 Keys Silver
Freedom is only granted for a binding 2 Letters Dogs
favour, which the Goblin will enforce.
3 Rings Needles
4 Memories Hats
5 Birds Knives
6 Scarves Shoes
Dwelling: Honey Farm ~ Sanctum: Chiming Bells ~ Monument: Victory Pillar
Hazard: Salt Bog ~ Curse: Ominous Chimes ~ Ruin: Shattered Shield

37
1 The
7
Willow Knight
The giants fought the storm, falling, all broken bones
The youth, thrown about, arose in the calm
PROPERTY
• Old sword (d8 hefty) and half-shield (A1),
gambeson (A1)
• Youthful Energy (Use once only to treat a
Mortal Wound as a normal wound)
• Cautious steed
(VIG 10, CLA 15, SPI 5, 2GD)

ABILITY - Bend with the Wind


When you use a Gambit to Move you count as
having Armour 4 until your next turn. This
does not stack with your actual armour.
PASSION - Doubt
Restore SPI when you defer to somebody more
senior than you, even though you disagree.

MEMORIES OF HOME
Place Disaster
1 Riverside Death
2 Coastal War
3 Mountain Famine
4 Pine Forest Plague
5 Moor Fire
6 Castle Flood

KNIGHTED BY…
THE CARVED SEER
VIG 7, CLA 5, SPI 11, 2GD

• Requires constant treatment, acolytes


tending to their runic flesh carvings.
• Sees the outcome of battles in their own
healing wounds.
• Wants to drive the land toward a
climactic war that will bring peace.

Person: Legendary Seer ~ Name: Talyn ~ Characteristic: Battle Scars


Object: Thorn Spear ~ Beast: Laughing Shrew ~ State: Surveying ~ Theme: String

38
The
Forest
Roots deeper than soil, farther than sea
No passage is swift, no figments believed

OMENS CAST
1. A legendary seer, beloved by her village, The Fearmonger in Wood
now trapped, inert in ironwood. Only the VIG 17, CLA 16, SPI 12, 8GD
Fearmonger can break their binds. A2, A4 vs forged arms (rune-carved wood)
2. A winding path beneath bright blue Slash (d10 vs two targets) or grasp (2d10
songbirds. They sing so fiercely that some slow) or spores (everyone in blast loses their
lie breathless on the ground. The winding speech until they leave the forest)
path leads to a distant forest in the Can Smite humans.
Realm, then vanishes.
Woodland Guardians, fox, wolf & cat
3. The mother tree. Six woodland guardians VIG 10, CLA 13, SPI 5, 3GD
attack anybody who looks upon it. Foxes, Tooth and claw (2d6)
wolves, and wildcats fight as one.
4. The Fearmonger in horrific form, parts of Great Guardians, stag, boar & bear
owl, boar, and mouse. Lurking in the VIG 14, CLA 10, SPI 5, 5GD.
mist, they hurl a Thorn Spear A1 (thick hides)
(d10 hefty, cannot be taken from the Tusk and maul (2d8)
forest) before retreating to the branches. THE VERDY MAZE
5. A circle of blackened tree stumps. Inside, Place Omen
metal weapons roar with burning heat Entwined Wall of
unless dropped. Then come the three 1 Trunks and Roots Riders Approaching
great guardians: stag, boar, and bear. The
Fearmonger preys from within the mist. Descent into Damp Frantic Movement in
2 Earth the Branches
6. The Fearmonger shows their true, terrible
form as live, writhing wood. If they cannot 3 Mossy Stone Pile Twisting in the Roots
be subdued the Forest bursts forth into 4 Leafy Clearing Fading Light
the rest of the Realm. 5 Tree Bridge Rising Mist
6 Trailway Watching Eyes
Dwelling: Cartographer Hut ~ Sanctum: Silent Grove ~ Monument: Sun Beacon
Hazard: Barbed Gorge ~ Curse: Deafening Birds ~ Ruin: Horse Tomb

39
The
1
8
Gilded KnightA beacon of the brave and bold
All cloaked and masked in sunnen gold
PROPERTY
• Great mace (d10 long)
• Gambeson (A1), gold cloaked plate (A1),
gold-masked helm (A1, opponents who
know the value of gold have their first
ever attack against you Impaired)
• Majestic charger
(VIG 12, CLA 9, SPI 12, 4GD, d6 trample)

ABILITY - Martyr-in-Waiting
Use as a reaction to being Mortally Wounded.
Allies fighting with you regain d6GD and get
+d12 against your attacker for the combat.
PASSION - Pride
Restore SPI when you take personal credit for
a great victory.
THE COST
Where did the What was left
armour show itself? behind?
1 Lake A Farm
2 Waterfall A Name
3 River Only Graves
4 Beach A Student
5 Cave A Teacher
6 Mountain A Castle

KNIGHTED BY…
THE CROWN SEER
VIG 11, CLA 8, SPI 16, 2GD

• Their head is a twisted heap of flesh,


bone, and precious metal
• Sees glimpses of the ultimate fate of
anybody taking up a seat of power.
• Demands a humiliating level of reverence
from visitors. Wants to manipulate loyal
contacts into positions of authority.

Person: Drunken Worshipper ~ Name: Tegen ~ Characteristic: Watching Eyes


Object: Fang Rattle ~ Beast: Redmaw Wolf ~ State: Scouring ~ Theme: Cold

40
The
Child
When night met day, where water flame
They saw the child, rejoiced in name

OMENS CAST
1. Drunken worshippers of the Child, The Promised Child
rejoicing that the First Sign has arrived. VIG2, CLA 2, SPI 18, 1GD
Mistrustful of anybody that won’t join in. None can wilfully cause them harm
2. Three Seeker Knights and their Redmaw
Wolf, escorting a Seer in the hunt for the Seeker Knights, Feliz, Gornig & Tayley
VIG 14, CLA 12, SPI 12, 5GD
child, who they believe to be the key to
finding the City. A3 (halfshield, mail, helm)
Morningstar (d8 hefty), halfshield (d4)
3. Fog shrouded lake, no deeper than a foot
throughout. A rogue Seeker Knight Redmaw Wolf, greymender, scartooth
searches for the Child, who they believe VIG 14, CLA 10, SPI 5, 5GD
must be sacrificed to an awful creature in A1 (matted fur)
order to put it to rest for good. You’re Stalk and Bite (2d8)
either with them or against them. Can bite out the wounds from itself or
4. An abandoned shack, empty cradle. A another, restoring d6 VIG each turn.
snake fang rattle, known to repel the
wicked dead. The Burning Mother cries Burning Mother
out in the distance. Any who look upon VIG10, CLA 16, SPI 17, 7GD
her are attacked on sight. Body aflame (ignores metal and wood)
5. A Trickling silvery waterfall. Metal Gout (d8 blast) or Grasp (3d8, slow)
objects drenched within are repaired. THE SIGNS
Distant cheering and crying as the Second First Sign Second Sign
Sign comes into effect. 1 Golden Flowers Harvest of Snakes
6. At last they are here. A cradle of mist, the 2 Violet Sunrise Sudden Winter
Child within. d6 Seeker Knights are here 3 Singing Swans Night Terrors
to kill them, another d6 here to protect 4 Milk to Honey Sleeping Mist
and take them back to their Realm. 5 Chimes from Below Earthquake
6 Miraculous Cures Burning Graves
Dwelling: Tea Hut ~ Sanctum: Blossom Pond ~ Monument: Primal Menhir
Hazard: Sticky Weeds ~ Curse: Hallucinogenic Spores ~ Ruin: Toppled Henge

41
1 The
9
Saddle Knight
Within a blink they were atop their steed
Knight and beast at one, a red streak in the green
PROPERTY
• Beloved steed
(VIG 12, CLA 15, SPI 7, 4GD, see below)
• Fine saddle and tack (you can never be
dismounted)
• 3 Rider’s Axes (d6 +d6 when mounted, can
be thrown), mail (A1) and rider’s plate (A1
when mounted)

ABILITY - Song of the Steed


Speak in a voice comprehensible to horses.
They need reasoning with rather than
commanding.
PASSION - Certainty
Restore SPI when you prove somebody wrong.

LOYAL STEED
Appearance Temperament
1 Pristine Silent
2 Plaited Alert
3 Tall Valiant
4 Golden Restless
5 Dark Gentle
6 Stocky Wild

KNIGHTED BY…
THE JEWELLED SEER
VIG 6, CLA 6, SPI 16, 1GD

• No body is visible, just layers and layers


of jewelled silk and glittering lace.
• Can see the history of jewelled items.
• Wants to send their jewels out to remote
locations so that they can view their
journey through visions, advising through
their thoughts.

Person: Stocky Hunter ~ Name: Rozen ~ Characteristic: Lice Infested


Object: Silver Armour ~ Beast: Drafthorse ~ State: Dying ~ Theme: Food

42
The
Order
They were six in the circle, no first among them
Each a knight and scholar, master and student

OMENS CAST
1. A forge carved into the rock. Blacksmiths Scholar-Knight of the Order
complaining about the Order’s VIG 16, CLA 16, SPI 8, 9GD
mistreatment of them. They plead A4 (mail, plate, towerhelm, shield)
for justice. Thicksword (2d6 hefty), shield (d4)
2. A Company of the Order, seizing supplies Crusher steed (4GD, A1, d10 trample)
from local farmers. A frightened draft
horse is bolting. The froth from its mouth Frightened Draft Horse
VIG 15, CLA 6, SPI 2, 2GD
causes a great frenzy if touched.
A fight is about to break out. Kick (d6)
Cannot be calmed by any carrying a weapon.
3. A dry clearing among boggy willow wood.
They stand in a circle, holding a council.
Each member must justify themselves to COMPANY OF THE ORDER
their peers, who can challenge any Scholar-Knight Retinue
weakness. No spectators allowed. 1 A lone scholar-knight None
4. They are transporting a thief. The thief 2 riders
knows the burial place of a suit of silver 2 2 scholar-knights 3GD, axes (d8), steeds
plate (A1, immunity to weapons of
inferior metal) and reveals this if freed. A scholar-knight on 8 conscripts
3 foot, their steed slain 2GD, billhooks (d10)
5. They ride on the trail of a monstrous
beast. You’re in their way. 6 archers
4 3 scholar-knights 3GD, d6 shortbows
6. A company leads an attack toward the
nearest Holding. They have 3 Warbands 1 scholar-knight and
alongside their Retinue. They will lead 4 mercenaries
5 their apprentice 5GD, longaxes (d10)
the Realm into misrule or be driven 5GD, blade (d6)
beyond its borders.
3 Scouts
6 5 scholar-knights 2GD, shortbows (d6)
Dwelling: Hot Spring ~ Sanctum: Lullaby Falls ~ Monument: Wooden Arch
Hazard: Steam Holes ~ Curse: Confounding Caverns ~ Ruin: Fouled Garden

43
1 The
10
Riddle Knight
The right words say everything and nothing
A different truth to each ear

PROPERTY
• Twisted bow (d6 long), light mail (A1)
with embroidered cloak
• Moon pendant
(grants the wearer a false form under
moonlight, see below, rolling each night)
• Shadowy horse
(VIG 8, CLA 15, SPI 5, 2GD, very quiet)

ABILITY - Twisted Words


Speak, but choose two different meanings, as
different as you wish, even total opposites.
Choose which meaning each listener takes
from the words.
PASSION - Integrity
Restore SPI when you discredit somebody
unworthy of their position.
MOON FORM
Body Visage
1 Muscular (d8 grasp) Elderly
2 Shrunken (d6 bite) Youthful
3 Stretched (d6 strike) Hideous
4 Skeletal (d6 slash) Amorphous
5 Canine (d8 jaws) Horned
6 Feline (d6 claws) Regal

KNIGHTED BY…
THE JAWBONE SEER
VIG 15, CLA 15, SPI 3, 2GD

• Hunched, pale, huge jawbone grafted onto


their own, speaks like a wolf.
• Sees with the senses of a beast while
clutching an objects made from the bone
or horn of their species.
• Wants to return the land to the beasts.

Person: Scout Sisters ~ Name: Ruan ~ Characteristic: Shaved Head


Object: Steel Rope ~ Beast: Red Vultures ~ State: Repairing ~ Theme: Sunlight

44
The
Dead
Corpses wrent of soul, their resting spirit torn
Pulled by malice from their sleep to serve anew, unborn

OMENS CAST
1. Children playing “the skeleton game”, A rotting corpse, denied their rest
wearing wooden skull-masks and VIG 10, CLA 2, SPI 1, 1GD
throwing bones at passers-by. A1 (tattered mail)
2. Terrified scout sisters, reporting Rusted glaive (d10 slow)
wandering corpses on their patrol. Won’t Keeps fighting even after a Mortal Wound.
rest until taken seriously. Running water causes d12 damage.
3. Under Seer’s orders, a graveyard is being Mocking bones conjured into service
burned as a precaution against the VIG 6, CLA 10, SPI 1, 3GD
restless dead. Acolytes scatter dried A1 (brass shield)
herbs. Five Great Red Vultures circle. Hook falx (d6), brass shield (d4)
4. A rotting corpse, mimicking its life as a Piercing attacks are Impaired.
forager. It is bound by the ankle to a Running water causes d12 damage.
nearby tree by a steel rope of impossible
construction. Great Red Vulture, grizzlebird
5. Five skeletons, mocking bones, powered VIG 15, CLA 6, SPI 5, 3GD
by hatred for the living, tormenting Rip and tear (d8)
defenceless travellers. The travellers are Burned and ground feathers are known to
artisans, known for their ability to make charm vermin into obedience.
fine weapons out of certain woods. Completely silent under moonlight.
6. 3 Warbands of rotting corpses and THE COST OF UNLIFE
mocking bones, rising under a black Raised by The Cost
banner, marching on the nearest Holding. 1 Noble intentions Intolerance of sunlight
2 A paranoid castellan Hatred of plant life
3 An ambitious bandit Fear of running water
4 A deal with death Vulnerability to fire
5 A curious seer Craven cowardice
6 A lonely apothecary Insatiable hunger
Dwelling: Fishing Pond ~ Sanctum: Echo Cave ~ Monument: Moon Totem
Hazard: Raging Rapids ~ Curse: Eternal Night ~ Ruin: Crumbled Bridge

45
1 The
11
Talon Knight
The claw is nothing without the eye
The eye is nothing without the wing
PROPERTY
• Hookhammer (d8 hefty +d8 dropping from
above), shield-gauntlet (d6, A1), helm (A1)
• Loyal bird
(VIG 5, CLA 10, SPI 5, 4GD, d4 talons,
see below)
• Old steed
(VIG 8, CLA 8, SPI 7, 2GD)

ABILITY - Flockbond
See through the eyes of your bird, and learn
the local knowledge of any prey it eats.
PASSION - Regret
Restore SPI when you burn a part of your past.
LOYAL BIRD
Breed Special Training
Fisherhawk
1 (can dive into water) Singing
Cave Owl Fighting Humans
2 (nocturnal) (+d6 vs humans)
Grey Raven
3 (highly intelligent) Silent Flight
Red Eagle
4 (d6 Talons) Delivery
Rock Falcon
5 (preys on reptiles) Stealing
Bog Vulture Fighting Birds
6 (5GD) (+d6 vs birds)

KNIGHTED BY…
THE VEILED SEER
VIG 7, CLA 5, SPI 11, 2GD

• Hanging folds of flesh and horse-like hair


hide any semblance of a face.
• Sees nothing, but hears all within a Hex.
Speaks just once each day, giving a single
word of advice to the most worthy visitor.
• Genuinely wants to uphold peace.

Person: Lost Knight ~ Name: Demelza ~ Characteristic: Delicate Clothes


Object: Black Cloth ~ Beast: White Ravens ~ State: Nurturing ~ Theme: Coins

46
The
Underworld
A place beneath our living world, but neither grave nor tomb
A different path to places far, for those who brave the gloom

OMENS CAST
1. A huge stone archway, former temple. Shrouded guides
Stars flicker in the shadows. White VIG5, CLA 18, SPI 15, 4GD
Ravens caw from the trees. An opening Coldsword (2d6 hefty, ignores metal armour)
appears in the arch, dark but light at Pale lantern (d8 blast if thrown, ignoring
once. Then all is normal again. Armour). If slain, two emerge from the dark.
2. Lost knight from a distant place. She
claims to have fallen through a shadow. A Grasping hands from the dark
VIG 10, CLA 10, SPI 2, 1GD
Shrouded Guide follows, seeking the toll.
Cold grasp (d6, on a Wound, lose d6 SPI)
3. Narrow, twisted cave. Clanging within. A
shrouded smith is forging a coldsword Lost Knight, Valenta
(2d8 hefty, ignores metal armour). It VIG13, CLA 10, SPI 10, 5GD
shatters if unsheathed in daylight. A3 (mail, helm, shield)
4. Heavy black cloth woven with indigo. If Jagged sword (2d8 hefty)
hung, opens to a place you want to be.
Within, a dozen hands in the darkness A VOICE IN THE DARKNESS
require a toll of silver or blood. They will Origin Purpose
take either by force if needed. Whispering from the Scare them back to the
1 violet fungi surface
5. Broad, lilac-leaved trees. No artificial Singing from the
light can shine beneath. Five Shrouded 2 drifting lights Lure them deeper
Guides emerge into their shade, seeking Murmuring from the Show them things
to claim back a toll owed to them. 3 mirrored pools they cannot take home
6. A creeping darkness, then suddenly Taunting from the
within the Underworld. A dark reflection 4 shadows Sow discontent
of our world. Without the blessing of a Beckoning from the
Shrouded Guide the only exit is into a 5 distant dark Wear them down
distant Realm. Chattering inside the Provide a little comfort
6 chill wind
Dwelling: Artisan Brewery ~ Sanctum: Solitude Peak ~ Monument: Sword Carving
Hazard: Toxic Air ~ Curse: Ghostly Shadows ~ Ruin: Broken Fort

47
1 The
12
Barbed Knight Cruelty can bring a peace
Stone and spikes split into bloom

PROPERTY
• Jagged Spear (d8 hefty +d8 against a
target you have Wounded or Scarred), red
cloaked mail (A1)
• Hunting Bow (d6 long)
• Vicious charger
(VIG 12, CLA 8, SPI 5, 3GD, d6 trample)

ABILITY - The Red Hunt


Once each day, infuse a target’s spilt blood
into an arrow to give it +d12 against the
target. You can also taste a small amount of
the blood to get a glimpse of their location.
PASSION - Apathy
Restore SPI when you reject a call for comfort.

BAD REPUTATION
Begrudging Ally Hated Enemy
1 Eccentric Alchemist Rich Merchant
2 Humble Chronicler Master Blacksmith
3 Surly Brewer Admired Knight
4 Horse Breeder Bandit Leader
5 Elderly Innkeeper Retired General
6 Petty Burglar Mercenary Captain

KNIGHTED BY…
THE SERPENT SEER
VIG 16, CLA 14, SPI 14, 3GD

• A writhing pile of serpents, speaking as


one through a choir of hisses.
• Grants visions of dangerous beasts in the
wilderness nearby.
• Wants more unusual serpents for their
pile, or even just a snack.

Person: Argumentative Sage ~ Name: Caya ~ Characteristic: Mangled Ear


Object: Limeweed ~ Beast: Leeches ~ State: Listening ~ Theme: Smell

48
The
Wurm
Callous, cruel, awful, and long
Feasting far beyond its hunger, only happy in bloated rest

OMENS CAST
1. A leech-collector weeps. In a nearby The Wurm, the colossal spite-glutton
swamp the colossal thing snatched her VIG 18, CLA 8, SPI 5, 10GD
sister away with a bite. That bone- A3 (craggy hide)
grinding noise haunts her. Writhe (d10 blast)
2. An argumentative sage complains. The or Chew (slow, 3d10)
balance of nature has been tipped. The or Shower with debris (d8 blast)
birds aren’t behaving correctly and
there’s not enough prey in the woods. Wurmshields, Kermac, Cado, Zune,
Shena, Marlo, Yazakel.
3. A logging camp left crushed and bare. VIG 10, CLA 12, SPI 8, 2GD
Wooden barrels of limeweed, a pungent A2 (helm, red halfshield)
appetite suppressor, left untouched. A Spike mace (d8 hefty), red halfshield (d4)
Wurmshield surveys their master’s work Repugnant personalities, always trying to
with unearned pride. make themselves even worse by mimicking
4. A stinking grey salt-bog. Grinding the Wurm.
laughter can be heard on the wind as the
Wurm sleeps below, dreaming of the next
feast. Two Wurmshields keep watch, WURM BEHAVIOUR
arguing over who is more loyal. Conversation Combat
5. The Wurm lounges among smashed burial 1 Spout Hatred Cut off escape
mounds of great seers. It speaks with four
Wurmshields. They are loyal, but make 2 Spread Fear Trap them and leave
poor company.
3 Aggrandise Self Target the weak
6. It bursts from the ground, giving one
opportunity for stimulating conversation 4 Insult Enemies Break their arms
before its great feast begins. It will not 5 Seek Submission Flee to better ground
stop until bloated or dead.
6 Entice Fealty Blunt assault
Dwelling: Guard’s Outpost ~ Sanctum: Stargazer Hut ~ Monument: Star Stone
Hazard: Spiked Wall ~ Curse: Strange Constellations ~ Ruin: Impact Crater

49
50
Oddpocrypha
What follows are the records of a single scribe.

Chronicled accounts with insight to their adjudication.

That we might shed further light on the laws of this world.

Ref is the Referee

Moss is the Moss Knight

Tal the Talon Knight and later the Riddle Knight

51
PLAY
Start & Scope THOUGHTS
Ref: Okay we should talk about the Start and For those used to more traditional campaign
Scope of the campaign. For the Start you can structures, the between-session time jumps
be Knights Errant, newly knighted and out of Mythic Bastionland can seem daunting.
for glory, Knights Gallant who are older, It’s understandable that some players don’t
with a place in court, or Knights Tenant if like the idea of releasing control of their
you want to start already ruling a seat of characters for these “off camera” months or
power. To be honest that last one sounds a years that pass during such an advancement.
bit much for me at the moment, but we could
do either of the others. Of course, the intent of this rule isn’t to leave
players with a lack of control, so here Ref
Tal: I just assumed we’d be starting out as does a good job of reassuring Tal and Moss.
new Knights, but starting with a place in
court could be cool. I think Ref strikes a good balance between
keeping plans loose by suggesting some
Moss: Yeah I’m happy with either. flexibility in when to advance the seasons
and ages, but also making it clear that these
Ref: Well let’s talk about Scope before we lock advances are planned into the campaign,
it in. This is how many sessions we’ll run and explaining why they want to include them.
how time will advance across them. I know
we agreed to run for 6 weeks, so that would I’d possibly be clearer here, telling the group
fit a Chronicle. We can always carry on that each session will always be the start of a
afterwards if we’re enjoying it. new season, and deciding ahead of time
which session will also advance to the next
Moss: Yeah I’m away for two weeks after that age. This is no more right or wrong than
and I think Tal has that other campaign? Ref’s approach here, and comes down to your
own preferences and your experience of
Ref: Sure, we’ll do six sessions then. The book playing with your group.
suggests each session should end by moving
onto the next Season, and at the end of They eventually settle on starting as Knights
Winter we’ll advance to a new Age, which Errant, which is where I expect the majority
means advancing like twenty years or so. of groups to begin their games. Ref even goes
as far as to recommend against the most
Tal: Right… but what if we end the session advanced starting point.
right in the middle of something?
Even if a group is unlikely to want to begin
Ref: I mean we don’t have to set it in stone, as experienced Knights, it’s worth
but things persist between Seasons. Maybe highlighting these options at the start of the
we’ll leave the exact timing of the Age skip campaign. Just showing them as possibilities
loose so that we can do it when it feels right. helps players see the likely direction for their
I think we should push ourselves to move knights and gives a bit more context to where
through time though, it’ll be neat to look they might be after some Seasons and Ages.
back on the campaign and have a proper
span of your Knights’ lives.
Tal: Okay that makes sense.
Moss: I guess we try to finish each session in
a place that makes sense too, right? Like we
won’t end right in the middle of a combat?
Ref: Yeah, and if that happens we can always
finish the fight off next session and do the
time skip mid-session. It doesn’t take long.
Tal: Great. Well if we’re doing that shall we
start as brand new knights?
Moss: Sounds good to me.

52
PLAY
Character Creation THOUGHTS
Ref: So in this game you’re both Knights, but When getting the players started with the
you’ll have different strengths and game I like to get them rolling their
weaknesses. Start by rolling your Virtues. character as soon as possible, before I even
They’re Vigour, Clarity, and Spirit. For each start telling them about the world. The
you’ll roll a d12 and a d6 and add them things they discover in making their
together. High is better, 10 is average. character will get them immersed in the
world right away.
Hands a character sheet to each player. They
start rolling their Virtues. It’s good that Ref gives a bit of context for
Virtues. If you’ve played a lot of RPGs it’s
Tal: Okay, so Vigour 11, Clarity 14, Spirit 7. easy to assume that everybody will work out
the average of d6+d12, but just telling the
Moss: I got Vigour 6! Urgh. At least my players that 10 is average gives them a point
Clarity and Spirit are higher, 10 and 12. of reference for their character.
Ref: Yeah that’s pretty bad! Don’t worry Getting bad rolls here can be disheartening,
though, just means you’ll need to be clever. so it’s good to see Ref reassuring Moss that
The scores might get better later too as your their low Vigour score isn’t going to make
character ages. There’s this rule where… their character useless.
Actually, scrap that for now. Roll d6 for your
Guard. This is how good you are at avoiding We can see that Ref almost goes into
getting hit or taking lasting damage. explaining the rules for characters ageing,
and how their Virtues can increase, but
Tal: Okay, 3, I guess that’s okay. decides not to overload the players right now.
Moss: I got 6! Guess I’m a survivor. At this point it’s enough for the players to
know that their scores can change later, they
Ref: Okay now you each get to be one of these don’t need to know the details while they’re
Knights. focused on their character in the here and
now.
Ref fans through the book, showing some of
the entries for Knights. On our very first example, Ref is already
breaking the rules. The character creation
Ref: The book says you can choose from here process says nothing about letting the
or roll. What do you think? characters roll a Knight and then decide
whether to keep them or roll a different entry
Moss: Obviously we should roll. instead, but Ref sees that Tal is feeling
anxious about getting a character they don’t
Tal: Oh I dunno, I don’t want to be stuck like and decides to give the players the best
with a character I don’t like. of both worlds.
Ref: Okay how about we roll, but if you hate Ref could have stood firm, insisting that Tal
what you get then you can choose instead. either rolls a character or chooses one, but
Tal: Yeah, thanks. instead Ref took the chance that Tal would
probably be happy with their character, but
They both roll Knights, getting the Moss and would appreciate the backup option if they
Talon knights. didn’t like the Knight they rolled.
Tal: I get a bird? I’ll stick with this one! This can go the other way, with some players
finding it too much choice to be handed a list
Ref: Great, so this gives you some gear and a of 72 Knights to choose from, so would rather
special thing you can do. Let’s get it onto take the roll. A huge part of the Referee’s role
your character sheets and we can get started. is sensing the best option for their group. If
in doubt, just ask the players and trust them
to be reasonable.

53
PLAY
Teaching the Rules THOUGHTS
Tal: Okay, now the rules? Here I’ll show my bias toward getting the
game started as soon as you can, backloading
Ref: So this is a bit more complex than Into as much of the rules explanation as possible.
the Odd, but the core is the same. Wait, were
you both here when we played that? The game is designed in such a way that
players don’t need to know all of the rules to
Tal: Yeah I think I remember all the rules. begin with, but there are some important
considerations with this approach.
Moss: Wait, no, I missed that week.
Players may be relieved that they don’t need
Ref: Okay I’ll start from scratch then. When to learn rules immediately, but some may
you do something risky I’ll ask you to roll a worry that they’re going to make a critical
Save, so you’ll roll a d20 and try to get equal mistake without knowing all of the details of
or less than the Virtue. So Moss if you made how the game works.
a Vigour Save you’d need to roll 6 or less on a
d20. Here Ref starts with the bare minimum,
explaining how Saves work. This is a nice
Moss: Got it. I guess I’ll be avoiding those. rule to start with as it’s very simple and
Ref: Combat is… you know what we’ll deal gives further context for the information on
with combat when it happens. For now you the players’ character sheets. They get a
just need to know that the die type next to little bogged down talking about weapons
your weapon is the die you roll when you and armour, and frankly I think Ref could
attack with it. So Moss your Cudgel does d8 have skipped this whole section, sticking to
damage. Oh, and you have a Shield which the line that combat will be explained when
gives you Armour 1, meaning you’ll take 1 it happens.
less damage from attacks against you. You It’s natural for players to ask about other
can bash with it too for extra damage. parts of their character sheet that they don’t
Moss: Right. Does my bad Vigour score make yet understand, here their Ability. Ref could
my attacks weaker too? have just said “we’ll deal with that later” but
here I like that they at least gave the context
Ref: No actually. There are times when it will for them, if not the actual rules in detail.
matter, but it won’t affect your damage. Now Tal understands generally what Fears
are, but hasn’t needed to learn exactly how
Moss: Oh right, that’s good then. they work in game terms.
Ref scans over some of the other pages of rules Something that Ref missed here is explaining
and prepared notes. the objective of the characters. In this game
the Oath gives Knights a very clear purpose,
Ref: Yeah the rest we’ll just deal with as we so I would encourage Ref to at least explain
get to it. I’ll give you plenty of warning so I the Oath and maybe touch on how they’ll be
won’t just drop a horrible rule on you! gaining Glory.
Tal: What about this Ability on my sheet?
Ref: Right, right. Your Ability is a special
thing that only you can do. There are also
Feats linked to combat but… you know what
let’s just get started and we’ll do a little
combat brief when it happens.
Moss: Sounds good, let’s go.

54
PLAY
Primacy of Action THOUGHTS
The company encounter an Omen of the Troll, Never underestimate the power of saying
which the book describes as a clumsy burglar “yeah, weird huh?” when you slip a massive
fleeing from the Troll’s cave-house. contradiction into the game by mistake.
Ref: Running away from the cave you see a Here we see a group running into a situation
figure. Actually, you recognise her, it’s Sam that calls for Ref to remember the Primacy of
the burglar. Action, essentially the idea that events that
have already happened supersede new events
Ref had previously used Sam as an incidental that are generated through omens or
character, randomly taking them as a prompt prompts when establishing the ongoing
when they needed a shady character. By fiction of the world.
coincidence the same character has now been
prompted by an Omen. So if you cut off the Wyvern’s wings then
they don’t grow back because the next omen
Moss: I guess she got over her broken leg? describes it flying above.
Ref: Wait, what happened again? Here it’s a character reappearing in an
Omen, doing something that would be
Tal: She got caught trying to break into the unlikely given the events that have already
Seer’s tower, remember? The guards beat her occurred.
up and later we found out her leg was
broken, but that old woman was looking after Ref could have just said “okay, it’s NOT
her? I think this was after we did the Season actually Sam, but she looks just like her”,
change, so can’t have been long ago in game. though revealing a secret twin is a risky
play.
Ref: Ah yeah, right…
Remember the whole point of this is to make
Slightly awkward pause. the world feel real and not to undermine the
Ref: No, no, this is fine! Well above anything players’ previous choices. Here the players
else, all that stuff you remember definitely are well aware that Ref is pulling this new
happened, but sure enough you see Sam healer tangent out of thin air, but if they
sprinting away from the cave, no sign of a deliver it with confidence and make it an
broken leg. Weird huh? interesting addition to the fiction then the
players will take it in their stride.
Moss: Huh.
As with other moments of improvisation, it’s
Tal: Okay let’s flag her down and see what’s best to keep the improvised content as
up. something neither overtly beneficial or
harmful to the players. Players accept that
Meanwhile Ref flicks to a random page improvisation happens, but moments with
scouring the prompts for an explanation. significant positive or negative impact are
They see “Toxic Plants”, and during the best when they feel like part of the impartial
conversation Sam explains that her leg was mechanisms of the game, rather than
miraculously healed by a travelling herbalist, something implemented at the whims of the
but they used methods and materials that Referee.
nobody had seen before.
Here, even just flicking to another page of the
Ref makes a secret note that these bone- book to scour for prompts can make the
mending methods use toxic plants that are improvised content feel more real to the
going to spell future trouble for Sam. They players, at least spreading the perceived
plant the seed by having Sam have a small responsibility between the Referee and the
coughing fit in the middle of their book.
conversation before laughing it off.

55
Getting Rules Wrong
PLAY THOUGHTS
The players have split up briefly. Moss has This is going to happen. You might notice
just been in lone combat, driving a Mighty immediately, or you might realise months
Newt back into the river. into a campaign that you’ve interpreted a
rule differently than the book intended.
Ref: Okay, if you’re taking a moment to rest
you can restore your Guard back to full, that The important thing is that you look back
Vigour loss will be harder to recover. and ask yourself what harm has been done.
Moss: Oof. That thing took away like 4 of my In most cases the game will have worked just
VIG with one bite. fine. Maybe things will feel better when you
start using the correct rule, but I’d warn
Ref: Wait… Hang on. Your max Vigour is 6 against going back to try to change the past,
right? If you lost half of that in one attack it even if the consequences would be severe.
should have been a Mortal Wound.
When this happens in plain view of the group
Moss: Oh. I mean I’d probably be dead right, you can encounter Moss’ reaction here. Some
since Tal wasn’t around to help me? players won’t mind, or might enjoy that they
got away with something, but others can feel
Tal: We can say Tal showed up to help? that the reality of the world has somehow
Ref: You know what, I don’t think we should been compromised.
go back and change things. The combat went Ref handled it pretty well here, explaining
the way it did, we’ll just make sure we that the situation probably wouldn’t be all
remember next time. that different with the correct ruling. I think
Moss: Aah, I dunno, I feel bad. Feels like I’ve they were right to offer to roll things back for
cheated. Moss, but I’m also glad that Moss didn’t take
them up on it. I’m not sure what would be
Tal: I don’t feel cheated! gained by repeating the combat one way or
another.
Moss: No I mean like I should be dead. I
want things to be fair. But what if the opposite had happened. What
if Moss had been killed by the Newt, but
Ref: I mean you probably would have used later realised that the correct rule would
the Deny Feat to remove the damage if you’d have had them live? This is a more difficult
known, right? I think the end result would be situation to manage. Here I’d lean on the
the same. Not like you came out without a principle of being generous to the players,
scratch. If it’s really important then we can but try to do so without completely
roll back and redo the combat. Maybe just go invalidating the play that’s already
back to right before you took that bite? happened. Perhaps Moss was dragged into
the water, assumed to be dead, but re-
Ref scrambles through their notes to try to emerged days later. If Moss had already
work out who had taken damage. created a new Knight, perhaps that character
becomes a non-player character, being a new
Moss: No, no, you’re right that feels dumb. As contact in the realm.
long as you both know it was an accident.
Ref: Yeah of course. Hey, first excuse I get
this Newt is coming back to finish the job.

56
PLAY
Getting Stuck THOUGHTS
The Knights have just encountered the final Every game session has its high energy
Omen of the Wyvern Myth, killing the beast. moments and those that are more subdued.
They’ve set up camp and rested for the night. The latter shouldn’t be feared, but there are
certainly times when a little direction or
Ref: Okay, brand new day, no Wyvern eating urgency can keep things moving.
the locals! Feels good, right?
Here Ref gave the players plenty of
Tal: Yeah! Moss, what should we do now? opportunity to pick a new direction for
themselves after a big success. In these
Moss: I guess we’re kinda free aren’t we. situations where the players are told “you
Tal and Moss look over the map for a while, can go anywhere!” it’s not uncommon to see
recapping where they’ve already been. them overwhelmed with choice, or nobody
wanting to take the lead.
Tal: Yeah… I dunno. Whatever is good.
Here Ref encouraged the players to think
Moss: Hm. creatively by reminding them of their oath, a
good fallback for moments like this.
Hesitation as both players look at each other.
An alternative approach is to throw
Ref: If in doubt, remember your oath. something at the players that immediately
requires attention. A hostile encounter,
Ref taps the Oath on each character sheet. screams in the distance, a looming storm.
Here I think Ref made the right call in not
Moss: Yeah. I mean I guess we could just go doing that, as it may have cut short the
looking for Myths. opportunity for the players to bask in a little
Ref: Speaking to the locals is the best way to moment of calm after their Wyvern fight.
get information. You swore to protect the Of course, the difficult thing with giving
realm after all. You haven’t been into this players this much freedom is that the
marsh yet though, you could just chance it. Referee is likely going to have to improvise
Moss: No I say we head to the nearest what lies ahead. Holdings and Landmarks
Holding and get some leads. Let’s go to that are a good example, as they’re often little
one right there. more than a marker on the map until the
Knights decide to actually visit one.
They go through the normal travel procedure,
then Ref realises they don’t have anything If Ref were feeling more confident they could
planned for this Holding. have just rolled frantically on some prompts
and described the Holding on the fly as the
Ref: Okay. Actually, I just need to make some players listened. Sometimes this pressure
rolls for this place. Is now a good time for a helps the Referee create unexpected ideas.
little break?
Instead, they called for a short break,
Tal: Yeah I wouldn’t mind a drink. something that works well in moderation.
Taking too many of these breaks can leave
Tal goes to get a drink, Moss stays at the the game feeling disjointed, but here it feels
table checking their phone. Ref rolls some like the group felt ready for it, so it was a
prompts and makes brief notes for the good opportunity for Ref to spend a little time
holding, a few characters there, and the preparing ahead. I just hope Ref remembers
Myths that they each know about. After a to take a break of their own at some point.
couple of minutes they’re done. Tal returns.
Ref: Right, so following the trail to this
Holding you can hear drums and flutes
playing in the distance. Sounds like there’s a
celebration on.

57
PLAY
Taking Action THOUGHTS
Ref: With its walls torn down, the village is Here we see Ref work through the 6 steps of
now a bit of a sitting duck if the Legion the Taking Action Procedure:
decide to attack again.
Intent, Leverage, Cost, Risk, Impact.
Tal: We could stay and guard them but the
Seer told us the Legion always comes back in It would be lovely if those six words formed a
greater numbers, right? mnemonic, but it wasn’t meant to be.
Moss: Yeah, how about we help them build Even though this ends up being resolved as a
some better defences? Task, shorter Actions follow the same
procedure and make the same
Ref: Right, right. That would be a Task, so it considerations, except for the fact that Tasks
would take a phase of the day, taking you up are assumed to consume significant time.
to Night. Let me just…
Talking through the specific stages by name
Ref flips to the Taking Action Procedure to is a good way to help internalise the process,
remind themselves of the steps. but not strictly necessary once the group is
comfortable with the process.
Ref: Okay, Intent. So what are you actually
trying to do? Get the walls back to how they Also notable is that Ref feels comfortable
were? Make them even better? leaving the Intent somewhat loose until the
group have discussed Leverage. Working
Moss: Could we make them better? through the steps in order doesn’t mean you
have to lock everything in as you go.
Ref: Well let’s work through the rest of the
steps before we commit to that. What’s your I’m glad Ref doesn’t get bogged down in the
Leverage for this? How are you actually detail of how long it takes to build a wall,
going to make it happen? how many workers you need, how much
material. No Referee can know all these
Tal: The serfs here would be on board with things, and slowing down the game to brush
helping with the work, right? Plenty of wood up on the logistics of wall construction is
around too. unlikely to improve the game. Here we’re
Ref: Yeah. I mean with the limited skill, interested in the fact that the players want to
materials, and time you have I think the invest time in performing this action, and the
Intent is really going to be limited to getting impact it has on the ongoing fiction.
it patched up as a solid but makeshift wall. There’s more transparency from Ref than you
Moss: Fair. might expect, outright telling the players
that the Legion aren’t coming back today.
Ref: Cost… I mean it’s taking up time and You want the world to have mystery, but it’s
the work of the local serfs but they’re already also important to give players the
inclined to help out. Risk… now I don’t think information they need to make their decision.
the Legion are coming imminently, so there’s If it was uncertain, Ref might have said
no risk of them showing up before the work is “there’s a slim chance the Legion will come
done. That means there’s no need to roll if back today” or “there’s a high chance the
you’re happy to spend the time on this. Legion will come back today”, keeping a
mental note of the odds they would use on
Tal: Yeah, let’s do it. the Luck roll to determine this later.
Ref: So you gather the serfs and spend the Giving them certainty here lets them get on
afternoon chopping wood and cobbling with making the decision instead of
together a ramshackle wall. Doesn’t look like agonising about something that the Referee
much but at least it’s a line of defence knows won’t happen.
against the Legion. The sun sets as you
admire your work.
Moss: Well it’s something but we need a
proper plan to beat them for good.

58
PLAY
Exploration THOUGHTS
Ref: Right, so it’s the dawn of a new day. In my experience as a Referee, you can’t
recap too often. In this game it’s especially
Ref points to the pawn on the player’s map useful to recap the geography of the world, as
showing their location. there’s a lot of travelling into new areas. The
hex map serves its purpose but it’s down to
Ref: To recap, you’re here. Other than the the Referee to really make the world feel like
elevated camping spot you found it’s rather a real place.
unpleasant bog as far as the eye can see. The
air feels damp and mushroomy. Ref goes beyond just describing the sights of
the area, indulging in other senses. Here the
Both players look at the map and start to feel of the air and the stink of the bog.
point at other hexes.
It seems like the players both understand the
Moss: We could make it to this Holding by basics of travel in this game, knowing how
nightfall. Get some hospitality and actually long it takes to reach a certain point,
speak to some locals? understanding the importance of speaking to
Tal: Yeah but we know these woods over here locals. This is something best learned
are where the Goblin was last seen. Wait, through play, rather than being frontloaded
how far can we actually see? Can we see into a rules explanation.
those woods? When the players are unsure about an
Ref: Not from your camp, but they’re so far element of exploration, here Tal asking how
away that you’d only get a distant view even far they can see, the Ref can explain it to
from a vantage point. Like you’d see there them with the context of a situation they’re
are woods, but couldn’t spot a person there. actually invested in.

Moss: Okay let’s go toward the Holding and When Tal decides to move they specify that
do some information gathering. We’ll just they are Trekking, using the actual game
Trek as we’re not in a rush. term. When new players are learning they
might say something like “we’ll move to here”
Ta: While we’re travelling can I search for and it’s worth clarifying what they actually
any other travellers we could speak to? I can mean in game terms, ensuring that they’re
see through my Raven’s eyes remember. happy with how their decision will be
implemented mechanically.
Ref: Yeah that’ll help for sure. No real risk
here so we’ll just make it a Luck Roll. With Ref leans on a Luck Roll here for a situation
your Raven you’ll certainly find somebody, that didn’t have any risk, but was still
but this is more about how far away they are. uncertain in outcome. Perfect use of that type
of roll.
Tal rolls a d6, scoring 5.
To get a prompt for what the Raven finds Ref
Ref: Sure, there’s somebody travelling not far rolls a Knight and uses the prompts on that
from here, let me see who we’ve got. page. They could also have simply flicked to a
random page if they wanted inspiration
Ref decides to roll a random Prompt for a really quickly, but the dice are generally
Person, scoring 1 and 11. They’ll also use the preferable to get a wider spread of results.
State prompt from the same page. The result
is “Lost Knight” and “Nurturing”. When Ref describes what they see their
description ends with a choice that the
Ref: Through your Raven’s eyes you see an players must make. I try to do this as often
armoured figure riding on horseback, a as I can. Remember, the most powerful words
smaller figure on a pony trailing behind in any RPG are “what do you do?”
them. Looks like a Knight and their squire.
You’ve got enough warning to skirt around
them, or are you going to move closer?

59
PLAY
Danger THOUGHTS
Ref: You see light flickering from within the I like that Ref is so transparent with their
cave. It’s maybe 30ft away through the trees. Luck roll here. We all know the classic image
of the gamemaster rolling dice secretly
Moss: Any signs of life around the cave? behind a screen, but I make the vast majority
of my rolls out in the open. They could have
Ref: It’s pretty dark here other than the light gone further and had one of the players roll
from the cave. I assume you put your torches the die, but either way works.
out before you started sneaking up here?
Ref also shows generosity to the players in
Moss: Yeah, makes sense. assuming they put out their torches before
Ref: Well even under the moonlight you can sneaking up to the cave. They could have
make out shadows of movement. Looks like used this as a “Gotcha!” moment to make the
someone is moving around inside the cave. players feel stupid but that style has never
You also spot a silhouette standing guard, appealed to me. I tend to assume that the
outside, a solid looking figure. characters are at least competent. Players
will make enough bad decisions on their own
Tal: Wait, I have a plan. Are they carrying a without saddling them with characters that
weapon? I could send my Raven to steal it if do the same.
it’s on the ground. She specialises in
Stealing, after all. I think Ref handled the approach to the cave
well by ensuring that the players are well-
Ref: They’re definitely armed, but let’s do a informed and have plenty of opportunity to
Luck Roll to see if they’re carrying it. We’ll make choices. The Save roll only came into
call it straight 50/50. play when Tal decided to take the risky
action, knowing that there would be a Save.
Ref rolls a d6, scoring 2. This means fortune
does not favour the characters. If Ref had simply called for a Save without
the players knowing that they were taking a
Ref: You can see a mace hung on their belt. risk, it can create an overly tense
Your Raven could still go for it, but would environment at the table, where players feel
need a Save to avoid the guard’s attention. like they’re never safe. While this might
sound appealing in some scenarios, I find
Tal: Let’s do it. CLA Save for my Raven, players respond much more positively to
yeah? situations where they suffer the
consequences of their own choices and
Ref: Go for it. actions, rather than the seemingly random
Tal rolls a 19, failing the Save. cruelty of the game world.
Ref: Your Raven swoops down on the When the Raven fails the CLA Save, Ref could
unsuspecting guard, grasping at his mace have had the guard immediately strike the
with her talons. The guard grabs onto the bird, launching into combat. Instead they
haft, wrenching it free from her grip and took a softer approach, giving the players a
winding up to strike. What’s she doing? chance to respond before the attack is
thrown.
Tal: Get her out of there! Actually, she can fly
off in the other direction, away from us. Neither option is right or wrong here, and
Might cause a distraction. the sweet spot lies somewhere in the middle.
If failure spirals into disaster too quickly
Ref: Let’s see if he falls for it… then the players might feel too much at the
mercy of the dice, but if consequences feel too
soft then they may feel that their choices and
rolls aren’t having any meaningful impact on
the progress of the game.

60
PLAY
Combat THOUGHTS
Ref: The boar is huge, like a hay bale. Its I like that Ref has the boar pose an
eyes dead and black like a shark. It stands immediate threat, but gives the players time
taut, as if it could charge any minute. to discuss a plan. They could have gone even
further by having the boar already charging
Moss: This pig is definitely up for a fight. toward them, giving a sense of urgency to
their choice.
Moss and Tal discuss a plan briefly.
Some questions don’t need a roll. If your
Tal: Can I climb a tree? Is there one nearby? players are in a forest and say “is there a tree
Ref: Sure, we’re in a forest. You scramble up nearby?” then the answer is obvious.
without any trouble. We’ve seen Ref be quite generous up to this
Moss: I’ll get under the tree and try to bait point, but here draw a line and tell Moss that
the boar into charging me, then Tal will dive they can’t carry out their whole plan in a
down onto it when it gets close. single turn.

Ref: Hm, I think moving to the tree and What would have happened if they let Moss
climbing it is already an action for this turn. do all of this in a single turn? I don’t think
If you bait the boar over then it’ll get to there would be much harm done, but
charge you before you can respond. allowing this sort of turn in every combat
might leave opponents feeling too easy to
Moss: Fine, I hoist up my shield. deal with. I like a cunning plan in a fight, but
I also like giving the enemy a chance to
Ref: The boar charges at Moss and… respond to the player’s actions before
suffering the consequences.
Rolls d10 for damage, scoring 9. This is
reduced to 8 because of Moss’s shield. Moss uses the Deny feat to ignore the
damage from the boar, but had to interrupt
Ref: Eight damage! So the boar… Ref in order to do this. If they hadn’t used the
Feat then they’d be facing a Mortal Wound.
Moss: Woah, hang on. I’ll use Deny on that,
trying to take the brunt on my shield. A less confident player might have missed
their opportunity to do this, so I’d have liked
Ref: Okay, you use Deny. That’s a SPI Save to to see Ref give them a moment to consider
avoid Fatigue. before they start narrating the damage,
Deny removes the die and Moss passes the maybe even giving them a reminder that
Fatigue Save. they have access to Deny.
Moss: Definitely worth it. Spring the trap! I As with so many things there’s a balance
attack with my cudgel and… here. You want to give the players ample
information and time to make these
Tal: I pounce with my hookhammer, which decisions, and offer guidance to new players,
gets +d8 when leaping down. but no player wants to feel like the Referee is
running their character for them.
Ref: Okay, Moss, you in too?
Moss: Yeah let’s roll.
Tal rolls their 2d8 scoring 3 and 5, Moss rolls
d8 and d4 scoring 2 and 8. The highest single
die is 8 and the 5 is spent to perform a Bolster
Gambit, increasing the damage by 1.
Moss: Nine damage!
Ref: Great! Let’s see if this pig can survive
that attack.

61
PLAY
Gambits THOUGHTS
The Knights are fighting a huge crocodile. Gambits can be Tricky. You want them to
feel impactful and exciting, but they
Ref: So far you haven’t got a good hit in on shouldn’t be enough to completely resolve the
this beast, but it’s looking worn down. What combat.
do you want to do?
On a tangent, I like that the Referee gently
Tal: It seems nasty, but we could leave it be. reminds players of their Oath here.
Especially early in a campaign it’s useful to
Moss: It’s pretty close to the bridge though. It keep the Oath at the forefront of their minds,
attacked us, so how do we know it won’t just while also assuring them that they’ll only be
attack the next travellers that pass by? judging themselves on their adherence.
Ref: Yeah, remember the “Protect the Realm” Here the Referee offers some examples to Tal
part of your oath. on what the Gambit could do. I’d perhaps
Tal: You’re right, let’s take it on. I’ll go in remind them that these examples aren’t a
with my hook-hammer. restrictive list, and they could carry out
another effect if they had something in mind.
Moss: Right, you lead this one, I’ll follow up
with my cudgel. I’ll Smite too. It’s good to see they don’t take the “Trap”
example too literally, understanding the
Moss rolls d8 from their cudgel and d12 for intent of the example, that it’s an
Smiting, scoring 9 and 3. They pass their VIG opportunity to temporarily weaken the
Save to avoid Fatigue from Smiting. Tal rolls attack power of the opponent. You could read
their own d6, getting a 6. the trapping their Shield example in the
same way, perhaps exposing the crocodile’s
Tal: So I can use the 6 for a Gambit, right? belly to allow them to ignore its Armour score
on their next attack. It’s impossible to cover
Ref: Yeah so you can bolster the total damage all possible uses of a Gambit, so it’s more
by 1 or do something else. This croc is strong, important to understand the general
so it’ll be tricky to do fancy stuff unless Moss principles.
uses the 9 and perform a strong gambit.
Here Ref shows that understanding, telling
Tal: What about impairing a weapon? Would the players that they can’t just drive the
that work on an animal? crocodile away, as that would outright end
the encounter, something too powerful for the
Ref: Yeah, you could smash its jaw to prevent intent of a Gambit.
it biting next turn. It gets a Save though.
Although the Gambit rule also applies to
Moss: I could use the 9 to drive it under the enemy attacks, I’d be careful straying too far
bridge to set it up for one of your diving from the suggested effects against player
attacks next turn. characters. Springing nasty surprises on
Ref: Yeah that would work. players as the result of a Gambit can create
fun moments, but they should abide by the
Tal: Could we just drive it away from the same restrictions as the players.
fight altogether? We don’t need to kill it.
Ref: No you can’t do something that would
outright end the combat, just a temporary
advantage.
Tal: Okay, how about I hit it, then Moss
jumps on its back to hold its jaws shut?
That’s impairing a weapon, right? And using
the 9 it doesn’t get to make a Save.
Moss: Sounds like a plan.
Ref: That’s great! So here’s what happens.

62
PLAY
Unusual Attacks THOUGHTS
Moss is in the middle of a duel against a rival Even with access to Feats and Gambits, and
Knight that’s been tormenting them. the chance of causing Scars, players will
sometimes want to cause a specific effect
Moss: Right. So instead of swinging my with their attack. Here Ref falls back on the
cudgel I’ll draw my dagger and try to stab standard Taking Action Procedure, asking
him right through the eye. for clarity on what exactly the intent of the
action is. It’s easy to get bogged down in the
Ref: Erm… hang on specifics of what the character is doing, but
Ref flicks through the combat rules for a here it’s useful to know what the player is
moment, thinking about how best to make a actually trying to achieve.
ruling Ref could have absolutely ruled this as an
Ref: Okay, so what are you actually trying to attempt to perform a Gambit, but I
achieve with this? Like kill him in a single understand that this eye-gouging attack
stab? Blind him permanently? Temporarily? might feel beyond the scope of a Gambit. I
think ruling it as a Gambit with a CLA save to
Moss: Hmm, I want to make sure even if I dodge the stab would work just fine,
can’t kill him I’ll leave him without an eye. encouraging the player to Smite to improve
their changes of getting a strong gambit.
Ref: Right. I mean as far as killing him goes,
you’re already trying to do that with a It’s good that Ref clarifies that with a normal
normal attack. You could do a Smite if you attack the character is already assumed to be
really want to try to take him out, but if it’s trying to cause maximum harm to their
more about leaving a lasting mark we target, and going beyond that is usually
could… hang on… covered with a Smite Feat. Taking this as a
starting point, they change that Feat to apply
Ref looks through the rules a bit more extra long-term damage instead of simply
improving the normal damage of the attack.
Ref: Yeah how about we do it as a Smite but
instead of the extra damage you’ll leave a Importantly, the details of the ruling are
mark. Probably only makes sense if you explained to Moss before they confirm they
actually Wound him too, so you’ll need to want to go through with it. Upon weighing
take him down to 0GD. I don’t think you could up the ruling, a player might decide it’s no
do this to any old opponent, but here there’s longer worth it. At this point the Referee can
clearly hatred between the two of you. suggest an alternative, or the player might
simply decide to go ahead with a normal
Moss: Yeah that sounds fair. attack or Feat.
Moss rolls their attack and successfully I also appreciate that Ref made it clear that
Wounds their enemy. They fail the Save to the ruling here is a bespoke ruling for the
avoid becoming Fatigued. current combat, leveraged by the established
hatred between the combatants. If the
Ref: So sure enough, you thrust your dagger players tried something similar in another
at his eye and… urgh, you get the idea! He situation the ruling could be different.
clutches his face, screaming, but he’s still
standing. You breathe heavily, feeling the There’s clearly a bit of discomfort from Ref in
adrenaline running through your body. having to describe the eye-gouge. In a game
with this much opportunity for combat, and a
system for Scars, there’s always going to be a
bit of gore, but it’s perfectly acceptable to
draw a veil over the grisly details if the group
isn’t fully comfortable with them, as Ref does
here. This is something that becomes easier
to judge through experience playing with the
same group of players.

63
PLAY
The Upper Hand THOUGHTS
Moss and Tal are sparring using wooden In combat, sometimes one side just has a
swords (d6 hefty) and light shields (A1). Ref clear upper hand. Consider two knights
has ruled that any damage sustained from fighting in pitch darkness, one with perfect
this can be shaken off afterwards. nightvision.
Ref: Okay so you both agree that this is a While these are straightforward, more often
duel, right? That means you’ll roll and deal players will try to earn the upper hand
damage simultaneously. through their own actions.
Moss: Okay, let’s go. Gambits are one way to represent this,
especially using Smite or Focus to improve
Both players make a normal attack to begin your chances, but the Referee has other
with. Moss rolls 2, Tal 3. options too.
Ref: So you’re both sort of feeling each other As mentioned in the Combat section, there
out first, wooden sword clattering against are typically three ways to do this, and here
shield, a few probing jabs. No sharp blade to we see Tal taking a Risk. There are a few
worry about, but a wooden sword to the ribs ways this can go. The classic is "roll a save, if
isn’t a barrel of laughs. you pass then you attack with bonus if you
fail then something bad happens instead" but
Tal: Hey, Moss, aren’t you scared you’ll fall in there's a lot of fine tuning that can be done in
the mud again like when you fought that there. Here we Ref has Moss make the Save
brand new squire? instead of Tal. I think either would have
Moss: Hey! worked, but here I it makes sense as the
question is “will Moss keep their cool” rather
Ref: Are you actually trying to distract Moss than whether Tal knows what to say.
here? It might backfire and give an opening.
Even with Risky actions, there are cases
Tal: Yeah sure. where you might not call for a Save, and just
allow a bonus in return for taking a XXX.
Ref: Okay, Moss, make a SPI Save. Maybe you can fight recklessly and both
sides you will get +d8 to attacking each
Moss rolls a 10, passing the Save. Ref looks at other. If they join in the recklessness maybe
the Upper Hand section of the Combat rules. it goes up to +d10! Here the Risk element is
still present, even without a Save.
Ref: Okay, Moss, you keep your cool as Tal
mocks you, capitalising on their distraction The second method is through having useful
to drive them back onto a patch of gnarled Information. Perhaps you've learned
roots. You’ll get +d8 on your attack this turn. something that would help here. This how I
might handle the classic “hit the monster in
Tal: Argh, fair enough I guess. their weak spot”. Not glowing targets, but a
Both players roll to attack again, Moss reward for going out and talking to hunters
getting +d8 this time. Moss rolls 3 and 7, and those who have fought the creature
keeping the 7, and Tal gets 4. The shields before. That stone mammoth has VIG 19,
take this down to 6 and 3 damage. Armour 3, so getting a +d10 to every attack
because you learn of its hatred of fire is
Ref: Tal, you struggle with your footing here, practically necessary.
letting Moss knock your attacks aside and
smack you across the head with their wooden The last method is to reward good
sword. You’re down to VIG 7 so it’s a wound, Preparation. Action now to enhance action
but you’re still in the fight. What do you both later. The classic is "setting up" an ally for
do next? their attack, or driving the enemy into a
disadvantageous position with a Gambit. In
essence, if a player can point back to a
previous action that specifically set up the
current attack I'm happy to give them a
bonus for it.

64
PLAY
Taking Damage THOUGHTS
Tal and Moss have decided to stand and fight Keeping your Knight alive involves
against a Warband of raiders from a managing a few different resources. Armour
belligerent neighbouring realm. They’ve and Guard are the first lines of defence,
already taken a little damage from arrow fire. Vigour a more precious resources, and Feats
a further tool to survival.
Ref: Okay, now it’s the Warband’s turn. As
you’re both individual combatants, they get The Referee has to balance keeping the
+d12 and gain Blast, attacking both of you. players are aware of these while also
indulging their senses in the description of
Ref rolls d8 and d12 for each target, taking the actual battle. Too much focus on numbers
the highest single die against each. The dice and resources and it becomes just a dice
against Tal are 8 and 5, the dice against game, too little and you risk the players not
Moss 8 and 7. being able to make informed choices on how
to proceed with the fight.
Ref: The horde of attackers surge onto you
both as you try to stand firm, spears and axes Ref strikes a decent balance here, but as I’m
coming from all directions. Both attacks are writing this for an example of play, there’s
Bolstered, so Tal you’re both facing 9 perhaps more explicit explanation of the
damage. You both have 3 Armour so we can numbers than I would expect at the table.
knock those down to 6.
As a general procedure I describe what the
Tal: I’ll stand firm using Deny on the 8. attacker is doing, roll their dice out in the
open, give a chance for the Knights to use
Ref removes the 8, leaving the 5. Tal passes Deny or other feats to modify those dice, and
their Save against Fatigue. then tell the player how much damage
Ref: So that leaves 2 damage after armour. they’ve taken.

Tal: Could I use Deny again? The player can then report back whether the
attack caused a Wound (VIG loss) or Mortal
Ref: No, it’s once per attack. Wound (half of current VIG lost), and I can
describe the attack and its impact
Tal: Right, got it. accordingly, shifting the focus back to what’s
actually happening to the characters.
Ref: So you’ve got 2 damage coming in
against 2GD, leaving you at exactly 0GD, that As players get more experienced they’ll feel
means a Scar. I roll on the Scar tale with the more confident weighing up their options
die that caused damage and get Distress, so I when faced with damage. The situation faced
guess a spear just narrowly missed you, a by Moss here is a good example, and I
few inches and you’d be missing an eye! Lose suspect they slightly undersimated the
(rolls d6) 2 SPI. danger they were in.
Tal: Lucky escape I guess. I’m not optimistic about their chances in this
situation. Perhaps a chance to consider
Ref: Moss, you’re on 1GD and 6 VIG, right? whether surrender is Knightly.
Moss: Yeah. I guess I’ll Deny the 8.
Moss removes the 8, leaving the remaining 7.
They also fail their Save against Fatigue.
Ref: Oof, so 4 Damage left means 1 to your GD
and the remaining 3 off your VIG. As you’ve
lost half of your VIG in one go that means a
Mortal Wound. Moss is overwhelmed by the
Warband, kicked to the ground, an axe
buried in their gut. They’ll die if left
untended, and I wouldn’t expect mercy from
these raiders. What’s the plan?

65
PLAY
Dynamic Combat THOUGHTS
Tal and Moss are launching an attack Dynamic combat is the idea that a combat
against 3 Scholar-Knights of the Order, should change with each passing round,
vengeance for their attacks on the Realm. rather than being a war of attrition. This
doesn’t have to apply to every combat, some
Ref: So you’re charging in full-pelt? are simple and end too quickly to have much
of an arc, but it’s especially useful to consider
Moss: Yeah, should we focus on one of them? for longer, more significant fights.
Tal: Okay, I’ll send my Raven out to attack Here we see just two rounds of combat, but
another. there’s already a narrative forming. Round 1
They roll their attacks, wounding the is the charge, Round 2 is the shieldwall
Scholar-Knight and using a Gambit to followed by breaking it up, and on Round 3
dismount another. The Order fight back, Ref could introduce a new factor such as
doing some damage but no wounds yet. environmental change or new enemy tactic.

Ref: Okay, the Scholar-Knights bark orders Even just having the enemy show a changing
at each other. It’s not clear who’s in charge. attitude to the fight can work here, showing
Still, the two on horseback dismount and how they’re feeling about their chances of
form a close formation with the other, pulling survival.
their shields up into a shieldwall. A missed opportunity here is that we don’t
Tal: Right. I mean they were already hard to see Ref describe the location of the attack.
damage, I feel like we shouldn’t just dive For all we know it’s happening in a generic
straight in. featureless field. While the players were
creative enough to use the dismounted
Moss: Yeah you’re right. Is there a way we enemies’ steeds against them, this creativity
can break up their formation? could have been encouraged through
including other tactical hooks on the
Tal: That one we spoke to before was battlefield. These can be mundane, such as
particularly proud of their horse, right? How describing especially thick woodland, boggy
about if we try to spook the horses away, ground, or a nearby waterfall. For more
they might break away to stop us. unusual features rolling a prompt can be
helpful. This could see the combat happening
Moss: Sure, let’s try it. amidst a roaring fire, in a dim rat-infested
cave, or among choking vines hanging from
Ref: So what are you doing exactly? the rafters of an abandoned barn.
Tal: I don’t want to hurt the horses, but I’ll It’s great if these environments carry
give them a whack with the flat side of my mechanical weight, or offer tactical
hammer, scream at them I guess. Shoo! opportunities, but sometimes even just the
Ref: Okay I guess the horses will definitely change of flavour is enough to make things
break away if you do that, but let’s see if the interesting.
Scholar-Knights break their formation. Another good element to introduce is a time
Ref rolls a SPI Save for the Scholar Knights, limit. Perhaps they had word that the
so describes one of them running for the Scholar-knights were meeting with more of
horses, breaking the Shield Wall. their Order, so reinforcements were expected
in an uncertain number of rounds.
Moss: Great, I’ll attack the Knight we
damaged last turn now that the shieldwall’s
broken. Actually, I’ll use Smite to make sure
we put them down.

66
PLAY
Mass Combat THOUGHTS
The company lead an army besieging a small Mass combat can be handled similarly to
fortress. They have four warbands: 2 men-at- personal combat, but with warbands as the
arms, 1 archers, and 1 cavalry with javelins. primary unit, rather than individuals.
They also have 2 stone throwers.
Much of the guidance I’d give here is similar
Ref: Okay, it’s just after sunrise and you’re to that of the Dynamic Combat entry, but it
all set up, facing off against the fortress. You can be difficult to remember when faced with
can see hurried movement along the the concept of a full-on battle with hundreds
ramparts, defenders hurrying about. of soldiers. Even though the scale is larger,
most of the same principles apply. Here we
Moss: Well I guess we ruined the element of see a battle with a built in time limit, the
surprise when we let those scouts get away. impending arrival of enemy mercenaries,
which goes a long way to make the battle feel
Ref: Yeah, in fact you see the main gate dynamic. As well as this, Ref makes sure to
swing open, 2 Warbands emerging. Looks describe what the players can see, from the
like a band of archers and a horde of bustling defenders on the ramparts to the lay
aggressive looking fighters, carrying an axe of the land in front of them.
or blade in each hand. Remember you were
told to expect the enemy’s mercenaries to This might sound obvious, but this scale-shift
arrive some time this morning. Actually… can sometimes intimidate Referees, who find
themselves trying to keep things as simple as
Ref very roughly sketches out the battlefield, possible to the detriment of the actual game.
noting a bog and a small forest. The ever-present risk that things deteriorate
Ref: Okay so… wait, one minute. into a numbers game without adequate
description of the present situation.
Ref tears up some small paper rectangles and
uses them to show the locations of each Drawing out a map, like Ref does here, isn’t
Warband, coloured dice showing the Knights. part of the rules, but it can be useful when
dealing with larger battles involving multiple
Ref: Right, what’s the plan? warband types, even if it’s just keeping track
of who’s fighting whom.
Tal: I mean we could just sit back and use
the stone thrower to break down the gate. Ref places a forest and a bog on the
battlefield, but the combat system doesn’t
Moss: Remember the Mercenaries? We heard explicitly have rules for how warbands
they might have heavy cavalry, which would behave in different terrain types. This is one
be tough to deal with. I think we need to be of those “it doesn’t matter until it matters”
more decisive. situations. Perhaps the players could lay an
ambush in the woods, or set up behind the
Tal: Well we outnumber the enemy right bog to dampen an incoming heavy cavalry
now. I think send the cavalry to deal with the charge. These things aren’t detailed in the
archers and everybody else piles into that rules, but they provide vital leverage for both
other warband (Tal pushes some of the paper players and referee to perform certain
warbands around on the map). actions that would otherwise be implausible.
Moss: Okay, let’s do it. I’d like to see Ref asking the players where
the Knights themselves are. Are they leading
Ref: Right, so as you advance on the enemy specific Warbands, or hanging back on their
your archers exchange fire with each other. own? In a big battle like this, especially when
Ref rolls an attack for the enemy archers, you introduce a map and pieces, it’s easy to
Moss for the allied archers. The enemy are lose track of the personal experience of the
especially effective, Wounding the allied knights. Battles can feel big and sweeping,
archer warband. but we should always be aware of what the
Knights are personally doing.
Ref: The enemy definitely get the better of
the exchange, your archers crying out as they
take casualties, but holding steady for now.

67
PLAY
Advancing Time THOUGHTS
Tal: Did we say about doing a time skip? Timekeeping can be Tricky enough with an
RPG session, and the end of my sessions
Ref: Oh yeah, that was the plan. We said often feel rushed, hurrying to get to some
we’d move onto the next Season. Are you sort of suitable conclusion.
happy with that?
With Mythic Bastionland it’s worth
Moss: I mean we have some loose threads but “finishing” the session early to make sure you
I think it’d be fun to move things along. have proper time to talk about season or age
changes. In this case it sounds like Ref is
Tal: Yeah let’s do it. perhaps rushing before they miss their last
Ref: Right, so first of all restore your Virtues bus home.
and next game Winter will arrive. What are Although moving to the next season was
you both focusing on before then? agreed upon beforehand, we see a moment of
Ref shows them both the list of Pursuits. hesitancy from Ref, offering the players the
chance to change their mind. I suspect Ref
Tal: Service means I can make a small forgot that this was the plan right until this
improvement to the realm. I’ll take that. moment where Tal reminded them.
Ref: Sure, what are you actually doing? Luckily the players are both in agreement,
but I’d encourage Ref to stick to the original
Tal: Could I spend some time with those plan here and move ahead with the time
hunters we met, using my Raven to help skip. It can be tempting for players to want
them find some new hunting grounds? to continue the moment-to-moment story of
their characters, picking up the next session
Ref: Yeah that sounds good. Maybe if even right where they left off, but I think the
goes further and they set up a proper progress of time makes for a better campaign
outpost. We’ll mark it as a Dwelling on the in the long term.
map.
When choosing their pursuit between
Moss: Can I do Courtesy? Perhaps not in this seasons I like that Ref pushes Tal to describe
horrible swamp. what they’re actually doing, rather than just
picking their choice from a list. It’s also a
Ref: No it’s fine, we assume you both travel nice little reward to have this action create a
about a bit and then reconvene next time. new Dwelling on the map for the players to
Moss: Great, well my rank is Knight Gallant make use of in future.
now that I have 2 Glory, so could I use this
favour to actually get a place in court?
Ref: Sounds reasonable! We’ll come back to
that at the start of the next game. Okay,
we’re done!

68
PLAY
Trade THOUGHTS
Moss: So we heard there’s some brilliant Playing a game without tracking of currency
blacksmith in this castle, right? How about or abstract wealth ratings is an adjustment
before we go and meet the Lady of the Castle for most players. The intent was to get
we try to get some better gear? players into more of a feudal mindset, where
longstanding exchanges of service, labour,
Ref: Sure, down in the maze of passageways protection, and goods make up the majority
beneath the castle you follow the metallic of trade. Aside from any sense of immersion,
clangs and radiating heat of the forge. Sure this approach encourages players to consider
enough you find a blacksmith hard at work, the place of the characters in the world and
the walls lined with all manner of arms. the network of relationships between non-
player characters.
Tal: We said about getting bows, is there a
bow on the wall? Here we see that in a well-worn scene of
RPGs, shopping for weapons.
Ref: So arms are generally split into
Common, Uncommon, and Rare. What does the Blacksmith want? Ref thinks
they’re quite content. Working for the Lady
Ref opens the book for the players and gives them a relatively secure life in the
gestures over the list. castle. When Knights arrive to help the Lady
Ref: Since this guy is a proper weaponsmith I it seems fitting that the Blacksmith would
reckon they’ve got plenty of Common help up to a certain point, but still ultimately
stockpiled, and some Uncommon and Rare need the Lady’s approval to give out Rare
tucked away in storage or made to order. items like swords. The players could have
tried to bribe them, but does this Smith
Tal: Wait how much money do we have? really need money? I suspect they wouldn’t
be so easily tempted. Instead, as the players
Ref: You have a bit, but big bags of money learn more about this character, their place
are for rich merchants. You’re knights! You in the Castle’s society, and their relationship
need three things to make a trade: somebody with the Lady, they might be able to pull
who can supply the thing, raw materials if their strings a bit more effectively.
needed, and something to give in return.
Later, Tal points out that maybe the bows
Moss: Okay, let’s see what this Blacksmith’s should be located elsewhere, as they’re made
deal is first. from wood, not metal. It’s pretty common for
players to question apparent errors like this,
The group play out a conversation with the and it shouldn’t be considered malicious.
Blacksmith, who seems fiercely loyal to the
Lady of the Castle. Instead of immediately hitting undo, consider
why the seemingly inconsistent element
Tal: Okay, well we’re here to help the Lady, could be true. Here it’s obvious, but you can
so could we take a couple of bows? create some interesting situations by
throwing such queries back at the players.
Moss: Wait, I also want a proper sword.
“Yeah, that is weird, right? Why do you think
Ref: The Smith happily pulls some bows off that could be? Do you want to ask somebody
the wall and hands them to you, a quiver of about it or investigate?”
arrows each.
Sometimes they’ll shrug it off, sometimes it’ll
Tal: Actually why would a blacksmith have set them on a tangent, but wherever possible
bows? Are they metal bows? I like to keep to my word as a Referee, which
Ref: I guess this is also just a general weapon means we’re sometimes discovering and
store. When you ask about the swords he justifying the details of the world together.
seems less open. “I’ll have to speak to the
Lady about that, I’m sure you understand”
Moss: Okay, all the more important we make
a good impression.

69
PLAY
Weapons THOUGHTS
The Knights are trapped in a besieged citadel, In Mythic Bastionland I wanted weapons to
the attackers almost through the main gate. matter, but not too much. I wanted players to
feel like their choice of weapon matters, but I
Tal: I knew this was a trap when we had to didn’t want them to spend lots of time
hand our weapons over on arrival. crunching numbers and weighing up options.
Moss: But this place must have weapons Breaking the weapons into broad categories
somewhere. Where did the guards get their means that the choice between a polearm or
weapons from? a shortsword matters, but specific polearms
generally behave in the same way.
Ref: Some guards stuck around, obviously not
part of the plot against you. They hurriedly Specialist weapons are special case if you
direct you to an arms store at the base of the really want a weapon for a niche situation.
citadel. There’s basically any common
weapon you could want. Some piecemeal Here the players start by looking for the
armour too, but you still have your own “best” weapon, which Ref reasonably
armour at least. interprets as “the weapon with the biggest
attack die”, but their current situation of
Tal: What looks most dangerous? defending a tower leads them to consider the
environment they’re likely to be fighting in.
Ref: So there are some polearms, like some
halberds and… fauchards? You know, blades Better yet, they remember that blunt
and spikes on poles. They look the most weapons would be especially useful against
effective, but they’re also Long, so won’t be their expected enemy. There’s no “blunt”
great in an enclosed environment. weapon type listed, so the game relies on the
group using common sense. An advantage of
Tal: Yeah and I guess we’re going to be this approach is that mechanically identical
fighting on that big spiral stair at some point. weapons can become mechanically distinct if
Moss: Okay, something one-handed, so I can the right situation arises.
use my shield. Like a solid mace or axe? When looking for a particular type of
Tal: Hey remember those bone-creatures weapon, Ref falls back on the ever-useful
were tough to kill with sharp weapons? Let’s Luck Roll, a mixed result prompting them to
get a mace and shield each. Actually, I’ll take say that they find a weapon that almost does
a mace and another weapon. Is there what they want. Here Ref throws together a
something I could wield in my other hand? ruling out of nowhere, saying that throwing
the spears will mean rolls of 6 are discarded,
Ref: Sure, you grab a hefty mace and a light making them less effective than javelins.
mace that you can wield together effectively.
They could have gone in other directions with
Moss: Wait, are there any javelins here? Or this. Perhaps they’re ineffective at anything
spears that we could throw if needed? but very close range, perhaps they gain the
slow type when thrown, or perhaps they’re
Ref: Erm, hang on. bulky enough that you can only carry a few of
them, rather than a bunch of javelins.
Ref makes a Luck Roll and gets 4, an okay
result for the players. It’s inevitable that a referee will need to
make rulings like this on the fly, and I think
Ref: So there are some shortspears. Not this solution is fine. On average this ruling is
really designed for throwing but they’ll work identical to saying “thrown attacks are
okay. Let’s say you can throw them for d6 impaired” with a slightly different
like javelins, but rolls of 6 are discarded. distribution of possible results, but I like the
idea that players might roll a 6 and blame
Moss: Rubbish. Well better than throwing the clumsy spears, wishing they had proper
rocks I guess. javelins instead.

70
PLAY
Death THOUGHTS
Tal has been spotted sneaking into a guarded Death is Tricky, but I believe a game based
tower. Their SPI has already been depleted on around Knights benefits from its presence.
the journey, and now their Guard has been
depleted by the first volley of arrows. Moss It’s usually considered a sort of “fail state” of
ducks out of sight of the enemies but Tal runs the game, and Mythic Bastionland embraces
for the tower. the more unpredictable side of death instead
of great sacrifices scripted ahead of time. If
The sentries roll high on their attack dice and your Guard, Spirit, and Vigour are all getting
Tal has no choice but to take the damage low then it’s advisable to do everything you
reducing their VIG to 0, meaning they are can to avoid taking further damage.
Slain outright.
Although it’s a failure of that character, who
Ref: Oh, wow. One of the arrows flies straight would surely rather be alive, it’s not a failure
into Tal’s throat… they fall to the ground, a of the ongoing story of the game. All Knights
pool of blood forming. They’re slain. die in the end. This is why they seek
successors, heirs, squires.
Moss: What!?
Many referees would be tempted to find a
Tal: Argh, I knew that was a dumb thing to way to keep Tal alive. Dying to the arrow of a
do. Is there anything else I can do? nameless sentry feels like an ignoble end for
a protagonist, but we can see that Tal had
Ref: I mean you’re out of Guard, Spirit, and opportunities to avoid this. As a Referee, if in
Vigour, so I think that’s it for Tal. doubt, make sure players understand this
Tal sighs and folds up the character sheet. risk when they take such an action.

Ref: Well we have less than an hour left Of course, it still feels bad. The player might
tonight, so I’d recommend we sort your new feel embarrassed that they let it happen, or
character at the start of the next session, or sad that they won’t get to continue using
you can do it at home. You can make a brand their character. It’s perfectly fine to take a
new Knight or you could take on a successor. moment to acknowledge these feelings, and
You had that squire who was injured, maybe make sure that the player doesn’t feel the
they could get Knighted for themselves. death was somehow unfair or unwarranted.
Here I prefer an impartial approach. If the
Tal: Yeah. Urgh, I should have ran away. rules say they’re slain, then they’re slain.
Moss: Hey we’ve both been taking risks, this The Referee didn’t kill Tal, the arrows did.
could have happened to me. Can I recover the
body? Tal deserves a proper funeral after all. The feelings will remain, but the important
thing is that the player is angry at the
Ref: Oh definitely, we’ll get to that. In the arrows, not the Referee.
mean time I’ll get Tal a character for now.
Moss, what’s your plan after recovering Tal? Ref does the right thing here by getting Tal
right back into the game with a new
Moss: Well I need to get to safety for the character, even if it’s just a temporary one for
night. Oh, and I look for Tal’s Raven! this session. Elevating an existing NPC to
become Tal’s new character would be great,
Ref: Sure. Tal, you okay? but sometimes none of the existing
characters quite fit, so it makes sense to just
Tal: Yeah, I guess I was just getting attached introduce a new Knight.
to this character.
In most cases I’d default to starting the new
Ref sets up Tal with a character for the rest of Knight as a Young Knights Errant, but if the
the session, using a prompt to get a new rest of the Company are quite established
character to meet Moss as quickly as possible. then it might make more sense to start them
Between sessions Tal rolls a new Knight to with some Glory.
join the company, the Riddle Knight.

71
m y t h i c
BastionlanD
B E F O R E I N T O T H E O D D

Mythic Bastionland is available on Kickstarter on


Tuesday 7th November 2023

Find out more here:


https://www.kickstarter.com/projects/bastionland/mythic-bastionland-rpg-before-into-the-odd

72

You might also like